GGACR/Kliff Undersn/Frame Data

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The contents of this page may or may not be accurate. Please understand while we verify them.

System Data[edit]

Normals[edit]

Version Damage 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. 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. 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. GuardHow this attack can be guarded. Throws have their throw range listed instead. CancelWhat this attack can cancel into. 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 betwen 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.
5P 10 1.44 3 8 1 Mid CSJR 5 7 3 0
5K 20 2.64 10 7 3 Mid SJR 6 8 12 -6
  • Initial prorate 90%
  • Floats opponent on hit (untechable for 24F)
c.S 36 3.84 14 6 4 Mid SJR 5 7 15 -5
  • Slams down opponent on air hit (untechable for 17 frames)
f.S 36 2.64 10 7 3 Mid SR 11 3 15 -4
5H 54 3.84 20 6 5 Mid SR 14 12 15 -8
  • Pulls in opponent on air hit (untechable for 18F)
  • Staggers opponent on CH (max 37F)
6P 32 2.64 10 7 3 Mid SR 13 7 17 -10
  • Floats opponent on ground hit (untechable for 28F)
  • Floats and knocks down opponent on ground CH (untechable for 60F)
  • Above chest invincible 1~8F
  • Upper body invincible 9~12F
  • Above knees invincible 13~19F
  • Feet invincible 20~26F
  • Dizzy modifier x3
6P (Charged) 36 2.64 10 7 3 Mid SR 22-70 7 28 -21
  • 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
6P (Full Charge) 40 2.64 10 7 3 Mid SR 66+5 7 28 -21
  • 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 100 3.84 15 6 5 High SR 28 9 63 -50
  • Staggers opponent on ground hit (Max 35F)
  • Knocks down opponent on air hit (untechable for 30F)
6H (Charged) 120 3.84 15 6 5 High SR 40-79 9 63 -50
  • 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
6H (Full Charge) 200 3.84 15 6 5 High SR 70+8 9 63 -50
  • Groundbounces opponent on hit (untechable for 50F)
  • Attack comes out 8F later if charged for 70F
5D 30 2.64 15 20 5 High R 27 6 16 -3
  • 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.
2P 12 1.44 3 8 1 Mid CSJR 5 4 7 -1
2K 16 2.64 6 7 2 Low SR 7 4 13 -5
  • Initial prorate 80%
  • Low profile 5~13F
2S 32 3.84 20 6 5 Mid SR 15 6 17 -4
  • 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
2H 43 3.84 11 6 4 Low SR 13 4 26 -13
  • Attack is fully extended on 15F
  • Wall bounces opponent on air hit (untechable for 16F)
2H (Charged) 55 3.84 11 6 4 Low SR 36-69 4 26 -13
  • 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
2H (Full Charge) 70 3.84 15 6 4 Low SR 65+4 4 26 -13
  • Wall bounces opponent on hit (untechable for 50F)
  • Dizzy modifier x1.5
  • Attack occurs 4F after button release if released on 65F
2D 36 3.84 11 6 5 Low SR 7 10 21 -12
j.P 14 1.44 3 8 1 High, Air CSR 5 8 8 -
j.K 24 2.64 6 7 2 High, Air SJR 7 5 6 -
  • Initial prorate 90%
j.S 28 2.64 10 7 3 High, Air SJR 9 4 17 -
  • Initial prorate 80%
j.H 40 3.84 15 6 4 High, Air SR 10 8 19 -
  • 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 45 3.84 15 6 4 High, Air RF 25 until landing+ 14 - -2 vs. grounded opponent
  • Initial prorate 90%
  • Ground bounces opponent on hit (ground hit untechable for 37F, air hit for 27F)
  • Blockstun 12F
  • FRC timing 23~24F
Taunt 8x4 Mid - ?? ?? ?? ??

Universal Mechanics[edit]

Version Damage 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. 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. 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. GuardHow this attack can be guarded. Throws have their throw range listed instead. CancelWhat this attack can cancel into. 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 betwen 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.
Ground Throw 55 4.00 - 6 - 46 pixels - - - - -
  • Forced prorate 50%
  • Dizzy modifier x0.8
Air Throw 60 4.00 - ?? - 90 pixels - - - - -
  • Forced prorate 50%
  • Dizzy modifier x0.8
DAA 35 2.64 10 7 3 All R 12 4 12 -2
  • Forced prorate 50%
  • Strike invincible 5~15F
  • Blows back opponent on hit (untechable for 60 frames)

Specials[edit]

Version Damage 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. 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. 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. GuardHow this attack can be guarded. Throws have their throw range listed instead. CancelWhat this attack can cancel into. 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 betwen 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.
P Bellowing Roar
236P
32 ?? ?? ?? 5 All F 16 27 46 total +3
  • Destroys other projectiles.
  • Attack is fully extended on 25F
  • FRC timing 17~19F
S Bellowing Roar
236S
64 ?? ?? ?? 5 All F 22 18 87 total -32
  • Destroys other projectiles.
  • Attack is fully extended on 31F
  • FRC timing 23~26F
  • Slides opponent on hit (untechable for 67F, slides for 51F)
Skull Crusher
214S
14x6 ?? ?? ?? 4 All R 10 4x6 25 -12
  • 6th hit floats opponent on ground hit
  • Kliff is airborne from 7~54F
  • Hitstop 7F
  • Kliff is in CH state from 1~55F
Air Skull Crusher
j.214S
14x6 ?? ?? ?? 4 All RF 9 4x6 6 after landing -7
  • 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).
Nape Saddle
214K
40 ?? ?? ?? 3 High, Air R 28 8 4+8 after landing -6
  • 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
Scale Ripper
623H
14x49 ?? ?? ?? 4 Mid R 5 6x48, 3 22 -8
  • 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
Two Step Forwards
214P
- ?? ?? ?? - - - - 48 total - -
  • Strike invincible 1~48F
  • Can cancel into followup (Hellish Charge) from 1~41F
  • 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.
  • See Notes *1
Hellish Charge
Two Steps Forward > P
12 ?? ?? ?? 3 Mid R 4 2 23 -11
  • Staggers opponent on hit (max 32F)
  • Strike invincible 1~4F
  • Dizzy modifier x2
Limb Severer
j.41236S
40, 32 ?? ?? ?? 5, 3 High, Air, All RF 14 landing + 12 after landing 26 -6
  • 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[edit]

Version Damage 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. 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. 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. GuardHow this attack can be guarded. Throws have their throw range listed instead. CancelWhat this attack can cancel into. 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 betwen 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.
Air Bellowing Roar
j.236D
50 ?? ?? ?? 5 All - 8 25 25 -
  • Destroys other projectiles.
  • Blows back opponent on ground hit
  • Wall bounces opponent on air hit (untechable for 53F)
FB Hellish Charge
Two Steps Forward > D
12 ?? ?? ?? 3 Mid R 22 2 68 -56
  • Strike invincible 1~7F
  • Upper body invincible 8~19F
  • Dizzy modifer x119

Overdrives[edit]

Version Damage 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. 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. 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. GuardHow this attack can be guarded. Throws have their throw range listed instead. CancelWhat this attack can cancel into. 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 betwen 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.
Reflex Roar
236236H
100 ?? ?? ?? 5 All F 7+1 25 57 total -17
  • 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 Survivor
632146H
24, 20x14 ?? ?? ?? 4, 4x14 All R 16+0 6, 35x14 159 total -25
  • 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 1~22F

Instant Kill[edit]

Version Damage 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. 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. 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. GuardHow this attack can be guarded. Throws have their throw range listed instead. CancelWhat this attack can cancel into. 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 betwen 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.
Pulverizing Dragon's Roar
IK Mode: 236236H
Fatal ?? ?? ?? 5 All - 17+6 28 19 -28
  • IK Mode preparation 74F
  • Fully invincible 1~3F
  • Kliff is in CH state from 1~53F

Gatling Table[edit]

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[edit]


Ambox notice.png To edit frame data, edit values in GGACR/Kliff Undersn/Data. Be sure to update both the move and the move Full sections. One is shown on the character page, while the other is shown on the frame data page.
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