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 | Crouch | Jump | Grab | Run |
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Colors
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Movelist
Short Movelist
- f + B
- Air throw.
- 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.)
- qcf + P (Only on hit.)
- 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.)
- DM hcf hcf + K (Throw.)
- 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
- f + B is cancellable.
Super cancellable moves
(none)
Free cancellable into moves
- hcf + P
- dp + K
- dp + P
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.