Ironfist Insights
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Clive — character information

Every Clive move in Tekken 8: 42 rows, 6 lows, 3 throws, 3 plus on block. Frame data from wavu.wiki, which publishes it under CC0. Game version 3.01.01.

How they play

On the numbers, Clive is dangerous at a wall (34.7% of the movelist carries a balcony break or wall crush) and a chip-damage character (28.2% do chip damage on block), with 1 further axis also in the roster's top fifth. Everything else about them sits inside the roster's normal range.

  • Neutral throws329th of 41

    Throws they can start from neutral, excluding the side and back throws every character shares. More throws means your standing break is more of a guess.

    Clive: 3 throws from neutral — 29th of 41. The roster median is 4.

  • Plus on block9.7%30th of 41

    How much of the movelist is genuinely their turn after you block it. Guardable moves and spacing-dependent ranges are excluded, because neither is free pressure.

    Clive: 9.7% of the movelist is plus on block — 30th of 41. The roster median is 11%.

  • Lows8.1%38th of 41

    How much of the movelist is low-family — low-parryable and low-crushable. Includes special lows, which you CAN block standing, so a big number is not by itself a reason to crouch.

    Clive: 8.1% of the movelist is lows — 38th of 41. The roster median is 13.8%.

  • CH launchers835th of 41

    Moves that launch on counter hit. Against a high number, pressing your turn back is how you lose the round rather than how you win it.

    Clive: 8 moves launch on counter hit — 35th of 41. The roster median is 12.

  • Stances36th of 41

    Stances that real moves come out of, excluding the positions inside a chain throw. Each one is a separate movelist you have to know.

    Clive: 3 stances: GAR, PHX, WOL — 6th of 41. The roster median is 2.

  • Homing314th of 41

    Homing STRIKES — moves that realign and catch a sidestep. Homing throws are counted separately, because they say something different.

    Clive: 3 homing strikes — 14th of 41. The roster median is 3.

  • Wall / balcony34.7%2nd of 41

    How much of the movelist breaks a balcony or crushes a wall. This is what being cornered actually costs against them.

    Clive: 34.7% of the movelist carries a balcony break or wall crush — 2nd of 41. The roster median is 24.8%.

  • Floor breakers221st of 41

    Strikes that break a breakable floor. On stages that have one, these are what they are looking for. Floor-breaking THROWS are counted separately — 61 of the roster’s 273 are throws, and a grab that drops you through the floor is a different thing to watch for than a button that does.

    Clive: 2 strikes break the floor — 21st of 41. The roster median is 2.

  • Side switches311th of 41

    Moves that swap positions on hit. This is how a cornered opponent gets out, so a high number means the corner you won is temporary.

    Clive: 3 moves switch sides on hit — 11th of 41. The roster median is 2.

  • Chip damage28.2%2nd of 41

    How much of the movelist damages you through a block. Blocking is still right, but a long blocked string is not free.

    Clive: 28.2% do chip damage on block — 2nd of 41. The roster median is 14.5%.

  • Power crushes313th of 41

    Moves that absorb a high or mid and keep coming. Trading loses; lows, throws and not pressing all beat them.

    Clive: 3 power crushes — 13th of 41. The roster median is 3.

  • Fast mids217th of 41

    Mids that come out in 13 frames or fewer — what answers your jab and what starts their turn from nothing.

    Clive: 2 mids at i13 or faster — 17th of 41. The roster median is 2.

  • Parries / sabaki215th of 41

    Parries, sabaki and reversals: moves that take the turn back on a read. Counted from the parry window on the move where wavu publishes one, and from its description where it does not.

    Clive: 2 parries or sabaki — 15th of 41. The roster median is 2.

  • Launchable lows50%11th of 41

    How many of their lows hand you a launch when blocked. High means you can stand and take the low; low means blocking it correctly buys you almost nothing.

    Clive: 50% of their lows are -15 or worse — 11th of 41. The roster median is 37.5%.

  • Launchable mids/highs12.4%17th of 41

    How many of their mids and highs hand you a launch when blocked. Not only mids: 28% of this population is highs, which you can duck instead — so a high number here is not by itself a reason to stand and block. High means blocking and waiting is a plan; low means you have to make the turn yourself.

    Clive: 12.4% of their highs and mids are -15 or worse — 17th of 41. The roster median is 10.9%.

  • Turn-keeping pokes26.1%40th of 41

    How many of their pokes are +5 or better on hit and safe on block. +5 rather than merely plus, because that is the margin that beats a 10-frame jab — at plain +1 the figure is roughly half again as large and means much less. High means that after eating one poke you are still on defence and pressing back is a gamble.

    Clive: 26.1% of their pokes stay plus on hit and safe on block — 40th of 41. The roster median is 35.5%.

  • Duckable highs13.7%39th of 41

    How much of the movelist ducking answers outright. High means ducking on a read deletes a lot and buys a whiff punish.

    Clive: 13.7% of the movelist is highs — 39th of 41. The roster median is 21.3%.

  • Low crushes11.3%26th of 41

    How much of the movelist jumps over lows. Your own low pokes are a losing button against a high number.

    Clive: 11.3% of the movelist jumps over lows — 26th of 41. The roster median is 12.8%.

  • High crushes6.5%33rd of 41

    How much of the movelist ducks under highs. Your jab strings and standing kicks are a liability against a high number.

    Clive: 6.5% of the movelist ducks under highs — 33rd of 41. The roster median is 9.7%.

  • Safe evasions42.1%25th of 41

    How many of their evasive moves are still safe once you read and block them. High means reading their evasion wins you position but no damage.

    Clive: 42.1% of their evasive moves are still safe when blocked — 25th of 41. The roster median is 45.5%.

  • Fast plus on block1.6%26th of 41

    Moves that are plus on block AND come out in 15 frames or fewer — plus frames fast enough to use as pressure rather than as a reset. Worth knowing that roster-wide most fast plus moves are highs, so ducking is often the answer.

    Clive: 1.6% of the movelist is plus on block at i15 or faster — 26th of 41. The roster median is 2%.

  • Safe poke damage11.535th of 41

    What a single free poke costs, averaged over the ones you cannot punish. High means a passive round is a lost round.

    Clive: their average safe poke does 11.5 damage — 35th of 41. The roster median is 13.2.

  • Follow-ups per move0.854th of 41

    Follow-ups per standalone move. High means most of what you block is mid-string, so your defence is delay-and-interrupt rather than punish windows.

    Clive: 0.85 follow-ups per standalone move — 4th of 41. The roster median is 0.61.

Shading shows where Clive sits in the roster on that category, darkest for first. It is a position, not a verdict: first of 41 in launchable lows is a weakness. Open any box for what the category means. Bold marks the roster’s top fifth — Clive reaches it on 3 of 23.

Your back to the wall

This is where Clive wants you. Roughly 43 moves carry a balcony break or wall crush, among the highest on the roster — most of what they throw at a cornered opponent converts.

Their back to the wall

3 moves switch sides on hit, a little above the roster middle, so they have an out but not a reliable one.

Centre stage

3 homing strikes, a little above the roster middle, of which 1 is a mid. That is the one that beats a step without giving you a ducking answer.

On a breakable floor

2 strikes break the floor, about the roster middle.

Key Clive moves

Plus on block

  • f+2,2,H.1*Lethal Ignition (Hold)from f+2 (i15), mid, +11 on block, needs Heat
  • H.PHX.2+3Dancing Steelsituationali15, mid, +8 on block, needs Heat
  • PHX.3+4Bolt Bootstancei28, mid, +7 on block
  • H.2+3Infernal Flames of Rebirthsituationali18, mid, +5 on block, needs Heat

Plus you cannot ignore

  • f,F+1+2Staff of Judgmenti20, mid, +3 on block

Fastest mids

  • 4i12, mid, -10 on block
  • 1+2Flame Bashi13, mid, -9 on block

Lows, safest first

  • PHX.4Firestarterstancei15, low, -13 on block, too fast to see coming
  • d+1Scorching Sweepi18, low, -13 on block, too fast to see coming
  • FC.df+2Swift Edgesituationali19, low, -13 on block, too fast to see coming
  • d+4Crouch Shin Kicki12, low, -15 on block, too fast to see coming

Special lows

  • FC.1Crouch Jabsituationali10, special low, -5 on block, too fast to see coming
  • d+2Crouch Straighti11, special low, -6 on block, too fast to see coming

Panic buttons

  • b+1+2Windup, Windup Counteri24, absorbs a hit, -14 on block
  • b+3Precision Dodgeparries, block frames unpublished
  • 3+4Wings of Lightparries, block frames unpublished
  • f+3Knight's Gambiti20, jumps lows, -14 on block

Launches on counter-hit

  • db+4Cold Cyclonei19, counter-hit +67a (+51a)
  • d+1+2Pile Driveri22, counter-hit +63a (+47)
  • b+1Blue Bolti17, counter-hit +57a
  • f,F+2Soul Cleavei19, counter-hit +38a

Homing

  • PHX.3+4Bolt Bootstancei28, homing, +7 on block
  • db+1i17, homing, +0 on block
  • ws3Fame Wolfsituationali20, homing, -8 on block
  • b+1Blue Bolti17, homing, -13 on block

Parries and sabaki

  • 3+4Wings of LightStrong low parry effect (active while moving)
  • b+3Precision DodgeStrong parry effect: parries all highs or mids, except throws, unblockables and charge moves

Free launches for you

  • d+4Crouch Shin Kicki12, -15 on block
  • 1+4Arm of Darkness (ZAN1), Zantetsuken (ZAN2-4), Ultimate Zantetsuken (ZAN5)i22, -15 on block
  • df+1,2,1Outlaw Burstfrom df+1 (i14), -15 on block
  • GAR.2stancei35, -15 on block, slower in practice than its published startup
What Clive punishes you with
Clive’s hardest-hitting punish at each speed
You areStanding punishDamageFrom crouchDamage
−10 or worse1,225 launches—
−12 or worse1,225 launchesws414
−13 or worse1,225 launchesws1,230
−15 or worsedf+1,2,138 launchesws215 launches
What you get to do about Clive’s strings

Documented gaps you can hit

  • f+2,2,H.1*interrupt with i24

Do not try to duck these

  • 1,1jails — you stay in blockstun
  • 2,1jails — you stay in blockstun
  • 2,2jails — you stay in blockstun
  • 2,2,1jails — you stay in blockstun
  • 3,2jails — you stay in blockstun
  • …and 3 more

Jailing is unrecorded on 86% of Clive’s string continuations, so a string missing from the last list was probably never checked.

Getting into Clive’s stances

The movelist below has every stance move on it and nothing saying how to reach one. These are the moves that get Clive there. A transition is not always free — wavu writes the condition in prose, and it can be on hit only, on block only, automatic, or need a follow-up input, so check the move’s own row before you count on it.

PHX — 12 moves out of it

  • 2,2,2Gleipnir-Cutterfrom 2 (i12), -11 on block
  • df+1,H.1from df+1 (i14), -12 on block
  • df+1,H.1,2from df+1 (i14), -9 on block
  • H.u+1+2situationali19, -12 on block
  • H.u+1+2,2situationalfrom H.u+1+2 (i19), -9 on block
  • WOL.1Diafrom a stancei18~27, -11 on block at best

GAR — 5 moves out of it

  • db+1+2,1Gougefrom db+1+2 (i17), -13 on block

WOL — 4 moves out of it

No move in the movelist names WOL as somewhere it goes. wavu records where a move can be used and never where it cannot, so the way in probably just has not been written down.

2 of 3 stances in Clive’s movelist have a documented way in. The rest are shown with nothing under them on purpose: wavu never records where a move cannot be used, so silence there means undocumented, not unreachable.

Throws and breaks

Clive has 3 throws that can start from neutral.

Default break: 1. It covers 2 of 3 breakable throws (67%).

What 1 does not cover, most damaging first:

  • uf+1+2 Gigaflare — breaks with 1+2, 40 damage

From a stance:

  • PHX — uf+1+2. Every throw documented from here breaks with 1+2.
Clive neutral throws with break inputs
ThrowNameBreakDamageLeaves youLikely used
1+3Fangs of Ruin1 or 235FUFAAgainst sidestepping
2+4Punisher1 or 235FUFTAgainst sidesteppingTo escape a corner
uf+1+2from PHXGigaflare1+240FDFA—

Five questions from the vetted quiz corpus, scoped to this character.

Frame data

What each column means is in reading the frame data pages. The words in these rows are in the Tekken 8 glossary.

Filters · 130 moves
Level
Properties

130 moves

Search any column from its heading.

Clive frame data — 130 moves
DetailsProperties
1JabHigh10+1+8—5
1,1Double BlowHighi18~19 rel-3+6—,13—
1,2Finishing SteelMidi21~22 rel-14+22a (+17)—,20
1,f+2Rapid AssaultHighi25~26 rel+1+13g—,22
1+2Flame BashMid13-9 HD+2—21
1+2+3+4Ki Charge———————
1+3Fangs of RuinThrow12~14-5+0d—35
1+4Arm of Darkness (ZAN1), Zantetsuken (ZAN2-4), Ultimate Zantetsuken (ZAN5)Mid22-15+9a (ZAN1)—10-80
2—High12+0+7—11
2,1Magic BurstHighi17~18 rel-13+8a (-1)—,20
2,2—Midi23 rel-8-1—,9
2,2,1Assault BurstMidi17~18 rel-13+8a (-1)+28d(+20d),18
2,2,1+2Gungnir DanceMid ⋯i27i23~24 rel-9+1a—,10,18
2,2,2Gleipnir-CutterMid ⋯i27~28i31~32 rel-11+21a (+4)—,15,20 (24)
2+3Heat BurstMid16+1+2c—[12;12]
2+4PunisherThrow12~14-5+0d—35
3—Mid16-13-2—16—
3,2Fine HoundMid ⋯i23~24i29~41 rel-12~+0+22a (+12)—,15,15 (20)
3,3Bright WingMidi30~32 rel-18~-16+12a (-5)+36a (+26),20
3+4Wings of Light——————
3+4,PRadiant CounterMidi27~28 rel—+61a (+45)—,20
4—Mid12-10+1—8—
4,2Mercenary CutMidi20~21 rel-11+3—,17
4,2,1——— rel—————
4,2,1,2——— rel—————
4,2,1,2,1——— rel—————
4,2,1,2,1,2——— rel—————
4,2,1,2,1,2,1——— rel—————
4,2,1,2,1,2,1,2——— rel—————
4,2,1,2,1,2,1,2,1——— rel—————
4,2,1,2,1,2,1,2,1,1——— rel—————
4,4RoundaboutHighi25 rel-8+0—,13—
b,B+1+4PulverizeMid80~81—+56a—40—
b+1Blue BoltMid17~18-13+10g+57a18
b+1+2Windup, Windup CounterMid24~25-14+14a (+4a)—25
b+2ExecutionerHigh20~21-6+9—20
b+3Precision Dodge——————
b+3,P——— rel————
b+3,P,1+2Dash of SteelMidi20~21 rel-13+5d—35
b+3,P,2Precision CounterMidi20~21 rel+3+16a (+6a)—35
b+4Mercenary KickMid18~19-9+16g+25a (+19a)20
Back throwJudgment BoltThrow——+0d—50—
CH.f,F+1+2Judgment BoltMid20—+0d—50
d+1Scorching SweepLow18~19-13+2—14
d+1+2Pile DriverMid22~23-6+9a (-8)+63a (+47)23
d+2Crouch StraightLow sl11-6+5—8
d+3Crouch Spin KickLow16-17-6—10
d+4Crouch Shin KickLow12-15-4—6
db+1—High17~18+0+4+12a10
db+1,1Tidal SurgeMid ⋯i21~22i18~19 rel—+31d (+10d)—,7,20
db+1+2—Mid ⋯17~18-11-2c—12,10
db+1+2,1GougeMidi22~i23 rel-13+24a (+9a)—,20
db+2—Mid17~18-12-1—10
db+2,1Ice SpikesMidi25~26 rel-13+27a (+12a)—,23
db+2,1*Ice Spikes (Hold)Midi40~41 rel-3+27a (+12a)—,27
db+4Cold CycloneLow19~20-18+4c+67a (+51a)20
df+1Mid CheckMid14~15-3+4—10
df+1,2—Highi23 rel-16-8—,13
df+1,2,1Outlaw BurstMidi26~27 rel-15+32a (+11)—,15
df+1,4—Midi20~21 rel-10+1—,12
df+1,4,3Outlaw WingMidi27~28 rel-18~-16+12a (-5)+36a (+26),20
df+1,H.1—Mid ⋯i22~23i20~21 rel-12+3c—,13,15
df+1,H.1,1Crimson RushMid ⋯i25~26i20~21 rel-12+14a(+4a)—,17,22
df+1,H.1,2—High ⋯i23~24i12~13 rel-9+8—,10,12
df+1,H.1,2,1Crimson EruptionMid ⋯i20~21i11~12 rel-12+15a(-2a)—,10,16
df+2Wyrm KillerMid ⋯15~16-13+30a (+20)—5,10
df+2,2—Midi18~19 rel—+5a (-2)—,20
df+2,2,2Aerial CombinationMid ⋯i26~27i3~4 rel—+60a (+44)—,6,25
df+3—Low29~30-26+3c—20
df+3,1Hydro BlastMid ⋯i27~29i3~10 rel—+3c—,18,20—
df+4Door KnockerMid14-9+5—13—
f,f,F+2LungeMid24~26-4+31d (+10)—20
f,F+1+2Staff of JudgmentMid20+3+9c—22
f,F+2Soul CleaveMid19~20-7+13a+38a21
f+1+2ProminenceMid ⋯16~17-12 HD+20a (+10)—10,18
f+2—Mid15-12-4—10
f+2,1FirewheelHighi21~22 rel+1+20g—,13
f+2,2—Midi17~18 rel-8+3—,7
f+2,2,1+2SanngetallMidi27~28 rel-13+9a—,18
f+2,2,2Burning ChainMidi27~28 rel-13 HD+9a—,20
f+2,2,H.1Lethal IgnitionMidi26~27 rel-9+14c—,25
f+2,2,H.1*Lethal Ignition (Hold)Midi42~43 rel+11+52a—,30
f+3Knight's GambitMid20~21-14+37a—15
f+4Phoenix Shift———————
FC.1Crouch JabLow sl10-5+6—5
FC.df+2Swift EdgeLow19~20-13+3c—18
GAR.1Griffin HunterMid15~17-5~-3+17a—18
GAR.2—Mid18~19-15-13—20
GAR.2,2Burning RainMid ⋯i26~27i3~4 rel-17+13d (-4d)—,6,25
GAR.3Lift KickHigh12-3+21a (-4a)—12
GAR.4Sky KickHigh10-4+2—10
H.2+3Infernal Flames of RebirthMid18+5-10—55
H.PHX.2+3Dancing SteelMid15~16+8+0—42
H.u+1+2—Mid ⋯19~20-12+3c—18,21
H.u+1+2,1Blazing RushMid ⋯i25~26i20~21 rel-12+14a(+4a)—,17,22
H.u+1+2,2—High ⋯i23~24i12~13 rel-9+8—,10,12
H.u+1+2,2,1Blazing EruptionMid ⋯i20~21i11~12 rel-12+15a(-2a)—,10,16
Left throwFangs of RuinThrow12~14-3+0d—40—
PHX.1HeatwaveMid ⋯21-14+0d—16,15,10
PHX.1+2Scarlet CycloneMid ⋯23~24-7 HD+9a (+0)—10,23
PHX.1+4————————
PHX.2Shift StrikeMid15-9+4+35d (+27)12
PHX.2,1Rising FlameMidi25~26 rel-12+24a (+9)—,23
PHX.2,2Steel SlashMid ⋯i20 rel-13+5d / +5a (-4)—,8,18
PHX.2,H.1+2Twin FlamesMidi23~24 rel+4+25a(-1a)—,32
PHX.3—Low21-26-3c—8—
PHX.3,1+2Dark SurgeMid ⋯i27~28i23~24 rel—+6d (-29)—,12,20
PHX.3,2VanagandrMid ⋯i30i29~34 rel—+39a (+29)—,18,20(36)
PHX.3+4Bolt BootMid28~29+7+18a (+8)—20
PHX.4FirestarterLow15~16-13-1c+13c15
qcf+1Deadly EmbraceHigh20-12~-10+8c~+10c—5
qcf+1*Deadly Embrace (hold)High30-5~-3+16a~+18a (+6~+8)—10
R.df+1+2HellfireMid20-18+0d—55+
Right throwPunisherThrow12~14-3+0d—40—
SS.1+2Stone SmiteMid25~26+2+49a—21
SS.2—Mid17~18-9-2—12
SS.2,1Slash BurstMidi22~23 rel-15 HD+9c—,23
ufUpdraft——————
uf+1+2GigaflareThrow12~14-5+0d—40—
uf+2—Mid ⋯20-17+14a (+7)—10,12,12
uf+2,2Wicked WheelHighi16 rel+0+24a (-14)—,30
WOL.1DiaMid sm18~27-20~-11+8~+17—23
WOL.2Impulse, Follow Up FlareMid sm ⋯25~40-38~-23-12c~+3c—30,70
WOL.3Radiant BackflipMid27~28-15~-14+61a (+45)—20
WOL.4Phoenix Shift———————
ws1—Mid13~14-4+3+811
ws1,2Wild SteelMidi26~27 rel-12+9+21a,19
ws2Echo BreakerMid15~16-14~-13+53a—15
ws3Fame WolfMid ⋯20~21-8+21a (+11a)—20,15(20)
ws4Sabaton SmashMid11~12-5+6—14—