The King of Fighters XIII/Clark: Difference between revisions

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====Desperation Moves====
====Desperation Moves====
*'''Ultra Argentine Backbreaker ([[File:hcb.gif]][[File:hcb.gif]] + [[File:punch.gif]])''' -
*'''Ultra Argentine Backbreaker ([[File:hcb.gif]][[File:hcb.gif]] + [[File:punch.gif]])''' - A more powerful SAB command grab. The range is identical to SAB, so the only bonus is the damage output. Deals more damage than his EX SAB but doesn't reach as far and leads to a weaker okizeme.
**'''[[File:Ex.png]] Ultra Argentine Backbreaker ([[File:hcb.gif]][[File:hcb.gif]] + [[File:snka.gif]] + [[File:snkc.gif]])''' -
**After grabbing the opponent, Clark tosses the opposing player behind him as with his SAB. Afterward the Clark player has less frame advantage and only has enough time to run forward for a grounded meaty/throw type mixup, so be wary of trying to hop in afterwards.
*'''Ultra Clark Buster ([[File:hcb.gif]][[File:hcb.gif]] + [[File:snkb.gif]] + [[File:snkd.gif]])''' -
**This can be MAX Canceled although the DM is so lengthy that it requires a short HD combo to reach the end while still in HD mode.
**'''[[File:Ex.png]] Ultra Argentine Backbreaker ([[File:hcb.gif]][[File:hcb.gif]] + [[File:snka.gif]] + [[File:snkc.gif]])''' - Inflicts more solid damage and has the extended reach of most EX command grabs. Strong combo finisher (although this requires a grounded opponent), punishing move, and Clark's highest damage potential from a raw command grab.
*'''Ultra Clark Buster ([[File:hcb.gif]][[File:hcb.gif]] + [[File:snkb.gif]] + [[File:snkd.gif]])''' - Clark tackles forward for a moderate distance and if it hits, he lifts the opponent into the air and slams them with a falling buster drop. The charging attack is blockable; the range and speed aren't enough to give this too much utility usage. Functions as Clark's most damaging combo finisher.
**Like most Neomaxes, both players recover at about neutral afterward and so the Clark player gets no okizeme afterwards.


=== Tips and Tricks ===
=== Tips and Tricks ===

Revision as of 15:40, 20 October 2011

The King of Fighters XIIIKOFXIIILogo.png
The King of Fighters XIII/System GuideThe King of Fighters XIII#Game ElementsThe King of Fighters XIII#CharactersThe King of Fighters XIII/SystemsThe King of Fighters XIII#Fun StuffThe King of Fighters XIII/StrategyMvC3HeaderButtons.png



Clark Still

KOFXIII-Clark Face.png

In a nutshell

Fill this in with a general overview of the character.


Video Walkthrough

Move List

Normal Moves

Name
Command
Damage
Special Properties (glossary)
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
high
Jumping Light Kick
Air kof.lk
Jump: 45
Hop: 40
high
Jumping Heavy Punch
Air kof.sp
Jump: 72
Hop: 70
high
Jumping Heavy Kick
Air kof.sk
Jump: 70
Hop: 68
high
Jumping Blowback Attack
Air kof.sp + kof.sk
Jump: 90
Hop: 80
softknockdown

Unique Attacks

Name
Command
Damage
Special Properties (glossary)
Jet Upper
df + kof.lp
65
specialcancel

Throw

Name
Command
Damage
Special Properties (glossary)
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

Name
Command
Damage
Special Properties (glossary)
Step
f + kof.lk + kof.sk
0
Super Argentine Backbreaker
hcf + k
p : 42+90
ex : 80+90
throw hardknockdown
Flashing Elbow
Super Argentine Backbreaker, then qcf + p
kof.lp : 35
kof.sp : 80
hardknockdown
Vulcan Punch
press p repeatedly
p : 30×4
ex : 40×4
drivecancel
Gatling Attack
b (charge) f + p
kof.lp : 40×2
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

Name
Command
Damage
Special Properties (glossary)
Ultra Argentine Backbreaker
hcb hcb + p
p : 42×3+120
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 (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 (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 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 (Df.gif + Snka.gif) as a hitconfirm but the player could use the stronger and faster Close Snkc.gif in every instance. The player could also simply link an (EX) command grab after two Crouching Snkb.gif attacks, so there isn't much use for this attack.
  • Standing Heavy Punch (Snkc.gif) - A long-ranged spinning backfist attack that looks identical to Ralf's infamous Standing Snkc.gif. 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 Snkd.gif will hit crouching characters and has the same horizontal length which makes for a much better poke.
    • Standing Snkc.gif 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.
  • Close Heavy Punch (Close Snkc.gif) - Clark's double elbow attack that forms part of his KOF grappler okizeme game. This attack can be canceled into specials or Jet Upper (Df.gif + Snka.gif) on the first hit.
    • One addition is that the player can link Clark's Vulcan Punch (Punch.gif x4]]) after the second hit if the attack. This can be used as a safe hitconfirm into an aerial juggle in the corner or into a command grab by using the EX version.
    • The activation range for this attack is quite lenient.
  • Standing Heavy Kick (Snkd.gif) - 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 Snkd.gif) - Hits once and cannot be linked into Vulcan Punch. There isn't much reason to use this attack over Close Snkc.gif.
  • Crouching Light Punch (Down.gif + Snka.gif) - Reaches far enough to combo from a Crouching Snkb.gif attack and can be canceled. Clark players must either link a grab off of a Crouching Snkb.gif or chain cancel into Crouching Snka.gif or Standing Snkb.gif to get a 2-in-1 from a low attack.
    • Cannot be chain canceled into any move.
  • Crouching Light Kick (Down.gif + Snkb.gif) - 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 (Down.gif + Snkc.gif) - Take the big hitbox of Standing Snkc.gif, lower it, and make it cancelable. That's what this move is. Clark's Crouching Snkc.gif 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 (Hcf.gif + Kick.gif).
    • Also one of Clark's strongest grounded pokes due to its powerful hitbox and excellent horizontal range.
  • Crouching Heavy Kick (Down.gif + Snkd.gif) - A cancelable sweep that stretches just a little further than Crouching Snkb.gif. Fills the role of blockstring ender, whiff punisher against standing attacks, and as a tripguard meaty.
    • The heavy hitstun makes this attack a choice for canceling into Clark's command Step (F.gif + Snkb.gif + Snkd.gif) for a quick mixup.
  • Blowback Attack (Snkc.gif + Snkd.gif) - 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 Snka.gif) - Clark's primary air-to-ground attack on the opponent's okizeme. Jumping Snka.gif has long vertical hitbox, a sizable portion of active frames, and inflicts a large amount of hitstun.
    • This is a Clark player's best traditional jump-in in most situations, and Jumping Snkc.gif covers the blind spot with this attack.
  • Jumping Light Kick (Air Snkb.gif) - A purely horizontal kick that works as an air-to-air similarly to Ash's and Iori's Jumping Snkb.gif. 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 Snkc.gif) - A falling elbow attack that exhibits a solid vertical hitbox, but doesn't hit as deep as Jumping Snka.gif.
    • However jumping Snka.gif can whiff against a deep opponent; hopping forward with Jumping Snka.gif against a cornered and crouching opponent causes Jumping Snka.gif to whiff due to it lacking a hitbox close in to Clark's body. Jumping Snkc.gif will connect in these deep instances, possibly saving the player from a tripguard punish.
  • Jumping Heavy Kick (Air Snkd.gif) - 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 Snkc.gif + Snkd.gif) - 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 Snka.gif 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.

Unique Attacks

  • Jet Upper (Downright.gif + Snka.gif) - 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

  • Death Mountain Buster (Right.gif or Left.gif + Snkc.gif or Snkd.gif [while close]) -
  • Death Lake Drive (Air Right.gif or Left.gif + Snkc.gif [while close]) -

Special Moves

  • Step (Right.gif + Snkb.gif + Snkd.gif) - This special is similar to the Extra Mode forward dashes from KOF98, except Clark can cancel his normals into this command dash for a quick mixup. Inputting the command causes Clark to quickly dash forward, during which time he cannot act. Despite appearing as a very short hop it will always be beaten by low attacks.
    • The main threat of this move is that Clark can quickly appear in front of the opponent and force a mixup. From neutral, the player could go immediately into an instant command grab to test the opponent's reactions. If the opponent can't stuff Clark's Step, then the next option of escape would be to jump in order to escape and punish the grab attempt. A strong way to punish this escape method is to use a normal throw instead. If the player did nothing then the normal throw will activate and if the opponent becomes airborne then Clark's hefty Close Snkc.gif will trigger and possibly anti-air or catch the opponent on the ground. Should the opponent try a reversal, the Clark player could read this by blocking or by using his armored Weak SAB.
  • Super Argentine Backbreaker (Hcf.gif + Kick.gif) - Clark's staple command grab. The Snkd.gif version is a 1-frame instant grab while the Snkb.gif grab is a delayed grab covered in guard frames that works similarly to his old Frankensteiner grab. Use the Snkd.gif grab inside combos, after landing from an empty hop, or as a tight tick throw. The delayed grab is great for catching the opponent pressing buttons on oki and is much easier to use as a tick throw.
    • After landing a SAB, Clark tosses the opponent onto the ground and the player can choose to follow up with his OTG Flashing Elbow. Either choice allows for the player to safely hop at the opponent for an immediate mixup between a high meaty Jumping Snka.gif into a combo or tick throw, an empty hop into his delayed SAB, or an empty hop into his low Crouching Snkb.gif.
    • Clark will always throw the opponent behind him.
    • Ex.png Super Argentine Backbreaker (Hcf.gif + Snkb.gif + Snkd.gif) - An instant grab with increased damage and throw range. The grab length registers from far ranges and can visually suck in opponents much like Zangief's light SPD. The followup Flashing Elbow from Clark's Ex.png SAB can be MAX Canceled.
    • Flashing Elbow (Super Argentine Backbreaker, then Qcf.gif + Punch.gif) - An OTG followup to Clark's SAB command grab. The attack still causes a hard knockdown and leaves the player with enough frame advantage to hop at the opponent afterward and so it's always recommended to add on the extra damage with this followup.
  • Vulcan Punch (press Punch.gif repeatedly) - Clark begins a tandem of punches at a 45° angle that can be continued by mashing punch buttons. This attack will lift the opponent off the ground on hit and can be Drive Canceled.
    • Whiffing this move pretty much guarantees that the opponent will get a sweep punish or better. The attack may be punishable on block by quick attacks depending on the spacing.
    • Causes heavy guard damage.
    • Linkable from the second hit of Close Snkc.gif.
    • Ex.png Vulcan Punch (press Snka.gif + Snkc.gif repeatedly) - A more controlled version that only hits four times and keeps the opponent grounded on hit, allowing an instant grab to link afterwards. Hitconfirming into this from Close Snkc.gif or Downright.gif + Snka.gif is simple and afterward the player can link SAB for a hard knockdown that sets up Clark's grappler oki.
  • Gatling Attack (Left.gif [charge] Right.gif + Punch.gif) - Moves Clark forward as he punches a few times and ends with a launching uppercut. The weak version combos from light attacks and is safer on block; the heavy version connects only from heavy attacks (namely Crouching Snkc.gif) but can canceled into his Death Lake Drive ender.
    • The final hit leaves the opponent open to juggles which can vary based on spacing and meter available.
    • Ex.png Gatling Attack (Left.gif [charge] Right.gif + Snka.gif + Snkc.gif) - Invulnerable from startup until just before the attack becomes active, but projectile invulnerable for a lengthy period. Combos from light attacks and launches the opponent even higher than with the other versions.
    • Deals heavy guard damage.
    • Death Lake Drive (Snkc.gif or Ex.png Gatling Attack, then Dp.gif + Punch.gif) - A followup airthrow to Gatling Attack that causes a hard knockdown, but leaves the player with little frame advantage. This is an alright midscreen ender to Clark's Gatling Attack, although Clark can deal more damage from the launcher against a cornered opponent.
    • Input the command for this attack as the opponent is hit by the uppercut launcher.

Desperation Moves

  • Ultra Argentine Backbreaker (Hcb.gifHcb.gif + Punch.gif) - A more powerful SAB command grab. The range is identical to SAB, so the only bonus is the damage output. Deals more damage than his EX SAB but doesn't reach as far and leads to a weaker okizeme.
    • After grabbing the opponent, Clark tosses the opposing player behind him as with his SAB. Afterward the Clark player has less frame advantage and only has enough time to run forward for a grounded meaty/throw type mixup, so be wary of trying to hop in afterwards.
    • This can be MAX Canceled although the DM is so lengthy that it requires a short HD combo to reach the end while still in HD mode.
    • Ex.png Ultra Argentine Backbreaker (Hcb.gifHcb.gif + Snka.gif + Snkc.gif) - Inflicts more solid damage and has the extended reach of most EX command grabs. Strong combo finisher (although this requires a grounded opponent), punishing move, and Clark's highest damage potential from a raw command grab.
  • Ultra Clark Buster (Hcb.gifHcb.gif + Snkb.gif + Snkd.gif) - Clark tackles forward for a moderate distance and if it hits, he lifts the opponent into the air and slams them with a falling buster drop. The charging attack is blockable; the range and speed aren't enough to give this too much utility usage. Functions as Clark's most damaging combo finisher.
    • Like most Neomaxes, both players recover at about neutral afterward and so the Clark player gets no okizeme afterwards.

Tips and Tricks

Combos

Basic Strategy

Advanced Strategy

Frame Data