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]

Defense:x1.06
Guts:2
Weight:Featherweight (x1.1)
Stun Resistance:50
Prejump:3F
Backdash:13F (1~>7F invuln)
Forward Step:??F
Wakeup Time:??F (Face Up) / ??F (Face Down)
Unique Movements:Step Dash

Normals[edit]

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.
5P GGAC Kliff 5P.png 10 Mid 5 7 3 0 - 3 8 1.44 CSJR 1
5K GGAC Kliff 5K.png 20 Mid 6 8 12 -6 - 10 7 2.64 SJR 3
  • Initial prorate 90%
  • Floats opponent on hit (untechable for 24F)
c.S 200x200px 36 Mid 7 7 15 -5 - 14 6 3.84 SJR 4
  • Slams down opponent on air hit (untechable for 17 frames)
f.S 200x200px 36 Mid 11 3 15 -4 - 10 7 2.64 SR 3
5H GGAC Kliff 5H.png 54 Mid 14 12 15 -8 - 20 6 3.84 SR 5
  • Pulls in opponent on air hit (untechable for 18F)
  • Staggers opponent on CH (max 37F)
6P GGAC Kliff 6P.png 32 Mid 13 7 17 -10 1~8F Above Chest
9~12F Upper Body
13~19F Above Knees
20~26F Feet
10 7 2.64 SR 3
  • Floats opponent on ground hit (untechable for 28F)
  • Floats and knocks down opponent on ground CH (untechable for 60F)
  • Dizzy modifier x3
6P (Charged) GGAC Kliff 6P.png 36 Mid 22-70 7 28 -21 - 10 7 2.64 SR 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
6P (Full Charge) GGAC Kliff 6P.png 40 Mid 66+5 7 28 -21 - 10 7 2.64 SR 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 GGAC Kliff 6H.png 100 High 28 9 63 -50 - 15 6 3.84 SR 5
  • Initial Prorate 70%
  • Staggers opponent on ground hit (Max 35F)
  • Knocks down opponent on air hit (untechable for 30F)
6H (Charged) GGAC Kliff 6H.png 120 High 40-79 9 63 -50 - 15 6 3.84 SR 5
  • Initial Prorate 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
6H (Full Charge) GGAC Kliff 6H.png 200 High 70+8 9 63 -50 - 15 6 3.84 SR 5
  • Initial Prorate 70%
  • Groundbounces opponent on hit (untechable for 50F)
  • Attack comes out 8F later if charged for 70F
5D GGAC Kliff 5D.png 30 High 27 6 16 -3 18~18F, 42~45F Feet
19~41F Lower Body
15 20 2.64 R 5
  • 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 GGAC Kliff 2P.png 12 Mid 5 4 7 -1 - 3 8 1.44 CSJR 1
2K GGAC Kliff 2K.png 16 Low 7 4 13 -5 5~13F Low Profile 6 7 2.64 SR 2
  • Initial prorate 80%
2S GGAC Kliff 2S.png 32 Mid 15 6 17 -4 4~14F, 30~32F Feet
15~26F Lower Body
27~29F Leg
20 6 3.84 SR 5
  • Forced prorate 70%
  • 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 GGAC Kliff 2H.png 43 Low 12 4 26 -13 - 11 6 3.84 SR 4
  • Attack is fully extended on 15F
  • Wall bounces opponent on air hit (untechable for 16F)
2H (Charged) 200x200px 55 Low 36-69 4 26 -13 - 11 6 3.84 SR 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
2H (Full Charge) GGAC Kliff 2H.png 70 Low 65+4 4 26 -13 - 15 6 3.84 SR 4
  • Wall bounces opponent on hit (untechable for 50F)
  • Dizzy modifier x1.5
  • Attack occurs 4F after button release if released on 65F
2D GGAC Kliff 2D.png 36 Low 7 10 21 -12 - 11 6 3.84 SR 5
j.P 200x200px 14 High/Air 5 8 8 - - 3 8 1.44 CSR 1
j.K 200x200px 24 High/Air 7 5 6 - - 6 7 2.64 SJR 2
  • Initial prorate 90%
j.S 200x200px 28 High/Air 9 4 17 - - 10 7 2.64 SJR 3
  • Initial prorate 80%
j.H 200x200px 40 High/Air 10 8 19 - - 15 6 3.84 SR 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 200x200px 45 High/Air 25 until landing+ 14 - -2 vs. grounded opponent - 15 6 3.84 RF 4
  • Initial prorate 90%
  • Ground bounces opponent on hit (ground hit untechable for 37F, air hit for 27F)
  • Blockstun 12F
  • FRC timing 23~24F
Taunt 200x200px 8x4 Mid ?? ?? ?? ?? - 11,3x3 6,7x3 3.84,1.44x3 - 4,1x3

Universal Mechanics[edit]

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[edit]

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.
P Bellowing RoarGGAC Kliff 236P.png
236P
32 All 16 27 46 total +3 - ?? ?? ?? F 5
  • Destroys other projectiles.
  • Attack is fully extended on 25F
  • FRC timing 17~19F
S Bellowing RoarGGAC Kliff 236P.png
236S
64 All 22 18 87 total -32 - ?? ?? ?? F 5
  • Destroys other projectiles.
  • Attack is fully extended on 31F
  • FRC timing 23~26F
  • Slides opponent on hit (untechable for 67F, slides for 51F)
Skull CrusherGGAC Kliff 214S.png
214S
14x6 All 10 4x6 25 -8 - ?? ?? ?? R 4
  • 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 CrusherGGAC Kliff 214S.png
j.214S
14x6 All 9 4x6 6 after landing -7 - ?? ?? ?? RF 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).
Nape SaddleGGAC Kliff 214K.png
214K
40 High/Air 28 8 4+8 after landing -6 - ?? ?? ?? R 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
Scale RipperGGAC Kliff 623H.png
623H
14x49 Mid 8 6x48, 3 22 -8 - ?? ?? ?? R 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
Two Step ForwardsGGAC Kliff 214P.png
214P
- - - 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.
  • See Notes *1
Hellish ChargeGGAC Kliff 214PP 1.png
Two Steps Forward > P
12 Mid 4 2 23 -11 1~4F Strike ?? ?? ?? R 3
  • Staggers opponent on hit (max 32F)
  • Dizzy modifier x2
Limb SevererGGAC Kliff j41236S.png
j.41236S
40, 32 High/Air, All 14 landing + 12 after landing 26 -6 - ?? ?? ?? RF 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[edit]

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[edit]

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[edit]

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[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.