Difference between revisions of "XV Broken/Clark Still"
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==Gameplay Summary== | ==Gameplay Summary== | ||
Clark is KoF's mixup grappler | 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 | ||
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|moveId=clark_2d | |moveId=clark_2d | ||
|description= | |description= | ||
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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*Cancelable into any of Clark's specials when chained, which makes hit-confirms from cl.C(1) much easier. | *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 | *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 | *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 | *Can be +1 on hit if done meaty | ||
}} | }} | ||
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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. | 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 |
---|