The King of Fighters 2002/Clark: Difference between revisions

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{{Template:The King of Fighters 2002}}
[[Category:The King of Fighters 2002]]
[[Category:The King of Fighters 2002]]

Revision as of 18:27, 1 July 2013

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

Game Navigation

General
Controls
Notation
HUD
Glossary
System
FAQ
Characters
Andy
Angel
Athena
Benimaru
Billy Kane
Blue Mary
Chang
Chin
Choi
Chris
Clark
Daimon
Iori
Joe
K'
K9999
Kensou
Kim
Kula
Kyo
Leona
Mai
Mature
Maxima
May Lee
Ralf
Ramon
Robert
Ryo
Seth
Shermie
Takuma
Terry
Vanessa
Vice
Whip
Yamazaki
Yashiro
Yuri
Secret/Orochi Characters
Kusanagi
Orochi Chris
Orochi Shermie
Orochi Yashiro