Dream Cancel Forum

King of Fighters XIII => Character Discussion => Clark Still => Topic started by: nilcam on December 06, 2011, 06:32:13 AM

Title: Clark Still (Console)
Post by: nilcam on December 06, 2011, 06:32:13 AM
(http://images3.wikia.nocookie.net/__cb20100409004251/snk/images/6/62/Clarkkofxii.gif)

Notation
;a = Light Punch
;b = Light Kick
;c = Strong Punch
;d = Strong Kick

* = EX version possible

Throws
Death Mountain Buster -  ;bk/ ;fd+ ;c/ ;d close

Death Lake Drive - ;bk/ ;dn/ ;fd+ ;c/ ;d close in air

Command Normals
Jet Uppercut - ;df + ;a

Step - ;fd + ;b ;d

Special Attacks
Super Argentine Backbreaker - ;bk ;db ;dn ;df ;fd+ ;b/ ;d* close  
  ∟ Flashing Elbow - ;dn ;df ;fd+ ;a/ ;c

Vulcan Punch - ;a / ;c* (repeatedly)

Gatling Attack - Charge  ;bk , ;fd + ;a/ ;c*
  ∟ Death Lake Drive follow-up -  ;fd ;dn ;df+ ;a/ ;c (after C version/EX)

Desperation Moves
Ultra Argentine Backbreaker -  ;fd ;df ;dn ;db ;bk x2+ ;a/ ;c* close

NEO MAX
Ultra Clark Buster - ;fd ;df ;dn ;db ;bk x2+ ;b ;d

Clark's Wiki entry (http://dreamcancel.com/wiki/index.php?title=Clark_Still_(XIII)).

Console changes:
* His Stepping (Forward+BD) is faster
* Weak SAB has full-body autoguard but comes out slower than before
- EX SAB>Flying Elbow can be MAX canceled
- EX Gatling Attack’s invincibility runs out when its hit detection comes out. Projectile invincibility doesn’t, even after hit detection comes out.
- If Fierce or EX Gatling gets blocked, the after attack throw won’t come out any more
* Vulcan Punch can be canceled with another move on startup. This allows for some new combos like close Fierce punch (2nd hit)>VulcanPunch>SAB

Producer Yamamoto says: He’s a throw character so we’ve buffed his throws. With moves like his Weak SAB, his front step, and being able to do a super cancel from a 1-frame throw, he should be able to fight like a real thrower.
Title: Re: Clark Still (Console)
Post by: nilcam on December 06, 2011, 06:32:40 AM
Reserved
Title: Re: Clark Still (Console)
Post by: nilcam on December 06, 2011, 06:33:13 AM
Reserved
Title: Re: Clark Still (Console)
Post by: LouisCipher on December 08, 2011, 07:04:45 AM
Going to assume we're supposed to post in this thread regarding any Clark talk. If I'm wrong then feel free to delete this.

Had a good time with Clark. Everyone online has figured out a rough approximation of what he can do, and if not they figure it out really quick. So satisfying punishing Kyo's B Upkicks (whatever they're called) on block with D SAB. A lot of online gimmicks just don't work against Clark, which feels extra satisfying.

I feel like running him 2nd might be better than 3rd. Because he would have enough meter to do do EX into Rape Super and generally the opponents' 3rd will be a projectile character and have enough to stay the hell away from Clark and waste as much meter as possible to kill him. Because the other guy doesn't care, it's your last character and he will burn as much meter as it takes and be as random as he can.

Now I gotta' figure out how to keep them from jumping out of my grab setups. :)
Title: Re: Clark Still (Console)
Post by: Rex Dart on December 08, 2011, 09:50:53 AM
Going to assume we're supposed to post in this thread regarding any Clark talk.

Bingo. :)

If you can really get inside your opponent's head, you could try going for Clark's air grab if you think they're about to jump out of your grab setup. They'll be too terrified to do anything after that.

Could anyone give me a quick rundown of Ralf's normals vs. Clark's normals? I know most/all of the animations are the same, but the properties are way different. Which differences are most pronounced?
Title: Re: Clark Still (Console)
Post by: t3h mAsTarOth...! on December 08, 2011, 06:47:55 PM
Clark's far s.C is slower than Ralf's... but doing a running far s.C with Clark gives you enough time to charge for a EX b~f+AC on block...
Title: Re: Clark Still (Console)
Post by: Kane317 on December 08, 2011, 07:30:03 PM
Clark's s.D has less pushback (or more hitstun) therefore s.D --> df.A combos; Ralf does not.  I believe Clark's far D is faster than Ralf's, at least it seemed like it in the arcade.  The have different s.CD and j.Bs.
Title: Re: Clark Still (Console)
Post by: LouisCipher on December 09, 2011, 04:48:35 AM


If you can really get inside your opponent's head, you could try going for Clark's air grab if you think they're about to jump out of your grab setup. They'll be too terrified to do anything after that.

To quote the Smash TV Announcer "I LIKE IT!"
Title: Re: Clark Still (Console)
Post by: Proto Cloud on December 09, 2011, 06:00:29 AM
Man, I wish I knew that EX SAB was Super cancelable back in NEC.  :(

I kept inputting it on every normal SAB like a dunce in the tournament...
Title: Re: Clark Still (Console)
Post by: LouisCipher on December 10, 2011, 10:14:06 PM
I think his standing C is a decent AA if they're short hopping on you. Very difficult to close the gap with guys who want to runaway.
Title: Re: Clark Still (Console)
Post by: Mazinkaiser on December 11, 2011, 01:44:59 PM
I think his standing C is a decent AA if they're short hopping on you. Very difficult to close the gap with guys who want to runaway.

standing A all the way long for short hop
Title: Re: Clark Still (Console)
Post by: LouisCipher on December 11, 2011, 09:37:09 PM
I tested it against Iori and his standing C will actually beat a lot of his jump ins and even short hop attacks. 9 times out of 10 standing C will outright beat it or Counter it.

*Edit: C will beat pretty much anything if they're close enough. But Mazin is right, standing A is good for most pokes.
Title: Re: Clark Still (Console)
Post by: blackgenma on December 12, 2011, 08:18:15 AM
Could Clark's ex flashing elbow always be super canceled in the arcade? is that something new they added to the console version?
Title: Re: Clark Still (Console)
Post by: meiji_99 on December 12, 2011, 08:44:53 AM
ex flashing elbow can be cancel on console ver only
Title: timing the D SAB
Post by: bigvador on December 12, 2011, 10:29:31 AM
Im starting to have problems timing my SAB after some one is ummmm at the peek of there jump or hop and they throw out D and i kno im able 2 use SAB or EX SAB but some how i get hit and they get a free combo.....

so can some one tell me the way im supposed to time this. some times i get it sometimes i dont
Title: Re: timing the D SAB
Post by: LouisCipher on December 12, 2011, 06:02:12 PM
Well, for starters online is a little weird when it comes to that. But to help you out:

The game has autoblock. And how it works is if you block let's say their jump in, you can let go of blocking and you will automatically block any attack that combos, but if it doesn't combo you will get hit. So with Clark it becomes extra risky to try to any funny shit with him. So when they jump in and attack and you block it, let go of the controller and be ready to use D or EX SAB to get them. EX SAB is better because of range and obviously it can be cancelled into super.
Title: Re: Clark Still (Console)
Post by: Nagare_Ryouma on December 12, 2011, 10:21:01 PM
I have been hitting practice mode with him, I think I might try using him for real.
What is the deal with the NM? Does it have invencibility or at least goes throgh fireballs?
Title: Re: Clark Still (Console)
Post by: LouisCipher on December 12, 2011, 11:00:09 PM
Just tested and no, his Neomax Super will not beat projectile or super projectile.
Title: Re: Clark Still (Console)
Post by: R3N on December 17, 2011, 11:31:37 PM
Hey guys I was wondering where is the best spot to put Clark at on my team. My two main characters are Terry and Clark but I've been playing Joe as well I just don't know the right order they should be in.

And then also I've played a couple guys that do nothing but spam fireballs the whole match. How do you all get around this to get in and keep pressure on the opponent.
Title: Re: Clark Still (Console)
Post by: LouisCipher on December 18, 2011, 12:29:29 AM
3rd. Maybe 2nd. Depends who you think you're better at and what Neomaxes you can easily pull off. Clark has the best and possibly easiest Neomax/Hyper Drive combo in the game.

What I tend to do against guys that think they're playing SF4 is use Clark's EX Charge Punch (goes right through projectiles) and his jump CD has amazing priority.
Title: Re: Clark Still (Console)
Post by: Arttronik on December 18, 2011, 06:14:13 AM
Hey all! First post around here. KOF13 is the first KOF game I've really tried to learn, and Clark is on my team. I have a question about the timing of performing SAB>Flashing Elbow-supercancel-HCBx2+p

I can get it to work a few times, if I use the EX super, but I'm sure thats a fluke on my part. Any info on performing this link easier? It seems the timing is lenient for hcf+k to Flashing Elbow. But the super cancel is tough! Is there a shortcut that most use?

Thanks for any info!
Title: Re: Clark Still (Console)
Post by: LouisCipher on December 18, 2011, 06:38:09 AM
You know what? I was just in the lab trying to get my execution down. I wish I could record videos but I use a CRTV and it's a bit of pain with my current camera to capture footage.

Question: Are you on Pad or Stick? I can't quite help you with Stick because I'm a Pad player.

As far as cancelling the EX SAB into Super, the timing is this: After he EX SAB, you do Elbow followup, then as he's running towards them you do the HCBx2 Punch and end it right as the elbow lands. It's not super easy to do, but once you get into the habit of doing it it becomes easier.

Cancelling Grab Super into Neo Max is like this: 3rd time Clark throws them in the air you do HCBx2 +BD  just as he's about to throw them down, but end it just as he lands, not after. The window is kinda' tight.
Title: Re: Clark Still (Console)
Post by: Arttronik on December 18, 2011, 06:41:31 AM
I play on stick, but your info is helpful! I'll give it a shot! Next month I'm getting a Hauppage recorder, I'll be sure to record it and upload if it helps anyone else! Thanks man! Can the super only come out after the EX version into elbow? Or can you use the standard version? I coulda swore I did it with hcf+d and not ex ONCE. Perhaps I was mistaken. I had more misses than hits, LOL
Title: Re: Clark Still (Console)
Post by: LouisCipher on December 18, 2011, 06:43:26 AM
Nope, can only cancel into grab super off of EX SAB.
Title: Re: Clark Still (Console)
Post by: Arttronik on December 18, 2011, 06:57:13 AM
Cool! That will save me some time, haha. Also, in case you hadnt seen this, or anyone else can learn from it....

http://youtu.be/LnCqNWmlkD0 (http://youtu.be/LnCqNWmlkD0)

EDIT:
Found a trick that will help everyone else with this as well.

So, you actually have a TON of time to input his super. The HCB is actually counted if you do it slowly. Like, really slow. Try it. I was SF inputting it too fast.

So, if you do the EX SAB, then elbow-like Louis said, input the 2xHCB while hes running, you can press the punch for the super input RIGHT WHEN THE ELBOW hits, its a score. It'll work. I can do it easily now!
Title: Re: Clark Still (Console)
Post by: Donpiff on December 19, 2011, 10:27:07 PM
im having trouble linking Jet Upper to SAB. Is their a certain timing involved? or its really fast?
Title: Re: Clark Still (Console)
Post by: CharREX on December 20, 2011, 04:04:50 AM
It's not a link. You just have to cancel the Jet Upper into command grab.
Title: Re: Clark Still (Console)
Post by: shinefist on December 20, 2011, 02:44:22 PM
Hey lol, i know its off topic but this is good stuff.

Ok clark heads, you know that combo off the blog where clark does his  b~f+P, b~f+P, hcb,hcb+P

Well i found it hehe, its b~f+C (2nd hit), then you tap p (i think A is easier as its abit slower i think) for the drive cancel vulcan punch, but dont let the vulcan punch hit at all, instead cancel another b~f+C inbetween.

It requires practise though as its quite hard to do. With practise comes better execution tho init.

Have fun kids...
Title: Re: Clark Still (Console)
Post by: Arttronik on December 20, 2011, 10:32:52 PM
I'll practice these and make videos! For now, I made one of the basics I was practicing earlier!
http://youtu.be/FAfvmqvf74I (http://youtu.be/FAfvmqvf74I)

I placed notations there for newcomers! Also-all of the videos my roommate and I make are on our fighting game video blog: http://www.saltynegro.com (http://www.saltynegro.com)
Title: Re: Clark Still (Console)
Post by: LouisCipher on December 21, 2011, 08:24:16 AM
Anyone know that Hyper Drive combo Bala did in the corner with Clark with only 2 bars? I'll have to find the video but he activated Hyper Drive, and did repeat charge punches (I don't think he cancelled into Vulcan at any point) and then ended with his Neo Max.

Title: Re: Clark Still (Console)
Post by: shinefist on December 22, 2011, 12:46:44 PM
Bala made a video of the combo i was describing on my previous post.

The cancel of his b~f+C into vulcan punch (miss) then b~f+C is what i was refering too.

Clark HD Combo KOF XIII (http://www.youtube.com/watch?v=AY2G3uAW6iw#)

Congrats to bala for winning scr and to the other competitors.
Title: Re: Clark Still (Console)
Post by: LouisCipher on December 24, 2011, 05:39:21 AM
Thanks dude! Gonna' hit the lab.
Title: Re: Clark Still (Console)
Post by: LouisCipher on December 26, 2011, 11:22:21 AM
Just a thought guys: What is more important?

Getting a hard knock down and set them up for whatever?

Or get them in the corner and do 33 stun in the process?

I mentioned it before but I'm approaching Clark the same way I approach Alex from 3rd Strike. There's quite a few similarities between the two of them.

I honestly see putting them in the corner and doing shit loads of stun as being more important then a hard knock down. Just a really basic jumping A, crA into A Charge Punch and the followups do 33 Stun and get 'em in the corner from pretty much anywhere on the screen.

If I get a knockdown mid-screen 9 times out of 10 they run away. Using B SAB all the time is too gimmicky. If I block expecting them to do something on wakeup, most of the time they just runaway. If I try to short hope C I  eat their Wakeup EX.

I just feel like putting them in the corner, doing a lot of sun and limiting their movement options is more important than a hard knock down.
Title: Re: Clark Still (Console)
Post by: Diavle on December 26, 2011, 05:58:18 PM
Can't really play Clark like Alex and stun isn't as important, or frequent, as in 3rd Strike.

Try to learn Clark's wakup game better, its the one thing that will put fear into your opponents for sure. You can trap them in this loop of wakup mixups for a long amount of time if you play your cards right.
Title: Re: Clark Still (Console)
Post by: LouisCipher on December 26, 2011, 08:27:23 PM
True, but the 8 frames of invincibility to getting grabbed on wakeup takes a lot of getting used to.
Title: Re: Clark Still (Console)
Post by: gazette on December 26, 2011, 09:34:46 PM
Can't seem to find any match up thread, so I will ask here instead. How do you guys deal with Billy Kane?

I personally find Billy Kane an extreme bad match up for Clark. I'm still ok with handling projectile characters like Kensou, Robert, Athena, etc. But just not Billy Kane.

Was playing with an online pal who just pick Billy Kane up, and when what I mean is his Billy isn't really good and I already had a hard time getting into his face. Any suggestions will be welcomed. Thanks.
Title: Re: Clark Still (Console)
Post by: LouisCipher on December 26, 2011, 09:46:03 PM
Depends if he's being aggressive with Billy or not. If he's being aggressive then look for that hop and hit him with the Charge Punch. If he's being defensive watch out if he has meter, he'll be looking to AA you with EX Upkicks.
Title: Re: timing the D SAB
Post by: bigvador on December 27, 2011, 09:03:41 AM
wow thats real risky considering the fact that SAB takes 1 frame and there is no telling if you even have a 1 frame gap in between the hits

 I take it all of his grabs are 1 frame for start up then i would have to ask what does his EX SAB and super do all i know is more reach

sorry it took me a while to respond
Title: Re: timing the D SAB
Post by: SAB-CA on December 27, 2011, 09:37:32 PM
EX SAB does a bit more damage I believe, has longer range, and can be Super Cancelled by itself, Max Cancelled in HD mode.

DM UAB Has solid range, and does more damage again, of course. EX Version buffs those properties.
Title: Re: timing the D SAB
Post by: bigvador on December 27, 2011, 10:19:25 PM
so since none of them have any type of invincibility then there wouldnt be much reason to mash out any of his SABs or UABs
Title: Re: Clark Still (Console)
Post by: fiol on December 30, 2011, 05:33:27 AM
i made a combo video (practical combos) for my loved clark, hope you enjoy it:

Clark KOF XIII Combo Video (http://www.youtube.com/watch?v=AFyDHMl3qio#ws)
Title: Re: Clark Still (Console)
Post by: LouisCipher on December 30, 2011, 05:53:05 AM
Good shit dude. Covers pretty much everything with the best Grappler in the game.
Title: Re: Clark Still (Console)
Post by: robisntdrunk on January 03, 2012, 09:25:18 AM
Hope this is the right place to ask, any tips on where to start with Clark?
Title: Re: Clark Still (Console)
Post by: LouisCipher on January 04, 2012, 02:43:18 PM
I suppose the Clark Wiki is missing general strategy but I'll try to help you:

Clark works on any point. He may benefit the most from being the anchor with all that meter.

His A Charge Punch is somewhat of an AA. It's not the best AA, but it will beat out quite a few jump ins if you do it early.

His EX Charge Punch goes through projectiles except for Super Projectiles. EX Charge Punch will not beat a majority of other moves and most likely will trade.

B SAB Autoguards but don't use it as an AA if they're diving in. Use it wisely on their wakeup as many moves will beat it such as EX Moves, SRK's that can be Drive Cancelled (Kyo especially), and horizontal attacks like Ryo's Tatsu and Joe's Dragon Kick. B SAB can also be used for tick throws like Jumping A or B into B SAB.

His D SAB and EX SAB are one frame and EX SAB has better range and can be Drive Cancelled into Grab Super for easy 430-650 Damage depending on how you combo into it and if you use EX Grab Super.

His CD is one of the best in the game and on the ground can be cancelled into his Dash for easy pressure.

Clark is just a monster. The emphasis should be on rushdown and mixup.
Title: Re: Clark Still (Console)
Post by: Diavle on January 04, 2012, 05:11:48 PM
Hope this is the right place to ask, any tips on where to start with Clark?

How familiar are you with KOF grapplers? Have you played him before?

To start, learn his normals and his SABs. Standing and jumping CD are extremely good. So is jumping C, which can also result in an air throw. Far standing D is a godly poke. D SAB punishes just about anything on block, whiff or if they are close enough and B SAB has slower startup but full body armor. EX SAB has greater range, more damage and lets you super cancel.

He has very easy and highly damaging HD bypass combos, easy to hit confirm too. SC (2hits), HD bypass into super into nemoax does well over 70% damage.
Title: Re: R: Clark Still (Console)
Post by: Mazinkaiser on January 04, 2012, 05:20:20 PM
My two cents

Learn to use s.A aganist hop and hyper hop. Very nice horizontal hitbox and fast poke (dunno how many frames exactly)

Additional info about ground CD, the opponents low don't connect. Didn't check if it's really an air state but I think no, because it have cancel propriety.

Air CD is also great, huge hitbox front of Clark... and on counter hit it's juggle state rape.

On close air to air the grab work perfectly AND on close mixup opponent attempt to score the overhead hop jumpin starter (trust me, if you scout the opponent pattern doing this it's punish time with the hard knockdown mixup after the air grab).

Inviato dal mio Milestone usando Tapatalk
Title: Re: Clark Still (Console)
Post by: MAASKYO on January 04, 2012, 06:24:02 PM
why Clark's thread had a lot of posts more than any other characters...??
Clark 305
leona 246
mai  239
Title: Re: Clark Still (Console)
Post by: Diavle on January 04, 2012, 06:27:39 PM
why Clark's thread had a lot of posts more than any other characters...??
Clark 305
leona 246
mai  239

Because of his sexual appeal.
Title: Re: Clark Still (Console)
Post by: Kane317 on January 05, 2012, 04:32:57 AM
Hope this is the right place to ask, any tips on where to start with Clark?

How familiar are you with KOF grapplers? Have you played him before?

To start, learn his normals and his SABs. Standing and jumping CD are extremely good. So is jumping C, which can also result in an air throw. Far standing D is a godly poke. D SAB punishes just about anything on block, whiff or if they are close enough and B SAB has slower startup but full body armor. EX SAB has greater range, more damage and lets you super cancel.

He has very easy and highly damaging HD bypass combos, easy to hit confirm too. SC (2hits), HD bypass into super into nemoax does well over 70% damage.

I want to really stress how important it is to learn a character's normals, before learning their specials, before learning their BnB--familiarize how to use their normals first.

Then start learning how and what can his D SABB (hcf D) can punish (basically anything limited to his reach).  Learn when to use B SABB over D SABB, find out how much recovery each special has, then start learning his mix up.  Clark is arguably the grappler in the series (tied with Goro maybe) so you really want to learn him inside and out, especially if you have a hard time playing against grapplers yourself.
Title: Re: Clark Still (Console)
Post by: LouisCipher on January 05, 2012, 06:49:21 AM
why Clark's thread had a lot of posts more than any other characters...??
Clark 305
leona 246
mai  239

Because he's Duffman.
Title: Re: Clark Still (Console)
Post by: Diavle on January 06, 2012, 06:53:52 PM
Heh had B SAB eat up Athena's ex super.

I ran up and B SABed and he ex supered on wakeup, Clark guarded a hit or two and then scooped her up. What I wouldn't give to see the look on his face.
Title: Re: Clark Still (Console)
Post by: Kane317 on January 07, 2012, 07:07:34 PM
Heh had B SAB eat up Athena's ex super.

I ran up and B SABed and he ex supered on wakeup, Clark guarded a hit or two and then scooped her up. What I wouldn't give to see the look on his face.

I did the exact same thing four days ago to 4leaf; I did get to see his look on his face :)
Title: Re: Clark Still (Console)
Post by: Winterkit on January 07, 2012, 11:04:17 PM
I'm a newbie at XIII-Clarke (honestly, KoF in general, esp. multiplayer. Only a little 2002UM before). I still can't do his super cancels, etc.. That's just practice, though. At the moment I'm spamming B SAB -> Hop wakeup loop way too much. It works 90% of the time on the AI, but I know it'll get me owned next time I play people online. What wakeup game do I have after I ground them?

Atm, I'm relying on:
 ;b SAB
Charge -> Gatling
 ;bk  ;c
Block
Whee-I-Have-Guage/Am-Scared-DM-Spam
Title: Re: Clark Still (Console)
Post by: Kane317 on January 07, 2012, 11:34:15 PM
What wakeup game do I have after I ground them?

1/ hcf B
2/ d.B, s.B, hcf D
3/ d.B (whiff), hcf B
4/ d.B (blocked), s.D, df.A, hcf D
5/ d.B x2, d.A/s.A, ( A Gatling Attack {charge b~f+A}, Gatling A, j.D ) or ( hcf BD, [SC] DM )
6/ s.B (blocked), Step (f.BD), hcf B/air throw
7/ Air throw
Title: Re: Clark Still (Console)
Post by: Winterkit on January 08, 2012, 07:33:03 PM
Thanks!
Title: Re: Clark Still (Console)
Post by: LouisCipher on January 08, 2012, 09:09:42 PM


1/ hcf B
2/ d.B, s.B, hcf D
3/ d.B (whiff), hcf B
4/ d.B (blocked), s.D, df.A, hcf D
5/ d.B x2, d.A/s.A, ( A Gatling Attack {charge b~f+A}, Gatling A, j.D ) or ( hcf BD, [SC] DM )
6/ s.B (blocked), Step (f.BD), hcf B/air throw
7/ Air throw

You could also do Short Hop away CD. Works really well once you get them with the A Charge Punch and put them in the corner and reset them.
Title: Re: Clark Still (Console)
Post by: iAMDIDIERx on January 09, 2012, 07:27:20 PM
Ok Clark guys, I really feel like picking Clark up and putting him in my main team. I have heard that Clark needs meter to be effective. How true is this? I need a opener as Im using EX Iori and he needs meter as well. Thanks for the input
Title: Re: Clark Still (Console)
Post by: Diavle on January 09, 2012, 07:34:41 PM
I did the exact same thing four days ago to 4leaf; I did get to see his look on his face :)

Offline wins again :/

Ok Clark guys, I really feel like picking Clark up and putting him in my main team. I have heard that Clark needs meter to be effective. How true is this? I need a opener as Im using EX Iori and he needs meter as well. Thanks for the input

He's fine in any position I think, I run him 1st often.
Title: Re: Clark Still (Console)
Post by: iAMDIDIERx on January 09, 2012, 08:51:42 PM
Quote
He's fine in any position I think, I run him 1st often.

Awesome, thanks man I appreciate the response.
Title: Re: Clark Still (Console)
Post by: Kane317 on January 09, 2012, 09:04:40 PM
Quote
He's fine in any position I think, I run him 1st often.

Awesome, thanks man I appreciate the response.

Yeah Diavle is right, he's fine in any position.  Of course any character does more damage with meter but fortunately his meterless tools is fine as he's CLARK man...arguably the least changed character out of the entire roster since '94, relatively speaking--he's that solid.
Title: Re: Clark Still (Console)
Post by: Milln on January 09, 2012, 10:29:58 PM
I rolled through a Clark while he was doing an SAB, was on the other side of him and still got grabbed.
Later that match I, as Ash, Ex Nivose'd an SAB and HE ATE THE WHOLE THING.

I am salty as all get out.
Title: Re: Clark Still (Console)
Post by: LouisCipher on January 11, 2012, 04:04:43 AM
Clark's good on any point. I've been a big advocate of Clark on 3rd, but I do about as well with him on 1st. Once you start feeling him and his pressure game he's scary on any point. And he's good on 1st without meter, a character like Saiki or King might give him trouble but it doesn't take long to build meter so you can EX through their projectile bs.
Title: Re: Clark Still (Console)
Post by: b.a.l.a. on January 13, 2012, 08:36:42 PM
Clark's good on any point. I've been a big advocate of Clark on 3rd, but I do about as well with him on 1st. Once you start feeling him and his pressure game he's scary on any point. And he's good on 1st without meter, a character like Saiki or King might give him trouble but it doesn't take long to build meter so you can EX through their projectile bs.
I think Clark Is only for play MIND GAMES... because i think he have good moves... but is not 2 solid or fast, and hes normals are not super normals.... i think Clark best normal is jump D... but clark is perfect for go 1st..... or 2nd.. and the coolest thing is that he's one or the only one that is no meter depending.. ... he's cool as hell :P
Title: Re: Clark Still (Console)
Post by: robisntdrunk on January 14, 2012, 06:57:24 AM
Thanks for the tips guys, my Clark has now earned his shades.
Title: Re: Clark Still (Console)
Post by: JAVH on January 16, 2012, 12:42:39 PM
Clark is a kick ass with or without meter, he is mainly an strategic character, I think the same, Clark can go perfectly in 1st, 2nd or 3rd.
Title: Re: Clark Still (Console)
Post by: LouisCipher on January 22, 2012, 02:30:57 AM
Quick question: How good are Clark's grabs after an AB Roll? It looks the EX has the most priority and he could be hit out before the D SAB will come out.
Title: Re: Clark Still (Console)
Post by: LouisCipher on January 22, 2012, 06:59:02 AM
couple of clark combos (http://www.youtube.com/watch?v=LdK6B9JtWeo#ws)
Title: Re: Clark Still (Console)
Post by: Isaak303 on February 02, 2012, 01:45:27 AM
Quick question: How good are Clark's grabs after an AB Roll? It looks the EX has the most priority and he could be hit out before the D SAB will come out.
I'm not to sure how good it is since it all about what your opponent tends to react after the AB roll. Besides doing the EX SAB, I also use B SAB. Like I said, its all on what your opponent tends to do.
Title: Re: Clark Still (Console)
Post by: Jhonry Prud on February 02, 2012, 05:54:32 AM

Interesting  with Clark  and want to  learning him, how to fight projectile spammer like Ash or Saiki,how  to get close to punish them ?
did you have tips and trick fight against Final Boss, True form Saiki and Dark Ash ?

and how to do SAB(hcf+D) after input std D,df A ?
usually whiff on that, i practice J. C std D,df A and miss SAB(hcf+D)
any tip ?

Thanks in advance :)
Title: Re: Clark Still (Console)
Post by: LouisCipher on February 02, 2012, 08:10:44 AM

Interesting  with Clark  and want to  learning him, how to fight projectile spammer like Ash or Saiki,how  to get close to punish them ?
did you have tips and trick fight against Final Boss, True form Saiki and Dark Ash ?

and how to do SAB(hcf+D) after input std D,df A ?
usually whiff on that, i practice J. C std D,df A and miss SAB(hcf+D)
any tip ?

Thanks in advance :)

His EX Charge move goes through all projectiles. It will trade with anything else.

I personally don't do D then df A and SAB. I just do stD into it. You don't get that much more damage out of it. You could also combo into stC and do whatever you want; ya' know cancel into Hyperdrive into Grab super then Neo Max at the end does 745 damage. That's just one example.
Title: Re: Clark Still (Console)
Post by: CharREX on February 13, 2012, 12:48:30 PM
Quick question: How good are Clark's grabs after an AB Roll? It looks the EX has the most priority and he could be hit out before the D SAB will come out.

I don't think priority is the question here. I'm pretty sure both EX and D SAB are 1 frame. (Unless EX has some sort of invincibility) I don't know if you know this, but AB roll has recovery in general. Maybe this is the reason why you're getting hit out of D SAB.

Quote
KOFXIII Climax

Dear KOFXIII Climax: Please take out that scrubby auto-guard (B SAB) move away from Clark. Sure that move is easy to beat, but it breaks my heart to see many people spamming that move thinking it is unbeatable. And why do I have to spend meter to use meter?? I hope they change D SAB drive cancel-able into super.
Title: Re: Clark Still (Console)
Post by: LouisCipher on February 14, 2012, 04:53:22 AM

I don't think priority is the question here. I'm pretty sure both EX and D SAB are 1 frame. (Unless EX has some sort of invincibility) I don't know if you know this, but AB roll has recovery in general. Maybe this is the reason why you're getting hit out of D SAB.

I don't use it very often after a roll, but EX SAB after a roll is pretty good because of the range it has.
Quote
KOFXIII Climax

Dear KOFXIII Climax: Please take out that scrubby auto-guard (B SAB) move away from Clark. Sure that move is easy to beat, but it breaks my heart to see many people spamming that move thinking it is unbeatable. And why do I have to spend meter to use meter?? I hope they change D SAB drive cancel-able into super.

BOOO!
Title: Re: Clark Still (Console)
Post by: desmond_kof on February 14, 2012, 05:19:30 AM

Dear KOFXIII Climax: Please take out that scrubby auto-guard (B SAB) move away from Clark. Sure that move is easy to beat, but it breaks my heart to see many people spamming that move thinking it is unbeatable. And why do I have to spend meter to use meter?? I hope they change D SAB drive cancel-able into super.

He kinda needs that especially since he doesn't have his frankensteiner (dp+k) anymore which is almost an equivalent of it but autoguard instead of invincibility frames. Yeah, it is kinda funny seeing people spam it, but more people spam it, the more they will get blown up from it because people are used to punishing it.
Title: Re: Clark Still (Console)
Post by: LouisCipher on February 14, 2012, 05:30:10 AM
It's more for tick-throws and Yomi than anything else too. I mean, if you take that away you really fuck him.
Title: Re: Clark Still (Console)
Post by: t3h mAsTarOth...! on February 14, 2012, 12:12:13 PM
then SNK should just stop being lazy and re-animate his HEEEEEY... that shit was leaps and bounds better and cooler than this stupid B SAB... plus also give him his 98:UM anti-air DM back... and also they should re-animate his EX DM to be his XI LDM... that shit was cool as hell...
Title: Re: Clark Still (Console)
Post by: LouisCipher on February 23, 2012, 07:05:07 AM
A general 'X beats Y' post but I haven't seen one yet and maybe this would help some people out?

What beats Iori(s) crossup B? Standing D. It will either beat it clean or trade. Sometimes cr.C will trade but it's too slow to do, so don't use it.

What beats Benimaru's Drill Kicks? If he is directly on top of you and does a normal jump then normal jump D will either beat it or trade with it. If Beni does a short hope Drill Kick or does a long jump and Drill Kick a little ways from you then st. A will beat it or trade. It sucks that it trades but at least you stop their aggression.

What beats Beni's st. D? There's no way to punish it unfortunately but Clark's best option is st.D. If you have Yomi Magic it will beat Beni's D, if not and you block his poke you can answer back with your poke. st.D is Clark's best poke and it will beat a lot of jump ins and don't forget that he can HD cancel off of that for some devastating damage if you have the bar.
Title: Re: Clark Still (Console)
Post by: Kane317 on February 28, 2012, 09:45:19 PM
Bala shows us how to do that cancel:
KOF XIII Clark HD BALA (http://www.youtube.com/watch?v=CnxTmnNhrzQ#ws)
Title: Re: Clark Still (Console)
Post by: LouisCipher on February 29, 2012, 05:40:13 AM
To the Lab!
Title: Re: Clark Still (Console)
Post by: Saitsuofleaves on February 29, 2012, 06:16:23 AM
DEE DEE GET OUT OF MY...wait...wrong place.  My bad.
Title: Re: Clark Still (Console)
Post by: lindseyboi on March 09, 2012, 01:28:38 PM
Bala shows us how to do that cancel:
KOF XIII Clark HD BALA (http://www.youtube.com/watch?v=CnxTmnNhrzQ#ws)

What are the notations for this combo? i feel that the timing on C gatling is much longer than an A or EX gatling.
Title: Re: Clark Still (Console)
Post by: Kane317 on March 16, 2012, 10:23:43 AM
Transferring a somewhat newer Clark combo from the video thread:
 クラーク 気絶 DG2 (http://www.youtube.com/watch?v=Xfq7mQtV1u0#ws)
Title: Re: Clark Still (Console)
Post by: LouisCipher on March 17, 2012, 03:09:52 AM
Transferring a somewhat newer Clark combo from the video thread:
 クラーク 気絶 DG2 (http://www.youtube.com/watch?v=Xfq7mQtV1u0#ws)

... Holy shit...
Title: Re: Clark Still (Console)
Post by: Saitsuofleaves on March 17, 2012, 03:47:42 AM
Clark with stun combos...I'm just going to start bending over when Clark hits the screen.
Title: Re: Clark Still (Console)
Post by: Proto Cloud on March 17, 2012, 04:13:50 AM
I approve of Clark big boy combos.
Title: Re: Clark Still (Console)
Post by: LouisCipher on March 19, 2012, 01:56:42 AM
Tick-Throw setups:

Clark Tick Throw B SAB Setups KOF13 (http://www.youtube.com/watch?v=2ORIfPg35qw#)
Title: Re: Clark Still (Console)
Post by: desmond_kof on March 20, 2012, 05:37:16 AM
After watching the tick throw video a few times, there are many times where a player can just jump out of the way before he grabs them out of reaction from seeing the starting animation of the grab...Plus even if they do alternate guard and you decide to hit them low, there is a big chance they can block that low attack too. Someone can just decide to alt-guard right when they see his grab animation, and you'll get punished. It will be too late for you to throw out a low B or sweep.

So, I feel that tick setup has too many options against it.
Title: Re: Clark Still (Console)
Post by: LouisCipher on March 21, 2012, 12:38:24 AM
Well, yeah you can jump out of any tick throw setup in any fighter. It's kind of a given. I'm showing options with B SAB I'm not suggesting that everyone goes out there and plays Clark like a Capcom grappler because that's not utilizing him to the best of his abilities.
Title: Re: Clark Still (Console)
Post by: desmond_kof on March 21, 2012, 12:57:31 AM
Try to find more options with it (or any other of Clark's moves) that are more dirty and harder to escape from.
Title: Re: Clark Still (Console)
Post by: giga_d on March 27, 2012, 01:07:07 AM
(http://img39.imageshack.us/img39/7474/duffman.gif) (http://img39.imageshack.us/i/duffman.gif/)

so how do you deal with Clarks ambiguous roll after SAB? Is it a true guess, I don't see any indications on distance after he runs.
Title: Re: Clark Still (Console)
Post by: LouisCipher on March 27, 2012, 01:19:30 AM
Backdash out or use an EX wakeup.
Title: Re: Clark Still (Console)
Post by: giga_d on March 27, 2012, 01:47:21 PM
I mean is there any indicator as to which side to block/attack/escape when he starts running, seems like it is to negligible to determine by sight. I'm talking about the ambiguous roll after the SAB.
Title: Re: Clark Still (Console)
Post by: Kane317 on March 27, 2012, 08:35:40 PM
I mean is there any indicator as to which side to block/attack/escape when he starts running, seems like it is to negligible to determine by sight. I'm talking about the ambiguous roll after the SAB.

You have to watch when he rolls.  There's a certain distance he has to dash before his roll will be behind the opponent, but if you're not used to it, it's definitely hard to tell (it helps coz I use Clark myself).
Title: Re: Clark Still (Console)
Post by: giga_d on March 28, 2012, 03:42:21 AM
ok as long as it's discernable if you "practice" watching how far he runs (before he rolls) so you get used to it. Will hit the practice mode with this.
Title: Re: Clark Still (Console)
Post by: Kane317 on March 28, 2012, 09:48:58 PM
ok as long as it's discernable if you "practice" watching how far he runs (before he rolls) so you get used to it. Will hit the practice mode with this.

Yeah not hard once you try it a few times. 
Title: Re: Clark Still (Console)
Post by: Sharnt on April 02, 2012, 07:53:47 PM
ok as long as it's discernable if you "practice" watching how far he runs (before he rolls) so you get used to it. Will hit the practice mode with this.
I think really advanced players might deceive you if you try to do this. So be really careful.
Because if you run your forward roll go further, thus you can run touch backward then forward roll and you will expect a cross up (if you're use to run forward roll range) and it is not ... because the non running roll has less range.
Title: Re: Clark Still (Console)
Post by: Mienaikage on April 07, 2012, 12:49:27 AM
Dat oki

DAT OKI

Watch from 4 mins (or the whole thing if you want)
http://www.youtube.com/watch?v=1tLdLCWQpoU#t=4m (http://www.youtube.com/watch?v=1tLdLCWQpoU#t=4m)
Title: Re: Clark Still (Console)
Post by: Diavle on May 03, 2012, 08:42:34 PM
Wow, pretty sure this is new as I've never seen anyone do it before (16:24):

http://www.youtube.com/watch?feature=player_detailpage&v=qDvTFlMlkcA#t=984s (http://www.youtube.com/watch?feature=player_detailpage&v=qDvTFlMlkcA#t=984s)

The, very solid, Clark player does a sweet corner DC combo and ends it with an air throw... but not before he does a j.D first. He jumps again after the j.D and is able to land the throw for the full combo.
Title: Re: Clark Still (Console)
Post by: Kane317 on May 03, 2012, 10:52:20 PM
Wow, pretty sure this is new as I've never seen anyone do it before (16:24):

http://www.youtube.com/watch?feature=player_detailpage&v=qDvTFlMlkcA#t=984s (http://www.youtube.com/watch?feature=player_detailpage&v=qDvTFlMlkcA#t=984s)

The, very solid, Clark player does a sweet corner DC combo and ends it with an air throw... but not before he does a j.D first. He jumps again after the j.D and is able to land the throw for the full combo.

Seems like they brought it back from v1.0.  In v1.0 I remember that you could do A Gatling x2, j.D, air throw and I only managed to do it ONCE and I could never replicate it again.  I was almost sure they took it out in v1.1 and I'm glad it's back.
Title: Re: Clark Still (Console)
Post by: LouisCipher on May 04, 2012, 02:24:46 PM
http://www.youtube.com/watch?v=qDvTFlMlkcA&feature=player_embedded# (http://www.youtube.com/watch?v=qDvTFlMlkcA&feature=player_embedded#)!

16:25

Some very interesting tech, Dandy J I think was the first to show that combo. Now I gotta' try that shit. How did he get that throw at the end?
Title: Re: Clark Still (Console)
Post by: Diavle on May 04, 2012, 05:32:57 PM
Seems like they brought it back from v1.0.  In v1.0 I remember that you could do A Gatling x2, j.D, air throw and I only managed to do it ONCE and I could never replicate it again.  I was almost sure they took it out in v1.1 and I'm glad it's back.

Damn, and he did it in tournament like it was nothing. Respect.

The guy was winning a lot so he stayed on a while, his Clark was very enjoyable to watch. Probably one of the most combo heavy Clarks I've seen yet I think.
Title: Re: Clark Still (Console)
Post by: LouisCipher on May 04, 2012, 06:28:33 PM
What is the timing on getting that jumping Grab at the end?
Title: Re: Clark Still (Console)
Post by: Kane317 on May 06, 2012, 09:16:18 AM
I dunno, I couldn't replicate it.  I tried desperately trying to translate the Japanese BBS back in the day but I couldn't find any real explanation.  All I can see is that in the video is he does a vertical jump D instead of a diagonal one (and I know I did it diagonal the time I got it in the arcades).
Title: Re: Clark Still (Console)
Post by: Sharnt on May 07, 2012, 11:16:11 PM
As far as i know it's character specific, it works only on Iori Vice and some other char ...
And it was on 1.1 too, Kane ask frionel on twitter he has more info I guess.
Title: Re: Tier lists and Character Discussion Thread
Post by: Kane317 on May 22, 2012, 09:49:41 PM
In regards to Toryuken this weekened (road to EVO tourney held in Toronto, Canada), the most used character was easily regular Kyo. No Mr. Karate in sight from the Canadian players, only one using him was Justin Wong iirc.

Again, I don't get why Clark and Billy are rated fairly low. Billy is really easy to use and can zone out a majority of the cast. And Clark has tons of tools available to him and works on any point.

With regards to Clark I think its just Bala clouding our judgement, aside from him there's no other Clark performing well in tournament, consistently or at all usually.

Only seen one good Clark from Japan and that's about it.


Yeah as a tournament Clark player I slowly realized he really has some bad matchups.  Basically anyone that can shut him down air-to-air like Iori, Kyo, Vice etc...gives him a hard ass time.  His only true anti-air is his air throw which you can't get off if they beat you air-to-air, and his console Ex Gatling is way too risky to go for as it doesn't juggle correctly a lot of times and not worth the risk/reward (much better against grounded opponents but still risky).
Title: Re: Tier lists and Character Discussion Thread
Post by: LouisCipher on May 22, 2012, 11:21:13 PM
I would argue that there's not enough people using Clark. As for me I always keep a charge ready if they try to Hadou me, his EX is really good at blowing up zoning. As for air-to-air I think short hop B and neutral D are good against Beni, Kyo, Iori, and Billy. If they're being really aggressive and jumping in, he has the tools to get them off, his st.A is good for that, st.C and A Gatling can do it at certain distances too.

The game is young, but I reject that's he's relatively low because of some bad matchups.
Title: Re: Tier lists and Character Discussion Thread
Post by: Kane317 on May 23, 2012, 12:17:38 AM
The game is young, but I reject that's he's relatively low because of some bad matchups.

Don't get me wrong, I never insuinated he's low.  He does have bad matchups IMHO.

I would argue that there's not enough people using Clark. As for me I always keep a charge ready if they try to Hadou me, his EX is really good at blowing up zoning. As for air-to-air I think short hop B and neutral D are good against Beni, Kyo, Iori, and Billy. If they're being really aggressive and jumping in, he has the tools to get them off, his st.A is good for that, st.C and A Gatling can do it at certain distances too.

Actually, at TheRunBacks, there's like 6-7 Clark users when Team Chaos shows up...there's a bunch of us.  The Ex Gatling is invincible to projectiles but his invincibility wears off as soon as his hitbox begins--I've been hit out of it way too many times to count.  v1.1 it was pretty good, console, not as much.

You're going to eat a combo if you try to s.A a hyper hoping Iori j.D, he doesn't even get in that close and he'll hit you cleanly.  Hop B is good at a certain distance but not when they're relatively close, the only thing that is decent is his vertical j.CD.

With all due respect, I'm not playing some average scrub, I'm playing some of the top players in SoCal (Team Chaos) and even Reynald agrees there's little he can really do at a certain range.



Title: Re: Tier lists and Character Discussion Thread
Post by: LouisCipher on May 23, 2012, 12:37:17 AM
I understand and I'm not saying you're playing bad players, but I do think there's room to overcome those strategies with Clark.
Title: Re: Tier lists and Character Discussion Thread
Post by: Kane317 on May 23, 2012, 12:57:40 AM
I understand and I'm not saying you're playing bad players, but I do think there's room to overcome those strategies with Clark.

I hope with time I discover these strats, I don't want to drop him completely but he only seems to get me to top 10 and I'll need to switch in someone more well rounded =(

I guess in all fairness I should elaborate what these Iori players are doing:  They're not technically jumping in deep with a hop D, they're basically jump in right outside of my hitbox range so if I stick something out it'll snag me. They're sniping me by jumping back and forth hitting the hop D immediately after they leave the ground.  If they know I'm coming in from a higher altitude they'll switch to jump B.   If you factor in that Iori has one of the fastest, if not the fastest, hop speeds it's a real challenge to deal with.

Occasionally I'll do a jump back D and that'll snag them but it's not really a good long term solution if I want to be on the offense.

Anyways, I don't want to derail this tier thread too much we can discuss this in the Clark thread instead.
Title: Re: Tier lists and Character Discussion Thread
Post by: LouisCipher on May 23, 2012, 01:04:15 AM
Have you tried Clark's downfoward A to AA Iori's Hop D? It seems like his st.A will beat and/or trade with it with some timing, same with Clark's neutral hop D.

His crouching C beats Iori's hop D clean, same with hop B.

I could see this being a problem if he gets a knockdown on you and Iori can mix it up.

The way I see it you can play really defensively with Clark and force them to play footies or block at the wrong time.  Because all he needs is a full HD meter and 2-3 bars and do a standing D or C and that's easy 750 damage.
Title: Re: Tier lists and Character Discussion Thread
Post by: Kane317 on May 23, 2012, 01:21:18 AM
Have you tried Clark's downfoward A to AA Iori's Hop D? It seems like his st.A will beat and/or trade with it with some timing, same with Clark's neutral hop D.

I've tried df A on slower characters as an anti air and it's waaay to slow unless they're doing a hyper jump with Beni, Duo Lon, or Mai (high jump arcs), it's rather useless for that function.

His crouching C beats Iori's hop D clean, same with hop B.

Hop B works from afar, but not in the close-mid range coz it doesn't come out fast enough.  I am Interested in testing out crouch C...seems counter intuitive but I'm going to try that out.

UPDATE: I stand corrected LouisCipher. I tested it some more and it turns out the A Gatling and to a certain extent Ex Gatling work rather well as an anti air but it's of course distant related.  I suppose because I keep matching up with Iori on the 5th round I'm rather reluctant to try any risky move in fear of eating an HD.  d.C works well also.   Hop B still is situational and it's like 70/30 to Iori depending on the distance.
Title: Re: Clark Still (Console)
Post by: LouisCipher on May 23, 2012, 02:25:04 AM
Glad to help out.
Title: Re: Clark Still (Console)
Post by: LouisCipher on May 30, 2012, 03:51:56 AM
Heard a rumor but is Clark's jumping grab an anywhere juggle now in Climax?
Title: Re: Clark Still (Console)
Post by: Kane317 on May 30, 2012, 11:58:04 AM
As far as i know it's character specific, it works only on Iori Vice and some other char ...
And it was on 1.1 too, Kane ask frionel on twitter he has more info I guess.

I'll need to do some further testing but it seems like you're on to something.

Kof XIII - Clark character specific Combo (http://youtu.be/X7WWd0jsXA0)
Title: Re: Clark Still (Console)
Post by: LouisCipher on June 05, 2012, 02:41:29 AM
Been testing out shit. It seems like Clark's jumping A could be his best overall jump in at about mid range. Beats some of the top tiers best pokes in the air. So far it seems to be the only thing Clark can use to get in on a Billy who's waiting to use cr.C. It will not beat it, but it will trade and Billy cannot follow through. Far as I know nothing in the game will beat Billy's EX Upkicks.
Title: Re: Clark Still (Console)
Post by: bigvador on June 05, 2012, 05:32:45 AM
i wonder y they made his jump C soooo slow they could have made it the same speed as ralf
Title: Re: Clark Still (Console)
Post by: Kane317 on June 05, 2012, 06:22:11 AM
His j.A has always been good as a jump in all these years, quick, stays out long, and gives him good follow up mixup options.
Title: Re: Clark Still (Console)
Post by: LouisCipher on June 09, 2012, 04:09:48 AM
Never knew that, then again I didn't use him in the OG titles.

I think I figured out the best solution to using Clark against the top characters: Play defensively. Especially against Kyo/Iori. Clark has good overall normals and I honestly think short hop B, D, and CD should be used defensively against them.

Basically poke them to death, then when you get a knockdown or they whiff something punish the fuck out of them.

I should note (not trying to brag about the greatness of 3S ;) ) that I'm coming from a 3S perspective and this would work with Alex and other characters. The problem with Alex is that his footsies were and he couldn't combo off of them. Total opposite of Clark. And I honestly think whoever designed Clark for 12/13 was an Alex player. The similarities between the two characters is scary to me.

My philosophy with Clark is to do be defensive when I have to be. But to use meter every time I see them do a projectile, just blow that shit up and get a hard knock down and try to take control of the fight from there.

I think I'm going to get his Gatling Hyper Drive combos down more consistently. Even if you just do A Gatling and Drive Cancel into C Gatling x2 and end with throw that's 312 damage. Not bad considering you're not even using Meter and it puts them right in the corner. Hwa needs to use Meter or get you in the corner to do that much drive with 1 Drive.

*Also: How safe is A Vulcan Punch on block? How whiff punishable is it?

Title: Re: Clark Still (Console)
Post by: R3N on June 12, 2012, 07:28:33 AM
Hey guys I had a match up question. How do guys deal with these characters kula, robert, andy, kenso,duo lon and ex kyo I'm really having problems getting around these characters? It seems like I keep getting beat out before I get something out I get caught with srk's from running in to start offense and a lot low quick pokes. IDK when I have them caught in the mind games I take out two characters or win but other than that I drop the ball on the match up.
Title: Re: Clark Still (Console)
Post by: SPLIPH on June 12, 2012, 08:19:57 AM
Hey guys I had a match up question. How do guys deal with these characters kula, robert, andy, kenso,duo lon and ex kyo I'm really having problems getting around these characters? It seems like I keep getting beat out before I get something out I get caught with srk's from running in to start offense and a lot low quick pokes. IDK when I have them caught in the mind games I take out two characters or win but other than that I drop the ball on the match up.
i dont use clark and im not so great at this match up, but from the perspective of andy it sounds like you got them scared of you getting in and grabbing them, so they are trying to play hit n run / keep away... if you keep getting caught by srk and low pokes trying to get in i would say just try to make him come to you. andy cant really do anything to clark from far away except throw out fireballs, which you can ex gatling through to punish and get in. as andy, that "defensive clark" Louis is talking about really gets me. that hop D / CD can get me pretty steamed lol
Title: Re: Clark Still (Console)
Post by: Mazinkaiser on June 12, 2012, 03:37:39 PM
How do guys deal with these characters kula, robert, andy, kenso,duo lon and ex kyo
And I suggest Ash, King and Athena too in the list.

All of us know clark have faults... and that's ok he is a grappler and why not great zooner (or if you prefer fireball characters) can seriously give headcache... but I seriously think the matchup with kensou is kinda fucked at all. he have great fireball, awesome recovery, gorgeous shoryuken (hit behind), 1f command grab, combo from low into rekka... I serisouly be impotent aganist a friend who main kensou, I have to counter pick him with shen or king to deal with clark is kinda impossible... the only why to handle that match with clark is the EX vulcan who passthrough plasma and have little invincibility on startup but yeah that solution sucks anyway... otherwise it's the real gamble moment and hope to catch them with air CD (well timed go over the fireball) or roll UAB.
Title: Re: Clark Still (Console)
Post by: Sharnt on June 12, 2012, 05:03:16 PM
The gameplan is the same for a lot of characters against those in this game :
Block a lot of fireball since the cheap damages are low and meter gain high.
Then punish the first miss (With the gauge you gained) with a strong oki or just combo him to death.
Title: Re: Clark Still (Console)
Post by: LouisCipher on June 14, 2012, 01:55:45 AM
What matchups do you think give Clark the most trouble? My picks:

Iori (either), Kyo, Beni, Billy, Mr. Karate, and Yuri.

Reasons: They all have really good normals that can shut Clark out, and amazingly good pressure and mixup to keep him guessing.
Title: Re: Clark Still (Console)
Post by: LouisCipher on June 16, 2012, 07:59:26 AM
Going to play a little Devil's Advocate with Clark.

After really looking at what he can do I think he's a character that doesn't benefit too much with full HD and 5 bars. Ideally, you want a character that can do about 700-800 damage with full HD and about 2 bars. Clark can't really do that unless you have Bala-levels of execution. In which case anyone who's looking for a character that does shitloads of damage in HD without very much meter (between 1-3 bars on average) isn't going to get as much with Clark as he could with Shen or Mr. Karate.

However he excels without using meter and with meter he can blow up fireball zoning. I think that's the way to use him, at least that's the approach I've taken with him.

He is undoubtedly the best pure grappler in the game (not counting the hybrid characters like Beni or Yuri). Goro and Vice need meter to be as scary as Clark. Raiden is similar to Clark but he lacks a lot of tools that Clark possess.

So I'm left with the conclusion that he should be ran 1st or 2nd and just doing SAB or Gatling combos can be devastating if done right. Use meter if you have to; either to kill or EX Gatling to blow up fireball zoning.
Title: Re: Clark Still (Console)
Post by: CharREX on June 20, 2012, 09:32:02 AM
He is undoubtedly the best pure grappler in the game (not counting the hybrid characters like Beni or Yuri). Goro and Vice need meter to be as scary as Clark. Raiden is similar to Clark but he lacks a lot of tools that Clark possess.

Care to explain a little more? I personally think he is the best grappler/what Clark should have been in XIII. The setup he gets after the command grab is WAY better than Clark. The anti air he has is nice too. And  ;st ;d overhead into HD??? Get crazy
Title: Re: Clark Still (Console)
Post by: LouisCipher on June 21, 2012, 01:43:15 AM
Raiden doesn't have a safe way of getting in. His Giant Bomb is not immune to projectiles and he can be hit out of it except for EX. His grab is okay, but he can't drive cancel for massive damage like Clark or Goro or Vice. His Mist is pretty good but it's more useful on the opponents wakeup.

His airgrab is pretty risky but does okay damage. But admittedly his Dropkick is godly in the right hands but the high execution to use it correctly will put people off.

Don't forget Clark also has an overhead st. C and he has better HD options than Raiden. Raiden is all about Drop kicks into charge in HD whereas Clark has more options and can end his DM grab (a good super btw) with Neomax whereas Raiden needs to set them up correctly to land his Neomax.
Title: Re: Clark Still (Console)
Post by: CharREX on June 21, 2012, 07:42:59 AM
Hmm I feel like being a dick today so I'm gonna post what I think

Quote
Raiden doesn't have a safe way of getting in. His Giant Bomb is not immune to projectiles and he can be hit out of it except for EX. His grab is okay, but he can't drive cancel for massive damage like Clark or Goro or Vice. His Mist is pretty good but it's more useful on the opponents wakeup.

Can't you say this to Clark too? Clark's Gatling Attack is not immune to projectiles also (except EX). The only good thing about it is the "fast" start up. Raiden's Giant Bomb has auto guard and feint as a trade off for the slower start up. I can't really argue the drive cancel for massive damage part but again, Clark has to spend meter to use meter, which I don't like. I rather have the oki position Raiden has after the command grab.

Quote
His airgrab is pretty risky but does okay damage. But admittedly his Dropkick is godly in the right hands but the high execution to use it correctly will put people off.

I don't think his air grab is risky at all. The EX version has ultra fast start up and will beat pretty much everything.

Quote
Don't forget Clark also has an overhead st. C and he has better HD options than Raiden. Raiden is all about Drop kicks into charge in HD whereas Clark has more options and can end his DM grab (a good super btw) with Neomax whereas Raiden needs to set them up correctly to land his Neomax.

I am 99.99% sure Clark's st. C isn't an overhead. Since I don't know anything about Raiden's mid screen HD, you win.
Title: Re: Clark Still (Console)
Post by: Sharnt on June 21, 2012, 10:40:11 AM
Raiden doesn't have a safe way of getting in. His Giant Bomb is not immune to projectiles
db~f.C has guard point to go through projectiles, is quite safe and at least just the feint makes you charge gauge ...

He has a 100% hd combo with 3 ex and 870 with 2, both from mid screen.
Title: Re: Clark Still (Console)
Post by: desmond_kof on June 21, 2012, 04:38:32 PM
Don't forget Clark also has an overhead st. C

...It's not an overhead man. Do you even know what an overhead is?

Do you even properly test these things out before posting or sharing?

Title: Re: Clark Still (Console)
Post by: LouisCipher on June 22, 2012, 12:40:32 AM
Yes, and I will admit to making a mistake. I do test this shit out before I post in the wiki. By all means you'r free to contribute to the Clark wiki if you want.
Title: Re: Clark Still (Console)
Post by: Tikok on June 22, 2012, 03:08:23 AM
Quote
He is undoubtedly the best pure grappler in the game (not counting the hybrid characters like Beni or Yuri). Goro and Vice need meter to be as scary as Clark.
I am not saying you are wrong , but to be honest, I feel like he's the worst "pure grappler" in the game. He's nothing special without meter , and the other grapplers are way better than him with meter.

It would be pretty interesting if you could tell us why you believe Clark is the best grappler. I would be happy to hear it~
Title: Re: Clark Still (Console)
Post by: LouisCipher on June 22, 2012, 05:30:53 AM
The more I think about Clark and Goro the more I think that they're roughly on the same level in terms of what they can do and how effective they are with meter. I think Goro has a harder time against rushdown unlike Clark though.

Vice absolutely needs meter to be effective and I think a character that needs meter in order to work could have that weakness exploited. With meter she's undoubtedly good.

Title: Re: Clark Still (Console)
Post by: Tikok on June 22, 2012, 06:18:13 AM
I don't think that Vice absolutely needs meter to be effective.

I think of her a bit like Shen. They both are weaker without meter and benefit a lot from it , but they can build their meter just fine on their own, have a nice pressure game, good normals, damaging combos that don't require a lot of meter and command grabs.

Quote
The more I think about Clark and Goro the more I think that they're roughly on the same level in terms of what they can do and how effective they are with meter
I really don't agree with that. Goro has a lot more ways to use his meter than Clark.

First of all almost all of Goro's grabs are drive/super cancellable, Clark has to use his EX grab for that.

Goro's EX Earthquake move is a fullscreen anti fireball move (and an overhead up close), so it's riskier to try and zone him out with fireballs unlike Clark who is only a threat up close.
And at that range, Goro's EX roll is a bigger threat because his EX roll can even lead to a full HD combo.

Speaking of HD combos, Goro can land his HD combos in many ways : counterhit j.CD , air to air j.CD in the corner, even his EX grab which can be cancelled out of his invincible EX Roll.
Also, because Goro's HD combo is composed of mostly grabs, it builts very little (if any) meter for the opponent, which is a very nice bonus.

I am no Goro or Clark expert, my main team is Athena/Kyo/Yuri, in that order. But unless I really don't know how Clark can spend his meter, saying that Clark can do as much as Goro with meter is not true. Goro is mostly used as anchor after all.
Title: Re: Clark Still (Console)
Post by: LouisCipher on June 22, 2012, 08:21:53 AM
I don't know. With Vice it just seems like it's all about getting a CD into her EX Grab and doing whatever. Seems a little gimmicky to me but I don't main the character and I haven't played enough Vice players to give a more in depth opinion.

I would agree with what you said about Goro, my main problem with Goro is that he gets rushed down real bad.
Title: Re: Clark Still (Console)
Post by: Tikok on June 22, 2012, 09:01:32 AM
Quote
I would agree with what you said about Goro, my main problem with Goro is that he gets rushed down real bad.
I don't really play Goro / never faced a good enough Goro to reply to that. I guess we need some input from a Goro player~
Title: Re: Clark Still (Console)
Post by: LouisCipher on June 22, 2012, 09:21:15 AM
^
Agree. I used to play him for a while but getting rushed down by half the cast really hurts with him. His s.D is a really good AA but if you're dealing with someone who picks up on that, they can bait and punish really hard.
Title: Re: Clark Still (Console)
Post by: Kane317 on June 22, 2012, 03:57:39 PM
I think the Goro and Clark comparison is a tough one.  

Both have bad match ups IMHO...heck SNKP made a video of how to deal with King vs Goro because that is a tough one.  Faster characters like Iori and Kyo have always been a problem for both of them through the years. Overall, I think Clark's has more mobility which is crucial for grapplers mainly due to his Step (f.BD) and Gatling Attack (c.b~f+P), and jump speed; Goro really has to inch his way in or burn a meter for Ex qcb K.  

Earthquake is alright for dealing with fireballs but it's easily baitable and at least if Clark uses Ex Gatling correctly, he's closing in the gap on the opponent and it can be used as a pseudo anti air as well.  Goro's Ex qcb K is good but it doesn't help Goro travel too far and is only used when you're already up close.   Clark has the airthrow for the hard knockdown while Goro has j.CD (counter wire) setups in to potentially bigger damage.  Goro however, uses his drive meter overall more efficiently (including HD) than Clark.  Clark has better midscreen mixup games while Goro's one doesn't really shine unless he's cornering an opponent.
Title: Re: Clark Still (Console)
Post by: LouisCipher on June 23, 2012, 12:18:27 AM
Yeah, good points. That's the thing about Goro's earthquake, it's only good at fullscreen distance. Guarantee you if you do it at midscreen you are asking to be punished real bad. And it's not in anyone's best interest to play fullscreen keepaway against Goro. Which is the opposite with Clark, they want to play fullscreen keepaway and keep out of range of his EX Gatling.
Title: Re: Clark Still (Console)
Post by: LouisCipher on June 23, 2012, 07:28:48 AM
After some testing with good players, Clark's Step (toward+B&D) is a really good pressure tool. If you mix that up with his footsies he can really mindfuck you.
Title: Re: Clark Still (Console)
Post by: Kane317 on June 24, 2012, 12:51:45 AM
After some testing with good players, Clark's Step (toward+B&D) is a really good pressure tool. If you mix that up with his footsies he can really mindfuck you.

Urm, what else would you use it for because if it has some other use other than pressuring then I want to know.
Title: Re: Clark Still (Console)
Post by: LouisCipher on June 24, 2012, 01:13:29 AM
Well, I tend to use it after CD but it can also work if they whiff a normal. Going to quote Laban on the KOF13 SRK forum

The only best thing I can think of using step for is hit-confirming off a successful sweep then going into Step then setting up for a mix-up upon an opponent that tech rolls and sacrifices throw invulnerability on recovery, then go for Clark's HCF+D.

I'm going to have to try that after a Sweep.
Title: Re: Clark Still (Console)
Post by: Kane317 on June 24, 2012, 04:55:18 AM
Well, I tend to use it after CD but it can also work if they whiff a normal. Going to quote Laban on the KOF13 SRK forum

The only best thing I can think of using step for is hit-confirming off a successful sweep then going into Step then setting up for a mix-up upon an opponent that tech rolls and sacrifices throw invulnerability on recovery, then go for Clark's HCF+D.

I'm going to have to try that after a Sweep.

Sounds like pressure to me.
Title: Re: Clark Still (Console)
Post by: LouisCipher on June 24, 2012, 06:04:52 AM
Okay, maybe I made the Step sound like it did other things? Not my intent but anyway...

I did some testing to see if doing Step after a successful Sweep is doable. I set the dummy to mash AB. So I tried it and what you have to do is do Two Steps and here's the weird thing. Sometimes D SAB will connect and sometimes it will whiff. I don't know the frame data after a quick roll, but that's just from testing shit out for 20 minutes. I assume after quick roll that they're free for such and such amount of frames. However, if I did s.D into SAB or cr.B into whatever it would land consistently.

Another weird thing I discovered is that sometimes, roughly 1 out of 5, if I do Step I sometimes get s.D instead. And this is me hitting B&D Macro so I don't know why that happens.
Title: Re: Clark Still (Console)
Post by: LouisCipher on June 27, 2012, 02:13:08 AM
Okay, tested it out some more and here's my findings:

If you do Sweep into Step (x2) you cannot land a command grab unless you have them stuck in the corner. Anywhere else on screen you have to go for a regular C or D grab and it will land.

Still, 180 guaranteed damage off of a sweep and you stop them from running away is pretty sweet.
Title: Re: Clark Still (Console)
Post by: Kane317 on June 27, 2012, 02:36:59 PM
LouisCipher, are you referring to grabbing them out of a recovery roll?  It's not guaranteed damage if they hold up on wake up.
Title: Re: Clark Still (Console)
Post by: Diavle on June 27, 2012, 02:52:08 PM
Imo his step is great for movement, since it covers distance so fast.

Very useful for going under jumpers as well.
Title: Re: Clark Still (Console)
Post by: LouisCipher on June 28, 2012, 12:14:27 AM
LouisCipher, are you referring to grabbing them out of a recovery roll?  It's not guaranteed damage if they hold up on wake up.

I read on the wiki if they recovery roll that they can get grabbed out. Can you test this out? Because it certainly looks like Clark is at advantage and can grab you out. It's difficult to test this against the dummy.
Title: Re: Clark Still (Console)
Post by: Sharnt on June 28, 2012, 08:52:43 AM
No they don't have any throw invincibility on the wake up, thus they can be grab immediately, but they can jump.
Title: Re: Clark Still (Console)
Post by: Kane317 on June 28, 2012, 01:56:59 PM
LouisCipher, are you referring to grabbing them out of a recovery roll?  It's not guaranteed damage if they hold up on wake up.

I read on the wiki if they recovery roll that they can get grabbed out. Can you test this out? Because it certainly looks like Clark is at advantage and can grab you out. It's difficult to test this against the dummy.

Where do you see it on the wiki coz I can't find it.  Please let me know so I can elaborate on it:  What Sharnt said is correct, recovery rolls have no throw invincibility but you can still jump.
Title: Re: Clark Still (Console)
Post by: Sharnt on June 29, 2012, 04:06:18 PM
What you said might be the cause of a misunderstanding.

Recovery rolls are completly safe and invincible.

But contrary to a classic wake up you can be thrown at the first frame after the recovery. Thus if you hold up after the recovery roll since the jump start up as complete throw invincibility you can escape it.
Title: Re: Clark Still (Console)
Post by: Kane317 on June 29, 2012, 07:59:37 PM
What you said might be the cause of a misunderstanding.

Recovery rolls are completly safe and invincible.

But contrary to a classic wake up you can be thrown at the first frame after the recovery. Thus if you hold up after the recovery roll since the jump start up as complete throw invincibility you can escape it.

Hmm interesting, I just thought you can always jump a throw in time after a recovery roll because you're holding up whereas on a normal wakeup, you have throw invincibility for a few frames and can't be thrown.

Either way the end effect is the same.  Normal wakeup, can't be thrown for a few frames.  Recovery roll, you can be thrown on wakeup--so jump.
Title: Re: Clark Still (Console)
Post by: LouisCipher on June 30, 2012, 12:47:16 AM
Buuuut after Step Clark can do f.C or D to grab, and if they jumped they'd still get tagged by the meatie. So again, he still has advantage.
Title: Re: Clark Still (Console)
Post by: LouisCipher on June 30, 2012, 08:57:53 AM
How is A Gatlin as an AA? Because I feel like jump ins (especially CD's) are so good at locking down Clark and I tested it and it seems like A Gatlin will 9 times out of 10 AA or at the least trade.

I feel like you have to play footsies and push them in the corner and either punish a mistake or make them think you're doing something else and get in.

That's the #1 problem with Clark is getting in. Everyone and their mother is content to runaway from him.
Title: Re: Clark Still (Console)
Post by: LouisCipher on July 03, 2012, 03:53:25 AM
I've been thinking of short hop charge partion in order to get in and make sure you have an Gatlin' prepared. It's hard to do, but I don't think it's possible to do it after a dash in.

Also, I think Clark's st.B could be used as a frame trap. If it hits you can combo into whatever, including A Gatling. If they block you can do s.C (and technically it combos if you're fast enough) and that will hit them if they try to jump out. Or pretty much anything else on block, like dash in D SAB, st.B then B SAB, or Sweep, or throw in s.D as a poke.

I'm starting to get better at his standard HD Combo couple of clark combos (http://www.youtube.com/watch?v=LdK6B9JtWeo#ws)

I'm averaging around 550-625 damage though. For some reason I can do it really easily if I do cr.B, cr.A, HD, A Gatlin' and etc. But if I do st.D, HD, and A Gatlin' it feels kinda' random. Most of the time I just get st.A. The timing is weird.
Title: Re: Clark Still (Console)
Post by: t3h mAsTarOth...! on July 03, 2012, 06:47:01 PM
No get into HD from s.D, d/f+A... Then hold back and far s.D, b~f+A...
Title: Re: Clark Still (Console)
Post by: LouisCipher on July 26, 2012, 06:33:59 AM
Landed my first hyperdrive combo into Neomax online.

Really starting to settle into how Clark is best used. If they're getting wise to your command grab I need to investigate jumping grab being an effective counter.
Title: Re: Clark Still (Console)
Post by: Kane317 on July 26, 2012, 06:22:43 PM
Landed my first hyperdrive combo into Neomax online.

Really starting to settle into how Clark is best used. If they're getting wise to your command grab I need to investigate jumping grab being an effective counter.


Not to be an ass LC, but other than jumping to avoid grabs, the only thing I can think of is back dashing.  His air throw is the, IMHO, obvious counter to grabs--nothing to investigate.  Am I missing something?
Title: Re: Clark Still (Console)
Post by: LouisCipher on July 26, 2012, 09:50:54 PM
Oh yeah, I've dealt with that. They mostly like backdashing on wakeup. I still maintain Clark is still scary because of solid Gatlin' combos. Lately I've been running him 1st on my team and seeing good results.
Title: Re: Clark Still (Console)
Post by: SPLIPH on August 30, 2012, 02:34:36 AM
hey guys, sorry if this has been covered already, but how do i reliably punish clarks A gatling punch? everytime i try to punish i get command grabbed. its driving me crazy because ive been having this problem for a long time, and clark users are abusing it on me more and more these days. everytime i fight a clark they spam  gatling punch > command grab to get in for free, because they know i dont know how to properly punish. trial and error during matches over the past several months has not taught me at all how to deal with this.

how many frames is it - on block?

run up st.C i get grabbed. standing still and doing far C doesnt seem to work either. ive tried letting their grab whiff and punishing that, but clark seems to recover in time and go into his guard point grab after. the only thing ive gotten to work in a match is a tic throw, but thats techable, and im not sure if thats legit, or if the opponent was just being slow that time.

i really need some help figuring this out! i tried it out in training mode before asking such a question, but i cant get the dummy set up properly. i cant get my char to block while i record clark, so the timing on his gatling punch > grab is never right.
Title: Re: Clark Still (Console)
Post by: LouisCipher on August 30, 2012, 03:58:35 AM
All the gatlin's are punishable on block with either a command grab or just do cr.B into whatever. Online is a different story. I tested it online and depending on the connection I can do EX Gatlin' and if they try to punish I can do another one, that's how dumb online is sometimes.
Title: Re: Clark Still (Console)
Post by: SPLIPH on August 31, 2012, 12:54:52 AM
i guess i will just have to work on my timing. if cr.B can punish i figure st.C / far.C  should work too depending on the character.

how many frames are the different versions negative on block? i think that would really help me figure out my options. the double EX gatling is another one that people never cease to abuse on me.
Title: Re: Clark Still (Console)
Post by: LouisCipher on August 31, 2012, 04:53:25 AM
Dunno. We're still waiting for Clark frame data.
Title: Re: Clark Still (Console)
Post by: Kane317 on October 12, 2012, 06:12:33 PM
Dunno. We're still waiting for Clark frame data.

Half of his frame data is up; we're still waiting for him to test Clark's specials--his normals are done.  I'll post them later, is there a particular frame count that you want to know?
Title: Re: Clark Still (Console)
Post by: LouisCipher on October 14, 2012, 10:51:11 AM
Frames on s.D. close D. Hop A. Jump C. Jump CD. s.CD. s.C.

Would love to know the frame count on jump grab and B SAB.
Title: Re: Clark Still (Console)
Post by: SPLIPH on October 15, 2012, 12:54:54 AM
feels like A gatling is around -6 or 7. very easy to punish with 4 frame specials or quick DM. kinda embarrassed ive been getting abused by a move this unsafe for so long. =x

i guess my problem was expecting a combo out of it. too far away to use close normals... the  cr.B is very easy to hit, but too far away to combo off of. the only character i can get a combo with is Terry because of the cr.A cr.C chain, but for some reason the one frame slower cr.A is way harder to connect than cr.B, so i dont think i could do that in a match.
Title: Re: Clark Still (Console)
Post by: Kane317 on October 15, 2012, 07:25:06 AM
Frames on s.D. close D. Hop A. Jump C. Jump CD. s.CD. s.C.

Would love to know the frame count on jump grab and B SAB.

STARTUP / RECOVERY

Far D: 9F/-3
Close D: 4F/-6
Hop A: 4F/--
Jump C: 10F/--
Jump CD: 13F/--
Stand CD: 13F/+3F
Far C: 12F/-4

No data on specials but I'm sure the air gab is 1F.

Title: Re: Clark Still (Console)
Post by: LouisCipher on October 15, 2012, 09:26:47 AM
Yeah I realized after I posted that jump grab is one frame. Thanks for the info dude!

I forgot to ask about Hop D and Hop B though...

Ah well.
Title: Re: Clark Still (Console)
Post by: Kane317 on October 16, 2012, 08:12:29 AM
I dunno why air normals are so important to you; air battles have too many factors between distance and jump arcs it's kinda pointless to learn...
Title: Re: Clark Still (Console)
Post by: LouisCipher on October 16, 2012, 11:44:50 PM
The reason why is that I wanted to see how bad jCD is. Also I've had a lot of success with Hop D as an air-to-air and it beats a TON of other air-to-air shit. Same with hop B. I don't know if it's bad timing or what but when I'm dealing with someone who's either aggressive or playing the zoning game whenever I jump in with CD that's when they jump at me and mash buttons and it beats it. That's never happened with hop D.
Title: Re: Clark Still (Console)
Post by: Kane317 on October 17, 2012, 09:54:03 AM
The reason why is that I wanted to see how bad jCD is. Also I've had a lot of success with Hop D as an air-to-air and it beats a TON of other air-to-air shit. Same with hop B. I don't know if it's bad timing or what but when I'm dealing with someone who's either aggressive or playing the zoning game whenever I jump in with CD that's when they jump at me and mash buttons and it beats it. That's never happened with hop D.

Well in those cases, you kinda have to just go by feel and just eyeball it because there's too much variation with jump height due to four jumps and distance etc...

Even though distance plays a big factor on ground battles but at least there's more consistency: Move X has a -5 recovery so as long as you're not too far, Move Y will beat it since it has a +4 startup etc.
Title: Re: Clark Still (Console)
Post by: bigvador on October 25, 2012, 06:21:31 AM
after watchin MYU i have usin his death lake drive alot more but im not able 2 get it off effectively as i want....... with that said when the opponent iz in the air am i only able 2 catch em when there at da peek of there jump/hop???
Title: Re: Clark Still (Console)
Post by: Kane317 on October 25, 2012, 10:27:31 AM
after watchin MYU i have usin his death lake drive alot more but im not able 2 get it off effectively as i want....... with that said when the opponent iz in the air am i only able 2 catch em when there at da peek of there jump/hop???

No, you can throw them whenever, as long as you're close.
Title: Re: Clark Still (Console)
Post by: bigvador on October 28, 2012, 12:23:17 AM
do u have 2 b da same height in the air? and i heard that when u throw u have 2 hold the button down to throw or can u just tap it
Title: Re: Clark Still (Console)
Post by: LouisCipher on October 28, 2012, 01:44:44 AM
No offense but your grammar is horrible. But to answer your question: He can air grab you so long as he's within about 2 character spaces roughly. So, if they're really close to you and they jump and you have good reactions you can jump and grab them before they can do a move. And yes you can tap it so long as you're holding left or right as you do it.
Title: Re: Clark Still (Console)
Post by: Furious Fandango on December 01, 2012, 06:14:59 PM

Hi

Im new at Clark, i am play Clark sometimes

Clark has difficult against turtle player like Ash or Saiki
any tip to get in, against zoning player like Ash or Saiki, if I do  Jump Attack  how to avoid his Upper Kick ?

and it is possible to do air Blowback(C+D) then Air Grab ?

Thanks
Title: Re: Clark Still (Console)
Post by: Shaman on December 01, 2012, 07:26:10 PM
Against ash
You can't jump on him if he's ready to throw the flash kick. You have to come attack by another way than a jump-in. Since it is a charge move he has to hold down to have it ready, so he cannot move easily or he loses his charge = he is vulnerable to throws and overheads. Clark doesnt have any overhead except the jump attack which you cannot use but he has very good throws. If he becomes too defensive and you see he is crouching forever waiting for you, run and grab or walk and grab (from a close range, dont start running from the other side of the screen), the level 2 has the biggest range, then it's level 1 super then ex throw then normal (I think, clark players can correct me on this) so you can use this to your advantage to grab him from the max range possible before he even notices that he can be thrown.
You can punish his fireballs by using ex gattling  ;bk~ ;fd ;a ;c the moment you see the startup of the fireball use the move, you have to be quick and to be close or else you can stop in front of him or he has time to block it and punish you.
If you need to come closer to him and he's spamming fireballs just block them and walk until you're at the good range (close enough to run grab or punish the fb), you get more meter when you block fireballs than your opponent that throws it. You can also jump but don't directly jump to avoid the fireball and fall on top of him or just in front, you have to land outside of the range of the flash kick, then walk a bit to be at the good range.
You have to take your time, you can't rush him down too much.
Title: Re: Clark Still (Console)
Post by: Sir Octopus (Saiki) on December 01, 2012, 09:56:06 PM
Max range punish (tip of st. ;c range)

Some of the times, it does happen, we are not able to punish with a full combo and have to settle for a  ;dn ;d or st.  ;c or  ;d

A good way to capitalize of this is to do st. ;c or  ;d, even from max range, in the startup frames star doing the input for TNT punches ( ;a, ;a, ;a, ;a) and when you make contact with the oponent with the st. ;c do an EX backbreaker.

What happens her is that you cannot super cancel his st. ;c for anything else but the TNT punches, but, you can also cancel the startup animation for any Special move, this allows his st. ;c to be canceled into anymove that you want.

So again, st. ;c (from far distance), TNT punches and cancel startup animation for EX backbreaker and follow up with an EX DM
Title: Re: Clark Still (Console)
Post by: Kane317 on December 11, 2012, 08:16:42 PM
^ That's actually very interesting Sir Octopus, I'm going to try that!
Title: Re: Clark Still (Console)
Post by: Sir Octopus (Saiki) on December 12, 2012, 12:48:45 AM
^ That's actually very interesting Sir Octopus, I'm going to try that!
I'm adding it to the next cmv, so heads up x)
Title: Re: Clark Still (Console)
Post by: bigvador on December 12, 2012, 02:21:26 AM
i wonder if thats the reason y his st.C has a slower start up then ralfs st.C
Title: Re: Clark Still (Console)
Post by: Mienaikage on January 10, 2013, 11:57:43 PM
Got a stun combo for Clark from midscreen.

King of Fighters XIII: Clark Still - Dead or Alive (Getting Dizzy) (http://www.youtube.com/watch?v=yHSSRaUcepM#ws)
Title: Re: Clark Still (Console)
Post by: PEAH8R on July 23, 2013, 03:34:05 AM
I just found this picture of him from KOF 1995
Does anyone know what happened to him? I'm confused.

(http://www.fightersgeneration.com/np8/gifs/clark-kof95.gif)

Edit: Even Ralf looks different

(http://www.fightersgeneration.com/characters3/ralf-justanintro.gif)
Title: Re: Clark Still (Console)
Post by: PureYeti on July 31, 2013, 01:17:27 AM
It wasn't really explain in the story. The art director just thought it was a good idea to buff them up
Title: Re: Clark Still (Console)
Post by: marchefelix on November 05, 2013, 11:35:51 PM
KOF XIII : Clark tutorial and best damages combos. (http://www.youtube.com/watch?v=cVrU8pIUEjI#ws)

KOF XIII : Clark Still best damages combos tutorial (http://www.youtube.com/watch?v=BZUfHKY8UEg#ws)
Title: Re: Clark Still (Console)
Post by: marchefelix on November 20, 2013, 01:59:10 AM
Clark safe jump setups by GuttsCL

KOF XIII - Clark: Safe jump set ups (http://www.youtube.com/watch?v=C8EADg2CvVY#ws)
Title: Re: Clark Still (Console)
Post by: lfrd on December 20, 2013, 07:31:47 AM
Clark safe jump setups by GuttsCL

KOF XIII - Clark: Safe jump set ups (http://www.youtube.com/watch?v=C8EADg2CvVY#ws)
I'm having a problem on the last combo shown above. I can't do the air grab after jump D. Any tip on how to do it?
Title: Re: Clark Still (Console)
Post by: Sharnt on December 20, 2013, 08:15:44 PM
Clark safe jump setups by GuttsCL

KOF XIII - Clark: Safe jump set ups (http://www.youtube.com/watch?v=C8EADg2CvVY#ws)
I'm having a problem on the last combo shown above. I can't do the air grab after jump D. Any tip on how to do it?

It's Character specific, works on Ioris, and Vice ... I think?

Try it on all the characters you'll eventually find out.
Title: Re: Clark Still (Console)
Post by: kin3tix on December 21, 2013, 01:45:20 AM
Works only on 98 Iori.
Title: Re: Clark Still (Console)
Post by: lfrd on December 21, 2013, 05:02:45 AM
Works only on 98 Iori.
Clark safe jump setups by GuttsCL

KOF XIII - Clark: Safe jump set ups (http://www.youtube.com/watch?v=C8EADg2CvVY#ws)
I'm having a problem on the last combo shown above. I can't do the air grab after jump D. Any tip on how to do it?

It's Character specific, works on Ioris, and Vice ... I think?

Try it on all the characters you'll eventually find out.
Thanks Sharnt and kin3tix for both your replies.  :)
Title: Re: Clark Still (Console)
Post by: CaptainGinyu on January 10, 2014, 02:29:50 AM
Hey everyone, newbie question here, how do I fight Billy with Clark? He's the bane of my existence.
Title: Re: Clark Still (Console)
Post by: bigvador on January 10, 2014, 08:33:16 AM
unless u can read a billy player then you gotta play the waiting game. I would say it depends on how the billy play if hes to defensive the u may have to do the same but you would have to wait for a opening so you can start your rushdown game
Title: Re: Clark Still (Console)
Post by: marchefelix on October 30, 2014, 07:41:55 AM
Oooh Yeah!

KOF XIII Steam Edition Clark "Duffman" Stun Combo (1 Bar - Full Drive - 815 Damage) (http://www.youtube.com/watch?v=8BgwowX-pCs#ws)
Title: Re: Clark Still (Console)
Post by: ottomatic on June 17, 2015, 09:31:04 AM
Haven't seen this posted here, if you do Clark's standard cr. B, cr. A, A gatling, you can follow up with a close st. D xx step then walk a bit to cross under or not. Obviously this is a midscreen tactic but do you guys feel it's better to go for the mixup reset or to go for the second A gatling and push toward the corner?

EDIT: I realized that in order to cross under off of a gatling the close st. D has to be done a little late. Also if using EX gatling you can actually double cross under to really mess with the opponents head.