Claudio

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Claudio
Heat
  • Can always use Starburst (STB) moves
Heat Smash Low, i18~19, -14
Heat Engagers
  • 3,2
  • 2,1,2
  • b+4,2
  • uf+2
  • wr2
Stances (none)
Fastest
Launch
  • i15 – uf+4, df+1,2
  • i15 – WS2 (Crouching)
CH launch
  • i14 – df+2
Wall splat
  • i12 – 4,3 (High)
  • i12 – STB.WS1,2 (Crouching, with Starburst)
  • i13 – d+1+2 (Mid)
  • i14 – FC.df+2,1+2 (Crouching, better followups with Starburst or hazards)
Archetypal moves
Mid check
  • b+3 (standing)
  • df+4 (standing)
  • ws4 (crouching)
Hopkick uf+4
Shadow cutter db+3
Generic moves
Remapped
  • d+1 โ†’ db+1
  • d+2 โ†’ db+2
Missing (none)
External links
Lore Claudio Serafino
Twitter #T8_Claudio
Discord Claudio Serafino (b1)

This page is for Tekken 8. For Tekken 7, see Claudio (Tekken 7).

Claudio, the flamboyant Italian exorcist, is a simple, straightforward and no-nonsense character who relies on controlling space in order to lock his opponents down, allowing him to setup mixups or pressure. He possesses a limited but effective set of tools to implement this gameplan, allowing the player to quickly achieve character fluency with him and focus on developing their fundamentals and match-up knowledge. In Heat, his mixups become deadlier, with a low Heat Smash and a safe mid launcher.

Claudio can struggle to deal with patient opponents. His low mixup options are generally low damage and risky, making it painful for him to have them blocked. He must condition his opponents that much more with mids to ensure they aren't tempted to duck.

Strengths
  • b+1 does triple duty as keepout, homing move, and wall splat all in one while being safe
  • Whiff punishment is incredibly strong thanks to his Heat Engagers and launching options
  • Easy approach with WR2 and f,F+4, the former of which can chip opponents unwilling to duck it
  • Has access to some of the strongest panic tools in the game under pressure, with db+1+2 and his famous hopkick
  • Once attained, Starburst enhances many of his attacks, either making those select moves wall splat or launch, and increases his combo damage via 2,1,2 aerial tailspin
  • During Heat, Starburst is always active and he gains a one-time use power low in Heat Smash
Weaknesses
  • Lows are either risky (db+4,3), slow (SS4), or both (db+3), and Heat Smash can still be launched by a few characters
  • None of his throws break any hazards
  • Below-average combo damage without Starburst or walls
  • CH tools are middling


Hit confirm
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dexterity
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rhythm
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Instant WR
importance
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value
โ˜…โ˜…โ˜…โ˜†โ˜†
dexterity
โ˜…โ˜…โ˜†โ˜†โ˜†
rhythm
โ˜…โ˜†โ˜†โ˜†โ˜†