Everyone's favorite geezer with a cleaver, Kliff is a slow and devastating midrange character. He can bring the pain with highly-damaging, long-ranged disjointed normals that cover all angles of approach. Moves like c.S, j.S, and 2S can cover massive space in neutral and rack up a fair amount of damage overtime. 6P and Scale RipperGuard:
- also serve as terrifying anti-airs, letting him shut down other avenues of approach as well. He also boasts strong unique movement, with air DustGuard:
- giving him acute control over his air momentum and his slow airdash letting him use a lot of air normals in one jump. All this harassment combines to form a character that can rack up singular solid hits often and potentially set up a devastating stun.
|Lore:||Kliff is a brave knight who wields the impossibly massive Dragonslayer, which legends say once took the head of a dragon with a single swing. He was also the man who recruited Sol into the Order and acted as a father to Testament. He has fought Justice 17 times, but their fight during the Second Sacred Order of Holy Knights tournament proved to be Kliff's last.|
|Kliff spaces opponents with his strong normals while looking to convert into a stun.|
How to Read Frame Data
- A quantification of how a character's health bar is reduced when they are hit.
- The act of defending against incoming attacks. Guarding either negates the damage from an attack entirely or reduces it to minor chip damage.
- Guarded against while crouching
- Guarded against in either the crouching or standing state, but not while airborne
- Guarded against in the standing state
- Guarded against while crouching, standing, or while airborne
- Cannot be guarded against, but only applies to grounded opponents
- Cannot be guarded against
- The time before an attack is active including the first active frame. For example, an attack with 10F startup means the attack will do nothing for 9 frames, then hit the opponent on the 10th frame.
- The active frames of an attack refers to the amount of time an attack can hit the opponent.
- The recovery of an attack refers to the amount of time an attacker must wait before he may perform another action, even blocking.
- A measure of frame advantage when the opponent blocks an attack. Positive values indicate that the attacker can act first. Negative values indicate that the defender can act first.
- A measure of frame advantage when the opponent is hit by an attack. Positive values indicate that the attacker can act first. Negative values indicate that the defender can act first.
- Short for InvulnerabilityA state where a character cannot be hit. A common component of reversal moves.
Slow as hell, small, and weak. No point to using this at all.
Quick to start up, but relatively sluggish to recover compared to other normals. Generally outclassed by the faster and way larger c.S as a mash out option. Also outclassed by 2P as a safe, spammable close-range normal, since 2P can whiff gatling into itself faster. Not very useful.
Now this is a normal. Gigantic for its 4f startup, generous activation range, good anti-air due to its disjoint, and very rewarding on hit. Use this when they're somewhat close to you and you need to occupy some space. Vulnerable to low profile; 2S is sometimes better for covering ground approaches as a result. Massive recovery, so don't forget to charge cancel.
Pretty ridiculous disjoint, but slow and pretty bad on whiff. Make sure to charge cancel this if you like living. Combos into Skull Crusher from any range. Not always a great poke due to its high commitment, but useful for space control.
Very slow, but obscenely damaging normal. Probably won't see much use due to how slow it is. Just like all of Kliff's normals, get intimately familiar with charge cancelling this on block, and definitely don't whiff this move unless you really want to see the cool charge cancel infinite your opponent does after.
Extremely fast, air unblockable anti-air. Lacks upper body invincibility, making it likely to trade, but its sheer speed lets it stuff most air approaches on reaction. Kliff's fastest normal, giving it dubious application as an abare tool, though it's only 1f faster than the better-in-every-other-way c.S. Launches on ground hit, which is awful because of teching, so make sure to charge cancel.
Fast, mashable, and whiff gatlings into itself or any P/K] normal. Alright if you need something fast and safe-ish to press at closer ranges.
Kliff's iconic sweep. Pretty minus on hit due to teching, but still the gigantic, low-profile poke you know and love from later games. Just make sure to charge cancel, and don't miss.
Decently fast, gargantuan low poke that covers about half of the screen's horizontal length at max zoom. Great harassment tool if you're confident they'll stay grounded. Death on whiff and necessary to charge cancel on hit or block, just like everything else Kliff has.
Slow and pretty unwieldly normal. Not very useful in neutral due to the poor range it covers. Potentially a very rewarding low option, but Kliff doesn't have any overhead threat, so this won't come up terribly often. Its function in later games as an OTG for combos is useless because this is Missing Link and they're not getting knocked down anyway.
This move's true calling is as a low crush. Kliff's off the ground starting on frame 4, and remains up there well into even the recovery, letting you hop over low pokes and smack them for devastating damage. How helpful this is is up for debate, though.
Slower and covers way less space than j.S. Pretty pointless.
Also slower and worse for space control than c.S. Equally pointless.
A terrifying air-to-air and air-to-ground. Covers a ludicrous amount of space in just 8 frames, is fully disjointed, is the safest move on whiff Kliff has, and deals some alright damage for its utility. Great for harassment.
Another gargantuan disjoint in Kliff's arsenal. A couple frames slower and worse on whiff than j.S, but more rewarding on hit and hits lower, making it better as a jump-in.
One of Kliff's most important moves. During this move, Kliff can move left and right, making it a pseudo dash. Making this stronger is the air version, which, in addition to allowing him to change his air momentum, recovers incredibly quickly with all air options. This lets him use it as a pseudo-air dash that he can fly around the screen with.
Sure is a grab. Kliff's too slow to tech chase them, so this is an unrewarding mixup option.
Pulverizing Dragon's Roar
Respectable instant kill. Has a really big htibox and generous invuln, making it another solid anti-air and a dangerous counter-poke.
Taunt with a hitbox. Sends out four insulting projectiles that persist until they hit something or fly offscreen. Would be alright for space control if it wasn't so slow.
|Bellowing Roar Level 2||76||All||16||4(4)8||39||none|
|Bellowing Roar Level 3||128||All||30||4(4)12||44||none|
Big, damaging projectile attack. Gains extra range and damage with charge. Level 2 does incredible damage and covers around 2/3 of the screen's horizontal distance at max zoom. Level 3 is nearly twice as slow, but deals an obscene 128 damage and goes fullscreen, making it a dangerous option. Very high recovery and overall slow startup make this risky in neutral, and it's too slow to combo off anything. Level 1 is pretty useless, but higher-level versions are exceptional tools to punish opponents due to their massive size and damage.
Very funny fullscreen spin move. Does way less damage than you'd expect, and is fairly minus on hit in addition to leaving you right in front of the opponent. Pretty bad.
Very slow movement option. Covers most of the air with its hitbox, and has no recovery whatsoever, making it a potentially powerful tool for maneuvering around the screen.
|16xN||Mid||1||mash to extend indefinitely||0||none|
Massive, air unblockable, instantaneous, and possessing 0 recovery whatsoever. Amazing anti-air in conjunction with 6P, with this one able to catch even the most distant flyers and deal pretty heavy damage on contact. A great way to keep people grounded, and an excellent thing to just do if your opponent is above you.
Two Steps Forward
Not actually invincible, unlike in later games. Really only useful as a way to use Hellish Charge, which this can cancel into from the first frame it activates.
|5x4||All||1||3,4,5,3||17||Above Toes 1~3, 5~7, 9~12|
Does alright damage and boasts generous invulnerability. Not as useful as a traditional backdash for escaping pressure, since this loses to low attacks. Technically Kliff's fastest attack if inputted frame-perfectly, being 2f at best, but c.S is probably still your go-to for mashing.
After the initial unblockable sword strike, this move spawns a random number of teeth from the ground, with each tooth spawning in a random location. Due to this, the damage and advantage on hit are incredibly inconsistent; sometimes you kill them outright, sometimes you miss completely and are massively minus on hit. A pretty bad super overall due to this instability, and not a great way to utilize Desperation State.