Tekken 8 is an incredibly popular 3D fighting game, and one of its main attractions is the vast roster that features a diverse cast of skiled fighters and guest characters. Each of these characters has hundreds of moves, and keeping track of what moves to use in what situation requires exceptional skill and knowledge.
Clive Rosfield from Final Fantasy 16 is the first guest character in Tekken 8. Clive might require a lot of time and effort to fully master, but he has something to offer for players of all skill brackets and once you've grasped the general game plan of the character, playing him will become a lot easier and more fun.
Clive specializes in keep-out and defense but also has some decent offensive tools, such as the Zantatsuken. The character is highly accessible and can be played by players of all skill levels. However, as you climb the rank ladder, you'll have to move on from the easy stuff to the more difficult, but optimal playstyle.
His combos are fairly easy, and even the highly optimal combos aren't as difficult as they are for other high-execution characters, such as Nina or the Mishimas. Clive Rosfield's combo wall-travel is also excellent, due to having two strong tailspin moves in the form of b2 and df1,2, and because of his Phoenix stance, which allows him to dash towards the opponent.
Clive's combo damage is also good, especially with Zantetsuken, but most of his attacks have poor tracking and can be extremely punishable on block. The character can be easily stepped to the right for most of his movelist, but he has some good attacks that can track to his weak side if you can predict when the opponent is going to step.
Zantetsuken is an attack that can be used by Clive to deal a ton of damage and also remove the opponent's recoverable health. The strength of Zantetsuken is dependent on the numbered meter under Clive's health bar. The meter fills up when Clive uses certain moves and is depleted once Zantetsuken is used.
He also suffers heavily in terms of quick pokes due to his df1 being 14f instead of 13f. While he has some good defensive tools, his offense can be quite underwhelming at higher skill levels. However, his heat solves some of these problems by giving him new abilities that are either safe or plus on block, and also deal significant chip damage.
Furthermore, Clive has terrible lows. His one good key low is d1, which can be easily stepped in either direction. Db4 is also a decent low that launches the opponent on counter-hit but is launch-punishable on block, so you shouldn't use it too often.
In terms of defense, Clive has a strong parry in b3 which can dodge just about any type of attack, excluding grabs and attacks that break the reversal effect. His power crush, b1 2, can reach the other end of the screen, but it is also punishable on block and can be easily walked to the sides.
Clive Rosfield can also automatically parry lows in the Wings Of Light stance, which can be accessed by pressing 3 4 or can be transitioned into from certain strings, such as 3,3. But, you have to be careful while using this stance, as most of the attacks that come out of it are slow in neutral, and any mid or high attack from your opponent can float you into a combo.
Besides the parries, Clive also has excellent punishment options that can catch the opponent, even if they are quite far away from you. The character's df2 is 15f, allowing you to launch any Rage Arts and moves that are launch punishable.
Lastly, his keep-out options are incredible due to the presence of b2, which is a long-range high attack, and b1 2, which is his power crush. Clive's homing options are also superb, with b1 and db1 both having decent range and also launching your opponents for a combo on counter hit.
Input Notations:
1 = Left Punch
2 = Right Punch
3 = Left Kick
4 = Right Kick
f = Forward
b = Back
u = Up
d = Down
ss = Side-Step
Example:
db1 2 = Press the Down and the Back buttons, alongside the Left Punch and Right Punch at the same time to execute a move.
Some of Clive's moves are truly exceptional and allow him to shine at his full potential. Clive Rosfield has plenty of other attacks that you should be using often, and some are exceptional in certain situations, but the following key moves will help you grasp the basics of the character, and you'll be using these in every match.
Clive Rosfield Key Moves |
|||
---|---|---|---|
Input |
Frames |
Attack Properties |
Description And Usage |
f1 2 |
16f |
Safe, Mid, Heat Engager | This should be your go-to option for a heat dash combo. This attack tracks both sides and has an incredible range. |
1 2 |
13f |
Safe, Mid, Heat Engager | Clive lacks a 13f df1 but has this move instead. Most of the cast have a similar move that can be extremely punishable, but Clive's 1 2 is safe and doesn't wall splat. |
b2 |
20f |
Safe, High, can transition into the Phoenix Stance | This is your primary keep-out tool to keep your opponents from approaching you. This attack tracks both sides but can be easily ducked if your opponent is able to predict it. On hit, this attack guarantees any option out of the Phoenix Stance to connect with the opponent, excluding Phoenix 3 4. On block, you should still use the opportunity to transition into the Phoenix Stance and play the mix-up. |
4 |
12f |
Mid, -10, has extensions | The 4 by itself is a good 12f mid but is -10 on block. This attack has two extensions: 4,4 and 4,2. 4,4 allows you to transition into the Phoenix Stance with plus frames, even on block, but the second hit is high and can be easily ducked. 4,2 is the mid option, which is punishable on block. |
f,f 2 |
22f |
Mid, Safe, Counter-Hit Launcher, Builds up Zantetsuken Meter on block and on hit | This attack has good range but can be easily stepped to the sides. Despite that, it is one of the best moves to use and build up your Zantetsuken Meter. If you catch your opponent mashing, you'll get a full combo out of it. |
db1 |
17f |
High, Safe, Counter-Hit Launcher, Homing | This is your safe homing option from neutral, but it is also a high and can be easily ducked. On hit, you can press 1 again to do an additional attack, which can launch your opponents on a counter-hit. |
f,f,f 2 |
24f |
Mid, Safe, can transition into the Phoenix Stance | This while-running attack is an incredible approach tool. This attack allows you to transition into the Phoenix Stance with plus frames, forcing them to guess your next move. |
If you're a beginner, Clive has incredibly easy combos that can get you started and plenty of attacks that can help you take down unsuspecting opponents. Clive's Hydro Blast, df31, is a low that can allow you to break the defense of your opponent easily.
You can also spam b2 to keep your opponent on their toes and use the Phoenix Stance mix-ups and the Wings Of Light Stance projectile attacks to overcome any foe that hesitates to make their approach. If you're getting pressured, b1 2 will allow you to counter your enemies with a power crush.
In the Intermediate skill bracket, beyond the Ruler ranks, you'll encounter players who know how to punish Clive properly, so you'll have to avoid using large low sweep attacks and other heavily punishable moves. You'll have to rely more on b2 keep-out and play pressure with f,f,f 2.
Stance mix-ups can still be relevant here, so you should try to abuse the Phoenix stance as much as possible unless your opponent is punishing it perfectly. Try to utilize homing moves more to catch opponents who are trying to step around Clive.
Furthermore, you should use Clive's heat mode to initiate pressure. Clive gains several string options from uf1 2 in heat, allowing you to deal a considerable amount of chip damage to your opponent.
From Tekken King rank and above, you should expect your opponent to have Clive's weaknesses fully figured out. Use b2, but if you think they're going to step-duck, throw a f1 2 and it will catch them.
You'll have a lot of trouble opening opponents up due to the lack of good low attacks on the character. Fortunately, b2 is an excellent high attack that can force your opponents to duck, opening up other options for you to hit them with.
Other than that, once your opponent starts respecting your offense in heat, you can use your more powerful moves, such as ss1 2, and f2,2,1. Clive's parry is also incredible and can dodge about anything, so use that often against safe-on-block attacks to gain your turn.
You should try to use combo routes and offensive tools that allow you to build up your Zantetsuken Meter. Zantetsuken, which can be used by pressing 1 4, can increase your combo damage output significantly. The threat alone that you have a high-damage combo in your arsenal later in the match is enough to make your opponent play a lot safer.
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