Clive
TEKKEN 8 fighter

Clive

Mix-UpsNecessity for Clive to thoroughly condition his opponent bef
What beats Clive?41% of this movelist is punishable
Moves
122
Punishable
50
Defining strength

Long Range Many of Clive's attacks such as f2, f1+2, and b1+2 travel far enough to nullify most backsways entirely. F1+2 is an excellent 17-frame heat-engaging punisher for moves with long pushback.

Best on block
+11
highest on-block advantage in the movelist
Mix-Ups

Necessity for Clive to thoroughly condition his opponent bef

Clive Rosfield, Tekken 8's first guest character, wields his sword and Eikonic powers in earnest, where both lend to excellent control of the space in front of him. Clive dominates the neutral with heavy hitting and long-range attacks, most of which are safe, hard to step, grants heat, or some combination of the these properties. His moveset is smaller than average, which makes it easier to digest and comprehend what attacks one should be using at any given time. Clive can also approach the opponent on a whim by utilizing his Phoenix Dash, equipped with a series of safe mids and risky, yet high return lows. Clive struggles against a more patient opponent who employs solid defense, forcing him to opt for his lows which are quite risky compared to his mids. It is a necessity for Clive to thoroughly condition his opponent before he can bring his dominant mids into play.

What defines them

Long Range Many of Clive's attacks such as f2, f1+2, and b1+2 travel far enough to nullify most backsways entirely. F1+2 is an excellent 17-frame heat-engaging punisher for moves with long pushback.

Where they lose
Small Tekken

Key pokes such as df+1 have little to no tracking.

Stances

  • PHX (Phoenix Shift) – f+4
  • WOL (Wings of Light) – 3+4
  • GAR (Updraft) – uf

Heat Smash

{{Plainlist| * H.2+3 mid, i18, +5 * H.PHX.2+3 mid, i15~16, +8

  • Can use fiery Ifrit abilities (f+2,2,H.1, f+2,2,H.1*, df+1,H.1,1, df+1,H.1,2, H.u+1+2, PHX.2,H.1+2)
  • Torgal's attack rush is powered up (2,2,2, 3,2, ws3, PHX.3,2)

Strengths

  • Long Range Many of Clive's attacks such as f2, f1+2, and b1+2 travel far enough to nullify most backsways entirely. F1+2 is an excellent 17-frame heat-engaging punisher for moves with long pushback.

  • Master Swordsman

    Most of Clive's attacks utilize his sword, rendering many of his moves unparriable to most characters.

  • Anti-Masher

    Great counter-hit potential with strings such as f+2,2,2, which activates heat and grants a combo on heat dash, and 2,2,1, which is an i12 NCC wall-splat.

  • Easy-Access Nuke

    A built-up Zantetsuken meter lends itself to huge damage, either as a whiff punish or a combo ender. At full strength (Level 5), it does similar damage comparable to your average combo by itself.

  • Mixup Potential

    WR.2, mostly used as an approach tool, grants Clive +8 on block if he opts to transition to Phoenix Shift, where most characters have no counters to his fastest options.

  • Dominant of Fire

    Heat allows Clive access to exclusive strings, which can easily stack chip damage, as well as transition to Phoenix Shift early to make unaware opponents hesitate or press on the string extensions.

  • The game will play the classic Final Fantasy victory fanfare, if you finish a sucessful set with Clive's Rage Art!

Weaknesses

  • Small Tekken

    Key pokes such as df+1 have little to no tracking.

  • Risky Lows

    All lows are either -13 or launch punishable, and stand a little on the slower side.

  • Limited Stancing

    Most Phoenix Shift transitions start from a duckable high or at sizeable minus frames on block, where most options are beat out by a generic mid poke.

  • Unsafe

    Only one safe launcher in SS.1+2, which comes out at i25 (despite being +2 on block), the rest being -13 or greater.

  • Is not Tifa

    Italy does not approve.

Moves to learn first

Signature and situational picks come from the guide; the fastest launcher and best unpunishable poke are derived from this character's own frame data.

  • Parry←✕

    b+3 <!--

    Precision Dodge

  • Signature↙○

    db+4

    Cold Cyclone

  • Launcher↘△

    i15 · 5 dmg · -13 on block

    Wyrm Killer

  • Launcher↓△

    i15 · 15 dmg · -14 on block

    Echo Breaker

  • Wall splat△□

    i17 · 11 dmg · -13 on block

    Magic Burst

  • Wall splat↘□△□

    i26 · 10 dmg · -15 on block

    Outlaw Burst

  • Counter-hit launcher←□

    i17 · 18 dmg · -13 on block

    Blue Bolt

  • Heat engager□△

    i13 · 21 dmg · -9 on block

    Flame Bash

  • Heat engager→△△△

    i27 · 10 dmg · -13 on block

    Burning Chain

  • Heat engager→□△

    i16 · 10 dmg · -12 on block

    Prominence

  • Fastest launcher↘△△△

    i3 · 5 dmg

    Aerial Combination

  • Safe on blockHeatPHX△✕

    i15 · 42 dmg · +8 on block

    Dancing Steel

Missing generics: {{Plainlist| * d+1

Watch the guide

Video guides for this character, linked to the sections that matter most. Notation on this site comes from the frame data; these show the technique.

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