-The Dream Cancel Wiki has successfully upgraded it's wiki software and editing has returned. Tables for data have returned.
The King of Fighters XIV/Clark Still: Difference between revisions
Line 169: | Line 169: | ||
'''Step''' - (f + B + D) | '''Step''' - (f + B + D) | ||
* | * A footsie tool to cover Clark’s ground game and can be used to catch people by surprise with Clark’s command grabs. | ||
=Special Moves= | =Special Moves= |
Revision as of 00:30, 11 September 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: 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: A special cancellable hook punch. Can anti air opponents up close.
- 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. +1 on guard. Can be used for pressure situations.
- 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. His largest poke to buffer max into for combos and whiff punishes
- 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 cancelable. 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
Nageppanashi German - (b/f+C) close
- Clark grabs then suplexes the opponent to the corner of the screen.
- Hard knockdown
Fisherman Buster - (b/f+D) close
- Clark vertical suplexes the opponent. The opponent lands close to the max tip range horizontal distance of his far C.
- Hard knockdown
Death Lake Driver - (Air) (Close) (b/f+C)
- An air grab that forces a hard knockdown. It is a useful tool to check opponents who want to jump into Clark.
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)
- A footsie tool to cover Clark’s ground game and can be used to catch people by surprise with Clark’s command grabs.
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)
- Super-cancellable and a crucial key point to making Clark a dangerous machine with meter. Causes a hard knockdown and is used to set up for okizemes.
Vulcan Punch - (Rapidly Press) (A/C)
- (description here)
EX: Often used to transition into EX Super Argentine Backbreaker for more damaging combos. EX is also +0 on block, which means its a decent pressure ender for Clark.
Gatling 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 = (205 DMG)
(Upon Flashing Elbow (qcf+A/C), you get a safe jump option.)
- cr. B, cr. B, charge b~f+A = (130 DMG)
(place combo description here)
- cr. B, cr. B, ,cr.A, charge b~f+A = (148 DMG)
- cr.C, charge b~f+C, dp+C = (238 DMG)
(Max Damage Punish)
1 meter
- cl.C (2) [BC] cl.C (1 hit) hcf+BD, hcf+AC~down, down+C, qcb+C = (342 DMG)
(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
- cr. B, cr. B, hcf+D, qcf+A/C, hcbx2+AC = (431 DMG)
- cl.C (2) [BC] cl.C (1 hit), EX Vulcan, hcf+D, qcf+A, hcbx2+AC = (518 DMG)
(Only works on 2nd/3rd Position)
3 meters
- cr. B, cr. B, hcf+D, qcf+A/C, hcbx2+BD = (534 DMG)
- cl.C (2) [BC] cl.C (1 hit), EX Vulcan, hcf+D, qcf+A, hcbx2+BD = (582 DMG)
- cr.C, charge b~f+C (2), hcfx2+K, hcbx2+AC = (573 DMG)
4 meters
- cr.C, charge b~f+C (2), hcfx2+K, hcbx2+BD = (704 DMG)
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