One thing I’ve been thinking about lately is the tendency to blame claw’s wall dive for his top tier status. However, I’ve mentioned many times in the past that I don’t feel that way. Others say that claw’s fast and long pokes place him amongst the top 4 but I’ve also come to feel that they’re only part of the reason and not the main cause for him being top tier.
If you look at the Ko-hatsu ST ratio tourney (courtesy of nh2: super nohoho fighter ii x: Ko-hatsu Ratio Tourney Halloween), you can see that everything is split into 4 tiers (unordered within the tiers). o.claw is considered part of the 3rd tier level. Now, you might consider this odd but when you think about the positioning, it makes sense.
First, let’s consider what’s the same and different about o.claw compared to ST claw (easy to do with papasi’s tool: Super Street Fighter II Turbo - character Hitbox Diagrams : Compare side by side). For similarities, o.claw has the exact same normals and specials with identical hitboxes, damage, and frames. And as an advantage, he even has slightly better crouching normals since all 6 of them have -1 on recovery. But that by itself wouldn’t change any matchup.
Now, for minor differences, the wall dive motion is faulty but that’s easily learned with time. Non-crossup wall dives pull in, which normally isn’t ideal but can actually be beneficial if you want to get the opponent out of the corner for wall dive mixups.
You have the normal old-to-new differences with no throw softening and no super. Claw’s super is good but not practical to pull off much against top players. Throw softening is great to have but I’m not sure it’s matchup changing by itself either since the most dangerous throws are specials or holds.
So down to the character-specific changes, there are only 2: no flipkick and no way to retrieve the claw. Since nothing else would move a character from tier 1 to tier 3, these 2 changes would seem to significantly affect claw’s game. And it makes sense if you think about it. Without flipkicks, claw doesn’t have reliable anti-airs (he has c.HP, j.HP, and s.HK but none of them are very fast). But even worse, claw doesn’t have an offensive reversal.
If the opponent is on claw, claw is in a bad situation. Dhalsim and dictator don’t have useful/any reversals but their throw ranges are towards the top. Claw has average throw range so anyone with better throws (everyone except shotos, Guile, 3 NCs) can repeatedly tick and throw him to death. And since it’s not as easy to defend against aerials, the opponent has a better chance of getting in. That changes a lot of matches against claw’s favor since it’s even easier to tick than to score a wall dive knockdown.
And since the opponent can get more hits in with less counters (no need to be afraid of a random flipkick to beat anything out), o.claw’s claw will get knocked off slightly faster. And since it can’t be picked up, claw is at a huge disadvantage. At this point, a lot of claw’s pokes, while still long-reaching, lose to other pokes. It’s even harder to get the opponent off with weaker hitboxes.
When ST claw gained his much-needed flipkick, he was able to effectively do huge damage for AA, stop block strings, discourage meaties, and have a way out of traps. That defensive enhancement, in addition to his already capable offensive capabilities, is currently my theory on what primarily brought n.claw into contention and elevated him into the top tier.
HDR removing wall dive knockdowns on the ground isn’t a bad way to neutralize claw’s offense (perhaps enough to lower him a tier) but removing ST’s straight-back flipkick motion only reignites the issue of claw having a difficult time with ticks on knockdown. The issue is that this defensive weakness only becomes evident when playing against good players who can consistently perform safe jumps. Claw gets up fast but flipkick is only above average in startup time. In ST, it’s a 50/50 guessing game but in HDR, it’s a guaranteed loss against the same characters o.claw had trouble with. Now, flipkick is still useful for AAs and to beat out pokes but it’s no longer an effective wakeup reversal and now loses to more traps.
Basically, it’s not clear what the verdict is for claw in HDR (since he’s now halfway back on his defensive capabilities, which is what made him move up from 3rd tier to 1st from o.claw to n.claw in ST, in addition to the wall dive). But in ST, it’s pretty clear why claw became better and why the common misconception that he’s good solely from offense is inaccurate. If anybody wants to see what I mean, I don’t mind giving a demonstration sometime on GGPO to show how silly it is to win against o.claw using some characters.