Hossa's Matchup Ratios
Kliff's MUs. Mirror is obviously 5:5
Matchups
NOTE: Old matchup subforums can be found here: http://www.dustloop.com/forums/index.php?/forums/forum/247-kliff-matchups/==A.B.A==
A.B.A.
Suspected Matchup Ratio: 5 - 5
Overview
Goals
This matchup can landslide quickly for either player. The best case scenario is that you keep A.B.A. in normal mode for as long as possible and reduce her health bar chunk-by-chunk, minimizing how much they can gain back via keygrab or bloodpack later on in the match.
The A.B.A. player has several options at the start of the round but their decision making will come down to:
1) go in. This is often seen in the form of:
- utilizing A.B.A's unusual jump / superjump arc with j.h and hope to capitalize off of a hit or block
- high risk/high reward attempts (ex: round start keygrab, utilizing 6h disjointed hurtbox to CH/trade)
- tick throw into keygrab (get in, 5p, keygrab, also 236k, recover, keygrab)
2) run away, hoping that you also backed away or were out of range for a punish as they bloodpack into Moroha mode. Kliff can attempt to interrupt this by:
- stay mid-range and keep reaction 214s/214k/236s ready for sniping.
- harass with (66) f.s/2h
- monitor A.B.A.'s meter while using the above, as she will likely 236D to bypass your pokes. Try to avoid this move. She will easily grab you/keygrab you, so I find that reacting with a move that takes Kliff airborne *AND* hits right away is most useful (ex: TK limb severer/late input skull crusher)
3) stand their ground, hoping you expected them to run
- Anti-air (AA for short) 2h, combo to keygrab
- preemptive normal mode 6h cancel to bloodpack, potentially stuns Kliff
- 5h/6p CHs to keygrab
- random confirm to rekkas
Neutral
Normal Mode
Kliff has zero incentive to take the first action. Trying too hard to read the situation and what the A.B.A. player will do is a sure path to suffering, as all they need is one hit to transform into Moroha mode.
Your main goal here is to react to the A.B.A.'s habits and openers. All of the following plays are from Round Start (Kaimaku), and assume ABA to be in normal mode:
ABA sj.h : ABA sj.h is active the entire duration of the animation and can cross up at some jump arcs. On block, a common ABA gimmick is to do 5p into Keygrab, as Keygrab is a *real* command grab when up-close, and only acts as a hit-grab when outside the normal command grab range. Kliff can counter-play ABA sj.h with 6p or 6{p}. Be aware that when you partial charge Kliff normals, they gain additional release frames, and if you mistime it, this can lead to a jump-in punishing your 6p.
ABA key-grab: The worst feeling when this hits you raw. Usually catches you with your pants down when you preemptively hit a slow button, hesitated into button, or whiffed a stubby normal and it caught your recovery. Feelsbadman. Try stuffing it with your fastest normal, 2d or just guard into 214s easy punish.
ABA 236p (Dragging/Kenin): throw it, do a delayed low into combo, or jump away. Whatever you do, don't get grabbed
ABA 6h: Betting it all on one move. On counter-hit this move can stun characters with a stun rating of 50 in one hit, which Kliff sadly is one of. Beating this move often requires delaying your button presses, using specials that dont have a hurtbox (Kliff 236p/236s) or punishing the long whiff recovery (Kliff 214s)
ABA 236k (Retribution/Shoukyaku): You most likely won't see this as an opener until the ABA player catches on to how good Kliff 2d is. It gains foot invul on frame 7, the same frame that Kliff 2d goes active. Your best bet here is abare 5p/f.s/5h to stop it before it comes out, as it is 22F startup. Alternatively, try instant blocking to guarantee a 5p punish.
Moroha Mode
Goku Moroha Mode
Anti-airing
Offensive Situations
Instant Killing off Moroha Recovery
Defensive Situations
Normal
Moroha
Goku Moroha
Dealing with Danzai
Against Moroha Danzai and Forcebreak Danzai
After Blocking the First Hit of Moroha Danzai
There is a 20 frame gap between Moroha Danzai(1) and Moroha Danzai(2), leaving plenty of time to hit Kliff 2d, a 7 frame move, in between the hits. You can block the first hit and even mash it.
For Goku Moroha Danzai, the gap between Danzai(1) and Danzai(2) changes to 14F. While still a sizeable gap, this move is blindingly fast on a visual level, so reacting with your punish may prove difficult without practice. 2d is still recommended here. If you accidentally hit another move, try cancelling to Soul Survivor if you have the meter available.
Against Goku Moroha Danzai and Forcebreak Goku Moroha Danzai
After Blocking the First Hit of Goku Moroha Danzai
Match Footage
https://drive.google.com/file/d/1eLHSuGRmB6r4IHdpV-8IvPoJ_iwjgdu2/view?usp=sharing (Honnou Kliff replays vs ABA)
Anji Mito
Suspected Matchup Ratio: 5.5 - 4.5
Overview
Goals
Anti-airing
Dealing with Auto-Guard
Dealing with Fuujin
After Blocking Fuujin
Fuujin ~ P (the aerial fan throw) -> rising j.s/j.h j.214s/j.236d Fuujin ~ K (hop) -> throw / throw OS is recommended 6+S+H Fuujin ~ S Nagiha (sweep) -> guard into f.s/5h 214s/2d Fuujin ~ H/D Rin (armor/throw invul followup)-> Kliff 2d CH -> 66 2s 236s/214k
Dealing with Wakeup Fuujin
Punishing Fuujin on Wakeup
Kliff 236p okizeme covers wakeup Fuujin situations perfectly. It can only fail if you perform it so meaty that you max your + frame advantage but the active frames are ending. However this will also allow Kliff himself to potentially punish Fuujin with a normal or special.
Preemptively Covering for Fuujin in Neutral
Avoid f.s in neutral when Fuujin is an option on the table, as it only has 3F active and will get bodied. 5h, delayed 2d, and 236p are your best friends for intercepting Fuujin. Do not be afraid to guard and respond to the appropriate Fuujin followup as well.
Whiff Punishing Fuujin
When out of range from the Fuujin, a quick 2h is ideal. Closer up, f.s and 2d are fine. Reflex Roar also exists.
When airborne and they miss a Fuujin, be wary because if you cannot punish it in time, Anji is free to transition to followups, specifically H and D Rin, which are excellent for swatting opponents out of the air.
Dealing with Butterfly
https://drive.google.com/file/d/1QhPimAFlTkZlT2b4zgZEJDIrsZoZmHp9/view?usp=sharing (Honnou Kliff replays vs Anji)
Axl Low
Suspected Matchup Ratio: 5 - 5
Neutral
Overview
Goals
Neutral
Round Start plays
- 2d to beat 99% of Axl grounded pokes, can be counterplayed with jump, Axl 214p (low counter), and Axl S-Raeigeki (41236s)
- 5h to beat Axl slower normals or round start S-Raeigeki
- rising 7jump j.h, counterhits S-Raeigeki, links to low airdash j.s j.h -> confirm of choice
Strongest Counterpokes
- 2d
- f.s
When to Play Reactively
When They're Playing Reactively
Anti-airing
Axl shouldn't be jumping at you other than as a read, but for when he does, 6p/6{p}, 623h, and the occassional 5h AA CH all do their job relatively nicely. If Axl performs jump-ins too deep on you, AA 2d may be an option as well.
Offensive Situations
Defensive Situations
Axl has several blockstring buffs in +R, where 2h(2) now gatlings to 2d, which supplements his overhead, 6h, very nicely. You want to look for the following while blocking
- Normal chain gatling'd to 6h
- Axl letting a vacuum chain normal's 2nd hit pull you in, then doing walk/dash tick throw
- Normals chained to Rashousen (Axl's unblockable)
- Normals chained to Rashousen feint, which he will likely follow up with AA 5p/6k attempts
Any time Axl gatlings to 6h, you can jump Instant Block it, which guarantees a throw when you both land together. A quick normal punish may be realistic in some situations.
If Axl goes for Rensengeki -> [2] followup (the multiple low-hitting physical chain), FD the first few hits of the followup into immediate 214s, which punishes at most ranges. If they are too far for drill, f.s may work and at least it is still your turn.
Match Footage
https://drive.google.com/file/d/1DgfDPArCG_ms26wqUlMHOi0qYhvl9zYM/view?usp=sharing
Baiken
Suspected Matchup Ratio: 4 - 6
Overview
Goals
Neutral
Strongest Counterpokes
When to Play Reactively
When They're Playing Reactively
Anti-airing
Offensive Situations
Defensive Situations
Match Footage
https://drive.google.com/file/d/1NDJDCxFHx22TJN7iod9H2gQqhselRVlD/view?usp=sharing
Bridget
Suspected Matchup Ratio: 5 - 5
Overview
Goals
Neutral
Strongest Counterpokes
When to Play Reactively
When They're Playing Reactively
Anti-airing
Offensive Situations
Defensive Situations
Match Footage
Chipp Zanuff
Suspected Matchup Ratio: 4 - 6
Overview
Goals
Neutral
Strongest Counterpokes
When to Play Reactively
When They're Playing Reactively
Anti-airing
Offensive Situations
Defensive Situations
Match Footage
Dizzy
Suspected Matchup Ratio: 4 - 6
Overview
Goals
Neutral
Strongest Counterpokes
When to Play Reactively
When They're Playing Reactively
Anti-airing
Offensive Situations
Defensive Situations
Match Footage
Eddie
Suspected Matchup Ratio: 6 - 4
Overview
Goals
Neutral
Strongest Counterpokes
When to Play Reactively
When They're Playing Reactively
Anti-airing
Offensive Situations
Defensive Situations
Match Footage
Faust
Suspected Matchup Ratio: 4 - 6
Overview
Goals
Neutral
Strongest Counterpokes
When to Play Reactively
When They're Playing Reactively
Anti-airing
Offensive Situations
Defensive Situations
Match Footage
I-No
Suspected Matchup Ratio: 5.5 - 4.5
Overview
Goals
Neutral
Nape Saddle (214k) trades with I-no note attempts. While Kliff also gets hit, he can aerial recover, while I-no gets knocked down.
Strongest Counterpokes
When to Play Reactively
When They're Playing Reactively
Anti-airing
Offensive Situations
Defensive Situations
Match Footage
Jam Kuradoberi
Suspected Matchup Ratio: 5 - 5
Overview
Both Jam and Kliff get ideal combos vs. the other, and they're both made out of paper when it comes to how well they receive them on the other end too. This match can quickly turn tables either way in the blink of an eye.
Goals
Neutral
Strongest Counterpokes
When to Play Reactively
When They're Playing Reactively
Anti-airing
Offensive Situations
Defensive Situations
Match Footage
Johnny
Suspected Matchup Ratio: 5 - 5
Overview
Goals
Neutral
Strongest Counterpokes
When to Play Reactively
When They're Playing Reactively
Anti-airing
Offensive Situations
Defensive Situations
Round Start
Match Footage
Justice
Suspected Matchup Ratio: 4.5 - 5.5
Overview
Goals
Neutral
Strongest Counterpokes
When to Play Reactively
When They're Playing Reactively
Anti-airing
Offensive Situations
Defensive Situations
Round Start
Match Footage
Kliff Undersn
Suspected Matchup Ratio: 5 - 5
Overview
Goals
Neutral
Strongest Counterpokes
When to Play Reactively
When They're Playing Reactively
Anti-airing
Offensive Situations
Defensive Situations
Match Footage
Ky Kiske
Suspected Matchup Ratio: 6 - 4
Overview
Goals
Neutral
Strongest Counterpokes
When to Play Reactively
When They're Playing Reactively
Anti-airing
Offensive Situations
Defensive Situations
Match Footage
May
Suspected Matchup Ratio: 5.5 - 4.5
Overview
Goals
Neutral
Strongest Counterpokes
When to Play Reactively
When They're Playing Reactively
Anti-airing
Kliff 2k goes under May j.2h, if you can react in time, use liberally.
Offensive Situations
Defensive Situations
Match Footage
Millia Rage
Suspected Matchup Ratio: 4.5 - 5.5
Overview
Goals
Neutral
Strongest Counterpokes
When to Play Reactively
When They're Playing Reactively
Anti-airing
Offensive Situations
Defensive Situations
Match Footage
Order-Sol
Suspected Matchup Ratio: 5.5 - 4.5
Overview
Goals
Neutral
Strongest Counterpokes
When to Play Reactively
When They're Playing Reactively
Anti-airing
Offensive Situations
Defensive Situations
Match Footage
Potemkin
Suspected Matchup Ratio: 4.5 - 5.5
Overview
Goals
Neutral
Strongest Counterpokes
When to Play Reactively
When They're Playing Reactively
Anti-airing
Offensive Situations
Defensive Situations
Match Footage
Robo-Ky
Suspected Matchup Ratio: 6 - 4
Overview
Goals
Neutral
Strongest Counterpokes
When to Play Reactively
When They're Playing Reactively
Anti-airing
Offensive Situations
Defensive Situations
Match Footage
Slayer
Suspected Matchup Ratio: 5.5 - 4.5
Overview
Goals
Neutral
Strongest Counterpokes
When to Play Reactively
When They're Playing Reactively
Anti-airing
Offensive Situations
Defensive Situations
Match Footage
Sol Badguy
Suspected Matchup Ratio: 6 - 4
Overview
Goals
Neutral
Strongest Counterpokes
When to Play Reactively
When They're Playing Reactively
Anti-airing
Offensive Situations
Defensive Situations
Round Start
5p with buffered 214s (perform it so fast that the 214s does not come out on whiff) is an OS that will beat Sol's round start f.s. On whiff, briefly hold the [4] of 214s, to guard any slower attacks, or react if they jump with an air throw or 6p, since 5p whiff has fast recovery.
Match Footage
Testament
Suspected Matchup Ratio: 4 - 6
Overview
Goals
Neutral
Strongest Counterpokes
When to Play Reactively
When They're Playing Reactively
Try to take advantage of Kliff's [hold] normals for situations where Testament is likely to aim for warrant. Even a partial hold 6{h} does devastasting damage and can change the outcome of a round or at the very least, force a burst.
Anti-airing
Offensive Situations
Defensive Situations
Match Footage
Venom
Suspected Matchup Ratio: 4.5 - 5.5
Overview
Goals
Neutral
Strongest Counterpokes
When to Play Reactively
When They're Playing Reactively
Anti-airing
Offensive Situations
Defensive Situations
Match Footage
Zappa
Suspected Matchup Ratio: 5 - 5
Overview
Goals
Neutral
Strongest Counterpokes
When to Play Reactively
When They're Playing Reactively
Anti-airing
Offensive Situations
Defensive Situations
Match Footage