Difference between revisions of "The King of Fighters XV/Clark Still"
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* '''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. | ||
* '''Ease and Consistency''': Clark's super cancels may be tricky, but he seldom has to use them at all due to how poorly they scale. With his very quick and good normals coupled with simple gameplan and light execution outside of meter combos, Clark | * '''Ease and Consistency''': Clark's super cancels may be tricky, but he seldom has to use them at all due to how poorly they scale. With his very quick and good normals coupled with simple gameplan and light execution outside of meter combos, Clark one the easiest in the game in terms of combos, allowing him to remain killing even through high stress situations. | ||
| cons= | | cons= | ||
* '''High Combo Scaling''': Cashing out in a command grab tends to be less damaging than other options that Clark might have in store. | * '''High Combo Scaling''': Cashing out in a command grab tends to be less damaging than other options that Clark might have in store. | ||
* '''Odd Reversal''': Clark's only reversal option is a command grab, which makes him very vulnerable to safejumps and hop mixups in particular. As a result, Clark often has to use | * '''Odd Reversal''': Clark's only reversal option is a command grab, which makes him very vulnerable to safejumps and hop mixups in particular. As a result, Clark often has to use air-to-airs rather than anti-airs to contest vertical space, which a smart opponent can capitalize on to help keep him shut out. | ||
* '''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. 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. 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. | ||
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The classic follow-up to many of Clark's command throws. Not only does this supplement his command throw game with extra damage, it recovers fast enough to allow Clark to get back into position to mix up the opponent immediately on their wakeup. In XV this is as easy as doing a super jump after the Flashing Elbow connects, or doing Step. Done immediately, this will put Clark into position to do a meaty 2B, cl.C, or delayed command throw to beat wakeup mash/throw attempts; done with a slight delay, this can allow Clark to do a safe jump with j.A to bait reversals. Because Flashing Elbow is available as a follow-up from all of Clark's normal command throws in some form or another, it serves as the cornerstone of his vortex, so don't forget to use it! | The classic follow-up to many of Clark's command throws. Not only does this supplement his command throw game with extra damage, it recovers fast enough to allow Clark to get back into position to mix up the opponent immediately on their wakeup. In XV this is as easy as doing a super jump after the Flashing Elbow connects, or doing Step. Done immediately, this will put Clark into position to do a meaty 2B, cl.C, or delayed command throw to beat wakeup mash/throw attempts; done with a slight delay, this can allow Clark to do a safe jump with j.A to bait reversals. Because Flashing Elbow is available as a follow-up from all of Clark's normal command throws in some form or another, it serves as the cornerstone of his vortex, so don't forget to use it! | ||
As a note, although the directional input for Flashing Elbow is listed as 236, the follow-up is always done after a side switch from the initiating command throw, which means the 236 needs to be performed to the opposite direction (i.e. 214). As a tip, always do the QCF motion in the | As a note, although the directional input for Flashing Elbow is listed as 236, the follow-up is always done after a side switch from the initiating command throw, which means the 236 needs to be performed to the opposite direction (i.e. 214). As a tip, always do the QCF motion ''in the direction Clark is throwing his opponent''. So if Clark is tossing his opponent to the left, do 214. | ||
Flashing Elbow can be canceled into Ultra Argentine Backbreaker or Climax when not originating from an EX move. This isn't very meter-efficient because of command throw damage scaling, but it's great for closing out rounds if you know it'll kill. | Flashing Elbow can be canceled into Ultra Argentine Backbreaker or Climax when not originating from an EX move. This isn't very meter-efficient because of command throw damage scaling, but it's great for closing out rounds if you know it'll kill. | ||
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The SPD of KOF, Clark's signature command throw. Does good damage on its own and can be followed up with Flashing Elbow. | The SPD of KOF, Clark's signature command throw. Does good damage on its own and can be followed up with Flashing Elbow. | ||
B version has delayed startup but has frame 1 guard point ''and'' throw invulnerability until active. This is particularly great for tick throws and oki, as it cleanly beats habitual mashing attempts and can only be countered by being airborne or otherwise out of range. | B version has delayed startup but has frame 1 guard point ''and'' throw invulnerability until active. This is particularly great for tick throws and oki, as it cleanly beats habitual mashing attempts and can only be countered by being airborne or otherwise out of range. DP attempts will lose to this, and you can punish with cl.C > 6B > Special for good damage. Essential for starting Clarks game and demanding respect. | ||
D version is a 1-frame command throw. This is best used from an empty jump or a forward dash to punish the opponent for hesitating. Its 1-frame startup means it can also technically be used as a reversal against grounded opponents. | D version is a 1-frame command throw. This is best used from an empty jump or a forward dash to punish the opponent for hesitating. Its 1-frame startup means it can also technically be used as a reversal against grounded opponents if they fail to do a proper safejump. | ||
The EX version is functionally similar to the D version, but with more range. It also can't be followed up with Flashing Elbow; instead, it ground bounces the opponent into a juggle state, which can most reliably be followed up with A Gatling Attack for more potential damage. The extra range on EX SAB makes it great for linked confirms and punishes that would otherwise not be possible. This is notably the only way to convert high damage off a special command grab into Climax without suffering brutal OTG damage scaling. | The EX version is functionally similar to the D version, but with more range. It also can't be followed up with Flashing Elbow; instead, it ground bounces the opponent into a juggle state, which can most reliably be followed up with A Gatling Attack for more potential damage. The extra range on EX SAB makes it great for linked confirms and punishes that would otherwise not be possible. This is notably the only way to convert high damage off a special command grab into Climax without suffering brutal OTG damage scaling. | ||
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|input=623A/C/AC | |input=623A/C/AC | ||
|description3= | |description3= | ||
Clark's old school rapid punches were slightly reworked in KOF XV; the input has been changed and you can no longer mash for additional hits. For what it's worth, this makes the behavior of the move a lot more stable | Clark's old school rapid punches were slightly reworked in KOF XV; the input has been changed and you can no longer mash for additional hits. For what it's worth, this makes the behavior of the move a lot more stable. | ||
Normal versions knock down on the last hit; notably, the hit-stun of each of the first three hits is enough to cancel into Running Three for a combo (the only way to do so) | Normal versions knock down on the last hit; notably, the hit-stun of each of the first three hits is enough to cancel into Running Three for a combo on grounded opponents (the only way to do so). | ||
EX Vulcan Punch is far more useful in most situations. | A Vulcan Punch stays in place and has lower recovery; the last hit is even on block if it connects, but it rarely does so due to pushback. C Vulcan Punch moves Clark forward during the attack and has no pushback, making confirms into it more consistent, and puts the opponent in a free juggle state on hit; however, the recovery is much longer than the A version, which limits follow-ups to this outside of the corner and makes it very unsafe. | ||
EX Vulcan Punch is far more useful in most situations, boasting the forward movement and non-existent pushback of the C version with the recovery of the A version. This keeps the opponent in grab range while leaving you even on block, giving you a free mixup. On hit, instead of knocking down the opponent it leaves Clark at +1; this can potentially be used as an opportunity for a reset mixup, but more commonly this allows Clark to continue a combo with any of his 1-frame command throws. This makes EX Vulcan Punch the ideal special move starter for Clark's optimal damaging combo routes. | |||
}} | }} | ||
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|name=Gatling Attack | |name=Gatling Attack | ||
|input=214A/C/AC | |input=214A/C/AC | ||
|description3= | |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. | ||
EX Gatling as a few uses as combo filler and is good for burst damage. That being said, its main benefit is that you can combo into light Mount Tackle. EX Mount Tackle does not let you perform supers after doing its version of Flashing Elbow, but light 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=* 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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|name=Frankensteiner | |name=Frankensteiner | ||
|input=623B/D/BD | |input=623B/D/BD | ||
|description3=* 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. | |description3=* 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. | ||
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. | |||
}} | }} | ||
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|name=Flashing Elbow | |name=Flashing Elbow | ||
|input=623B/D/BD~236A/C | |input=623B/D/BD~236A/C | ||
|description2=* | |description2=* See above. | ||
}} | }} | ||
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|name=Ultra Argentine Backbreaker | |name=Ultra Argentine Backbreaker | ||
|input=6321463214(A/C/AC) | |input=6321463214(A/C/AC) | ||
|description2=* | |description2= | ||
* Clark's go-to combo ender with meter. Does low damage thanks to poor OTG scaling, but still very useful to help kill a low-health opponent. | |||
* Can be performed out of Flashing Elbow. As an input tip, always buffer Ultra Argentine Backbreaker from the opposite direction as your Flashing Elbow input, i.e. 214 > 6321463214, or 236> 4123641236 | |||
* Grants nonexistent Oki on hit, making it a poor choice to use outside of meter dumps | |||
Clark grabs his opponent before performing the Argentine Backbreaker three times and the performs a brainbuster on them. Due to the heavy scaling on OTG combos, this Super often does very little damage and grants no Oki on success. As a result, try to use this Super to close out a round or as a meter-dump if necessary. Note that this Super cannot combo into Running Three MAX or Climax, making this a true combo ender. | |||
The MAX version is a cinematic super with much better damage scaling. If you want to do good damage for three bars, do Running Three into Ultra Argentine Backbreaker MAX for the most possible damage. | |||
}} | }} | ||
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|name=Running Three | |name=Running Three | ||
|input=4123641236B/D/BD | |input=4123641236B/D/BD | ||
|description3=* | |description3= | ||
* Midscreen punish and meter dump starter | |||
* During the MAX version Clark is invulnerable to projectiles, making this a great psuedo-reversal for blowing up fake pressure or catching out a zoner | |||
* Can be cancelled into Ultra Argentine Backbreaker MAX or Climax | |||
Clark sprints forward and then grabs his opponent before powerbombing them. A solid super to help punish poor pressure or begin a meter dump. Extremely hard to react to at close range due to the speed and range at which Clark can grab you, but can be easily DP'd if done raw. Don't throw this out randomly- instead, work it into your gameplan as a whiff punisher. | |||
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 hit 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. | |||
}} | }} | ||
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|moveId=clark_2141236cd | |moveId=clark_2141236cd | ||
|input=2141236CD | |input=2141236CD | ||
|description=* | |description= | ||
* Clark flies across the screen extremely quickly while invlunerable to projectiles | |||
* Does excellent damage by Clark's standards | |||
Similar to Running Three MAX, this super sends Clark fullscreen to grab his opponents for a brutal punish. This move has projectile invulnerability. The leap also allows it to go over lows. It can still be DP'd on reaction, so be careful with throwing it out. | |||
Something to note is that both of Clark's supers send his opponents fullscreen. This move will catch anyone standing still or performing a grounded move regardless of where they are on the screen, so throwing this out after waiting to see what they do is a good way to punish them further. A basic MAX Mode BnB does close to 600 damage, while a Max Mode Climax does 445, so this is a surefire way to kill an opponent who doesn't realize what you're about to do. It's a gimmick, but keeping it in your back pocket can make Anchor Clark a real menace. | |||
}} | }} | ||
Latest revision as of 17:27, 22 May 2022
Gameplay Summary
Clark Still is a grappler who excels at looping grab setups and poking from 1-2 char distances away. | |
Pros | Cons |
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|
Clark is KoF's mixup grappler, compared to the normal grappler archetype like Dinosaur/Zangief that slowly work their way in and the 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, ambiguous Left-Right Mixups 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. 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.
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> 6B > 41236D > 236C = 270 dmg |
1 Meter |
Anywhere |
cl.C > 6B > 623AC > 41236D > 236C = 382 dmg |
2 Meters |
Anywhere |
2D > cl.D/f.D > max > cl.C > 6B > 623AC > 41236D > 236C > [SC] 236236AC = 484 dmg |
Normals
Far Standing Normals
Far A
far A A |
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Far B
far B B |
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Far C
far C C |
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Far D
far D D |
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Close Standing Normals
Close A
close A cl.A |
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Close B
close B cl.B |
---|
Close C
close C cl.C |
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Close D
close D cl.D |
---|
Crouch Normals
Crouch A
crouch A 2A |
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Crouch B
crouch B 2B |
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Crouch C
crouch C 2C |
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Crouch D
crouch D 2D |
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Jump Normals
Jump A
jump A j.A |
---|
Jump B
jump B j.B |
---|
Jump C
jump C j.C |
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Jump D
jump D j.D |
---|
Blowback
Blowback
Blowback CD |
---|
Shatter Strike
Shatterstrike 236CD |
---|
jump CD
jump CD j.CD |
---|
Rush Moves
rush cl.AA/cl.AAX |
---|
Throws
Nageppanashi German
Nageppanashi German (close) 4/6C |
---|
Fisherman Buster
Fisherman Buster (close) 4/6D |
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Death Lake Driver
Death Lake Driver air (close) 4/6C |
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Command Moves
Stomping
Stomping 6B |
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Step
Step 6BD |
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Special Moves
Mount Tackle
Mount Tackle 41236A/C/AC |
---|
Clark Lift
Clark Lift 41236AC~22A |
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Sleeper (D.D.T.)
Sleeper (D.D.T.) 41236AC~22C |
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Flashing Elbow
Flashing Elbow 41236AC~22C~236A/C |
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Rolling Death Cradle
Rolling Death Cradle 42136A/C~22D |
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Super Argentine Backbreaker
Super Argentine Backbreaker 41236B/D/BD |
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Flashing Elbow
Flashing Elbow 41236B/D~236A/C |
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Vulcan Punch
Vulcan Punch 623A/C/AC |
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Gatling Attack
Gatling Attack 214A/C/AC |
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Death Lake Driver
Gatling Attack into Death Lake Driver 214C/AC~623A/C |
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Frankensteiner
Frankensteiner 623B/D/BD |
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Flashing Elbow
Flashing Elbow 623B/D/BD~236A/C |
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Super Special Moves
Ultra Argentine Backbreaker
Ultra Argentine Backbreaker 6321463214(A/C/AC) |
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Running Three
Running Three 4123641236B/D/BD |
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Climax Super Special Moves
Ultra Clark Buster 2141236CD |
---|