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.
cl.B, cl.C(1) > 6B
121
Light link into cl.C. With good reactions, you can confirm into cl.C. Can be tricky to connect after a jump-in.
2C > 6B
131
Most damaging combo starter. Requires a deep jump-in due to 2C's slower startup.
Other Starters
Note: 'Other Starters' won't be referenced in the 'Combos' section.
Combo
Damage
Notes
CD
75
Combos
Note: Clark's most practical BnBs are the first listed Light Starter and Heavy Starter. Following entries are situational or for completeness.
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 > 41236A > 22C/22K
157/182
45
.225/.25
Anywhere
Reliable, high damage combo ender. 41236A combos from lights at practically any range.
Heavy Starter > 214C, 214A
229
295
0.36
Anywhere
+41/+68 on tech/knockdown.
Light Starter > 214A
110
125
0.17
Anywhere
Maintains sides. +38/+65 on tech/knockdown. Grants an autotimed safejump.
Light Starter > 623A
110
125
0.17
Anywhere
Maintains sides. +48/+75 on tech/knockdown. Can drop at some ranges.
Light Starter > 623C
137
125
0.2
Anywhere
Maintains sides. +30/+57. Grants a shallow autotimed safehop. Best used in the corner.
Light Starter > f.B, 2D > 6BD
133
145
0.15
Anywhere
+24/+51 on tech/knockdown.
Light Starter > 41236D > 236P
185
45
.257
Anywhere
Max damage ender. 41236D has limiting range, especially after a jump-in. Requires near immediate chains/special cancel.
Heavy Starter > 214C, 2D > 6BD
229
285
0.31
Anywhere
+24/+51 on tech/knockdown.
Heavy Starter > 214C > 623A/C
237
215
0.32
Anywhere
Max damage. +44 knockdown but sends them far away.
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.
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 > 214A, 41236AC > 22C/22K
199/239
125
.167
Anywhere
Poor use of .5 bar but an easy damage dump after a 214A confirm.
Light Starter > 41236BD, 214A
241
125
.17
Anywhere
Close range combo that sets up for further meter spending. +41/+68 on tech/knockdown.
Light Starter > 623AC, 41236D > 236P
245
45
0.257
Anywhere
Must be point blank with perfect chains/cancels. Can't add an extra light. Significantly more reliable after cl.C > 6B.
Light Starter > 214AC, 214A
190
125
0.17
Anywhere
Maintains sides. +42/+69 on tech/knockdown. Can apply oki afterwards.
Light Starter > 214AC, 623C
214
125
0.2
Anywhere
Maintains sides. +35/+62 on tech/knockdown. Launches too far away for oki.
Light Starter > 214AC, 623C, 214A
274
205
.33
Corner
Maintains sides. +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.