
Ok now that the title has filtered people, a few disclaimers.
Disclaimers out of the way, I’ll state the thesis out front: I believe the reason Clairen is seen as so good in this game is due to the fact that, while not being at the apex of any given part of the game, she is in the upper echelon of everything, and doesn’t have any area where the tradeoff is enough to compensate for her power level in others.
To talk specifics.



I want to again bring up comparisons to Clairen’s inspirations. First, her rivals 1 version, since it’s the closest. Most of what I’ve mentioned above is true for rivals 1 Clairen, but there are two things that make her stand out as different. The first point is the lack of vertical distance on her up special. If you’ve only played rivals 2, you might be surprised to find out that Clairen’s up special in the first game travels a comparably pitiful distance. It still has the same general properties, including high landing lag, a huge hitbox, and decent horizontal distance, but the amount of height gained is almost laughable in comparison to Rivals 2’s iteration. This is mitigated by the fact that she can wall jump after performing it, giving her more vertical distance, but the difference between the two still raises some eyebrows. In rivals 1, there were no ledges, meaning characters were forced to get back physically onto the stage to recover, and had to take whatever landing lag the move the used to do so left them in. In rivals 2, while you can’t wall jump out of up special (unless your name is Etalus, Kragg, or Gouie), you can grab the ledge to instantly gain intangibility and bypass the associated landing lag of your recovery option. Considering that, and the way Clairen has so many other recovery options to route with, you’d assume that the longer up special distance would be an aspect of the first game’s version, but it’s the opposite. Compared with Marth, there’s more to say and more nuance to dive into. As a disclaimer, I’m aware that Melee’s recoveries are uniformly more volatile than Rivals’. You’re more likely to just straight up die to an edgeguard or even just an attack in Melee, so it shouldn’t be a shocker that Marth’s recovery is weaker than Clairen’s. However, I think the ways in which it’s weaker are interesting and provide some insight into why Clairen’s incredible recovery feels so strong when realizing how much of her offense and movement are based on Melee Marth. Marth has a side special vertical stall, similar to Clairen’s. However, he can only perform this once per airtime, so he doesn’t even get the benefit of diminishing returns. Marth also isn’t included in the exclusive club of character with wall jumps, meaning he doesn’t have that extra option to get more height, strengthening the potency of gimps against him. This is compounded by his lack of a horizontal movement option, and his poor air speed and drift. Marth has one, maybe two tries to get back onto stage, and if he fails, he usually just dies, standing in stark contrast to Clairen’s lenient recovery. The final area that I think makes the contrast between the two even more apparent is the difference in their up specials. I’m aware that these aren’t directly connected, but given she’s inherited his movement and offenses, it’s worth bringing up. Marth’s dolphin slash is a recovery option marked by its linearity, having very few different trajectories and basically no air drift after the apex. While it is fast, much faster than Clairen’s, that speed and the height it gains is almost all it has going for it. If Marth undershoots the ledge horizontally, he get ledge hogged and dies. If he overshoots to try to get back onto stage around a ledge hogging opponent, he can’t just drift back and grab ledge after they release it. He takes the full landing lag and often gets shoved right back off the stage for it, if not outright killed with an uncharged smash attack. He can’t edge cancel it on a platform either, because he has virtually no horizontal speed after the movement. It’s so famously exploitable that there’s a technique of guarding it specially named after him. In comparison, Clairen’s up special has incredible horizontal movement, especially with the second part, gains variation in timing and distance, and has a frankly baffling amount of drift that often lets her bypass landing lag by edge canceling or drifting back and grabbing ledge if the opponent leaves it to try to hit her. Most rivals 2 top tiers would kill to have Clairen’s recovery, but in contrast, most melee top tiers would turn Marth’s down. I think the contrast between these two recoveries, in light of the characters’ shared other strengths, demonstrates something that really gets at the core thesis here. Marth’s recovery is intentionally poor because he has such strong offense and movement, giving him a distinct weakness that other characters can use to beat him. Clairen’s recovery is intentionally great in spite of her strong offense and movement, removing a potential weakness and instead putting her at the upper echelon in yet another category of the game. And with that, I think she has the hat trick.

In conclusion, I think this is why Clairen gets so many complaints, but none of them seem to get at the heart of the reason why she’s regarded as so frustratingly strong. People complain about her movement (“Clairen is too fast”), her offenses being too strong (“why does she get tipper for free?”), or her recovery being too good (“why does she get to become intangible during her side special?”), but few of them mention all these things in conjunction and even fewer point out that she’s near the top of the pack at all of them at once. While any singular point can be deflected by pointing out a character that does the thing better than Clairen, when considering them all together, it becomes harder to defend why she’s like this, and I think explains why she’s been a consistent area of complaint for years at this point.
Also the fact that she barely gets nerfed ever compared to everyone else, but that’s beating a dead horse and I have little faith it’ll ever change.
-Serial Complainer

Number formatting got screwed up. The “1.”‘s are meant to be 1. 2. 3. 4.