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The King of Fighters XV/Clark Still/Strategy: Difference between revisions
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GunMetalXIV (talk | contribs) Created page with "{{CharNavbox_XV}} ==General Gameplan== ==Neutral== ==Pressure== ==Mixups== ==Defense== ==Safejumps== ==Countering Clark== ==External Resources== {{Navbox XV}} Category:Clark Still Category:The King of Fighters XV" |
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==Countering Clark== | ==Countering Clark== | ||
Safe Jumps vs Clark: | |||
Since Clark's fast reversals are throws, you can buffer in a hop in your meaty jump-ins to avoid reversal throws and punish him on the way down. Running three will eat the hop input but you'll have enough time to re-jump and punish him. Climax will also eat the hop input but its slow enough to block and punish. The downside to this approach is it gives Clark more freedom to use rolls instead. | |||
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[https://youtu.be/7WOy_f88a7g Safe Jumps vs Clark] | |||
==External Resources== | ==External Resources== |
Revision as of 04:10, 24 April 2022
General Gameplan
Neutral
Pressure
Mixups
Defense
Safejumps
Countering Clark
Safe Jumps vs Clark:
Since Clark's fast reversals are throws, you can buffer in a hop in your meaty jump-ins to avoid reversal throws and punish him on the way down. Running three will eat the hop input but you'll have enough time to re-jump and punish him. Climax will also eat the hop input but its slow enough to block and punish. The downside to this approach is it gives Clark more freedom to use rolls instead.
Safe Jumps vs Clark