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Quick overview

Strong wall game, decent poking and strong wr pressure.
Generally SSL for b3, uf4, ... SWL for df1.
Has decent tracking, may have to walk to evade (lows track well)

HEAT

Heat powers: Free Starburst moves. Retains STB after heat
4,2 | wr1+2 | d1,2 | db1+2 | f1+2,1+2 | ...
Heat engagers: 2,1,2 | 3,2 | b4,2 | uf2 | wr2
Heat smash: i18, LOW, throw.

Stances

Starburst (STB). Moves get improved frames and properties
f1+2,1+2: -14 -> -9
d1,2: -9 -> +6
db1+2: Launcher, and -12 -> -2 oB.
b4,3,2: -13 -> -1
New move wr1+2 (+8 oB)
New move 4,2 (-18 oB (huge pushback))
ws1,2: -9 -> +6 and KND

Standing block punishment

−15 pushbackf2,2(-26, massive pushback) | d1+2(-18) | STB4,2(-18~17 close, ~-11 fullscreen block) |
−15f2,1,1+2(-18) | f1+2(-18) | df1,2(-15) | b3+4(-15 backswing) | ff2(-18) |
−14b4 | HB (string continues if blocked low) | 1+2 | f1+2,1+2 | ws2 |
−132,1,2 | df2 | b4,3,2 | b4,4 | b1+2 | uf4 | uf,n,4 | ff2,1+2 |
−12df3,1 | db1+2 | b3,n,3 | ws1,1 |
-11 / -10b4,2(-11) | 4(-11) | f2,1(-10) | uf3+4(-11~-10) | 3(-10) |

While standing block punishment

−15d3(-17) | d4(-15) | db3(-15) | db4,3(l,h jail) |
−14
−13d2,2 | db4 |
−121,3 | ss4 |
−11 / -103+4(-11~-9) | d2(-11) |

String handling

d1,2: SSL
d2,2: Jails, so you can always i11 ws punish.
b4 strings: Guess (lol). No practical fuzzies or steps (You can step b4,4 both ways, but why would you).
ws1,1 / ws1,2: 8f fuzzy, high first. ws1,2 can SSL if not fuzzy ducking ws1,1
3,2: You can OS this with a dickjab if they're excessively fishing.
4,3_2: You can SSL the arrow, but the 3 will hit you. Blocking the arrow crouching slightly reduces pushback, so I would always duck
and look for a long range block punisher from crouch if he does the 2. At range the arrow is easily steppable, easiest SSL.

Duckable highs

Plus on block

Low minus

Low hit advantage