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The King of Fighters XIII/Clark Still/Strategy

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The King of Fighters XIII

OverviewStrategyDataCombos

Spacing

Far Range

Mid Range

Clark's best pokes are s.D or s.C. S.D is a lot faster and both can be used to HyperDrive bypass into either Grab Super or EX Grab. S.C is a lot slower. It's simple to setup and you can do it off of any of his normals but for me it works best with s.D/s.C/or c.B: Basically you hit them and then hit Hyperdrive (B and C) and at the same time either EX Grab (HCF+B/D) or either grab super (HCBx2 A/C) and follow through with your Neomax.

Close Range

General pressure

Hop A, crouching B then combo into D SAB or go from crouching B into crouching A and combo into A Gatling or SAB or Hyperdrive mode.

Hop A, crouching B, standing B. If standing B hits you can go into Hyperdrive mode or EX Gatling or A Gatling or just do EX SAB and the followup drive cancel into Grab Super. If they block standing B you can do a crouching D or hop A or hop CD or just try to bait them.

Generally Clark's hop A is his best overall jump in. It will beat a lot of pokes to keep him out, it's fast, and it provides a lot of hitstun to combo into anything.


On Opponent's Wakeup

Generally don't do B SAB on their wakeup. Never be predicable with it or you are going to get punished bad. Pretty much every character has something they can do on wakeup to counter B SAB and a lot of players will counter once they catch on to you. Maybe try to bait them to do a wakeup attack and punish. Jumping C grab is an option. S.C or s.D or solid meaties to use on their wakeup.

Cornered Opponent

Alternate between CD pressure, and dash in c.B and c.A and combo into whatever. Using Hop A is a good pressure tool. Never underestimate Hop A, crouching B, standing B pressure. Using Clark's best pokes to keep them grounded and force them to do what you want is key..


Best Jumping attacks

Clark's j.CD is really good but the problem is it's slow and will get beaten out by faster air attacks like Iori's jumping B for example, especially if you're predictable. His best overall jump ins are short hop A which is fast, will beat and/or trade with a lot of pokes meant to keep Clark out, and gives you a lot of hitstun to combo into anything.


Okizeme

Clark's command grabs result in a hard knock down which gives you the opportunity of messing with your opponent in a big way.

After you land a command grab you can try the following:

Dash in, AB roll (can be delayed to make it seem like you AB Roll'd behind the opponent) and either: B SAB, wait and D SAB, crouching B into crouching A into whatever, or jumping grab, or just wait.

An example in:


Tick Throws

Clark has perhaps the greatest variety of throw setups available to him aside from maybe Vice. He has three different kinds of grabs (not counting grab supers or Neomax): B SAB is slow but has autoguard, think of it kinda' like a parry. However certain moves, ex moves, and footsies will beat it. D SAB is your standard grab. And lastly you have his air grab (jump C). You're free to mix it up with these tools but here are some ways to land these grabs:

Jump in any attack (including CD), hold forward and quickly do standing A or B followed by B SAB.

A Gatling on block, then B SAB, works best on characters that lack an instant command grab. Very gimmicky but worth experimenting with.

Combo into A Gatling, followup A Gatling, jump toward D, as they land B SAB.

Empty hop B SAB (invulnerable to low attacks)

With D SAB jump in any attack, standing A or B, then you have to run and do D SAB.

And of course empty jump D SAB. Can mix this up with hop A, then empty hop into D SAB.

For his jumping grab the ticks I listed above will work, just jump and grab them.

The trick is to force the opponent to guess which way to block and if they should counter or not.

The key to all of this is to not be predictable, experiment and find your way of using Clark.


Playing Defense

You know what they say about a good defense right? Clark has the tools to keep his opponents off of him and can play a mean footsie game if he has to.

Neutral hop D will AA any jump in if you have the reaction time and it's very fast. It's not advisable jumping in with either B or D because they will often whiff on crouching standing opponents and the risk is often greater than the reward.

Crouching C will AA nuisance jump ins like Billy's jumping C and Iori's jumping D. It will not beat Kyo's jumping down C though.

Standing A will counter virtually every hop coming at you if you're within close range.

And as mentioned Clark's standing D and C and sweep (crouching D) are amazingly good pokes, and both have slight AA capabilities. Standing C seems to AA slightly better but it's slow recovery can put you at risk if you get reckless with it.

Might want to experiment with Vulcan at about mid-range if you think they want to jump in, and will potentially scare them from trying to do so.

Tips

Frame Traps and Links

  • (L) = Link, can be a frame trap as well.
  • "(n) frame gap" = The amount of frames that opponent has to counter a frame trap.

1.) st. A > st. A (L) - 2 frame gap between st. A and st. A. St. A whiffs on crouching opponents, except on Daimon, Raiden, and Maxima.

2.) st. A > cr. A (L) - 2 frame gap between st. A and cr. A. St. A whiffs on crouching opponents, except on Daimon, Raiden, and Maxima.

3.) st. A > st. B - 3 frame gap between st. A and st. B. St. A whiffs on crouching opponents, except on Daimon, Raiden, and Maxima.

4.) st. A > cr. B (L) - 2 frame gap between st. A and cr. B. St. A whiffs on crouching opponents, except on Daimon, Raiden, and Maxima.

5.) st. A > cl. C (L) - 2 frame gap between st. A and cl. C. St. A whiffs on crouching opponents, except on Daimon, Raiden, and Maxima.

6.) st. A > cl. D (L) - 2 frame gap between st. A and cl. D. St. A whiffs on crouching opponents, except on Daimon, Raiden, and Maxima.

7.) st. A > cr. D - 4 frame gap between st. A and cr. D. St. A whiffs on crouching opponents, except on Daimon, Raiden, and Maxima.

8.) cr. A > st. A - 3 frame gap between cr. A and st. A. St. A whiffs on crouching opponents, except on Daimon, Raiden, and Maxima.

9.) cr. A > cr. A - 3 frame gap between cr. A and cr. A.

10.) cr. A > st. B - 4 frame gap between cr. A and st. B.

11.) cr. A > cr. B - 3 frame gap between cr. A and cr. B.

12.) cr. A > cl. C - 3 frame gap between cr. A and cl. C.

13.) cr. A > cl. D - 3 frame gap between cr. A and cl. D.

14.) st. B > st. A (L) - 1 frame gap between st. B and st. A. St. A whiffs on crouching opponents, except on Daimon, Raiden, and Maxima.

15.) st. B > cr. A (L) - 1 frame gap between st. B and cr. A.

16.) st. B > st. B (L) - 2 frame gap between st. B and st. B.

17.) st. B > cr. B (L) - 1 frame gap between st. B and cr. B.

18.) st. B > cl. C (L) - 1 frame gap between st. B and cl. C.

19.) st. B > cl. D (L) - 1 frame gap between st. B and cl. D.

20.) st. B > cr. D - 3 frame gap between st. B and cr. D.

21.) cr. B > cl. C - 3 frame gap between cr. B and cl. C.

22.) cr. B > cl. D - 3 frame gap between cr. B and cl. D.

23.) AC(x4) > st. A - 4 frame gap between AC(x4) and st. A. St. A whiffs on crouching opponents, except on Daimon, Raiden, and Maxima.

24.) AC(x4) > cr. A - 4 frame gap between AC(x4) and cr. A.

25.) AC(x4) > cr. B - 4 frame gap between AC(x4) and cr. B.

26.) AC(x4) > cl. C - 4 frame gap between AC(x4) and cl. C.

27.) AC(x4) > cl. D - 4 frame gap between AC(x4) and cl. D.

CD Blowback Pressure

Clark is one of the few characters who can do a deep jump CD (Blowback) and then do another stand CD as he lands if his opponent is blocking due to his long block stun. This takes off roughly 25% of their guard meter. What's more is that Clark can cancel a s.CD with his step (f BD) he could follow that up with B SAB / air throw mixup.


Character Matchups

Andy Bogard

Ash Crimson

Athena Asamiya

Benimaru Nikaido

Billy Kane

Chin Gentsai

Clark Still

Duo Lon

Elisabeth Branctorche

Goro Daimon

Hwa Jai

Iori Yagami (Claw)

Iori Yagami (Flame)

Joe Higashi

K'

Kim Kaphwan

King

Kula Diamond

Kyo Kusanagi (XIII) (mirror match)

Kyo Kusanagi (NESTS)

Leona Heidern

Mai Shiranui

Mature

Maxima

Raiden

Ralf Jones

Robert Garcia

Ryo Sakazaki

Saiki

Shen Woo

Sie Kensou

Takuma Sakazaki

Mr. Karate

Terry Bogard

'Vice

Yuri Sakazaki

The King of Fighters XIII

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The King of Fighters XIII
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