She doesn't just have reach, however. Her mobility is unparalleled in the game, characterized by her phenomenal dash length, and her excellent run speed. She has one of the best dashdances in the game, making her a menace at any point on stage. She's also a fastfaller, allowing her to dish out quick Aerials like her Forward Air and Back Air to keep a powerful threat range. Her Jab and Down Tilt are excellent pokes to aid her ground game, and her Up Tilt is one of the strongest anti-airs in the game. All of her Strongs are powerful finishers that can often be confirmed into via her other options.
Ultimately, all of her attacks allow her to find her most powerful opener, Grab. She has excellent kill confirms off of her throws, including one of the most brutal 50/50s of Forward Throw and Back Throw into Forward Strong on her opponents, where opponents can die incredibly early for guessing wrong. She also has many ways to find Grab, though frankly, she doesn't need to rely on it. Her stun mechanic allows her to find hits that no one else can fit in, and the more precision, the more rewarding her punish game becomes.
Utilizing her excellent disjoints and highly rewarding sweetspots to keep opponents just out of reach while maintaining a superb combo game with explosive KO potential, Clairen can easily control the mid range against most fighters. Though she lacks a projectile herself, unlike most of the cast, she is able to nullify enemy projectiles through her Down Special to turn the tables against her foes, though she can often get it done herself with her mobility.
While Clairen can be easy and often shut down playstyles for running into her sword at all, making her beginner-friendly, she rewards more and more precision at higher skill. If Clairen finds a hit, sure, she can find the optimal combo, but the flashier you are, the more reward you get. She rewards sound understanding of assessing threat ranges and grounded spacing, and compared to the rest of the cast, she is relatively straightforward. If she hits the opponent, the only thing she has to kill them is her sword and herself, nothing else. Save the future, kill the past.
Clairen is a mighty, graceful warrior from the future who outspaces and overpowers her foes with her plasma sword and superior technology. | |
Pros | Cons |
|
|
The opponent cannot floorhug if they time the SSDI input too late, occuring during the second hitpause window from Clairen's stun. If an opponent is hit by multiple stun hits in very quick succesion, no additional hitpause will be applied on any hits after the first one. Clairen's stun does not apply to shielding opponents.
Xbox:
GCN: / +
KB: . For more, read Down Special.
Normal Moves
Jab
AttackDefault Controls
Xbox:
GCN:
KB:
Hit / HitboxWhich hit timing (such as early or late), or hitbox (such as sweetspot or sourspot) of this move that the data to the right is referring to. | DamageThe raw damage percent value of the listed move/hit. | Startup WindowThe number of startup frames before the attack comes out. | Active FramesThe number of frames a move is active and can affect opponents. | EndlagThe number of frames before a character can act after the move becomes inactive. | IASAInterruptible As Soon As; the earliest frame a character can act after using the move. | LandlagThe landing recovery frames the move incurs when the attacker lands. | KnockbackBase Knockback + Knockback Growth; the distance the move launches the target, calculated with the move's damage and the target's percent. | AngleThe angle at which the move sends the target. |
---|---|---|---|---|---|---|---|---|
Sour | 3% | 5 | 6-7 | 20 | 28This move can be cancelled into Clairen's tilts starting on frame 23. | N/A | 45
| |
Tipper | 5% | 5 | 6-7 | 20 | 28This move can be cancelled into Clairen's tilts starting on frame 23. | N/A | 70
|
- Both the sour hit and the tipper can be auto-floorhugged.
- Can be cancelled into Tilts starting on frame 23.
- Tipper hit grants 14 frames of extra hitpause.
This is Clairen's fastest grounded attack. Clairen doesn't have Jab sequences, but she can still cancel into a Tilt, though much later than a traditional Jab.
The sourspot has no true follow-ups and is sometimes unsafe, but the tipper pops opponents directly upwards making it an excellent combo starter at almost any percent. The tipper is also safe on shield when spaced, making it a low commitment tool with relatively high reward. This can be a useful approaching tool when done out of a babydashBabydash
A 2-Frame dash input that leaves you actionable sooner than a Wavedash.Babydash
A 2-Frame dash input that leaves you actionable sooner than a Wavedash. or a dash pivot.
Hit / Hitbox | Autocancel WindowThe range of frames where the moves landing lag is skipped. | Auto FloorhuggableCan the hitbox be auto floorhugged? | Force TumbleCan the hitbox force tumble? | Shield StunThe amount of frames the move afflicts stun on the opponent's shield. | Shield Push MultiplierAdjusts the strength of the opponent's knockback if shielding the move. | Hitstun MultiplierAdjusts the frame duration of the opponent's hitstun. | Hitfall Hitstun MultiplierAdjusts the frame duration of the opponent's hitstun when hitfalling the move. | SSDI MultiplierAdjusts the strength of Single Shift Directional Influence against the move. | ASDI MultiplierAdjusts the strength of Automatic Shift Directional Influence against the move. | Angle FlipperOne of three Knockback Flippers: SpecifiedAngle, AwayFromHostCenter, and HostVelocityAngle. | |
---|---|---|---|---|---|---|---|---|---|---|---|
Sour | |||||||||||
Tipper |
Forward Tilt
Default Controls
Xbox/GCN: Left Analog Stick
KB: / / / A light tilt of the left stick
or Walk Mod.Default Controls
KB: (defaults to for KB)
will prevent accidental Dash Attacks. / Default Controls
Xbox/GCN: Left Analog Stick
KB: / / / A light tilt of the left stick
or Walk Mod.Default Controls
KB: (defaults to for KB)
will prevent accidental Dash Attacks. + AttackDefault Controls
Xbox:
GCN:
KB:
Hit / HitboxWhich hit timing (such as early or late), or hitbox (such as sweetspot or sourspot) of this move that the data to the right is referring to. | DamageThe raw damage percent value of the listed move/hit. | Startup WindowThe number of startup frames before the attack comes out. | Active FramesThe number of frames a move is active and can affect opponents. | EndlagThe number of frames before a character can act after the move becomes inactive. | IASAInterruptible As Soon As; the earliest frame a character can act after using the move. | LandlagThe landing recovery frames the move incurs when the attacker lands. | KnockbackBase Knockback + Knockback Growth; the distance the move launches the target, calculated with the move's damage and the target's percent. | AngleThe angle at which the move sends the target. |
---|---|---|---|---|---|---|---|---|
Sour | 7% | 7 | 8-11 | 23 | 35 | N/A | 45
| |
Tipper | 9% | 7 | 8-11 | 23 | 35 | N/A | 40
|
- Tipper hit grants 22 frames of extra hitpause.
This is a flyswatter move. It gets opponents out of Clairen's personal space and covers her midrange quite well, being her farthest reaching move.
This move can sometimes work as an anti-air due of its massive hitbox, but it generally allows Clairen to reset to neutral or force an edgeguard at high percents, even a kill with the tipper. Don't expect too many combos from this move though, apart from sometimes the tipper on DI in.
Hit / Hitbox | Autocancel WindowThe range of frames where the moves landing lag is skipped. | Auto FloorhuggableCan the hitbox be auto floorhugged? | Force TumbleCan the hitbox force tumble? | Shield StunThe amount of frames the move afflicts stun on the opponent's shield. | Shield Push MultiplierAdjusts the strength of the opponent's knockback if shielding the move. | Hitstun MultiplierAdjusts the frame duration of the opponent's hitstun. | Hitfall Hitstun MultiplierAdjusts the frame duration of the opponent's hitstun when hitfalling the move. | SSDI MultiplierAdjusts the strength of Single Shift Directional Influence against the move. | ASDI MultiplierAdjusts the strength of Automatic Shift Directional Influence against the move. | Angle FlipperOne of three Knockback Flippers: SpecifiedAngle, AwayFromHostCenter, and HostVelocityAngle. | |
---|---|---|---|---|---|---|---|---|---|---|---|
Sour | |||||||||||
Tipper |
Up Tilt
Default Controls
Xbox/GCN: Left Analog Stick
KB: / / / + AttackDefault Controls
Xbox:
GCN:
KB:
Hit / HitboxWhich hit timing (such as early or late), or hitbox (such as sweetspot or sourspot) of this move that the data to the right is referring to. | DamageThe raw damage percent value of the listed move/hit. | Startup WindowThe number of startup frames before the attack comes out. | Active FramesThe number of frames a move is active and can affect opponents. | EndlagThe number of frames before a character can act after the move becomes inactive. | IASAInterruptible As Soon As; the earliest frame a character can act after using the move. | LandlagThe landing recovery frames the move incurs when the attacker lands. | KnockbackBase Knockback + Knockback Growth; the distance the move launches the target, calculated with the move's damage and the target's percent. | AngleThe angle at which the move sends the target. |
---|---|---|---|---|---|---|---|---|
Sour | 7% | 8 | 9-15 | 19 | 35 | N/A | 75
| |
Tipper | 10% | 8 | 9-15 | 19 | 35 | N/A | 75
|
- Tipper hit grants 25 frames of extra hitpause.
Clairen's premiere anti-air and combo tool. The move starts behind Clairen before sweeping to the front of her.
This move is phenomenal for catching jumps and landings. It can also be used to cover lower platforms on stages such as Hodojo, either on a tech chase or against landing opponents. The tipper is excellent for low to mid percent combos and can potentially kill opponents at very high percents as well, and the sourspot can replace the tipper at higher percents to serve the same function.
This move is very unsafe on shield however, whether grounded or on opponents shielding on platforms above Clairen.
Hit / Hitbox | Autocancel WindowThe range of frames where the moves landing lag is skipped. | Auto FloorhuggableCan the hitbox be auto floorhugged? | Force TumbleCan the hitbox force tumble? | Shield StunThe amount of frames the move afflicts stun on the opponent's shield. | Shield Push MultiplierAdjusts the strength of the opponent's knockback if shielding the move. | Hitstun MultiplierAdjusts the frame duration of the opponent's hitstun. | Hitfall Hitstun MultiplierAdjusts the frame duration of the opponent's hitstun when hitfalling the move. | SSDI MultiplierAdjusts the strength of Single Shift Directional Influence against the move. | ASDI MultiplierAdjusts the strength of Automatic Shift Directional Influence against the move. | Angle FlipperOne of three Knockback Flippers: SpecifiedAngle, AwayFromHostCenter, and HostVelocityAngle. | |
---|---|---|---|---|---|---|---|---|---|---|---|
Sour | |||||||||||
Tipper |
Down Tilt
Default Controls
Xbox/GCN: Left Analog Stick
KB: / / / A light tilt of the left stick
or Walk Mod.Default Controls
KB: (defaults to for KB)
will prevent accidental platform drops. + AttackDefault Controls
Xbox:
GCN:
KB:
Hit / HitboxWhich hit timing (such as early or late), or hitbox (such as sweetspot or sourspot) of this move that the data to the right is referring to. | DamageThe raw damage percent value of the listed move/hit. | Startup WindowThe number of startup frames before the attack comes out. | Active FramesThe number of frames a move is active and can affect opponents. | EndlagThe number of frames before a character can act after the move becomes inactive. | IASAInterruptible As Soon As; the earliest frame a character can act after using the move. | LandlagThe landing recovery frames the move incurs when the attacker lands. | KnockbackBase Knockback + Knockback Growth; the distance the move launches the target, calculated with the move's damage and the target's percent. | AngleThe angle at which the move sends the target. |
---|---|---|---|---|---|---|---|---|
Sour | 5% | 6 | 7-9 | 15 | 25 | N/A | 45
| |
Tipper | 9% | 6 | 7-9 | 15 | 25 | N/A | 32
|
- Tipper hit grants 20 frames of extra hitpause.
Clairen's poke against anyone not above her. This reaches further than Jab and ends a few frames faster, though starting a frame later.
This move couples quite well with Jab, as it will often tipper at the range where Jab barely whiffs. The sourspot is not too good on hit, but the tipper can immediately start combos. This move is excellent at covering recoveries below ledge, often forcing opponents to sweetspot or recover high.
Hit / Hitbox | Autocancel WindowThe range of frames where the moves landing lag is skipped. | Auto FloorhuggableCan the hitbox be auto floorhugged? | Force TumbleCan the hitbox force tumble? | Shield StunThe amount of frames the move afflicts stun on the opponent's shield. | Shield Push MultiplierAdjusts the strength of the opponent's knockback if shielding the move. | Hitstun MultiplierAdjusts the frame duration of the opponent's hitstun. | Hitfall Hitstun MultiplierAdjusts the frame duration of the opponent's hitstun when hitfalling the move. | SSDI MultiplierAdjusts the strength of Single Shift Directional Influence against the move. | ASDI MultiplierAdjusts the strength of Automatic Shift Directional Influence against the move. | Angle FlipperOne of three Knockback Flippers: SpecifiedAngle, AwayFromHostCenter, and HostVelocityAngle. | |
---|---|---|---|---|---|---|---|---|---|---|---|
Sour | |||||||||||
Tipper |
Dash Attack
While Dashing / Running AttackDefault Controls
Xbox:
GCN:
KB:
Hit / HitboxWhich hit timing (such as early or late), or hitbox (such as sweetspot or sourspot) of this move that the data to the right is referring to. | DamageThe raw damage percent value of the listed move/hit. | Startup WindowThe number of startup frames before the attack comes out. | Active FramesThe number of frames a move is active and can affect opponents. | EndlagThe number of frames before a character can act after the move becomes inactive. | IASAInterruptible As Soon As; the earliest frame a character can act after using the move. | LandlagThe landing recovery frames the move incurs when the attacker lands. | KnockbackBase Knockback + Knockback Growth; the distance the move launches the target, calculated with the move's damage and the target's percent. | AngleThe angle at which the move sends the target. |
---|---|---|---|---|---|---|---|---|
Sour | 6% | 14 | 15-18 | 24 | 43 | N/A | 45
| |
Tipper | 9% | 15 | 15-18 | 24 | 42 | N/A | 110
|
- Tipper hit grants 21 frames of extra hitpause.
Clairen lunges forward before swiping her blade in front of her. Has good burst range.
This move is great for punishing opponents that are trying to run away and can catch tech away. The tipper sends opponents towards Clairen, popping them straight up on DI out. It can also sometimes barely catch opponents behind her.
Hit / Hitbox | Autocancel WindowThe range of frames where the moves landing lag is skipped. | Auto FloorhuggableCan the hitbox be auto floorhugged? | Force TumbleCan the hitbox force tumble? | Shield StunThe amount of frames the move afflicts stun on the opponent's shield. | Shield Push MultiplierAdjusts the strength of the opponent's knockback if shielding the move. | Hitstun MultiplierAdjusts the frame duration of the opponent's hitstun. | Hitfall Hitstun MultiplierAdjusts the frame duration of the opponent's hitstun when hitfalling the move. | SSDI MultiplierAdjusts the strength of Single Shift Directional Influence against the move. | ASDI MultiplierAdjusts the strength of Automatic Shift Directional Influence against the move. | Angle FlipperOne of three Knockback Flippers: SpecifiedAngle, AwayFromHostCenter, and HostVelocityAngle. | |
---|---|---|---|---|---|---|---|---|---|---|---|
Sour | |||||||||||
Tipper |
Strong Attacks
Forward Strong
( Default Controls
Xbox/GCN: Left Analog Stick
KB: / / / / Default Controls
Xbox/GCN: Left Analog Stick
KB: / / / + ) StrongDefault Controls
Xbox:
GCN:
KB: (Hold OK)
Hit / HitboxWhich hit timing (such as early or late), or hitbox (such as sweetspot or sourspot) of this move that the data to the right is referring to. | DamageThe raw damage percent value of the listed move/hit. | Startup WindowThe number of startup frames before the attack comes out. | Active FramesThe number of frames a move is active and can affect opponents. | EndlagThe number of frames before a character can act after the move becomes inactive. | IASAInterruptible As Soon As; the earliest frame a character can act after using the move. | LandlagThe landing recovery frames the move incurs when the attacker lands. | KnockbackBase Knockback + Knockback Growth; the distance the move launches the target, calculated with the move's damage and the target's percent. | AngleThe angle at which the move sends the target. |
---|---|---|---|---|---|---|---|---|
Sour | 9% | 8+2 [10]Pre-charge Frames + Post-charge Frames [Total Uncharged Startup] |
11-14 | 38 | 53 | N/A | 45
| |
Tipper | 13% | 8+2 [10]Pre-charge Frames + Post-charge Frames [Total Uncharged Startup] |
11-14 | 38 | 53 | N/A | 45
|
- Tipper hit grants 26 frames of extra hitpause.
If you were wondering, this is the Clairen move. She slashes downward, generating a massive hitbox both above and in front of her.
The tipper is incredibly strong, being one of Clairen's most reliable finishers in a combo due to most of her kit being able to combo into it at basically any percent. She also has an infamous 50/50 with Forward Throw and Back Throw at high percents for an easy kill confirm. The sourspot can get the job done at higher percents too, or at the very least force the opponent offstage. The early, higher-reaching hitbox is also excellent for punishing missed techs on platforms.
This move has many flaws, however. Its reach is shorter than Jab and Down Tilt, making it a relatively obsolete callout option in neutral. It is also horribly laggy, making it extremely punishable both on shield and on whiff.
Hit / Hitbox | Autocancel WindowThe range of frames where the moves landing lag is skipped. | Auto FloorhuggableCan the hitbox be auto floorhugged? | Force TumbleCan the hitbox force tumble? | Shield StunThe amount of frames the move afflicts stun on the opponent's shield. | Shield Push MultiplierAdjusts the strength of the opponent's knockback if shielding the move. | Hitstun MultiplierAdjusts the frame duration of the opponent's hitstun. | Hitfall Hitstun MultiplierAdjusts the frame duration of the opponent's hitstun when hitfalling the move. | SSDI MultiplierAdjusts the strength of Single Shift Directional Influence against the move. | ASDI MultiplierAdjusts the strength of Automatic Shift Directional Influence against the move. | Angle FlipperOne of three Knockback Flippers: SpecifiedAngle, AwayFromHostCenter, and HostVelocityAngle. | |
---|---|---|---|---|---|---|---|---|---|---|---|
Sour | |||||||||||
Tipper |
Up Strong
Default Controls
Xbox/GCN: Left Analog Stick
KB: / / / + StrongDefault Controls
Xbox:
GCN:
KB: (Hold OK)
Hit / HitboxWhich hit timing (such as early or late), or hitbox (such as sweetspot or sourspot) of this move that the data to the right is referring to. | DamageThe raw damage percent value of the listed move/hit. | Startup WindowThe number of startup frames before the attack comes out. | Active FramesThe number of frames a move is active and can affect opponents. | EndlagThe number of frames before a character can act after the move becomes inactive. | IASAInterruptible As Soon As; the earliest frame a character can act after using the move. | LandlagThe landing recovery frames the move incurs when the attacker lands. | KnockbackBase Knockback + Knockback Growth; the distance the move launches the target, calculated with the move's damage and the target's percent. | AngleThe angle at which the move sends the target. |
---|---|---|---|---|---|---|---|---|
Sour | 8% | 9+2 [11]Pre-charge Frames + Post-charge Frames [Total Uncharged Startup] |
12-14 | 33 | 48 | N/A | 90
| |
Super Sour | 7% | 9+2 [11]Pre-charge Frames + Post-charge Frames [Total Uncharged Startup] |
12-14 | 33 | 48 | N/A | 60
| |
Tipper | 13% | 9+2 [11]Pre-charge Frames + Post-charge Frames [Total Uncharged Startup] |
12-14 | 33 | 48 | N/A | 90
|
- Tipper hit grants 29 frames of extra hitpause.
A strong upward thrust. Has further range than Up Tilt, with a small tipper at the very top. The hitboxes from top to bottom are her tipper, sour, and super sour hitbox.
This move is finicky to hit, as a perfectly centred hit can get her sour hitbox, whereas a slightly offcenter hit at the same height may actually lead to a tipper. This can cover platform tech options quite well, and it can also be a hard callout on landing opponents. She also has a few setups that can lead into this, most notably her Up Air into Up Strong being a true combo when performed correctly, known as the Larry.
This move has very little horizontal range, however, and while getting the sourspot is generally fine, whiffing it can be very bad, especially against grounded opponents.
Hit / Hitbox | Autocancel WindowThe range of frames where the moves landing lag is skipped. | Auto FloorhuggableCan the hitbox be auto floorhugged? | Force TumbleCan the hitbox force tumble? | Shield StunThe amount of frames the move afflicts stun on the opponent's shield. | Shield Push MultiplierAdjusts the strength of the opponent's knockback if shielding the move. | Hitstun MultiplierAdjusts the frame duration of the opponent's hitstun. | Hitfall Hitstun MultiplierAdjusts the frame duration of the opponent's hitstun when hitfalling the move. | SSDI MultiplierAdjusts the strength of Single Shift Directional Influence against the move. | ASDI MultiplierAdjusts the strength of Automatic Shift Directional Influence against the move. | Angle FlipperOne of three Knockback Flippers: SpecifiedAngle, AwayFromHostCenter, and HostVelocityAngle. | |
---|---|---|---|---|---|---|---|---|---|---|---|
Sour | |||||||||||
Super Sour | |||||||||||
Tipper |
Down Strong
Default Controls
Xbox/GCN: Left Analog Stick
KB: / / / A light tilt of the left stick
or Walk Mod.Default Controls
KB: (defaults to for KB)
will prevent accidental platform drops. + StrongDefault Controls
Xbox:
GCN:
KB: (Hold OK)
Hit / HitboxWhich hit timing (such as early or late), or hitbox (such as sweetspot or sourspot) of this move that the data to the right is referring to. | DamageThe raw damage percent value of the listed move/hit. | Startup WindowThe number of startup frames before the attack comes out. | Active FramesThe number of frames a move is active and can affect opponents. | EndlagThe number of frames before a character can act after the move becomes inactive. | IASAInterruptible As Soon As; the earliest frame a character can act after using the move. | LandlagThe landing recovery frames the move incurs when the attacker lands. | KnockbackBase Knockback + Knockback Growth; the distance the move launches the target, calculated with the move's damage and the target's percent. | AngleThe angle at which the move sends the target. |
---|---|---|---|---|---|---|---|---|
Hit 1 Sour | 9% | 3+4 [7]Pre-charge Frames + Post-charge Frames [Total Uncharged Startup] |
8-10 | 27 | 50 | N/A | 70
| |
Hit 1 Tipper | 13% | 3+4 [7]Pre-charge Frames + Post-charge Frames [Total Uncharged Startup] |
8-10 | 27 | 50 | N/A | 70
| |
Hit 2 Sour | 9% | 3+4 [7]Pre-charge Frames + Post-charge Frames [Total Uncharged Startup] |
20-22 | 27 | 50 | N/A | 70
| |
Hit 2 Tipper | 13% | 3+4 [7]Pre-charge Frames + Post-charge Frames [Total Uncharged Startup] |
20-22 | 27 | 50 | N/A | 70
|
- Tipper hits grant 27 and 29 frames of extra hitpause respectively.
This is Clairen's fastest Strong attack, but is no slouch in terms of power.
The first hit strikes opponents behind her and has a deceptively high-reaching tipper, able to even clip short hops. Because of its speed and size, this move is extremely valuable as a kill option, substituting Forward Strong in many situations. There are also numerous setups to land into it, notably her tipper Back Air into tipper Down Strong. It's not too bad of a neutral callout either, especially when reversed with a pivot.
The second hit is one of the strongest moves in the game, but it has an extreme amount of startup, making it much more niche to find situations to hit it. It's good as a tech chase option, especially in the corner, and it can also work at ledge to hit recovering opponents.
This move overall should be her go-to move, outpacing Forward Strong with faster startup and endlag. The downside to this move is that it has very little vertical range, making it hard to cover jump-ins.
Hit / Hitbox | Autocancel WindowThe range of frames where the moves landing lag is skipped. | Auto FloorhuggableCan the hitbox be auto floorhugged? | Force TumbleCan the hitbox force tumble? | Shield StunThe amount of frames the move afflicts stun on the opponent's shield. | Shield Push MultiplierAdjusts the strength of the opponent's knockback if shielding the move. | Hitstun MultiplierAdjusts the frame duration of the opponent's hitstun. | Hitfall Hitstun MultiplierAdjusts the frame duration of the opponent's hitstun when hitfalling the move. | SSDI MultiplierAdjusts the strength of Single Shift Directional Influence against the move. | ASDI MultiplierAdjusts the strength of Automatic Shift Directional Influence against the move. | Angle FlipperOne of three Knockback Flippers: SpecifiedAngle, AwayFromHostCenter, and HostVelocityAngle. | |
---|---|---|---|---|---|---|---|---|---|---|---|
Hit 1 Sour | |||||||||||
Hit 1 Tipper | |||||||||||
Hit 2 Sour | |||||||||||
Hit 2 Tipper |
Aerials
Neutral Air
While Airborne AttackDefault Controls
Xbox:
GCN:
KB:
Hit / HitboxWhich hit timing (such as early or late), or hitbox (such as sweetspot or sourspot) of this move that the data to the right is referring to. | DamageThe raw damage percent value of the listed move/hit. | Startup WindowThe number of startup frames before the attack comes out. | Active FramesThe number of frames a move is active and can affect opponents. | EndlagThe number of frames before a character can act after the move becomes inactive. | IASAInterruptible As Soon As; the earliest frame a character can act after using the move. | LandlagThe landing recovery frames the move incurs when the attacker lands. | KnockbackBase Knockback + Knockback Growth; the distance the move launches the target, calculated with the move's damage and the target's percent. | AngleThe angle at which the move sends the target. |
---|---|---|---|---|---|---|---|---|
Multihit Sour | 1% (x5) | 9 | 10, 12, 14, 16, 18 | 12 | 36 | 10 | 45
| |
Multihit Tipper | 2% (x5) | 9 | 10, 12, 14, 16, 18 | 12 | 36 | 10 | 45
| |
Final Sour | 3% | 9 | 20-23 | 12 | 36 | 10 | 60
| |
Final Tipper | 8% | 9 | 20-23 | 12 | 36 | 10 | 37
|
- Multihit tipper grants 17 frames of extra hitpause. Final tipper grants 27 frames of extra hitpause.
- Multihits have a 0.5x SSDI multiplier.
A rapid spin that hits multiple times, with a strong final hit.
This move is good for its high active frames, giving it a ton of utility. It is particularly effective at breaking crouch cancel due to its multihitting nature. Each tipper multihit has a different placement, and timing the particular hit can matter for covering different spaces. The final tipper hit is the most valuable, as it can often kill at high percents and serves as a great combo starter. It also is quite good for crossing up on shield or as a spaced option.
This move can serve in all sorts of places, whether it be a combo starter, filler, an approach tool, or even a finisher. At worst, it is still great for racking up percents on opponents. It can also serve as a meaty hit, covering spotdodges and tech options reasonably well.
In terms of range, this move is Clairen's only close quarters tool that covers her apart from NFZ, meaning that it can be useful for keeping opponents out who overshoot against Clairen. It also can be reasonable as an edgeguarding tool when covering below stage with dropzone Neutral Air.
Hit / Hitbox | Autocancel WindowThe range of frames where the moves landing lag is skipped. | Auto FloorhuggableCan the hitbox be auto floorhugged? | Force TumbleCan the hitbox force tumble? | Shield StunThe amount of frames the move afflicts stun on the opponent's shield. | Shield Push MultiplierAdjusts the strength of the opponent's knockback if shielding the move. | Hitstun MultiplierAdjusts the frame duration of the opponent's hitstun. | Hitfall Hitstun MultiplierAdjusts the frame duration of the opponent's hitstun when hitfalling the move. | SSDI MultiplierAdjusts the strength of Single Shift Directional Influence against the move. | ASDI MultiplierAdjusts the strength of Automatic Shift Directional Influence against the move. | Angle FlipperOne of three Knockback Flippers: SpecifiedAngle, AwayFromHostCenter, and HostVelocityAngle. | |
---|---|---|---|---|---|---|---|---|---|---|---|
Multihit Sour | |||||||||||
Multihit Tipper | |||||||||||
Final Sour | |||||||||||
Final Tipper |
Forward Air
While Airborne Default Controls
Xbox/GCN: Left Analog Stick
KB: / / / Presumes character is facing right. + AttackDefault Controls
Xbox:
GCN:
KB:
Hit / HitboxWhich hit timing (such as early or late), or hitbox (such as sweetspot or sourspot) of this move that the data to the right is referring to. | DamageThe raw damage percent value of the listed move/hit. | Startup WindowThe number of startup frames before the attack comes out. | Active FramesThe number of frames a move is active and can affect opponents. | EndlagThe number of frames before a character can act after the move becomes inactive. | IASAInterruptible As Soon As; the earliest frame a character can act after using the move. | LandlagThe landing recovery frames the move incurs when the attacker lands. | KnockbackBase Knockback + Knockback Growth; the distance the move launches the target, calculated with the move's damage and the target's percent. | AngleThe angle at which the move sends the target. |
---|---|---|---|---|---|---|---|---|
1st Hit Sour | 3% | 6 | 7-8 | 22 | 40 | 12 | 82
| |
2nd Hit Sour | 4% | 6 | 16-17 | 22 | 39 | 12 | 45
| |
2nd Hit Super Sour | 4% | 6 | 16-17 | 22 | 39 | 12 | 60
| |
1st/2nd Hit Tipper | 7% | 6 | 7-8, 16-17 | 22 | 39 | 12 | 40
| |
1st/2nd Hit Reverse Tipper | 7% | 6 | 8, 17 | 22 | 39 | 12 | 45
|
- Both hits grant 22 frames of extra hitpause.
A double swipe, hitting in front and slightly below her. The second hit hits slightly lower than the first hit. The first sour hit has incredibly weak knockback and hitstun, while the second sour hit is decent strength, but still being significantly weaker than the tippers.
This move is one of her ways of maintaining space, and she gains the most reward from her tippers, as usual. This move can be tricky, as the first tipper hit can often link into the second sour hit on improper spacing, meaning that it can be important to hitfall the first hit.
The sour hits are not awful, however. The first sour hit can usually combo into a Jab or Grab with hitfalling, and the second sour hit has decent knockback power on its own.
This move is good at contesting aerial approaches, both as an aggressive overshoot as well as a preemptive retreating move. It's much worse against grounded opponents due to how high it hits out of her short hop, often whiffing and giving the opponent a free punish.
In terms of combos, the first tipper hit usually has the best reward. Clairen can start combos, notably getting hitfall Grab off it, as well as many of her other moves. It also makes for good filer. This move is also an excellent edgeguard move, doing well at killing when an opponent attempts to recover from above ledge, though the move is too narrow and too long to be as effective below ledge.
Hit / Hitbox | Autocancel WindowThe range of frames where the moves landing lag is skipped. | Auto FloorhuggableCan the hitbox be auto floorhugged? | Force TumbleCan the hitbox force tumble? | Shield StunThe amount of frames the move afflicts stun on the opponent's shield. | Shield Push MultiplierAdjusts the strength of the opponent's knockback if shielding the move. | Hitstun MultiplierAdjusts the frame duration of the opponent's hitstun. | Hitfall Hitstun MultiplierAdjusts the frame duration of the opponent's hitstun when hitfalling the move. | SSDI MultiplierAdjusts the strength of Single Shift Directional Influence against the move. | ASDI MultiplierAdjusts the strength of Automatic Shift Directional Influence against the move. | Angle FlipperOne of three Knockback Flippers: SpecifiedAngle, AwayFromHostCenter, and HostVelocityAngle. | |
---|---|---|---|---|---|---|---|---|---|---|---|
1st Hit Sour | |||||||||||
2nd Hit Sour | |||||||||||
2nd Hit Super Sour | |||||||||||
1st/2nd Hit Tipper | |||||||||||
1st/2nd Hit Reverse Tipper |
Back Air
While Airborne Default Controls
Xbox/GCN: Left Analog Stick
KB: / / / Presumes character is facing right. + AttackDefault Controls
Xbox:
GCN:
KB:
Hit / HitboxWhich hit timing (such as early or late), or hitbox (such as sweetspot or sourspot) of this move that the data to the right is referring to. | DamageThe raw damage percent value of the listed move/hit. | Startup WindowThe number of startup frames before the attack comes out. | Active FramesThe number of frames a move is active and can affect opponents. | EndlagThe number of frames before a character can act after the move becomes inactive. | IASAInterruptible As Soon As; the earliest frame a character can act after using the move. | LandlagThe landing recovery frames the move incurs when the attacker lands. | KnockbackBase Knockback + Knockback Growth; the distance the move launches the target, calculated with the move's damage and the target's percent. | AngleThe angle at which the move sends the target. |
---|---|---|---|---|---|---|---|---|
Sour | 6% | 8 | 9-11 | 23 | 35 | 10 | 45
| |
Sour Reverse | 5% | 8 | 9-11 | 23 | 35 | 10 | 45
| |
Tipper | 9% | 8 | 9-11 | 23 | 35 | 10 | 60
|
- Tipper hit grants 23 frames of extra hitpause.
This move has good vertical coverage and has no gaps, unlike Forward Air. Arguably the most consistent out of her Aerials. Low landing lag.
This move has a lot of reward on hit, both sour and tipper alike. This move is really safe to land with, making it an effective tool for walling out opponents. Instant short hop Back Air is no joke either, however, as it's reliable to tipper against grounded opponents and yields great reward when apired with hitfallHitfall
A tech in which the attacker can buffer a fastfall during hitpause. Exclusive to Rivals of Aether and Rivals of Aether II..
This move can quite reliably stun combo into Grab and Down Strong. The tipper can kill quite well on high percents.
This move is quite good on shield as well, being her safest aerial on shield when tippered, but also having good horizontal reach for spacing.
Hit / Hitbox | Autocancel WindowThe range of frames where the moves landing lag is skipped. | Auto FloorhuggableCan the hitbox be auto floorhugged? | Force TumbleCan the hitbox force tumble? | Shield StunThe amount of frames the move afflicts stun on the opponent's shield. | Shield Push MultiplierAdjusts the strength of the opponent's knockback if shielding the move. | Hitstun MultiplierAdjusts the frame duration of the opponent's hitstun. | Hitfall Hitstun MultiplierAdjusts the frame duration of the opponent's hitstun when hitfalling the move. | SSDI MultiplierAdjusts the strength of Single Shift Directional Influence against the move. | ASDI MultiplierAdjusts the strength of Automatic Shift Directional Influence against the move. | Angle FlipperOne of three Knockback Flippers: SpecifiedAngle, AwayFromHostCenter, and HostVelocityAngle. | |
---|---|---|---|---|---|---|---|---|---|---|---|
Sour | |||||||||||
Sour Reverse | |||||||||||
Tipper |
Up Air
While Airborne Default Controls
Xbox/GCN: Left Analog Stick
KB: / / / + AttackDefault Controls
Xbox:
GCN:
KB:
Hit / HitboxWhich hit timing (such as early or late), or hitbox (such as sweetspot or sourspot) of this move that the data to the right is referring to. | DamageThe raw damage percent value of the listed move/hit. | Startup WindowThe number of startup frames before the attack comes out. | Active FramesThe number of frames a move is active and can affect opponents. | EndlagThe number of frames before a character can act after the move becomes inactive. | IASAInterruptible As Soon As; the earliest frame a character can act after using the move. | LandlagThe landing recovery frames the move incurs when the attacker lands. | KnockbackBase Knockback + Knockback Growth; the distance the move launches the target, calculated with the move's damage and the target's percent. | AngleThe angle at which the move sends the target. |
---|---|---|---|---|---|---|---|---|
Sour | 6% | 15 | 16-19 | 26 | 46 | 13 | 80
| |
Tipper | 12% | 15 | 16-19 | 26 | 46 | 13 | 90
|
- Tipper hit grants 28 frames of extra hitpause.
Clairen swings high above, starting from behind her before ending in the front of her. The tipper for this move starts above and slightly behind her, then swings downward, ending directly in front of her.
This move controls the vertical space above her. Her sourspot can do a decent job of keeping opponents up, but the tipper is very deadly, being a strong kill move and often able to close out stocks early due to how high the opponent is when Clairen hits this tipper. It's important to rely on other moves to avoid overextending, however, as this move has quite high startup, making it really only useful as a combo extender.
Hit / Hitbox | Autocancel WindowThe range of frames where the moves landing lag is skipped. | Auto FloorhuggableCan the hitbox be auto floorhugged? | Force TumbleCan the hitbox force tumble? | Shield StunThe amount of frames the move afflicts stun on the opponent's shield. | Shield Push MultiplierAdjusts the strength of the opponent's knockback if shielding the move. | Hitstun MultiplierAdjusts the frame duration of the opponent's hitstun. | Hitfall Hitstun MultiplierAdjusts the frame duration of the opponent's hitstun when hitfalling the move. | SSDI MultiplierAdjusts the strength of Single Shift Directional Influence against the move. | ASDI MultiplierAdjusts the strength of Automatic Shift Directional Influence against the move. | Angle FlipperOne of three Knockback Flippers: SpecifiedAngle, AwayFromHostCenter, and HostVelocityAngle. | |
---|---|---|---|---|---|---|---|---|---|---|---|
Sour | |||||||||||
Tipper |
Down Air
While Airborne Default Controls
Xbox/GCN: Left Analog Stick
KB: / / / + AttackDefault Controls
Xbox:
GCN:
KB:
Hit / HitboxWhich hit timing (such as early or late), or hitbox (such as sweetspot or sourspot) of this move that the data to the right is referring to. | DamageThe raw damage percent value of the listed move/hit. | Startup WindowThe number of startup frames before the attack comes out. | Active FramesThe number of frames a move is active and can affect opponents. | EndlagThe number of frames before a character can act after the move becomes inactive. | IASAInterruptible As Soon As; the earliest frame a character can act after using the move. | LandlagThe landing recovery frames the move incurs when the attacker lands. | KnockbackBase Knockback + Knockback Growth; the distance the move launches the target, calculated with the move's damage and the target's percent. | AngleThe angle at which the move sends the target. |
---|---|---|---|---|---|---|---|---|
Sour Early | 7% | 15 | 16-18 | 27 | 49 | 14 | 70
| |
Tipper Early | 12% | 15 | 16-18 | 27 | 49 | 14 | 285
| |
Sour Late | 5% | 15 | 19-21 | 27 | 49 | 14 | 45
| |
Tipper Late | 12% | 15 | 19-21 | 27 | 49 | 14 | 290
|
- Tipper hit grants 24 frames of extra hitpause.
The spike. Clairen swings from behind her before covering the space directly below her in an arc. The first half of her active frames is an incredibly generous tipper hitbox, whereas the second half boasts a significantly smaller but equally deadly tipper.
This move is absurd. It may have high startup, but it yields a lot of reward on any hit and isn't terribly unsafe on shield. It can generously lead to Grab on a tipper during early percents where it doesn't launch, and it's especially punishing on crouching opponents. This can also lead to Grab against aerial opponents if Clairen is low enough to land before them.
At higher percents, the tipper will begin to launch grounded opponents, able to easily combo into a Up Tilt or even her Strongs as kills thanks to its absurd amount of hitstun.
Naturally, all of these attributes make it phenomenal offstage, as its giant arc can often reliably catch opponents on tipper and spike them down.
The sourspot has quite a bit of utility with its upward hit as well, making it good to link into hits like Up Tilt or Up Strong.
Hit / Hitbox | Autocancel WindowThe range of frames where the moves landing lag is skipped. | Auto FloorhuggableCan the hitbox be auto floorhugged? | Force TumbleCan the hitbox force tumble? | Shield StunThe amount of frames the move afflicts stun on the opponent's shield. | Shield Push MultiplierAdjusts the strength of the opponent's knockback if shielding the move. | Hitstun MultiplierAdjusts the frame duration of the opponent's hitstun. | Hitfall Hitstun MultiplierAdjusts the frame duration of the opponent's hitstun when hitfalling the move. | SSDI MultiplierAdjusts the strength of Single Shift Directional Influence against the move. | ASDI MultiplierAdjusts the strength of Automatic Shift Directional Influence against the move. | Angle FlipperOne of three Knockback Flippers: SpecifiedAngle, AwayFromHostCenter, and HostVelocityAngle. | |
---|---|---|---|---|---|---|---|---|---|---|---|
Sour Early | |||||||||||
Tipper Early | |||||||||||
Sour Late | |||||||||||
Tipper Late |
Specials
Neutral Special - Laser Slice
Level 1: SpecialDefault Controls
Xbox:
GCN:
KB: (Hold OK)
Hit / HitboxWhich hit timing (such as early or late), or hitbox (such as sweetspot or sourspot) of this move that the data to the right is referring to. | DamageThe raw damage percent value of the listed move/hit. | Startup WindowThe number of startup frames before the attack comes out. | Active FramesThe number of frames a move is active and can affect opponents. | EndlagThe number of frames before a character can act after the move becomes inactive. | IASAInterruptible As Soon As; the earliest frame a character can act after using the move. | LandlagThe landing recovery frames the move incurs when the attacker lands. | KnockbackBase Knockback + Knockback Growth; the distance the move launches the target, calculated with the move's damage and the target's percent. | AngleThe angle at which the move sends the target. |
---|---|---|---|---|---|---|---|---|
Level 1 Sour | 6% | 6+4 [10]Startup + Post-charge Frames [Minimum Startup] |
11-12 | 26 | 33 | N/A | 45
| |
Level 1 Tipper | 9% | 6+4 [10]Startup + Post-charge Frames [Minimum Startup] |
11-12 | 26 | 33 | N/A | 85
|
- While airborne, can be angled up or down on release for a total of 3 angles.
- Can be charged to get different variants.
- Halts Clairen's vertical momentum on release.
- This stalling property becomes less effective after repeated uses. Resets when Clairen lands or grabs ledge.
- Level 1 tipper grants 20 frames of extra hitpause.
Imagination. This move has a lot of different functionality depending on the level, so they will be treated as different moves.
Level 1 is the uncharged variant, with the tipper popping the opponent at an excellent vertical angle with a lot of hitpause and hitstun. One of her best combo extensions.
While too slow to start a combo by itself, this move is an incredible combo extension, since it gives so much time for Clairen to reset and refresh her combo route. Both aerial and grounded versions have a lot of utility, but the aerial version sees the most usage.
The sourspot does not send at the same angle, sending outward and rather weakly, making it much more niche in usage.
Hit / Hitbox | Autocancel WindowThe range of frames where the moves landing lag is skipped. | Auto FloorhuggableCan the hitbox be auto floorhugged? | Force TumbleCan the hitbox force tumble? | Shield StunThe amount of frames the move afflicts stun on the opponent's shield. | Shield Push MultiplierAdjusts the strength of the opponent's knockback if shielding the move. | Hitstun MultiplierAdjusts the frame duration of the opponent's hitstun. | Hitfall Hitstun MultiplierAdjusts the frame duration of the opponent's hitstun when hitfalling the move. | SSDI MultiplierAdjusts the strength of Single Shift Directional Influence against the move. | ASDI MultiplierAdjusts the strength of Automatic Shift Directional Influence against the move. | Angle FlipperOne of three Knockback Flippers: SpecifiedAngle, AwayFromHostCenter, and HostVelocityAngle. | |
---|---|---|---|---|---|---|---|---|---|---|---|
Level 1 Sour | |||||||||||
Level 1 Tipper |
Level 2 and 3: Charged SpecialDefault Controls
Xbox:
GCN:
KB: (Hold OK)
Hit / HitboxWhich hit timing (such as early or late), or hitbox (such as sweetspot or sourspot) of this move that the data to the right is referring to. | DamageThe raw damage percent value of the listed move/hit. | Startup WindowThe number of startup frames before the attack comes out. | Active FramesThe number of frames a move is active and can affect opponents. | EndlagThe number of frames before a character can act after the move becomes inactive. | IASAInterruptible As Soon As; the earliest frame a character can act after using the move. | LandlagThe landing recovery frames the move incurs when the attacker lands. | KnockbackBase Knockback + Knockback Growth; the distance the move launches the target, calculated with the move's damage and the target's percent. | AngleThe angle at which the move sends the target. |
---|---|---|---|---|---|---|---|---|
Level 2 Sour | 6% | 6+33+4 [43]Startup + Minimum Charge + Post-charge Frames [Minimum Startup] |
44-45 | 38 | 84 | N/A | 45
| |
Level 2 Tipper | 13% | 6+33+4 [43]Startup + Minimum Charge + Post-charge Frames [Minimum Startup] |
44-45 | 38 | 84 | N/A | 45
| |
Level 3 Sour | 6% | 6+67+4 [77]Startup + Minimum Charge + Post-charge Frames [Minimum Startup] |
78-79 | 38 | 118 | N/A | 45
| |
Level 3 Tipper | 14% | 6+67+4 [77]Startup + Minimum Charge + Post-charge Frames [Minimum Startup] |
78-79 | 38 | 118 | N/A | 45
|
- Level 2 and 3 tipper grants 24 and 26 frames of extra hitpause.
Level 2 and 3 are the charged variants. Unlike Level 1, this sends outward. This is the edgeguard tool.
This is an edgeguard tool that can be charged to call out opponent recoveries, often purpling quite early due to how close it is used to the blast zone. It's also sometimes possible to use as a move to ledgetrap from onstage, though generally much worse than Down Tilt, with the only benefit being the size and range.
Hit / Hitbox | Autocancel WindowThe range of frames where the moves landing lag is skipped. | Auto FloorhuggableCan the hitbox be auto floorhugged? | Force TumbleCan the hitbox force tumble? | Shield StunThe amount of frames the move afflicts stun on the opponent's shield. | Shield Push MultiplierAdjusts the strength of the opponent's knockback if shielding the move. | Hitstun MultiplierAdjusts the frame duration of the opponent's hitstun. | Hitfall Hitstun MultiplierAdjusts the frame duration of the opponent's hitstun when hitfalling the move. | SSDI MultiplierAdjusts the strength of Single Shift Directional Influence against the move. | ASDI MultiplierAdjusts the strength of Automatic Shift Directional Influence against the move. | Angle FlipperOne of three Knockback Flippers: SpecifiedAngle, AwayFromHostCenter, and HostVelocityAngle. | |
---|---|---|---|---|---|---|---|---|---|---|---|
Level 2 Sour | |||||||||||
Level 2 Tipper | |||||||||||
Level 3 Sour | |||||||||||
Level 3 Tipper |
Level 4: SpecialDefault Controls
Xbox:
GCN:
KB: (Full Hold)
DamageThe raw damage percent value of the listed move/hit. | Startup WindowThe number of startup frames before the attack comes out. | Active FramesThe number of frames a move is active and can affect opponents. | EndlagThe number of frames before a character can act after the move becomes inactive. | IASAInterruptible As Soon As; the earliest frame a character can act after using the move. | LandlagThe landing recovery frames the move incurs when the attacker lands. | KnockbackBase Knockback + Knockback Growth; the distance the move launches the target, calculated with the move's damage and the target's percent. | AngleThe angle at which the move sends the target. |
---|---|---|---|---|---|---|---|
28% | 235 | 236-237 | 90 | 328 | N/A | 90
|
- Clairen receives less endlag with Level 4 Neutral Special on hit.
- 94 frames of extra hitpause.
Level 4 is a massive screen-wide laser. This move is rarely useful due to its absurd startup and endlag. If landed though, this move will instantly break shields and often kill opponents. Worst case scenario, Clairen can always follow up on the hitpause and continue comboing.
Autocancel WindowThe range of frames where the moves landing lag is skipped. | Auto FloorhuggableCan the hitbox be auto floorhugged? | Force TumbleCan the hitbox force tumble? | Shield StunThe amount of frames the move afflicts stun on the opponent's shield. | Shield Push MultiplierAdjusts the strength of the opponent's knockback if shielding the move. | Hitstun MultiplierAdjusts the frame duration of the opponent's hitstun. | Hitfall Hitstun MultiplierAdjusts the frame duration of the opponent's hitstun when hitfalling the move. | SSDI MultiplierAdjusts the strength of Single Shift Directional Influence against the move. | ASDI MultiplierAdjusts the strength of Automatic Shift Directional Influence against the move. | Angle FlipperOne of three Knockback Flippers: SpecifiedAngle, AwayFromHostCenter, and HostVelocityAngle. | |
---|---|---|---|---|---|---|---|---|---|---|
Forward Special - Plasma Echo
Default Controls
Xbox/GCN: Left Analog Stick
KB: / / / / Default Controls
Xbox/GCN: Left Analog Stick
KB: / / / + SpecialDefault Controls
Xbox:
GCN:
KB:
Hit / HitboxWhich hit timing (such as early or late), or hitbox (such as sweetspot or sourspot) of this move that the data to the right is referring to. | DamageThe raw damage percent value of the listed move/hit. | Startup WindowThe number of startup frames before the attack comes out. | Active FramesThe number of frames a move is active and can affect opponents. | EndlagThe number of frames before a character can act after the move becomes inactive. | IASAInterruptible As Soon As; the earliest frame a character can act after using the move. | LandlagThe landing recovery frames the move incurs when the attacker lands. | KnockbackBase Knockback + Knockback Growth; the distance the move launches the target, calculated with the move's damage and the target's percent. | AngleThe angle at which the move sends the target. |
---|---|---|---|---|---|---|---|---|
Sour | 8% | 16+6+3 [25]Startup. Movement. Stall. [Total Effective Startup.] | 26-28 | 11+Clairen is actionable on hit. On whiff, if grounded, Clairen enters grounded recovery (25). If airborne, she enters aerial recovery (12), followed by special fall. | 65Grounded, on whiff. / 40On hit, or aerial on whiff, with ledgegrab or wall jump. | 15/25If Clairen lands before frame 6 of her aerial recovery window, she enters 25 frames of grounded recovery instead. | 90
| |
Sweet | 13% | 16+6+3 [25]Startup. Movement. Stall. [Total Effective Startup.] | 26-28 | 11+Clairen is actionable on hit. On whiff, if grounded, Clairen enters grounded recovery (25). If airborne, she enters aerial recovery (12), followed by special fall. | 65Grounded, on whiff. / 40On hit, or aerial on whiff, with ledgegrab or wall jump. | 15/25If Clairen lands before frame 6 of her aerial recovery window, she enters 25 frames of grounded recovery instead. | 90
|
- Intangible during frames 11-26.
- Puts Clairen into pratfall on whiff and on shield.
- Can be wall jumped out of during pratfall.
- Sweetspot hit grants 32 frames of extra hitpause.
Echo. This move renders Clairen intangible while moving, with a large hitbox appearing at her initial location to hit opponents. The center is a sweetspot that, unlike her other moves, has priority over the sourspots. If this move hits at all, Clairen becomes quickly actionable, but she'll enter pratfall on whiff.
This move is strong. She can combo start off of this. This move is very laggy on whiff, but it can become usable in neutral when she Echoes from stage to ledge. Sometimes it can directly stun combo into Grab or Forward Strong. This move can even kill at high enough percents.
However, its most important use is as a recovery tool since it gives Clairen extra horizontal mobility to get to the wall and use a wall jump, or simply go directly to ledge. It's difficult to punish the startup of this move, being only really possible to punish where Clairen lands.
Hit / Hitbox | Autocancel WindowThe range of frames where the moves landing lag is skipped. | Auto FloorhuggableCan the hitbox be auto floorhugged? | Force TumbleCan the hitbox force tumble? | Shield StunThe amount of frames the move afflicts stun on the opponent's shield. | Shield Push MultiplierAdjusts the strength of the opponent's knockback if shielding the move. | Hitstun MultiplierAdjusts the frame duration of the opponent's hitstun. | Hitfall Hitstun MultiplierAdjusts the frame duration of the opponent's hitstun when hitfalling the move. | SSDI MultiplierAdjusts the strength of Single Shift Directional Influence against the move. | ASDI MultiplierAdjusts the strength of Automatic Shift Directional Influence against the move. | Angle FlipperOne of three Knockback Flippers: SpecifiedAngle, AwayFromHostCenter, and HostVelocityAngle. | |
---|---|---|---|---|---|---|---|---|---|---|---|
Sour | |||||||||||
Sweet |
Up Special - Plasma Slash
Regular: Default Controls
Xbox/GCN: Left Analog Stick
KB: / / / + SpecialDefault Controls
Xbox:
GCN:
KB:
Hit / HitboxWhich hit timing (such as early or late), or hitbox (such as sweetspot or sourspot) of this move that the data to the right is referring to. | DamageThe raw damage percent value of the listed move/hit. | Startup WindowThe number of startup frames before the attack comes out. | Active FramesThe number of frames a move is active and can affect opponents. | EndlagThe number of frames before a character can act after the move becomes inactive. | IASAInterruptible As Soon As; the earliest frame a character can act after using the move. | LandlagThe landing recovery frames the move incurs when the attacker lands. | KnockbackBase Knockback + Knockback Growth; the distance the move launches the target, calculated with the move's damage and the target's percent. | AngleThe angle at which the move sends the target. |
---|---|---|---|---|---|---|---|---|
Multihit Early | 1% | 15 | 16-17, 18-19, 20-21, 22-23 | 27+Starting on frame 28, Clairen enters pratfall. | 36*This is the earliest frame that Clairen can grab ledge on the first possible frame. Can be cancelled into finisher during frames 28-33. Clairen enters pratfall on frame 52. | 24 | 70
| |
Multihit Late | 1% | 15 | 24-25 | 27+Starting on frame 28, Clairen enters pratfall. | 37*This is the earliest frame that Clairen can grab ledge. Can be cancelled into finisher during frames 29-34. | 24 | 70
|
- All of her multihits can be auto-floorhugged.
- Multihits have a 0.5x SSDI multiplier.
- Can be cancelled into the finisher variant.
- Can be angled in or out.
- Puts Clairen into pratfall.
Clairen's primary recovery option. Has massive coverage, often able to interrupt edgeguards and ledgetraps. Very punishable if landing on stage, even on hit, and should almost always be done with the intent to grab ledge.
Recovering with this move can be finicky. Because it is so active, it can be parried with proper timing and leave her in a dangerous position. This means that doing this as low and as far away as possible is valuable, though this loses to ledgehogging. She also has a little bit of recovery lag before she falls.
Hit / Hitbox | Autocancel WindowThe range of frames where the moves landing lag is skipped. | Auto FloorhuggableCan the hitbox be auto floorhugged? | Force TumbleCan the hitbox force tumble? | Shield StunThe amount of frames the move afflicts stun on the opponent's shield. | Shield Push MultiplierAdjusts the strength of the opponent's knockback if shielding the move. | Hitstun MultiplierAdjusts the frame duration of the opponent's hitstun. | Hitfall Hitstun MultiplierAdjusts the frame duration of the opponent's hitstun when hitfalling the move. | SSDI MultiplierAdjusts the strength of Single Shift Directional Influence against the move. | ASDI MultiplierAdjusts the strength of Automatic Shift Directional Influence against the move. | Angle FlipperOne of three Knockback Flippers: SpecifiedAngle, AwayFromHostCenter, and HostVelocityAngle. | |
---|---|---|---|---|---|---|---|---|---|---|---|
Multihit Early | |||||||||||
Multihit Late |
Finisher: Regular > SpecialDefault Controls
Xbox:
GCN:
KB: (Hold or Double-Tap OK)
Hit / HitboxWhich hit timing (such as early or late), or hitbox (such as sweetspot or sourspot) of this move that the data to the right is referring to. | DamageThe raw damage percent value of the listed move/hit. | Startup WindowThe number of startup frames before the attack comes out. | Active FramesThe number of frames a move is active and can affect opponents. | EndlagThe number of frames before a character can act after the move becomes inactive. | IASAInterruptible As Soon As; the earliest frame a character can act after using the move. | LandlagThe landing recovery frames the move incurs when the attacker lands. | KnockbackBase Knockback + Knockback Growth; the distance the move launches the target, calculated with the move's damage and the target's percent. | AngleThe angle at which the move sends the target. |
---|---|---|---|---|---|---|---|---|
Finisher Sour | 6% | 15 | 44-48 | 25+Starting on frame 26, Clairen enters pratfall. | 60*This is the earliest frame that Clairen can grab ledge. | 30 | 45
| |
Finisher Tipper | 9% | 15 | 44-48 | 25+Starting on frame 26, Clairen enters pratfall. | 60*This is the earliest frame that Clairen can grab ledge. Clairen enters true pratfall on frame 74, though she is helpless starting on endlag. | 30 | 60
|
- Finisher tipper hit grants 20 frames of extra hitpause.
Holding SpecialDefault Controls
Xbox:
GCN:
KB: or pressing it again performs a second slash with a tipper. This gives her extra height and can beat ledgehogs, at the cost of extra landing lag.
Usually not much reward on the tipper hit other than allowing for a safe reset to neutral. Generally obsolete at killing off the top, but can sometimes kill off the side while safely returning to ledge on small stages.
Hit / Hitbox | Autocancel WindowThe range of frames where the moves landing lag is skipped. | Auto FloorhuggableCan the hitbox be auto floorhugged? | Force TumbleCan the hitbox force tumble? | Shield StunThe amount of frames the move afflicts stun on the opponent's shield. | Shield Push MultiplierAdjusts the strength of the opponent's knockback if shielding the move. | Hitstun MultiplierAdjusts the frame duration of the opponent's hitstun. | Hitfall Hitstun MultiplierAdjusts the frame duration of the opponent's hitstun when hitfalling the move. | SSDI MultiplierAdjusts the strength of Single Shift Directional Influence against the move. | ASDI MultiplierAdjusts the strength of Automatic Shift Directional Influence against the move. | Angle FlipperOne of three Knockback Flippers: SpecifiedAngle, AwayFromHostCenter, and HostVelocityAngle. | |
---|---|---|---|---|---|---|---|---|---|---|---|
Finisher Sour | |||||||||||
Finisher Tipper |
Down Special - Energy Field
Default Controls
Xbox/GCN: Left Analog Stick
KB: / / / + SpecialDefault Controls
Xbox:
GCN:
KB:
Hit / HitboxWhich hit timing (such as early or late), or hitbox (such as sweetspot or sourspot) of this move that the data to the right is referring to. | DamageThe raw damage percent value of the listed move/hit. | Startup WindowThe number of startup frames before the attack comes out. | Active FramesThe number of frames a move is active and can affect opponents. | EndlagThe number of frames before a character can act after the move becomes inactive. | IASAInterruptible As Soon As; the earliest frame a character can act after using the move. | LandlagThe landing recovery frames the move incurs when the attacker lands. | KnockbackBase Knockback + Knockback Growth; the distance the move launches the target, calculated with the move's damage and the target's percent. | AngleThe angle at which the move sends the target. |
---|---|---|---|---|---|---|---|---|
Counter | 6 | 7-23If Clairen is hit during this window, she starts her activation window. | 31This is entered if Clairen is not hit during that window. | 55 | N/A | N/A | ||
Multihit | 3% | 6+4 [10]Down Special has 6 frames of startup, and activation has 4 frames of startup. | 11-14, 11-18Hit 1 immediately is followed by hit 2, into the final hit. | 10 | 29 | N/A | ||
Final Hit | 3% | 6+4 [10]Down Special has 6 frames of startup, and activation has 4 frames of startup. | 19-22 | 6 | 29 | N/A | ||
Cooldown | 6 | N/AClairen enters this if her NFZ is already activated. | 8 | 15 | N/A | N/A | ||
Zone (Projectile Killer) | 0% | 16 | 17-617Independent of Clairen. | 30 | 647 | N/A |
- The final shockwave grants 16 frames of extra hitpause.
- The shockwaves send at a radial angle, always sending the opponent directly away from Clairen.
- On hit during the counter's active frames, Clairen becomes immediately intangible. She has 40 actionable frames of intangibility after recovering from activation.
- In team battles, teammate projectiles are not destroyed.
- This forcefield has a unique list of projectiles and articles that do not work. For specifics, read on Clairen's strategy page.
This is the No Fun Zone (NFZ). If Clairen is hit while this move is active, she gains invulnerability and activates three shockwaves that send the opponent away, before creating a forcefield that denies all projectiles. Nothing can enter it, and nothing can be created inside it.
NFZ's anti-projectile utility cannot be understated. While it does not completely substitute ParryDefault Controls
Xbox:
GCN: / +
KB: , it can cover spaces that are otherwise not possible, such as in the air, and it also provides massive stage control with the amount of projectiles it invalidates, shifting many matchups quite significantly. This move still loses to Grab and command grabs, however, and is super punishable on whiff.
The shockwaves can be great for edgegurding due to its unique radialAll opponents are sent directly away from Clairen. angle allowing it to send opponents downward and put them in an awkward position. Additionally, Clairen can potentially get direct follow-ups off of the shockwaves if she is close enough to her opponent.
If NFZ is already up, using Down Special again will result in a very short cooldown animation. While not super useful, it can be used for special turnarounds, B-reverses and wavebounces.
Hit / Hitbox | Autocancel WindowThe range of frames where the moves landing lag is skipped. | Auto FloorhuggableCan the hitbox be auto floorhugged? | Force TumbleCan the hitbox force tumble? | Shield StunThe amount of frames the move afflicts stun on the opponent's shield. | Shield Push MultiplierAdjusts the strength of the opponent's knockback if shielding the move. | Hitstun MultiplierAdjusts the frame duration of the opponent's hitstun. | Hitfall Hitstun MultiplierAdjusts the frame duration of the opponent's hitstun when hitfalling the move. | SSDI MultiplierAdjusts the strength of Single Shift Directional Influence against the move. | ASDI MultiplierAdjusts the strength of Automatic Shift Directional Influence against the move. | Angle FlipperOne of three Knockback Flippers: SpecifiedAngle, AwayFromHostCenter, and HostVelocityAngle. | |
---|---|---|---|---|---|---|---|---|---|---|---|
Counter | N/A | ||||||||||
Multihit | |||||||||||
Final Hit | |||||||||||
Cooldown | N/A | ||||||||||
Zone (Projectile Killer) |
Grabs & Throws
Grab
Standing Grab: GrabDefault Controls
Xbox:
GCN:
KB:
Dash Grab: While Dashing / Running GrabDefault Controls
Xbox:
GCN:
KB:
Pivot Grab: During Run TurnaroundState when reversing direction during a Run GrabDefault Controls
Xbox:
GCN:
KB:
Hit / HitboxWhich hit timing (such as early or late), or hitbox (such as sweetspot or sourspot) of this move that the data to the right is referring to. | DamageThe raw damage percent value of the listed move/hit. | Startup WindowThe number of startup frames before the attack comes out. | Active FramesThe number of frames a move is active and can affect opponents. | EndlagThe number of frames before a character can act after the move becomes inactive. | IASAInterruptible As Soon As; the earliest frame a character can act after using the move. | LandlagThe landing recovery frames the move incurs when the attacker lands. | KnockbackBase Knockback + Knockback Growth; the distance the move launches the target, calculated with the move's damage and the target's percent. | AngleThe angle at which the move sends the target. |
---|---|---|---|---|---|---|---|---|
Grab | 6 | 7-8 | 23 | 32 | ||||
Dash Grab | 9 | 10-11 | 27 | 39 | ||||
Pivot Grab | 9 | 10-11 | 30 | 42 |
Clairen's Grab has an average range with excellent reward, able to kill confirm and start combos reliably.
It is essential to her shield pressure gameplan, pairing well with her general safety against shield when properly spaced as well as her exceptional Pummel Special.
Hit / Hitbox | Autocancel WindowThe range of frames where the moves landing lag is skipped. | Auto FloorhuggableCan the hitbox be auto floorhugged? | Force TumbleCan the hitbox force tumble? | Shield StunThe amount of frames the move afflicts stun on the opponent's shield. | Shield Push MultiplierAdjusts the strength of the opponent's knockback if shielding the move. | Hitstun MultiplierAdjusts the frame duration of the opponent's hitstun. | Hitfall Hitstun MultiplierAdjusts the frame duration of the opponent's hitstun when hitfalling the move. | SSDI MultiplierAdjusts the strength of Single Shift Directional Influence against the move. | ASDI MultiplierAdjusts the strength of Automatic Shift Directional Influence against the move. | Angle FlipperOne of three Knockback Flippers: SpecifiedAngle, AwayFromHostCenter, and HostVelocityAngle. | |
---|---|---|---|---|---|---|---|---|---|---|---|
Grab | |||||||||||
Dash Grab | |||||||||||
Pivot Grab |
Pummel Attack
GrabDefault Controls
Xbox:
GCN:
KB: > AttackDefault Controls
Xbox:
GCN:
KB:
DamageThe raw damage percent value of the listed move/hit. | Startup WindowThe number of startup frames before the attack comes out. | Active FramesThe number of frames a move is active and can affect opponents. | EndlagThe number of frames before a character can act after the move becomes inactive. | IASAInterruptible As Soon As; the earliest frame a character can act after using the move. | LandlagThe landing recovery frames the move incurs when the attacker lands. | KnockbackBase Knockback + Knockback Growth; the distance the move launches the target, calculated with the move's damage and the target's percent. | AngleThe angle at which the move sends the target. |
---|---|---|---|---|---|---|---|
8% | 10 | 11 | 20 | 32 | N/A | 45
|
Standard universal pummel. Offers the same damage as Pummel Special.
While the direct reward Pummel Special grants is incredibly strong, Pummel Attack finds its use in tacking on free damage against opponents who are scared of the former. Clairen also has great chaingrabs, making it fairly deadly in its own right thanks to it removing regrab protection.
Autocancel WindowThe range of frames where the moves landing lag is skipped. | Auto FloorhuggableCan the hitbox be auto floorhugged? | Force TumbleCan the hitbox force tumble? | Shield StunThe amount of frames the move afflicts stun on the opponent's shield. | Shield Push MultiplierAdjusts the strength of the opponent's knockback if shielding the move. | Hitstun MultiplierAdjusts the frame duration of the opponent's hitstun. | Hitfall Hitstun MultiplierAdjusts the frame duration of the opponent's hitstun when hitfalling the move. | SSDI MultiplierAdjusts the strength of Single Shift Directional Influence against the move. | ASDI MultiplierAdjusts the strength of Automatic Shift Directional Influence against the move. | Angle FlipperOne of three Knockback Flippers: SpecifiedAngle, AwayFromHostCenter, and HostVelocityAngle. | |
---|---|---|---|---|---|---|---|---|---|---|
Pummel Special
GrabDefault Controls
Xbox:
GCN:
KB: > SpecialDefault Controls
Xbox:
GCN:
KB:
DamageThe raw damage percent value of the listed move/hit. | Startup WindowThe number of startup frames before the attack comes out. | Active FramesThe number of frames a move is active and can affect opponents. | EndlagThe number of frames before a character can act after the move becomes inactive. | IASAInterruptible As Soon As; the earliest frame a character can act after using the move. | LandlagThe landing recovery frames the move incurs when the attacker lands. | KnockbackBase Knockback + Knockback Growth; the distance the move launches the target, calculated with the move's damage and the target's percent. | AngleThe angle at which the move sends the target. |
---|---|---|---|---|---|---|---|
8% | 10 | 11 | 20 | 32 | N/A | 45
|
Stun. All of Clairen's Throws become enhanced with additional hitpause on throw as if they had tippered, improving Clairen's frame advantage post-throw significantly. Note that stunned throws only apply additional hitpause to the thrown opponent, with normal hitpause on any other opponents that it collides with.
This Pummel Special enables a lot of new combos off of her throws, including easy chaingrabs and kill confirms. An objective improvement at all times.
Autocancel WindowThe range of frames where the moves landing lag is skipped. | Auto FloorhuggableCan the hitbox be auto floorhugged? | Force TumbleCan the hitbox force tumble? | Shield StunThe amount of frames the move afflicts stun on the opponent's shield. | Shield Push MultiplierAdjusts the strength of the opponent's knockback if shielding the move. | Hitstun MultiplierAdjusts the frame duration of the opponent's hitstun. | Hitfall Hitstun MultiplierAdjusts the frame duration of the opponent's hitstun when hitfalling the move. | SSDI MultiplierAdjusts the strength of Single Shift Directional Influence against the move. | ASDI MultiplierAdjusts the strength of Automatic Shift Directional Influence against the move. | Angle FlipperOne of three Knockback Flippers: SpecifiedAngle, AwayFromHostCenter, and HostVelocityAngle. | |
---|---|---|---|---|---|---|---|---|---|---|
Forward Throw
GrabDefault Controls
Xbox:
GCN:
KB: > Default Controls
Xbox/GCN: Left Analog Stick
KB: / / / Presumes character is facing right.
DamageThe raw damage percent value of the listed move/hit. | Startup WindowThe number of startup frames before the attack comes out. | Active FramesThe number of frames a move is active and can affect opponents. | EndlagThe number of frames before a character can act after the move becomes inactive. | IASAInterruptible As Soon As; the earliest frame a character can act after using the move. | LandlagThe landing recovery frames the move incurs when the attacker lands. | KnockbackBase Knockback + Knockback Growth; the distance the move launches the target, calculated with the move's damage and the target's percent. | AngleThe angle at which the move sends the target. |
---|---|---|---|---|---|---|---|
3% | 9 | 10 | 16 | 27 | N/A | 50
|
- Pummel Special grants 16 frames of additional hitpause.
- Weight independent.
- Tumbles starting at 60%.
Clairen tosses her opponent in front of her. Notably a DI mixup with Back Throw, though it launches a lower angle.
Her most reliable follow up is into Forward Strong on DI in and no DI. She can also follow up into a regrab at low percents as well as Forward Air or uncharged Neutral Special. Can also be used to setup tech chases on opponents who DI away once it starts putting them in tumble.
Autocancel WindowThe range of frames where the moves landing lag is skipped. | Auto FloorhuggableCan the hitbox be auto floorhugged? | Force TumbleCan the hitbox force tumble? | Shield StunThe amount of frames the move afflicts stun on the opponent's shield. | Shield Push MultiplierAdjusts the strength of the opponent's knockback if shielding the move. | Hitstun MultiplierAdjusts the frame duration of the opponent's hitstun. | Hitfall Hitstun MultiplierAdjusts the frame duration of the opponent's hitstun when hitfalling the move. | SSDI MultiplierAdjusts the strength of Single Shift Directional Influence against the move. | ASDI MultiplierAdjusts the strength of Automatic Shift Directional Influence against the move. | Angle FlipperOne of three Knockback Flippers: SpecifiedAngle, AwayFromHostCenter, and HostVelocityAngle. | |
---|---|---|---|---|---|---|---|---|---|---|
Back Throw
GrabDefault Controls
Xbox:
GCN:
KB: > Default Controls
Xbox/GCN: Left Analog Stick
KB: / / / Presumes character is facing right.
DamageThe raw damage percent value of the listed move/hit. | Startup WindowThe number of startup frames before the attack comes out. | Active FramesThe number of frames a move is active and can affect opponents. | EndlagThe number of frames before a character can act after the move becomes inactive. | IASAInterruptible As Soon As; the earliest frame a character can act after using the move. | LandlagThe landing recovery frames the move incurs when the attacker lands. | KnockbackBase Knockback + Knockback Growth; the distance the move launches the target, calculated with the move's damage and the target's percent. | AngleThe angle at which the move sends the target. |
---|---|---|---|---|---|---|---|
3% | 13 | 14 | 19 | 34 | N/A | 55
|
- Pummel Special grants 16 frames of additional hitpause.
- Weight independent.
- Tumbles starting at 39%.
Clairen tosses her opponent up and behind her. Notably a DI mixup with Forward Throw.
Her most reliable follow-up is into Forward Strong on DI in and no DI for a quick-and-easy kill confirm. She can also get a regrab as well as Up Strong as a kill option on floaties, as well as Forward Air at higher percents. Also able to set up tech chases on lower platforms once it starts sending opponents into tumble.
Autocancel WindowThe range of frames where the moves landing lag is skipped. | Auto FloorhuggableCan the hitbox be auto floorhugged? | Force TumbleCan the hitbox force tumble? | Shield StunThe amount of frames the move afflicts stun on the opponent's shield. | Shield Push MultiplierAdjusts the strength of the opponent's knockback if shielding the move. | Hitstun MultiplierAdjusts the frame duration of the opponent's hitstun. | Hitfall Hitstun MultiplierAdjusts the frame duration of the opponent's hitstun when hitfalling the move. | SSDI MultiplierAdjusts the strength of Single Shift Directional Influence against the move. | ASDI MultiplierAdjusts the strength of Automatic Shift Directional Influence against the move. | Angle FlipperOne of three Knockback Flippers: SpecifiedAngle, AwayFromHostCenter, and HostVelocityAngle. | |
---|---|---|---|---|---|---|---|---|---|---|
Up Throw
GrabDefault Controls
Xbox:
GCN:
KB: > Default Controls
Xbox/GCN: Left Analog Stick
KB: / / /
DamageThe raw damage percent value of the listed move/hit. | Startup WindowThe number of startup frames before the attack comes out. | Active FramesThe number of frames a move is active and can affect opponents. | EndlagThe number of frames before a character can act after the move becomes inactive. | IASAInterruptible As Soon As; the earliest frame a character can act after using the move. | LandlagThe landing recovery frames the move incurs when the attacker lands. | KnockbackBase Knockback + Knockback Growth; the distance the move launches the target, calculated with the move's damage and the target's percent. | AngleThe angle at which the move sends the target. |
---|---|---|---|---|---|---|---|
5% | 16 | 17-19 | 30 | 50 | N/A | 85
|
- Pummel Special grants 31 frames of additional hitpause.
- Weight independent.
- Forces tumble at 0%.
Fastfaller throw. Universal throw combined with stun.
Against fastfallers, it can link into Forward Air or Back Air, or even Up Air for a kill confirm. Ineffective without stun against floaties, with Forward Throw or Back Throw being more reliable.
Can also be useful for sending onto platforms for tech chases.
Autocancel WindowThe range of frames where the moves landing lag is skipped. | Auto FloorhuggableCan the hitbox be auto floorhugged? | Force TumbleCan the hitbox force tumble? | Shield StunThe amount of frames the move afflicts stun on the opponent's shield. | Shield Push MultiplierAdjusts the strength of the opponent's knockback if shielding the move. | Hitstun MultiplierAdjusts the frame duration of the opponent's hitstun. | Hitfall Hitstun MultiplierAdjusts the frame duration of the opponent's hitstun when hitfalling the move. | SSDI MultiplierAdjusts the strength of Single Shift Directional Influence against the move. | ASDI MultiplierAdjusts the strength of Automatic Shift Directional Influence against the move. | Angle FlipperOne of three Knockback Flippers: SpecifiedAngle, AwayFromHostCenter, and HostVelocityAngle. | |
---|---|---|---|---|---|---|---|---|---|---|
Down Throw
GrabDefault Controls
Xbox:
GCN:
KB: > Default Controls
Xbox/GCN: Left Analog Stick
KB: / / /
DamageThe raw damage percent value of the listed move/hit. | Startup WindowThe number of startup frames before the attack comes out. | Active FramesThe number of frames a move is active and can affect opponents. | EndlagThe number of frames before a character can act after the move becomes inactive. | IASAInterruptible As Soon As; the earliest frame a character can act after using the move. | LandlagThe landing recovery frames the move incurs when the attacker lands. | KnockbackBase Knockback + Knockback Growth; the distance the move launches the target, calculated with the move's damage and the target's percent. | AngleThe angle at which the move sends the target. |
---|---|---|---|---|---|---|---|
6% | 16 | 17-18 | 25 | 44 | N/A | 50
|
- Pummel Special grants 28 frames of additional hitpause.
- Weight independent.
- Forces tumble at 0%.
The techchase and edgeguard throw. With stun, this can be a kill confirm on floaties on DI out with Forward Strong.
Autocancel WindowThe range of frames where the moves landing lag is skipped. | Auto FloorhuggableCan the hitbox be auto floorhugged? | Force TumbleCan the hitbox force tumble? | Shield StunThe amount of frames the move afflicts stun on the opponent's shield. | Shield Push MultiplierAdjusts the strength of the opponent's knockback if shielding the move. | Hitstun MultiplierAdjusts the frame duration of the opponent's hitstun. | Hitfall Hitstun MultiplierAdjusts the frame duration of the opponent's hitstun when hitfalling the move. | SSDI MultiplierAdjusts the strength of Single Shift Directional Influence against the move. | ASDI MultiplierAdjusts the strength of Automatic Shift Directional Influence against the move. | Angle FlipperOne of three Knockback Flippers: SpecifiedAngle, AwayFromHostCenter, and HostVelocityAngle. | |
---|---|---|---|---|---|---|---|---|---|---|
Misc. Attacks
Ledge Attack
During Ledgehang AttackDefault Controls
Xbox:
GCN:
KB:
Hit / HitboxWhich hit timing (such as early or late), or hitbox (such as sweetspot or sourspot) of this move that the data to the right is referring to. | DamageThe raw damage percent value of the listed move/hit. | Startup WindowThe number of startup frames before the attack comes out. | Active FramesThe number of frames a move is active and can affect opponents. | EndlagThe number of frames before a character can act after the move becomes inactive. | IASAInterruptible As Soon As; the earliest frame a character can act after using the move. | LandlagThe landing recovery frames the move incurs when the attacker lands. | KnockbackBase Knockback + Knockback Growth; the distance the move launches the target, calculated with the move's damage and the target's percent. | AngleThe angle at which the move sends the target. |
---|---|---|---|---|---|---|---|---|
Sour | 5% | 23 | 24-30 | 25 | 56 | N/A | 45
| |
Tipper | 7% | 23 | 24-30 | 25 | 56 | N/A | 45
|
- Intangible between frames 1-30.
- Ledge is no longer occupied starting on frame 31.
- Tipper grants 18 frames of extra hitpause.
Good edgeguard tool. Has excellent range above and behind her, able to tip opponents behind Clairen and reset for edgeguards.
Hit / Hitbox | Autocancel WindowThe range of frames where the moves landing lag is skipped. | Auto FloorhuggableCan the hitbox be auto floorhugged? | Force TumbleCan the hitbox force tumble? | Shield StunThe amount of frames the move afflicts stun on the opponent's shield. | Shield Push MultiplierAdjusts the strength of the opponent's knockback if shielding the move. | Hitstun MultiplierAdjusts the frame duration of the opponent's hitstun. | Hitfall Hitstun MultiplierAdjusts the frame duration of the opponent's hitstun when hitfalling the move. | SSDI MultiplierAdjusts the strength of Single Shift Directional Influence against the move. | ASDI MultiplierAdjusts the strength of Automatic Shift Directional Influence against the move. | Angle FlipperOne of three Knockback Flippers: SpecifiedAngle, AwayFromHostCenter, and HostVelocityAngle. | |
---|---|---|---|---|---|---|---|---|---|---|---|
Sour | |||||||||||
Tipper |
Ledge Special
During Ledgehang SpecialDefault Controls
Xbox:
GCN:
KB:
Hit / HitboxWhich hit timing (such as early or late), or hitbox (such as sweetspot or sourspot) of this move that the data to the right is referring to. | DamageThe raw damage percent value of the listed move/hit. | Startup WindowThe number of startup frames before the attack comes out. | Active FramesThe number of frames a move is active and can affect opponents. | EndlagThe number of frames before a character can act after the move becomes inactive. | IASAInterruptible As Soon As; the earliest frame a character can act after using the move. | LandlagThe landing recovery frames the move incurs when the attacker lands. | KnockbackBase Knockback + Knockback Growth; the distance the move launches the target, calculated with the move's damage and the target's percent. | AngleThe angle at which the move sends the target. |
---|---|---|---|---|---|---|---|---|
Slash Ground | 4% | 32 | 33-37 | 42 | 80 | N/A | 270
| |
Slash Air | 4% | 32 | 33-37 | 42 | 80 | N/A | 270
| |
Aftershock | 6% | 32 | 53-55 | 24 | 80 | N/A | 90
|
- Intangible between frames 1-32.
- Ledge is no longer occupied starting on frame 27.
- Slash cannot be SSDIed.
- Slash forces tumble.
- Aftershock has 0.9x hitstun multiplier.
- Slash on grounded opponents grants 12 frames of extra hitpause.
Clairen leaps above the ledge with a wide slash that hits opponents, and while finishing, throws plasma onto the stage that pops the opponent back up.
The first hit interacts differently with airborne and grounded opponents.
- If the opponent is grounded, they will be stunned with a light hit.
- If the opponent is airborne, they will be spiked into the ground.
Both hits will combo into the ground plasma. The plasma will appear after a slight delay, launching opponents upwards. Unreliable for direct follow ups, but can lead to situations for Clairen to shark with Up Air. Opponents can sometimes fall out from the initial slash, resulting in the plasma not connecting.
Useful for a timing mixup, especially with how many active frames there are, but can be easily punished due to its long recovery. This move is also quite vulnerable to trades.
Hit / Hitbox | Autocancel WindowThe range of frames where the moves landing lag is skipped. | Auto FloorhuggableCan the hitbox be auto floorhugged? | Force TumbleCan the hitbox force tumble? | Shield StunThe amount of frames the move afflicts stun on the opponent's shield. | Shield Push MultiplierAdjusts the strength of the opponent's knockback if shielding the move. | Hitstun MultiplierAdjusts the frame duration of the opponent's hitstun. | Hitfall Hitstun MultiplierAdjusts the frame duration of the opponent's hitstun when hitfalling the move. | SSDI MultiplierAdjusts the strength of Single Shift Directional Influence against the move. | ASDI MultiplierAdjusts the strength of Automatic Shift Directional Influence against the move. | Angle FlipperOne of three Knockback Flippers: SpecifiedAngle, AwayFromHostCenter, and HostVelocityAngle. | |
---|---|---|---|---|---|---|---|---|---|---|---|
Slash Ground | |||||||||||
Slash Air | |||||||||||
Aftershock |
Getup Attack
During Knockdown AttackDefault Controls
Xbox:
GCN:
KB:
Hit / HitboxWhich hit timing (such as early or late), or hitbox (such as sweetspot or sourspot) of this move that the data to the right is referring to. | DamageThe raw damage percent value of the listed move/hit. | Startup WindowThe number of startup frames before the attack comes out. | Active FramesThe number of frames a move is active and can affect opponents. | EndlagThe number of frames before a character can act after the move becomes inactive. | IASAInterruptible As Soon As; the earliest frame a character can act after using the move. | LandlagThe landing recovery frames the move incurs when the attacker lands. | KnockbackBase Knockback + Knockback Growth; the distance the move launches the target, calculated with the move's damage and the target's percent. | AngleThe angle at which the move sends the target. |
---|---|---|---|---|---|---|---|---|
Sour | 5% | 16 | 17-19, 25-27 | 23 | 51 | N/A | 45
| |
Tipper | 7% | 16 | 17-19, 25-27 | 23 | 51 | N/A | 45
|
- Intangible between frames 1-27.
- Tipper grants 19 frames of extra hitpause.
Swipes behind, then front. Tipper can yield extra reward against misspaced crouching opponents.
Hit / Hitbox | Autocancel WindowThe range of frames where the moves landing lag is skipped. | Auto FloorhuggableCan the hitbox be auto floorhugged? | Force TumbleCan the hitbox force tumble? | Shield StunThe amount of frames the move afflicts stun on the opponent's shield. | Shield Push MultiplierAdjusts the strength of the opponent's knockback if shielding the move. | Hitstun MultiplierAdjusts the frame duration of the opponent's hitstun. | Hitfall Hitstun MultiplierAdjusts the frame duration of the opponent's hitstun when hitfalling the move. | SSDI MultiplierAdjusts the strength of Single Shift Directional Influence against the move. | ASDI MultiplierAdjusts the strength of Automatic Shift Directional Influence against the move. | Angle FlipperOne of three Knockback Flippers: SpecifiedAngle, AwayFromHostCenter, and HostVelocityAngle. | |
---|---|---|---|---|---|---|---|---|---|---|---|
Sour | |||||||||||
Tipper |
Getup Special
During Knockdown SpecialDefault Controls
Xbox:
GCN:
KB:
Hit / HitboxWhich hit timing (such as early or late), or hitbox (such as sweetspot or sourspot) of this move that the data to the right is referring to. | DamageThe raw damage percent value of the listed move/hit. | Startup WindowThe number of startup frames before the attack comes out. | Active FramesThe number of frames a move is active and can affect opponents. | EndlagThe number of frames before a character can act after the move becomes inactive. | IASAInterruptible As Soon As; the earliest frame a character can act after using the move. | LandlagThe landing recovery frames the move incurs when the attacker lands. | KnockbackBase Knockback + Knockback Growth; the distance the move launches the target, calculated with the move's damage and the target's percent. | AngleThe angle at which the move sends the target. |
---|---|---|---|---|---|---|---|---|
Sour | 8% | 20+4 [24]Startup. Reappearing, where Clairen determines her direction. [Total Effective Startup.] | 25-28 | 40 | 69 | N/A | 45
| |
Tipper | 10% | 20+4 [24]Startup. Reappearing, where Clairen determines her direction. [Total Effective Startup.] | 25-28 | 40 | 69 | N/A | 80
|
- Intangible between frames 1-24.
- Tipper grants 21 frames of extra hitpause.
Horizontally slightly further, vertically much higher. Can only cover one side at a time, determined by stick direction. High risk, high reward.
Tipper has better reward compared to Getup Attack, allowing for potent follow ups.
Hit / Hitbox | Autocancel WindowThe range of frames where the moves landing lag is skipped. | Auto FloorhuggableCan the hitbox be auto floorhugged? | Force TumbleCan the hitbox force tumble? | Shield StunThe amount of frames the move afflicts stun on the opponent's shield. | Shield Push MultiplierAdjusts the strength of the opponent's knockback if shielding the move. | Hitstun MultiplierAdjusts the frame duration of the opponent's hitstun. | Hitfall Hitstun MultiplierAdjusts the frame duration of the opponent's hitstun when hitfalling the move. | SSDI MultiplierAdjusts the strength of Single Shift Directional Influence against the move. | ASDI MultiplierAdjusts the strength of Automatic Shift Directional Influence against the move. | Angle FlipperOne of three Knockback Flippers: SpecifiedAngle, AwayFromHostCenter, and HostVelocityAngle. | |
---|---|---|---|---|---|---|---|---|---|---|---|
Sour | |||||||||||
Tipper |
Cosmetics
Default
Leopard
Unlocked at Character Level 50. Cannot be purchased in the shop.
Default | Red | Blue | Green |
---|---|---|---|
Unlocked at Character Level 50 | Unlocked at Character Level 50 | Unlocked at Character Level 50 | Unlocked at Character Level 50 |
Abyss
Unlocked at Character Level 100. Cannot be purchased in the shop.
Default | Red | Blue | Green |
---|---|---|---|
Unlocked at Character Level 100 | Unlocked at Character Level 100 | Unlocked at Character Level 100 | Unlocked at Character Level 100 |
Retro
Kickstarter Backer exclusive skin.
Default | Red | Blue | Green | Black |
---|---|---|---|---|
Kickstarter Backer exclusive | Kickstarter Backer exclusive | Kickstarter Backer exclusive | Kickstarter Backer exclusive | Purchasable in the Bucks Shop |
Leon
Common Tier skin available for purchase in the rotating Coin Shop or in the Bucks Shop.
Default | Red | Blue | Green |
---|---|---|---|
Purchasable in the Coin Shop | Comes with purchase of this skin | Comes with purchase of this skin | Comes with purchase of this skin |
Tiger
Common Tier skin available for purchase in the rotating Coin Shop or in the Bucks Shop.
Default | Red | Blue | Green |
---|---|---|---|
Purchasable in the Coin Shop | Comes with purchase of this skin | Comes with purchase of this skin | Comes with purchase of this skin |
Ranger
Rare Tier skin available for purchase in the Bucks Shop.
Default | Red | Blue | Green |
---|---|---|---|
Purchasable in the Bucks Shop | Comes with purchase of this skin | Comes with purchase of this skin | Comes with purchase of this skin |
Low Poly
Rare Tier skin available for purchase in the Bucks Shop or in the Rivals 3D Event Bundle.
Default | Red | Blue | Green |
---|---|---|---|
Purchasable in the Bucks Shop | Comes with purchase of this skin | Comes with purchase of this skin | Comes with purchase of this skin |
Slasher
Epic Tier skin available for purchase in the Bucks Shop or in the Halloween Bundle. It has custom VFX, SFX, and a custom victory theme.
Default | Red | Blue | Green |
---|---|---|---|
Purchasable in the Bucks Shop | Comes with purchase of this skin | Comes with purchase of this skin | Comes with purchase of this skin |
To edit frame data, edit values in RoA2/Clairen/Data. |
Essentials
• How to Play • Controls • System Mechanics •
• Stages • HUD • Training Mode •
Detailed & Advanced Information
• Universal Strategy • Frame Data Explanation • Esoterica • Gameplay Recording •
Archived Information
• FAQ • Patch Notes • Discords •
Customization
• Icons • Emotes • Character Progression •