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KOF98UM - Clark Still

Started by sibarraz, September 29, 2011, 07:21:48 AM

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sibarraz

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

Throws
Gallanting German: ;bk / ;fd+ ;c
Fisherman Buster: ;bk / ;fd+ ;d

Command Moves

Stomping: ;fd + ;b

Special Moves
Vulcan Punch - ;a / ;c (repeatedly,  ;a ;b ;c ;d to cancel)
Super Arabian Burglary Backbreaker: ;hcf + ;a / ;c    
Super Argentina Backbreaker;  ;hcf + ;b / ;d (near)                  
Napalm Stretch: ;dp ;a / ;c            
Frankesteiner: ;dp ;b / ;d      
Flashing Elbow: ;qcf + ;a / ;c (After all the special moves above, except vulcan punch)

Desperation Moves
Ultra Argentina Backbreaker: ;hcb x 2 + ;a / ;c
Running Tree: ;hcf x 2+ ;b / ;d
Napalm Strike:;hcb x2 + ;b / ;d


Waifu Material

sibarraz

The clarkanator is here, some notes

- Crouching A/C, and Standing B/C could be canceled into other moves
- Standing C only could be Canceled at the the first hit
- Crouching C and D are faster than OG
- Stomping could be canceled from normals, but you can't cancel this command into another moves
- Clark is inmune to low attacks when you apply his super arabian burgalry backbreaker. Same With Frankesteiner and Running Tree
- Frankesteiner Can't be comboed
- New to OG, is the napalm strike DM, which is an anti air DM. Since the move has an slower start up, is not that recomendable to use it unless your opponent does a high jump. You are invincible while you are rising

Combos

St.b, Both Argentinas
Cr.b, Cr. a, Ultra Argentina
St.c, Argentina


Waifu Material

sibarraz

I actually like clark in this game, he is not that good but he is still a beast at the right hands, Super Argentina and Franksteiner are good grabs to press your opponent, while mixing it with some Super Arabian could lead to some good results, even though this move has lots of risks

His normals are really good, and overall he could be really strong if you know how to use him, even though it will require lots of practice


Waifu Material

desmond_kof

As far as jump attacks go, I like his j.a and j.CD when going from air to ground. You can combo j.a into his st.C into hcf +B/D or even his hcb x 2 + P if you input the first hcf after you jump in with A. His j.CD is like a hot knife thru butter, but sort of think its better in OG98 for some reason. Maybe it's just me.

Also, is dp+D (frankensteiner) has a truck load of invincibility, so it's good to use on your opponent's wake up SOMETIMES. If it whiffs, hes going to get punished.

I'll add more tricks with him later, but honestly I don't play with him much very more at all in 98UM. If he gets zoned out at a far distance, it's hard for him to get back in, so you gotta get in there and establish proper momentum quickly.

Very good Clark players can almost give you a heart attack once you get his mixups going. haha.
"Do not place so much importance on winning. The fight itself has value."

sibarraz

I think that jump CD is faster in 98um

I like J.a, but for some reason, I don't use it that much as I do in 2002um


Waifu Material

Rex Dart

Does his stomping command normal ( ;fd ;b) serve any purpose? I'm not sure how it's supposed to be used in this game.

sibarraz

Nup, I can't think on any special use, except to use it as an overhead and still, is not worthy


Waifu Material

necronomiCRON

#7
Quote from: Rex Dart on September 30, 2011, 01:15:33 AM
Does his stomping command normal ( ;fd ;b) serve any purpose? I'm not sure how it's supposed to be used in this game.

Sorry I was wrong about it being a frame trap. I think it's more used for changing things up when someone fuzzy guards.
Just Don't look in the trunk...