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The King of Fighters XV/Clark Still/Data: Difference between revisions
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Created page with "{{CharNavbox_XV}} ===Close Standing Normals=== ====cl.A==== {{MoveData-KOFXV | character = Clark Still | moveId = clark_cla | name = close A | input = cl.A | images = XV_placeholder.png | hitboxes = XV_placeholder.png | damage = | guard = | cancel = | startup = | active = | recovery = | hitadv = | blockadv = | invul = | stun = | guardDamage = }} ====cl.B==== {{MoveData-KOFXV | character = Clark Still | moveId = clark_clb |..." |
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{{CharNavbox_XV}} | {{CharNavbox_XV}} | ||
===Close Standing Normals=== | ===Close Standing Normals=== | ||
==== | ====close A==== | ||
{{MoveData-KOFXV | character = Clark Still | moveId = clark_cla | {{MoveData-KOFXV | character = Clark Still | moveId = clark_cla | ||
| name | | name = close A | ||
| input | | input = cl.A | ||
| images | | images = XV_clark_cla_ima.png | ||
| hitboxes | | hitboxes = XV_clark_cla.png | ||
| damage | | damage = 25 | ||
| guard | | guard = Mid | ||
| cancel | | cancel = command | ||
| startup | | startup = 4 | ||
| active | | active = 3 | ||
| recovery | | recovery = 7 | ||
| hitadv | | hitadv = +5 | ||
| blockadv | | blockadv = +3 | ||
| invul | | invul = | ||
| stun = | | stun = 30 | ||
| guardDamage = | | guardDamage = 60 | ||
}} | }} | ||
==== | ====close B==== | ||
{{MoveData-KOFXV | character = Clark Still | moveId = clark_clb | {{MoveData-KOFXV | character = Clark Still | moveId = clark_clb | ||
| name | | name = close B | ||
| input | | input = cl.B | ||
| images | | images = XV_clark_clb_ima.png | ||
| hitboxes | | hitboxes = XV_clark_clb.png | ||
| damage | | damage = 30 | ||
| guard | | guard = Mid | ||
| cancel | | cancel = command | ||
| startup | | startup = 5 | ||
| active | | active = 3 | ||
| recovery | | recovery = 7 | ||
| hitadv | | hitadv = +5 | ||
| blockadv | | blockadv = +3 | ||
| invul | | invul = | ||
| stun = | | stun = 30 | ||
| guardDamage = | | guardDamage = 60 | ||
}} | }} | ||
==== | ====close C==== | ||
{{MoveData-KOFXV | character = Clark Still | moveId = clark_clc | {{MoveData-KOFXV | character = Clark Still | moveId = clark_clc | ||
| name | | name = close C | ||
| input | | input = cl.C | ||
| images | | images = XV_clark_clc_ima.png | ||
| hitboxes | | hitboxes = XV_clark_clc.png, XV_clark_clc2.png | ||
| damage | | damage = 70 (35+35) | ||
| guard | | guard = Mid | ||
| cancel | | cancel = command (1) / super | ||
| startup | | startup = 5 | ||
| active | | active = 3 (2) 4 | ||
| recovery | | recovery = 15 | ||
| hitadv | | hitadv = +2 | ||
| blockadv | | blockadv = 0 | ||
| invul | | invul = | ||
| stun = | | stun = 70 (35+35) | ||
| guardDamage = | | guardDamage = 120 (60+60) | ||
}} | }} | ||
==== | ====close D==== | ||
{{MoveData-KOFXV | character = Clark Still | moveId = clark_cld | {{MoveData-KOFXV | character = Clark Still | moveId = clark_cld | ||
| name | | name = close D | ||
| input | | input = cl.D | ||
| images | | images = XV_clark_cld_ima.png | ||
| hitboxes | | hitboxes = XV_clark_cld.png, XV_clark_cld2.png | ||
| damage | | damage = 80 | ||
| guard | | guard = High | ||
| cancel | | cancel = | ||
| startup | | startup = 13 | ||
| active | | active = 6 | ||
| recovery | | recovery = 18 | ||
| hitadv | | hitadv = -3 (Standing) / 1 (Crouch) | ||
| blockadv | | blockadv = -5 | ||
| invul | | invul = Throw, Low Body: 1 to 22 (22 Frames) | ||
| stun = | | stun = 70 | ||
| guardDamage = | | guardDamage = 120 | ||
}} | }} | ||
===Far Standing Normals=== | ===Far Standing Normals=== | ||
==== | ====far A==== | ||
{{MoveData-KOFXV | character = Clark Still | moveId = | {{MoveData-KOFXV | character = Clark Still | moveId = clark_fa | ||
| name | | name = far A | ||
| input | | input = A | ||
| images | | images = XV_clark_fa_ima.png | ||
| hitboxes | | hitboxes = XV_clark_fa.png | ||
| damage | | damage = 25 | ||
| guard | | guard = Mid | ||
| cancel | | cancel = command | ||
| startup | | startup = 4 | ||
| active | | active = 3 | ||
| recovery | | recovery = 8 | ||
| hitadv | | hitadv = +4 | ||
| blockadv | | blockadv = +2 | ||
| invul | | invul = | ||
| stun = | | stun = 30 | ||
| guardDamage = | | guardDamage = 60 | ||
}} | }} | ||
==== | ====far B==== | ||
{{MoveData-KOFXV | character = Clark Still | moveId = | {{MoveData-KOFXV | character = Clark Still | moveId = clark_fb | ||
| name | | name = far B | ||
| input | | input = B | ||
| images | | images = XV_clark_fb_ima.png | ||
| hitboxes | | hitboxes = XV_clark_fb.png | ||
| damage | | damage = 30 | ||
| guard | | guard = Mid | ||
| cancel | | cancel = super | ||
| startup | | startup = 6 | ||
| active | | active = 4 | ||
| recovery | | recovery = 5 | ||
| hitadv | | hitadv = +6 | ||
| blockadv | | blockadv = +4 | ||
| invul | | invul = | ||
| stun = | | stun = 30 | ||
| guardDamage = | | guardDamage = 60 | ||
}} | }} | ||
==== | ====far C==== | ||
{{MoveData-KOFXV | character = Clark Still | moveId = | {{MoveData-KOFXV | character = Clark Still | moveId = clark_fc | ||
| name | | name = far C | ||
| input | | input = C | ||
| images | | images = XV_clark_fc_ima.png | ||
| hitboxes | | hitboxes = XV_clark_fc.png | ||
| damage | | damage = 70 | ||
| guard | | guard = Mid | ||
| cancel | | cancel = super | ||
| startup | | startup = 12 | ||
| active | | active = 3 | ||
| recovery | | recovery = 20 | ||
| hitadv | | hitadv = -2 | ||
| blockadv | | blockadv = -4 | ||
| invul | | invul = | ||
| stun = | | stun = 70 | ||
| guardDamage = | | guardDamage = 120 | ||
}} | }} | ||
==== | ====far D==== | ||
{{MoveData-KOFXV | character = Clark Still | moveId = | {{MoveData-KOFXV | character = Clark Still | moveId = clark_fd | ||
| name | | name = far D | ||
| input | | input = D | ||
| images | | images = XV_clark_fd_ima.png | ||
| hitboxes | | hitboxes = XV_clark_fd.png | ||
| damage | | damage = 80 | ||
| guard | | guard = Mid | ||
| cancel | | cancel = super | ||
| startup | | startup = 9 | ||
| active | | active = 4 | ||
| recovery | | recovery = 18 | ||
| hitadv | | hitadv = -1 | ||
| blockadv | | blockadv = -3 | ||
| invul | | invul = | ||
| stun = | | stun = 70 | ||
| guardDamage = | | guardDamage = 120 | ||
}} | }} | ||
===Crouch Normals=== | ===Crouch Normals=== | ||
==== | ====crouch A==== | ||
{{MoveData-KOFXV | character = Clark Still | moveId = | {{MoveData-KOFXV | character = Clark Still | moveId = clark_2a | ||
| name | | name = crouch A | ||
| input | | input = 2A | ||
| images | | images = XV_clark_2a_ima.png | ||
| hitboxes | | hitboxes = XV_clark_2a.png | ||
| damage | | damage = 25 | ||
| guard | | guard = Mid | ||
| cancel | | cancel = command | ||
| startup | | startup = 4 | ||
| active | | active = 3 | ||
| recovery | | recovery = 9 | ||
| hitadv | | hitadv = +3 | ||
| blockadv | | blockadv = +1 | ||
| invul | | invul = | ||
| stun = | | stun = 30 | ||
| guardDamage = | | guardDamage = 60 | ||
}} | }} | ||
==== | ====crouch B==== | ||
{{MoveData-KOFXV | character = Clark Still | moveId = | {{MoveData-KOFXV | character = Clark Still | moveId = clark_2b | ||
| name | | name = crouch B | ||
| input | | input = 2B | ||
| images | | images = XV_clark_2b_ima.png | ||
| hitboxes | | hitboxes = XV_clark_2b.png | ||
| damage | | damage = 15 | ||
| guard | | guard = Low | ||
| cancel | | cancel = command | ||
| startup | | startup = 5 | ||
| active | | active = 4 | ||
| recovery | | recovery = 9 | ||
| hitadv | | hitadv = +2 | ||
| blockadv | | blockadv = 0 | ||
| invul | | invul = | ||
| stun = | | stun = 15 | ||
| guardDamage = | | guardDamage = 30 | ||
}} | }} | ||
==== | ====crouch C==== | ||
{{MoveData-KOFXV | character = Clark Still | moveId = | {{MoveData-KOFXV | character = Clark Still | moveId = clark_2c | ||
| name | | name = crouch C | ||
| input | | input = 2C | ||
| images | | images = XV_clark_2c_ima.png | ||
| hitboxes | | hitboxes = XV_clark_2c.png | ||
| damage | | damage = 70 | ||
| guard | | guard = Mid | ||
| cancel | | cancel = command | ||
| startup | | startup = 8 | ||
| active | | active = 4 | ||
| recovery | | recovery = 17 | ||
| hitadv | | hitadv = 0 | ||
| blockadv | | blockadv = -2 | ||
| invul | | invul = | ||
| stun = | | stun = 70 | ||
| guardDamage = | | guardDamage = 120 | ||
}} | }} | ||
==== | ====crouch D==== | ||
{{MoveData-KOFXV | character = Clark Still | moveId = | {{MoveData-KOFXV | character = Clark Still | moveId = clark_2d | ||
| name | | name = crouch D | ||
| input | | input = 2D | ||
| images | | images = XV_clark_2d_ima.png | ||
| hitboxes | | hitboxes = XV_clark_2d.png | ||
| damage | | damage = 80 | ||
| guard | | guard = Low | ||
| cancel | | cancel = command | ||
| startup | | startup = 6 | ||
| active | | active = 4 | ||
| recovery | | recovery = 19 | ||
| hitadv | | hitadv = SKD (26: Tech / 53: Non-tech) | ||
| blockadv | | blockadv = -4 | ||
| invul | | invul = | ||
| stun = | | stun = 70 | ||
| guardDamage = | | guardDamage = 210 | ||
}} | }} | ||
===jump normals=== | ===jump normals=== | ||
====hop A==== | ====hop A==== | ||
{{MoveData-KOFXV | character = Clark Still | moveId = | {{MoveData-KOFXV | character = Clark Still | moveId = clark_ha | ||
| name | | name = hop A | ||
| header = yes | | header = yes | ||
| version | | version = hop | ||
| orderId | | orderId = 1 | ||
| input | | input = h.A | ||
| images | | images = XV_clark_ja_ima.png | ||
| hitboxes | | hitboxes = XV_clark_ha.png | ||
| damage | | damage = 40 | ||
| guard | | guard = High | ||
| cancel | | cancel = | ||
| startup | | startup = 5 | ||
| active | | active = 8 | ||
| recovery | | recovery = 1 on ground | ||
| hitadv | | hitadv = | ||
| blockadv | | blockadv = | ||
| invul | | invul = | ||
| stun = | | stun = 30 | ||
| guardDamage = | | guardDamage = 50 | ||
}} | }} | ||
====jump A==== | ====jump A==== | ||
{{MoveData-KOFXV | character = Clark Still | moveId = clark_ja | {{MoveData-KOFXV | character = Clark Still | moveId = clark_ja | ||
| name | | name = jump A | ||
| header = | | header = no | ||
| version | | version = jump | ||
| orderId | | orderId = 2 | ||
| input | | input = j.A | ||
| images | | images = XV_clark_ja_ima.png | ||
| hitboxes | | hitboxes = XV_clark_ja.png | ||
| damage | | damage = 45 | ||
| guard | | guard = High | ||
| cancel | | cancel = | ||
| startup | | startup = 5 | ||
| active | | active = 10 | ||
| recovery | | recovery = 1 on ground | ||
| hitadv | | hitadv = | ||
| blockadv | | blockadv = | ||
| invul | | invul = | ||
| stun = | | stun = 30 | ||
| guardDamage = | | guardDamage = 60 | ||
}} | }} | ||
====hop B==== | ====hop B==== | ||
{{MoveData-KOFXV | character = Clark Still | moveId = | {{MoveData-KOFXV | character = Clark Still | moveId = clark_hb | ||
| name | | name = hop B | ||
| header = yes | | header = yes | ||
| version | | version = hop | ||
| orderId | | orderId = 1 | ||
| input | | input = h.B | ||
| images | | images = XV_clark_jb_ima.png | ||
| hitboxes | | hitboxes = XV_clark_jb.png | ||
| damage | | damage = 40 | ||
| guard | | guard = High | ||
| cancel | | cancel = | ||
| startup | | startup = 6 | ||
| active | | active = 6 | ||
| recovery | | recovery = 1 on ground | ||
| hitadv | | hitadv = | ||
| blockadv | | blockadv = | ||
| invul | | invul = | ||
| stun = | | stun = 30 | ||
| guardDamage = | | guardDamage = 50 | ||
}} | }} | ||
====jump B==== | ====jump B==== | ||
{{MoveData-KOFXV | character = Clark Still | moveId = clark_jb | {{MoveData-KOFXV | character = Clark Still | moveId = clark_jb | ||
| name | | name = jump B | ||
| header = | | header = no | ||
| version | | version = jump | ||
| orderId | | orderId = 2 | ||
| input | | input = j.B | ||
| images | | images = XV_clark_jb_ima.png | ||
| hitboxes | | hitboxes = XV_clark_jb.png | ||
| damage | | damage = 45 | ||
| guard | | guard = High | ||
| cancel | | cancel = | ||
| startup | | startup = 6 | ||
| active | | active = 9 | ||
| recovery | | recovery = 1 on ground | ||
| hitadv | | hitadv = | ||
| blockadv | | blockadv = | ||
| invul | | invul = | ||
| stun = | | stun = 30 | ||
| guardDamage = | | guardDamage = 60 | ||
}} | }} | ||
====hop C==== | ====hop C==== | ||
{{MoveData-KOFXV | character = Clark Still | moveId = | {{MoveData-KOFXV | character = Clark Still | moveId = clark_hc | ||
| name | | name = hop C | ||
| header = yes | | header = yes | ||
| version | | version = hop | ||
| orderId | | orderId = 1 | ||
| input | | input = h.C | ||
| images | | images = XV_clark_jc_ima.png | ||
| hitboxes | | hitboxes = XV_clark_hc.png | ||
| damage | | damage = 70 | ||
| guard | | guard = High | ||
| cancel | | cancel = | ||
| startup | | startup = 8 | ||
| active | | active = 3 | ||
| recovery | | recovery = 1 on ground | ||
| hitadv | | hitadv = | ||
| blockadv | | blockadv = | ||
| invul | | invul = | ||
| stun = | | stun = 70 | ||
| guardDamage = | | guardDamage = 100 | ||
}} | }} | ||
====jump C==== | ====jump C==== | ||
{{MoveData-KOFXV | character = Clark Still | moveId = clark_jc | {{MoveData-KOFXV | character = Clark Still | moveId = clark_jc | ||
| name | | name = jump C | ||
| header = | | header = no | ||
| version | | version = jump | ||
| orderId | | orderId = 2 | ||
| input | | input = j.C | ||
| images | | images = XV_clark_jc_ima.png | ||
| hitboxes | | hitboxes = XV_clark_jc.png | ||
| damage | | damage = 70 | ||
| guard | | guard = High | ||
| cancel | | cancel = | ||
| startup | | startup = 8 | ||
| active | | active = 4 | ||
| recovery | | recovery = 1 on ground | ||
| hitadv | | hitadv = | ||
| blockadv | | blockadv = | ||
| invul | | invul = | ||
| stun = | | stun = 70 | ||
| guardDamage = | | guardDamage = 120 | ||
}} | }} | ||
====hop D==== | ====hop D==== | ||
{{MoveData-KOFXV | character = Clark Still | moveId = | {{MoveData-KOFXV | character = Clark Still | moveId = clark_hd | ||
| name | | name = hop D | ||
| header = yes | | header = yes | ||
| version | | version = hop | ||
| orderId | | orderId = 1 | ||
| input | | input = h.D | ||
| images | | images = XV_clark_jd_ima.png | ||
| hitboxes | | hitboxes = XV_clark_jd.png | ||
| damage | | damage = 70 | ||
| guard | | guard = High | ||
| cancel | | cancel = | ||
| startup | | startup = 5 | ||
| active | | active = 6 | ||
| recovery | | recovery = 1 on ground | ||
| hitadv | | hitadv = | ||
| blockadv | | blockadv = | ||
| invul | | invul = | ||
| stun = | | stun = 70 | ||
| guardDamage = | | guardDamage = 100 | ||
}} | }} | ||
====jump D==== | ====jump D==== | ||
{{MoveData-KOFXV | character = Clark Still | moveId = clark_jd | {{MoveData-KOFXV | character = Clark Still | moveId = clark_jd | ||
| name | | name = jump D | ||
| header = no | |||
| version = jump | |||
| orderId = 2 | |||
| input = j.D | |||
| images = XV_clark_jd_ima.png | |||
| hitboxes = XV_clark_jd.png | |||
| damage = 70 | |||
| guard = High | |||
| cancel = | |||
| startup = 5 | |||
| active = 7 | |||
| recovery = 1 on ground | |||
| hitadv = | |||
| blockadv = | |||
| invul = | |||
| stun = 70 | |||
| guardDamage = 120 | |||
}} | |||
===rush moves=== | |||
====rush 1==== | |||
{{MoveData-KOFXV | character = Clark Still | moveId = clark_rush1 | |||
| name = rush 1 | |||
| header = yes | | header = yes | ||
| version | | version = cl.AA | ||
| orderId | | orderId = 1 | ||
| input | | input = cl.AA | ||
| images | | images = XV_clark_rush1_ima.png | ||
| hitboxes | | hitboxes = XV_clark_rush1.png | ||
| damage | | damage = 48 (25+25) | ||
| guard | | guard = Mid | ||
| cancel | | cancel = Rush | ||
| startup | | startup = 5 | ||
| active | | active = | ||
| recovery | | recovery = | ||
| hitadv | | hitadv = -4 | ||
| blockadv | | blockadv = -6 | ||
| invul | | invul = | ||
| stun = | | stun = 30 | ||
| guardDamage = | | guardDamage = 120 (60+60) | ||
}} | }} | ||
====rush 2==== | |||
{{MoveData-KOFXV | character = Clark Still | moveId = clark_rush2 | |||
| name = rush 2 | |||
| header = no | |||
| version = cl.AAX | |||
| orderId = 2 | |||
| input = cl.AAX | |||
| images = XV_clark_rush2_ima.png | |||
| hitboxes = XV_clark_rush2.png | |||
| damage = 70 (25+25+25) | |||
| guard = Mid | |||
| cancel = Rush | |||
| startup = 8 | |||
| active = | |||
| recovery = | |||
| hitadv = -6 | |||
| blockadv = -8 | |||
| invul = | |||
| stun = 30 | |||
| guardDamage = 180 (60+60+60) | |||
}} | |||
===Command normals=== | ===Command normals=== | ||
==== | ====Stomping==== | ||
{{MoveData-KOFXV | character = Clark Still | moveId = clark_6b | |||
| name = Stomping | |||
| input = 6B | |||
| images = XV_clark_6b_ima.png | |||
| hitboxes = XV_clark_6b.png, XV_clark_6b2.png | |||
| damage = 65 | |||
| guard = High [Mid] | |||
| cancel = super [special, super] | |||
| startup = 22 [18] | |||
| active = 4 | |||
| recovery = 17 [21] | |||
| hitadv = 0 [-4] | |||
| blockadv = -2 [-6] | |||
| invul = | |||
| stun = 40 | |||
| guardDamage = 80 | |||
}} | |||
====Step==== | |||
{{MoveData-KOFXV | character = Clark Still | moveId = clark_6bd | |||
| name = Step | |||
| input = 6BD | |||
| images = XV_clark_6bd_ima.png | |||
| hitboxes = XV_clark_6bd.png, XV_clark_6bd2.png, | |||
| damage = | |||
| guard = | |||
| cancel = | |||
| startup = | |||
| active = | |||
| recovery = 24 | |||
| hitadv = | |||
| blockadv = | |||
| invul = Low Body: 1 to 20 (20 frames) | |||
| stun = | |||
| guardDamage = | |||
}} | |||
===Blowback=== | ===Blowback=== | ||
====Blowback==== | ====Blowback==== | ||
{{MoveData-KOFXV | character = Clark Still | moveId = clark_cd | {{MoveData-KOFXV | character = Clark Still | moveId = clark_cd | ||
| name | | name = Blowback | ||
| input | | input = CD | ||
| images | | images = XV_clark_cd_ima.png | ||
| hitboxes | | hitboxes = XV_clark_cd.png | ||
| damage | | damage = 75 | ||
| guard | | guard = Mid | ||
| cancel | | cancel = command | ||
| startup | | startup = 15 | ||
| active | | active = 5 | ||
| recovery | | recovery = 26 | ||
| hitadv | | hitadv = Wall Splat - HKD (gnd) (69 to 85) | ||
| blockadv | | blockadv = -8 | ||
| invul | | invul = | ||
| stun = | | stun = 100 | ||
| guardDamage = | | guardDamage = 160 | ||
}} | }} | ||
==== | ====Shatterstrike==== | ||
{{MoveData-KOFXV | character = Clark Still | moveId = clark_236cd | {{MoveData-KOFXV | character = Clark Still | moveId = clark_236cd | ||
| name | | name = Shatterstrike | ||
| input | | input = 236CD | ||
| images | | images = XV_clark_236cd_ima.png | ||
| hitboxes | | hitboxes = XV_clark_236cd.png, XV_clark_236cd2.png | ||
| damage | | damage = 75 | ||
| guard | | guard = Mid | ||
| cancel | | cancel = | ||
| startup = | | startup = 15 | ||
| active = | | active = 6 | ||
| recovery = | | recovery = 27 | ||
| hitadv = | | hitadv = Crumple - HKD (93) | ||
| blockadv = | | blockadv = -10 | ||
| invul = | | invul = Armor: 4 to 14 (11 frames) | ||
| stun = | | stun = 0 | ||
| guardDamage = | | guardDamage = 200 | ||
}} | |||
====AdvanceStrike==== | |||
{{MoveData-KOFXV | character = Clark Still | moveId = clark_214cd | |||
| name = AdvanceStrike | |||
| input = 214CD | |||
| images = XV_clark_214cd_ima.png | |||
| hitboxes = XV_clark_214cd.png, XV_clark_214cd2.png | |||
| damage = 100 | |||
| guard = [[The_King_of_Fighters_XV/Defense#Mid|Mid]] | |||
| cancel = | |||
| startup = 28 | |||
| active = 6 | |||
| recovery = 37 (on whiff) / Recovers faster on hit and block. | |||
| hitadv = HKD (68 - Non Throw Counter Hit) / Crumple (103 - Throw Counter Hit) | |||
| blockadv = +3 | |||
| invul = Full Body Armor Frames: 7 to 33 (27 frames) / Throw Counter Frames: 4 to 27 (24 Frames) | |||
| stun = 0 | |||
| guardDamage = 150 | |||
}} | }} | ||
====hop CD==== | ====hop CD==== | ||
{{MoveData-KOFXV | character = Clark Still | moveId = | {{MoveData-KOFXV | character = Clark Still | moveId = clark_hcd | ||
| name | | name = hop CD | ||
| header = yes | | header = yes | ||
| version | | version = hop | ||
| orderId | | orderId = 1 | ||
| input | | input = h.CD | ||
| images | | images = XV_clark_jcd_ima.png | ||
| hitboxes | | hitboxes = XV_clark_jcd.png | ||
| damage | | damage = 80 | ||
| guard | | guard = Mid | ||
| cancel | | cancel = | ||
| startup | | startup = 14 | ||
| active | | active = 5 | ||
| recovery | | recovery = 1 on ground | ||
| hitadv | | hitadv = | ||
| blockadv | | blockadv = | ||
| invul | | invul = | ||
| stun = | | stun = 80 | ||
| guardDamage = | | guardDamage = 120 | ||
}} | }} | ||
====jump CD==== | ====jump CD==== | ||
{{MoveData-KOFXV | character = Clark Still | moveId = clark_jcd | {{MoveData-KOFXV | character = Clark Still | moveId = clark_jcd | ||
| name | | name = jump CD | ||
| header = no | |||
| version = jump | |||
| orderId = 2 | |||
| input = j.CD | |||
| images = XV_clark_jcd_ima.png | |||
| hitboxes = XV_clark_jcd.png | |||
| damage = 90 | |||
| guard = Mid | |||
| cancel = | |||
| startup = 14 | |||
| active = 5 | |||
| recovery = 1 on ground | |||
| hitadv = | |||
| blockadv = | |||
| invul = | |||
| stun = 80 | |||
| guardDamage = 140 | |||
}} | |||
===Throws=== | |||
====Nageppanashi German==== | |||
{{MoveData-KOFXV | character = Clark Still | moveId = clark_cthrow | |||
| name = Nageppanashi German | |||
| input = (close) 4/6C | |||
| images = XV_clark_cthrow_ima.png | |||
| hitboxes = XV_clark_cthrow.png | |||
| damage = 100 | |||
| guard = N/A | |||
| cancel = | |||
| startup = 1 | |||
| active = 1 | |||
| recovery = 0 | |||
| hitadv = HKD (46) | |||
| blockadv = Unblockable | |||
| invul = | |||
| stun = 0 | |||
| guardDamage = 0 | |||
}} | |||
====Fisherman Buster==== | |||
{{MoveData-KOFXV | character = Clark Still | moveId = clark_dthrow | |||
| name = Fisherman Buster | |||
| input = (close) 4/6D | |||
| images = XV_clark_dthrow_ima.png | |||
| hitboxes = XV_clark_dthrow.png | |||
| damage = 100 | |||
| guard = N/A | |||
| cancel = | |||
| startup = 1 | |||
| active = 1 | |||
| recovery = 0 | |||
| hitadv = HKD (26) | |||
| blockadv = Unblockable | |||
| invul = | |||
| stun = 0 | |||
| guardDamage = 0 | |||
}} | |||
====Death Lake Driver==== | |||
{{MoveData-KOFXV | character = Clark Still | moveId = clark_athrow | |||
| name = Death Lake Driver | |||
| input = air (close) 4/6C | |||
| images = XV_clark_athrow_ima.png | |||
| hitboxes = XV_clark_athrow.png | |||
| damage = 100 | |||
| guard = N/A | |||
| cancel = | |||
| startup = 1 | |||
| active = 1 | |||
| recovery = 0 | |||
| hitadv = HKD (+43-47) | |||
| blockadv = | |||
| invul = | |||
| stun = 0 | |||
| guardDamage = 0 | |||
}} | |||
==Specials== | |||
===Mount Tackle=== | |||
====41236A==== | |||
{{MoveData-KOFXV | character = Clark Still | moveId = clark_41236a | |||
| name = Mount Tackle | |||
| header = yes | |||
| version = A | |||
| orderId = 1 | |||
| input = 41236A | |||
| images = XV_clark_41236a_ima.png | |||
| hitboxes = XV_clark_41236a.png | |||
| damage = 0 | |||
| guard = Mid | |||
| cancel = | |||
| startup = 11 | |||
| active = 22 | |||
| recovery = 16 | |||
| hitadv = HKD (0) | |||
| blockadv = -26 | |||
| invul = | |||
| stun = 0 | |||
| guardDamage = 0 | |||
}} | |||
====41236C==== | |||
{{MoveData-KOFXV | character = Clark Still | moveId = clark_41236c | |||
| name = Mount Tackle | |||
| header = no | |||
| version = C | |||
| orderId = 2 | |||
| input = 41236C | |||
| images = XV_clark_41236c_ima.png | |||
| hitboxes = XV_clark_41236a.png | |||
| damage = 0 | |||
| guard = Mid | |||
| cancel = | |||
| startup = 16 | |||
| active = 25 | |||
| recovery = 29 | |||
| hitadv = HKD (0) | |||
| blockadv = -26 | |||
| invul = | |||
| stun = 0 | |||
| guardDamage = 0 | |||
}} | |||
====41236AC==== | |||
{{MoveData-KOFXV | character = Clark Still | moveId = clark_41236ac | |||
| name = Mount Tackle | |||
| header = no | |||
| version = AC | |||
| orderId = 3 | |||
| input = 41236AC | |||
| images = XV_clark_41236c_ima.png | |||
| hitboxes = XV_clark_41236ac.png | |||
| damage = 0 | |||
| guard = Mid | |||
| cancel = | |||
| startup = 10 | |||
| active = 1 | |||
| recovery = 46 | |||
| hitadv = HKD (0) | |||
| blockadv = -23 | |||
| invul = | |||
| stun = 00 | |||
| guardDamage = | |||
}} | |||
===Clark Lift=== | |||
====41236A/C~22A==== | |||
{{MoveData-KOFXV | character = Clark Still | moveId = clark_41236p_22a | |||
| name = Clark Lift | |||
| header = yes | |||
| version = A/C | |||
| orderId = 1 | |||
| input = 41236A/C~22A | |||
| images = XV_clark_41236p_22a_ima.png | |||
| hitboxes = XV_clark_41236p_22a.png | |||
| damage = 150 | |||
| guard = N/A | |||
| cancel = | |||
| startup = 1 | |||
| active = | |||
| recovery = | |||
| hitadv = HKD (44) | |||
| blockadv = | |||
| invul = | |||
| stun = 0 | |||
| guardDamage = 0 | |||
}} | |||
====41236AC~22A==== | |||
{{MoveData-KOFXV | character = Clark Still | moveId = clark_41236ac_22a | |||
| name = Clark Lift | |||
| header = no | |||
| version = AC | |||
| orderId = 2 | |||
| input = 41236AC~22A | |||
| images = XV_clark_41236p_22a_ima.png | |||
| hitboxes = XV_clark_41236ac_22a.png | |||
| damage = 123 (130) | |||
| guard = N/A | |||
| cancel = | |||
| startup = 1 | |||
| active = | |||
| recovery = | |||
| hitadv = HKD (44) | |||
| blockadv = | |||
| invul = | |||
| stun = 0 | |||
| guardDamage = 0 | |||
}} | |||
===Sleeper (D.D.T.)=== | |||
====41236A/C~22C==== | |||
{{MoveData-KOFXV | character = Clark Still | moveId = clark_41236p_22c | |||
| name = Sleeper (D.D.T.) | |||
| header = yes | |||
| version = A/C | |||
| orderId = 1 | |||
| input = 41236A/C~22C | |||
| images = XV_clark_41236p_22c_ima.png | |||
| hitboxes = XV_clark_41236p_22c.png | |||
| damage = 100 | |||
| guard = N/A | |||
| cancel = | |||
| startup = 1 | |||
| active = | |||
| recovery = | |||
| hitadv = HKD (41) | |||
| blockadv = | |||
| invul = | |||
| stun = 0 | |||
| guardDamage = 0 | |||
}} | |||
====41236AC~22C==== | |||
{{MoveData-KOFXV | character = Clark Still | moveId = clark_41236ac_22c | |||
| name = Sleeper (D.D.T.) | |||
| header = no | |||
| version = AC | |||
| orderId = 2 | |||
| input = 41236AC~22C | |||
| images = XV_clark_41236p_22c_ima.png | |||
| hitboxes = XV_clark_41236ac_22c.png | |||
| damage = 66 (70) | |||
| guard = N/A | |||
| cancel = | |||
| startup = 1 | |||
| active = | |||
| recovery = | |||
| hitadv = HKD (41) | |||
| blockadv = | |||
| invul = | |||
| stun = 0 | |||
| guardDamage = 0 | |||
}} | |||
===Flashing Elbow=== | |||
====41236A/C~22C~236A/C==== | |||
{{MoveData-KOFXV | character = Clark Still | moveId = clark_41236p_22c_236p | |||
| name = Flashing Elbow | |||
| header = yes | |||
| version = A/C | |||
| orderId = 1 | |||
| input = 41236A/C~22C~236A/C | |||
| images = XV_clark_41236bd_236p_ima.png | |||
| hitboxes = XV_clark_41236p_22c_236p.png | |||
| damage = 35 | |||
| guard = N/A | |||
| cancel = super | |||
| startup = 18 | |||
| active = | |||
| recovery = | |||
| hitadv = HKD (39) | |||
| blockadv = | |||
| invul = | |||
| stun = 0 | |||
| guardDamage = 0 | |||
}} | |||
====41236AC~22C~236A/C==== | |||
{{MoveData-KOFXV | character = Clark Still | moveId = clark_41236ac_22c_236p | |||
| name = Flashing Elbow | |||
| header = no | |||
| version = AC | |||
| orderId = 2 | |||
| input = 41236AC~22C~236A/C | |||
| images = XV_clark_41236bd_236p_ima.png | |||
| hitboxes = XV_clark_41236ac_22c_236p.png | |||
| damage = 45 | |||
| guard = N/A | |||
| cancel = | |||
| startup = 18 | |||
| active = | |||
| recovery = | |||
| hitadv = HKD (39) | |||
| blockadv = | |||
| invul = | |||
| stun = 0 | |||
| guardDamage = 0 | |||
}} | |||
===Rolling Cradler=== | |||
====41236A/C~22B==== | |||
{{MoveData-KOFXV | character = Clark Still | moveId = clark_41236p_22b | |||
| name = Rolling Cradler | |||
| header = yes | |||
| version = 41236A/C~22B | |||
| orderId = 1 | |||
| input = 41236A/C~22B | |||
| images = XV_clark_41236p_22d_ima.png | |||
| hitboxes = XV_clark_41236p_22b.png | |||
| damage = 160 (40*4) | |||
| guard = N/A | |||
| cancel = | |||
| startup = 1 | |||
| active = | |||
| recovery = | |||
| hitadv = HKD (20) | |||
| blockadv = | |||
| invul = | |||
| stun = 0 | |||
| guardDamage = 0 | |||
}} | |||
====41236A/C~22D==== | |||
{{MoveData-KOFXV | character = Clark Still | moveId = clark_41236p_22d | |||
| name = Rolling Cradler | |||
| header = no | |||
| version = 41236A/C~22D | |||
| orderId = 2 | |||
| input = 41236A/C~22D | |||
| images = XV_clark_41236p_22d_ima.png | |||
| hitboxes = XV_clark_41236p_22d.png | |||
| damage = 160 (40*4) | |||
| guard = N/A | |||
| cancel = | |||
| startup = 1 | |||
| active = | |||
| recovery = | |||
| hitadv = HKD (20) | |||
| blockadv = | |||
| invul = | |||
| stun = 0 | |||
| guardDamage = 0 | |||
}} | |||
====41236AC~22B==== | |||
{{MoveData-KOFXV | character = Clark Still | moveId = clark_41236ac_22b | |||
| name = Rolling Cradler | |||
| header = yes | |||
| version = 41236AC~22B | |||
| orderId = 1 | |||
| input = 41236AC~22B | |||
| images = XV_clark_41236p_22d_ima.png | |||
| hitboxes = XV_clark_41236p_22b.png | |||
| damage = 153 (35*4) | |||
| guard = N/A | |||
| cancel = | |||
| startup = 1 | |||
| active = | |||
| recovery = | |||
| hitadv = HKD (20) | |||
| blockadv = | |||
| invul = | |||
| stun = 0 | |||
| guardDamage = 0 | |||
}} | |||
====41236AC~22D==== | |||
{{MoveData-KOFXV | character = Clark Still | moveId = clark_41236ac_22d | |||
| name = Rolling Cradler | |||
| header = no | |||
| version = 41236AC~22D | |||
| orderId = 2 | |||
| input = 41236AC~22D | |||
| images = XV_clark_41236p_22d_ima.png | |||
| hitboxes = XV_clark_41236p_22d.png | |||
| damage = 153 (35*4) | |||
| guard = N/A | |||
| cancel = | |||
| startup = 1 | |||
| active = | |||
| recovery = | |||
| hitadv = HKD (20) | |||
| blockadv = | |||
| invul = | |||
| stun = 0 | |||
| guardDamage = 0 | |||
}} | |||
===Super Argentine Backbreaker=== | |||
====41236B==== | |||
{{MoveData-KOFXV | character = Clark Still | moveId = clark_41236b | |||
| name = Super Argentine Backbreaker | |||
| header = yes | | header = yes | ||
| version | | version = B | ||
| orderId | | orderId = 1 | ||
| input | | input = 41236B | ||
| images | | images = XV_clark_41236b_ima.png | ||
| hitboxes | | hitboxes = XV_clark_41236b.png, XV_clark_41236b2.png | ||
| damage | | damage = 132 (42+90) | ||
| guard | | guard = N/A | ||
| cancel | | cancel = | ||
| startup | | startup = 15 | ||
| active | | active = 1 | ||
| recovery | | recovery = 37 | ||
| hitadv | | hitadv = HKD (25) | ||
| blockadv | | blockadv = Unblockable | ||
| invul | | invul = Throw invincibility: 1 to 15 (15 Frames) / Full Body Armor: 1 to 14 (14 frames) | ||
| stun = 0 | |||
| guardDamage = 0 | |||
}} | |||
====41236D==== | |||
{{MoveData-KOFXV | character = Clark Still | moveId = clark_41236d | |||
| name = Super Argentine Backbreaker | |||
| header = no | |||
| version = D | |||
| orderId = 2 | |||
| input = 41236D | |||
| images = XV_clark_41236d_ima.png | |||
| hitboxes = XV_clark_41236d.png | |||
| damage = 132 (42+90) | |||
| guard = N/A | |||
| cancel = | |||
| startup = 1 | |||
| active = 1 | |||
| recovery = 35 | |||
| hitadv = HKD (25) | |||
| blockadv = Unblockable | |||
| invul = Full Body: 1 (1 Frame) | |||
| stun = 0 | |||
| guardDamage = 0 | |||
}} | |||
====41236BD==== | |||
{{MoveData-KOFXV | character = Clark Still | moveId = clark_41236bd | |||
| name = Super Argentine Backbreaker | |||
| header = no | |||
| version = BD | |||
| orderId = 3 | |||
| input = 41236BD | |||
| images = XV_clark_41236d_ima.png | |||
| hitboxes = XV_clark_41236bd.png | |||
| damage = 150 (70+80) | |||
| guard = N/A | |||
| cancel = | |||
| startup = 1 | |||
| active = 1 | |||
| recovery = 45 | |||
| hitadv = HKD - Ground Bounce (75) | |||
| blockadv = Unblockable | |||
| invul = Full Body: 1 (1 Frame) | |||
| stun = 0 | |||
| guardDamage = 0 | |||
}} | |||
====41236BD~236A/C==== | |||
{{MoveData-KOFXV | character = Clark Still | moveId = clark_41236bd_236p | |||
| name = Flashing Elbow | |||
| input = 41236BD~236A/C | |||
| images = XV_clark_41236bd_236p_ima.png | |||
| hitboxes = XV_clark_41236bd_236p.png | |||
| damage = 33 | |||
| guard = N/A | |||
| cancel = | |||
| startup = 18 | |||
| active = | |||
| recovery = | |||
| hitadv = HKD (39) | |||
| blockadv = | |||
| invul = | |||
| stun = | | stun = | ||
| guardDamage = | | guardDamage = | ||
}} | }} | ||
===Vulcan Punch=== | |||
====623A==== | |||
{{MoveData-KOFXV | character = Clark Still | moveId = clark_623a | |||
| name = Vulcan Punch | |||
| header = yes | |||
| version = A | |||
| orderId = 1 | |||
| input = 623A | |||
| images = XV_clark_623a_ima.png | |||
| hitboxes = XV_clark_623a.png | |||
| damage = 80 (20*4) | |||
| guard = Mid | |||
| cancel = super | |||
| startup = 8 | |||
| active = 1 (4) 1 (4) 1 (5) 1 | |||
| recovery = 18 | |||
| hitadv = SKD (48: Tech / 75: Non-tech) | |||
| blockadv = 0 | |||
| invul = | |||
| stun = 80 (20*4) | |||
| guardDamage = 80 (20*4) | |||
}} | |||
====623C==== | |||
{{MoveData-KOFXV | character = Clark Still | moveId = clark_623c | |||
| name = Vulcan Punch | |||
| header = no | |||
| version = C | |||
| orderId = 2 | |||
| input = 623C | |||
| images = XV_clark_623a_ima.png | |||
| hitboxes = XV_clark_623a.png | |||
| damage = 110 (30*3, 20) | |||
| guard = Mid | |||
| cancel = super | |||
| startup = 8 | |||
| active = 1 (4) 1 (4) 1 (5) 1 | |||
| recovery = 36 | |||
| hitadv = SKD (30: Tech* / 57: Non-tech) | |||
| blockadv = -18 | |||
| invul = | |||
| stun = 80 (20*4) | |||
| guardDamage = 80 (20*4) | |||
}} | |||
====623AC==== | |||
{{MoveData-KOFXV | character = Clark Still | moveId = clark_623ac | |||
| name = Vulcan Punch | |||
| header = no | |||
| version = AC | |||
| orderId = 3 | |||
| input = 623AC | |||
| images = XV_clark_623a_ima.png | |||
| hitboxes = XV_clark_623ac.png | |||
| damage = 95 (25*4) | |||
| guard = Mid | |||
| cancel = | |||
| startup = 4 | |||
| active = 1 (5) 1 (5) 1 (5) 1 | |||
| recovery = 18 | |||
| hitadv = 2 | |||
| blockadv = 0 | |||
| invul = | |||
| stun = 0 | |||
| guardDamage = 160 (40*4) | |||
}} | |||
===Gatling Attack=== | |||
====214A==== | |||
{{MoveData-KOFXV | character = Clark Still | moveId = clark_214a | |||
| name = Gatling Attack | |||
| header = yes | |||
| version = A | |||
| orderId = 1 | |||
| input = 214A | |||
| images = XV_clark_214a_ima.png | |||
| hitboxes = XV_clark_214a.png, XV_clark_214a2.png | |||
| damage = 80 (40+40) | |||
| guard = Mid | |||
| cancel = super (2) | |||
| startup = 7 | |||
| active = 3 (9) 2 | |||
| recovery = 27 | |||
| hitadv = SKD (38: Tech / 61: Non-tech) | |||
| blockadv = -10 | |||
| invul = | |||
| stun = | |||
| guardDamage = 140 (60+80) | |||
}} | |||
====214C==== | |||
{{MoveData-KOFXV | character = Clark Still | moveId = clark_214c | |||
| name = Gatling Attack | |||
| header = no | |||
| version = C | |||
| orderId = 2 | |||
| input = 214C | |||
| images = XV_clark_214c_ima.png | |||
| hitboxes = XV_clark_214c.png, XV_clark_214c2.png, XV_clark_214c3.png | |||
| damage = 78 (25+25+30) | |||
| guard = Mid | |||
| cancel = super | |||
| startup = 17 | |||
| active = 4 (7) 4 | |||
| recovery = 30 | |||
| hitadv = SKD (34: Tech / 61: Non-tech) | |||
| blockadv = -14 | |||
| invul = | |||
| stun = 140 (60+40+40) | |||
| guardDamage = 160 (40+40+80) | |||
}} | |||
====214AC==== | |||
{{MoveData-KOFXV | character = Clark Still | moveId = clark_214ac | |||
| name = Gatling Attack | |||
| header = no | |||
| version = AC | |||
| orderId = 3 | |||
| input = 214AC | |||
| images = XV_clark_214c_ima.png | |||
| hitboxes = XV_clark_214ac.png, XV_clark_214ac2.png, XV_clark_214ac3.png | |||
| damage = 100 (30+30+40) | |||
| guard = Mid | |||
| cancel = | |||
| startup = 9 | |||
| active = 2 (16) 3 | |||
| recovery = 26 | |||
| hitadv = SKD (39: Tech / 66: Non-tech) | |||
| blockadv = -9 | |||
| invul = | |||
| stun = 0 | |||
| guardDamage = 90 (30+30+30) | |||
}} | |||
===Death Lake Driver=== | |||
====214C~623A==== | |||
{{MoveData-KOFXV | character = Clark Still | moveId = clark_214c_623a | |||
| name = Death Lake Driver | |||
| header = yes | |||
| version = C~A | |||
| orderId = 1 | |||
| input = 214C~623A | |||
| images = XV_clark_214c_623a_ima.png | |||
| hitboxes = XV_clark_214c_623a.png | |||
| damage = 90 | |||
| guard = N/A | |||
| cancel = | |||
| startup = 11 | |||
| active = | |||
| recovery = | |||
| hitadv = HKD (44) | |||
| blockadv = | |||
| invul = | |||
| stun = 0 | |||
| guardDamage = 0 | |||
}} | |||
=== | ====214C~623C==== | ||
==== | {{MoveData-KOFXV | character = Clark Still | moveId = clark_214c_623c | ||
| name = Death Lake Driver | |||
| header = no | |||
| version = C~C | |||
| orderId = 2 | |||
| input = 214C~623C | |||
| images = XV_clark_214c_623a_ima.png | |||
| hitboxes = XV_clark_214c_623c.png | |||
| damage = 90 | |||
| guard = N/A | |||
| cancel = | |||
| startup = 11 | |||
| active = | |||
| recovery = | |||
| hitadv = HKD (44) | |||
| blockadv = | |||
| invul = | |||
| stun = 0 | |||
| guardDamage = 0 | |||
}} | |||
====214AC~623A==== | |||
{{MoveData-KOFXV | character = Clark Still | moveId = clark_214ac_623a | |||
| name = Death Lake Driver | |||
| header = no | |||
| version = AC~A | |||
| orderId = 3 | |||
| input = 214AC~623A | |||
| images = XV_clark_214c_623a_ima.png | |||
| hitboxes = XV_clark_214ac_623a.png | |||
| damage = 100 | |||
| guard = N/A | |||
| cancel = | |||
| startup = 11 | |||
| active = | |||
| recovery = | |||
| hitadv = HKD (44) | |||
| blockadv = | |||
| invul = | |||
| stun = 0 | |||
| guardDamage = 0 | |||
}} | |||
====214AC~623C==== | |||
{{MoveData-KOFXV | character = Clark Still | moveId = clark_214ac_623c | |||
| name = Death Lake Driver | |||
| header = no | |||
| version = AC~C | |||
| orderId = 4 | |||
| input = 214AC~623C | |||
| images = XV_clark_214c_623a_ima.png | |||
| hitboxes = XV_clark_214ac_623c.png | |||
| damage = 100 | |||
| guard = N/A | |||
| cancel = | |||
| startup = 11 | |||
| active = | |||
| recovery = | |||
| hitadv = HKD (44) | |||
| blockadv = | |||
| invul = | |||
| stun = 0 | |||
| guardDamage = 0 | |||
}} | |||
===Frankensteiner=== | |||
====623B==== | |||
{{MoveData-KOFXV | character = Clark Still | moveId = clark_623b | |||
| name = Frankensteiner | |||
| header = yes | |||
| version = B | |||
| orderId = 1 | |||
| input = 623B | |||
| images = XV_clark_623b_ima.png | |||
| hitboxes = XV_clark_623b.png | |||
| damage = 130 | |||
| guard = N/A | |||
| cancel = | |||
| startup = 10 | |||
| active = 4 | |||
| recovery = 35 | |||
| hitadv = HKD (14) | |||
| blockadv = Unblockable | |||
| invul = Strike / Projectile: 1 to 14 (14 Frames) | |||
| stun = 0 | |||
| guardDamage = 0 | |||
}} | |||
====623D==== | |||
{{MoveData-KOFXV | character = Clark Still | moveId = clark_623d | |||
| name = Frankensteiner | |||
| header = no | |||
| version = D | |||
| orderId = 2 | |||
| input = 623D | |||
| images = XV_clark_623b_ima.png | |||
| hitboxes = XV_clark_623b.png | |||
| damage = 130 | |||
| guard = N/A | |||
| cancel = | |||
| startup = 17 | |||
| active = 4 | |||
| recovery = 35 | |||
| hitadv = HKD (14) | |||
| blockadv = Unblockable | |||
| invul = Strike / Projectile: 1 to 20 (20 Frames) | |||
| stun = 0 | |||
| guardDamage = 0 | |||
}} | |||
====623BD==== | |||
{{MoveData-KOFXV | character = Clark Still | moveId = clark_623bd | |||
| name = Frankensteiner | |||
| header = no | |||
| version = BD | |||
| orderId = 3 | |||
| input = 623BD | |||
| images = XV_clark_623b_ima.png | |||
| hitboxes = XV_clark_623bd.png | |||
| damage = 160 | |||
| guard = N/A | |||
| cancel = | |||
| startup = 10 | |||
| active = 4 | |||
| recovery = 33 | |||
| hitadv = HKD (14) | |||
| blockadv = Unblockable | |||
| invul = Full Body: 1 to 13 (13 Frames) | |||
| stun = 0 | |||
| guardDamage = 0 | |||
}} | |||
==== | ===Flashing Elbow=== | ||
====623B/D~236A/C==== | |||
{{MoveData-KOFXV | character = Clark Still | moveId = clark_623k_236p | |||
| name = Flashing Elbow | |||
| header = yes | |||
| version = B/D | |||
| orderId = 1 | |||
| input = 623B/D~236A/C | |||
| images = XV_clark_41236bd_236p_ima.png | |||
| hitboxes = XV_clark_623k_236p.png | |||
| damage = 35 | |||
| guard = N/A | |||
| cancel = super | |||
| startup = 18 | |||
| active = | |||
| recovery = | |||
| hitadv = HKD (39) | |||
| blockadv = | |||
| invul = | |||
| stun = 0 | |||
| guardDamage = 0 | |||
}} | |||
== | ====623BD~236A/C==== | ||
{{MoveData-KOFXV | character = Clark Still | moveId = clark_623bd_236p | |||
| name = Flashing Elbow | |||
| header = no | |||
| version = BD | |||
| orderId = 2 | |||
| input = 623BD~236A/C | |||
| images = XV_clark_41236bd_236p_ima.png | |||
| hitboxes = XV_clark_623bd_236p.png | |||
| damage = 45 | |||
| guard = N/A | |||
| cancel = | |||
| startup = 18 | |||
| active = | |||
| recovery = | |||
| hitadv = HKD (39) | |||
| blockadv = | |||
| invul = | |||
| stun = 0 | |||
| guardDamage = 0 | |||
}} | |||
==Supers== | ==Supers== | ||
===Ultra Argentine Backbreaker=== | |||
====6321463214A==== | |||
{{MoveData-KOFXV | character = Clark Still | moveId = clark_6321463214a | |||
| name = Ultra Argentine Backbreaker | |||
| header = yes | |||
| version = A | |||
| orderId = 1 | |||
| input = 6321463214A | |||
| images = XV_clark_41236b_ima.png | |||
| hitboxes = XV_clark_6321463214a.png | |||
| damage = 225 (35*3+120) Min: 111 | |||
| guard = N/A | |||
| cancel = | |||
| startup = 3 | |||
| active = 2 | |||
| recovery = 35 | |||
| hitadv = HKD (13) | |||
| blockadv = Unblockable | |||
| invul = Full Body: 1 to 4 (4 Frames) | |||
| stun = 0 | |||
| guardDamage = 0 | |||
}} | |||
====6321463214C==== | |||
{{MoveData-KOFXV | character = Clark Still | moveId = clark_6321463214c | |||
| name = Ultra Argentine Backbreaker | |||
| header = no | |||
| version = C | |||
| orderId = 2 | |||
| input = 6321463214C | |||
| images = XV_clark_41236d_ima.png | |||
| hitboxes = XV_clark_6321463214a.png | |||
| damage = 225 (35*3+120) | |||
| guard = N/A | |||
| cancel = | |||
| startup = 3 | |||
| active = 2 | |||
| recovery = 35 | |||
| hitadv = HKD (13) | |||
| blockadv = Unblockable | |||
| invul = Full Body: 1 to 4 (4 Frames) | |||
| stun = 0 | |||
| guardDamage = 0 | |||
}} | |||
====6321463214AC==== | |||
{{MoveData-KOFXV | character = Clark Still | moveId = clark_6321463214ac | |||
| name = Ultra Argentine Backbreaker | |||
| header = no | |||
| version = AC | |||
| orderId = 3 | |||
| input = 6321463214AC | |||
| images = XV_clark_41236d_ima.png | |||
| hitboxes = XV_clark_6321463214ac.png | |||
| damage = 365 (65*3+170) Min:196 | |||
| guard = N/A | |||
| cancel = | |||
| startup = 1 | |||
| active = 2 | |||
| recovery = 34 | |||
| hitadv = HKD (21) | |||
| blockadv = Unblockable | |||
| invul = Full Body: 1 to 2 (2 Frames) | |||
| stun = 0 | |||
| guardDamage = 0 | |||
}} | |||
===Running Three=== | |||
====4123641236B==== | |||
{{MoveData-KOFXV | character = Clark Still | moveId = clark_4123641236b | |||
| name = Running Three | |||
| header = yes | |||
| version = B | |||
| orderId = 1 | |||
| input = 4123641236B | |||
| images = XV_clark_4123641236b_ima.png | |||
| hitboxes = XV_clark_4123641236b.png, XV_clark_4123641236b2.png | |||
| damage = 200 | |||
| guard = N/A | |||
| cancel = advanced, climax | |||
| startup = 11 | |||
| active = 1 | |||
| recovery = 46 | |||
| hitadv = HKD (77) | |||
| blockadv = Unblockable | |||
| invul = Full Body: 1 to 7 (7 Frames) | |||
| stun = 0 | |||
| guardDamage = 0 | |||
}} | |||
====4123641236D==== | |||
{{MoveData-KOFXV | character = Clark Still | moveId = clark_4123641236d | |||
| name = Running Three | |||
| header = no | |||
| version = D | |||
| orderId = 2 | |||
| input = 4123641236D | |||
| images = XV_clark_41236a_ima.png | |||
| hitboxes = XV_clark_4123641236b.png, XV_clark_4123641236b2.png | |||
| damage = 200 | |||
| guard = N/A | |||
| cancel = advanced, climax | |||
| startup = 11 | |||
| active = 1 | |||
| recovery = 46 | |||
| hitadv = HKD (77) | |||
| blockadv = Unblockable | |||
| invul = Full Body: 1 to 7 (7 Frames) | |||
| stun = | |||
| guardDamage = | |||
}} | |||
====4123641236BD==== | |||
{{MoveData-KOFXV | character = Clark Still | moveId = clark_4123641236bd | |||
| name = Running Three | |||
| header = no | |||
| version = BD | |||
| orderId = 3 | |||
| input = 4123641236BD | |||
| images = XV_clark_4123641236b_ima.png | |||
| hitboxes = XV_clark_4123641236bd.png, XV_clark_4123641236bd2.png | |||
| damage = 330 (100+100+150) Min: 175 | |||
| guard = N/A | |||
| cancel = climax | |||
| startup = 6 | |||
| active = 1 | |||
| recovery = 49 | |||
| hitadv = HKD (48) | |||
| blockadv = Unblockable | |||
| invul = Full Body: 1 to 4 (4 Frames) / Projectile Invincibility: (22 frames) | |||
| stun = | |||
| guardDamage = | |||
}} | |||
===Ultra Clark Buster=== | |||
====2141236CD==== | |||
{{MoveData-KOFXV | character = Clark Still | moveId = clark_2141236cd | |||
| name = Ultra Clark Buster | |||
| input = 2141236CD | |||
| images = XV_clark_2141236cd_ima.png | |||
| hitboxes = XV_clark_2141236cd.png | |||
| damage = 445 (104+104+237) Min: 260 | |||
| guard = High | |||
| cancel = | |||
| startup = 19 | |||
| active = 4 | |||
| recovery = 42 | |||
| hitadv = HKD (36) | |||
| blockadv = -31 | |||
| invul = Full Body: 1 to 20 (20 Frames) | |||
| stun = 0 | |||
| guardDamage = 0 | |||
}} | |||
[[Category:The King of Fighters XV]][[Category:{{#titleparts:{{BASEPAGENAME}}|2|2}}]] | [[Category:The King of Fighters XV]][[Category:{{#titleparts:{{BASEPAGENAME}}|2|2}}]] |
Latest revision as of 18:50, 16 November 2024
Close Standing Normals
close A
Clark Still clark_cla | ||||||||||
---|---|---|---|---|---|---|---|---|---|---|
cl.A
cl.A close A | ||||||||||
Damagez (x+y) means the move has two hits. The first does x, the second does y, for a total of z.Damage dealt by the move. 10 is 1%. | Guard (1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty. | Cancel (1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is special, command, and/or super cancelable. Empty means it cannot be canceled at all. | StartupNumber of frames for the move to become active, first active frame included. | Activex, (y), z means the move has two his. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for. | RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. | Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent. | Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent. | Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used when matching the frame range. | StunAmount of stun damage done | Guard DamageDamage done to the guard bar when blocked |
25 | Mid | command | 4 | 3 | 7 | +5 | +3 | - | 30 | 60 |
close B
Clark Still clark_clb | ||||||||||
---|---|---|---|---|---|---|---|---|---|---|
cl.B
cl.B close B | ||||||||||
Damagez (x+y) means the move has two hits. The first does x, the second does y, for a total of z.Damage dealt by the move. 10 is 1%. | Guard (1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty. | Cancel (1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is special, command, and/or super cancelable. Empty means it cannot be canceled at all. | StartupNumber of frames for the move to become active, first active frame included. | Activex, (y), z means the move has two his. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for. | RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. | Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent. | Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent. | Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used when matching the frame range. | StunAmount of stun damage done | Guard DamageDamage done to the guard bar when blocked |
30 | Mid | command | 5 | 3 | 7 | +5 | +3 | - | 30 | 60 |
close C
Clark Still clark_clc | ||||||||||
---|---|---|---|---|---|---|---|---|---|---|
cl.C
cl.C close C | ||||||||||
Damagez (x+y) means the move has two hits. The first does x, the second does y, for a total of z.Damage dealt by the move. 10 is 1%. | Guard (1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty. | Cancel (1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is special, command, and/or super cancelable. Empty means it cannot be canceled at all. | StartupNumber of frames for the move to become active, first active frame included. | Activex, (y), z means the move has two his. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for. | RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. | Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent. | Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent. | Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used when matching the frame range. | StunAmount of stun damage done | Guard DamageDamage done to the guard bar when blocked |
70 (35+35) | Mid | command (1) / super | 5 | 3 (2) 4 | 15 | +2 | 0 | - | 70 (35+35) | 120 (60+60) |
close D
Clark Still clark_cld | ||||||||||
---|---|---|---|---|---|---|---|---|---|---|
cl.D
cl.D close D | ||||||||||
Damagez (x+y) means the move has two hits. The first does x, the second does y, for a total of z.Damage dealt by the move. 10 is 1%. | Guard (1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty. | Cancel (1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is special, command, and/or super cancelable. Empty means it cannot be canceled at all. | StartupNumber of frames for the move to become active, first active frame included. | Activex, (y), z means the move has two his. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for. | RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. | Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent. | Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent. | Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used when matching the frame range. | StunAmount of stun damage done | Guard DamageDamage done to the guard bar when blocked |
80 | High | - | 13 | 6 | 18 | -3 (Standing) / 1 (Crouch) | -5 | Throw, Low Body: 1 to 22 (22 Frames) | 70 | 120 |
Far Standing Normals
far A
Clark Still clark_fa | ||||||||||
---|---|---|---|---|---|---|---|---|---|---|
A
A far A | ||||||||||
Damagez (x+y) means the move has two hits. The first does x, the second does y, for a total of z.Damage dealt by the move. 10 is 1%. | Guard (1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty. | Cancel (1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is special, command, and/or super cancelable. Empty means it cannot be canceled at all. | StartupNumber of frames for the move to become active, first active frame included. | Activex, (y), z means the move has two his. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for. | RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. | Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent. | Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent. | Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used when matching the frame range. | StunAmount of stun damage done | Guard DamageDamage done to the guard bar when blocked |
25 | Mid | command | 4 | 3 | 8 | +4 | +2 | - | 30 | 60 |
far B
Clark Still clark_fb | ||||||||||
---|---|---|---|---|---|---|---|---|---|---|
B
B far B | ||||||||||
Damagez (x+y) means the move has two hits. The first does x, the second does y, for a total of z.Damage dealt by the move. 10 is 1%. | Guard (1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty. | Cancel (1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is special, command, and/or super cancelable. Empty means it cannot be canceled at all. | StartupNumber of frames for the move to become active, first active frame included. | Activex, (y), z means the move has two his. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for. | RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. | Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent. | Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent. | Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used when matching the frame range. | StunAmount of stun damage done | Guard DamageDamage done to the guard bar when blocked |
30 | Mid | super | 6 | 4 | 5 | +6 | +4 | - | 30 | 60 |
far C
Clark Still clark_fc | ||||||||||
---|---|---|---|---|---|---|---|---|---|---|
C
C far C | ||||||||||
Damagez (x+y) means the move has two hits. The first does x, the second does y, for a total of z.Damage dealt by the move. 10 is 1%. | Guard (1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty. | Cancel (1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is special, command, and/or super cancelable. Empty means it cannot be canceled at all. | StartupNumber of frames for the move to become active, first active frame included. | Activex, (y), z means the move has two his. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for. | RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. | Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent. | Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent. | Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used when matching the frame range. | StunAmount of stun damage done | Guard DamageDamage done to the guard bar when blocked |
70 | Mid | super | 12 | 3 | 20 | -2 | -4 | - | 70 | 120 |
far D
Clark Still clark_fd | ||||||||||
---|---|---|---|---|---|---|---|---|---|---|
D
D far D | ||||||||||
Damagez (x+y) means the move has two hits. The first does x, the second does y, for a total of z.Damage dealt by the move. 10 is 1%. | Guard (1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty. | Cancel (1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is special, command, and/or super cancelable. Empty means it cannot be canceled at all. | StartupNumber of frames for the move to become active, first active frame included. | Activex, (y), z means the move has two his. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for. | RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. | Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent. | Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent. | Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used when matching the frame range. | StunAmount of stun damage done | Guard DamageDamage done to the guard bar when blocked |
80 | Mid | super | 9 | 4 | 18 | -1 | -3 | - | 70 | 120 |
Crouch Normals
crouch A
Clark Still clark_2a | ||||||||||
---|---|---|---|---|---|---|---|---|---|---|
2A
2A crouch A | ||||||||||
Damagez (x+y) means the move has two hits. The first does x, the second does y, for a total of z.Damage dealt by the move. 10 is 1%. | Guard (1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty. | Cancel (1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is special, command, and/or super cancelable. Empty means it cannot be canceled at all. | StartupNumber of frames for the move to become active, first active frame included. | Activex, (y), z means the move has two his. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for. | RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. | Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent. | Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent. | Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used when matching the frame range. | StunAmount of stun damage done | Guard DamageDamage done to the guard bar when blocked |
25 | Mid | command | 4 | 3 | 9 | +3 | +1 | - | 30 | 60 |
crouch B
Clark Still clark_2b | ||||||||||
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2B
2B crouch B | ||||||||||
Damagez (x+y) means the move has two hits. The first does x, the second does y, for a total of z.Damage dealt by the move. 10 is 1%. | Guard (1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty. | Cancel (1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is special, command, and/or super cancelable. Empty means it cannot be canceled at all. | StartupNumber of frames for the move to become active, first active frame included. | Activex, (y), z means the move has two his. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for. | RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. | Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent. | Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent. | Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used when matching the frame range. | StunAmount of stun damage done | Guard DamageDamage done to the guard bar when blocked |
15 | Low | command | 5 | 4 | 9 | +2 | 0 | - | 15 | 30 |
crouch C
Clark Still clark_2c | ||||||||||
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2C
2C crouch C | ||||||||||
Damagez (x+y) means the move has two hits. The first does x, the second does y, for a total of z.Damage dealt by the move. 10 is 1%. | Guard (1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty. | Cancel (1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is special, command, and/or super cancelable. Empty means it cannot be canceled at all. | StartupNumber of frames for the move to become active, first active frame included. | Activex, (y), z means the move has two his. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for. | RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. | Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent. | Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent. | Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used when matching the frame range. | StunAmount of stun damage done | Guard DamageDamage done to the guard bar when blocked |
70 | Mid | command | 8 | 4 | 17 | 0 | -2 | - | 70 | 120 |
crouch D
Clark Still clark_2d | ||||||||||
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2D
2D crouch D | ||||||||||
Damagez (x+y) means the move has two hits. The first does x, the second does y, for a total of z.Damage dealt by the move. 10 is 1%. | Guard (1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty. | Cancel (1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is special, command, and/or super cancelable. Empty means it cannot be canceled at all. | StartupNumber of frames for the move to become active, first active frame included. | Activex, (y), z means the move has two his. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for. | RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. | Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent. | Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent. | Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used when matching the frame range. | StunAmount of stun damage done | Guard DamageDamage done to the guard bar when blocked |
80 | Low | command | 6 | 4 | 19 | SKD (26: Tech / 53: Non-tech) | -4 | - | 70 | 210 |
jump normals
hop A
Clark Still clark_ha | ||||||||||
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h.A
h.A hop A | ||||||||||
Damagez (x+y) means the move has two hits. The first does x, the second does y, for a total of z.Damage dealt by the move. 10 is 1%. | Guard (1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty. | Cancel (1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is special, command, and/or super cancelable. Empty means it cannot be canceled at all. | StartupNumber of frames for the move to become active, first active frame included. | Activex, (y), z means the move has two his. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for. | RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. | Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent. | Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent. | Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used when matching the frame range. | StunAmount of stun damage done | Guard DamageDamage done to the guard bar when blocked |
40 | High | - | 5 | 8 | 1 on ground | - | - | - | 30 | 50 |
jump A
Clark Still clark_ja | ||||||||||
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j.A
j.A jump A | ||||||||||
Damagez (x+y) means the move has two hits. The first does x, the second does y, for a total of z.Damage dealt by the move. 10 is 1%. | Guard (1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty. | Cancel (1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is special, command, and/or super cancelable. Empty means it cannot be canceled at all. | StartupNumber of frames for the move to become active, first active frame included. | Activex, (y), z means the move has two his. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for. | RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. | Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent. | Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent. | Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used when matching the frame range. | StunAmount of stun damage done | Guard DamageDamage done to the guard bar when blocked |
45 | High | - | 5 | 10 | 1 on ground | - | - | - | 30 | 60 |
hop B
Clark Still clark_hb | ||||||||||
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h.B
h.B hop B | ||||||||||
Damagez (x+y) means the move has two hits. The first does x, the second does y, for a total of z.Damage dealt by the move. 10 is 1%. | Guard (1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty. | Cancel (1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is special, command, and/or super cancelable. Empty means it cannot be canceled at all. | StartupNumber of frames for the move to become active, first active frame included. | Activex, (y), z means the move has two his. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for. | RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. | Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent. | Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent. | Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used when matching the frame range. | StunAmount of stun damage done | Guard DamageDamage done to the guard bar when blocked |
40 | High | - | 6 | 6 | 1 on ground | - | - | - | 30 | 50 |
jump B
Clark Still clark_jb | ||||||||||
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j.B
j.B jump B | ||||||||||
Damagez (x+y) means the move has two hits. The first does x, the second does y, for a total of z.Damage dealt by the move. 10 is 1%. | Guard (1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty. | Cancel (1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is special, command, and/or super cancelable. Empty means it cannot be canceled at all. | StartupNumber of frames for the move to become active, first active frame included. | Activex, (y), z means the move has two his. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for. | RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. | Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent. | Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent. | Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used when matching the frame range. | StunAmount of stun damage done | Guard DamageDamage done to the guard bar when blocked |
45 | High | - | 6 | 9 | 1 on ground | - | - | - | 30 | 60 |
hop C
Clark Still clark_hc | ||||||||||
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h.C
h.C hop C | ||||||||||
Damagez (x+y) means the move has two hits. The first does x, the second does y, for a total of z.Damage dealt by the move. 10 is 1%. | Guard (1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty. | Cancel (1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is special, command, and/or super cancelable. Empty means it cannot be canceled at all. | StartupNumber of frames for the move to become active, first active frame included. | Activex, (y), z means the move has two his. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for. | RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. | Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent. | Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent. | Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used when matching the frame range. | StunAmount of stun damage done | Guard DamageDamage done to the guard bar when blocked |
70 | High | - | 8 | 3 | 1 on ground | - | - | - | 70 | 100 |
jump C
Clark Still clark_jc | ||||||||||
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j.C
j.C jump C | ||||||||||
Damagez (x+y) means the move has two hits. The first does x, the second does y, for a total of z.Damage dealt by the move. 10 is 1%. | Guard (1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty. | Cancel (1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is special, command, and/or super cancelable. Empty means it cannot be canceled at all. | StartupNumber of frames for the move to become active, first active frame included. | Activex, (y), z means the move has two his. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for. | RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. | Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent. | Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent. | Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used when matching the frame range. | StunAmount of stun damage done | Guard DamageDamage done to the guard bar when blocked |
70 | High | - | 8 | 4 | 1 on ground | - | - | - | 70 | 120 |
hop D
Clark Still clark_hd | ||||||||||
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h.D
h.D hop D | ||||||||||
Damagez (x+y) means the move has two hits. The first does x, the second does y, for a total of z.Damage dealt by the move. 10 is 1%. | Guard (1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty. | Cancel (1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is special, command, and/or super cancelable. Empty means it cannot be canceled at all. | StartupNumber of frames for the move to become active, first active frame included. | Activex, (y), z means the move has two his. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for. | RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. | Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent. | Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent. | Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used when matching the frame range. | StunAmount of stun damage done | Guard DamageDamage done to the guard bar when blocked |
70 | High | - | 5 | 6 | 1 on ground | - | - | - | 70 | 100 |
jump D
Clark Still clark_jd | ||||||||||
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j.D
j.D jump D | ||||||||||
Damagez (x+y) means the move has two hits. The first does x, the second does y, for a total of z.Damage dealt by the move. 10 is 1%. | Guard (1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty. | Cancel (1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is special, command, and/or super cancelable. Empty means it cannot be canceled at all. | StartupNumber of frames for the move to become active, first active frame included. | Activex, (y), z means the move has two his. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for. | RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. | Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent. | Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent. | Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used when matching the frame range. | StunAmount of stun damage done | Guard DamageDamage done to the guard bar when blocked |
70 | High | - | 5 | 7 | 1 on ground | - | - | - | 70 | 120 |
rush moves
rush 1
Clark Still clark_rush1 | ||||||||||
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cl.AA
cl.AA rush 1 | ||||||||||
Damagez (x+y) means the move has two hits. The first does x, the second does y, for a total of z.Damage dealt by the move. 10 is 1%. | Guard (1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty. | Cancel (1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is special, command, and/or super cancelable. Empty means it cannot be canceled at all. | StartupNumber of frames for the move to become active, first active frame included. | Activex, (y), z means the move has two his. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for. | RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. | Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent. | Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent. | Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used when matching the frame range. | StunAmount of stun damage done | Guard DamageDamage done to the guard bar when blocked |
48 (25+25) | Mid | Rush | 5 | - | - | -4 | -6 | - | 30 | 120 (60+60) |
rush 2
Clark Still clark_rush2 | ||||||||||
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cl.AAX
cl.AAX rush 2 | ||||||||||
Damagez (x+y) means the move has two hits. The first does x, the second does y, for a total of z.Damage dealt by the move. 10 is 1%. | Guard (1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty. | Cancel (1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is special, command, and/or super cancelable. Empty means it cannot be canceled at all. | StartupNumber of frames for the move to become active, first active frame included. | Activex, (y), z means the move has two his. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for. | RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. | Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent. | Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent. | Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used when matching the frame range. | StunAmount of stun damage done | Guard DamageDamage done to the guard bar when blocked |
70 (25+25+25) | Mid | Rush | 8 | - | - | -6 | -8 | - | 30 | 180 (60+60+60) |
Command normals
Stomping
Clark Still clark_6b | ||||||||||
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6B
6B Stomping | ||||||||||
Damagez (x+y) means the move has two hits. The first does x, the second does y, for a total of z.Damage dealt by the move. 10 is 1%. | Guard (1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty. | Cancel (1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is special, command, and/or super cancelable. Empty means it cannot be canceled at all. | StartupNumber of frames for the move to become active, first active frame included. | Activex, (y), z means the move has two his. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for. | RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. | Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent. | Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent. | Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used when matching the frame range. | StunAmount of stun damage done | Guard DamageDamage done to the guard bar when blocked |
65 | High [Mid] | super [special, super] | 22 [18] | 4 | 17 [21] | 0 [-4] | -2 [-6] | - | 40 | 80 |
Step
Clark Still clark_6bd | ||||||||||
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6BD
6BD Step | ||||||||||
[[File:|175x250px]] | ||||||||||
Damagez (x+y) means the move has two hits. The first does x, the second does y, for a total of z.Damage dealt by the move. 10 is 1%. | Guard (1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty. | Cancel (1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is special, command, and/or super cancelable. Empty means it cannot be canceled at all. | StartupNumber of frames for the move to become active, first active frame included. | Activex, (y), z means the move has two his. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for. | RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. | Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent. | Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent. | Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used when matching the frame range. | StunAmount of stun damage done | Guard DamageDamage done to the guard bar when blocked |
- | - | - | - | - | 24 | - | - | Low Body: 1 to 20 (20 frames) | - | - |
Blowback
Blowback
Clark Still clark_cd | ||||||||||
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CD
CD Blowback | ||||||||||
Damagez (x+y) means the move has two hits. The first does x, the second does y, for a total of z.Damage dealt by the move. 10 is 1%. | Guard (1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty. | Cancel (1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is special, command, and/or super cancelable. Empty means it cannot be canceled at all. | StartupNumber of frames for the move to become active, first active frame included. | Activex, (y), z means the move has two his. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for. | RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. | Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent. | Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent. | Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used when matching the frame range. | StunAmount of stun damage done | Guard DamageDamage done to the guard bar when blocked |
75 | Mid | command | 15 | 5 | 26 | Wall Splat - HKD (gnd) (69 to 85) | -8 | - | 100 | 160 |
Shatterstrike
Clark Still clark_236cd | ||||||||||
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236CD
236CD Shatterstrike | ||||||||||
Damagez (x+y) means the move has two hits. The first does x, the second does y, for a total of z.Damage dealt by the move. 10 is 1%. | Guard (1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty. | Cancel (1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is special, command, and/or super cancelable. Empty means it cannot be canceled at all. | StartupNumber of frames for the move to become active, first active frame included. | Activex, (y), z means the move has two his. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for. | RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. | Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent. | Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent. | Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used when matching the frame range. | StunAmount of stun damage done | Guard DamageDamage done to the guard bar when blocked |
75 | Mid | - | 15 | 6 | 27 | Crumple - HKD (93) | -10 | Armor: 4 to 14 (11 frames) | 0 | 200 |
AdvanceStrike
Clark Still clark_214cd | ||||||||||
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214CD
214CD AdvanceStrike | ||||||||||
Damagez (x+y) means the move has two hits. The first does x, the second does y, for a total of z.Damage dealt by the move. 10 is 1%. | Guard (1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty. | Cancel (1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is special, command, and/or super cancelable. Empty means it cannot be canceled at all. | StartupNumber of frames for the move to become active, first active frame included. | Activex, (y), z means the move has two his. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for. | RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. | Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent. | Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent. | Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used when matching the frame range. | StunAmount of stun damage done | Guard DamageDamage done to the guard bar when blocked |
100 | Mid | - | 28 | 6 | 37 (on whiff) / Recovers faster on hit and block. | HKD (68 - Non Throw Counter Hit) / Crumple (103 - Throw Counter Hit) | +3 | Full Body Armor Frames: 7 to 33 (27 frames) / Throw Counter Frames: 4 to 27 (24 Frames) | 0 | 150 |
hop CD
Clark Still clark_hcd | ||||||||||
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h.CD
h.CD hop CD | ||||||||||
Damagez (x+y) means the move has two hits. The first does x, the second does y, for a total of z.Damage dealt by the move. 10 is 1%. | Guard (1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty. | Cancel (1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is special, command, and/or super cancelable. Empty means it cannot be canceled at all. | StartupNumber of frames for the move to become active, first active frame included. | Activex, (y), z means the move has two his. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for. | RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. | Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent. | Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent. | Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used when matching the frame range. | StunAmount of stun damage done | Guard DamageDamage done to the guard bar when blocked |
80 | Mid | - | 14 | 5 | 1 on ground | - | - | - | 80 | 120 |
jump CD
Clark Still clark_jcd | ||||||||||
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j.CD
j.CD jump CD | ||||||||||
Damagez (x+y) means the move has two hits. The first does x, the second does y, for a total of z.Damage dealt by the move. 10 is 1%. | Guard (1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty. | Cancel (1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is special, command, and/or super cancelable. Empty means it cannot be canceled at all. | StartupNumber of frames for the move to become active, first active frame included. | Activex, (y), z means the move has two his. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for. | RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. | Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent. | Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent. | Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used when matching the frame range. | StunAmount of stun damage done | Guard DamageDamage done to the guard bar when blocked |
90 | Mid | - | 14 | 5 | 1 on ground | - | - | - | 80 | 140 |
Throws
Nageppanashi German
Clark Still clark_cthrow | ||||||||||
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(close) 4/6C
(close) 4/6C Nageppanashi German | ||||||||||
Damagez (x+y) means the move has two hits. The first does x, the second does y, for a total of z.Damage dealt by the move. 10 is 1%. | Guard (1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty. | Cancel (1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is special, command, and/or super cancelable. Empty means it cannot be canceled at all. | StartupNumber of frames for the move to become active, first active frame included. | Activex, (y), z means the move has two his. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for. | RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. | Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent. | Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent. | Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used when matching the frame range. | StunAmount of stun damage done | Guard DamageDamage done to the guard bar when blocked |
100 | N/A | - | 1 | 1 | 0 | HKD (46) | Unblockable | - | 0 | 0 |
Fisherman Buster
Clark Still clark_dthrow | ||||||||||
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(close) 4/6D
(close) 4/6D Fisherman Buster | ||||||||||
Damagez (x+y) means the move has two hits. The first does x, the second does y, for a total of z.Damage dealt by the move. 10 is 1%. | Guard (1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty. | Cancel (1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is special, command, and/or super cancelable. Empty means it cannot be canceled at all. | StartupNumber of frames for the move to become active, first active frame included. | Activex, (y), z means the move has two his. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for. | RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. | Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent. | Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent. | Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used when matching the frame range. | StunAmount of stun damage done | Guard DamageDamage done to the guard bar when blocked |
100 | N/A | - | 1 | 1 | 0 | HKD (26) | Unblockable | - | 0 | 0 |
Death Lake Driver
Clark Still clark_athrow | ||||||||||
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air (close) 4/6C
air (close) 4/6C Death Lake Driver | ||||||||||
Damagez (x+y) means the move has two hits. The first does x, the second does y, for a total of z.Damage dealt by the move. 10 is 1%. | Guard (1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty. | Cancel (1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is special, command, and/or super cancelable. Empty means it cannot be canceled at all. | StartupNumber of frames for the move to become active, first active frame included. | Activex, (y), z means the move has two his. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for. | RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. | Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent. | Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent. | Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used when matching the frame range. | StunAmount of stun damage done | Guard DamageDamage done to the guard bar when blocked |
100 | N/A | - | 1 | 1 | 0 | HKD (+43-47) | - | - | 0 | 0 |
Specials
Mount Tackle
41236A
Clark Still clark_41236a | ||||||||||
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41236A
41236A Mount Tackle | ||||||||||
Damagez (x+y) means the move has two hits. The first does x, the second does y, for a total of z.Damage dealt by the move. 10 is 1%. | Guard (1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty. | Cancel (1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is special, command, and/or super cancelable. Empty means it cannot be canceled at all. | StartupNumber of frames for the move to become active, first active frame included. | Activex, (y), z means the move has two his. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for. | RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. | Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent. | Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent. | Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used when matching the frame range. | StunAmount of stun damage done | Guard DamageDamage done to the guard bar when blocked |
0 | Mid | - | 11 | 22 | 16 | HKD (0) | -26 | - | 0 | 0 |
41236C
Clark Still clark_41236c | ||||||||||
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41236C
41236C Mount Tackle | ||||||||||
Damagez (x+y) means the move has two hits. The first does x, the second does y, for a total of z.Damage dealt by the move. 10 is 1%. | Guard (1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty. | Cancel (1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is special, command, and/or super cancelable. Empty means it cannot be canceled at all. | StartupNumber of frames for the move to become active, first active frame included. | Activex, (y), z means the move has two his. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for. | RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. | Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent. | Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent. | Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used when matching the frame range. | StunAmount of stun damage done | Guard DamageDamage done to the guard bar when blocked |
0 | Mid | - | 16 | 25 | 29 | HKD (0) | -26 | - | 0 | 0 |
41236AC
Clark Still clark_41236ac | ||||||||||
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41236AC
41236AC Mount Tackle | ||||||||||
Damagez (x+y) means the move has two hits. The first does x, the second does y, for a total of z.Damage dealt by the move. 10 is 1%. | Guard (1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty. | Cancel (1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is special, command, and/or super cancelable. Empty means it cannot be canceled at all. | StartupNumber of frames for the move to become active, first active frame included. | Activex, (y), z means the move has two his. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for. | RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. | Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent. | Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent. | Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used when matching the frame range. | StunAmount of stun damage done | Guard DamageDamage done to the guard bar when blocked |
0 | Mid | - | 10 | 1 | 46 | HKD (0) | -23 | - | 00 | - |
Clark Lift
41236A/C~22A
Clark Still clark_41236p_22a | ||||||||||
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41236A/C~22A
41236A/C~22A Clark Lift | ||||||||||
Damagez (x+y) means the move has two hits. The first does x, the second does y, for a total of z.Damage dealt by the move. 10 is 1%. | Guard (1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty. | Cancel (1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is special, command, and/or super cancelable. Empty means it cannot be canceled at all. | StartupNumber of frames for the move to become active, first active frame included. | Activex, (y), z means the move has two his. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for. | RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. | Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent. | Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent. | Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used when matching the frame range. | StunAmount of stun damage done | Guard DamageDamage done to the guard bar when blocked |
150 | N/A | - | 1 | - | - | HKD (44) | - | - | 0 | 0 |
41236AC~22A
Clark Still clark_41236ac_22a | ||||||||||
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41236AC~22A
41236AC~22A Clark Lift | ||||||||||
Damagez (x+y) means the move has two hits. The first does x, the second does y, for a total of z.Damage dealt by the move. 10 is 1%. | Guard (1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty. | Cancel (1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is special, command, and/or super cancelable. Empty means it cannot be canceled at all. | StartupNumber of frames for the move to become active, first active frame included. | Activex, (y), z means the move has two his. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for. | RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. | Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent. | Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent. | Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used when matching the frame range. | StunAmount of stun damage done | Guard DamageDamage done to the guard bar when blocked |
123 (130) | N/A | - | 1 | - | - | HKD (44) | - | - | 0 | 0 |
Sleeper (D.D.T.)
41236A/C~22C
Clark Still clark_41236p_22c | ||||||||||
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41236A/C~22C
41236A/C~22C Sleeper (D.D.T.) | ||||||||||
Damagez (x+y) means the move has two hits. The first does x, the second does y, for a total of z.Damage dealt by the move. 10 is 1%. | Guard (1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty. | Cancel (1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is special, command, and/or super cancelable. Empty means it cannot be canceled at all. | StartupNumber of frames for the move to become active, first active frame included. | Activex, (y), z means the move has two his. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for. | RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. | Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent. | Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent. | Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used when matching the frame range. | StunAmount of stun damage done | Guard DamageDamage done to the guard bar when blocked |
100 | N/A | - | 1 | - | - | HKD (41) | - | - | 0 | 0 |
41236AC~22C
Clark Still clark_41236ac_22c | ||||||||||
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41236AC~22C
41236AC~22C Sleeper (D.D.T.) | ||||||||||
Damagez (x+y) means the move has two hits. The first does x, the second does y, for a total of z.Damage dealt by the move. 10 is 1%. | Guard (1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty. | Cancel (1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is special, command, and/or super cancelable. Empty means it cannot be canceled at all. | StartupNumber of frames for the move to become active, first active frame included. | Activex, (y), z means the move has two his. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for. | RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. | Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent. | Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent. | Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used when matching the frame range. | StunAmount of stun damage done | Guard DamageDamage done to the guard bar when blocked |
66 (70) | N/A | - | 1 | - | - | HKD (41) | - | - | 0 | 0 |
Flashing Elbow
41236A/C~22C~236A/C
Clark Still clark_41236p_22c_236p | ||||||||||
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41236A/C~22C~236A/C
41236A/C~22C~236A/C Flashing Elbow | ||||||||||
Damagez (x+y) means the move has two hits. The first does x, the second does y, for a total of z.Damage dealt by the move. 10 is 1%. | Guard (1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty. | Cancel (1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is special, command, and/or super cancelable. Empty means it cannot be canceled at all. | StartupNumber of frames for the move to become active, first active frame included. | Activex, (y), z means the move has two his. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for. | RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. | Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent. | Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent. | Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used when matching the frame range. | StunAmount of stun damage done | Guard DamageDamage done to the guard bar when blocked |
35 | N/A | super | 18 | - | - | HKD (39) | - | - | 0 | 0 |
41236AC~22C~236A/C
Clark Still clark_41236ac_22c_236p | ||||||||||
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41236AC~22C~236A/C
41236AC~22C~236A/C Flashing Elbow | ||||||||||
Damagez (x+y) means the move has two hits. The first does x, the second does y, for a total of z.Damage dealt by the move. 10 is 1%. | Guard (1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty. | Cancel (1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is special, command, and/or super cancelable. Empty means it cannot be canceled at all. | StartupNumber of frames for the move to become active, first active frame included. | Activex, (y), z means the move has two his. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for. | RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. | Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent. | Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent. | Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used when matching the frame range. | StunAmount of stun damage done | Guard DamageDamage done to the guard bar when blocked |
45 | N/A | - | 18 | - | - | HKD (39) | - | - | 0 | 0 |
Rolling Cradler
41236A/C~22B
Clark Still clark_41236p_22b | ||||||||||
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41236A/C~22B
41236A/C~22B Rolling Cradler | ||||||||||
Damagez (x+y) means the move has two hits. The first does x, the second does y, for a total of z.Damage dealt by the move. 10 is 1%. | Guard (1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty. | Cancel (1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is special, command, and/or super cancelable. Empty means it cannot be canceled at all. | StartupNumber of frames for the move to become active, first active frame included. | Activex, (y), z means the move has two his. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for. | RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. | Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent. | Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent. | Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used when matching the frame range. | StunAmount of stun damage done | Guard DamageDamage done to the guard bar when blocked |
160 (40*4) | N/A | - | 1 | - | - | HKD (20) | - | - | 0 | 0 |
41236A/C~22D
Clark Still clark_41236p_22d | ||||||||||
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41236A/C~22D
41236A/C~22D Rolling Cradler | ||||||||||
Damagez (x+y) means the move has two hits. The first does x, the second does y, for a total of z.Damage dealt by the move. 10 is 1%. | Guard (1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty. | Cancel (1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is special, command, and/or super cancelable. Empty means it cannot be canceled at all. | StartupNumber of frames for the move to become active, first active frame included. | Activex, (y), z means the move has two his. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for. | RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. | Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent. | Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent. | Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used when matching the frame range. | StunAmount of stun damage done | Guard DamageDamage done to the guard bar when blocked |
160 (40*4) | N/A | - | 1 | - | - | HKD (20) | - | - | 0 | 0 |
41236AC~22B
Clark Still clark_41236ac_22b | ||||||||||
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41236AC~22B
41236AC~22B Rolling Cradler | ||||||||||
Damagez (x+y) means the move has two hits. The first does x, the second does y, for a total of z.Damage dealt by the move. 10 is 1%. | Guard (1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty. | Cancel (1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is special, command, and/or super cancelable. Empty means it cannot be canceled at all. | StartupNumber of frames for the move to become active, first active frame included. | Activex, (y), z means the move has two his. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for. | RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. | Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent. | Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent. | Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used when matching the frame range. | StunAmount of stun damage done | Guard DamageDamage done to the guard bar when blocked |
153 (35*4) | N/A | - | 1 | - | - | HKD (20) | - | - | 0 | 0 |
41236AC~22D
Clark Still clark_41236ac_22d | ||||||||||
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41236AC~22D
41236AC~22D Rolling Cradler | ||||||||||
Damagez (x+y) means the move has two hits. The first does x, the second does y, for a total of z.Damage dealt by the move. 10 is 1%. | Guard (1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty. | Cancel (1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is special, command, and/or super cancelable. Empty means it cannot be canceled at all. | StartupNumber of frames for the move to become active, first active frame included. | Activex, (y), z means the move has two his. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for. | RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. | Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent. | Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent. | Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used when matching the frame range. | StunAmount of stun damage done | Guard DamageDamage done to the guard bar when blocked |
153 (35*4) | N/A | - | 1 | - | - | HKD (20) | - | - | 0 | 0 |
Super Argentine Backbreaker
41236B
Clark Still clark_41236b | ||||||||||
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41236B
41236B Super Argentine Backbreaker | ||||||||||
Damagez (x+y) means the move has two hits. The first does x, the second does y, for a total of z.Damage dealt by the move. 10 is 1%. | Guard (1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty. | Cancel (1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is special, command, and/or super cancelable. Empty means it cannot be canceled at all. | StartupNumber of frames for the move to become active, first active frame included. | Activex, (y), z means the move has two his. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for. | RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. | Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent. | Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent. | Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used when matching the frame range. | StunAmount of stun damage done | Guard DamageDamage done to the guard bar when blocked |
132 (42+90) | N/A | - | 15 | 1 | 37 | HKD (25) | Unblockable | Throw invincibility: 1 to 15 (15 Frames) / Full Body Armor: 1 to 14 (14 frames) | 0 | 0 |
41236D
Clark Still clark_41236d | ||||||||||
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41236D
41236D Super Argentine Backbreaker | ||||||||||
Damagez (x+y) means the move has two hits. The first does x, the second does y, for a total of z.Damage dealt by the move. 10 is 1%. | Guard (1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty. | Cancel (1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is special, command, and/or super cancelable. Empty means it cannot be canceled at all. | StartupNumber of frames for the move to become active, first active frame included. | Activex, (y), z means the move has two his. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for. | RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. | Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent. | Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent. | Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used when matching the frame range. | StunAmount of stun damage done | Guard DamageDamage done to the guard bar when blocked |
132 (42+90) | N/A | - | 1 | 1 | 35 | HKD (25) | Unblockable | Full Body: 1 (1 Frame) | 0 | 0 |
41236BD
Clark Still clark_41236bd | ||||||||||
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41236BD
41236BD Super Argentine Backbreaker | ||||||||||
Damagez (x+y) means the move has two hits. The first does x, the second does y, for a total of z.Damage dealt by the move. 10 is 1%. | Guard (1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty. | Cancel (1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is special, command, and/or super cancelable. Empty means it cannot be canceled at all. | StartupNumber of frames for the move to become active, first active frame included. | Activex, (y), z means the move has two his. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for. | RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. | Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent. | Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent. | Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used when matching the frame range. | StunAmount of stun damage done | Guard DamageDamage done to the guard bar when blocked |
150 (70+80) | N/A | - | 1 | 1 | 45 | HKD - Ground Bounce (75) | Unblockable | Full Body: 1 (1 Frame) | 0 | 0 |
41236BD~236A/C
Clark Still clark_41236bd_236p | ||||||||||
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41236BD~236A/C
41236BD~236A/C Flashing Elbow | ||||||||||
Damagez (x+y) means the move has two hits. The first does x, the second does y, for a total of z.Damage dealt by the move. 10 is 1%. | Guard (1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty. | Cancel (1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is special, command, and/or super cancelable. Empty means it cannot be canceled at all. | StartupNumber of frames for the move to become active, first active frame included. | Activex, (y), z means the move has two his. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for. | RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. | Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent. | Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent. | Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used when matching the frame range. | StunAmount of stun damage done | Guard DamageDamage done to the guard bar when blocked |
33 | N/A | - | 18 | - | - | HKD (39) | - | - | - | - |
Vulcan Punch
623A
Clark Still clark_623a | ||||||||||
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623A
623A Vulcan Punch | ||||||||||
Damagez (x+y) means the move has two hits. The first does x, the second does y, for a total of z.Damage dealt by the move. 10 is 1%. | Guard (1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty. | Cancel (1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is special, command, and/or super cancelable. Empty means it cannot be canceled at all. | StartupNumber of frames for the move to become active, first active frame included. | Activex, (y), z means the move has two his. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for. | RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. | Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent. | Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent. | Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used when matching the frame range. | StunAmount of stun damage done | Guard DamageDamage done to the guard bar when blocked |
80 (20*4) | Mid | super | 8 | 1 (4) 1 (4) 1 (5) 1 | 18 | SKD (48: Tech / 75: Non-tech) | 0 | - | 80 (20*4) | 80 (20*4) |
623C
Clark Still clark_623c | ||||||||||
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623C
623C Vulcan Punch | ||||||||||
Damagez (x+y) means the move has two hits. The first does x, the second does y, for a total of z.Damage dealt by the move. 10 is 1%. | Guard (1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty. | Cancel (1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is special, command, and/or super cancelable. Empty means it cannot be canceled at all. | StartupNumber of frames for the move to become active, first active frame included. | Activex, (y), z means the move has two his. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for. | RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. | Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent. | Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent. | Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used when matching the frame range. | StunAmount of stun damage done | Guard DamageDamage done to the guard bar when blocked |
110 (30*3, 20) | Mid | super | 8 | 1 (4) 1 (4) 1 (5) 1 | 36 | SKD (30: Tech* / 57: Non-tech) | -18 | - | 80 (20*4) | 80 (20*4) |
623AC
Clark Still clark_623ac | ||||||||||
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623AC
623AC Vulcan Punch | ||||||||||
Damagez (x+y) means the move has two hits. The first does x, the second does y, for a total of z.Damage dealt by the move. 10 is 1%. | Guard (1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty. | Cancel (1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is special, command, and/or super cancelable. Empty means it cannot be canceled at all. | StartupNumber of frames for the move to become active, first active frame included. | Activex, (y), z means the move has two his. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for. | RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. | Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent. | Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent. | Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used when matching the frame range. | StunAmount of stun damage done | Guard DamageDamage done to the guard bar when blocked |
95 (25*4) | Mid | - | 4 | 1 (5) 1 (5) 1 (5) 1 | 18 | 2 | 0 | - | 0 | 160 (40*4) |
Gatling Attack
214A
Clark Still clark_214a | ||||||||||
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214A
214A Gatling Attack | ||||||||||
Damagez (x+y) means the move has two hits. The first does x, the second does y, for a total of z.Damage dealt by the move. 10 is 1%. | Guard (1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty. | Cancel (1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is special, command, and/or super cancelable. Empty means it cannot be canceled at all. | StartupNumber of frames for the move to become active, first active frame included. | Activex, (y), z means the move has two his. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for. | RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. | Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent. | Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent. | Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used when matching the frame range. | StunAmount of stun damage done | Guard DamageDamage done to the guard bar when blocked |
80 (40+40) | Mid | super (2) | 7 | 3 (9) 2 | 27 | SKD (38: Tech / 61: Non-tech) | -10 | - | - | 140 (60+80) |
214C
Clark Still clark_214c | ||||||||||
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214C
214C Gatling Attack | ||||||||||
Damagez (x+y) means the move has two hits. The first does x, the second does y, for a total of z.Damage dealt by the move. 10 is 1%. | Guard (1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty. | Cancel (1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is special, command, and/or super cancelable. Empty means it cannot be canceled at all. | StartupNumber of frames for the move to become active, first active frame included. | Activex, (y), z means the move has two his. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for. | RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. | Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent. | Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent. | Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used when matching the frame range. | StunAmount of stun damage done | Guard DamageDamage done to the guard bar when blocked |
78 (25+25+30) | Mid | super | 17 | 4 (7) 4 | 30 | SKD (34: Tech / 61: Non-tech) | -14 | - | 140 (60+40+40) | 160 (40+40+80) |
214AC
Clark Still clark_214ac | ||||||||||
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214AC
214AC Gatling Attack | ||||||||||
Damagez (x+y) means the move has two hits. The first does x, the second does y, for a total of z.Damage dealt by the move. 10 is 1%. | Guard (1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty. | Cancel (1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is special, command, and/or super cancelable. Empty means it cannot be canceled at all. | StartupNumber of frames for the move to become active, first active frame included. | Activex, (y), z means the move has two his. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for. | RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. | Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent. | Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent. | Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used when matching the frame range. | StunAmount of stun damage done | Guard DamageDamage done to the guard bar when blocked |
100 (30+30+40) | Mid | - | 9 | 2 (16) 3 | 26 | SKD (39: Tech / 66: Non-tech) | -9 | - | 0 | 90 (30+30+30) |
Death Lake Driver
214C~623A
Clark Still clark_214c_623a | ||||||||||
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214C~623A
214C~623A Death Lake Driver | ||||||||||
Damagez (x+y) means the move has two hits. The first does x, the second does y, for a total of z.Damage dealt by the move. 10 is 1%. | Guard (1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty. | Cancel (1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is special, command, and/or super cancelable. Empty means it cannot be canceled at all. | StartupNumber of frames for the move to become active, first active frame included. | Activex, (y), z means the move has two his. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for. | RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. | Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent. | Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent. | Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used when matching the frame range. | StunAmount of stun damage done | Guard DamageDamage done to the guard bar when blocked |
90 | N/A | - | 11 | - | - | HKD (44) | - | - | 0 | 0 |
214C~623C
Clark Still clark_214c_623c | ||||||||||
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214C~623C
214C~623C Death Lake Driver | ||||||||||
Damagez (x+y) means the move has two hits. The first does x, the second does y, for a total of z.Damage dealt by the move. 10 is 1%. | Guard (1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty. | Cancel (1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is special, command, and/or super cancelable. Empty means it cannot be canceled at all. | StartupNumber of frames for the move to become active, first active frame included. | Activex, (y), z means the move has two his. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for. | RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. | Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent. | Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent. | Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used when matching the frame range. | StunAmount of stun damage done | Guard DamageDamage done to the guard bar when blocked |
90 | N/A | - | 11 | - | - | HKD (44) | - | - | 0 | 0 |
214AC~623A
Clark Still clark_214ac_623a | ||||||||||
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214AC~623A
214AC~623A Death Lake Driver | ||||||||||
Damagez (x+y) means the move has two hits. The first does x, the second does y, for a total of z.Damage dealt by the move. 10 is 1%. | Guard (1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty. | Cancel (1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is special, command, and/or super cancelable. Empty means it cannot be canceled at all. | StartupNumber of frames for the move to become active, first active frame included. | Activex, (y), z means the move has two his. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for. | RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. | Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent. | Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent. | Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used when matching the frame range. | StunAmount of stun damage done | Guard DamageDamage done to the guard bar when blocked |
100 | N/A | - | 11 | - | - | HKD (44) | - | - | 0 | 0 |
214AC~623C
Clark Still clark_214ac_623c | ||||||||||
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214AC~623C
214AC~623C Death Lake Driver | ||||||||||
Damagez (x+y) means the move has two hits. The first does x, the second does y, for a total of z.Damage dealt by the move. 10 is 1%. | Guard (1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty. | Cancel (1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is special, command, and/or super cancelable. Empty means it cannot be canceled at all. | StartupNumber of frames for the move to become active, first active frame included. | Activex, (y), z means the move has two his. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for. | RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. | Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent. | Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent. | Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used when matching the frame range. | StunAmount of stun damage done | Guard DamageDamage done to the guard bar when blocked |
100 | N/A | - | 11 | - | - | HKD (44) | - | - | 0 | 0 |
Frankensteiner
623B
Clark Still clark_623b | ||||||||||
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623B
623B Frankensteiner | ||||||||||
Damagez (x+y) means the move has two hits. The first does x, the second does y, for a total of z.Damage dealt by the move. 10 is 1%. | Guard (1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty. | Cancel (1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is special, command, and/or super cancelable. Empty means it cannot be canceled at all. | StartupNumber of frames for the move to become active, first active frame included. | Activex, (y), z means the move has two his. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for. | RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. | Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent. | Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent. | Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used when matching the frame range. | StunAmount of stun damage done | Guard DamageDamage done to the guard bar when blocked |
130 | N/A | - | 10 | 4 | 35 | HKD (14) | Unblockable | Strike / Projectile: 1 to 14 (14 Frames) | 0 | 0 |
623D
Clark Still clark_623d | ||||||||||
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623D
623D Frankensteiner | ||||||||||
Damagez (x+y) means the move has two hits. The first does x, the second does y, for a total of z.Damage dealt by the move. 10 is 1%. | Guard (1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty. | Cancel (1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is special, command, and/or super cancelable. Empty means it cannot be canceled at all. | StartupNumber of frames for the move to become active, first active frame included. | Activex, (y), z means the move has two his. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for. | RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. | Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent. | Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent. | Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used when matching the frame range. | StunAmount of stun damage done | Guard DamageDamage done to the guard bar when blocked |
130 | N/A | - | 17 | 4 | 35 | HKD (14) | Unblockable | Strike / Projectile: 1 to 20 (20 Frames) | 0 | 0 |
623BD
Clark Still clark_623bd | ||||||||||
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623BD
623BD Frankensteiner | ||||||||||
Damagez (x+y) means the move has two hits. The first does x, the second does y, for a total of z.Damage dealt by the move. 10 is 1%. | Guard (1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty. | Cancel (1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is special, command, and/or super cancelable. Empty means it cannot be canceled at all. | StartupNumber of frames for the move to become active, first active frame included. | Activex, (y), z means the move has two his. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for. | RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. | Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent. | Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent. | Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used when matching the frame range. | StunAmount of stun damage done | Guard DamageDamage done to the guard bar when blocked |
160 | N/A | - | 10 | 4 | 33 | HKD (14) | Unblockable | Full Body: 1 to 13 (13 Frames) | 0 | 0 |
Flashing Elbow
623B/D~236A/C
Clark Still clark_623k_236p | ||||||||||
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623B/D~236A/C
623B/D~236A/C Flashing Elbow | ||||||||||
Damagez (x+y) means the move has two hits. The first does x, the second does y, for a total of z.Damage dealt by the move. 10 is 1%. | Guard (1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty. | Cancel (1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is special, command, and/or super cancelable. Empty means it cannot be canceled at all. | StartupNumber of frames for the move to become active, first active frame included. | Activex, (y), z means the move has two his. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for. | RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. | Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent. | Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent. | Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used when matching the frame range. | StunAmount of stun damage done | Guard DamageDamage done to the guard bar when blocked |
35 | N/A | super | 18 | - | - | HKD (39) | - | - | 0 | 0 |
623BD~236A/C
Clark Still clark_623bd_236p | ||||||||||
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623BD~236A/C
623BD~236A/C Flashing Elbow | ||||||||||
Damagez (x+y) means the move has two hits. The first does x, the second does y, for a total of z.Damage dealt by the move. 10 is 1%. | Guard (1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty. | Cancel (1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is special, command, and/or super cancelable. Empty means it cannot be canceled at all. | StartupNumber of frames for the move to become active, first active frame included. | Activex, (y), z means the move has two his. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for. | RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. | Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent. | Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent. | Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used when matching the frame range. | StunAmount of stun damage done | Guard DamageDamage done to the guard bar when blocked |
45 | N/A | - | 18 | - | - | HKD (39) | - | - | 0 | 0 |
Supers
Ultra Argentine Backbreaker
6321463214A
Clark Still clark_6321463214a | ||||||||||
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6321463214A
6321463214A Ultra Argentine Backbreaker | ||||||||||
Damagez (x+y) means the move has two hits. The first does x, the second does y, for a total of z.Damage dealt by the move. 10 is 1%. | Guard (1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty. | Cancel (1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is special, command, and/or super cancelable. Empty means it cannot be canceled at all. | StartupNumber of frames for the move to become active, first active frame included. | Activex, (y), z means the move has two his. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for. | RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. | Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent. | Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent. | Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used when matching the frame range. | StunAmount of stun damage done | Guard DamageDamage done to the guard bar when blocked |
225 (35*3+120) Min: 111 | N/A | - | 3 | 2 | 35 | HKD (13) | Unblockable | Full Body: 1 to 4 (4 Frames) | 0 | 0 |
6321463214C
Clark Still clark_6321463214c | ||||||||||
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6321463214C
6321463214C Ultra Argentine Backbreaker | ||||||||||
Damagez (x+y) means the move has two hits. The first does x, the second does y, for a total of z.Damage dealt by the move. 10 is 1%. | Guard (1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty. | Cancel (1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is special, command, and/or super cancelable. Empty means it cannot be canceled at all. | StartupNumber of frames for the move to become active, first active frame included. | Activex, (y), z means the move has two his. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for. | RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. | Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent. | Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent. | Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used when matching the frame range. | StunAmount of stun damage done | Guard DamageDamage done to the guard bar when blocked |
225 (35*3+120) | N/A | - | 3 | 2 | 35 | HKD (13) | Unblockable | Full Body: 1 to 4 (4 Frames) | 0 | 0 |
6321463214AC
Clark Still clark_6321463214ac | ||||||||||
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6321463214AC
6321463214AC Ultra Argentine Backbreaker | ||||||||||
Damagez (x+y) means the move has two hits. The first does x, the second does y, for a total of z.Damage dealt by the move. 10 is 1%. | Guard (1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty. | Cancel (1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is special, command, and/or super cancelable. Empty means it cannot be canceled at all. | StartupNumber of frames for the move to become active, first active frame included. | Activex, (y), z means the move has two his. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for. | RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. | Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent. | Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent. | Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used when matching the frame range. | StunAmount of stun damage done | Guard DamageDamage done to the guard bar when blocked |
365 (65*3+170) Min:196 | N/A | - | 1 | 2 | 34 | HKD (21) | Unblockable | Full Body: 1 to 2 (2 Frames) | 0 | 0 |
Running Three
4123641236B
Clark Still clark_4123641236b | ||||||||||
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4123641236B
4123641236B Running Three | ||||||||||
Damagez (x+y) means the move has two hits. The first does x, the second does y, for a total of z.Damage dealt by the move. 10 is 1%. | Guard (1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty. | Cancel (1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is special, command, and/or super cancelable. Empty means it cannot be canceled at all. | StartupNumber of frames for the move to become active, first active frame included. | Activex, (y), z means the move has two his. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for. | RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. | Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent. | Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent. | Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used when matching the frame range. | StunAmount of stun damage done | Guard DamageDamage done to the guard bar when blocked |
200 | N/A | advanced, climax | 11 | 1 | 46 | HKD (77) | Unblockable | Full Body: 1 to 7 (7 Frames) | 0 | 0 |
4123641236D
Clark Still clark_4123641236d | ||||||||||
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4123641236D
4123641236D Running Three | ||||||||||
Damagez (x+y) means the move has two hits. The first does x, the second does y, for a total of z.Damage dealt by the move. 10 is 1%. | Guard (1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty. | Cancel (1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is special, command, and/or super cancelable. Empty means it cannot be canceled at all. | StartupNumber of frames for the move to become active, first active frame included. | Activex, (y), z means the move has two his. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for. | RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. | Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent. | Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent. | Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used when matching the frame range. | StunAmount of stun damage done | Guard DamageDamage done to the guard bar when blocked |
200 | N/A | advanced, climax | 11 | 1 | 46 | HKD (77) | Unblockable | Full Body: 1 to 7 (7 Frames) | - | - |
4123641236BD
Clark Still clark_4123641236bd | ||||||||||
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4123641236BD
4123641236BD Running Three | ||||||||||
Damagez (x+y) means the move has two hits. The first does x, the second does y, for a total of z.Damage dealt by the move. 10 is 1%. | Guard (1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty. | Cancel (1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is special, command, and/or super cancelable. Empty means it cannot be canceled at all. | StartupNumber of frames for the move to become active, first active frame included. | Activex, (y), z means the move has two his. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for. | RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. | Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent. | Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent. | Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used when matching the frame range. | StunAmount of stun damage done | Guard DamageDamage done to the guard bar when blocked |
330 (100+100+150) Min: 175 | N/A | climax | 6 | 1 | 49 | HKD (48) | Unblockable | Full Body: 1 to 4 (4 Frames) / Projectile Invincibility: (22 frames) | - | - |
Ultra Clark Buster
2141236CD
Clark Still clark_2141236cd | ||||||||||
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2141236CD
2141236CD Ultra Clark Buster | ||||||||||
Damagez (x+y) means the move has two hits. The first does x, the second does y, for a total of z.Damage dealt by the move. 10 is 1%. | Guard (1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty. | Cancel (1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is special, command, and/or super cancelable. Empty means it cannot be canceled at all. | StartupNumber of frames for the move to become active, first active frame included. | Activex, (y), z means the move has two his. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for. | RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. | Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent. | Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent. | Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used when matching the frame range. | StunAmount of stun damage done | Guard DamageDamage done to the guard bar when blocked |
445 (104+104+237) Min: 260 | High | - | 19 | 4 | 42 | HKD (36) | -31 | Full Body: 1 to 20 (20 Frames) | 0 | 0 |