The King of Fighters 2003/Clark

From SuperCombo Wiki
タフ & クール,Tough & Cool
KoF2003Portrait15-Clark.png
Tier Placement B
Ratio Cost (Sarsen) 3 Points (4 Points Leader) of 15
Ratio Cost (China) 6 Points of 20
Best Position Solo
Good LDM? Great
Crouch Height Medium
Wakeup Speed 26 Frames
Stun Value 900

Introduction

「 Clark Steel 」

Strengths Weaknesses
  • placeholder
  • placeholder

Colors

UNDER CONSTRUCTION

Movelist

Normals

Far Normals

st.A
Kof.lp.png
03Clark st.A.jpg
Damage Counter Dmg Guard Guard Damage Damage Scaling Stun CH Stun Meter Cancel Properties Startup Active Recovery Total Hit Advantage Block Advantage Invulnerability
- - Mid - - - - - None 5 5 4 14 +2 0 -

Simple jab.

st.B
Kof.lk.png
03Clark st.B.jpg
Damage Counter Dmg Guard Guard Damage Damage Scaling Stun CH Stun Meter Cancel Properties Startup Active Recovery Total Hit Advantage Block Advantage Invulnerability
- - Mid - - - - - None 4 4 5 13 +4 +1 -

Far Kick.

st.C
Kof.sp.png
03Clark st.C.jpg
Damage Counter Dmg Guard Guard Damage Damage Scaling Stun CH Stun Meter Cancel Properties Startup Active Recovery Total Hit Advantage Block Advantage Invulnerability
- - Mid - - - - - None 10 7 -18 35 -3 -7 -

Big muscley straight punch to the face. Safer if you space it right but you don't want to get caught hitting this button up close.

st.D
Kof.sk.png
03Clark st.D.jpg
look at this dumb roundhouse
Damage Counter Dmg Guard Guard Damage Damage Scaling Stun CH Stun Meter Cancel Properties Startup Active Recovery Total Hit Advantage Block Advantage Invulnerability
- - Mid - - - - - None 13 4 25 42 -8 -12 -

Roundhouse. Longest-range attack Clark has, but it's pretty negative on hit so you don't want to aim this close at all.


Close Range Normals

cl.A
Kof.lp.png
03Clark cl.A.jpg
Damage Counter Dmg Guard Guard Damage Damage Scaling Stun CH Stun Meter Cancel Properties Startup Active Recovery Total Hit Advantage Block Advantage Invulnerability
- - Mid - - - - - None 5 5 4 14 +2 0 -

Same jab, different boxes.

cl.B
Kof.lk.png
03Clark cl.B.jpg
Damage Counter Dmg Guard Guard Damage Damage Scaling Stun CH Stun Meter Cancel Properties Startup Active Recovery Total Hit Advantage Block Advantage Invulnerability
- - Mid - - - - - CMD/Special/Super 4 5 5 14 +3 +1 -

Cancellable. On some characters like Ash, there can be an annoying deadzone where you're too close for st.B to come out, but too far for cl.B to hit.

cl.C
Kof.sp.png
03Clark cl.C.jpg
03Clark cl.C (2).jpg
Damage Counter Dmg Guard Guard Damage Damage Scaling Stun CH Stun Meter Cancel Properties Startup Active Recovery Total Hit Advantage Block Advantage Invulnerability
- - Mid - - - - - CMD/Special/Super 4 4,7 16 31 -2 +6 -

As fast as his cl.B. Cancellable on the first hit only, but even then it does more damage than cl.B. Combos into 6B, and is a true blockstring, but pushes the opponent too far to combo into anything other than Shining Wizard.

cl.D
Kof.sk.png
03Clark cl.D.jpg
if you see this you're bout to eat a combo
Damage Counter Dmg Guard Guard Damage Damage Scaling Stun CH Stun Meter Cancel Properties Startup Active Recovery Total Hit Advantage Block Advantage Invulnerability
- - Mid - - - - - None 12 3 28 43 -10 -14 Low

Dropkick. Uncancellable move with a lengthy startup and a lengthy punish window...on hit. Duckable as well for extra pain. This move can hop over low attacks, but the recovery is horrible so you're gonna get punished anyway.


Crouching Normals

cr.A
D.pngKof.lp.png
03Clark cr.A.jpg
Damage Counter Dmg Guard Guard Damage Damage Scaling Stun CH Stun Meter Cancel Properties Startup Active Recovery Total Hit Advantage Block Advantage Invulnerability
- - Mid - - - - - CMD/Special/Super 5 6 4 15 +2 0 -

Cancellable jab. Only cancellable crouch move Clark has.

cr.B
D.pngKof.lk.png
03Clark cr.B.jpg
Damage Counter Dmg Guard Guard Damage Damage Scaling Stun CH Stun Meter Cancel Properties Startup Active Recovery Total Hit Advantage Block Advantage Invulnerability
- - Low - - - - - None 5 5 9 19 -1 -3 -

Quick low. Can't combo into anything, not cancellable so Clark doesn't get much from lows.

Damage Counter Dmg Guard Guard Damage Damage Scaling Stun CH Stun Meter Cancel Properties Startup Active Recovery Total Hit Advantage Block Advantage Invulnerability
- - Mid - - - - - None 9 7 15 31 -1 -5 -

Big low punch

cr.D
D.pngKof.sk.png
03Clark cr.D.jpg
Damage Counter Dmg Guard Guard Damage Damage Scaling Stun CH Stun Meter Cancel Properties Startup Active Recovery Total Hit Advantage Block Advantage Invulnerability
- - Low - - - - - None 11 7 19 37 KD -10 -

Sweep


Neutral Jumping Normals

nj.A
U.pngKof.lp.png
03Clark nj.A.jpg
Damage Counter Dmg Guard Guard Damage Damage Scaling Stun CH Stun Meter Cancel Properties Startup Active Recovery Total Hit Advantage Block Advantage Invulnerability
- - Overhead - - - - - - 4 4 - 8 - - -

nj.B
U.pngKof.lk.png
03Clark nj.B.jpg
Damage Counter Dmg Guard Guard Damage Damage Scaling Stun CH Stun Meter Cancel Properties Startup Active Recovery Total Hit Advantage Block Advantage Invulnerability
- - Overhead - - - - - - 4 5 - 9 - - -

nj.C
U.pngKof.sp.png
03Clark j.C.jpg
Damage Counter Dmg Guard Guard Damage Damage Scaling Stun CH Stun Meter Cancel Properties Startup Active Recovery Total Hit Advantage Block Advantage Invulnerability
- - Overhead - - - - - - 6 5 - 11 - - -

nj.D
U.pngKof.sk.png
03Clark nj.D.jpg
Damage Counter Dmg Guard Guard Damage Damage Scaling Stun CH Stun Meter Cancel Properties Startup Active Recovery Total Hit Advantage Block Advantage Invulnerability
- - Overhead - - - - - - 11 6 - 17 - - -

Diagonal Jump Normals

dj.A
Ub.png/Uf.png+Kof.lp.png
03Clark dj.A.jpg
Damage Counter Dmg Guard Guard Damage Damage Scaling Stun CH Stun Meter Cancel Properties Startup Active Recovery Total Hit Advantage Block Advantage Invulnerability
- - Overhead - - - - - - 4 9 - 13 - - -

Longest lasting air normal for Clark. This is Clark's best normal for air-to-ground situations, since it can confirm cl.C xx SAB easily.

dj.B
Ub.png/Uf.png+Kof.lk.png
03Clark dj.B.jpg
Damage Counter Dmg Guard Guard Damage Damage Scaling Stun CH Stun Meter Cancel Properties Startup Active Recovery Total Hit Advantage Block Advantage Invulnerability
- - Overhead - - - - - - 4 4 - 8 - - -

This normal is mostly used for air-to-air. Not particularly usefull.

dj.D
Ub.png/Uf.png+Kof.sk.png
03Clark dj.D.jpg
Damage Counter Dmg Guard Guard Damage Damage Scaling Stun CH Stun Meter Cancel Properties Startup Active Recovery Total Hit Advantage Block Advantage Invulnerability
- - Overhead - - - - - - 4 7 - 11 - - -

Same uses as j.B but kinda better overall.

Throws

Naegppanashi German
B.png/F.png+Kof.sp.png/Kof.sk.png
Damage Counter Dmg Guard Guard Damage Damage Scaling Stun CH Stun Meter Cancel Properties Startup Active Recovery Total Hit Advantage Block Advantage Invulnerability
- - Throw - - - - - - - - - - - - -

German Suplex. C version throws the opponent forward, D version swaps sides. Techable and rollable before the opponent hits the ground. If rolled, Clark is extremely negative, but is strike/projectile invul until recovery. You can still punish with a throw, especially in the corner.

Death Lake Driver
(any input but U.png)+Kof.sp.png/Kof.sk.png (in air)
Damage Counter Dmg Guard Guard Damage Damage Scaling Stun CH Stun Meter Cancel Properties Startup Active Recovery Total Hit Advantage Block Advantage Invulnerability
- - Throw - - - - - - - - - - - - -

Air throw where Clark tosses his opponent to the ground.


MSA

MSA Startup
Qcf.png)+Kof.lk.pngKof.sp.png/Kof.sp.pngKof.sk.png
03Clark MSA.jpg
Do that roundhouse kick
Damage Counter Dmg Guard Guard Damage Damage Scaling Stun CH Stun Meter Cancel Properties Startup Active Recovery Total Hit Advantage Block Advantage Invulnerability
- - Mid - - - - - - 13 5 12 (until character change) 30 - - Strike/Projectile

Second slowest MSA in the game at 13 frames. Has strike/projectile invincibility for startup, but can be beat with a throw/command grab.

MSA Entry
After MSA
03Clark MSA (2).jpg
Dive kick!
Damage Counter Dmg Guard Guard Damage Damage Scaling Stun CH Stun Meter Cancel Properties Startup Active Recovery Total Hit Advantage Block Advantage Invulnerability
- - Mid - - - - - - - - - - - - -


Command Normals

Stomping
F.pngKof.lk.png
03Clark Stomp.jpg
Stomp dem legs.
Damage Counter Dmg Guard Guard Damage Damage Scaling Stun CH Stun Meter Cancel Properties Startup Active Recovery Total Hit Advantage Block Advantage Invulnerability
- - Mid - - - - - Special/Super 14 4 22 30 -2 -6 -

Clark kicks the opponent in the legs. Cancellable into a special/super, and pushes the opponent out back a bit. Can only be combo'd from his cl.C, but leaves the opponent too far apart to do anything except Shining Wizard. Up close, you can combo into either a Mount Tackle or a Backbreaker. With meter, you can combo into a Ultra Argentine Backbreaker (DM or LDM) , but the range is shorter than the regular SAB.

Special Moves

Super Argentine Backbreaker
Hcf.png+K.png
03Clark SAB.jpg
Damage Counter Dmg Guard Guard Damage Damage Scaling Stun CH Stun Meter Cancel Properties Startup Active Recovery Total Hit Advantage Block Advantage Invulnerability
- - Throw - - - - - Flashing Elbow 1 - - - - - -

Clark's signature 1F command grab. More dangerous than ever with the removal of alternate guarding. Swaps sides with the opponent on connect, and can be followed up on with Flashing Elbow

Frankensteiner
Dp.png+K.png
03Clark Frankensteiner.jpg
Version Damage Counter Dmg Guard Guard Damage Damage Scaling Stun CH Stun Meter Cancel Properties Startup Active Recovery Total Hit Advantage Block Advantage Invulnerability
LK - - Throw - - - - - Flashing Elbow 9 - - - - - -
Version Damage Counter Dmg Guard Guard Damage Damage Scaling Stun CH Stun Meter Cancel Properties Startup Active Recovery Total Hit Advantage Block Advantage Invulnerability
HK - - Throw - - - - - Flashing Elbow 14 - - - - - -

Delayed, invincible command grab. You can use the Frankensteiner as GCA-bait for a few characters (like Tizoc and Maxima), but more often then not you'll get stuffed. Swaps sides if it connects, can follow up with Flashing Elbow. B version has less startup than D version.

Napalm Stretch
Dp.png+P.png
03Clark Napalm.jpg
Damage Counter Dmg Guard Guard Damage Damage Scaling Stun CH Stun Meter Cancel Properties Startup Active Recovery Total Hit Advantage Block Advantage Invulnerability
- - Mid - - - - - Flashing Elbow 10 13 35 58 - - -

Anti-air attack where Clark jumps forward. If his body touches the opponent's, he'll roll them down. Can only hit in the air (except for Mukai, who is tall enough that Clark can hit him standing up). Can follow up with Flashing Elbow.

Mount Tackle
Hcf.png+P.png
03Clark Tackle.jpg
Damage Counter Dmg Guard Guard Damage Damage Scaling Stun CH Stun Meter Cancel Properties Startup Active Recovery Total Hit Advantage Block Advantage Invulnerability
- - Mid - - - - - - 12+ 4 58 74+ - - -

Clark does a run. If in range, he performs a tackle. The tackle itself does no damage initially. If this move hits, Clark can perform one of four followups; 22A, 22B, 22C and 22D. The opponent can "break" the tackle by inputting the same followup that Clark inputs, before any of the followups are performed. (for example, if the opponent was to break 22A, then he and Clark would need to input 22A). Unlike throws, you cannot OS a guaranteed tackle break by inputting 22ABCD, this is a true 25/25/25/25 mixup. Light version has Clark run 3/4th of the screen, Heavy version goes fullscreen and Clark runs faster.

Clark Lift
D.pngD.png+Kof.lp.png
Damage Counter Dmg Guard Guard Damage Damage Scaling Stun CH Stun Meter Cancel Properties Startup Active Recovery Total Hit Advantage Block Advantage Invulnerability
- - - - - - - - - - - - - 21 - -

Followup to Mount Tackle. Swaps sides, leaves the opponent fullscreen. Probably his worst followup because of its bad Oki positioning.

Lift DDT/Reverse DDT
D.pngD.png+Kof.sp.png
Damage Counter Dmg Guard Guard Damage Damage Scaling Stun CH Stun Meter Cancel Properties Startup Active Recovery Total Hit Advantage Block Advantage Invulnerability
- - - - - - - - - - - - - 21 - -

Followup option to Mount Tackle. Swaps sides. Leaves the opponent very close to Clark, and can be followed up on with Flashing Elbow. Even without doing the Flashing Elbow, this is Clarks's most damaging followup

Rolling Cradle
D.pngD.png+K.png
Damage Counter Dmg Guard Guard Damage Damage Scaling Stun CH Stun Meter Cancel Properties Startup Active Recovery Total Hit Advantage Block Advantage Invulnerability
- - Throw - - - - - - - - - - 39 - -

Followup option to Mount Tackle. Swaps sides. Worst damage, but has amazing stage carry potential; if this hits midscreen (or slightly further than midscreen), you can send your opponent to the corner. There's no difference between which version you pick, other than which button the defender has to break with (so, for example, if you perform 22B, then your opponent needs to break with 22B, not with 22D, and vice versa).

Shining Wizard
Hcb.png+P.png
Damage Counter Dmg Guard Guard Damage Damage Scaling Stun CH Stun Meter Cancel Properties Startup Active Recovery Total Hit Advantage Block Advantage Invulnerability
- - Unblockable - - - - - - 1 - - - 15 - -

Clark runs up to his opponent. If the opponent is crouching, Clark will do a Shining Wizard and kick them in the head. If not, Clark stops running and is punishable. Unblockable, but it'll whiff the opponent is in blockstun. Runs faster than Mount Tackle, allowing some combos to connect with Wizard that otherwise wouldn't with Tackle, such as cl.C -> 6K -> 63214P or 2A -> 63214P.

Flashing Elbow
Qcf.png+P.png
03Clark Elbow.jpg
Do you smell what the Clark is cooking?
Damage Counter Dmg Guard Guard Damage Damage Scaling Stun CH Stun Meter Cancel Properties Startup Active Recovery Total Hit Advantage Block Advantage Invulnerability
- - - - - - - - - - - - - 16 - -

Universal followup option from either his SAB, Frankensteiner, Napalm Stretch or Lift DDT. Clark runs up to the opponent and drops the elbow on them. Guaranteed followup from nearly all scenarios (with the only exception possibly being landing Napalm Stretch in the corner. Hits OTG.


Super Moves

Ultra Argentine Backbreaker
Hcb.pngHcb.png+P.png
03Clark UAB.jpg
Damage Counter Dmg Guard Guard Damage Damage Scaling Stun CH Stun Meter Cancel Properties Startup Active Recovery Total Hit Advantage Block Advantage Invulnerability
- - Throw - - - - - - 2 - - - - - -
  • Command grab super. Not an instant command grab anymore, the opponent can jump during the superfreeze to punish. Swaps sides. More damaging than his Running Three.
  • Compare his hitboxes of his UAB to the hitboxes of his SAB; you'll note that his Ultra Argentine Backbreakers (both the DM and LDM versions) have less range than his Super Argentine Backbreakers. This means that you may find yourselves in situations where a SAB will connect, but a UAB will whiff (for example, dj.A -> st.C -> SAB will combo, but dj.A -> st.C -> UAB will whiff).

Running Three
Hcf.pngHcf.png+K.png
03Clark R3.jpg
More like Running One
Damage Counter Dmg Guard Guard Damage Damage Scaling Stun CH Stun Meter Cancel Properties Startup Active Recovery Total Hit Advantage Block Advantage Invulnerability
- - Throw - - - - - - 20 - - - - - -

Running command grab super. Swaps sides. Has invincibility before the superfreeze.

LDM

MAX Ultra Argentine Backbreaker
Hcb.pngHcb.png+Kof.lp.pngKof.sp.png
03Clark UAB.jpg
he does a handstand it's pretty cool
Damage Counter Dmg Guard Guard Damage Damage Scaling Stun CH Stun Meter Cancel Properties Startup Active Recovery Total Hit Advantage Block Advantage Invulnerability
- - Throw - - - - - - 2 - - - - - -

More damaging version of his Ultra Argentine Backbreaker DM. Doesn't swap sides. Same hitboxes, but Clark does a cool handstand so pick Clark as your leader if you want a cool super.

Combos

UNDER CONSTRUCTION

Strategy

UNDER CONSTRUCTION

Match Up

UNDER CONSTRUCTION

Kof03bar01ash.jpg

| - Ash:

Kof03bar02duolon.jpg

| - Duo Lon:

Kof03bar03shen.jpg

| - Shen:

Kof03bar04terry.jpg

| - Terry:

Kof03bar05joe.jpg

| - Joe:

Kof03bar06tizoc.jpg

| - Tizoc:

Kof03bar07ryo.jpg

| - Ryo:

Kof03bar08Robert.jpg

| - Robert:

Kof03bar09Yuri.jpg

| - Yuri:

Kof03bar10Kim.jpg

| - Kim:

Kof03bar11Chang.jpg

| - Chang:

Kof03bar12Jhun.jpg

| - Jhun:

Kof03bar13Leona.jpg

| - Leona:

Kof03bar14Ralf.jpg

| - Ralf:

Kof03bar15Clark.jpg

| - Clark:

Kof03bar16Gato.jpg

| - Gato:

Kof03bar17Billy.jpg

| - Billy:

Kof03bar18Yamazaki.jpg

| - Yamazaki:

Kof03bar19King.jpg

| - King:

Kof03bar20Mai.jpg

| - Mai:

Kof03bar21Mary.jpg

| - Mary:

Kof03bar22Benimaru.jpg

| - Benimaru:

Kof03bar23Shingo.jpg

| - Shingo:

Kof03bar24Daimon.jpg

| - Daimon:

Kof03bar25Athena.jpg

| - Athena:

Kof03bar26Hinako.jpg

| - Hinako:

Kof03bar27Malin.jpg

| - Malin:

Kof03bar28K'.jpg

| - K':

Kof03bar29Maxima.jpg

| - Maxima:

Kof03bar30Whip.jpg

| - Whip:

Kof03bar31Kyo.jpg

| - Kyo:

Kof03bar33Chizuru.jpg

| - Chizuru:

Kof03bar34KUSANAGI.jpg

| - KUSANAGI:

Kof03bar35Maki.jpg

| - Maki:

Kof03bar36Adelheid.jpg

| - Adelheid:

Kof03bar37Mukai.jpg

| - Mukai:


Game Navigation

General
Controls
Notation
HUD
System
FAQ
Characters
Ash
Athena
Benimaru
Billy
Chang
Chizuru
Clark
Daimon
Duo Lon
Gato
Hinako
Iori
Jhun
Joe
K'
Kim
King
Kusanagi
Kyo
Leona
Mai
Malin
Mary
Maxima
Ralf
Robert
Ryo
Shen
Shingo
Terry
Tizoc
Whip
Yamazaki
Yuri
Console/Cheats/Rom Hacks Only
Adelheid
Maki
Mukai