Wonderful World/Claudette

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Claudette Leor

Profile

  • Name: Claudette Leor (クローデット・レオール)
  • Age: 17
  • Occupation: Ajin/Beastkin
  • Height: 150cm
  • Weight: 42kg
  • 3 Sizes: B73 W57 H80
  • Interests: Being Stroked
  • Dislikes: Ardore, Thunder
  • Values: Her Younger Sister, Chartette
  • Weapon: Fists with power of a weapon & Wind Magic

Special Skills

Claudette's Original Action, Sonic Impact, spends 25% meter to increase the hitstun and blockstun of moves if the O button is pressed with precise timing when the move hits. Using 22O will spend 50% meter to give her 3 free charges of Sonic Impact for the rest of the round. Using either of these moves will put her meter gain on cooldown similar to using a BRK.

Claudette can also cancel certain normals with a backdash on hit or block.

Introduction

Claudette is a highly mobile rushdown character, with a good dash, quick movement in general and fast normals. She has great corner carry and combo potential off of stray hits in neutral and does a fair amount of damage, especially once her Original Action is factored into her combos.

However, Claudette's main weakpoints are her relatively short range on her normals and her abysmal meter gain. She will rarely exceed 100% meter in a given match unless you go out of her way to optimize combos for meter gain as much as possible, meaning that she does not get as many opportunities to utilize BRK for mindgames.

Playing Claudette well requires getting in and sticking to the opponent at close-mid range, as well as carefully judging when to use meter and when to conserve it.

Normal Moves

5P
5P
Claudette 5P.PNG
Damage Guard Startup Active Recovery Attack Level Grounded Frame Advantage Aerial Frame Advantage
- Mid - - - 1 ? ?

Standard jab. Gatlings into itself, and can be jump-canceled.


5K
5K
Claudette 5K.PNG
Damage Guard Startup Active Recovery Attack Level Grounded Frame Advantage Aerial Frame Advantage
- Mid - - - 1 ? ?

Hitbox goes fairly high for its range; if used in pressure it can be used to catch jumpouts by cancelling into 623S, or 5H > 623S. Cancelling into 5HS will allow you to combo if it does hit.


cl.5S
cl.5S
Claudette cl.5S.PNG
Damage Guard Startup Active Recovery Attack Level Grounded Frame Advantage Aerial Frame Advantage
- Mid - - - 1 ? ?

Claudette does a quick punch to the gut. Short range, but much better options for cancels than f.5S.


f.5S
f.5S
Claudette f.5S.PNG
Damage Guard Startup Active Recovery Attack Level Grounded Frame Advantage Aerial Frame Advantage
- Mid - - - 1 ? ?

Claudette moves forward a bit with a hook. Special cancelable, but not much else is available in terms of gatlings.


5H
5HS
Claudette 5HS.PNG
Damage Guard Startup Active Recovery Attack Level Grounded Frame Advantage Aerial Frame Advantage
- Mid - - - 1 ? ?

Claudette steps forward and performs an uppercut, launching the opponent high into the air. An Impact 5HS has enough hitstun on it to land a 236HS and convert to an air combo for big damage, or just do a jump and combo afterward. If you don't have the meter for an Impact, you can special cancel into 214K for a knockdown, or 623S to get a wallbounce near the corner.


2P
2P
Claudette 2P.PNG
Damage Guard Startup Active Recovery Attack Level Grounded Frame Advantage Aerial Frame Advantage
- Mid 4 - - 1 ? ?

Literally Claudette's fastest normal and one of the fastest ones in the game. Its 4f startup is the equivalent to 2f startup in a 60 FPS game, making it integral for getting out of fake, close-range pressure or for use as a reversal.


2K
2K
Claudette 2K.PNG
Damage Guard Startup Active Recovery Attack Level Grounded Frame Advantage Aerial Frame Advantage
- Low 4 - - 1 ? ?

A little slower than 2P but also reaches a little farther. Usually the next best thing to combo into after a 2P. Also good for getting pickups on grounded opponents to cancel into 236P.


2S
2S
Claudette 2S.PNG
Damage Guard Startup Active Recovery Attack Level Grounded Frame Advantage Aerial Frame Advantage
- Low 4 - - 1 ? ?

A crouching hook punch. If going for 5HS at midscreen after a 2P or a 2K this move is your best bet.


2HS
2HS
Claudette 2HS.PNG
Damage Guard Startup Active Recovery Attack Level Grounded Frame Advantage Aerial Frame Advantage
- Mid 4 - - 1 ? ?

A moderately-ranged sweeping hook. Knocks down.


j.P
j.P
Claudette j.P.PNG
Damage Guard Startup Active Recovery Attack Level Grounded Frame Advantage Aerial Frame Advantage
- High 4 - - 1 ? ?

A quick swing of the fist. Really only good for combo filler, though it moves quickly.


j.K
j.K
Claudette j.K.PNG
Damage Guard Startup Active Recovery Attack Level Grounded Frame Advantage Aerial Frame Advantage
- High 4 - - 1 ? ?

A somewhat downward-angled kick. One of her two jump-in/IAD options as far as normals go, the other being j.S. This move hits a little lower than j.S but doesn't reach quite as far, so it tends to be used more often as an IAD approach. It is also an amazing instant overhead tool, and if enhanced with Sonic Impact, you can combo into 214S > 214S.


j.S
j.S
Claudette j.S.PNG
Damage Guard Startup Active Recovery Attack Level Grounded Frame Advantage Aerial Frame Advantage
- High 4 - - 1 ? ?

A somewhat downward-angled punch. j.S hits slightly higher than j.K does, but also reaches farther with a little more hitstun, making it a decent A2A option if your opponent is about the same height as you.


j.HS
j.HS
Claudette j.HS.PNG
Damage Guard Startup Active Recovery Attack Level Grounded Frame Advantage Aerial Frame Advantage
- High 4 - - 1 ? ?

The highest-hitting of Claudette's air normals. Has a fair amount of hitstun and untech time. Can be used in combos to confirm into j.214K or j.214HS as long as the opponent isn't too high up.


Sonic Impact
Sonic Impact
[ソニックインパクト]

Press O as a normal, command, or special move is about to make contact
Damage Guard Startup Active Recovery Attack Level Grounded Frame Advantage Aerial Frame Advantage
- - - - - - - -

Claudette adds a burst of wind to whatever move she's currently using. This will consume 25 meter, but will increase the hitstun of the move, allowing for combos that normally wouldn't be possible. Notable moves that benefit from Sonic Impact are j.K, 236P, 5H, and 214S > 214S; landing a successful Impact on these moves in the right situations can lead to big damage.


Ignition Sonic
Ignition Sonic
[イグニションソニック]

22O
Damage Guard Startup Active Recovery Attack Level Grounded Frame Advantage Aerial Frame Advantage
- - - - - - - -

Install move, costs 50 meter. Claudette summons a gust of wind, which gives her 3 free Sonic Impacts. This effect doesn't have a timer, but it also doesn't carry over between rounds, so it's a risky proposition given her slow meter gain. If you're confident in your Sonic Impact inputs, it can be a worthwhile investment to get big damage conversions.


Command Moves

3S
Sliding
3S
Claudette 3S.PNG
Damage Guard Startup Active Recovery Attack Level Grounded Frame Advantage Aerial Frame Advantage
- Low 4 - - 1 ? ?

A sliding kick.


4S
Somersault
4S
Claudette 4S.PNG
Damage Guard Startup Active Recovery Attack Level Grounded Frame Advantage Aerial Frame Advantage
- Mid 4 - - 1 ? ?

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.


6HS
Just Break
6HS
Claudette 6HS.PNG
Damage Guard Startup Active Recovery Attack Level Grounded Frame Advantage Aerial Frame Advantage
- High 4 - - 1 ? ?

Universal overhead option. As noted in the gatling table, she can cancel this move into 4HS, giving it some viability for combos. Launches on CH, which makes it easy to jump cancel and confirm into an air combo.


Ignition Sonic
Backdash Cancel
44 during certain normal moves. Air O.K.
Damage Guard Startup Active Recovery Attack Level Grounded Frame Advantage Aerial Frame Advantage
- - - - - - - -

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.

Special Moves

236P
Vulcan Knuckle
[バルカンナックル]

236P
Claudette 236P.PNG
Damage Guard Startup Active Recovery Attack Level Grounded Frame Advantage Aerial Frame Advantage
- Mid 4 - - 1 ? ?

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 also

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.


214K
Rolling Tomahawk
[ローリングトマホーク]

214K
Air O.K.
Claudette 214K 1.PNG
Claudette 214K 2.PNG
Claudette 214k 3.png
Damage Guard Startup Active Recovery Attack Level Grounded Frame Advantage Aerial Frame Advantage
- Mid 4 - - 1 ? ?

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.


214S
Hyperion Kick
[ハイペリオンキック]

214S
Air O.K.
Claudette 214S 1.PNG
Grounded
Claudette j214s.PNG
Aerial
Version Damage Guard Startup Active Recovery Attack Level Grounded Frame Advantage Aerial Frame Advantage
Grounded - Mid 4 - - 1 ? ?

A flying dash kick along the ground. Compared to 236P, this gives less distance in terms of corner carry but lets Claudette stay in closer to the opponent. The input for followups has a relatively wide window, and can be started almost as soon as Claudette starts moving and it will still come out.

Aerial - Mid 4 - - 1 ? ?

A divekick at a 45-degree angle. If spaced correctly, can be a hard challenge for a lot of characters to answer, especially if it's blocked in the air. As noted earlier, it will combo from an Impact j.K. The followup input window starts once Claudette touches the ground. It can be BRK'd before the active frames come out, letting Claudette retain her extremely fast falling speed.


214S
Patriot
[パトリオット]

After Hyperion Kick, 214S
Claudette 214S 2.PNG
Damage Guard Startup Active Recovery Attack Level Grounded Frame Advantage Aerial Frame Advantage
- Mid 4 - - 1 ? ?

A roundhouse kick. Causes wallbounce if the enemy is close enough to a wall. Can BRK the recovery to continue the combo if you're close enough, or by using Sonic Impact and following up with a linked cl.5S.


214S
Hound
[ハオウンド]

After Hyperion Kick, 236S
Claudette 214S 3.PNG
Damage Guard Startup Active Recovery Attack Level Grounded Frame Advantage Aerial Frame Advantage
- Mid 4 - - 1 ? ?

A jumping thrust kick. Despite the animation, this is *not* an overhead. Can be canceled into forward airdash after Claudette rebounds from the kick. Has a BRK point before the move hits if you'd like to feint it.


623S
Sparrow Gauntlet
[スパロウガウントレット]

623S
Claudette 623S.PNG
Damage Guard Startup Active Recovery Attack Level Grounded Frame Advantage Aerial Frame Advantage
- Mid 4 - - 1 ? ?

An uppercut with a diagonal blast. Air unblockable, and can be used to set up combos in the corner, but does not hit grounded opponents.


236HS
Hammer Hornet
[ハンマーホーネット]

236HS
Claudette 236HS.PNG
BANDIT BRINGER!
Damage Guard Startup Active Recovery Attack Level Grounded Frame Advantage Aerial Frame Advantage
- High 4 - - 1 ? ?

Claudette jumps and swings her hand down in an overhead punch. Can be BRK'd before it hits. Combos naturally from both Impact 5HS and CH 5HS, but even without it, if this move hits it can lead to big damage. Has some utility for dodging fireballs or reaching over some moves, but its slow speed makes it dangerous to throw out frivolously.


236HS
Spin Falcon
[スピンファルコン]

j.214HS
Claudette j.214HS.PNG
Damage Guard Startup Active Recovery Attack Level Grounded Frame Advantage Aerial Frame Advantage
- Mid 4 - - 1 ? ?

Claudette moves forward a set distance and strikes in the opposite direction. It can act as an alternative aircombo ender if you're able to knock the opponent toward the corner; it will allow them to airtech after slamming them to the wall, which can let you try to set up an airthrow. While it could be TK'd for a crossup, it will not hit crouchers. It can also crossup when opponent is in deep corner. BRK point is slightly after the hit.


236HS
Feint
[フェイント]

K during Spin Falcon
Damage Guard Startup Active Recovery Attack Level Grounded Frame Advantage Aerial Frame Advantage
- - 4 - - 1 ? ?

Claudette feints, removing most of her momentum from the Spin Falcon and turning her around. You can jump or use an air normal after Feint, but cannot airdash or use a special move. As noted in the okizeme section, Feint can be used to set up a falling j.K and go into more combos.


Finishing Moves

236236P
Take My Deadly Fist!
[受けろあたしの必殺拳ッ!]

236236P
Damage Guard Startup Active Recovery Attack Level Grounded Frame Advantage Aerial Frame Advantage
- - 4 - - 1 ? ?

Claudette does a flurry of hits (like 236P), and then follows up with several other powered up moves. Knocks down.


4123641236HS
Avenger Knuckle
[アヴェンジャーナックル]

4123641236HS
Damage Guard Startup Active Recovery Attack Level Grounded Frame Advantage Aerial Frame Advantage
- - 4 - - 1 ? ?

Claudette punches twice, launching the opponent upward, then prepares a third strike. Pressing HS within the right 1f window will deal a ton of damage. Missing will cause her to lose her footing, falling and giving the opponent a free punish.


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 5His 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
  • 4S
  • 6H
  • 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
https://twitter.com/sigaken98/status/1045699588089237505

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

Wonderful World
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