The King of Fighters XIV/Clark Still

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Charaimg clark.png


(*) = EX OK

(!) = MAX OK


Nageppanashi German - close Bk.gif / Fd.gif + C.gif

Fisherman Buster - close Bk.gif / Fd.gif + D.gif

Death Lake Driver - in air & close, Bk.gif / Fd.gif + C.gif

Command Normals

Stomping - Fd.gif + B.gif

Step - Fd.gif + B.gif D.gif

Special Moves

Mount Tackle - Hcf.gif + A.gif / C.gif (*)

Clark Lift - Dn.gif Dn.gif + A.gif
Sleeper Lift (D.D.T.) - Dn.gif Dn.gif + C.gif
Flashing Elbow - Qcf.gif + A.gif / C.gif
Rolling Cradler - Dn.gif Dn.gif + B.gif / D.gif

Super Argentine Backbreaker - Hcf.gif + B.gif / D.gif *

Flashing Elbow - after B.gif / D.gif Super Argentine Backbreaker, Qcf.gif + A.gif / C.gif

Vulcan Punch - A.gif / C.gif (rapidly) *

Gatling Attack - charge briefly Bk.gif then Fd.gif + A.gif/C.gif *

Death Lake Driver - after HP or EX Gatling Attack, Dp.gif + A.gif / C.gif

Super Special Moves

Ultra Argentine Backbreaker - Hcb.gif Hcb.gif + A.gif / C.gif !

Running Three - Hcf.gif, Hcf.gif + B.gif/D.gif !

Climax Desperation Move

Ultra Clark Buster - Hcb.gif Hcb.gif + B.gif D.gif

Quick Combo Reference

Quick Combo Reference

Notation Key (place notation here)

0 Meter

Low, Anywhere
Low, Anywhere

(Combo 1) = (damage number here) dmg
(Combo 2) = (damage number here) dmg
(Combo 3) = (damage number here) = 231 dmg

1 Meter

Low, Anywhere

(Combo 1) = (damage number here) dmg
(Combo 2) = (damage number here) dmg
(Combo 3) = (damage number here) dmg

2 Meters Anywhere (Combo 1) = (damage number here) dmg

Gameplay Overview



  • st. A: The go to anti air tool to dissuade opponents from hopping against Clark.
  • st. B: This move is plus on block, while not special-cancelable it can link into cr.D, which also makes it a great frametrap into that button.
  • st. C: Backfist, one of Clark’s best tools in neutral. Max and Super-Cancelable. One of the better round openers with Clark, as it is fast and reaches far. If you feel the opponent likes to press buttons at round start, this move will usually connect and beat out most non-invul/low-profile moves allow for a nice max-mode conversion to start the round. Beware that it does whiff on crouchers.
  • st. D: A long-range anti air tool that even hits crouchers. Has a big vertical hitbox, but does not possess long horizontal range.


  • cl. A: A special cancellable hook punch. Can anti air opponents up close.
  • cl. B: Special cancellable. It is typically linked with cr. B.
  • cl. C: 2-hit move that allows you to late max mode cancel. Special-cancellable. 1st hit is special cancelable and max cancelable, 2nd hit is super and max cancelable.
  • cl. D: Mainly used to anti air up close if the opponent is not in range of st. D. Beware that it does whiff on crouchers, but it does avoid crouching lows.


  • cr. A: Special-cancellable. +1 on guard. Can be used for pressure situations.
  • cr. B: Special-cancellable low. +2 on guard and primary use for both confirming and for pressure situations. Can chain into other cr. A and combo off cl. C.
  • cr. C: Special-cancellable. A long range ground poke which helps compensate st. C’s inability to hit crouching opponents. His largest poke to buffer max into for combos and whiff punishes
  • cr. D: Sweep DA GAWD. It comes out fairly fast and has decent range for a sweep, making it a great tool to use in neutral for Clark. Because of its quickness and pushback on block, is often advisable to use it as a frametrap (eg. Cr.B,St.B,Cr.D). Command normal, special, super, max cancelable. Most practical thing to cancel it into on hit is f+BD (step), as this opens up one of the entries into Clark’s Vortex game, will be explained more in the strategy section. You can also cancel into f+BD on block, but good opponents will punish it, so use sparingly.


  • j. A: The go-to jump-in button.
  • j. B: Air to air and is mainly used to catch hops.
  • j. C: Air to air. That is used more to catch full jumps. Can jump with f+C to OS air throw.
  • j. D: Clark’s best anti air button that has both long horizontal and vertical hitbox.


  • st. CD: Special cancellable and causes a wall splat on grounded opponents.
  • j. CD: Great pressure tool with a strong downwards vertical angle.


Nageppanashi German - (b/f+C) close

  • Clark grabs then suplexes the opponent to the corner of the screen.
  • Hard knockdown

Fisherman Buster - (b/f+D) close

  • Clark vertical suplexes the opponent. The opponent lands close to the max tip range horizontal distance of his far C.
  • Hard knockdown

Death Lake Driver - (Air) (Close) (b/f+C)

  • An air grab that forces a hard knockdown. It is a useful tool to check opponents who want to jump into Clark.

Command Moves

Stomping - (f + B)

  • Overhead, ever since 3.10 it has lost the property of retaining the overhead when canceled from normals which was probably not intended in the first place. Cannot be comboed into, except when cancelled into from a st.CD in the corner for a guaranteed re-stand. Max or Super-Cancelable.

Step - (f + B + D)

  • A footsie tool to cover Clark’s ground game and can be used to catch people by surprise with Clark’s command grabs. Can also leap over grounded fireballs.

Special Moves

Mount Tackle - (hcf + A/C)

  • Can be used to anti air opponents, or catch back dashes (or punish moves with bad recovery from a long range) but it is very unsafe on block. -26 on block. Once successfully landed, confirm it straight away as it has a short confirmation window for the follow-up.

EX: Has anywhere juggle. Typically used to end after EX Super Argentine Backbreaker (HCF+BD). ∟ Clark Lift - (down down + A)

  • Least Damaging follow-up and you get no real oki

Sleeper Lift (D.D.T.) - (down down + C)

  • (description here)
Flashing Elbow - (qcf + A/C)
  • Preferred follow-up as you get a hard knockdown with enough time to do a safe jump setups

Rolling Cradler - down down + B/D

  • More damaging than Sleeper-Flashing Elbow and better corner carry, however you don’t always get great oki if you don’t throw directly into the corner.

Super Argentine Backbreaker - (hcf+ B/D)

  • Clark grabs the opponent, tosses them in the air, then backbreaks them.
  • B version has armor with a bit of invincibility
  • D version is a 1 frame command throw. Can combo from Clark’s cancel-able normals.

EX: More damage

Flashing Elbow - (qcf+ A/C)
  • Super-cancellable and a crucial key point to making Clark a dangerous machine with meter. Causes a hard knockdown and is used to set up for okizemes.

Vulcan Punch - (Rapidly Press) (A/C)

  • (description here)

EX: Often used to transition into EX Super Argentine Backbreaker for more damaging combos. EX is also +0 on block, which means it’s a decent pressure ender for Clark. 4 frames of startup.

Gatling Attack - (Charge Briefly) back (then) towards + A/C)

  • A version: Faster startup and is generally used for meterless crouching normal combos. Does not travel as far as the C version. It is -6 on block, so it can be difficult for some characters to punish due its pushback.
  • C version: Longer startup, longer animation, and travels far. It is generally confirmed after a cr. C. Super cancellable. It is -14 on block, so it is very unsafe regardless of the pushback.

EX: (description here)

Death Lake Driver - (dp + A/C)
  • Can only be followed by the C version and EX version. Causes a hard knockdown.

Super Special Moves

Ultra Argentine Backbreaker - (hcb, hcb + A/C)

  • Causes a hard knockdown. Switches sides so if you get a regular cmd grab while your opponent is in the corner you can spend a bar and still keep them in the corner as well as add the extra damage from the super.

MAX: Does more damage and causes a hard knockdown.

Running Three - (hcf, hcf + B/D)

  • Causes a hard knockdown. This move is generally used for combos. While it can chase down opponents, it is slow and can easily be countered by a hop/jump.

MAX: Faster start-up with more damage. Faster start-up with more damage, projectile invulnerability

Climax Super Special Moves

Ultra Clark Buster - (hcb, hcb + BD)

  • Clark leaps towards the opponent at a 3/4ths screen distance.
  • Has some invincibility throughout the leap
  • Is not a grab but an overhead hit
  • Causes a hard knockdown. This move can avoid some lows during the animation and can potentially catch people by surprise.


0 meter

  • cr. B, cr. B, hcf+D, qcf+A/C = (205 DMG)

(Upon Flashing Elbow (qcf+A/C), you get a safe jump option.)

  • cr. B, cr. B, charge b~f+A = (130 DMG)

(place combo description here)

  • cr. B, cr. B, ,cr.A, charge b~f+A = (148 DMG)
  • cr.C, charge b~f+C, dp+C = (238 DMG)

(Max Damage Punish)

1 meter

  • cl.C (2) [BC] cl.C (1 hit) hcf+BD, hcf+AC~down, down+C, qcb+C = (342 DMG)

(While the other follow ups are possible, it’s preferable to go for the one ending in Flashing Elbow (qcf+A/C) as that gives you the easy safe jump option.)

2 meters

  • cr. B, cr. B, hcf+D, qcf+A/C, hcbx2+AC = (431 DMG)
  • cl.C (2) [BC] cl.C (1 hit), EX Vulcan, hcf+D, qcf+A, hcbx2+AC = (518 DMG)

(Only works on 2nd/3rd Position)

  • Max range cr.C [BC] cr.C EX Gatling Attack, hcf+P, dd+C, qcf+a, hcbx2+AC (501 dmg) Works off max range where combos to EX vulcan to hcf+D don’t work.

3 meters

  • cr. B, cr. B, hcf+D, qcf+A/C, hcbx2+BD = (534 DMG)
  • cl.C (2) [BC] cl.C (1 hit), EX Vulcan, hcf+D, qcf+A, hcbx2+BD = (582 DMG)
  • cr.C, charge b~f+C (2), hcfx2+K, hcbx2+AC = (573 DMG)

4 meters

  • cr.C, charge b~f+C (2), hcfx2+K, hcbx2+BD = (704 DMG)

5 meters

  • (place combo here) = (place damage amount here)

(place combo description here)


Cr. B into cl. C is a legitimate frametrap that can be comboed into each other, however a meaty cr.B is required in order not to get far C to come out if cr.B is blocked.

Frame Data

Clark KOFXIV Frama Data Link


KoF XIV: Clark Beginner Breakdown

Clark Slow Motion Hitboxes

External Links

Discussion Threads

Discuss at Dream Cancel

The King of Fighters XIV

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