Claudio (Tekken 7)

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Revision as of 01:20, 28 January 2021 by Oldmanwang (talk | contribs)

Claudio Serafino has the most infamous tech traps in the game,using the best hopkick in the game to capitalise on button heavy opponents.

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.

Starburst turns Claudio into a devastating character, improving his combos and punishment game.

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 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 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 MOVES

Moves that grant starburst on hit.

➡️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.