CLAIR FAQ
VERSION 1.2
5/15/99
Unpublished Work Copyright 1999 Mike Allen
FORWARD
-------
This is as an "easy reference" guide for Clair players. The strategies
are from my Expert FAQ Version 1.38.
Send any questions/comments to:
[email protected]
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TABLE OF CONTENTS
-----------------
I. STRATEGIES
II. COMPLETE MOVES LIST
III. V.S. CLAIR
IV. REVISION HISTORY
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KEY:
====
H: high
M: middle (input H+L)
L: low
G: guard
J: jump
S: special button
Basic: standard attack (not moving or using the directional pad)
Step: Step move (tap the directional pad while holding G)
Ducking: a fully-ducked position (hold G)
Rising: "while rising" position (after certain low attacks or ducking)
Walking: direction pad while holding G
Running: direction pad without holding G
j(attack): just-frame attack (exp. "jH" is a just-frame attack with H)
Terminology:
------------
jab = Basic H
combo = if the first hit lands, the rest will connect
mid = an attack that hits middle
low = an attack that hits low
counter = counter-hit
delay = pushing the buttons at a slower speed to alter the timing
lifter = move that sets up an air combo
wake-up attack = a move while on the ground after being knocked down
down attack = a move used to hit opponents lying on the ground
sleeper = an opponent who sits on the ground after being knocked down
turtle = an opponent who plays defensively
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CLAIR => Everybody was Kung-Fu Fighting...
========
Clair relies on brute force, strong but simple attack patterns, and a
skillfully placed Basic S. She's my fourth favorite character.
Close-Range Fighting
====================
Follow the Jab with:
--------------------
1. H (to Basic HH links)
2. Basic L (to Basic L links)
3. G+L (to G+L links)
4. Basic M
5. Running M
6. Throw
7. Basic S (can be delayed)
8. S (hold), H (can be delayed)
9. S (hold), L (can be delayed)
10. Basic H (restart Jab links)
11. S (white meter empty)
Notes:
The LH will combo and is a PRIMARY move at close-range. If the L hits
as a counter, your opponent will be pushed away and the H will miss
(unless your opponent is against a wall).
The Running M cannot be interrupted and leaves you less exposed than
the basic M when blocked.
If your white meter runs out, S can be used to perform a summersault.
This is your best close-range mid, and provides extra incentive to
POUND the opposition with Clair's special attacks.
Follow the Basic HH with:
-------------------------
1. H
2. H (hold)
3. G+L
4. Basic L (to Basic L links)
5. Basic M
6. Running M
7. Throw
7. Basic H (restart Jab links)
8. S (white meter empty)
Notes:
2-choice the HHH and HHH (hold). If they try to counter the unblockable
and you dish out the regular HHH, it will get them EVERY time.
Follow the Basic L with:
------------------------
1. H
2. Basic M
3. Throw
4. Basic S
5. S (hold), H
6. S (hold), L
7. S (white meter empty)
Note: Don't use the LL (it comes out too slow to mix-up).
Follow a Normal G+L with:
-------------------------
1. Basic M
1. jH (cannot use if G+L is blocked)
2. Ducking H (hold G after G+L to set-up)
3. G+L (input easily by holding G after G+L and tapping L)
Follow a Counter G+L with:
--------------------------
1. H (against light opponents)
2. Basic HHH (against heavy and normal opponents)
Notes:
You don't have to input H right away, so only stick it on if you see
your opponent go flying into the air.
The timing on the Basic HHH is easier against heavy opponents. If your
timing is bad, air combo with the H.
Medium-Range Fighting
=====================
Clair works best at close-range.
Medium-Range Attacks:
---------------------
1. Running M
2. G+L
3. Step LH
4. Step (release G), M
5. 90-degree H
Notes:
If the Step LH hits, follow with G+L for a 2-hit combo. If your
opponent doesn't ground recover, tack on the jL for extra damage.
The Step (release G) M has nice range, leaves you protected when
blocked, and pops out quickly.
The 90-degree H is a bit slow, but against opponents who like walking
around defensively at medium-range, this unblockable does good damage
and makes a nice addition to your attack patterns.
Specials
========
Basic S
-------
Use the basic S after blocking attacks or at random from a medium
distance. Most players will jump up, so charge the S and pop them when
they come back down. If they jump towards you, hit H (while charging S)
to do an uppercut slice. If they jump out of range, hit G to cancel.
If opponents consistently jump out of range when you try the S, charge
S and hit G immediately to cancel. Run after them when they jump and
try to nail them when they come down.
Don't use a basic S when you opponent is in the corner or against a
wall. Even if you connect their wake-up attack will nail you. This
doesn't apply if the S will finish the round.
S (hold), H
-----------
If you hit an opponent with the S (hold), H at close-range, follow with
the Walking H or LH for an air combo.
S (hold), L
-----------
The S (hold), L can be mixed with the Basic S at close-range. If
opponents try and counter the Basic S with a high attack, switch over
to the S (hold) L to duck their attack and cut them down.
Jumping S
---------
Try mixing in the Jumping S. This unblockable cannot be sword-grabbed
or interrupted, but it has a short range and leaves you open if missed.
Note: Clair is best played using a COMBINATION of basics and specials.
Make sure you never finish a round with a full meter, and if it's
always empty you're probably relying on the specials too much.
Wake-Up Games
=============
Against missed wake-up attacks, you can counter with the Basic S, the
Running M, or the S (hold), H.
If you are right next to your opponent, do the G+L. If they get up with
G to pass through the G+L, add the jL to nail them. If you counter a
wake-up attack with G+L, follow with an air combo.
If your opponent is down and you charge the S just outside of their
wake-up attack range, they'll normally freeze. If they try and roll
away, released the S for an easy hit. Smart opponents won't move, and
you can hit L (while holding S) for a low-knife sweep. Unfortunately,
good players will get up invincibly through the knives with G, so be
careful. You can always hit G to cancel the special, and stick in the
G+L.
The M+S isn't as quick as Godhand's M+S, but you can use it in a
similar fashion. If your opponent will ground recover, start the M+S a
bit early. When they recover from their invincibility--BAM. I like to
mix this one in after landing the Basic M. The M+S does sweet damage
and cannot be interrupted.
CLAIR'S COMPLETE MOVES LIST
===========================
HHH
HHH (hold last H)
H (quick L) HHHHH (can insert an L between the second and sixth hits)
HHjH
HHjLH
90-degree (either direction), HH
H+S, HH
H+S, jH
H+S, HjH
LHHH
LLH
LLL
LLLjHHH
LLLjHjHjH
L+S, H
M
M+S
Walking HHH
Walking HjL
Walking LL
Running H
Running M
Running L
Running G+H
Projectile-Evasion, H
G+H, HH
G+H, HjLH
G+L, H
G+L, jLH
Step HjLH
Step (release G), M
Step LH
Step LLH
Ducking HjH
J+H
J+L
Throws
------
front
left
right
back
360-degree
Specials
--------
S
S (hold)
S (hold), L
S (hold), H
J, S
S (white meter empty)
V.S. CLAIR
==========
Against the Special
-------------------
Against her special, you'll normally jump. When you do be sure to jump
AWAY from your opponent. If you're not careful, she will simply charge
the S longer and pop you when you come down.
You cannot sword-grab or interrupt her jumping S. Either walk to the
side, jump back, roll, or uppercut before she comes down.
Counter the Basic M and Running M
---------------------------------
If you block the Basic M, counter with a throw, an unblockable, or set
up a 2-choice. You won't have as much time to counter the Running M.
Against the Sweep
-----------------
If you feel the sweep coming, block low and don't get countered.
Against The L
-------------
Her LLL and LLH have a 2-choice at the third hit, so block low on the
second and counter with a quick H or M to save the hassle.
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IV. REVISION HISTORY
--------------------
1.0- used Expert FAQ Version 1.3
1.1- used Expert FAQ Version 1.33
1.2- used Expert FAQ Version 1.38
I won't update this FAQ again. New Clair strategies will appear in my
Expert FAQ first.
Send any questions/comments to:
[email protected]
Unpublished Work Copyright 1999 Mike Allen