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The King of Fighters XIII/Clark Still: Difference between revisions
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===Mid Range=== | ===Mid Range=== | ||
Clark's best pokes are s.D or s.C. S.D is a lot faster but harder to HyperDrive bypass into either Grab Super or EX Grab. S.C is a lot slower but is pretty much a guaranteed HyperDrive bypass into whatever. It's simple to setup and you can do it off of any of his normals but for me it works best with s.D/s.C/or c.B: Basically you hit them and then hit Hyperdrive (B and C) and at the same time either EX Grab (HCF+B/D) or either grab super (HCBx2 A/C) and follow through with your Neomax. | |||
===Close Range=== | ===Close Range=== |
Revision as of 05:27, 3 April 2012
Console Changes
- His Stepping (Forward+BD) is faster
- Weak SAB has full-body autoguard but comes out slower than before
- EX SAB>Flying Elbow can be MAX canceled
- EX Gatling Attack’s invincibility runs out when its hit detection comes out. Projectile invincibility doesn’t, even after hit detection comes out.
- If Fierce or EX Gateling gets blocked, the Afterattack throw won’t come out any more
-Vulcan Punch can be canceled with another move on startup. This allows for some new combos like close Fierce punch (2nd hit)>VulcanPunch>SAB
Producer Yamamoto says: "He’s a throw character so we’ve buffed his throws. With moves like his Weak SAB, his front step, and being able to do a super cancel from a 1-frame throw, he should be able to fight like a real thrower."
Gameplay Overview
(coming soon)
Gameplay Notes
Pros
(coming soon)
Cons
(coming soon)
Normals
Standing
far A: 25 damage, cancel-able, hits mid.
far B: 30 damage, cancel-able, hits mid.
far C: 80 damage, hits mid.
far D: 80 damage, hits mid.
s.C: 40+38 damage, cancel-able, hits mid.
s.D: 70 damage, cancel-able, hits mid.
Crouching
d.A: 25 damage, cancel-able, hits mid.
d.B: 30 damage, chain-able, hits low.
d.C: 70 damage, cancel-able, hits mid.
d.D: 80 damage, cancel-able, hits low.
Jumping
j. A: 45(40) damage, hits overhead.
j. B: 45(40) damage, hits overhead.
j. C: 72(70) damage, hits overhead.
j. D: 70(68) damage, hits overhead
Blowback Attack
CD: 75 damage, cancel-able, hits mid.
j.CD: 90(80) damage, hits mid.
GCCD: 10 damage, hits mid.
Throw
Death Mountain Buster = (b/f+C/D) 100 damage, can be broken, causes a hard knockdown.
Death Lake Drive = (b/d/f+C/D) in air 135 damage, causes a hard knockdown.
Command Moves
Jet Uppercut = (df+A) 65 damage, cancel-able, hits mid.
Step = (f+BD)
- Cancel-able normals can be canceled into this move
Special Moves
Super Argentine Backbreaker = (hcf+K) - B version has some autoguard frames at the startup, while the D version doesn't have any autoguard frames.
(EX) = hcf+BD
∟Flashing Elbow = (qcf+P)
- Can't be broken
- Hit Detection: Throw
- Damage: 42, 90; EX Damage: 80, 90
∟ - A Damage: 35, C Damage: 80
Vulcan Punch = [A]/[C]
(EX) = [P]
- Drive- / Super-cancellable
- Hit Detection: High
- Damage: 30 x 4; EX Damage: 40 x 4
Gatling Attack = (b~f+P)
(EX) = b~f+AC Goes through all projectiles including Super Projectiles or EX.
∟Death Lake Drive = (dp+P) C/EX only
- Drive- / Super-cancellable
- Hit Detection: High
- A Damage: 40 x 2; C Damage: 30 x 2, 40; EX Damage: 50 x 3
∟ - Damage: 135
Desperation Moves
Ultra Argentine Backbreaker = (hcbx2+P)
(EX) = hcbx2+AC
- MAX Cancellable
- Hit Detection: Throw
- Damage: 42 x 3, 120; EX Damage: 70 x 3, 140
Neomax
Ultra Clark Buster = (hcbx2+BD)
- Hit Detection: High
- Damage: 0, 450
Combos
No Stock, No Drive Gauge -
d. B, d. A, b~f+A, b~f+A, J. D = 234 damage
d. B, d. A, b~f+A, air throw = 231 damage
d. B, hcf+K = 179 damage
s. D, df+A, hcf+K = 272 damage
d. C, b~f+C, dp+C = 267 damage
1 Stock, No Drive Gauge -
d. B, d. A, hcf+BD/hcbx2+P = 229/267/290+ damage
dr. B, d. A, EX Vulcan Punch, hcf+K = 293/392/472 damage
d. C, b~f+AC, dp+C = 312 damage
2 Stock, No Drive Gauge -
d. B, d. A, hcbx2+AC = 229/267/290+ damage
d. B, d. A, EX Vulcan Punch, hcbx2+P = 293/392/472 damage
2 Stock, 1+ Drive Gauge -
d. C, b~f+C, (DC) EX Vulcan Punch, hcf+BD/hcbx2+P = 349/450/527 damage
3 Stock, No Drive Gauge -
d. B, d. A, EX Vulcan Punch, hcbx2+AC = 293/392/472 damage
s. D, df+A, EX Vulcan Punch, hcbx2+AC = 550
3 Stock, 1+ Drive Gauge -
d. C, b~f+C, (DC) EX Vulcan Punch, hcbx2+AC = 349/450/527 damage
Hyper Drive Combos
3-4 Stock -
s. D or C, HyperDrive (tap twice to get an automatic s.C) HCBx2 Punch (or EX) into Neomax. 745 damage, 850 damage off of EX Grab Super.
4-5 Stock -
(About half screen distance) Either s.C or s.D, HyperDrive OR HD Bypass, HCF EX Grab or HCBx2 Punch (or EX) into Neomax. Uses between 3-5 bars and can do anywhere from 745 to 900 damage.
You're given some lee-way but the above combos are the easiest ways of comboing into his Neomax.
2 Stock
J.D or C, s. D or C, HyperDrive, b~f A, As they fall Vulcan Punch (hits 3 times), Drive Cancel into b~f C, b~f C, As they fall Vulcan Punch (hits once), Drive Cancel into b~f C, Neomax. Does roughly 750 damage with 2 bars. This Dandy J video shows the combo (and it can be done in EX Mode: http://www.youtube.com/watch?v=LdK6B9JtWeo
Advanced Neo Max Combos (by Bala)
http://www.youtube.com/watch?v=CnxTmnNhrzQ
http://www.youtube.com/watch?v=AY2G3uAW6iw
CD Blowback Pressure
Clark is one of the few characters who can do a jumping CD (Blowback) and then do another CD as he lands if his opponent is blocking. This takes off roughly 25% of their guard meter. What's more is that Clark can cancel a s.CD with his dash (Toward +BD) he could follow that up with B SAB, jump and use C Grab if they jump, or just keep pressure.
B SAB Tick Throws and Air Grab setups
Clark is the only character in KOF13 that has tick throws due to the autoguard his B Super Argentine Backbreaker (SAB) has. This gives Clark some very scary 50/50 mixups that resemble certain Capcom grapplers. However, the B SAB has flaws and will lose out to a competent opponent if you spam them, but they are a legit tool one should keep in mind and can be used in many situations.
Tick throws setups:
c.B (close), B SAB.
J.A or B. B SAB.
CD (Blowback Attack), Dash cancel (toward + B and D), B SAB.
J.CD or J.A or J.B, Toward A or B (walk a little forward), B SAB (might have to delay by about half a second).
All of the setups can be used for an airgrab setup. Note: You cannot do short hop C to do the grab, it has to be a full jump toward the opponent (cannot be neutral) C to grab them.
Empty Short Hop into B SAB will beat all low attacks.
Video example: http://www.youtube.com/watch?v=2ORIfPg35qw&feature=player_embedded
Strategies
Mid Range
Clark's best pokes are s.D or s.C. S.D is a lot faster but harder to HyperDrive bypass into either Grab Super or EX Grab. S.C is a lot slower but is pretty much a guaranteed HyperDrive bypass into whatever. It's simple to setup and you can do it off of any of his normals but for me it works best with s.D/s.C/or c.B: Basically you hit them and then hit Hyperdrive (B and C) and at the same time either EX Grab (HCF+B/D) or either grab super (HCBx2 A/C) and follow through with your Neomax.
Close Range
Cornered Opponent
Cornered
With No Meter/No Drive
With 1+ Meter/No Drive
With No Meter/50%-100% Drive
With 1+ Meter/50%-100% Drive
Best Team Position?
Links & References
Clark Master Class
http://www.youtube.com/watch?v=LdK6B9JtWeo (Dandy J showing a few Clark Combos)
Discussion Threads
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