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.

Glossary

How do I read frame data?

System Data Glossary
Defense The amount of damage that characters take is multiplied by this number.
Guts The amount of damage that characters take decreases as their life lowers. For more info see here.
Prejump Number of frames before a character becomes airborne from a jump, during which they are throw invincible but cannot block.
Weight The character's weight class, which determines how fast they fall when being hit in the air.
Backdash Number of frames this move is in a recovery state before returning to neutral.
Forward Dash Number of frames this move is in a recovery state before returning to neutral. Most characters have a run instead of a forward dash.
GuardBalance Amount of Guard Gauge characters gain when blocking is multiplied by this Guard Balance modifier.
WakeupFaceDown Amount of time the character is knocked down when the character is face down.
WakeupFaceUp Amount of time the character is knocked down when the character is face up.
Frame Data Glossary
Guard How this attack can be guarded. All non-throws can be blocked with air Faultless Defense unless otherwise stated.
Startup Number of frames for this move to reach the first active frame (includes the first active frame).
Active Number of active frames in this attack. Values in () are for gaps between hits of an attack.
Recovery Number of frames this move is in a recovery state before returning to neutral.
OnBlock After blocking this attack, how soon can the attacker move compared to the defender.
  • A positive value means the attacker can move first.
  • A negative value means the defender can move first.

Assumes that the attack connects as soon as possible against a standing/crouching opponent, and that the attacker does not cancel the attack into anything else.

Invuln Attribute and Hitbox invincibility for this attack
gbp Guard Bar Plus (gbp). How much the Guard Bar increases on block.
gbm Guard Bar Minus (gbm). How much the Guard Bar decreases on hit.
prorate How much additional damage proration this attack has. There are two types of proration, Initial and Forced.
Cancel What this attack can cancel into. Any other cases will be listed in its respective notes.
Cancels
C self cancellable
S Special/Overdrive cancellable
J jump cancellable
R Roman cancellable
F Force Roman cancellable
Level Attack Level determines the amount of hitstun, blockstun, and hitstop this attack will inflict. Note that there are exceptions.
Blockstun When blocked, how many frames the opponent is stuck in a blocking animation. Values shown here are for ground blocking. Air blocking adds 2 frames of blockstun.
GroundHit When hitting a grounded opponent, how many frames of hitstun they experience.
AirHit When hitting an airborne opponent, how many frames for which they cannot air tech.


System Data

name icon defense guts prejump weight backdash forwarddash guardBalance wakeupFaceUp wakeupFaceDown umo
Kliff Undersn
GGACR_Kliff_Undersn_Icon.png
1.06 0 3F Super Lightweight (x1.1) 13F (1~>7F invuln) 34F (3~>19 low profile) 1 49F 46F Run replaced with Step Dash

Normals

input damage gbp gbm prorate guard level cancel tension startup active recovery onBlock invuln blockstun groundHit airHit hitstop
input damage gbp gbm prorate guard level cancel tension startup active recovery onBlock invuln blockstun groundHit airHit hitstop
5P 10 3 8 90% Mid 1 CSJR 1.44 5 7 3 0 9 10 10 11
5K 20 10 7 Mid 3 SJR 2.64 6 8 12 -6 13 14 14 13
c.S 36 14 6 Mid 4 SJR 3.84 7 7 15 -5 16 17 17 14
f.S 36 10 7 Mid 3 SR 2.64 11 3 15 -4 13 14 14 13
5H 54 20 6 Mid 5 SR 3.84 14 12 15 -8 18 19 18 15
6P Lv1 32 10 7 Mid 3 SR 2.64 13 7 17 -10 1~8F Above Chest
9~12F Upper Body
13~19F Above Knees
20~26F Feet
13 Launch 28 14 13
6P Lv2 36 10 7 Mid 3 SR 2.64 22-70 7 28 -21 13 Launch 45 30 13
6P Lv3 40 10 7 Mid 3 SR 2.64 66+5 7 28 -21 13 Launch 45
6H Lv1 100 15 6 70% High 5 SR 3.84 28 9 63 -50 18 Stagger 35 30 15
6H Lv2 120 15 6 70% High 5 SR 3.84 40-79 9 63 -50 18 Stagger 35 50 + GBounce 15
6H Lv3 200 15 6 High 5 SR 3.84 70+8 9 63 -50 18 Launch 50 + GBounce 15
5D 30 15 20 High 5 R 2.64 27 6 16 -3 18~18F, 42~45F Feet
19~41F Lower Body
18 Launch 18 15
2P 12 3 8 Mid 1 CSJR 1.44 5 4 7 -1 9 10 10 11
2K 16 6 7 80% Low 2 SR 2.64 7 4 13 -5 5~13F Low Profile 11 12 12 12
2S 32 20 6 70% Mid 5 SR 3.84 15 6 17 -4 4~14F, 30~32F Feet;15~26F Lower Body;27~29F Leg 18 Crouch 20 28 + GBounce 15
2H Lv1 43 11 6 Low 4 SR 3.84 12 4 26 -13 16 17 17 14
2H Lv2 55 11 6 Low 4 SR 3.84 36-69 4 26 -13 16 Stagger 45 40 + WBounce 14
2H Lv3 70 15 6 Low 4 SR 3.84 65+4 4 26 -13 16 Launch 40 + WBounce 14
2D 36 11 6 Low 5 SR 3.84 7 10 21 -12 18 Down 18 15
j.P 14 3 8 High/Air 1 CSR 1.44 5 8 8 9 10 10 11
j.K 24 6 7 90% High/Air 2 SJR 2.64 7 5 6 11 12 12 12
j.S 28 10 7 80% High/Air 3 SJR 2.64 9 4 17 - 13 14 14 13
j.H 40 15 6 High/Air 4 SR 3.84 10 8 19 - 16 17 29
j.D 45 15 6 90% High/Air 4 RF 3.84 25 until landing+ 14 - -2 vs. grounded opponent 12 Launch 37 27 14


Universal Mechanics

input name damage gbp gbm prorate guard level cancel tension startup active recovery onBlock invuln blockstun groundHit airHit hitstop
input name damage gbp gbm prorate guard level cancel tension startup active recovery onBlock invuln blockstun groundHit airHit hitstop
Ground Throw Ground Throw 55 6 Forced 50% 46 pixels 4.00
Air Throw Air Throw 60 ?? Forced 50% 90 pixels 4.00
Taunt 8×4 11,3×3 6,7×3 Mid 4,1×3 3.84,1.44×3 ?? ?? ?? ??
DAA Dead Angle Attack 35 10 7 50% All 3 R 2.64 12 4 12 -2 5~15F Strike 13 Launch 60 13


Specials

input name damage gbp gbm prorate guard level cancel tension startup active recovery onBlock invuln blockstun groundHit airHit hitstop
input name damage gbp gbm prorate guard level cancel tension startup active recovery onBlock invuln blockstun groundHit airHit hitstop
236P P Bellowing Roar 32 ?? ?? All 5 F ?? 16 27 46 total +3 18 19 18 15
236S S Bellowing Roar 64 ?? ?? All 5 F ?? 22 18 87 total -32 18 Launch 67 + Slide 51 15
214S Skull Crusher 14×6 ?? ?? All 4 R ?? 10 4×6 25 -8 16 17×5, Launch 16 7
j.214S Air Skull Crusher 14×6 ?? ?? All 4 RF ?? 9 4×6 6 after landing -7 16 17×5, Launch 50 7
214K Nape Saddle 40 ?? ?? High/Air 3 R ?? 28 8 4+8 after landing -6 13 Launch 60 13
623H Scale Ripper 14×49 ?? ?? Mid 4 R ?? 8 6×48, 3 22 -8 16 Launch 10 7
214P Two Steps Forward ?? ?? ?? 48 total 1~48F Strike
214P > P Hellish Charge 12 ?? ?? Mid 3 R ?? 4 2 23 -11 1~4F Strike 13 Stagger 32 14 13
j.41236S Limb Severer 40, 32 ?? ?? High/Air, All 5, 3 RF ?? 14 landing + 12 after landing 26 -6 18, 13 Launch 60, 53 15


Force Breaks

input name damage gbp gbm prorate guard level cancel tension startup active recovery onBlock invuln blockstun groundHit airHit hitstop
input name damage gbp gbm prorate guard level cancel tension startup active recovery onBlock invuln blockstun groundHit airHit hitstop
j.236D Air Bellowing Roar 50 ?? ?? All 5 - ?? 8 25 25 - 18 Launch 53 + WBounce 15
214P > D FB Hellish Charge 12 ?? ?? Mid 3 R ?? 22 2 68 -56 1~7F Strike
8~19F Upper Body
13 14 14 13


Overdrives

input name damage gbp gbm prorate guard level cancel tension startup active recovery onBlock invuln blockstun groundHit airHit hitstop
input name damage gbp gbm prorate guard level cancel tension startup active recovery onBlock invuln blockstun groundHit airHit hitstop
236236H Reflex Roar 100 ?? ?? All 5 F ?? 7+1 25 57 total -17 18 Launch 90 + WStick 30 15
632146H Sole Survivor 24, 20×14 ?? ?? All 4, 4×14 R ?? 16+0 6, 35×14 159 total -25 1~22F Strike 16 Launch 59, 60×14 14×15


Instant Kill

input name damage gbp gbm prorate guard level cancel tension startup active recovery onBlock invuln blockstun groundHit airHit hitstop
input name damage gbp gbm prorate guard level cancel tension startup active recovery onBlock invuln blockstun groundHit airHit hitstop
236236H Pulverizing Dragon's Roar Fatal ?? ?? All 5 - ?? 17+6 28 19 -28 1~3F All 18 15


Gatling Table

Ground Gatlings
P K S H D Cancel
5P
GGAC Kliff 5P.png
Guard:
Mid
Startup:
5
Recovery:
3
Advantage:
0
5P, 2P, 6P 5K, 2K c.S, f.S, 2S 5H, 2H, 6H 5D, 2D Jump, Sp
2P
GGAC Kliff 2P.png
Guard:
Mid
Startup:
5
Recovery:
7
Advantage:
-1
5P, 2P, 6P 5K, 2K c.S, f.S, 2S 5H, 2H 5D, 2D Jump, Sp
6P
GGAC Kliff 6P.png
Guard:
Mid
Startup:
13
Recovery:
17
Advantage:
-10
- - c.S, f.S, 2S 5H, 2H 5D, 2D Sp
5K
GGAC Kliff 5K.png
Guard:
Mid
Startup:
6
Recovery:
12
Advantage:
-6
6P - c.S, f.S, 2S 5H, 2H 5D, 2D Jump, Sp
2K
GGAC Kliff 2K.png
Guard:
Low
Startup:
7
Recovery:
13
Advantage:
-5
6P - c.S, f.S, 2S 2H 5D, 2D Sp
c.S
GGAC Kliff cS.png
Guard:
Mid
Startup:
7
Recovery:
15
Advantage:
-5
6P - f.S, 2S 5H, 2H 5D, 2D Jump, Sp
f.S
GGAC Kliff fS.png
Guard:
Mid
Startup:
11
Recovery:
15
Advantage:
-4
- - 2S 5H, 2H 5D, 2D Sp
2S
GGAC Kliff 2H.png
Guard:
Mid
Startup:
15
Recovery:
17
Advantage:
-4
- - - 5H, 2H 5D, 2D Sp
5H
GGAC Kliff 5H.png
Guard:
Mid
Startup:
14
Recovery:
15
Advantage:
-8
- - - - 5D, 2D Sp
2H
GGAC Kliff 2S.png
Guard:
Low
Startup:
12
Recovery:
26
Advantage:
-13
- - - - 5D, 2D Sp
6H
GGAC Kliff 6H.png
Guard:
High
Startup:
28
Recovery:
63
Advantage:
-50
- - - - - Sp
5D
GGAC Kliff 5D.png
Guard:
High
Startup:
27
Recovery:
16
Advantage:
-3
- - - - - homing jump
2D
GGAC Kliff 2D.png
Guard:
Low
Startup:
7
Recovery:
21
Advantage:
-12
- - - - - Sp
Air Gatlings
P K S H D Cancel
j.P
GGAC Kliff jP.png
Guard:
High/Air
Startup:
5
Recovery:
8
Advantage:
-
j.P j.K j.S j.H - Sp
j.K
GGAC Kliff jK.png
Guard:
High/Air
Startup:
7
Recovery:
6
Advantage:
-
j.P - j.S j.H j.D Jump, Sp
j.S
GGAC Kliff jS.png
Guard:
High/Air
Startup:
9
Recovery:
17
Advantage:
-
- - - j.H - Jump, Sp
j.H
GGAC Kliff jH.png
Guard:
High/Air
Startup:
10
Recovery:
19
Advantage:
-
- - - - j.D Sp
j.D
GGAC Kliff jD.png
Guard:
High/Air
Startup:
25
Recovery:
-
Advantage:
-2 vs. grounded opponent
- - - - - -
  • 5D can be only canceled into Homing Jump on ground hit
  • 2H and c.S can gatling during their recovery frames
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.