The King of Fighters 2002/Clark: Difference between revisions

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-f+B is cancellable<br>
-f+B is cancellable<br>
-hcb+P hits crouching opponents only
-hcb+P hits crouching opponents only
'''Attack Strings:'''<br>
1. Crouch A, f+B/Close C<br>
2. Close B, Crouch A, f+B


= Strategies =
= Strategies =

Revision as of 02:30, 26 June 2010

Movelist

Command Normals:
1. Stomping - f+B
- Clark does a high priority kick forward, which does good damage
- cancellable

Special Moves:
1. 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

2. Frankensteiner - dp+K
- delayed throw that has startup invincibility
- has alot of recovery time if it misses, but since it is so delayed, it can be used as an anti-air
- free cancellable into

3. Super Argentine Backbreaker - hcf+K
- instant command throw which does good damage - can be followed up with the Flashing Elbow qcf+P
- hard knockdown

4. 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

5. 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

5a. Clark Lift - d d+A
- hard knockdown

5b. Sleeper Lift - d d+C
- hard knockdown
- can be followed up by the Flashing Elbow qcf+P

5c. Rolling Cradle - d d+K
- hard knockdown

6. 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
- free cancellable out of
- hard knockdown

DMs:
1. Running Three - hcfx2+K
- Clark runs up to throw the opponent
- has startup invincibility

2. Ultra Argentine Backbreaker - hcbx2+P
- instant throw with good range and damage
- hard knockdown

SDMs:
1. Ultra Argentine Backbreaker - hcbx2+AC
- same properties as the DM version, but more damage (about 50%)
- hard knockdown

HSDM:
1. Running Pirates - hcfx2+BD
- same properties as the Running Three, but the damage is only slightly higher. Not worth attempting

Notes:
-cancellable normals are crouch A, close B, close C(1)
-CD is cancellable into specials and DMs

Combos

Anywhere:
1. Close C(1)/(Close B, Crouch A), hcf+K, qcf+P - 33%
2. Close C(1), f+B, hcf+P, d d+P/K, qcf+P - 50%
3. Close B, dp+K, qcf+P - 25%
4. f+B, hcbx2+P - 45%
5. Close C(1, Buffer:hcb f+C)/(Crouch B, Crouch A(Buffer:hcb d+A)), hcbx2+P(Buffer:hcb+P) - 42%
6. Crouch A(meaty, early on opponent's wakeup), Close C(1), hcf+K, qcf+P - 38%

Counterhit:
1. CD(counterhit)/Jump CD(counterhit), dp+A, qcf+P - 33%

Maxmode:
1. Close C, BC(Buffer:hcb+BC), hcbx2+AC(Buffer:hcb+AC) - 60%
2. (Opponent crouching) Close C, BC, run Close C(1), (C)hcb+P(1), (C)hcf+P, d d+P/K - 35-40%

Move Properties:
-cancellable normals are crouch A, close B, close C(1)
-CD is cancellable into specials and DMs
-free cancellable into moves are hcf+P, dp+K and dp+P
-free cancellable out-of moves are hcb+P and the qcf+P followup to his hcf+P, dp+K and hcf+K
-f+B is cancellable
-hcb+P hits crouching opponents only

Strategies