GGACR/Kliff Undersn/Frame Data

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Kliff Undersn


Template-Alert.png Disclaimer
The contents of this page may or may not be accurate. Please understand while we verify them.

Glossary

How do I read frame data?

System Data Glossary
Defense The amount of damage that characters take is multiplied by this number.
Guts The amount of damage that characters take decreases as their life lowers. For more info see here.
Prejump Number of frames before a character becomes airborne from a jump, during which they are throw invincible but cannot block.
Weight The character's weight class, which determines how fast they fall when being hit in the air.
Backdash Number of frames this move is in a recovery state before returning to neutral.
Forward Dash Number of frames this move is in a recovery state before returning to neutral. Most characters have a run instead of a forward dash.
GuardBalance Amount of Guard Gauge characters gain when blocking is multiplied by this Guard Balance modifier.
WakeupFaceDown Amount of time the character is knocked down when the character is face down.
WakeupFaceUp Amount of time the character is knocked down when the character is face up.
Frame Data Glossary
Guard How this attack can be guarded. All non-throws can be blocked with air Faultless Defense unless otherwise stated.
Startup Number of frames for this move to reach the first active frame (includes the first active frame).
Active Number of active frames in this attack. Values in () are for gaps between hits of an attack.
Recovery Number of frames this move is in a recovery state before returning to neutral.
OnBlock After blocking this attack, how soon can the attacker move compared to the defender.
  • A positive value means the attacker can move first.
  • A negative value means the defender can move first.

Assumes that the attack connects as soon as possible against a standing/crouching opponent, and that the attacker does not cancel the attack into anything else.

Invuln Attribute and Hitbox invincibility for this attack
gbp Guard Bar Plus (gbp). How much the Guard Bar increases on block.
gbm Guard Bar Minus (gbm). How much the Guard Bar decreases on hit.
prorate How much additional damage proration this attack has. There are two types of proration, Initial and Forced.
Cancel What this attack can cancel into. Any other cases will be listed in its respective notes.
Cancels
C self cancellable
S Special/Overdrive cancellable
J jump cancellable
R Roman cancellable
F Force Roman cancellable
Tension Amount of tension gained on hit. For special moves first value is amount gained on startup. For moves using tension values are after tension penalty applied.
Level Attack Level determines the amount of hitstun, blockstun, and hitstop this attack will inflict. Note that there are exceptions.
Blockstun When blocked, how many frames the opponent is stuck in a blocking animation. Values shown here are for ground blocking. Air blocking adds 2 frames of blockstun.
GroundHit When hitting a grounded opponent, how many frames of hitstun they experience.
AirHit When hitting an airborne opponent, how many frames for which they cannot air tech.


System Data

name defense guts prejump weight backdash forwarddash guardBalance wakeupFaceUp wakeupFaceDown umo
Kliff Undersn 1.06 0 3F Super Lightweight (x1.1) 13F (1~>7F invuln) 34F (3~>19 low profile) 1 49F 46F Run replaced with Step Dash

Normals

input damage gbp gbm prorate guard level cancel tension startup active recovery onBlock invuln blockstun groundHit airHit hitstop
input damage gbp gbm prorate guard level cancel tension startup active recovery onBlock invuln blockstun groundHit airHit hitstop
5P 10 3 8 90% Mid 1 CSJR 1.44 5 7 3 0 9 10 10 11
5K 20 10 7 Mid 3 SJR 2.64 6 8 12 -6 13 Launch 24 13
c.S 36 14 6 Mid 4 SJR 3.84 7 7 15 -5 16 17 17 14
f.S 36 10 7 Mid 3 SR 2.64 11 3 15 -4 13 14 14 13
5H 54 20 6 Mid 5 SR 3.84 14 12 15 -8 18 19 18 15
6P Lv1 32 10 7 Mid 3 SR 2.64 13 7 17 -10 1~8F Above Chest
9~12F Upper Body
13~19F Above Knees
20~26F Feet
13 Launch 28 14 13
6P Lv2 36 10 7 Mid 3 SR 2.64 22-70 7 28 -21 13 Launch 45 30 13
6P Lv3 40 10 7 Mid 3 SR 2.64 66+5 7 28 -21 13 Launch 45
6H Lv1 100 15 6 70% High 5 SR 3.84 28 9 63 -50 18 Stagger 35 30 15
6H Lv2 120 15 6 70% High 5 SR 3.84 40-79 9 63 -50 18 Stagger 35 50 + GBounce 15
6H Lv3 200 15 6 70% High 5 SR 3.84 70+8 9 63 -50 18 Launch 50 + GBounce 15
5D 30 15 20 High 5 R 2.64 27 6 19 -6 18~18F, 42~45F Feet
19~41F Lower Body
18 Launch 18 15
2P 12 3 8 Mid 1 CSJR 1.44 5 4 7 -1 9 10 10 11
2K 16 6 7 80% Low 2 SR 2.64 7 4 13 -5 5~13F Low Profile 11 12 12 12
2S 32 20 6 70% Mid 5 SR 3.84 15 6 17 -4 4~14F, 30~32F Feet;15~26F Lower Body;27~29F Leg 18 Crouch 20 28 + GBounce 15
2H Lv1 43 11 6 Low 4 SR 3.84 12 4 26 -13 16 17 17 14
2H Lv2 55 11 6 Low 4 SR 3.84 36-69 4 18 -5 16 Stagger 45 40 + WBounce 14
2H Lv3 70 15 6 Low 5 SR 3.84 65+4 4 18 -3 18 Launch 40 + WBounce 15
2D 36 11 6 Low 4 SR 3.84 7 10 21 -14 16 Down 16 14
j.P 14 3 8 High/Air 1 CSR 1.44 5 8 8 9 10 10 11
j.K 24 6 7 90% High/Air 2 SJR 2.64 7 5 6 11 12 12 12
j.S 28 10 7 80% High/Air 3 SJR 2.64 9 4 17 - 13 14 14 13
j.H 40 15 6 High/Air 4 SR 3.84 10 8 19 - 16 17 29
j.D 45 15 6 90% High/Air 4 RF 3.84 25 Until landing 14 after landing -2 12 Launch 37 + GBounce 27 + GBounce 14


Universal Mechanics

input name damage gbp gbm prorate guard level cancel tension startup active recovery onBlock invuln blockstun groundHit airHit hitstop
input name damage gbp gbm prorate guard level cancel tension startup active recovery onBlock invuln blockstun groundHit airHit hitstop
Ground Throw Ground Throw 55 6 Forced 50% 46 pixels 4.00
Air Throw Air Throw 60 ?? Forced 50% 90 pixels 4.00
Taunt 8×4 11,3×3 6,7×3 All 4,1×3 2.64×4 ?? ?? ?? ??
DAA Dead Angle Attack 35 10 7 50% All 3 R 0.52 12 4 12 -2 5~15F Strike 13 Launch 60 13


Specials

input name damage gbp gbm prorate guard level cancel tension startup active recovery onBlock invuln blockstun groundHit airHit hitstop
input name damage gbp gbm prorate guard level cancel tension startup active recovery onBlock invuln blockstun groundHit airHit hitstop
236P P Bellowing Roar 32 ?? ?? All 5 F 0.50/3.60 16 27 Total 46 +3 18 19 18 15
236S S Bellowing Roar 64 ?? ?? All 5 F 0.50/3.60 22 18 Total 87 -32 18 Launch 67 + Slide 51 15
214S Skull Crusher 14×6 ?? ?? All 4 R 0.50/1.20×6 10 4×6 25 -8 16 17×5, Launch 16 7
j.214S Air Skull Crusher 14×6 ?? ?? All 4 RF 0.50/1.20×6 9 4×6 Until landing+6 -7 16 17×5, Launch 42k 7
214K Nape Saddle 40 ?? ?? High/Air 3 R 0.50/2.50 28 8 4+8 after landing -6 13 Launch 60 13
623H Scale Ripper 14×49 ?? ?? Mid 4 R 2.50/3.60×49 8 6×48, 3 22 -8 16 Launch 10 7
214P Two Steps Forward ?? ?? Total 48 1~48F Strike
214P > P Hellish Charge 12 ?? ?? Mid 3 R -/7.20 4 2 23 -11 1~4F Strike 13 Stagger 32 14 13
j.41236S Limb Severer 40, 32 ?? ?? High/Air, All 5, 3 RF -/6.00, 1.20 14 Until landing + 12 after landing 26 -6 18, 13 Launch 60, 53 15


Force Breaks

input name damage gbp gbm prorate guard level cancel tension startup active recovery onBlock invuln blockstun groundHit airHit hitstop
input name damage gbp gbm prorate guard level cancel tension startup active recovery onBlock invuln blockstun groundHit airHit hitstop
j.236D Air Bellowing Roar 50 ?? ?? All 5 -/0.72 8 25 25 18 Launch 50 + WBounce 15
214P > D FB Hellish Charge 12 ?? ?? Mid 3 R -/1.44 22 2 68 -56 1~7F Strike
8~19F Upper Body
13 14 14 13


Overdrives

input name damage gbp gbm prorate guard level cancel tension startup active recovery onBlock invuln blockstun groundHit airHit hitstop
input name damage gbp gbm prorate guard level cancel tension startup active recovery onBlock invuln blockstun groundHit airHit hitstop
236236H Reflex Roar 100 ?? ?? All 5 F 7+1 25 Total 57 -17 18 Launch 90 + WStick 30 15
632146H Sole Survivor 24, 20×14 ?? ?? All 4, 4×14 R 16+0 6, 35×14 Total 159 -25 1~22F Strike 16 Launch 59, 60×14 14×15


Instant Kill

input name damage gbp gbm prorate guard level cancel tension startup active recovery onBlock invuln blockstun groundHit airHit hitstop
input name damage gbp gbm prorate guard level cancel tension startup active recovery onBlock invuln blockstun groundHit airHit hitstop
236236H Pulverizing Dragon's Roar Fatal ?? All 5 - 17+6 28 19 -28 1~3F All 18 15


Gatling Table

Ground Gatlings
P K S H D Cancel
5PGGAC Kliff 5P.pngGuard:
Mid
Startup:
5
Recovery:
3
Advantage:
0
5P[+], 2P[+], 6P[+] 5K[+], 2K[+] c.S, f.S, 2S 5H, 2H, 6H 5D, 2D Jump, Special, Super
2PGGAC Kliff 2P.pngGuard:
Mid
Startup:
5
Recovery:
7
Advantage:
-1
5P[+], 2P[+], 6P[+] 5K[+], 2K[+] c.S, f.S, 2S 5H, 2H 5D, 2D Jump, Special, Super
6PGGAC Kliff 6P.pngGuard:
Mid
Startup:
13
Recovery:
17
Advantage:
-10
- - c.S, f.S, 2S 5H, 2H 5D, 2D Special, Super
5KGGAC Kliff 5K.pngGuard:
Mid
Startup:
6
Recovery:
12
Advantage:
-6
6P - c.S, f.S, 2S 5H, 2H 5D, 2D Jump, Special, Super
2KGGAC Kliff 2K.pngGuard:
Low
Startup:
7
Recovery:
13
Advantage:
-5
6P - c.S, f.S, 2S 2H 5D, 2D Special, Super
c.SGGAC Kliff cS.pngGuard:
Mid
Startup:
7
Recovery:
15
Advantage:
-5
6P - f.S, 2S 5H, 2H 5D, 2D Jump, Special, Super
f.SGGAC Kliff fS.pngGuard:
Mid
Startup:
11
Recovery:
15
Advantage:
-4
- - 2S 5H, 2H 5D, 2D Special, Super
2SGGAC Kliff 2H.pngGuard:
Mid
Startup:
15
Recovery:
17
Advantage:
-4
- - - 5H, 2H 5D, 2D Special, Super
5HGGAC Kliff 5H.pngGuard:
Mid
Startup:
14
Recovery:
15
Advantage:
-8
- - - - 5D, 2D Special, Super
2HGGAC Kliff 2S.pngGuard:
Low
Startup:
12
Recovery:
26
Advantage:
-13
- - - - 5D, 2D Special, Super
6HGGAC Kliff 6H.pngGuard:
High
Startup:
28
Recovery:
63
Advantage:
-50
- - - - - Special, Super
5DGGAC Kliff 5D.pngGuard:
High
Startup:
27
Recovery:
19
Advantage:
-6
- - - - - Homing Jump
2DGGAC Kliff 2D.pngGuard:
Low
Startup:
7
Recovery:
21
Advantage:
-14
- - - - - Special, Super
Air Gatlings
P K S H D Cancel
j.PGGAC Kliff jP.pngGuard:
High/Air
Startup:
5
Recovery:
8
Advantage:
-
j.P[+] j.K[+] j.S j.H - Special, Super
j.KGGAC Kliff jK.pngGuard:
High/Air
Startup:
7
Recovery:
6
Advantage:
-
j.P - j.S j.H j.D Jump, Special, Super
j.SGGAC Kliff jS.pngGuard:
High/Air
Startup:
9
Recovery:
17
Advantage:
-
- - - j.H - Jump, Special, Super
j.HGGAC Kliff jH.pngGuard:
High/Air
Startup:
10
Recovery:
19
Advantage:
-
- - - - j.D Special, Super
j.DGGAC Kliff jD.pngGuard:
High/Air
Startup:
25
Recovery:
14 after landing
Advantage:
-2
- - - - - -
  • 5D can be only canceled into Homing Jump on ground hit
  • 2H and c.S can gatling during their recovery frames
X = X is available on hit or block
X[+] = X is available on hit, block, or whiff

Navigation

Kliff Undersn
Ambox notice.png To edit frame data, edit values in GGACR/Kliff Undersn/Data.