GGML/Kliff Undersn

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Overview
Overview

Lore:A formidable warrior active during the Crusades and a member of the Sacred Order of Holy Knights, Kliff was its commander for decades until he retired of old age, being succeeded by Ky Kiske. He is Testament's adoptive father.
Playstyle
GGML Kliff Undersn Icon.png Kliff Undersn Kliff spaces opponents with his strong normals while looking to convert into a stun.
Pros Cons
  • Small Size: Since he's among the smallest characters in the game, there's a lot of moves that go over Kliff.
  • Good Air Movement: Kliff has a slow air dash, which combined with his great air normals, is more of an advantage than a disadvantage. Kliff also has his jump dust, which lets him quickly float around the screen while still retaining all his air options.
  • Strong Normals: Kliff has some huge normals, many of which are fast for their size.
  • High Damage and Stun: While Kliff isn't capable of ToDing in most situations, his moves do very high damage and stun, making even stray hits from him dangerous. He can often stun in two combos.
  • Huge Meter Gain: Kliff gains meter incredibly fast, and can even build a full bar from very basic combos.
  • Low health: Tied with GGML Chipp Zanuff Icon.png Chipp for lowest defense, and has the lowest dizzy threshold in the game.
  • Limited Ground Movement: Kliff has a slow walk speed, no dash, and his backdash is a spot dodge, severely limiting his ability to move while grounded. He can use his ground dust as a pseudo dash, but it isn't the best option.
  • Limited Combos: While Kliff does high damage on individual hits, because his ground movement is limited he doesn't have a true infinite despite being able to charge. Additionally, he struggles to combo into knockdowns since his main combo ender, Skull Crusher, keeps the opponent standing.
  • Weak Abare: Kliff's long range normals are great, but his close range normals aren't particularly fast and lack range.
  • Bad Super: Sole Survivor is a contender for one of the worst supers in the game. It's punishable on hit, is hard to combo into, and doesn't do enough damage to justify how hard it is to use. This effectively means Kliff will only be spending meter on FD or for style points.


Normals

5P

5P

damage guard startup active recovery onBlock onHit invuln
All none

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5K

5K

damage guard startup active recovery onBlock onHit invuln
All none

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c.S

c.S

damage guard startup active recovery onBlock onHit invuln
All none

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f.S

f.S

damage guard startup active recovery onBlock onHit invuln
All none

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5H

5H

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6P

6P

No results

  • Air Unblockable

2P

2P

damage guard startup active recovery onBlock onHit invuln
Low none

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2K

2K

damage guard startup active recovery onBlock onHit invuln
Low KD none

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2S

2S

damage guard startup active recovery onBlock onHit invuln
Low none

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2H

2H

damage guard startup active recovery onBlock onHit invuln
Low none

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j.P

j.P

damage guard startup active recovery onBlock onHit invuln
Overhead none

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j.K

j.K

damage guard startup active recovery onBlock onHit invuln
Overhead none

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j.S

j.S

damage guard startup active recovery onBlock onHit invuln
Overhead none

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j.H

j.H

damage guard startup active recovery onBlock onHit invuln
Overhead none

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Universal Mechanics

Dust Attack

S+H

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Throw

6H or 4H

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Dash Attack

6[6]

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Instant Kill

P+K > 236X

No results Kills the opponent instantly

Specials

Bellowing Roar

236P

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Skull Crusher

214S

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Nape Saddle

214K

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Scale Ripper

SxN

No results

  • Air Unblockable

2-Steps Forward

44

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Hellish Charge

44 > P

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Jump Dust

j.S+H

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BAKAMON!!

Taunt

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Super

Sole Survivor

4641236H

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Colors

Default
Alt. 1
Alt. 2
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