Claudio strategy (Tekken 7): Difference between revisions

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{{Claudio}}
{{Claudio}}


KEY MOVES
{{Neutral}}
 
== Key moves ==


Claudio has a few key moves that work well together,  allowing great mix ups and tech traps
Claudio has a few key moves that work well together,  allowing great mix ups and tech traps


Claudio's best move is WR2 or Forward, Forward, Forward 2. Also known as "The super man Punch" this is one of the best approach tools in the game. It has great damage, and is used as a common combo finisher, using either the standard version or the Instant version. Apart from dealing great damage it also grants Claudio his Starburst (We'll go over Starburst tools later on). Be wary tho, it is a high so it can easily be ducked and launched if you get too predictable with this move. Be ready to mix this up with Mid moves such as Forward Forward 4 or forward forward 1+2. Forward 4 allows for Okizeme such as sidestep 4 or downback 3. And forward forward 1+2 grants starburst, but due to the starburst animation does not allow Okizeme.  
Claudio's best move is wr2, also known as "The Superman Punch". It's one of the best approach tools in the game. It has great damage, and is used as a common combo finisher, using either the standard version or the Instant version. Apart from dealing great damage it also grants Claudio his Starburst. (We'll go over Starburst tools later on.) Be wary though, it is a high so it can easily be ducked and launched if you get too predictable with this move. Be ready to mix this up with mid moves such as f,F+4 or f,F+1+2. f+4 allows for oki such as SS.4 or d/b+3. And f,F+1+2 grants starburst, but due to the starburst animation does not allow oki.
 
Claudio's best launchers are his infamous "DAH" (u/f+4, hopkick) and d/f+1,2. The hopkick cannot be launch punished and has excellent range for tech traps. Some great tech traps are wr2 on block, f+3, b+1 and d+1,STB.2. This are excellent on block, granting plus frames to Claudio. Button heavy opponents will fall right into a hopkick. d/f+1,2 doesn't allow Claudio to have a generic d/f+1. It's 15 frames and a natural combo on hit, but is Launch punishable. These are both mids, being able to launch ducking opponents.  


Claudio's best launchers are his infamous "DAH", the hopkick and down forward 1, 2. The hopkick cannot be launch punished and has excellent range for tech traps. Some great tech traps are WR2 on block, forward 3, back 1 and starburst down 1,2. This are excellent on block, granting + frames to Claudio. Button heavy opponents will fall right into a hopkick. Down forward 1,2 doesn't allow Claudio to have a generic down forward 1. It's 15 frames and a natural combo on hit, but is Launch punishable. This are both mids, being able to launch ducking opponents.
== Starburst ==


STARBURST MOVES
Moves that grant starburst on hit:


Moves that grant starburst on hit.
* 1+2:1+2:f+2
* f+2,2
* b+4,2
* b+2
* f,F+1+2
* f,F+2,2
* f,f,F+2
* ws2


➡️2,2. ⬅️ 4, 2. ➡️➡️➡️ 2. ⬅️2. ➡️➡️1+2. 1+2, 1+2 ➡️2. Rage drive (also on block and whiff). While rising 2. ➡️➡️2 2
Claudio's Rage Drive (R.b+4,2,F) always grants starburst.


Moves that use starburst  
Moves that use starburst:


⬅️ 4, 3, 2 (the last hit launches, safe on block, more damage)  
* b+4,3,STB.2 (the last hit launches, safe on block, more damage)  
⬇️2 2 (Launcher)  
* d+2,STB.2 (low launcher)
⬇️ 1 2 + While rising 1 2 (natural combo +more damage, +8 on block)
* d+1,STB.2 (natural combo +more damage, +8 on block)
➡️ 1+2, 1+2 (natural combo, launch, safe on block)  
* ws1,STB.2 (natural combo +more damage, +8 on block)
↙️ 1+2 (unblockable 2nd hit)
* f+1+2,STB.1+2 (natural combo, launch, safe on block)
* STB.d/b+1+2 (unblockable 2nd hit)

Revision as of 08:48, 25 February 2021

Neutral is when both players can act freely. It makes up most of the game, so learning how to play it is critical. There's no point mastering all the combos and setups if you can't use them in an actual game.

This page contains a brief overview of this character's key neutral tools followed by advice for putting them together.

Key moves

Claudio has a few key moves that work well together, allowing great mix ups and tech traps

Claudio's best move is wr2, also known as "The Superman Punch". It's one of the best approach tools in the game. It has great damage, and is used as a common combo finisher, using either the standard version or the Instant version. Apart from dealing great damage it also grants Claudio his Starburst. (We'll go over Starburst tools later on.) Be wary though, it is a high so it can easily be ducked and launched if you get too predictable with this move. Be ready to mix this up with mid moves such as f,F+4 or f,F+1+2. f+4 allows for oki such as SS.4 or d/b+3. And f,F+1+2 grants starburst, but due to the starburst animation does not allow oki.

Claudio's best launchers are his infamous "DAH" (u/f+4, hopkick) and d/f+1,2. The hopkick cannot be launch punished and has excellent range for tech traps. Some great tech traps are wr2 on block, f+3, b+1 and d+1,STB.2. This are excellent on block, granting plus frames to Claudio. Button heavy opponents will fall right into a hopkick. d/f+1,2 doesn't allow Claudio to have a generic d/f+1. It's 15 frames and a natural combo on hit, but is Launch punishable. These are both mids, being able to launch ducking opponents.

Starburst

Moves that grant starburst on hit:

  • 1+2:1+2:f+2
  • f+2,2
  • b+4,2
  • b+2
  • f,F+1+2
  • f,F+2,2
  • f,f,F+2
  • ws2

Claudio's Rage Drive (R.b+4,2,F) always grants starburst.

Moves that use starburst:

  • b+4,3,STB.2 (the last hit launches, safe on block, more damage)
  • d+2,STB.2 (low launcher)
  • d+1,STB.2 (natural combo +more damage, +8 on block)
  • ws1,STB.2 (natural combo +more damage, +8 on block)
  • f+1+2,STB.1+2 (natural combo, launch, safe on block)
  • STB.d/b+1+2 (unblockable 2nd hit)