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Clark Still (Console)

Started by nilcam, December 06, 2011, 06:32:13 AM

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Mazinkaiser

My two cents

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

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

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

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

Inviato dal mio Milestone usando Tapatalk

MAASKYO

why Clark's thread had a lot of posts more than any other characters...??
Clark 305
leona 246
mai  239

Diavle

Quote from: MAASKYO on January 04, 2012, 06:24:02 PM
why Clark's thread had a lot of posts more than any other characters...??
Clark 305
leona 246
mai  239

Because of his sexual appeal.

Kane317

Quote from: Diavle on January 04, 2012, 05:11:48 PM
Quote from: robisntdrunk on January 03, 2012, 09:25:18 AM
Hope this is the right place to ask, any tips on where to start with Clark?

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

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

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

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

Then start learning how and what can his D SABB (hcf D) can punish (basically anything limited to his reach).  Learn when to use B SABB over D SABB, find out how much recovery each special has, then start learning his mix up.  Clark is arguably the grappler in the series (tied with Goro maybe) so you really want to learn him inside and out, especially if you have a hard time playing against grapplers yourself.

LouisCipher

Quote from: MAASKYO on January 04, 2012, 06:24:02 PM
why Clark's thread had a lot of posts more than any other characters...??
Clark 305
leona 246
mai  239

Because he's Duffman.
Team: Billy, Clark, Hwa.

Diavle

Heh had B SAB eat up Athena's ex super.

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

Kane317

Quote from: Diavle on January 06, 2012, 06:53:52 PM
Heh had B SAB eat up Athena's ex super.

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

I did the exact same thing four days ago to 4leaf; I did get to see his look on his face :)

Winterkit

I'm a newbie at XIII-Clarke (honestly, KoF in general, esp. multiplayer. Only a little 2002UM before). I still can't do his super cancels, etc.. That's just practice, though. At the moment I'm spamming B SAB -> Hop wakeup loop way too much. It works 90% of the time on the AI, but I know it'll get me owned next time I play people online. What wakeup game do I have after I ground them?

Atm, I'm relying on:
;b SAB
Charge -> Gatling
;bk  ;c
Block
Whee-I-Have-Guage/Am-Scared-DM-Spam
Current XIII team:
1st. Clarke
2nd. King
3rd. Kula (looking to change)

Kane317

#53
Quote from: Winterkit on January 07, 2012, 11:04:17 PM
What wakeup game do I have after I ground them?

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

Winterkit

Current XIII team:
1st. Clarke
2nd. King
3rd. Kula (looking to change)

LouisCipher

Quote from: Kane317 on January 07, 2012, 11:34:15 PM


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

You could also do Short Hop away CD. Works really well once you get them with the A Charge Punch and put them in the corner and reset them.
Team: Billy, Clark, Hwa.

iAMDIDIERx

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

Diavle

Quote from: Kane317 on January 07, 2012, 07:07:34 PM
I did the exact same thing four days ago to 4leaf; I did get to see his look on his face :)

Offline wins again :/

Quote from: iAMDIDIERx on January 09, 2012, 07:27:20 PM
Ok Clark guys, I really feel like picking Clark up and putting him in my main team. I have heard that Clark needs meter to be effective. How true is this? I need a opener as Im using EX Iori and he needs meter as well. Thanks for the input

He's fine in any position I think, I run him 1st often.

iAMDIDIERx

Quote
He's fine in any position I think, I run him 1st often.

Awesome, thanks man I appreciate the response.

Kane317

Quote from: iAMDIDIERx on January 09, 2012, 08:51:42 PM
Quote
He's fine in any position I think, I run him 1st often.

Awesome, thanks man I appreciate the response.

Yeah Diavle is right, he's fine in any position.  Of course any character does more damage with meter but fortunately his meterless tools is fine as he's CLARK man...arguably the least changed character out of the entire roster since '94, relatively speaking--he's that solid.