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Line 362: |
Line 362: |
| * runs up and elbows the opponent who is already on the ground | | * runs up and elbows the opponent who is already on the ground |
| * free cancellable out of | | * free cancellable out of |
| | * hard knockdown |
| | |- |
| | |colspan="8" align="center"| '''DMs''' |
| | |- |
| | ! hcfx2+[[image:kick.gif]] |
| | |align="center"| |
| | |align="center"| |
| | |align="center"| |
| | |align="center"| - |
| | |colspan="2" | [[image:Clark02_hcfx2K.png|center]] |
| | | '''Running Three - hcfx2+K''' |
| | * Clark runs up to throw the opponent |
| | * has startup invincibility |
| | |- |
| | ! hcbx2+[[image:punch.gif]] |
| | |align="center"| |
| | |align="center"| |
| | |align="center"| |
| | |align="center"| - |
| | |colspan="2" | [[image:Clark02_hcbx2P.png|center]] |
| | | '''Ultra Argentine Backbreaker - hcbx2+P''' |
| | * Clark runs up to throw the opponent |
| | * has startup invincibility |
| | |- |
| | |colspan="8" align="center"| '''SDM''' |
| | |- |
| | ! hcbx2+[[image:snka.gif]]+[[image:snkc.gif]] |
| | |align="center"| |
| | |align="center"| |
| | |align="center"| |
| | |align="center"| - |
| | |colspan="2" | [[image:Clark02_hcbx2P.png|center]] |
| | | '''Ultra Argentine Backbreaker - hcbx2+AC''' |
| | * same properties as the DM version, but more damage (about 50%) |
| * hard knockdown | | * hard knockdown |
| |} | | |} |
| ===DMs===
| |
| 1. Running Three - hcfx2+K<br>
| |
| - Clark runs up to throw the opponent<br>
| |
| - has startup invincibility
| |
|
| |
| 2. Ultra Argentine Backbreaker - hcbx2+P<br>
| |
| - instant throw with good range and damage<br>
| |
| - hard knockdown
| |
|
| |
| ===SDMs===
| |
| 1. Ultra Argentine Backbreaker - hcbx2+AC<br>
| |
| - same properties as the DM version, but more damage (about 50%)<br>
| |
| - hard knockdown
| |
|
| |
| ===HSDM=== | | ===HSDM=== |
| 1. Running Pirates - hcfx2+BD<br> | | 1. Running Pirates - hcfx2+BD<br> |
General Info
Crouch height: Medium
Colors
|
Frames
|
Advantage
|
Cancel
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Block
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Hitbox
|
Notes
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Standing Close
|
|
4/6/5
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+1/-1
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|
HL
|
|
|
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3/5/5
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+2/0
|
R,C,S,Su
|
HL
|
|
|
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3/4*7/16
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-3/-5
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C,S,Su
|
HL
|
|
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Only first hit is cancellable
|
|
11/3/28
|
-11/-13
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|
HL
|
|
Lower body invincible: Complete startup and active period. F15~18
|
Standing Far
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|
4/5/5
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+2/0
|
|
HL
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|
|
|
3/4/5
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+3/+1
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|
HL
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|
|
|
9/3/21
|
-4/-6
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|
HL
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|
|
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12/4/25
|
-9/-11
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|
HL
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|
|
+
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22/5/16
|
KD/+1
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|
HL
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|
|
Crouching
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|
4/6/5
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+1/-1
|
C,S,Su
|
HL
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|
|
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4/5/9
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-2/-4
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|
L
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|
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8/3/19
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-2/-4
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|
HL
|
|
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10/7/20
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KD/-9
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L
|
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Jump
|
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3/9/-
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-/-
|
|
H
|
|
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3/4/-
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-/-
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H
|
|
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5/5/-
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-/-
|
|
H
|
|
|
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3/7/-
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-/-
|
|
H
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|
|
+
|
12/4/-
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KD/-
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|
HL
|
|
|
Neutral Jump
|
|
3/4/-
|
-/-
|
|
H
|
|
|
|
3/5/-
|
-/-
|
|
H
|
|
|
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5/5/-
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-/-
|
|
H
|
|
|
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10/6/-
|
-/-
|
|
H
|
|
|
Hop
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3/4/-
|
-/-
|
|
H
|
|
|
|
3/4/-
|
-/-
|
|
H
|
|
|
|
5/4/-
|
-/-
|
|
H
|
|
|
|
3/7/-
|
-/-
|
|
H
|
|
|
Neutral Jump
|
f+
|
13/4/22
|
-6/-8
|
S,Su
|
HL
|
|
|
Standing Close
|
dp+
|
|
|
|
HL
|
|
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
|
dp+
|
|
|
|
HL
|
|
dp+
|
|
|
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Grab
|
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Frankensteiner - dp+K
- delayed throw that has startup invincibility
- has a lot of recovery time if it misses, but since it is so delayed, it can be used as an anti-air
- free cancellable into
|
hcf+
|
|
|
|
Grab
|
|
Super Argentine Backbreaker - hcf+K
- instant command throw which does good damage
- can be followed up with the Flashing Elbow qcf+P
- hard knockdown
|
hcb+
|
|
|
|
Grab
|
|
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
|
hcf+
|
|
|
|
HL
|
|
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
|
hcf+
|
|
|
|
HL
|
> d,d+
|
|
|
|
-
|
|
Clark Lift - d,d+A (after hcf+P)
|
> d,d+
|
|
|
|
-
|
|
Sleeper Lift - d,d+C (after hcf+P)
- hard knockdown
- can be followed up by the Flashing Elbow qcf+P
|
> d,d+
|
|
|
|
-
|
|
Rolling Cradle - d,d+K (after hcf+P)
|
qcf+
|
|
|
|
-
|
|
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
|
hcfx2+
|
|
|
|
-
|
|
Running Three - hcfx2+K
- Clark runs up to throw the opponent
- has startup invincibility
|
hcbx2+
|
|
|
|
-
|
|
Ultra Argentine Backbreaker - hcbx2+P
- Clark runs up to throw the opponent
- has startup invincibility
|
SDM
|
hcbx2+ +
|
|
|
|
-
|
|
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
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Characters
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Secret/Orochi Characters
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