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The King of Fighters '98 UMFE/Clark Still: Difference between revisions
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* cl.A : Solid, lightning-fast combo filler. Has a really nice hitbox. | * cl.A : Solid, lightning-fast combo filler. Has a really nice hitbox. | ||
* cl.B : Interchangeable with close standing A in combos. | * cl.B : Interchangeable with close standing A in combos. Also has a really nice hitbox. | ||
* cl.C : Fantastic punish material. Comes out fast and combos into everything combo-able, including Dancing Beat at close enough range. | * cl.C : Fantastic punish material. Comes out fast and combos into everything combo-able, including Dancing Beat at close enough range. |
Revision as of 01:31, 27 October 2020
Introduction
Normal Moves
Standing
- st.A : Standard far standing jab meant for anti-airing hops. Has extremely fast startup and lots of reach, so it can also function as a poke in some situations. Whiffs on crouching characters.
- st.B : Slower and way less safe than far standing A, with the tradeoff being that it doesn't whiff on crouching characters. However, crouching A also doesn't whiff on crouching characters and doesn't have these downsides. Don't use this button.
- st.C : Gigantic poke with tons of range. Decent preemptive anti-air against hops.
- st.D : It's supposed to be an anti-air, but it's really slow and range-dependent, and the priority isn't great. Heavy D! has way better anti-airs, don't bother with this.
Close
- cl.A : Solid, lightning-fast combo filler. Has a really nice hitbox.
- cl.B : Interchangeable with close standing A in combos. Also has a really nice hitbox.
- cl.C : Fantastic punish material. Comes out fast and combos into everything combo-able, including Dancing Beat at close enough range.
- cl.D : Basically a little self-contained hit-confirm. Hits twice, with both hits being cancelable. Won't combo into Dancing Beat. Does the same damage as close standing C.
Crouching
- cr.A : Has insane range for a crouching A, and is otherwise pretty much identical to far standing A (except that it hits crouchers). Great for picking up combos after you chain a bunch of crouching Bs in a row.
- cr.B : Heavy D!'s low combo starter. Range is pretty small, but it can chain into itself a ridiculous number of times for excellent confirms.
- cr.C : Excellent anti-air with a ton of priority and nice speed.
- cr.D : Sweep with a surprising amount of range.
Jumping
- j.A : Good all-purpose jump-in. Good priority and not much pushback.
- j.B : The most crossup button imaginable. Ambiguous as hell and with barely any pushback, allowing for lots of followup chain combos.
- nj.B : Decent air-to-air.
- j.C : Two-hit normal that does the most damage out of all of Heavy D!'s jump-ins.
- j.D : Far-reaching jump-in and air-to-air.
CD Attacks
- st.CD : Nice poke that knocks down. Fairly slow.
- j.CD : Covers basically the same range as jumping D, but with a little more range and priority.
Throws
Gallanting German: b/f + C (close)
Fisherman Buster: b/f + D (close)
Death Lake Driver: b/d/f + C/D (in the air)
Special Moves
Vulcan Punch: press A/C repeatedly
Flashing Elbow: qcf+ A/C after ($) moves
Super Arabian Burglary Backbreaker: hcf + A ($)
Rolling Cradle: hcf + C ($)
Super Argentine Backbreaker: hcf + B/D (close) ($)
Napalm Stretch: dp + A/C ($)
Frankensteiner: dp + B/D (close) ($)
Desperation Moves
Ultra Argentine Backbreaker: hcb,hcb + A/C (close)
Running Three: hcf,hcf + B/D
Napalm Strike: hcb,hcb + B/D