GGACR/Kliff Undersn/Frame Data
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Disclaimer The contents of this page may or may not be accurate. Please understand while we verify them. |
System Data[edit]
Defense[edit]
x1.06
Guts Rating[edit]
2
Weight[edit]
Featherweight (1.1x)
Stun Resistance[edit]
50
Prejump[edit]
3f
Backdash[edit]
13f (1~>7f invuln)
Wakeup Time[edit]
XXf (Face Up) / YYf (Face Down)
Movement Options[edit]
Double Jump, 1 Air Dash, Dash Type: Step
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. |
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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 |
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c.S | 36 | 3.84 | 14 | 6 | 4 | Mid | SJR | 7 | 7 | 15 | -5 |
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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 |
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6P | 32 | 2.64 | 10 | 7 | 3 | Mid | SR | 13 | 7 | 17 | -10 |
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6P (Charged) | 36 | 2.64 | 10 | 7 | 3 | Mid | SR | 22-70 | 7 | 28 | -21 |
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6P (Full Charge) | 40 | 2.64 | 10 | 7 | 3 | Mid | SR | 66+5 | 7 | 28 | -21 |
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6H | 100 | 3.84 | 15 | 6 | 5 | High | SR | 28 | 9 | 63 | -50 |
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6H (Charged) | 120 | 3.84 | 15 | 6 | 5 | High | SR | 40-79 | 9 | 63 | -50 |
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6H (Full Charge) | 200 | 3.84 | 15 | 6 | 5 | High | SR | 70+8 | 9 | 63 | -50 |
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5D | 30 | 2.64 | 15 | 20 | 5 | High | R | 27 | 6 | 16 | -3 |
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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 |
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2S | 32 | 3.84 | 20 | 6 | 5 | Mid | SR | 15 | 6 | 17 | -4 |
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2H | 43 | 3.84 | 11 | 6 | 4 | Low | SR | 12 | 4 | 26 | -13 |
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2H (Charged) | 55 | 3.84 | 11 | 6 | 4 | Low | SR | 36-69 | 4 | 26 | -13 |
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2H (Full Charge) | 70 | 3.84 | 15 | 6 | 4 | Low | SR | 65+4 | 4 | 26 | -13 |
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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 | - |
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j.S | 28 | 2.64 | 10 | 7 | 3 | High/Air | SJR | 9 | 4 | 17 | - |
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j.H | 40 | 3.84 | 15 | 6 | 4 | High/Air | SR | 10 | 8 | 19 | - |
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j.D | 45 | 3.84 | 15 | 6 | 4 | High/Air | RF | 25 | until landing+ 14 | - | -2 vs. grounded opponent |
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Taunt | 8x4 | Mid | - | ?? | ?? | ?? | ?? | ||||
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Universal Mechanics[edit]
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. |
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P Bellowing Roar 236P |
32 | ?? | ?? | ?? | 5 | All | F | 16 | 27 | 46 total | +3 |
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S Bellowing Roar 236S |
64 | ?? | ?? | ?? | 5 | All | F | 22 | 18 | 87 total | -32 |
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Skull Crusher 214S |
14x6 | ?? | ?? | ?? | 4 | All | R | 10 | 4x6 | 25 | -8 |
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Air Skull Crusher j.214S |
14x6 | ?? | ?? | ?? | 4 | All | RF | 9 | 4x6 | 6 after landing | -7 |
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Nape Saddle 214K |
40 | ?? | ?? | ?? | 3 | High/Air | R | 28 | 8 | 4+8 after landing | -6 |
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Scale Ripper 623H |
14x49 | ?? | ?? | ?? | 4 | Mid | R | 8 | 6x48, 3 | 22 | -8 |
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Two Step Forwards 214P |
- | ?? | ?? | ?? | - | - | - | - | 48 total | - | - |
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Hellish Charge Two Steps Forward > P |
12 | ?? | ?? | ?? | 3 | Mid | R | 4 | 2 | 23 | -11 |
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Limb Severer j.41236S |
40, 32 | ?? | ?? | ?? | 5, 3 | High/Air, All | RF | 14 | landing + 12 after landing | 26 | -6 |
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- *1: TRANSLATION NEEDED
Force Breaks[edit]
Overdrives[edit]
Instant Kill[edit]
Gatling Table[edit]
P | K | S | H | D | Cancel | |
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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 |
P | K | S | H | D | Cancel | |
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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)
[edit]
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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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System Explanations