Claudio

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Revision as of 17:29, 25 March 2024 by Kalki (talk | contribs)
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
CH launch
  • i14 – df+2
Wall splat
  • i12 – STB.4,2 (With Starburst)
  • i13 – d+1+2 (Standing)
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, 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'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

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.

Strengths
  • Strong keepout and whiff punishment tools
  • Easy to learn and effective gameplan
  • Simple but strong wall game
  • Low Heat Smash
  • Strong mids, especially in Starburst
Weaknesses
  • Lows are rather risky outside of ss4
  • No notable mixups or throw game
  • Rather weak at close range
  • Below-average combo damage
  • Weak CH game
  • Timing is most important at Higher Levels
  • Linear outside of homing moves


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


External links