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King of Fighters XIII => Character Discussion => Clark Still => Topic started by: nilcam on December 14, 2011, 12:33:01 AM

Title: Clark wiki building thread
Post by: nilcam on December 14, 2011, 12:33:01 AM
http://dreamcancel.com/wiki/index.php?title=Clark_Still_(XIII) (http://dreamcancel.com/wiki/index.php?title=Clark_Still_(XIII))

Submissions, questions, comments and feedback should be posted here.
Title: Re: Clark wiki building thread
Post by: LouisCipher on December 15, 2011, 05:39:22 AM
Basic Clark talk:

I don't think he has any bad matchups. Feel free to discuss. But everything just seems really solid with him.

Tick throw options with B SAB: Jumping or standing A or B. Very scary stuff.

Learning the HD bypass makes him even scarier as he could do it off of pretty much any normal: http://www.youtube.com/watch?feature=player_embedded&v=6da56NFWoNs# (http://www.youtube.com/watch?feature=player_embedded&v=6da56NFWoNs#)!
Title: Re: Clark wiki building thread
Post by: LouisCipher on December 15, 2011, 08:12:24 AM
One other thing: I disagree with using HD Bypass straight into Grab Super than Neo Max. It uses 3 bars but it only does about 150 more damage then simply using EX Grab and one cancel into EX Super. Unless it's absolutely going to kill them I wouldn't use it because you sacrifice your entire Drive Cancel bar and you might need the rest of it for later.
Title: Re: Clark wiki building thread
Post by: LouisCipher on December 17, 2011, 06:22:30 AM
Tested some things in the lab:

Corner only: You can do jumping A or B, then toward A or B, wait half a second, then B SAB. Legit tick throw.

Another thing -I don't know if it's been mentioned but I tested it with the dummy set to 1 guard Jump- you can use Clark's Dash (Toward B&D) after doing Sweep gives him less recovery frames, or so it seems. I'm really not the frame data kind of guy so I couldn't tell you. But he looks relatively safe, at least against shit that isn't instant like EX Supers or command grabs by other characters. It certainly intensifies his pressure game.
Title: Re: Clark wiki building thread
Post by: desmond_kof on December 17, 2011, 06:58:59 AM
Tested some things in the lab:

Corner only: You can do jumping A or B, then toward A or B, wait half a second, then B SAB. Legit tick throw.


I hate to burst your bubble, but someone can try to alternate guard that, especially if you're doing the B SAB which has slow startup (ppl can see a mile away). Even if they don't alt guard it, someone can just jump away on reaction.

If someone doesn't know about alternate guard, it would be smarter to do just hop A, then tick D SAB because it starts up faster. Then if you are facing someone that does alt guard, you can do hop A, wait, low B into D SAB. You can even put that into a combo on hit, hop A, low B, D SAB.
Title: Re: Clark wiki building thread
Post by: LouisCipher on December 17, 2011, 07:03:17 AM
Oh of course, I'm just listing an option. I really hate Alt Guard though ;) .
Title: Re: Clark wiki building thread
Post by: LouisCipher on March 30, 2012, 01:04:32 AM
Posted some new Clark combos and tricks to the Wiki:


Hyper Drive Combos
s. D or C, HyperDrive (tap twice to get an automatic s.C) HCBx2 Punch (or EX) into Neomax. 745 damage, 850 damage off of EX Grab Super.
(About half screen distance) Either s.C or s.D, HyperDrive OR HD Bypass, HCF EX Grab or HCBx2 Punch (or EX) into Neomax. Uses between 3-5 bars and can do anywhere from 745 to 900 damage.
You're given some lee-way but the above combos are the easiest ways of comboing into his Neomax.

J.D or C, s. D or C, HyperDrive, b~f A, As they fall Vulcan Punch (hits 3 times), Drive Cancel into b~f C, b~f C, As they fall Vulcan Punch (hits once), Drive Cancel into b~f C, Neomax. Does roughly 750 damage with 2 bars. This Dandy J video shows the combo (and it can be done in EX Mode: couple of clark combos (http://www.youtube.com/watch?v=LdK6B9JtWeo#ws)
Advanced Neo Max Combos (by Bala)
KOF XIII Clark HD BALA (http://www.youtube.com/watch?v=CnxTmnNhrzQ#ws)
Clark HD Combo KOF XIII (http://www.youtube.com/watch?v=AY2G3uAW6iw#)
[edit]B SAB Tick Throws

Clark is the only character in KOF13 that has tick throws due to the autoguard his B Super Argentine Backbreaker (SAB) has. This gives Clark some very scary 50/50 mixups that resemble certain Capcom grapplers. However, the B SAB has flaws and will lose out to a competent opponent if you spam them, but they are a legit tool one should keep in mind and can be used in many situations.
Tick throws setups:
c.B (close), B SAB.
J.A or B. B SAB.
CD (Blowback Attack), Dash cancel (toward + B and D), B SAB.
J.CD or J.A or J.B, Toward A or B (walk a little forward), B SAB (might have to delay by about half a second).
Empty Short Hop into B SAB will beat all low attacks.
Video example: Clark Tick Throw Autoguard SAB Setups KOF13 (http://www.youtube.com/watch?v=2ORIfPg35qw#)
Title: Re: Clark wiki building thread
Post by: desmond_kof on March 31, 2012, 05:14:44 AM
Why don't you add something about Clark's air throw setups? Like if someone jumps away after blocking his J.CD or j.A or j.B (thinking they may be ticked by a B SAB) that they can potentially be air thrown?

Plus some elaborations and details on his normals moves and specials, etc. would be great.

Thanks man.
Title: Re: Clark wiki building thread
Post by: LouisCipher on April 03, 2012, 07:46:59 AM
Added some new stuff:

*Added a note that the B SAB Tick throws could be used for Air Grab setups.

Mid Range
Clark's best pokes are s.D or s.C. S.D is a lot faster but harder to HyperDrive bypass into either Grab Super or EX Grab. S.C is a lot slower but is pretty much a guaranteed HyperDrive bypass into whatever. It's simple to setup and you can do it off of any of his normals but for me it works best with s.D/s.C/or c.B: Basically you hit them and then hit Hyperdrive (B and C) and at the same time either EX Grab (HCF+B/D) or either grab super (HCBx2 A/C) and follow through with your Neomax.
[edit]Close Range
On Opponent's Wakeup
In my opinion: Don't do B SAB on wakeup. Maybe try to tick into it, but don't be predicable. Pretty much every character has something they can do on wakeup to counter B SAB and a lot of players will counter once they catch on to you. Maybe try to bait them to do a wakeup attack and punish. Jumping C grab is an option. S.C or s.D or solid meaties to use on their wakeup.
Cornered Opponent
Alternate between CD pressure, and dash in c.B and c.A and combo into whatever. Jumping at them is probably not a great idea especially if they're sitting on meter. Using Clark's best pokes and going into Hyperdrive is a good option.

Best Jumping attacks
Clark's CD is really good but the problem is it's slow and will be beaten out, especially if you're predictable. His best overall jump ins are short hop B (counters a lot of Kyo/Iori's jumping normals) and jumping D will Anti Air to an extent but will not hit them if crouching, same with jumping B. Jumping C will crossup but it's difficult to setup, but Clark's jumping A will hit them if crouching, can be easily comboed into whatever, and can also be used to tick into B SAB.

***I noticed another section was set for combos but I deleted it because of its pointlessness. His combos are already listed in the combo section and it makes way more sense to have a section on his best/worst matchups and general advice.
Title: Re: Clark wiki building thread
Post by: desmond_kof on April 03, 2012, 08:16:38 AM
Thanks for your contributions. Here is some feedback:

Is there a reason why you deleted the "With No Meter/No Drive" sections? Will you fill those out in the future? If that's what you are talking about "another section for combos", it isn't a combo section, it's for analysis on characters that have more options or has more or less advantages when they have a certain amount of meter for example: http://dreamcancel.com/wiki/index.php?title=Sie_Kensou_%28XIII%29#With_No_Meter.2FNo_Drive (http://dreamcancel.com/wiki/index.php?title=Sie_Kensou_%28XIII%29#With_No_Meter.2FNo_Drive)

Also, in the "best team position" you put:

"Any. Clark is a character that can work on any point." Is this just a placeholder for an explanation why? If it isn't please explain why you think he's good on any point.

Another thing is to try your best to stay away from 1st person references for example: http://dreamcancel.com/wiki/index.php?title=Clark_Still_%28XIII%29#Close_Range (http://dreamcancel.com/wiki/index.php?title=Clark_Still_%28XIII%29#Close_Range)

Thanks again. If you have any questions, please don't hesitate to ask.
Title: Re: Clark wiki building thread
Post by: LouisCipher on April 04, 2012, 12:53:24 AM
Personally I don't see a reason for a "With No Meter/No Drive" because it's covered in the combo section. If you're referring to strategies, honestly Clark is all about either Grabbing them, setting up Oki, nail them with Charge Punch or EX Charge, etc.

I think focusing on individual matchups is much more helpful.

I think it's a given that Clark works on any point. I think everyone who uses Clark can agree with that. I guess I could add another sentence explaining that.
Title: Re: Clark wiki building thread
Post by: Saitsuofleaves on April 04, 2012, 01:30:09 AM
Covering it in the combo section isn't really enough.  While Clark's strategy doesn't change too much with or without Drive/Meter, it does enough to make note of it.  Clark being loaded with meters will change how people play against him, as now his damage and punish potential becomes much higher, especially if he also has Drive there to possibly go into Super SAB (if he doesn't go into it to begin with).

As for individual matchups, I was avoiding adding those sections as there are still a few characters that don't even have THEIR OWN playstyles down, let alone how they deal with others.  Raiden players for example still seem to be at odds about how exactly to play him with the nerfing of his DKs.  But if you want the matchups, I'll add them to each wiki then.  Since you wanted it first, Clark's Matchup section will be added immediately.
Title: Re: Clark wiki building thread
Post by: desmond_kof on April 04, 2012, 04:51:53 AM
Personally I don't see a reason for a "With No Meter/No Drive" because it's covered in the combo section. If you're referring to strategies, honestly Clark is all about either Grabbing them, setting up Oki, nail them with Charge Punch or EX Charge, etc.

I think focusing on individual matchups is much more helpful.

I think it's a given that Clark works on any point. I think everyone who uses Clark can agree with that. I guess I could add another sentence explaining that.


It's not about combos, as Saitsu just explained, its about how the match would be played under when Clark (or any other character) has meters or not. Certain characters when they have more meters, they either gain more rushdown options or a boost in defensive options (much faster reversals etc). It also increase their likelihood for more a higher damage output, or even if the character can benefit as much as other characters with more meters. There are some characters that do just fine without meters, while you should save them for character that would need them more. So it has nothing to do with actual combos.

And yes, I agree, Clark can do well on any spot on the team, there is not disputing that, but is there a reason why exactly over other characters? Is it because he doesn't need as much meter for his mixups? Is it because his able to gain momentum of the match quicker than most characters? There is a reason for everything.
Title: Re: Clark wiki building thread
Post by: Saitsuofleaves on April 04, 2012, 04:56:54 AM
Anyway, Clark's Matchup Section (along with everyone else's) is up. 

Enjoy yourself.
Title: Re: Clark wiki building thread
Post by: LouisCipher on April 04, 2012, 06:30:42 AM

It's not about combos, as Saitsu just explained, its about how the match would be played under when Clark (or any other character) has meters or not. Certain characters when they have more meters, they either gain more rushdown options or a boost in defensive options (much faster reversals etc). It also increase their likelihood for more a higher damage output, or even if the character can benefit as much as other characters with more meters. There are some characters that do just fine without meters, while you should save them for character that would need them more. So it has nothing to do with actual combos.

And yes, I agree, Clark can do well on any spot on the team, there is not disputing that, but is there a reason why exactly over other characters? Is it because he doesn't need as much meter for his mixups? Is it because his able to gain momentum of the match quicker than most characters? There is a reason for everything.

Okay, but matchups cover that. If not, than combos cover that. For example: If Clark has 2 bars and one DriveCancel available, what can you do? In which case I don't believe in going over every kind of action you can do because everyone plays differently. A lot of it is exploration and trying to figure out what works for you. Anyone who's reading the Clark wiki and wants to figure him out will know what he's capable of doing and what works best in certain matchups.

Does that make sense?

Thanks for putting in that Matchups saitsuku, I agree that some characters haven't been figured out yet but it's going to help. IMHO Clark's worst matchups are: Kyo/Iori (either original or EX), Beni, and Billy. In that order.
Title: Re: Clark wiki building thread
Post by: Saitsuofleaves on April 04, 2012, 06:48:06 AM
For a wiki intended to teach players at large, it's your responsibility to explain everything that the character can do, within the realm of common sense.  Yeah, you're right, a lot of it is exploration and seeing what you can do, but if we're going to require everyone to explore the character, than the wiki is worthless in the first place other than being a place just for a move list and frame data.  And even allowing people to explore the character, it's still likely they can miss out on something that can optimize the character.

I'll make a deal with you though, if you can put every possible thing and situation within the character matchups that can cover all of the couple of sections I put up, you can delete them at your leisure immediately.  Hell, you're in charge of Clark's section, you can do it right now if you think it's best.
Title: Re: Clark wiki building thread
Post by: LouisCipher on April 04, 2012, 07:05:08 AM
Wiki's are just reference tools. If someone is having trouble with execution or matchups and the wiki doesn't help them, that's why we have character subforums.
Title: Re: Clark wiki building thread
Post by: Saitsuofleaves on April 04, 2012, 07:07:06 AM
Wiki's are just reference tools. If someone is having trouble with execution or matchups and the wiki doesn't help them, that's why we have character subforums.

Fair enough, at least in your case since Clark's tends to be...somewhat active.  Do you want the section gone?  Yes or no?
Title: Re: Clark wiki building thread
Post by: LouisCipher on April 04, 2012, 07:18:54 AM
No, no. Let's keep the matchup section. I think it's going to be Evo where we see a lot of new technology. At least I would hope so.
Title: Re: Clark wiki building thread
Post by: Saitsuofleaves on April 04, 2012, 07:20:18 AM
No, no. Let's keep the matchup section. I think it's going to be Evo where we see a lot of new technology. At least I would hope so.

No, i know to keep the matchup section.  I mean the section you said was pointless, do you want me to take it down?
Title: Re: Clark wiki building thread
Post by: LouisCipher on April 04, 2012, 07:23:43 AM
Oh that, yeah take it down. Thanks. I'll try to bug Bala about what Clark can do in his bad matchups.
Title: Re: Clark wiki building thread
Post by: Saitsuofleaves on April 04, 2012, 07:31:34 AM
Alright, and for future reference, any and all changes for his wiki now go to you.  I promise to not mess with it anymore.
Title: Re: Clark wiki building thread
Post by: LouisCipher on April 04, 2012, 07:38:20 AM
Hey don't worry about it. It's not like I'm a Clark God and I have to approve of everything.
Title: Re: Clark wiki building thread
Post by: desmond_kof on April 04, 2012, 07:43:47 AM

Okay, but matchups cover that. If not, than combos cover that. For example: If Clark has 2 bars and one DriveCancel available, what can you do? In which case I don't believe in going over every kind of action you can do because everyone plays differently. A lot of it is exploration and trying to figure out what works for you. Anyone who's reading the Clark wiki and wants to figure him out will know what he's capable of doing and what works best in certain matchups.

Does that make sense?


Hmm, I still think you are missing the point or you fully don't understand the true point and meaning behind the section but it doesn't really matter anymore now since it's gone and replaced with the matchup section.

Alright, and for future reference, any and all changes for his wiki now go to you.  I promise to not mess with it anymore.

Here is a better suggestion. If you plan to delete any sections (either completed or not), please notify the team beforehand (either in the wiki plan thread or here) just in-case someone else that may be contributing or editing may have something for that section. So basically, if you can't do it, or if you don't have anything to contribute towards a section, then maybe someone else would.
Title: Re: Clark wiki building thread
Post by: Saitsuofleaves on April 04, 2012, 07:47:30 AM
Well I haven't deleted any sections other than the one Louis wanted me to do so...alright?
Title: Re: Clark wiki building thread
Post by: desmond_kof on April 04, 2012, 07:49:44 AM
Well I haven't deleted any sections other than the one Louis wanted me to do so...alright?

That was fine, as long as things are agreed upon and brought into discussion, then its cool.
Title: Re: Clark wiki building thread
Post by: Kane317 on April 05, 2012, 08:20:25 PM
Fyi LouisCipher, I'm going to work on the Clark wiki as well and just clean it up a bit.
Title: Re: Clark wiki building thread
Post by: Kane317 on April 05, 2012, 09:13:38 PM
LouisCipher:  I went thru your wiki and made several changes other than just generally cleaning up your combo section.

-I fixed the air throw command.  It's any direction but up or down + C.

Quote
Note: You cannot do short hop C to do the grab, it has to be a full jump toward the opponent (cannot be neutral) C to grab them.

Empty Short Hop into B SAB will beat all low attacks
-You said you cannot neutral air throw or hop air throw, that is incorrect.

Your whole tick throw setup section I have a problem with.  Basically, you're stating that if you do a s.B (blocked), cancel into B SAB it'll combo which is does not work since they're still in block stun.  If you're saying you can s.B (blocked), and just do B SAB afterwards then that's really no different from s.B (blocked), (slight delay) D SAB.

I took it out for now but I'll leave it here so we can revise it later for his strategy section--that way you don't have to re-write everything.

Quote
==B SAB Tick Throws and Air Grab setups==

Clark is the only character in KOF13 that has tick throws due to the autoguard his B Super Argentine Backbreaker (SAB) has. This gives Clark some very scary ''near'' 50/50 mixups that resemble certain Capcom grapplers. However, the B SAB has flaws and will lose out to a competent opponent if you spam them, but they are a legit tool one should keep in mind and can be used in many situations.

Tick throws setups:

c.B (close), B SAB.

J.A or B. B SAB.

s.CD, Step (f BD), B SAB.

J.CD / J.A / J.B, (delay) B SAB.

All of the setups can be used for an airgrab setup.

Video example: http://www.youtube.com/watch?v=2ORIfPg35qw&feature=player_embedded (http://www.youtube.com/watch?v=2ORIfPg35qw&feature=player_embedded)


Title: Re: Clark wiki building thread
Post by: LouisCipher on April 06, 2012, 01:30:18 AM
Good shit Kane but I meant c.B as in crouching. Not Close. And crouching B and B SAB does work. I never said it combos, it's a tick throw.

For me, seeing a notation for c. means crouching.

What do you think are Clark's best air-to-airs?
Title: Re: Clark wiki building thread
Post by: Kane317 on April 07, 2012, 12:04:52 AM
Good shit Kane but I meant c.B as in crouching. Not Close. And crouching B and B SAB does work. I never said it combos, it's a tick throw.

For me, seeing a notation for c. means crouching.

Hmm I'm pretty sure the blockstun from d.B and s.B are similar if not the same.  If we're going with tick throws, strictly speaking the hcf D is better for that situation since it has a faster startup, that's what I don't get.  

What do you think are Clark's best air-to-airs?

Air throw > j.CD > j.B > j.A  

I dunno how many hopping Kyos, Ioris and Benis I've air thrown lately, especially if they're going for a crossup.
Title: Re: Clark wiki building thread
Post by: LouisCipher on April 09, 2012, 04:40:23 PM
The problem I have with Kyo/Iori/Beni is not stopping crossups, it's trying to get in. To me, Clark's hop B is a good counter to their amazing air control with their jumping B or D or Kyo's jumping Down D. Etc. Otherwise you have to play footsies on the ground and try to use s.A to AA them and get them as Clark.
Title: Re: Clark wiki building thread
Post by: Kane317 on April 09, 2012, 10:38:42 PM
The problem I have with Kyo/Iori/Beni is not stopping crossups, it's trying to get in. To me, Clark's hop B is a good counter to their amazing air control with their jumping B or D or Kyo's jumping Down D. Etc. Otherwise you have to play footsies on the ground and try to use s.A to AA them and get them as Clark.

Essentially every air normal has it's time and place for use but Clark's hop B is used when they're a little further away than a hopping distance usually, most of the times I would use j.CD instead for the knockdown but it's of course all situational.
Title: Re: Clark wiki building thread
Post by: LouisCipher on April 09, 2012, 11:38:36 PM
As an air-to-air his j.CD is too slow though.
Title: Re: Clark wiki building thread
Post by: Kane317 on April 10, 2012, 12:28:24 PM
As an air-to-air his j.CD is too slow though.

I guess everything all just depends on distance so it's kinda just pointless.  Where you would use j.B it would be too close for me, where I would use j.CD, it would be too close for you etc lol.  I think we all know what to use based on seeing the situation.

Quote
Essentially every air normal has it's time and place for use
Title: Re: Clark wiki building thread
Post by: LouisCipher on April 10, 2012, 09:16:58 PM
Very true. But did I explain his tick throws enough? I'd like to add that back in there.
Title: Re: Clark wiki building thread
Post by: Kane317 on April 10, 2012, 10:13:03 PM
Very true. But did I explain his tick throws enough? I'd like to add that back in there.

You should just put it in the strategy section because as it is right now, it's a pretty loose-ended strategy.  The same could be done with hcf D but the timing is just different, if anything it's harder to avoid because it's 1f.  The s.CD (block), step, hcf B is pretty good as I use it all the time but it's kinda just an overall grappler strategy.

That's the problem I have, is that it's not so much a tick throw strategy, as it is a general grappler strategy and it's not exclusive to Clark per se.  The point of the hcf B is the guardpoint (autoguard), pretty much anytime you're delaying after a blockstun, you can hcf D them afterwards even if they poke with a normal.  In fact I'll go as far as saying the hcf D is a better bet because it'll guarantee grabbing them.  The hcf B, depending on how late or early you do it, can be jumped on reaction after GuardPointing...

You should just write about it in an overall mind game strategy section.
Title: Re: Clark wiki building thread
Post by: LouisCipher on May 05, 2012, 05:09:36 PM
Apologies for a delayed response.

So Kane, what would you consider to be Calrk's tick throws with D SAB? Because I'm going to assume you mean the really basic stuff like empty jump/hop into it, or jump in whatever then dash in D SAB. That's as much as he can do as for as ticks. I would argue that they are just as Risky as those B SAB tick throw setups I've shown.

Because the point I was trying to make with these Tick Throws is that these are his options and you should'nt use them all the time, but if you're good at using them you can totally mind fuck the other guy and bully him in a way that the other grapplers can't.
Title: Re: Clark wiki building thread
Post by: Kane317 on May 06, 2012, 08:52:54 AM
Apologies for a delayed response.

So Kane, what would you consider to be Calrk's tick throws with D SAB? Because I'm going to assume you mean the really basic stuff like empty jump/hop into it, or jump in whatever then dash in D SAB. That's as much as he can do as for as ticks. I would argue that they are just as Risky as those B SAB tick throw setups I've shown.

Because the point I was trying to make with these Tick Throws is that these are his options and you should'nt use them all the time, but if you're good at using them you can totally mind fuck the other guy and bully him in a way that the other grapplers can't.

Yeah I think we agree that in the end of the day it's just a strategy that can be useful if the opponent doesn't catch on to quickly; essentially his hcf B is his old Frankenstiener in terms of usage.  I'll go over your section and kinda refine it a bit and post it back here and see if we can come to an agreement.
Title: Re: Clark wiki building thread
Post by: LouisCipher on May 06, 2012, 09:27:39 AM
No problem.
Title: Re: Clark wiki building thread
Post by: LouisCipher on June 12, 2012, 03:43:57 AM
Okay, added some substantial material. Hopefully everyone's cool with it:

Clarified the range of EX SAB and basically warned off using Vulcan.

Tick Throws

Clark has perhaps the greatest variety of throw setups available to him aside from maybe Vice. He has three different kinds of grabs (not counting grab supers or Neomax): B SAB is slow but has autoguard, think of it kinda' like a parry. However certain moves, ex moves, and footsies will beat it. D SAB is your standard grab. And lastly you have his air grab (jump C). You're free to mix it up with these tools but here are some ways to land these grabs:
Jump in any attack (including CD), hold forward and quickly do standing A or B followed by B SAB.
A Gatling on block, then B SAB, works best on characters that lack an instant command grab. Very gimmicky but worth experimenting with.
Combo into A Gatling, followup A Gatling, jump toward D, as they land B SAB.
Empty hop B SAB (invulnerable to low attacks)
With D SAB jump in any attack, standing A or B, then you have to run and do D SAB.
And of course empty jump D SAB. Can mix this up with hop A, then empty hop into D SAB.
For his jumping grab the ticks I listed above will work, just and grab them.
The trick is to force the opponent to guess which way to block and if they should counter or not.
It is up to you how to use Clark and his command grabs.

Close Range
General pressure
Hop A, crouching B then combo into D SAB or go from crouching B into crouching A and combo into A Gatling.
Hop A, crouching B, standing B. If standing B hits you can go into Hyperdrive mode or just do EX SAB and the followup drive cancel into Grab Super. If they block standing B you can do a crouching D or hop A or hop CD or just try to bait them.
Generally Clark's hop A is his best overall jump in. It will beat a lot of pokes to keep him out, it's fast, and it provides a lot of hitstun to combo into anything.

Best Jumping attacks
Clark's CD is really good but the problem is it's slow and will get beaten out, especially if you're predictable. His best overall jump ins are short hop A which is fast, will beat and/or trade with a lot of pokes meant to keep Clark out, and gives you a lot of hitstun to combo into anything.

Playing Defense
You know what they say about a good defense right? Clark has the tools to keep his opponents off of him and can play a mean footsie game if he has to.
Neutral hop D will AA any jump in if you have the reaction time and it's very fast. I would not advise on jumping in with either B or D because they will not hit low and the risk is often greater than the reward.
Crouching C will AA nuisance jump ins like Billy's jumping C and Iori's jumping D. It will not beat Kyo's jumping down C though.
Standing A will counter virtually every hop coming at you if you're within close range.
And as mentioned Clark's standing D and C and sweep (crouching D) are amazingly good pokes, and both have slight AA capabilities. Standing C seems to AA slightly better but it's slow recovery can put you at risk if you get reckless with it.
Might want to experiment with Vulcan at about mid-range if you think they want to jump in, and will potentially scare them from trying to do so.

Oki

Clark's command grabs result in a hard knock down which gives you the opportunity of messing with your opponent in a big way.
After you land a command grab you can try the following:
Dash in, AB roll (can be delayed to make it seem like you AB Roll'd behind the opponent) and either: B SAB, wait and D SAB, crouching B into crouching A into whatever, or jumping grab, or just wait.
An example of what I'm talking about: (4 minutes in) http://youtu.be/1tLdLCWQpoU (http://youtu.be/1tLdLCWQpoU)

I'm going to add matchups soon. There's not much to add in regards to setting up airgrabs, basically you want to scare them into jumping and grab them.
Title: Re: Clark wiki building thread
Post by: Mazinkaiser on June 12, 2012, 04:56:35 PM
If i'm not mistake and is already pointed somewhere, here missing a precious info, B SAB have no grabbable hurtbox. Notice when aganist the poor character without a great punisher after a block A gatling, try to approach and do the throw, if you do B SAB always the opponent get the normal strong C/D animation, no matter what. That is really usefull aganist Takuma/Vice too because his command throw combo starter miss on B SAB.
Title: Re: Clark wiki building thread
Post by: Kane317 on June 12, 2012, 08:56:17 PM
If i'm not mistake and is already pointed somewhere, here missing a precious info, B SAB have no grabbable hurtbox. Notice when aganist the poor character without a great punisher after a block A gatling, try to approach and do the throw, if you do B SAB always the opponent get the normal strong C/D animation, no matter what. That is really usefull aganist Takuma/Vice too because his command throw combo starter miss on B SAB.

There technically is a throwable hurtbox, but it's pretty late after his hands comes down, basically he can only be thrown with people jumping in, but I get your point.
Title: Re: Clark wiki building thread
Post by: LouisCipher on June 13, 2012, 12:26:55 AM
Kane, what do you think about playing defensively with Clark? I'm curious what you think.
Title: Re: Clark wiki building thread
Post by: Kane317 on June 13, 2012, 12:37:06 AM
Kane, what do you think about playing defensively with Clark? I'm curious what you think.

Personally I've never played him defensively but I suppose it'll work.  Without be on the offense and landing that hardknock down, you're basically neglecting his strongest attribute: His mixup game.

However, if you're are in the lead in life and you want to kinda play defensive it is hard to get in on Clark as long as he's patient and seeing that his 1F grab punishes like 95% of all moves, then I guess it could be an interesting strategy.
Title: Re: Clark wiki building thread
Post by: LouisCipher on June 13, 2012, 01:38:01 AM
In my experience though, a lot of top characters want to keep Clark out and try to zone him. My feeling is that you can counter this by being defensive. I'm not suggesting Clark should run away, but hold his ground.
Title: Re: Clark wiki building thread
Post by: LouisCipher on August 30, 2012, 04:05:04 AM
I'm tempted to add more info but I'm not getting a lot of feedback from Clark players so I don't want to step on anyone's toes or anything.

Posted a crap load of Clark info on SRK: http://shoryuken.com/forum/index.php?threads/clark-bible.165972/ (http://shoryuken.com/forum/index.php?threads/clark-bible.165972/)
Title: Re: Clark wiki building thread
Post by: Reiki.Kito on March 10, 2013, 03:43:19 AM
It's been a while since someone posted here and I was a bit confused as to why these no bar combos weren't posted.

I can't claim to know how to play Clark, but I tested out the combos and got the values for them. These were performed from start position 1P side, so near corner/midscreen.

j.C -> d.B -> d.A -> b~f+A (charge back again) -> A,C,A,C,A (1 hit) -> [DC] b~f+C, b~f+C, b~f+A, j.D = 369 dmg

(Charge back during jumping) j.C -> st.D -> b~f+C (charge back again) -> A,C,A,C,A (4th hit) -> [DC] b~f+C, b~f+C, b~f+A, j.D = 411 dmg
Title: Re: Clark wiki building thread
Post by: Amedø310 on May 13, 2014, 04:45:11 AM
I added more detailed information to Clark's link and frame trap section under "Tips". I'm officially done working everyone's frame traps and links sections in the wiki. I will update accordingly if there are new information or errors found.