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The King of Fighters XIV/Clark Still: Difference between revisions
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'''Close''' | '''Close''' | ||
* cl. A | * cl. A: A special cancellable hook punch. Can anti air opponents up close. | ||
* cl. B: Special cancellable. It is typically linked with cr. B. | * cl. B: Special cancellable. It is typically linked with cr. B. | ||
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'''Crouching''' | '''Crouching''' | ||
* cr. A: Special-cancellable. | * cr. A: Special-cancellable. +1 on guard. Can be used for pressure situations. | ||
* cr. B: Special-cancellable low. +2 on guard and primary use for both confirming and for pressure situations. Can chain into other cr. A and combo off cl. C. | * cr. B: Special-cancellable low. +2 on guard and primary use for both confirming and for pressure situations. Can chain into other cr. A and combo off cl. C. | ||
* cr. C: Special-cancellable. A long range ground poke which helps compensate st. C’s inability to hit crouching opponents. | * cr. C: Special-cancellable. A long range ground poke which helps compensate st. C’s inability to hit crouching opponents. His largest poke to buffer max into for combos and whiff punishes | ||
* cr. D: Sweep DA GAWD. It comes out fairly fast and has decent range for a sweep, making it a great tool to use in neutral for Clark. Because of its quickness and pushback on block, is often advisable to use it as a frametrap (eg. Cr.B,St.B,Cr.D). Command normal, special, super, max | * cr. D: Sweep DA GAWD. It comes out fairly fast and has decent range for a sweep, making it a great tool to use in neutral for Clark. Because of its quickness and pushback on block, is often advisable to use it as a frametrap (eg. Cr.B,St.B,Cr.D). Command normal, special, super, max cancelable. Most practical thing to cancel it into on hit is f+BD (step), as this opens up one of the entries into Clark’s Vortex game, will be explained more in the strategy section. You can also cancel into f+BD on block, but good opponents will punish it, so use sparingly. | ||
'''Jumping''' | '''Jumping''' | ||
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=Throws= | =Throws= | ||
'''Nageppanashi German''' - (b/f+C) close | |||
* Clark grabs then suplexes the opponent to the corner of the screen. | |||
* ( | * Hard knockdown | ||
'''Fisherman Buster''' - (b/f+D) close | |||
* Clark vertical suplexes the opponent. The opponent lands close to the max tip range horizontal distance of his far C. | |||
* Hard knockdown | |||
'''Death Lake Driver''' - (Air) (Close) (b/f+C) | |||
* An air grab that forces a hard knockdown. It is a useful tool to check opponents who want to jump into Clark. | |||
=Command Moves= | =Command Moves= | ||
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'''Stomping''' - (f + B) | '''Stomping''' - (f + B) | ||
* | * Overhead, ever since 3.10 it has lost the property of retaining the overhead when canceled from normals which was probably not intended in the first place. Cannot be comboed into, except when cancelled into from a st.CD in the corner for a guaranteed re-stand. Max or Super-Cancelable. | ||
'''Step''' - (f + B + D) | '''Step''' - (f + B + D) | ||
* Can leap over grounded fireballs | * A footsie tool to cover Clark’s ground game and can be used to catch people by surprise with Clark’s command grabs. Can also leap over grounded fireballs. | ||
=Special Moves= | =Special Moves= | ||
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'''Mount Tackle''' - (hcf + A/C) | '''Mount Tackle''' - (hcf + A/C) | ||
*( | * Can be used to anti air opponents, or catch back dashes (or punish moves with bad recovery from a long range) but it is very unsafe on block. -26 on block. Once successfully landed, confirm it straight away as it has a short confirmation window for the follow-up. | ||
'''EX:''' ( | '''EX:''' Has anywhere juggle. Typically used to end after EX Super Argentine Backbreaker (HCF+BD). | ||
∟ '''Clark Lift''' - (down down + A) | ∟ '''Clark Lift''' - (down down + A) | ||
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'''Super Argentine Backbreaker''' - (hcf+ B/D) | '''Super Argentine Backbreaker''' - (hcf+ B/D) | ||
'''EX:''' | * Clark grabs the opponent, tosses them in the air, then backbreaks them. | ||
* B version has armor with a bit of invincibility | |||
* D version is a 1 frame command throw. Can combo from Clark’s cancel-able normals. | |||
'''EX:''' More damage | |||
:∟ '''Flashing Elbow''' - (qcf+ A/C) | :∟ '''Flashing Elbow''' - (qcf+ A/C) | ||
:* Super-cancellable and a crucial key point to making Clark a dangerous machine with meter. Causes a hard knockdown and is used to set up for okizemes. | |||
'''Vulcan Punch''' - (Rapidly Press) (A/C) | '''Vulcan Punch''' - (Rapidly Press) (A/C) | ||
*(description here) | * (description here) | ||
'''EX:''' Often used to transition into EX Super Argentine Backbreaker for more damaging combos. EX is also +0 on block, which means it’s a decent pressure ender for Clark. 4 frames of startup. | |||
'''Gatling Attack''' - (Charge Briefly) back (then) towards + A/C) | |||
* A version: Faster startup and is generally used for meterless crouching normal combos. Does not travel as far as the C version. It is -6 on block, so it can be difficult for some characters to punish due its pushback. | |||
* | |||
* C version: Longer startup, longer animation, and travels far. It is generally confirmed after a cr. C. Super cancellable. It is -14 on block, so it is very unsafe regardless of the pushback. | |||
'''EX:''' (description here) | '''EX:''' (description here) | ||
:∟ '''Death Lake Driver''' - (dp + A/C) | :∟ '''Death Lake Driver''' - (dp + A/C) | ||
* | * Can only be followed by the C version and EX version. Causes a hard knockdown. | ||
=Super Special Moves= | =Super Special Moves= | ||
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'''Ultra Argentine Backbreaker''' - (hcb, hcb + A/C) | '''Ultra Argentine Backbreaker''' - (hcb, hcb + A/C) | ||
* | * Causes a hard knockdown. Switches sides so if you get a regular cmd grab while your opponent is in the corner you can spend a bar and still keep them in the corner as well as add the extra damage from the super. | ||
MAX: | MAX: Does more damage and causes a hard knockdown. | ||
'''Running Three''' - (hcf, hcf + B/D) | '''Running Three''' - (hcf, hcf + B/D) | ||
* | * Causes a hard knockdown. This move is generally used for combos. While it can chase down opponents, it is slow and can easily be countered by a hop/jump. | ||
MAX: | MAX: Faster start-up with more damage. Faster start-up with more damage, projectile invulnerability | ||
=Climax Super Special Moves= | =Climax Super Special Moves= | ||
'''Ultra Clark Buster''' - (hcb, hcb + BD) | |||
* Clark leaps towards the opponent at a 3/4ths screen distance. | |||
* Has some invincibility throughout the leap | |||
* Is not a grab but an overhead hit | |||
* Causes a hard knockdown. This move can avoid some lows during the animation and can potentially catch people by surprise. | |||
=Combos= | =Combos= | ||
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==0 meter== | ==0 meter== | ||
* cr. B, cr. B, charge b~f+A | * cr. B, cr. B, hcf+D, qcf+A/C = (205 DMG) | ||
(Upon Flashing Elbow (qcf+A/C), you get a safe jump option.) | |||
* cr. B, cr. B, charge b~f+A = (130 DMG) | |||
(place combo description here) | |||
* cr. B, cr. B, ,cr.A, charge b~f+A = (148 DMG) | |||
* cr.C, charge b~f+C, dp+C = (238 DMG) | |||
(Max Damage Punish) | |||
==1 meter== | ==1 meter== | ||
* cl.C (2) [BC] cl.C (1 hit) hcf+BD, hcf+AC~down, down+C, qcb+C | * cl.C (2) [BC] cl.C (1 hit) hcf+BD, hcf+AC~down, down+C, qcb+C = (342 DMG) | ||
(While the other follow ups are possible, it’s preferable to go for the one ending in Flashing Elbow (qcf+A/C) as that gives you the easy safe jump option. ) | (While the other follow ups are possible, it’s preferable to go for the one ending in Flashing Elbow (qcf+A/C) as that gives you the easy safe jump option.) | ||
==2 meters== | ==2 meters== | ||
* ( | * cr. B, cr. B, hcf+D, qcf+A/C, hcbx2+AC = (431 DMG) | ||
( | |||
* cl.C (2) [BC] cl.C (1 hit), EX Vulcan, hcf+D, qcf+A, hcbx2+AC = (518 DMG) | |||
(Only works on 2nd/3rd Position) | |||
* Max range cr.C [BC] cr.C EX Gatling Attack, hcf+P, dd+C, qcf+a, hcbx2+AC (501 dmg) Works off max range where combos to EX vulcan to hcf+D don’t work. | |||
==3 meters== | ==3 meters== | ||
* ( | * cr. B, cr. B, hcf+D, qcf+A/C, hcbx2+BD = (534 DMG) | ||
( | |||
* cl.C (2) [BC] cl.C (1 hit), EX Vulcan, hcf+D, qcf+A, hcbx2+BD = (582 DMG) | |||
* cr.C, charge b~f+C (2), hcfx2+K, hcbx2+AC = (573 DMG) | |||
==4 meters== | ==4 meters== | ||
* ( | * cr.C, charge b~f+C (2), hcfx2+K, hcbx2+BD = (704 DMG) | ||
==5 meters== | ==5 meters== | ||
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=Misc= | =Misc= | ||
Cr. B into cl. C is a legitimate frametrap that can be comboed into each other, however a meaty cr.B is required in order not to get far C to come out if cr.B is blocked. | |||
==Frame Data== | |||
[https://docs.google.com/spreadsheets/d/1v1Iy2d7Bc2YwwTqW34InN2X2TvegowxVh9G8Rn6l4vA/edit#gid=501894368 Clark KOFXIV Frama Data Link] | |||
=Videos= | =Videos= | ||
'''KoF XIV: Clark Beginner Breakdown''' | |||
{{#ev:youtube|ePjnqf3G-l0}} | |||
'''Clark Slow Motion Hitboxes''' | '''Clark Slow Motion Hitboxes''' | ||
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{{Navbox XIV}} | {{Navbox XIV}} | ||
[[Category:The King of Fighters XIV]][[Category: | |||
[[Category:The King of Fighters XIV]] | |||
[[Category:Clark Still]] |
Latest revision as of 19:29, 17 December 2019
Movelist
(*) = EX OK
(!) = MAX OK
Throws
Nageppanashi German - close / +
Death Lake Driver - in air & close, / +
Command Normals
Special Moves
Super Argentine Backbreaker - + / *
Gatling Attack - charge briefly then + / *
Super Special Moves
Ultra Argentine Backbreaker - + / !
Climax Desperation Move
Quick Combo Reference
0 Meter |
Anywhere |
(Combo 1) = (damage number here) dmg |
1 Meter |
Corner |
(Combo 1) = (damage number here) dmg |
2 Meters | Anywhere | (Combo 1) = (damage number here) dmg |
Gameplay Overview
Normals
Standing
- st. A: The go to anti air tool to dissuade opponents from hopping against Clark.
- st. B: This move is plus on block, while not special-cancelable it can link into cr.D, which also makes it a great frametrap into that button.
- st. C: Backfist, one of Clark’s best tools in neutral. Max and Super-Cancelable. One of the better round openers with Clark, as it is fast and reaches far. If you feel the opponent likes to press buttons at round start, this move will usually connect and beat out most non-invul/low-profile moves allow for a nice max-mode conversion to start the round. Beware that it does whiff on crouchers.
- st. D: A long-range anti air tool that even hits crouchers. Has a big vertical hitbox, but does not possess long horizontal range.
Close
- cl. A: A special cancellable hook punch. Can anti air opponents up close.
- cl. B: Special cancellable. It is typically linked with cr. B.
- cl. C: 2-hit move that allows you to late max mode cancel. Special-cancellable. 1st hit is special cancelable and max cancelable, 2nd hit is super and max cancelable.
- cl. D: Mainly used to anti air up close if the opponent is not in range of st. D. Beware that it does whiff on crouchers, but it does avoid crouching lows.
Crouching
- cr. A: Special-cancellable. +1 on guard. Can be used for pressure situations.
- cr. B: Special-cancellable low. +2 on guard and primary use for both confirming and for pressure situations. Can chain into other cr. A and combo off cl. C.
- cr. C: Special-cancellable. A long range ground poke which helps compensate st. C’s inability to hit crouching opponents. His largest poke to buffer max into for combos and whiff punishes
- cr. D: Sweep DA GAWD. It comes out fairly fast and has decent range for a sweep, making it a great tool to use in neutral for Clark. Because of its quickness and pushback on block, is often advisable to use it as a frametrap (eg. Cr.B,St.B,Cr.D). Command normal, special, super, max cancelable. Most practical thing to cancel it into on hit is f+BD (step), as this opens up one of the entries into Clark’s Vortex game, will be explained more in the strategy section. You can also cancel into f+BD on block, but good opponents will punish it, so use sparingly.
Jumping
- j. A: The go-to jump-in button.
- j. B: Air to air and is mainly used to catch hops.
- j. C: Air to air. That is used more to catch full jumps. Can jump with f+C to OS air throw.
- j. D: Clark’s best anti air button that has both long horizontal and vertical hitbox.
Blowback
- st. CD: Special cancellable and causes a wall splat on grounded opponents.
- j. CD: Great pressure tool with a strong downwards vertical angle.
Throws
Nageppanashi German - (b/f+C) close
- Clark grabs then suplexes the opponent to the corner of the screen.
- Hard knockdown
Fisherman Buster - (b/f+D) close
- Clark vertical suplexes the opponent. The opponent lands close to the max tip range horizontal distance of his far C.
- Hard knockdown
Death Lake Driver - (Air) (Close) (b/f+C)
- An air grab that forces a hard knockdown. It is a useful tool to check opponents who want to jump into Clark.
Command Moves
Stomping - (f + B)
- Overhead, ever since 3.10 it has lost the property of retaining the overhead when canceled from normals which was probably not intended in the first place. Cannot be comboed into, except when cancelled into from a st.CD in the corner for a guaranteed re-stand. Max or Super-Cancelable.
Step - (f + B + D)
- A footsie tool to cover Clark’s ground game and can be used to catch people by surprise with Clark’s command grabs. Can also leap over grounded fireballs.
Special Moves
Mount Tackle - (hcf + A/C)
- Can be used to anti air opponents, or catch back dashes (or punish moves with bad recovery from a long range) but it is very unsafe on block. -26 on block. Once successfully landed, confirm it straight away as it has a short confirmation window for the follow-up.
EX: Has anywhere juggle. Typically used to end after EX Super Argentine Backbreaker (HCF+BD). ∟ Clark Lift - (down down + A)
- Least Damaging follow-up and you get no real oki
∟ Sleeper Lift (D.D.T.) - (down down + C)
- (description here)
- ∟ Flashing Elbow - (qcf + A/C)
- Preferred follow-up as you get a hard knockdown with enough time to do a safe jump setups
∟ Rolling Cradler - down down + B/D
- More damaging than Sleeper-Flashing Elbow and better corner carry, however you don’t always get great oki if you don’t throw directly into the corner.
Super Argentine Backbreaker - (hcf+ B/D)
- Clark grabs the opponent, tosses them in the air, then backbreaks them.
- B version has armor with a bit of invincibility
- D version is a 1 frame command throw. Can combo from Clark’s cancel-able normals.
EX: More damage
- ∟ Flashing Elbow - (qcf+ A/C)
- Super-cancellable and a crucial key point to making Clark a dangerous machine with meter. Causes a hard knockdown and is used to set up for okizemes.
Vulcan Punch - (Rapidly Press) (A/C)
- (description here)
EX: Often used to transition into EX Super Argentine Backbreaker for more damaging combos. EX is also +0 on block, which means it’s a decent pressure ender for Clark. 4 frames of startup.
Gatling Attack - (Charge Briefly) back (then) towards + A/C)
- A version: Faster startup and is generally used for meterless crouching normal combos. Does not travel as far as the C version. It is -6 on block, so it can be difficult for some characters to punish due its pushback.
- C version: Longer startup, longer animation, and travels far. It is generally confirmed after a cr. C. Super cancellable. It is -14 on block, so it is very unsafe regardless of the pushback.
EX: (description here)
- ∟ Death Lake Driver - (dp + A/C)
- Can only be followed by the C version and EX version. Causes a hard knockdown.
Super Special Moves
Ultra Argentine Backbreaker - (hcb, hcb + A/C)
- Causes a hard knockdown. Switches sides so if you get a regular cmd grab while your opponent is in the corner you can spend a bar and still keep them in the corner as well as add the extra damage from the super.
MAX: Does more damage and causes a hard knockdown.
Running Three - (hcf, hcf + B/D)
- Causes a hard knockdown. This move is generally used for combos. While it can chase down opponents, it is slow and can easily be countered by a hop/jump.
MAX: Faster start-up with more damage. Faster start-up with more damage, projectile invulnerability
Climax Super Special Moves
Ultra Clark Buster - (hcb, hcb + BD)
- Clark leaps towards the opponent at a 3/4ths screen distance.
- Has some invincibility throughout the leap
- Is not a grab but an overhead hit
- Causes a hard knockdown. This move can avoid some lows during the animation and can potentially catch people by surprise.
Combos
0 meter
- cr. B, cr. B, hcf+D, qcf+A/C = (205 DMG)
(Upon Flashing Elbow (qcf+A/C), you get a safe jump option.)
- cr. B, cr. B, charge b~f+A = (130 DMG)
(place combo description here)
- cr. B, cr. B, ,cr.A, charge b~f+A = (148 DMG)
- cr.C, charge b~f+C, dp+C = (238 DMG)
(Max Damage Punish)
1 meter
- cl.C (2) [BC] cl.C (1 hit) hcf+BD, hcf+AC~down, down+C, qcb+C = (342 DMG)
(While the other follow ups are possible, it’s preferable to go for the one ending in Flashing Elbow (qcf+A/C) as that gives you the easy safe jump option.)
2 meters
- cr. B, cr. B, hcf+D, qcf+A/C, hcbx2+AC = (431 DMG)
- cl.C (2) [BC] cl.C (1 hit), EX Vulcan, hcf+D, qcf+A, hcbx2+AC = (518 DMG)
(Only works on 2nd/3rd Position)
- Max range cr.C [BC] cr.C EX Gatling Attack, hcf+P, dd+C, qcf+a, hcbx2+AC (501 dmg) Works off max range where combos to EX vulcan to hcf+D don’t work.
3 meters
- cr. B, cr. B, hcf+D, qcf+A/C, hcbx2+BD = (534 DMG)
- cl.C (2) [BC] cl.C (1 hit), EX Vulcan, hcf+D, qcf+A, hcbx2+BD = (582 DMG)
- cr.C, charge b~f+C (2), hcfx2+K, hcbx2+AC = (573 DMG)
4 meters
- cr.C, charge b~f+C (2), hcfx2+K, hcbx2+BD = (704 DMG)
5 meters
- (place combo here) = (place damage amount here)
(place combo description here)
Misc
Cr. B into cl. C is a legitimate frametrap that can be comboed into each other, however a meaty cr.B is required in order not to get far C to come out if cr.B is blocked.
Frame Data
Videos
KoF XIV: Clark Beginner Breakdown
Clark Slow Motion Hitboxes
External Links
Discussion Threads
Discuss at Dream Cancel