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The King of Fighters 2002 UM/Clark Still

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Throws

German Suplex - b/f + C close

Fisherman Buster - b/f + D close

Death Lake Buster - b/d/f + C close in air

Command Moves

Stomping - b/f + B

Special Attacks

Gatling Attack - Charge b~f + A/C

Super Argentine Backbreaker - hcf +  B/D close

Napalm Stretch - dp + A/C

Mount Tackle - hcf + A/C

┗Clark Lift - d, d + A. / Rolling Cradle - d, d + B/D. / Sleeper Lift (D.D.T) - d, d + C


Frankensteiner - dp + B/D close

Flashing Elbow - qcf + A/C (after Frankensteiner, Napalm Stretch, SAB, DDT, Rolling Cradle)

Shining Wizard - hcb + A/C

DM

Ulimate Argentine Backbreaker - hcb x 2 + A/C close

Running Three - hcf x 2 + B/D

  • Clark picks up the opponent then runs and briefly slams them after then he points to a new direction and repeats and he performs this action once more making it three powerful slams. Running three is a command grab DM but what makes it unique is Clark runs toward the opponent which makes it a great tool for punish or just quick and easy damage off of a baited or whiffed attack

SDM

Ulimate Argentine Backbreaker - hcb x 2+ AC close

HSDM

Rolling Sphere - hcf x 2+ BD

┗ dp + B/D

>┗ hcf + A/C

>>┗ hcf + B/D

>>>┗ d, d + B/D

>>>>┗ d, d + ABCD

Combos

  • st. C (1), hcf+K~qcf+P
  • st. C (1), hcbx2+AC
  • st. C (1), b/f+B, hcf+P~d,d+C~qcf+P
  • st. C (1), b/f+B, hcf+P~d,d+K~qcf+P
  • st. C (1), b/f+B, hcf+P~d,d+A
  • st. C (1), b+B, b~f+C, dp+P~qcf+P
  • j. A, cr. A, b~f+C, dp+P~qcf+P
  • st. C (1), b~f+C, dp+P~qcf+P
  • cr. B, hcf+K~qcf+P
  • cr. B, hcbx2+AC
  • b/f+B, hcbx2+AC
  • b/f+B, Rolling Sphere combo
  • hcb+P (1), (SC) hcbx2+AC
  • hcb+P (1), (SC) hcfx2+K
  • st. C (2), (BC run) st. C (2), hcbx2+AC
  • cr. B, (BC run) st. C (2), hcbx2+AC
  • st. C (2), (BC run) st. C (2), b~f+C (1), hcfx2+K
  • cr. B, (BC run) st. C (2), b~f+C (1), hcfx2+K

Notes

  • airthrow only works with C now.
  • qcf+P followup now works after d,d+K
  • hcfx2+K now does three slams instead of just one. It has startup invincibility and does almost 50% (!!) damage.
  • hcb+P [1 hit], dp+K and hcb+P [1 hit], b~f+C both work in BC mode.
  • b~f+A 2nd hit counter, s.C/j.D reset midscreen or b~f+C, dp+A near the corner.
  • s.CD counterhit, b~f+C, dp+P (corner only, s.CD recovers fast so you can confirm this).
  • j.A works as a crossup.

About the HSDM

You have to switch directions for the third part of the move. So the input looks like:

  • hcbx2+BD
  • dp+K (do this as soon as he reaches the opponent)
  • hcf+P (you have switched directions here, so it's actually hcb + P in relation to the direction you started the move

from. Execute this as Clark pauses at the top of dp + K)

  • hcf+K (directions switch back again, so this is facing the original way. Input this immediately after the previous

move)

  • d,d+K (execute this just after Clark throws them into the air)
  • d,d+ABCD (execute this during the Rolling Cradle)

Changes from OG 2k2

  • His "Stomping" command move can be done with back and forward now
  • Re-obtained his "Gatling Attack" move from the KOF 94/95
  • Shining Wizard is super cancel-able on the first hit
  • His old HSDM Running Pirates is gone, it's been replaced by Rolling Sphere


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