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==== Normal Moves ==== | ==== Normal Moves ==== | ||
*'''Standing Light Punch ([[File:snka.gif]])''' - A chest-level jab. Since it whiffs on most crouching characters this attack mainly serves as a quick anti-air against short hops. | *'''Standing Light Punch ([[File:snka.gif]])''' - A chest-level jab. Since it whiffs on most crouching characters this attack mainly serves as a quick anti-air against short hops or as a fakeout. | ||
*'''Standing Light Kick ([[File:snkb.gif]])''' - Clark kicks downward toward the opponent's shin. This attack doesn't hit as a low despite its appearance. The player can chain a Crouching [[File:snkb.gif]] into this move and then cancel this into a special but Clark has faster and easier hitconfirms. The player could also try to cancel this attack into Jet Upper ([[File:df.gif]] + [[File:snka.gif]]) as a hitconfirm but the player could use the stronger and faster Close [[File:snkc.gif]] in every instance. The player could also simply link an (EX) command grab after two Crouching [[File:snkb.gif]] attacks, so there isn't much use for this attack. | *'''Standing Light Kick ([[File:snkb.gif]])''' - Clark kicks downward toward the opponent's shin. This attack doesn't hit as a low despite its appearance. The player can chain a Crouching [[File:snkb.gif]] into this move and then cancel this into a special but Clark has faster and easier hitconfirms. The player could also try to cancel this attack into Jet Upper ([[File:df.gif]] + [[File:snka.gif]]) as a hitconfirm but the player could use the stronger and faster Close [[File:snkc.gif]] in every instance. The player could also simply link an (EX) command grab after two Crouching [[File:snkb.gif]] attacks, so there isn't much use for this attack. |
Revision as of 04:38, 20 October 2011


Clark Still
In a nutshell
Fill this in with a general overview of the character.
Video Walkthrough
Move List
Normal Moves
Standing Light Punch
kof.lp
25
cancel
Standing Light Kick
kof.lk
30
cancel
Standing Heavy Punch
kof.sp
80
Close Heavy Punch
Close kof.sp
40×2
cancel
Standing Heavy Kick
kof.sk
80
Close Heavy Kick
Close kof.sk
70
cancel
Crouching Light Punch
d + kof.lp
25
cancel
Crouching Light Kick
d + kof.lk
30
low chaincancel
Crouching Heavy Punch
d + kof.sp
70
cancel
Crouching Heavy Kick
d + kof.sk
80
low softknockdown cancel
Blowback Attack
kof.sp + kof.sk
75
softknockdown specialcancel
Jumping Light Punch
Air kof.lp
Jump: 45
Hop: 40
Hop: 40
high
Jumping Light Kick
Air kof.lk
Jump: 45
Hop: 40
Hop: 40
high
Jumping Heavy Punch
Air kof.sp
Jump: 72
Hop: 70
Hop: 70
high
Jumping Heavy Kick
Air kof.sk
Jump: 70
Hop: 68
Hop: 68
high
Jumping Blowback Attack
Air kof.sp + kof.sk
Jump: 90
Hop: 80
Hop: 80
softknockdown
Unique Attacks
Jet Upper
df + kof.lp
65
specialcancel
Throw
Death Mountain Buster
f or b + kof.sp or kof.sk (while close)
100
throw hardknockdown
Death Lake Drive
f or b + kof.sp (while close)
135
aironly airthrow hardknockdown
Special Moves
Step
f + kof.lk + kof.sk
0
Super Argentine Backbreaker
hcf + k
p : 42+90
ex : 80+90
ex : 80+90
throw hardknockdown
- Flashing Elbow
Super Argentine Backbreaker, then qcf + p
kof.lp : 35
kof.sp : 80
kof.sp : 80
hardknockdown
Vulcan Punch
press p repeatedly
p : 30×4
ex : 40×4
ex : 40×4
drivecancel
Gatling Attack
b (charge) f + p
kof.lp : 40×2
kof.sp : 30×2+40
ex : 60×3
kof.sp : 30×2+40
ex : 60×3
drivecancel
- Death Lake Drive
kof.sp or ex Gatling Attack, then dp + p
135
hardknockdown
Desperation Moves
Ultra Argentine Backbreaker
hcb hcb + p
p : 42×3+120
ex : 70×3+140
ex : 70×3+140
throw hardknockdown maxcancel
Ultra Clark Buster
hcb hcb + kof.lk + kof.sk
0+450
hardknockdown
Strategy
Move Analysis
Normal Moves
- Standing Light Punch (
) - A chest-level jab. Since it whiffs on most crouching characters this attack mainly serves as a quick anti-air against short hops or as a fakeout.
- Standing Light Kick (
) - Clark kicks downward toward the opponent's shin. This attack doesn't hit as a low despite its appearance. The player can chain a Crouching
into this move and then cancel this into a special but Clark has faster and easier hitconfirms. The player could also try to cancel this attack into Jet Upper (
+
) as a hitconfirm but the player could use the stronger and faster Close
in every instance. The player could also simply link an (EX) command grab after two Crouching
attacks, so there isn't much use for this attack.
- Standing Heavy Punch (
) - A long-ranged spinning backfist attack that looks identical to Ralf's infamous Standing
. Although this attack starts up fast and reaches far, it will completely whiff on crouching characters. If that wasn't risky enough, Clark takes a step forward during the spin which makes it even easier for the opponent to punish a whiff with a low attack. Clark's Standing
will hit crouching characters and has the same horizontal length which makes for a much better poke.
- Standing
isn't a lost cause though. The higher hitbox makes the attack a much better anti-air or preventive anti-air that controls a taller aerial space in front of the player. Be sure to save this move for reading when the opponent wants to be standing or moving forward as it is otherwise very unsafe to whiff.
- Standing
- Close Heavy Punch (Close
) - Clark's double elbow attack that forms part of his KOF grappler okizeme game. This attack can be canceled into specials or Jet Upper (
+
) on the first hit.
- Standing Heavy Kick (
) - Causes Clark to twist around and attack with a back kick. Reaches further than his other normals and connects against crouching opponents. Clark's strongest poke for ranged footsies or perhaps ending blockstrings. It's also possible to anti-air the opponent with this attack by having the opponent land on Clark's booted toes.
- Close Heavy Kick (Close
) - Hits once and cannot be linked into Vulcan Punch. There isn't much reason to use this attack over Close
.
- Crouching Light Punch (
+
) - Reaches far enough to combo from a Crouching
attack and can be canceled. Clark players must either link a grab off of a Crouching
or chain cancel into Crouching
or Standing
to get a 2-in-1 from a low attack.
- Cannot be chain canceled into any move.
- Crouching Light Kick (
+
) - A powerful low kick: It can be confirmed into a knockdown which makes the opponent have to worry about the low threat when alternate guarding or during okizeme, and is one of Clark's better meaty attacks for setting up frametraps and tick throws.
- Can only be chain canceled.
- Crouching Heavy Punch (
+
) - Take the big hitbox of Standing
, lower it, and make it cancelable. That's what this move is. Clark's Crouching
is like a Low Strong attack from Street Fighter; it reaches further than a crouching jab and deals heavier hitstun.
- Strong meaty attack due to its long range and direct cancelability. The player can walk backward before meatying with this attack and still be in range to combo into Super Argentine Backbreaker (
+
).
- Also one of Clark's strongest grounded pokes due to its powerful hitbox and excellent horizontal range.
- Strong meaty attack due to its long range and direct cancelability. The player can walk backward before meatying with this attack and still be in range to combo into Super Argentine Backbreaker (
- Crouching Heavy Kick (
+
) - A cancelable sweep that stretches just a little further than Crouching
. Fills the role of blockstring ender, whiff punisher against standing attacks, and as a tripguard meaty.
- Blowback Attack (
+
) - Ludicrous attack where Clark defies gravity much like Shermie and does a dropkick that doesn't move him forward. Silliness aside this attack has an enormous hitbox and starts up fast in comparison to most Blowback Attacks.
- Whiffing this move is a dangerous wager, but with the correct timing and spacing this attack can anti-air (and possibly score a counterhit) or beat out other grounded attacks.
- Cancels into specials and DMs.
- Jumping Light Punch (Air
) - Clark's primary air-to-ground attack on the opponent's okizeme. Jumping
has long vertical hitbox, a sizable portion of active frames, and inflicts a large amount of hitstun.
- Jumping Light Kick (Air
) - A purely horizontal kick that works as an air-to-air similarly to Ash's and Iori's Jumping
. This attack can also be timed late to hit crouching opponents although certain moves that shrink the player's hitbox (such as slides or sweeps) can pass underneath and punish this move when it's used even as a late air-to-ground.
- Jumping Heavy Punch (Air
) - A falling elbow attack that exhibits a solid vertical hitbox, but doesn't hit as deep as Jumping
.
- Jumping Heavy Kick (Air
) - Crazy air-to-air with an extreme upward angle. Clark's upward boot works best when approaching an airborne opponent from below, but it also functions competently in horizontal aerial meetings. Very easy for the opponent to punish with a tripguard meaty if the attack whiffs.
- Jumping Blowback Attack (Air
+
) - Clark's standing Blowback Attack but much more useful from being executable from more angles. This attack carries a hefty vertical and horizontal hitbox on top of inflicting dense blockstun.
- A strong air-to-ground attack for approaching from diverse angles. This attack can be blocked crouching and causes a soft knockdown on hit, so it's more suited for getting in on the opponent or gaining frame advantage. Jumping
is much more suited for playing Clark's KOF oki game.
- This will also work as an air-to-air although the player wants to be above the opponent or just horizontal with them. A successful air-to-air could lead into a counterhit which can be comboed off of.
- A strong air-to-ground attack for approaching from diverse angles. This attack can be blocked crouching and causes a soft knockdown on hit, so it's more suited for getting in on the opponent or gaining frame advantage. Jumping
Unique Attacks
- Jet Upper (
+
) - A new addition to Clark's usual arsenal that gives him longer hitconfirms and a better anti-air. Jet Upper combos from any of Clark's cancelable normals and can be canceled into specials or DMs. Despite its visual appearance this move has a decent horizontal hitbox and will usually connect when canceled into. Besides filling combo space, this attack works like most normal uppercuts in the game as an anti-air. For best results, the player should try to be underneath the airborne opponent to make up for the lack or horizontal strength on the attack.
Throw
Special Moves
- Step (
+
+
) -
- Super Argentine Backbreaker (
+
) -
- Vulcan Punch (press
repeatedly) -
- Gatling Attack (
[charge]
+
) -