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The King of Fighters XIV/Clark Still: Difference between revisions
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=Special Moves= | =Special Moves= | ||
''' | '''Mount Tackle''' - (hcf + A/C) | ||
( | |||
( | *(description here) | ||
'''EX:''' (description here) | |||
∟ '''Clark Lift''' - (down down + A) | |||
* Least Damaging follow-up and you get no real oki | |||
∟ '''Sleeper Lift (D.D.T.)''' - (down down + C) | |||
* (description here) | |||
:: ∟ '''Flashing Elbow''' - (qcf + A/C) | |||
::* Preferred follow-up as you get a hard knockdown with enough time to do a safe jump setups | |||
∟ '''Rolling Cradler''' - down down + B/D | |||
* More damaging than Sleeper-Flashing Elbow and better corner carry, however you don’t always get great oki if you don’t throw directly into the corner. | |||
=Super Special Moves= | =Super Special Moves= |
Revision as of 02:08, 17 August 2017
Movelist
(*) = EX OK
(!) = MAX OK
Throws
Nageppanashi German - close / +
Death Lake Driver - in air & close, / +
Command Normals
Special Moves
Super Argentine Backbreaker - + / *
Gatling Attack - charge briefly then + / *
Super Special Moves
Ultra Argentine Backbreaker - + / !
Climax Desperation Move
Quick Combo Reference
0 Meter |
Anywhere |
(Combo 1) = (damage number here) dmg |
1 Meter |
Corner |
(Combo 1) = (damage number here) dmg |
2 Meters | Anywhere | (Combo 1) = (damage number here) dmg |
Gameplay Overview
Normals
Standing
- st. A
- st. B
- st. C: Backfist, one of Clark’s best tools in neutral. Max and Super-Cancelable. One of the better round openers with Clark, as it is fast and reaches far. If you feel the opponent likes to press buttons at round start, this move will usually connect and beat out most non-invul/low-profile moves allow for a nice max-mode conversion to start the round.
- st. D
Close
- cl. A
- cl. B
- cl. C
- cl. D
Crouching
- cr. A
- cr. B
- cr. C
- cr. D: Sweep DA GAWD. It comes out fairly fast and has decent range for a sweep, making it a great tool to use in neutral for Clark. Because of its quickness and pushback on block, is often advisable to use it as a frametrap (eg. Cr.B,St.B,Cr.D). Command normal, special, super, max cancel-able. Most practical thing to cancel it into on hit is f+BD (step), as this opens up one of the entries into Clark’s Vortex game, will be explained more in the strategy section. You can also cancel into f+BD on block, but good opponents will punish it, so use sparingly.
Jumping
- j. A
- j. B
- j. C
- j. D
Blowback
- st. CD
- j. CD
Throws
- (Throw description)
- (Throw description)
Command Moves
Stomping - (f + B)
- Deceptive Overhead, also has the unique property that it doesn’t lose its overhead properties whenever it is canceled into from another normal. Cannot be comboed into. Max or Super-Cancelable.
Step - (f + B + D)
- Can leap over grounded fireballs
Special Moves
Mount Tackle - (hcf + A/C)
- (description here)
EX: (description here) ∟ Clark Lift - (down down + A)
- Least Damaging follow-up and you get no real oki
∟ Sleeper Lift (D.D.T.) - (down down + C)
- (description here)
- ∟ Flashing Elbow - (qcf + A/C)
- Preferred follow-up as you get a hard knockdown with enough time to do a safe jump setups
∟ Rolling Cradler - down down + B/D
- More damaging than Sleeper-Flashing Elbow and better corner carry, however you don’t always get great oki if you don’t throw directly into the corner.
Super Special Moves
Climax Super Special Moves
Combos
0 meter
- (place combo here) = (place damage amount here)
(place combo description here)
1 meter
- cl.C [BC] cl.C (1 hit) hcf+BD, hcf+AC~follow up
2 meters
- (place combo here) = (place damage amount here)
(place combo description here)
3 meters
- (place combo here) = (place damage amount here)
(place combo description here)
4 meters
- (place combo here) = (place damage amount here)
(place combo description here)
5 meters
- (place combo here) = (place damage amount here)
(place combo description here)
Misc
Videos
Clark Slow Motion Hitboxes
External Links
Discussion Threads
Discuss at Dream Cancel