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The King of Fighters XV/Clark Still/Strategy: Difference between revisions
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'''Flashing Elbow (41236K/41236P/623K~236C) -> slight delay superjump jA''' (can easily be 4F safe but not autotimed) | '''Flashing Elbow (41236K/41236P/623K~236C) -> slight delay superjump jA''' (can easily be 4F safe but not autotimed) | ||
'''4123641236K -> 6BD | '''4123641236K -> 6BD 2A(whiff) [9] jA''' (4F safe) | ||
:Doesn't work with level 2 Running Three. | :Doesn't work with level 2 Running Three. | ||
Revision as of 19:49, 24 July 2023
General Gameplan
Neutral
Pressure
Mixups
Defense
Safejumps
Flashing Elbow (41236K/41236P/623K~236C) -> slight delay superjump jA (can easily be 4F safe but not autotimed)
4123641236K -> 6BD 2A(whiff) [9] jA (4F safe)
- Doesn't work with level 2 Running Three.
Countering Clark
Safe Jumps vs Clark:
Since Clark's fast reversals are throws, you can buffer in a hop in your meaty jump-ins to avoid reversal throws and punish him on the way down. Running three will eat the hop input but you'll have enough time to re-jump and punish him. Climax will also eat the hop input but its slow enough to block and punish. The downside to this approach is it gives Clark more freedom to use rolls instead.
Safe Jumps vs Clark