Duels of Fortune/Clyde: Difference between revisions
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== Strategy == | == Strategy == | ||
=== Neutral === | === Neutral === | ||
Clyde's neutral game is built almost entirely around using and threatening to use his dash. Clyde doesn't have much in the way of good buttons to poke with, so its better generally to wait for the opponent to act first with him. His good walk speed means he can easily pace around and cover distance without having to commit to more punishable movement options. Once the opponent does commit to something, he can dash in and start his offense in the blink of an eye. Clyde's '''66M''' and '''4H''' have decent range to occasionally poke with, 4H in particular being a way for him to throw out a hitbox without having to leave low profile, but both aren't generally worth using over '''dash 5L/M'''. | |||
However, you won't always be able to react to the opponent committing to an action, and especially against stronger zoners like [[Duels of Fortune/Annie|Annie]], dashing in may just get you hit. That's where 664L, air dash, and his long jump come into play. '''664L''' lets Clyde safely disengage from his dash, with punishes on it requiring a hard read. With good use of it, you can bait opponents into attempting to check his dash, leaving them open to whiff punishes or at the very least giving Clyde time to dash in and start his pressure. Adding in his '''air dash''' can make the mental stack even tougher for the opponent. Clyde's air dash is one of the faster ones and avoids a lot of attacks that would check his dash. This will especially force the opponent to stay on their ties as they try to guess which angle he'll come from next. '''Long jump''' (jump out of dash) can also bait things similarly to 664L just to a lesser degree as it won't avoid many higher hitting mids. Still, it'll go over many lows that people will usually try to check Clyde's dash with, and upon a successful read Clyde can land a jump in for big damage. At the same time though, this is one of his more reactable options so be wary. | |||
Clyde also has a strong anti-air game between 2H, 5SP, and j.L. '''2H''' is your typical anti-air launcher, having solid anti-air invuln and having the usual 100% starter proration. '''5SP''' is even more threatening even if it technically gives less damage. 5SP is fast, invuln at frame 3, and most importantly, air unblockable. This means its possible for Clyde to spot the opponent jumping at a distance, dash up to them, and 5SP them before they can do anything about it. They can burst before the super hits but that's a win in its own right. Threatening 5SP anti-air once you have 50 or more meter can add even further to the mental stack and make opponents afraid of jumping, leaving them open to Clyde's approaches. | |||
Clyde's neutral does have its weaknesses though. He has no direct actions to take towards the opponent at fullscreen, instead having to wait for them to commit to something or try to force his way in with one of his movement options. In effect, he's liable to being walked down and against more reactive opponents he may even find himself struggling to create an opening at all. Of course the ways to circumvent this were already described, but its important to remember to keep mixing up what options you take. | |||
=== Offense === | === Offense === |
Revision as of 22:31, 14 January 2024
Clyde Brightstar is the main character of Duels of Fortune. While you may be expecting the usual all-rounder shoto, Clyde is THE rushdown character of the game. With his powerful movement, he can get in the opponent's face better than anyone else.
Clyde as a character is defined by his forward dash. Clyde's forward dash, an insanely fast low-profiling side-switching run, is arguably the best movement option in the game. When used well, it's a powerful neutral tool that can control the pace of a match,. This gets all the stronger when you add in his other options in neutral and on offense. His air dash is one of the faster ones in the game, and 664L lets him bait attempts to check his dash. Furthermore, all his hits can convert into lengthy combos that carry the opponent across the screen and into a hard knockdown, leading to his pressure. This pressure is quite potent too. Clyde's buttons are all above average speed wise, letting him perform especially tricky staggers and pressure resets. His forward dash factors in too as an oppressive offense option that allows him to perform a left/right mixup at almost any time in any part of the screen, a tactic especially potent once the opponent starts to fear his frame traps. These aspects all make Clyde a relentless offense machine when he can take the game at his pace.
However, Clyde doesn't always get to run at his pace. In exchange for his amazing movement and frame data, Clyde's normals are on the smaller end with zero disjoints. While 66M and 4H are decent buttons, they have their weaknesses and won't help him contest other characters. He also has one of the worst set of lows in the game, with an 11F 2L and 12F 2M being his only options. Beyond limiting his high/low, it's tough for Clyde to deal with armored moves and chicken blocking on defense. In addition, his combos build a huge amount of burst for the opponent. His biggest flaw by far though is his general need to be in the opponent's face. While he's the best character at getting into that position, against characters like ERROR, Doodle, and Shiverskull, all of whom have strong keepaway and good ways to check his dash, his avenues are limited. He often has to make multiple high risk plays to force his way in. Similarly, if a character has stronger close range than him like Baron, then he may find himself with no easy paths to victory. Still, no character is immune to his unending pressure and unreactable left rights.
Clyde relentlessly rushes in to overwhelm opponents with his fast buttons and left/rights. | |
Pros | Cons |
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Clyde's forward dash is unique, even compared to other run type dashes. Not only is it the fastest run in the game, but it low profiles and can side switch. As a result, it's probably his most important tool both in neutral and offense. The low profile is almost immediate (frame 2-3 after inputting dash) and while not especially low, it still goes under many projectiles and higher hitting pokes. When he side switches, any normals done will auto-correct to face the opponent, which creates Clyde's powerful left/right mixups. Additionally, Clyde has two unique command normals out of his dash with 4L and 6M. 4L is a partially invincible backdash that lets him bait out a reaction while not having to commit much. 6M is Clyde's biggest button, although it's still not especially big and is incredibly unsafe on block. These options make challenging his forward dash even scarier and builds up the mental stack. While one can be belligerent with it, making calculated use of his forward dash can allow Clyde to dominate the neutral game.
Character Summary
- Command Normals
- 4H - Rushing Upper: Low profile, even lower than his dash, forward moving uppercut. Launcher that's good for combos, pressure, and defense.
- 4L While Dashing - Fake Out: Invincible back dash out of forward dash.
- 6M While Dashing - Rushing Straight: Large and fast normal exclusive to his dash. Uncancellable on block.
- Special Moves
- 5S - Heat Rush: A short ranged but high damage barrage of strikes ending in a jump cancelable uppercut. Combo filler.
- 4S (Air OK) - Blazing Dash: Dash punch with three hits. Good for combos and occasionally for rushing in.
- 2S - Inferno Upper: Fast and high reward anti-air with invuln to air attacks, has an unfortunate tendency to trade.
- j.S - Meteor Slam: Dive punch. Primary combo ender but also a fast overhead that wallbounces in the corner.
- Supers
- 5SP - Eruption Fist: Fast super with a large anti-air hitbox. Air unblockable. Good combo ender and anti-air.
- 2SP - Brightstar Barrage: Clyde teleports behind the opponent to do an invincible strike. Somewhat slow.
- 2[SP] - Frontal Assault: Clyde teleports in front of the opponent without doing a strike.
5L > 5M > 4H > 9jc j.H, land 2M > 2S, land 2M > 5S > 9jc j.S: Easy corner to corner combo.
5L > 5M > 4H > 9jc j.H > j.4S, land 2M > 5S > 9jc j.4S, land 2M > 5H > 5SP: Corner bnb combo.
Normal Moves
5L
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5M
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5H
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2L
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2M
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2H
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j.L
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j.M
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j.H
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Command Normals
Rushing Upper
4H ![]() ![]() |
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Fake Out
(While Dashing) 4L ![]() ![]() |
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Rushing Straight
(While Dashing) 6M ![]() ![]() |
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Universal Mechanics
Throw
Throw
6H ![]() ![]() |
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Reversals
Reversal
5R ![]() |
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Wakeup Reversal
5R on Wakeup ![]() |
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Burst
Burst
5B ![]() |
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Special Moves
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Blazing Dash
4S (Air OK) ![]() ![]() |
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Inferno Upper
2S ![]() ![]() |
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Meteor Slam
j.S ![]() ![]() |
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Super Move
Eruption Fist 5SP ![]() Tyrant Rave if it was the scariest anti-air known to man Tyrant Rave if it was the scariest anti-air known to man
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Brightstar Barrage/Frontal Assault 2SP/2[SP] ![]() ![]() Instant Transmission Instant Transmission [[File:DoF_Clyde_2[SP].png | 175x250px | center|class=lazyimg]]
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Strategy
Neutral
Clyde's neutral game is built almost entirely around using and threatening to use his dash. Clyde doesn't have much in the way of good buttons to poke with, so its better generally to wait for the opponent to act first with him. His good walk speed means he can easily pace around and cover distance without having to commit to more punishable movement options. Once the opponent does commit to something, he can dash in and start his offense in the blink of an eye. Clyde's 66M and 4H have decent range to occasionally poke with, 4H in particular being a way for him to throw out a hitbox without having to leave low profile, but both aren't generally worth using over dash 5L/M.
However, you won't always be able to react to the opponent committing to an action, and especially against stronger zoners like Annie, dashing in may just get you hit. That's where 664L, air dash, and his long jump come into play. 664L lets Clyde safely disengage from his dash, with punishes on it requiring a hard read. With good use of it, you can bait opponents into attempting to check his dash, leaving them open to whiff punishes or at the very least giving Clyde time to dash in and start his pressure. Adding in his air dash can make the mental stack even tougher for the opponent. Clyde's air dash is one of the faster ones and avoids a lot of attacks that would check his dash. This will especially force the opponent to stay on their ties as they try to guess which angle he'll come from next. Long jump (jump out of dash) can also bait things similarly to 664L just to a lesser degree as it won't avoid many higher hitting mids. Still, it'll go over many lows that people will usually try to check Clyde's dash with, and upon a successful read Clyde can land a jump in for big damage. At the same time though, this is one of his more reactable options so be wary.
Clyde also has a strong anti-air game between 2H, 5SP, and j.L. 2H is your typical anti-air launcher, having solid anti-air invuln and having the usual 100% starter proration. 5SP is even more threatening even if it technically gives less damage. 5SP is fast, invuln at frame 3, and most importantly, air unblockable. This means its possible for Clyde to spot the opponent jumping at a distance, dash up to them, and 5SP them before they can do anything about it. They can burst before the super hits but that's a win in its own right. Threatening 5SP anti-air once you have 50 or more meter can add even further to the mental stack and make opponents afraid of jumping, leaving them open to Clyde's approaches.
Clyde's neutral does have its weaknesses though. He has no direct actions to take towards the opponent at fullscreen, instead having to wait for them to commit to something or try to force his way in with one of his movement options. In effect, he's liable to being walked down and against more reactive opponents he may even find himself struggling to create an opening at all. Of course the ways to circumvent this were already described, but its important to remember to keep mixing up what options you take.
Offense
Describe how a character runs their offense.
Defense
Describe how a character defends themselves when they're on the receiving end.
Additional Resources
Links to any additional resources like a tutorial video, delete category if there are none. If there aren't any but one gets made later, then re-add the category.
Additional Categories
Add any further categories as needed, just make sure they're worth a whole section.
Combos
Combo Legend
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Basic Combos
Easy combos for starting.
Combo | Damage | Difficulty | Meter Spent | Position | Notes |
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5L > 5M > 4H > 9jc j.H, land 2M > 2S, land 2M > Ender | 4960 | Very Easy | 0 | Midscreen/From Corner |
Basic corner to corner combo. Damage is fairly underwhelming but it can lead to strong oki. |
5L > 5M > 4H > 9jc j.H > j.4S, land 2M > 5S > 9jc j.4S, land 2M > Ender | 6060 | Easy | 0 | Corner |
Basic combo showing Clyde's usual corner combo theory. |
Advanced Combos
Harder combos that deal more damage or provide some other benefit.
Combo | Damage | Difficulty | Meter Spent | Position | Notes |
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66M > 5H > 66 5S > jc Land, OTG 2S, (66) 4S, 2M > 4S, 2M > 4S, 2L > Ender | 9210 | Medium | 0 | Midscreen/From Corner |
Advanced midscreen combo showcasing some of Clyde's more complex theory such as 5S empty jump, 2S OTGs, and grounded 4S loops. In particular linking into 2L at the end is quite difficult. This uses your wall bounce on 2S so you may need to reconsider what ender to go for. |
66M > 5S > jc j.4S, 2M > 4S, 2M > 4S, 2L > 4S, 2L > Ender | 8960 | Hard | 0 | Everywhere |
Alternative combo to the previous that saves your wall bounce for 150 less damage. This is also the preferred corner route when going for wall bounce oki. Notably this is much harder to hit confirm since you must immediately go into an unsafe special. You can substitute 66M with 5M to make this easier. Additionally, going into j.4S after 5S must be input immediately to land against most of the cast. |
2M > 5H > 66 5S > jc Land, OTG 2S, j.4S, land 66 2M > 4S, 2M > 4S, 2L > Ender | 9010 | Hard | 0 | Corner/Near Corner |
Example of Clyde's corner and near corner damage focused combo theory. Basically the same combo as what you do in midscreen, but with more difficulty added in since to get enough frame advantage to combo into the dash 2M, you need to land a tight j.4S after 2S. |
j.S, Micro Walk OTG 5S > jc Land, OTG 2S, (66) 4S, 2M > 4S, 2M > 4S, 2L, 2L > Ender | 9550 | Medium | 0 | Midscreen/From Corner |
Example of how to combo off j.S overhead outside the corner. The same routing basically applies in the corner but it requires you to side switch after the 5S, although this doesn't really make the combo harder. |
2SP, micro walk OTG 5SP/5S > ... | 11800/- | Medium/Hard | 100/50 | Everywhere |
2SP combos, 5SP is much easier but less rewarding. Try to get the 5S link down, although the 5SP route is still useful for being burst safe. |
5SP, micro walk OTG 5SP | 14000 | Medium | 100 | Midscreen/From Corner/Near Corner |
5SP link into itself. This is quite damaging and a good way to unload 100 meter. Can't be done in the corner. |
5SP, micro walk OTG 5S... | - | Hard | 50 | Near Corner |
At specific spacings not too close but not too far from the corner, you can combo 5SP into 5S into a full route. This is incredibly damaging and is Clyde's optimal starter, but this doesn't come up often for obvious reasons. |
c.6H, 5S... | - | Easy | 0 | Everywhere |
Throw combo starter. Throw combos do a lot of damage so don't be too afraid of going for them. |
Enders
Ender damages assume the combo is at max damage scaling.
Combo | Damage | Difficulty | Meter Spent | Position | Notes |
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2H > jc j.S | 690 | Very Easy | 0 | Everywhere |
Basic hard knockdown ender. This is how you'll be ending a lot of basic combos so you can go into Clyde's left/rights. Don't use when you've already used your wall bounce with 2S. |
2H > jc j.H > j.S | 840 | Very Easy | 0 | Corner |
Slight damage optimization for when you've already used your wall bounce in a combo. |
5H > 66 5L > 5M > 5H > 5S/5SP | 720/4720 | Easy | 0/50 | Corner |
Basic damage focused ender. You can't get an hkd from this routing so it's only recommended to do if it'll kill or you're going to use blast burst. |
2H > jc j.H > dl j.L > j.H > j.L, land 5L > 5M > 5S/5SP | 1030/5010 | Very Hard | 0/50 | Corner |
Difficult damage focused ender. This is proabbly as damaging as you can get, so much so that's a bit unnecessary, so only go for it if you're confident in your ability to execute this ender. |
Colors
![DoF Clyde Jacket Icon.png](/images/thumb/b/b4/DoF_Clyde_Jacket_Icon.png/100px-DoF_Clyde_Jacket_Icon.png)
![DoF Clyde Boxer Icon.png](/images/thumb/8/8e/DoF_Clyde_Boxer_Icon.png/100px-DoF_Clyde_Boxer_Icon.png)
![DoF Clyde Skeleton Icon.png](/images/thumb/c/c0/DoF_Clyde_Skeleton_Icon.png/100px-DoF_Clyde_Skeleton_Icon.png)
![DoF Clyde Renzo Icon.png](/images/thumb/7/71/DoF_Clyde_Renzo_Icon.png/100px-DoF_Clyde_Renzo_Icon.png)
![DoF Clyde Casual Suit Icon.png](/images/thumb/f/f4/DoF_Clyde_Casual_Suit_Icon.png/100px-DoF_Clyde_Casual_Suit_Icon.png)
Facts
- Clyde likes to punch things with his fist.
- During the early stages of development, Clyde was called "Boxer".
- Clyde's Aspect is called "Flame Jacket". His skin has special glands that let him produce fire! As an added bonus, it also makes him vewry heat-resistant.
- Originally, Clyde was designed as a hunter who would fight otherworldly monsters.
- Clyde's older brother Matthew created the highly successful Buff Boy comic series, known across all of Eagleton.
- Clyde originally started boxing just to spite his father Baron and prove that he's the "better man". Although it didn't take long for him to start genuinely enjoying it.
- Clyde's Aspect first manifested while he was trying to help his mom cook garlic bread. Needless to say, the garlic bread was seared to a crisp.
Clyde Wiki Roadmap
100% complete | |
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Page | Completed | To-do | Score |
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25/25 | |||
Move List | 25/25 | ||
Strategy | 25/25 | ||
Combos | 25/25 |