Use the corresponding starter(s) from the 'Starters' section of this page.
>
Cancel the previous move into the following move. If preceded by a move in brackets, must cancel the start of the preceding move (AKA a 'Kara Cancel').
,
Link the previous move into the following move.
(X)
A move in brackets must whiff (not hit). Can also mean the move must be Kara Canceled.
~
Cancel the previous special into the following special.
cl.
Close to opponent.
f.
Far from opponent.
j.
Jumping move.
AA
Anti-air. Hit the opponent while they're mid-air.
[X]
Hold input briefly.
X/Y
Do either X move or Y move in a combo (Both final damage & stun values will be shown).
X * N {X} * N
Repeat 'X' input 'N' amount of times. Multiple inputs will be bundled into "{}".
Starters
Note: The combos in the "Combos" section have been tested using the first starter in each category (the combos in Bold).
Light Starters
Combo
Damage
Notes
2B, 2A, 2A
60
Standard low confirm.
clB, clA, 2A, 2A
96
His highest damage string of Lights, won't use it much sadly.
clB, clB, clC (1) > 6B
144
Light into Heavy. clA works too but isn't as reliable. Doesn't work from jump ins even with just 1 clB.
Heavy Starters
Combo
Damage
Notes
cl.C(1) > 6B
96
Standard, reliable heavy starter. Works in practically any situation.
2C > 6B
131
Most damaging combo starter. Requires a deep jump-in due to 2C's slower startup, but its your go to for punishes.
2C
70
The poke.
Other Starters
Combo
Damage
Notes
CD
75
Standard CD, can be canceled into 6BD.
Counter jCD
112
Amazing tool for Clark.
236CD
75
Shatter Strike, pretty standard.
426BD
150
EX ABB, causes a sideswitch.
Combos
Rush Auto Combo
Combo
Damage
Meter cost
notes
cl.A > A > A > B
138
0
Rush combo ending with A Gatling Attack.
cl.A > A > A > C
242
1
Rush combo ending with Ultra Argentine Backbreaker.
cl.A > A > A > D
354
2
Rush combo ending with MAX Ultra Argentine Backbreaker.
cl.A > A > A > A
446
3
Rush combo ending with Ultra Clark Buster (Climax).
Note: Clark has few unique Heavy Starter combos. Stats for both will be shown for all besides those.
Meterless
Combo
Damage
Stun
Meter Gain
Location
Notes
Light Starter > 214A
128
155
.20%
Anywhere
Standard Light confirm. +38/+65 on tech/knockdown. Grants an autotimed safejump
2B, 2A, farB, 2D > 6BD
133
145
.15%
Anywhere
Low into Heavy. +24/+51 on tech/knockdown. A second 6BD sets up +0/+27 on tech/knockdown.
Starter > 623C
195(H) 152(L)
155
.25%(H) .23%(L)
Anywhere
+30/+57 on tech/knockdown. Grants a autotimed safehop in the corner.
Starter > 426A > 22C > 236P
215(H) 173(L)
75
.27%(H) .25%(L)
Anywhere
Requires quick timing to get off of Lights.
Starter > 426D > 236P
243(H) 185(L)
75
.30%(H) .25%(L)
Anywhere
Into ABB, less reliable from Lights due to pushback.
Heavy Starter > 214C, 214A
229
295
.36%
Anywhere
+41/+68 on tech/knockdown. 426A sets up +0/+27 on tech/knockdown.
Heavy Starter > 214C, 2D > 6BD
229
285
.31%
Anywhere
+24/+51 on tech/knockdown. A second 6BD sets up +0/+27 on tech/knockdown.
Heavy Starter > 214C > 623P
237
215
.35%
Anywhere
Most damaging meterless route, rarely actually used though.
EX
Combo
Damage
Stun
Meter Gain
Location
Notes
Starter > 214AC, 426A > 22C > 236P
290(H) 241(L)
75
.27%(H) .25%(L)
Anywhere
Most versatile combo from Lights.
Starter > 426BD, 214A
299(H) 251(L)
155
.23%(H) .20%(L)
Anywhere
+41/+68 on tech/knockdown. Close range combo that sets up further meter spending.
Heavy Starter > 623AC, 426D > 236P
303
75
.27%
Anywhere
Works from Lights too, but its more reliable from clC.
Heavy Starter > 214C, 214A, 426AC > 22C > 236P
307
295
.37%
Anywhere
Builds a significant portion of the EX meter before you even spend it.
Starter > 214AC, 623C, 214A
332(H) 279(L)
135
.40%(H) .37%(L)
Corner
+41/+68 on tech/knockdown.
Starter > 426BD, 623C, 214A
387(H) 335(L)
235
.43%(H) .40%(L)
Against Corner
Max damage when cornered, works from Lights too. +41/+68 on tech/knockdown.
1 Bar
Combo
Damage
Stun
Meter cost
Meter Gain
Location
Notes
Starter > 426BD, 214A, 426AC > 22C > 236P
382(H) 329(L)
155
1
.23%(H) .20%(L)
Anywhere
Max midscreen damage. Maintains sides.
Starter > 426D > 236P > 624624P
354(H) 310(L)
75
1
.27%(H) .25%(L)
Anywhere
Grab into Super.
Starter > 214AC, 623C, 214A, 426AC > 22C > 236P
404(H) 345(L)
235
1
.43%(H) .37%(L)
Corner
Max 1 Bar corner damage. Pulls opponent out of corner.