King of Fighters XIII > Clark Still
Clark Still (Console)
nilcam:
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 Normals
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 - Charge ;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
Clark's Wiki entry.
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 Gatling gets blocked, the after attack 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.
nilcam:
Reserved
nilcam:
Reserved
LouisCipher:
Going to assume we're supposed to post in this thread regarding any Clark talk. If I'm wrong then feel free to delete this.
Had a good time with Clark. Everyone online has figured out a rough approximation of what he can do, and if not they figure it out really quick. So satisfying punishing Kyo's B Upkicks (whatever they're called) on block with D SAB. A lot of online gimmicks just don't work against Clark, which feels extra satisfying.
I feel like running him 2nd might be better than 3rd. Because he would have enough meter to do do EX into Rape Super and generally the opponents' 3rd will be a projectile character and have enough to stay the hell away from Clark and waste as much meter as possible to kill him. Because the other guy doesn't care, it's your last character and he will burn as much meter as it takes and be as random as he can.
Now I gotta' figure out how to keep them from jumping out of my grab setups. :)
Rex Dart:
--- Quote from: LouisCipher on December 08, 2011, 07:04:45 AM ---Going to assume we're supposed to post in this thread regarding any Clark talk.
--- End quote ---
Bingo. :)
If you can really get inside your opponent's head, you could try going for Clark's air grab if you think they're about to jump out of your grab setup. They'll be too terrified to do anything after that.
Could anyone give me a quick rundown of Ralf's normals vs. Clark's normals? I know most/all of the animations are the same, but the properties are way different. Which differences are most pronounced?
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