Claudio (Tekken 7): Difference between revisions

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{{Claudio}}
{{Claudio}}


Claudio Serafino has the most infamous tech traps in the game,using the best hopkick in the game to capitalise on button heavy opponents.  
{{Infobox fighter
|name=Claudio
|tech=[[Instant while running]]
|launch=i15 – uf+4
|splat={{Plainlist|
* i12 – 4,3 ''(standing)''
* i12 – STB.ws1,2 ''(crouching)''}}
|chLaunch={{Plainlist|
* i12 – 4,3 ''(high)''
* i14 – df+2 ''(mid)''}}
|remappedGenerics={{Plainlist|
* d+1 → db+1
* d+2 → db+2}}
|midCheck={{Plainlist|
* b+3 ''(standing)''
* ws1  ''(crouching)''}}
|hopkick=uf+4
|statureKick=SS.4
|shadowCutter=db+3
|lore=[[fandom:Claudio Serafino|Claudio Serafino]]
}}
{{Archetype|Claudio}}


Claudio excels at whiff punishment and counter hit, having a great moves for both situations. But, we cannot ignore Claudio's key gameplan and gimmick. Starburst.  
'''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.  


Starburst turns Claudio into a devastating character, improving his combos and punishment game.  
He has a unique mechanic named Starburst (STB), which he gains access to by landing certain moves on the opponent - this is signified by the blue aura around his right 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 (uf+4) which has good range, and has some evasive frames in its animation - earning him some infamy online.


KEY MOVES
His game plan is centered around utilizing 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 mix-up (SS.4, b+1, df+3); with b+1 being a safe homing wall splat mid, df+3 being a hit-confirmable wall splat mid, 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.


Claudio has a few key moves that work well together, allowing great mix ups and tech traps
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 db+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 harder to use for poke pressure, being -4 on block vs the generic df+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).


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.
{{BlueRed
|blue=
* Stellar neutral control and mid/long range game with b+1, f,f+1+2
* One of the best approaches in the game with WR2 and f,f+4
* Extremely scary wall game with iWR2, SS+4, d/f+3...
* DAH!
* STB makes his strengths even stronger...
|red=
* ...but it doesn't help with his weaker areas
* No generic d/f+1 means his close range game suffers a bit
* Problems with his lows (SS+4 is slow, d/b+4,3 is risky)
* Not the best combos and oki
}}


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.
== External links ==


STARBURST MOVES
* [https://discord.gg/eCPT5mv Claudio Discord]


Moves that grant starburst on hit.
{{Navbox fighters}}
 
➡️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
 
Moves that use starburst
 
⬅️ 4, 3, 2 (the last hit launches, safe on block, more damage)
⬇️2 2 (Launcher)
⬇️ 1 2 + While rising 1 2 (natural combo +more damage, +8 on block)
➡️ 1+2, 1+2 (natural combo, launch, safe on block)
↙️ 1+2 (unblockable 2nd hit)
 
 
 
 
GENERIC COMBOS
 
in this section I'll go over some generic combos universal to all launchers
 
Non bounding launchers:
 
Launch, ➡️3, ➡️➡️4, ⬅️3, ➡️2, ➡️2, ⬅️4 2.
 
Launch, ➡️➡️4, ⬅️3, ↘️4 2, ⬅️ 4 1, ➡️➡️➡️ 2
 
⬇️ 2,2, While Rising 1, ⬅️3, ➡️2, ➡️2, ➡️ 3, ➡️➡️➡️ 2
 
⬇️2,2, While Rising 1, ⬅️3, ↘️ 4 2, ⬅️ 4 1, ➡️➡️➡️ 2
 
Instant bound launcher:
 
Launch, ➡️➡️4, ⬅️3, ➡️2, ➡️2, ⬅️4 2
 
Launch, ➡️➡️4, ⬅️3, ↘️ 4 2, ⬅️ 4 2
 
For wall Carry change the last move for ↗️ 3+4 or input the move when necessary.
 
Starburst combo.
 
Launch, ⬅️2, 1, ➡️➡️4, ⬅️3, ⬇️ 1, 2 ➡️➡️➡️ 3
 
⬇️ 2 2 doesn't get a starburst combo due to it requiring starburst to launch
 
Bound launch, ⬅️2, 1, ➡️➡️4, ⬅️ 3, ➡️2, 1 2, IWR2 (instant while running 2)
 
Wall combo
 
↘️ 4 2, ⬇️ 1+2
 
Large hit box wall combo
 
↘️ 4 2, ↘️ 4 1
 
LAUNCHERS (CH = counter hit) (STB =Starburst)
 
CH ↘️ 2.
↗️4.
↘️ 1, 2.
While Rising 2.
1, 2, CH 2.
⬅️4 CH 1.
CH 4, 3.
CH ➡️ 3.
CH ↗️ 3.
STB ➡️ 1+2, 1+2.
STB ⬅️ 4, 3, 2.
STB ⬇️ 2, 2.
Rage Drive, ➡️3 (rage drive must hit).
Wall or Balcony break, CH sidestep right 4, ⬅️4, 2.
CH ↙️ 3.

Revision as of 08:49, 1 September 2022

Claudio
Key techniques Instant while running
Heat {{{heat}}}
Heat Smash {{{heatSmash}}}
Heat Engagers {{{heatEngagers}}}
Stances {{{stances}}}
Fastest
Launch i15 – uf+4
CH launch
  • i12 – 4,3 (high)
  • i14 – df+2 (mid)
Wall splat
  • i12 – 4,3 (standing)
  • i12 – STB.ws1,2 (crouching)
Archetypal moves
Mid check
  • b+3 (standing)
  • ws1 (crouching)
Hopkick uf+4
Stature kick SS.4
Shadow cutter db+3
Generic moves
Remapped
  • d+1 → db+1
  • d+2 → db+2
Missing (none)
External links
Lore Claudio Serafino
Twitter #{{{twitter}}}

PokeMixupKeepoutWhiff punishOkizemePressureDefenseTricky

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 (STB), which he gains access to by landing certain moves on the opponent - this is signified by the blue aura around his right 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 (uf+4) which has good range, and has some evasive frames in its animation - earning him some infamy online.

His game plan is centered around utilizing 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 mix-up (SS.4, b+1, df+3); with b+1 being a safe homing wall splat mid, df+3 being a hit-confirmable wall splat mid, 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 db+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 harder to use for poke pressure, being -4 on block vs the generic df+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).

Strengths
  • Stellar neutral control and mid/long range game with b+1, f,f+1+2
  • One of the best approaches in the game with WR2 and f,f+4
  • Extremely scary wall game with iWR2, SS+4, d/f+3...
  • DAH!
  • STB makes his strengths even stronger...
Weaknesses
  • ...but it doesn't help with his weaker areas
  • No generic d/f+1 means his close range game suffers a bit
  • Problems with his lows (SS+4 is slow, d/b+4,3 is risky)
  • Not the best combos and oki

External links