| Kliff Undersn
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- Movement Options
- Double Jump, 1 Air Dash, Dash Type: Step
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Overview[edit]
Kliff Underson is the oldest playable human character in Guilty Gear. Drastically different from his entirely tournament-illegal builds, Kliff is now a big range, easy damage machine, with a focus on an ability to stun opponents incredibly easily at the risk of screwing things up for himself.
Kliff works pretty well at any range closer than half a screen away. He can confirm into his combos incredibly easily, knock down without any trouble, and do OTG pickups in corner carry combos without any meter. He has three good lows, an instant overhead, and one of the hardest standing dusts to see coming in the game. His 6P, Charged 2H, Dodge to Chop and Force Break Chop, and 6H can all do enough dizzy damage to get an opponent seeing birds within a matter of seconds, but 5D makes him much easier to dizzy himself, while his dodge can fail, with higher chances of messing up if Kliff's stun rating is too high. Kliff players will generally have an easy time in a lot of situations, but must play smart when on the defensive, as his most potent tools could end up backfiring and costing him the round.
Strengths[edit]
- Enormous Range
- Very High Damage output with meter
- Decent High/Low Mixup
- Small target
- Stuns extraordinarily easily
- Flips Tables
Weaknesses[edit]
- Horrid mobility
- Very bad defensive options, even Dead Angle is the worst in the game.
- Horrid dizzy resistance, some of Kliff's moves lower his stun level.
- Takes a lot of damage
- Old Man.
Notable Moves[edit]
- f.S, 5D, 6H, 2S, 2H, 2D, j.K, Taunt
- Bellowing Roar, Skull Crusher, Nape Saddle, Two Steps Forward, Bellowing Roar (FB), Hellish Charge (FB)
Normals[edit]
| 5P
Slap some sense into 'em
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| Damage
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Guard
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Cancel
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Startup
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Active
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Recovery
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Frame Adv.
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| 10
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HLF
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CSJR
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5
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7
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3
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0
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Among the set of Kliff's fastest normals. Good in pressure or mixup because it's even on block, and can gatling into many normals like c.S, 2K, 5D. It's jump cancelable into j.K or instant air dash, and sets up tick throws well.
While it lacks the range and damage of Kliff's larger normals, it has a tiny amount of recovery and comes with no prorate, making it a good combo starter for close range, as well as seeing excellent use in relaunch combos.
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| 5K
Hop
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| Damage
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Guard
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Cancel
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Startup
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Active
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Recovery
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Frame Adv.
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| 20
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HLF
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SJR
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6
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8
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12
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-6
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Good in pressure because of gatling options as well as jump cancel into instant air dash. Useful in combos since it launches opponents on hit, leading to longer combos or confirming air combos into knockdown by gatling into c.S . 5K doesn't have much use at neutral, though it can go over Potemkin's Slidehead and other low moves.
Initial prorate 90%. Floats opponent on hit (untechable for 24F).
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| c.S
Nice hitbox
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| Damage
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Guard
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Cancel
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Startup
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Active
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Recovery
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Frame Adv.
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| 36
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HLF
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SJR
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5
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7
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15
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-5
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Pivotal move that balances speed and overall range. C.S's main purpose is knocking down airborne opponents, often out of air combos or 5P, 5K, or 6P. It can also be used in pressure similarly to 5K, though its activation range is not much farther out than the reach of 5K.
Generally followed up with OTG with 2S > S-Roar, or cancelling into taunt for okizeme.
Slams down opponent on air hit (untechable for 17 frames).
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| f.S
Start some combos from half screen
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| Damage
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Guard
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Cancel
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Startup
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Active
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Recovery
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Frame Adv.
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| 36
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HLF
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SR
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11
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3
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15
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-4
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Your main ground poke, great range and easy confirmation to Skull Crusher makes this built for harrassment. It's usually cancelled into either 2H or 236P on block for pushback or frame advantage.
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| 5H
Great damage, good hitbox
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| Damage
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Guard
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Cancel
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Startup
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Active
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Recovery
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Frame Adv.
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| 54
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HLF
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SR
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14
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12
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15
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-8
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Big damage. 5H covers a lot of space, and very easy to hitconfirm the counterhit, as it floats to knock down on air hit, and staggers on ground hit. If you're close, you can use it after c.S/f.S into Skull Crusher or sweep for relatively high damage from a short combo.
It also vacuums slightly on air hit, so cancelling into Scale Ripper at the end of corner combos leads to tacked on damage for ending a game. It's useful to catch techs, since it hits behind him, and as a clutch antiair, but be careful as the hurtbox is bigger than you'd think.
Pulls in opponent on air hit (untechable for 18F). Staggers opponent on CH (max 37F).
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| 6P
Who did you think taught May how to punch?
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| Version
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Damage
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Guard
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Cancel
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Startup
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Active
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Recovery
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Frame Adv.
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| No Charge
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32
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HLF
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SR
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13
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7
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17
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-10
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Decent anti-air, if a bit short-ranged for a Kliff normal. Chain it into c.S to make sure it knocks down, then combo from there with 2S. The hitbox goes all the way back to his shoulder so it's reliable if they're right above you. It's got quite a bit of recovery, so careful not to get baited. Decent stun damage, particularly on counterhit, and the combo after helps with that.
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| Partial Charge
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36
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HLF
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SR
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22-70
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7
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28
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-21
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Kliff loses the ability to gatling out of 6P when he charges it, but it always knocks down. Occasionally useful to help time the anti-air, but has significantly more recovery and therefore whiff, so be careful. Often used to start big post-stun combos due to its high launch, significant untech time, and lack of proration. Also used after a 5K in some combos.
The charge period for this move is still low profile, so it can be useful to hold it to go under moves like Order Sol's Rock It.
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| Full Charge
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40
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HLF
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SR
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66+5
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7
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28
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-21
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| 6H
Split some heads
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| Version
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Damage
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Guard
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Cancel
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Startup
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Active
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Recovery
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Frame Adv.
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| 6H
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100
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HF
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SR
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28
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9
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63
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-50
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Rarely used outside of combos. Can still act as an overhead if the opponent isn't careful, but the slow startup and terrible recovery make it very risky to use. Has initial prorate, but still deals a lot of damage so it's still a great starter.
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| Partial Charge
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120
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HF
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SR
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40-79
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9
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63
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-50
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Decent starter after a dizzy, if you don't have another specific combo in mind, simply 6h 236s.
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| Full Charge
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200
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HF
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SR
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70+8
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9
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63
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-50
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Will ground bounce on hit, and high enough to combo into 214K 2S on most characters. This is pretty much only combo material, and so far those are very character specific.
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| 5D
Everybody will hate you when you use this move
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| Damage
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Guard
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Cancel
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Startup
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Active
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Recovery
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Frame Adv.
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| 30
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HF
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R
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27
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6
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16
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-3
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Good overhead, not easy to see because the startup looks exactly like Kliff's crouch animation. Leads into good damage and is safe on block. Be aware that it increases your stun, so be extra careful if you return to neutral shortly after, and know that 214P has a greater chance of failing as well.
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| Dead Angle Attack
Pay attention, whippersnapper!
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| Damage
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Guard
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Cancel
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Startup
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Active
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Recovery
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Frame Adv.
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| 35
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All
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R
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12
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4
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12
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-2
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Not invincible until frame 5, so you need to time it correctly to use it, and it will always lose to multi-hit projectiles. That said it's safe on block and you can combo after it if it knocks them into the corner.
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| 2P
Kliff feels around, his hair covering his eyes too much
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| 2K
A low's a low
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| Damage
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Guard
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Cancel
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Startup
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Active
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Recovery
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Frame Adv.
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| 16
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LF
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SR
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7
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4
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13
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-5
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Main use is mixup, as the low option when a fuzzy guard could be done instead. Still offers good pressure options on block by gatling into c.S for a hitconfirm. Lowers Kliff's hurtbox slightly, which can be helpful since Kliff is already short, but not really useful as a poke.
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| 2S
Picks up OTG. Use this a lot
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| Damage
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Guard
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Cancel
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Startup
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Active
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Recovery
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Frame Adv.
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| 32
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HLF
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SR
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15
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6
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17
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-4
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Used to combo OTG then into S Bellowing Roar, Nape Saddle, or 5H. Can also be used at neutral due to its lower body invincibility (feet 4~14, lower body 15~26), but it's rather slow.
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| 2H
Poke at their shins with this half screen low
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| Version
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Damage
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Guard
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Cancel
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Startup
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Active
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Recovery
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Frame Adv.
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| No Charge
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43
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LF
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SR
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13
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4
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26
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-13
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Decent poke, recovery and hurtbox are worse than f.s, but hits low and has better reach. A decent gimmick is to cancel into 214K from far, but it's rather unsafe on block.
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| Partial Charge
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55
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LF
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SR
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36-69
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4
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26
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-13
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Used in burst safe corner combos.
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| Full Charge
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70
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LF
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SR
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65+4
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4
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26
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-13
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|
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| 2D
You never forget how to pole dance
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| Damage
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Guard
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Cancel
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Startup
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Active
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Recovery
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Frame Adv.
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| 36
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LF
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SR
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7
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10
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21
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-12
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Low profiles a lot, has good range and incredible speed, so great at neutral. Knocks down on ground hit, and can be cancelled into taunt for meterless okizeme. On hit or block, cancelling into 236P FRC is a great option. Its speed and range make it a powerful tool for punishing. On counterhit, knockdown is long enough to combo into 2S. This combo is also possible without a counterhit vs Jam, May, Baiken, Kliff, I-no, ABA and Anji as a tighter link.
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| j.P
No! That thing, you darn fool!
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| Damage
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Guard
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Cancel
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Startup
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Active
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Recovery
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Frame Adv.
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| 14
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HA
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CSR
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5
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8
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8
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-
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Pretty big for a jab, and Kliff's aircombos lead to solid damage. It's fast to come out, fast to recover and doesn't extend his hurtbox, so don't be afraid to throw it out. It's mostly used while rising to catch jumps and other jump moves.
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| j.K
Old man instant overheads
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| j.S
Still knows how to cut, he does
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| Damage
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Guard
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Cancel
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Startup
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Active
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Recovery
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Frame Adv.
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| 28
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HA
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SJR
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9
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4
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17
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-
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Great air to air normal. Dashjump j.S and instant air dash j.S both reach very far very quickly. It hits behind him allowing for crossup tricks. In general, on hit it gatlings to j.H then into a solid combo.
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| j.H
Massive jump-in
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| Damage
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Guard
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Cancel
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Startup
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Active
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Recovery
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Frame Adv.
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| 40
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HA
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SR
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10
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8
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19
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-
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Not as good as a poke as j.s, but the reward on hit is a lot easier to confirm, due to the long untechable time. On air counterhit it will knock down. Can also launch grounded opponents.
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| j.D
Crazy Dive
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| Damage
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Guard
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Cancel
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Startup
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Active
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Recovery
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Frame Adv.
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| 45
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HA
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RF
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25
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until landing+ 14
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-
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-2 vs. grounded opponent
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Used when jumping in to bait anti airs and some reversals, because it stalls in the air. Can usually combo on ground hit. Has a good hitbox when it's actually lined up to hit something. Don't just throw it out, it's pretty unsafe.
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| Ground Throw
Flip 'em over
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| Damage
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Guard
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Cancel
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Startup
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Active
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Recovery
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Frame Adv.
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| 55
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46px
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-
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-
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-
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-
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-
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Good range and an important part of his mixup. Combos for good damage at midscreen and monster damage in the corner, so it's a strong punish option. Use 6H+S to option select between close slash and throw when doing a forward throw to avoid accidental 6H on whiff.
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| Air Throw
Make 'em listen
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| Damage
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Guard
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Cancel
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Startup
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Active
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Recovery
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Frame Adv.
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| 60
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90px
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-
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-
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-
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-
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-
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Good range, very useful. Can combo at low heights at midscreen and any height when throwing into the corner. Goes into monster corner combo like ground throw so it's a powerful option. The forward version can be option selected with j.P by doing 6P+H to reduce whiff time, though j.H is strong enough to be a decent whiff.
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Specials[edit]
Bellowing Roar 236P/S
Destructo Disc!
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| Version
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Damage
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Guard
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Cancel
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Startup
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Active
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Recovery
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Frame Adv.
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| P
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32
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All
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F
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16
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27
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46 total
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+3
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Good in pressure, with the FRC it becomes great in pressure after a 2d, when doing an airdash, as it will allow you to reset pressure on block or get a decently damaging combo on hit. Decent poke as well, though the long recovery makes it bad to whiff. Great meaty due to all those 27 active frames, can become very plus on block.
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| S
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64
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All
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F
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22
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18
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87 total
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-32
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Often used in combos, deals great damage and slides, can combo after it's FRC'd. Not the best at neutral, as it's bad on block and terrible on whiff. These two FRCs are the most important ones for Kliff, and essential to doing his good combos.
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Skull Crusher 214S air OK
The Dragonslayer takes Kliff for a ride
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| Version
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Damage
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Guard
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Cancel
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Startup
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Active
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Recovery
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Frame Adv.
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| Ground
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14x6
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All
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R
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10
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4x6
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25
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-12
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Good in combos, for meterless damage. Great hitbox and fast, so decent in neutral when used at a good distance and useful as a punish. It will beat many specific moves because it's airborne from frame 7, and multihit (ex: Potemkin's slidehead and hammerfall). Generally unsafe on block, but the punishes for it tend to be rather difficult and require knowledge, so it often ends up being safe when spaced well and it can then be RC'd for mixup. Combos into 2S unless you hit extremely far away.
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| Air
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14x6
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All
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RF
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9
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4x6
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6 after landing
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-7
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Decent for hitconfirming random air hits meterlessly. Even better near the corner at low height since it can combo into 2s. Rather unsafe and not as useful as the ground version at neutral, but the FRC can make it safer.
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Nape Saddle 214K
Flip over 'em
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| Damage
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Guard
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Cancel
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Startup
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Active
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Recovery
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Frame Adv.
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| 40
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HA
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R
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28
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8
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4+8 after landing
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-6
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Great move for calling out fullscreen decisions, and it will knock down on hit. Needs to be blocked high, so can act as mixup from anywhere on the screen, but not great when blocked. Can only combo into 2s on high air hits. FRC can be used for tricks, but it's not the best use of meter. Cancelling taunt into this can give you some decent options, as taunt will usually cover the recovery.
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Scale Ripper 623H, HxN
What a spry old man!
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| Damage
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Guard
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Cancel
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Startup
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Active
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Recovery
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Frame Adv.
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| 14x49
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HLF
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R
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5
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6x48, 3
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22
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-8
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Great anti air, but due to the weird recovery and varying number of hits, the situation afterwards is not guaranteed to be in your advantage, so it can be risky to use. Can also be used to bait bursts. Mash to add more hits, and you can move a bit during the active frames.
It vacuums even when they tech and requires FD to airblock, so it can repeatedly reset people who aren't aware of how it works. If you're on the receiving end of this move, tech and hold FD until you safely touch the ground.
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Two Steps Forward 214P
Only battle hardened veterans know how to step out of the way What have you been doing to this poor man?
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| Damage
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Guard
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Cancel
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Startup
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Active
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Recovery
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Frame Adv.
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| -
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-
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-
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-
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48 total
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-
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-
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Invincible to strikes from start to finish, so either be followed up, or just wait for the recovery to end and grab. The closer you are to being dizzied and the more often you use it, the more chances it has of failing. You cannot cancel into this.
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Hellish Charge Two Steps Forward -> P
The eye is open!
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| Damage
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Guard
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Cancel
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Startup
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Active
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Recovery
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Frame Adv.
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| 12
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HLF
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R
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4
|
2
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23
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-11
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Most often used followup after a move is successfully avoided by 214P. From close you can combo into a throw, but an expert masher can escape, even on counterhit. Against that type of player you'll need a RC to combo. It's pretty unsafe on block.
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Limb Severer j.41236S
Knockdowns and shockwaves
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| Damage
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Guard
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Cancel
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Startup
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Active
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Recovery
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Frame Adv.
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| 40, 32
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HA, All
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RF
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14
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12 after landing
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26
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-6
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Good move at neutral, as it can get you out of bad situations high in the air and with a big shockwave it's good on block. Use it with care because if they cross under you, you might get a horribly unsafe air drill (j.214S), and if you recklessly plunge to the ground and they read it, they can jump over the shockwave and punish you. It's often used in combos, the knockdown from the shockwave can lead to safejumps and fuzzy guard setups. Can also be used as a TK in mixup as a quick overhead, or throw bait, but this use is unsafe on block.
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| Taunt
FOOLS, THE LOT OF YOU
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| Damage
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Guard
|
Cancel
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Startup
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Active
|
Recovery
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Frame Adv.
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| -
|
-
|
-
|
-
|
-
|
-
|
-
|
Great for okizeme, cancel air hit c.s or ground hit 2d into this. Can be used fullscreen to force the opponent into taking a decision. Cancel it into either a normal or faultless defense to cut the recovery by a lot. It takes a while for the letters to become active, so it's not that great in pressure or at neutral when the opponent isn't too far, but you can get away with it every now and then. Keep in mind that it IS a taunt, and gives your opponent the opportunity to punish you if recognized. Take extra care not to dial it in after winning a round!
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Force Breaks[edit]
Air Bellowing Roar j.236D
Old Man, Derp Dragon
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| Damage
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Guard
|
Cancel
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Startup
|
Active
|
Recovery
|
Frame Adv.
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| 50
|
All
|
-
|
8
|
25
|
25
|
-
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Great for air to air hitconfirms, or to get a good damage and a knockdown from a random air hit. Depending on height and spacing, follow up with either j.41236s or 5p c.s etc. Also decent at neutral because there are a lot of active frames, it covers a lot of space, and alters your air momentum. Can sometimes combo into itself, but that kind of meter use is only worth it when going for the kill.
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|
FB Hellish Charge Sen no Sen -> D
25% dizzy, Free 70% combo
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| Damage
|
Guard
|
Cancel
|
Startup
|
Active
|
Recovery
|
Frame Adv.
|
| 12
|
HLF
|
R
|
22
|
2
|
68
|
-56
|
Mostly used in specific combos to dizzy the opponent, as it's much slower than the P followup. It will still dizzy the opponent if it hits raw, but you need to know, because it's terribly unsafe.
|
|
Overdrives[edit]
Reflex Roar 236236H
Young Man, Derp Dragon
|
| Damage
|
Guard
|
Cancel
|
Startup
|
Active
|
Recovery
|
Frame Adv.
|
| 100
|
All
|
F
|
7+1
|
25
|
57 total
|
-17
|
Very quick and great range, can punish opponents from far, though it will whiff opponents who are absolutely full screen. Often used to hitconfirm pokes into good damage. Can also be FRC'd and then 214k for good corner carry and combo. Destroys other projectiles. Wallsticks, and can combo into 2s in the corner. Good when going for quick kill combos. The threat of this move can be so strong vs some characters (like Justice) that it's worth stockpiling meter just for this.
|
|
Sole Survivor 632146H
No Survivors
|
| Damage
|
Guard
|
Cancel
|
Startup
|
Active
|
Recovery
|
Frame Adv.
|
| 24, 20x14
|
All
|
R
|
16+0
|
6, 35x14
|
159 total
|
-25
|
Extremely slow reversal, though it's strike invincible from 1~22, well past startup. This move is a bit of a crapshoot, as it can knock the opponent out on some of the hits and leave you wide open. If the opponent is sucked in on hit, can combo into 2s after the knockdown. It is also throw invul if you hold the charge. Use with care.
This move can be charged for more hits by holding H.
|
|
Instant Kill[edit]
Pulverizing Dragon's Roar in IK Mode: 236236H
Double Dragon
|
| Damage
|
Guard
|
Cancel
|
Startup
|
Active
|
Recovery
|
Frame Adv.
|
| Fatal
|
All
|
-
|
17+6
|
28
|
19
|
-28
|
Kliff's incredibly long IK preparation makes this rather impractical. FB Hellish Charge RC can give enough time to do it and is extremely tough (though possible) to mash out of, but it's generally too slow to be much use.
|
|