Wonderful World/Claudette

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Name:   Claudette <last name> (<jp name>) <br\><br\> Age:     —  Occupation:    <br\><br\> Height:   cm  —  Weight:   kg <br\><br\> 3 Sizes:   B W H <br\><br\> Interests:    <br\><br\> Dislikes:    <br\><br\> Values:    <br\><br\> Weapon:   

Profile

Background

Game Play

Claudette is an extremely mobile rushdown character with ground dashes that move very far very quickly, and can backdash cancel most of her normals.

Character Specific Data

Total Life -
Combo Hits Before Damage Reduction -

Move List

Special Skill
<name>/ <jp name> O.png (as attacks hit)
(Backdash Cancelling)<name>/ <jp name> 4.png4.png (during most normals)
Specials
<name> / <jp name> 2.png3.png6.png+.pngP.png
<name> / <jp name> 2.png1.png4.png+.pngK.png (Air Usable)
<name> / <jp name> 2.png1.png4.png+.pngS.png
<name> / <jp name> 6.png2.png3.png+.pngS.png
<name> / <jp name> 2.png3.png6.png+.pngHS.png
<name> / <jp name> 2.png1.png4.png+.pngHS.png (Air Only)
Finishing Moves
<name> / <jp name> 2.png3.png6.png2.png3.png6.png+.pngP.png
<name> / <jp name> 4.png1.png2.png3.png6.png4.png1.png2.png3.png6.png+.pngHS.png


Notation Key
7.png8.png9.png 7 8 9
4.png N 6.png 4 5 6
1.png2.png3.png 1 2 3
P.pngK.pngS.pngHS.pngO.pngSP.png P K S HS O SP
BRK Skill Break, used on the previous move.
xx Some suitable chain or lead-in to the rest of the combo.
> A link or cancel into something other than a normal.
~ Input move 2 quickly after move 1, actual timing may vary.
X > Y / Z X goes into Y OR Z.
(<move>) Possible to omit some move.
<move>(X) Some move hits X times.
j(X)., dj(X). Jump or double jump. May or may not specify a direction (X).
cl., f. Close and far version of a move, respectively.

Strategy

Neutral Game

Pressuring

Can backdash cancel all normals except 4S, 3S, even on block.

4S blocked forces standing, can overhead immediately with j.P, j.K, or j.S for a fuzzy overhead.

Combos

http://www.nicovideo.jp/watch/sm20929663

BnBs

Meterless, Anywhere xx > (5/2HS) 236P / 2HS 214S / (5/2HS) 214K
•236P gives the best corner carry. 214K/S leaves them closer to you midscreen.

Meterless, Anywhere 4S j.HS > j.P j.K j.S j.HS j.214K / j.214HS
•j.214K will give knockdown. j.214H switches sides, and will wallslam unless you start facing the corner. May be able to go for air throw off of wallslam.

Meterless, Corner (xx > 6HS) 4S j.H > 623S.

25% Meter, Anywhere xx > 5H ~ O > j.K j.S j.H > j.S j.H 214K/H
• Too high for j.214K to knock down.

50% Meter, Midscreen xx > 2H 236P BRK -> Dash (5K 623S) / ( delay 5H 236P)
• 623S will leave airborne, 236P will tech close to ground.

Confirms

<Meter Cost, Location> <notation>
•<description(if needed)>

OTGs

Post OTG Game

Okizeme

Match-ups

Ryuza:

<please indent descriptions>

Duna:

Lemius:

Aiwhen:

Corona:

Sasari:

Lunathia:

Orphe:

Cielo:

Alicephia:

Sabe:

Neva:

Lynia:

Friede:

Move Details

Special Skills

Special Skills
<name> / <jp name> O.png (just before attack hits) - Adds additional hitstun(stop?) to all normal moves for 25% meter.
Backdash Cancel <name> / <jp name> Most normals can be cancelled into backdash. Excludes: 4S, 3S, j.P, j.K, j.H

Specials

| colspan=2 style="background:#B0B0B0" | Finishing Moves |- | <name> / <jp name> || 2.png3.png6.png2.png3.png6.png+.pngP.png |- style="background:#DDDDDD" | <name> / <jp name> || 4.png1.png2.png3.png6.png4.png1.png2.png3.png6.png+.pngHS.png

<name> - 236P [ BRK ]
Claudette throws a series of punches directly in front of her. If the flurry hits, she will do a followup punch that is BRK'able. Knocks down opponents close to the ground. Provides a lot of corner carry, but creates a lot of space in doing so.
<name> - (j.)214K
Claudette unleashes a series of three kicks, the third of which kicks the opponent downward. Go-to aircombo ender, and knocks down unless the opponent is too high. Also usable on the ground. All hits hit mid.
<name> 214S
Claudette kicks forward while sliding on the ground. Knocks down opponents close to the ground. Gives less corner carry than 236P, but keeps Claudette closer to the opponent. Has a followup performed with the same motion that launches.
<name> - 623S [ BRK, Invulnerable, Air Unblockable ]
Claudette does a shoryuken motion accompanied by a diagonal blast. Does not hit standing opponents. Potential combo tool in corner. Air unblockable. BRK only available on hit.
<name> - 236HS [ BRK, High ]
Claudette jumps into the air, and slams her fist into the opponent. Hits high, but is a little slow to use as an overhead. The BRK point is before the hit, similar to Chartette's 236HS.
<name> - j.214HS [ BRK ]
Claudette moves forward a set distance and strikes in the opposite direction. An alternative aircombo ender that usually lets them airtech after a wallslam (does not wallslam when hitting the opponent out of the corner though) so you can go for a potential airthrow. While it could be TK'd for a crossup, it will not hit crouchers. BRK point is slightly after the hit.

Finishing Moves

<name> - 236236P
Claudette does a flurry of hits (like 236P), and then follows up with several other powered up moves. Knocks down.
<name> - 4123641236HS
Claudette punches twice, launching the opponent upward, then prepares a third strike. Pressing H on the right window (very tight) will deal a ton of damage. Missing will cause her to lose her footing, falling and giving the opponent a free punish.

Command Normals

Just Break - 6HS [ Overhead, Backdash (on hit) ]
Like most Just Breaks, it is jump cancelable on hit only. In addition to being JC on hit, Claudette can also only Backdash Cancel on hit, unlike all other moves that can be backdash cancelled on block as well. Can cancel into 4S on hit.
<name?> - 4S [ Mid ] 4S > j.P, j.K, j.S, j.HS
An upkick that puts Claudette in the air right away to follow up with another attack. Launches on hit, forces standing block so the next attack will be a fuzzy overhead. Has vacuum effect on block and hit.
<name?> - 3S [ Low, JC ] 3S > 5P, 2P, 5K, 2K, cl.5S, f.5S, 2S, 5HS, 2HS, 6HS
A slide along the ground, kicking. Hits low, knocks down on hit.

Normals

5P [ Mid, Jump, Backdash ] 5P > 5P, 5K, 2K, cl.5S, f.5S, 2S, 5HS, 2HS, 6HS
Quick high jab. Can cancel into itself.
2P [ Mid, Backdash ] 2P > 5K, 2K, cl.5S, f.5S, 2S, 5HS, 2HS, 6HS
Quick low jab. Can cancel into itself.
5K [ Mid, Jump, Backdash ] 5K > 5HS, 6HS
This move's more upward hitbox could be used to catch jumpouts by cancelling into 623S, or 5H > 623S. Cancelling into 5HS will allow you to combo if it does hit.
2K [ Low, Backdash ] 2K > cl.5S, f.5S, 2S, 5HS, 2HS, 6HS
A quick kick below. A shorter but faster low than 2S and 2HS.
cl.5S [ Mid, Jump, Backdash ] cl.5S > f.5S, 2S, 5HS, 2HS, 6HS
A quick punch to the gut. Short range, good cancel options.
f.5S [ Mid, Backdash ] f.5S > 6HS
Claudette steps forward with a hook. Further reach, less cancel options.
2S [ Low, Backdash ] 2S > 3S, 5HS, 2HS, 6HS
Hits the opponent's legs. Hits low.
5HS [ Mid, Jump, Backdash ]
Claudette steps forward and performs an uppercut, launching the opponent high into the air. Using O makes it possible to jump and combo afterward, or you can special cancel into 236P/623S before the opponent gets too high to combo instead.
2HS [ Mid, Backdash ]
Further reach than 2S, knocks down.

Air Normals

j.P [ High ] j.P > j.K, j.S, j.HS
Hits high, has shorter reach than other normals, and is mostly combo filler.
j.K [ High ] j.K > j.P, j.S, j.HS
Can instant overhead with this move due to its lower hitbox than j.S (but no confirm). This and j.S are your primary jump in tools.
j.S [ High, Jump, Backdash ] j.S > j.HS
Hits slighty higher and out than j.K. Backdash cancel option cannot be used as a jump in, due to a height restriction.
j.HS [ High, Jump, Backdash ]
Hits above Claudette unlike the rest of her air normals.

Frame Data

(Placeholder*1) This is not her actual frame data!

  • GFA = Grounded Frame Advantage
  • AFA = Aerial Frame Advantage

Normals

Move Startup Duration Recovery Total Attack Level GFA AFA GFA with EPCC AFA with EPCC
5P 7 5 20 32 1 0 0 - -
5K 8 5 22 35 1 -2 -2 - -
cl.5S 8 5 29 42 2 1 -4 - -
f.5S 10 5 14 *1 29 2 -19 -24 +6 +2
5HS 16 20 *5 30 *1 66 2 -35 *13 -40 *13 6 *14 1 *14
2P 7 5 20 32 1 0 0 - -
2K 9 10 17 36 1 -2 -2 - -
2S 10 5 20 *2 35 2 -15 - 6 -
2HS 14 5 25 *2 44 2 -20 -25 +6 +2
4S 7 5 25 37 1 -5 -5 - -
3S 8 5 22 35 1 -2 -2 - -
j.P 7 5 25 37 1 -5 -5 - -
j.K 8 5 22 35 1 -2 -2 - -
j.S 11 5 40 56 2 -10 -15 - -
j.HS 15 5 35 55 2 -5 -10 - -
5O 10 *3 - 10 + α *4 - - - - -

Specials

Move Startup Duration Recovery Total Attack Level GFA AFA GFA with EPCC AFA with EPCC
Shine Planet 21 - 47 68 2 -12 -17 - -
Open Sky Smash 20 5 *7 35 60 2 -5 -10 - -
Open Sky Smash (Air) 18 5 23 2 +30 +25 - -
Aura Burst 21 5 *8 62 88 2 -32 -37 - -
Blade Gust 17 5 *6 44 *1 66 2 -49 -54 -33 -38
Cross Slash 6 5 36 47 - - - - -
Light Heal 5 - *9 60 65 - - - - -
Requiem Heal 28 - *10 31 59 1 -6 -6 - -
Magic Shield 53 - *11 30 83 1 -5 -5 - -
Spirit Song 27 - 40 67 - - - - -
Divine Weapon 85 - *12 27 122 - - - - -

Finishing Skills

Move Startup Duration Recovery Total Attack Level GFA AFA GFA with EPCC AFA with EPCC
Punishment 17 - 43 *1 120 2 -43 -48 -32 -36
Seal Breaker  ?  ?  ?  ?  ?  ?  ?  ?  ?

Misc Recovery

Action Recovery
Cast Cancel 13
Standing Sheath 35
Crouching Sheath 25

Notes

  • 1 - Corona's Frame Data Filler
Wonderful World
General

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Characters

RyuzaDunaLemiusAiwhenCoronaSasariLunathiaOrpheCieloAlicephiaSabeNevaLyniaFriedeKikiChartetteClaudette