GGACR/Kliff Undersn/Matchups

From Dustloop Wiki
Kliff Undersn


Matchups

NOTE: Old matchup subforums can be found here: http://www.dustloop.com/forums/index.php?/forums/forum/247-kliff-matchups/==A.B.A==

A.B.A.

A.B.A

Suspected Matchup Ratio: 5 - 5

Overview

Goals

This matchup can landslide quickly for either player. The best case scenario is that you keep A.B.A. in normal mode for as long as possible and reduce her health bar chunk-by-chunk, minimizing how much they can gain back via keygrab or bloodpack later on in the match.

The A.B.A. player has several options at the start of the round but their decision making will come down to:

1) go in. This is often seen in the form of:

  • utilizing A.B.A's unusual jump / superjump arc with j.h and hope to capitalize off of a hit or block
  • high risk/high reward attempts (ex: round start keygrab, utilizing 6h disjointed hurtbox to CH/trade)
  • tick throw into keygrab (get in, 5p, keygrab, also 236k, recover, keygrab)

2) run away, hoping that you also backed away or were out of range for a punish as they bloodpack into Moroha mode. Kliff can attempt to interrupt this by:

  • stay mid-range and keep reaction 214s/214k/236s ready for sniping.
  • harass with (66) f.s/2h
  • monitor A.B.A.'s meter while using the above, as she will likely 236D to bypass your pokes. Try to avoid this move. She will easily grab you/keygrab you, so I find that reacting with a move that takes Kliff airborne *AND* hits right away is most useful (ex: TK limb severer/late input skull crusher)

3) stand their ground, hoping you expected them to run

  • Anti-air (AA for short) 2h, combo to keygrab
  • preemptive normal mode 6h cancel to bloodpack, potentially stuns Kliff
  • 5h/6p CHs to keygrab
  • random confirm to rekkas

Neutral

Normal Mode

Kliff has zero incentive to take the first action. Trying too hard to read the situation and what the A.B.A. player will do is a sure path to suffering, as all they need is one hit to transform into Moroha mode.

Your main goal here is to react to the A.B.A.'s habits and openers. All of the following plays are from Round Start (Kaimaku), and assume ABA to be in normal mode:

ABA sj.h : ABA sj.h is active the entire duration of the animation and can cross up at some jump arcs. On block, a common ABA gimmick is to do 5p into Keygrab, as Keygrab is a *real* command grab when up-close, and only acts as a hit-grab when outside the normal command grab range. Kliff can counter-play ABA sj.h with 6p or 6{p}. Be aware that when you partial charge Kliff normals, they gain additional release frames, and if you mistime it, this can lead to a jump-in punishing your 6p.

ABA key-grab: The worst feeling when this hits you raw. Usually catches you with your pants down when you preemptively hit a slow button, hesitated into button, or whiffed a stubby normal and it caught your recovery. Feelsbadman. Try stuffing it with your fastest normal, 2d or just guard into 214s easy punish.

ABA 236p (Dragging/Kenin): throw it, do a delayed low into combo, or jump away. Whatever you do, don't get grabbed

ABA 6h: Betting it all on one move. On counter-hit this move can stun characters with a stun rating of 50 in one hit, which Kliff sadly is one of. Beating this move often requires delaying your button presses, using specials that dont have a hurtbox (Kliff 236p/236s) or punishing the long whiff recovery (Kliff 214s)

ABA 236k (Retribution/Shoukyaku): You most likely won't see this as an opener until the ABA player catches on to how good Kliff 2d is. It gains foot invul on frame 7, the same frame that Kliff 2d goes active. Your best bet here is abare 5p/f.s/5h to stop it before it comes out, as it is 22F startup. Alternatively, try instant blocking to guarantee a 5p punish.

Moroha Mode

Goku Moroha Mode

Anti-airing

Offensive Situations

Instant Killing off Moroha Recovery

Defensive Situations

Normal

Moroha

Goku Moroha

Dealing with Danzai

Against Moroha Danzai and Forcebreak Danzai

After Blocking the First Hit of Moroha Danzai

There is a 20 frame gap between Moroha Danzai(1) and Moroha Danzai(2), leaving plenty of time to hit Kliff 2d, a 7 frame move, in between the hits. You can block the first hit and even mash it.

For Goku Moroha Danzai, the gap between Danzai(1) and Danzai(2) changes to 14F. While still a sizeable gap, this move is blindingly fast on a visual level, so reacting with your punish may prove difficult without practice. 2d is still recommended here. If you accidentally hit another move, try cancelling to Soul Survivor if you have the meter available.

Against Goku Moroha Danzai and Forcebreak Goku Moroha Danzai

After Blocking the First Hit of Goku Moroha Danzai

Match Footage

https://drive.google.com/file/d/1eLHSuGRmB6r4IHdpV-8IvPoJ_iwjgdu2/view?usp=sharing (Honnou Kliff replays vs ABA)

https://acpr.keeponrock.in/#/?p1chars=kliff&p2chars=aba

Anji Mito

Anji Mito

Suspected Matchup Ratio: 5.5 - 4.5

Overview

Goals

Anti-airing

Dealing with Auto-Guard

Dealing with Fuujin

After Blocking Fuujin

Fuujin ~ P (the aerial fan throw) -> rising j.s/j.h j.214s/j.236d Fuujin ~ K (hop) -> throw / throw OS is recommended 6+S+H Fuujin ~ S Nagiha (sweep) -> guard into f.s/5h 214s/2d Fuujin ~ H/D Rin (armor/throw invul followup)-> Kliff 2d CH -> 66 2s 236s/214k

Dealing with Wakeup Fuujin

Punishing Fuujin on Wakeup

Kliff 236p okizeme covers wakeup Fuujin situations perfectly. It can only fail if you perform it so meaty that you max your + frame advantage but the active frames are ending. However this will also allow Kliff himself to potentially punish Fuujin with a normal or special.

Preemptively Covering for Fuujin in Neutral

Avoid f.s in neutral when Fuujin is an option on the table, as it only has 3F active and will get bodied. 5h, delayed 2d, and 236p are your best friends for intercepting Fuujin. Do not be afraid to guard and respond to the appropriate Fuujin followup as well.

Whiff Punishing Fuujin

When out of range from the Fuujin, a quick 2h is ideal. Closer up, f.s and 2d are fine. Reflex Roar also exists.

When airborne and they miss a Fuujin, be wary because if you cannot punish it in time, Anji is free to transition to followups, specifically H and D Rin, which are excellent for swatting opponents out of the air.

Dealing with Butterfly

https://drive.google.com/file/d/1QhPimAFlTkZlT2b4zgZEJDIrsZoZmHp9/view?usp=sharing (Honnou Kliff replays vs Anji)

https://acpr.keeponrock.in/#/?p1chars=kliff&p2chars=anji

Axl Low

Axl Low

Suspected Matchup Ratio: 5 - 5

Neutral

Overview

Goals

Neutral

Round Start plays

  • 2d to beat 99% of Axl grounded pokes, can be counterplayed with jump, Axl 214p (low counter), and Axl S-Raeigeki (41236s)
  • 5h to beat Axl slower normals or round start S-Raeigeki
  • rising 7jump j.h, counterhits S-Raeigeki, links to low airdash j.s j.h -> confirm of choice

Strongest Counterpokes

  • 2d
  • f.s

When to Play Reactively

When They're Playing Reactively

Anti-airing

Axl shouldn't be jumping at you other than as a read, but for when he does, 6p/6{p}, 623h, and the occassional 5h AA CH all do their job relatively nicely. If Axl performs jump-ins too deep on you, AA 2d may be an option as well.

Offensive Situations

Defensive Situations

Axl has several blockstring buffs in +R, where 2h(2) now gatlings to 2d, which supplements his overhead, 6h, very nicely. You want to look for the following while blocking

  • Normal chain gatling'd to 6h
  • Axl letting a vacuum chain normal's 2nd hit pull you in, then doing walk/dash tick throw
  • Normals chained to Rashousen (Axl's unblockable)
  • Normals chained to Rashousen feint, which he will likely follow up with AA 5p/6k attempts

Any time Axl gatlings to 6h, you can jump Instant Block it, which guarantees a throw when you both land together. A quick normal punish may be realistic in some situations.

If Axl goes for Rensengeki -> [2] followup (the multiple low-hitting physical chain), FD the first few hits of the followup into immediate 214s, which punishes at most ranges. If they are too far for drill, f.s may work and at least it is still your turn.

Match Footage

https://drive.google.com/file/d/1DgfDPArCG_ms26wqUlMHOi0qYhvl9zYM/view?usp=sharing

https://acpr.keeponrock.in/#/?p1chars=kliff&p2chars=axl

Baiken

Baiken

Suspected Matchup Ratio: 4 - 6

Overview

Goals

Neutral

Strongest Counterpokes

When to Play Reactively

When They're Playing Reactively

Anti-airing

Offensive Situations

Defensive Situations

Match Footage

https://drive.google.com/file/d/1NDJDCxFHx22TJN7iod9H2gQqhselRVlD/view?usp=sharing

https://acpr.keeponrock.in/#/?p1chars=kliff&p2chars=baiken

Bridget

Bridget

Suspected Matchup Ratio: 5 - 5

Overview

Goals

Neutral

Strongest Counterpokes

When to Play Reactively

When They're Playing Reactively

Anti-airing

Offensive Situations

Defensive Situations

Match Footage

Chipp Zanuff

Chipp Zanuff

Suspected Matchup Ratio: 4 - 6

Overview

Goals

Neutral

Strongest Counterpokes

When to Play Reactively

When They're Playing Reactively

Anti-airing

Offensive Situations

Defensive Situations

Match Footage

Dizzy

Dizzy

Suspected Matchup Ratio: 4 - 6

Overview

Goals

Neutral

Strongest Counterpokes

When to Play Reactively

When They're Playing Reactively

Anti-airing

Offensive Situations

Defensive Situations

Match Footage

Eddie

Eddie

Suspected Matchup Ratio: 6 - 4

Overview

Goals

Neutral

Strongest Counterpokes

When to Play Reactively

When They're Playing Reactively

Anti-airing

Offensive Situations

Defensive Situations

Match Footage

Faust

Faust

Suspected Matchup Ratio: 4 - 6

Overview

Goals

Neutral

Strongest Counterpokes

When to Play Reactively

When They're Playing Reactively

Anti-airing

Offensive Situations

Defensive Situations

Match Footage

I-No

I-No

Suspected Matchup Ratio: 5.5 - 4.5

Overview

Goals

Neutral

Nape Saddle (214k) trades with I-no note attempts. While Kliff also gets hit, he can aerial recover, while I-no gets knocked down.

Strongest Counterpokes

When to Play Reactively

When They're Playing Reactively

Anti-airing

Offensive Situations

Defensive Situations

Match Footage

Jam Kuradoberi

Jam Kuradoberi

Suspected Matchup Ratio: 5 - 5

Overview

Both Jam and Kliff get ideal combos vs. the other, and they're both made out of paper when it comes to how well they receive them on the other end too. This match can quickly turn tables either way in the blink of an eye.

Goals

Neutral

Strongest Counterpokes

When to Play Reactively

When They're Playing Reactively

Anti-airing

Offensive Situations

Defensive Situations

Match Footage

Johnny

Johnny

Suspected Matchup Ratio: 5 - 5

Overview

Goals

Neutral

Strongest Counterpokes

When to Play Reactively

When They're Playing Reactively

Anti-airing

Offensive Situations

Defensive Situations

Round Start

Match Footage

Justice

Justice

Suspected Matchup Ratio: 4.5 - 5.5

Overview

Goals

Neutral

Strongest Counterpokes

When to Play Reactively

When They're Playing Reactively

Anti-airing

Offensive Situations

Defensive Situations

Round Start

Match Footage

Kliff Undersn

Kliff Undersn

Suspected Matchup Ratio: 5 - 5

Overview

Goals

Neutral

Strongest Counterpokes

When to Play Reactively

When They're Playing Reactively

Anti-airing

Offensive Situations

Defensive Situations

Match Footage

Ky Kiske

Ky Kiske

Suspected Matchup Ratio: 6 - 4

Overview

Goals

Neutral

Strongest Counterpokes

When to Play Reactively

When They're Playing Reactively

Anti-airing

Offensive Situations

Defensive Situations

Match Footage

May

May

Suspected Matchup Ratio: 5.5 - 4.5

Overview

Goals

Neutral

Strongest Counterpokes

When to Play Reactively

When They're Playing Reactively

Anti-airing

Kliff 2k goes under May j.2h, if you can react in time, use liberally.

Offensive Situations

Defensive Situations

Match Footage

Millia Rage

Millia Rage

Suspected Matchup Ratio: 4.5 - 5.5

Overview

Goals

Neutral

Strongest Counterpokes

When to Play Reactively

When They're Playing Reactively

Anti-airing

Offensive Situations

Defensive Situations

Match Footage

Order-Sol

Order-Sol

Suspected Matchup Ratio: 5.5 - 4.5

Overview

Goals

Neutral

Strongest Counterpokes

When to Play Reactively

When They're Playing Reactively

Anti-airing

Offensive Situations

Defensive Situations

Match Footage

Potemkin

Potemkin

Suspected Matchup Ratio: 4.5 - 5.5

Overview

Goals

Neutral

Strongest Counterpokes

When to Play Reactively

When They're Playing Reactively

Anti-airing

Offensive Situations

Defensive Situations

Match Footage

Robo-Ky

Robo-Ky

Suspected Matchup Ratio: 6 - 4

Overview

Goals

Neutral

Strongest Counterpokes

When to Play Reactively

When They're Playing Reactively

Anti-airing

Offensive Situations

Defensive Situations

Match Footage

Slayer

Slayer

Suspected Matchup Ratio: 5.5 - 4.5

Overview

Goals

Neutral

Strongest Counterpokes

When to Play Reactively

When They're Playing Reactively

Anti-airing

Offensive Situations

Defensive Situations

Match Footage

Sol Badguy

Sol Badguy

Suspected Matchup Ratio: 6 - 4

Overview

Goals

Neutral

Strongest Counterpokes

When to Play Reactively

When They're Playing Reactively

Anti-airing

Offensive Situations

Defensive Situations

Round Start

5p with buffered 214s (perform it so fast that the 214s does not come out on whiff) is an OS that will beat Sol's round start f.s. On whiff, briefly hold the [4] of 214s, to guard any slower attacks, or react if they jump with an air throw or 6p, since 5p whiff has fast recovery.

Match Footage

Testament

Testament

Suspected Matchup Ratio: 4 - 6

Overview

Goals

Neutral

Strongest Counterpokes

When to Play Reactively

When They're Playing Reactively

Try to take advantage of Kliff's [hold] normals for situations where Testament is likely to aim for warrant. Even a partial hold 6{h} does devastasting damage and can change the outcome of a round or at the very least, force a burst.

Anti-airing

Offensive Situations

Defensive Situations

Match Footage

Venom

Venom

Suspected Matchup Ratio: 4.5 - 5.5

Overview

Goals

Neutral

Strongest Counterpokes

When to Play Reactively

When They're Playing Reactively

Anti-airing

Offensive Situations

Defensive Situations

Match Footage

Zappa

Zappa

Suspected Matchup Ratio: 5 - 5

Overview

Goals

Neutral

Strongest Counterpokes

When to Play Reactively

When They're Playing Reactively

Anti-airing

Offensive Situations

Defensive Situations

Match Footage

Navigation

Kliff Undersn
Systems Pages