Introduction
Clark, also known as The Wearer Of The Black Glove, is the arch-nemesis of Michael Jackson, also known as The Wearer Of The White Glove. Both were born at the beginning of time itself to balance the Universe in good vs evil, and their struggle continues to this day. It is not clear which represents good and which represents evil.
Colors
Gameplay Overview
Clark is an in-close attack/throw mixup-based character. His far pokes are not on the level of Ralf's, but his jump-in A is slightly better for up-close hops than anything Ralf has. Of course as you'll notice, he has more throw options, including an instant super throw. Clark is a mid-tier character, and a good choice for a beginner. He does have some opportunities to combo into his super if you have the execution, though.
In-depth Analysis
Movelist
Normal Throws
- b or f + C - Breakable, forward knockdown, face forward, rollable.
- b or f + D - Breakable, reverse knockdown, back turned, un-rollable.
- d or b or f + C/D in air - Unbreakable, forward knockdown, face forward, un-rollable.
D throw preferred, since the C throw is punishable in the corner if they roll it. But really both of them are horrible.
His air throw is great, and is a good anti-air option.
Special Moves
- Vulcan Punch (P rapidly, f to move) - Dumb crap move, never use it. Well, you can catch a lucky anti-air by mashing from a block string or something but I wouldn't recommend it. It's not nearly as good as Ralf's and Ralf's ain't all that.
- Super Argentine Backbreaker > Flashing Elbow (hcf + K > qcf + P) - Instant command throw. Really short whiff animation, shorter than Ralf's. It is virtually impossible to punish on reaction when done from a blocked attack, and sometimes not at all. Good for meter building as you'd imagine. This is of course his main combo and damage tool. Use off empty short hops, comboed from cl.C or linked from cr.B, etc. Great wakeups as well, you can even setup safejumps from it.
- Napalm Stretch > Flashing Elbow (aka Palmer Splits) (dp + P > qcf + P) - Anti-air 'grab', though it can be air blocked. It's more of a show-off move, since it's horrible on block/whiff.
- Super Arabian Burglary B.B. > Flashing Elbow / Rolling Cradle > Flashing Elbow (hcf + A > qcf + P / hcf + C > qcf + P) - Running grabs, C version travels further than A. Generally I recommend getting used to buffering his normal backbreaker from a run instead of using this, since you'd have more options after you start running. Still, can be used to more easily punish moves that require a long-range fast attack, like some A DP's on whiff/hit. It has invincibility to lows near the end.
- Frankensteiner > Flashing Elbow (dp + K > qcf + P) - Slow invincible throw. You can use this as a reversal, or as a delayed throw option on your opponent's wakeup. You can also use it as a tick if they don't know how to alternate guard. The big problem with this throw is that they recovery is very bad, so if someone sees it or guesses right, you're gonna lose a lot of hp.
Desperation Moves
- Ultra Argentine Backbreaker (hcb hcb + P) - Instant super throw. Similar to any other instant super throw, really. Can be used as a reversal, etc. MAX version does more damage.
- Running Three aka Run In Dis Yard (hcf hcf + K) - Some small invincibility on startup, and completely invulnerable to lows. You can always jump out, unless it's guaranteed (landing from a jump does not make it guaranteed). MAX version behaves the same and does more damage.
Fastest Attacks
- 0F: C throw; D throw; hcf + K; (S)DM hcb hcb + P
- 1F: -
- 2F: cl.B
- 3F: cl.C; st.B
- 4F: cl.A; st.A; cr.A; cr.B
- 5F: cr.C
- 6F: -
- 7F: cr.D
- 8F: st.D
- 9F: cl.D; dp + P
- 10F: -
Combos
- Best jump-ins:
- j.A
- cl.B / (cr.B / cl.B, cr.A) / st.A >
- (S)DM Ultra Argentine Backbreaker (hcb hcb + P)
- Super Argentine Backbreaker > Flashing Elbow (hcf + K > qcf + P)
- cl.C (1 hit) / f + B >
- (S)DM Ultra Argentine Backbreaker (hcb hcb + P)
- (S)DM hcf hcf + K
- Super Argentine Backbreaker > Flashing Elbow (hcf + K > qcf + P)
- hcf + C > qcf + P
- hcf + A > qcf + P
- cl.C (1 hit) > f + B
- cr.B / st.B,
- (S)DM Ultra Argentine Backbreaker (hcb hcb + P)
- Super Argentine Backbreaker > Flashing Elbow (hcf + K > qcf + P)
Link combo. Normally you will not be in range to link hcf + K from st.B, but its is possible if opponent enter in close range after the move started - example if they are rolling next to you. Super has more range and can link form st.B in normal situations.
- For shits, counter-hit: st.CD > A Napalm Stretch > Flashing Elbow (dp + A > qcf + P)
His DM hcb hcb + P deals more damage than DM hcf hcf + K, but SDM hcf hcf + K deals more damage than SDM hcb hcb + P.
- Simple buffers:
- cl.A / cl.B / cl.C (1 hit) > (S)DM hcb hcb + P
- hcb + A/B/C > hcb + P
- cl.A / cl.B / cl.C (1 hit) > (S)DM hcb hcb + P
Strategy Corner
- MAX: cl.C (1 hit) > + K > + P
deals just a tiny less damage (~ 1/2 cl.A) than
- cl.C (1 hit) > DM + P
Keep this in mind, when you need to decide whether to trigger MAX or keep meter for a DM.