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The King of Fighters XIV/Clark Still: Difference between revisions
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=Super Special Moves= | =Super Special Moves= | ||
'''Ultra Argentine Backbreaker''' - (hcb, hcb + A/C) | |||
(description here) | |||
MAX: (description here) | |||
'''Running Three''' - (hcf, hcf + B/D) | |||
(description here) | |||
MAX: (description here) | |||
=Climax Super Special Moves= | =Climax Super Special Moves= |
Revision as of 15:36, 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: The go to anti air tool to dissuade opponents from hopping against Clark.
- 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. Beware that it does whiff on crouchers.
- st. D: A long-range anti air tool that even hits crouchers. Has a big vertical hitbox, but does not possess long horizontal range.
Close
- cl. A
- cl. B
- cl. C
- cl. D
Crouching
- cr. A: Special-cancellable.
- cr. B: Special-cancellable.
- cr. C: Special-cancellable. A long range ground poke which helps compensate st. C’s inability to hit crouching opponents.
- 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: The go-to jump-in button.
- j. B: Air to air and is mainly used to catch hops.
- j. C: Air to air.that is used more to catch full jumps.
- j. D: Clark’s best anti air button that has both long horizontal and vertical hitbox.
Blowback
- st. CD: Special cancellable.
- j. CD: Great pressure tool with a strong downwards vertical angle.
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 Argentine Backbreaker - (hcf+ B/D)
(B version has Armor)
EX: (description here)
- ∟ Flashing Elbow - (qcf+ A/C)
(description here)
Vulcan Punch - (Rapidly Press) (A/C)
- (description here)
Gattling Attack - (Charge Briefly) back (then) towards + A/C)
- (description here)
EX: (description here)
- ∟ Death Lake Driver - (dp + A/C)
- (description here)
Super Special Moves
Ultra Argentine Backbreaker - (hcb, hcb + A/C) (description here) MAX: (description here)
Running Three - (hcf, hcf + B/D) (description here) MAX: (description here)
Climax Super Special Moves
Combos
0 meter
- cr. B, cr. B, hcf+D, qcf+A/C
(Upon Flashing Elbow (QCF+A/C), you get a safe jump option.)
- cr. B, cr. B, charge back+forward+A
1 meter
- cl.C (2) [BC] cl.C (1 hit) hcf+BD, hcf+AC~down, down+C, qcb+C
(While the other follow ups are possible, it’s preferable to go for the one ending in Flashing Elbow (qcf+A/C) as that gives you the easy safe jump option. )
2 meters
- (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