General Info
Crouch height: Medium
Jump: 4/33/1
Hop: 4/25/1
Dash: 3/10~∞/3
Backdash: 3/18/3
Wakeup: 25 frames
Recovery roll: 24 frames
Stand
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Crouch
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Jump
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Grab
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Run
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Colors
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Frames
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Advantage
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Cancel
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Block
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Hitbox
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Notes
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Standing Close
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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
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R,C,S,Su
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HL
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3/4*7/16
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-3/-5
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C,S,Su
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HL
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Only first hit is cancellable
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11/3/28
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-11/-13
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HL
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Lower body invincible: Complete startup and active period. F15~18
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Standing Far
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4/5/5
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+2/0
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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
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-4/-6
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HL
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12/4/25
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-9/-11
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HL
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+
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22/5/16
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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
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C,S,Su
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HL
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4/5/9
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-2/-4
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L
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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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-/-
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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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-/-
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H
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3/7/-
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-/-
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H
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+
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12/4/-
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KD/-
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HL
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Neutral Jump
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3/4/-
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-/-
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H
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3/5/-
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-/-
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H
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5/5/-
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-/-
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H
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10/6/-
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-/-
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H
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Hop
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3/4/-
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-/-
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H
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3/4/-
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-/-
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H
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5/4/-
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-/-
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H
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3/7/-
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-/-
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H
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Command Normals
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f +
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13/4/22
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-6/-8
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S,Su
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HL
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Special Moves
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dp +
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9/13/19+13
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KD/-
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Fi, qcf + P
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-
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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
- Invincible: Frame 1-2.
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dp +
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9/13/19+15
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KD/-
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Fi, qcf + P
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-
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dp + 
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11/1/49
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KD/-
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Fi, qcf + P
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Grab
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Frankensteiner - dp + K
- Invincibility: Complete startup.
- 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
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dp +
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16/1/54
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KD/-
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Fi, qcf + P
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Grab
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hcf +
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0/1/40
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KD/-
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qcf + P
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Grab
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Super Argentine Backbreaker - hcf + K
- instant command throw which does good damage
- can be followed up with the Flashing Elbow qcf + P
- hard knockdown
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hcb + 
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3/20/21
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KD/-
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Fo, qcf + P
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Grab
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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
- Active period is the run forward. When the opponent is in range, it cancels to a move with the following data: 3/1(7)1+4/51
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hcb +
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3/31/21
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KD/-
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Fo
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Grab
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hcf + 
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7/20/13
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KD/-30
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Fi
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HL
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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
- Active period is the run forward. When the opponent is in range, it cancels to a move with the following data: 2/5/58
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hcf +
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7/31/13
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KD/-30
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Fi
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HL
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> d,d +
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-
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Clark Lift - d,d + A (after hcf + P)
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> d,d +
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qcf + P
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-
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Sleeper Lift - d,d + C (after hcf + P)
- hard knockdown
- can be followed up by the Flashing Elbow qcf + P
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> d,d +
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-
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Rolling Cradle - d,d + K (after hcf + P)
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qcf +
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14/11/24
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KD
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Fo
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-
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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
- hard knockdown
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DMs
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hcfx2+
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13/24/10
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KD/-
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Grab
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Running Three - hcfx2+K
- Clark runs up to throw the opponent
- Invincibility: Complete startup. Lower body invincibility: Complete run forward.
- The active period is the run forward. When the opponent is in range, it cancels to a move with the following data: B: 4/1/38, D: 4/1/39.
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hcfx2+
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14/24/14
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KD/-
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Grab
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hcbx2+
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0/1/28
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KD/-
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Grab
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Ultra Argentine Backbreaker - hcbx2+P
- instant throw with good range and damage
- hard knockdown
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SDM
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hcbx2+ +
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0/1/33
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KD/-
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Grab
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Ultra Argentine Backbreaker - hcbx2+AC
- same properties as the DM version, but more damage (about 50%)
- hard knockdown
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HSDM
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hcfx2+ +
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22/24/13
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KD/-
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Grab
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Running Pirates - hcfx2+BD
- same properties as the Running Three, but the damage is only slightly higher. Not worth attempting
- Invincibility: frame 16-22. Lower body invincibility: Complete run forward.
- The active period is the run forward. When the opponent is in range, it cancels to a move with the following data: 4/1/38
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Short Movelist
- hcf + P (Opponent may mash the same button of the followup to escape and take no damage.)
- d d + A (Only on hit.)
- d d + C (Only on hit.)
- qcf + P (Only on hit. Same move as qcf + P followup from hcf + K.)
- d d + K (Only on hit.)
- dp + P
- qcf + P (Only on hit. Same move as qcf + P followup from hcf + K.)
- hcb + P (Throw. Only hit crouching opponents.)
- hcf + K (Throw. 0 frame startup.)
- dp + K (Throw.)
- qcf + P (Only on hit. Same move as qcf + P followup from hcf + K.)
- DM hcb hcb + P (Throw. 0 frame startup.)
- SDM hcb hcb + AC (Throw. 0 frame startup.)
- HSDM hcf hcf + BD (Throw.)
Notes
Cancellable moves
- Close: B, C (1)
- Far: -
- Crouch: A
- CD is cancellable into specials and DMs
Super cancellable moves
(none)
Free cancellable into moves
Free cancellable out-of moves
- hcb + P
- hcf + P > d d + C > qcf + P
- hcf + K > qcf + P
- dp + K > qcf + P
- dp + P > qcf + P
Moves with Invincibility
??
Moves with autoguard
(none)
Other Notes
- hcb + P hits crouching opponents only.
Combos
Basic Combos
- (cl.B / cr.A) >
- DM hcb hcb + P (Buffer: hcb + B / hcb d + A, hcb P) {1 Stock}
- hcf + K > qcf + P
- hcf + P >
- d d + C > qcf + P
- d d + A/K
- dp + B > qcf + P (Only from cl.B)
- cl.C (1) >
- (S)DM hcb hcb + P/AC [42.5%/52.7%] {1 Stock/Max mode + 1 Stock}
- f + B > hcf + P >
- d d + C > qcf + P [43.5%]
- d d + A/K [39.6%]
- hcf + K > qcf + P [33.2%]
- hcf + P >
- d d + C > qcf + P [32.7%]
- d d + A/K [28.3%]
- f + B >
- DM hcb hcb + P [44.8] {1 Stock}
- hcf + K > qcf + P
- hcf + P >
- d d + C > qcf + P
- d d + A/K
- Meaty, early on opponent's wakeup: cr.A, cl.C (1) ...
- Counterhit: CD / j.CD, dp + A > qcf + P {33%}
Max Mode
- cl.C (1-2) >> BC (Buffer: hcb + BC), SDM hcb hcb + AC (Buffer: hcb + AC) {60%} {3 Stocks}
- Opponent crouching: cl.C (1-2) >> BC, run, cl.C(1) > hcb + P (1) >> hcf + P > {2 Stocks}
- d d + C > qcf + P {35-40%}
- d d + A/B/D {35-40%}
Max Mode Bypass
- cl.C (2) >> BC, DM hcb hcb + P [47.1%] {2 stocks}
Buffer as: cl.C (2) >> hcb hcb + BC
Strategies
Clark is a grappler characters bases on speed and mixup stuff, use Napalm Stretch (dp + P) or Mount Tackle (hcf + P) to begin a round and then use jump in mixups or medium distance poking, S.A.B. (hcf + K) its your best reversal tool.
General
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Characters
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Secret/Orochi Characters
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