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|colspan="2" | [[image:Clark98_fB.png|center]] | |colspan="2" | [[image:Clark98_fB.png|center]] | ||
| Relatively fast, very meaty cancelable move, no matter how it's performed. This move is useful as an anti-mash/anti-jump setup chained from a cr.A and canceled into a backbreaker (ie cr.A,f+B xx hcf+K). You can mixup with cr.A, dp+K, but alternate guard kills that mixup, so you have to mix in cr.B links and other things as well. | | Relatively fast, very meaty cancelable move, no matter how it's performed. This move is useful as an anti-mash/anti-jump setup chained from a cr.A and canceled into a backbreaker (ie cr.A,f+B xx hcf+K). You can mixup with cr.A, dp+K, but alternate guard kills that mixup, so you have to mix in cr.B links and other things as well. | ||
|- | |||
|colspan="8" align="center"| '''Special Moves''' | |||
|- | |||
! dp+[[image:snka.gif]] | |||
|align="center"| 9/13/19+13 | |||
|align="center"| KD/- | |||
|align="center"| Fi, qcf+P | |||
|align="center"| - | |||
|colspan="2" | [[image:Clark02_dpA.png|center]] | |||
|rowspan="2"| '''Napalm Stretch - dp+P''' | |||
* Clark jumps into the air, attempting to throw his opponent | |||
* not very useful, unless it is done very early in the opponent's jump | |||
* free cancellable into | |||
* Invincible: Frame 1-2. | |||
|- | |||
! dp+[[image:snkc.gif]] | |||
|align="center"| 9/13/19+15 | |||
|align="center"| KD/- | |||
|align="center"| Fi, qcf+P | |||
|align="center"| - | |||
|colspan="2" | [[image:Clark02_dpC.png|center]] | |||
|- | |||
! <br>dp+[[image:snkb.gif]]<br><br> | |||
|align="center"| 11/1/49 | |||
|align="center"| KD/- | |||
|align="center"| Fi, qcf+P | |||
|align="center"| Grab | |||
|rowspan="2" colspan="2" | [[image:Clark02_dpK.png|center]] | |||
|rowspan="2"| '''Frankensteiner - dp+K''' | |||
* Invincibility: Complete startup. | |||
* has a lot of recovery time if it misses, but since it is so delayed, it can be used as an anti-air | |||
* free cancellable into | |||
|- | |||
! dp+[[image:snkd.gif]] | |||
|align="center"| 16/1/54 | |||
|align="center"| KD/- | |||
|align="center"| Fi, qcf+P | |||
|align="center"| Grab | |||
|- | |||
! hcf+[[image:kick.gif]] | |||
|align="center"| 0/1/40 | |||
|align="center"| KD/- | |||
|align="center"| qcf+P | |||
|align="center"| Grab | |||
|colspan="2" | [[image:Clark02_hcfK.png|center]] | |||
| '''Super Argentine Backbreaker - hcf+K''' | |||
* instant command throw which does good damage | |||
* can be followed up with the Flashing Elbow qcf+P | |||
* hard knockdown | |||
|- | |||
! <br>hcb+[[image:snka.gif]]<br><br> | |||
|align="center"| 3/20/21 | |||
|align="center"| KD/- | |||
|align="center"| Fo, qcf+P | |||
|align="center"| Grab | |||
|rowspan="2" colspan="2" | [[image:Clark02_hcbP.png|center]] | |||
|rowspan="2"| '''Shining Wizard - hcb+P''' | |||
* Clark runs forward. If the opponent was crouching and not blocking, then he will hit them, otherwise he will stop running in front of the opponent and do nothing | |||
* free cancellable out of on both hits if it hits a crouching opponent. The only move that will actually combo after hcb+P is hcf+P, on the first hit | |||
* Active period is the run forward. When the opponent is in range, it cancels to a move with the following data: 3/1(7)1+4/51 | |||
|- | |||
! hcb+[[image:snkc.gif]] | |||
|align="center"| 3/31/21 | |||
|align="center"| KD/- | |||
|align="center"| Fo | |||
|align="center"| Grab | |||
|- | |||
! <br>hcf+[[image:snka.gif]]<br><br> | |||
|align="center"| 7/20/13 | |||
|align="center"| KD/-30 | |||
|align="center"| Fi | |||
|align="center"| HL | |||
|rowspan="2" colspan="2" | [[image:Clark02_hcfP.png|center]] | |||
|rowspan="2"| '''Mount Tackle - hcf+P''' | |||
* Clark runs very quickly, tackling the opponent. hcf+A will make Clark stop about 3/4 of the screen if he doesn't connect with the opponent, hcf+C goes full screen | |||
* can be followed up by Clark Lift, Sleeper Lift or Rolling Cradle. hcf+P by itself does no damage | |||
* the opponent can break out of the followup if he manages to press the same button used for the followup | |||
* free cancellable into | |||
* Active period is the run forward. When the opponent is in range, it cancels to a move with the following data: 2/5/58 | |||
|- | |||
! hcf+[[image:snkc.gif]] | |||
|align="center"| 7/31/13 | |||
|align="center"| KD/-30 | |||
|align="center"| Fi | |||
|align="center"| HL | |||
|- | |||
! > d,d+[[image:snka.gif]] | |||
|align="center"| | |||
|align="center"| | |||
|align="center"| | |||
|align="center"| - | |||
|colspan="2"| | |||
| '''Clark Lift - d,d+A (after hcf+P)''' | |||
* hard knockdown | |||
|- | |||
! > d,d+[[image:snkc.gif]] | |||
|align="center"| | |||
|align="center"| | |||
|align="center"| qcf+P | |||
|align="center"| - | |||
|colspan="2"| | |||
| '''Sleeper Lift - d,d+C (after hcf+P)''' | |||
* hard knockdown | |||
* can be followed up by the Flashing Elbow qcf+P | |||
|- | |||
! > d,d+[[image:kick.gif]] | |||
|align="center"| | |||
|align="center"| | |||
|align="center"| | |||
|align="center"| - | |||
|colspan="2"| | |||
| '''Rolling Cradle - d,d+K (after hcf+P)''' | |||
* hard knockdown | |||
|- | |||
! qcf+[[image:punch.gif]] | |||
|align="center"| 14/11/24 | |||
|align="center"| KD | |||
|align="center"| Fo | |||
|align="center"| - | |||
|colspan="2" | [[image:Clark02_qcfP.png|center]] | |||
| '''Flashing Elbow - qcf+P (after dp+P, dp+K, hcf+K or hcf+P d,d+C)''' | |||
* runs up and elbows the opponent who is already on the ground | |||
* hard knockdown | |||
|- | |||
|colspan="8" align="center"| '''DMs''' | |||
|- | |||
! <br>hcfx2+[[image:snkb.gif]]<br><br> | |||
|align="center"| 13/24/10 | |||
|align="center"| KD/- | |||
|align="center"| | |||
|align="center"| Grab | |||
|rowspan="2" colspan="2" | [[image:Clark02_hcfx2K.png|center]] | |||
|rowspan="2"| '''Running Three - hcfx2+K''' | |||
* Clark runs up to throw the opponent | |||
* Invincibility: Complete startup. Lower body invincibility: Complete run forward. | |||
* The active period is the run forward. When the opponent is in range, it cancels to a move with the following data: B: 4/1/38, D: 4/1/39. | |||
|- | |||
! hcfx2+[[image:snkd.gif]] | |||
|align="center"| 14/24/14 | |||
|align="center"| KD/- | |||
|align="center"| | |||
|align="center"| Grab | |||
|- | |||
! hcbx2+[[image:punch.gif]] | |||
|align="center"| 0/1/28 | |||
|align="center"| KD/- | |||
|align="center"| | |||
|align="center"| Grab | |||
|colspan="2" | [[image:Clark02_hcbx2P.png|center]] | |||
| '''Ultra Argentine Backbreaker - hcbx2+P''' | |||
* instant throw with good range and damage | |||
* hard knockdown | |||
|- | |||
|colspan="8" align="center"| '''SDM''' | |||
|- | |||
! hcbx2+[[image:snka.gif]]+[[image:snkc.gif]] | |||
|align="center"| 0/1/33 | |||
|align="center"| KD/- | |||
|align="center"| | |||
|align="center"| Grab | |||
|colspan="2" | [[image:Clark02_hcbx2P.png|center]] | |||
| '''Ultra Argentine Backbreaker - hcbx2+AC''' | |||
* same properties as the DM version, but more damage (about 50%) | |||
* hard knockdown | |||
|} | |} | ||
Revision as of 10:34, 8 September 2017
Introduction
Clark, also known as The Wearer Of The Black Glove, is the arch-nemesis of Michael Jackson, also known as The Wearer Of The White Glove. Both were born at the beginning of time itself to balance the Universe in good vs evil, and their struggle continues to this day. It is not clear which represents good and which represents evil.
Colors
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Gameplay Overview
Clark is an in-close attack/throw mixup-based character. His far pokes are not on the level of Ralf's, but his jump-in A is slightly better for up-close hops than anything Ralf has. Of course as you'll notice, he has more throw options, including an instant super throw. Clark is a mid-tier character, and a good choice for a beginner. He does have some opportunities to combo into his super if you have the execution, though.
In-depth Analysis
Movelist
Normal Throws
b or f+C - Breakable, forward knockdown, face forward, rollable.
b or f+D - Breakable, reverse knockdown, back turned, un-rollable.
d or b or f+C/D in air - Unbreakable, forward knockdown, face forward, un-rollable.
D throw preferred, since the C throw is punishable in the corner if they roll it. But really both of them are horrible.
His air throw is great, and is a good anti-air option.
Special Moves
Vulcan Punch (tap P rapidly~f to move) - Dumb crap move, never use it. Well, you can catch a lucky anti-air by mashing from a block string or something but I wouldn't recommend it. It's not nearly as good as Ralf's and Ralf's ain't all that.
Super Argentine Backbreaker (hcf+K~qcf+P) - Instant command throw. Really short whiff animation, shorter than Ralf's. It is virtually impossible to punish on reaction when done from a blocked attack, and sometimes not at all. Good for meter building as you'd imagine. This is of course his main combo and damage tool. Use off empty short hops, comboed from cl.C or linked from cr.B, etc. Great wakeups as well, you can even setup safejumps from it.
Napalm Stretch~Flashing Elbow aka Palmer Splits (dp+P~qcf+P) - Anti-air 'grab', though it can be air blocked. It's more of a show-off move, since it's horrible on block/whiff.
Super Arabian Burglary B.B.~Flashing Elbow/Rolling Cradle~Flashing Elbow (hcf+A~qcf+P)/hcf+C~qcf+P) - Running grabs, C version travels further than A. Generally I recommend getting used to buffering his normal backbreaker from a run instead of using this, since you'd have more options after you start running. Still, can be used to more easily punish moves that require a long-range fast attack, like some A DP's on whiff/hit. It has invincibility to lows near the end.
Frankensteiner~Flashing Elbow (dp+K~qcf+P) - Slow invincible throw. You can use this as a reversal, or as a delayed throw option on your opponent's wakeup. You can also use it as a tick if they don't know how to alternate guard. The big problem with this throw is that they recovery is very bad, so if someone sees it or guesses right, you're gonna lose a lot of hp.
Desperation Moves
Ultra Argentine Backbreaker (hcb,hcb+P) - Instant super throw. Similar to any other instant super throw, really. Can be used as a reversal, etc. MAX version does more damage.
Running Three aka Run In Dis Yard (hcf,hcf+K) - Some small invincibility on startup, and completely invulnerable to lows. You can always jump out, unless it's guaranteed (landing from a jump does not make it guaranteed). MAX version behaves the same and does more damage.
Combos
- cl.C (1 hit) xx Super Argentine Backbreaker~Flashing Elbow (hcf+K~qcf+P)/Ultra Argentine Backbreaker (hcb,hcb+P)
- cr.B, Super Argentine Backbreaker~Flashing Elbow (hcf+K~qcf+P)/Ultra Argentine Backbreaker (hcb,hcb+P)
- cr.B/cl.B,cr.A xx Super Argentine Backbreaker~Flashing Elbow (hcf+K~qcf+P)/Ultra Argentine Backbreaker (hcb,hcb+P)
- for shits, counter-hit st.CD xx A Napalm Stretch~Flashing Elbow (dp+A~qcf+P)
That's pretty much it. Ultra backbreaker can be buffered as hcb+P,hcb+P.