Wonderful World/Claudette: Difference between revisions
No edit summary |
Zero-Sennin (talk | contribs) |
||
(41 intermediate revisions by 2 users not shown) | |||
Line 1: | Line 1: | ||
[[ | [[image:WanWan_Claudette_Profile.jpg|<center><font size="4"><b>Claudette Leor<br><small>クローデット・レオール</small></b></font></center> | ||
'''Age:''' 17 | |||
<br> | |||
'''Race:''' Demihuman/Beastkin | |||
<br> | |||
'''Height:''' 150cm | |||
<br> | |||
'''Weight:''' 42kg | |||
<br> | |||
'''Interests:''' Being petted | |||
<br> | |||
'''Dislikes:''' Ardore, thunder | |||
<br> | |||
'''Values:''' Her younger sister (Chartette) | |||
<br> | |||
'''Weapon:''' Her fists and wind magic |frame|right]] | |||
{{TOClimit|2}} | {{TOClimit|2}} | ||
== | == Character Specific Data == | ||
'''Health''': 800 | |||
== Playstyle == | |||
Claudette is a highly mobile rushdown character, with a good dash, fast normals, a ton of gatlings, and the ability to lay on tons of pressure. Thanks to her speed as well as the momentum granted by many of her special moves, she has great corner carry and combo potential off of stray hits in neutral. She also puts out a ton of damage naturally, especially once her Original Ability, Sonic Impact, is factored into her combos to give her extended openings from glancing hits in neutral. | |||
Claudette | However, Claudette's main weakpoints are her relatively short range on her normals and her abysmal meter gain, both for her Skill Gauge and Counter Gauge. She will rarely exceed 100% Skill Gauge in a given match unless you go out of her way to optimize combos for Skill Gauge gain as much as possible, which means that using BRK, going for Finish Skills, or failing to capitalize on a Sonic Impact can be extremely costly. Similarly, her low Counter Gauge gain means that an attentive opponent can put her on the back foot defensively by forcing her to burn a defensive option early and pin her down while her Counter Gauge slowly rebuilds itself. | ||
Playing Claudette well requires getting in and sticking to the opponent at close range, as well as carefully judging when to use meter and when to conserve it. | |||
{{ProConTable | |||
|pros= | |||
* '''Extremely fast movement and very fast normals.''' Claudette's fast buttons and exceptional agility are the cornerstones of her pressure, and allows her to work her way around careless opponents in neutral to capitalize on openings that other characters cannot. | |||
* '''Great combo potential and carry from stray hits.''' Claudette's gatlings and special moves are conducive to setting up combos or knockdowns, and the extra hitstun imparted by Sonic Impact can allow her to make conversions happen where they weren't even possible before. | |||
* '''High damage overall.''' Her base damage is already fairly good, but Claudette also benefits from one of her passive skills throwing on a solid +4 points of minimum damage to her moves. This, combined with her notable combo extension abilities, lets Claudette kill many of the more fragile characters in the game with a few good interactions. | |||
|cons= | |||
* '''Extremely close-range normals and limited ranged options.''' Despite Claudette's high movement speed and the mobility afforded by some of her specials, dedicated zoners like Friede--or even characters that just have bigger normals or ranged lockdown options--can make it difficult for Claudette to get in. | |||
* '''Heavy on meter management with a weaker defensive game.''' Her low Skill Gauge and Counter Gauge gain make it difficult for Claudette to be reckless with meter. Sonic Impact requires 25% of the Skill Gauge to use, and her Moment Attacks, Force Revivals, and Fatal Switches won't come up very often once expended. | |||
* '''Stringent timing for Sonic Impact.''' There are some normals and specials that lose a lot of their threat and potency in certain situations if Claudette doesn't use Sonic Impact; without mastering its usage, Claudette's more difficult matchups become even harder. | |||
}} | |||
== Movelist == | |||
{| class="wikitable" | |||
|- | |||
| colspan=2 style="background:#B0B0B0" | '''Original Abilities''' | |||
|- | |||
| Sonic Impact / ソニックインパクト || {{#invoke:InputsWanWan|toIcons|5O}} (costs 25% of the Skill Gauge) | |||
|- | |||
| Ignition Sonic / イグニッションソニック || {{#invoke:InputsWanWan|toIcons|22O}} (costs 50% of the Skill Gauge) | |||
|- | |||
| Shackles of Obedience / 服従の枷 || Reduces Skill Gauge and Counter Meter gain. | |||
|- | |||
| Self-Taught Dance / 我流乱舞 || Adds +4 to minimum damage when attacking. | |||
|- | |||
| colspan=2 style="background:#B0B0B0" | '''Command Moves''' | |||
|- | |||
| Somersault / サマーソルト|| {{#invoke:InputsWanWan|toIcons|4S}} | |||
|- | |||
| Sliding / スライディング || {{#invoke:InputsWanWan|toIcons|3S}} | |||
|- | |||
| Combination Punch / コンビネーションパンチ || {{#invoke:InputsWanWan|toIcons|6P}} (when {{#invoke:InputsWanWan|toIcons|5P}} hits or gets blocked) | |||
|- | |||
| colspan=2 style="background:#B0B0B0" | '''Skills''' | |||
|- | |||
| Vulcan Knuckle / バルカンナックル || {{#invoke:InputsWanWan|toIcons|236P}} | |||
|- | |||
| Hyperion Kick / ハイペリオンキック || {{#invoke:InputsWanWan|toIcons|214S}} (air OK) | |||
|- | |||
| Hound / ハウンド || {{#invoke:InputsWanWan|toIcons|236S}} during Hyperion Kick | |||
|- | |||
| Patriot / パトリオット || {{#invoke:InputsWanWan|toIcons|214S}} during Hyperion Kick | |||
|- | |||
| Sparrow Gauntlet / スパロウガントレット || {{#invoke:InputsWanWan|toIcons|623S}} | |||
|- | |||
| Hammer Hornet / ハンマーホーネット || {{#invoke:InputsWanWan|toIcons|236HS}} | |||
|- | |||
| Spin Falcon / スピンファルコン|| {{#invoke:InputsWanWan|toIcons|j214S}} | |||
|- | |||
| Feint / フェイント || {{#invoke:InputsWanWan|toIcons|5K}} during Spin Falcon | |||
|- | |||
| colspan=2 style="background:#B0B0B0" | '''Finish Skills (cost 100% of the Skill Gauge)''' | |||
|- | |||
| Take My Deadly Fist! / 受けろあたしの必殺拳ッ! || {{#invoke:InputsWanWan|toIcons|4123641236HS}} | |||
|- | |||
| Avenger Knuckle / アヴェンジャーナックル || {{#invoke:InputsWanWan|toIcons|236236P}} | |||
|} | |||
== Normal Moves == | == Original Abilities Overview == | ||
Claudette's Original Ability, Sonic Impact, increases the hitstun and blockstun of moves if the O button is pressed with precise timing when the move hits. Using 22O will give her 3 free charges of Sonic Impact for the rest of the round. Using either of these moves will use up some Skill Gauge and put her meter gain on cooldown, similar to using a BRK. | |||
To compensate for the extra benefits of having Sonic Impact available with meter, Claudette's passive Original Ability, Shackles of Obedience, greatly reduces her Skill Gauge and Counter Gauge gain. Her other passive Original Ability, Self-Taught Dance, makes it so that all of Claudette's moves have a +4 to their minimum damage value. | |||
Though it is not listed as an Original Ability, Claudette can cancel certain normals with a backdash on hit or block. | |||
== Normal Moves & Original Abilities == | |||
====== <font style="visibility:hidden" size="0">5P</font> ====== | ====== <font style="visibility:hidden" size="0">5P</font> ====== | ||
Line 36: | Line 104: | ||
|data= | |data= | ||
{{AttackData-WW | {{AttackData-WW | ||
|damage= | |damage=6 | ||
|guard=Mid | |guard=Mid | ||
|startup=- | |startup=- | ||
Line 55: | Line 123: | ||
|data= | |data= | ||
{{AttackData-WW | {{AttackData-WW | ||
|damage= | |damage=8 | ||
|guard=Mid | |guard=Mid | ||
|startup=- | |startup=- | ||
Line 75: | Line 143: | ||
|data= | |data= | ||
{{AttackData-WW | {{AttackData-WW | ||
|damage= | |damage=11 | ||
|guard=Mid | |guard=Mid | ||
|startup=- | |startup=- | ||
Line 94: | Line 162: | ||
|data= | |data= | ||
{{AttackData-WW | {{AttackData-WW | ||
|damage= | |damage=16 | ||
|guard=Mid | |guard=Mid | ||
|startup=- | |startup=- | ||
Line 113: | Line 181: | ||
|data= | |data= | ||
{{AttackData-WW | {{AttackData-WW | ||
|damage= | |damage=29 | ||
|guard=Mid | |guard=Mid | ||
|startup=- | |startup=- | ||
Line 121: | Line 189: | ||
|GFA=? | |GFA=? | ||
|AFA=? | |AFA=? | ||
|description=Claudette steps forward and performs an uppercut, launching the opponent high into the air. | |description=Claudette steps forward and performs an uppercut, launching the opponent high into the air. While it is special cancelable, 236HS will only land if you use Sonic Impact on 5H, so it works best with either 25 meter on hand or Ignition Sonic active. | ||
}} | }} | ||
}} | }} | ||
Line 132: | Line 200: | ||
|data= | |data= | ||
{{AttackData-WW | {{AttackData-WW | ||
|damage= | |damage=6 | ||
|guard=Mid | |guard=Mid | ||
|startup=4 | |startup=4 | ||
Line 151: | Line 219: | ||
|data= | |data= | ||
{{AttackData-WW | {{AttackData-WW | ||
|damage= | |damage=6 | ||
|guard=Low | |guard=Low | ||
|startup=4 | |startup=4 | ||
Line 171: | Line 239: | ||
|data= | |data= | ||
{{AttackData-WW | {{AttackData-WW | ||
|damage= | |damage=11 | ||
|guard=Low | |guard=Low | ||
|startup=4 | |startup=4 | ||
Line 191: | Line 259: | ||
|data= | |data= | ||
{{AttackData-WW | {{AttackData-WW | ||
|damage= | |damage=20 | ||
|guard=Mid | |guard=Mid | ||
|startup=4 | |startup=4 | ||
Line 211: | Line 279: | ||
|data= | |data= | ||
{{AttackData-WW | {{AttackData-WW | ||
|damage= | |damage=7 | ||
|guard=High | |guard=High | ||
|startup=4 | |startup=4 | ||
Line 231: | Line 299: | ||
|data= | |data= | ||
{{AttackData-WW | {{AttackData-WW | ||
|damage= | |damage=9 | ||
|guard=High | |guard=High | ||
|startup=4 | |startup=4 | ||
Line 251: | Line 319: | ||
|data= | |data= | ||
{{AttackData-WW | {{AttackData-WW | ||
|damage= | |damage=11 | ||
|guard=High | |guard=High | ||
|startup=4 | |startup=4 | ||
Line 271: | Line 339: | ||
|data= | |data= | ||
{{AttackData-WW | {{AttackData-WW | ||
|damage= | |damage=19 | ||
|guard=High | |guard=High | ||
|startup=4 | |startup=4 | ||
Line 287: | Line 355: | ||
{{MoveData | {{MoveData | ||
|image= | |image= | ||
|input=Press | |input=Press {{#invoke:InputsWanWan|toIcons|5O}} as a normal, command, or special move is about to make contact | ||
|caption= | |caption=Costs 25% of the Skill Gauge. | ||
|name= Sonic Impact<br /> | |name= Sonic Impact<br /><small>ソニックインパクト</small> | ||
|textonly=yes | |textonly=yes | ||
|data= | |data= | ||
Line 300: | Line 368: | ||
|GFA=- | |GFA=- | ||
|AFA=- | |AFA=- | ||
|description = Claudette adds a burst of wind to whatever move she's currently using. | |description = Claudette adds a burst of wind to whatever move she's currently using. A successful Sonic Impact will increase the hitstun of the move it affects by 15 frames, allowing for combos that normally wouldn't be possible. Notable moves that benefit from Sonic Impact are j.K, 236P, 5HS, and 214S > 214S; landing a successful Impact on these moves in the right situations can lead to big damage. | ||
}} | }} | ||
}} | }} | ||
Line 307: | Line 375: | ||
{{MoveData | {{MoveData | ||
|image= | |image= | ||
|input=22O | |input={{#invoke:InputsWanWan|toIcons|22O}} | ||
|caption= | |caption=Costs 50% of the Skill Gauge. | ||
|name= Ignition Sonic<br /> | |name= Ignition Sonic<br /><small>イグニションソニック</small> | ||
|textonly=yes | |textonly=yes | ||
|data= | |data= | ||
Line 320: | Line 388: | ||
|GFA=- | |GFA=- | ||
|AFA=- | |AFA=- | ||
|description = Install move | |description = Install move. Claudette summons a gust of wind, which gives her 3 free Sonic Impacts. It additionally increases the minimum damage buff from her Self-Taught Dance Original Ability, which pumps up her damage by a noticeable degree. The effect of Ignition Sonic doesn't have a timer, but Ignition Sonic '''also''' doesn't carry over between rounds; it's a risky proposition to use this unless you're feeling confident in your Sonic Impact timing, but if you can get it down, you can make it '''hurt'''. | ||
}} | }} | ||
}} | }} | ||
== Command Moves == | == Command Moves == | ||
====== <font style="visibility:hidden" size="0">4S</font> ====== | |||
{{MoveData | |||
|image=claudette_4S.PNG | |||
|input={{#invoke:InputsWanWan|toIcons|4S}} | |||
|caption= | |||
|name= Somersault<br><small>サマーソルト</small> | |||
|data= | |||
{{AttackData-WW | |||
|damage=44 | |||
|guard=Mid | |||
|startup=4 | |||
|active=- | |||
|recovery=- | |||
|level=1 | |||
|GFA=? | |||
|AFA=? | |||
|description=Claudette does a backflip. Most often canceled into a j.HS to set up rejumps, though it also leaves the opponent just high enough to hit a j.214K instead to force a knockdown. | |||
If blocked, it force the opponent to stand, and you can overhead immediately with j.P, j.K, or j.S for a fuzzy overhead. | |||
}} | |||
}} | |||
====== <font style="visibility:hidden" size="0">3S</font> ====== | ====== <font style="visibility:hidden" size="0">3S</font> ====== | ||
{{MoveData | {{MoveData | ||
|image=claudette_3S.PNG | |image=claudette_3S.PNG | ||
|input=3S | |input={{#invoke:InputsWanWan|toIcons|3S}} | ||
|caption= | |caption= | ||
|name= Sliding | |name= Sliding<br><small>スライディング</small> | ||
|data= | |data= | ||
{{AttackData-WW | {{AttackData-WW | ||
|damage= | |damage=11 | ||
|guard=Low | |guard=Low | ||
|startup=4 | |startup=4 | ||
Line 346: | Line 435: | ||
}} | }} | ||
====== <font style="visibility:hidden" size="0"> | ====== <font style="visibility:hidden" size="0">6P</font> ====== | ||
{{MoveData | {{MoveData | ||
|image= | |image=claudette_6P.PNG | ||
|input= | |input={{#invoke:InputsWanWan|toIcons|6P}} when {{#invoke:InputsWanWan|toIcons|5P}} hits or is blocked | ||
|caption= | |caption= | ||
|name= | |name= Combination Punch<br><small>コンビネーションパンチ</small> | ||
|data= | |data= | ||
{{AttackData-WW | {{AttackData-WW | ||
|damage= | |damage=30 | ||
|guard=Mid | |guard=Mid | ||
|startup=4 | |startup=4 | ||
Line 362: | Line 451: | ||
|GFA=? | |GFA=? | ||
|AFA=? | |AFA=? | ||
|description=Claudette does a | |description=Claudette does a slow downward punch. | ||
}} | |||
}} | |||
====== <font style="visibility:hidden" size="0">Backdash Cancel</font> ====== | |||
{{MoveData | |||
|textonly=yes | |||
|image= | |||
|input={{#invoke:InputsWanWan|toIcons|44}} during certain normal moves (air OK). | |||
|caption= | |||
|name= Backdash Cancel | |||
|data= | |||
{{AttackData-WW | |||
|damage=- | |||
|startup=- | |||
|active=- | |||
|recovery=- | |||
|level=- | |||
|GFA=- | |||
|AFA=- | |||
|description = Claudette immediately cancels her attack into a backdash. This will work for any normal except Somersault (4S), Sliding (3S), j.P, j.K, and j.H. | |||
}} | }} | ||
}} | }} | ||
== Universal Moves == | |||
====== <font style="visibility:hidden" size="0">6HS</font> ====== | ====== <font style="visibility:hidden" size="0">6HS</font> ====== | ||
{{MoveData | {{MoveData | ||
|image=claudette_6HS.PNG | |image=claudette_6HS.PNG | ||
|input=6HS | |input={{#invoke:InputsWanWan|toIcons|6HS}} | ||
|caption= | |caption= | ||
|name= Just Break | |name= Just Break | ||
|data= | |data= | ||
{{AttackData-WW | {{AttackData-WW | ||
|damage= | |damage=31 | ||
|guard=High | |guard=High | ||
|startup=4 | |startup=4 | ||
Line 387: | Line 497: | ||
}} | }} | ||
====== <font style="visibility:hidden" size="0"> | ====== <font style="visibility:hidden" size="0">Throw</font> ====== | ||
{{MoveData | {{MoveData | ||
|image=claudette_Throw.PNG | |||
|image= | |input={{#invoke:InputsWanWan|toIcons|4/6HS}} | ||
|input= | |||
|caption= | |caption= | ||
|name= | |name= Throw | ||
|data= | |data= | ||
{{AttackData-WW | {{AttackData-WW | ||
|damage= | |damage=50 | ||
|startup= | |guard=High | ||
|startup=4 | |||
|active=- | |active=- | ||
|recovery=- | |recovery=- | ||
|level= | |level=1 | ||
|GFA= | |GFA=? | ||
|AFA= | |AFA=? | ||
|description = | |description=Throw. | ||
}} | }} | ||
}} | }} | ||
== | |||
== Skills == | |||
====== <font style="visibility:hidden" size="0">236P</font> ====== | ====== <font style="visibility:hidden" size="0">236P</font> ====== | ||
{{MoveData | {{MoveData | ||
|image=claudette_236P.PNG | |image=claudette_236P.PNG | ||
|input=236P | |input={{#invoke:InputsWanWan|toIcons|236P}} | ||
|caption= | |caption= | ||
|name=Vulcan Knuckle<br /> | |name=Vulcan Knuckle<br /><small>バルカンナックル</small> | ||
|data= | |data= | ||
{{AttackData-WW | {{AttackData-WW | ||
|damage= | |damage=46 | ||
|guard=Mid | |guard=Mid | ||
|startup=4 | |startup=4 | ||
Line 425: | Line 536: | ||
|AFA=? | |AFA=? | ||
|description=Claudette jabs rapidly. She follows up with another punch if the jabs hit. | |description=Claudette jabs rapidly. She follows up with another punch if the jabs hit. | ||
This move knocks opponents down if they're on or close to the ground, giving you time to dash in and stay on them despite the high pushback from the last punch. Using this move isn't preferred on opponents that are too high up, as they'll be able to tech. If this move is used after picking someone up with 2K, they'll be able to tech | This move knocks opponents down if they're on or close to the ground, giving you time to dash in and stay on them despite the high pushback from the last punch. Using this move isn't preferred on opponents that are too high up, as they'll be able to tech. If this move is used after picking someone up with 2K, they'll be able to tech. | ||
The final punch can be BRK'd to keep momentum going, or enhanced with Sonic Impact in the corner to get a 5P 5K string and jump cancel into an air conversion. | The final punch can be BRK'd to keep momentum going, or enhanced with Sonic Impact in the corner to get a 5P 5K string and jump cancel into an air conversion. | ||
Line 435: | Line 546: | ||
{{MoveData | {{MoveData | ||
|image=claudette_214K_1.PNG | |image=claudette_214K_1.PNG | ||
|input=214K<br /> | |input={{#invoke:InputsWanWan|toIcons|214K}}<br /> (air OK) | ||
|caption= | |caption= | ||
|image2=claudette_214K_2.PNG | |image2=claudette_214K_2.PNG | ||
Line 441: | Line 552: | ||
|image3=Claudette_214k_3.png | |image3=Claudette_214k_3.png | ||
|caption3= | |caption3= | ||
|name=Rolling Tomahawk<br /> | |name=Rolling Tomahawk<br /><small>ローリングトマホーク</small> | ||
|data= | |data= | ||
{{AttackData-WW | {{AttackData-WW | ||
|damage= | |damage=67 | ||
|guard=Mid | |guard=Mid | ||
|startup=4 | |startup=4 | ||
Line 452: | Line 563: | ||
|GFA=? | |GFA=? | ||
|AFA=? | |AFA=? | ||
|description=A series of three kicks, the last of which knocks the opponent down. Used most frequently as an air combo ender, though it can also see use on the ground if a hard knockdown is most desirable at the time. | |description=A series of three kicks, the last of which knocks the opponent down. Used most frequently as an air combo ender, though it can also see use on the ground if a hard knockdown is most desirable at the time. If the last hit is Impacted when Claudette is high in the air, Claudette can use the extra hitstun to fall down, hit with another air normal (e.g. j.S), and combo into this move again to ensure a hard knockdown. | ||
}} | }} | ||
}} | }} | ||
====== <font style="visibility:hidden" size="0">214S</font> ====== | ====== <font style="visibility:hidden" size="0">214S</font> ====== | ||
Line 463: | Line 573: | ||
|image2=claudette_j214s.PNG | |image2=claudette_j214s.PNG | ||
|caption2=Aerial | |caption2=Aerial | ||
|input=214S<br /> | |input={{#invoke:InputsWanWan|toIcons|214S}} <br />(air OK) | ||
|name=Hyperion Kick<br /> | |name=Hyperion Kick<br /><small>ハイペリオンキック</small> | ||
|data= | |data= | ||
{{AttackData-WW | {{AttackData-WW | ||
|version = Grounded | |version = Grounded | ||
|damage= | |damage=42 | ||
|guard=Mid | |guard=Mid | ||
|startup=4 | |startup=4 | ||
Line 481: | Line 591: | ||
|version=Aerial | |version=Aerial | ||
|header=no | |header=no | ||
|damage= | |damage=44 | ||
|guard=Mid | |guard=Mid | ||
|startup=4 | |startup=4 | ||
Line 496: | Line 606: | ||
{{MoveData | {{MoveData | ||
|image=claudette_214S_2.PNG | |image=claudette_214S_2.PNG | ||
|input= | |input={{#invoke:InputsWanWan|toIcons|214S}}<br>during Hyperion Kick | ||
|caption= | |caption= | ||
|name=Patriot<br /> | |name=Patriot<br /><small>パトリオット</small> | ||
|data= | |data= | ||
{{AttackData-WW | {{AttackData-WW | ||
|damage= | |damage=66 | ||
|guard=Mid | |guard=Mid | ||
|startup=4 | |startup=4 | ||
Line 516: | Line 626: | ||
{{MoveData | {{MoveData | ||
|image=claudette_214S_3.PNG | |image=claudette_214S_3.PNG | ||
|input= | |input={{#invoke:InputsWanWan|toIcons|236S}}<br>during Hyperion Kick | ||
|caption= | |caption= | ||
|name=Hound<br /> | |name=Hound<br /><small>ハオウンド</small> | ||
|data= | |data= | ||
{{AttackData-WW | {{AttackData-WW | ||
|damage= | |damage=31 | ||
|guard=Mid | |guard=Mid | ||
|startup=4 | |startup=4 | ||
Line 536: | Line 646: | ||
{{MoveData | {{MoveData | ||
|image=claudette_623S.PNG | |image=claudette_623S.PNG | ||
|input=623S | |input={{#invoke:InputsWanWan|toIcons|623S}} | ||
|caption= | |caption= | ||
|name=Sparrow Gauntlet<br /> | |name=Sparrow Gauntlet<br /><small>スパロウガウントレット</small> | ||
|data= | |data= | ||
{{AttackData-WW | {{AttackData-WW | ||
|damage= | |damage=84 | ||
|guard=Mid | |guard=Mid | ||
|startup=4 | |startup=4 | ||
Line 556: | Line 666: | ||
{{MoveData | {{MoveData | ||
|image=claudette_236HS.PNG | |image=claudette_236HS.PNG | ||
|input=236HS | |input={{#invoke:InputsWanWan|toIcons|236HS}} | ||
|caption=BANDIT BRINGER! | |caption=BANDIT BRINGER! | ||
|name=Hammer Hornet<br /> | |name=Hammer Hornet<br /><small>ハンマーホーネット</small> | ||
|data= | |data= | ||
{{AttackData-WW | {{AttackData-WW | ||
|damage= | |damage=84 | ||
|guard=High | |guard=High | ||
|startup=4 | |startup=4 | ||
Line 577: | Line 687: | ||
{{MoveData | {{MoveData | ||
|image=claudette_j.214HS.PNG | |image=claudette_j.214HS.PNG | ||
|input= | |input={{#invoke:InputsWanWan|toIcons|j214HS}} | ||
|caption= | |caption= | ||
|name=Spin Falcon<br /> | |name=Spin Falcon<br /><small>スピンファルコン</small> | ||
|data= | |data= | ||
{{AttackData-WW | {{AttackData-WW | ||
|damage= | |damage=24 | ||
|guard=Mid | |guard=Mid | ||
|startup=4 | |startup=4 | ||
Line 598: | Line 708: | ||
{{MoveData | {{MoveData | ||
|image | |image | ||
|input= | |input={{#invoke:InputsWanWan|toIcons|5K}} during Spin Falcon | ||
|caption= | |caption= | ||
|name=Feint<br /> | |name=Feint<br /><small>フェイント</small> | ||
|data= | |data= | ||
{{AttackData-WW | {{AttackData-WW | ||
Line 615: | Line 725: | ||
}} | }} | ||
== | == Finish Skills == | ||
====== <font style="visibility:hidden" size="0">4123641236HS</font> ====== | |||
====== <font style="visibility:hidden" size="0"> | |||
{{MoveData | {{MoveData | ||
|image= | |image= | ||
|input= | |input={{#invoke:InputsWanWan|toIcons|4123641236HS}} | ||
|caption= | |caption= | ||
|name=Take My Deadly Fist!<br /> | |name=Take My Deadly Fist!<br /><small>受けろあたしの必殺拳ッ!</small> | ||
|data= | |data= | ||
{{AttackData-WW | {{AttackData-WW | ||
|damage= | |damage=55-779 | ||
|startup=4 | |startup=4 | ||
|active=- | |active=- | ||
Line 632: | Line 741: | ||
|GFA=? | |GFA=? | ||
|AFA=? | |AFA=? | ||
|description=Claudette | |description=Claudette punches twice, launching the opponent upward, then prepares a third strike. Pressing HS within the right 1f window [https://youtu.be/5ko5E78iO2s will deal a ton of damage.] Missing will cause her to lose her footing, falling and giving the opponent a free punish. | ||
}} | }} | ||
}} | }} | ||
====== <font style="visibility:hidden" size="0"> | ====== <font style="visibility:hidden" size="0">236236P</font> ====== | ||
{{MoveData | {{MoveData | ||
|image= | |image= | ||
|input= | |input={{#invoke:InputsWanWan|toIcons|236236P}} | ||
|caption= | |caption= | ||
|name=Avenger Knuckle<br /> | |name=Avenger Knuckle<br /><small>アヴェンジャーナックル</small> | ||
|data= | |data= | ||
{{AttackData-WW | {{AttackData-WW | ||
|damage= | |damage=272 | ||
|startup=4 | |startup=4 | ||
|active=- | |active=- | ||
Line 651: | Line 760: | ||
|GFA=? | |GFA=? | ||
|AFA=? | |AFA=? | ||
|description=Claudette | |description=Claudette does a 236P, then follows up with several other powered up moves and ends with a Hammer Hornet. Knocks down. | ||
}} | }} | ||
}} | }} | ||
Line 661: | Line 770: | ||
===Neutral Game=== | ===Neutral Game=== | ||
On the ground, Claudette's farthest reaching normals are 5S and 5HS. When she's far out, far 5S can be special canceled despite its lack of gatlings, and | On the ground, Claudette's farthest reaching normals are 5S and 5HS. When she's far out, far 5S can be special canceled despite its lack of gatlings, and 5HS is a little slow but has a lot of gatling routes leading into it. With 25% meter for Sonic Impact, it becomes a powerful tool to set up combos. | ||
5K has some utility for stopping jumpouts when used in strings, and is jump cancelable, so it can be used for conversions also. | 5K has some utility for stopping jumpouts when used in strings, and is jump cancelable, so it can be used for conversions also. | ||
Line 686: | Line 795: | ||
Claudette can get jump cancels off of the following moves: | Claudette can get jump cancels off of the following moves: | ||
* 5P, 5K | * 5P, 5K, cl.5S | ||
* 4S | * 4S | ||
* | * 6HS | ||
* j.S, j.HS | * j.S, j.HS | ||
Line 769: | Line 878: | ||
== Colors == | == Colors == | ||
{{Colors-WW | |||
|Character=WanWan_Claudette_Color_ | |||
}} | |||
{{WW}} | {{WW}} | ||
[[Category:Wonderful World]] | [[Category:Wonderful World]] |
Latest revision as of 10:35, 27 April 2023
Character Specific Data
Health: 800
Playstyle
Claudette is a highly mobile rushdown character, with a good dash, fast normals, a ton of gatlings, and the ability to lay on tons of pressure. Thanks to her speed as well as the momentum granted by many of her special moves, she has great corner carry and combo potential off of stray hits in neutral. She also puts out a ton of damage naturally, especially once her Original Ability, Sonic Impact, is factored into her combos to give her extended openings from glancing hits in neutral.
However, Claudette's main weakpoints are her relatively short range on her normals and her abysmal meter gain, both for her Skill Gauge and Counter Gauge. She will rarely exceed 100% Skill Gauge in a given match unless you go out of her way to optimize combos for Skill Gauge gain as much as possible, which means that using BRK, going for Finish Skills, or failing to capitalize on a Sonic Impact can be extremely costly. Similarly, her low Counter Gauge gain means that an attentive opponent can put her on the back foot defensively by forcing her to burn a defensive option early and pin her down while her Counter Gauge slowly rebuilds itself.
Playing Claudette well requires getting in and sticking to the opponent at close range, as well as carefully judging when to use meter and when to conserve it.
Strengths | Weaknesses |
---|---|
|
|
Movelist
Original Abilities Overview
Claudette's Original Ability, Sonic Impact, increases the hitstun and blockstun of moves if the O button is pressed with precise timing when the move hits. Using 22O will give her 3 free charges of Sonic Impact for the rest of the round. Using either of these moves will use up some Skill Gauge and put her meter gain on cooldown, similar to using a BRK.
To compensate for the extra benefits of having Sonic Impact available with meter, Claudette's passive Original Ability, Shackles of Obedience, greatly reduces her Skill Gauge and Counter Gauge gain. Her other passive Original Ability, Self-Taught Dance, makes it so that all of Claudette's moves have a +4 to their minimum damage value.
Though it is not listed as an Original Ability, Claudette can cancel certain normals with a backdash on hit or block.
Normal Moves & Original Abilities
5P
5P
|
---|
5K
5K
|
---|
cl.5S
cl.5S
|
---|
f.5S
f.5S
|
---|
5H
5HS
|
---|
2P
2P
|
---|
2K
2K
|
---|
2S
2S
|
---|
2HS
2HS
|
---|
j.P
j.P
|
---|
j.K
j.K
|
---|
j.S
j.S
|
---|
j.HS
j.HS
|
---|
Sonic Impact
Costs 25% of the Skill Gauge. Costs 25% of the Skill Gauge.
|
---|
Ignition Sonic
Costs 50% of the Skill Gauge. Costs 50% of the Skill Gauge.
|
---|
Command Moves
4S
3S
6P
Backdash Cancel
Universal Moves
6HS
Throw
Skills
236P
214K
214S
Grounded Grounded Aerial Aerial
|
---|
214S
214S
623S
236HS
BANDIT BRINGER! BANDIT BRINGER!
|
---|
236HS
236HS
Finish Skills
4123641236HS
236236P
Gameplan/Strategy
Claudette's primary goal is to get in close-mid range and stay there so that she can bully the opponent with strong pressure and movement; it can be very hard to shake her off once she's found her spot, and in her favored range she has a lot of conversions or corner carry potential.
Neutral Game
On the ground, Claudette's farthest reaching normals are 5S and 5HS. When she's far out, far 5S can be special canceled despite its lack of gatlings, and 5HS is a little slow but has a lot of gatling routes leading into it. With 25% meter for Sonic Impact, it becomes a powerful tool to set up combos.
5K has some utility for stopping jumpouts when used in strings, and is jump cancelable, so it can be used for conversions also.
For command moves, Claudette's 3S has a decent amount of reach, though it has a slightly slow startup. Her 4S is a decent anti-air tool for characters that are approaching from a high vertical angle, and if it catches them just low enough she can jump cancel and convert into a knockdown or a wallbounce for a mid-screen air tech.
In the air, j.K and j.S are both okay as air-to-air options, though j.S is slightly more reliable if the opponent is a little far away. If trying to hit air-to-air against an opponent higher than you, definitely use j.HS. It has an absurd amount of hitstun and is also jump cancellable.
Because of her ability to backdash cancel certain normals and command moves even on block, Claudette has quite a few options for baiting Moment Attacks or putting some amount of space between her and her opponent if a move is blocked.
In terms of special moves, Claudette's 214S and j.214S give her strong control of horizontal and diagonal space respectively. With proper spacing of these moves, Claudette can safely cover a large distance with relatively active hitboxes, and if she has meter for Sonic Impact, she's got amazing conversion potential. 236HS can be used to hop over some moves and hits overhead with a fairly fat hitbox, so despite its slow speed it has deceptive reach and can be used to punish certain retreats or moves.
Pressuring
A vital key to Claudette's pressure and conversion game is knowing her gatlings. A chart explaining them is shown below.
Most of these normals are special cancelable also.
One of Claudette's deadliest pressure tools is her 2P--its 4f startup makes it incredibly fast for this game and it cancels into itself, and it gatlings well into most of her other standing and crouching buttons in addition to being special cancelable; setups like 2P 2K 6H are great for keeping the opponent on their toes.
Jump Cancels
Claudette can get jump cancels off of the following moves:
- 5P, 5K, cl.5S
- 4S
- 6HS
- j.S, j.HS
5K jump cancels are especially useful if you manage to catch an opponent trying to upback during a string or more rarely tag them with it as an AA. 4S has a similar use for opponents that approach you at the high angle, and it's usually a good idea to jump cancel 4S and go for j.HS 214K or j.HS j.214HS.
Okizeme
Claudette has a couple of different okizeme options to choose from, depending on what gets her the knockdown. In a general sense, airdashing and using a falling j.K or j.214HS~K into falling j.K are the most common options if you think that the opponent isn't going to use an AA reversal, though a TK j.214S is also an option.
In a lot of knockdown situations, Claudette can use 2K 236P to pick the opponent up for corner carry, though this will allow them a tech close to the ground. An alternative that sacrifices carry distance is to use 2K 214S, which keeps the opponent relatively low to the ground and generally doesn't allow for a tech.
Combos
BnBs
Meterless
Anywhere that you see the word "ender", you can choose to do 2K/2S/2HS 236P/214S for an OTG corner carry. 2K is the most stable option since it comes out quickly but if you think you need the reach use 2S or 2H instead.
236P will give you more corner carry but will allow the opponent to tech slightly higher in the air, which you may be able to punish with an air grab. 214S will keep you in closer but will force a much lower ground tech, if at all.
Anywhere
- 2P 2K 2S 2HS 236P (66 ender)
- Use the 236P ender for corner carry; you'll have to dash in afterward to maintain close range, and if you really want the full corner carry you can do 2K 236P after a dash-in. The opponent wlll be able to tech low after the second 236P.
- 2P 2K 2S 5HS/2HS 214K ender
- A variant of the above combo that trades corner carry for positioning and oki.
- 2P 2K 2S 2HS 214S ender
- A third variant of the above routes, balancing corner carry and positioning.
- 4S j.HS land j.P j.K j.S j.HS j.214HS
- j.214H switches sides, and will wallslam, allowing you to dash in or go for an airdash to try an airthrow.
- 4S j.HS land j.K j.S j.HS jc j.S j.214K ender
- An alternative to the above combo. Gives a knockdown.
- 6HS 4S j.HS jc j.HS j.214K ender
- A combo off of universal overhead. Otherwise similar to the second 4S combo.
Corner
- 2P 2K 2S/cl.5S 5HS/2HS 214K ender
- Short combo that forces a knockdown.
- 2P 2K 2S/cl.5S 2HS 236P (66 2K cl.5S 236P)
- Alternative to the above. Slightly more meter generation due to using 236P, but like the above combo, you can add extra damage & meter gain with 66 2K 236P if you don't mind giving the opponent a low tech.
Meter Required
25% Meter
Anywhere
- xx > 5HS~O > j.K j.S j.H > j.S j.H 214K/H
- Too high for j.214K to knock down.
- 5HS~O 236HS f.5S 214S~236S j.66 j.K j.HS land ~ f.5S ~ 214S~236S j.66 j.K j.HS rejump j.K j.S j.HS land, sj.8 j.K j.S j.HS dj. j.214K
- Might not work on some characters?
Corner
- xx > 5HS~O 236HS ~ tk.214S c.5S 5K 214S~236S j.66 j.K j.HS land ~ f.5S ~ 214S~236S j.66 j.K j.HS rejump j.K j.S j.HS land, sj.8 j.K j.S j.HS dj. j.214K
50% Meter
Midscreen
- xx > 2H 236P BRK -> Dash (5K 623S) / ( delay 5H 236P)
- 623S will leave airborne, 236P will tech close to ground.
75% Meter
Corner/Near Corner
- If you use 22O ahead of time this can be done for 50% meter instead.
OTGs
Post OTG Game
Okizeme
Videos
http://www.nicovideo.jp/watch/sm20929663
External Links
Colors
P Button | K Button | S Button | HS Button |
---|---|---|---|
O Button | SP Button | Hidden | |