< GGACR | Kliff Undersn
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Revision as of 02:50, 27 March 2021
The contents of this page may or may not be accurate.
Please understand while we verify them.
System Data
Normals
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. |
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5P
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5K
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c.S
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f.S
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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
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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
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j.P
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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
Specials
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. |
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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.
- A.B.A [★]
- Anji Mito [★]
- Axl Low [★]
- Baiken [★]
- Bridget [★]
- Chipp Zanuff [★]
- Dizzy [★]
- Eddie [★]
- Faust [★]
- I-No [★]
- Jam Kuradoberi [★]
- Johnny [★]
- Justice [★]
- Kliff Undersn [★]
- Ky Kiske [★]
- May [★]
- Millia Rage [★]
- Order-Sol [★]
- Potemkin [★]
- Robo-Ky [★]
- Slayer [★]
- Sol Badguy [★]
- Testament [★]
- Venom [★]
- Zappa [★]
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 •