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==General Tactics== | ==General Tactics== | ||
Kliff's overall gameplan is to play the opponent's weaknesses until you score a knockdown. Against rushdown characters, you'll generally want to push them out and harass them with long range pokes. However, against zoners and other characters who can seriously punish Kliff from a distance, you'll want to stay near them and apply pressure and heavily mix them up. | |||
Your usual ground pokes are 5P and c.S when nearby, f.S, 2D, and 2H when they're farther away, and Airthrow, 6P, j.P, 5H, and c.S as anti air, depending on the matchup. You can convert all of these into short combos and knockdown from anywhere on screen, allowing Kliff to run his gamut. If you need a safejump, combos ending in j.41236S are your best bet. | |||
Once you do get to apply oki, you'll usually want to enforce blocking with a spaced meaty 236P, and then mix between IAD j.K, instant overhead j.K, 2K, etc. You can also bait throws with tk.41236S, and bait reversals with well spaced oki, meaty 5/2P, or dodge, or occasionally dash in throw. Be careful as Kliff's dash cannot be FDC'd for several frames after startup, so if you press a button mid-dash too early, expect to get a normal and potentially be counter hit. | |||
On defense, your best bets are backdash, defensive airthrow, and occasionally dodge (chop) or Soul Survivor. Kliff's normals are too slow to poke out of strings reliably, and his fastest ones are usually lacking in range, with 5P being overall the best. c.S is also frame 5, but you run the risk of activating f.S instead, which will get you punished if used improperly. | |||
It can be difficult to recognize when you have the potential to open a combo containing a [6H]. This is the prime damage tool for Kliff's huge and potential TOD combos, but setups into it outside of dizzies are character specific and reliant on being in the corner. | |||
However, if you have 100 meter and score a throw/airthrow in the corner, Kliff can guaranteed kill over 3/4s of the cast from '''full health''' as long as they don't have a burst. This the opportunity that you'll always want to be looking for, as Kliff can turn the tides in his favor off of one punish, making him devastatingly volatile. | |||
==Blockstrings== | ==Blockstrings== |
Revision as of 18:57, 25 June 2018
General Tactics
Kliff's overall gameplan is to play the opponent's weaknesses until you score a knockdown. Against rushdown characters, you'll generally want to push them out and harass them with long range pokes. However, against zoners and other characters who can seriously punish Kliff from a distance, you'll want to stay near them and apply pressure and heavily mix them up.
Your usual ground pokes are 5P and c.S when nearby, f.S, 2D, and 2H when they're farther away, and Airthrow, 6P, j.P, 5H, and c.S as anti air, depending on the matchup. You can convert all of these into short combos and knockdown from anywhere on screen, allowing Kliff to run his gamut. If you need a safejump, combos ending in j.41236S are your best bet.
Once you do get to apply oki, you'll usually want to enforce blocking with a spaced meaty 236P, and then mix between IAD j.K, instant overhead j.K, 2K, etc. You can also bait throws with tk.41236S, and bait reversals with well spaced oki, meaty 5/2P, or dodge, or occasionally dash in throw. Be careful as Kliff's dash cannot be FDC'd for several frames after startup, so if you press a button mid-dash too early, expect to get a normal and potentially be counter hit.
On defense, your best bets are backdash, defensive airthrow, and occasionally dodge (chop) or Soul Survivor. Kliff's normals are too slow to poke out of strings reliably, and his fastest ones are usually lacking in range, with 5P being overall the best. c.S is also frame 5, but you run the risk of activating f.S instead, which will get you punished if used improperly.
It can be difficult to recognize when you have the potential to open a combo containing a [6H]. This is the prime damage tool for Kliff's huge and potential TOD combos, but setups into it outside of dizzies are character specific and reliant on being in the corner.
However, if you have 100 meter and score a throw/airthrow in the corner, Kliff can guaranteed kill over 3/4s of the cast from full health as long as they don't have a burst. This the opportunity that you'll always want to be looking for, as Kliff can turn the tides in his favor off of one punish, making him devastatingly volatile.
Blockstrings
Okizeme
Tips and Tricks
Fighting Kliff
- 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 •