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=Introduction= | ==Introduction== | ||
'''''「 Clark Steel 」''''' | '''''「 Clark Steel 」''''' | ||
=Data= | ==Data== | ||
'''UNDER CONSTRUCTION''' | '''UNDER CONSTRUCTION''' | ||
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=Battle= | ==Battle== | ||
'''UNDER CONSTRUCTION''' | '''UNDER CONSTRUCTION''' | ||
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'''UNDER CONSTRUCTION''' | '''UNDER CONSTRUCTION''' | ||
=Combos= | ==Combos== | ||
'''UNDER CONSTRUCTION''' | '''UNDER CONSTRUCTION''' | ||
=Strategy= | ==Strategy== | ||
'''UNDER CONSTRUCTION''' | '''UNDER CONSTRUCTION''' | ||
=Match Up= | ===Match Up=== | ||
'''UNDER CONSTRUCTION''' | '''UNDER CONSTRUCTION''' | ||
Revision as of 00:12, 17 July 2022
Introduction
「 Clark Steel 」
Data
UNDER CONSTRUCTION
Colors
UNDER CONSTRUCTION
Movelist
Normals
Far Normals
Damage | Counter Dmg | Guard | Guard Damage | Damage Scaling | Stun | CH Stun | Meter | Cancel Properties | Startup | Active | Recovery | Total | Hit Advantage | Block Advantage | Invulnerability |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
- | - | Mid | - | - | - | - | - | None | 5 | 5 | 4 | 14 | +2 | 0 | - |
Simple jab. |
Damage | Counter Dmg | Guard | Guard Damage | Damage Scaling | Stun | CH Stun | Meter | Cancel Properties | Startup | Active | Recovery | Total | Hit Advantage | Block Advantage | Invulnerability |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
- | - | Mid | - | - | - | - | - | None | 4 | 4 | 5 | 13 | +4 | +1 | - |
Far Kick. |
Damage | Counter Dmg | Guard | Guard Damage | Damage Scaling | Stun | CH Stun | Meter | Cancel Properties | Startup | Active | Recovery | Total | Hit Advantage | Block Advantage | Invulnerability |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
- | - | Mid | - | - | - | - | - | None | 10 | 7 | -18 | 35 | -3 | -7 | - |
Big muscley straight punch to the face. Safer if you space it right but you don't want to get caught hitting this button up close. |
Damage | Counter Dmg | Guard | Guard Damage | Damage Scaling | Stun | CH Stun | Meter | Cancel Properties | Startup | Active | Recovery | Total | Hit Advantage | Block Advantage | Invulnerability |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
- | - | Mid | - | - | - | - | - | None | 13 | 4 | 25 | 42 | -8 | -12 | - |
Roundhouse. Longest-range attack Clark has, but it's pretty negative on hit so you don't want to aim this close at all. |
Close Range Normals
Damage | Counter Dmg | Guard | Guard Damage | Damage Scaling | Stun | CH Stun | Meter | Cancel Properties | Startup | Active | Recovery | Total | Hit Advantage | Block Advantage | Invulnerability |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
- | - | Mid | - | - | - | - | - | None | 5 | 5 | 4 | 14 | +2 | 0 | - |
Same jab, different boxes. |
Damage | Counter Dmg | Guard | Guard Damage | Damage Scaling | Stun | CH Stun | Meter | Cancel Properties | Startup | Active | Recovery | Total | Hit Advantage | Block Advantage | Invulnerability |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
- | - | Mid | - | - | - | - | - | CMD/Special/Super | 4 | 5 | 5 | 14 | +3 | +1 | - |
Cancellable. On some characters like Ash, there can be an annoying deadzone where you're too close for st.B to come out, but too far for cl.B to hit. |
Damage | Counter Dmg | Guard | Guard Damage | Damage Scaling | Stun | CH Stun | Meter | Cancel Properties | Startup | Active | Recovery | Total | Hit Advantage | Block Advantage | Invulnerability |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
- | - | Mid | - | - | - | - | - | CMD/Special/Super | 4 | 4,7 | 16 | 31 | -2 | +6 | - |
As fast as his cl.B. Cancellable on the first hit only, but even then it does more damage than cl.B. Combos into 6B, and is a true blockstring, but pushes the opponent too far to combo into anything other than Shining Wizard. |
Damage | Counter Dmg | Guard | Guard Damage | Damage Scaling | Stun | CH Stun | Meter | Cancel Properties | Startup | Active | Recovery | Total | Hit Advantage | Block Advantage | Invulnerability |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
- | - | Mid | - | - | - | - | - | None | 12 | 3 | 28 | 43 | -10 | -14 | Low |
Dropkick. Uncancellable move with a lengthy startup and a lengthy punish window...on hit. Duckable as well for extra pain. This move can hop over low attacks, but the recovery is horrible so you're gonna get punished anyway. |
Crouching Normals
Damage | Counter Dmg | Guard | Guard Damage | Damage Scaling | Stun | CH Stun | Meter | Cancel Properties | Startup | Active | Recovery | Total | Hit Advantage | Block Advantage | Invulnerability |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
- | - | Mid | - | - | - | - | - | CMD/Special/Super | 5 | 6 | 4 | 15 | +2 | 0 | - |
Cancellable jab. Only cancellable crouch move Clark has. |
Damage | Counter Dmg | Guard | Guard Damage | Damage Scaling | Stun | CH Stun | Meter | Cancel Properties | Startup | Active | Recovery | Total | Hit Advantage | Block Advantage | Invulnerability |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
- | - | Low | - | - | - | - | - | None | 5 | 5 | 9 | 19 | -1 | -3 | - |
Quick low. Can't combo into anything, not cancellable so Clark doesn't get much from lows. |
Damage | Counter Dmg | Guard | Guard Damage | Damage Scaling | Stun | CH Stun | Meter | Cancel Properties | Startup | Active | Recovery | Total | Hit Advantage | Block Advantage | Invulnerability |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
- | - | Mid | - | - | - | - | - | None | 9 | 7 | 15 | 31 | -1 | -5 | - |
Big low punch |
Damage | Counter Dmg | Guard | Guard Damage | Damage Scaling | Stun | CH Stun | Meter | Cancel Properties | Startup | Active | Recovery | Total | Hit Advantage | Block Advantage | Invulnerability |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
- | - | Low | - | - | - | - | - | None | 11 | 7 | 19 | 37 | KD | -10 | - |
Sweep |
Neutral Jumping Normals
Damage | Counter Dmg | Guard | Guard Damage | Damage Scaling | Stun | CH Stun | Meter | Cancel Properties | Startup | Active | Recovery | Total | Hit Advantage | Block Advantage | Invulnerability |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
- | - | Overhead | - | - | - | - | - | - | 4 | 4 | - | 8 | - | - | - |
Damage | Counter Dmg | Guard | Guard Damage | Damage Scaling | Stun | CH Stun | Meter | Cancel Properties | Startup | Active | Recovery | Total | Hit Advantage | Block Advantage | Invulnerability |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
- | - | Overhead | - | - | - | - | - | - | 4 | 5 | - | 9 | - | - | - |
Damage | Counter Dmg | Guard | Guard Damage | Damage Scaling | Stun | CH Stun | Meter | Cancel Properties | Startup | Active | Recovery | Total | Hit Advantage | Block Advantage | Invulnerability |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
- | - | Overhead | - | - | - | - | - | - | 6 | 5 | - | 11 | - | - | - |
Damage | Counter Dmg | Guard | Guard Damage | Damage Scaling | Stun | CH Stun | Meter | Cancel Properties | Startup | Active | Recovery | Total | Hit Advantage | Block Advantage | Invulnerability |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
- | - | Overhead | - | - | - | - | - | - | 11 | 6 | - | 17 | - | - | - |
Diagonal Jump Normals
Damage | Counter Dmg | Guard | Guard Damage | Damage Scaling | Stun | CH Stun | Meter | Cancel Properties | Startup | Active | Recovery | Total | Hit Advantage | Block Advantage | Invulnerability |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
- | - | Overhead | - | - | - | - | - | - | 4 | 9 | - | 13 | - | - | - |
Longest lasting air normal for Clark. This is Clark's best normal for air-to-ground situations, since it can confirm cl.C xx SAB easily. |
Damage | Counter Dmg | Guard | Guard Damage | Damage Scaling | Stun | CH Stun | Meter | Cancel Properties | Startup | Active | Recovery | Total | Hit Advantage | Block Advantage | Invulnerability |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
- | - | Overhead | - | - | - | - | - | - | 4 | 4 | - | 8 | - | - | - |
This normal is mostly used for air-to-air. Not particularly usefull. |
Damage | Counter Dmg | Guard | Guard Damage | Damage Scaling | Stun | CH Stun | Meter | Cancel Properties | Startup | Active | Recovery | Total | Hit Advantage | Block Advantage | Invulnerability |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
- | - | Overhead | - | - | - | - | - | - | 4 | 7 | - | 11 | - | - | - |
Same uses as j.B but kinda better overall. |
Throws
Damage | Counter Dmg | Guard | Guard Damage | Damage Scaling | Stun | CH Stun | Meter | Cancel Properties | Startup | Active | Recovery | Total | Hit Advantage | Block Advantage | Invulnerability |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
- | - | Throw | - | - | - | - | - | - | - | - | - | - | - | - | - |
German Suplex. C version throws the opponent forward, D version swaps sides. Techable and rollable before the opponent hits the ground. If rolled, Clark is extremely negative, but is strike/projectile invul until recovery. You can still punish with a throw, especially in the corner. |
Damage | Counter Dmg | Guard | Guard Damage | Damage Scaling | Stun | CH Stun | Meter | Cancel Properties | Startup | Active | Recovery | Total | Hit Advantage | Block Advantage | Invulnerability |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
- | - | Throw | - | - | - | - | - | - | - | - | - | - | - | - | - |
Air throw where Clark tosses his opponent to the ground. |
MSA
Damage | Counter Dmg | Guard | Guard Damage | Damage Scaling | Stun | CH Stun | Meter | Cancel Properties | Startup | Active | Recovery | Total | Hit Advantage | Block Advantage | Invulnerability |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
- | - | Mid | - | - | - | - | - | - | 13 | 5 | 12 (until character change) | 30 | - | - | Strike/Projectile |
Second slowest MSA in the game at 13 frames. Has strike/projectile invincibility for startup, but can be beat with a throw/command grab. |
Damage | Counter Dmg | Guard | Guard Damage | Damage Scaling | Stun | CH Stun | Meter | Cancel Properties | Startup | Active | Recovery | Total | Hit Advantage | Block Advantage | Invulnerability |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
- | - | Mid | - | - | - | - | - | - | - | - | - | - | - | - | - |
Command Normals
Damage | Counter Dmg | Guard | Guard Damage | Damage Scaling | Stun | CH Stun | Meter | Cancel Properties | Startup | Active | Recovery | Total | Hit Advantage | Block Advantage | Invulnerability |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
- | - | Mid | - | - | - | - | - | Special/Super | 14 | 4 | 22 | 30 | -2 | -6 | - |
Clark kicks the opponent in the legs. Cancellable into a special/super, and pushes the opponent out back a bit. Can only be combo'd from his cl.C, but leaves the opponent too far apart to do anything except Shining Wizard. Up close, you can combo into either a Mount Tackle or a Backbreaker. With meter, you can combo into a Ultra Argentine Backbreaker (DM or LDM) , but the range is shorter than the regular SAB. |
Special Moves
Damage | Counter Dmg | Guard | Guard Damage | Damage Scaling | Stun | CH Stun | Meter | Cancel Properties | Startup | Active | Recovery | Total | Hit Advantage | Block Advantage | Invulnerability |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
- | - | Throw | - | - | - | - | - | Flashing Elbow | 1 | - | - | - | - | - | - |
Clark's signature 1F command grab. More dangerous than ever with the removal of alternate guarding. Swaps sides with the opponent on connect, and can be followed up on with Flashing Elbow |
Version | Damage | Counter Dmg | Guard | Guard Damage | Damage Scaling | Stun | CH Stun | Meter | Cancel Properties | Startup | Active | Recovery | Total | Hit Advantage | Block Advantage | Invulnerability |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
LK | - | - | Throw | - | - | - | - | - | Flashing Elbow | 9 | - | - | - | - | - | - |
Version | Damage | Counter Dmg | Guard | Guard Damage | Damage Scaling | Stun | CH Stun | Meter | Cancel Properties | Startup | Active | Recovery | Total | Hit Advantage | Block Advantage | Invulnerability |
HK | - | - | Throw | - | - | - | - | - | Flashing Elbow | 14 | - | - | - | - | - | - |
Delayed, invincible command grab. You can use the Frankensteiner as GCA-bait for a few characters (like Tizoc and Maxima), but more often then not you'll get stuffed. Swaps sides if it connects, can follow up with Flashing Elbow. B version has less startup than D version. |
Damage | Counter Dmg | Guard | Guard Damage | Damage Scaling | Stun | CH Stun | Meter | Cancel Properties | Startup | Active | Recovery | Total | Hit Advantage | Block Advantage | Invulnerability |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
- | - | Mid | - | - | - | - | - | Flashing Elbow | 10 | 13 | 35 | 58 | - | - | - |
Anti-air attack where Clark jumps forward. If his body touches the opponent's, he'll roll them down. Can only hit in the air (except for Mukai, who is tall enough that Clark can hit him standing up). Can follow up with Flashing Elbow. |
Damage | Counter Dmg | Guard | Guard Damage | Damage Scaling | Stun | CH Stun | Meter | Cancel Properties | Startup | Active | Recovery | Total | Hit Advantage | Block Advantage | Invulnerability |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
- | - | Mid | - | - | - | - | - | - | 12+ | 4 | 58 | 74+ | - | - | - |
Clark does a run. If in range, he performs a tackle. The tackle itself does no damage initially. If this move hits, Clark can perform one of four followups; 22A, 22B, 22C and 22D. The opponent can "break" the tackle by inputting the same followup that Clark inputs, before any of the followups are performed. (for example, if the opponent was to break 22A, then he and Clark would need to input 22A). Unlike throws, you cannot OS a guaranteed tackle break by inputting 22ABCD, this is a true 25/25/25/25 mixup. Light version has Clark run 3/4th of the screen, Heavy version goes fullscreen and Clark runs faster. |
Damage | Counter Dmg | Guard | Guard Damage | Damage Scaling | Stun | CH Stun | Meter | Cancel Properties | Startup | Active | Recovery | Total | Hit Advantage | Block Advantage | Invulnerability |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
- | - | - | - | - | - | - | - | - | - | - | - | - | 21 | - | - |
Followup to Mount Tackle. Swaps sides, leaves the opponent fullscreen. Probably his worst followup because of its bad Oki positioning. |
Damage | Counter Dmg | Guard | Guard Damage | Damage Scaling | Stun | CH Stun | Meter | Cancel Properties | Startup | Active | Recovery | Total | Hit Advantage | Block Advantage | Invulnerability |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
- | - | - | - | - | - | - | - | - | - | - | - | - | 21 | - | - |
Followup option to Mount Tackle. Swaps sides. Leaves the opponent very close to Clark, and can be followed up on with Flashing Elbow. Even without doing the Flashing Elbow, this is Clarks's most damaging followup |
Damage | Counter Dmg | Guard | Guard Damage | Damage Scaling | Stun | CH Stun | Meter | Cancel Properties | Startup | Active | Recovery | Total | Hit Advantage | Block Advantage | Invulnerability |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
- | - | Throw | - | - | - | - | - | - | - | - | - | - | 39 | - | - |
Followup option to Mount Tackle. Swaps sides. Worst damage, but has amazing stage carry potential; if this hits midscreen (or slightly further than midscreen), you can send your opponent to the corner. There's no difference between which version you pick, other than which button the defender has to break with (so, for example, if you perform 22B, then your opponent needs to break with 22B, not with 22D, and vice versa). |
Damage | Counter Dmg | Guard | Guard Damage | Damage Scaling | Stun | CH Stun | Meter | Cancel Properties | Startup | Active | Recovery | Total | Hit Advantage | Block Advantage | Invulnerability |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
- | - | Unblockable | - | - | - | - | - | - | 1 | - | - | - | 15 | - | - |
Clark runs up to his opponent. If the opponent is crouching, Clark will do a Shining Wizard and kick them in the head. If not, Clark stops running and is punishable. Unblockable, but it'll whiff the opponent is in blockstun. Runs faster than Mount Tackle, allowing some combos to connect with Wizard that otherwise wouldn't with Tackle, such as cl.C -> 6K -> 63214P or 2A -> 63214P. |
Damage | Counter Dmg | Guard | Guard Damage | Damage Scaling | Stun | CH Stun | Meter | Cancel Properties | Startup | Active | Recovery | Total | Hit Advantage | Block Advantage | Invulnerability |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
- | - | - | - | - | - | - | - | - | - | - | - | - | 16 | - | - |
Universal followup option from either his SAB, Frankensteiner, Napalm Stretch or Lift DDT. Clark runs up to the opponent and drops the elbow on them. Guaranteed followup from nearly all scenarios (with the only exception possibly being landing Napalm Stretch in the corner. Hits OTG. |
Super Moves
Damage | Counter Dmg | Guard | Guard Damage | Damage Scaling | Stun | CH Stun | Meter | Cancel Properties | Startup | Active | Recovery | Total | Hit Advantage | Block Advantage | Invulnerability |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
- | - | Throw | - | - | - | - | - | - | 2 | - | - | - | - | - | - |
Command grab super. Not an instant command grab anymore, the opponent can jump during the superfreeze to punish. Swaps sides. More damaging than his Running Three. Compare his hitboxes of his UAB to the hitboxes of his SAB; you'll note that his Ultra Argentine Backbreakers (both the DM and LDM versions) have less range than his Super Argentine Backbreakers. This means that you may find yourselves in situations where a SAB will connect, but a UAB will whiff (for example, dj.A -> st.C -> SAB will combo, but dj.A -> st.C -> UAB will whiff). |
Damage | Counter Dmg | Guard | Guard Damage | Damage Scaling | Stun | CH Stun | Meter | Cancel Properties | Startup | Active | Recovery | Total | Hit Advantage | Block Advantage | Invulnerability |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
- | - | Throw | - | - | - | - | - | - | 20 | - | - | - | - | - | - |
Running command grab super. Swaps sides. Has invincibility before the superfreeze. |
LDM
Damage | Counter Dmg | Guard | Guard Damage | Damage Scaling | Stun | CH Stun | Meter | Cancel Properties | Startup | Active | Recovery | Total | Hit Advantage | Block Advantage | Invulnerability |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
- | - | Throw | - | - | - | - | - | - | 2 | - | - | - | - | - | - |
More damaging version of his Ultra Argentine Backbreaker DM. Doesn't swap sides. Same hitboxes, but Clark does a cool handstand so pick Clark as your leader if you want a cool super. |
Battle
UNDER CONSTRUCTION
Attack Strings
UNDER CONSTRUCTION
Combos
UNDER CONSTRUCTION
Strategy
UNDER CONSTRUCTION
Match Up
UNDER CONSTRUCTION
| - Ash:
| - Duo Lon:
| - Shen:
| - Terry:
| - Joe:
| - Tizoc:
| - Ryo:
| - Robert:
| - Yuri:
| - Kim:
| - Chang:
| - Jhun:
| - Leona:
| - Ralf:
| - Clark:
| - Gato:
| - Billy:
| - Yamazaki:
| - King:
| - Mai:
| - Mary:
| - Benimaru:
| - Shingo:
| - Daimon:
| - Athena:
| - Hinako:
| - Malin:
| - K':
| - Maxima:
| - Whip:
| - Kyo:
| - Chizuru:
| - KUSANAGI:
| - Maki:
| - Adelheid:
| - Mukai: