Difference between revisions of "XV Broken/Clark Still"
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|moveId=clark_cld | |moveId=clark_cld | ||
|description= | |description= | ||
* | * Lower body invulnerability on frame 1; can be used as a reversal against lows. | ||
* Airborne just after | * Airborne just after startup; Clark will be hit standing if using this as a reversal against mids. | ||
* +1 on | * +1 on hit against crouching opponents. Has some active frames, so can be at least +2 when done meaty. | ||
* Fast recovery | * Fast recovery; can punish with 2C if your opponent rolls through cl.D out of the corner, and plenty of time to combo into EX Mount Tackle from an air hit. | ||
* Remember to input as 4/6D for throw OS as well | * Remember to input as 4/6D for throw OS as well. | ||
* If you're not sure what the opponent will do on wakeup, this is a great option | * If you're not sure what the opponent will do on wakeup, this is a great option. | ||
}} | }} | ||
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{{FrameDataCargo-KOFXV | {{FrameDataCargo-KOFXV | ||
|moveId=clark_236cd | |moveId=clark_236cd | ||
|description=A really bad | |description=A really bad Shatter Strike. | ||
* Not nearly as 'spammable' as other | * Not nearly as 'spammable' as other Shatter Strikes thanks to its hitbox, movement, and ease of being punished due to these factors. | ||
}} | }} | ||
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|name=Step | |name=Step | ||
|input=6BD | |input=6BD | ||
|captions= Movement and pressure tool | |captions= Movement and pressure tool. | ||
|description= | |description= | ||
Clark's command hop. Moves surprisingly far forward and counts as a special move, which means it can be canceled into from other normals and even 6B, giving Clark a chance to close the distance by surprise from pokes or force tick throw opportunities from close-range pressure. Easy to get mashed on when done too predictably, but as a gimmick against players unfamiliar with the character or even when generally well-timed in neutral situations, it can give you an immediate opportunity to start Clark's vortex game. | Clark's command hop. Moves surprisingly far forward and counts as a special move, which means it can be canceled into from other normals and even 6B, giving Clark a chance to close the distance by surprise from pokes or force tick throw opportunities from close-range pressure. Easy to get mashed on when done too predictably, but as a gimmick against players unfamiliar with the character or even when generally well-timed in neutral situations, it can give you an immediate opportunity to start Clark's vortex game. | ||
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|moveId=clark_41236p_22c,clark_41236ac_22c | |moveId=clark_41236p_22c,clark_41236ac_22c | ||
|name=Sleeper (D.D.T.) | |name=Sleeper (D.D.T.) | ||
|captions= Get ready to see this move a lot | |captions= Get ready to see this move a lot. | ||
|input=41236AC~22C | |input=41236AC~22C | ||
|description2= | |description2= | ||
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|name=Flashing Elbow | |name=Flashing Elbow | ||
|input=41236AC~22C~236A/C | |input=41236AC~22C~236A/C | ||
|captions= This one too | |captions= This one too. | ||
|description2= | |description2= | ||
The classic follow-up to many of Clark's command throws. Not only does this supplement his command throw game with extra damage, it recovers fast enough to allow Clark to get back into position to mix up the opponent immediately on their wakeup. In XV this is as easy as doing a super jump after the Flashing Elbow connects, or doing Step. Done immediately, this will put Clark into position to do a meaty 2B, cl.C, or delayed command throw to beat wakeup mash/throw attempts; done with a slight delay, this can allow Clark to do a safe jump with j.A to bait reversals. Because Flashing Elbow is available as a follow-up from all of Clark's normal command throws in some form or another, it serves as the cornerstone of his vortex, so don't forget to use it! | The classic follow-up to many of Clark's command throws. Not only does this supplement his command throw game with extra damage, it recovers fast enough to allow Clark to get back into position to mix up the opponent immediately on their wakeup. In XV this is as easy as doing a super jump after the Flashing Elbow connects, or doing Step. Done immediately, this will put Clark into position to do a meaty 2B, cl.C, or delayed command throw to beat wakeup mash/throw attempts; done with a slight delay, this can allow Clark to do a safe jump with j.A to bait reversals. Because Flashing Elbow is available as a follow-up from all of Clark's normal command throws in some form or another, it serves as the cornerstone of his vortex, so don't forget to use it! | ||
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|name=Rolling Death Cradle | |name=Rolling Death Cradle | ||
|input=42136A/C~22D | |input=42136A/C~22D | ||
|captions= Big damage ender | |captions= Big damage ender. | ||
|description2= | |description2= | ||
The most damaging follow-up to Mount Tackle. This follow-up is actually useful in two situations: 1) if the extra damage will help you close out a round or 2) if your back is near the corner when Mount Tackle hits. It will pull them back into the corner while dealing significant damage and still allowing you to have decent oki. Midscreen however, your oki options are non-existent. | The most damaging follow-up to Mount Tackle. This follow-up is actually useful in two situations: 1) if the extra damage will help you close out a round or 2) if your back is near the corner when Mount Tackle hits. It will pull them back into the corner while dealing significant damage and still allowing you to have decent oki. Midscreen however, your oki options are non-existent. | ||
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|moveId=clark_41236b,clark_41236d,clark_41236bd | |moveId=clark_41236b,clark_41236d,clark_41236bd | ||
|name=Super Argentine Backbreaker | |name=Super Argentine Backbreaker | ||
|captions= The traumatizer | |captions= The traumatizer. | ||
|input=41236B/D/BD | |input=41236B/D/BD | ||
|description3= | |description3= | ||
The SPD of KOF, Clark's signature command throw. Does good damage on its own and can be followed up with Flashing Elbow. | The SPD of KOF, Clark's signature command throw. Does good damage on its own and can be followed up with Flashing Elbow. | ||
B version has delayed startup but has frame 1 guard point ''and'' throw invulnerability until active. This is particularly great for tick throws and oki, as it cleanly beats habitual mashing attempts and can only be countered by being airborne or otherwise out of range. DP attempts will lose to this, and you can punish with cl.C > 6B > Special for good damage. Essential for starting | B version has delayed startup but has frame 1 guard point ''and'' throw invulnerability until active. This is particularly great for tick throws and oki, as it cleanly beats habitual mashing attempts and can only be countered by being airborne or otherwise out of range. DP attempts will lose to this, and you can punish with cl.C > 6B > Special for good damage. Essential for starting Clark's game and demanding respect. | ||
D version is a 1-frame command throw. This is best used from an empty jump or a forward dash to punish the opponent for hesitating. Its 1-frame startup means it can also technically be used as a reversal against grounded opponents if they fail to do a proper | D version is a 1-frame command throw. This is best used from an empty jump or a forward dash to punish the opponent for hesitating. Its 1-frame startup means it can also technically be used as a reversal against grounded opponents if they fail to do a proper safe jump. | ||
The EX version is functionally similar to the D version, but with more range. It also can't be followed up with Flashing Elbow; instead, it ground bounces the opponent into a juggle state, which can most reliably be followed up with A Gatling Attack for more potential damage. The extra range on EX SAB makes it great for linked confirms and punishes that would otherwise not be possible. This is notably the only way to convert high damage off a special command grab into Climax without suffering brutal OTG damage scaling. | The EX version is functionally similar to the D version, but with more range. It also can't be followed up with Flashing Elbow; instead, it ground bounces the opponent into a juggle state, which can most reliably be followed up with A Gatling Attack for more potential damage. The extra range on EX SAB makes it great for linked confirms and punishes that would otherwise not be possible. This is notably the only way to convert high damage off a special command grab into Climax without suffering brutal OTG damage scaling. | ||
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|description3= The Ikari Warriors signature combo filler. Good damage, good corner carry, an easy input with lots of hitstun. Some good places to use this move are after a 6B or on a cr.C hit. 214C can be linked into 214A for even better corner carry and damage. You can also perform EX Mount Tackle after 214A to get Oki, which makes this move an overall great special move for helping Clark's gameplan along. | |description3= The Ikari Warriors signature combo filler. Good damage, good corner carry, an easy input with lots of hitstun. Some good places to use this move are after a 6B or on a cr.C hit. 214C can be linked into 214A for even better corner carry and damage. You can also perform EX Mount Tackle after 214A to get Oki, which makes this move an overall great special move for helping Clark's gameplan along. | ||
EX Gatling as a few uses as combo filler and is good for burst damage. That being said, its main benefit is that you can combo into | EX Gatling as a few uses as combo filler and is good for burst damage. That being said, its main benefit is that you can combo into A Mount Tackle. EX Mount Tackle does not let you perform supers after doing its version of Flashing Elbow, but A Mount Tackle retains this property. If you're looking to close out a round, then this can be a good option for maximizing damage. | ||
}} | }} | ||
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|description4=* Clark transitions right into his anti-air grab out of Gatling Attack. | |description4=* Clark transitions right into his anti-air grab out of Gatling Attack. | ||
Good for squeezing out as much damage as possible out of Clark's BnB, but sends his opponent fullscreen and wrecks any chance of getting good | Good for squeezing out as much damage as possible out of Clark's BnB, but sends his opponent fullscreen and wrecks any chance of getting good oki. | ||
}} | }} | ||
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|moveId=clark_6321463214a,clark_6321463214AC | |moveId=clark_6321463214a,clark_6321463214AC | ||
|name=Ultra Argentine Backbreaker | |name=Ultra Argentine Backbreaker | ||
|captions= Combo ender, often does mediocre damage | |captions= Combo ender, often does mediocre damage. | ||
|input=6321463214(A/C/AC) | |input=6321463214(A/C/AC) | ||
|description2= | |description2= | ||
* Clark's go-to combo ender with meter. Does low damage thanks to poor OTG scaling, but still very useful to help kill a low-health opponent. | * Clark's go-to combo ender with meter. Does low damage thanks to poor OTG scaling, but still very useful to help kill a low-health opponent. | ||
* Can be performed out of Flashing Elbow. As an input tip, always buffer Ultra Argentine Backbreaker from the opposite direction as your Flashing Elbow input, i.e. 214 > 6321463214, or 236> 4123641236 | * Can be performed out of Flashing Elbow. As an input tip, always buffer Ultra Argentine Backbreaker from the opposite direction as your Flashing Elbow input, i.e. 214 > 6321463214, or 236> 4123641236. | ||
* Grants | * Grants non-existent oki on hit, making it a poor choice to use outside of meter dumps. | ||
Clark grabs his opponent before performing the Argentine Backbreaker three times and | Clark grabs his opponent before performing the Argentine Backbreaker three times and then performs a brainbuster on them. Due to the heavy scaling on OTG combos, this Super often does very little damage and grants no oki on success. As a result, try to use this Super to close out a round or as a meter dump if necessary. Note that this Super cannot combo into Running Three MAX or Climax, making this a true combo ender. | ||
The MAX version is a cinematic super with much better damage scaling. If you want to do good damage for three bars, do Running Three into Ultra Argentine Backbreaker MAX for the most possible damage. | The MAX version is a cinematic super with much better damage scaling. If you want to do good damage for three bars, do Running Three into Ultra Argentine Backbreaker MAX for the most possible damage. | ||
}} | }} | ||
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|captions= You whiffed a button? | |captions= You whiffed a button? | ||
|description3= | |description3= | ||
* Midscreen punish and meter dump starter | * Midscreen punish and meter dump starter. | ||
* During the MAX version Clark is invulnerable to projectiles, making this a great | * During the MAX version Clark is invulnerable to projectiles, making this a great pseudo-reversal for blowing up fake pressure or catching out a zoner. | ||
* Can be cancelled into Ultra Argentine Backbreaker MAX or Climax | * Can be cancelled into Ultra Argentine Backbreaker MAX or Climax. | ||
Clark sprints forward and then grabs his opponent before powerbombing them. A solid super to help punish poor pressure or begin a meter dump. Extremely hard to react to at close range due to the speed and range at which Clark can grab you, but can be easily DP'd if done raw. Don't throw this out randomly | Clark sprints forward and then grabs his opponent before powerbombing them. A solid super to help punish poor pressure or begin a meter dump. Extremely hard to react to at close range due to the speed and range at which Clark can grab you, but can be easily DP'd if done raw. Don't throw this out randomly; instead, work it into your game plan as a whiff punisher. | ||
The MAX version has more use as an anti-zoning tool. Clark gains projectile invulnerability while performing this super, allowing him to easily blow up anyone spamming projectiles. He also moves extremely fast during this move, making it very easy to punish an opponent spamming fireballs from even fullscreen. Running Three MAX goes right into Clark's Climax Super for over 700 points of damage, giving him a great way to overcome the zoning matchup if he's got the bar to spend. | The MAX version has more use as an anti-zoning tool. Clark gains projectile invulnerability while performing this super, allowing him to easily blow up anyone spamming projectiles. He also moves extremely fast during this move, making it very easy to punish an opponent spamming fireballs from even fullscreen. Running Three MAX goes right into Clark's Climax Super for over 700 points of damage, giving him a great way to overcome the zoning matchup if he's got the bar to spend. | ||
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|input=2141236CD | |input=2141236CD | ||
|description= | |description= | ||
* Clark flies across the screen extremely quickly while | * Clark flies across the screen extremely quickly while invulnerable to projectiles. | ||
* Does excellent damage by Clark's standards | * Does excellent damage by Clark's standards. | ||
Similar to Running Three MAX, this super sends Clark fullscreen to grab his opponents for a brutal punish. This move has projectile invulnerability. The leap also allows it to go over lows. It can still be DP'd on reaction, so be careful | Similar to Running Three MAX, this super sends Clark fullscreen to grab his opponents for a brutal punish. This move has projectile invulnerability. The leap also allows it to go over lows. It can still be DP'd on reaction, so be careful throwing it out. | ||
Something to note is that both of Clark's supers send his opponents fullscreen. This move will catch anyone standing still or performing a grounded move regardless of where they are on the screen, so throwing this out after waiting to see what they do is a good way to punish them further. A basic MAX Mode BnB does close to 600 damage, while a | Something to note is that both of Clark's supers send his opponents fullscreen. This move will catch anyone standing still or performing a grounded move regardless of where they are on the screen, so throwing this out after waiting to see what they do is a good way to punish them further. A basic MAX Mode BnB does close to 600 damage, while a MAX Mode Climax does 445, so this is a surefire way to kill an opponent who doesn't realize what you're about to do. It's a gimmick, but keeping it in your back pocket can make Anchor Clark a real menace. | ||
}} | }} | ||
Revision as of 17:12, 2 June 2022
Gameplay Summary
Clark Still is a grappler who excels at looping grab setups and poking from 1-2 char distances away. | |
Pros | Cons |
|
|
Clark is KoF's mixup grappler, compared to the normal grappler archetype like Dinosaur/Zangief that slowly work their way in and the cash out with a command grab, Clark's goal is to get you into a Hard Knockdown (HKD) after his Flashing Elbow follow-up and then run the ultimate guessing game: Safe Jump, Delayed Grab, Overhead, ambiguous Left-Right Mixups or complete shenanigans. While all combo roads generally lead to the same situation, Clark is not just all about the grabs; his j.A, far B, 2D, and far C are all-star normals and allow him to work his way in and get the opponent scared. Clark is not without his faults; he is hampered by a lack of a true non-metered reversal, his AA buttons are lacking, and he has to play KoF Fundamentals to get around Fireballs. Clark is perfect for beginners as his Armored/Invulnerable Grabs can help him sneak in damage when they shouldn't, but his toolset can be fully explored for a complete character that can compete at the highest levels.
Movelist
(*) = EX OK
(!) = MAX OK
Throws
Death Lake Driver - / + (Midair Only)
Command Normals
Special Moves
Super Argentine Backbreaker - + / (*)
Super Special Moves
Ultra Argentine Backbreaker - + / (!)
Climax Super Special Moves
Quick Combo Reference
0 Meter |
Anywhere |
j.A > cl.C> 6B > 41236D > 236C = 270 dmg |
1 Meter |
Anywhere |
cl.C > 6B > 623AC > 41236D > 236C = 382 dmg |
2 Meters |
Anywhere |
2D > cl.D/f.D > max > cl.C > 6B > 623AC > 41236D > 236C > [SC] 236236AC = 484 dmg |
Normals
Far Standing Normals
Far A
far A
A
A |
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Far B
far B
B
B |
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Far C
far C
C
C |
---|
Far D
far D
D
D |
---|
Close Standing Normals
Close A
close A
cl.A
cl.A |
---|
Close B
close B
cl.B
cl.B |
---|
Close C
close C
cl.C
cl.C |
---|
Close D
close D
cl.D
cl.D |
---|
Crouch Normals
Crouch A
crouch A
2A
2A |
---|
Crouch B
crouch B
2B
2B |
---|
Crouch C
crouch C
2C
2C |
---|
Crouch D
crouch D
2D
2D |
---|
Jump Normals
Jump A
jump A
j.A
j.A |
---|
Jump B
jump B
j.B
j.B |
---|
Jump C
jump C
j.C
j.C |
---|
Jump D
jump D
j.D
j.D |
---|
Blowback
Blowback
Blowback
CD
CD |
---|
Shatter Strike
Shatterstrike
236CD
236CD |
---|
jump CD
jump CD
j.CD
j.CD |
---|
Rush Moves
rush
cl.AA/cl.AAX
cl.AA/cl.AAX |
---|
Throws
Nageppanashi German
Nageppanashi German
(close) 4/6C
(close) 4/6C |
---|
Fisherman Buster
Fisherman Buster
(close) 4/6D
(close) 4/6D |
---|
Death Lake Driver
Death Lake Driver
air (close) 4/6C
air (close) 4/6C |
---|
Command Moves
Stomping
Stomping
6B
6B |
---|
Step
Step
6BD
6BD |
---|
Special Moves
Mount Tackle
Mount Tackle
41236A/C/AC
41236A/C/AC |
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Clark Lift
Clark Lift
41236AC~22A
41236AC~22A |
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Sleeper (D.D.T.)
Sleeper (D.D.T.)
41236AC~22C
41236AC~22C |
---|
Flashing Elbow
Flashing Elbow
41236AC~22C~236A/C
41236AC~22C~236A/C |
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Rolling Death Cradle
Rolling Death Cradle
42136A/C~22D
42136A/C~22D |
No results |
---|
Super Argentine Backbreaker
Super Argentine Backbreaker
41236B/D/BD
41236B/D/BD |
---|
Flashing Elbow
Flashing Elbow
41236B/D~236A/C
41236B/D~236A/C |
---|
Vulcan Punch
Vulcan Punch
623A/C/AC
623A/C/AC |
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Gatling Attack
Gatling Attack
214A/C/AC
214A/C/AC |
---|
Death Lake Driver
Gatling Attack into Death Lake Driver
214C/AC~623A/C
214C/AC~623A/C |
---|
Frankensteiner
Frankensteiner
623B/D/BD
623B/D/BD |
---|
Flashing Elbow
Flashing Elbow
623B/D/BD~236A/C
623B/D/BD~236A/C |
---|
Super Special Moves
Ultra Argentine Backbreaker
Ultra Argentine Backbreaker
6321463214(A/C/AC)
6321463214(A/C/AC) |
---|
Running Three
Running Three
4123641236B/D/BD
4123641236B/D/BD |
---|
Climax Super Special Moves
Ultra Clark Buster
2141236CD
2141236CD |
---|