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The King of Fighters XIII/Clark Still: Difference between revisions
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Clark is one of the few characters who can do a deep jump CD (Blowback) and then do another stand CD as he lands if his opponent is blocking due to his ''long block stun''. This takes off roughly 25% of their guard meter. What's more is that Clark can cancel a s.CD with his step (f BD) he could follow that up with B SAB / air throw mixup. | Clark is one of the few characters who can do a deep jump CD (Blowback) and then do another stand CD as he lands if his opponent is blocking due to his ''long block stun''. This takes off roughly 25% of their guard meter. What's more is that Clark can cancel a s.CD with his step (f BD) he could follow that up with B SAB / air throw mixup. | ||
=Tick Throws= | |||
Clark has perhaps the greatest variety of throw setups available to him aside from maybe Vice. He has three different kinds of grabs (not counting grab supers or Neomax): B SAB is slow but has autoguard, think of it kinda' like a parry. However certain moves, ex moves, and footsies will beat it. D SAB is your standard grab. And lastly you have his air grab (jump C). You're free to mix it up with these tools but here are some ways to land these grabs: | |||
Jump in any attack (including CD), hold forward and quickly do standing A or B followed by B SAB. | |||
A Gatling on block, then B SAB, works best on characters that lack an instant command grab. Very gimmicky but worth experimenting with. | |||
Combo into A Gatling, followup A Gatling, jump toward D, as they land B SAB. | |||
Empty hop B SAB (invulnerable to low attacks) | |||
With D SAB jump in any attack, standing A or B, then you have to run and do D SAB. | |||
And of course empty jump D SAB. Can mix this up with hop A, then empty hop into D SAB. | |||
For his jumping grab the ticks I listed above will work, just and grab them. | |||
The trick is to force the opponent to guess which way to block and if they should counter or not. | |||
It is up to you how to use Clark and his command grabs. | |||
=Strategies= | =Strategies= | ||
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===Close Range=== | ===Close Range=== | ||
'''General pressure''' | |||
'''On Opponent's Wakeup''' | '''On Opponent's Wakeup''' | ||
Generally don't do B SAB on their wakeup. Never be predicable with it or you are going to get punished bad. 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''' | '''Cornered Opponent''' | ||
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'''Yuri Sakazaki''' | '''Yuri Sakazaki''' | ||
=Links & References= | =Links & References= |
Revision as of 01:17, 12 June 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 = (Any direction except up or down+C) 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. On the downside it isn't safe on block, you are free to be punished with any variety of quick supers or EX's. And on block you cannot combo into EX Vulcan. Basically pretend this move doesn't exist.
(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 / s.C, [HD] s.C, (Ex) hcb x2+P DM, [MC] Neomax (hcb x2+BD). 745 / 850 damage.
4-5 Stock -
s.D / s.C, [HD] s.C, Ex hcf P / (EX) hcb x2+P, [SC/MC] Neomax. 745 ~ 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 / j.C, s.D / s.C, [HyperDrive], s.D, A Gatling Attack (b~f A), Vulcan Punch (rapid P){3 hits}, [DC] C Gatling x2, Vulcan Punch {1 hit}, [DC] C Gatling, Neomax ~ 750 damage. 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 deep jump CD (Blowback) and then do another stand CD as he lands if his opponent is blocking due to his long block stun. This takes off roughly 25% of their guard meter. What's more is that Clark can cancel a s.CD with his step (f BD) he could follow that up with B SAB / air throw mixup.
Tick Throws
Clark has perhaps the greatest variety of throw setups available to him aside from maybe Vice. He has three different kinds of grabs (not counting grab supers or Neomax): B SAB is slow but has autoguard, think of it kinda' like a parry. However certain moves, ex moves, and footsies will beat it. D SAB is your standard grab. And lastly you have his air grab (jump C). You're free to mix it up with these tools but here are some ways to land these grabs:
Jump in any attack (including CD), hold forward and quickly do standing A or B followed by B SAB.
A Gatling on block, then B SAB, works best on characters that lack an instant command grab. Very gimmicky but worth experimenting with.
Combo into A Gatling, followup A Gatling, jump toward D, as they land B SAB.
Empty hop B SAB (invulnerable to low attacks)
With D SAB jump in any attack, standing A or B, then you have to run and do D SAB.
And of course empty jump D SAB. Can mix this up with hop A, then empty hop into D SAB.
For his jumping grab the ticks I listed above will work, just and grab them.
The trick is to force the opponent to guess which way to block and if they should counter or not.
It is up to you how to use Clark and his command grabs.
Strategies
Mid Range
Clark's best pokes are s.D or s.C. S.D is a lot faster and both can be used to HyperDrive bypass into either Grab Super or EX Grab. S.C is a lot slower. 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
General pressure
On Opponent's Wakeup
Generally don't do B SAB on their wakeup. Never be predicable with it or you are going to get punished bad. 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