GGML/Kliff/Strategy

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< GGML‎ | Kliff
 Kliff


General Strategy

Deciding to pick grandpa is a poor decision, but not the worst one you'll make today. This character's relatively simple but has some important tools, and an important lack of tools from not having a CC infinite.

BUTTONS YOU NEED TO PRESS

Press c.S in abare-eligible gaps or in most any close range situation, as it's a gigantic 4F hitbox which converts into whatever works while also anti-airing quite well. Convert into 2H > 236PGGML Kliff Undersn 236P lv2.pngGuardAllStartup16Recovery39Advantage- or 2S > 214SGGML Kliff Undersn 214S.pngGuardAllStartup12Recovery23Advantage- depending on range. Do not let c.S rock. You will die.

2S is your primary grounded poke. It is committal, but enjoys a number of benefits over its sister normal in f.SGGML Kliff Undersn fS.pngGuardAllStartup15Recovery9Advantage-, namely in active time, startup speed, and the fact that it's a low. Also do not let this rock.

j.S and j.H are similar normals that both have their own place in the air, but because both are so good, opting to choose j.S so that you can gatling into j.H on hit is a fine idea in most scenarios. They are mostly uncontestable from their proper range, and are great with an airdash (particularly j.H). You can later gatling j.H into Dust (S+H) to launch and do the same string again. No other character has Dust as a gatling option, and Kliff can only gatling into the air version of his Dust from air normals. ...Don't worry about it.

Speaking of which,

Dust is great! Can somewhat supplant your lack of ground dashes, it's a solid advancing poke, and it leads to decent reward on hit through doing an air combo string that ends in itself. Unfortunately, it bumps your current stun up by a large chunk, and will frequently result in you getting stunned off of single normals hitting you after a usage or two. Darn!

This is the only way to move in the air quickly, and on the ground almost at all unless using a similarly risky option in 214KGGML Kliff Undersn 214K.pngGuardOverheadStartup28Recovery0Advantage- or 214SGGML Kliff Undersn 214S.pngGuardAllStartup12Recovery23Advantage-. As it is, you'll unfortunately need it to maneuver around the screen, so just be cautious of this fact whilst using it.


Neutral

Defense

Offense

If you find someone who's not mashing as hard as they can the moment they're out of (or can react to) blockstun, congrats! Unfortunately, Kliff doesn't have the easiest time opening people up, but it is still possible. Throw and Nape Saddle (214K) are low reward and very difficult to apply options. Thankfully, you have another one!

Due to your slow jump arc, slow jump startup, and slow airdash speed, you can actually threaten IAD normals in pressure in a similar (though much, much worse) manner to HNK. The typical offensive string for this is:

95 (slight delay) 6 > j.S > j.H > S+H > 8 > j.S > j.H > S+H

Executed optimally, Kliff will hover just above ground level for the duration of his airdash, going over a good chunk of low normals while being able to hit any crouching character in the game with air normals and minimal reactable tells beforehand.

This has solid reward, but airdashing into an opponent too closely can cause you to bounce off of them directly upwards, souring your combo. Minimal advice can be given to avoid this beyond minding your distance from the opponent when trying this. Also this doesn't convert properly on crouching  Baldhead but hey, what does.

Fighting Kliff

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