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clive Tekken 8 Season 3 Guide

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Last updated Sep 02, 2026, Game version 03.02.01

About the Author

TOP13 TWT Finals with Clive. TOP5 EMEA Finals with Clive. Taught Clive by the brightest FGC players in Europe: K-TOP and H-DOPE

X: Kwstakyss Youtube: kwstakys5069

For any questions, send a DM to my Twitter. Special thanks to TekkenDocs, and I hope you guys learn something from me. <3.

Introduction

Clive is a fundamentally demanding character who requires good defence from the player to find the perfect opening for a heat engager. All his tough pressure and real deal comes from his heat and the notorious H u1+2 string (rekka as H-DOPE says). Clive also has good heat engagers that synergise with his heat, like 1+2, f+2,2,2 and SS+2,1. Moving on, Clive also has good variety to his lows, with d1, FC df+2 and db4 being his best, and FC df+2 50/50ing with his WS3 (i19/i20). This character also offers good pokes with df1 and 1,1, a decent counterhit game with 2,2,1 and b4, and strong sidestepping and backdashing capability. Like every character in this game, Clive has a stance with good options like PHX 2 and PHX 4 that set up good mind games, and H PHX 2,1+2 / PHX 3,2 which in heat is the best value for damage mix-up.

At a very low level, Clive feels very easy because not only are his combos not execution-heavy, but opponents are prone to making mistakes and having poor defence, which helps Clive find his opening and rush them down while in heat, leading to fast round wins. However, during the lifespan of Tekken 8, Clive got hit hard by nerfs on his win-conditioning moves. This character always played around his heat and the rekka string, so the player had to condition the opponent to respect it in order to go for the best value for damage mixup H PHX 2,1+2 / PHX 3,2. Now it's very difficult for this character to find damage because of the rekka being too unforgiving, heat consumption, and damage on win condition. Great Clive players like Crescent always have a way to play the rekka perfectly and adapt to the opponent's defence, making it a huge mental stack for them. So Clive is all about defence at first and then unleashing good rekka+stance mixups.

Outside of heat Clive feels like a Tekken 7 character, which is not quiiite good for Tekken 8 standards. He may have good heat, movement and decent poking, but this game rewards easy to access, damaging, mental stacking mixups that this character wont offer. Or at least its nowhere near as good as other characters. After the nerfs his offence got linear and players on the highest level had to change their timings more often so as you progressing and playing with good opponents they will give you a hard time finding the opening and later on going for the kill. Clive also lacks a good, safe, mid homing move so the player has to put some dashing into his moves to give tracking.

Strengths

Weaknesses

  • Mediocre damage (except wall combo on heat)
  • Weak to sidestep both sides
  • Good mixups are not so threatening, and very hard to get access to
  • Lacks good, mid, safe homing move

Heat System

Top 10 Moves

1+2

Fast i13 heat engager (with mediocre tracking)
mi13-9 oB+2 oH

df1

i14, It's -3 on block, but Clive has a good sidestep, so nothing to worry about. Also has extensions with df1,2 and df1,4
mi14~15-3 oB+4 oH

2,2

2,2,1 counterhit-confirmable wallsplat or 2,2,2 or 2,2 into PHX so mess around with
h, mi12-8 oB-1 oH

d1

i18, +2, forcing crouch. Chance to perform a good mind game with those +frames and the situation given (or full crouch 50/50)
Li18~19-13 oB+2 oH

SS 2,1

Very long range, hit-confirmable heat engager. i17. Launcher on heat-dash
M, mi17~18-15 oB+9cg oH

FC df+2

i19, -13 but good damage and homing
Li19~20-13 oB+3c oH

b3

5F parry with 2 options of ZAN take or dmg

f+2,2

Same as 2,2 but counterhit confirmable heat engager with f2,2,2
m, mi15-8 oB+3 oH

b4

i18 safe counterhit launcher
Mi18~19-9 oB+16cg oH+25a (+19a) oCH

ws3

Safe damaging, wallsplatting, homing i20
m,mi20~21-8 oB+21a (+11a) oH

Punishers

Standing
i10f 1,2 (gives ZAN)
i12f 2,1 (wallsplat)
i12f 4,4 (Free PHX. Punishes weird -12 moves, like Anna HAM4)
i13f 1+2 (Heatengage, less dmg than "2,1")
i14f df1,2,1 (wallsplat, can do bluespark.)
i15f df2 (launch, duh)
i16f f1+2 (your long range one, plus heat engager)
i20f uf+2,2 (poser)
Crouching
i11f WS4 (into PHX or not)
i13f WS1,2 (Wallsplats, gives ZAN. WS1 alone can go into PHX)
i13f WS1+2 (same as 1+2)
i15f WS2 (launch)
i20f uf+2,2 (launch)
Whiff punishers
df2 (long range kinda launcher)
f1+2 (long range +heatengager)
f3 (if you got the balls and the reactions. range is there. up to u)

Combos

df2 | f3 | counterhit launchers
d1 → WS4 → db1+2,1+2 → GAR 2,2 → df1,2~f → PHX 2,2
ws2 | heatdash
b2 → db1+2,1+2 → GAR2,2 (blue it) → df1,2~f → PHX 2,2
lowparry
b2 → db1+2,1+2 → GAR3 → db2,1

Beginner Combos

df2
f+2,1 → 2,2,2 → PHX 2,2
ws2 | heatdash
b+2 → 2,2,2 → PHX 2,2

Combo Enders

Carry
PHX2 → holdback 2
Floor break
Wall break

Wall Combos

Normal
f2,1→ 1+2
With tornado
d1+2→ f2,1→ 1+2
3,3→ BAH2

Small Combos

CH PHX 2
d1+2
CH PHX 2
WS1+2 or WS1,2 (+13)
WR2
PHX2,1
b2
Every single PHX option can connect with b2, except "PHX 3+4"
GAR 1 (UF hold+1)
dash b4
heatdash
df3,1+2 (bluespark it)

Notable Moves

d1+2

Safe but slow, it creates spacing traps and it's homing
Mi22~23-6 oB+9a (-8) oH+63a (+47) oCH

b2

High +4, i20, but opponent can panic i10 you so it creates mindgame with PHX 4
hi20~21-6 oB+9 oH

PHX 3+4

Mid homing, +7, forces crouch and a free attempt for a full crouch 50/50
mi28~29+7 oB+18a (+8) oH

PHX 2

i15, his go to mid check if you want to press something on PHX stance
mi15-9 oB+4c oH+35d (+27) oCH

PHX 4

i15 to go under highs and create mindgame because it's only -1 on hit
Li15~16-13 oB-1c oH+13c oCH

db1

High i18, his only homing move
hi17~18+0 oB+4 oH+12a oCH

Stances

F4 (PHX)

Phoenix Stance, or PHX for short. A quick stance transition makes Clive disappear and come back with either a cancel or your button of choice.

PHX 2 | PHX 4

Both are i15. PHX 2 is the mid option that is safe at -9 and gives a knockdown for a guaranteed follow-up on CH. It's a good, fast mid check. PHX 4 is a low, starting at i15. Perfect for high-crushing moves, giving an WS i13 follow-up on CH.
mi15-9 oB+4c oH+35d (+27) oCH

PHX 3,2 | PHX 3,1+2

Both at i21, with the PHX 3,2 having the most damage (30) + wallbreak and PHX 3, 1+2 doing less damage but giving ZAN and floorbreak
L, m,mi21+39a (+29) oH

PHX 1+2 | PHX 3+4

These are his slowest options, with PHX 1+2 coming out at i23 but being a safe homing heat engager. PHX 3+4 comes out at i28, homing, +7. Can transition into crouching or standing. Up to the player's choice.
m,mi23~24-7 oB+9a (+0) oH

Panic Moves

1+2

Fast and safe
mi13-9 oB+2 oH

f3

Lot of crushing, fast as well
Mi20~21-14 oB+37a oH

b+1+2

Power crush
mi24~25-14 oB+14a (+4a) oH

Frame Traps

f+2,1 → 1,f+2
FC df+2 → 1+2 (only loses again dickjab)
PHX 3+4 → 1+2. (Worth noting, on +7, the opponent cannot sidestep as well, most of characters at least)
PHX 2 (on hit) → 1+2 (Same trap again, but the opponent can sidestep it)

Knowledge Checks

PHX 2

into f3 crushes many jabs and even some mids
mi15-9 oB+4c oH+35d (+27) oCH

Defensive tips

Sidestepping

Try to sidestep on his plus-frames. If he's +1 to +4~5, he doesn't have options to catch your step, let alone walk

Interrupting

Try to interrupt his rekka and play with his mind. Just because it's a mind game doesn't mean you are the victim.

Learn the way of defending the PHX

Hop on practice mode and learn how to defend the PHX. What the situations are and where Clive can actually maybe get something out of it.

Defensive Move Handling

f2,1

Duck the second one
m, hi15+1 oB+20g oH

df1,2

Duck the second one
m, hi14~15-16 oB-8 oH

f3

Always be ready to catch people panicking. -14
Mi20~21-14 oB+37a oH

db4

Maybe it is fast, but you have to be faster. Launch it.
Li19~20-18 oB+4c oH+67a (+51a) oCH

2,2,2

It's now -11, don't forget the recent nerfs
h, m, M,mi12-11 oB+21a (+4) oH

2,2,1+2

You have 10 frames to interrupt and sidestep it.
h, m, m,Mi12-9c oB+1a oH

FC df+2

Now it's -13, keep that in mind
Li19~20-13 oB+3c oH

b2

You have 10 frames to interrupt as well. Don't let the +frames make you patient. It's Tekken 8, damn it.
hi20~21-6 oB+9 oH

External Resources