The King of Fighters 2002 UM/Clark Still
Super Desperation Move
Hidden Super Desperation Move
cr.B, hcf+K > qcf+P = 24%
(jump-in), cl.C(1), hcf+K > qcf+P = 30%
(deep jump-in or cross-up), cl.C(1), b+B, hcf+P > d,d+C > qcf+P = 31%
(jump-in), cl.C, BC walk, cl.C(2), hcbx2+P = 43%
(jump-in), cl.C, BC walk, cl.C(2), hcbx2+AC = 58%
- st. A/B/C/D aren't cancel-able
- st. A is a jab that is good for stopping incoming hops, and close range poking. It whiffs on crouching opponents however.
- st. B is a kick that aims at the opponents waist, and is chain-able into cr. B. It is also useful poke with at close range.
- st. C has a far horizontal range which is good to use at mid to close ranges
- st. D is a kick that aims at the opponents face. Good to use as a pre-emptive anti-air against hops from a mid range distance and it has a good horizontal range to use as a poke.
- cl. A is the same as st. A
- cl. B is a special cancel-able knee, which is chain-able into st.A, cr. A, st.A and cr. B.
- cl. C hits twice, the first hit is special cancel-able while the second hit can be easily canceled into max mode
- cl. D is a enziguri kick that is not cancel-able and has slow recovery if blocked
- cr. A is a special cancel-able crouching jab
- cr. B is a crouching kick that isn't cancel-able but can be used to link into his hcf+K
- cr. C is a crouching hook that has a good ranged horizontal hitbox is which is good for mid to close range poking and zoning. It is not cancel-able though.
- cr. D is a very useful far ranged sweep that pushes Clark a fair distance if blocked. It is not cancel-able.
- j. A is a jumping punch that aims at a downward diagonal angle which is good for air-to-ground attacks and can be used to cross-up some standing opponents. It can also combo fairly easy into his cl.C.
- j. B is a jumping kick that has a horizontal hitbox that is good for air-to-air poking, but it can whiff on crouching opponents if its performed too early in a jump or hop.
- j. C is a jumping punch that is good for air-to-air attacks
- j. D is a jumping kick that is aimed at a upward diagonal angle which is good for air-to-ground approaches.
- st.CD is a slow roundhouse kick that is whiff cancel-able
- j.CD is a drop kick that has is very hard to anti-air because of its large, deep angled and far ranged hitbox, and leaves the opponent in blockstun more than his other jump normals. Very useful to use against a cornered opponent.
German Suplex - b/f + C (close)
- Clark throws the opponent towards the corner of the screen
- Soft knockdown
Fisherman's Buster - b/f + D (close)
- Clark gives the opponent a modified Brain Buster. They land a hop jump away, and Clark recovers a fair amount of time before they wake up.
- Hard knockdown
Death Lake Buster (Drive To Death Lake) - b/d/f + C (close in the air)
- This air-throw has the opponent landing a hop space away from Clark when he reaches the ground. The opponent recovers almost at the same time Clark is able to move when he lands.
- Hard knockdown
Stomping - (b/f + B)
- This kick is special cancel-able by itself, and is usually placed after the first hit of cl.C which it comes into. The horizontal range is quite far, and if its blocked, Clark is pushed back rather far and you can use hcf+P to catch opponents trying to move or jump away, or use hcf+K to shorten its recovery.
- Using back+B can be useful in-case you want to cancel into his Gatling Attack or his Mount Tackle which have motion directions starting with back.
Gatling Attack - (Charge b~f + A/C)
- Clark advances towards the opponent with a back hand punch ending with an uppercut. No invincibility frames, but starts up fairly fast which may catch some players off guard, and may be able to punish a couple of moves on block that have good amounts of push-back distance (example Kusanagi's hcb+K, Chris' f+A). Only downside is that this attack is very punishable if blocked or whiffed.
- The light punch version (A) only hits twice, and travels shorter distance than the heavy punch version.
- The heavy punch version (C) hits three times (dependent on space), travels a longer distance, and can be canceled during the last hit into dp+P which helps increase its damage while the hard knockdown provides wake-up option set-up possibilities. The heavy punch version has less damage overall compared to the light punch version.
- Super Cancel-able in Max Mode
- Soft knockdown
Combo Advice: Both versions can combo from cr. A but a more useful combo example is j.A (optional) cl.C (1 hit), back+B, charge b+f+A/C)
Super Argentine Backbreaker - (hcf + B/D) close
- Clark grabs, then lifts the opponent in the air, which causes them to land on his head. He them drops the opponent almost two character spaces away from him.
- This is a 1-frame command throw which is a very important tool in his move arsenal. It's 1-frame property enables him to punish various very close ranged moves on block, eat up poorly timed close meaty attacks if he's knockdown, makes the opponent respect his offense and provides a wide range of okizeme mix-ups.
- If used alone with out his Flashing Elbow follow up, the opponent recovers the same time as Clark does after he slams the opponent.
- Hard knockdown
Combo Advice: It's possible to link this throw after his cr. B. It is also possible to combo this throw from the first hit of his cl.C punch.
Napalm Stretch - (dp + A/C)
- Clark jumps and somersaults the air. If the opponent is close and in the air, he will grab and slam them on their back. Using it as anti-air is very risky because of its slow start-up, and it doesn't have any invincibility frames...only if you highly predict they will jump, this move will air throw them before their jump normal is released (or if they empty jump) if timed properly.
- The light & heavy punch versions are rather similar but the only stark differences is that the light punch version (A) has a shorter jump arc than the heavy punch version. They both deal the same amount of damage, and it is possible to end the slam into his Flashing Elbow follow-up.
Mount Tackle - (hcf + A/C)
- Clark running tackles the opponent to the ground. The tackle itself is fairly fast and can be used to punish moves with bad recovery if whiffed, catch opponents on their way up jumping or hopping and can be used to after a b/f+B as a short combo. On block, however, this tackle is very unsafe and can be punished easily. If you are too predictable with this move, the opponent will just wait for it and punish you whenever you throw it out.
- The tackle itself doesn't do any damage, but Clark has 3 follow-ups that will cause damage and can provide him great okizeme set-ups. If no follow-up is used, the opponent and Clark will just rise up and recovery together.
- ┗Clark Lift - (down, down + A)
- Clark lifts the opponent by their waist, then slams them the opposite direction of the tackle. Cannot be followed up by Flashing Elbow, and gives Clark the least amount of okizeme opportunity.
- ┗Rolling Cradle - (down, down + B/D)
- Clark grabs and rolling cradles the opponent toward the corner of the screen. Can be followed up by Flashing Elbow.
- ┗Sleeper Lift (D.D.T) - (down, down + C)
- Clark DDT's the opponent after the tackle. Has the same amount of damage as the Clark Lift (which is around 180dmg), but can be followed up by Flashing Elbow. Without use of the Flashing Elbow can actually grant Clark with great okizeme opportunities because the opponent recovers off the ground extremely slowly while Clark recovers almost instantly after he slams them.
- ┗Clark Lift - (down, down + A)
- The follow ups can be broken after the tackle if the opponent presses the correct follow-up you used, for example: down, down+A, the opponent presses A or down, down+D, the opponent presses D. The opponent cannot try to option select to eliminate guessing the follow-up by mashing or pressing all 4 attack buttons at the same time. The correct corresponding button must be pressed.
- The tackle and all follow-ups are hard knockdowns.
Frankensteiner - dp + B/D (close)
- Clark grabs the opponents head with his legs, then slams them on the opposite side of the ground.
- This is a delayed command throw (similar to Daimon's dp+K) that has a good amount of horizontal range to activate the throw, and invincibility during its start-up frames (which is fairly slow). Good to use a okizeme mix-up against hard knocked down opponents, or good to use as a reversal if the opponent is standing next to your body after you have fallen.
- The light kick version starts up faster but has less invincibility while the heavy kick version starts up much slower (which makes it easily react-able and obvious to see to the opponent) while featuring longer amounts of invincibility.
- The Flashing Elbow can be used as a follow-up, but if not, Clark will pose after the slam while the opponent and himself recover together at the same time.
Flashing Elbow - (qcf + A/C) after Frankensteiner, Napalm Stretch, SAB, DDT, Rolling Cradle
- After his command throws, Clark is able to run up and elbow the opponent while they are on the ground. This adds extra damage and better spacing and opportunity for okizeme set-ups. If you input the qcf+A/C motion too late, Clark will just run towards the opponent without delivering the elbow drop.
- Causes a hard knockdown
Shining Wizard - (hcb + A/C)
- Clark performs Shining Wizard on a crouched opponent. It works only on crouching opponents who are not in blockstun. The damage output is massive (around 205 dmg) but it's very difficult to land on an aggressive or assertive player because of the obviousness of the run animation (it may be mistaken for a 'Mount Tackle) which may cause players to immediately stand, jump away or throw out a normal. It can probably be used if you have conditioned the player to crouch often due sweeping them on their wake-up but overall, it's a difficult move to land reliably in a match.
- The light kick version has Clark running 1/2 screen distance, while the heavy kick version has Clark traveling a 1/3 distance.
- Super Cancel-able during the first hit
- Only hits crouching opponents
- Soft knockdown
Ultimate Argentine Backbreaker - hcb x 2 + A/C (close)
- Clark launches the foe high into the air and then they land hard on his shoulders three times while Clark is doing poses when they are airborne. Ultimate Argentine Backbreaker is a standard 1 frame command grab DM. It can combo from a cl.C and does good damage. When pressuring your opponent try to force a bad decision such as a bad roll or dp then punish by using this Desperation Move.
Running Three - hcf x 2 + B/D
- Clark picks up the opponent then runs and briefly slams them after, then he points to a new direction and repeats and he performs this action once more making it three powerful slams. Running Three is a command grab DM but what makes it unique is Clark runs toward the opponent which makes it a great tool for punish or just quick and easy damage off of a baited or whiffed attack.
Super Desperation Move
Ulimate Argentine Backbreaker - hcb x 2+ AC (close)
- Same properties as his Desperation Ultimate Argentine Backbreaker but has more damage and a longer animation. If you have the meter, feel free to use it.
Hidden Super Desperation Move
Rolling Sphere - (hcf x 2 + B+D, dp + B/D, hcf + A/C, hcf + B/D, down, down + B/D, down, down + A+B+C+D)
- Clark runs up the opponent (similar to his hcf, hcf+K DM) to deliver a sequence of command throws, the Shining Wizard into Frankensteiner, into Backbreaker, into Napalm Strech into Rolling Cradle which ends in Clark swing around the opponent's neck to slam his knees in their back. Because of the many sequences of motion you need to do to complete this move it can be rather awkward and one mistake will cost your meter and give minimal damage. Be sure to fully master the timings and directional sequences if you choose to use this move in battle.
- The run travel distance is similar to the light kick version of his Shining Wizard.
cr.A and cl.C(1) have about the same range and cl.C is slightly faster so little reason other than preference to use the former instead.
cl.C is awkward to connect after a jump-in on crouching Bao and the 2nd hit will whiff.
- cr.B, hcf+K > qcf+P
- cr.B is plus on hit so Clark can link hcf+K after it for a decent hitconfirm. 24%.
★ cl.C(1), hcf+K > qcf+P
- Good damage and hard knockdown leading to good oki but no room for confirm so best after a jump-in or as a punish. 30%.
- cl.C(1), b~f+C > dp+P > qcf+P
- While the charge is more restrictive than the previous combo, the slightly better damage while keeping hard knockdown is good as a punish or jump-in conversion. 31%.
★ cl.C(1), b+B, hcf+P > d,d+C > qcf+P
- Good damage, finally a confirm to rely on but less jump-in friendly than the previous ones. Deep or cross-up jump-in only. 31%.
- cl.C(1), b+B, b~f+C > dp+P > qcf+P
- Better damage than the previous but more inconsistent since b+B's pushback makes b~f+C whiff on crouching(Bao, K', Vice, Mature, Ralf, Clark, Kyo, Kyo-1, Kyo-2, Kusanagi, Shingo, Nameless, Yuri, King, Chris, Angel). Deep or cross-up jump-in only. 34%.
- st.CD(CH), b~f+C > dp+P > qcf+P
- You don't have to cancel st.CD, it recovers fast enough to link b~f+C. st.CD is much too slow to ever land this on a semi-decent opponent but knowledge doesn't hurt. 39%.
- cr.B, hcbx2+P
- cr.B is plus on hit so you can link the super after it. Tedious and the damage isn't really worth the meter if it doesn't kill. 30%.
- cl.C(1), hcbx2+P
- Hard without a jump-in to buffer the first hcb and cl.C as f,df,d+C,db,b. You can also do it j.A, hold A, hcb+C, let go A, hcb+P, whichever you prefer. The very little extra damage isn't worth it. 35%.
- cr.B, BC, cl.C(2), (SC) hcbx2+P
- Low max conversion. The damage is interesting for a low and it's much easier than the 1 bar version. 35%.
- cl.C(2), BC walk, cl.C(2), (SC) hcbx2+P
- Very easy max conversion to default to. Although the damage isn't too great, at least it's easier than the next one. 43%.
- cr.B/cl.C(2), BC walk, cl.C(2), (C) b~f+C(1), (SC) hcfx2+K
- The only max route worth the damage but very hard to do. No tricks, just very fast inputs. 50/58%.
- cr.B, hcbx2+AC
- cr.B is plus on hit so you can link the super after it. Tedious and the damage isn't really worth the meter if it doesn't kill. 45%.
- cr.B, BC, cl.C(2), (SC) hcbx2+AC
- Low max conversion. The damage is interesting for a low and it's much easier than the 1 bar version. 50%.
- cl.C(2), BC walk, cl.C(2), (SC) hcbx2+AC
- Very easy max conversion to default to. Although the damage isn't too great, same damage as the hard 2 stocks one. 58%.
- airthrow only works with C now.
- qcf+P followup now works after d,d+K
- hcfx2+K now does three slams instead of just one. It has startup invincibility and does almost 50% (!!) damage.
- hcb+P [1 hit], dp+K and hcb+P [1 hit], b~f+C both work in BC mode.
- b~f+A 2nd hit counter, s.C/j.D reset midscreen or b~f+C, dp+A near the corner.
- s.CD counterhit, b~f+C, dp+P (corner only, s.CD recovers fast so you can confirm this).
- j.A works as a crossup.
About the HSDM
You do not have to switch directions for the third part of the move. So the input looks like:
- dp+K (do this as soon as he reaches the opponent)
- hcf+P (hcf or hcb, it doesn't matter. Execute this as Clark pauses at the top of dp + K)
- hcf+K (hcf or hcb, still doesn't matter. Input this immediately after the previous move)
- d,d+K (execute this just after Clark throws them into the air)
- d,d+ABCD (execute this during the Rolling Cradle. You can do this and the previous by just doing d,d+ABCD twice)
Changes from OG 2k2
- His "Stomping" command move can be done with back and forward now
- Re-obtained his "Gatling Attack" move from the KOF 94/95
- Shining Wizard is super cancel-able on the first hit
- His old HSDM Running Pirates is gone, it's been replaced by Rolling Sphere
- Crouch C speed startup greatly reduced, it is now his best long ranged poke
Check Clark Still's frame data
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