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======<span style="visibility:hidden;font-size:0">Overview</span>======
======<span style="visibility:hidden;font-size:0">Overview</span>======
{{CharaOverview
{{CharaOverview
|overview= The resident geezer with a cleaver, Kliff works pretty well at any range closer than half a screen away. He can confirm into his combos incredibly easily, knock down without any trouble, and do OTG pickups in corner carry combos without meter. He has three good lows, an instant overhead, and one of the hardest standing dusts to see coming in the game. His {{clr|1|6P}}, Charged {{clr|4|2H}}, Force Break Chop, and {{clr|4|6H}} can all do enough dizzy damage to get an opponent seeing birds within a matter of seconds.  
|overview= Tager is a grappler character. He has slow and limited movement but by using a combination of his 5B (his old Sledge special) to cover ground, his Voltic Battler drive to pull his opponent towards him and solid fundamenetal movement, Tager can close the gap between him and his opponent. Once close, Tager has a number of command grabs that can either be very damaging on their own or which can lead to an even more damaging combo.
 
|lore= Sometimes also referred to as the "Red Devil", Tager is a cyborg and a member of Sector Seven that works directly under Kokonoe. He used to be a mercenary but ended up being gravely wounded during a battle in the Ikaruga War. Upon noticing Tager's compatibility with Kokonoe's experimental "Demon Cells," she retrieves his body from the battlefield and rebuilds him as a cyborg, with his original flesh becoming heavily mutated by the demon cells. Although his life was saved, Tager lost all memories of his past life as a side effect of the process, and now has decided to repay his debt to Kokonoe as her personal agent within Sector Seven.
On the flip side, using {{clr|5|5D}} puts Kliff closer to being stunned, and the higher this value, the higher the chance that Dodge will fail and leave Kliff extremely vulnerable. Kliff on offense is very strong, but must play smart when on the defensive, as his most potent tools could end up backfiring and costing him the game.
|quote= Depending on someone to watch your back...doesn't feel bad at all
|quote= Raw force alone cannot triumph over sheer will!
|summary=  
|lore= Kliff Undersn is the former commander of the Sacred Order of Holy Knights and has appeared in the original Guilty Gear as a playable character. A formidable warrior active during the Crusades and a member of the Sacred Order of Holy Knights, Kliff was its commander for decades until he retired of old age, being succeeded by Ky Kiske. He is Testament's adoptive father.
|voice_actor=  
|summary= is a big range, easy damage machine, with a focus on an ability to stun opponents incredibly easily at the risk of screwing things up for himself. Huge risk and huge reward.
|pros=
|pros=
* '''Obscene damage output with meter''': 70% combos and even TODs are on the field once Kliff scores 25% meter or more.
*20k health; highest tier of health in the game
* '''Deceptively Long Range''': Incredibly long reaching hitboxes which can poke or even mix up from half a screen or further.
*A variety of threatening command grabs to control the ground and air, including his invincible 720 command grab which can be used both in the air and on the ground
*  '''Great corner carry''': Kliff can put opponents in the corner very easily, even off of stray hits.
*Sledge is a very strong zone breaking tool with high and mid guard points
*  '''Myriad of mixup tools''': F-shiki (Fuzzies), fast IADs, and Limb Severer (FRC) give Kliff some unusual overhead opportunities.
*Can easily nullify most projectile wars at the cost of 1 skill gauge with Spark Bolt
* '''Straightforward okizeme plan''': {{clr|1|236P}} is active for nearly half a second and is always plus, giving Kliff laughably easy oki setup.
*High BnB damage
* '''Small, floaty target''': Low profile forward dashes, tiny hurtbox at neutral and floaty jump movement can make it very easy for Kliff to avoid setups or offense.
*Strong reset potential on opponent's wakeup thanks to magnetized command grabs.
* '''Stuns with the snap of the finger''': Can have the opponent dizzy off of a single good read or setup, ready to kill them from full health.
|cons=
|cons=
* '''Horrid mobility''': One of the slowest set of dashes in the game, has trouble traversing quickly and escaping the corner. Must either wavedash, dashjump, Skull Crusher or Nape Saddle to cover ground, all of which carry risks.
*Low mobility. Tager cannot air dash or double jump
* '''Large hurtboxes on bigger normals''': Many of Kliff's long range buttons greatly increase his hurtbox size, exposing him to easy counter poke opportunities.
*Sledge is weak against lows and sometimes inconsistent against strong multihit pokes while speeding towards the opponent
* '''Struggles against long range opponents''': Despite his strong toolset, must work extremely hard to work around characters who keep him out with superior spacial control.
*Very tall and vulnerable to instant overhead mixups
* '''Risky defensive options''': No invincible DAA and two reversal options, both with random elements tied to them, force Kliff to either hold the pressure or bet on high-risk, high-reward options.
*Assists are fairly situational and teammate dependent
* '''Gets stunned easily''': Tied for the lowest dizzy resistance in the game, Kliff has to factor this in when using his dodge or {{clr|5|5D}}, as they raise his own stun meter which can lead to disaster later on.
*Meter dependent, especially considering the threat potential of tools like Spark Bolt and Genesic Emerald Tager Buster
|unique_mechanic1_name= Self Stun
|unique_mechanic1_name= Overdrive: Voltic Battler
|unique_mechanic1= Many of Kliff's moves raise his stun level or are affected by it.
|unique_mechanic1=
 
Some of Tager's normals, specials, and supers automatically pull the opponent towards him, giving his attacks more range as well as messing with the opponent's sense of spacing.
Kliff is capable of stunning opponents within a single combo with his high damage and moves with very high base damage and high dizzy modifiers (Such as {{clr|1|6P}} and {{clr|4|6H}}). Several moves have varying interactions with his and the opponent's stun level, so that using these moves involved becomes a large consideration of risk vs reward.
*{{clr|5|5D}} is a strong dust that is safe on block, but it raises Kliff's own stun level on each use.
*Two Steps Forward is a dodge that is strike invincible for its ''entire duration''. However, each use increase's Kliff's stun level ''and'' increases the chance that the next use of this move will cause Kliff to throw out his back, leaving him free for the opponent to punish.
*FB Hellish Charge has an offensive dizzy modifier of '''x119''', but it is extremely slow, can only be combo'd into in very specific situations, and has a horrible recovery time. It is also not guaranteed to stun the opponent in a combo based on the opponent's stun resistance, and may not work if the opponent was recently stunned already.
All of these moves can contribute to Kliff's style of Russian Roulette. Though he can be difficult to manage defensively, Kliff is capable of dizzying and TOD'ing opponents with no prior interaction, making matches very volatile and cementing Kliff's role as ''the'' glass cannon.
}}
{{FP Box|header=Guilty Bits Character Intro
|content={{Centerdiv}}<div class="fpvideo">{{#ev:youtube|TzSG6VRw_j0|450}}{{Closediv}}{{Closediv}}
}}
}}


==Normals==
==Normal Moves==
===<big>{{clr|1|5P}}</big>===
===<big>4A</big>===
<div class="attack-container">
<div class="attack-container">
<div class="attack-gallery">
<div class="attack-gallery">
<tabber>
Images =
<gallery widths="210px" heights="210px" mode="nolines">
<gallery widths="210px" heights="210px" mode="nolines">
GGAC_Kliff_5P.png|Slap some sense into 'em
BBTag_Tager_4A.png |
BBTag_Tager_4AA.png |Who put lows in an autocombo?
BBTag_Tager_4AAA.png |
</gallery>
</gallery>
|-|
Hitboxes =
<gallery widths="210px" heights="210px" mode="nolines">
GGXXACPR_Kliff_5P-1-Hitbox.png|Frames 5-7
GGXXACPR_Kliff_5P-2-Hitbox.png|Frames 8-11
</gallery>
</tabber>
</div>
</div>
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{| class="wikitable attack-data"
{| class="wikitable attack-data"
{{FrameDataHeader-GGACR}}
{{FrameDataHeader-BBTag|version=yes}}
|-
|-
{{#lst:GGACR/Kliff Undersn/Data|5P}}
{{AttackVersion|name=4A}}
|}
{{#lst:{{PAGENAME}}/Data|4A}}
==== ====
The slap chop. Great 5f jab good for pressure starting, combos, or mashing out. Low-key one of Kliff's best normals.
*Frequently jump cancelled for IAD mixups or IOH {{clr|2|j.K}}.
*Can bait reversals slower than 4f (!!) when meatied properly.
</div>
</div>
 
===<big>{{clr|2|5K}}</big>===
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<div class="attack-gallery">
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<gallery widths="210px" heights="210px" mode="nolines">
GGAC_Kliff_5K.png|Hit 'em with the timbs
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<gallery widths="210px" heights="210px" mode="nolines">
GGXXACPR_Kliff_5K-1-Hitbox.png|Frames 6-7
GGXXACPR_Kliff_5K-2-Hitbox.png|Frames 8-10
GGXXACPR_Kliff_5K-3-Hitbox.png|Frames 11-13
</gallery>
</tabber>
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{FrameDataHeader-GGACR}}
|-
|-
{{#lst:GGACR/Kliff Undersn/Data|5K}}
{{AttackVersion|name=4AA}}
|}
{{#lst:{{PAGENAME}}/Data|4AA}}
==== ====
Short ranged launcher. Infrequent in neutral, but a useful tool for launching characters mid combo. Most importantly, this move can combo into partially charged {{clr|1|6[P]}} enabling Kliff to convert somewhat standard hits into his unreasonably high damage {{clr|4|6[H]}} routes.
 
*Can low crush and occasionally anti-air, but is sadly not throw immune. Use it to go over Slidehead.
*Mainly used to combo to {{clr|1|6{P} }} {{clr|3|236S}} FRC Fully Charged {{clr|4|6[H]}} for massive damage. This confirm as a general rule works on much of the cast midscreen but drops on most of the cast in the corner. This along with having other character specific variations and rules means that it's probably worth taking the time to test it out before attempting it on a new character if you are unsure.
*Useful spots to use 5k in combos include dashing up and juggling with it after a low {{clr|4|j.H}}, after an impossible dust in the corner, and picking characters back up after a ground slide from FRC {{clr|3|236S}} (On some characters this can even lead to the {{clr|1|6{P} }} {{clr|3|236S}} route)
*Can be used at the end of longer routes to pop them in the air to enable {{clr|3|c.S}}>Taunt oki. Take note that later the {{clr|3|c.S}} gatling is delayed, the meatier the taunt will be.
*Against characters with wider sliding hurtboxes, can be linked meterlessly after {{clr|3|236S}} in the corner if you are close enough.
 
'''Additional Frame Data:''' ''Initial prorate 90%. Floats opponent on hit (untechable for 24F).''
</div>
</div>
 
===<big>{{clr|3|c.S}}</big>===
<div class="attack-container">
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<gallery widths="210px" heights="210px" mode="nolines">
GGAC_Kliff_cS.png|Big AA hitbox and knockdown tool.
</gallery>
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<gallery widths="210px" heights="210px" mode="nolines">
GGXXACPR_Kliff_cS-1-Hitbox.png|Frames 7-8
GGXXACPR_Kliff_cS-2-Hitbox.png|Frames 9-13
</gallery>
</tabber>
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{FrameDataHeader-GGACR}}
|-
|-
{{#lst:GGACR/Kliff Undersn/Data|c.S}}
{{AttackVersion|name=4AAA}}
{{#lst:{{PAGENAME}}/Data|4AAA}}
|}
|}
==== ====
==== ====
Good midrange combo starter and combo ender. Knocks down on air hit, mainly for combo enders, OTG 2S extensions, or a clutch anti-air.
* 4A is Tager's fastest ground poke.
*Usually used post {{clr|1|5P}}/{{clr|2|5K}} at the end of combos to set up taunt oki.
* Slower than 214A but still very useful for safely controlling space.
**From air confirms, goes straight into OTG {{clr|3|2S}} > {{clr|3|236S}}.
* Jump cancellable on hit and on block.
*Forms a trifecta of IAD'able normals with {{clr|1|5P}} and {{clr|2|5K}}.
* Can be used to tick throw 214A/C/B+C
*Combos to IAD {{clr|2|j.K}} on Counter Hit, and IAD {{clr|3|j.S}} on crouching Counter Hit.
----
* 4AA hits low
* Jump cancellable on hit and on block.
* Can be used to tick throw 214A/C/B+C
Be careful using this when connecting 4A against aerial opponents or at longer ranges where it might whiff. Chain into 2C instead in those situations.  
----
* 4AAA has slight magnetism
* Can be used to tick throw 214A/C/B+C
Can be a decent setup into a command grab. Special cancelable and chainable into 2C.


'''Additional Frame Data:''' ''Slams down opponent on air hit (untechable for 17 frames).''
</div>
</div>
===<big>{{clr|3|f.S}}</big>===
<div class="attack-container">
<div class="attack-gallery">
<tabber>
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<gallery widths="210px" heights="210px" mode="nolines">
GGAC_Kliff_fS.png|Start some combos from half screen
</gallery>
|-|
Hitboxes =
<gallery widths="210px" heights="210px" mode="nolines">
GGXXACPR_Kliff_fS-Hitbox.png
</gallery>
</tabber>
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{FrameDataHeader-GGACR}}
|-
{{#lst:GGACR/Kliff Undersn/Data|f.S}}
|}
==== ====
Kliff's main ranged ground poke and harassment tool. Great reach and easy confirmation to {{clr|4|2H}} or {{clr|3|214S}}.
*Very safe when blocked at range.
*Usually cancelled into either {{clr|4|2H}}, {{clr|5|2D}}, or {{clr|1|236P}} on block for pushback or frame advantage.
*Can confirm from midscreen launches that are too far away to convert into closer buttons.
**(e.g. from far {{clr|5|j.D}}, {{clr|1|6P}} against extended hurtboxes, etc.)
*Be careful, as a good portion of the blade becomes part of Kliff's hurtbox.
</div>
</div>
</div>
</div>


===<big>{{clr|4|5H}}</big>===
===<big>5A</big>===
<div class="attack-container">
<div class="attack-container">
<div class="attack-gallery">
<div class="attack-gallery">
<tabber>
Images =
<gallery widths="210px" heights="210px" mode="nolines">
<gallery widths="210px" heights="210px" mode="nolines">
GGAC_Kliff_5H.png|The Killer
BBTag_Tager_5A.png |
BBTag_Tager_5AA.png |
BBTag_Tager_5AAA.png |
BBTag_Tager_5AAAA.png |Who put highs in an autocombo?
</gallery>
</gallery>
|-|
Hitboxes =
<gallery widths="210px" heights="210px" mode="nolines">
GGXXACPR_Kliff_5H-1-Hitbox.png|Frames 14-16
GGXXACPR_Kliff_5H-2-Hitbox.png|Frames 17-19
GGXXACPR_Kliff_5H-3-Hitbox.png|Frames 20-22
GGXXACPR_Kliff_5H-4-Hitbox.png|Frames 23-25
</gallery>
</tabber>
</div>
</div>
<div class="attack-info">
<div class="attack-info">
{| class="wikitable attack-data"
{| class="wikitable attack-data"
{{FrameDataHeader-GGACR}}
{{FrameDataHeader-BBTag|version=yes}}
|-
|-
{{#lst:GGACR/Kliff Undersn/Data|5H}}
{{AttackVersion|name=5A}}
|}
{{#lst:{{PAGENAME}}/Data|5A}}
==== ====
Massive and high damage, but slow, multi purpose normal. Big damage, meterless combo starter and extension to {{clr|3|214S}} from close.
*Large coverage Anti-Air. Hits behind Kliff.
*Can be canceled into specials/gatlings during recovery frames.
*Vacuums on air hit for tech traps or {{clr|4|623H}}xN to tack on as much damage as possible.
*Staggers on ground CH, untechable float on CH. Leads to big stuff.
*Slow startup can be beneficial for frame traps after P and K normals.
*Can convert to big extensions after an air hit {{clr|3|236S}}.
 
'''Additional Frame Data:''' ''Pulls in opponent on air hit (untechable for 18F). Staggers opponent on CH (max 37F).''
</div>
</div>
 
===<big>{{clr|1|6P}}</big>===
<div class="attack-container">
<div class="attack-gallery">
<tabber>
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<gallery widths="210px" heights="210px" mode="nolines">
GGAC_Kliff_6P.png|Who did you think taught May how to punch!?
</gallery>
|-|
Hitboxes =
<gallery widths="210px" heights="210px" mode="nolines">
GGXXACPR_Kliff_6P-Hitbox.png
</gallery>
</tabber>
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{FrameDataHeader-GGACR|version=yes}}
|-
|-
{{AttackVersion|name=No Charge}}
{{AttackVersion|name=5AA}}
{{#lst:GGACR/Kliff Undersn/Data|6P Lv1}}
{{#lst:{{PAGENAME}}/Data|5AA}}
|-
|-
{{AttackVersion|name=Partial Charge}}
{{AttackVersion|name=5AAA}}
{{#lst:GGACR/Kliff Undersn/Data|6P Lv2}}
{{#lst:{{PAGENAME}}/Data|5AAA}}
|-
|-
{{AttackVersion|name=Full Charge}}
{{AttackVersion|name=5AAAA}}
{{#lst:GGACR/Kliff Undersn/Data|6P Lv3}}
{{#lst:{{PAGENAME}}/Data|5AAAA}}
|}
|}
==== ====
==== ====
Huge stun anti-air. Slow, high recovery, and almost completely vertical, but great right above you.
* 5A is jump cancelable on hit and on block.
*Very high stun damage, will probably dizzy in two counterhits.
----
*Combos into {{clr|3|c.S}} to knock down, which converts to {{clr|3|2S}}.
* 5AA is chargeable for magnetism and high/mid guard point.
*Fully untechable knockdown on CH and leads to {{clr|3|236S}}, meaning you get '''huge''' damage with an FRC.
* Can be held for 31f
*''Combos to {{clr|3|236S}} meterlessly on ground hit against most midweights''. Leads to frame perfect {{clr|3|236S}} FRC {{clr|4|6[H]}} near the corner.
* Special cancelable into Tager's command grabs
* Fully charged does additional damage and combos into 2B on grounded hit
* Frankly ridiculous amounts of armour. You can tank the first half of Nine's Flame Punisher and still do your attack undisturbed
* Catches jump startup after 5A


Canceling into 214B or 214C after this move is a situationally useful mixup against blocking opponents. In the event they get counterhit on the ground, you can actually combo directly into 214B.
----
* 5AAA's magnetism can draw opponents back in after a pushblocked 5AA, stopping some counter-attacks.
* Comboable into 5B on counter hit
* Catches jump startup after 5AA
----
----
When partially charged, it gets fully untechable launch on hit, leading to guaranteed conversions. Will autocorrect if released properly. Kliff's real dizzy punish starter.
* 5AAAA is an overhead.
*Still upper body invul during the charge, can be useful to hold it to go under moves like Order Sol's Rock It.
 
*Most often used post dizzy to do stronger conversions from {{clr|3|236S}} FRC.
As it's special cancelable, you can combo into 236C or 236AB afterwards. Another alternative is calling an Assist during this move and special canceling into 236B as the Assist lifts the opponent from the ground.
*Loses the ability to gatling when charged, but can still special/super cancel.
*Occasionally still useful as an anti-air, but it has significantly more recovery than uncharged.
*Combos from {{clr|2|5K}} midscreen, leading to {{clr|3|236S}} FRC {{clr|4|6[H]}} confirms. Also works in the corner, but is far more character limited. (Check the combo section for more on this)


----
If it weren't for FB Chop, then max charged 6P would be the highest stun damage move in the game.
*4.5 dizzy modifier and 40 base damage means a pretty high dizzy chance.
*Otherwise functionally identical to partial charge {{clr|1|6{P}<!---->}}.
</div>
</div>
</div>
</div>


===<big>{{clr|4|6H}}</big>===
===<big>5B</big>===
<span class="input-badge">'''Sledgehammer'''</span>
<div class="attack-container">
<div class="attack-container">
<div class="attack-gallery">
<div class="attack-gallery">
<tabber>
Images =
<gallery widths="210px" heights="210px" mode="nolines">
<gallery widths="210px" heights="210px" mode="nolines">
GGAC_Kliff_6H.png|The Murder Machine
BBTag_Tager_5B.png |Sledge...
BBTag_Tager_5BB.png |Hammer!
</gallery>
</gallery>
|-|
Hitboxes =
<gallery widths="210px" heights="210px" mode="nolines">
GGXXACPR_Kliff_6H-1-Hitbox.png|Frames 28-29
GGXXACPR_Kliff_6H-2-Hitbox.png|Frames 30-34
GGXXACPR_Kliff_6H-3-Hitbox.png|Frames 35-36
</gallery>
</tabber>
</div>
</div>
<div class="attack-info">
<div class="attack-info">
{| class="wikitable attack-data"
{| class="wikitable attack-data"
{{FrameDataHeader-GGACR|version=yes}}
{{FrameDataHeader-BBTag|version=yes}}
|-
|-
{{AttackVersion|name=No Charge}}
{{AttackVersion|name=5B}}
{{#lst:GGACR/Kliff Undersn/Data|6H Lv1}}
{{#lst:{{PAGENAME}}/Data|5B}}
|-
|-
{{AttackVersion|name=Partial Charge}}
{{AttackVersion|name=5BB}}
{{#lst:GGACR/Kliff Undersn/Data|6H Lv2}}
{{#lst:{{PAGENAME}}/Data|5BB}}
|-
{{AttackVersion|name=Full Charge}}
{{#lst:GGACR/Kliff Undersn/Data|6H Lv3}}
|}
|}
==== ====
==== ====
Big, slow-ass overhead that hits more often than it should. Head-splitting damage combo starter and occasional mixup normal. People will forget to air FD against this.
* 5B is chargeable. Sledge will cover more distance and deal more damage when fully charged.  
*Staggers on hit, special cancellable for conversion or to make it safe with {{clr|1|236P}}.
* Has high and mid guard points while charging.
*Leads to extensive damage and will drastically raise their dizzy level even with its slight prorate.
* Launches airborne opponents, allowing further combo.
*Will sometimes come in clutch if you don't OS your throw with another normal.
* Can be held for 29f
*Don't whiff this move.
 
Difficult to punish on block, use this move to cover screen distance and approach zoners. Chainable into 2A, 2B, 2C, and 5C on hit but not block. Thanks to high and mid guard points, Tager can also bait Bursts with this move for a counterhit combo.
----
----
Partial charge is a dizzy punish starter which offloads damage immediately as opposed to {{clr|1|6{P}}, but generally leads to less damage overall.
* 5BB is deceptively large, long-lasting overhead hitbox
*Same stagger as uncharged, but 20% more damage means more dizzy and greater output.
* Sends airborne opponents downwards
*Even a basic 6{H} {{clr|3|236S}} will deal a huge chunk.
* Only combos in Gadget Finger
*Used post {{clr|3|236S}}, won't connect to anything else unless you use point blank {{clr|4|623H}} or Reflex Roar, or you're against Johnny. Best used here if it'll kill.


----
Don't use this if Sledgehammer gets blocked as it's easy to punish. Will autocorrect if an opponent crosses over Tager after he uses Sledge.
Max charge is '''200 base damage'''. Will generally score 80-180 damage mid combo. Possible to get 1-3 per combo with meter. Touch of Death Time >:)
*Almost fully untechable floor bounce on hit for (delayed) {{clr|2|214K}} or {{clr|3|236S}} followups.
*Requires an air hit/floated {{clr|3|236S}} FRC that leads to the corner in order to combo into, but is always desirable if possible.
**Most commonly done post-dizzy.
*Too slow to be used as a combo starter out of a FB Chop against players who mash out, but might work if you score a dizzy off of a stray hit.
**Post FB Chop, if you have 50% meter, you can FRC and do this immediately if it'll kill and they still have a burst.
*(Generally) Don't use this in neutral.
</div>
</div>
</div>
</div>
 
===<big>5C</big>===
===<big>[[GGACR/Controls#Dust_Attack|{{clr|5|5D}}]]</big>===
<div class="attack-container">
<div class="attack-container">
<div class="attack-gallery">
<div class="attack-gallery">
<tabber>
Images =
<gallery widths="210px" heights="210px" mode="nolines">
GGAC_Kliff_5D.png|All Hitbox Baby
</gallery>
|-|
Hitboxes =
<gallery widths="210px" heights="210px" mode="nolines">
<gallery widths="210px" heights="210px" mode="nolines">
GGXXACPR_Kliff_5D-1-Hitbox.png|Frames 27-29
BBTag_Tager_5C.png |
GGXXACPR_Kliff_5D-2-Hitbox.png|Frames 30-32
</gallery>
</gallery>
</tabber>
</div>
</div>
<div class="attack-info">
<div class="attack-info">
{| class="wikitable attack-data"
{| class="wikitable attack-data"
{{FrameDataHeader-GGACR}}
{{FrameDataHeader-BBTag}}
|-
|-
{{#lst:GGACR/Kliff Undersn/Data|5D}}
{{#lst:{{PAGENAME}}/Data|5C}}
|}
|}
==== ====
==== ====
Ranged, safe on block {{clr|5|5D}} that confirms to knockdown and damage from anywhere. Roughly the first half of the startup reuses Kliff's crouching sprite, making this move borderline unreactable despite its actual frame data. A critical mixup tool against characters that are too short to get proper fuzzies against.
Standard overhead.
*Airborne on frame 18, allowing Kliff to use it to bait wakeup throws.
*Impossible dust leads to guaranteed stun against the majority of the cast in the corner if Kliff has 50 meter for FB chop routes.
*The latter end of the active frames can be low profiled if too far away.
*Increases Kliff's stun by 10 every use.
 
'''Additional Frame Data:''' ''Kliff is airborne from 18~41F. Feet invincible on 18F and from 42~45F. Lower body invincible 19~41F. Can cancel into Faultless Defense from 45~46F. Can cancel into anything but movement from 47~48F. Kliff's stun rating increases by 10 on 18F. Even if this puts his stun rating over max, he won't be dizzied unless he gets hit.''
</div>
</div>
</div>
</div>


===<big>{{clr|1|2P}}</big>===
===<big>2A</big>===
<div class="attack-container">
<div class="attack-container">
<div class="attack-gallery">
<div class="attack-gallery">
<tabber>
Images =
<gallery widths="210px" heights="210px" mode="nolines">
GGAC_Kliff_2P.png|Kliff feels around, his hair covering his eyes too much
</gallery>
|-|
Hitboxes =
<gallery widths="210px" heights="210px" mode="nolines">
<gallery widths="210px" heights="210px" mode="nolines">
GGXXACPR_Kliff_2P-Hitbox.png
BBTag_Tager_2A.png |
</gallery>
</gallery>
</tabber>
</div>
</div>
<div class="attack-info">
<div class="attack-info">
{| class="wikitable attack-data"
{| class="wikitable attack-data"
{{FrameDataHeader-GGACR}}
{{FrameDataHeader-BBTag}}
|-
|-
{{#lst:GGACR/Kliff Undersn/Data|2P}}
{{#lst:{{PAGENAME}}/Data|2A}}
|}
|}
==== ====
==== ====
Kliff's shortest range normal. Can be used to mash out close up.
* 9-12f head invulnerable
*Probably Kliff's only reliable tick throw due to range and being -1
*Doesn't lead to much of anything different from {{clr|1|5P}}.


[[GGACR/Kliff_Undersn/Frame_Data#Gatling_Table|Gatling Options]]: {{clr|1|2P}},{{clr|1|5P}},{{clr|1|6P}},{{clr|2|5K}},{{clr|2|2K}},{{clr|3|c.S}},{{clr|3|f.S}},{{clr|3|2S}},{{clr|4|5H}},{{clr|4|2H}},{{clr|5|5D}},{{clr|5|2D}}
Can be used as an anti-air, but more important is the fact that as of patch 1.5 Tager was given the ability to combo into 5A after this move assuming he hasn't used 5A earlier in a gatling. Use this to your advantage especially considering that you can combo into 2A from moves like 4A and even Sledge. Due to head invulnerability, you can try to get a counterhit with this move when an opponent tries to burst one of your combos on the ground, letting you afterwards juggle them with Sledge.
</div>
</div>
</div>
</div>
 
===<big>2B</big>===
===<big>{{clr|2|2K}}</big>===
<div class="attack-container">
<div class="attack-container">
<div class="attack-gallery">
<div class="attack-gallery">
<tabber>
Images =
<gallery widths="210px" heights="210px" mode="nolines">
GGAC_Kliff_2K.png|Watch the shins
</gallery>
|-|
Hitboxes =
<gallery widths="210px" heights="210px" mode="nolines">
<gallery widths="210px" heights="210px" mode="nolines">
GGXXACPR_Kliff_2K-Hitbox.png
BBTag_Tager_2B.png |'''Who thought letting this be cancellable into 5C overhead was a good idea.'''
</gallery>
</gallery>
</tabber>
</div>
</div>
<div class="attack-info">
<div class="attack-info">
{| class="wikitable attack-data"
{| class="wikitable attack-data"
{{FrameDataHeader-GGACR}}
{{FrameDataHeader-BBTag}}
|-
|-
{{#lst:GGACR/Kliff Undersn/Data|2K}}
{{#lst:{{PAGENAME}}/Data|2B}}
|}
|}
==== ====
==== ====
Kliff's main low option with decent range. Necessary for conditioning.
* Has magnetism
*Low profiles slightly. Can go under some early jump ins or projectiles.
* Special cancelable
*Works well when faking out a {{clr|5|5D}} by holding crouch for a bit.
*RC and immediately {{clr|2|j.K}} to force an IOH.


'''Additional Frame Data:''' ''Initial prorate 80%. Low profile 5~13F.''
Rather slow to start and easily stuffed in neutral, but can be a decent pressure tool against blocking opponents. Useful in some juggle combos as it is chainable into Sledge, 2A, and 2C.  
</div>
</div>
</div>
</div>
 
===<big>2C</big>===
===<big>{{clr|3|2S}}</big>===
<div class="attack-container">
<div class="attack-container">
<div class="attack-gallery">
<div class="attack-gallery">
<tabber>
Images =
<gallery widths="210px" heights="210px" mode="nolines">
<gallery widths="210px" heights="210px" mode="nolines">
GGAC_Kliff_2H.png|Low crush and removes OTG. BnB combo tool.
BBTag_Tager_2C.png |TIME FOR BED
</gallery>
</gallery>
|-|
Hitboxes =
<gallery widths="210px" heights="210px" mode="nolines">
GGXXACPR_Kliff_2S-Hitbox.png
</gallery>
</tabber>
</div>
</div>
<div class="attack-info">
<div class="attack-info">
{| class="wikitable attack-data"
{| class="wikitable attack-data"
{{FrameDataHeader-GGACR}}
{{FrameDataHeader-BBTag}}
|-
|-
{{#lst:GGACR/Kliff Undersn/Data|2S}}
{{#lst:{{PAGENAME}}/Data|2C}}
|}
|}
==== ====
==== ====
Vital combo tool that hits and removes OTG. Ignores the rules.
Decently quick and safe low poke. Special cancelable and chainable into Gadget Finger.
*Predominantly combos to 236S for KD/extension, and {{clr|4|5H}} for tech traps or character specific conversions.
*Kliff's hop makes this an excellent low crush and frame trap tool.
*Fairly slow button, will not combo from P or K normals.
*Floats up slightly on OTG hit. Can link a {{clr|1|5P}}/{{clr|2|5K}} deep in the corner.
 
'''Additional Frame Data:''' ''Forced prorate 70%. Forces opponent into crouching state on ground hit. Ground bounces opponent on air hit (untechable for 28F). Feet invincible 4~14F, 30~32F. Lower body invincible 15~26F. Leg invincible 27~29F. Removes OTG status on opponent on hit.''
</div>
</div>
</div>
</div>
<nowiki/>
===<big>j.A</big>===
 
===<big>{{clr|4|2H}}</big>===
<div class="attack-container">
<div class="attack-container">
<div class="attack-gallery">
<div class="attack-gallery">
<tabber>
Images =
<gallery widths="210px" heights="210px" mode="nolines">
GGAC_Kliff_2S.png|It doesn't look like a low,<br/>but it sure hits like one
</gallery>
|-|
Hitboxes =
<gallery widths="210px" heights="210px" mode="nolines">
<gallery widths="210px" heights="210px" mode="nolines">
GGXXACPR_Kliff_2H-1-Hitbox.png|Frames 13-14
BBTag_Tager_jA.png |
GGXXACPR_Kliff_2H-2-Hitbox.png|Frames 15-16
BBTag_Tager_jAA.png |
</gallery>
</gallery>
</tabber>
</div>
</div>
<div class="attack-info">
<div class="attack-info">
{| class="wikitable attack-data"
{| class="wikitable attack-data"
{{FrameDataHeader-GGACR|version=yes}}
{{FrameDataHeader-BBTag|version=yes}}
|-
|-
{{AttackVersion|name=No Charge}}
{{AttackVersion|name=j.A}}
{{#lst:GGACR/Kliff Undersn/Data|2H Lv1}}
{{#lst:{{PAGENAME}}/Data|j.A}}
|-
|-
{{AttackVersion|name=Partial Charge}}
{{AttackVersion|name=j.AA}}
{{#lst:GGACR/Kliff Undersn/Data|2H Lv2}}
{{#lst:{{PAGENAME}}/Data|j.AA}}
|-
{{AttackVersion|name=Full Charge}}
{{#lst:GGACR/Kliff Undersn/Data|2H Lv3}}
|}
|}
==== ====
==== ====
Low hitting threat from a range that only one other character can similarly threaten at. Primarily a combo tool out of {{clr|3|S}} normals.
j.A is quick and has a lot of active frames, making it a solid jump-in normal. j.A -> rising j.A can fuzzy most of the cast.
*Will often tag people retreating or mis-approximating its reach.
*Combos to {{clr|3|214S}} from almost anywhere but tip range, and into pressure and potential combo extension with {{clr|1|236P}}.
*Will get tagged if it whiffs or there's another hitbox in the way when it extends.
----
Partial charged 2H is easy, burst safe corner combo fodder.
*Staggers on normal hit for easier confirms into {{clr|2|214K}}, {{clr|3|236S}}, or {{clr|4|236236H}}.
*Loops after a {{clr|3|236S}} FRC by causing wallstick against an airborne opponent.
 
----
Max charged 2H is rarely used, but causes a wallbounce on hit.
*Higher damage, but actually slightly harder to confirm than {{clr|4|2{H}<!---->}}.
*Not known to have combo use, as {{clr|4|6[H]}} is preferable at the time it takes to combo this.
*Still confirms into {{clr|3|236S}} and {{clr|4|236236H}}. Might still confirm into {{clr|3|2S}}.


'''Additional Frame Data:''' ''Wall bounces opponent on hit (untechable for 50F). Dizzy modifier x1.5. Attack occurs 4F after button release if released on 65F.''
j.AA is mostly used in combos. Chainable into j.B or j.C
</div>
</div>
</div>
</div>
 
===<big>j.B</big>===
===<big>{{clr|5|2D}}</big>===
<div class="attack-container">
<div class="attack-container">
<div class="attack-gallery">
<div class="attack-gallery">
<tabber>
Images =
<gallery widths="210px" heights="210px" mode="nolines">
GGAC_Kliff_2D.png|You never forget how to pole dance
</gallery>
|-|
Hitboxes =
<gallery widths="210px" heights="210px" mode="nolines">
<gallery widths="210px" heights="210px" mode="nolines">
GGXXACPR_Kliff_2D-1-Hitbox.png|Frames 7-9
BBTag_Tager_jB.png |
GGXXACPR_Kliff_2D-2-Hitbox.png|Frames 10-13
GGXXACPR_Kliff_2D-3-Hitbox.png|Frames 14-16
</gallery>
</gallery>
</tabber>
</div>
</div>
<div class="attack-info">
<div class="attack-info">
{| class="wikitable attack-data"
{| class="wikitable attack-data"
{{FrameDataHeader-GGACR}}
{{FrameDataHeader-BBTag}}
|-
|-
{{#lst:GGACR/Kliff Undersn/Data|2D}}
{{#lst:{{PAGENAME}}/Data|j.B}}
|}
|}
==== ====
==== ====
Oh me oh my. 7f low profile sweep with incredible range. Kliff's best normal, possibly the best sweep in the game.
* Very attractive against aerial opponents
*Shifts Kliff's hurtbox and hitbox forward away from his collision box, letting him go *around* some moves.
* Can be low profiled by some moves and some crouching opponents [ie. Linne, other Under Night Characters]
**This can lead to janky and confusing situations during an opponent's approach as Kliff will appear to be behind opponents in some scenarios.
* Poor vertical hitbox close to Tager will cause the move to whiff unexpectedly when the opponent gets close.
*Cancelled into Taunt for oki on hit, and into {{clr|1|236P}} for frame advantage or a conversion.
 
*Links to {{clr|3|2S}} on CH. Works on normal hit against May, Baiken, Jam, Anji, I-no, Kliff, and ABA.  
Used in aerial combos, and can be used as an air to air. Has high frame advantage on hit and block against grounded opponents. j.B has two distinct hitboxes: a vertically large one where the magnetism effect is, and a vertically small one on his arms. Will generally whiff against crouchers up close, but not necessarily at max range.  
</div>
</div>
</div>
</div>
 
===<big>j.C</big>===
===<big>{{clr|1|j.P}}</big>===
<span class="input-badge">'''Crimson Punisher'''</span>
<div class="attack-container">
<div class="attack-container">
<div class="attack-gallery">
<div class="attack-gallery">
<tabber>
Images =
<gallery widths="210px" heights="210px" mode="nolines">
GGAC_Kliff_jP.png|No! That thing, you idiot!
</gallery>
|-|
Hitboxes =
<gallery widths="210px" heights="210px" mode="nolines">
<gallery widths="210px" heights="210px" mode="nolines">
GGXXACPR_Kliff_jP-Hitbox.png
BBCP_Tager_CrimsonPunish.png |CRIMSON PUNISH
</gallery>
</gallery>
</tabber>
</div>
</div>
<div class="attack-info">
<div class="attack-info">
{| class="wikitable attack-data"
{| class="wikitable attack-data"
{{FrameDataHeader-GGACR}}
{{FrameDataHeader-BBTag}}
|-
|-
{{#lst:GGACR/Kliff Undersn/Data|j.P}}
{{#lst:{{PAGENAME}}/Data|j.C}}
|}
|}
==== ====
==== ====
Great air-to-air and jumping anti-air. One of Kliff's few safe air options in exchange for having the worst range (relatively).
* Two stage attack, if the initial arm sweep hits, his opponent is hit straight down with a hard knockdown and Tager immediately follows up with a bellyflop on the stricken opponent.  
*Self cancellable and low recovery, making it great for closer range air wars
* During the initial arm sweep, Tager is launched slightly upwards and forwards and loses all previous jumping momentum, enabling it to easily hit enemies slightly above him due to air hits, but also makes hitting it on standing opponents very tricky.
*Combos into {{clr|3|j.S}} for solid damage.
* Can be used as a ghetto double jump to perform crossups and bait out anti-air attacks.
*Mostly used while rising to catch jumps and other jump moves, and OS'd with {{clr|4|j.H}} for airthrow attempts.
* Unsafe on block, but the hitbox is deceptively large and strong in air to air exchange.
* Cannot hit assists.  
</div>
</div>
</div>
</div>
<br style="clear:both;"/>


===<big>{{clr|2|j.K}}</big>===
==Universal Mechanics==
===<big>Ground Throw</big>===
<span class="input-badge">'''5B+C'''</span>
<div class="attack-container">
<div class="attack-container">
<div class="attack-gallery">
<div class="attack-gallery">
<tabber>
Images =
<gallery widths="210px" heights="210px" mode="nolines">
<gallery widths="210px" heights="210px" mode="nolines">
GGAC_Kliff_jK.png|Why blocking low<br/>against Kliff is a meme
BBTag_Tager_GroundThrow.png |
</gallery>
</gallery>
|-|
Hitboxes =
<gallery widths="210px" heights="210px" mode="nolines">
GGXXACPR_Kliff_jK-1-Hitbox.png|Frames 7-8
GGXXACPR_Kliff_jK-2-Hitbox.png|Frames 9-11
</gallery>
</tabber>
</div>
</div>
<div class="attack-info">
<div class="attack-info">
{| class="wikitable attack-data"
{| class="wikitable attack-data"
{{FrameDataHeader-GGACR}}
{{FrameDataHeader-BBTag}}
|-
|-
{{#lst:GGACR/Kliff Undersn/Data|j.K}}
{{#lst:{{PAGENAME}}/Data|BC}}
|}
|}
==== ====
==== ====
Great, low-reaching normal used for hitting right below Kliff, safejumps, instant overheads, and fuzzy guards. The staple Kliff mixup tool.
* If performed outside of Tager's grab range, he'll waddle forward a couple of steps before trying to grab.  
*Go-to normal out of airdashes and leads to some nasty mixup situations. It doesn't have much horizontal range, so it's mainly used when you've already conditioned or forced the opponent to block.
*Sometimes used for air confirms, particularly to lead into j.41236S or j.236D confirms.
*Leads to significant damage out of IADs (and IOHs with meter).
*Can be used for a tick throw by whiffing {{clr|1|j.P}} afterwards, or other delayed fall attacks.


'''Additional Frame Data:''' ''Initial prorate 90%''
Because Tager's ground speed is incredibly slow, you really never want to try this outside of point blank range.
</div>
</div>
</div>
</div>
 
===<big>Charged Lightning</big>===
===<big>{{clr|3|j.S}}</big>===
<span class="input-badge">'''5A+D'''</span>
<div class="attack-container">
<div class="attack-container">
<div class="attack-gallery">
<div class="attack-gallery">
<tabber>
Images =
<gallery widths="210px" heights="210px" mode="nolines">
GGAC_Kliff_jS.png|Still knows how to cut, he does
</gallery>
|-|
Hitboxes =
<gallery widths="210px" heights="210px" mode="nolines">
<gallery widths="210px" heights="210px" mode="nolines">
GGXXACPR_Kliff_jS-1-Hitbox.png|Frames 9-10
BBTag_Tager_ChargedLightning.png |Magnetic Storm
GGXXACPR_Kliff_jS-2-Hitbox.png|Frames 11-12
</gallery>
</gallery>
</tabber>
</div>
</div>
<div class="attack-info">
<div class="attack-info">
{| class="wikitable attack-data"
{| class="wikitable attack-data"
{{FrameDataHeader-GGACR}}
{{FrameDataHeader-BBTag}}
|-
|-
{{#lst:GGACR/Kliff Undersn/Data|j.S}}
{{#lst:{{PAGENAME}}/Data|AD}}
|}
|}
==== ====
==== ====
Decent air-to-air normal at range. Can hit deceptively deep. Combos into {{clr|4|j.H}} for big conversions.
* Big vertical hitbox all around Tager's body
*Works as a safejump (off {{clr|3|j.41236S}}), fuzzy setup, and sometimes an IOH after j.D FDC right off the ground.
 
*Big hurtbox extension. Avoid using it too closely if they're not already blocking.
*Due to Kliff's slow fall speed, combined with this move's more subtle startup animation, you can hit after a somewhat deep {{clr|2|j.K}} right before hitting the ground, and it becomes very ambiguous between it and {{clr|2|2K}}.


'''Additional Frame Data:''' ''Initial prorate 80%''
</div>
</div>
</div>
</div>
<br style="clear:both;"/>


===<big>{{clr|4|j.H}}</big>===
==Skills==
===<big>Atomic Collider</big>===
<span class="input-badge">'''236A/B'''</span>
<div class="attack-container">
<div class="attack-container">
<div class="attack-gallery">
<div class="attack-gallery">
<tabber>
Images =
<gallery widths="210px" heights="210px" mode="nolines">
<gallery widths="210px" heights="210px" mode="nolines">
GGAC_Kliff_jH.png|Wack
BBTag_Tager_AtomicCollider.png |Pray for your opponent to jump on wakeup.
</gallery>
</gallery>
|-|
Hitboxes =
<gallery widths="210px" heights="210px" mode="nolines">
GGXXACPR_Kliff_jH-1-Hitbox.png|Frames 10-13
GGXXACPR_Kliff_jH-2-Hitbox.png|Frames 14-15
GGXXACPR_Kliff_jH-3-Hitbox.png|Frames 16-17
</gallery>
</tabber>
</div>
</div>
<div class="attack-info">
<div class="attack-info">
{| class="wikitable attack-data"
{| class="wikitable attack-data"
{{FrameDataHeader-GGACR}}
{{FrameDataHeader-BBTag|version=yes}}
|-
|-
{{#lst:GGACR/Kliff Undersn/Data|j.H}}
{{AttackVersion|name=A}}
{{#lst:{{PAGENAME}}/Data|236A}}
|-
{{AttackVersion|name=B}}
{{#lst:{{PAGENAME}}/Data|236B}}
|}
|}
==== ====
==== ====
Large, slow attack which can launch and cross up, hitting mainly behind Kliff on startup. Extremely strong as an air to air and as an air to ground because of its large hitbox, and a vital part of many important confirms. Due to its massive bully potential but specific weaknesses and counterplay, this button is overall one of Kliff's most important air normals to understand both for the Kliff player and the opponent.
;236A
* No magnetism
* Can only grab airborne opponents
* Moves opponent to the other side of Tager
* Only combos into Gadget Finger
* Has head attribute invulnerability frames 4-15


*Launches during the latter half of its active frames. This is when the hitbox is generally between directly below Kliff or in front of him.
Thanks to the upper body invulnerability and deceptively large hitbox this move can occasionally be an effective anti-air, though Tager has other anti-air alternatives that do considerably more total damage. Generally speaking this move is best used at the end of a combo. Is +41 upon landing, can safejump 9+f reversals.  
*Big rewards on hit, and you almost always get some sort of confirm, but there are many different routes and they can change significantly based on how the move connects.
----
*Extremely large extended hurtbox. This allows many characters to tag it with a relatively long range 6p at neutral so be careful when using this move against players that know how to work around it. Additionally, if you are concerned about getting whiff punished for missed airgrabs, make sure to OS your airthrow with {{clr|1|j.P}}.
;236B
*Will always have a gap when chained into on block that can be reversal'd through (e.g. {{clr|3|j.S}} > {{clr|4|j.H}} is not airtight.) This window can actually work in your favor as it may tag players who buffer inputs during blockstun.
* Extremely attractive to airborne targets, grounded opponents will slide along the floor slowly
* Can only grab airborne opponents
* Hold button to extend active frames
* Moves opponent to the other side of Tager
* Ground bounces for further comboing
* Has head attribute invulnerability frames 5-34
* Can be held for 42f


<div class="mw-collapsible mw-collapsed" data-expandtext="show additional notes" data-collapsetext="hide additional notes" style="overflow:auto;>
Be careful as opponents who super jump will typically fly over Tager's head. Be mindful that you can be hit while pulling opponents towards you as well as during the long startup of the move.
{{clear}}
Requires some situational awareness for optimal use:
*'''Hit as a crossup or early:''' keeps the opponent grounded. Confirm into {{clr|1|5P}}/{{clr|3|c.S}} on landing for grounded confirms or {{clr|2|5K}} for a launch if close enough.
*'''Hit later or at the launch side during a combo:''' launches opponents for generally big damage. Huge damage when hit as low as possible.
*'''Counter hit:''' Fully untechable launch. You can confirm an OTG {{clr|3|2S}} from any height air counter hit, making counter hit air to air confirms extremely consistent. If you can manage to confirm into a juggle instead and thus avoid the OTG {{clr|3|2S}} proration, prepare to watch your opponent melt.
*'''Non-launch grounded Counter hit:''' Gains a large amount of untechable time, making the followup confirm much easier.
</div>
'''Additional Frame Data:''' ''Floats opponent on ground hit if hit during last 4 active frames (untechable for 29F). Knocks down opponent on air hit (untechable for 29F).''
</div>
</div>
</div>
</div>


===<big>{{clr|5|j.D}}</big>===
===<big>Gigantic Tager Driver</big>===
<span class="input-badge">'''214A'''</span>
<div class="attack-container">
<div class="attack-container">
<div class="attack-gallery">
<div class="attack-gallery">
<tabber>
Images =
<gallery widths="210px" heights="210px" mode="nolines">
GGAC_Kliff_jD.png|Wackier
</gallery>
|-|
Hitboxes =
<gallery widths="210px" heights="210px" mode="nolines">
<gallery widths="210px" heights="210px" mode="nolines">
GGXXACPR_Kliff_jD-Hitbox.png
BBTag_Tager_GiganticTagerDriver.png |REAL SOVIET DAMAGE
</gallery>
</gallery>
</tabber>
</div>
</div>
<div class="attack-info">
<div class="attack-info">
{| class="wikitable attack-data"
{| class="wikitable attack-data"
{{FrameDataHeader-GGACR}}
{{FrameDataHeader-BBTag}}
|-
|-
{{#lst:GGACR/Kliff Undersn/Data|j.D}}
{{#lst:{{PAGENAME}}/Data|214A}}
|}
|}
==== ====
==== ====
Stalls Kliff's air momentum before plummeting. Used to bait anti airs, throws, and some reversals. Nearly uncontestable, but horribly unsafe if you miss.
* No magnetism
*Easy damage confirms in the corner, smaller things midscreen. Can begin {{clr|4|6[H]}} confirms.
* Only grabs grounded opponents
*Can be FRC'd or FDC'd before it starts. The FRC will maintain downwards momentum, but FDC will cause Kliff to float upwards very slowly.
* Only combos into Gadget Finger
**This FDC can be done with a j.D right off the ground into a minimum 15f .S IOH.
*Will always retain its landing recovery unless you (F)RC and use a different jumping special move before you hit the ground.
**This means it's better to (F)RC and airdash and/or use {{clr|3|j.41236S}} and then do something on landing if they're not conditioned to attempt an Anti-Air.


'''Additional Frame Data:''' ''Initial prorate 90%. Ground bounces opponent on hit (ground hit untechable for 37F, air hit for 27F). Blockstun 12F. FRC timing 23~24F.''
Technically Tager's fastest move in terms of startup. Also your main tool to exert pressure after Gadget Finger. Is +35 upon landing, allowing Tager to safejump 15f+ reversals, but only applicable on forward tech/corner.  
</div>
</div>
</div>
</div>
 
===<big>Wedge Catapult</big>===
==Universal Mechanics==
<span class="input-badge">'''214B'''</span>
===<big>Ground Throw</big>===
<div class="attack-container">
<div class="attack-container">
<div class="attack-gallery">
<div class="attack-gallery">
<tabber>
Images =
<gallery widths="210px" heights="210px" mode="nolines">
GGAC_Kliff_throw.png|Flip 'em over
</gallery>
|-|
Hitboxes =
<gallery widths="210px" heights="210px" mode="nolines">
<gallery widths="210px" heights="210px" mode="nolines">
BBTag_Tager_WedgeCatapult.png | dab 'em into a combo
</gallery>
</gallery>
</tabber>
</div>
</div>
<div class="attack-info">
<div class="attack-info">
{| class="wikitable attack-data"
{| class="wikitable attack-data"
{{FrameDataHeader-GGACR}}
{{FrameDataHeader-BBTag}}
|-
|-
{{#lst:GGACR/Kliff Undersn/Data|Ground Throw}}
{{#lst:{{PAGENAME}}/Data|214B}}
|}
|}
==== ====
==== ====
Alley Oop.
* Wall Bounces, convert into a combo by linking 5A, 2B, j.A
*Above average throw range. Important part of Kliff's mixup.
* Has full body invulnerability on frames 6-29
*Leads to short, easy combos midscreen with OTG {{clr|3|2S}}.
Has invulnerability and magnetism early in the move up to the point right before Tager grasps at this opponent. Be wary of very active moves as Tager is vulnerable for 1 frame before the grab hitbox is active. The damage scaling on this move is very good, allowing for some of Tager's most damaging combos upon a successful grab. While uncommon and largely impractical, it is also possible to combo grounded opponents directly into this grab via assists or counterhit 5AA and j.B.
*Can lead to monstrous damage in the corner by doing a full confirm, or by combo'ing into FB Chop.
*OS with either K or {{clr|3|c.S}} for a potential launch or Anti-jump.


'''Additional Frame Data:''' ''Forced prorate 50%. Dizzy modifier x0.8.''
</div>
</div>
</div>
</div>
 
===<big>Air Driver</big>===
===<big>Air Throw</big>===
<span class="input-badge">'''j.214A/B'''</span>
<div class="attack-container">
<div class="attack-container">
<div class="attack-gallery">
<div class="attack-gallery">
<tabber>
Images =
<gallery widths="210px" heights="210px" mode="nolines">
GGAC_Kliff_airThrow.png|Make 'em listen
</gallery>
|-|
Hitboxes =
<gallery widths="210px" heights="210px" mode="nolines">
<gallery widths="210px" heights="210px" mode="nolines">
BBTag_Tager_AirDriver.png | NO JUMPING, BOI
</gallery>
</gallery>
</tabber>
</div>
</div>
<div class="attack-info">
<div class="attack-info">
{| class="wikitable attack-data"
{| class="wikitable attack-data"
{{FrameDataHeader-GGACR}}
{{FrameDataHeader-BBTag|version=yes}}
|-
|-
{{#lst:GGACR/Kliff Undersn/Data|Air Throw}}
{{AttackVersion|name=A}}
{{#lst:{{PAGENAME}}/Data|j.214A}}
|-
{{AttackVersion|name=B}}
{{#lst:{{PAGENAME}}/Data|j.214B}}
|}
|}
==== ====
==== ====
Sometimes you just need to really get the point across.
;j.214A
*Also above average air throw range.  
* No magnetism
*Full confirms midscreen (Sometimes only from low heights, depending on the character) and in the corner.
* Can only grab airborne opponents
*Has exactly the same confirms as Ground Throw. Big damage or 50% meter for an almost guaranteed stun.
* Only combos into Gadget Finger
*Best OS'd with {{clr|1|j.P}}, though {{clr|2|j.K}} and occasionally {{clr|3|j.S}} work as well.
----
*'''タワケ!'''
;j.214B
* Extremely attractive to airborne opponents
* Grounded opponents will slide along the floor slowly
* Can only grab airborne opponents
* Stops all momentum when in use
* Button can be held to extend active frames
* Only combos into Gadget Finger
* Can be held for 59f


'''Additional Frame Data:''' ''Forced prorate 50%. Dizzy modifier x0.8.''
Be careful when using this. Grounded opponents will have plenty of time to get under you. While opponents who super jump will usually fly overhead and can hit you as they fly by.
</div>
</div>
</div>
</div>


===<big>[[GGACR/Defense#Dead Angle Attack (DAA)|Dead Angle Attack]]</big>===
===<big>Gadget Finger</big>===
<span class="input-badge">'''After certain attacks -> A/B/C'''</span>
<div class="attack-container">
<div class="attack-container">
<div class="attack-gallery">
<div class="attack-gallery">
<tabber>
Images =
<gallery widths="210px" heights="210px" mode="nolines">
GGAC_Kliff_5K.png|Pay attention, whippersnapper!
</gallery>
|-|
Hitboxes =
<gallery widths="210px" heights="210px" mode="nolines">
<gallery widths="210px" heights="210px" mode="nolines">
BBTag_Tager_GadgetFinger.png |NOW, GET UP
</gallery>
</gallery>
</tabber>
</div>
</div>
<div class="attack-info">
<div class="attack-info">
{| class="wikitable attack-data"
{| class="wikitable attack-data"
{{FrameDataHeader-GGACR}}
{{FrameDataHeader-BBTag}}
|-
|-
{{#lst:GGACR/Kliff Undersn/Data|DAA}}
{{#lst:{{PAGENAME}}/Data|Gadget Finger}}
|}
|}
==== ====
==== ====
Probably the worst Dead Angle in the game. Use Backdash or {{clr|1|214P}} Dodge instead.
* 100% minimum damage
*The good: Safe on block, harder to low profile than most DAAs, converts near the corner.
 
*Not invincible until frame 5, must be timed correctly.
As of 1.30 update, drops the opponent just inside 214A range with Tager at a small frame advantage. This is a very strong position for Tager where in order to avoid a properly timed command grab, the opponent must buffer a jump, reversal, or backdash. Keep in mind that you can actually catch jumpsquat frames with 4A timed as early as possible, but delayed slightly 4A can also catch most backdashes while still counterhitting mashed normals.
*Will always lose to multi-hit projectiles with fewer than 5f between active windows.
 
*No throw invulnerability either; extremely easy to bait this janky move as it starts.
You can also consider also using Active Switch to extend combos or for better positioning in your resets when using this to end Tager's combos.


'''Additional Frame Data:''' ''Forced prorate 50%. Strike invincible 5~15F. Blows back opponent on hit (untechable for 60 frames).''
</div>
</div>
</div>
</div>
<br style="clear:both;"/>
<br style="clear:both;"/>


==Special Moves==
==Extra Skills==
===<big>Bellowing Roar</big> (Houkou Gaeshi)===
===<big>Spark Bolt</big>===
<span class="input-badge">'''{{clr|1|236P}}/{{clr|3|S}}'''</span>
<span class="input-badge">'''236C'''</span>
<div class="attack-container">
<div class="attack-container">
<div class="attack-gallery">
<div class="attack-gallery">
<tabber>
Images =
<gallery widths="210px" heights="210px" mode="nolines">
<gallery widths="210px" heights="210px" mode="nolines">
GGAC_Kliff_236P.png|KFE: Kliff Fried Eggs, made fresh with dragon roars
BBTag_Tager_SparkBolt.png |Whose idea was this
</gallery>
</gallery>
|-|
Hitboxes =
<gallery widths="210px" heights="210px" mode="nolines">
GGXXACPR_Kliff_236P-1-Hitbox.png|P Frames 16-18
GGXXACPR_Kliff_236P-2-Hitbox.png|P Frames 19-21
GGXXACPR_Kliff_236P-3-Hitbox.png|P Frames 22-24
GGXXACPR_Kliff_236P-4-Hitbox.png|P Frames 25-27
GGXXACPR_Kliff_236P-5-Hitbox.png|P Frames 28-30
GGXXACPR_Kliff_236P-6-Hitbox.png|P Frames 31-33
GGXXACPR_Kliff_236P-7-Hitbox.png|P Frames 34-36
GGXXACPR_Kliff_236P-8-Hitbox.png|P Frames 37-39
GGXXACPR_Kliff_236P-9-Hitbox.png|P Frames 40-42
GGXXACPR_Kliff_236S-1-Hitbox.png|S Frames 22-24
GGXXACPR_Kliff_236S-2-Hitbox.png|S Frames 25-27
GGXXACPR_Kliff_236S-3-Hitbox.png|S Frames 28-30
GGXXACPR_Kliff_236S-4-Hitbox.png|S Frames 31-33
GGXXACPR_Kliff_236S-5-Hitbox.png|S Frames 34-36
GGXXACPR_Kliff_236S-6-Hitbox.png|S Frames 37-38
</gallery>
</tabber>
</div>
</div>
<div class="attack-info">
<div class="attack-info">
{| class="wikitable attack-data"
{| class="wikitable attack-data"
{{FrameDataHeader-GGACR|version=yes}}
{{FrameDataHeader-BBTag}}
|-
{{AttackVersion|name={{clr|1|P}}}}
{{#lst:GGACR/Kliff Undersn/Data|236P}}
|-
|-
{{AttackVersion|name={{clr|3|S}}}}
{{#lst:{{PAGENAME}}/Data|236C}}
{{#lst:GGACR/Kliff Undersn/Data|236S}}
|}
|}
==== ====
==== ====
Lesser dragon-roar Fried Egg. Excellent oki tool at +3, and good in pressure.
* Wall Bounces
*When meatied or FRC'd, it's possible to gain nearly ''30 frames of advantage''.
*Decimates one hit of other projectiles, can help negate other zoners' games.
*Serves as a decent poke, but awful on whiff.
*Good for conversions or pressure continuation after {{clr|5|2D}} with an FRC.
**and when used after {{clr|5|2D}}, an airdash will allow you to convert if the {{clr|5|2D}} hit, or continue pressure if it was blocked.
 
'''Additional Frame Data:''' ''Destroys other projectiles. Attack is fully extended on 25F. FRC timing 17~19F.''
<br/>
----
Greater dragon-roar Fried Egg. Enormous hitbox that deals great damage and causes floor slide for conversions or oki. Bread and Butter combo tool.
*Horribly unsafe on block and whiff unless FRC'd.
*Universal combos after FRC. Used in all of Kliff's major loops.
*Meterless conversions if hit against an airborne opponent, notably after {{clr|1|6{P} }}.


The FRCs on these moves are vital to playing Kliff effectively. Learn them.
Tager no longer needs to charge a separate resource and instead only consumes one Skill Gauge to use this move. Just like in other BlazBlue games, this will beat other normal projectiles easily. Also an important combo extender for Tager.


'''Additional Frame Data:''' ''Destroys other projectiles. Attack is fully extended on 31F. FRC timing 23~26F. Slides opponent on hit (untechable for 67F, slides for 51F).''
</div>
</div>
</div>
</div>


===<big>Skull Crusher</big> (Zugaisai)===
===<big>EX Gigantic Tager Driver</big>===
<span class="input-badge">'''{{clr|3|214S}} (Air OK)'''</span>
<span class="input-badge">'''214C'''</span>
<div class="attack-container">
<div class="attack-container">
<div class="attack-gallery">
<div class="attack-gallery">
<tabber>
Images =
<gallery widths="210px" heights="210px" mode="nolines">
GGAC_Kliff_214S.png|The Dragonslayer takes<br>Kliff for a ride to drill some heads
</gallery>
|-|
Hitboxes =
<gallery widths="210px" heights="210px" mode="nolines">
<gallery widths="210px" heights="210px" mode="nolines">
GGXXACPR_Kliff_214S-1-Hitbox.png|1st Hit (Frames 10-13)/<br>5th Hit (Frames 26-29)
BBTag_Tager_GiganticTagerDriver.png |
GGXXACPR_Kliff_214S-2-Hitbox.png|2nd Hit (Frames 14-17)/<br>6th Hit (Frames 30-33)
GGXXACPR_Kliff_214S-3-Hitbox.png|3rd Hit (Frames 18-21)
GGXXACPR_Kliff_214S-4-Hitbox.png|4th Hit (Frames 22-25)
</gallery>
</gallery>
</tabber>
</div>
</div>
<div class="attack-info">
<div class="attack-info">
{| class="wikitable attack-data"
{| class="wikitable attack-data"
{{FrameDataHeader-GGACR|version=yes}}
{{FrameDataHeader-BBTag|}}
|-
|-
{{AttackVersion|name=Ground}}
{{#lst:{{PAGENAME}}/Data|214C}}
{{#lst:GGACR/Kliff Undersn/Data|214S}}
|-
{{AttackVersion|name=Air}}
{{#lst:GGACR/Kliff Undersn/Data|j.214S}}
|}
|}
==== ====
==== ====
Transport attack, good in combos and as a (whiff) punish due to its large hitbox, speed, and range. Very difficult to punish.
* Brief period of magnetism
*Will beat many specific moves because of multiple hits, breaking through armor and riskier long range moves (e.g: Potemkin's slidehead and hammerfall).
* Only grabs grounded opponents, but can be done mid combo
*Airborne from frame 7, will go over some things.
* Only combos into Gadget Finger
*Unsafe on block, and in counterhit state for almost the entire duration, but you can still get away with this on block fairly frequently.
*Leads to a mixup and lets Kliff get in when RC'd on block. Save yourself if the opponent can punish you consistently.
*Combos into {{clr|3|2S}} unless you hit extremely far away.
*Will usually not knock down an airborne opponent: they'll be able to tech the last hit and punish you.


'''Additional Frame Data:''' ''6th hit floats opponent on ground hit. Kliff is airborne from 7~54F. Hitstop 7F. Kliff is in CH state from 1~55F.''
Has the same startup as the A version, but as this move can be held briefly for Magnetism, it benefits from greater effective range as well as active frames, making unseeable tick throw setups considerably easier to execute without getting counterhit by mashed normals. Is +35 upon landing, allowing Tager to safejump 15f+ reversals, but only applicable on forward tech/corner.  
----
Air drill. Leads to air knockdowns when close enough to the ground, or Tiger Knee'd.
*Best near the corner at low height since it can combo into {{clr|3|2S}}.
*Can confirm off of an air hit {{clr|3|236S}} near the corner to get back in and set up oki.
*Very unsafe and not useful in neutral, but can be FRC'd when the active window ends. Don't whiff.
**You'll want to know this FRC well, as occasionally you'll get sideswapped when attempting a {{clr|3|j.41236S}}.
*Don't use this against grounded opponents unless you get a character specific confirm or have the meter to (F)RC.  


'''Additional Frame Data:''' ''6th hit slams down opponent on ground hit. Knocks down opponent on air hit (untechable for 50F). Hitstop 7F. FRC timing 39~41F. Listed Frame Adv is for TK Air Zugaisai performed as fast as possible (startup 12F).''
</div>
</div>
</div>
</div>
 
===<big>EX Air Driver</big>===
===<big>Nape Saddle</big> (Kubimatagi)===
<span class="input-badge">'''j.214C'''</span>
<span class="input-badge">'''{{clr|2|214K}}'''</span>
<div class="attack-container">
<div class="attack-container">
<div class="attack-gallery">
<div class="attack-gallery">
<tabber>
Images =
<gallery widths="210px" heights="210px" mode="nolines">
GGAC_Kliff_214K.png|Flip over 'em, that dragon's neck won't mind
</gallery>
|-|
Hitboxes =
<gallery widths="210px" heights="210px" mode="nolines">
<gallery widths="210px" heights="210px" mode="nolines">
GGXXACPR_Kliff_214K-1-Hitbox.png|Frames 28-31
BBTag_Tager_AirDriver.png |Hope that it will be comboable like Aerial Potemkin Buster
GGXXACPR_Kliff_214K-2-Hitbox.png|Frames 32-35
</gallery>
</gallery>
</tabber>
</div>
</div>
<div class="attack-info">
<div class="attack-info">
{| class="wikitable attack-data"
{| class="wikitable attack-data"
{{FrameDataHeader-GGACR}}
{{FrameDataHeader-BBTag}}
|-
|-
{{#lst:GGACR/Kliff Undersn/Data|214K}}
{{#lst:{{PAGENAME}}/Data|j.214C}}
|}
|}
==== ====
==== ====
Vault. Fullscreen mixup and callout tool, knocks down. Hits overhead, and will crossup depending on position.
* Extremely attractive to airborne opponents
*Not great when blocked. Throw punishable. Can also be easily tagged in the air, as it only goes active as Kliff passes the apex of his arc.
* Grounded opponents will slide along the floor slowly
*Works as a character specific alternative to {{clr|3|236S}} after an OTG {{clr|3|2S}} against characters that you want to stay in against when you don't have them near the corner.
* Can only grab airborne opponents, but can be done mid combo
*Can convert into 2s on high air hits.
* Button can be held to extend active frames for about 1 second
*FRC > {{clr|3|j.41236S}} or {{clr|4|j.H}} can be used for tricks, but it's not the best use of meter due to Kliff's slow fall speed.
* Only combos into Gadget Finger
*Cancelling taunt into this can give you some decent options, as taunt will usually cover the recovery.
* Can be held for 33f


'''Additional Frame Data:''' ''Kliff is airborne 16~43F. Kliff is in CH state 37~43F. Slams down opponent on air hit (untechable for 60F). FRC timing 24~27F.''
The magnetism on this move is stronger than that of j.214B, making the move moderately more consistent at raw grabbing aerial opponents. Also of note is that this grab can be comboed into, which could be considered an option as an unburstable combo ender.  
</div>
</div>
</div>
</div>


===<big>Scale Ripper</big> (Urokohagashi)===
==Partner Skills==
<span class="input-badge">'''{{clr|4|623H}} -> {{clr|4|H}}xN'''</span>
===<big>5P</big>===
<span class="input-badge">'''Sledgehammer'''</span>
<div class="attack-container">
<div class="attack-container">
<div class="attack-gallery">
<div class="attack-gallery">
<tabber>
Images =
<gallery widths="210px" heights="210px" mode="nolines">
<gallery widths="210px" heights="210px" mode="nolines">
GGAC_Kliff_623H.png|AKA Wiggle Sword made for giant fishies
BBTag_Tager_5B.png |
</gallery>
</gallery>
|-|
Hitboxes =
<gallery widths="210px" heights="210px" mode="nolines">
GGXXACPR_Kliff_623H-1-Hitbox.png|Hitbox 1
GGXXACPR_Kliff_623H-2-Hitbox.png|Hitbox 2
GGXXACPR_Kliff_623H-3-Hitbox.png|Hitbox 3
GGXXACPR_Kliff_623H-4-Hitbox.png|Hitbox 4
GGXXACPR_Kliff_623H-5-Hitbox.png|Hitbox 5
GGXXACPR_Kliff_623H-6-Hitbox.png|Hitbox 6
GGXXACPR_Kliff_623H-7-Hitbox.png|Hitbox 7
</gallery>
</tabber>
</div>
</div>
<div class="attack-info">
<div class="attack-info">
{| class="wikitable attack-data"
{| class="wikitable attack-data"
{{FrameDataHeader-GGACR}}
{{FrameDataHeader-BBTag}}
|-
|-
{{#lst:GGACR/Kliff Undersn/Data|623H}}
{{#lst:{{PAGENAME}}/Data|5P}}
|}
|}
==== ====
==== ====
The Pinnacle of Anti-Airs. Gigantic, completely disjointed hitbox which smacks opponents almost anywhere above you.
* Tager's fastest assist
*Mostly useful at the end of a combo for tacking on as many hits as possible. Very burst safe, too.
* Launches and causes a soft knockdown
*The lengthy recovery and varying number of hits can put Kliff in an awkward situation.
 
*Kliff can move back or forth slightly while mashing more hits.
Useful in Cross Combos due to its relatively fast startup and cooldown.
**If this clashes while mashing, you may get a {{clr|4|6H}} which will sometimes tag opponents that are ill-prepared.
*Will vacuum even when they tech and requires FD to airblock, so it can repeatedly reset unaware opponents.
**If you're on the receiving end of this move, tech and hold FD until you safely touch the ground.


'''Additional Frame Data:''' ''Floats opponent on hit (untechable for 10F). Hitstop 7F. Can mash for more hits. Can move back and forth while attacking. 49th attack is a "finishing attack" that is active for 3F and recovery of 22F. Listed Frame Adv is for the finishing attack.''
<div class="mw-collapsible mw-collapsed" data-expandtext="show hitboxes" data-collapsetext="hide hitboxes">
'''NOTE:''' This attack groups hitboxes in trios.<br>
'''E.G:''' [1,2,3], [4,5,6], [7,1,2]...<br>
Minimum number of hits is 7 (42F).<br>
The "finishing attack" is hitbox #3.
</div>
</div>
</div>
</div>
</div>
 
===<big>6P </big>===
===<big>Two Steps Forward</big> (Sen no Sen)===
<span class="input-badge">'''Spark Bolt'''</span>
<span class="input-badge">'''{{clr|1|214P}}'''</span>
<div class="attack-container">
<div class="attack-container">
<div class="attack-gallery">
<div class="attack-gallery">
<tabber>
Images =
<gallery widths="210px" heights="210px" mode="nolines">
GGAC_Kliff_214P.png|Only battle hardened veterans know how to lean out of the way
GGAC_Kliff_214PP_2.png|What have you been doing to this poor man?
</gallery>
|-|
Hitboxes =
<gallery widths="210px" heights="210px" mode="nolines">
<gallery widths="210px" heights="210px" mode="nolines">
BBTag_Tager_SparkBolt.png |
</gallery>
</gallery>
</tabber>
</div>
</div>
<div class="attack-info">
<div class="attack-info">
{| class="wikitable attack-data"
{| class="wikitable attack-data"
{{FrameDataHeader-GGACR}}
{{FrameDataHeader-BBTag}}
|-
|-
{{#lst:GGACR/Kliff Undersn/Data|214P}}
{{#lst:{{PAGENAME}}/Data|6P }}
|}
|}
==== ====
==== ====
One of Kliff's defining moves in which he just steps to the side. Is strike invul for its ''entire duration''. Can only be punished with throw.
* Fires straight ahead
*Can either be followed up with Hellish Charge to put a hitbox out, or you can just wait for the recovery to end and grab or smack a button.
* Absurdly long startup time
*Works as a very risky reversal on wakeup, or use on oki to bait the reversals.
* Wall bounces opponent to Tager's position
*Great against lengthy moves you can react to, like supers, and can follow up with Chop or FB Chop for a huge punish.
 
*Can be OS'd against and will lose to safejump > land > throw OS.
A highly situational assist. The extremely long startup makes it very easy to react to in neutral, but it can sometimes be uniquely advantageous in combos that have long forced animations. Unlike in other BlazBlue games, Tager's charging stance does not have protection of any kind, making him entirely vulnerable before the move activates.
*The closer you are to being dizzied and the more often you use it, the more chances it has of failing, which will get you killed.
*This move cannot be canceled into.


'''Additional Frame Data:''' ''Strike invincible 1~48F. Can cancel into followup (Hellish Charge and FB Hellish Charge) from 10~41F. Each time Two Steps Forward is used, Kliff's current stun rating is added to a total. If this total reaches 80, Kliff's back goes out, leaving him vulnerable. After using Two Steps Forward 4 times, Kliff's back has a chance to go out immediately, based on his current stun rating. Two Steps Forward cannot be cancelled into.''
</div>
</div>
</div>
</div>
 
===<big>4P </big>===
===<big>Hellish Charge</big> (Jigoku Tsukkomi)===
<span class="input-badge">'''Up Spark Bolt'''</span>
<span class="input-badge">'''Two Steps Forward -> {{clr|1|P}}'''</span>
<div class="attack-container">
<div class="attack-container">
<div class="attack-gallery">
<div class="attack-gallery">
<tabber>
Images =
<gallery widths="210px" heights="210px" mode="nolines">
GGAC_Kliff_214PP_1.png|Hey, resident bo'ke, the eye is open!
</gallery>
|-|
Hitboxes =
<gallery widths="210px" heights="210px" mode="nolines">
<gallery widths="210px" heights="210px" mode="nolines">
GGXXACPR_Kliff_214PP-Hitbox.png
BBTag_Tager_SparkBoltUp.png | 6P, but up
</gallery>
</gallery>
</tabber>
</div>
</div>
<div class="attack-info">
<div class="attack-info">
{| class="wikitable attack-data"
{| class="wikitable attack-data"
{{FrameDataHeader-GGACR}}
{{FrameDataHeader-BBTag}}
|-
|-
{{#lst:GGACR/Kliff Undersn/Data|214P P}}
{{#lst:{{PAGENAME}}/Data|4P }}
|}
|}
==== ====
==== ====
Psuedo-DP followup to dodge done as a manzai routine smack. Strike invuln until startup.
* Fires at a 30° angle from the ground
*Staggers on hit, allowing for a throw followup if they don't mash out.
* Much faster than his 6P
*Tags a hit against players who do not know to safejump > throw against dodge.
* Wall bounces to Tager's position
*Better conversions when RC'd, eliminates it being unsafe.
 
*Risky move, but a good thing to have.
Shallow angle combined with Spark Bolt's large size and very fast speed makes this a ok anti-air assist. Easily stuffed due to Tager's large frame


'''Additional Frame Data:''' ''Staggers opponent on hit (max 32F). Strike invincible 1~4F. Dizzy modifier x2.''
</div>
</div>
</div>
</div>


===<big>Limb Severer</big> (Shishi Otoshi)===
<br style="clear:both;"/>
<span class="input-badge">'''{{clr|3|j.41236S}}'''</span>
 
==Distortion Skills==
===<big>Magna Tech Wheel</big>===
<span class="input-badge">'''236B+C'''</span>
<div class="attack-container">
<div class="attack-container">
<div class="attack-gallery">
<div class="attack-gallery">
<tabber>
Images =
<gallery widths="210px" heights="210px" mode="nolines">
<gallery widths="210px" heights="210px" mode="nolines">
GGAC_Kliff_j41236S.png|Just drop the cannonball on one of their arms instead
BBTag_Tager_MagnaTechWheel.png |spin2win
</gallery>
</gallery>
|-|
Hitboxes =
<gallery widths="210px" heights="210px" mode="nolines">
GGXXACPR_Kliff_j41236S-1-Hitbox.png|1st Hit<br>(Frames 14-16 + 6N)
GGXXACPR_Kliff_j41236S-2-Hitbox.png|1st Hit<br>(Frames 14-16 + 6N)
GGXXACPR_Kliff_j41236S-L1-Hitbox.png|2nd Hit<br>(Landing Frames 1-2)
GGXXACPR_Kliff_j41236S-L2-Hitbox.png|2nd Hit<br>(Landing Frames 3-6)
GGXXACPR_Kliff_j41236S-L3-Hitbox.png|2nd Hit<br>(Landing Frames 7-11)
</gallery>
</tabber>
</div>
</div>
<div class="attack-info">
<div class="attack-info">
{| class="wikitable attack-data"
{| class="wikitable attack-data"
{{FrameDataHeader-GGACR}}
{{FrameDataHeader-BBTag}}
|-
|-
{{#lst:GGACR/Kliff Undersn/Data|j.41236S}}
{{#lst:{{PAGENAME}}/Data|236BC}}
|}
|}
==== ====
==== ====
Kliff's main air combo knockdown tool. Strong all around move, both as a combo starter and ender.
* Lightning spin super
*Hits overhead, can cross up while cutting Kliff's horizontal momentum, and stalls in the air for occasional fakeouts.
*Leads to a safejump with fuzzy guard setups. Has four(?) different shockwave sizes, growing larger the higher Kliff is when he initiates the move.
*Leads to big damage, or guaranteed dizzy setups in the corner on hit with meter.
*Can be difficult to punish due to pushback.
*The second hit can cancel out other projectiles, keeping Kliff safe against things like Eddie's drills.
*FRC right before it goes active to fake out into a throw or low.
*Comes with the weakness of being out prioritized by {{clr|3|j.214S}} if you get crossed under, which is *horribly* unsafe on whiff. Always keep the opponent's position in mind.
*Can be punished by having the first hit air blocked and the second hit jumped over.


This move is overall one of Kliff's more important ones. Can be very frustrating to deal with if the opponent is not familiar with it.
Followup only comes out in resonance/Cross combo. Can be used with short Distortion Skill Duos, allowing for partner combo extension.  


'''Additional Frame Data:''' ''1st hit (dive) knocks down opponent (on air hit untechable for 60F). 2nd hit (shockwave) destroys other projectiles, knocks down opponent (untechable for 53F). The longer the dive, the bigger the shockwave. Listed Frame Adv is for the shortest possible dive. FRC timing 12~13F.''
</div>
</div>
</div>
</div>
 
===<big>Genesic Emerald Tager Buster</big>===
===<big>Taunt</big>===
<span class="input-badge">'''214B+C (Air OK)'''</span> <span class="input-badge">'''720B+C (Air OK)'''</span>
<div class="attack-container">
<div class="attack-container">
<div class="attack-gallery">
<div class="attack-gallery">
<tabber>
Images =
<gallery widths="210px" heights="210px" mode="nolines">
GGAC_Kliff_taunt.png|FOOLS, THE LOT OF YOU
</gallery>
|-|
Hitboxes =
<gallery widths="210px" heights="210px" mode="nolines">
<gallery widths="210px" heights="210px" mode="nolines">
BBTag_Tager_GenesicEmeraldTagerBuster.png |'''''"START PRAYING!"'''''</br><small>'''WHO THOUGHT GIVING HIM THIS MOVE IN THE AIR WAS A GOOD IDEA?!'''</small>
BBTag_Tager_GenesicEmeraldTagerBuster2.png |'''''"SAY GOODBYE TO YOUR FRIENDS!"'''''
</gallery>
</gallery>
</tabber>
</div>
</div>
<div class="attack-info">
<div class="attack-info">
{| class="wikitable attack-data"
{| class="wikitable attack-data"
{{FrameDataHeader-GGACR}}
{{FrameDataHeader-BBTag|version=yes}}
|-
|-
{{#lst:GGACR/Kliff Undersn/Data|Taunt}}
{{AttackVersion|name=Ground}}
|}
{{#lst:{{PAGENAME}}/Data|214BC}}
==== ====
Bouncing, multi-hit projectile which doesn't go away when Kliff gets hit. Who knew that calling somebody an idiot made for such good oki?
*Can give Kliff meterless conversions off of Instant Overhead {{clr|2|j.K}}/{{clr|3|j.S}} when used.
*Works best off of {{clr|5|2D}} or {{clr|3|c.S}} knockdown.
*Can cut down the recovery significantly by canceling into FD or an attacking move right before the kana (letters) start moving.
*The last kana randomly spawns doubled in size for four times the damage.
*Easily jumped over, but will generally force the opponent to make a decision when used at neutral. Each kana can be cancelled out by other projectiles.
*Since this is a taunt it will give the opponent some tension. Make sure not to dial it in after winning a round and give the opponent 50 meter for the next one.
*'''バカモン!!!!'''
</div>
</div>
 
==Force Breaks==
===<big>Air Bellowing Roar</big> (Kuuchuu Houkou Gaeshi)===
<span class="input-badge">'''{{clr|5|j.236D}}'''</span>
<div class="attack-container">
<div class="attack-gallery">
<tabber>
Images =
<gallery widths="210px" heights="210px" mode="nolines">
GGAC_Kliff_j236D.png|Old Man, KFE-turned-Derp Dragon
</gallery>
|-|
Hitboxes =
<gallery widths="210px" heights="210px" mode="nolines">
</gallery>
</tabber>
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{FrameDataHeader-GGACR}}
|-
|-
{{#lst:GGACR/Kliff Undersn/Data|j.236D}}
{{AttackVersion|name=Air}}
{{#lst:{{PAGENAME}}/Data|j.214BC}}
|}
|}
==== ====
==== ====
Big hitbox projectile which covers a huge amount of horizontal airspace. Feasts off of other projectiles.
;Ground Version
*Blows Kliff back on use, helping him get out of dodge, particularly when Tiger Knee'd.
* Extremely attractive
*Untechable blowback and wallbounce on hit, giving Kliff ample time to convert as they fall back towards him.
* Can only grab grounded opponents
*Recovers as soon as the active frames fade, letting Kliff airdash back in and go for something like a falling {{clr|4|j.H}} for an immediate ground pickup.
* Invincible startup
*All around strong move. Never a bad use of meter.
* Button can be held to extend active frames, though you are not invincible while doing this


'''Additional Frame Data:''' ''Destroys other projectiles. Blows back opponent on ground hit. Wall bounces opponent on air hit (untechable for 53F).''
If you input 720B+C instead of 214B+C, the damage of GETB will be increased by 500 (6620/7620). The range on this move is deceptively huge especially thanks to the generous magnetism during the startup, making it a powerful tool in footsies as well as a threatening reversal. Is +21 upon landing, but the opponent is placed far from Tager.  
</div>
----
</div>
;Air Version
* Extremely attractive to airborne opponents
* Grounded opponents will slide along the floor slowly
* Can only grab airborne opponents
* Stops all momentum when in use
* Invincible startup
* Button can be held to extend active frames


===<big>FB Hellish Charge</big> (Jigoku Tsukkomi)===
Be careful when using the air version. Grounded opponents will have plenty of time to get under you. While opponents who super jump will usually fly overhead and can hit you as they fly by. Is +21 upon landing, but the opponent is placed far from Tager.  
<span class="input-badge">'''Two Steps Forward -> {{clr|5|D}}'''</span>
<div class="attack-container">
<div class="attack-gallery">
<tabber>
Images =
<gallery widths="210px" heights="210px" mode="nolines">
GGAC_Kliff_214PP_1.png|When the bo'ke gives the round to the tsukkomi for free.
</gallery>
|-|
Hitboxes =
<gallery widths="210px" heights="210px" mode="nolines">
</gallery>
</tabber>
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{FrameDataHeader-GGACR}}
|-
{{#lst:GGACR/Kliff Undersn/Data|214P D}}
|}
==== ====
Almost guaranteed stun move ('''x119''' modifier). Getting tagged by this is one of the most frustrating things in the game. First you stun them, then you win.
*Too slow to use at neutral, but can be combo'd into. Can work as a very slow punish in some instances.
*Significantly less invuln than the meterless version.  
*Despite the ludicrously high dizzy modifier, there are many instances where the dizzy is not guaranteed. Use as early in a combo as possible when setting up.
**Tends to work best near the corner, out of throw, airthrow, j.41236, Impossible Dust, and CH Gold Burst.
*Becomes riskier to attempt the more you've been hit or attempted to dodge/{{clr|1|214P}}. Be absolutely certain that you won't throw out your back when combo'ing into this.
*Will perform the coughing animation regardless of hit or block/whiff. Won't give you enough time to start a combo with 6[H] unless you RC it. Kliff will still get ridiculous punishes afterwards regardless.


'''Additional Frame Data:''' ''Strike invincible 1~7F. Upper body invincible 8~19F. Dizzy modifer x119.''
Input 720B+C will also give you an extra 500 damage (7350/8350).
</div>
</div>
</div>
</div>


==Overdrives==
==Distortion Skill Duo==
===<big>Reflex Roar</big>===
===<big>Terra Break</big>===
<span class="input-badge">'''{{clr|4|236236H}}'''</span>
<span class="input-badge">'''P during Partner's Distortion Skill'''</span>
<div class="attack-container">
<div class="attack-container">
<div class="attack-gallery">
<div class="attack-gallery">
<tabber>
Images =
<gallery widths="210px" heights="210px" mode="nolines">
GGAC_Kliff_236236S.png|Young Man, Scrambled-Egg-Derp Dragon
</gallery>
|-|
Hitboxes =
<gallery widths="210px" heights="210px" mode="nolines">
<gallery widths="210px" heights="210px" mode="nolines">
BBTag_Tager_TerraBreak.png |Don't do this on block
</gallery>
</gallery>
</tabber>
</div>
</div>
<div class="attack-info">
<div class="attack-info">
{| class="wikitable attack-data"
{| class="wikitable attack-data"
{{FrameDataHeader-GGACR}}
{{FrameDataHeader-BBTag}}
|-
|-
{{#lst:GGACR/Kliff Undersn/Data|236236H}}
{{#lst:{{PAGENAME}}/Data|Distortion Skill Duo}}
|}
|}
==== ====
==== ====
Quick, full screen, high damage answer that blows through everything else. Enter the Dragon.
* 100% minimum
*Will destroy other projectiles on screen.
* Sends opponent to far side of the screen
*Active for a huge amount of time, but won't fully extend until later in its active frames.
*Often used to hitconfirm max ranged pokes into good damage. Can end combos or continue them.
*Can be FRC'd to bait bursts, or follow with a whiffed {{clr|2|214K}} for good corner carry and a combo.
*Wallsticks when close enough to the corner. Can do meterless confirms if close enough or if Reflex Roar hits later in its active frames.
*Not fully invul. Kliff will get tagged before it goes active if he sticks his hand into a hitbox. Otherwise one of Kliff's best uses of 50 meter.
 
'''Additional Frame Data:''' ''Destroys other projectiles. Wall sticks opponent on hit (untechable for 90F, sticks for 30F). FRC timing 9~14F. Kliff is in CH state from 1~45F.''
</div>
</div>
</div>
</div>


===<big>Soul Survivor</big>===
<br style="clear:both;"/>
<span class="input-badge">'''{{clr|4|632146H}}'''</span>
 
==Astral Heat==
===<big>King of Tager</big>===
<span class="input-badge">'''222B+C'''</span>
<div class="attack-container">
<div class="attack-container">
<div class="attack-gallery">
<div class="attack-gallery">
<tabber>
Images =
<gallery widths="210px" heights="210px" mode="nolines">
<gallery widths="210px" heights="210px" mode="nolines">
GGAC_Kliff_4641236H.png|Russian Roulette but<br>with a half loaded gun
BBTag_Tager_KingOfTager.png |'''''"Releasing Armagus!"'''''
BBTag_Tager_KingOfTager2.png |Buckle Up.
BBTag_Tager_KingOfTager3.png |Cause I wanna take you for a ride.
</gallery>
</gallery>
|-|
Hitboxes =
<gallery widths="210px" heights="210px" mode="nolines">
</gallery>
</tabber>
</div>
</div>
<div class="attack-info">
<div class="attack-info">
{| class="wikitable attack-data"
{| class="wikitable attack-data"
{{FrameDataHeader-GGACR}}
{{FrameDataHeader-BBTag}}
|-
|-
{{#lst:GGACR/Kliff Undersn/Data|632146H}}
{{#lst:{{PAGENAME}}/Data|222BC}}
|}
|}
==== ====
==== ====
Extremely slow reversal that's invincible until it starts, but is very hit or miss if it connects.
* Requires level 4 Resonance Blaze to meet 9 meter cost requirement
*Can be charged after the flash for more hits. Charging will also extend its throw invincibility until the button is released.
* Unlike Tager's other command grabs, this can grab either grounded or airborne opponents
*0f after the first hit, so good in gaps against moves with a lot of recovery.
* Extremely attractive
*Hits at random and can knock them any given distance away from you. Can knock targets out of the hit zone and make itself completely vulnerable on hit.
* Buttons can be held to extend magnetism duration.
*If the opponent is sucked in on the last hit, it can combo into {{clr|3|2S}} > {{clr|3|236S}} after the knockdown.
* Easy confirm from 2A, 2C, Wedge Catapult. Confirms off gadget finger.  
 
'''Additional Frame Data:''' ''1st hit floats opponent on hit (untechable for 59F). Can only RC if 1st hit touches opponent. 2nd hit floats opponent on hit (untechable for 60F).  Kliff is in CH state during move. Strike invincible 1-22 [Move has unlisted throw invincibility until startup]''
</div>
</div>


==Instant Kill==
You can be hit while extending the magnetism of this move, but this shouldn't be an issue when ending the round with a hit confirm.
===<big>Pulverizing Dragon's Roar</big> (Haryuu Bakusai)===
<span class="input-badge">'''During IK Mode: {{clr|4|236236H}}'''</span>
<div class="attack-container">
<div class="attack-gallery">
<tabber>
Images =
<gallery widths="210px" heights="210px" mode="nolines">
GGAC_Kliff_236236H.png|Dragon.jpg
</gallery>
|-|
Hitboxes =
<gallery widths="210px" heights="210px" mode="nolines">
</gallery>
</tabber>
</div>
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{FrameDataHeader-GGACR}}
|-
{{#lst:GGACR/Kliff Undersn/Data|IK}}
|}
==== ====
Kliff's incredibly long IK preparation makes this rather impractical. FB Hellish Charge RC can give enough time to use this move, but mashing out beforehand is not particularly difficult. Generally too slow to be much use.
</div>
</div>
</div>
==Colors==
{{GGACRColors|Size=120|Character=Kliff Undersn}}
<br style="clear:both;"/>
<br style="clear:both;"/>


==External References==
==External References==
==Navigation==
==Navigation==
{{#lst:GGACR/Kliff Undersn/Data|Links}}
{{#lst:{{PAGENAME}}/Data|Links}}
{{notice|To edit frame data, edit values in [[GGACR/Kliff Undersn/Data]].}}
{{notice|To edit frame data, edit values in [[{{PAGENAME}}/Data]].}}
{{Navbar-GGACR}}
{{Navbar-BBTag}}
[[Category:Guilty Gear XX Accent Core + R]]
[[Category:Kliff Undersn]]

Revision as of 19:30, 5 August 2021

Overview

Template:CharaOverview

Normal Moves

4A

Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. AttributesAttributes this attack possesses. Some attacks are invincible to attacks of certain attributes. Inv.The number of frames this attack has invincibility, and what attribute(s) this invincibility applies to.
4A
4AA
4AAA

  • 4A is Tager's fastest ground poke.
  • Slower than 214A but still very useful for safely controlling space.
  • Jump cancellable on hit and on block.
  • Can be used to tick throw 214A/C/B+C

  • 4AA hits low
  • Jump cancellable on hit and on block.
  • Can be used to tick throw 214A/C/B+C

Be careful using this when connecting 4A against aerial opponents or at longer ranges where it might whiff. Chain into 2C instead in those situations.


  • 4AAA has slight magnetism
  • Can be used to tick throw 214A/C/B+C

Can be a decent setup into a command grab. Special cancelable and chainable into 2C.

5A

Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. AttributesAttributes this attack possesses. Some attacks are invincible to attacks of certain attributes. Inv.The number of frames this attack has invincibility, and what attribute(s) this invincibility applies to.
5A
5AA
5AAA
5AAAA

  • 5A is jump cancelable on hit and on block.

  • 5AA is chargeable for magnetism and high/mid guard point.
  • Can be held for 31f
  • Special cancelable into Tager's command grabs
  • Fully charged does additional damage and combos into 2B on grounded hit
  • Frankly ridiculous amounts of armour. You can tank the first half of Nine's Flame Punisher and still do your attack undisturbed
  • Catches jump startup after 5A

Canceling into 214B or 214C after this move is a situationally useful mixup against blocking opponents. In the event they get counterhit on the ground, you can actually combo directly into 214B.


  • 5AAA's magnetism can draw opponents back in after a pushblocked 5AA, stopping some counter-attacks.
  • Comboable into 5B on counter hit
  • Catches jump startup after 5AA

  • 5AAAA is an overhead.

As it's special cancelable, you can combo into 236C or 236AB afterwards. Another alternative is calling an Assist during this move and special canceling into 236B as the Assist lifts the opponent from the ground.

5B

Sledgehammer

Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. AttributesAttributes this attack possesses. Some attacks are invincible to attacks of certain attributes. Inv.The number of frames this attack has invincibility, and what attribute(s) this invincibility applies to.
5B
5BB

  • 5B is chargeable. Sledge will cover more distance and deal more damage when fully charged.
  • Has high and mid guard points while charging.
  • Launches airborne opponents, allowing further combo.
  • Can be held for 29f

Difficult to punish on block, use this move to cover screen distance and approach zoners. Chainable into 2A, 2B, 2C, and 5C on hit but not block. Thanks to high and mid guard points, Tager can also bait Bursts with this move for a counterhit combo.


  • 5BB is deceptively large, long-lasting overhead hitbox
  • Sends airborne opponents downwards
  • Only combos in Gadget Finger

Don't use this if Sledgehammer gets blocked as it's easy to punish. Will autocorrect if an opponent crosses over Tager after he uses Sledge.

5C

2A

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. AttributesAttributes this attack possesses. Some attacks are invincible to attacks of certain attributes. Inv.The number of frames this attack has invincibility, and what attribute(s) this invincibility applies to.

  • 9-12f head invulnerable

Can be used as an anti-air, but more important is the fact that as of patch 1.5 Tager was given the ability to combo into 5A after this move assuming he hasn't used 5A earlier in a gatling. Use this to your advantage especially considering that you can combo into 2A from moves like 4A and even Sledge. Due to head invulnerability, you can try to get a counterhit with this move when an opponent tries to burst one of your combos on the ground, letting you afterwards juggle them with Sledge.

2B

2C

j.A

j.B

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. AttributesAttributes this attack possesses. Some attacks are invincible to attacks of certain attributes. Inv.The number of frames this attack has invincibility, and what attribute(s) this invincibility applies to.

  • Very attractive against aerial opponents
  • Can be low profiled by some moves and some crouching opponents [ie. Linne, other Under Night Characters]
  • Poor vertical hitbox close to Tager will cause the move to whiff unexpectedly when the opponent gets close.

Used in aerial combos, and can be used as an air to air. Has high frame advantage on hit and block against grounded opponents. j.B has two distinct hitboxes: a vertically large one where the magnetism effect is, and a vertically small one on his arms. Will generally whiff against crouchers up close, but not necessarily at max range.

j.C

Crimson Punisher

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. AttributesAttributes this attack possesses. Some attacks are invincible to attacks of certain attributes. Inv.The number of frames this attack has invincibility, and what attribute(s) this invincibility applies to.

  • Two stage attack, if the initial arm sweep hits, his opponent is hit straight down with a hard knockdown and Tager immediately follows up with a bellyflop on the stricken opponent.
  • During the initial arm sweep, Tager is launched slightly upwards and forwards and loses all previous jumping momentum, enabling it to easily hit enemies slightly above him due to air hits, but also makes hitting it on standing opponents very tricky.
  • Can be used as a ghetto double jump to perform crossups and bait out anti-air attacks.
  • Unsafe on block, but the hitbox is deceptively large and strong in air to air exchange.
  • Cannot hit assists.


Universal Mechanics

Ground Throw

5B+C

Charged Lightning

5A+D


Skills

Atomic Collider

236A/B

Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. AttributesAttributes this attack possesses. Some attacks are invincible to attacks of certain attributes. Inv.The number of frames this attack has invincibility, and what attribute(s) this invincibility applies to.
A
B

236A
  • No magnetism
  • Can only grab airborne opponents
  • Moves opponent to the other side of Tager
  • Only combos into Gadget Finger
  • Has head attribute invulnerability frames 4-15

Thanks to the upper body invulnerability and deceptively large hitbox this move can occasionally be an effective anti-air, though Tager has other anti-air alternatives that do considerably more total damage. Generally speaking this move is best used at the end of a combo. Is +41 upon landing, can safejump 9+f reversals.


236B
  • Extremely attractive to airborne targets, grounded opponents will slide along the floor slowly
  • Can only grab airborne opponents
  • Hold button to extend active frames
  • Moves opponent to the other side of Tager
  • Ground bounces for further comboing
  • Has head attribute invulnerability frames 5-34
  • Can be held for 42f

Be careful as opponents who super jump will typically fly over Tager's head. Be mindful that you can be hit while pulling opponents towards you as well as during the long startup of the move.

Gigantic Tager Driver

214A

Wedge Catapult

214B

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. AttributesAttributes this attack possesses. Some attacks are invincible to attacks of certain attributes. Inv.The number of frames this attack has invincibility, and what attribute(s) this invincibility applies to.

  • Wall Bounces, convert into a combo by linking 5A, 2B, j.A
  • Has full body invulnerability on frames 6-29

Has invulnerability and magnetism early in the move up to the point right before Tager grasps at this opponent. Be wary of very active moves as Tager is vulnerable for 1 frame before the grab hitbox is active. The damage scaling on this move is very good, allowing for some of Tager's most damaging combos upon a successful grab. While uncommon and largely impractical, it is also possible to combo grounded opponents directly into this grab via assists or counterhit 5AA and j.B.

Air Driver

j.214A/B

Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. AttributesAttributes this attack possesses. Some attacks are invincible to attacks of certain attributes. Inv.The number of frames this attack has invincibility, and what attribute(s) this invincibility applies to.
A
B

j.214A
  • No magnetism
  • Can only grab airborne opponents
  • Only combos into Gadget Finger

j.214B
  • Extremely attractive to airborne opponents
  • Grounded opponents will slide along the floor slowly
  • Can only grab airborne opponents
  • Stops all momentum when in use
  • Button can be held to extend active frames
  • Only combos into Gadget Finger
  • Can be held for 59f

Be careful when using this. Grounded opponents will have plenty of time to get under you. While opponents who super jump will usually fly overhead and can hit you as they fly by.

Gadget Finger

After certain attacks -> A/B/C

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. AttributesAttributes this attack possesses. Some attacks are invincible to attacks of certain attributes. Inv.The number of frames this attack has invincibility, and what attribute(s) this invincibility applies to.

  • 100% minimum damage

As of 1.30 update, drops the opponent just inside 214A range with Tager at a small frame advantage. This is a very strong position for Tager where in order to avoid a properly timed command grab, the opponent must buffer a jump, reversal, or backdash. Keep in mind that you can actually catch jumpsquat frames with 4A timed as early as possible, but delayed slightly 4A can also catch most backdashes while still counterhitting mashed normals.

You can also consider also using Active Switch to extend combos or for better positioning in your resets when using this to end Tager's combos.


Extra Skills

Spark Bolt

236C

EX Gigantic Tager Driver

214C

EX Air Driver

j.214C

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. AttributesAttributes this attack possesses. Some attacks are invincible to attacks of certain attributes. Inv.The number of frames this attack has invincibility, and what attribute(s) this invincibility applies to.

  • Extremely attractive to airborne opponents
  • Grounded opponents will slide along the floor slowly
  • Can only grab airborne opponents, but can be done mid combo
  • Button can be held to extend active frames for about 1 second
  • Only combos into Gadget Finger
  • Can be held for 33f

The magnetism on this move is stronger than that of j.214B, making the move moderately more consistent at raw grabbing aerial opponents. Also of note is that this grab can be comboed into, which could be considered an option as an unburstable combo ender.

Partner Skills

5P

Sledgehammer

6P

Spark Bolt

4P

Up Spark Bolt


Distortion Skills

Magna Tech Wheel

236B+C

Genesic Emerald Tager Buster

214B+C (Air OK) 720B+C (Air OK)

Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. AttributesAttributes this attack possesses. Some attacks are invincible to attacks of certain attributes. Inv.The number of frames this attack has invincibility, and what attribute(s) this invincibility applies to.
Ground
Air

Ground Version
  • Extremely attractive
  • Can only grab grounded opponents
  • Invincible startup
  • Button can be held to extend active frames, though you are not invincible while doing this

If you input 720B+C instead of 214B+C, the damage of GETB will be increased by 500 (6620/7620). The range on this move is deceptively huge especially thanks to the generous magnetism during the startup, making it a powerful tool in footsies as well as a threatening reversal. Is +21 upon landing, but the opponent is placed far from Tager.


Air Version
  • Extremely attractive to airborne opponents
  • Grounded opponents will slide along the floor slowly
  • Can only grab airborne opponents
  • Stops all momentum when in use
  • Invincible startup
  • Button can be held to extend active frames

Be careful when using the air version. Grounded opponents will have plenty of time to get under you. While opponents who super jump will usually fly overhead and can hit you as they fly by. Is +21 upon landing, but the opponent is placed far from Tager.

Input 720B+C will also give you an extra 500 damage (7350/8350).

Distortion Skill Duo

Terra Break

P during Partner's Distortion Skill


Astral Heat

King of Tager

222B+C


External References

Navigation

To edit frame data, edit values in BBTag/Iron Tager/Data.