Claudio (Tekken 7): Difference between revisions

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Claudio Serafino has the most infamous tech traps, using his hopkick (one of the best in the game) to capitalize on button heavy opponents. He excels at whiff punishment, counter hit, and having great moves for both situations. However, we cannot ignore his key game plan and gimmick. In his Starburst state (flowing blue aura in his hand), he turns into a devastating character and improves his combos and punishment game.
'''Claudio''' is a newcomer in Tekken 7, and has the shortest movelist in the game. While some may see this as a limitation, it allows him to be easy to pick up and play while also being a minimalist's dream character. In a sense, he doesn't "need" any more moves than he already has in order to win. He has a unique mechanic named [[Starburst]] or STB, which he gains access to by landing certain moves on the opponent - this is signified by the blue aura around his hand, which gives him increased damage and better move properties on certain attacks. His block punishment is generally above-average, but he also possesses an exceptional hopkick (u/f+4) which has good range, and has some evasive frames in its animation - earning him some infamy online.
 
His gameplan is centered around utilising pressure from his unique f,f,F+2 (i.e. "Superman Punch", WR2) - a heavily advantageous move on block that also does great damage on hit (gives STB), combined with his strong mid tools (to counter opponents who try to duck the WR2). These include his b+1, f,F+1+2 (gives STB), and his f,F+4. This allows him to be played effectively at mid-range and in the open, but where he truly excels is at the wall - possessing a damaging mid/low poke mixup (SS.4, B+1, d/f+3); with b+1 being difficult/impossible to punish, d/f+3 being hit-confirmable, and SS.4 being only -12 on block - while also having easy tools to resplat and get high wall combo damage if the mids connect.
 
All of this makes him a very solid character, but it'd be remiss not to mention some of his weaker aspects - namely his lows being somewhat average at best aside from SS.4 and d/b+4,3; his combo damage being mediocre without STB and his main mid poke being a non-generic b+3 (meaning his main mid-check is riskier to use, being -4 on block vs the generic d/f+1 which is -1 on block - although this has been immensely helped by his newly added b+3,3 extension which launches on CH and makes opponents hesitate).

Revision as of 14:42, 25 February 2021

Claudio
Heat {{{heat}}}
Heat Smash {{{heatSmash}}}
Heat Engagers {{{heatEngagers}}}
Stances {{{stances}}}
Fastest
Launch {{{launch}}}
CH launch {{{chLaunch}}}
Wall splat {{{splat}}}
Archetypal moves
Mid check {{{midCheck}}}
Generic moves
Remapped (none)
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External links
Lore {{{lore}}}
Twitter #{{{twitter}}}

Claudio is a newcomer in Tekken 7, and has the shortest movelist in the game. While some may see this as a limitation, it allows him to be easy to pick up and play while also being a minimalist's dream character. In a sense, he doesn't "need" any more moves than he already has in order to win. He has a unique mechanic named Starburst or STB, which he gains access to by landing certain moves on the opponent - this is signified by the blue aura around his hand, which gives him increased damage and better move properties on certain attacks. His block punishment is generally above-average, but he also possesses an exceptional hopkick (u/f+4) which has good range, and has some evasive frames in its animation - earning him some infamy online.

His gameplan is centered around utilising pressure from his unique f,f,F+2 (i.e. "Superman Punch", WR2) - a heavily advantageous move on block that also does great damage on hit (gives STB), combined with his strong mid tools (to counter opponents who try to duck the WR2). These include his b+1, f,F+1+2 (gives STB), and his f,F+4. This allows him to be played effectively at mid-range and in the open, but where he truly excels is at the wall - possessing a damaging mid/low poke mixup (SS.4, B+1, d/f+3); with b+1 being difficult/impossible to punish, d/f+3 being hit-confirmable, and SS.4 being only -12 on block - while also having easy tools to resplat and get high wall combo damage if the mids connect.

All of this makes him a very solid character, but it'd be remiss not to mention some of his weaker aspects - namely his lows being somewhat average at best aside from SS.4 and d/b+4,3; his combo damage being mediocre without STB and his main mid poke being a non-generic b+3 (meaning his main mid-check is riskier to use, being -4 on block vs the generic d/f+1 which is -1 on block - although this has been immensely helped by his newly added b+3,3 extension which launches on CH and makes opponents hesitate).