| '''2B > 2A''' || 38 || Standard low confirm. Works in practically any situation. Can fit an extra 2A for bonus damage.
| '''2B, 2A, 2A''' || 60 || Standard low confirm.
|-
|-
| 2A > 2A || 48 || Light starter with less pushback than 2B, making it the preferred follow-up after jump-ins. Can fit an extra 2A for bonus damage.
| clB, clA, 2A, 2A || 96 || His highest damage string of Lights, won't use it much sadly.
|-
|-
| 2B > cl.B > 2A || 65 || Highest damage low confirm. Must be very close.
| clB, clB, clC (1) > 6B || 144 || Light into Heavy. clA works too but isn't as reliable. Doesn't work from jump ins even with just 1 clB.
|}
|}
===Heavy Starters===
===Heavy Starters===
'''Note:''' A '''Heavy Starter''' can access any '''Light Starter''' combo and it may be more optimal in some situations. A '''Heavy Starter''' combo will do 58 more damage and generate .06 more meter than a '''Light Starter'''.
{|class="wikitable sortable"
{|class="wikitable sortable"
! Combo !! Damage !! Notes
! Combo !! Damage !! Notes
Line 54:
Line 51:
| '''cl.C(1) > 6B''' || 96 || Standard, reliable heavy starter. Works in practically any situation.
| '''cl.C(1) > 6B''' || 96 || Standard, reliable heavy starter. Works in practically any situation.
|-
|-
| 2C > 6B || 131 || Most damaging combo starter. Requires a deep jump-in due to 2C's slower startup.
| 2C > 6B || 131 || Most damaging combo starter. Requires a deep jump-in due to 2C's slower startup, but its your go to for punishes.
|-
|-
| cl.B, cl.B, cl.C(1) > 6B || 144 || Light link into cl.C. The added hits can cause worse scaling in longer combos. Omit one cl.B after a jump-in.
| 2C || 70 || The poke.
|}
===Other Starters===
{|class="wikitable sortable"
! Combo !! Damage !! Notes
|-
| CD || 75 || Standard CD, can be canceled into 6BD.
|-
| Counter jCD || 112 || Amazing tool for Clark.
|-
| 236CD || 75 || Shatter Strike, pretty standard.
|-
| 426BD || 150 || EX ABB, causes a sideswitch.
|}
|}
Line 74:
Line 84:
|}
|}
'''Note:''' Clark has few unique '''Heavy Starter''' combos. Stats for both will be shown for all besides those.
===Meterless===
===Meterless===
{|class="wikitable sortable"
{|class="wikitable sortable"
! Combo!! Damage !! Stun !! Meter Gain !! Location !! Notes
! Combo!! Damage !! Stun !! Meter Gain !! Location !! Notes
| '''Light Starter''' > 214A || 128 || 155 || .20% || Anywhere || Standard Light confirm. +38/+65 on tech/knockdown. Grants an autotimed safejump
|-
|-
| '''Light Starter''' > f.B, 2D > 6BD || 133 || 145 || 0.15 || Anywhere || +24/+51 on tech/knockdown. A second 6BD sets up +0/+27 on tech/knockdown.
| 2B, 2A, farB, 2D > 6BD || 133 || 145 || .15% || Anywhere || Low into Heavy. +24/+51 on tech/knockdown. A second 6BD sets up +0/+27 on tech/knockdown.
|-
|-
| '''Light Starter''' > 623C || 137 || 125 || 0.2 || Anywhere || +30/+57 on tech/knockdown. Grants a autotimed safehop in the corner.
| '''Starter''' > 623C || 195(H)<br/> 152(L) || 155 || .25%(H)<br/> .23%(L) || Anywhere || +30/+57 on tech/knockdown. Grants a autotimed safehop in the corner.
|-
|-
| '''Light Starter''' > 41236A > 22C/22K || 157/182 || 45 || .225/.25 || Anywhere || Reliable, high damage combo ender. 41236A combos at practically any range.
| '''Starter''' > 426A > 22C > 236P || 215(H)<br/> 173(L) || 75 || .27%(H)<br/> .25%(L) || Anywhere || Requires quick timing to get off of Lights.
|-
|-
| '''Light Starter''' > 41236D > 236P || 185 || 45 || .257 || Anywhere || 41236D has limiting range (notable after jump-ins). Requires near immediate chains/special cancel.
| '''Starter''' > 426D > 236P || 243(H)<br/> 185(L) || 75 || .30%(H)<br/> .25%(L) || Anywhere || Into ABB, less reliable from Lights due to pushback.
|-
|-
| '''Heavy Starter''' > 214C, 214A || 229 || 295 || 0.36 || Anywhere || +41/+68 on tech/knockdown. 41236A sets up +0/+27 on tech/knockdown.
| '''Heavy Starter''' > 214C, 214A || 229 || 295 || .36% || Anywhere || +41/+68 on tech/knockdown. 426A sets up +0/+27 on tech/knockdown.
|-
|-
| '''Heavy Starter''' > 214C, 2D > 6BD || 229 || 285 || 0.31 || Anywhere || +24/+51 on tech/knockdown. A second 6BD sets up +0/+27 on tech/knockdown.
| '''Heavy Starter''' > 214C, 2D > 6BD || 229 || 285 || .31% || Anywhere || +24/+51 on tech/knockdown. A second 6BD sets up +0/+27 on tech/knockdown.
| '''Light Starter''' > 41236BD, 214A || 241 || 125 || .17 || Anywhere || +41/+68 on tech/knockdown. Close range combo that sets up further meter spending.
| '''Starter''' > 426BD, 214A || 299(H)<br/> 251(L) || 155 || .23%(H)<br/> .20%(L) || Anywhere || +41/+68 on tech/knockdown. Close range combo that sets up further meter spending.
|-
|-
| '''Light Starter''' > 623AC, 41236D > 236P || 245 || 45 || 0.257 || Anywhere || Must be point blank with precise chains/cancels. Significantly more reliable after cl.C > 6B.
| '''Heavy Starter''' > 623AC, 426D > 236P || 303 || 75 || .27% || Anywhere || Works from Lights too, but its more reliable from clC.
| '''Heavy Starter''' > 214C, 214A, 426AC > 22C > 236P || 307 || 295 || .37% || Anywhere || Builds a significant portion of the EX meter before you even spend it.
|-
|-
| '''Light Starter''' > 41236BD, 623C, 214A || 329 || 205 || .33 || Back-to-corner || Max damage when cornered. +41/+68 on tech/knockdown.
| '''Heavy Starter''' > 214C, 214A, 41236AC > 22C/22K || 307/340 || 295 || 0.36 || Anywhere || Builds a significant portion of the EX meter before you even spend it.
| '''Starter''' > 426BD, 623C, 214A || 387(H)<br/> 335(L) || 235 || .43%(H)<br/> .40%(L) || Against Corner || Max damage when cornered, works from Lights too. +41/+68 on tech/knockdown.
|}
|}
===1 Bar===
===1 Bar===
'''Note:''' At 1 bar, Clark has no unique '''Heavy Starter''' combos that deal more damage than a '''Light Starter''' combo.
{|class="wikitable sortable"
{|class="wikitable sortable"
! Combo!! Damage !! Stun !! Meter cost !! Meter Gain !! Location !! Notes
! Combo!! Damage !! Stun !! Meter cost !! Meter Gain !! Location !! Notes
| '''Light Starter''' > 41236BD, 623C, 214A, 41236AC > 22C/22K || 407/440 || 205 || 1 || .33 || Back-to-corner || Max back-to-corner damage. Pulls opponent out of corner.
| '''Starter''' > 623AC, 426BD, 623C, 214A, 41236AC > 22C > 236P || 482(H)<br/> 424(L) || 235 || 1.5 || .43%(H)<br/> .40%(L) || Against Corner || You lose the corner but also get out of it.
|-
| '''Light Starter''' > 623AC, 41236BD, 623C, 214A, 41236AC > 22C/22K || 424/451 || 205 || 1.5 || .23 || Anywhere || Meter inefficient but the only 1.5 route that does more damage than a 1 bar combo.
|}
|}
===2 Bars===
===2 Bars===
'''Note:''' Clark does not gain significant damage for the meter investment at 2 bars.
{|class="wikitable sortable"
{|class="wikitable sortable"
! Combo!! Damage !! Stun !! Meter cost !! Meter Gain !! Location !! Notes
! Combo!! Damage !! Stun !! Meter cost !! Meter Gain !! Location !! Notes
|-
|-
| '''Light Starter''' > BC > cl.C(1) > 6B > 623AC, 41236D > 236P > 6321463214P || 369 || 120 || 2 || .04 || Anywhere || 2nd/3rd character only. A very inefficient use of meter (1 extra bar for ~8 more damage).
| '''Starter''' > 623C(3) > 624624AC || 486(H)<br/> 427(L) || 135 || 2 || .23%(H)<br/> .20%(L) || Anywhere || Basic Super confirm, can do Running Three for more oki.
| '''Starter''' > BC, 2C > 6B > 623C(3) > 624624P || 407(H)<br/> 349(L) || 245 || 2 || .10%(H)<br/> .07%(L) || Anywhere || May need to do Gatling for a safer confirm, otherwise it's a basic QM confirm after pokes like farC. '''1000/1250/1500MAX'''
|-
|-
| '''Light Starter''' > 623C(3) > 6321463214AC || 403 || 105 || 2 || .18 || Anywhere || 7 more damage! At the cost of oki!
| '''Starter''' > BC, 2C > 623C(3) > 426426BD > CLIMAX || 713(H)<br/> 642(L) || 205 || 3 || .10%(H)<br/> .07%(L) || Anywhere || You can still add a 6B on Anchor. '''1250/1500MAX'''
|-
| '''Light Starter''' > 623C(3) > 4123641236K > 2141236CD || 665 || 105 || 4 || .18 || Anywhere || Minimal damage loss compared to the Quick Max variation. Does more damage than the Quick Max combo in 2nd position.
| CD > 6BD, (CD) > 214C > 623P || 182 || 240 || 0 || .27% || Anywhere || Step opens the floodgates for his CD combos, whiff the 2nd CD to make sure Gatling lands, but a microdash will do the job too.
Use the corresponding starter(s) from the 'Starters' section of this page.
>
Cancel the previous move into the following move. If preceded by a move in brackets, must cancel the start of the preceding move (AKA a 'Kara Cancel').
,
Link the previous move into the following move.
(X)
A move in brackets must whiff (not hit). Can also mean the move must be Kara Canceled.
~
Cancel the previous special into the following special.
cl.
Close to opponent.
f.
Far from opponent.
j.
Jumping move.
AA
Anti-air. Hit the opponent while they're mid-air.
[X]
Hold input briefly.
X/Y
Do either X move or Y move in a combo (Both final damage & stun values will be shown).
X * N {X} * N
Repeat 'X' input 'N' amount of times. Multiple inputs will be bundled into "{}".
Starters
Note: The combos in the "Combos" section have been tested using the first starter in each category (the combos in Bold).
Light Starters
Combo
Damage
Notes
2B, 2A, 2A
60
Standard low confirm.
clB, clA, 2A, 2A
96
His highest damage string of Lights, won't use it much sadly.
clB, clB, clC (1) > 6B
144
Light into Heavy. clA works too but isn't as reliable. Doesn't work from jump ins even with just 1 clB.
Heavy Starters
Combo
Damage
Notes
cl.C(1) > 6B
96
Standard, reliable heavy starter. Works in practically any situation.
2C > 6B
131
Most damaging combo starter. Requires a deep jump-in due to 2C's slower startup, but its your go to for punishes.
2C
70
The poke.
Other Starters
Combo
Damage
Notes
CD
75
Standard CD, can be canceled into 6BD.
Counter jCD
112
Amazing tool for Clark.
236CD
75
Shatter Strike, pretty standard.
426BD
150
EX ABB, causes a sideswitch.
Combos
Rush Auto Combo
Combo
Damage
Meter cost
notes
cl.A > A > A > B
138
0
Rush combo ending with A Gatling Attack.
cl.A > A > A > C
242
1
Rush combo ending with Ultra Argentine Backbreaker.
cl.A > A > A > D
354
2
Rush combo ending with MAX Ultra Argentine Backbreaker.
cl.A > A > A > A
446
3
Rush combo ending with Ultra Clark Buster (Climax).
Note: Clark has few unique Heavy Starter combos. Stats for both will be shown for all besides those.
Meterless
Combo
Damage
Stun
Meter Gain
Location
Notes
Light Starter > 214A
128
155
.20%
Anywhere
Standard Light confirm. +38/+65 on tech/knockdown. Grants an autotimed safejump
2B, 2A, farB, 2D > 6BD
133
145
.15%
Anywhere
Low into Heavy. +24/+51 on tech/knockdown. A second 6BD sets up +0/+27 on tech/knockdown.
Starter > 623C
195(H) 152(L)
155
.25%(H) .23%(L)
Anywhere
+30/+57 on tech/knockdown. Grants a autotimed safehop in the corner.
Starter > 426A > 22C > 236P
215(H) 173(L)
75
.27%(H) .25%(L)
Anywhere
Requires quick timing to get off of Lights.
Starter > 426D > 236P
243(H) 185(L)
75
.30%(H) .25%(L)
Anywhere
Into ABB, less reliable from Lights due to pushback.
Heavy Starter > 214C, 214A
229
295
.36%
Anywhere
+41/+68 on tech/knockdown. 426A sets up +0/+27 on tech/knockdown.
Heavy Starter > 214C, 2D > 6BD
229
285
.31%
Anywhere
+24/+51 on tech/knockdown. A second 6BD sets up +0/+27 on tech/knockdown.
Heavy Starter > 214C > 623P
237
215
.35%
Anywhere
Most damaging meterless route, rarely actually used though.
EX
Combo
Damage
Stun
Meter Gain
Location
Notes
Starter > 214AC, 426A > 22C > 236P
290(H) 241(L)
75
.27%(H) .25%(L)
Anywhere
Most versatile combo from Lights.
Starter > 426BD, 214A
299(H) 251(L)
155
.23%(H) .20%(L)
Anywhere
+41/+68 on tech/knockdown. Close range combo that sets up further meter spending.
Heavy Starter > 623AC, 426D > 236P
303
75
.27%
Anywhere
Works from Lights too, but its more reliable from clC.
Heavy Starter > 214C, 214A, 426AC > 22C > 236P
307
295
.37%
Anywhere
Builds a significant portion of the EX meter before you even spend it.
Starter > 214AC, 623C, 214A
332(H) 279(L)
135
.40%(H) .37%(L)
Corner
+41/+68 on tech/knockdown.
Starter > 426BD, 623C, 214A
387(H) 335(L)
235
.43%(H) .40%(L)
Against Corner
Max damage when cornered, works from Lights too. +41/+68 on tech/knockdown.
1 Bar
Combo
Damage
Stun
Meter cost
Meter Gain
Location
Notes
Starter > 426BD, 214A, 426AC > 22C > 236P
382(H) 329(L)
155
1
.23%(H) .20%(L)
Anywhere
Max midscreen damage. Maintains sides.
Starter > 426D > 236P > 624624P
354(H) 310(L)
75
1
.27%(H) .25%(L)
Anywhere
Grab into Super.
Starter > 214AC, 623C, 214A, 426AC > 22C > 236P
404(H) 345(L)
235
1
.43%(H) .37%(L)
Corner
Max 1 Bar corner damage. Pulls opponent out of corner.