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The King of Fighters XIII/Clark Still: Difference between revisions
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'''Gatling Attack = (b~f+P)''' | '''Gatling Attack = (b~f+P)''' | ||
'''(EX) = b~f+AC''' Goes through all projectiles including Super Projectiles or EX. His invincibility ends once his active frames begins. | '''(EX) = b~f+AC''' Goes through all projectiles including Super Projectiles or EX. His invincibility ends once his active frames begins for all non-projectile hits. | ||
'''∟Death Lake Drive = (dp+P)''' C/EX only | '''∟Death Lake Drive = (dp+P)''' C/EX only |
Revision as of 18:25, 5 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, cancelable, hits mid.
far B: 30 damage, cancelable, hits mid.
far C: 80 damage, hits mid.
far D: 80 damage, hits mid.
s.C: 40+38 damage, cancelable, hits mid.
s.D: 70 damage, cancelable, hits mid.
Crouching
d.A: 25 damage, cancelable, hits mid.
d.B: 30 damage, chainable, hits low.
d.C: 70 damage, cancelable, hits mid.
d.D: 80 damage, cancelable, 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/guardpoint frames at the startup, while the D version doesn't have any autoguard frames. The D version has a 1 frame startup but the B version has a slower startup.
(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] - When done midscreen on a grounded opponent, the Ex Vulcan Punch will hold the opponent close enough to free cancel into his hcf K. His command grabs are the only follows after the Ex Vulcan Punch without drive canceling.
(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. His invincibility ends once his active frames begins for all non-projectile hits.
∟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
-Has no invincibility, definitely not a good idea to do a raw Neomax.
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
On Opponent's Wakeup
Don't do B SAB on their wakeup. Maybe try to tick into it, but don't be predicable. Pretty much every character has something they can do on wakeup to counter B SAB and a lot of players will counter once they catch on to you. Maybe try to bait them to do a wakeup attack and punish. Jumping C grab is an option. S.C or s.D or solid meaties to use on their wakeup.
Cornered Opponent
Alternate between CD pressure, and dash in c.B and c.A and combo into whatever. Jumping at them is probably not a great idea especially if they're sitting on meter. Using Clark's best pokes and going into Hyperdrive is a good option.
Best Jumping attacks
Clark's CD is really good but the problem is it's slow and will be beaten out, especially if you're predictable. His best overall jump ins are short hop B (counters a lot of Kyo/Iori's jumping normals) and jumping D will Anti Air to an extent but will not hit them if crouching, same with jumping B. Jumping C will crossup but it's difficult to setup, but Clark's jumping A will hit them if crouching, can be easily comboed into whatever, and can also be used to tick into B SAB.
Character Matchups
Andy Bogard
Ash Crimson
Athena Asamiya
Benimaru Nikaido
Billy Kane
Chin Gentsai
Clark Still
Duo Lon
Elisabeth Branctorche
Goro Daimon
Hwa Jai
Iori Yagami (Claw)
Iori Yagami (Flame)
Joe Higashi
K'
Kim Kaphwan
King
Kula Diamond
Kyo Kusanagi (XIII) (mirror match)
Kyo Kusanagi (NESTS)
Leona Heidern
Mai Shiranui
Mature
Maxima
Raiden
Ralf Jones
Robert Garcia
Ryo Sakazaki
Saiki
Shen Woo
Sie Kensou
Takuma Sakazaki
Mr. Karate
Terry Bogard
'Vice
Yuri Sakazaki
Links & References
Clark Master Class
http://www.youtube.com/watch?v=LdK6B9JtWeo (Dandy J showing a few Clark Combos)
Discussion Threads
Discuss at Dream Cancel