< GGACR | Kliff Undersn
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*Initial prorate 90% | *Initial prorate 90% | ||
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*Slams down opponent on air hit (untechable for 17 frames) | *Slams down opponent on air hit (untechable for 17 frames) | ||
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*Pulls in opponent on air hit (untechable for 18F) | *Pulls in opponent on air hit (untechable for 18F) | ||
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*Floats opponent on ground hit (untechable for 28F) | *Floats opponent on ground hit (untechable for 28F) | ||
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*Floats opponent on hit (untechable for 45F) | *Floats opponent on hit (untechable for 45F) | ||
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*Floats opponent on hit (untechable for 45F) | *Floats opponent on hit (untechable for 45F) | ||
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*Staggers opponent on ground hit (Max 35F) | *Staggers opponent on ground hit (Max 35F) | ||
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*Staggers opponent on ground hit (max 35F) | *Staggers opponent on ground hit (max 35F) | ||
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*Groundbounces opponent on hit (untechable for 50F) | *Groundbounces opponent on hit (untechable for 50F) | ||
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*Kliff is airborne from 18~41F | *Kliff is airborne from 18~41F | ||
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*Initial prorate 80% | *Initial prorate 80% | ||
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*Forced prorate 70% | *Forced prorate 70% | ||
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*Attack is fully extended on 15F | *Attack is fully extended on 15F | ||
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*Staggers opponent on ground hit (max 45F) | *Staggers opponent on ground hit (max 45F) | ||
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*Wall bounces opponent on hit (untechable for 50F) | *Wall bounces opponent on hit (untechable for 50F) | ||
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*Initial prorate 90% | *Initial prorate 90% | ||
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*Initial prorate 80% | *Initial prorate 80% | ||
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*Floats opponent on ground hit if hit during last 4 active frames (untechable for 29F) | *Floats opponent on ground hit if hit during last 4 active frames (untechable for 29F) | ||
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*Initial prorate 90% | *Initial prorate 90% | ||
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*Forced prorate 50% | *Forced prorate 50% | ||
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*Forced prorate 50% | *Forced prorate 50% | ||
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*Forced prorate 50% | *Forced prorate 50% | ||
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*Destroys other projectiles. | *Destroys other projectiles. | ||
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*Destroys other projectiles. | *Destroys other projectiles. | ||
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*6th hit floats opponent on ground hit | *6th hit floats opponent on ground hit | ||
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*6th hit slams down opponent on ground hit | *6th hit slams down opponent on ground hit | ||
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*Kliff is airborne 16~43F | *Kliff is airborne 16~43F | ||
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*Floats opponent on hit (untechable for 10F) | *Floats opponent on hit (untechable for 10F) | ||
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*Strike invincible 1~48F | *Strike invincible 1~48F | ||
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*Staggers opponent on hit (max 32F) | *Staggers opponent on hit (max 32F) | ||
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*1st hit (dive) knocks down opponent (on air hit untechable for 60F) | *1st hit (dive) knocks down opponent (on air hit untechable for 60F) | ||
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*Destroys other projectiles. | *Destroys other projectiles. | ||
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*Strike invincible 1~7F | *Strike invincible 1~7F | ||
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*Destroys other projectiles. | *Destroys other projectiles. | ||
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*1st hit floats opponent on hit (untechable for 59F) | *1st hit floats opponent on hit (untechable for 59F) | ||
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*IK Mode preparation 74F | *IK Mode preparation 74F |
Revision as of 03:09, 6 March 2020
System Data
Normals
Damage | GuardHow this attack can be guarded. Throws have their throw range listed instead. High: High or air Faultless Defense Low: Low or air FD Mid: Any ground block or air FD |
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. | ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. | RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. | On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. | Invulnerability | ||||
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5P | ||||||||||
5K | ||||||||||
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c.S | ||||||||||
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f.S | ||||||||||
5H | ||||||||||
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6P | ||||||||||
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6P (Charged) | ||||||||||
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6P (Full Charge) | ||||||||||
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6H | ||||||||||
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6H (Charged) | ||||||||||
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6H (Full Charge) | ||||||||||
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5D | ||||||||||
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2P | ||||||||||
2K | ||||||||||
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2S | ||||||||||
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2H | ||||||||||
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2H (Charged) | ||||||||||
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2H (Full Charge) | ||||||||||
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2D | ||||||||||
j.P | ||||||||||
j.K | ||||||||||
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j.S | ||||||||||
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j.H | ||||||||||
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j.D | ||||||||||
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Taunt | ||||||||||
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Universal Mechanics
Damage | GuardHow this attack can be guarded. Throws have their throw range listed instead. High: High or air Faultless Defense Low: Low or air FD Mid: Any ground block or air FD |
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. | ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. | RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. | On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. | Invulnerability | ||||
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Ground Throw | ||||||||||
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Air Throw | ||||||||||
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DAA | ||||||||||
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Specials
Damage | GuardHow this attack can be guarded. Throws have their throw range listed instead. High: High or air Faultless Defense Low: Low or air FD Mid: Any ground block or air FD |
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. | ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. | RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. | On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. | Invulnerability | ||||
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P Bellowing Roar 236P | ||||||||||
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S Bellowing Roar 236S | ||||||||||
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Skull Crusher 214S | ||||||||||
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Air Skull Crusher j.214S | ||||||||||
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Nape Saddle 214K | ||||||||||
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Scale Ripper 623H | ||||||||||
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Two Step Forwards 214P | ||||||||||
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Hellish Charge Two Steps Forward > P | ||||||||||
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Limb Severer j.41236S | ||||||||||
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- *1: TRANSLATION NEEDED
Force Breaks
Overdrives
Instant Kill
Gatling Table
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)
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.- A.B.A [★]
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Click [★] for character's full frame data
• Starter Guide •
HUD •
Controls •
Frame Data & System Data •
FAQ •
Training Mode •
• Movement/Canceling •
Offense •
Defense •
Damage/Combo System •
Gauges •
Misc •