GGACR/Kliff Undersn/Frame Data

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System Data

Defense:x1.06
Guts:2
Weight:Featherweight (x1.1)
Stun Resistance:50
Prejump:3F
Backdash:13F (1~>7F invuln)
Forward Step:34F (3-19 low profile)
Wakeup Time:49F (Face Up) / 46F (Face Down)
Unique Movements:Step Dash (Faultless Defense Cancel possible)

Normals

input name damage guard startup active recovery onBlock gbp gbm level prorate invuln notes
input name damage guard startup active recovery onBlock gbp gbm level prorate invuln notes
5P 5P 10 Mid 5 7 3 0 3 8 1
5K 5K 20 Mid 6 8 12 -6 10 7 3 90% Floats opponent on hit (untechable for 24F).
c.S c.S 36 Mid 7 7 15 -5 14 6 4 Slams down opponent on air hit (untechable for 17 frames).
f.S f.S 36 Mid 11 3 15 -4 10 7 3
5H 5H 54 Mid 14 12 15 -8 20 6 5 Pulls in opponent on air hit (untechable for 18F) Staggers opponent on CH (max 37F).
6P 6P Lv1 32 Mid 13 7 17 -10 10 7 3 1~8F Above Chest • 9~12F Upper Body • 13~19F Above Knees • 20~26F Feet Floats opponent on ground hit (untechable for 28F)

Floats and knocks down opponent on ground CH (untechable for 60F)

Dizzy modifier x3
6{P} 6P Lv2 36 Mid 22-70 7 28 -21 10 7 3 Floats opponent on hit (untechable for 45F)

Knocks down opponent on air hit (untechable for 30F) Dizzy modifier x4 Can't gatling cancel Attack occurs on 22F if button is released between 12~17F

Attack occurs 5F after button release if released between 18~65F
6[P] 6P Lv3 40 Mid 66+5 7 28 -21 10 7 3 Floats opponent on hit (untechable for 45F)

Dizzy modifer x4.5 Can't gatling cancel

Attack comes out 5F after button release if charged for 66F.
6H 6H Lv1 100 High 28 9 6 -50 15 6 5 70% Knocks down opponent on air hit (untechable for 30F) Staggers opponent on ground hit (Max 35F)
6{H} 6H Lv2 120 High 40-79 9 63 -50 15 6 5 70% Staggers opponent on ground hit (max 35F)

Ground bounces opponent on air hit (untechable for 50F) Attack occurs on 40F if button is released between 13~30F

Attack occurs 10F after release if released between 31~69F
6[H] 6H Lv3 200 High 70+8 9 63 -50 15 6 5 70% Groundbounces opponent on hit (untechable for 50F) Attack comes out 8F later if charged for 70F
5D 5D 30 High 27 6 16 -3 15 20 5 18~18F, 42~45F Feet • 19~41F Lower Body Kliff is airborne from 18~41F 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.
2P 2P 12 Mid 5 4 7 -1 3 8 1
2K 2K 16 Low 7 4 13 -5 6 7 2 80% 5~13F Low Profile
2S 2S 32 Mid 15 6 17 -4 20 6 5 70% 4~14F, 30~32F Feet • 15~26F Lower Body • 27~29F Leg Forces opponent into crouching state on ground hit Ground bounces opponent on air hit (untechable for 28F) Removes OTG status on opponent on hit.
2H 2H Lv1 43 Low 12 4 26 -13 11 6 4 Attack is fully extended on 15F Wall bounces opponent on air hit (untechable for 16F)
2{H} 2H Lv2 55 Low 36-69 4 26 -13 11 6 4 Staggers opponent on ground hit (max 45F)

Wall bounces opponent on air hit (untechable for 40F) Attack occurs on 36F if button is released between 26~29F Attack occurs 7F after button release if released on 30~63F

Attack occurs 5F after button release if released on 64F
2[H] 2H Lv3 70 Low 65+4 4 26 -13 15 6 4 Wall bounces opponent on hit (untechable for 50F) Dizzy modifier x1.5 Attack occurs 4F after button release if released on 65F.
2D 2D 36 Low 7 10 21 -12 11 6 5
j.P j.P 14 High/Air 5 8 8 3 8 1
j.K j.K 24 High/Air 7 5 6 6 7 2 90%
j.S j.S 28 High/Air 9 4 17 10 8 3 80%
j.H j.H 40 High/Air 10 8 19 15 6 4 Floats opponent on ground hit if hit during last 4 active frames (untechable for 29F) Knocks down opponent on air hit (untechable for 29F).
j.D j.D 45 High/Air 25 until landing + 14 -2 vs. grounded opponent 15 6 4 90% Ground bounces opponent on hit (ground hit untechable for 37F air hit for 27F) Blockstun 12F FRC timing 23~24F.
R Taunt 8x4 Mid 11,3x3 6,7x3 4,1x3

Universal Mechanics

Name Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupNumber of frames to reach the first active frame (includes the first active frame). ActiveNumber of active frames in this attack. Values in () are for gaps between hits of an attack. Occurs after Startup. RecoveryHow long this attack is in a recovery state before returning to neutral. 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. Inv.Invincibility GB+How much the Guard Bar increases on block. Click the link for the full article. GB-How much the Guard Bar decreases on hit. Click the link for the full article. TGTension Gain. The amount of tension gained from hitting the opponent with this attack. Specials have two values: the amount of tension gained performing the attack, and the amount gained from hitting the opponent with the attack. Click the link for the full article. CancelWhat this attack can cancel into. Any other cases will be listed in its respective notes.
C - Chain cancellable (into itself)
S - Special/Overdrive cancellable
J - Jump cancellable
R - Roman cancellable
F - Force Roman cancellable
LvAttack Level determines the amount of hitstun, blockstun, etc this attack will inflict. Note that there are exceptions and they will be stated in the notes.
Ground Throw GGAC Kliff throw.png 55 46 pixels - - - - - - 6 4.00 - -
  • Forced prorate 50%
  • Dizzy modifier x0.8
Air Throw GGAC Kliff airThrow.png 60 90 pixels - - - - - - ?? 4.00 - -
  • Forced prorate 50%
  • Dizzy modifier x0.8
DAAGGAC Kliff 5K.png 35 All 12 4 12 -2 5~15F Strike 10 7 2.64 R 3
  • Forced prorate 50%
  • Blows back opponent on hit (untechable for 60 frames)

Specials

input name damage guard startup active recovery onBlock gbp gbm level prorate invuln notes
input name damage guard startup active recovery onBlock gbp gbm level prorate invuln notes
236P Bellowing Roar (Houkou Gaeshi) 32 All 16 27 46 total +3 5 Destroys other projectiles Attack is fully extended on 25F FRC timing 17~19F.
236S Bellowing Roar (Houkou Gaeshi) 64 All 22 18 87 total -32 5 Destroys other projectiles Attack is fully extended on 31F FRC timing 23~26F Slides opponent on hit (untechable for 67F, slides for 51F).
214S Skull Crusher (Zugaisai) 14x6 All 10 4x6 25 -8 4 6th hit floats opponent on ground hit Kliff is airborne from 7~54F Hitstop 7F Kliff is in CH state from 1~55F.
j.214S Air Skull Crusher (Zugaisai) 14x6 All 9 4x6 6 after landing -7 4 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).
214K Nape Saddle (Kubimatagi) 40 High/Air 28 8 4+8 after landing -6 3 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.
623H>HxN Scale Ripper (Urokohagashi) 14x49 Mid 8 6x48,3 22 -8 4 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.
214P Two Steps Forward (Sen no Sen) 48 total 1~48F Strike Can cancel into followup (Hellish Charge and FB Hellish Charge) from 10~41F

Each time Sen no Sen 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 Sen no Sen 4 times, Kliff's back has a chance to go out immediately, based on his current stun rating. ??? TRANSLATION NEEDED

Sen no Sen cannot be cancelled into.
214P>P Hellish Charge (Jigoku Tsukkomi) 12 Mid 4 2 23 -11 3 1~4F Strike Staggers opponent on hit (max 32F) Dizzy modifier x2.
j.41236S Limb Severer (Shishi Otoshi) 40,32 High/Air,All 14 till landing + 12 after landing 26 -6 5,3 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
  • *1: TRANSLATION NEEDED

Force Breaks

Name Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupNumber of frames to reach the first active frame (includes the first active frame). ActiveNumber of active frames in this attack. Values in () are for gaps between hits of an attack. Occurs after Startup. RecoveryHow long this attack is in a recovery state before returning to neutral. 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. Inv.Invincibility GB+How much the Guard Bar increases on block. Click the link for the full article. GB-How much the Guard Bar decreases on hit. Click the link for the full article. TGTension Gain. The amount of tension gained from hitting the opponent with this attack. Specials have two values: the amount of tension gained performing the attack, and the amount gained from hitting the opponent with the attack. Click the link for the full article. CancelWhat this attack can cancel into. Any other cases will be listed in its respective notes.
C - Chain cancellable (into itself)
S - Special/Overdrive cancellable
J - Jump cancellable
R - Roman cancellable
F - Force Roman cancellable
LvAttack Level determines the amount of hitstun, blockstun, etc this attack will inflict. Note that there are exceptions and they will be stated in the notes.
Air Bellowing RoarGGAC Kliff j236D.png
j.236D
50 All 8 25 25 - - ?? ?? ?? - 5
  • Destroys other projectiles.
  • Blows back opponent on ground hit
  • Wall bounces opponent on air hit (untechable for 53F)
FB Hellish ChargeGGAC Kliff 214PP 1.png
Two Steps Forward > D
12 Mid 22 2 68 -56 1~7F Strike
8~19F Upper Body
?? ?? ?? R 3
  • Dizzy modifer x119

Overdrives

Name Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupNumber of frames to reach the first active frame (includes the first active frame). ActiveNumber of active frames in this attack. Values in () are for gaps between hits of an attack. Occurs after Startup. RecoveryHow long this attack is in a recovery state before returning to neutral. 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. Inv.Invincibility GB+How much the Guard Bar increases on block. Click the link for the full article. GB-How much the Guard Bar decreases on hit. Click the link for the full article. TGTension Gain. The amount of tension gained from hitting the opponent with this attack. Specials have two values: the amount of tension gained performing the attack, and the amount gained from hitting the opponent with the attack. Click the link for the full article. CancelWhat this attack can cancel into. Any other cases will be listed in its respective notes.
C - Chain cancellable (into itself)
S - Special/Overdrive cancellable
J - Jump cancellable
R - Roman cancellable
F - Force Roman cancellable
LvAttack Level determines the amount of hitstun, blockstun, etc this attack will inflict. Note that there are exceptions and they will be stated in the notes.
Reflex RoarGGAC Kliff 236236H.png
236236H
100 All 7+1 25 57 total -17 - ?? ?? ?? F 5
  • 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
Sole SurvivorGGAC Kliff 4641236H.png
632146H
24, 20x14 All 16+0 6, 35x14 159 total -25 1~22F Strike ?? ?? ?? R 4, 4x14
  • 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

Instant Kill

Name Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupNumber of frames to reach the first active frame (includes the first active frame). ActiveNumber of active frames in this attack. Values in () are for gaps between hits of an attack. Occurs after Startup. RecoveryHow long this attack is in a recovery state before returning to neutral. 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. Inv.Invincibility GB+How much the Guard Bar increases on block. Click the link for the full article. GB-How much the Guard Bar decreases on hit. Click the link for the full article. TGTension Gain. The amount of tension gained from hitting the opponent with this attack. Specials have two values: the amount of tension gained performing the attack, and the amount gained from hitting the opponent with the attack. Click the link for the full article. CancelWhat this attack can cancel into. Any other cases will be listed in its respective notes.
C - Chain cancellable (into itself)
S - Special/Overdrive cancellable
J - Jump cancellable
R - Roman cancellable
F - Force Roman cancellable
LvAttack Level determines the amount of hitstun, blockstun, etc this attack will inflict. Note that there are exceptions and they will be stated in the notes.
Pulverizing Dragon's Roar GGAC Kliff 236236H.png
IK Mode: 236236H
Fatal All 17+6 28 19 -28 1~3F Strike ?? ?? ?? - 5
  • IK Mode preparation 74F
  • Fully invincible 1~3F
  • Kliff is in CH state from 1~53F

Gatling Table

Ground Gatlings
P K S H D Cancel
5P 5P, 2P, 6P 5K, 2K c.S, f.S, 2S 5H, 2H, 6H 5D, 2D Jump, Sp
2P 5P, 2P, 6P 5K, 2K c.S, f.S, 2S 5H, 2H 5D, 2D Jump, Sp
6P - - c.S, f.S, 2S 5H, 2H 5D, 2D Sp
5K 6P - c.S, f.S, 2S 5H, 2H 5D, 2D Jump, Sp
2K 6P - c.S, f.S, 2S 2H 5D, 2D Sp
c.S 6P - f.S, 2S 5H, 2H 5D, 2D Jump, Sp
f.S - - 2S 5H, 2H 5D, 2D Sp
2S - - - 5H, 2H 5D, 2D Sp
5H - - - - 5D, 2D Sp
2H - - - - 5D, 2D Sp
6H - - - - - Sp
5D - - - - - homing jump
2D - - - - - Sp
Air Gatlings
P K S H D Cancel
j.P j.P j.K j.S j.H - Sp
j.K j.P - j.S j.H j.D Jump, Sp
j.S - - - j.H - Jump, Sp
j.H - - - - j.D Sp
j.D - - - - - -
  • 5D can be only canceled into Homing Jump on ground hit
Black = On Hit or Block
Green = Available on whiff
Sp = Special Attacks and Overdrives (aka: Specials and Supers)
Su = Overdrives (aka: Supers)

Navigation

Ambox notice.png To edit frame data, edit values in GGACR/Kliff Undersn/Data.