Ehrgeiz

Ehrgeiz

15.10.2013 18:50:10
~B
VERSION 1.1
4/17/99

Unpublished Work Copyright 1999 Mike Allen


FORWARD
-------

This is as an "easy reference" for Clair players. The strategies are
from my Expert FAQ Version 1.33.

Send any tips/questions/comments to: Mallen1@csulb.edu


TABLE OF CONTENTS
-----------------

I. COMPLETE MOVES LIST

II. STRATEGIES

III. V.S. CLAIR

IV. WHY SHOULD I PLAY CLAIR?

V. REVISION HISTORY


KEY:
----

H: high
M: middle
L: low
G: guard
J: jump
S: special button
Basic: standard attack (not moving or using the directional pad)
Step: Step move
Ducking: a fully-ducked position
Rising: "while rising" attack
j(attack): just frame attack (exp. "jH" is a just-frame attack with H)


=======================================================================


I. 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)


=======================================================================


II. STRATEGIES
--------------

Close-Range Fighting
--------------------

Clair can 2-choice an H, L with an H, M. You can also 2-choice the HHH
with the HHH (hold). If they expect the unblockable and you dish out
the regular HHH, it will get them EVERY time.

Her LLL and LLM links are another 2-choice, but you need to "train"
your opponent not to block low after the first hit by popping out an L,
M or an L, throw. You also run the risk of being countered with a fast
jab if the initial L is blocked.

The LH will combo if you're close enough to your opponent.

The Running M cannot be interrupted and leaves you only slightly
exposed when blocked, and is quick enough for close-range fighting.

Use the basic M for COUNTERS ONLY.

If your white meter runs out, S can be used to perform a summersault.
Although the summersault can be interrupted, it is your best close-
range middle attack, providing extra incentive to POUND the opposition
with Clair's special attacks.


Medium-Range Fighting
---------------------

The Running M mixes well with the sweep (G+L).

If the Step LH hits, follow with the basic M for a 2-hit combo.

The Step (release G) M has nice range, leaves you protected when
blocked, and pops out quickly.

After a G+L, hold G to go into a crouched position. By holding G you
can 2-choice with another sweep by hitting L and a middle kick by
hitting M. If you follow with another sweep you'll be returned to the
ducking position and can 2-choice AGAIN.


The Sweep
---------

The G+L is Clair's best move. If it's a counter add the H for an air
combo. 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 Special
-----------

Use the basic S after blocking "push-away" 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.

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.

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.

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
-------------

Dodge wake-up attacks and counter with S or a running M. If you're at
close range, 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, the
opponent will fly up. Push H to add on a mid-air spin kick. J+L is
another way to counter wake-up attacks, but it's less fun.

If your opponent is down and you charge up 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,
"players" will get up invincibly with G, so be careful.


=======================================================================


III. 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, start 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.


=======================================================================


IV. WHY SHOULD I PLAY CLAIR?
----------------------------

Clair rules. You can have fun with her basics and her special,
something most other characters can't offer. She's one of the quickest
players and kicks ass at close-range, but opponent's who prey right
outside of this range are candy for her special. Waking up with the S
is also a sweet change-up. The basic M is a quick, efficient counter,
and the counter G+L into the H feels good. You have to love her left-
side throw and her voice after she slaps you silly or does the HHH
(hold last H).

By the way, she can kick almost anyone's ass.


V. REVISION HISTORY
-------------------

1.0- used Expert FAQ Version 1.3;
1.1- used Expert FAQ Version 1.33

I'll be updating this FAQ infrequently. New Clair strategies will
appear in my Expert FAQ first.

Send any tips/questions/comments to: Mallen1@csulb.edu

Unpublished Work Copyright 1999 Mike Allen


 
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