Overview
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 6P, Charged 2H, Force Break Chop, and 6H can all do enough dizzy damage to get an opponent seeing birds within a matter of seconds. On the flip side, using 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.
Kliff Undersn Huge risk and huge reward, Kliff Undersn 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.
- Enormous Range. Has arguably the best 2d in the game.
- Obscene damage output with meter.
- Very high corner carry in many conversions.
- Strong high-low game with fuzzies, IADs, and plummet FRC.
- Braindead easy oki and meaty tools.
- Small target, with several low profile options. His high gravity modifier helps him escape certain combos.
- Stuns opponents extraordinarily easily.
- Horrid mobility.
- Risky and very situational defensive options.
- Lowest dizzy resistance in the game. Some of Kliff's moves raise his own stun level.
- Takes a lot of damage.
- Large extension of his hurtboxes on his longer range moves.
- Floatiness can make defense and escape a nightmare.
Many of Kliff's moves raise his stun level or are affected by it.
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 6P and 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.
- 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.