User:Aroo of fighters/sandbox: Difference between revisions

From SuperCombo Wiki
(dumping clark in here as well, will probably move him to the 03 page soon!)
Line 1,172: Line 1,172:
  |description=*Takes some time to activate(although less than cl.st.B), making it a better choice to combo into hcf+C than dw.B and dw.A, since these are so fast, and buffering from these often makes the last hit of hcf+C out of range.
  |description=*Takes some time to activate(although less than cl.st.B), making it a better choice to combo into hcf+C than dw.B and dw.A, since these are so fast, and buffering from these often makes the last hit of hcf+C out of range.
*Whiffs on crouchers, but in case you are comboing into hcf+C this is a good thing, since the last hit of hcf+C also whiffs on crouchers if cancelled, and in case you combo into it against a crouching character from starting the combo with cl.st.B, this will leave you open for a punish.
*Whiffs on crouchers, but in case you are comboing into hcf+C this is a good thing, since the last hit of hcf+C also whiffs on crouchers if cancelled, and in case you combo into it against a crouching character from starting the combo with cl.st.B, this will leave you open for a punish.
}}
}}
== 2003 Clark Still Movelist ==
=== Normals ===
==== Far Normals ====
{{MoveData
|image=
|caption=
|name=st.A
|input={{Icon-SNK|a}}
|data=
{{AttackData-KoF03
|damage=-
|b. damage=0
|stun=-
|cancel=None
|guard= Mid
|startup=5
|active=5
|recovery=4
|total=14
|advHit=+2
|advBlock=0
|invul=-
|description= Simple jab. Chainable, cancellable.
}}
}}
{{MoveData
|image=
|caption=
|name=st.B
|input={{Icon-SNK|b}}
|data=
{{AttackData-KoF03
|damage=-
|b. damage=0
|stun=-
|cancel=None
|guard= Mid
|startup=4
|active=4
|recovery=5
|total=13
|advHit=+4
|advBlock=+1
|invul=-
|description= Far Kick.
}}
}}
{{MoveData
|image=
|caption=
|name=st.C
|input={{Icon-SNK|c}}
|data=
{{AttackData-KoF03
|damage=-
|b. damage=0
|stun=-
|cancel=None
|guard= Mid
|startup=10
|active=7
|recovery=-18
|total=35
|advHit=-3
|advBlock=-7
|invul=-
|description= 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.
}}
}}
{{MoveData
|image=
|caption=
|name=st.D
|input={{Icon-SNK|d}}
|data=
{{AttackData-KoF03
|damage=-
|b. damage=0
|stun=-
|cancel=None
|guard= Mid
|startup=13
|active=4
|recovery=25
|total=42
|advHit=-8
|advBlock=-12
|invul=-
|description= 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 ====
{{MoveData
|image=
|caption=
|name=cl.B
|input={{Icon-SNK|b}}
|data=
{{AttackData-KoF03
|damage=-
|b. damage=0
|stun=-
|cancel=CMD/Special/Super
|guard= Mid
|startup=4
|active=5
|recovery=5
|total=14
|advHit=+3
|advBlock=+1
|invul=-
|description= 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.
}}
}}
{{MoveData
|image=
|caption=
|name=cl.C
|input={{Icon-SNK|c}}
|data=
{{AttackData-KoF03
|damage=-
|b. damage=0
|stun=-
|cancel=CMD/Special/Super
|guard= Mid
|startup=4
|active=4,7
|recovery=16
|total=31
|advHit=-2
|advBlock=+6
|invul=-
|description= 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.
}}
}}
{{MoveData
|image=
|caption=
|name=cl.D
|input={{Icon-SNK|d}}
|data=
{{AttackData-KoF03
|damage=-
|b. damage=0
|stun=-
|cancel=None
|guard= Mid
|startup=12
|active=3
|recovery=28
|total=43
|advHit=-10
|advBlock=-14
|invul=Low
|description= 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 ====
{{MoveData
|image=
|caption=
|name=cr.A
|input={{Motion|2}}{{Icon-SNK|a}}
|data=
{{AttackData-KoF03
|damage=-
|b. damage=0
|stun=-
|cancel=CMD/Special/Super
|guard= Mid
|startup=5
|active=6
|recovery=4
|total=15
|advHit=+2
|advBlock=0
|invul=-
|description= Cancellable jab. Only cancellable crouch move Clark has.
}}
}}
{{MoveData
|image=
|caption=
|name=cr.B
|input={{Motion|2}}{{Icon-SNK|b}}
|data=
{{AttackData-KoF03
|damage=-
|b. damage=0
|stun=-
|cancel=None
|guard= Low
|startup=5
|active=5
|recovery=9
|total=19
|advHit=-1
|advBlock=-3
|invul=-
|description= Quick low. Can't combo into anything, not cancellable so Clark doesn't get much from lows.
}}
}}
{{MoveData
|image=
|caption=
|name=cr.C
|input={{Motion|2}}{{Icon-SNK|c}}
|data=
{{AttackData-KoF03
|damage=-
|b. damage=0
|stun=-
|cancel=None
|guard= Mid
|startup=9
|active=7
|recovery=15
|total=31
|advHit=-1
|advBlock=-5
|invul=-
|description= Big low punch
}}
}}
{{MoveData
|image=
|caption=
|name=cr.D
|input={{Motion|2}}{{Icon-SNK|d}}
|data=
{{AttackData-KoF03
|damage=-
|b. damage=0
|stun=-
|cancel=None
|guard= Low
|startup=11
|active=7
|recovery=19
|total=37
|advHit=KD
|advBlock=-10
|invul=-
|description= Sweep
}}
}}
==== Neutral Jumping Normals ====
{{MoveData
|image=
|caption=
|name=nj.A
|input={{Motion|8}}{{Icon-SNK|a}}
|data=
{{AttackData-KoF03
|damage=-
|b. damage=0
|stun=-
|cancel=
|guard=Overhead
|startup=4
|active=4
|recovery=
|total=8
|advHit=
|advBlock=
|invul=-
|description=
}}
}}
{{MoveData
|image=
|caption=
|name=nj.B
|input={{Motion|8}}{{Icon-SNK|b}}
|data=
{{AttackData-KoF03
|damage=-
|b. damage=0
|stun=-
|cancel=
|guard=Overhead
|startup=4
|active=5
|recovery=
|total=9
|advHit=
|advBlock=
|invul=-
|description=
}}
}}
{{MoveData
|image=
|caption=
|name=nj.C
|input={{Motion|8}}{{Icon-SNK|c}}
|data=
{{AttackData-KoF03
|damage=-
|b. damage=0
|stun=-
|cancel=
|guard=Overhead
|startup=6
|active=5
|recovery=-
|total=11
|advHit=
|advBlock=
|invul=-
|description=
}}
}}
{{MoveData
|image=
|caption=
|name=nj.D
|input={{Motion|8}}{{Icon-SNK|d}}
|data=
{{AttackData-KoF03
|damage=-
|b. damage=0
|stun=-
|cancel=
|guard=Overhead
|startup=11
|active=6
|recovery=
|total=17
|advHit=
|advBlock=
|invul=-
|description=
}}
}}
==== Diagonal Jump Normals ====
{{MoveData
|image=
|caption=
|name=dj.A
|input={{Motion|7}}/{{Motion|9}}+{{Icon-SNK|a}}
|data=
{{AttackData-KoF03
|damage=-
|b. damage=0
|stun=-
|cancel=
|guard=Overhead
|startup=4
|active=9
|recovery=-
|total=13
|advHit=
|advBlock=
|invul=-
|description=Longest lasting air normal for Clark.
}}
}}
{{MoveData
|image=
|caption=
|name=dj.B
|input={{Motion|7}}/{{Motion|9}}+{{Icon-SNK|b}}
|data=
{{AttackData-KoF03
|damage=-
|b. damage=0
|stun=-
|cancel=
|guard=Overhead
|startup=4
|active=4
|recovery=-
|total=8
|advHit=
|advBlock=
|invul=-
|description=
}}
}}
{{MoveData
|image=
|caption=
|name=dj.D
|input={{Motion|7}}/{{Motion|9}}+{{Icon-SNK|d}}
|data=
{{AttackData-KoF03
|damage=-
|b. damage=0
|stun=-
|cancel=
|guard=Overhead
|startup=4
|active=7
|recovery=
|total=11
|advHit=
|advBlock=
|invul=-
|description=
}}
}}
=== Throws ===
{{MoveData
|image=
|caption=
|name=Naegppanashi German
|input={{Motion|4}}/{{Motion|6}}+{{Icon-SNK|c}}/{{Icon-SNK|d}}
|data=
{{AttackData-KoF03
|damage=-
|b. damage=
|stun=-
|cancel=
|guard= Throw
|startup=-
|active=-
|recovery=-
|total=
|advHit=
|advBlock=
|invul=-
|description= 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.
}}
}}
{{MoveData
|image=
|caption=
|name=Death Lake Driver
|input=(any input but {{Motion|8}})+{{Icon-SNK|c}}/{{Icon-SNK|d}} (in air)
|data=
{{AttackData-KoF03
|damage=-
|b. damage=0
|stun=-
|cancel=
|guard= Throw
|startup=-
|active=-
|recovery=-
|total=
|advHit=
|advBlock=
|invul=-
|description= Air throw where Clark tosses his opponent to the ground.
}}
}}
=== MSA ===
{{MoveData
|image=
|caption=
|name=MSA Startup
|input={{Motion|236}})+{{Icon-SNK|b}}{{Icon-SNK|c}}/{{Icon-SNK|c}}{{Icon-SNK|d}}
|data=
{{AttackData-KoF03
|damage=-
|b. damage=0
|stun=-
|cancel=
|guard= Mid
|startup=13
|active=5
|recovery=12 (until character change)
|total=30
|advHit=
|advBlock=
|invul=Strike/Projectile
|description=Second slowest MSA in the game at 13 frames. Has strike/projectile invincibility for startup, but can be beat with a throw/command grab.
}}
}}
{{MoveData
|image=
|caption=
|name=MSA Entry
|input=After MSA
|data=
{{AttackData-KoF03
|damage=-
|b. damage=0
|stun=-
|cancel=
|guard= Mid
|startup=-
|active=-
|recovery=-
|total=
|advHit=
|advBlock=
|invul=-
|description=
}}
}}
=== Command Normals ===
{{MoveData
|image=
|caption=
|name=Stomping
|input={{Motion|6}}{{Icon-SNK|b}}
|data=
{{AttackData-KoF03
|damage=-
|b. damage=0
|stun=-
|cancel=Special/Super
|guard=Mid
|startup=14
|active=4
|recovery=22
|total=30
|advHit=-2
|advBlock=-6
|invul=-
|description=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 ===
{{MoveData
|image=
|caption=
|name=Super Argentine Backbreaker
|input={{Motion|41236}}+{{Icon-Capcom|k}}
|data=
{{AttackData-KoF03
|damage=-
|b. damage=0
|stun=-
|cancel= Flashing Elbow
|guard= Throw
|startup=1
|active=-
|recovery=-
|total=
|advHit=
|advBlock=
|invul=-
|description= 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
}}
}}
{{MoveData
|image=
|caption=
|name=Frankensteiner
|input={{Motion|623}}+{{Icon-Capcom|k}}
|data=
{{AttackData-KoF03
|version=LK
|damage=-
|b. damage=0
|stun=-
|cancel= Flashing Elbow
|guard= Throw
|startup=9
|active=-
|recovery=-
|total=
|advHit=
|advBlock=
|invul=-
}}
{{AttackData-KoF03
|version=HK
|damage=-
|b. damage=0
|stun=-
|cancel=Flashing Elbow
|guard= Throw
|startup=14
|active=-
|recovery=-
|total=
|advHit=
|advBlock=
|invul=-
|description= 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.
}}
}}
{{MoveData
|image=
|caption=
|name=Napalm Stretch
|input={{Motion|623}}+{{Icon-Capcom|p}}
|data=
{{AttackData-KoF03
|damage=-
|b. damage=0
|stun=-
|cancel=Flashing Elbow
|guard= Mid
|startup=10
|active=13
|recovery=35
|total=58
|advHit=
|advBlock=
|invul=-
|description= 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.
}}
}}
{{MoveData
|image=
|caption=
|name=Mount Tackle
|input={{Motion|41236}}+{{Icon-Capcom|p}}
|data=
{{AttackData-KoF03
|damage=-
|b. damage=0
|stun=-
|cancel=
|guard= Mid
|startup=12+
|active=4
|recovery=58
|total=74+
|advHit=
|advBlock=
|invul=-
|description= 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.
}}
}}
{{MoveData
|image=
|caption=
|name=Clark Lift
|input={{Motion|2}}{{Motion|2}}+{{Icon-SNK|a}}
|data=
{{AttackData-KoF03
|damage=-
|b. damage=0
|stun=-
|cancel=
|guard=
|startup=-
|active=-
|recovery=-
|total=
|advHit=21
|advBlock=
|invul=-
|description= Followup to Mount Tackle. Swaps sides, leaves the opponent fullscreen. Probably his worst followup because of its bad Oki positioning.
}}
}}
{{MoveData
|image=
|caption=
|name=Lift DDT/Reverse DDT
|input={{Motion|2}}{{Motion|2}}+{{Icon-SNK|c}}
|data=
{{AttackData-KoF03
|damage=-
|b. damage=0
|stun=-
|cancel=
|guard=
|startup=-
|active=-
|recovery=-
|total=
|advHit=21
|advBlock=
|invul=-
|description= 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
}}
}}
{{MoveData
|image=
|caption=
|name=Rolling Cradle
|input={{Motion|2}}{{Motion|2}}+{{Icon-Capcom|k}}
|data=
{{AttackData-KoF03
|damage=-
|b. damage=0
|stun=-
|cancel=
|guard= Throw
|startup=-
|active=-
|recovery=-
|total=
|advHit=39
|advBlock=
|invul=-
|description= 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).
}}
}}
{{MoveData
|image=
|caption=
|name=Shining Wizard
|input={{Motion|63214}}+{{Icon-Capcom|p}}
|data=
{{AttackData-KoF03
|damage=-
|b. damage=0
|stun=-
|cancel=
|guard= Unblockable
|startup=1
|active=-
|recovery=-
|total=
|advHit=15
|advBlock=
|invul=-
|description= 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.
}}
}}
{{MoveData
|image=
|caption=
|name=Flashing Elbow
|input={{Motion|236}}+{{Icon-Capcom|p}}
|data=
{{AttackData-KoF03
|damage=-
|b. damage=0
|stun=-
|cancel=
|guard=
|startup=
|active=-
|recovery=-
|total=
|advHit=16
|advBlock=
|invul=-
|description= 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 ===
{{MoveData
|image=
|caption=
|name=Ultra Argentine Backbreaker
|input={{Motion|63214}}{{Motion|63214}}+{{Icon-Capcom|p}}
|data=
{{AttackData-KoF03
|damage=-
|b. damage=0
|stun=-
|cancel=
|guard= Throw
|startup=2
|active=-
|recovery=-
|total=
|advHit=
|advBlock=
|invul=-
|description= 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.
}}
}}
{{MoveData
|image=
|caption=
|name=Running Three
|input={{Motion|41236}}{{Motion|41236}}+{{Icon-Capcom|k}}
|data=
{{AttackData-KoF03
|damage=-
|b. damage=0
|stun=-
|cancel=
|guard= Throw
|startup=20
|active=-
|recovery=-
|total=
|advHit=
|advBlock=
|invul=-
|description= Running command grab super. Swaps sides. Has invincibility before the superfreeze.
}}
}}
=== LDM ===
{{MoveData
|image=
|caption=
|name=Ultra Argentine Backbreaker: Clark Special
|input={{Motion|63214}}{{Motion|63214}}+{{Icon-SNK|a}}{{Icon-SNK|c}}
|data=
{{AttackData-KoF03
|damage=-
|b. damage=0
|stun=-
|cancel=
|guard= Throw
|startup=2
|active=-
|recovery=-
|total=
|advHit=
|advBlock=
|invul=-
|description= More damaging version of his Ultra Argentine Backbreaker DM. Doesn't swap sides.
  }}
  }}
}}
}}

Revision as of 03:07, 28 December 2020

Dumping CvS1 Sakura stuff here until I get a lot of things!


Introduction

Sakura is a high-schooler who travels the world looking to seek out her idol, Ryu. She emulates many of his specials, though in a slightly rougher style.

Oddly enough, her regular version's moveset is very unique to Sakura, with most of her specials only being in CvS1 altogether! If you're looking for her more familiar specials, check out her EX incarnation.


Movelist

This moveset is for Regular Sakura. EX Sakura is listed somewhere else

Normal Attacks

Far Standing Normals

s.LP
5LP
Cancel Properties Guard Startup Frames Total Frames Adv. Hit Adv. Block
- Mid - - - -

Simple jab. Chainable, cancellable.


s.LK
5LK
Cancel Properties Guard Startup Frames Total Frames Adv. Hit Adv. Block
- Mid - - - -

Simple kick. Ender chain (can chain into, but not out of), cancellable. Hits mid, despite the appearance.


s.HP
5HP
Cancel Properties Guard Startup Frames Total Frames Adv. Hit Adv. Block
- Mid - - - -

Straight punch. Super cancellable, but not special cancellab.e


s.HK
5HK
Cancel Properties Guard Startup Frames Total Frames Adv. Hit Adv. Block
- Mid - - - -

Side roundhouse. Uncancellable, but it's Sakura's longest range poke.

Close Standing Normals

cl.HP
5HP
Cancel Properties Guard Startup Frames Total Frames Adv. Hit Adv. Block
- Mid - - - -

Two-fisted uppercut. Special cancellable, but only if it hits early (before Sakura lifts her arms), else it is only Super Cancellable.


cl.HK
5HK
Cancel Properties Guard Startup Frames Total Frames Adv. Hit Adv. Block
- Mid - - - -

Kick your opponent's face in while hitsparks cover...yeah. Special cancellable if it hits early, else it is only Super Cancellable.


Crouching Normals

cr.LP
2LP
Cancel Properties Guard Startup Frames Total Frames Adv. Hit Adv. Block
- Mid - - - -

Simple crouch jab. Chainable, cancellable.


cr.LK
2LK
Cancel Properties Guard Startup Frames Total Frames Adv. Hit Adv. Block
- Low - - - -

Low kick. Chainable and cancellable.


cr.HP
2HP
Cancel Properties Guard Startup Frames Total Frames Adv. Hit Adv. Block
- Mid - - - -

Crouching uppercut. Just like her close normals, this is special cancellable only if it hits early, else it's just Super Cancellable.


cr.HK
2HK
Cancel Properties Guard Startup Frames Total Frames Adv. Hit Adv. Block
- Low - - - -

Sweep. Super Cancellable, knocks down on hit.


Jumping Normals

j.LP
8LP
Cancel Properties Guard Startup Frames Total Frames Adv. Hit Adv. Block
- Overhead - - - -

Light jab. Special cancellable.


j.LK
8LK
Cancel Properties Guard Startup Frames Total Frames Adv. Hit Adv. Block
- Overhead - - - -

- Jumping kick. Cancellable.


j.HP
8HP
Cancel Properties Guard Startup Frames Total Frames Adv. Hit Adv. Block
- Overhead - - - -

"New" move in CvS Pro, straight punch. Fastest jumping normal, and her most damaging too. Cancellable.


j.HK
8HK
Cancel Properties Guard Startup Frames Total Frames Adv. Hit Adv. Block
- Overhead - - - -

Slowest out of her jumping normals, but can cross-up the opponent. Do I need to say this is cancellable?


Command Normals

Flower Kick
6LK
Cancel Properties Guard Startup Frames Total Frames Adv. Hit Adv. Block
- Overhead - - - -

Classic Sakura overhead kick. Slow startup, but moves her forward a little bit.


Two-Fisted Smackdown
2HP (in air)
Cancel Properties Guard Startup Frames Total Frames Adv. Hit Adv. Block
- Overhead - - - -

"New" move in CvS Pro. This was Sakura's old j.HP in CvS1. Uncancellable now, but knocks down the opponent on hit (similar to Kyo's 2HP)


Throws

Sakura-jime
4/6HP
Cancel Properties Guard Startup Frames Total Frames Adv. Hit Adv. Block
- Throw - - - -

Sakura chokes her opponent out. Mash hold, leaves her close to the opponent. Can set up a crossup j.HK on some characters.


Sailor Shoot
4/6HK
Cancel Properties Guard Startup Frames Total Frames Adv. Hit Adv. Block
- Throw - - - -

Sakura launches off her opponent with a kick. Leaves Sakura a bit away from her opponent.


Special Moves

Hadou Shou
236P
Version Cancel Properties Guard Startup Frames Total Frames Adv. Hit Adv. Block
LP - Mid - - - -
HP - Mid - - - -

A "bursting" projectile, similar to Ryo's fireballs in KOF. Light versions does one hit, has faster startup. Heavy version does two hits, worse startup. Both versions are safe on block. Light version is a true blockstring from close heavies, but the Heavy version is not a true blockstring from her close heavies, and can be punished on startup with a quick invulnerable move.


Kou'ou Ken
623P
Version Cancel Properties Guard Startup Frames Total Frames Adv. Hit Adv. Block
LP - Mid - - - -
HP - Mid - - - -

A variant of her Shou'ouken that doesn't leave the ground. Light version does two hits, heavy version does up to sixh its.

Heavy version launches the opponent up for a juggle, and puts them in an "SNK Juggle" state; where moves that would normally cause an air-reset don't, allowing for unique juggles. The amount of time you have to juggle however is very limited.


Shunpuu Renkyaku
214K
Version Cancel Properties Guard Startup Frames Total Frames Adv. Hit Adv. Block
LK - Mid - - - -
HK - Mid - - - -

A variant of her Shunpuu Kyaku. Sakura does a spinning kick that can hop over lows. Light version has her do one kick, Heavy version has her do two kicks and arcs slightly higher. After this, Sakura can input one of two followups to her Shunpuu Kyuaku by repeating 214K.

Crouching Kick
214K (after Shunpuu Renkyaku)
Version Cancel Properties Guard Startup Frames Total Frames Adv. Hit Adv. Block
LK - Low - - - -

One of two possible followups to her Shunpuu Renkyaku, this is a low attack. Has some brief startup invincibility to work as a frametrap to punish people, but can be stuffed with an invincible move like a DP or a super. Combos from the heavy version, but not from the light version. Unsafe on block, unsafe on hit.

HK - Mid - - - -

One of two possible followups from her Shunpuu Renkyaku. Does not combo from either version of her Shunpuu Renkyaku, but does the most damage and knocks down out of the two followups. Can be used as a frametrap to stuff potential mashing, but loses to invincible moves. Safer on block, as it pushes the opponent away a bit, but you can probably still be punished.


Ouya Kyaku
214K (in air)
Version Cancel Properties Guard Startup Frames Total Frames Adv. Hit Adv. Block
LK - - Overhead - - - -
HK - Overhead - - - -

A divekick. Light version has Sakura dive at a steeper angle than her Heavy version. Must be inputted at, or around the peak of her jump (vertically superjumping gives her a bit more leniency).


Super Moves

Shinkuu Hadou Ken
236236P
Version Cancel Properties Guard Startup Frames Total Frames Adv. Hit Adv. Block
LP - Mid - - - -
HP - Mid - - - -
PP - Mid - - - -

Super fireball. Lv.1 version does 3 hits, Lv.2 does 4, Lv.3 does 5. Cannot block on reaction to a Level 2 and Level 3 super fireball up close. Progressively loses hits the further along the screen it goes. Seems like only the Level 3 version juggles, and even then the juggle timing you have is fairly restrictive (as well as the very real possibility of not getting all the hits in), so Sakura doesn't benefit much from SNK's Red Health.

Haru Issen
214214K
Version Cancel Properties Guard Startup Frames Total Frames Adv. Hit Adv. Block
LK - Low - - - -
HK - Low - - - -
KK - Low - - - -

A series of spinning low kicks ending with her kicking her opponent up into the sky. Lv.1 version does 5 hits, Lv.2 does 6, Lv. 3 does 7. Level 2 and Level 3 versions cannot be blocked on reaction, useful as all but the final hits are low. Does more danage than her other super.



EX Sakura Movelist

Normal Attacks

Far Standing Normals

s.LP
5LP
Cancel Properties Guard Startup Frames Total Frames Adv. Hit Adv. Block
- Mid - - - -

Simple jab. Chainable, cancellable.


s.LK
5LK
Cancel Properties Guard Startup Frames Total Frames Adv. Hit Adv. Block
- Mid - - - -

Simple kick. Ender chain (can chain into, but not out of), cancellable. Hits mid, despite the appearance.


s.HP
5HP
Cancel Properties Guard Startup Frames Total Frames Adv. Hit Adv. Block
- Mid - - - -

Two-fisted uppercut! Special-cancellable if it hits early (before Sakura lifts her arms), super-cancellable if she hits. Can be linked into from st.LP. This move is no longer a close normal.


s.HK
5HK
Cancel Properties Guard Startup Frames Total Frames Adv. Hit Adv. Block
- Mid - - - -

Side roundhouse. Uncancellable, but it's Sakura's longest range poke.

Close Standing Normals

cl.HK
5HK
Cancel Properties Guard Startup Frames Total Frames Adv. Hit Adv. Block
- Mid - - - -

Kick your opponent's face in while hitsparks cover...yeah. Special cancellable if it hits early, else it is only Super Cancellable.


Crouching Normals

cr.LP
2LP
Cancel Properties Guard Startup Frames Total Frames Adv. Hit Adv. Block
- Mid - - - -

Simple crouch jab. Chainable, cancellable.


cr.LK
2LK
Cancel Properties Guard Startup Frames Total Frames Adv. Hit Adv. Block
- Low - - - -

Low kick. Chainable and cancellable.


cr.HP
2HP
Cancel Properties Guard Startup Frames Total Frames Adv. Hit Adv. Block
- Mid - - - -

Crouching uppercut. Just like her close normals, this is special cancellable only if it hits early, else it's just Super Cancellable.


cr.HK
2HK
Cancel Properties Guard Startup Frames Total Frames Adv. Hit Adv. Block
- Low - - - -

Sweep. Super Cancellable, knocks down on hit.


Jumping Normals

j.LP
8LP
Cancel Properties Guard Startup Frames Total Frames Adv. Hit Adv. Block
- Overhead - - - -

Light jab. Special cancellable.


j.LK
8LK
Cancel Properties Guard Startup Frames Total Frames Adv. Hit Adv. Block
- Overhead - - - -

- Jumping kick. Cancellable.


j.HP
8HP
Cancel Properties Guard Startup Frames Total Frames Adv. Hit Adv. Block
- Overhead - - - -

"New" move in CvS Pro, straight punch. Fastest jumping normal, and her most damaging too. Cancellable.


j.HK
8HK
Cancel Properties Guard Startup Frames Total Frames Adv. Hit Adv. Block
- Overhead - - - -

Slowest out of her jumping normals, but can cross-up the opponent. Do I need to say this is cancellable?


Command Normals

Flower Kick
6LK
Cancel Properties Guard Startup Frames Total Frames Adv. Hit Adv. Block
- Overhead - - - -

Classic Sakura overhead kick. Slow startup, but moves her forward a little bit.


Two-Fisted Smackdown
2HP (in air)
Cancel Properties Guard Startup Frames Total Frames Adv. Hit Adv. Block
- Overhead - - - -

"New" move in CvS Pro. This was Sakura's old j.HP in CvS1. Uncancellable now, but knocks down the opponent on hit (similar to Kyo's 2HP)


Crouching Medium
1HP
Cancel Properties Guard Startup Frames Total Frames Adv. Hit Adv. Block
- Low - - - -

Exclusive to EX Sakura. Cancels on hit whenever, goes about as far as her cr.LK, hits low, does more damage. Looks like a mid move so you can throw people off.


Jumping Stomp
2HK (in air)
Cancel Properties Guard Startup Frames Total Frames Adv. Hit Adv. Block
- Overhead - - - -

Exclusive to EX Sakura. Downward kick that uses sprites from her Divekick. Not special cancellable, great downward range.


Throws

Sakura-jime
4/6HP
Cancel Properties Guard Startup Frames Total Frames Adv. Hit Adv. Block
- Throw - - - -

Sakura chokes her opponent out. Mash hold, leaves her close to the opponent. Can set up a crossup with j.HK on some characters.


Sailor Shoot
4/6HK
Cancel Properties Guard Startup Frames Total Frames Adv. Hit Adv. Block
- Throw - - - -

Sakura launches off her opponent with a kick. Leaves Sakura a bit away from her opponent.


Special Moves

Hadouken
236P
Version Cancel Properties Guard Startup Frames Total Frames Adv. Hit Adv. Block
LP - Mid - - - -
HP - Mid - - - -

Fireball. Mashing punch allows Sakura to charge up her fireball. The more charged your fireball is, the bigger and more damaging it'll be, but not only will it take longer to throw out (due to the charging) but it will also last shorter. No charge travels fullscreen, light charge travels midscreen, and a fully-charged one basically never leaves Sakura's hands. All versions are safe on block.


Shou'ou Ken
623P
Version Cancel Properties Guard Startup Frames Total Frames Adv. Hit Adv. Block
LP - Mid - - - -
HP - Mid - - - -

DP. Light verson does one hit, heavy version does 5 hits, and starts with a run if not up close. Light version leaves you in perfect position to juggle your opponent with a super. Heavy version can juggle into a super as well, though it'd have to connect as a very far, and very high anti air. Both versions travel horizontally, meaning her anti-air capabilities up close are more limited with this move.


Shunpuu Kyaku
214K
Version Cancel Properties Guard Startup Frames Total Frames Adv. Hit Adv. Block
LK - Mid - - - -
HK - Mid - - - -

Sakura's Tatsu. No followups unlike regular Sakura, but EX Sakura's tatsus now knock down. In addition, EX Sakura's heavy version of her tatsu arcs higher, and she does 3 reps of her Tatsu instead of 2.


Shunpuu Kyaku (air)
214K (in air)
Version Cancel Properties Guard Startup Frames Total Frames Adv. Hit Adv. Block
LK - - Overhead - - - -
HK - Overhead - - - -

Air tatsu. Does less damage than a regular tatsu, but can be done in the air. Still can't be done very low to the ground, but unlike regular Sakura's divekick, you don't need to perform this at the peak of your jump. This can alter her jump trajectory as well.


Super Moves

Shinkuu Hadou Ken
236236P
Version Cancel Properties Guard Startup Frames Total Frames Adv. Hit Adv. Block
LP - Mid - - - -
HP - Mid - - - -
PP - Mid - - - -

Super fireball. Lv.1 version does 3 hits, Lv.2 does 4, Lv.3 does 5. Cannot block on reaction to a Level 2 and Level 3 super fireball up close. Progressively loses hits the further along the screen it goes. Same capabilities as her normal version, so this version largely gets unused in juggles compared to Regular Sakura.

Haru Ichiban
214214K
Version Cancel Properties Guard Startup Frames Total Frames Adv. Hit Adv. Block
LK - Low - - - -
HK - Low - - - -
KK - Low - - - -

A series of spinning low kicks ending with her kicking her opponent away. Lv.1 version does 5 hits, Lv.2 does 6, Lv. 3 does 7. Level 2 and Level 3 versions cannot be blocked on reaction, useful as all but the final hits are low. Despite the different name, this isn't really different from regular Sakura's 214214K, with the only difference being the ender.


Midare Zakura
236236K
Version Cancel Properties Guard Startup Frames Total Frames Adv. Hit Adv. Block
LK - Low - - - -
HK - Low - - - -
KK - Low - - - -

Exclusive to EX Sakura, it's Sakura's spin on the Shoryureppa. The Lv. 1 version does 4 hits, Lv. 2 version does 6 hits and her Lv. 3 version does 9 hits. Level 2 and Level 3 versions cannot be blocked on reaction. This is her highest damaging super by far, and it's much more compatiable with juggles than her super fireball. All versions can juggle off her Shoryukens and, in the corner, can juggle off fireballs and aerial tatsus. A useful super to have, especially in Red Health mode.

If you're feeling dangerous, you can also do this after a REALLY DEEP AA on her s.HP, cl.HK or cr.HP. These moves can cover Sakura's deadzone on her Anti-Air Shou'oukens, and they work not only midscreen, but they can be done in all versions of her Midare super, meaning that EX Sakura gains even more benefits out of Red Health. Just make sure you don't hit them too early, or they'll air-reset and fall out.

Combo Tips

Universal

I've mentioned this in other places but here's some quick combo stuff with Sakura.

  • st.A can link into cl.C (or st.C if you're playing as EX Sakura). Link timing is a bit strict. Both moves are cancellable.
  • Sakura-jime (her HP throw) sets up a crossup on some characters. An example of a potential combo you could do would be: HP Throw -> 9HK -> 5LP -> 5HP -> 623+LP
  • Lv. 3 Shinkuu Hadou Ken is a juggle super. Sees no use in EX Sakura because of the existance of Midare Zankura, so it's largely just relegated to Regular Sakura (and, very likely, only one useful combo). Less damage and you need to time earlier anyway.

Regular Sakura Combo Tips

  • Heavy Kou'ou Ken (623+HP) has four different potential followups. Two are optimal since they deal the same damage, but one is a lot harder to perform than the other. Your timing has to hit early, since the opponent can only be juggled early on.
  • Your followups from Heavy Kou'ou Ken are either cl.HP, cl.HK, Light Kou'ouken (623+LP) and s.A. Light Kou'ouken and cl.HP are unviable because of their lack of damage (besides, you have to hit early enough that Sakura's close normals hit too late to be cancelled from).
  • Your main followup will be either cl.HK or s.A. cl.HK does more damage than the previous two enders menioned above.
  • s.A is also a viable alternative, though the combo following it is very difficult to execute. After a s.A, superjump(?) forward and perform her Ouya Kyaku (214+K). This combo exclusively works from Heavy Kou'ou Ken because of its special juggle properties (all followups do not air-reset the opponent. You could throw a Lv.3 Shinkuu Hadouken (236236+P) afterwards but it'll only do like one hit anyway. Same damage as cl.HK, but you get better corner carry.
  • With meter, you can do a Shinkuu Hadouken. This does more damage, but, again, you need to time it somewhat early and somewhat awkwardly.


EX Sakura Combo Tips

  • Midare Zakura (236236K) is the preferred super for juggles, as not only you get more juggle opportunities (as described above in her moveset), but all (or most) of the hits will connect, regardless of what Lv. super you use. You can even combo it from normals on an airborne opponent if you hit deep enough (those would usually cause an air-reset!)

KOF 03 Test 1

st.A
Ash03-cl.st.A1.png
Standing A
Damage Counter Dmg Guard Guard Damage Damage Scaling Stun CH Stun Meter Cancel Properties Startup Active Recovery Total Hit Advantage Block Advantage Invulnerability
0 - 0 0 - 0 - - 0 0 0 0 0 0 0 0
  • Takes some time to activate(although less than cl.st.B), making it a better choice to combo into hcf+C than dw.B and dw.A, since these are so fast, and buffering from these often makes the last hit of hcf+C out of range.
  • Whiffs on crouchers, but in case you are comboing into hcf+C this is a good thing, since the last hit of hcf+C also whiffs on crouchers if cancelled, and in case you combo into it against a crouching character from starting the combo with cl.st.B, this will leave you open for a punish.

KOF 03 Test 2

Kof.lp.png
Ash03-cl.st.A1.png
Standing A
Damage Counter Dmg Guard Guard Damage Damage Scaling Stun CH Stun Meter Cancel Properties Startup Active Recovery Total Hit Advantage Block Advantage Invulnerability
0 - 0 0 - 0 - - 0 0 0 0 0 0 0 0
  • Takes some time to activate(although less than cl.st.B), making it a better choice to combo into hcf+C than dw.B and dw.A, since these are so fast, and buffering from these often makes the last hit of hcf+C out of range.
  • Whiffs on crouchers, but in case you are comboing into hcf+C this is a good thing, since the last hit of hcf+C also whiffs on crouchers if cancelled, and in case you combo into it against a crouching character from starting the combo with cl.st.B, this will leave you open for a punish.



2003 Clark Still Movelist

Normals

Far Normals

st.A
Kof.lp.png
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. Chainable, cancellable.


st.B
Kof.lk.png
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.


st.C
Kof.sp.png
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.


st.D
Kof.sk.png
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

cl.B
Kof.lk.png
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.


cl.C
Kof.sp.png
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.


cl.D
Kof.sk.png
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

cr.A
D.pngKof.lp.png
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.


cr.B
D.pngKof.lk.png
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.


cr.C
D.pngKof.sp.png
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


cr.D
D.pngKof.sk.png
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

nj.A
U.pngKof.lp.png
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 - - -


nj.B
U.pngKof.lk.png
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 - - -


nj.C
U.pngKof.sp.png
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 - - -


nj.D
U.pngKof.sk.png
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

dj.A
Ub.png/Uf.png+Kof.lp.png
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.


dj.B
Ub.png/Uf.png+Kof.lk.png
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 - - -


dj.D
Ub.png/Uf.png+Kof.sk.png
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 - - -


Throws

Naegppanashi German
B.png/F.png+Kof.sp.png/Kof.sk.png
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.


Death Lake Driver
(any input but U.png)+Kof.sp.png/Kof.sk.png (in air)
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

MSA Startup
Qcf.png)+Kof.lk.pngKof.sp.png/Kof.sp.pngKof.sk.png
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.

MSA Entry
After 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 - - - - - - - - - - - - -


Command Normals

Stomping
F.pngKof.lk.png
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

Super Argentine Backbreaker
Hcf.png+K.png
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


Frankensteiner
Dp.png+K.png
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.


Napalm Stretch
Dp.png+P.png
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.


Mount Tackle
Hcf.png+P.png
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.

Clark Lift
D.pngD.png+Kof.lp.png
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.

Lift DDT/Reverse DDT
D.pngD.png+Kof.sp.png
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

Rolling Cradle
D.pngD.png+K.png
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).


Shining Wizard
Hcb.png+P.png
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.


Flashing Elbow
Qcf.png+P.png
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

Ultra Argentine Backbreaker
Hcb.pngHcb.png+P.png
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.

Running Three
Hcf.pngHcf.png+K.png
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

Ultra Argentine Backbreaker: Clark Special
Hcb.pngHcb.png+Kof.lp.pngKof.sp.png
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.