Author Topic: Clark Still (Console)  (Read 84440 times)

nilcam

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Clark Still (Console)
« on: December 06, 2011, 06:32:13 AM »


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.
« Last Edit: December 06, 2011, 07:10:34 PM by nilcam »

nilcam

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Re: Clark Still (Console)
« Reply #1 on: December 06, 2011, 06:32:40 AM »
Reserved
« Last Edit: December 06, 2011, 07:10:44 PM by nilcam »

nilcam

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Re: Clark Still (Console)
« Reply #2 on: December 06, 2011, 06:33:13 AM »
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« Last Edit: December 06, 2011, 07:10:53 PM by nilcam »

LouisCipher

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Re: Clark Still (Console)
« Reply #3 on: December 08, 2011, 07:04:45 AM »
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. :)
Team: Billy, Clark, Hwa.

Rex Dart

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Re: Clark Still (Console)
« Reply #4 on: December 08, 2011, 09:50:53 AM »
Going to assume we're supposed to post in this thread regarding any Clark talk.

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?

t3h mAsTarOth...!

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Re: Clark Still (Console)
« Reply #5 on: December 08, 2011, 06:47:55 PM »
Clark's far s.C is slower than Ralf's... but doing a running far s.C with Clark gives you enough time to charge for a EX b~f+AC on block...
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Kane317

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Re: Clark Still (Console)
« Reply #6 on: December 08, 2011, 07:30:03 PM »
Clark's s.D has less pushback (or more hitstun) therefore s.D --> df.A combos; Ralf does not.  I believe Clark's far D is faster than Ralf's, at least it seemed like it in the arcade.  The have different s.CD and j.Bs.

LouisCipher

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Re: Clark Still (Console)
« Reply #7 on: December 09, 2011, 04:48:35 AM »


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.

To quote the Smash TV Announcer "I LIKE IT!"
Team: Billy, Clark, Hwa.

Proto Cloud

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Re: Clark Still (Console)
« Reply #8 on: December 09, 2011, 06:00:29 AM »
Man, I wish I knew that EX SAB was Super cancelable back in NEC.  :(

I kept inputting it on every normal SAB like a dunce in the tournament...

LouisCipher

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Re: Clark Still (Console)
« Reply #9 on: December 10, 2011, 10:14:06 PM »
I think his standing C is a decent AA if they're short hopping on you. Very difficult to close the gap with guys who want to runaway.
Team: Billy, Clark, Hwa.

Mazinkaiser

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Re: Clark Still (Console)
« Reply #10 on: December 11, 2011, 01:44:59 PM »
I think his standing C is a decent AA if they're short hopping on you. Very difficult to close the gap with guys who want to runaway.

standing A all the way long for short hop

LouisCipher

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Re: Clark Still (Console)
« Reply #11 on: December 11, 2011, 09:37:09 PM »
I tested it against Iori and his standing C will actually beat a lot of his jump ins and even short hop attacks. 9 times out of 10 standing C will outright beat it or Counter it.

*Edit: C will beat pretty much anything if they're close enough. But Mazin is right, standing A is good for most pokes.
« Last Edit: December 12, 2011, 03:46:11 AM by LouisCipher »
Team: Billy, Clark, Hwa.

blackgenma

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Re: Clark Still (Console)
« Reply #12 on: December 12, 2011, 08:18:15 AM »
Could Clark's ex flashing elbow always be super canceled in the arcade? is that something new they added to the console version?
« Last Edit: December 12, 2011, 08:20:10 AM by blackgenma »

meiji_99

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Re: Clark Still (Console)
« Reply #13 on: December 12, 2011, 08:44:53 AM »
ex flashing elbow can be cancel on console ver only

bigvador

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timing the D SAB
« Reply #14 on: December 12, 2011, 10:29:31 AM »
Im starting to have problems timing my SAB after some one is ummmm at the peek of there jump or hop and they throw out D and i kno im able 2 use SAB or EX SAB but some how i get hit and they get a free combo.....

so can some one tell me the way im supposed to time this. some times i get it sometimes i dont