Dream Cancel Forum

King of Fighters XIII => Character Discussion => Clark Still => Topic started by: nilcam on July 27, 2010, 03:00:27 AM

Title: Clark Still (Arcade Version)
Post by: nilcam on July 27, 2010, 03:00:27 AM
(http://images3.wikia.nocookie.net/__cb20100409004251/snk/images/6/62/Clarkkofxii.gif)

II. Command List

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 Moves
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: [ ;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

III. An In-depth look

WIP!!!

Information provided by krazykone123


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 Gateling gets blocked, the Afterattack 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
Post by: krazykone123 on July 28, 2010, 04:04:58 PM
Combos
cr. B, cr. A, b~f+A, b~f+A, J. D = 234 damage
cr. B, cr. A, b~f+A, air throw = 231 damage
cr. B, hcf+K = 179 damage
cr. B, cr. A, hcf+BD/hcbx2+P/hcbx2+AC  = 229/267/290+ damage
cl. D, df+A, hcf+K = 272 damage
cr. C, b~f+C, dp+C = 267 damage
cr. B, cr. A, EX Vulcan Punch, hcf+K/hcbx2+P/hcbx2+AC = 293/392/472 damage
cr. C, b~f+AC, dp+C = 312 damage
cr. C, b~f+C, (DC) EX Vulcan Punch, hcf+BD/hcbx2+P/hcbx2+AC = 349/450/527 damage
cl. D, df+A, EX Vulcan Punch, hcbx2+AC = 550
Title: Re: Clark Still
Post by: Aion on July 30, 2010, 12:07:39 AM
Can Clark still cancel normals into f.B+D?
Title: Re: Clark Still
Post by: krazykone123 on July 30, 2010, 12:30:53 AM
Can Clark still cancel normals into f.B+D?

Yes
Title: Re: Clark Still
Post by: t3h mAsTarOth...! on August 02, 2010, 10:31:49 PM
any clark b&b and neomax combos posted yet?
Title: Re: Clark Still
Post by: krazykone123 on August 02, 2010, 10:48:40 PM
any clark b&b and neomax combos posted yet?

check the second post
Title: Re: Clark Still
Post by: Cibernetico on August 02, 2010, 10:51:10 PM
Can't wait to see some Clark videos whenever they will be made available. I just want to see if they have returned him to his pre KOF12 glory. Or something very close to it.
Title: Re: Clark Still
Post by: t3h mAsTarOth...! on August 03, 2010, 01:08:52 AM
Clark changed A LOT from XI... to be honest i feel that this new Clark is way more fun than his older self... he actually has 'combos' rather than w/e xx grab... lol... the ONLY thing he is lacking on is dp.K...

thanks to krazykone123 for posting his combos... i really that like he has a hit confirmable solid low string into KD/reset... and a solid standing hit confirmable string as well... both doing good meterless damage...

a few other things i also wanted to know...

- can he still link cr.A > s.C...?
- which one does more? "s.D, d/f.A xx DM" or "s.D, d/f.A xx EX Vulcan, SAB" ???
- and he can do SAB > NeoMax ...right?
Title: Re: Clark Still
Post by: Kane317 on August 03, 2010, 11:51:44 AM
Clark changed A LOT from XI... to be honest i feel that this new Clark is way more fun than his older self... he actually has 'combos' rather than w/e xx grab... lol... the ONLY thing he is lacking on is dp.K...

In all fairness he changed in XII, but who's counting right? =)
Title: Re: Clark Still
Post by: t3h mAsTarOth...! on August 03, 2010, 02:40:52 PM
In all fairness he changed in XII, but who's counting right? =)
what? kof12 doesn't exist... btw could u confirm regarding my last post please???
Title: Re: Clark Still
Post by: Kane317 on August 03, 2010, 07:46:03 PM
Clark changed A LOT from XI... to be honest i feel that this new Clark is way more fun than his older self... he actually has 'combos' rather than w/e xx grab... lol... the ONLY thing he is lacking on is dp.K...

In all fairness he changed in XII, but who's counting right? =)

I keep forgetting that a lot of you guys didn't play XII.  I'm currently, testing out some stuff with Chin and Shen so it might take awhile.  In the meantime, go checkout the Japanese BBSes and see if they reveal anything.
Title: Re: Clark Still
Post by: t3h mAsTarOth...! on August 03, 2010, 11:14:20 PM
oh i did buy XII... but ended up hating it after i realised how shitty it is... and sold it... couldn't believe that i would sell a KOF game... considering i have 94-XI...

anyways thanks for the info u guys have been putting up lately... i just wish i could play the game... :(
Title: Re: Clark Still
Post by: Kane317 on August 10, 2010, 12:46:49 PM
Played some more with Clark, he's improved a lot from XII thanks to the return of his Gatling attack. Comboing his Vulcan punch into his SAB is also a neat twist.  df.A is a great hit confirm after s.C for his UAB (DM) and his d.B chains into df.A as well.  EDIT: I meant his s.B chains into his df.A.

His air throw still has juggle anywhere properties.  I suppose it always should, but you can still do j.C/D  air-to-air, near corner --> air throw.

His MaxCancel does some juicy damage.

All in all he feels like Clark again.

Title: Re: Clark Still
Post by: t3h mAsTarOth...! on August 10, 2010, 02:41:02 PM
glad to hear that... even though he is missing dp.K... Clark actually looks solid... one thing i was wondering looking at the Ralf section is...

Ralf can do s.C, d/f.A xx b~f.A... shouldn't Clark be able to the same?
Title: Re: Clark Still
Post by: Aion on August 10, 2010, 03:06:31 PM
His air throw still has juggle anywhere properties.  I suppose it always should, but you can still do j.C/D  air-to-air, near corner --> air throw.

This is all I wanted to hear :D
Title: Re: Clark Still
Post by: MUSOLINI on August 10, 2010, 03:57:14 PM
with clark its possible (with ralph 2) to do 2 b-f+P? moves. when they do 1 they usually finish it with air throw. but when they do 2 they dont. is the air throw possible after 2?
Title: Re: Clark Still
Post by: Kane317 on August 10, 2010, 04:18:13 PM
Ralf can do s.C, d/f.A xx b~f.A... shouldn't Clark be able to the same?

I'm going to gamble that it's some typo somewhere, I went thru Ralf's BBS in Japanese and didn't see it written anywhere, but I could be wrong.
Title: Re: Clark Still
Post by: t3h mAsTarOth...! on August 10, 2010, 05:21:03 PM
Clark's gatling launches... Ralf's gatling is different from clark though so i don't think he can... or we could have potential infinites with A version...

btw "Kane317" >>> Ralf can do s.C, d/f.A xx b~f.A... shouldn't Clark be able to the same? can he?
Title: Re: Clark Still
Post by: Kane317 on August 10, 2010, 05:31:40 PM
with clark its possible (with ralph 2) to do 2 b-f+P? moves. when they do 1 they usually finish it with air throw. but when they do 2 they dont. is the air throw possible after 2?

 Doesn't seem like it. You can, however, do jump D after the second set.


btw "Kane317" >>> Ralf can do s.C, d/f.A xx b~f.A... shouldn't Clark be able to the same? can he?

I thought I answered it earlier:
I'm going to gamble that it's some typo somewhere, I went thru Ralf's BBS in Japanese and didn't see it written anywhere, but I could be wrong.
Title: Re: Clark Still
Post by: SAB-CA on August 10, 2010, 07:00:08 PM
Great to hear Clark's Air throw game still remains! I have to admit, XII's Air throw shenanigans gave me a whole new love for the moves in KoF.

I now only wish Leona gained hers back...

Rather suprised about the  ;dn;b, ;df;a chain, that sounds pretty nice. Maybe I won't miss his old Stomping  ;fd;b command normal as much in this game!

I'd assume you could also super cancel gattling into his UAB as well? Sounds like a good way to land super off distanced pokes now, which is something I wanted for him in XII...
Title: Re: Clark Still
Post by: t3h mAsTarOth...! on August 10, 2010, 09:09:49 PM
ya man there was a video of this guy SCing into UAB after A gatling *which means C will work as well* and ya both him and Ralf has gotten some nice combos thanks to d/f.A... we can actually hit confirm cr.B, d/f.A xx SAB...
Title: Re: Clark Still
Post by: MUSOLINI on August 10, 2010, 10:46:18 PM
with clark its possible (with ralph 2) to do 2 b-f+P? moves. when they do 1 they usually finish it with air throw. but when they do 2 they dont. is the air throw possible after 2?

Doesn't seem like it. You can, however, do jump D after the second set.

damn that sucks, thanx anyway.
Title: Re: Clark Still
Post by: Kane317 on August 11, 2010, 12:55:05 AM
Forgot to mention a random note:  Kyo's blocked qcf+K is not safe against grapplers, after the second hit just do a command throw immediately.  Tested it with Raiden and Clark mainly.  I don't know which strength kick he used but I assume both are not safe against grapplers.
Title: Re: Clark Still
Post by: t3h mAsTarOth...! on August 11, 2010, 01:04:08 AM
thanks... :D so are command grabs 1 frame again? if so my grappler team is gonna have some fun... :D
Title: Re: Clark Still
Post by: Kane317 on August 11, 2010, 01:19:36 AM
thanks... :D so are command grabs 1 frame again? if so my grappler team is gonna have some fun... :D

It seems like it's returned to it's pre-XII glory but I can't quite figure out if it's the reduced range (Thanks to the Ex command throws--grr), or the XII system, but occasionally you do whiff when you don't think you should.  You definitely don't have the WTF moments where you did in XII--I'm contradicting myself am I?
Title: Re: Clark Still
Post by: t3h mAsTarOth...! on August 11, 2010, 02:22:13 AM
i hope not... i hated going SUPER FLASH ...UAB > AWW ...BEATEN BY cr.A... or eating counter hits for attempting to SAB... the guy who made XII should be shot...

i'm fine with reduced range... although it makes run up > instant command throw a bit too obvious and risky... as long as throws work like before, i'm happy... might even main Clark again...
Title: Re: Clark Still
Post by: MUSOLINI on August 11, 2010, 04:46:56 PM
yamazaki had that problem in 98. in 97 his grab was the shit. in 98 after ticking when he should have grabbed you he just did his miss animation. even in some combos he missed and you got that miss animation. considering the other grapplers didnt have this in 98, wtf they done did to yamas throw in 98?
Title: Re: Clark Still
Post by: Kane317 on August 11, 2010, 11:34:54 PM
yamazaki had that problem in 98. in 97 his grab was the shit. in 98 after ticking when he should have grabbed you he just did his miss animation. even in some combos he missed and you got that miss animation. considering the other grapplers didnt have this in 98, wtf they done did to yamas throw in 98?

Getting OT but Yamazaki isn't a true grappler so they gave him crappy range. If his range was good he would rely on that too much instead of zoning, which really is his forte.
---
On Topic:  I manage to accidentally air throw a "grounded" opponent coz he did back dash for a brief second lols.

Forgot to mention, during his Gatling Attack (charge back~f+P) you can [DC] his Step (f.BD) which might just setup some nasty mindgames but I'll have to test.  Blocked Gatling Attack, [DC] Step into combo of your choice --unconfirmed.  You cannot [DC] on block unless in HD.
Title: Re: Clark Still
Post by: MUSOLINI on August 13, 2010, 05:13:19 PM
not to get off topic, but even with good range he wouldnt be overpowered. all those grapple combos that worked in 97 dont work in 98 cause of the reduced range. this is a clark thread, but having yamazaki back and as a mix between 98um ex yama and 98/97 normal yama would be the shit.

but lets get back to clark. even with reduced range he should still be able to punish hard with his throws. the throws are back to the 1 frame they where, and dm/exdm throws got that 0 frame and huge distance going for them. even if you see grapples, most dont use them to throw that often. but thats only judging from the limited vids weve seen of grapplers in this game. people need to play them more, we need to find all bugs and glitches (the arcade players gotta do that, we aint got 13).

13 related but not specific to clark. anybody actually ever try to clash 2 high powered moves? like andy fireball dm with terry ex power geyser. or kyos nm with terrys nm? ive got a funny feeling that theres bugs hidden beneath these happenings. takumas nm with iori ex dm. who would wi, would they both clash and freeze, would 1 fly off to mars? the game should be out in arcades half a year before a console release, so i do hope they find out most or every bug and repatch that shit.
Title: Re: Clark Still
Post by: t3h mAsTarOth...! on August 13, 2010, 06:20:02 PM
that is my fear as well... if characters just go through each other that's fine... but if it's like 1 has to win then i'm worried... cause their are soo many invincible crap in xiii... like Maxima's NM vs Shen's or Ralf's EX DM...
Title: Re: Clark Still
Post by: MUSOLINI on August 13, 2010, 06:29:53 PM
but if they actually fix the shit up good it would be awesome. imagine if ralph went through maximas nm, but only for the duration of the invincibilety he has, after that he gets hit by the laser. but if he where close enough hed actually go through the laser and then hit maxima out of it. shit like this if done proporly would be fucking awesome.

but if we see things like iori doing an ex dm and takuma doing his nm, both close to each other where takuma flies offscreen and iori does his maiden masher against somebnody who isnt even there.
Title: Re: Clark Still
Post by: t3h mAsTarOth...! on August 14, 2010, 03:44:07 AM
ya... imo they have to do move to move for "XX" character vs. Entire Cast... come on snk... don't be lazy... i haven't found 1 bug in BBCS yet...
Title: Re: Clark Still
Post by: TYRANNICAL on August 14, 2010, 07:05:33 AM
So after all this work SNK put into making XIII, you still call them lazy?  Wow.  Can't see effort when you get it can you?
Title: Re: Clark Still
Post by: t3h mAsTarOth...! on August 14, 2010, 10:34:07 AM
i didn't call them lazy... i said don't be lazy... after putting in soo much work and creating the best kof yet... *that's how i feel* it would just be sad if they don't give us a perfect port for console... if i get that i will be very satisfied...
Title: Re: Clark Still
Post by: MUSOLINI on August 14, 2010, 04:54:02 PM
stop hating hatred, we just want the best for the game. a broken game wont sell as well as a game that aint broken.
Title: Re: Clark Still
Post by: TYRANNICAL on August 14, 2010, 11:55:44 PM
I'm not hating.  I actually want SNKP to fix up XIII best they can. 
Title: Re: Clark Still
Post by: Nikolai VolKOF on August 15, 2010, 04:40:06 AM
What i don't get is why the hell they didn't leave his running  ;bk ;db ;dn ;df ;fd  ;a  ;c in? I find no justification in removing that. Still, too, only one DM is weak also. Could've gave him his 98 um  ;fd ;df ;dn ;db ;bk x2  ;b ;d easily. Anyways, ignore this post because they'll never add these things.
Title: Re: Clark Still
Post by: t3h mAsTarOth...! on August 15, 2010, 01:23:17 PM
@Nikolai VolKOF - LOL... nice name... that wrestler was jokes... anyways yes... to make this Clark top-tier they need to give him his AA DM... and dp.K... and restore XI priority on hop D and C+D... but as it stands right now he is a solid character...
Title: Re: Clark Still
Post by: Nikolai VolKOF on September 16, 2010, 11:54:10 PM
Looking at the new video and AI's use of him. For real it looks like they made him a big piece of crap. Why take almost all his grappling tools away if he is a grappler!?! There is absolutely no justification for that! What, they couldn't afford to animate them? F you SNK. Rant out!
Title: Re: Clark Still
Post by: t3h mAsTarOth...! on September 17, 2010, 01:27:37 AM
Awesome scenario... LOL *kof tag team*

Clark Rapid Punches opp. and stuns
Ralf does Air Dive over clark and jumps off
Clark runs and catches opp. with DP.K
opp. bounces over him
Ralf does Gatling Punch from behind and launches opp.
Clark jumps off & does Air Grab & bounces opp.
Ralf grabs opp. off air and does Ground Pound DM
Clark picks up opp. and does SAB & bounces opp.
Ralf does Galactica Phantom followed by Unblock and launches opp.
Clark jumps off of Ralf and flies HIGH
Clark grabs opp. in mid-air and does XIII NEOMAX
Title: Re: Clark Still
Post by: Nikolai VolKOF on September 17, 2010, 01:39:23 AM
Can he do his Neomax in mid air?
Title: Re: Clark Still
Post by: t3h mAsTarOth...! on September 17, 2010, 05:24:11 AM
LOL... no he can't... i was just posting up my random battle coreography...

@ "NICOLAI" he is fine... yes not having DP+K hurts him... but 1 frame grabs ARE back... so we can once again use SAB/UAB... plus he actually has quite good pressure tools... reliable hit confirmable tools... and solid combos...

how good he will be in tiers will mostly now depend on how good his normals are... and how fast he can gain meter...
Title: Re: Clark Still
Post by: the_judge on September 17, 2010, 07:02:16 AM
It has come to my attention that Clark has almost all the same moves and Ralf and is supposedly better in every way, shape, and form.
Are ALL of their normals the same? (I'm considering speed and hit properties) and how exactly would he be so much superior?
I apologize, I don't think I've seriously watched a single video of Clark being played.
Title: Re: Clark Still
Post by: t3h mAsTarOth...! on September 17, 2010, 09:03:06 AM
this is because even though Clark "seems" like he hasn't really changed, he actually has... he suddenly has a much "wider" range of "useful" normals... he can actually jump-in & combo with hop C... he can use s.D to buffer DM or NeoMax... he can use far s.C and far s.D like Ralf... he can hit confirm cr.B, cr.A xx w/e... he can also cancel almost all of his normals into his command hop... as for using specials you can actually "hit confirm" his specials from pretty much anything unlike before...

Ralf also got only his "specials" re-done... his "normals" are actually almost identical to before... but since you always had to use Ralf's specials as a "reversal manner" due to them being mostly "unsafe", he suddenly "feels" like a new character being able to do so many specials that are "safe"

also both of them FINALLY have an interesting combo system... Clark actually has combo's that don't ALWAYS look like w/e xx SAB... same goes for Ralf...
Title: Re: Clark Still
Post by: Kane317 on September 17, 2010, 05:32:41 PM
It has come to my attention that Clark has almost all the same moves and Ralf and is supposedly better in every way, shape, and form.
Are ALL of their normals the same? (I'm considering speed and hit properties) and how exactly would he be so much superior?
I apologize, I don't think I've seriously watched a single video of Clark being played.

In terms of normals, I think only their jump B&Ds are different, I haven't really tested out their properties (speed, priority, recovery).

As for Ralf being better than Clark I've heard no such thing. I think they are just different (and if you're into preliminary tiers, then Clark's actually higher than Ralf).
Title: Re: Clark Still
Post by: t3h mAsTarOth...! on September 18, 2010, 01:06:34 AM
From the videos i've seen more changes. If you are comparing XIII to XI or 2K2. Refer to my last post to see what changed.
Title: Re: Clark Still
Post by: the_judge on September 18, 2010, 01:28:39 AM

In terms of normals, I think only their jump B&Ds are different, I haven't really tested out their properties (speed, priority, recovery).

As for Ralf being better than Clark I've heard no such thing. I think they are just different (and if you're into preliminary tiers, then Clark's actually higher than Ralf).

it seems I worded that post wrong. What I meant to say was I've been told Clark is better than Ralf in every way.
Just wanted to get some insight. Also could anyone point me out to some good Clark vids (Nico included) as i doubt I've watched any kind of Clark play outside of the technical references.
Title: Re: Clark Still
Post by: krazykone123 on September 22, 2010, 01:48:20 AM
it seems I worded that post wrong. What I meant to say was I've been told Clark is better than Ralf in every way.
Just wanted to get some insight. Also could anyone point me out to some good Clark vids (Nico included) as i doubt I've watched any kind of Clark play outside of the technical references.

http://www.youtube.com/watch?v=yWVuJXkwHkg#t=1m30 Link renamed -Kane317

Title: Re: Clark Still
Post by: Kane317 on September 23, 2010, 08:07:16 AM
Messed around with him some more, most of these are variations of the combos from the 1 page:
(I just noticed s.D, df.A does more damage than s.C [1hit], df.A)

Add 30dmg for s.D, df.A starter
-s.C [1hit], df.A, hcb x2+P DM/Ex DM (332 dmg/430 dmg)
-s.C [1hit], df.A, Ex Punch, hcf+K~qcf+P (341 dmg)
-s.C [1hit], df.A, Ex Punch, DM / Ex DM (440 dmg/520 dmg)
-s.C [1hit], df.A, Ex Punch [3hits], [DC] A Gatling Attack (c.b~f+A), A Gatling, j.D (349 dmg)
-d.C, Ex Gatling, A Gatling, j.D (315 dmg)

Notes: Sadly, s.C [1hit], df.A, Ex Punch, NM does not work.  His NM catches people of the air outside of combos but strangely I can't get it to connect after the A version Gatling (I can't be for sure, but think I only tried it after two A Gatlings, maybe it works after only one).  His shortcut for d.B, s.A, DM still works (d.B, hcb A, hcb P).  Yes his cool d.B --> hcf+K link still works (remember it's not canceled, it's linked) but it made redundant since you can do d.B, d.A/s.A, hcf+K again.

Clark is still cool as shit.

---
EDIT: Apparently the Mook says Clark can do:
-s.B --> s.C --> whatever...
-j.A, s.C [1hit], C Gatling [2hits], [DC] Ex Gatling~dp P
-(Corner) j.C, s.D, df.A, HD, s.D, C Gatling (2hits), [HDC] Vulcan Punch [3hits], [HDC] C Gatling, (Vulcan Punch [2hits], [HDC] C Gatling) x3, A Gatling, j.D (534 dmg)
-j.C, s.D, df.A, HD, s.D, df.A, Ex DM, [MC] hcb x2+BD NM (921 dmg)

---


Rather suprised about the  ;dn;b, ;df;a chain, that sounds pretty nice. Maybe I won't miss his old Stomping  ;fd;b command normal as much in this game!

My bad, I meant s.B, df.A :(



Title: Re: Clark Still
Post by: t3h mAsTarOth...! on September 24, 2010, 03:20:15 AM
is s.B a low hitting move? if so Clark just got an Iori upgrade... and does jump C work as a solid jump-in? and does Clark have any cross-ups?
Title: Re: Clark Still
Post by: Kane317 on September 27, 2010, 02:52:34 AM
is s.B a low hitting move? if so Clark just got an Iori upgrade...

Sadly, the s.B can be blocked high according to the mook. 

and does jump C work as a solid jump-in?

Jump C is still a good jump-in as is Jump A.

and does Clark have any cross-ups?

Skimming the mook it doesn't make mention of anything, and not that I've personally noticed--but then again he was never about crossups, it's block or no block, high or low.

---
More playing notes:
s.B, s.D on wake up works wonders since ppl tend to want to jump after a blocked normal (closeup) against him.  Another is d.B (blocked), df.A (not a real link) since they tend to jump.  You can cancel the df.A into Step (f+BD) for added pressure (makes me wonder if he can still do his s.A, as a juggle, air throw like in XII).

C Gatling can be followed up with A Gatling sometimes (I got it to work near the corner).  A Gatling follows up on Ex Gatling easily.  Seems like all of them are unsafe but C and Ex Gatling have great priority.  The BBS makes mention that do a d.B (blocked), if they so much as twitch do a Ex Gatling --> follow up.

Oh and:
A Gatling, A Gatling, j.D, Air throw works :) :) (Worked near the corner at least).
Title: Re: Clark Still
Post by: t3h mAsTarOth...! on September 27, 2010, 05:25:19 AM
WHAT!!! so you mean EX b~f.P, b~f.A, b~f.A, j.D, DLD (air throw) will work?? that's too good... O_o

imo Clark should still be able to AA with s.A > DLD...

Clark's hop C has the potential to become a cross-up... he could cross-up with jump C+D in XI so why not now...

and after you do f.B+D... do you have time to charge for b~f.A??? i wanted to see if this was possible...

anti-air d/f.A xx f.B+D, b~f.A, DLD (air throw)
Title: Re: Clark Still
Post by: Kane317 on September 27, 2010, 11:12:36 AM
WHAT!!! so you mean EX b~f.P, b~f.A, b~f.A, j.D, DLD (air throw) will work?? that's too good... O_o

I couldn't get the jump D to connect afterwards.  Could be some height issue but I can't be sure (looked like it should hit).

imo Clark should still be able to AA with s.A > DLD...

Should, but unconfirmed for XIII.

Clark's hop C has the potential to become a cross-up... he could cross-up with jump C+D in XI so why not now...

Coz his jump CD is different from XI; it looks more like Ralf's now.  Even if it looked the exact same, the hitboxes have changed, especially after XII.  Now if it crossup'ed in XII then that would be a different matter.

and after you do f.B+D... do you have time to charge for b~f.A??? i wanted to see if this was possible...anti-air d/f.A xx f.B+D, b~f.A, DLD (air throw)

Naw, it's too fast.  I couldn't even do BC activation.
Title: Re: Clark Still
Post by: t3h mAsTarOth...! on September 27, 2010, 08:10:26 PM
thanks for the quick reply Kane...

oh and i meant his jump C could possibly cross-up? not C+D...

and maybe at least this works? ---> anti-air d/f.A xx f.B+D, DLD (air throw)
Title: Re: Clark Still
Post by: Kane317 on January 15, 2011, 01:00:56 AM
thanks for the quick reply Kane...

oh and i meant his jump C could possibly cross-up? not C+D...

and maybe at least this works? ---> anti-air d/f.A xx f.B+D, DLD (air throw)

I'll try to test that out.

EDIT2: Still need a confirmation on that but here's a tidbit from the Ralf thread:
Just wanted to make a small note about an observation: awhile back in one of these threads we were discussing the similarity of Clark and Ralf's normals and I said they were basically the same except the jump attacks.  They have a different s.CD and I noticed that some normals have different speeds than their counterpart (in this case, Ralf's).  Far C seems faster with Ralf but s.D is slower.  e.g. Clark can do s.D --> df.A but Ralf cannot.  Ralf can only do s.C --> df.A

---
UPDATE: Corner to corner combo:
Ex Gatling Attack (c.b~f+AC), Vulcan Punch (Press P rapidly) [2hits], [DC] (Gatling Attack A) x3 (http://www.youtube.com/watch?v=q-FZ1fyX5XE#t=4m54).  Most likely could do two Weak Gatlings and do a j.D or air throw (or both!).

---
UPDATE2: (It's been awhile)
屈B>屈A>EXガト3HIT>バルカン2HIT>DC強ガト後半2HIT>弱ガト2HIT>弱ガト2HIT>JD
の14HITだと366ダメージ
--> d.B, d.A, Ex Gatling (c.b~f+AC) [3hits], Vulcan Punch (rapid P)[2hits], [DC] C Gatling [2nd half 2 hits], A Gatling [2hits], A Gatling [2hits], j.D --> 14hits 366 dmg

屈B>屈A>弱ガト2HIT>DCEXバルカン4HIT>強ガト3HIT>派生デスレイク投げ
--> (Corner?) d.B, d.A, A Gatling [2hits], [DC] Ex Vulcan [4hits], C Gatling [3hits], dp+P followup --> 12 hits 353 dmg

屈B>屈A>弱ガト2HIT>DCEXバルカン4HIT>強ガト3HIT>弱ガト2HIT>弱ガト2HIT>JD
--> (Corner?) d.B, d.A, A Gatling [2hits], [DC] Ex Vulcan [4hits], C Gatling [3hits], A Gatling [2hits], A Gatling [2hits], j.D --> 16hits for 370 dmg
Title: Re: Clark Still
Post by: MUSOLINI on January 15, 2011, 09:53:44 PM
(I just noticed s.D, df.A does more damage than s.C [1hit], df.A)

thats actually quite normal, thats the same thing in any game (sf, kof, ff or any other normal 2d fighter). the  ;c gets its damage from bot hits hitting, so wioth both it should do the same, a lil less or even a lil more damage than a  ;d. but when the  ;c will only cancel after 1 hit than its quite normal for a close ;d to do more damage.


Title: Re: Clark Still
Post by: Kane317 on January 22, 2011, 03:38:43 AM
Tidbit: For some reason the NM only connects after the Ex version of the Gatling Punch.
Title: Re: Clark Still
Post by: Ashspiralingblood on April 04, 2011, 06:58:46 PM
This is a stupid question, so im going to ask it anyway
Can Clark do his neomax standalone with out canceling or comboing into?

I ask because I've never seen someone do his neomax with a hd combo

and can anyone tell me if this work, I just want to know

Cr.  ;c, ;b ;c, cr.  ;c, ;bk-charge- ;fd  ;c, Ex ;a ;c(repeatedly) , ;bk-charge- ;fd ;c, Ex ;a ;c (repeatedly),
 (;fd ;df ;dn ;db ;bk x2)+( ;b ;d)

really aprreciate it
Title: Re: Clark Still
Post by: MUSOLINI on April 04, 2011, 07:47:24 PM
why wouldnt that be possible? seems like a legit combo to me.
Title: Re: Clark Still
Post by: Ashspiralingblood on April 04, 2011, 08:09:42 PM
Its just that im still waiting on the console release so I can try out that combo and many others
Title: Re: Clark Still
Post by: Kane317 on April 04, 2011, 10:56:04 PM
This is a stupid question, so im going to ask it anyway
Can Clark do his neomax standalone with out canceling or comboing into?

I ask because I've never seen someone do his neomax with a hd combo

and can anyone tell me if this work, I just want to know

Cr.  ;c, ;b ;c, cr.  ;c, ;bk-charge- ;fd  ;c, Ex ;a ;c(repeatedly) , ;bk-charge- ;fd ;c, Ex ;a ;c (repeatedly),
 (;fd ;df ;dn ;db ;bk x2)+( ;b ;d)

really aprreciate it

No such things as stupid questions.  Off the Ex Vulcan Punch, NM will not connect without canceling although Ex DM and DM will connect, without canceling, after the Ex Vulcan Punch.  In theory if it's canceled off the Ex Vulcan Punch the NM should connect but it needs to be tested.
Title: Re: Clark Still
Post by: fiol on April 27, 2011, 02:40:42 AM
here the small video i made for my clark (damn arcades owner -.-)

http://www.youtube.com/watch?v=JqlsHx7tiS8

unfortunately most of the best combos are not in the video.. hope next time i will be able to record sth else  :(
Title: Re: Clark Still
Post by: Aenthin on April 29, 2011, 03:50:28 AM
You could transcribe the best combos instead.
Title: Re: Clark Still
Post by: fiol on April 29, 2011, 12:10:01 PM
You could transcribe the best combos instead.

the best i did was this (if i remember correctly):

j.D,s.D (2hits), BC, s.D (2hits), ex Vulcan Punch, ex Gatling Attack, ex Vulcan Punch, SDM , Neomax and it was sth like 890 (or 18hits)

but to be honest it was long time ago, i dont remember if i used 2 Ex gatling attacks or just one then cancelled into ex Vulcan Punch
sorry
Title: Re: Clark Still
Post by: Rex Dart on April 29, 2011, 01:23:49 PM
That combo would require eight bars. Which is . . . Well, not useful, but impressive if the practice mode even let you do it. Without the NeoMax, it could work. I wonder what the damage would be.

s.;d only hits once, so I assume you mean s.;d, ;df;a.

Edit: Although, for comparison's sake, simply doing s.;d, ;df;a (HD) s.;d, ;df;a, SDM, NeoMax does 921 damage. Of course, there's still something to be said for doing something flashy and interesting. Demoralizing your opponent is half the battle!
Title: Re: Clark Still
Post by: fiol on April 29, 2011, 05:01:32 PM
sorry i meant s.C lol

do u really need 8 bars to do that? O_O
since the bar doesnt decrease i dunno know.. if u tell me how it works with HD activation, next time i go to shanghai i can try sth else
Title: Re: Clark Still
Post by: MUSOLINI on April 29, 2011, 05:58:44 PM
yeah man so that during your last vid as well during practice. 5 bars max, you where doing 6 bars and what not.
Title: Re: Clark Still
Post by: fiol on April 30, 2011, 02:25:34 AM
yeah man so that during your last vid as well during practice. 5 bars max, you where doing 6 bars and what not.
which video? the one with clark?
Title: Re: Clark Still
Post by: Aenthin on April 30, 2011, 02:09:32 PM
The bars doesn't decrease cause the power stocks in training mode are set to maximum by default. You can change that in the start menu.

yeah man so that during your last vid as well during practice. 5 bars max, you where doing 6 bars and what not.

Where? His Clark video doesn't use power stocks past 5.
Title: Re: Clark Still
Post by: fiol on April 30, 2011, 04:37:46 PM
The bars doesn't decrease cause the power stocks in training mode are set to maximum by default. You can change that in the start menu.


Oh didnt know that.. next time i check all the options ^^
Title: Re: Clark Still
Post by: t3h mAsTarOth...! on June 06, 2011, 07:34:41 PM
I got to try out the game yesterday... I'll agree that Clark feels low-tier... *compared to him in XI* but he is so much fun... Being able to pull out new combos with him is awesome... He has had the same combos since 94? lol... I managed to do pretty well with him... His normals feel really good... I was having a bit of trouble getting used to his charge combos... I was wondering will this work with him? His NM sucks... So if I was to do a full meter b&b with him, I wanted to replace his NM with something worthwhile...

j.C, s.D, d/f+A, EX Volcan Punch, b~f+C, DC, EX Volcan Punch, b~f+C, DC, EX Volcan Punch, b~f+C, dp+C...
Title: Re: Clark Still
Post by: Kane317 on June 08, 2011, 09:34:43 PM
I got to try out the game yesterday... I'll agree that Clark feels low-tier... *compared to him in XI* but he is so much fun... Being able to pull out new combos with him is awesome... He has had the same combos since 94? lol... I managed to do pretty well with him... His normals feel really good... I was having a bit of trouble getting used to his charge combos... I was wondering will this work with him? His NM sucks... So if I was to do a full meter b&b with him, I wanted to replace his NM with something worthwhile...

j.C, s.D, d/f+A, EX Volcan Punch, b~f+C, DC, EX Volcan Punch, b~f+C, DC, EX Volcan Punch, b~f+C, dp+C...

If I remember correctly you can't do a Gatling Attack after the Ex Vulcan Punch unless you [DC] it...
Title: Re: Clark Still
Post by: MUSOLINI on June 09, 2011, 02:18:20 AM
yeah man so that during your last vid as well during practice. 5 bars max, you where doing 6 bars and what not.
which video? the one with clark?

wtf, i clearly remember a vid with clak where the player did something like 800 damage or more but it used 6 bars. namely combo into hd mode, into EX rapid punch, into EX dm, into NM. but now that i checked the vid, its not the same? did i see it somewhere else? wtf.
Title: Re: Clark Still
Post by: t3h mAsTarOth...! on June 09, 2011, 04:36:10 PM
If I remember correctly you can't do a Gatling Attack after the Ex Vulcan Punch unless you [DC] it...
damn it... so point taken... never waste meter with Clark... only for reversals... like b~f+AC *invincible*... and EX SAB *twice the reach of DM*...
Title: Re: Clark Still
Post by: Rex Dart on June 09, 2011, 04:58:24 PM
And what about EXUAB? That damage + range is nothing to sneeze at.
Title: Re: Clark Still
Post by: ZeWickedOreo on August 20, 2011, 11:25:52 AM
In this combo cl. D, df+A, EX Vulcan Punch, hcbx2+AC = 550
I don't know if the NM connects really or not, but after the ex vulcan punch the combo seems to stop but the NM hits with reduced damage.. like only 200+ and says 2 hit combo(only). Is the combo supposed to be like that?
Title: Re: Clark Still
Post by: bigvador on August 26, 2011, 01:56:23 AM
why is it that clark is still really incomplete im mean ralf has more combo options then cark. i know hes a grab character but he only have 2 grabs...... man i wanna use the ikari team
Title: Re: Clark Still
Post by: SAB-CA on August 26, 2011, 02:50:50 AM
While he is a bit more limited than many would want, the addition of Auto-guard SAB gives him a nice boost to his game.

His loops with gattling are pretty solid, and the deathlake drive is a strong, worthwhile follow up. People don't use his EX Vulcan punches much, but they lead to mid-screen mixup options that few other characters have access to.

The autoguard on SAB should lead to scaring people to roll on reversal, leading to possible on-wakeup mixups with his command hop and gattlings.

I still hope he gets a bit more on console release, sure, but I also look forward to getting to know the tools he has more. I mad much more fun with XII Clark than most would believe was possible, and I look forward to getting to know this one as well!
Title: Re: Clark Still
Post by: bigvador on August 26, 2011, 03:39:50 AM
i will admit he is fun to use in XII (since he didnt have that many moves) but on the other hand i still think he should get and extra move or 2 so they can show how much clark and ralf are different i havnt seen that many people play with clark in XIII so i have no clue of what hes capable of....
Title: Re: Clark Still
Post by: marchefelix on August 30, 2011, 06:21:00 AM
I have noticed that when Clark does his Max Cancel, he picks up his opponent from the ground. Is this something that can be done regularly or can it only be done from a Max Cancel?
Title: Re: Clark Still
Post by: SAB-CA on August 30, 2011, 07:04:26 AM
I have noticed that when Clark does his Max Cancel, he picks up his opponent from the ground. Is this something that can be done regularly or can it only be done from a Max Cancel?

It basically makes his Max Cancel into a REALLY awesome Flashing Elbow. It seems to take that same hit.

It'd be really cool if he could Drive/Super Cancel a Flashing elbow, heh. But no, there doesnt seem to be any other OTG available to Clark, that can take advantage of the OTG stun.

Unless something changes on console..
Title: Re: Clark Still
Post by: Violent Geese on August 30, 2011, 07:13:41 AM
Thank you all guys for this post now my clark is better!
Title: Re: Clark Still
Post by: marchefelix on August 30, 2011, 06:21:37 PM
I have noticed that when Clark does his Max Cancel, he picks up his opponent from the ground. Is this something that can be done regularly or can it only be done from a Max Cancel?

It basically makes his Max Cancel into a REALLY awesome Flashing Elbow. It seems to take that same hit.

It'd be really cool if he could Drive/Super Cancel a Flashing elbow, heh. But no, there doesnt seem to be any other OTG available to Clark, that can take advantage of the OTG stun.

Unless something changes on console..

Umm... I don't think you understood me. So I'll give you examples:

Let's say you ground an opponent using a d.D or a Super Argentina Backbreaker. Once they are on the ground, if you use your Neomax, will it land?
Title: Re: Clark Still
Post by: Kane317 on August 30, 2011, 06:31:27 PM
Umm... I don't think you understood me. So I'll give you examples:

Let's say you ground an opponent using a d.D or a Super Argentina Backbreaker. Once they are on the ground, if you use your Neomax, will it land?

No it will not connect.
Title: Re: Clark Still
Post by: bigvador on August 30, 2011, 11:45:00 PM
man if he was able to land somthing like that i would fear him everytime
Title: Re: Clark Still
Post by: Kane317 on August 31, 2011, 01:24:10 AM
man if he was able to land somthing like that i would fear him everytime

That'd be too good, a 450dmg flash elbow lol. 

What he really needs beside the obvious Frankensteiner command throw, is a speed upgrade so that his jumps are not so floaty which, seemingly, have been addressed at the Evo build but I didn't have anything to really compare it with other than my foggy memory.  Clark's gameplay has always revolved around his mix ups but in v1.1 however, his jumps were a tad bit floaty.  It made it really challenging to keep the pressure on the opponent for mix ups so he had to rely on his Ex Gatling Attack to get in--which, albeit a damn good move, made it way too predictable (coming from a Clark player myself).
Title: Re: Clark Still
Post by: sibarraz on August 31, 2011, 01:41:48 AM
Did atlus promised to make some gameplay changes to the evo build?

I thought that the game was a final build where people were trying the game and seeing it it had some stupid bug or the loading times
Title: Re: Clark Still
Post by: Kane317 on August 31, 2011, 01:51:07 AM
Did atlus promised to make some gameplay changes to the evo build?

I thought that the game was a final build where people were trying the game and seeing it it had some stupid bug or the loading times

No promises to make any changes.

Like you said, I'm sure if we found some game-breaking bug they would advise SNKP but who knows...
Title: Re: Clark Still
Post by: fiol on August 31, 2011, 02:02:16 AM
Well, it's not that Clark was a combo char before...
i use him in XIII, and yeah he has his own limits but hell, i won't change him for anybody else  ;)
Title: Re: Clark Still
Post by: Rex Dart on August 31, 2011, 02:24:08 AM
One small buff I'd like to see for Clark is for his jCD to counter-wire (a la Daimon). So you could do something like jCD (counter) -> air throw.

Like I said, not a major buff. But it's easy to implement and would be cool.
Title: Re: Clark Still
Post by: SAB-CA on August 31, 2011, 02:30:21 AM
Umm... I don't think you understood me. So I'll give you examples:

Let's say you ground an opponent using a d.D or a Super Argentina Backbreaker. Once they are on the ground, if you use your Neomax, will it land?

Well, you said "Max Cancel", which is only possible when canceling from a DM (or EXDM) into a Neomax. But I see what you were getting at, now.

The running tackle does seem to catch after the launch from Gattling attack, though, if I'm not mistaken.

Quote from: Rex Dart
One small buff I'd like to see for Clark is for his jCD to counter-wire (a la Daimon). So you could do something like jCD (counter) -> air throw.

Like I said, not a major buff. But it's easy to implement and would be cool.

Really wish they'd make a verstion of SAB DM have a running start, for that very purpose, though. But maybe that'd detract from the Neomax...

I used to love Air Counterhit -> Hop and Air Throw in XII. Was so fun to do :)  Could you use C / EX Gattling to land the uppercut -> DLD derived airthrow already, off a counterhit?
Title: Re: Clark Still
Post by: bigvador on August 31, 2011, 05:13:50 AM
i hope a another air throw to him cause his jump AB wont cut it for me (even though im a ralf player)
Title: Re: Clark Still
Post by: Kane317 on August 31, 2011, 06:17:56 AM
The running tackle does seem to catch after the launch from Gattling attack, though, if I'm not mistaken.

His NeoMax can be connected after his Ex Gattling attack, correct.


I used to love Air Counterhit -> Hop and Air Throw in XII. Was so fun to do :)  Could you use C / EX Gattling to land the uppercut -> DLD derived airthrow already, off a counterhit?

Possible in theory, but the Gattling Attack has a perculiar juggling window so it may not work.
Title: Re: Clark Still
Post by: bigvador on September 01, 2011, 03:12:16 AM
The running tackle does seem to catch after the launch from Gattling attack, though, if I'm not mistaken.

His NeoMax can be connected after his Ex Gattling attack, correct.

do u mean while hes doing it or after the last hit. it do seems like u can cancel anything at any time
Title: Re: Clark Still
Post by: Kane317 on September 02, 2011, 12:10:47 AM
The running tackle does seem to catch after the launch from Gattling attack, though, if I'm not mistaken.

His NeoMax can be connected after his Ex Gattling attack, correct.

do u mean while hes doing it or after the last hit. it do seems like u can cancel anything at any time

Just as regular juggle afterwards.

EDIT: Another are chance to see his juggle 3 A Gattling Attacks after the Ex Gattling, it's definitely height dependent: 2011-06-19 KOF XIII 新宿カーニバル大会動画-part3 (http://www.youtube.com/watch?v=ptXT-dO-7dM#ws) (9m30s)

---

EDIT2: RobocopTwo over at ON has written up a basic Clark tutorial with supplemental videos: http://orochinagi.com/forums/viewtopic.php?f=78&p=66731#p66731 (http://orochinagi.com/forums/viewtopic.php?f=78&p=66731#p66731)
Title: Re: Clark Still
Post by: bigvador on September 02, 2011, 08:26:38 AM
wow no thats some good clark play but i couldnt help 2 notice compared 2 ralf clark almost got the short end of the stick i mean XIII is a more offensive type game and it seems like he can only use 2 moves but that clark didnt use the hop 2 keep up the pressure
Title: Re: Clark Still
Post by: Kane317 on September 02, 2011, 08:55:02 AM
wow no thats some good clark play but i couldnt help 2 notice compared 2 ralf clark almost got the short end of the stick i mean XIII is a more offensive type game and it seems like he can only use 2 moves but that clark didnt use the hop 2 keep up the pressure

I know what you mean.  The main problem with Clark's hop is that it's real floaty for how big he is--if I'm not mistaken, this has been addressed in the console at least to my best judgement from memory.
Title: Re: Clark Still
Post by: bigvador on September 02, 2011, 08:21:20 PM
i think he needs another move added on to him cause it seems like hes the only character who is really lacking but on the flip side his gattling attack seems safe on block and his jump CD comes out really fast. i hope we can see some frame data 4 this game
Title: Re: Clark Still
Post by: CharREX on September 03, 2011, 11:32:58 PM
i think he needs another move added on to him cause it seems like hes the only character who is really lacking but on the flip side his gattling attack seems safe on block and his jump CD comes out really fast. i hope we can see some frame data 4 this game

His gattling attacks are not safe. Both  ;a and  ;c version are terrible to do outside of combo. Only the EX version is good but that move is like minus a billion on block.
Title: Re: Clark Still
Post by: bigvador on September 03, 2011, 11:46:49 PM
so that means his gattling attack is really only good 4 a anti air man thats sad...  :(
Title: Re: Clark Still
Post by: Nagare_Ryouma on September 04, 2011, 03:05:18 AM
I have to agree that Clark needs more stuff.
He only has 1 Super. He is also supposed to be a grappler but only has 1 special grab (the air one is not really a special attack...)!!!!
I hope he regains either Frankensteiner or Napalm Strecht in the near future. Or both.
Title: Re: Clark Still
Post by: t3h mAsTarOth...! on September 11, 2011, 03:02:36 PM
For XIII ya maybe Clark needs more specials to make him better... But if you remember back in XI, Clark was a beast and the only specials he ever used were SAB and frankensteiner... Besides that, all he did the whole round was spam high priority normals... So increasing the priority for his normals might solve a lot of his current problems...

Imo good additions to him in console version would be...

- Reduced recovery on command hop (enough where if he does cr.C xx hop, he would at least be at +1)
- Frankensteiner (his home version hcf+B will only work as AA, not a mix-up)
- A reliable cross-up...
- SAB, EX SAB and UAB being 1 frame grabs...
Title: Re: Clark Still
Post by: Kane317 on September 17, 2011, 04:18:48 AM
- SAB, EX SAB and UAB being 1 frame grabs...

They already are 1 framers.  I really do like the idea of discussed here (http://dreamcancel.com/forum/index.php?topic=40.msg27400#msg27400) about a follow up after the Ex Flashing Elbow (~qcf+P follow up to his throws).  Maybe if it's the regular Flashing Elbow you'd have to [DC] it or something.

so that means his gattling attack is really only good 4 a anti air man thats sad...  :(

Like ChaREX (btw, is your avatar another trap ChaREX?) the Ex one is good as a starter due to it's invincibility.
Title: Re: Clark Still
Post by: CharREX on September 17, 2011, 06:26:38 AM
Like ChaREX (btw, is your avatar another trap ChaREX?) the Ex one is good as a starter due to it's invincibility.

Name is Ryu Ji Hye. But I'll let you decide if the person is a trap or not.
Title: Re: Clark Still
Post by: bigvador on September 17, 2011, 07:02:23 AM

so that means his gattling attack is really only good 4 a anti air man thats sad...  :(

Like ChaREX (btw, is your avatar another trap ChaREX?) the Ex one is good as a starter due to it's invincibility.

[/quote]

i dont know thats a would be a good waste of a bar
Title: Re: Clark Still
Post by: t3h mAsTarOth...! on September 17, 2011, 03:46:31 PM
They already are 1 framers.  I really do like the idea of discussed here (http://dreamcancel.com/forum/index.php?topic=40.msg27400#msg27400) about a follow up after the Ex Flashing Elbow (~qcf+P follow up to his throws).  Maybe if it's the regular Flashing Elbow you'd have to [DC] it or something.
didn't know SAB was still 1 frame... thought they toned it down... glad to know... for comboing, Clark imo doesn't need anything else... he already has good hit confirms and solid damage from combos...

if anything, he should get a new air grab to finish juggle combos with instead of j.D... where with the regular version, he will run forward, grab the opponent in the air and slam the opponent down... *kinda like the running three DM animation* and the EX version could slam the opponent down and pick them up for additional follow-up...

i dont know thats a would be a good waste of a bar
ya it is... you can go through anything and punish opponents on the ground/air and follow up with (b~f+A)x2-3, j.D afterwards...
Title: Re: Clark Still
Post by: bigvador on September 19, 2011, 07:05:20 AM
They already are 1 framers.  I really do like the idea of discussed here (http://dreamcancel.com/forum/index.php?topic=40.msg27400#msg27400) about a follow up after the Ex Flashing Elbow (~qcf+P follow up to his throws).  Maybe if it's the regular Flashing Elbow you'd have to [DC] it or something.
didn't know SAB was still 1 frame... thought they toned it down... glad to know... for comboing, Clark imo doesn't need anything else... he already has good hit confirms and solid damage from combos...


as from what i seen he only has about 2 or 3 good solid combos and at least 1 good set up and when it comes to hit confirms im not to sure i guess its just the way i use him i would do a block string into a hop to a SAB but thats just me
Title: Re: Clark Still
Post by: t3h mAsTarOth...! on September 20, 2011, 01:14:32 AM
he has better hit confirms than ever before... lol... till now his best hit confirm was s.C, f+B for XI... so now you can cr.B, cr.A hit confirm to b~f+A or PPP or SAB... or s.D, d/f+A into SAB or PPP... in all he has better combos than ever before... and he has the same normals as Ralf *besides j.B/D* ...so use those to your advantage... home version auto-guard SAB is a nice buff...
Title: Re: Clark Still
Post by: bigvador on September 20, 2011, 01:27:49 AM
hmmm i really didnt use him much back in the day plus he had those set ups in XII so i guess to me it is the same
Title: Re: Clark Still
Post by: SAB-CA on September 20, 2011, 11:10:53 PM
The thing I liked about old Clark, personally, was that he was ALL about throw mix-ups. I also hated this, though; If you didn't master getting into the enemies head + knew exactly what move  or movement to do, to counter each situation, Clark felt like a gimped Ralf.

Ralf fit the combo style of KoF, and had the AB. So many other grapplers seemed like a better take on what Clark wanted to be, for KoF, so the only reason to like Clark was because you liked HIM, lol. I did like his Multi-part throw style a lot, but Mary or Shermie did about the same, but a bit better.

Notice I'm not saying "This is all he was". I'm just speaking for how he felt to me, as a character.

I rather liked him in the MI games, however. In MI, everyone had combo and setup power. He felt as if the game's systems made him a more well-rounded character.

And then we have KoF XII. I didn't like that Clark, the master of throwing, had only 1 real throw here. His multi-branch throws are his trademark, and th only thing that survived was flashing elbow! Also, he had the worse throw range of any of the grapplers. Raiden and Goro had much better hit confirm throws, even Elisabeth did better at grappling than him!

I did, however, like the hop they gave him. At it's best, it should replace the mixup his run-throws gave him. It's too slow to combo with, but fast enough to follow a backroller, and punish them out of that.

In XIII, I feel he's expanded well as his own person, but not as much as I'd like. I think the new Ultra Guardpoint AB should now give him a bit of his old "frankenstiener on wakeup" trickery back, which I'm very happy with, and I agree mAsTarOth, he has better combo options than ever. He also does very nice damage when he LANDS a backbreaker, but compared to the big drive-cancel /HD mode people of the game, he feels like he stops earlier. So while his base combo potential might be higher, I don't know if it evens out, in the end?

Even if they just made him able to attack with some air attacks out of foward hops, as other can out of back-hops, I think that'd return some of the "rushing, mobile grappler" feel to him. I don't ENTIRELY miss the feeling though, since Maxima seemed to almost take the spot from Clark entirely now...

I hope we find some more stuff out about Clark changing on console, though. I would have been happy with 1 press of Super Argentine Back Breaker turning into a running start-up variation, so he could combo/super cancel it after gattling attack juggles... I don't think the combo'n after EX flashing elbow would be too much to ask, either, as I think it'd be a perfect tool if balanced similiarly to Vice, with limited followups.
Title: Re: Clark Still
Post by: bigvador on September 20, 2011, 11:50:54 PM
I agree with just about everything you said... just like what i said before XIII is really a combo based game so its really hard to see how clark can really fit in and its just like you said maximum pretty much took his place but that hop did give him a good mix up game and you said something about a back hop.....

not to sure how that would work well only if there running away but anyways the XIII or XII clark seems more like a street fighter character to me. just my 2 cents
Title: Re: Clark Still
Post by: sibarraz on September 21, 2011, 12:38:19 AM
Question, does Clark dash serves a purpose? Is good on something? Or just people don't know how to abuse his potential?
Title: Re: Clark Still
Post by: SAB-CA on September 21, 2011, 01:03:30 AM
Question, does Clark dash serves a purpose? Is good on something? Or just people don't know how to abuse his potential?

I haven't used it much in XIII myself. Though I hear it doesn't recover fast enough.

In XII, I would use it to punish rollers and back-hoppers, and to quickly cross-under people who were corner-pressuring with full jumps. Also, it was one of the nices tools for his CC combos (He was able to do (df+a) loops by using the hop in CC mode. Also, it was a great way to jump in and capatalize off Counterhit spin in XII; He could hop in and throw/combo before they recovered.

That's the way I'll try to use it in XIII, but since CH spin is gone, and more character can attack out of retreat-hops now... along with it having no use in HD in arcade version (dunno about console yet..)... we'll just have to see what happens :|

Title: Re: Clark Still
Post by: t3h mAsTarOth...! on September 22, 2011, 03:33:46 AM
The thing I liked about old Clark, personally, was that he was ALL about throw mix-ups. I also hated this, though; If you didn't master getting into the enemies head + knew exactly what move  or movement to do, to counter each situation, Clark felt like a gimped Ralf.

Ralf fit the combo style of KoF, and had the AB. So many other grapplers seemed like a better take on what Clark wanted to be, for KoF, so the only reason to like Clark was because you liked HIM, lol. I did like his Multi-part throw style a lot, but Mary or Shermie did about the same, but a bit better.

In XIII, I feel he's expanded well as his own person, but not as much as I'd like. I think the new Ultra Guardpoint AB should now give him a bit of his old "frankenstiener on wakeup" trickery back, which I'm very happy with, and I agree mAsTarOth, he has better combo options than ever. He also does very nice damage when he LANDS a backbreaker, but compared to the big drive-cancel /HD mode people of the game, he feels like he stops earlier. So while his base combo potential might be higher, I don't know if it evens out, in the end?
see a perfect example is XI Clark... he is the best Clark of the series to date... next best one would probably be 2K2:UM then 97... the reason he was so good in those versions was cause of his normals and mind games... hit confirming wasn't even a question... it was all or nothing at all times... pure mind game and rush down... his normals were the only thing he could really relied on for anything that was safe either defensively or offensively...

for XIII i feel that aspect of his gameplay changed... they gave him hit confirms... they gave him actual combos rather than ??? XX SAB... so from that point of view, they actually re-made Clark like they remade Ralf... Ralf lost ALL of his unsafe invincible stuff he had and now he plays like a solid striking character with safe defensive and offensive tools... as for Clark, he still has most of his specials that he had in the past.. the only difference is, he HAS to actually rely on them now... cause they ARE useful now and they all have their purpose... he doesn't even have 1 special that is NOT worth using...

while all this is true, Clark should have become a really good character... but he is the worst grappler in XIII... imo SNK didn't go wrong at all by changing the way Clark did... they intended for his gameplay to be more defensive now... and tone down the high risk factor... the only problem here is, his defense without meter isn't really that good... due to his normals not being as good as XI, he can't rely on them as much to keep rush down characters away... also frankensteiner is gone (lets hope auto-guard SAB will be almost as good)... on top of this his offensive options aren't the best either... opponents aren't scared of Clark like they were in XI... even when they know that IF they get hit they'll loose a lot of life... why is this? it's cause XIII Clark's pressure game is not as strong as before... a very simple fix to this would be 2 simple things...

1. improving his command hop (make it actually worth using)
2. giving him a running air throw (looks the same as his normal run)

those 2 buffs would suddenly put INSANE fear in the opponent of Clark ever approaching them... and cause them to retaliate in all sorts of dumb ways and Clark then would just rip them apart for their mistakes...
Title: Re: Clark Still
Post by: bigvador on October 04, 2011, 04:00:16 AM
come to think about it clark seem the same as ralf now (combo wise) but when you look at clark in XI i believe they took away the gatlin attact which imo made him the some what simular to ralf kinda (i think i lost my train of thought)
Title: Re: Clark Still
Post by: Ashspiralingblood on October 10, 2011, 09:39:15 PM
I'm surprise that clark doesn't have the option to follow death lake drive after light/hard volcan punch, I really wish death lake drive was its own command move for ex ( say kyo was about to do a jumd d, I could see doing  ;fd ;dn ;df  ;a/ ;c  would make an ok anti air, just throwing some ideas out there, I could see ex death lake drive causing a ground bounce similar to Iori ex command grab), I like what they did for Mai on the console, wish Clark could get some of the loving mai is receiving, his guard properties on his B SAB is a good start, at least give the tools he have more purpose

Title: Re: Clark Still
Post by: bigvador on October 11, 2011, 12:17:14 AM
I'm surprise that clark doesn't have the option to follow death lake drive after light/hard volcan punch, I really wish death lake drive was its own command move for ex ( say kyo was about to do a jumd d, I could see doing  ;fd ;dn ;df  ;a/ ;c  would make an ok anti air, just throwing some ideas out there, I could see ex death lake drive causing a ground bounce similar to Iori ex command grab), I like what they did for Mai on the console, wish Clark could get some of the loving mai is receiving, his guard properties on his B SAB is a good start, at least give the tools he have more purpose



well the death lake drive isnt a command move its just a regular air throw there for no ex he really only needs a command air throw cause i dont think there is anyway that he can use HD maybe besides gatling attack to vulcan punch
Title: Re: Clark Still
Post by: Rex Dart on October 11, 2011, 01:22:45 AM
Great Clark on display here:

2nd match especially. (http://youtu.be/o1Xgueo2nyM)

At 4:07 he pulls off an impressive 16-hit combo. Can anyone actually notate this combo?

EDIT: Sorry, link should work now.
Title: Re: Clark Still
Post by: Demoninja on October 11, 2011, 01:31:09 AM
Link doesn't work for me.
Title: Re: Clark Still
Post by: bigvador on October 11, 2011, 01:48:33 AM
i got the 404 code and couldnt see it can u post up the name of the video
Title: Re: Clark Still
Post by: Demoninja on October 11, 2011, 05:50:13 AM
j.A cr.A db~f+C (DC) mash P (DC) db~f+AC db~f+C mash P db~f+P nj.D

It should be that. I'm not sure what the last db~f+P is but it should be another C.
Title: Re: Clark Still
Post by: Rex Dart on October 11, 2011, 06:09:32 AM
It's only one DC, although I had to double-check.

Looks to be about 30% damage. Only impressive considering it's Clark and he didn't use any throws to get that damage.
Title: Re: Clark Still
Post by: bigvador on October 11, 2011, 08:16:26 AM
wow only 1 DC and that combo carried liz to the corner pretty fast but i do wonder could he have done ex gatling attack to make liz go higher and keep juggling her with out DC i mean the gatling attack was doin 2 hits while she was in the air so i would think ex would do 3 (i think on the ground its 4 not sure) and launch her higher

man that 1 heck of a combo maybe instead of j.D he should have thrown her (just throwin thing out now :))
Title: Re: Clark Still
Post by: Kane317 on October 11, 2011, 09:53:18 AM
j.A cr.A db~f+C (DC) mash P (DC) db~f+AC db~f+C mash P db~f+P nj.D

It should be that. I'm not sure what the last db~f+P is but it should be another C.

Minor correction:

j.A, d.A, A Gatling Attack, Vulcan Punch (1hit), [DC] Ex Gatling Attack, C Gatling Attack, Vulcan Punch, A Gatling Attack, j.D
Title: Re: Clark Still
Post by: t3h mAsTarOth...! on October 12, 2011, 06:22:24 PM
how can you connect Volcan Punch after A Gatling mid-screen? is there a video of this combo? this sounds fucking epic for Clark... Clark switching from mr. grappler to mr. juggle master?!1!?1!?!!
Title: Re: Clark Still
Post by: bigvador on October 12, 2011, 06:28:55 PM
how can you connect Volcan Punch after A Gatling mid-screen? is there a video of this combo? this sounds fucking epic for Clark... Clark switching from mr. grappler to mr. juggle master?!1!?1!?!!

go back a page rex put up a video he use DC to connect volcan punch after gatling
Title: Re: Clark Still
Post by: t3h mAsTarOth...! on October 13, 2011, 01:11:00 AM
OMG... i just watched that video... damn... at first glance XIII Clark seemed meh... but as time passes, i keep seeing more and more things that amazes me about him... XIII Clark seems to be a combo/juggle machine... imo he has great momentum... you can reset or KD the opponent after all your combos... a little better version of that combo would be...

j.C, ("cr.B, cr.A" or "S.D"), A Gatling Attack, Vulcan Punch (1hit), [DC] Ex Gatling Attack, C Gatling Attack, Vulcan Punch, A Gatling Attack, j.D...

you should be able to replace the second vulcan punch for an EX version and follow-up with SAB/UAB...
Title: Re: Clark Still
Post by: bigvador on October 13, 2011, 01:16:00 AM
wouldnt u need at least one ex after the DC to keep em in the air longer
Title: Re: Clark Still
Post by: t3h mAsTarOth...! on October 13, 2011, 01:24:20 AM
what do you mean? "Vulcan Punch (1hit), [DC] Ex Gatling Attack," that's the only part of the combo where you spend any meter...

what's more amazing guys is my version will actually build more than 1 DM meter back and also nearly build 50% of HD meter... so you'll do 40%+ damage... and have enough meter to do it again right away... this is sweet...
Title: Re: Clark Still
Post by: bigvador on October 13, 2011, 01:28:01 AM
sorry i didnt notice the EX gatling but if he used 2 would he be able to do more
Title: Re: Clark Still
Post by: Kane317 on October 13, 2011, 02:17:21 AM
j.C, ("cr.B, cr.A" or "S.D"), A Gatling Attack, Vulcan Punch (1hit), [DC] Ex Gatling Attack, C Gatling Attack, Vulcan Punch, A Gatling Attack, j.D...

you should be able to replace the second vulcan punch for an EX version and follow-up with SAB/UAB...

Nope, the Ex Vlucan punch only allows a follow up on the ground, this is a juggle.
Title: Re: Clark Still
Post by: bigvador on October 13, 2011, 02:59:46 AM
j.C, ("cr.B, cr.A" or "S.D"), A Gatling Attack, Vulcan Punch (1hit), [DC] Ex Gatling Attack, C Gatling Attack, Vulcan Punch, A Gatling Attack, j.D...

you should be able to replace the second vulcan punch for an EX version and follow-up with SAB/UAB...

Nope, the Ex Vlucan punch only allows a follow up on the ground, this is a juggle.

well couldnt he finish up with the throw in the air j AC i think it was instead of a reset
Title: Re: Clark Still
Post by: Demoninja on October 13, 2011, 03:36:50 AM
Oh whoops sorry about that, I don't know why I saw two (DC) in that combo. I wasn't sure about the A/C gatlings because I know that if you do C gatling you get another and I could not remember which for the life of me.
Title: Re: Clark Still
Post by: Kane317 on October 13, 2011, 03:45:47 AM
j.C, ("cr.B, cr.A" or "S.D"), A Gatling Attack, Vulcan Punch (1hit), [DC] Ex Gatling Attack, C Gatling Attack, Vulcan Punch, A Gatling Attack, j.D...

you should be able to replace the second vulcan punch for an EX version and follow-up with SAB/UAB...

Nope, the Ex Vlucan punch only allows a follow up on the ground, this is a juggle.

well couldnt he finish up with the throw in the air j AC i think it was instead of a reset

The thing with his air throw is that it's kinda dependent on how the opponent is hit right before it (and how it makes them spin), basically if you see ppl go for the j.D chances are the air throw won't work.    

e.g A Gatling, A Gatling, j.D works but air throw does not.
Title: Re: Clark Still
Post by: t3h mAsTarOth...! on October 13, 2011, 05:19:46 AM
Nope, the Ex Vlucan punch only allows a follow up on the ground, this is a juggle.
damn... that would be soo cool... oh well... his juggles are still awesome...
Title: Re: Clark Still
Post by: bigvador on October 13, 2011, 05:54:08 AM
j.C, ("cr.B, cr.A" or "S.D"), A Gatling Attack, Vulcan Punch (1hit), [DC] Ex Gatling Attack, C Gatling Attack, Vulcan Punch, A Gatling Attack, j.D...

you should be able to replace the second vulcan punch for an EX version and follow-up with SAB/UAB...

Nope, the Ex Vlucan punch only allows a follow up on the ground, this is a juggle.

well couldnt he finish up with the throw in the air j AC i think it was instead of a reset

The thing with his air throw is that it's kinda dependent on how the opponent is hit right before it (and how it makes them spin), basically if you see ppl go for the j.D chances are the air throw won't work.  

e.g A Gatling, A Gatling, j.D works but air throw does not.

WOW what BS i mean here you got raiden ending his combos with his throw (even tho it is a command) and yet clark cant really finish his the right way.

i believe the only thing he could have done was his Neo Max (even tho he did have 3 stocks) im tellin ya he needs a real combo finisher at least
Title: Re: Clark Still
Post by: t3h mAsTarOth...! on October 15, 2011, 07:45:49 PM
so far liking the changes on Clark for the console version... a faster f+BD and auto-guard on weak SAB... all good... kind of confused about the vulcan punch being able to cancel... do they mean that we will be able to cancel vulcan punch into any special without DCing?
Title: Re: Clark Still
Post by: SAB-CA on October 15, 2011, 08:44:07 PM
Lets bring the changelist into this thread, so others can know what we're talking about:
Quote
Clark
* His Stepping (Forward+BD) is faster
* Weak SAB has full-body autoguard but comes out slower than before
- EX SAB > Flying Elbow can be [strike]MAX[/strike] SUPER 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 Gateling gets blocked, the Afterattack 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.

I'm wonder about his Vulcan punch canceling, too.

The video had him HD cancelling Vulcan punch GATTLING ATTACK (I always mix up these names, argh.) into ANOTHER Gattling Attack, which I didn't think was possible under this game's system. So what EXACTLY is he doing?

If he really gets free SAB's out of Vulcan Punch, that'd be a nice addition to his game, bordering on broken, lol. It would return his ability to make his throws a threat at a distance, and give him a new grapple-centric midscreen B&B. Bah, once again, I'm mixing up Gattling and Vulcan, lol. Gattling free Cancel would be near-broken, Vulacan cancel would just be a nice extra bit of damage, but it might help him build some meter, plus give him new cancels, potentially?

The Video in question, BTW:

KOFXIII既存キャラ調整1 (http://www.youtube.com/watch?v=YQd_Q_RrCIs#ws)

Clark portion starts at 36 seconds, the Gattling cancel combo starts at 43 seconds.
Title: Re: Clark Still
Post by: t3h mAsTarOth...! on October 15, 2011, 11:00:55 PM
I'm wonder about his Vulcan punch cancel, too. The video had him HD cancelling Vulcan punch into ANOTHER Vulcan punch, which I didn't think was possible under this game's system. So what EXACTLY is he doing?

If he really got free SAB's out of Vulcan Punch, that'd be a FANTASTIC change to his game, bordering on broken, lol. It would return his ability to make his throws a threat at a distance, and give him a new grapple-centric midscreen B&B.
in the video he did...

s.C *2 hits*, HD, cr.C, b~f+C *2 hits*, HDC, b~f+C *2 hits*, HDC, b~f+C, vulcan punch, HDC, NM...

so do they mean we can cancel gatling attack into gatling attack now? instead of cancelling vulcan punch into something else? no idea... either way... really thankful to SNK for the buffs for Clark... he really needed those... the weak SAB will be an excellent anti-air like dp+K was... and his front step seems to be just perfect... a 50/50 game of whether he'll grab you after he hops... or he'll continue his pressure string...
Title: Re: Clark Still
Post by: bigvador on October 16, 2011, 12:37:46 AM
I'm wonder about his Vulcan punch cancel, too. The video had him HD cancelling Vulcan punch into ANOTHER Vulcan punch, which I didn't think was possible under this game's system. So what EXACTLY is he doing?

If he really got free SAB's out of Vulcan Punch, that'd be a FANTASTIC change to his game, bordering on broken, lol. It would return his ability to make his throws a threat at a distance, and give him a new grapple-centric midscreen B&B.
in the video he did...

s.C *2 hits*, HD, cr.C, b~f+C *2 hits*, HDC, b~f+C *2 hits*, HDC, b~f+C, vulcan punch, HDC, NM...

so do they mean we can cancel gatling attack into gatling attack now? instead of cancelling vulcan punch into something else? no idea... either way... really thankful to SNK for the buffs for Clark... he really needed those... the weak SAB will be an excellent anti-air like dp+K was... and his front step seems to be just perfect... a 50/50 game of whether he'll grab you after he hops... or he'll continue his pressure string...

but i still think he lacks a proper anti air i mean valcan punch can get the job done but if the opponent is hopping and mixing it up i dont think you would want to take that risk and even for weak SAB it comes out in 1 frame (i think) so if he takes a hit in the air wouldnt the grab come out before opponent land?
Title: Re: Clark Still
Post by: Aenthin on October 16, 2011, 01:53:15 AM
In the video, it says Vulcan Punch.

Just a theory though. Supposing that wasn't a Gattling Attack chain, but rather a Gattling Attack > Vulcan Punch > Gattling Attack chain. It's just that Vulcan...was cancelled on startup before the hit detection frames appear, just like what the changes say.

In other words, it's not that Gattling Attack is chaining itself, they're canceling Vulcan Punch even before you get a chance to see him move.
Title: Re: Clark Still
Post by: SAB-CA on October 16, 2011, 02:13:19 AM
I corrected my incorrect names in the post above... I get Gattling and Vulcan mixed up too often. Sorry for any confusion!

but i still think he lacks a proper anti air i mean valcan punch can get the job done but if the opponent is hopping and mixing it up i dont think you would want to take that risk and even for weak SAB it comes out in 1 frame (i think) so if he takes a hit in the air wouldnt the grab come out before opponent land?

The new Autoguard is in no-way itself a 1-frame move, as the autoguard is part of it's startup. It could be a very solid anti-air really, depending on what you're getting attack by. For example, it could totally shut down basically any diving attack in the game (Phoenix Arrow, Musasabi no Mai, etc), and do more damage in return than a DP.

Don't forget he also has an Air throw.

I know it's not exactly the same as a command-motion Death Lake Driver AA, but it's still decent options, placed right alongside his Vulcan punch.

In the video, it says Vulcan Punch.

Just a theory though. Supposing that wasn't a Gattling Attack chain, but rather a Gattling Attack > Vulcan Punch > Gattling Attack chain. It's just that Vulcan...was cancelled on startup before the hit detection frames appear, just like what the changes say.

In other words, it's not that Gattling Attack is chaining itself, they're canceling Vulcan Punch even before you get a chance to see him move.

A good theory, and one that's very likely. So the HD cancel would do cancelling the Gattling into the Vulcan punches, and the Vulcan to Gattling is a free cancel.

Considering both moves kinda re-float in corner juggles, could clark get a nasty, drive-meterless corner juggle out of this? Plus some nice Drive-using midscreen combos that let him link more moves and damage, for fairly low cost? Guess we'll have to wait & see!
Title: Re: Clark Still
Post by: Nagare_Ryouma on October 16, 2011, 05:30:40 AM
I personally think that Napalm Stretch would fix this hole thing.
It could work just like Raiden's Bomber. If you made the normal version, you need to get ahead of the opponent, with ex version, you just win in the air no matter what.
Napal Strech with give him a semi-anti air, plus que would get another command throw (he is a grappler but only has 1).
I think that would made Clark dangerous and would also allow him to fully exploit mind games....wich is what grappers and best at.
Title: Re: Clark Still
Post by: bigvador on October 16, 2011, 06:46:37 AM
I corrected my incorrect names in the post above... I get Gattling and Vulcan mixed up too often. Sorry for any confusion!

but i still think he lacks a proper anti air i mean valcan punch can get the job done but if the opponent is hopping and mixing it up i dont think you would want to take that risk and even for weak SAB it comes out in 1 frame (i think) so if he takes a hit in the air wouldnt the grab come out before opponent land?

The new Autoguard is in no-way itself a 1-frame move, as the autoguard is part of it's startup. It could be a very solid anti-air really, depending on what you're getting attack by. For example, it could totally shut down basically any diving attack in the game (Phoenix Arrow, Musasabi no Mai, etc), and do more damage in return than a DP.

Don't forget he also has an Air throw.

I know it's not exactly the same as a command-motion Death Lake Driver AA, but it's still decent options, placed right alongside his Vulcan punch.

i thought it was a 1 frame weak SAB was a 1 frame move and when the auto guard ends it still comes out in 1 frame??

I personally think that Napalm Stretch would fix this hole thing.
It could work just like Raiden's Bomber. If you made the normal version, you need to get ahead of the opponent, with ex version, you just win in the air no matter what.
Napal Strech with give him a semi-anti air, plus que would get another command throw (he is a grappler but only has 1).
I think that would made Clark dangerous and would also allow him to fully exploit mind games....wich is what grappers and best at.

agreed i mean adding a anti air with all his otha buffs would have made him more complete (at least to me) but just lookin at clark as a grappler by itself then i would say hes way behind compared to some otha grapplers even though that hop is the best tool any grappler can have....

but its like i said before XIII is real combo based and it seems like grappling characters dont belong and the ones who are in have good strikes to do combos and to keep it rolling in HD (come to think about it i havnt seen goro in HD drive)

I do find it odd how clark has gatling attack and yet ralf dont have SAB..... im just sayin
Title: Re: Clark Still
Post by: t3h mAsTarOth...! on October 16, 2011, 01:46:40 PM
guys honestly at this point i see no point on asking for more... if every grappler had every option, none of them would be unique... imo, so far XIII has done an excellent job on making characters unique... they even took cookie cutter characters and made them awesome... in XIII all the grapplers are quite different...

Raiden... freaken top-tier... has a multi-throws, multi-tackles, multi-DMs, acid spits, cross-ups, DROPKICKS... great in any position... anything else you wanna add SNK? maybe a full screen unblockable grab? hahahahaha...

Vice... versatile grappler... has short/long range grabs... ground/air grab DMs... shoulder tackles... Liz's s.A anti-air > EX > ... like combo... good as a battery or second...

Goro... most pure grappler... a grab for every situation... ground/air/otg/invincible grabs... counter NM *571 dmg*... command rolls... ground pound... counter wire... good as a battery...

Clark... only throw character with just 1 command throw... good pressure game now with improved f+BD... anti-air options improved with auto-guard SAB... really good juggle potential... good as a battery...
Title: Re: Clark Still
Post by: SAB-CA on October 16, 2011, 04:51:40 PM
Nagare_Ryouma: He should be able to work those same Mindgames with Faster Step + Air throw, though. (Step -> SAB), (Step, 2nd Step to catch the back roll -> SAB), (Step, Autoguard SAB) (Step, Hyperhop Air throw), etc... Could probably even (Step -> Counter Hit CD -> Neomax!), lol.

mAsTarOth: Everyone wants every character to be a jack of all trades, but we already have 2 grapplers in the game with easy-AA DP grapples. I think Clark's buffs and use of Gattling prove that he's the "Fight on the ground, by my rules" grappler of the game, so he actually has very generous anti-air options already. Jet Upper, Hop Air throw, Vulcan Punches, and EX Gattling, and even his Neomax can be used as an AA...

So I agree with your summaries a lot. If a person liked "X" element with a character in the past, XIII makes it so there's PROBABLY a character out there that HAS that element, if you're willing to learn someone new.

I really like this myself. It makes each character worth playing.

bigvador:

Yeah, the grab potion is the regular SAB, but the "autoguard" has to be counted as "Start Up" on the move too. 1 frame grabs in KoF are grabs that are instantly active (1 frame of startup), after activation, that can punish faster than any other move. Weak SAB isn't that by definition. It's a slow-to-start grab. It's use is totally different.

It's like Vice's old "Blackend" throw, which had non of the bonuses of 1 frame throws (couldn't be combo'd into, wasn't fast enough to use VS 1-frame punish situations), but it's slow start up had invincibility, allowing you to use it as a wakeup, reversal, anti-rushdown tool, a throw that could actually work in blockstrings (since it's startup took longer, they could recover from hitstun just as the "grapple" happened), etc. It makes me very happy to use Clark and Vice together, since they both have elements of something I loved in each character, back in past games.

Also, SAB is so unique to Clark, that he even has a DM & EXDM Version of it, and a special followup from the normal one. Plus with his console version of the move, he gets Super cancel after the EX version. Argentine Back Breakers are Clarks SPECIALITY. They're his very reason for existing in this game. I'm a bit sad he lost the unique poses in the DM version, but anyway...

It's the same reason, say, Mature doesn't have "Decide"  anymore; the move has been made into a cornerstone of Vice's gameplay, and has been left out from Mature, to increase character uniqueness.

Ralf is a pure puncher in this game. He punches explosions out the ground, he punches people on the ground while mounting them, he has the most powerful punch in existance as a DM, he has a punch autoguard counter, and he can link his Punch special moves together in a way unlike anyone else... a SAB would totally go aganist everything else he has. The only thing that was unique about Ralf's SAB before (the fact it had autoguard) has now been given to Clark too!

If they were to give Ralf a command throw / command unblockable like Robert's in the future, I'd either like to see it be more punching (Like Kevin Ryan's gutpunch grapple), or a return of his old Northern Lights throw.

-----

Back to Clark, though; I do think people are kinda sleeping on his Air Throw, and on the use of Death Lake Driver to end his ground combos. I look forward to seeing (and using) him more properly and well-rounded once the console version hits!
Title: Re: Clark Still
Post by: bigvador on October 16, 2011, 08:29:43 PM
ill talk about ralf in the ralf thread i want to stay on the clark on this one

i guess i just cant really see clark as a grappler like he was back in the day. I look at him now and to me he kinda incomplete and i wouldnt really consider him a grappler type character. I mean i see he has tools to set his SAB i mean auto guard and hop i dont think you would need anything else but with those same tools he could have set up with his Frankensteiner at least (i consider that a get out of the corner move)

mAsTarOth: that is a very good point and i dont even see how i can say something against that but with thats said i can only see the first 2 things you said about clark is very true but the rest dont really click with me he do have juggle potential and im still not sure about his anti air (i dont really understand the auto guard just yet i guess i have to see it rather then be explained) with the juggle i feel its just back up just in case you cant catch someone with SAB which there is nothing wrong with that but then i start to think of ralf cause i know that is what is better at (alot better)

SAB-CA: your right people are sleeping on his air throw but i think its only because we really havnt seen it put into action. Like iv seen it used but not really seeing its full ability. Even though you did give a good explination of the auto guard im not sure if i get it but i wanna say (to sum it up in my head) if he was to do the weak SAB with nobody attacking then its 1 frame or maybe more cause auto guard has to activate then the start up comes out for the SAB (somethin like that)

all in all i would just about compare him to raiden more then ralf cause he can juggle and grab 50/50 thats the way i see it but all that aside clark dont need anything else like mAsTarOth said before which i do understand and i know i just cant fully understand where they too clark with in XIII but i cant wait to find out!!!
Title: Re: Clark Still
Post by: SAB-CA on October 16, 2011, 09:04:42 PM
*nod* Yeah, understandable about Ralf, don't wanna get too far off character, haha.

With the Autoguard SAB, Clark Stands there with his arms out, even if you don't attack him. Minus the bit of hitstun you see when people attack him, that's about how long he stands still. Apparently, he can't cancel this autoguard stance, either, so he's stuck in the move, until he lands the throw, or whiffs the animation.

I can agree that it'd be great to see Clark with more back, especially since he had SO MUCH in the past, including 3 different throws off of his dashing tackle, including the fantastic Rolling Cradle, a dashing grapple to punish those who were ducking, and invincible, slow-to-start grapple that lead to fantastic mixups (the frankensteiner), anti-air command throw, UAB, Running Three, etc, etc... he was the perfect example of a character who had  moves atop of moves atop of moves, when the use of 1 well, could take the purpose of 3 others, lol.

All I ever personally want for Clark, is some solid Horizontal control with his throws. Maxima's taken that to a new level now, with his Maxima Press, though. Clark has a quicker variety with "Step" now. If his Step allows him to do pressure-blockstrings and mixups into SAB, I'll be happy! :)

Gattling Attack itself being cancelable into SAB on ground, or followed up into DLD after the strong / EX version still gives Clark that "I own the Horizontal space!" feel in a unique way, which I'm always happy for. Maxima lost Maxima Scramble but gained Press, Clark lost his run tackle, but gained new options off Gattling. It kinda works out!
Title: Re: Clark Still
Post by: bigvador on October 16, 2011, 09:44:11 PM
can argue with that and i didnt even think of him being able to cancel gatling attack into SAB thats some good damage come to think about it if i couldnt even think of somethin like that with clark then i really must consider him a grappler.... im not sure but i believe clarks gatling only 2 hits and the EX is 3???
Title: Re: Clark Still
Post by: t3h mAsTarOth...! on October 17, 2011, 05:14:23 AM
i love what they did to Clark/Ralf both... and most others too... imo XIII gives every character their own gimmick (like GG/BB... not as extreme but in a more simplistic KOF way)... before XIII *xii doesn't count* a few KOF characters never felt so unique and fun to play or watch... i.e. Ash, Maxima, Takuma, Chin, Yuri, Shen, Clark, Ralf...

this is the best version of Clark as far as style goes... he always had been the SAME Clark with the same god damn w/e > SAB/DM combos since '94... it is VERY refreshing to see Clark do something completely DIFFERENT for once... he is like a NEW character... come on... who ever thought of Clark doing corner to corner JUGGLES?!1!? his pressure game kinda reminds me of Ramon's pressure game but not as crazy...

same goes for Ralf... he sucked as far as style was concerned... now he has a whole DIFFERENT gameplay... bombs? Ralf being SAFE? Ralf having more than 2 hit AND hit-confirmable COMBOS? he is also like a brand NEW character...

for once Clark/Ralf can't be compared in any way *minus normals of course*... their Gatlings and Vulcans work differently... gameplay wise they are have a totally different approach... same goes for flame vs. claw Iori... awesome work SNK...
Title: Re: Clark Still
Post by: bigvador on October 17, 2011, 06:29:08 AM
Hold on now XII counts as much as any otha fighting game and if you really look at it XII was a test run for XIII (even tho XIII was supposed to be XII) all in all XII was still good and I was playing XII before any otha KOF so if XII got me hooked on KOF then XII still counts.

Once again i dont want to get into it with ralf cause this aint his thread and the only thing ill say is that before this upgrade he had style and good hit confirms and...... yea this aint his thread

this game is more combo based so i cant say that im that surprised that hes doin corner combos now how long he can keep it up is a different story but my real thing is the buffs that hes got is really for him to get in and to set up his SAB and had he have more grapples then maybe he could have had more options
Title: Re: Clark Still
Post by: Homies Over Shotos on October 17, 2011, 07:48:09 AM
Now that Clark got some buffs, I declare Clark a Man

Orgazmo Theme Song-Now You're A Man (http://www.youtube.com/watch?v=oiXaT_1I-vw#)
Title: Re: Clark Still
Post by: LouisCipher on October 17, 2011, 03:39:17 PM
^^

We need a Like feature.
Title: Re: Clark Still
Post by: Saitsuofleaves on October 17, 2011, 07:18:26 PM
^^

We need a Like feature.

We also need someone to spam the hell out of it.  A Like Feature just isn't as homey without Like's everywhere.
Title: Re: Clark Still
Post by: Kane317 on October 17, 2011, 09:40:40 PM
It's true Clark doesn't feel as a focused grappler as he did in the past.  Which the exception of Shermie, he was *the* grappler for KOF followed closely by Goro.

I think partially it has to do with SNK wanting to differentiating the two "Curross Changas", but also to help him adapt to the XIII [HD]/[DC] system which I feel that finally got it right with the console changes. 
Title: Re: Clark Still
Post by: bigvador on October 18, 2011, 07:45:15 AM
*nod* Yeah, understandable about Ralf, don't wanna get too far off character, haha.

With the Autoguard SAB, Clark Stands there with his arms out, even if you don't attack him. Minus the bit of hitstun you see when people attack him, that's about how long he stands still. Apparently, he can't cancel this autoguard stance, either, so he's stuck in the move, until he lands the throw, or whiffs the animation.

I can agree that it'd be great to see Clark with more back, especially since he had SO MUCH in the past, including 3 different throws off of his dashing tackle, including the fantastic Rolling Cradle, a dashing grapple to punish those who were ducking, and invincible, slow-to-start grapple that lead to fantastic mixups (the frankensteiner), anti-air command throw, UAB, Running Three, etc, etc... he was the perfect example of a character who had  moves atop of moves atop of moves, when the use of 1 well, could take the purpose of 3 others, lol.

All I ever personally want for Clark, is some solid Horizontal control with his throws. Maxima's taken that to a new level now, with his Maxima Press, though. Clark has a quicker variety with "Step" now. If his Step allows him to do pressure-blockstrings and mixups into SAB, I'll be happy! :)

Gattling Attack itself being cancelable into SAB on ground, or followed up into DLD after the strong / EX version still gives Clark that "I own the Horizontal space!" feel in a unique way, which I'm always happy for. Maxima lost Maxima Scramble but gained Press, Clark lost his run tackle, but gained new options off Gattling. It kinda works out!

2011-10-09 【新宿カーニバル KOF XI Single大会 Part1 (http://www.youtube.com/watch?v=zFQXMT3WwMA#)

kinda off the subject but is this what you mean about auto guard at 4:46
Title: Re: Clark Still
Post by: Aenthin on October 18, 2011, 03:43:32 PM
Clark's autoguard is slightly different though. In 2003 (and yeah, I think also in XI), Ralf only had top body autoguard...which the video you posted didn't quite show. Clark's is full body.
Title: Re: Clark Still
Post by: SAB-CA on October 18, 2011, 04:07:35 PM
Yeah, that vid is kinda weird. The only thing it really showed was a lot of startup on the grapple (as it didn't instantly go into the grab animation when the move was attempted. He has a "wind up" start time).

But no, Autoguard itself is the ability to take hits while beginning the move. As Aenthin pointed out, Ralf only had upper body (could absorb hits above the waist), which the vid didn't show (he didn't get hit).

At 38 seconds in, you see Clark's new Autoguard SAB. It's made of 2 portions: "Throw out arms" and then the regular SAB body toss.

KOFXIII既存キャラ調整1 (http://www.youtube.com/watch?v=YQd_Q_RrCIs#ws)

The "Throw out arms!" part he does, before the grab and toss, is where he has the guard. His C version grapple is the same instant-grab that we all know and love.

It's very rare in KoF, for anyone to get full body autoguard. Even Maxima, the master of Autoguard / Guardpoints, doesn't have any full-body ones without EX. It's a pretty big buff to Clark, really... He'll be able to absorb fireballs people chase after, and throw the attacker, counter quick-travel moves like K' "SHADAAAA!" Kick with a little anticipation, eat air dives, absorb multi-hit close normals, stop low / high mixups, and absorb DMs / EX DMs / Neomax's with no damage. Twitchy counter opponents who try to jab out of blockstrings will be defeated as soon as the match starts, lol.
Title: Re: Clark Still
Post by: Nagare_Ryouma on October 18, 2011, 05:21:43 PM
I don´t think Clark was as useless as people though, but he clearly needed some help.
Without Frankensteiner, Napalm Stretch and another super, I think it is fair that he got some improvements, even if it means full-body autoguard. He will loose that as soon as Frankensteiner is back in a future installment.
I'm happy about these changes, eventhou I am not a Clark user.
Title: Re: Clark Still
Post by: t3h mAsTarOth...! on October 18, 2011, 05:39:58 PM
uhh actually the new full body auto-guard is better at countering hits than frankensteiner... think of safe moves that won't be safe... Yuri does dive kick which is + frames on block? unsafe... Leona's grand saber? unsafe... Shen's dash punch? unsafe... any move that is safe due to pushback like fireballs will also be unsafe... since the auto-guard absorbs the hit, Clark won't get pushed back... as long as they are grounded, they will b unsafe... this is a huge buff...

@ bigdavor: the auto-guard works as a timed thing... if you time it right, you'll catch opponents even if they don't attack from a hop... you'll catch them as they land... the only thing that might beat the auto-guard is empty hops into 1 frame throws or 1 frame DMs...
Title: Re: Clark Still
Post by: SAB-CA on October 18, 2011, 05:50:26 PM
I don´t think Clark was as useless as people though, but he clearly needed some help.

Agreed. Clark had a great showing in some of the "After DUEL" KCE vids from yestarday. People make it sould like he should never have a chance, but he toppled some of the best with proper usage. He'll have even MORE ability to do that now. Low Tier in KoF XIII isn't the same as Low Tier in, say, MvC or Original SFIV; the gap isn't nearly as big, I'd say.

uhh actually the new full body auto-guard is better at countering hits than frankensteiner... think of safe moves that won't be safe... Yuri does dive kick which is + frames on block? unsafe... Leona's grand saber? unsafe... Shen's dash punch? unsafe... any move that is safe due to pushback like fireballs will also be unsafe... since the auto-guard absorbs the hit, Clark won't get pushed back... as long as they are grounded, they will b unsafe... this is a huge buff...

Yup, this is how I feel too. The only thing this Autoguard SAB probably WON'T do as well as Frankenstiener, is that the move had HUGE grapple range; This autoguard will probably be easier to escape from, but that's why Clark has a Hop + Gattling attack, now.

I just wait for the day that Clark wins a match VS Athena's EX Shining Crystal Bit, by totally absorbing all 20-some hits of it, lol. Or resist all 99 hits of Ralf's Neomax with it. It's all very unlikely to see, but should all be possible.
Title: Re: Clark Still
Post by: LouisCipher on October 19, 2011, 02:56:56 AM
Only thing I'm concerned with is if the online is bad that could make Clark the de-facto character to troll with... that and Nude Raiden.
Title: Re: Clark Still
Post by: bigvador on October 19, 2011, 09:08:36 AM
i just realized that his name on here is Clark STILL i thought it was Steel

anyway i noticed when i was playing with him he as a great way of setting up his SAB jump or hop D into SAB i cant believe that works
Title: Re: Clark Still
Post by: t3h mAsTarOth...! on October 19, 2011, 10:16:12 AM
you mean whiff j.D > SAB? if you think about using it, don't... keep your jump-ins solid... Clark should be doing running SABs instead... (ff~hcF~A/C)
Title: Re: Clark Still
Post by: bigvador on October 19, 2011, 11:27:39 AM
you mean whiff j.D > SAB? if you think about using it, don't... keep your jump-ins solid... Clark should be doing running SABs instead... (ff~hcF~A/C)

guess i forgot to say whiff anyways yea it works very well just cant keep doin it the hole time
Title: Re: Clark Still
Post by: SAB-CA on October 19, 2011, 03:16:09 PM
Only thing I'm concerned with is if the online is bad that could make Clark the de-facto character to troll with... that and Nude Raiden.

Meh, the same people who'd do that, would also be picking Raiden, and spamming "READYYYY..... GOOOOO!"'s autoguard. With a dash of Athena / Kensou Fireball spam! At least with Clark, you can stand away, let them spam, and then punish accordingly.

i just realized that his name on here is Clark STILL i thought it was Steel

The "Steel" was seen as too obvious a reference to "CLARK Kent, AKA Superman, the man of STEEL", so it was changed to "Still" years ago.
Title: Re: Clark Still
Post by: Kane317 on November 01, 2011, 06:04:07 AM
First page has been updated with 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 Gateling gets blocked, the Afterattack 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
Post by: Rex Dart on November 04, 2011, 02:39:03 AM
http://ja.twitch.tv/exdragonproject/b/299005327 (http://ja.twitch.tv/exdragonproject/b/299005327)

@1:10:00-ish, Clark's weak SAB autoguards Leona's jD, Leona goes for a grab, but Clark is able to tech it. So full-body autoguard AND he can still get out of throws. Outside of other command grabs, they only option is to try to stay out of range.

Scary shit.
Title: Re: Clark Still
Post by: LouisCipher on November 04, 2011, 08:19:07 AM
This is like karmic revenge for me. As some of you know, I main Alex in 3rd Strike. And one thing I really hate about Alex is being thrown out of my powerbomb setups. So this... goddamn I feel like the terminator when he brings out the Minigun.

AND he can use it to absorb a projectile and take no damage? I was thinking of using Ryo for his parries but I guess not at this point.
Title: Re: Clark Still
Post by: marchefelix on November 17, 2011, 06:41:26 PM
Question: why don't people use the follow up to Gatling Attack? I think it's a better combo ender than a jumping D.

Is it that it does little damage or is it just not convenient?
Title: Re: Clark Still
Post by: LouisCipher on November 17, 2011, 08:29:14 PM
I would guess reset potential.
Title: Re: Clark Still
Post by: marchefelix on November 17, 2011, 08:31:09 PM
What is a reset potential?
Title: Re: Clark Still
Post by: LouisCipher on November 17, 2011, 08:39:20 PM
A reset is basically ending a combo without doing a hard knockdown. So the opponent has to guess which way to block or counter any followup. This is done a lot in Marvel and because of Clark's Autoguard this makes him much more scary.
Title: Re: Clark Still
Post by: SAB-CA on November 18, 2011, 12:47:12 AM
What is a reset potential?

Look at SNKP's own gameplay vid here today, at 3:51 seconds:

KOF XIII対戦動画 (http://www.youtube.com/watch?v=X9Vw8LxJNFI#ws)

See how Clark lets the opponent land on their feet, after doing his gattling combo in the corner, and then instantly gets a crouching low into a game-winning combo? His jumping ;d reset the opponent back to neutral position, and he quickly forced them into having to react to his attack.

They guessed wrong, and lost because of it! :)

What makes new clark dangerous is how his new SAB adds to the mix. While they were falling to the ground, he could have started his Guardpoint-SAB, and grabed them as they recovered. Of he could do the weak kick he did there, or even a quick hopping A or C, to try and overhead them, if they anticipated his low attack.

Keep in mind, also, that it was mentioned that the Death Lake Driver followup to his Gattling only works from grounded gattling. If it's one that hit an in-air opponent, it'll apparently whiff. I'm not sure if Clark gets any advantage when landing from the throwdown, either, someone with more gameplay with this game will have to answer that!
Title: Re: Clark Still
Post by: Kane317 on November 18, 2011, 01:52:04 AM
The follow up to the Gattling attack (DLD) still works on airborne opponents. 

Like what what you said, it's a better reset and allows to start the mix ups all over again.
Title: Re: Clark Still
Post by: sibarraz on November 21, 2011, 03:01:44 PM
Clark is a different character in console version, his SAB is really a tricky move since you had 3 variations to do, and If your able to pull the ex version with an extra stock you can do to much damage easily

If you combine that with gattling attack, and some good normals, you had a well rounded character imo
Title: Re: Clark Still
Post by: Emperor Paine on November 22, 2011, 12:56:35 AM
Oh I can't wait. Clark is definitely going to be someone to fear.
Title: Re: Clark Still
Post by: CharREX on November 23, 2011, 09:12:12 AM
Man, I wasted 30 minutes in training mode trying to figure out why I couldn't super cancel from normal command grab.

THEN I REALIZE ONLY THE EX VERSION CAN BE SUPER CANCEL'D.
Title: Re: Clark Still
Post by: Kane317 on November 23, 2011, 09:29:36 AM
Man, I wasted 30 minutes in training mode trying to figure out why I couldn't super cancel from normal command grab.

THEN I REALIZE ONLY THE EX VERSION CAN BE SUPER CANCEL'D.

Fail CharREX.  Need to pay attention to change notes.
Title: Re: Clark Still
Post by: LouisCipher on November 23, 2011, 09:50:45 AM
I'm having a really hard time with comboing into his grabs.

I've tried Mission Mode and doing crLKx2 and then EX but cannot get it out for the life of me.

What are some good combos into his grabs because I couldn't any so far.
Title: Re: Clark Still
Post by: Mazinkaiser on November 23, 2011, 10:12:08 AM
c.LK x hcf.B/K :) no joke... old bnb from before one is enough to enter xD
Title: Re: Clark Still
Post by: LouisCipher on November 23, 2011, 10:22:49 AM
For whatever reason I can't do that. I can do it off of standing LK but not crouching.
Title: Re: Clark Still
Post by: FataCon on November 23, 2011, 10:50:19 AM
For whatever reason I can't do that. I can do it off of standing LK but not crouching.

Just delay it a bit. The only way I can explain it is that stand normals into command throws feel like cancels while crouching normals into command throws feel like links. Not saying necessarily that's how they are, but that how I get the feel down for them.
Title: Re: Clark Still
Post by: LouisCipher on November 23, 2011, 11:30:20 AM
That is weird. I could combo hit crouching normals into grab in KOF XI no problem.
Title: Re: Clark Still
Post by: Kane317 on November 23, 2011, 12:18:41 PM
For whatever reason I can't do that. I can do it off of standing LK but not crouching.

Just delay it a bit. The only way I can explain it is that stand normals into command throws feel like cancels while crouching normals into command throws feel like links. Not saying necessarily that's how they are, but that how I get the feel down for them.

That's exactly what it is; d.B doesn't cancel so the hcf D is linked whereas you have to cancel the s.B into hcf D. 

d.B x2, s.A, Ex hcf+P...-->  is so fun.
Title: Re: Clark Still
Post by: t3h mAsTarOth...! on November 23, 2011, 10:55:03 PM
That is weird. I could combo hit crouching normals into grab in KOF XI no problem.
in XI everything just works out... lol... that's why i love it...

getting my copy tomorrow... can't wait to try out Clark and pretty much EVERY character...
Title: Re: Clark Still
Post by: LouisCipher on November 24, 2011, 12:14:12 AM
I'll keep trying guys. But overall I like him. He's pretty easy to pick up, and his EX grab is very similar to Alex's LP powerbomb in 3S (almost the exact same range too) so knowing me I'll probably be using it for tick options. I can Drive Cancel off his EX into Grab super, but not his EX Grab super for some reason.

Does his air grab beat a lot of shit? I would assume it would lose out to Dives (Mai, Yuri) and possibly air projectiles (King, and Yuri).
Title: Re: Clark Still
Post by: LouisCipher on November 24, 2011, 04:45:51 AM
Update: I just got the crLKx2 into EX done. You guys were right, you have to delay the EX almost like you're doing a tick throw.

God I love this character.

Pretty much impossible to tick throw in this game though.
Title: Re: Clark Still
Post by: BioBooster on November 24, 2011, 06:58:17 AM
How are you liking the drive cancelling off of flashing elbow? :)

(I can't wait to use that like crazy)
Title: Re: Clark Still
Post by: LouisCipher on November 24, 2011, 11:50:12 AM
I can pull it off most of the time. I find it harder to do it off of EX Garb super though. Still beastly.
Title: Re: Clark Still
Post by: SAB-CA on November 24, 2011, 04:11:02 PM
I find it easy(er?) to EX SAB out of a standing A, which is easy to land out of a crouch B. I normally use crouch B -> Crouch A, personally, though.

Has anyone figured out how SNKP did the Gattling Attack HD combo yet? Vulcan is so instant, I haven't personally been able to use it to cancel.

I want to get used to using EX Vulcan punches more; Stylish combo option is fun:)

Oh, and people, it must be stressed, QUICKER HOP IS AWESOME! (I still wanna call it Clark STOMP, heh) Makes it very easy to him to punish backhops and recovery rolls with A hop -> B or D SAB / DM, and it allows him to cancel out of normals very well. Also, it hops his over low sweeps, with short enough recovery to land his grapple before they can counterattack. Backhop to avoid on-wakeup DPs, and hop right back in to punish with your own SAB.

Also, not that it's REALLY useful, but it should be noted that you can cancel Gattling attack into b SAB, and it'll still combo! You can also use the Hop as a Drive cancel move, but I can't find use for this yet (other than MAYBE cancelling SAB's for hop-under resets?) I WANT to cancel a Gattling into hop, and then land an Air throw, but that hasn't worked out yet.
Title: Re: Clark Still
Post by: Kane317 on November 24, 2011, 11:50:33 PM
I find it easy(er?) to EX SAB out of a standing A, which is easy to land out of a crouch B. I normally use crouch B -> Crouch A, personally, though.
 


Like I said earlier, d.B x2, s.A, hit confirms nicely into Ex SAB or Gatling Attack (A and Ex only?)

 

Has anyone figured out how SNKP did the Gattling Attack HD combo yet? Vulcan is so instant, I haven't personally been able to use it to cancel.

It's hard.  You have to cancel the Vulcan Punch before it even comes out.  Practice hitting the P button four times and "cancel" the the button immediately into C Gatling Attack.  Tip: start pushing the first P on the first hit of the C Gatling but your second C Gatling has to cancel the fourth P on the second hit so all you see is two C Gatlings.  Good luck.

Last night, The Answer called me and said Bala did it without canceling the Vulcan but I couldn't do it.
Title: Re: Clark Still
Post by: bigvador on November 25, 2011, 12:26:24 AM
It's hard.  You have to cancel the Vulcan Punch before it even comes out.  Practice hitting the P button four times and "cancel" the the button immediately into C Gatling Attack.  Tip: start pushing the first P on the first hit of the C Gatling but your second C Gatling has to cancel the fourth P on the second hit so all you see is two C Gatlings.  Good luck.

Last night, The Answer called me and said Bala did it without canceling the Vulcan but I couldn't do it.
I did that only once but i used A gatling into valcan with out cancel i find it hard to mash :(

im not sure of this but can u do SAB cancel ultra backbreaker or do u do flash elbow into backbrreaker
Title: Re: Clark Still
Post by: Kane317 on November 25, 2011, 03:20:02 AM
It's hard.  You have to cancel the Vulcan Punch before it even comes out.  Practice hitting the P button four times and "cancel" the the button immediately into C Gatling Attack.  Tip: start pushing the first P on the first hit of the C Gatling but your second C Gatling has to cancel the fourth P on the second hit so all you see is two C Gatlings.  Good luck.

Last night, The Answer called me and said Bala did it without canceling the Vulcan but I couldn't do it.
I did that only once but i used A gatling into valcan with out cancel i find it hard to mash :(

im not sure of this but can u do SAB cancel ultra backbreaker or do u do flash elbow into backbrreaker

Only the Ex Flash Elbow can be [SC] into UAB.
Title: Re: Clark Still
Post by: LouisCipher on November 25, 2011, 04:45:58 AM
Anyone working on a video on what beats his B Sab? I think Takuma's EX Kick beats it because he's airborne while doing it, but K's flying kick won't beat it. I think anyway.

I'm no pro at KOF but Clark makes me feel beastly.
Title: Re: Clark Still
Post by: LouisCipher on November 25, 2011, 08:53:50 AM
Hey, any practical combos using Clark's neomax? I just don't see it right now, because EX Sab and DC'd into Grab or EX grab super is too good and does almost as much damage as his neo max alone. It'll take 2-3 meters either way.
Title: Re: Clark Still
Post by: t3h mAsTarOth...! on November 25, 2011, 09:45:28 AM
easiest one is EX Gatling > Neomax... that costs you 4 meters btw....

best to learn to combo into it properly... Clark has like one of the easiest HD combos... just hit confirm any normal in HD... then s.D, d/f+A > either EX SAB or UAB > Neomax...

on a side note... today's best and most hilarious moment was me and my friend having literally the closest match ever... and at the very end i had "1" pixel of life left... he wanted to chip me with Shen's EX Dash Punch... i did Weak SAB... completely absorbed the EX DM as if it was nothing and killed Shen...
Title: Re: Clark Still
Post by: bigvador on November 25, 2011, 11:54:50 PM
i always thought his B sab took very little damage but i never look when i get hit with somethin
Title: Re: Clark Still
Post by: johrjives on November 26, 2011, 04:20:45 AM
haha yeah weak SAB is like the cheapest thing ever....j/k.  I know its only early but everyone gets caught by it.
Title: Re: Clark Still
Post by: LouisCipher on November 26, 2011, 08:48:27 AM

best to learn to combo into it properly... Clark has like one of the easiest HD combos... just hit confirm any normal in HD... then s.D, d/f+A > either EX SAB or UAB > Neomax...

on a side note... today's best and most hilarious moment was me and my friend having literally the closest match ever... and at the very end i had "1" pixel of life left... he wanted to chip me with Shen's EX Dash Punch... i did Weak SAB... completely absorbed the EX DM as if it was nothing and killed Shen...

Those Neomax combos I'm still trying to process. So many inputs. Do you have a video showing him comboing into his NeoMax Super?
Title: Re: Clark Still
Post by: Sharnt on November 26, 2011, 11:32:52 AM
eLive KOFXIII Movie.mpg (http://www.youtube.com/watch?v=HUcFr_qmeNc#ws)
at 6min 30s
Title: Re: Clark Still
Post by: LouisCipher on November 26, 2011, 11:54:46 AM
Oh, that's it? I was thinking more along the lines of cancelling into Neo Max off of special rather than Super.
Title: Re: Clark Still
Post by: Sharnt on November 26, 2011, 02:40:48 PM
Instead of the ex SDM you can go for the neomax too after the throw.
Title: Re: Clark Still
Post by: Diavle on November 27, 2011, 09:55:43 PM
Ran him in my team online today and holy shit, the destruction.

His wakeup game is scary as shit, all I could think whilst I was laying on rape was how much I didn't want to be on receiving end of it.

Wonder what the criteria is to beat his lk SAB. I've had EX dps and what not beat it (as in actually beat it, not just evade it), so maybe many consecutive hits? Regardless, the move did wonders to improve his game. Does it track or no? Like can you roll behind him and then attack?

His dash is quite the tool as well, my main mode of transportation.

Title: Re: Clark Still
Post by: Raynex on November 27, 2011, 10:23:58 PM
Weak SAB can absorb pretty much anything. Are you sure there is a hit limit? Somebody posted abount taking the majority of Kensou's multi-punch special and still grabbing him.

The only way out to escape weak SAB is to jump. If you roll behind/towards when you see him extend his arms on start-up, he'll still grab you. Once I was halfway through his body with a roll and he STILL got me. It beats normals/other throws/blocking/rolling/EX wake-up supers...its straight up terrifying.
Title: Re: Clark Still
Post by: Mazinkaiser on November 28, 2011, 12:20:19 AM
Seriously thinking add him in my party :D the pure grappler is back and gatling / ex gatling feel to me a great feature to use if you have problem to get into the opponent defence.

lk SAB it's godly, absorb everything i see and if the char isn't in airbone state always land the throw, mixup with the hk version and super or close C to catch funky jump to escape is to much fun xD and rewarding too :D

but over the "common thing" i feel his normal really good too, control space very nice on ground and also air to air, i have an anwser to everything when i see the oppo reaction XD nice!
Title: Re: Clark Still
Post by: LouisCipher on November 28, 2011, 12:42:51 AM
Certain EX moves beat it like I mentioned Takuma's EX Tatsu will beat it or at least leave Takuma safe, and it appears Terry's EX Rising Taco will beat it too.
Title: Re: Clark Still
Post by: Kane317 on November 28, 2011, 01:58:25 AM
Ran him in my team online today and holy shit, the destruction.

His wakeup game is scary as shit, all I could think whilst I was laying on rape was how much I didn't want to be on receiving end of it.

I concur wholeheartedly.

Wonder what the criteria is to beat his lk SAB. I've had EX dps and what not beat it (as in actually beat it, not just evade it), so maybe many consecutive hits? Regardless, the move did wonders to improve his game.

I haven't quite figured out yet, I've seen people cancel a normal (gets GP'd), into a DP and I'll lose on the last hit.  Basically, anything that puts them into the air we can't grab them for obvious reasons.

Does it track or no? Like can you roll behind him and then attack?

For the most part, yes, it'll turn around and grab a rolling opponent.  However, Reynald somehow rolled it last night playing me.

His dash is quite the tool as well, my main mode of transportation.

Heck yeah, once you condition your opponents to back dash on wake up, do a s.B (reset)--> f.BD, hcf B/D
Title: Re: Clark Still
Post by: BioBooster on November 28, 2011, 02:00:28 AM
Saw you bringing the mayhem at the party - way to rep DC.
(still watching ^o^)
Title: Re: Clark Still
Post by: Kane317 on November 28, 2011, 02:14:43 AM
Saw you bringing the mayhem at the party - way to rep DC.
(still watching ^o^)

Hehe don't watch those, I was messing around too much lol =)
Title: Re: Clark Still
Post by: XTG on November 28, 2011, 09:37:16 AM
Jump  ;d, Close Stand  ;d xx df+ ;a, Hyperdrive Mode Activation, Close Stand  ;d xx df+ ;a xx  ;bk ;db ;dn ;df ;fd ;b ;d,  ;dn ;db ;bk  ;a (or ;c? I always use  ;c), HD Cancel  ;bk ;db ;dn ;df ;fd ;bk ;db ;dn ;df ;fd ;a ;c, MAX Cancel  ;fd ;df ;dn ;db ;bk ;fd ;df ;dn ;db ;bk ;b ;d = 990 damage. I am guessing a Counter Hit Jump  ;d would make this a Touch Of Death Combo.

EDIT: This is, in fact, a Touch Of Death combo on Kula. I was previously did the combo in it's entirety on Raiden. Nice to know characters have difference endurance levels.

EDIT: So far, this kills everybody. Testing continued.
Title: Re: Clark Still
Post by: Diavle on November 28, 2011, 03:38:14 PM
Weak SAB can absorb pretty much anything. Are you sure there is a hit limit? Somebody posted abount taking the majority of Kensou's multi-punch special and still grabbing him.

The only way out to escape weak SAB is to jump. If you roll behind/towards when you see him extend his arms on start-up, he'll still grab you. Once I was halfway through his body with a roll and he STILL got me. It beats normals/other throws/blocking/rolling/EX wake-up supers...its straight up terrifying.

I distinctly remember Athena's EX dp beating it, it even connected as a counter.

Other moments:
- King's dp leaves her safe, Clark guards the move but she backlips to safety. Maybe things won't go as well for her if she is sandwiched in the corner.
- Terry EX Buster Wolf was guarded but the grab whiffed. Reminds me of MOTW where I used Rock's counter on his BW and it guarded but the followup missed.
- Kula's C dp (regular, not ex) beat it, the first hit of the dp was guarded but the second one hit Clark out of the SAB.


For the most part, yes, it'll turn around and grab a rolling opponent.  However, Reynald somehow rolled it last night playing me.

Yeah its iffy. I was playing against Mature and she rolled through me but got grabbed, made me smile. Then I played another and the character successfully rolled through me, was not amused.

Quote
Heck yeah, once you condition your opponents to back dash on wake up, do a s.B (reset)--> f.BD, hcf B/D

I prefer to use it for actual movement since its much faster than a jump or run. People love jumping and moving back and forth around Clark but they can't run very far, one or two BD dashes and you are always near. A great tool against zoners and fireball whores in particular.

 Works great for defense as well since you can get away clean from a lot jump in attempts and pressure.
Title: Re: Clark Still
Post by: LouisCipher on November 28, 2011, 04:17:08 PM
Jump  ;d, Close Stand  ;d xx df+ ;a, Hyperdrive Mode Activation, Close Stand  ;d xx df+ ;a xx  ;bk ;db ;dn ;df ;fd ;b ;d,  ;dn ;db ;bk  ;a (or ;c? I always use  ;c), HD Cancel  ;bk ;db ;dn ;df ;fd ;bk ;db ;dn ;df ;fd ;a ;c, MAX Cancel  ;fd ;df ;dn ;db ;bk ;fd ;df ;dn ;db ;bk ;b ;d = 990 damage. I am guessing a Counter Hit Jump  ;d would make this a Touch Of Death Combo.

EDIT: This is, in fact, a Touch Of Death combo on Kula. I was previously did the combo in it's entirety on Raiden. Nice to know characters have difference endurance levels.

EDIT: So far, this kills everybody. Testing continued.

Having trouble landing the Neo Max after doing the EX Grab super. At what time do you have to input it? Because I do it as it finishes and can't get it out.
Title: Re: Clark Still
Post by: Rex Dart on November 28, 2011, 09:08:34 PM
You should finish inputting the move just as Clark slams his opponent to the ground. Remember that the opponent switches sides, so you need to be inputting the move the reverse of the position you USAB'd your opponent from.
Title: Re: Clark Still
Post by: Diavle on November 29, 2011, 05:14:53 AM
Found a piss easy 90% combo (902 dmg), hit confirmable to boot:

sC (2 hits)> EX SAB> EX super> Neomax


Oh and more B SAB info:
- EX Rising Tackle beats it
- Power Geyser beats it
Title: Re: Clark Still
Post by: Raynex on November 29, 2011, 05:54:55 AM
Found a piss easy 90% combo (902 dmg), hit confirmable to boot:

sC (2 hits)> EX SAB> EX super> Neomax


Oh and more B SAB info:
- EX Rising Tackle beats it
- Power Geyser beats it


You need to be in HD mode to Max cancel. So you'd have to add some type of normal chain [active HD] THEN continue with your combo.

I didn't know King's EX Trap Shot beat it 0_0. I should probably help you guys look for more answers to Weak SAB. At first glance that move tripped me out. Against one of my friends, I did wake-up EX Maiden Masher with Iori (in response to his SAB attempt), and it took my initial hit + grabbed me LOL. Almost fell off my chair.
Title: Re: Clark Still
Post by: Diavle on November 29, 2011, 06:09:10 AM
You need to be in HD mode to Max cancel. So you'd have to add some type of normal chain [active HD] THEN continue with your combo.

The combo works (did it many times already in practice), do it as follows:

sC (2 hits), hcf+BCD, EX super, neomax

The second hit of sC gets cancelled into an HD mode enabled EX SAB (all in one go) so you are free to supercancel and then maxcancel.

Its so easy its not fair lol.
Title: Re: Clark Still
Post by: Raynex on November 29, 2011, 06:45:12 AM
You need to be in HD mode to Max cancel. So you'd have to add some type of normal chain [active HD] THEN continue with your combo.

The combo works (did it many times already in practice), do it as follows:

sC (2 hits), hcf+BCD, EX super, neomax

The second hit of sC gets cancelled into an HD mode enabled EX SAB (all in one go) so you are free to supercancel and then maxcancel.

Its so easy its not fair lol.


Oh THAT'S what you're doing. In the post above you didn't specify; it was written as EX SAB with no further description. If that's the case...then yeah it's amazing. Is it possible to just do HCF+BCD xx Neomax? I'm sure you'd get more mileage out of a practical NeoMax combo. But if you're running Clark on anchor and he's sitting on fat bar, you're combo is GDLK lol
Title: Re: Clark Still
Post by: BioBooster on November 29, 2011, 06:55:26 AM
You need to be in HD mode to Max cancel. So you'd have to add some type of normal chain [active HD] THEN continue with your combo.

The combo works (did it many times already in practice), do it as follows:

sC (2 hits), hcf+BCD, EX super, neomax

The second hit of sC gets cancelled into an HD mode enabled EX SAB (all in one go) so you are free to supercancel and then maxcancel.

Its so easy its not fair lol.


Oh THAT'S what you're doing. In the post above you didn't specify; it was written as EX SAB with no further description. If that's the case...then yeah it's amazing. Is it possible to just do HCF+BCD xx Neomax? I'm sure you'd get more mileage out of a practical NeoMax combo. But if you're running Clark on anchor and he's sitting on fat bar, you're combo is GDLK lol

Wow, nice. Looks like you could do
sC (2 hits), hcf+BCD, EX flashing elbow, EX super, neomax
for even crazier style.

EDIT: Has to be EX flashing elbow I think, but hey we got meter to burn right? ;)
Title: Re: Clark Still
Post by: Raynex on November 29, 2011, 08:38:54 AM
Swag levels just went through the roof. Elbow drop to GG? I like the sound of that.
Title: Re: Clark Still
Post by: johrjives on November 29, 2011, 10:03:16 AM
yeah you can just do Ex SAB + elbow into Neomax...just do the hcf + bcd trick then cancel elbow to neomax.  Good if you only have 3 bars. Can you super cancel the grab? I thought you could just cancel the elbow...

On another note...its fun to troll online with weak SAB... lol so many ppl dont know how to deal with it.
Title: Re: Clark Still
Post by: Kane317 on November 29, 2011, 11:45:19 AM
You can also jump, press hcf+BCD just before you land to get the same effect.
Title: Re: Clark Still
Post by: Diavle on November 29, 2011, 02:55:51 PM
Oh THAT'S what you're doing. In the post above you didn't specify; it was written as EX SAB with no further description. If that's the case...then yeah it's amazing. Is it possible to just do HCF+BCD xx Neomax? I'm sure you'd get more mileage out of a practical NeoMax combo. But if you're running Clark on anchor and he's sitting on fat bar, you're combo is GDLK lol

Thats the variation I was going to use since I like placing Clark 1st or 2nd (play him very risky and heavy offense, can't do that as easily while worrying that he is my last character).

yeah you can just do Ex SAB + elbow into Neomax...just do the hcf + bcd trick then cancel elbow to neomax.  Good if you only have 3 bars. Can you super cancel the grab? I thought you could just cancel the elbow...

On another note...its fun to troll online with weak SAB... lol so many ppl dont know how to deal with it.

Could be wrong but pretty sure the elbow is what cancels.

Yeah people get so afraid of you on wakeup, had a Kim player get stuck in a SAB/meaty loop for an entire round.

You can also jump, press hcf+BCD just before you land to get the same effect.

You can't do that on the ground though right? B/c reversal HD EX SAB would be all sorts of unfair.
Title: Re: Clark Still
Post by: sibarraz on November 29, 2011, 04:38:06 PM
Nup, only air
Title: Re: Clark Still
Post by: desmond_kof on November 29, 2011, 04:55:57 PM
http://dreamcancel.com/wiki/index.php?title=Clark_Still_(XIII) (http://dreamcancel.com/wiki/index.php?title=Clark_Still_(XIII))

Hey peoples, if there is anything you would like to add or test for the wiki, feel free to do so, and we will look over it and add it in. We need move descriptions, some updated damage values, combos, tips, etc. If you can in your post, put in the section you want to submit for by doing a template like this for example:

Special Move:

"Vulcan Punch = [A]/[C] - ___(your text here)______

(EX) = [P]

- Drive- / Super-cancellable

- Hit Detection: High

- Damage: 30 x 4; EX Damage: 40 x 4 "


or a combo:


"1 Stock, No Drive Gauge -

d. B, d. A, hcf+BD/hcbx2+P = 229/267/290+ damage

dr. B, d. A, EX Vulcan Punch, hcf+K = 293/392/472 damage

d. C, b~f+AC, dp+C = 312 damage

____(your combo here)____"


Feel free to test and critique others submissions as well, and point out any mistakes. :)
Title: Re: Clark Still
Post by: johrjives on November 29, 2011, 10:43:12 PM
Haha Kain I watched your launch party matches. Nice abuse of the autoguard. The CD cancel into SAB is a nice fient, I didnt realize you could do that. 

I only watched part of the stream live but people were saying "Clark the rapist". Where did that originate?
Title: Re: Clark Still
Post by: marchefelix on November 29, 2011, 11:13:55 PM
Haha Kain I watched your launch party matches. Nice abuse of the autoguard. The CD cancel into SAB is a nice fient, I didnt realize you could do that. 

I only watched part of the stream live but people were saying "Clark the rapist". Where did that originate?

Probably from that one attack Clark had where he grabs his opponent and rolls on the floor with them
Title: Re: Clark Still
Post by: SAB-CA on November 30, 2011, 12:02:49 AM
I only watched part of the stream live but people were saying "Clark the rapist". Where did that originate?

Southtown Arcade streams apparently started the "Clark the Rapist" meme, mostly because clark is a shady lookign guy, with his hat and glasses. They then included that he has a white van which he lures little girls into with promises of candy... and then "Chris-Tan" happened to play a team of all young-looking girls... and it kinda went on from there!

I don't think much of this audience knew anything about his old "Rolling Cradle" throw, so I don't think that has anything to do with it, marchefelix ;)

But, given how Clark can totally destroy enemies on console in short order now, I think he now has the name for a whole new reason...
Title: Re: Clark Still
Post by: LouisCipher on November 30, 2011, 06:55:27 AM
Just gotta' say; Ralf and Clark's jumping CD's are amazingly good. Possibly the best in the game. The hitbox on those things are huge. For Clark it gives him mixup opportunities, for Ralf he can do jump CD and then Dive and be left relatively safe.
Title: Re: Clark Still
Post by: Diavle on November 30, 2011, 02:56:59 PM
^His standing CD is really good as well.

Played against a Clark today, was using Raiden. Been wondering how I would do against the B SAB and even though this guy wasn't too good he was definitely versed in the arts of the B SAB.

Things didn't go too well, for him that is. He tried using it an an anti-air and even though Clark successfully guarded my j.D, I still had more than enough time to jump away before Clark could grab me. I then knocked him down and ran to him, he did the B SAB as a wakeup. I did a sweep from about a characters lenght away and again it was guarded but the grab whiffed.

Had a few more instances where it was beat out again for me as well, did it on an Ash's wakeup and his regular dp beat it.

So yeah, the move is good but not too abusable.
Title: Re: Clark Still
Post by: LouisCipher on December 02, 2011, 07:38:14 AM
Found something cool and I have a question for Kane.

I was inspired by the BC/NeoMax cancel combo vid: http://www.youtube.com/watch?feature=player_embedded&v=6da56NFWoNs# (http://www.youtube.com/watch?feature=player_embedded&v=6da56NFWoNs#)!

I messed around and couldn't do far standing D into it, but I found probably the easiest way to do it: Just  ;dn ;b ;dn ;b and HCF BC/BD and bam, got it.

Question for Kane: How did you cancel his CD into B Sab? I've tried and I just can't get the timing down, I've pulled it off maybe once or twice by accident.
Title: Re: Clark Still
Post by: Kane317 on December 02, 2011, 02:37:52 PM
I messed around and couldn't do far standing D into it, but I found probably the easiest way to do it: Just  ;dn ;b ;dn ;b and HCF BC/BD and bam, got it.

You can even add a s.B so: d.B x2, s.A, hcf BCD...

The d.B x2, s.A is a good hit confirm because you can go into A Gatling Attack as well.

Question for Kane: How did you cancel his CD into B Sab? I've tried and I just can't get the timing down, I've pulled it off maybe once or twice by accident.

Best thing to tell you is practice doing s.CD on a standing opponent, when it hit cancel that into hcf B.  Do it a couple times to you memorize the timing, then you do it whiffed.  Just remember which frame to cancel it on and it'll be easy after that.
Title: Re: Clark Still
Post by: LouisCipher on December 04, 2011, 09:33:25 AM
Thanks dude. Random question:

Any reason at all to use the C version of Gatling Attack (charge punch) or the D version of SAB? Yeah, you can combo into D Sab, but why do that when you can just combo into A Gatling or EX Gatling, push them easily in the corner, and set them up for a juggle or reset that does about the same damage as D SAB? I just don't see the point of the D SAB in general. It's faster but it's reach isn't any better than the gdlk B version, and like I said you could just combo into Gatling. D SAB is bad by itself, he can easily be hit out of it and even his Grab Super.

I can't find any use for the C Gatling, it just doesn't combo like A Gatling. I could see someone use it in a Neomax combo, but why bother with Clark?

PS: I made a Duffman color for Clark.
Title: Re: Clark Still
Post by: Diavle on December 04, 2011, 09:37:53 AM
Dude, D SAB is one frame.

If you are not using it then you are playing Clark wrong.
Title: Re: Clark Still
Post by: LouisCipher on December 04, 2011, 09:51:50 AM
But EX SAB is better because it can be cancelled into grab super for 450 damage. And you can't use D SAB to tick throw like B SAB. Even if you don't have any meter, why not just combo into A Gatling, juggle, and get them in the corner?

As a grappler; it's infinitely more important to get them in that corner than do a sliver more damage (unless that kills them of course).
Title: Re: Clark Still
Post by: Diavle on December 04, 2011, 04:37:46 PM
As a grappler you want them on the ground more than you want them in the corner so you can rape them on wake up, D SAB gives you a hard knock down. EX SAB costs meter, this doesn't.

Again, it is one frame. This move is what will make the opponent extremely cautious when playing against you. Why? Because any mistake means you will grab them. They can't throw any moves out thinking they will be safe on block. You know safe moves like Iori qcb+K, Terry's qcb+K etc.? One's you can't easily punish on block? This eats them right up.

You saying that you find yourself getting hit out of it tells me that you don't know how to use the move. It is supposed to be used point blank pretty much, when the opponent is not in hit stun. If you use it properly then you can't be hit out of it because you will grab the opponent within 1 frame.

Also, B SAB can be avoided on reaction because of its long startup. No such thing with D SAB.

If I were to play you and realize that you don't use D SAB then believe me, I will take way more risks.
Title: Re: Clark Still
Post by: SAB-CA on December 04, 2011, 05:08:06 PM
The very rear of a grab chara in KoF is that they can punish you on-the-spot with their grapples, and that it makes your approach much more difficult. Using simply B SAB eliminates much of that. Of course you still have the EX version, but you also need meter for that, and 2 meters + drive for the super cancel. The D SAB is simply free, can be combo'd into from close normals, and can punish rolls, and be done near instantly out of hop pressure. You can also cancel into it from Gattlings, if you so desire.

As far as C Gattling goes, it can be combo'd into off heavy normals (Great after a ranged Crouch C), and also has an extra hit on the ground, which makes it easier to cancel into a grapple. The DLD followup also grounds them again after the juggle, and sets them up for more wakeup mixups.

Just relying on B SAB weakens your game, overall. The move is punishable when spammed, it can be baited, and it overall loses effectiveness when you play aganist people who know KoF more. Alt guarding will destroy it, hop and jump moves will destroy it, spaced multi-hit moves that leave you in air during multiple hits will devour it, and leave you comboable... sure it's a great tool, but it's only at it's best, when it's mixed in with his other options.
Title: Re: Clark Still
Post by: LouisCipher on December 04, 2011, 10:13:21 PM
I think the thing is that I'm approaching Clark from a different perspective from you guys. EX Grab I'd much rather use because of it's range and what I can follow it up with. Whenever I try to just get in and do D SAB or whatever, just going for a grab, I almost always get pushed out or eat an AA. This could be an online thing or me just getting used to KOF, I would totally admit to that.

I'm going to try to use it more, but I still don't see a point for C Gatling.
Title: Re: Clark Still
Post by: t3h mAsTarOth...! on December 05, 2011, 01:37:09 AM
I think the thing is that I'm approaching Clark from a different perspective from you guys. EX Grab I'd much rather use because of it's range and what I can follow it up with. Whenever I try to just get in and do D SAB or whatever, just going for a grab, I almost always get pushed out or eat an AA. This could be an online thing or me just getting used to KOF, I would totally admit to that.

I'm going to try to use it more, but I still don't see a point for C Gatling.
Something tells me you haven't been using Clark since '97 like some of us here... lol... I've used Clark religiously in every KOF... Specially in '97 and XI which I've played the most...

Till XIII, you didn't have no hit confirm-able lows or pretty much anything big combo wise with Clark EVER... The way you would play the character is SPAM normals, CONTROL spacing, and get in there and MIX-UP... Pretty much ALL your damage came from dp+K and SAB/UAB and j.D/j.C+D/cr.C/cr.D...

Sooo for XIII, just think like that, plus actually being able to safely pressure and do hit crazy ass confirm-able combos and having invincible gatling moves...
Title: Re: Clark Still
Post by: Kane317 on December 05, 2011, 01:58:18 AM
I'm going to try to use it more, but I still don't see a point for C Gatling.

Alot of his [DC] combos involves his C Gatling like: Ex Gatling, Vulcan [2hits], [DC] C Gatling...

C Gatling also has the follow up that leads to a hard knockdown which is crucial for grapplers.
Title: Re: Clark Still
Post by: LouisCipher on December 05, 2011, 07:18:07 AM
Okay, I put Clark on 1st to get better with him. And I still can't find much use for D SAB. It seems like it's mostly used to punish or to combo into if you don't have two bars and DC meter. Because every other time I tried to land it I would just eat an attack. If I knocked them down and did it as they got up, I'd get it by standing C or crouching D, not even an SRK. This could be online fucking up the D SAB but I don't know.
Title: Re: Clark Still
Post by: desmond_kof on December 05, 2011, 07:49:15 AM
Empty jump (or super jump j.D whiff) into D SAB isn't good?
Title: Re: Clark Still
Post by: Raynex on December 05, 2011, 08:03:17 AM
Empty jump (or super jump j.D whiff) into D SAB isn't good?

I was about to recommend doing that also. Empty hops into D SAB is great because it beats pretty much everything due to its sheer speed. What can the opponent do aside from their own 1f move (or invincible move/jumping obviously) to beat your SAB attempt?

Regarding you getting tagged by st.Cs and Ds: There is a period of time after an opponent wakes up where they are immune to throws. If I remember correctly it's something like 8 frames of throw invulnerability. You could be whiffing your throw during this time and getting hit because of it. Another possibility is that it's the connection...or that you're not timing it correctly. More importantly though, it also means you haven't conditioned them to block yet. Hitting meaties and hit-confirming back into a knockdown+recycle the mix-up should be your main objective at this point. Generally speaking, grabbing is an exploitation of predictable blocking. It's hard to go for them when your opponent isn't afraid to press shit on wake-up.

Title: Re: Clark Still
Post by: LouisCipher on December 05, 2011, 08:16:17 AM
If I empty jump or hop in, 9 times out of 10 I'm going to get AA'd. I don't know why, I guess almost everyone online is in that SF4 mentality. I find using jumping CD is overall better, it will beat and/or trade with their AA's and condition them to stop doing it... most of them anyway.

Knowing that their immune to being thrown for 8 frames on wakeup helps, thanks.
Title: Re: Clark Still
Post by: Raynex on December 05, 2011, 08:27:29 AM
No problem. When I was talking about empty jumping, just to clarify, I was mainly referring to doing it when your opponent is on their back. As in, knockdown -> empty jump (optional whiff late j.CD to fake) -> D SAB or DM. Empty hopping as an approach is leagues different. Is this what you meant by getting "AA"ed? Or were you talking about wake-up DPs?

Anywho, on the topic of empty hopping in neutral spacing:

You can only do that once you've trained them to respect your jump-in via

-late j.CDs (blocked), which provide enough frame advantage to freely hop into an uninterrupted j.whatever (which you can then mix-up)

-you have them scared/trapped in the corner. Even the best players let a few hops slip by unnoticed and focus on blocking.

etc
Title: Re: Clark Still
Post by: BioBooster on December 05, 2011, 08:32:49 AM
You'll probably find running D SAB (after a c.B as well) and D SAB right after the fwd+BD step useful?
Title: Re: Clark Still (Arcade Version)
Post by: LouisCipher on December 06, 2011, 12:22:06 PM
Thanks guys. Two quick questions:

What does Clark's air grab beat?

And if I do A Gatling attack and end it with his air grab does that result in a hard knock down?
Title: Re: Clark Still (Arcade Version)
Post by: Raynex on December 06, 2011, 03:52:12 PM
I'm not familiar with how air grabs function in KOF (yet). But to answer your second question, yes, comboing into the air grab does provide you with an untechable knockdown.