Difference between revisions of "XV Broken/Clark Still"
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[[File:KOFXV Clark Profile.png|thumb|Clark is a mercenary who has fought alongside Ralf on numerous battlefields. His rank is lieutenant, and in addition to Heidern-style assassination moves and martial arts, he specializes in wrestling throws and locks.<br/>Always calm, he has earned immense trust from Ralf.]] | <section begin="image"/>[[File:KOFXV Clark Profile.png|thumb|Clark is a mercenary who has fought alongside Ralf on numerous battlefields. His rank is lieutenant, and in addition to Heidern-style assassination moves and martial arts, he specializes in wrestling throws and locks.<br/>Always calm, he has earned immense trust from Ralf.]]<section end="image"/> | ||
{{TOClimit|3}} | {{TOClimit|3}} | ||
==Gameplay Summary== | ==Gameplay Summary== | ||
Clark is KoF's mixup grappler. Compared to the normal grappler archetype like Dinosaur/Zangief that slowly work their way in and then 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, 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 and good keepout. 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. | |||
{{StrengthsAndWeaknesses | {{StrengthsAndWeaknesses | ||
| intro = {{SUBPAGENAME}} is a grappler who excels at looping grab setups and poking from 1-2 char distances away. | | intro = '''''{{SUBPAGENAME}} is a grappler who excels at looping grab setups and poking from 1-2 char distances away.''''' | ||
| pros= | | pros= | ||
* '''Mixup Supreme''': If Clark gets close to you, it's over. His wide suite of mixup options include multiple command grabs (some of which are armored), highs and lows | * '''Mixup Supreme''': If Clark gets close to you, it's over. His wide suite of mixup options include multiple command grabs (some of which are armored), highs and lows, the traditional KOF safejump... Clark's overwhelming ability to put you in "the blender" is what gives him his notoriety among KoF players. | ||
* '''Command Grab Arsenal''': Clark has a command grab for every situation, including pressure, anti-air, and even reversal. | * '''Command Grab Arsenal''': Clark has a command grab for every situation, including pressure, anti-air, and even reversal. | ||
* '''Vortex Potential''': Clark's Flashing Elbow follow-up allows him to continually put pressure on his opponents after landing a command grab. He can then use any mix option that he has in mind and begin it all over again. | * '''Vortex Potential''': Clark's Flashing Elbow follow-up allows him to continually put pressure on his opponents after landing a command grab. He can then use any mix option that he has in mind and begin it all over again. | ||
* '''Superb | * '''Superb Midrange''': A combination of great normals and varied setups gives him lots of ways to contest space where other grapplers might not be able to. Step (6BD) is an amazing movement tool goes over low-profile normals and gives him a great chase game to boot. Clark's 2D is also infamous for being incredibly fast and far reaching, allowing him to win trades in neutral and begin the blender. | ||
* '''Meter Efficiency''': Clark's entire game plan is both functional and threatening without meter, and he's often at liberty to spend it however he wants to squeeze extra damage or guaranteed oki out of every opportunity. This means he can work well in any team position. | * '''Meter Efficiency''': Clark's entire game plan is both functional and threatening without meter, and he's often at liberty to spend it however he wants to squeeze extra damage or guaranteed oki out of every opportunity. This means he can work well in any team position. | ||
* '''Ridiculous Air-to-Airs''': Clark's air to airs are large, active, and incredibly fast all at once. While this alone would be fantastic, Clark's EX Mount Tackle also has an anywhere-juggle property, allowing him to convert off air-to-airs like no other and go straight into his vortex. | * '''Ridiculous Air-to-Airs''': Clark's air to airs are large, active, and incredibly fast all at once. While this alone would be fantastic, Clark's EX Mount Tackle also has an anywhere-juggle property, allowing him to convert off air-to-airs like no other and go straight into his vortex. | ||
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* '''Corner Vacuum''': Clark's combo structure frequently takes opponents out of the corner, which makes his pressure game less effective and requires him to win neutral again if he does a big combo. | * '''Corner Vacuum''': Clark's combo structure frequently takes opponents out of the corner, which makes his pressure game less effective and requires him to win neutral again if he does a big combo. | ||
* '''Zoner Problems''': Outside of universal mechanics, Clark has no practical countermeasure to projectiles in his move set. Coupled with his jump and hop arcs, this means he naturally struggles against zoners, of which many in KOF XV are strong, and is often forced to thread the needle in order to win these matchups. | * '''Zoner Problems''': Outside of universal mechanics, Clark has no practical countermeasure to projectiles in his move set. Coupled with his jump and hop arcs, this means he naturally struggles against zoners, of which many in KOF XV are strong, and is often forced to thread the needle in order to win these matchups. | ||
* '''Poor Meter Generation''': Clark's meter generation is quite low. Though you won't be using many EX moves with this character, it does mean his overall damage and pressure game take a hit, and often times means you will be taking genuine meter-risks in general. | |||
}} | }} | ||
==Movelist== | ==Movelist== | ||
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|moveId=clark_fc | |moveId=clark_fc | ||
|description= | |description= | ||
A lesser (see: fair) version of Ralf's far C. Great range but doesn't connect on crouching opponents. | * A lesser (see: fair) version of Ralf's far C backfist. Connects at round start range | ||
* Great range, but doesn't connect on crouching opponents. | |||
* Can be MAX or super canceled. Only Running Three/EX Running Three/EX Ultra Argentine Backbreaker will connect when far C is super canceled at max range. | |||
* Useful to punish opponents that roll out of safejumps on wakeup. | |||
}} | }} | ||
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|moveId=clark_fd | |moveId=clark_fd | ||
|description= | |description= | ||
Clark's best grounded anti-air normal | * Clark's best grounded anti-air normal. | ||
* Surprisingly good hitbox but long whiff recovery, so be careful using it recklessly. | |||
* Can be MAX canceled and combos into supers from a surprising distance, even into Argentinian Backbreaker | |||
}} | }} | ||
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|moveId=clark_cla | |moveId=clark_cla | ||
|description= | |description= | ||
* | * Good hop check and frame advantage, but clB is better for pressure | ||
* Links into clC | |||
}} | }} | ||
====Close B==== | ====Close B==== | ||
{{FrameDataCargo-KOFXV | {{FrameDataCargo-KOFXV | ||
|moveId=clark_clb | |moveId=clark_clb | ||
|description= | |description= | ||
* | * Excellent frame advantage and low pushback | ||
* Links and frame traps into clC | |||
}} | }} | ||
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|moveId=clark_clc | |moveId=clark_clc | ||
|description= | |description= | ||
Clark's go-to close normal for | *Clark's go-to close normal for hit-confirming and punishing | ||
*First hit cancels into 6B or specials and is his most reliable combo starter. | |||
*Second hit can only be cancelled into Super or Quick Max, but because clC is +0 on block it can be hit-confirmed without risk of punishment | |||
}} | }} | ||
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|moveId=clark_cld | |moveId=clark_cld | ||
|description= | |description= | ||
* Lower body invulnerability | * A leaping overhead kick | ||
* Airborne | * Lower body invulnerability from frame 1 lets clD work as a reversal against lows. | ||
* +1 on hit against crouching opponents. | * Airborne AFTER startup (not immediately), which lets Clark beat reversal throw. However, Clark will be hit standing if using clD as a reversal against mids. | ||
* Fast recovery | * Because clD is airborne when it hits, clD cannot be canceled into Super or MAX. | ||
* | * +1 on hit against crouching opponents. Can be +2 when done meaty. | ||
* High pushback makes clD safe on block and puts Clark at the perfect range to threaten 2D | |||
* Fast recovery lets Clark punish with 2C if your opponent rolls through cl.D out of the corner and gives enough time to link into EX Mount Tackle from an air hit. | |||
* Input as 4D or 6D for throw OS | |||
}} | }} | ||
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|moveId=clark_2a | |moveId=clark_2a | ||
|description= | |description= | ||
* | * Incredible crouching jab | ||
Incredible crouching jab | * Tied for Clark's fastest normal with far A, but more reliable for abare and pressure | ||
* Chainable into itself and other light normals | |||
* Links into clC and frame traps into 2D | |||
* Great for pressure due to its frame advantage and deceptively fat hitbox | |||
}} | }} | ||
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|moveId=clark_2b | |moveId=clark_2b | ||
|description= | |description= | ||
Standard | * Standard crouching low, but notable for Clark because it can be special cancelled, which he couldn't do previously | ||
* Not chainable into itself, but does chain into other light normals, giving him access to some easy and potentially powerful hit-confirms from lows | |||
}} | }} | ||
====Crouch C==== | ====Crouch C==== | ||
{{FrameDataCargo-KOFXV | {{FrameDataCargo-KOFXV | ||
|moveId=clark_2c | |moveId=clark_2c | ||
|description= | |description= | ||
* Better overall recovery than most of Clark's longer range normals, but it doesn't cover air space well | |||
* Solid range and speed and cancelable into 6B or specials, but some combos are limited by spacing | |||
* 2C 6B is usually Clark's optimal punish combo starter, depending on routing and meter | |||
}} | }} | ||
====Crouch D==== | ====Crouch D==== | ||
{{FrameDataCargo-KOFXV | {{FrameDataCargo-KOFXV | ||
|moveId=clark_2d | |moveId=clark_2d | ||
|description= | |description= | ||
Easily one of the best sweeps in the game, Clark's | |||
Easily one of the best sweeps in the game, Clark's cr. D has always been a very reliable tool. It has everything you'd want in a sweep: fast startup, good range, safe on block, and special cancellability. On hit, this combos into EX Mount Tackle for extra damage and better oki. Alternatively, you can cancel on hit into Step (6BD) to chase the opponent's knockdown. 2D xx Step can lead to tick throws from massive range, but the Step can be punished by wary opponents before Clark gets to recover. However, Step can be challenging to react to and is a constant threat that makes 2D more threatening. | |||
}} | }} | ||
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|input=j.A | |input=j.A | ||
|description2= | |description2= | ||
Clark's best jump-in. | * Clark's best jump-in. A very large, very active, and very fast chop | ||
* A staple of Clark's safe jumps, hop pressure, and tick throws. | |||
* Like all of Clark's jumping normals, combos easily to EX Mounting Tackle when hitting an airborne opponent | |||
}} | }} | ||
====Jump B==== | ====Jump B==== | ||
{{FrameDataCargo-KOFXV | {{FrameDataCargo-KOFXV | ||
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|input=j.B | |input=j.B | ||
|description2= | |description2= | ||
* Horizontal kick with more range horizontally than j.A | |||
* Outclassed by j.A as a jump-in, but still good in its own right. Hits at jump-in ranges where j.A won't and serves as a passable air-to-air in a pinch, but it's not reliable against crouchers. | |||
}} | }} | ||
====Jump C==== | ====Jump C==== | ||
{{FrameDataCargo-KOFXV | {{FrameDataCargo-KOFXV | ||
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|input=j.C | |input=j.C | ||
|description2= | |description2= | ||
Hard to use because it's slower than most of Clark's other jumping normals and | * Hard to use because it's slower than most of Clark's other jumping normals and usually misses crouching opponents | ||
* Still serves its purpose as a damaging horizontal air-to-air, but usually j.D is better. | |||
* Not the worst thing to get if you attempt an air throw and miss. | |||
}} | }} | ||
====Jump D==== | ====Jump D==== | ||
{{FrameDataCargo-KOFXV | {{FrameDataCargo-KOFXV | ||
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|input=j.D | |input=j.D | ||
|description2= | |description2= | ||
* Excellent air-to-air jumping attack | |||
* Super fast for a heavy normal with a solid hitbox | |||
* Hopping with j.D will shut down most aerial approaches when well-placed. | |||
* Hop j.D can hit crouchers when delayed and is as fast as j.A, so j.D can be used once pressure is established with j.A | |||
}} | }} | ||
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|moveId=clark_cd | |moveId=clark_cd | ||
|description= | |description= | ||
* | * CD's short range, disadvantage on block, and weak conversions make it rarely seen for Clark | ||
* Could be used to catch hops at mid-range, but Clark usually has better options with j.A, j.D, f.A, and f.D | |||
}} | }} | ||
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|moveId=clark_236cd | |moveId=clark_236cd | ||
|description=A really bad Shatter Strike. | |description=A really bad Shatter Strike. | ||
* Not nearly as 'spammable' as other Shatter Strikes thanks to its | * Not nearly as 'spammable' as other Shatter Strikes thanks to its short range | ||
* Because its range is so bad, Clark's Shatter Strike will usually be punished hard on block | |||
* Clark generally has better options to spend his meter on, whether it's for damage, anti-air, or interrupting the opponent's ground pokes. | |||
}} | }} | ||
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|name=jump CD | |name=jump CD | ||
|input=j.CD | |input=j.CD | ||
|description2=* | |description2= | ||
*Horizontal leaping kick with frame advantage on block | |||
*Decent horizontal range. Neutral hop j.CD will usually prevent any aggressive air actions from the opponent | |||
*Hop j.CD can whiff on crouchers unless it is delayed, which can make it easier for the opponent to anti-air | |||
*Should be used in tandem with empty hop command grab, hop j.A/j.D, and Clark's threatening ground presence to unsettle the opponent's defense | |||
}} | }} | ||
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|name=rush | |name=rush | ||
|input=cl.AA/cl.AAX | |input=cl.AA/cl.AAX | ||
|description2=* | |description2= | ||
*Mash auto-combo with limited use | |||
}} | }} | ||
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|name=Nageppanashi German | |name=Nageppanashi German | ||
|input=(close) 4/6C | |input=(close) 4/6C | ||
|description=* | |description= | ||
*Forward throw that launches the opponent full screen | |||
*Can set up decent oki near the corner. Make sure to use the right throw near the corner so you don't let the opponent escape! | |||
}} | }} | ||
===Fisherman Buster=== | ===Fisherman Buster=== | ||
{{FrameDataCargo-KOFXV | {{FrameDataCargo-KOFXV | ||
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|name=Fisherman Buster | |name=Fisherman Buster | ||
|input=(close) 4/6D | |input=(close) 4/6D | ||
|description=* | |description= | ||
*Backthrow that launches the opponent full screen | |||
*Good oki when Clark is cornered. Delayed super jump can set up a safe jump. | |||
}} | }} | ||
===Death Lake Driver=== | ===Death Lake Driver=== | ||
{{FrameDataCargo-KOFXV | {{FrameDataCargo-KOFXV | ||
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|name=Death Lake Driver | |name=Death Lake Driver | ||
|input=air (close) 4/6C | |input=air (close) 4/6C | ||
|description=* | |description= | ||
*Air throw useful against people disrespecting Clark by jumping over him | |||
}} | }} | ||
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|input=6B | |input=6B | ||
|description= | |description= | ||
*Overhead command normal | |||
*Cancelable into any of Clark's specials when chained, which makes hit-confirms from cl.C(1) much easier. | |||
*Lights > 6B can frame trap opponents trying to jump or mash on Clark's pressure | |||
*When done raw, 6B can only be canceled into Super or MAX. Like other comboed overheads, 6B's damage scaling is pretty heavy. 6B MAX can still be useful to close out rounds, but is a heavy meter investment | |||
*Can be +1 on hit if done meaty | |||
}} | }} | ||
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|captions= Movement and pressure tool. | |captions= Movement and pressure tool. | ||
|description= | |description= | ||
Clark's command | * Clark's command dash. Can be used to go over some low attacks. | ||
* Moves surprisingly far forward, giving Clark a chance to close the distance by surprise from pokes | |||
* Can be canceled into from other normals (even 6B) | |||
* Can be punished on reaction, but Step can be used with proper conditioning to extend Clark's turn | |||
}} | }} | ||
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|captions= You hopped? | |captions= You hopped? | ||
|description3= | |description3= | ||
Clark runs forward and tackles the opponent to the ground. | * Clark runs forward and tackles the opponent to the ground. | ||
* Not a running throw, but an attack that deals 0 damage. Mount Tackle has incredible priority and can anti-air hops when the hitbox becomes active, but it is extremely punishable on block. | |||
* An effective if risky tool for punishing any form of reckless movement from your opponent, as it will catch hops quite reliably. | |||
* A version starts up faster and can combo from light attacks up close. It also can be used in juggles from 214BD | |||
* C version runs further after startup and combos only from cl.C/2C/6B. | |||
* EX Mount Tackle immediately goes into the tackle animation. EX Mount Tackle also has the extremely valuable Anywhere Juggle property, which allows EX Tackle to combo in a ton of situations where other moves can't. | |||
*Nearly every BnB, anti-air, and knockdown/knockback can potentially be extended by EX Mount Tackle for extra damage and a guaranteed oki setup. | |||
* Mount Tackle does no damage by itself, so all the damage comes from the follow-ups. Three different follow-ups can be performed after the tackle. | |||
* Follow-ups deal more damage from EX Mount Tackle. | |||
}} | }} | ||
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|input=41236AC~22A | |input=41236AC~22A | ||
|description2= | |description2= | ||
The second most damaging follow-up to Mount Tackle, but with no reliable oki. | The second most damaging follow-up to Mount Tackle, but with no reliable oki. One advantage it has over Rolling Death Cradle is that it deals its full damage about 1 second quicker. This can make the difference in timeout situations or to prevent the timer from going down to the next health recovery threshold. | ||
}} | }} | ||
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===Rolling Death Cradle=== | ===Rolling Death Cradle=== | ||
{{FrameDataCargo-KOFXV | {{FrameDataCargo-KOFXV | ||
|moveId=clark_41236p_22b, | |moveId=clark_41236p_22b,clark_41236p_22d,clark_41236ac_22b,clark_41236ac_22d | ||
|name=Rolling Death Cradle | |name=Rolling Death Cradle | ||
|input= | |input=41236A/C~22K | ||
|captions= Big damage ender. | |captions= Big damage ender. | ||
| | |description4= | ||
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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|name=Gatling Attack | |name=Gatling Attack | ||
|input=214A/C/AC | |input=214A/C/AC | ||
|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. Just like Ralf, Clark gets better juggles with C Gatling on crumpled opponents but unlike Ralf he gets far less - specifically an extra 623C only in the corner. | ||
214A vs grounded opponents gives clark an autotimed safejump by holding up forward to jump immediately after it recovers, and he can do a D backbreaker to catch an opponent on their techroll immediately after landing, or pressure them with a jA and run the vortex meterless. | |||
EX Gatling | EX Gatling has 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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|name=Gatling Attack into Death Lake Driver | |name=Gatling Attack into Death Lake Driver | ||
|input=214C/AC~623A/C | |input=214C/AC~623A/C | ||
|description4=* | |description4=* '''A''' version does not sideswitch, but '''C''' version does. | ||
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. | 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 oki. | ||
}} | }} | ||
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|captions= You're mashing? | |captions= You're mashing? | ||
|input=623B/D/BD | |input=623B/D/BD | ||
|description3=* | |description3=* As of Patch 1.32, Clark builds additional meter when he poses upon no cancel to Flashing Elbow. This builds more meter than foregoing the follow-up but sacrifices the guaranteed oki, which is generally more useful. Clark is now also in grounded instead of aerial recovery if this whiffs, making him more susceptible to high-damage punishes and increasing the risk of this move. Regardless, it's a powerful reversal and mixup tool all-in-one. | ||
A command grab with startup invincibility. Considered one of Clark's most important specials, Frankensteiner is a staple of Clark's mixup game, as its invincibility eats people trying to fight back against his oki after getting knocked down. You can do Flashing Elbow out of this too, which means a successful read can lead right back into Clark's vortex. | |||
}} | }} | ||
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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. | ||
Gatling Attack C's first | Gatling Attack C's first two hits can be cancelled into this super, which can then either flow into Ultra Argentine Backbreaker MAX or Climax depending on your resources. Good for immediately dumping all your bar and doing 50% or above to a low-health opponent, which can be great for a Mid or Anchor Clark. | ||
}} | }} | ||
Revision as of 23:10, 27 December 2022
Gameplay Summary
Clark is KoF's mixup grappler. Compared to the normal grappler archetype like Dinosaur/Zangief that slowly work their way in and then 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, 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 and good keepout. 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.
Clark Still is a grappler who excels at looping grab setups and poking from 1-2 char distances away. | |
Pros | Cons |
|
|
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(1) > 6B > 41236D > 236P = 270 dmg |
1 Meter |
Anywhere |
cl.C > 6B > 623AC, 41236D > 236P = 303 dmg |
2 Meters |
Anywhere |
j.A > cl.C(1) > 6B > max, cl.C(1) > 6B > 623AC, 41236D > 236C > [SC] 6321463214P = 444 dmg |
Normals
Far Standing Normals
Far A
far A
A
A |
---|
Far B
far B
B
B |
---|
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 |
---|
Clark Lift
Clark Lift
41236AC~22A
41236AC~22A |
---|
Sleeper (D.D.T.)
Sleeper (D.D.T.)
41236AC~22C
41236AC~22C |
---|
Flashing Elbow
Flashing Elbow
41236AC~22C~236A/C
41236AC~22C~236A/C |
---|
Rolling Death Cradle
Rolling Death Cradle
41236A/C~22K
41236A/C~22K |
---|
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 |
---|
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 |
---|