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The King of Fighters 2002/Clark Still
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Movelist
Command Normals
1. Stomping - f+B
- Clark does a high priority kick forward, which does good damage
- cancellable
Special Moves
1. Napalm Stretch - dp+P
- Clark jumps into the air, attempting to throw his opponent
- not very useful, unless it is done very early in the opponent's jump and even then, there are more reliable anti-airs for Clark
- can be followed up with the qcf+P elbow, if it hits
- free cancellable into
2. Frankensteiner - dp+K
- Clark performs a delayed throw that has startup invincibility
- can be followed up by the qcf+P elbow, if it hits
- has alot of recovery time if it misses
- the delay and invincibility allows this to be useful as an anti-air
- hard knockdown
- free cancellable into
3. Super Argentine Backbreaker - hcf+K
- instant command throw which does good damage
- can be followed up with the qcf+P elbow, if it hits
- hard knockdown
4. Shining Wizard - hcb+P
- Clark runs forward. If the opponent is crouching and not blocking, then he will grab them, otherwise he will stop running in front of the opponent and do nothing
- free cancellable out of on both hits if it hits a crouching opponent. The only move that will actually combo after hcb+P is hcf+P, on the first hit
5. Mount Tackle - hcf+P
- Clark runs very quickly, tackling the opponent
- hcf+A will make Clark stop about 3/4 of the screen if he doesn't connect with the opponent, hcf+C goes full screen
- the tackle itself does no damage, but can be followedup by dd+A/B/C/D
- the opponent can break out of the followup if he manages to press the same button used for the followup
- free cancellable into
5a. Clark Lift - dd+A (after hcf+P)
- hard knockdown
5b. Sleeper Lift - dd+C (after hcf+P)
- hard knockdown
- can be followed up by qcf+P
5c. Rolling Cradle - dd+K (after hcf+P)
- hard knockdown
6. Flashing Elbow - qcf+P (after dp+P, dp+K, hcf+K or hcf+P dd+C)
- runs up and elbows the opponent who is already knocked down on the ground
- free cancellable out of
- hard knockdown
DMs
1. Running Three - hcfx2+K
- Clark runs up to throw the opponent
- has startup invincibility
- it's very easy to avoid this move, so it isn't worth attempting it ever in a match
2. Ultra Argentine Backbreaker - hcbx2+P
- instant throw with good range and damage
- hard knockdown
SDMs
1. Ultra Argentine Backbreaker - hcbx2+AC
- same properties as the DM version, but more damage (about 50%)
- hard knockdown
HSDMs
1. Running Pirates - hcfx2+BD
- same properties as the hcfx2+K, but the damage is only slightly higher. Not worth attempting this move either
Notes
- cancellable normals are crouch A, close B, close C(1)
- CD is cancellable into specials and DMs