Clive Rosfield · flying-white outline portrait
Theme
Notation

Clive RosfieldCLIVE ROSFIELDTEKKEN 8 movelist

COUNTRY
Grand Duchy of Rosaria
STYLE
the Dominant
Hit levelHigh=high Mid=mid Low=low Sp.=special Throw=throw !=unblockableistartup frames to first impact — lower is faster, per Wavuabout a fifth of all moves have no name on Wavu — those take the project's own description, and say so on hover
Buttons · directions 1=left punch 2=right punch 3=left kick 4=right kick | f=forward b=back u=up d=down d/f=down-forward d/b=down-back u/f=up-forward u/b=up-backStates · separators f,f=dash WS=while standing FC=full crouch SS=sidestep +=together ~=immediately after *=chargeNotation notes qcf=quarter-circle forward ~F=hold forwardSTANCES WOL=Wings of Light PHX=Phoenix Shift GAR=Updraft
Notation 1234 four-button grid (1 LP, 2 RP, 3 LK, 4 RK — lit = pressed) = tap direction = hold N= neutral STANCE= state prefix | Separators › follow-up + direction & button ~ immediately after * charge → next move T! tornado

Throws & reversals

MoveInputiDirectionDmgBreak
Fangs of Ruin1234(or+1234)1+3 (or f+1+3)i12~14Front351 or 2
Punisher1234(or+1234)2+4 (or f+2+4)i12~14Front351 or 2
Fangs of RuinLEFT1234(or1234)LEFT 1+3 (or 2+4)i12~14Left401
PunisherRIGHT1234(or1234)RIGHT 1+3 (or 2+4)i12~14Right402
Judgment BoltBACK1234(or1234)BACK 1+3 (or 2+4)Back50
MoveInputiDirectionDmgBreak
Gigaflare+1234u/f+1+2i12~14Front401+2
Precision DodgeON PARRY+1234ON PARRY b+3Reversal
Precision CounterAFTER PRECISION DODGE1234AFTER PRECISION DODGE 2i20~21Reversal35
Dash of SteelAFTER PRECISION DODGE1234AFTER PRECISION DODGE 1+2i20~21Reversal35
Wings of LightVS LOW1234VS LOW 3+4Parry20

Attacks

MoveInputiDmgHit
HellfireRAGE+1234RAGE d/f+1+2i2055MidThrow
Jab123412341, 1i105, 13HighHigh
Jab123412341, 2i105, 20HighMid
Jab1234+12341, f+2i105, 22HighHigh
Magic Burst123412342, 1i1211, 20HighHigh
Assault Burst1234123412342, 2, 1i1211, 9, 18HighMidMid
Gleipnir-Cutter123412341234(stronger on hit)2, 2, 2 (stronger on hit)i1211, 9, 15, 20HMMM
Gungnir Dance12341234123412342, 2, 2, 1+2i1211, 9, 10, 18HMMM
Fine Hound123412343, 2i1616, 15, 15MidMidMid
Bright Wing123412343, 3i1616, 20MidMid
Mercenary Cut123412344, 2i128, 17MidMid
Roundabout123412344, 4i128, 13MidHigh
Flame Bash12341+2i1321Mid
Flame Bash12341234(or+123412341234)1+2, 2 (or f+2, 2, 2)i1321, 20MidMid
Arm of Darkness (ZAN1) / Zantetsuken (ZAN2-4) / Ultimate Zantetsuken (ZAN5)1234(orAOP1234)1+4 (or AOP 1+4)i2210~80Mid
Wings of Light12343+4
Ki Charge12341+2+3+4
Firewheel+12341234f+2, 1i1510, 13MidHigh
Sanngetall+123412341234f+2, 2, 1+2i1510, 7, 18MidMidMid
Knight's Gambit+1234f+3i20~2115Mid
Phoenix Shift+1234f+4
Prominence+1234f+1+2i16~1710, 18MidMid
Prominence+12341234f+1+2, 1i16~1710, 18, 23MidMidMid
Mid Check+123412341234d/f+1, 2, 1i14~1510, 13, 15MidHighMid
Mid Check+123412341234d/f+1, 4, 3i14~1510, 12, 20MidMidMid
Wyrm Killer+1234d/f+2i15~165, 10MidMid
Wyrm Killer+123412341234(vs grounded)d/f+2, 2, 2 (vs grounded)i15~165,10,20,6,25MMMMM
Hydro Blast+1234on hit1234d/f+3 on hit 1i29~3020, 18, 20LowMidMid
MoveInputiDmgHit
Door Knocker+1234d/f+4i1413Mid
Scorching Sweep+1234d+1i18~1914Low
Crouch Straight+1234/+1234/+1234d+2 / d+3 / d+4i118 / 10 / 6Sp. lowLowLow
Pile Driver+1234d+1+2i22~2323Mid
Tidal Surge+1234on hit1234d/b+1 on hit 1i17~1810, 7, 20HighMidMid
Ice Spikes+12341234(chargeable)d/b+2, 1 (chargeable)i17~1810, 23 (27)MidMid
Cold Cyclone+1234d/b+4i19~2020Low
Gouge+12341234d/b+1+2, 1i17~1812, 10, 20MidMidMid
Blue Bolt+1234b+1i17~1818Mid
Executioner+1234b+2i20~2120High
Mercenary Kick+1234b+4i18~1920Mid
Windup / Windup Counter+1234(counter hit turns it into the windup counter)b+1+2 (counter hit turns it into the windup counter)i24~2525Mid
Wicked Wheel+12341234u/f+2, 2i2010,12,12, 30MMMH
Updraftu/f
Soul Cleave+1234f, f+2i19~2021Mid
Staff of Judgment+1234f, f+1+2i2022Mid
Staff of Judgment+1234(on counter hit)f, f+1+2 (on counter hit)i2050Mid
Pulverize+1234b, b+1+4i80~8140Unblockable (Mid)
Lunge+1234f, f, f+2i24~2620Mid
Deadly Embrace+1234(chargeable)qcf+1 (chargeable)i20-315 (10)High
Wild SteelWS12341234WS+1, 2i13~1411, 19MidMid
Echo BreakerWS1234WS+2i15~1615Mid
Fame WolfWS1234WS+3i20~2120, 15 (20)MidMid
Sabaton SmashWS1234WS+4i11~1214Mid
Swift EdgeFC+1234FC+d/f+2i19~2018Low
Slash BurstSS12341234SS+2, 1i17~1812, 23MidMid
Stone SmiteSS1234SS+1+2i25~2621Mid

Wings of Light

MoveInputiDmgHit
Wings of Light12343+4
DiaWOL1234WOL 1i18~2723Sp. mid
Impulse / Follow Up FlareWOL1234WOL 2i25~4030Sp. mid
Aerial Chase BlastWOL, VS AIRBORNE1234WOL, VS AIRBORNE 270Sp. midThrow
Radiant BackflipWOL1234WOL 3i27~2820Mid
Phoenix ShiftWOL1234WOL 4

Updraft

MoveInputiDmgHit
Updraftu/f
Griffin HunterGAR1234GAR 1i15~1718Mid
Burning RainGAR12341234GAR 2, 2i18~1920, 6, 25MidMidMid
Lift KickGAR1234/1234GAR 3 / 4i1212 / 10High

10-hit combo

InputiDmgHit
12341234123412341234123412341234123412344,2,1,2,1,2,1,2,1,1i1292MMHMHMMMMM

Phoenix Shift

MoveInputiDmgHit
Phoenix Shift+1234(or12341234~and others)f+4 (or 4,4~F and others)
HeatwaveAOP1234AOP 1i2116, 15, 10MidMidThrow
Shift StrikeAOP1234AOP 2i1512Mid
Shift StrikeAOP12341234AOP 2, 1i1512, 23MidMid
Shift StrikeAOP12341234AOP 2, 2i1512, 8, 18MidMidThrow
VanagandrAOP1234on hit1234AOP 3 on hit 2i218, 18, 20LowMidMid
Dark SurgeAOP1234on hit1234AOP 3 on hit 1+2i218, 12, 20LowMidMid
FirestarterAOP1234AOP 4i15~1615Low
Scarlet CycloneAOP1234AOP 1+2i23~2410, 23MidMid
Bolt BootAOP1234AOP 3+4i28~2920Mid
Arm of Darkness (ZAN1) / Zantetsuken (ZAN2-4) / Ultimate Zantetsuken (ZAN5)AOP1234AOP 1+4i2210~80Mid

Heat

MoveInputiDmgHit
Heat BurstHEAT READY1234HEAT READY 2+3i1612Mid
Lethal IgnitionHEAT+123412341234(chargeable)HEAT f+2, 2, 1 (chargeable)i1510, 7, 25 (30)MidMidMid
Mid CheckHEAT+123412341234HEAT d/f+1, 1, 1i14~1510,13,15,17,22MMMMM
Mid CheckHEAT+1234123412341234HEAT d/f+1, 1, 2, 1i14~1510,13,15,10,12,10,16MMMHHMM
Blazing RushHEAT+12341234HEAT u+1+2, 1i19~2018,21,17,22MMMM
Blazing EruptionHEAT+123412341234HEAT u+1+2, 2, 1i19~2018,21,10,12,10,16MMHHMM
Shift StrikeHEATAOP12341234HEAT+AOP 2, 1+2i1512, 32MidMid
Infernal Flames of RebirthHEAT1234HEAT 2+3i1855MidThrow
Dancing SteelHEATAOP1234HEAT+AOP 2+3i15~1642Mid
Flame Bash1234/+1234/AOP12341+2 / f+1+2 / AOP1+2i13

Advanced guideCombos · stances · practical notes

Combos from Wavu Wiki (current patch) · gameplay notes from GameRant
Terms BnB=the everyday combo (bread and butter — learn this one first) | T!=tornado: spins an airborne opponent to extend the combo, once per combo | CH=counter hit: catching an opponent mid-move; most moves gain a launch or crumple on CH | Punishers=a guaranteed punish taken from the recovery of a blocked move | Staples=a higher-damage route for one particular starter | Mix-up=forcing a guess between standing (blocks mid) and crouching (blocks low); the core mix-up is the character's main guessing point
Game plan Clive is a summoner-style character built around Stance core: easy to pick up (the combo execution bar is low) and harder to master. He is the only character in the game with a Zantetsuken gauge (levels 1-5; at level 5 it wipes the opponent's recoverable health) and his own "jump" stance.Not using the stances is not really playing Clive — Phoenix Shift, Wings of Light and Precision Dodge have to be muscle memory. Weaknesses: weak lows (d+1 is passable), so the mix-up does not move an opponent who knows the matchup, and some animations start oddly enough to need getting used to.

Stances in detail

StanceEntry & use
Phoenix Shift+1234or12341234~or hold F on any of a long list of movesa fire dash that closes distancefollow-ups1234(Heatwave)/12341234(Rising Flame)/12341234(Steel Slash)/1234(Firestarter)/1234(Scarlet Cyclone, Heat engager)/1234(Bolt Boot)/1234(Zantetsuken)the main attack enginef+4, or 4,4~F, or hold F on any of a long list of moves. A fire dash that closes distance, with follow-ups 1 (Heatwave) / 2,1 (Rising Flame) / 2,2 (Steel Slash) / 4 (Firestarter) / 1+2 (Scarlet Cyclone, Heat engager) / 3+4 (Bolt Boot) / 1+4 (Zantetsuken) — the main attack engine
Wings of Light3+4, or 3,3. The Bahamut's-wing hover: 1 (Dia) / 2 (Impulse); against an airborne opponent 2 becomes an aerial chase blast (70 damage), a top-tier combo ender that comes with its own low parry (Radiant Counter)
Updrafthis own jump stance:1234(Griffin Hunter)/12341234(Burning Rain, a combo staple)/1234/1234;the delayed input does slightly more damageu/f, his own jump stance: 1 (Griffin Hunter) / 2,2 (Burning Rain, a combo staple) / 3 / 4; the delayed input does slightly more damage
Precision Dodgeb+3 reverses mids and highs: on success, 2 (Precision Counter, 35) or 1+2 (Dash of Steel, 35); for lows use 3+4 (Radiant Counter, 20)
Zantetsuken gaugeLevels 1-5, shown under the health bar and charged by specific moves (1,2 and 2,2,2,1+2 among them). 1+4 spends it: level 1 Arm of Darkness for 10, levels 2-4 Zantetsuken for 45, level 5 Ultimate Zantetsuken for 80, which also wipes the opponent's recoverable health. Do not press it below level 2.

Key moves

InputKey points
+1234b+2Executioner: a very long-range high that denies approaches, and the combo tornado (T!) tool
+12341234/+123412341234d/f+1,2 / d/f+1,4,3a confirmable mid string; d/f+1,4,3 is the workhorse combo tornado
+1234d/f+2Wyrm Killer: i15, a two-hit launcher and the main punish; the range lets it hit rage arts
+1234(1234)d/f+3(,1)Hydro Blast: the main low (20 on its own); follow with 1 on hit for 58 total
+12341234d/b+1+2,1Gouge: the core combo-starter transition, into the Updraft follow-ups
+1234b+1+2Windup: armoured; on counter hit it becomes the windup counter
+1234(1234)f+1+2(,1)Prominence: a Heat engager with a follow-up burst
+1234f,f+1+2Staff of Judgment: on counter hit it becomes Judgment Bolt (50 damage), a superb denial tool
12341234/12341234123412341,2 / 2,2,2,1+2A quick punish that also charges Zantetsuken — press it often
+1234qcf+1Deadly Embrace: a ranged magic bolt for chip pressure (chargeable)

Punishers & what to punish with

SituationChoice
Quick punish12341234(charges the gauge)/123412341,2 (charges the gauge) / 4,2
-13~-14+1234(1234)Prominencegoes straight into Heat offencef+1+2(,1), Prominence — straight into Heat offence
-15 launch+1234:enormous rangemost rage arts/and anything with long recoveryd/f+2: enormous range, punishes most rage arts and anything with long recovery
Whiff punish+1234(very long high)/+1234/+1234b+2 (very long high) / d/f+2 / f,f+2
Low parry3+4 (Radiant Counter) is a flat 20 damage and takes the initiative

Combos (Wavu, current patch)

StarterRoute (T!=tornado / GAR=Updraft)
Bread and butter (+1234/WS1234/SS1234/+1234)(d/f+2 / WS+2 / SS+1+2 / f+3)+12341234GAR12341234T!+1234~AOP12341234d/b+1+2,1 → GAR2,2 T! → b+2~F → AOP2,2
+1234(+66)f+3 (+66)+12341234GAR1234DASH+123412341234T!WOL1234d/b+1+2,1 → GAR3 → DASH d/f+1,4,3 T! → WOL2
+1234(consistent +60)f+3 (consistent +60)+1234WS12341234DASH+123412341234T!WOL1234d+1 → WS+4 → 1 → DASH d/f+1,4,3 T! → WOL2
+1234(simplified +58)f+3 (simplified +58)+1234WS1234123412341234T!WOL1234d+1 → WS+4 → 1 → 3,3 T! → WOL2
+1234(Zantetsuken +57-85)f+3 (Zantetsuken +57-85)+12341234GAR1234DASH12341234~AOP12341234T!DASH+1234~AOP1234(gauge 2 or more; best on a full gauge)d/b+1+2,1 → GAR 3 → dash 4,4~F → PHX 2,1 T! → dash b+2~F → PHX 1+4 (gauge 2 or more; best on a full gauge)
+1234(simplified Zantetsuken +52-81)f+3 (simplified Zantetsuken +52-81)+12341234GAR12341234T!1234d/b+1+2,1 → GAR2,2 T! → 1+4
+1234/SS1234(+56)d/f+2 / SS+1+2 (+56)+12341234+1234GAR12341234T!DASH+1234AOP12341234(or1234)d/f+1,4 → d/b+1+2 → GAR2,2 T! → DASH b+2 → AOP2,2 (or 1+4)
WS1234(+60)WS+2 (+60)+1234+1234GAR12341234T!+1234AOP12341234b+2 → d/b+1+2 → GAR2,2 T! → b+2 → AOP2,2
Wall carryENDINGAOP12341234(carries half the screen);to break the wall, useAOP1234Change the ending to PHX 2,1 to carry half the screen; use PHX 1+2 to break the wall
Anti-airWOL 2 → aerial chase blast, 70 damage

Using Heat

Key pointsNotes
Engager routes1234/+1234/AOP1234three of them+1234and-1234Punishersthree of them — 1+2 / f+1+2 / PHX 1+2 — and f+1+2 doubles as a -13 punish
Heat-only strings+123412341234Crimson Rush/+1234Blazing Rushall mid, heavy pressured/f+1,1,1 Crimson Rush / u+1+2 Blazing Rush — all mid, heavy pressure
Lethal IgnitionIn Heat, f+2,2,1 can be charged (25 → 30) and confirms as a mid
Two Heat engagers2+3 Infernal Flames of Rebirth (55) / PHX 2+3 Dancing Steel (42, faster and harder to read)

Practical tips

TipsNotes
Gauge priorityThrow out 1,2 and 2,2,2,1+2 whenever you can to build the gauge; end combos with 1+4 whenever it fits — level 5 is what turns a match around
weak lowsUse d+1 / d/f+3(,1) / PHX 4; do not expect a pure mix-up to open anyone, bait the button out with stance pressure instead
Phoenix follow-upsMany moves go into Phoenix by holding F (4,4~F for one), so a blocked string still keeps pressure through the shift
Reversal toolkitb+3 (mid and high) plus 3+4 (low) covers every height between them; on counter hit f,f+1+2 becomes Judgment Bolt
Updraft, delayed inputThe Updraft follow-ups have a delayed-input version worth 1-2 more damage but much harder — one for when you are chasing the maximum