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The King of Fighters XV/Clark Still: Difference between revisions
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{{CharNavbox_XV}} | {{CharNavbox_XV}} | ||
<section begin="image"/>[[File:KOFXV Clark Profile.png|thumb|Clark is a mercenary who has fought alongside Ralf on numerous battlefields. His rank is lieutenant, and in addition to Heidern-style assassination moves and martial arts, he specializes in wrestling throws and locks.<br/>Always calm, he has earned immense trust from Ralf.]]<section end="image"/> | <section begin="image"/>[[File:KOFXV Clark Profile.png|thumb|Clark is a mercenary who has fought alongside Ralf on numerous battlefields. His rank is lieutenant, and in addition to Heidern-style assassination moves and martial arts, he specializes in wrestling throws and locks.<br/>Always calm, he has earned immense trust from Ralf. | ||
<div class="center" style="width: auto; margin-left: auto; margin-right: auto;"> | |||
<big>'''Jump:''' 40f | |||
<br>'''Hop:''' 32f | |||
<br>'''Backdash:''' 21f | |||
<br>'''Run Speed Ranking:''' 7 | |||
</big></div>]]<section end="image"/> | |||
{{TOClimit|3}} | {{TOClimit|3}} | ||
==Gameplay Summary== | ==Gameplay Summary== | ||
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Before Clark can get in, he has an excellent set of pokes to back himself up. His st.C is one of the very few normals that can hit from round start distance, and his cr.D is infamous for its range and speed, as well as its relative safety. His cr.C also has great range and is command cancelable, making it an excellent combo starter. He also has a command hop, Step (6BD) that sees him move forward quickly by a long distance, allowing Clark to close the gap between him and his opponent. Clark's st.B is also uniquely very plus on hit and block, and can be linked into his cr.D on hit. While Clark does not have a designated anti-air normal like some opponents, his st.D is an decent substitute with its great vertical range, and he also has access to an aerial throw, Death Lake Driver. These options can make it easy to condition the opponent into sitting still, which is where Clark's true game starts. | Before Clark can get in, he has an excellent set of pokes to back himself up. His st.C is one of the very few normals that can hit from round start distance, and his cr.D is infamous for its range and speed, as well as its relative safety. His cr.C also has great range and is command cancelable, making it an excellent combo starter. He also has a command hop, Step (6BD) that sees him move forward quickly by a long distance, allowing Clark to close the gap between him and his opponent. Clark's st.B is also uniquely very plus on hit and block, and can be linked into his cr.D on hit. While Clark does not have a designated anti-air normal like some opponents, his st.D is an decent substitute with its great vertical range, and he also has access to an aerial throw, Death Lake Driver. These options can make it easy to condition the opponent into sitting still, which is where Clark's true game starts. | ||
Once Clark gets in, it's hard to get away from him. His signature command grab, '''Super Argentine Backbreaker''' (41236K[K]) forms the basis of his entire gameplan. It comes in two forms: a slow, fully armored version (426B) with noticeable range, and an instant, combo-friendly version (426D). Returning in KoF XV is Clark's fully invincible command grab, '''Frankensteiner''' (623K[K]). These command grabs will always side-switch upon landing, but compared to some other grapplers, they will ''not'' reset neutral, and Clark can follow-up with '''Flashing Elbow''' (236A/C) which tacks on additional damage and gives Clark excellent oki. These command grabs are what give Clark his notorious vortex game, also referred to as "the blender". Clark is easily capable of looping his command grabs over and over once he gets in, | Once Clark gets in, it's hard to get away from him. His signature command grab, '''Super Argentine Backbreaker''' (41236K[K]) forms the basis of his entire gameplan. It comes in two forms: a slow, fully armored version (426B) with noticeable range, and an instant, combo-friendly version (426D). Returning in KoF XV is Clark's fully invincible command grab, '''Frankensteiner''' (623K[K]). These command grabs will always side-switch upon landing, but compared to some other grapplers, they will ''not'' reset neutral, and Clark can follow-up with '''Flashing Elbow''' (236A/C) which tacks on additional damage and gives Clark excellent oki. These command grabs are what give Clark his notorious vortex game, also referred to as "the blender". Clark is easily capable of looping his command grabs over and over once he gets in, allowing him to obliterate life bars in seconds. | ||
Should Clark choose to play it safe, he is more than easily capable of doing so. Just like his partner Ralf, Clark has access to '''Gatling Attack''' (214P[P]), but compared to Ralf's, Clark's will always launch and has much cheaper followups, most notable of which is Clark's '''EX Mount Tackle''' (41236AC) which does no damage on its own, but has multiple high damage followups which can allow Clark to continue or end his vortex, such as '''Clark Lift''' (22A), '''Sleeper DDT''' (22C) which can be followed up with Flashing Elbow, and '''Rolling Death Cradle''' (22K). | Should Clark choose to play it safe, he is more than easily capable of doing so. Just like his partner Ralf, Clark has access to '''Gatling Attack''' (214P[P]), but compared to Ralf's, Clark's will always launch and has much cheaper followups, most notable of which is Clark's '''EX Mount Tackle''' (41236AC) which does no damage on its own, but has multiple high damage followups which can allow Clark to continue or end his vortex, such as '''Clark Lift''' (22A), '''Sleeper DDT''' (22C) which can be followed up with Flashing Elbow, and '''Rolling Death Cradle''' (22K). | ||
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* '''Meter Efficiency''': Clark's entire game plan is both functional and threatening without meter, and he's often at liberty to spend it however he wants to squeeze extra damage or guaranteed oki out of every opportunity. This means he can work well in any team position. | * '''Meter Efficiency''': Clark's entire game plan is both functional and threatening without meter, and he's often at liberty to spend it however he wants to squeeze extra damage or guaranteed oki out of every opportunity. This means he can work well in any team position. | ||
* '''Ridiculous Air-to-Airs''': Clark's air to airs are large, active, and incredibly fast all at once. While this alone would be fantastic, Clark's EX Mount Tackle also has an anywhere-juggle property, allowing him to convert off air-to-airs like no other and go straight into his vortex. | * '''Ridiculous Air-to-Airs''': Clark's air to airs are large, active, and incredibly fast all at once. While this alone would be fantastic, Clark's EX Mount Tackle also has an anywhere-juggle property, allowing him to convert off air-to-airs like no other and go straight into his vortex. | ||
* '''Ease and Consistency''': Clark's super cancels may be tricky, but he seldom has to use them at all due to how poorly they scale. With his very quick and good normals coupled with simple gameplan and light execution outside of meter combos, Clark one the easiest in the game in terms of combos, allowing him to remain killing even | * '''Ease and Consistency''': Clark's super cancels may be tricky, but he seldom has to use them at all due to how poorly they scale. With his very quick and good normals coupled with a simple gameplan and light execution outside of meter combos, Clark is one of the easiest characters in the game in terms of combos, allowing him to remain killing even in high stress situations. | ||
| cons= | | cons= | ||
* '''High Combo Scaling''': | * '''High Combo Scaling''': Clark has one of, if not the worst combo scaling in the game. His damage gets noticeably lower from multiple hits, and it can be hard for Clark to secure a kill by meter dumping. | ||
* '''Odd Reversal''': Clark's only reversal option is a command grab, which makes him very vulnerable to safejumps and hop mixups in particular. As a result, Clark often has to use air-to-airs rather than anti-airs to contest vertical space, which a smart opponent can capitalize on to help keep him shut out. | * '''Odd Reversal''': Clark's only reversal option is a command grab, which makes him very vulnerable to safejumps and hop mixups in particular. As a result, Clark often has to use air-to-airs rather than anti-airs to contest vertical space, which a smart opponent can capitalize on to help keep him shut out. | ||
* '''Corner Vacuum''': Clark's combo structure frequently takes opponents out of the corner, which makes his pressure game less effective and requires him to win neutral again if he does a big combo. | * '''Corner Vacuum''': Clark's combo structure frequently takes opponents out of the corner, which makes his pressure game less effective and requires him to win neutral again if he does a big combo. | ||
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|moveId=clark_fa | |moveId=clark_fa | ||
|description= | |description= | ||
* Standard KoF | * Whiffs on crouching opponents. | ||
Standard KoF hop check. Better advantage than 2A, but whiffs on crouchers. | |||
}} | }} | ||
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|moveId=clark_fb | |moveId=clark_fb | ||
|description= | |description= | ||
A | * Links into 2D and 623AC. Frame-traps into 2D | ||
A decent poke and god-tier frame trap thanks to its abundant plus frames on both hit and block. At +6 on hit, Clark can link into 2D, which in turn connects into '''EX''' Mount Tackle. At +4 on block, it is a true blockstring into 2D, forcing the opponent to respect it. | |||
}} | }} | ||
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{{FrameDataCargo-KOFXV | {{FrameDataCargo-KOFXV | ||
|moveId=clark_fc | |moveId=clark_fc | ||
|captions=The Ikari Neutral | |||
|description= | |description= | ||
* | * Whiffs on crouching opponents. | ||
An absolutely massive backfist. Aesthetically similar to Ralf's 5C, but has better range in exchange for being slower and doing less damage. 5C is Clark's farthest reaching poke and is used in tandem with 2D to safely harass the opponent. | |||
}} | }} | ||
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{{FrameDataCargo-KOFXV | {{FrameDataCargo-KOFXV | ||
|moveId=clark_fd | |moveId=clark_fd | ||
|captions=Important anti-air | |||
|description= | |description= | ||
5D is Clark's only true anti-air. It's a bit slow for a KoF anti-air but it has excellent vertical reach for catching jumps and hops. Meanwhile, the mediocre horizontal range makes it useless as a neutral poke. | |||
}} | }} | ||
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|moveId=clark_cla | |moveId=clark_cla | ||
|description= | |description= | ||
* Good hop check and frame advantage, but | * Good hop check and frame advantage, but cl.B is better for pressure | ||
* Links into | * Links into cl.C | ||
Has the same frame advantage as cl.B and faster startup, but the higher pushback makes it more difficult to use for pressure. | |||
}} | }} | ||
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{{FrameDataCargo-KOFXV | {{FrameDataCargo-KOFXV | ||
|moveId=clark_clb | |moveId=clark_clb | ||
|captions=Where your pressure starts | |||
|description= | |description= | ||
A knee strike with very low pushback on hit and block while also being quite plus. Clark's preferred pressure tool up close. This is your main frame-trapping tool. The low pushback means it can link into itself before linking into cl.C, which makes light conversions very very easy. On block, cl.B frame-traps into cl.C and 2D, with cl.C being the preferred frame-trap as it doesn't push Clark out of range for followups. | |||
}} | }} | ||
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|moveId=clark_clc | |moveId=clark_clc | ||
|description= | |description= | ||
*Clark's go-to | * Second hit is only super cancellable, forcing Clark to cancel on the first hit. | ||
Clark's go-to normal for hit confirms. Only the first hit is special-cancelable, but has virtually no pushback, allowing it to combo into moves that 2C would whiff into, such as 623K or 623A. The second hit is plus on hit and even on block, but the pushback prevents it from linking into 624D. | |||
}} | }} | ||
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|moveId=clark_cld | |moveId=clark_cld | ||
|description= | |description= | ||
* | * Not considered airborne. | ||
* Does not cancel into anything | |||
* | A very fast, unreactable overhead. Despite appearances, Clark is ''not'' considered airborne during the duration of the move. Doesn't MAX cancel or super cancel. | ||
Large pushback but leaves Clark in a generally good position when the opponent is cornered. Many active frames, so it can leave you quite plus when meatied. Use this tool to put extra pressure on low health opponents, or to just mix up your offense and keep them on their toes. | |||
}} | }} | ||
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|moveId=clark_2a | |moveId=clark_2a | ||
|description= | |description= | ||
* | * Deceptively large hitbox. | ||
* | * Clark fastest normal, tied with st.A, but more reliable. | ||
Plus on block abare button. If they block, you can set up one of several safe frame traps. If it hits, you can convert into 214A. When Clark has meter to juggle into EX Mount Tackle, this normal becomes terrifying. Due to its incredible speed you can often set up a harassment wall with this and your standing light normals to keep an opponent from trying to escape the corner. | |||
}} | }} | ||
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|moveId=clark_2b | |moveId=clark_2b | ||
|description= | |description= | ||
* | * Cannot be chained into itself. | ||
Clark's fastest low that has the rare characteristic of being command cancelable. This gives Clark some decent combo options if the opponent is too far out of range for jab followups. | |||
}} | }} | ||
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{{FrameDataCargo-KOFXV | {{FrameDataCargo-KOFXV | ||
|moveId=clark_2c | |moveId=clark_2c | ||
|captions= Excellent punish tool | |||
|description= | |description= | ||
* | * Moves Clark forward if mashed during recovery frames. | ||
A hook with great range, generally used to punish the opponent's whiffed attacks. Clark's 2C is uniquely threatening, as the opponent will typically be put into an extremely disadvantageous state if he lands it. As a neutral poke, it leaves something to be desired, as 2D is faster and has better range. On the other hand, if Clark gets a jump-in, 2C is his best option for damage, as it is his most damaging cancelable normal. | |||
}} | }} | ||
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|moveId=clark_2d | |moveId=clark_2d | ||
|description= | |description= | ||
Ridiculously fast sweep with excellent range. | |||
2D is arguably Clark's most defining button. With best-in-class startup, extremely high pushback and safety on block, and special cancelability, this button is everything you want in a sweep. On both hit and block, Clark has multiple safe and rewarding cancels. On hit, he can cancel into '''EX''' Mount Tackle for better damage and oki or 6BD to chase the opponent's knockdown, while on block he can cancel into 623A or 623AC for chip and guard pressure. 6BD can also be used on block, however Clark runs the risk of being punished for doing so because he is -6. With the right pressure, however, most opponents should be too scared to counterpoke. | |||
}} | }} | ||
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|name=jump A | |name=jump A | ||
|input=j.A | |input=j.A | ||
|captions= A gentleman always extends for a firm handshake (air-to-air confirm) | |||
|hitboxCaptions= Hop Version (Hitbox), Jump Version | |||
|description2= | |description2= | ||
A very fast, very active chop with a generous hitbox for catching aerial approaches. Always a threat when Clark has meter thanks to the anywhere juggle properties of EX Mount Tackle. Clark's hop arc allows this tool to cover an egregious amount of space. | |||
This normal, combined with EX Mount Tackle, is what elevates Clark to his spot as the most agreed upon "Best Grappler". Approaching with this normal can enforce an opponent to play more reactively and more grounded, as any stray air to air could result in a vortex loop that takes the round. You ''should'' use this normal a LOT, but don't spam it enough to become predictable. | |||
}} | }} | ||
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|input=j.B | |input=j.B | ||
|description2= | |description2= | ||
A jumping kick that serves as a good air-to-air in a pinch, but is generally outclassed by j.A. | |||
}} | }} | ||
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|name=jump C | |name=jump C | ||
|input=j.C | |input=j.C | ||
|captions= | |||
|hitboxCaptions= Hop Version (Hitbox), Jump Version | |||
|description2= | |description2= | ||
A jumping straight that has a less awkward hitbox than his j.D, making it a better option for jump-ins. Generally outclassed in every other way. | |||
}} | }} | ||
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|input=j.D | |input=j.D | ||
|description2= | |description2= | ||
* | * Strange hitbox that makes it great for air-to-airs, but horrible as a jump-in. | ||
A very fast j.D that works wonders as a reactive air-to-air. At five frames of startup and with a large, high hitbox, Clark's j.D can easily shut down aerial approaches. If someone is slowly approaching from above you, this tool can let you swat them out the sky and then put them in the vortex. Does not see much use for lateral air to airs, as jA is more active and has a lower hitbox. | |||
When done as early as possible, this comes out just as fast as 5D. Keep this in mind, since you can jump in many different directions and heights. | |||
}} | }} | ||
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|moveId=clark_cd | |moveId=clark_cd | ||
|description= | |description= | ||
* | * Can whiff-cancel into command normals. | ||
One of Clark's few options with mediocre range, and thus doesn't see much use. It is, however, command-cancelable, even on whiff, so it can be whiff-canceled into 6B as a minor mixup. | |||
}} | }} | ||
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* Because its range is so bad, Clark's Shatter Strike will usually be punished hard on block | * Because its range is so bad, Clark's Shatter Strike will usually be punished hard on block | ||
* Clark generally has better options to spend his meter on, whether it's for damage, anti-air, or interrupting the opponent's ground pokes. | * Clark generally has better options to spend his meter on, whether it's for damage, anti-air, or interrupting the opponent's ground pokes. | ||
}} | |||
====AdvanceStrike==== | |||
{{FrameDataCargo-KOFXV | |||
|moveId=clark_214cd | |||
|description= | |||
* Same animation and range as his CD. | |||
* The throw counter is at the feet. | |||
There's no real point in using this when options like 5B and 623A/AC exist. | |||
}} | }} | ||
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|input=j.CD | |input=j.CD | ||
|description2= | |description2= | ||
Clark's j.CD is one of his strongest aerial approach tools. As part of your aerial offense, it should be used in tandem with j.A/j.D and empty hop command grab to keep opponents on their toes. Clark's j.CD is especially powerful thanks to his toolkit; the abundant plus frames and juggle property on counterhit emphasise the threat of being command grabbed and make trying to fight back a risk. | |||
}} | }} | ||
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|name=Nageppanashi German | |name=Nageppanashi German | ||
|input=(close) 4/6C | |input=(close) 4/6C | ||
|captions= Also known as a Release German Suplex | |||
|description= | |description= | ||
*Forward throw that launches the opponent full screen | *Forward throw that launches the opponent full screen | ||
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|input=(close) 4/6D | |input=(close) 4/6D | ||
|description= | |description= | ||
*Good oki when Clark is cornered. Delayed super jump can set up a safe jump. | *Good oki when Clark is cornered. Delayed super jump can set up a safe jump. | ||
Fisherman Buster launches the opponent full-screen, but Clark rolls towards the opponent at the end of the animation, which provides him with some decent oki and allows him to set up some meatied normals. | |||
}} | }} | ||
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|name=Death Lake Driver | |name=Death Lake Driver | ||
|input=air (close) 4/6C | |input=air (close) 4/6C | ||
|captions=No jumping | |||
|description= | |description= | ||
* | * Does not switch sides. | ||
Supplementing Clark's dangerous grounded offense, j.4/6C can be used to shut down attempts to pressure Clark or escape his vortex. The knockdown advantage gives Clark plenty of time to set up a pressure sequence or command grab. | |||
}} | }} | ||
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|name=Stomping | |name=Stomping | ||
|input=6B | |input=6B | ||
|captions= | |||
|hitboxCaptions=Raw Version (Hitbox), Cancel Version | |||
|description= | |description= | ||
Clark steps forward with a kick to the knees that hits overhead. | |||
* | * Standard overhead cancel / heavy starter combo extender. | ||
Stomping is Clark's dedicated overhead with average frame data, which can be especially powerful for Clark due to the threat of his command grab. | |||
}} | }} | ||
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|name=Step | |name=Step | ||
|input=6BD | |input=6BD | ||
|captions= Movement and pressure tool | |captions= Movement and pressure tool | ||
|description= | |description= | ||
* Clark | * Advances Clark forward around 2.5 character distances. | ||
* | * Clark is -6 if this move is canceled into from heavy normals on block. | ||
Clark's movement/pressure tool that sees him hop forward about halfscreen. During this period, Clark's lower body is completely invulnerable, allowing him to dodge sweeps and low-angled projectiles such as Geese's Reppuken and Iori's fireball. | |||
Step can be an extremely threatening option. It allows Clark to quickly get back into effective range after combo or blockstring enders, especially after a hard knockdown. For example, Clark would normally be pushed out of range if his 2D is blocked, but canceling it into Step allows him to stay close. Theoretically, Clark would be -6 on block, but the threat of being command grabbed will often stop opponents from punishing it. | |||
}} | }} | ||
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|name=Mount Tackle | |name=Mount Tackle | ||
|input=41236A/C/AC | |input=41236A/C/AC | ||
|captions= You hopped? | |captions= You hopped? | ||
|hitboxCaptions= Normal Version (Hitbox), EX Version (Hitbox) | |||
|description3= | |description3= | ||
Clark runs forward, diving to the ground if he makes contact with the opponent. | |||
* | * Does no damage on its own. Has three different followups used to score damage. | ||
* ''Not'' a command grab. Very punishable if blocked. | |||
* | * '''EX''' version transitions directly into the tackle. Indispensable for Clark's combo game and conversions. | ||
* EX | |||
Mount Tackle is a hitgrab, of which the '''EX''' version is an integral part of Clark's entire gameplan. From ending combos to snatching opponents from air reset state; it is a big part of what makes Clark a threatening presence when he gets half a bar. Nearly every BnB, anti-air, and knockdown can be extended by 426AC for better damage, oki, and even screen position. By contrast, the meterless versions of Mount Tackle are near useless. Comboing into them is limited, and Clark has better options to combo into anyway. However, it pretty much can't be traded with, and in the rare cases it does trade, Clark is plus enough to still combo. Also, even though it can be hopped over, the success rate of this is very character dependent - and if they get hit they will be snatched out of the sky. This makes it quite secure in terms of success compared to other big gambles. | |||
}} | }} | ||
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|captions= The traumatizer. | |captions= The traumatizer. | ||
|input=41236B/D/BD | |input=41236B/D/BD | ||
|captions=The win condition. | |||
|hitboxCaptions= B Version (Hitbox),, D Version, EX Version | |||
|description3= | |description3= | ||
The | ''May also be referred to as "SAB".'' | ||
---- | |||
The command grab to end all command grabs, Super Argentine Backbreaker is a mixup, reversal, and combo extender all in one. | |||
41236B is a 15-frame command grab with frame-1 guard point ''and'' throw invulnerability until active. This is particularly great for tick throws and oki, as it cleanly beats habitual mashing attempts and can only be countered by being airborne or otherwise out of range. DP attempts will lose to this, and you can punish with cl.C > 6B > Special for good damage. Essential for starting Clark's game and demanding respect. The first frame can be kara canceled into any of Clark's ex-moves, giving those moves 1 frame of armor. | |||
41236D is a 1-frame command throw. This is best used from an empty jump or a forward dash to punish the opponent for hesitating. Its 1-frame startup means it can also technically be used as a reversal against grounded opponents if they fail to do a proper safe jump. | |||
41236BD is functionally similar to the D version, but with more range. It also can't be followed up with Flashing Elbow; instead, it ground bounces the opponent into a juggle state, which can most reliably be followed up with A Gatling Attack for more potential damage. The extra range on EX SAB makes it great for linked confirms and punishes that would otherwise not be possible. This is notably the only way to convert high damage off a special command grab into Climax without suffering brutal OTG damage scaling. | |||
}} | }} | ||
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|name=Vulcan Punch | |name=Vulcan Punch | ||
|input=623A/C/AC | |input=623A/C/AC | ||
|captions=Combo extender and blockstring ender | |||
|hitboxCaptions= Normal Version (Hitbox), EX Version | |||
|description3= | |description3= | ||
Clark's old school rapid punches were slightly reworked in KOF XV; the input has been changed and you can no longer mash for additional hits. For what it's worth, this makes the behavior of the move a lot more stable. | Clark's old school rapid punches were slightly reworked in KOF XV; the input has been changed and you can no longer mash for additional hits. For what it's worth, this makes the behavior of the move a lot more stable. | ||
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|name=Gatling Attack | |name=Gatling Attack | ||
|input=214A/C/AC | |input=214A/C/AC | ||
|captions= | |||
|hitboxCaptions=A Version (Hitbox),, C Version,,, EX Version | |||
|description3= The Ikari Warriors signature combo filler. Good damage, good corner carry, an easy input with lots of hitstun. Some good places to use this move are after a 6B or on a cr.C hit. 214C can be linked into 214A for even better corner carry and damage. You can also perform EX Mount Tackle after 214A to get Oki, which makes this move an overall great special move for helping Clark's gameplan along. Just like Ralf, Clark gets better juggles with C Gatling on crumpled opponents but unlike Ralf he gets far less - specifically an extra 623C only in the corner. | |description3= The Ikari Warriors signature combo filler. Good damage, good corner carry, an easy input with lots of hitstun. Some good places to use this move are after a 6B or on a cr.C hit. 214C can be linked into 214A for even better corner carry and damage. You can also perform EX Mount Tackle after 214A to get Oki, which makes this move an overall great special move for helping Clark's gameplan along. Just like Ralf, Clark gets better juggles with C Gatling on crumpled opponents but unlike Ralf he gets far less - specifically an extra 623C only in the corner. | ||
214A vs grounded opponents gives | 214A vs grounded opponents gives Clark an autotimed safejump by holding up forward to jump immediately after it recovers, and he can do a D backbreaker to catch an opponent on their techroll immediately after landing, or pressure them with a j.A and run the vortex meterless. | ||
EX Gatling has a few uses as combo filler and is good for burst damage. That being said, its main benefit is that you can combo into A Mount Tackle. EX Mount Tackle does not let you perform supers after doing its version of Flashing Elbow, but A Mount Tackle retains this property. If you're looking to close out a round, then this can be a good option for maximizing damage. | EX Gatling has a few uses as combo filler and is good for burst damage. That being said, its main benefit is that you can combo into A Mount Tackle. EX Mount Tackle does not let you perform supers after doing its version of Flashing Elbow, but A Mount Tackle retains this property. If you're looking to close out a round, then this can be a good option for maximizing damage. | ||
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|description4=* '''A''' version does not sideswitch, but '''C''' version does. | |description4=* '''A''' version does not sideswitch, but '''C''' version does. | ||
Clark transitions right into his anti-air grab out of Gatling Attack. Good for squeezing out as much damage as possible out of Clark's BnB, but sends his opponent fullscreen and wrecks any chance of getting good oki. | Clark transitions right into his anti-air grab out of Gatling Attack. Good for squeezing out as much damage as possible out of Clark's BnB, but sends his opponent fullscreen and wrecks any chance of getting good oki. Going into this move from EX Gatling Attack is always a sub-optimal option (except in ''very'' niche timeout scenarios) since Clark can combo into A Mount Tackle, which always leads to better damage and oki. | ||
}} | }} | ||
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|moveId=clark_623b,clark_623d,clark_623bd | |moveId=clark_623b,clark_623d,clark_623bd | ||
|name=Frankensteiner | |name=Frankensteiner | ||
|captions= You're mashing? | |captions= You're mashing? | ||
|hitboxCaptions= Normal Version (Hitbox), EX Version | |||
|input=623B/D/BD | |input=623B/D/BD | ||
|description3=* | |description3= | ||
An alternative command grab to SAB, better suited to beating out mashing and wakeup pressure. | |||
* Can be followed up with 236P on all versions, sacrificing meter build for oki and damage (unless it's '''EX'''.) | |||
* Without any followup, Clark will strike a pose that builds an additional 10% meter (around 1/4 of a bar overall) | |||
Frankensteiner is the second of Clark's two command grabs. Unlike 41236B, it is ''not'' throw invulnerable and will lose to throws, but it is much better at beating out mashing and reversals as it has strike invulnerability all throughout its startup and active frames. The '''EX''' version does not have this throw-vulnerable disadvantage but it is typically not worth the cost. It is important to mix in Frankensteiner between SAB to make it harder for the opponent to be prepared for a command grab, as sooner or later the opponent will try to jump to punish SAB. | |||
Like SAB, Frankensteiner can be followed up with Flashing Elbow, but with a unique caveat: Clark actually builds ''less'' meter if he performs the followup. The full throw animation will have Clark strike a pose that builds more meter than the Flashing Elbow followup. Overall, Frankensteiner builds around 1/4 of a bar, with the followup building less than 1/4 overall and without a followup building up somewhat more than 1/4. | |||
}} | }} | ||
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|name=Ultra Argentine Backbreaker | |name=Ultra Argentine Backbreaker | ||
|captions= Combo ender, often does mediocre damage. | |captions= Combo ender, often does mediocre damage. | ||
|hitboxCaptions=Normal Version (Hitbox), MAX Version (Hitbox) | |||
|input=6321463214(A/C/AC) | |input=6321463214(A/C/AC) | ||
|description2= | |description2= | ||
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|input=4123641236B/D/BD | |input=4123641236B/D/BD | ||
|captions= You whiffed a button? | |captions= You whiffed a button? | ||
|hitboxCaptions= Normal Version (Hitbox),, Max Version | |||
|description3= | |description3= | ||
* Midscreen punish and meter dump starter. | * Midscreen punish and meter dump starter. |
Latest revision as of 18:15, 17 November 2024
Gameplay Summary
As KoF's resident grappler, Clark is no slouch when it comes to making opponents scared to press. With armored/invulnerable command grabs that can lead to vortex scenarios, large pokes, and an excellent punish game, Clark is one of the more notoriously effective grapplers among many of his archetype within the fighting game genre.
Before Clark can get in, he has an excellent set of pokes to back himself up. His st.C is one of the very few normals that can hit from round start distance, and his cr.D is infamous for its range and speed, as well as its relative safety. His cr.C also has great range and is command cancelable, making it an excellent combo starter. He also has a command hop, Step (6BD) that sees him move forward quickly by a long distance, allowing Clark to close the gap between him and his opponent. Clark's st.B is also uniquely very plus on hit and block, and can be linked into his cr.D on hit. While Clark does not have a designated anti-air normal like some opponents, his st.D is an decent substitute with its great vertical range, and he also has access to an aerial throw, Death Lake Driver. These options can make it easy to condition the opponent into sitting still, which is where Clark's true game starts.
Once Clark gets in, it's hard to get away from him. His signature command grab, Super Argentine Backbreaker (41236K[K]) forms the basis of his entire gameplan. It comes in two forms: a slow, fully armored version (426B) with noticeable range, and an instant, combo-friendly version (426D). Returning in KoF XV is Clark's fully invincible command grab, Frankensteiner (623K[K]). These command grabs will always side-switch upon landing, but compared to some other grapplers, they will not reset neutral, and Clark can follow-up with Flashing Elbow (236A/C) which tacks on additional damage and gives Clark excellent oki. These command grabs are what give Clark his notorious vortex game, also referred to as "the blender". Clark is easily capable of looping his command grabs over and over once he gets in, allowing him to obliterate life bars in seconds.
Should Clark choose to play it safe, he is more than easily capable of doing so. Just like his partner Ralf, Clark has access to Gatling Attack (214P[P]), but compared to Ralf's, Clark's will always launch and has much cheaper followups, most notable of which is Clark's EX Mount Tackle (41236AC) which does no damage on its own, but has multiple high damage followups which can allow Clark to continue or end his vortex, such as Clark Lift (22A), Sleeper DDT (22C) which can be followed up with Flashing Elbow, and Rolling Death Cradle (22K).
Of course, despite these tremendous mindgame strengths, Clark is not at all without his weaknesses. Clark does not have a true meterless reversal, and his anti-air game isn't all that. Like many other grapplers, he is weak to zoning and good defense, forcing him to play rather strictly around KoF's fundamentals. But should you choose to stick with Clark, you will find yourself highly rewarded mentally with his excellent mixups and ability to shut your opponents down into submission.
Clark Still is a grappler who excels at looping grab setups and poking from 1-2 char distances away. | |
Pros | Cons |
|
|
Movelist
(*) = EX OK
(!) = MAX OK
Throws
Death Lake Driver - / + (Midair Only)
Command Normals
Special Moves
Super Argentine Backbreaker - + / (*)
Super Special Moves
Ultra Argentine Backbreaker - + / (!)
Climax Super Special Moves
Quick Combo Reference
0 Meter |
Anywhere |
j.A > cl.C(1) > 6B > 41236D > 236P = 270 dmg |
1 Meter |
Anywhere |
cl.C > 6B > 623AC, 41236D > 236P = 303 dmg |
2 Meters |
Anywhere |
j.A > cl.C(1) > 6B > max, cl.C(1) > 6B > 623AC, 41236D > 236C > [SC] 6321463214P = 444 dmg |
Normals
Far Standing Normals
Far A
far A
A
A
|
---|
Far B
far B
B
B
|
---|
Far C
far C
C
C
|
---|
Far D
far D
D
D
|
---|
Close Standing Normals
Close A
close A
cl.A
cl.A
|
---|
Close B
close B
cl.B
cl.B
|
---|
Close C
close C
cl.C
cl.C
|
---|
Close D
close D
cl.D
cl.D
|
---|
Crouch Normals
Crouch A
crouch A
2A
2A
|
---|
Crouch B
crouch B
2B
2B
|
---|
Crouch C
crouch C
2C
2C
|
---|
Crouch D
crouch D
2D
2D
|
---|
Jump Normals
Jump A
jump A
j.A
j.A
|
---|
Jump B
jump B
j.B
j.B
|
---|
Jump C
jump C
j.C
j.C
|
---|
Jump D
jump D
j.D
j.D
|
---|
Blowback
Blowback
Blowback
CD
CD
|
---|
Shatter Strike
Shatterstrike
236CD
236CD
|
---|
AdvanceStrike
AdvanceStrike
214CD
214CD
|
---|
jump CD
jump CD
j.CD
j.CD
|
---|
Rush Moves
rush
cl.AA/cl.AAX
cl.AA/cl.AAX |
---|
Throws
Nageppanashi German
Nageppanashi German
(close) 4/6C
(close) 4/6C
|
---|
Fisherman Buster
Fisherman Buster
(close) 4/6D
(close) 4/6D
|
---|
Death Lake Driver
Death Lake Driver
air (close) 4/6C
air (close) 4/6C
|
---|
Command Moves
Stomping
Stomping
6B
6B
|
---|
Step
Step
6BD
6BD
IMAGE NOT FOUND |
---|
Special Moves
Mount Tackle
Mount Tackle
41236A/C/AC
41236A/C/AC
|
---|
Clark Lift
Clark Lift
41236AC~22A
41236AC~22A |
---|
Sleeper (D.D.T.)
Sleeper (D.D.T.)
41236AC~22C
41236AC~22C |
---|
Flashing Elbow
Flashing Elbow
41236AC~22C~236A/C
41236AC~22C~236A/C |
---|
Rolling Death Cradle
Rolling Death Cradle
41236A/C~22K
41236A/C~22K |
---|
Super Argentine Backbreaker
Super Argentine Backbreaker
41236B/D/BD
41236B/D/BD
|
---|
Flashing Elbow
Flashing Elbow
41236B/D~236A/C
41236B/D~236A/C |
---|
Vulcan Punch
Vulcan Punch
623A/C/AC
623A/C/AC
|
---|
Gatling Attack
Gatling Attack
214A/C/AC
214A/C/AC
|
---|
Death Lake Driver
Gatling Attack into Death Lake Driver
214C/AC~623A/C
214C/AC~623A/C |
---|
Frankensteiner
Frankensteiner
623B/D/BD
623B/D/BD
|
---|
Flashing Elbow
Flashing Elbow
623B/D/BD~236A/C
623B/D/BD~236A/C |
---|
Super Special Moves
Ultra Argentine Backbreaker
Ultra Argentine Backbreaker
6321463214(A/C/AC)
6321463214(A/C/AC)
|
---|
Running Three
Running Three
4123641236B/D/BD
4123641236B/D/BD
|
---|
Climax Super Special Moves
Ultra Clark Buster
Ultra Clark Buster
2141236CD
2141236CD
|
---|
Misc
Alternate Colors