Tekken 7

Claudio Serafino Tekken 7 Quick Guide 2022

claud-serafino-tekken-7-guide

Staples

All damage values are assumed that Claudio is not in Rage and didn’t CH the launcher unless specified. Combos with ** in front of the notation indicates this combo is only usable if you launch them while already in STB.

u/f+4

f+3 S! ff+4 b+3 f+2 b+4 2 (58 damage, ends in STB)

** b+2 f+1 ff+4 b+3 d+1 2 S! wr+2 (71 damage, ends in STB)

d/f+1, 2

b+3 f+2 f+1 2 f+3 S! wr+2 (63 damage, ends in STB)

** b+2 f+1 ff+4 b+3 d+1 2 S! wr+2 (81 damage, ends in STB)

ws+2

b+3 f+2 ff+4 b+3 d+12 S! wr+2 (69 damage, ends in STB)

ch d/f+2

f+3 S! ff+4 b+3 f+2 b+4 2 (65 damage, ends in STB)

fast ff+4 b+3 f+2 f+2 f+3 S! wr+2 (67 damage, ends in STB)

** b+2 f+1 dash b+3 d+1 2 S! wr+2 (72 damage, ends in STB)

** b+2 f+1 fast ff+4 b+3 d+1 2 S! wr+2 (78 damage, ends in STB)

ch d/b+3

ws+1 b+3 f+2 f+2 f+3 S! wr+2 (67 damage, ends in STB)

** ws+1 b+3 f+2 dash b+3 d+1 2 S! wr+2 (71 damage, ends in STB)

ch 4, (3)

S! ff+4 b+3 f+2 b+4 2 (54 damage, ends in STB)

S! ff+4 b+3 f+2 1 1+2 (56 damage)

STB f1+2, 1+2

dash f+3 S! ff+4 b+3 f+2 b+4 2 (75 damage, ends in STB)

dash ff+4 b+3 f+2 f+2 f+3 S! wr+2 (77 damage, ends in STB)

STB d+2, 2

ws+1 b+3 f+2 f+2 f+3 S! wr+2 (67 damage, ends in STB)

Punishment List

Standing Crouching

10f – 1, 2 10f – fc d+1

11f – 4 <- this is a lie im just too lazy to fix the formatting rn 11f – ws+4

12f – f+2, 2 OR 2, 1 12f – ws+1, 1

13f – d1+2 15f – ws+2 OR u/f+4

14f – b+2 16f – ws+3

15f – d/f+1, 2 OR u/f+4

16f – STB f1+2, 1+2

Notable Moves

A list of Claudio’s most useable/ best moves in my opinion. I don’t use all these moves in every match, but it’s good to be aware of his best options so you aren’t predictable. The formatting in order from left to right is move notation, hit property (high/mid/low), startup frames, and frames on block. Again note these are my personal opinion.

f+3 | mid. i18. -9.

This move is extremely powerful and very versatile. It’s a homing move that hits pretty hard from a decent range. It’s safe on block and it also tailspins, meaning that if you randomly float someone with this you’ll get a pretty nice chunk of damage just for throwing it out. This move also low crushes and splats at certain angles, combined with the fact it’s a homing move makes it even more scary at the wall.

u/f+4 | mid. i15. -13.

Claudio has an above average hopkick, which is good because a lot of his strategy revolves around landing this move. Low crushes consistently, high crushes sometimes, and you might even catch it crushing a mid on occasion. A very good tool to have.

f, f, F+2 | high. ?. +7.

This is a very important move Claudio has, which allows him to build up a lot of pressure very quickly because of how plus on block it is. If you learn how to use iWR consistently and use this and certain mids which share a ff motion to deter your opponent from ducking  (such as ff+4 or a f+3 with a dash beforehand) you will be able to build momentum easily and control the pace of the match. Hitting this move also puts you in STB for further mixups, making it all the more powerful.

b+4, 2 | mid, mid. i17. -9.

A pretty decent move to use on occasion, as it tracks fairly decently to both sides and on counterhit it wallsplats. On hit it puts Claudio in STB.

b+1 | mid. i18. -9.

Another mid, safe, tailspinning, homing move, except this one high crushes. Very useful at the wall like f+3 is, except this move will wallsplat every time which leads into his pretty decent wall game.

d+3 | low . i16. -17.

One of Claudio’s fairly useful lows that has a pretty long range and high crushes pretty quickly. It doesn’t do much damage, however you can use it often enough to become annoying. Super punishable on block, however if blocked at max range it can become pretty tricky for your opponent to punish it. You can use this as a way to bait out whiffs and punish with his hopkick.

d/b+3 | low. i24. -17.

A hard hitting, launch punishable low that gives a beefy combo on counterhit. It has a fairly misleading animation that high crushes near the end, meaning it can be difficult for your opponent to block if they’re unfamiliar with the matchup or don’t see the move often. Not something I would recommend throwing out all the time, but it can be pretty useful if you’re conservative with it.

f, f+4 | mid. i?. -5.

Useful for mixing up with iWR2 as it’s a mid that comes out of a similar ff motion, so it also covers a lot of space. It’s a knee, so it can’t be reversaled, just like b+3. Pretty useful at the wall, since it splats. 

d/f+2 | mid. i14. -13.

A pretty decent tool to use against jab happy players. It high crushes early in the animation and launches on ch for a good amount of damage. It’s unsafe, however a lot of people fail to punish it accurately, usually with a 10f punisher at best. Something to throw out every now and again whenever you’re feeling lucky.

ss+4 | low. i21~. -11.

This move is probably Claudio’s best low, as it gives an advantage on hit and helps set up an offense. It also comes out of sidestep, meaning he’s able to set up a mixup game between this move and some of his other mids such as f+3 or hopkick. A good move to remember to use however you don’t want to be too predictable with it.

4 (3) | high. i11. -9.

Another more universal ch tool. Claudio’s magic 4 has an extension which is just his f+3, however that makes his magic 4 combo way easier to land because the string will tailspin for you. The extension is uninterruptable, so it’s safe to just throw out the whole thing whenever you feel appropriate.

b+3 | mid. i13. -4.

Claudio’s fastest mid poke. A bit less range than a traditional d/f+1, but important to use instead of his personal d/f+1 as that move is 15f. Good, quick mid to throw out every now and then, and as it’s a knee it can’t be reversaled by Asuka or Nina and the like.

f+4 | mid. i22. +2.

A decent move to throw out every now and then, since it gives an advantage on block. Tracking is very poor so be sure of yourself when you throw this move out. On counterhit, d/b+3 is guaranteed and these two moves together do an awful lot of damage.

Starburst

Claudio’s special stance is called Starburst, and a lot of his more “bleh” have some very useful extensions become available once he gets into this stance. Once he uses any move in STB, regardless whether the move connects or not, he will leave the stance. Claudio enters STB after connecting any of the following moves. 

f+2, 2 b+4, 2 ws+2 f, f, F+2

b+2 1+2: 1+2: f+2 ff+2, 1+2 2, 1, 2

Starburst Moves

STB f1+2, 1+2 | mid, mid. i16. -9.

A safe, high crushing launcher that does 30 damage itself. Landing this move usually means you get to take a huge chunk of life from your opponent, so try and actually land it as often as you can. You can delay the second half, so you can try and bait them into mashing before the string is over if they’re not being careful of the fact you’re in stance. This move is also great for launching certain attacks such as Paul’s deathfist or Heihachi’s ff+2 that a lot of characters struggle to punish correctly, so all around this is one of the best uses of STB.

STB d+1, 2 | mid, mid. i17. +3.

This move is pretty good for pressure when you’re in STB. The whole string is NC and it does a ton of damage, and since it’s positive on block you can continue an offense after leaving STB with this move. Thought the hitbox is pretty big, I don’t think the tracking is the best so be careful how you use it. A decent use of STB, however unless you have a game plan for after using this move you might just want to save STB for something else.

STB d+2, 2 | low, low. i18. -12.

The infamous low launcher out of STB. This move high crushes, is not seeable, and gives a nice combo whenever you connect it. However it is not NC on normal hit, so unless you landed a counterhit a quick opponent might block the second hit and punish you accordingly. Like STB f1+2, 1+2 you can use the threat of the extension to create a new mindgame whenever you’re in this stance. Another really solid use of STB, though a bit more risky against people who are aware they can block the second hit.

STB d/b1+2 | mid, !. i18. unblockable.

Claudio’s 2 hit unblockable out of STB, this move only has one good use and it’s for cheesing people at the wall who aren’t expecting to be hit with a fairly fast unblockable. This move can be sidestepped so I wouldn’t spam it all the time, but it is a really good way of ending a round vs someone not prepared to deal with it.

STB b+4, 3, 2 | mid, high, mid. i17. -10.

In my opinion one of the least worth it moves out of STB. The last hit launches when it connects, however as the second hit is a high so you shouldn’t really be baiting them to mash into your extension like the STB f1+2, 1+2 or STB d+2, 2. That said, the move is pretty much unseen meaning it does have potential as a cheesy roundender. It’s also worth noting that though the second hit of the string is a high and could usually be ducked and launched, the animation of the last hit Claudio jumps into the air which could lead to some interesting trades or position swaps with nobody taking any damage.