| '''Light Starter''' > 623AC, 41236D > 236P || 245 || 45 || 0.257 || Anywhere || Must be point blank with precise chains/cancels. Significantly more reliable after cl.C > 6B.
| '''Light Starter''' > 623AC, 41236D > 236P || 245 || 45 || 0.257 || Anywhere || Must be point blank with precise chains/cancels. Significantly more reliable after cl.C > 6B.
|-
| '''Heavy Starter''' > 214C, 214A, 41236AC > 22C/22K || 307/340 || 295 || 0.36 || Anywhere || Builds a significant portion of the EX meter before you even spend it.
| '''Light Starter''' > 41236BD, 623C, 214A || 329 || 205 || .33 || Back-to-corner || Max damage when cornered. +41/+68 on tech/knockdown.
| '''Light Starter''' > 41236BD, 623C, 214A || 329 || 205 || .33 || Back-to-corner || Max damage when cornered. +41/+68 on tech/knockdown.
|-
| '''Heavy Starter''' > 214C, 214A, 41236AC > 22C/22K || 307/340 || 295 || 0.36 || Anywhere || Builds a significant portion of the EX meter before you even spend it.
Use the corresponding starter(s) from the 'Starters' section of this page.
>
Cancel the previous move into the following move. If preceded by a move in brackets, must cancel the start of the preceding move (AKA a 'Kara Cancel').
,
Link the previous move into the following move.
(X)
A move in brackets must whiff (not hit). Can also mean the move must be Kara Canceled.
~
Cancel the previous special into the following special.
cl.
Close to opponent.
f.
Far from opponent.
j.
Jumping move.
AA
Anti-air. Hit the opponent while they're mid-air.
[X]
Hold input briefly.
X/Y
Do either X move or Y move in a combo (Both final damage & stun values will be shown).
X * N {X} * N
Repeat 'X' input 'N' amount of times. Multiple inputs will be bundled into "{}".
Starters
Note: The combos in the "Combos" section have been tested using the first starter in each category (the combos in Bold).
Light Starters
Combo
Damage
Notes
2B > 2A
38
Standard low confirm. Works in practically any situation. Can fit an extra 2A for bonus damage.
2A > 2A
48
Light starter with less pushback than 2B, making it the preferred follow-up after jump-ins. Can fit an extra 2A for bonus damage.
2B > cl.B > 2A
65
Highest damage low confirm. Must be very close.
Heavy Starters
Note: A Heavy Starter can access any Light Starter combo and it may be more optimal in some situations. A Heavy Starter combo will do 58 more damage and generate .06 more meter than a Light Starter.
Combo
Damage
Notes
cl.C(1) > 6B
96
Standard, reliable heavy starter. Works in practically any situation.
2C > 6B
131
Most damaging combo starter. Requires a deep jump-in due to 2C's slower startup.
cl.B, cl.B, cl.C(1) > 6B
144
Light link into cl.C. The added hits can cause worse scaling in longer combos. Omit one cl.B after a jump-in.
Combos
Rush Auto Combo
Combo
Damage
Meter cost
notes
cl.A > A > A > B
138
0
Rush combo ending with A Gatling Attack.
cl.A > A > A > C
242
1
Rush combo ending with Ultra Argentine Backbreaker.
cl.A > A > A > D
354
2
Rush combo ending with MAX Ultra Argentine Backbreaker.
cl.A > A > A > A
446
3
Rush combo ending with Ultra Clark Buster (Climax).
Meterless
Combo
Damage
Stun
Meter Gain
Location
Notes
Light Starter > 214A
110
125
0.17
Anywhere
+38/+65 on tech/knockdown. Grants an autotimed safejump
Light Starter > f.B, 2D > 6BD
133
145
0.15
Anywhere
+24/+51 on tech/knockdown. A second 6BD sets up +0/+27 on tech/knockdown.
Light Starter > 623C
137
125
0.2
Anywhere
+30/+57 on tech/knockdown. Grants a autotimed safehop in the corner.
Light Starter > 41236A > 22C/22K
157/182
45
.225/.25
Anywhere
Reliable, high damage combo ender. 41236A combos at practically any range.
Light Starter > 41236D > 236P
185
45
.257
Anywhere
41236D has limiting range (notable after jump-ins). Requires near immediate chains/special cancel.
Heavy Starter > 214C, 214A
229
295
0.36
Anywhere
+41/+68 on tech/knockdown. 41236A sets up +0/+27 on tech/knockdown.
Heavy Starter > 214C, 2D > 6BD
229
285
0.31
Anywhere
+24/+51 on tech/knockdown. A second 6BD sets up +0/+27 on tech/knockdown.
0.5 Bar
Combo
Damage
Stun
Meter Gain
Location
Notes
Light Starter > 214AC, 41236A > 22C/22K
232/254
45
0.225/0.25
Anywhere
Most versatile combo from a light starter.
Light Starter > 41236BD, 214A
241
125
.17
Anywhere
+41/+68 on tech/knockdown. Close range combo that sets up further meter spending.
Light Starter > 623AC, 41236D > 236P
245
45
0.257
Anywhere
Must be point blank with precise chains/cancels. Significantly more reliable after cl.C > 6B.
Heavy Starter > 214C, 214A, 41236AC > 22C/22K
307/340
295
0.36
Anywhere
Builds a significant portion of the EX meter before you even spend it.
Light Starter > 214AC, 623C, 214A
274
205
.33
Corner
+41/+68 on tech/knockdown.
Light Starter > 41236BD, 623C, 214A
329
205
.33
Back-to-corner
Max damage when cornered. +41/+68 on tech/knockdown.
1 Bar
Note: At 1 bar, Clark has no unique Heavy Starter combos that deal more damage than a Light Starter combo.
Combo
Damage
Stun
Meter cost
Meter Gain
Location
Notes
Light Starter > 41236BD, 214A, 41236AC > 22C/22K
324/361
125
1
.17
Anywhere
Max midscreen damage. Maintains sides.
Light Starter > 623C(3) > 4123641236K
289
105
1
.18
Anywhere
4123641236K grants an autotimed safejump (the only 1-bar autotimed safejump).
Light Starter > 41236A > 22C > 236P > 6321463214P
299
45
1
.225
Anywhere
Though inefficient, any non-EX 236P (Flashing Elbow) confirm can be super canceled.
Light Starter > 41236D > 236P > 6321463214P
286
45
1
.257
Anywhere
Though inefficient, any non-EX 236P (Flashing Elbow) confirm can be super canceled.