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, making him very hard to deal with.
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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|moveId=clark_fa
|moveId=clark_fa
|description=
|description=
* Standard KoF far jab
* Whiffs on crouching opponents.
* Good for checking hops on reaction
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 ''very'' plus st.B. Doesn't special cancel, but links into cr.D on hit, which in turn links into '''EX''' Mount Tackle. Nasty frame trapping tool as the opponent will be forced to respect it to not get hit by cr.D.
* 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.
* Whiffs on crouching opponents.
An absolutely massive button. Looks similar to Ralf's st.C, but is slower and does less damage. However, it has significantly larger range, hitting from round start distance.
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=
A strong, if somewhat slow, anti-air. This is one of Clark's few anti-air options, though you'll have to be a bit more careful in using it than other characters since it is slower than the anti-air options of the rest of the roster.
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 clB is better for pressure
* Good hop check and frame advantage, but cl.B is better for pressure
* Links into clC
* 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=
* Excellent frame advantage and low pushback
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.
* Links and frame traps into clC
}}
}}
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|moveId=clark_clc
|moveId=clark_clc
|description=
|description=
*Clark's go-to close normal for hit-confirming and punishing
* Second hit is only super cancellable, forcing Clark to cancel on the first hit.
*First hit cancels into 6B or specials and is his most reliable combo starter.
*Second hit can only be cancelled into Super or Quick Max, but because clC is +0 on block it can be hit-confirmed without risk of punishment
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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* Does not cancel into anything
* 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.
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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* Deceptively large hitbox.
* Deceptively large hitbox.
* Clark fastest normal, tied with st.A, but more reliable.
* Clark fastest normal, tied with st.A, but more reliable.
A uniquely frightening cr.A due to Clark's toolkit. Mashing against this is almost always a bad idea.
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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|captions= Excellent punish tool
|captions= Excellent punish tool
|description=
|description=
* Moves Clark forward if mashed in during recovery frames.
* Moves Clark forward if mashed during recovery frames.
A hook with great range, and one of Clark's best tools for whiff punishes. Clark can get decent damage off of this button with just half a bar, and decent oki to boot.
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.
Easily one of the best sweeps in the game, Clark's cr. D has always been a very reliable tool. It has everything you'd want in a sweep: fast startup, good range, safe on block, and special cancellability. On hit, this combos into EX Mount Tackle for extra damage and better oki. Alternatively, you can cancel on hit into Step (6BD) to chase the opponent's knockdown. 2D xx Step can lead to tick throws from massive range, but the Step can be punished by wary opponents before Clark gets to recover. However, Step can be challenging to react to and is a constant threat that makes 2D more threatening.
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
|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.
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=
* Horizontal kick with more range horizontally than j.A
A jumping kick that serves as a good air-to-air in a pinch, but is generally outclassed by j.A.
* Outclassed by j.A as a jump-in, but still good in its own right. Hits at jump-in ranges where j.A won't and serves as a passable air-to-air in a pinch, but it's not reliable against crouchers.
}}
}}
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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=
* Hard to use because it's slower than most of Clark's other jumping normals and usually misses crouching opponents
* Still serves its purpose as a damaging horizontal air-to-air, but usually j.D is better.
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.
* Not the worst thing to get if you attempt an air throw and miss.
}}
}}
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* Strange hitbox that makes it great for air-to-airs, but horrible as a jump-in.
* 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 an air-to-air. At five frames of startup and with a large, high hitbox, Clark's j.D can easily shut down aerial approaches.
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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* Can whiff-cancel into command normals.
* Can whiff-cancel into command normals.
One of Clark's few options with mediocre range, and thus doesn't see much use. Clark's st.CD does have one good thing going for it, though: it's one of the few in the game that can whiff-cancel into command normals. Canceled into the great range of his 6B, it can trip up opponents anticipating an overhead.
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=
*Horizontal leaping kick with frame advantage on block
*Decent horizontal range. Neutral hop j.CD will usually prevent any aggressive air actions from the opponent
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.
*Hop j.CD can whiff on crouchers unless it is delayed, which can make it easier for the opponent to anti-air
*Should be used in tandem with empty hop command grab, hop j.A/j.D, and Clark's threatening ground presence to unsettle the opponent's defense
}}
}}
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|input=(close) 4/6D
|input=(close) 4/6D
|description=
|description=
*Backthrow that launches the opponent full screen
*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=
*Air throw useful against people disrespecting Clark by jumping over him
* 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=
*Overhead command normal
Clark steps forward with a kick to the knees that hits overhead.
*Cancelable into any of Clark's specials when chained, which makes hit-confirms from cl.C(1) much easier.
* Standard overhead cancel / heavy starter combo extender.
*Lights > 6B can frame trap opponents trying to jump or mash on Clark's pressure
*When done raw, 6B can only be canceled into Super or MAX. Like other comboed overheads, 6B's damage scaling is pretty heavy. 6B MAX can still be useful to close out rounds, but is a heavy meter investment
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.
*Can be +1 on hit if done meaty
}}
}}
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|description=
|description=
* Advances Clark forward around 2.5 character distances.
* Advances Clark forward around 2.5 character distances.
* Clark is -6 if this move is canceled into heavy normals on block.
* 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.
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.
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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 and tackles the opponent to the ground.
Clark runs forward, diving to the ground if he makes contact with the opponent.
* Not a running throw, but an attack that deals 0 damage. Mount Tackle has incredible priority and can anti-air hops when the hitbox becomes active, but it is extremely punishable on block.
* Does no damage on its own. Has three different followups used to score damage.
* An effective if risky tool for punishing any form of reckless movement from your opponent, as it will catch hops quite reliably.
* ''Not'' a command grab. Very punishable if blocked.
* A version starts up faster and can combo from light attacks up close. It also can be used in juggles from 214BD
* '''EX''' version transitions directly into the tackle. Indispensable for Clark's combo game and conversions.
* C version runs further after startup and combos only from cl.C/2C/6B.
* EX Mount Tackle immediately goes into the tackle animation. EX Mount Tackle also has the extremely valuable Anywhere Juggle property, which allows EX Tackle to combo in a ton of situations where other moves can't.
*Nearly every BnB, anti-air, and knockdown/knockback can potentially be extended by EX Mount Tackle for extra damage and a guaranteed oki setup.
* Mount Tackle does no damage by itself, so all the damage comes from the follow-ups. Three different follow-ups can be performed after the tackle.
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.
* Follow-ups deal more damage from EX Mount Tackle.
}}
}}
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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 SPD of KOF, Clark's signature command throw. Does good damage on its own and can be followed up with Flashing Elbow.
''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.
B version has delayed startup but has 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.
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.
D version 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.
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.
The EX version 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.
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 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 jA and run the vortex meterless.
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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|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=
* As of Patch 1.32, Clark builds additional meter when he poses upon no cancel to Flashing Elbow. This builds more meter than foregoing the follow-up but sacrifices the guaranteed oki, which is generally more useful. No meter is gained for the EX version.
An alternative command grab to SAB, better suited to beating out mashing and wakeup pressure.
* Clark is now also in grounded instead of aerial recovery if this whiffs, making him more susceptible to high-damage punishes and increasing the risk of this move. Regardless, it's a powerful reversal and mixup tool all-in-one.
* Can be followed up with 236P on all versions, sacrificing meter build for oki and damage (unless it's '''EX'''.)
* Regular versions have full body invincibility, except against grabs. EX version has full invincibility, including against grabs.
* 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.
A command grab with startup invincibility. Considered one of Clark's most important specials, Frankensteiner is a staple of Clark's mixup game, as its invincibility eats people trying to fight back against his oki after getting knocked down. You can do Flashing Elbow out of this too, which means a successful read can lead right back into Clark's vortex.
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
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
Mixup Supreme: If Clark gets close to you, it's over. His wide suite of mixup options include multiple command grabs (some of which are armored), highs and lows, the traditional KOF safejump... Clark's overwhelming ability to put you in "the blender" is what gives him his notoriety among KoF players.
Command Grab Arsenal: Clark has a command grab for every situation, including pressure, anti-air, and even reversal.
Vortex Potential: Clark's Flashing Elbow follow-up allows him to continually put pressure on his opponents after landing a command grab. He can then use any mix option that he has in mind and begin it all over again.
Superb Midrange: A combination of great normals and varied setups gives him lots of ways to contest space where other grapplers might not be able to. Step (6BD) is an amazing movement tool goes over low-profile normals and gives him a great chase game to boot. Clark's 2D is also infamous for being incredibly fast and far reaching, allowing him to win trades in neutral and begin the blender.
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.
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.
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.
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.
Zoner Problems: Outside of universal mechanics, Clark has no practical countermeasure to projectiles in his move set. Coupled with his jump and hop arcs, this means he naturally struggles against zoners, of which many in KOF XV are strong, and is often forced to thread the needle in order to win these matchups.
Poor Meter Generation: Clark's meter generation is quite low. Though you won't be using many EX moves with this character, it does mean his overall damage and pressure game take a hit, and often times means you will be taking genuine meter-risks in general.
Movelist
(*) = EX OK
(!) = MAX OK
Throws
Nageppanashi German - / +
Fisherman Buster - / +
Death Lake Driver - / + (Midair Only)
Command Normals
Stomping - +
Step +
Special Moves
Mount Tackle - + / (*)
┗ Clark Lift - +
┗ Sleeper Lift (D.D.T) - +
┗ Flashing Elbow - + /
┗ Rolling Cradler - + /
Super Argentine Backbreaker - + / (*)
┗ Flashing Elbow - + /
Vulcan Punch - + / (*)
Gatling Attack - + / (*)
┗ Death Lake Driver (After HP or EX Gatling Attack) - +
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 or super cancelable. If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included.
Activex, (y), z means the move has two hits. 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 to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable
Guard DamageDamage done to the guard bar regardless of multipliers
25
Mid
command
4
3
8
+4
+2
-
30
60
Whiffs on crouching opponents.
Standard KoF hop check. Better advantage than 2A, but whiffs on crouchers.
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 or super cancelable. If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included.
Activex, (y), z means the move has two hits. 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 to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable
Guard DamageDamage done to the guard bar regardless of multipliers
30
Mid
super
6
4
5
+6
+4
-
30
60
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.
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 or super cancelable. If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included.
Activex, (y), z means the move has two hits. 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 to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable
Guard DamageDamage done to the guard bar regardless of multipliers
70
Mid
super
12
3
20
-2
-4
-
70
120
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.
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 or super cancelable. If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included.
Activex, (y), z means the move has two hits. 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 to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable
Guard DamageDamage done to the guard bar regardless of multipliers
80
Mid
super
9
4
18
-1
-3
-
70
120
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.
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 or super cancelable. If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included.
Activex, (y), z means the move has two hits. 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 to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable
Guard DamageDamage done to the guard bar regardless of multipliers
25
Mid
command
4
3
7
+5
+3
-
30
60
Good hop check and frame advantage, but cl.B is better for pressure
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.
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 or super cancelable. If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included.
Activex, (y), z means the move has two hits. 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 to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable
Guard DamageDamage done to the guard bar regardless of multipliers
30
Mid
command
5
3
7
+5
+3
-
30
60
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.
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 or super cancelable. If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included.
Activex, (y), z means the move has two hits. 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 to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable
Guard DamageDamage done to the guard bar regardless of multipliers
70 (35+35)
Mid
command (1) / super
5
3 (2) 4
15
+2
0
-
70 (35+35)
120 (60+60)
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.
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 or super cancelable. If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included.
Activex, (y), z means the move has two hits. 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 to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable
Guard DamageDamage done to the guard bar regardless of multipliers
80
High
-
13
6
18
-3 (Standing) / 1 (Crouch)
-5
Throw, Low Body: 1 to 22 (22 Frames)
70
120
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.
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 or super cancelable. If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included.
Activex, (y), z means the move has two hits. 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 to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable
Guard DamageDamage done to the guard bar regardless of multipliers
25
Mid
command
4
3
9
+3
+1
-
30
60
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.
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 or super cancelable. If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included.
Activex, (y), z means the move has two hits. 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 to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable
Guard DamageDamage done to the guard bar regardless of multipliers
15
Low
command
5
4
9
+2
0
-
15
30
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.
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 or super cancelable. If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included.
Activex, (y), z means the move has two hits. 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 to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable
Guard DamageDamage done to the guard bar regardless of multipliers
70
Mid
command
8
4
17
0
-2
-
70
120
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.
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 or super cancelable. If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included.
Activex, (y), z means the move has two hits. 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 to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable
Guard DamageDamage done to the guard bar regardless of multipliers
80
Low
command
6
4
19
SKD (26: Tech / 53: Non-tech)
-4
-
70
210
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.
Jump Normals
Jump A
jump A
j.A
j.A
A gentleman always extends for a firm handshake (air-to-air confirm)
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 or super cancelable. If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included.
Activex, (y), z means the move has two hits. 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 to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable
Guard DamageDamage done to the guard bar regardless of multipliers
hop
hop
40
High
-
5
8
1 on ground
-
-
-
30
50
jump
jump
45
High
-
5
10
1 on ground
-
-
-
30
60
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.
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 or super cancelable. If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included.
Activex, (y), z means the move has two hits. 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 to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable
Guard DamageDamage done to the guard bar regardless of multipliers
hop
hop
40
High
-
6
6
1 on ground
-
-
-
30
50
jump
jump
45
High
-
6
9
1 on ground
-
-
-
30
60
A jumping kick that serves as a good air-to-air in a pinch, but is generally outclassed by j.A.
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 or super cancelable. If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included.
Activex, (y), z means the move has two hits. 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 to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable
Guard DamageDamage done to the guard bar regardless of multipliers
hop
hop
70
High
-
8
3
1 on ground
-
-
-
70
100
jump
jump
70
High
-
8
4
1 on ground
-
-
-
70
120
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.
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 or super cancelable. If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included.
Activex, (y), z means the move has two hits. 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 to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable
Guard DamageDamage done to the guard bar regardless of multipliers
hop
hop
70
High
-
5
6
1 on ground
-
-
-
70
100
jump
jump
70
High
-
5
7
1 on ground
-
-
-
70
120
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.
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 or super cancelable. If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included.
Activex, (y), z means the move has two hits. 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 to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable
Guard DamageDamage done to the guard bar regardless of multipliers
75
Mid
command
15
5
26
Wall Splat - HKD (gnd) (69 to 85)
-8
-
100
160
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.
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 or super cancelable. If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included.
Activex, (y), z means the move has two hits. 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 to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable
Guard DamageDamage done to the guard bar regardless of multipliers
75
Mid
-
15
6
27
Crumple - HKD (93)
-10
Armor: 4 to 14 (11 frames)
0
200
A really bad Shatter Strike.
Not nearly as 'spammable' as other Shatter Strikes thanks to its short range
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.
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 or super cancelable. If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included.
Activex, (y), z means the move has two hits. 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 to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable
Guard DamageDamage done to the guard bar regardless of multipliers
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 or super cancelable. If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included.
Activex, (y), z means the move has two hits. 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 to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable
Guard DamageDamage done to the guard bar regardless of multipliers
hop
hop
80
Mid
-
14
5
1 on ground
-
-
-
80
120
jump
jump
90
Mid
-
14
5
1 on ground
-
-
-
80
140
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.
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 or super cancelable. If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included.
Activex, (y), z means the move has two hits. 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 to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable
Guard DamageDamage done to the guard bar regardless of multipliers
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 or super cancelable. If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included.
Activex, (y), z means the move has two hits. 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 to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable
Guard DamageDamage done to the guard bar regardless of multipliers
100
N/A
-
1
1
0
HKD (46)
Unblockable
-
0
0
Forward throw that launches the opponent full screen
Can set up decent oki near the corner. Make sure to use the right throw near the corner so you don't let the opponent escape!
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 or super cancelable. If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included.
Activex, (y), z means the move has two hits. 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 to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable
Guard DamageDamage done to the guard bar regardless of multipliers
100
N/A
-
1
1
0
HKD (26)
Unblockable
-
0
0
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.
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 or super cancelable. If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included.
Activex, (y), z means the move has two hits. 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 to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable
Guard DamageDamage done to the guard bar regardless of multipliers
100
N/A
-
1
1
0
HKD (+43-47)
-
-
0
0
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.
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 or super cancelable. If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included.
Activex, (y), z means the move has two hits. 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 to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable
Guard DamageDamage done to the guard bar regardless of multipliers
65
High [Mid]
super [special, super]
22 [18]
4
17 [21]
0 [-4]
-2 [-6]
-
40
80
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.
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 or super cancelable. If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included.
Activex, (y), z means the move has two hits. 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 to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable
Guard DamageDamage done to the guard bar regardless of multipliers
-
-
-
-
-
24
-
-
Low Body: 1 to 20 (20 frames)
-
-
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.
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 or super cancelable. If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included.
Activex, (y), z means the move has two hits. 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 to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable
Guard DamageDamage done to the guard bar regardless of multipliers
A
A
0
Mid
-
11
22
16
HKD (0)
-26
-
0
0
C
C
0
Mid
-
16
25
29
HKD (0)
-26
-
0
0
AC
AC
0
Mid
-
10
1
46
HKD (0)
-23
-
00
-
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.
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.
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 or super cancelable. If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included.
Activex, (y), z means the move has two hits. 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 to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable
Guard DamageDamage done to the guard bar regardless of multipliers
A/C
A/C
150
N/A
-
1
-
-
HKD (44)
-
-
0
0
AC
AC
123 (130)
N/A
-
1
-
-
HKD (44)
-
-
0
0
The second most damaging follow-up to Mount Tackle, but with no reliable oki. One advantage it has over Rolling Death Cradle is that it deals its full damage about 1 second quicker. This can make the difference in timeout situations or to prevent the timer from going down to the next health recovery threshold.
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 or super cancelable. If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included.
Activex, (y), z means the move has two hits. 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 to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable
Guard DamageDamage done to the guard bar regardless of multipliers
A/C
A/C
100
N/A
-
1
-
-
HKD (41)
-
-
0
0
AC
AC
66 (70)
N/A
-
1
-
-
HKD (41)
-
-
0
0
The least damaging follow-up to Mount Tackle, but can itself be followed up with Flashing Elbow, which makes it the best option overall for oki setups. Most of the time you should use this one.
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 or super cancelable. If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included.
Activex, (y), z means the move has two hits. 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 to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable
Guard DamageDamage done to the guard bar regardless of multipliers
A/C
A/C
35
N/A
super
18
-
-
HKD (39)
-
-
0
0
AC
AC
45
N/A
-
18
-
-
HKD (39)
-
-
0
0
The classic follow-up to many of Clark's command throws. Not only does this supplement his command throw game with extra damage, it recovers fast enough to allow Clark to get back into position to mix up the opponent immediately on their wakeup. In XV this is as easy as doing a super jump after the Flashing Elbow connects, or doing Step. Done immediately, this will put Clark into position to do a meaty 2B, cl.C, or delayed command throw to beat wakeup mash/throw attempts; done with a slight delay, this can allow Clark to do a safe jump with j.A to bait reversals. Because Flashing Elbow is available as a follow-up from all of Clark's normal command throws in some form or another, it serves as the cornerstone of his vortex, so don't forget to use it!
As a note, although the directional input for Flashing Elbow is listed as 236, the follow-up is always done after a side switch from the initiating command throw, which means the 236 needs to be performed to the opposite direction (i.e. 214). As a tip, always do the QCF motion in the direction Clark is throwing his opponent. So if Clark is tossing his opponent to the left, do 214.
Flashing Elbow can be canceled into Ultra Argentine Backbreaker or Climax when not originating from an EX move. This isn't very meter-efficient because of command throw damage scaling, but it's great for closing out rounds if you know it'll kill.
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 or super cancelable. If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included.
Activex, (y), z means the move has two hits. 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 to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable
Guard DamageDamage done to the guard bar regardless of multipliers
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 or super cancelable. If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included.
Activex, (y), z means the move has two hits. 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 to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable
Guard DamageDamage done to the guard bar regardless of multipliers
41236AC~22B
41236AC~22B
153 (35*4)
N/A
-
1
-
-
HKD (20)
-
-
0
0
41236AC~22D
41236AC~22D
153 (35*4)
N/A
-
1
-
-
HKD (20)
-
-
0
0
The most damaging follow-up to Mount Tackle. This follow-up is actually useful in two situations: 1) if the extra damage will help you close out a round or 2) if your back is near the corner when Mount Tackle hits. It will pull them back into the corner while dealing significant damage and still allowing you to have decent oki. Midscreen however, your oki options are non-existent.
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 or super cancelable. If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included.
Activex, (y), z means the move has two hits. 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 to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable
Guard DamageDamage done to the guard bar regardless of multipliers
B
B
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
D
D
132 (42+90)
N/A
-
1
1
35
HKD (25)
Unblockable
Full Body: 1 (1 Frame)
0
0
BD
BD
150 (70+80)
N/A
-
1
1
45
HKD - Ground Bounce (75)
Unblockable
Full Body: 1 (1 Frame)
0
0
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.
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 or super cancelable. If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included.
Activex, (y), z means the move has two hits. 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 to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable
Guard DamageDamage done to the guard bar regardless of multipliers
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 or super cancelable. If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included.
Activex, (y), z means the move has two hits. 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 to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable
Guard DamageDamage done to the guard bar regardless of multipliers
A
A
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)
C
C
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)
AC
AC
95 (25*4)
Mid
-
4
1 (5) 1 (5) 1 (5) 1
18
2
0
-
0
160 (40*4)
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.
Normal versions knock down on the last hit; notably, the hit-stun of each of the first three hits is enough to cancel into Running Three for a combo on grounded opponents (the only way to do so).
A Vulcan Punch stays in place and has lower recovery; the last hit is even on block if it connects, but it rarely does so due to pushback. C Vulcan Punch moves Clark forward during the attack and has no pushback, making confirms into it more consistent, and puts the opponent in a free juggle state on hit; however, the recovery is much longer than the A version, which limits follow-ups to this outside of the corner and makes it very unsafe.
EX Vulcan Punch is far more useful in most situations, boasting the forward movement and non-existent pushback of the C version with the recovery of the A version. This keeps the opponent in grab range while leaving you even on block, giving you a free mixup. On hit, instead of knocking down the opponent it leaves Clark at +1; this can potentially be used as an opportunity for a reset mixup, but more commonly this allows Clark to continue a combo with any of his 1-frame command throws. This makes EX Vulcan Punch the ideal special move starter for Clark's optimal damaging combo routes.
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 or super cancelable. If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included.
Activex, (y), z means the move has two hits. 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 to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable
Guard DamageDamage done to the guard bar regardless of multipliers
A
A
80 (40+40)
Mid
super (2)
7
3 (9) 2
27
SKD (38: Tech / 61: Non-tech)
-10
-
-
140 (60+80)
C
C
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)
AC
AC
100 (30+30+40)
Mid
-
9
2 (16) 3
26
SKD (39: Tech / 66: Non-tech)
-9
-
0
90 (30+30+30)
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 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.
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 or super cancelable. If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included.
Activex, (y), z means the move has two hits. 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 to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable
Guard DamageDamage done to the guard bar regardless of multipliers
C~A
C~A
90
N/A
-
11
-
-
HKD (44)
-
-
0
0
C~C
C~C
90
N/A
-
11
-
-
HKD (44)
-
-
0
0
AC~A
AC~A
100
N/A
-
11
-
-
HKD (44)
-
-
0
0
AC~C
AC~C
100
N/A
-
11
-
-
HKD (44)
-
-
0
0
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. 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.
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 or super cancelable. If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included.
Activex, (y), z means the move has two hits. 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 to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable
Guard DamageDamage done to the guard bar regardless of multipliers
B
B
130
N/A
-
10
4
35
HKD (14)
Unblockable
Strike / Projectile: 1 to 14 (14 Frames)
0
0
D
D
130
N/A
-
17
4
35
HKD (14)
Unblockable
Strike / Projectile: 1 to 20 (20 Frames)
0
0
BD
BD
160
N/A
-
10
4
33
HKD (14)
Unblockable
Full Body: 1 to 13 (13 Frames)
0
0
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.
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 or super cancelable. If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included.
Activex, (y), z means the move has two hits. 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 to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable
Guard DamageDamage done to the guard bar regardless of multipliers
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 or super cancelable. If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included.
Activex, (y), z means the move has two hits. 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 to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable
Guard DamageDamage done to the guard bar regardless of multipliers
A
A
225 (35*3+120) Min: 111
N/A
-
3
2
35
HKD (13)
Unblockable
Full Body: 1 to 4 (4 Frames)
0
0
AC
AC
365 (65*3+170) Min:196
N/A
-
1
2
34
HKD (21)
Unblockable
Full Body: 1 to 2 (2 Frames)
0
0
Clark's go-to combo ender with meter. Does low damage thanks to poor OTG scaling, but still very useful to help kill a low-health opponent.
Can be performed out of Flashing Elbow. As an input tip, always buffer Ultra Argentine Backbreaker from the opposite direction as your Flashing Elbow input, i.e. 214 > 6321463214, or 236> 4123641236.
Grants non-existent oki on hit, making it a poor choice to use outside of meter dumps.
Clark grabs his opponent before performing the Argentine Backbreaker three times and then performs a brainbuster on them. Due to the heavy scaling on OTG combos, this Super often does very little damage and grants no oki on success. As a result, try to use this Super to close out a round or as a meter dump if necessary. Note that this Super cannot combo into Running Three MAX or Climax, making this a true combo ender.
The MAX version is a cinematic super with much better damage scaling. If you want to do good damage for three bars, do Running Three into Ultra Argentine Backbreaker MAX for the most possible damage.
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 or super cancelable. If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included.
Activex, (y), z means the move has two hits. 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 to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable
Guard DamageDamage done to the guard bar regardless of multipliers
B
B
200
N/A
advanced, climax
11
1
46
HKD (77)
Unblockable
Full Body: 1 to 7 (7 Frames)
0
0
D
D
200
N/A
advanced, climax
11
1
46
HKD (77)
Unblockable
Full Body: 1 to 7 (7 Frames)
-
-
BD
BD
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)
-
-
Midscreen punish and meter dump starter.
During the MAX version Clark is invulnerable to projectiles, making this a great pseudo-reversal for blowing up fake pressure or catching out a zoner.
Can be cancelled into Ultra Argentine Backbreaker MAX or Climax.
Clark sprints forward and then grabs his opponent before powerbombing them. A solid super to help punish poor pressure or begin a meter dump. Extremely hard to react to at close range due to the speed and range at which Clark can grab you, but can be easily DP'd if done raw. Don't throw this out randomly; instead, work it into your game plan as a whiff punisher.
The MAX version has more use as an anti-zoning tool. Clark gains projectile invulnerability while performing this super, allowing him to easily blow up anyone spamming projectiles. He also moves extremely fast during this move, making it very easy to punish an opponent spamming fireballs from even fullscreen. Running Three MAX goes right into Clark's Climax Super for over 700 points of damage, giving him a great way to overcome the zoning matchup if he's got the bar to spend.
Gatling Attack C's first two hits can be cancelled into this super, which can then either flow into Ultra Argentine Backbreaker MAX or Climax depending on your resources. Good for immediately dumping all your bar and doing 50% or above to a low-health opponent, which can be great for a Mid or Anchor Clark.
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 or super cancelable. If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included.
Activex, (y), z means the move has two hits. 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 to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable
Guard DamageDamage done to the guard bar regardless of multipliers
445 (104+104+237) Min: 260
High
-
19
4
42
HKD (36)
-31
Full Body: 1 to 20 (20 Frames)
0
0
Clark flies across the screen extremely quickly while invulnerable to projectiles.
Does excellent damage by Clark's standards.
Similar to Running Three MAX, this super sends Clark fullscreen to grab his opponents for a brutal punish. This move has projectile invulnerability. The leap also allows it to go over lows. It can still be DP'd on reaction, so be careful throwing it out.
Something to note is that both of Clark's supers send his opponents fullscreen. This move will catch anyone standing still or performing a grounded move regardless of where they are on the screen, so throwing this out after waiting to see what they do is a good way to punish them further. A basic MAX Mode BnB does close to 600 damage, while a MAX Mode Climax does 445, so this is a surefire way to kill an opponent who doesn't realize what you're about to do. It's a gimmick, but keeping it in your back pocket can make Anchor Clark a real menace.