Claudio: Difference between revisions

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|stances=''(none)''
|stances=''(none)''
|launch={{Plainlist|
|launch={{Plainlist|
* i15 – uf+4}}
* i15 – uf+4, df+1,2
* i15 – WS2 ''(Crouching)''}}
|splat={{Plainlist|
|splat={{Plainlist|
* i12 – STB.4,2 ''(With Starburst)''
* i12 – 4,3 ''(High)''
* i13 – d+1+2 ''(Standing)''}}
* 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)''}}
|chLaunch={{Plainlist|
|chLaunch={{Plainlist|
* i14 – df+2}}
* i14 – df+2}}
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{{See other}}
{{See other}}


'''Claudio''', returning after being introduced in Tekken 7, is largely similar to his previous incarnation. He retains his unique Starburst (STB) mechanic, which works similarly to Asuka's Naniwa Gusto or Bryan's Snake Eyes, giving him big buffs to key moves if active.
'''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's entire gameplan falls on the side of fundamentals as opposed to knowledge checks or mixups, playing keepout with great poking mids and highs, and then approaching with f,f,F+2, one of the best approaching moves in the game. He also possesses a hopkick (uf+4) which has good range. His selection of great highs and mids, such as b+1, STB.f+1+2,1+2, and f,F+4, allow him to be played effectively at mid-range and in the open, but he makes his money at the wall, possessing a damaging mid/low poke mixup with SS.4, b+1 and df+3
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.


He pays for this exceedingly simple and powerful gameplan by being penalized in the low, throw and mixup department. In Heat his mixup potiential skyrockets with a low heat smash and safe mid launcher, makes him much more dangerous in lots of situations. SS.4 is his best low, but as a side-step move, it's quite slow, and the rest of his lows are either launch punishable or low reward. He doesn't have a complete throw game, and has a notable lack of strong strings or canned mixups, which makes it hard for him to open up especially patient or defensive opponents.
{{BlueRed
{{BlueRed
|blue=
|blue=
* Strong keepout and whiff punishment tools
* b+1 does triple duty as keepout, homing move, and wall splat all in one while being safe
* Easy to learn and effective gameplan
* Whiff punishment is incredibly strong thanks to his Heat Engagers and launching options
* Simple but strong wall game
* Easy approach with WR2 and f,F+4, the former of which can chip opponents unwilling to duck it
* Low Heat Smash
* Has access to some of the strongest panic tools in the game under pressure, with db+1+2 and his famous hopkick
* Strong mids, especially in Starburst
* 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
|red=
|red=
* Lows are rather risky outside of ss4
* Lows are either risky (db+4,3), slow (SS4), or both (db+3), and Heat Smash can still be launched by a few characters
* No notable mixups or throw game
* None of his throws break any hazards
* Rather weak at close range
* Below-average combo damage without Starburst or walls
* Below-average combo damage
* CH tools are middling}}
* Weak CH game
* Timing is most important at Higher Levels
* Linear outside of homing moves}}




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{{KeyTech|Instant WR|importance=3|value=3|dexterity=2|rhythm=1}}
{{KeyTech|Instant WR|importance=3|value=3|dexterity=2|rhythm=1}}
}}
}}
== External links ==
* [https://www.youtube.com/watch?v=GhBABmaP7hY Claudio Serafino Combo Guide | TEKKEN 8] by RyzingSol


{{Navbox fighters}}
{{Navbox fighters}}
__NOTOC__
__NOTOC__

Latest revision as of 09:02, 9 November 2024

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


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