Clark is KoF's mixup grappler, compared to the normal grappler archetype like Dinosaur/Zangief that slowly work their way in and the cash out with a command grab, Clark's goal is to get you into a Hard Knockdown (HKD) after his Flashing Elbow follow-up and then run the ultimate guessing game: Safe Jump, Delayed Grab, Overhead, or complete shenanigans. While all combo roads generally lead to the same situation, Clark is not just all about the grabs; his j.A, far B, 2D, and far C are all-star normals and allow him to work his way in and get the opponent scared. Clark is not without his faults; he is hampered by a lack of a true non-metered reversal, his AA buttons are lacking, and he has to play KoF Fundamentals to get around Fireballs and good keepout. Clark is perfect for beginners as his Armored/Invulnerable Grabs can help him sneak in damage when they shouldn't, but his toolset can be fully explored for a complete character that can compete at the highest levels.
Clark is KoF's mixup grappler. Compared to the normal grappler archetype like Dinosaur/Zangief that slowly work their way in and then cash out with a command grab, Clark's goal is to get you into a hard knockdown (HKD) after his Flashing Elbow follow-up and then run the ultimate guessing game: safe jump, delayed grab, overhead, or complete shenanigans. While all combo roads generally lead to the same situation, Clark is not just all about the grabs; his j.A, far B, 2D, and far C are all-star normals and allow him to work his way in and get the opponent scared. Clark is not without his faults; he is hampered by a lack of a true non-metered reversal, his AA buttons are lacking, and he has to play KoF Fundamentals to get around Fireballs and good keepout. Clark is perfect for beginners as his Armored/Invulnerable Grabs can help him sneak in damage when they shouldn't, but his toolset can be fully explored for a complete character that can compete at the highest levels.
Clark is KoF's mixup grappler. Compared to the normal grappler archetype like Dinosaur/Zangief that slowly work their way in and then cash out with a command grab, Clark's goal is to get you into a hard knockdown (HKD) after his Flashing Elbow follow-up and then run the ultimate guessing game: safe jump, delayed grab, overhead, or complete shenanigans. While all combo roads generally lead to the same situation, Clark is not just all about the grabs; his j.A, far B, 2D, and far C are all-star normals and allow him to work his way in and get the opponent scared. Clark is not without his faults; he is hampered by a lack of a true non-metered reversal, his AA buttons are lacking, and he has to play KoF Fundamentals to get around Fireballs and good keepout. Clark is perfect for beginners as his Armored/Invulnerable Grabs can help him sneak in damage when they shouldn't, but his toolset can be fully explored for a complete character that can compete at the highest levels.
Clark Still is a grappler who excels at looping grab setups and poking from 1-2 char distances away.
Pros
Cons
Mixup Supreme: If Clark gets close to you, it's over. His wide suite of mixup options include multiple command grabs (some of which are armored), highs and lows, the traditional KOF safejump... Clark's overwhelming ability to put you in "the blender" is what gives him his notoriety among KoF players.
Command Grab Arsenal: Clark has a command grab for every situation, including pressure, anti-air, and even reversal.
Vortex Potential: Clark's Flashing Elbow follow-up allows him to continually put pressure on his opponents after landing a command grab. He can then use any mix option that he has in mind and begin it all over again.
Superb Midrange: A combination of great normals and varied setups gives him lots of ways to contest space where other grapplers might not be able to. Step (6BD) is an amazing movement tool goes over low-profile normals and gives him a great chase game to boot. Clark's 2D is also infamous for being incredibly fast and far reaching, allowing him to win trades in neutral and begin the blender.
Meter Efficiency: Clark's entire game plan is both functional and threatening without meter, and he's often at liberty to spend it however he wants to squeeze extra damage or guaranteed oki out of every opportunity. This means he can work well in any team position.
Ridiculous Air-to-Airs: Clark's air to airs are large, active, and incredibly fast all at once. While this alone would be fantastic, Clark's EX Mount Tackle also has an anywhere-juggle property, allowing him to convert off air-to-airs like no other and go straight into his vortex.
Ease and Consistency: Clark's super cancels may be tricky, but he seldom has to use them at all due to how poorly they scale. With his very quick and good normals coupled with simple gameplan and light execution outside of meter combos, Clark one the easiest in the game in terms of combos, allowing him to remain killing even through high stress situations.
High Combo Scaling: Cashing out in a command grab tends to be less damaging than other options that Clark might have in store.
Odd Reversal: Clark's only reversal option is a command grab, which makes him very vulnerable to safejumps and hop mixups in particular. As a result, Clark often has to use air-to-airs rather than anti-airs to contest vertical space, which a smart opponent can capitalize on to help keep him shut out.
Corner Vacuum: Clark's combo structure frequently takes opponents out of the corner, which makes his pressure game less effective and requires him to win neutral again if he does a big combo.
Zoner Problems: Outside of universal mechanics, Clark has no practical countermeasure to projectiles in his move set. Coupled with his jump and hop arcs, this means he naturally struggles against zoners, of which many in KOF XV are strong, and is often forced to thread the needle in order to win these matchups.
Poor Meter Generation: Clark's meter generation is quite low. Though you won't be using many EX moves with this character, it does mean his overall damage and pressure game take a hit, and often times means you will be taking genuine meter-risks in general.
Movelist
(*) = EX OK
(!) = MAX OK
Throws
Nageppanashi German - / +
Fisherman Buster - / +
Death Lake Driver - / + (Midair Only)
Command Normals
Stomping - +
Step +
Special Moves
Mount Tackle - + / (*)
┗ Clark Lift - +
┗ Sleeper Lift (D.D.T) - +
┗ Flashing Elbow - + /
┗ Rolling Cradler - + /
Super Argentine Backbreaker - + / (*)
┗ Flashing Elbow - + /
Vulcan Punch - + / (*)
Gatling Attack - + / (*)
┗ Death Lake Driver (After HP or EX Gatling Attack) - +
Guard(1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel(1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is special or super cancelable. If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included.
Activex, (y), z means the move has two hits. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.
Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable
Guard DamageDamage done to the guard bar regardless of multipliers
Guard(1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel(1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is special or super cancelable. If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included.
Activex, (y), z means the move has two hits. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.
Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable
Guard DamageDamage done to the guard bar regardless of multipliers
30
Mid
super
6
4
5
+6
+4
-
30
60
Not as much range as other far B's, but surprisingly high frame advantage
Lights chained into fB gives Clark a reliable link into 2D on hit and frame advantage on block.
Guard(1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel(1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is special or super cancelable. If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included.
Activex, (y), z means the move has two hits. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.
Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable
Guard DamageDamage done to the guard bar regardless of multipliers
70
Mid
super
12
3
20
-2
-4
-
70
120
A lesser (see: fair) version of Ralf's far C backfist. Connects at round start range
Great range, but doesn't connect on crouching opponents.
Can be MAX or super canceled. Only Running Three/EX Running Three/EX Ultra Argentine Backbreaker will connect when far C is super canceled at max range.
Useful to punish opponents that roll out of safejumps on wakeup.
Guard(1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel(1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is special or super cancelable. If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included.
Activex, (y), z means the move has two hits. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.
Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable
Guard DamageDamage done to the guard bar regardless of multipliers
80
Mid
super
9
4
18
-1
-3
-
70
120
Clark's best grounded anti-air normal.
Surprisingly good hitbox but long whiff recovery, so be careful using it recklessly.
Can be MAX canceled and combos into supers from a surprising distance, even into Argentinian Backbreaker
Guard(1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel(1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is special or super cancelable. If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included.
Activex, (y), z means the move has two hits. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.
Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable
Guard DamageDamage done to the guard bar regardless of multipliers
25
Mid
command
4
3
7
+5
+3
-
30
60
Good hop check and frame advantage, but clB is better for pressure
Guard(1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel(1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is special or super cancelable. If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included.
Activex, (y), z means the move has two hits. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.
Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable
Guard DamageDamage done to the guard bar regardless of multipliers
Guard(1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel(1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is special or super cancelable. If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included.
Activex, (y), z means the move has two hits. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.
Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable
Guard DamageDamage done to the guard bar regardless of multipliers
70 (35+35)
Mid
command (1) / super
5
3 (2) 4
15
+2
0
-
70 (35+35)
120 (60+60)
Clark's go-to close normal for hit-confirming and punishing
First hit cancels into 6B or specials and is his most reliable combo starter.
Second hit can only be cancelled into Super or Quick Max, but because clC is +0 on block it can be hit-confirmed without risk of punishment
Guard(1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel(1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is special or super cancelable. If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included.
Activex, (y), z means the move has two hits. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.
Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable
Guard DamageDamage done to the guard bar regardless of multipliers
80
High
-
13
6
18
-3 (Standing) / 1 (Crouch)
-5
Throw, Low Body: 1 to 22 (22 Frames)
70
120
A leaping overhead kick
Lower body invulnerability from frame 1 lets clD work as a reversal against lows.
Airborne AFTER startup (not immediately), which lets Clark beat reversal throw. However, Clark will be hit standing if using clD as a reversal against mids.
Because clD is airborne when it hits, clD cannot be canceled into Super or MAX.
+1 on hit against crouching opponents. Can be +2 when done meaty.
High pushback makes clD safe on block and puts Clark at the perfect range to threaten 2D
Fast recovery lets Clark punish with 2C if your opponent rolls through cl.D out of the corner and gives enough time to link into EX Mount Tackle from an air hit.
Guard(1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel(1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is special or super cancelable. If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included.
Activex, (y), z means the move has two hits. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.
Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable
Guard DamageDamage done to the guard bar regardless of multipliers
25
Mid
command
4
3
9
+3
+1
-
30
60
Incredible crouching jab
Tied for Clark's fastest normal with far A, but more reliable for abare and pressure
Chainable into itself and other light normals
Links into clC and frame traps into 2D
Great for pressure due to its frame advantage and deceptively fat hitbox
Guard(1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel(1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is special or super cancelable. If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included.
Activex, (y), z means the move has two hits. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.
Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable
Guard DamageDamage done to the guard bar regardless of multipliers
15
Low
command
5
4
9
+2
0
-
15
30
Standard crouching low, but notable for Clark because it can be special cancelled, which he couldn't do previously
Not chainable into itself, but does chain into other light normals, giving him access to some easy and potentially powerful hit-confirms from lows
Guard(1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel(1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is special or super cancelable. If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included.
Activex, (y), z means the move has two hits. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.
Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable
Guard DamageDamage done to the guard bar regardless of multipliers
70
Mid
command
8
4
17
0
-2
-
70
120
Better overall recovery than most of Clark's longer range normals, but it doesn't cover air space well
Solid range and speed and cancelable into 6B or specials, but some combos are limited by spacing
2C 6B is usually Clark's optimal punish combo starter, depending on routing and meter
Guard(1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel(1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is special or super cancelable. If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included.
Activex, (y), z means the move has two hits. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.
Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable
Guard DamageDamage done to the guard bar regardless of multipliers
80
Low
command
6
4
19
SKD (26: Tech / 53: Non-tech)
-4
-
70
210
Easily one of the best sweeps in the game, Clark's crouch D has always been a very reliable tool.
Everything you'd want in a sweep: fast startup, good range, safe on block, and special cancellable.
On hit this combos to EX Mount Tackle for extra damage and better oki.
Alternatively, cancel on hit into Step to chase the opponent's knockdown
2D Step can lead to tick throws from massive range, but the Step can be punished by wary opponents before Clark gets to recover. However, Step can be challenging to react to and is a constant threat that makes 2D more threatening.
Guard(1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel(1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is special or super cancelable. If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included.
Activex, (y), z means the move has two hits. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.
Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable
Guard DamageDamage done to the guard bar regardless of multipliers
hop
hop
40
High
-
5
8
1 on ground
-
-
-
30
50
jump
jump
45
High
-
5
10
1 on ground
-
-
-
30
60
Clark's best jump-in. A very large, very active, and very fast chop
A staple of Clark's safe jumps, hop pressure, and tick throws.
Like all of Clark's jumping normals, combos easily to EX Mounting Tackle when hitting an airborne opponent
Guard(1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel(1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is special or super cancelable. If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included.
Activex, (y), z means the move has two hits. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.
Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable
Guard DamageDamage done to the guard bar regardless of multipliers
hop
hop
40
High
-
6
6
1 on ground
-
-
-
30
50
jump
jump
45
High
-
6
9
1 on ground
-
-
-
30
60
Horizontal kick with more range horizontally than j.A
Outclassed by j.A as a jump-in, but still good in its own right. Hits at jump-in ranges where j.A won't and serves as a passable air-to-air in a pinch, but it's not reliable against crouchers.
Guard(1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel(1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is special or super cancelable. If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included.
Activex, (y), z means the move has two hits. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.
Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable
Guard DamageDamage done to the guard bar regardless of multipliers
hop
hop
70
High
-
8
3
1 on ground
-
-
-
70
100
jump
jump
70
High
-
8
4
1 on ground
-
-
-
70
120
Hard to use because it's slower than most of Clark's other jumping normals and usually misses crouching opponents
Still serves its purpose as a damaging horizontal air-to-air, but usually j.D is better.
Not the worst thing to get if you attempt an air throw and miss.
Guard(1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel(1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is special or super cancelable. If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included.
Activex, (y), z means the move has two hits. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.
Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable
Guard DamageDamage done to the guard bar regardless of multipliers
hop
hop
70
High
-
5
6
1 on ground
-
-
-
70
100
jump
jump
70
High
-
5
7
1 on ground
-
-
-
70
120
Excellent air-to-air jumping attack
Super fast for a heavy normal with a solid hitbox
Hopping with j.D will shut down most aerial approaches when well-placed.
Hop j.D can hit crouchers when delayed and is as fast as j.A, so j.D can be used once pressure is established with j.A
Guard(1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel(1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is special or super cancelable. If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included.
Activex, (y), z means the move has two hits. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.
Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable
Guard DamageDamage done to the guard bar regardless of multipliers
75
Mid
command
15
5
26
Wall Splat - HKD (gnd) (69 to 85)
-8
-
100
160
CD's short range, disadvantage on block, and weak conversions make it rarely seen for Clark
Could be used to catch hops at mid-range, but Clark usually has better options with j.A, j.D, f.A, and f.D
Guard(1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel(1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is special or super cancelable. If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included.
Activex, (y), z means the move has two hits. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.
Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable
Guard DamageDamage done to the guard bar regardless of multipliers
75
Mid
-
15
6
27
Crumple - HKD (93)
-10
Armor: 4 to 14 (11 frames)
0
200
A really bad Shatter Strike.
Not nearly as 'spammable' as other Shatter Strikes thanks to its short range
Because its range is so bad, Clark's Shatter Strike will usually be punished hard on block
Clark generally has better options to spend his meter on, whether it's for damage, anti-air, or interrupting the opponent's ground pokes.
Guard(1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel(1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is special or super cancelable. If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included.
Activex, (y), z means the move has two hits. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.
Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable
Guard DamageDamage done to the guard bar regardless of multipliers
hop
hop
80
Mid
-
14
5
1 on ground
-
-
-
80
120
jump
jump
90
Mid
-
14
5
1 on ground
-
-
-
80
140
Horizontal leaping kick with frame advantage on block
Decent horizontal range. Neutral hop j.CD will usually prevent any aggressive air actions from the opponent
Hop j.CD can whiff on crouchers unless it is delayed, which can make it easier for the opponent to anti-air
Should be used in tandem with empty hop command grab, hop j.A/j.D, and Clark's threatening ground presence to unsettle the opponent's defense
Guard(1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel(1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is special or super cancelable. If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included.
Activex, (y), z means the move has two hits. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.
Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable
Guard DamageDamage done to the guard bar regardless of multipliers
Guard(1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel(1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is special or super cancelable. If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included.
Activex, (y), z means the move has two hits. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.
Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable
Guard DamageDamage done to the guard bar regardless of multipliers
100
N/A
-
1
1
0
HKD (46)
Unblockable
-
0
0
Forward throw that launches the opponent full screen
Can set up decent oki near the corner. Make sure to use the right throw near the corner so you don't let the opponent escape!
Guard(1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel(1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is special or super cancelable. If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included.
Activex, (y), z means the move has two hits. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.
Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable
Guard DamageDamage done to the guard bar regardless of multipliers
100
N/A
-
1
1
0
HKD (26)
Unblockable
-
0
0
Backthrow that launches the opponent full screen
Good oki when Clark is cornered. Delayed super jump can set up a safe jump.
Guard(1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel(1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is special or super cancelable. If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included.
Activex, (y), z means the move has two hits. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.
Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable
Guard DamageDamage done to the guard bar regardless of multipliers
100
N/A
-
1
1
0
HKD (+43-47)
-
-
0
0
Air throw useful against people disrespecting Clark by jumping over him
Guard(1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel(1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is special or super cancelable. If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included.
Activex, (y), z means the move has two hits. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.
Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable
Guard DamageDamage done to the guard bar regardless of multipliers
65
High [Mid]
super [special, super]
22 [18]
4
17 [21]
0 [-4]
-2 [-6]
-
40
80
Overhead command normal
Cancelable into any of Clark's specials when chained, which makes hit-confirms from cl.C(1) much easier.
Lights > 6B can frame trap opponents trying to jump or mash on Clark's pressure
When done raw, 6B can only be canceled into Super or MAX. Like other canceled overheads, 6B's damage scaling is pretty heavy. 6B MAX can still be useful to close out rounds, but is a heavy meter investment
Guard(1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel(1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is special or super cancelable. If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included.
Activex, (y), z means the move has two hits. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.
Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable
Guard DamageDamage done to the guard bar regardless of multipliers
-
-
-
-
-
24
-
-
Low Body: 1 to 20 (20 frames)
-
-
Clark's command dash. Can be used to go over some low attacks.
Moves surprisingly far forward, giving Clark a chance to close the distance by surprise from pokes
Can be canceled into from other normals (even 6B)
Can be punished on reaction, but Step can be used with proper conditioning to extend Clark's turn
Guard(1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel(1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is special or super cancelable. If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included.
Activex, (y), z means the move has two hits. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.
Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable
Guard DamageDamage done to the guard bar regardless of multipliers
A
A
0
Mid
-
11
22
16
HKD (0)
-26
-
0
0
C
C
0
Mid
-
16
25
29
HKD (0)
-26
-
0
0
AC
AC
0
Mid
-
10
1
46
HKD (0)
-23
-
00
-
Clark runs forward and tackles the opponent to the ground.
Not a running throw, but an attack that deals 0 damage. Mount Tackle has incredible priority and can anti-air hops when the hitbox becomes active, but it is extremely punishable on block.
An effective if risky tool for punishing any form of reckless movement from your opponent, as it will catch hops quite reliably.
A version starts up faster and can combo from light attacks up close. It also can be used in juggles from 214BD
C version runs further after startup and combos only from cl.C/2C/6B.
EX Mount Tackle immediately goes into the tackle animation. EX Mount Tackle also has the extremely valuable Anywhere Juggle property, which allows EX Tackle to combo in a ton of situations where other moves can't.
Nearly every BnB, anti-air, and knockdown/knockback can potentially be extended by EX Mount Tackle for extra damage and a guaranteed oki setup.
Mount Tackle does no damage by itself, so all the damage comes from the follow-ups. Three different follow-ups can be performed after the tackle.
Guard(1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel(1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is special or super cancelable. If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included.
Activex, (y), z means the move has two hits. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.
Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable
Guard DamageDamage done to the guard bar regardless of multipliers
A/C
A/C
150
N/A
-
1
-
-
HKD (44)
-
-
0
0
AC
AC
123 (130)
N/A
-
1
-
-
HKD (44)
-
-
0
0
The second most damaging follow-up to Mount Tackle, but with no reliable oki. Not very useful out of normal Mount Tackle, but becomes a good option out of EX Mount Tackle. This is because EX Mount Tackle cannot be extended with Flashing Elbow at all. As a result, Clark Lift becomes a good option for keeping the opponent close to you in situations where Flashing Elbow cannot grant oki, as Sleeper and Rolling Death Cradle both force the opponent far away.
Guard(1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel(1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is special or super cancelable. If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included.
Activex, (y), z means the move has two hits. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.
Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable
Guard DamageDamage done to the guard bar regardless of multipliers
A/C
A/C
100
N/A
-
1
-
-
HKD (41)
-
-
0
0
AC
AC
66 (70)
N/A
-
1
-
-
HKD (41)
-
-
0
0
The least damaging follow-up to Mount Tackle, but can itself be followed up with Flashing Elbow, which makes it the best option overall for oki setups. Most of the time you should use this one.
Guard(1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel(1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is special or super cancelable. If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included.
Activex, (y), z means the move has two hits. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.
Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable
Guard DamageDamage done to the guard bar regardless of multipliers
A/C
A/C
35
N/A
super
18
-
-
HKD (39)
-
-
0
0
AC
AC
45
N/A
-
18
-
-
HKD (39)
-
-
0
0
The classic follow-up to many of Clark's command throws. Not only does this supplement his command throw game with extra damage, it recovers fast enough to allow Clark to get back into position to mix up the opponent immediately on their wakeup. In XV this is as easy as doing a super jump after the Flashing Elbow connects, or doing Step. Done immediately, this will put Clark into position to do a meaty 2B, cl.C, or delayed command throw to beat wakeup mash/throw attempts; done with a slight delay, this can allow Clark to do a safe jump with j.A to bait reversals. Because Flashing Elbow is available as a follow-up from all of Clark's normal command throws in some form or another, it serves as the cornerstone of his vortex, so don't forget to use it!
As a note, although the directional input for Flashing Elbow is listed as 236, the follow-up is always done after a side switch from the initiating command throw, which means the 236 needs to be performed to the opposite direction (i.e. 214). As a tip, always do the QCF motion in the direction Clark is throwing his opponent. So if Clark is tossing his opponent to the left, do 214.
Flashing Elbow can be canceled into Ultra Argentine Backbreaker or Climax when not originating from an EX move. This isn't very meter-efficient because of command throw damage scaling, but it's great for closing out rounds if you know it'll kill.
Guard(1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel(1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is special or super cancelable. If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included.
Activex, (y), z means the move has two hits. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.
Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable
Guard DamageDamage done to the guard bar regardless of multipliers
41236A/C~22B
41236A/C~22B
160 (40*4)
N/A
-
1
-
-
HKD (20)
-
-
0
0
The most damaging follow-up to Mount Tackle. This follow-up is actually useful in two situations: 1) if the extra damage will help you close out a round or 2) if your back is near the corner when Mount Tackle hits. It will pull them back into the corner while dealing significant damage and still allowing you to have decent oki. Midscreen however, your oki options are non-existent.
Guard(1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel(1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is special or super cancelable. If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included.
Activex, (y), z means the move has two hits. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.
Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable
Guard DamageDamage done to the guard bar regardless of multipliers
B
B
132 (42+90)
N/A
-
15
1
37
HKD (25)
Unblockable
Throw invincibility: 1 to 15 (15 Frames) / Full Body Armor: 1 to 14 (14 frames)
0
0
D
D
132 (42+90)
N/A
-
1
1
35
HKD (25)
Unblockable
Full Body: 1 (1 Frame)
0
0
BD
BD
150 (70+80)
N/A
-
1
1
45
HKD - Ground Bounce (75)
Unblockable
Full Body: 1 (1 Frame)
0
0
The SPD of KOF, Clark's signature command throw. Does good damage on its own and can be followed up with Flashing Elbow.
B version has delayed startup but has frame 1 guard point and throw invulnerability until active. This is particularly great for tick throws and oki, as it cleanly beats habitual mashing attempts and can only be countered by being airborne or otherwise out of range. DP attempts will lose to this, and you can punish with cl.C > 6B > Special for good damage. Essential for starting Clark's game and demanding respect.
D version is a 1-frame command throw. This is best used from an empty jump or a forward dash to punish the opponent for hesitating. Its 1-frame startup means it can also technically be used as a reversal against grounded opponents if they fail to do a proper safe jump.
The EX version is functionally similar to the D version, but with more range. It also can't be followed up with Flashing Elbow; instead, it ground bounces the opponent into a juggle state, which can most reliably be followed up with A Gatling Attack for more potential damage. The extra range on EX SAB makes it great for linked confirms and punishes that would otherwise not be possible. This is notably the only way to convert high damage off a special command grab into Climax without suffering brutal OTG damage scaling.
Guard(1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel(1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is special or super cancelable. If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included.
Activex, (y), z means the move has two hits. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.
Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable
Guard DamageDamage done to the guard bar regardless of multipliers
Guard(1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel(1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is special or super cancelable. If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included.
Activex, (y), z means the move has two hits. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.
Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable
Guard DamageDamage done to the guard bar regardless of multipliers
A
A
80 (20*4)
Mid
super
8
1 (4) 1 (4) 1 (5) 1
18
SKD (48: Tech / 75: Non-tech)
0
-
80 (20*4)
80 (20*4)
C
C
110 (30*3, 20)
Mid
super
8
1 (4) 1 (4) 1 (5) 1
36
SKD (30: Tech* / 57: Non-tech)
-18
-
80 (20*4)
80 (20*4)
AC
AC
95 (25*4)
Mid
-
4
1 (5) 1 (5) 1 (5) 1
18
2
0
-
0
160 (40*4)
Clark's old school rapid punches were slightly reworked in KOF XV; the input has been changed and you can no longer mash for additional hits. For what it's worth, this makes the behavior of the move a lot more stable.
Normal versions knock down on the last hit; notably, the hit-stun of each of the first three hits is enough to cancel into Running Three for a combo on grounded opponents (the only way to do so).
A Vulcan Punch stays in place and has lower recovery; the last hit is even on block if it connects, but it rarely does so due to pushback. C Vulcan Punch moves Clark forward during the attack and has no pushback, making confirms into it more consistent, and puts the opponent in a free juggle state on hit; however, the recovery is much longer than the A version, which limits follow-ups to this outside of the corner and makes it very unsafe.
EX Vulcan Punch is far more useful in most situations, boasting the forward movement and non-existent pushback of the C version with the recovery of the A version. This keeps the opponent in grab range while leaving you even on block, giving you a free mixup. On hit, instead of knocking down the opponent it leaves Clark at +1; this can potentially be used as an opportunity for a reset mixup, but more commonly this allows Clark to continue a combo with any of his 1-frame command throws. This makes EX Vulcan Punch the ideal special move starter for Clark's optimal damaging combo routes.
Guard(1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel(1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is special or super cancelable. If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included.
Activex, (y), z means the move has two hits. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.
Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable
Guard DamageDamage done to the guard bar regardless of multipliers
A
A
80 (40+40)
Mid
super (2)
7
3 (9) 2
27
SKD (38: Tech / 61: Non-tech)
-10
-
-
140 (60+80)
C
C
78 (25+25+30)
Mid
super
17
4 (7) 4
30
SKD (34: Tech / 61: Non-tech)
-14
-
140 (60+40+40)
160 (40+40+80)
AC
AC
100 (30+30+40)
Mid
-
9
2 (16) 3
26
SKD (39: Tech / 66: Non-tech)
-9
-
0
90 (30+30+30)
The Ikari Warriors signature combo filler. Good damage, good corner carry, an easy input with lots of hitstun. Some good places to use this move are after a 6B or on a cr.C hit. 214C can be linked into 214A for even better corner carry and damage. You can also perform EX Mount Tackle after 214A to get Oki, which makes this move an overall great special move for helping Clark's gameplan along.
214A vs grounded opponents gives clark an autotimed safejump by holding up forward to jump immediately after it recovers, and he can do a D backbreaker to catch an opponent on their techroll immediately after landing, or pressure them with a jA and run the vortex meterless.
EX Gatling has a few uses as combo filler and is good for burst damage. That being said, its main benefit is that you can combo into A Mount Tackle. EX Mount Tackle does not let you perform supers after doing its version of Flashing Elbow, but A Mount Tackle retains this property. If you're looking to close out a round, then this can be a good option for maximizing damage.
Guard(1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel(1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is special or super cancelable. If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included.
Activex, (y), z means the move has two hits. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.
Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable
Guard DamageDamage done to the guard bar regardless of multipliers
C~A
C~A
90
N/A
-
11
-
-
HKD (44)
-
-
0
0
C~C
C~C
90
N/A
-
11
-
-
HKD (44)
-
-
0
0
AC~A
AC~A
100
N/A
-
11
-
-
HKD (44)
-
-
0
0
AC~C
AC~C
100
N/A
-
11
-
-
HKD (44)
-
-
0
0
Clark transitions right into his anti-air grab out of Gatling Attack.
Good for squeezing out as much damage as possible out of Clark's BnB, but sends his opponent fullscreen and wrecks any chance of getting good oki.
Guard(1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel(1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is special or super cancelable. If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included.
Activex, (y), z means the move has two hits. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.
Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable
Guard DamageDamage done to the guard bar regardless of multipliers
B
B
130
N/A
-
10
4
35
HKD (14)
Unblockable
Strike / Projectile: 1 to 14 (14 Frames)
0
0
D
D
130
N/A
-
17
4
35
HKD (14)
Unblockable
Strike / Projectile: 1 to 20 (20 Frames)
0
0
BD
BD
160
N/A
-
10
4
33
HKD (14)
Unblockable
Full Body: 1 to 13 (13 Frames)
0
0
As of Patch 1.32, Clark builds additional meter when he poses upon no cancel to Flashing Elbow. This builds more meter than foregoing the follow-up but sacrifices the guaranteed oki, which is generally more useful. Clark is now also in grounded instead of aerial recovery if this whiffs, making him more susceptible to high-damage punishes and increasing the risk of this move. Regardless, it's a powerful reversal and mixup tool all-in-one.
A command grab with startup invincibility. Considered one of Clark's most important specials, Frankensteiner is a staple of Clark's mixup game, as its invincibility eats people trying to fight back against his oki after getting knocked down. You can do Flashing Elbow out of this too, which means a successful read can lead right back into Clark's vortex.
Guard(1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel(1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is special or super cancelable. If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included.
Activex, (y), z means the move has two hits. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.
Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable
Guard DamageDamage done to the guard bar regardless of multipliers
Guard(1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel(1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is special or super cancelable. If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included.
Activex, (y), z means the move has two hits. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.
Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable
Guard DamageDamage done to the guard bar regardless of multipliers
A
A
225 (35*3+120) Min: 111
N/A
-
3
2
35
HKD (13)
Unblockable
Full Body: 1 to 4 (4 Frames)
0
0
AC
AC
365 (65*3+170) Min:196
N/A
-
1
2
34
HKD (21)
Unblockable
Full Body: 1 to 2 (2 Frames)
0
0
Clark's go-to combo ender with meter. Does low damage thanks to poor OTG scaling, but still very useful to help kill a low-health opponent.
Can be performed out of Flashing Elbow. As an input tip, always buffer Ultra Argentine Backbreaker from the opposite direction as your Flashing Elbow input, i.e. 214 > 6321463214, or 236> 4123641236.
Grants non-existent oki on hit, making it a poor choice to use outside of meter dumps.
Clark grabs his opponent before performing the Argentine Backbreaker three times and then performs a brainbuster on them. Due to the heavy scaling on OTG combos, this Super often does very little damage and grants no oki on success. As a result, try to use this Super to close out a round or as a meter dump if necessary. Note that this Super cannot combo into Running Three MAX or Climax, making this a true combo ender.
The MAX version is a cinematic super with much better damage scaling. If you want to do good damage for three bars, do Running Three into Ultra Argentine Backbreaker MAX for the most possible damage.
Guard(1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel(1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is special or super cancelable. If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included.
Activex, (y), z means the move has two hits. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.
Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable
Guard DamageDamage done to the guard bar regardless of multipliers
B
B
200
N/A
advanced, climax
11
1
46
HKD (77)
Unblockable
Full Body: 1 to 7 (7 Frames)
0
0
D
D
200
N/A
advanced, climax
11
1
46
HKD (77)
Unblockable
Full Body: 1 to 7 (7 Frames)
-
-
BD
BD
330 (100+100+150) Min: 175
N/A
climax
6
1
49
HKD (48)
Unblockable
Full Body: 1 to 4 (4 Frames) / Projectile Invincibility: (22 frames)
-
-
Midscreen punish and meter dump starter.
During the MAX version Clark is invulnerable to projectiles, making this a great pseudo-reversal for blowing up fake pressure or catching out a zoner.
Can be cancelled into Ultra Argentine Backbreaker MAX or Climax.
Clark sprints forward and then grabs his opponent before powerbombing them. A solid super to help punish poor pressure or begin a meter dump. Extremely hard to react to at close range due to the speed and range at which Clark can grab you, but can be easily DP'd if done raw. Don't throw this out randomly; instead, work it into your game plan as a whiff punisher.
The MAX version has more use as an anti-zoning tool. Clark gains projectile invulnerability while performing this super, allowing him to easily blow up anyone spamming projectiles. He also moves extremely fast during this move, making it very easy to punish an opponent spamming fireballs from even fullscreen. Running Three MAX goes right into Clark's Climax Super for over 700 points of damage, giving him a great way to overcome the zoning matchup if he's got the bar to spend.
Gatling Attack C's first hit can be cancelled into this super, which can then either flow into Ultra Argentine Backbreaker MAX or Climax depending on your resources. Good for immediately dumping all your bar and doing 50% or above to a low-health opponent, which can be great for a Mid or Anchor Clark.
Guard(1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel(1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is special or super cancelable. If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included.
Activex, (y), z means the move has two hits. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.
Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable
Guard DamageDamage done to the guard bar regardless of multipliers
445 (104+104+237) Min: 260
High
-
19
4
42
HKD (36)
-31
Full Body: 1 to 20 (20 Frames)
0
0
Clark flies across the screen extremely quickly while invulnerable to projectiles.
Does excellent damage by Clark's standards.
Similar to Running Three MAX, this super sends Clark fullscreen to grab his opponents for a brutal punish. This move has projectile invulnerability. The leap also allows it to go over lows. It can still be DP'd on reaction, so be careful throwing it out.
Something to note is that both of Clark's supers send his opponents fullscreen. This move will catch anyone standing still or performing a grounded move regardless of where they are on the screen, so throwing this out after waiting to see what they do is a good way to punish them further. A basic MAX Mode BnB does close to 600 damage, while a MAX Mode Climax does 445, so this is a surefire way to kill an opponent who doesn't realize what you're about to do. It's a gimmick, but keeping it in your back pocket can make Anchor Clark a real menace.