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The King of Fighters XIV/Clark Still: Difference between revisions

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* st. A: The go to anti air tool to dissuade opponents from hopping against Clark.
* st. A: The go to anti air tool to dissuade opponents from hopping against Clark.


* st. B
* st. B: This move is plus on block, while not special-cancelable it can link into cr.D, which also makes it a great frametrap into that button.


* st. C: Backfist, one of Clark’s best tools in neutral. Max and Super-Cancelable. One of the better round openers with Clark, as it is fast and reaches far. If you feel the opponent likes to press buttons at round start, this move will usually connect and beat out most non-invul/low-profile moves allow for a nice max-mode conversion to start the round. ''Beware that it does whiff on crouchers.''
* st. 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.''
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* cl. A
* cl. A


* cl. B
* cl. B: Special cancellable. It is typically linked with cr. B.


* cl. C
* cl. C: 2-hit move that allows you to late max mode cancel. Special-cancellable. 1st hit is special cancelable and max cancelable, 2nd hit is super and max cancelable.


* cl. D
* cl. D: Mainly used to anti air up close if the opponent is not in range of st. D. Beware that it does whiff on crouchers, but it does avoid crouching lows.


'''Crouching'''
'''Crouching'''
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* cr. A: Special-cancellable.
* cr. A: Special-cancellable.


* cr. B: Special-cancellable.
* cr. B: Special-cancellable low. +2 on guard and primary use for both confirming and for pressure situations. Can chain into other cr. A and combo off cl. C.


* cr. C: Special-cancellable. A long range ground poke which helps compensate st. C’s inability to hit crouching opponents.
* cr. C: Special-cancellable. A long range ground poke which helps compensate st. C’s inability to hit crouching opponents.
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'''Jumping'''
'''Jumping'''


* j. A: The go-to jump-in button.
* j. A: The go-to jump-in button.  


* j. B: Air to air and is mainly used to catch hops.
* 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. C: Air to air. That is used more to catch full jumps. Can jump with f+C to OS air throw.  


* j. D: Clark’s best anti air button that has both long horizontal and vertical hitbox.
* j. D: Clark’s best anti air button that has both long horizontal and vertical hitbox.
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'''Blowback'''
'''Blowback'''


* st. CD: Special cancellable.
* st. CD: Special cancellable and causes a wall splat on grounded opponents.


* j. CD: Great pressure tool with a strong downwards vertical angle.
* j. CD: Great pressure tool with a strong downwards vertical angle.

Revision as of 17:35, 24 August 2017

Movelist

(*) = EX OK

(!) = MAX OK

Throws

Nageppanashi German - close / +

Fisherman Buster - close / +

Death Lake Driver - in air & close, / +

Command Normals

Stomping - +

Step - +

Special Moves

Mount Tackle - + / (*)

Clark Lift - +
Sleeper Lift (D.D.T.) - +
Flashing Elbow - + /
Rolling Cradler - + /

Super Argentine Backbreaker - + / *

Flashing Elbow - after / Super Argentine Backbreaker, + /

Vulcan Punch - / (rapidly) *

Gatling Attack - charge briefly then + / *

Death Lake Driver - after HP or EX Gatling Attack, + /

Super Special Moves

Ultra Argentine Backbreaker - + /  !

Running Three - , + / !


Climax Desperation Move

Ultra Clark Buster - +

Quick Combo Reference

Quick Combo Reference

Notation Key (place notation here)

0 Meter

Anywhere
Low, Anywhere
Low, Anywhere

(Combo 1) = (damage number here) dmg
(Combo 2) = (damage number here) dmg
(Combo 3) = (damage number here) = 231 dmg

1 Meter

Corner
Anywhere
Low, Anywhere

(Combo 1) = (damage number here) dmg
(Combo 2) = (damage number here) dmg
(Combo 3) = (damage number here) dmg

2 Meters Anywhere (Combo 1) = (damage number here) dmg

Gameplay Overview

Normals

Standing

  • st. A: The go to anti air tool to dissuade opponents from hopping against Clark.
  • st. B: This move is plus on block, while not special-cancelable it can link into cr.D, which also makes it a great frametrap into that button.
  • st. C: Backfist, one of Clark’s best tools in neutral. Max and Super-Cancelable. One of the better round openers with Clark, as it is fast and reaches far. If you feel the opponent likes to press buttons at round start, this move will usually connect and beat out most non-invul/low-profile moves allow for a nice max-mode conversion to start the round. Beware that it does whiff on crouchers.
  • st. D: A long-range anti air tool that even hits crouchers. Has a big vertical hitbox, but does not possess long horizontal range.

Close

  • cl. A
  • cl. B: Special cancellable. It is typically linked with cr. B.
  • cl. C: 2-hit move that allows you to late max mode cancel. Special-cancellable. 1st hit is special cancelable and max cancelable, 2nd hit is super and max cancelable.
  • cl. D: Mainly used to anti air up close if the opponent is not in range of st. D. Beware that it does whiff on crouchers, but it does avoid crouching lows.

Crouching

  • cr. A: Special-cancellable.
  • cr. B: Special-cancellable low. +2 on guard and primary use for both confirming and for pressure situations. Can chain into other cr. A and combo off cl. C.
  • cr. C: Special-cancellable. A long range ground poke which helps compensate st. C’s inability to hit crouching opponents.
  • cr. 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. Can jump with f+C to OS air throw.
  • j. D: Clark’s best anti air button that has both long horizontal and vertical hitbox.

Blowback

  • st. CD: Special cancellable and causes a wall splat on grounded opponents.
  • j. CD: Great pressure tool with a strong downwards vertical angle.

Throws

  • (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 b~f+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

The King of Fighters XIV
System

NotationFrame DataMovementDefensive SystemsOffensive SystemsThe Power Gauge

Characters

AliceAndy BogardAngelAntonovAthena AsamiyaBandeiras HattoriBenimaruBilly KaneBlue MaryChang KoehanChin GentsaiChoi BoungeClarkGang-IlGeese HowardGoro DaimonHeidernHeinIori YagamiJoe HigashiK'Kim KaphwanKing of DinosaursKingKukriKula DiamondKyo KusanagiLeona HeidernLove HeartLuongMai ShiranuiMatureMaximaMeitenkunMianMui MuiNajdNakoruruNelsonOswaldRalf JonesRamonRobert GarciaRock HowardRyo SakazakiShun'eiSie KensouSylvie Paula PaulaTerry BogardTung Fu RueVanessaVerseViceWhipXanaduYamazakiYuri SakazakiZarina