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The King of Fighters 2002 UM/Clark Still
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
Discussion Threads
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