The King of Fighters 2002/Clark

From SuperCombo Wiki

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
-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:

-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)