The King of Fighters 2002/Clark: Difference between revisions

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== Strategies ==
= Strategies =
 
-Clark has one of the best wakeup mindgames in kof. When the opponent is waking up, he can use any of the following mixups:
 
1. Crouch A, dp+K - For this setup, the dp+K should not be cancelled from the crouch A, but rather done the moment crouch A recovers. Since dp+B is a delayed throw and has invincibility, it will throw them if they are doing anything other than jumping after the crouch A. This setup does not work the same way if you use hcf+K instead of dp+K since hcf+K is not a delayed throw. The advantage to not using dp+K is that you can see what the opponent does after the crouch A and react accordingly(throw with hcf+K if he continues blocking, jump D or air throw if he decided to jump and block if he decides to attack)
 
2. Crouch A, Close C/f+B - This is a good mixup with the first setup. Since there are a few frames during the beginning of a jump when the opponent is vulnerable on the ground, if the opponent decided to jump after the crouch A, they will be hit by the close C or f+B, on the ground. If they do get hit, cancel to hcf+K. This setup along with the previous one results in a nasty guessing game that the opponent is forced to play, assuming they decide to block the crouch A
 
3. Crouch D - His sweep is fairly meaty. It should be done from a decent distance from the opponent. They will likely be tempted to jump out of the way since they see you aren't close enough to throw or combo, and thus they have the opportunity to get away. The sweep will hit them out of the jumpin attempt. It also beats a variety of wakeup moves.
 
4. Run up hcf+K or hcbx2+P - If using hcbx2+P, you should store an hcb motion before starting the run, and do hcb+P. This will result in the hcbx2+P throw coming out instantly without flinching. You should start running a little bit before they wake up, but not too early. You want to be able to throw as soon as they have gotten up, or a bit after. If you see them jump out, you should hit them with a quick jump D.
 
5. Run up, then use any of the above the mixups mentioned in 1-3.
 
6. Stay (or run up) into throw range, do nothing - When using this mixup, you will never get hit in case the opponent decides to hit you with a wakeup move like a dp. If a run is used, this will further bait the opponent into doing a wakeup move. When fighting an opponent, it is best that you use this first to see if he is the type of player that takes big risks with wakeup dps and DMs. If so, then continue baiting him until he stops. If he isn't the type to take big risks, then apply the other mixups listed above while occasionally baiting just in case. While blocking, if the opponent does nothing, throw with hcf+K.
 
7. Hop A, followed by any of the above mixups - hop A is a high priority jump attack that is rather difficult to anti-air
 
-jump D is an amazing air to air jump attack. Hopping backwards or straight up with it will beat almost every jump attempt made by the opponent. It should be done immediately upon leaving the ground if attempting to intercept a jump attack that the opponent has already
started. Vertical high jump D is also a great air to air attack, and unlike the hop D, it can hit crouching opponents
 
-dp+K is a delayed throw with startup invincible, and can be used as an anti-air against jump attacks that are going to hit in front of Clark (rather than high above him)
 




[[Category:The King of Fighters 2002]]
[[Category:The King of Fighters 2002]]

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

Attack Strings:
1. Crouch A, f+B/Close C
2. Close B, Crouch A, f+B


Strategies