Command List
Command normals
+ - jet upper
Throws
or +
or +
next to the opponent in air, any direction except up + - Death Rake Drive
+ or - Super Argentine Back Breaker - EX
-------> + or (after SABB) Flashing Elbow
Special moves
+ - step
or repeatedly - Vulcan Punch - EX
+ or - Gatling Attack - EX
-------> + (after the or EX version of Gatling Attack) - Death Rake Drive
Desparation moves
+ or - Ultra Argentine Back Breaker - EX
NeoMAX
+ - Ultra Clark Buster
+ - jet upper
Throws
or +
or +
next to the opponent in air, any direction except up + - Death Rake Drive
+ or - Super Argentine Back Breaker - EX
-------> + or (after SABB) Flashing Elbow
Special moves
+ - step
or repeatedly - Vulcan Punch - EX
+ or - Gatling Attack - EX
-------> + (after the or EX version of Gatling Attack) - Death Rake Drive
Desparation moves
+ or - Ultra Argentine Back Breaker - EX
NeoMAX
+ - Ultra Clark Buster
* His Stepping (Forward+BD) is faster
* Weak SAB has full-body autoguard but comes out slower than before
- EX SAB>Flying Elbow can be MAX canceled
- EX Gatling Attack’s invincibility runs out when its hit detection comes out. Projectile invincibility doesn’t, even after hit detection comes out.
- If Fierce or EX Gatling gets blocked, the after attack throw won’t come out any more
* Vulcan Punch can be canceled with another move on startup. This allows for some new combos like close Fierce punch (2nd hit)>VulcanPunch>SAB
Producer Yamamoto says: He’s a throw character so we’ve buffed his throws. With moves like his Weak SAB, his front step, and being able to do a super cancel from a 1-frame throw, he should be able to fight like a real thrower.
* Weak SAB has full-body autoguard but comes out slower than before
- EX SAB>Flying Elbow can be MAX canceled
- EX Gatling Attack’s invincibility runs out when its hit detection comes out. Projectile invincibility doesn’t, even after hit detection comes out.
- If Fierce or EX Gatling gets blocked, the after attack throw won’t come out any more
* Vulcan Punch can be canceled with another move on startup. This allows for some new combos like close Fierce punch (2nd hit)>VulcanPunch>SAB
Producer Yamamoto says: He’s a throw character so we’ve buffed his throws. With moves like his Weak SAB, his front step, and being able to do a super cancel from a 1-frame throw, he should be able to fight like a real thrower.
Clark Basic usage by Gunsmith
Clark needs to hug. Hugging is good. Clark's game, much like any other grappler, revolves around scaring the opponent into blocking and then hugging them. To do this, Clark has a terrific jump A and B, a decent stand D and a safe close standing C, which will give the beginner time to react with a HD combo should it connect.
Going on the offense is simple - jump CD to knock out any (badly timed) anti airs, then mix up with empty jump + D / crouching B, A, D. Use Clark's Fwd BD to get in the opponents face with B. When you antipate the opponent is going to jump away, use Close Standing C.
Note that confident players will be using Stand D, Dwn Fwd A to inflict maximum damage. Those with slower reaction times should stick to Standing C, because you are relatively safe after it hits a blocking opponent and if it does hit, you have enough time to buffer a BC cancel or HD bypass. Recommended for online play.
Being defensive is also just as effective. Clark has a great jump D which is angled upwards to win any air to air contest and of course the jumping light attacks are even better. Stand is the best defense ever against hoppers. Against a deep hop in where Clark has no time but to block, Clark's autoguard will catch many (out) before they even realise their attack string isn't working. When Clark blocks an attack string (or even a move), many opponents will be scared because you can instantly hit them with , which at the right range is relatively safe, and after 2 of those and a jump D, the opponent is reset, and Clark is ready to apply his mind game. Will he empty hop grab or time a hop A which will kill most anti airs, or even empty hop crouching B combo which will snuff out anti airs which don't have lower body invincibility?
Watch my basic tutorial here:
http://www.elive.pro/en/watch/yKy0jeJZ2qKv" onclick="window.open(this.href);return false;
-
More playing notes by Kane317:
s.B, s.D on wake up works wonders since ppl tend to want to jump after a blocked normal (closeup) against him. Another is d.B (blocked), .A (not a real link) since they tend to jump. You can cancel the .A into Step (f+BD) for added pressure (makes me wonder if he can still do his s.A, as a juggle, air throw like in XII).
C Gatling can be followed up with A Gatling sometimes (I got it to work near the corner). A Gatling follows up on Ex Gatling easily. Seems like all of them are unsafe but C and Ex Gatling have great priority. The BBS makes mention that do a d.B (blocked), if they so much as twitch do a Ex Gatling --> follow up.
Oh and:
A Gatling, A Gatling, j.D, Air throw works Worked near the corner at least but it's hard to do. The j.D seemingly needs to be a hyper jump or jump (the hops don't connect when I tried)...I can't seem to replicate it again but I'll keep trying in training mode, might be distance AND height dependent.
HD Bypass for Clark
+ will activate HD and EX + , so you can cancel it into DM/NM without a HD combo, very useful for empty jump ins, or you can do , .A, +BCD
or cr x2, ,
Notes from shinefist
Ok clark heads, you know that combo off the blog where clark does his b~f+P, b~f+P, ,hcb+P
Well i found it hehe, its b~f+C (2nd hit), then you tap p (i think A is easier as its abit slower i think) for the drive cancel vulcan punch, but dont let the vulcan punch hit at all, instead cancel another b~f+C inbetween.
It requires practise though as its quite hard to do. With practise comes better execution tho init.
Going on the offense is simple - jump CD to knock out any (badly timed) anti airs, then mix up with empty jump + D / crouching B, A, D. Use Clark's Fwd BD to get in the opponents face with B. When you antipate the opponent is going to jump away, use Close Standing C.
Note that confident players will be using Stand D, Dwn Fwd A to inflict maximum damage. Those with slower reaction times should stick to Standing C, because you are relatively safe after it hits a blocking opponent and if it does hit, you have enough time to buffer a BC cancel or HD bypass. Recommended for online play.
Being defensive is also just as effective. Clark has a great jump D which is angled upwards to win any air to air contest and of course the jumping light attacks are even better. Stand is the best defense ever against hoppers. Against a deep hop in where Clark has no time but to block, Clark's autoguard will catch many (out) before they even realise their attack string isn't working. When Clark blocks an attack string (or even a move), many opponents will be scared because you can instantly hit them with , which at the right range is relatively safe, and after 2 of those and a jump D, the opponent is reset, and Clark is ready to apply his mind game. Will he empty hop grab or time a hop A which will kill most anti airs, or even empty hop crouching B combo which will snuff out anti airs which don't have lower body invincibility?
Watch my basic tutorial here:
http://www.elive.pro/en/watch/yKy0jeJZ2qKv" onclick="window.open(this.href);return false;
-
More playing notes by Kane317:
s.B, s.D on wake up works wonders since ppl tend to want to jump after a blocked normal (closeup) against him. Another is d.B (blocked), .A (not a real link) since they tend to jump. You can cancel the .A into Step (f+BD) for added pressure (makes me wonder if he can still do his s.A, as a juggle, air throw like in XII).
C Gatling can be followed up with A Gatling sometimes (I got it to work near the corner). A Gatling follows up on Ex Gatling easily. Seems like all of them are unsafe but C and Ex Gatling have great priority. The BBS makes mention that do a d.B (blocked), if they so much as twitch do a Ex Gatling --> follow up.
Oh and:
A Gatling, A Gatling, j.D, Air throw works Worked near the corner at least but it's hard to do. The j.D seemingly needs to be a hyper jump or jump (the hops don't connect when I tried)...I can't seem to replicate it again but I'll keep trying in training mode, might be distance AND height dependent.
HD Bypass for Clark
+ will activate HD and EX + , so you can cancel it into DM/NM without a HD combo, very useful for empty jump ins, or you can do , .A, +BCD
or cr x2, ,
Notes from shinefist
Ok clark heads, you know that combo off the blog where clark does his b~f+P, b~f+P, ,hcb+P
Well i found it hehe, its b~f+C (2nd hit), then you tap p (i think A is easier as its abit slower i think) for the drive cancel vulcan punch, but dont let the vulcan punch hit at all, instead cancel another b~f+C inbetween.
It requires practise though as its quite hard to do. With practise comes better execution tho init.
Clark is a fairly basic character gameplay wise, he has a decent grab although the range could be alot better, decent normals and okay specials however in the 1.1 arcade version I do feel he lacks a bit of damage to be truely scary so hopefully the console port will address this
Basic combos
Okay, so Clark has some good basic combos to work with from both jump in and low the low one being.....
cr.B, cr.A, b~f+A, b~f+A, j.D
The idea with this combo is you should be charging the gattling punch before you even press the cr.B, if you do that you will always have enough charge for the first gattling punch. Performing the second turn punch and getting to hit is a little tricky but the simplest way to do it is to start charging as soon as you have performed the first gattling punch, before it's even finished. Once you have hit with the second Gattling Punch you can then do the j.D, it is a little tricky to time but it's well worth persevering. Just a little note to those that didn't read the command list, you can't perform the air grab with this combo because you can only perform the air grab extention if you have used the C version of the gattling punch, this may change in the console version but who knows?
Lets say you jump in and get a jumping attack to hit, what combo do you go for then?
j.C, st.D, +A, +D, +C
That's right, let's keep this simple and damaging, +A is Clarks command normal and allows him to get a bit more bang in his simple combos but this one is pretty easy. All you need to remember is that if you start on 1P side when you hit the ABB Clark will throw the opponent to the 1P side, putting Clark on the 2P side and so you need to alter your directions for the elbow drop accordingly and if you are having a hard time getting the elbow drop to come out I think you can mash the motion repeatedly and it should still work.
One question that may come to mind (if you are a SF player) is why can anyone combo into grabs? Well this is KoF, it isn't SF and so there are different rules governing the game. The basic way to think about grabs is to consider them unblockable attacks, while this isn't completely accurate it may give you an easier time imagining why things connect. Of you want a more complete answer it is that in KoF you can not be grabbed during block stun but can be at all other times, so if some one has made you guard an attack you can't be thrown and the throw will wiff, if the attack connects, you aren't in block stun so you can still be thrown and so it combos.
So you're thinking that's the end of it, well luckily no it isn't. Clark has some corner specific combos that are relatively easy to hit so I shall put them right here
cr.B, cr.A, mash A, b~f+A, j.D
j.C, st.C (1hit), +A, mash A, b~f+A, j.D
Now the reason why I haven't put any extra information under these 2 combos is for one reason, console version. One change that has occured in the console version is that the Vulcan punch now only hits once which means this combo doesn't work in the current build but depending on what SNKplaymore feel like, it could change. Fingers crossed that it does and that they give him some extra juice he can add on top.
Intermediate Combos
Okay, so you have learnt these 2 combos so what if you have some resources, some Stock or Drive Cancel, what then?
Well from lows you have this....
cr.B, cr.A, mash AC, +D, +C
What In this possition you want to use the EX Vulcan punch, this version doesn't take the opponent off the ground and on hit it gives you a few (I imagine somewhere between 1 and 3) frames of advantage. This basically means that your oppoent recovers approximately 3 frames after you, and because you are at frame advantage and the opponent can't block the throw it connects and combos.
If you are jumping in you have a very similar combo.....
j.C, st.D, +A, mashAC, +D, +C
This works in a similar way to your basic low combo with 1 super, it's just that you are substituting the crouching parts for jumping and hard hits and as you can tell, because of this the combo hurts a bit more (which we all like ).
Now if you have 2 or more supers you can extend your combo out further, so from lows you can do.....
cr.B, cr.A, mash AC, .+C
and from jump in you can do.....
j.C, st.D, +A, mash AC, .+C
These 2 combos are esentially the same as the EX Vulcan punch with the ABB on the end, but instead you are substituting the standard ABB for the super ABB. Instead of doing +D at the end you'll need to start your motions a little earlier but with a little practice, this one will be as easy as the previous ones.
Advanced Combos
So what happens if you have drive but no super, can Clark do anything? Well luckily yes, that being.....
cr.B, cr.A, mash A, DC b~f+C, b~f+A, j.D
Now this combo is a little wierd at first but you can get it after a little practice. What you want to do is treat this combo like you are doing cr.B, cr.A gattling punch however what you are actually doing is cr.B, cr.A and keep on mashing A while still charging the gattling punch. The wierd part is then that you have to Drive Cancel after the first hit, any more then that and the Gattling Punch won't hit properly or at all in some cases and so no extra damage
The jumping variation is a little different to some combos.....
j.C, st.C (1hit), mash C, DC b~f+C, b~f+A, j.D
The reason why you can't use the +A in this combo is because of the charge time, if you were to use st.D, +A, mash A the push back would be bigger (as st.D pushes further than 1 hit of st.C) and so you would only connect with 1 hit of the Vulcan Punch and this does not give you enough charge time to perform the Gattling punch. It is possible to do st.D into Vulcan punch but the effort required seems very high and I am dubious over the amount of hits the can come from the vulcan punch. In effect, if you use st.D you make life harder, you gain a small amount of damage from st.D over st.C (1hit) but you lose 1 hit from the Vulcan punch because the st.D has pushed further away so they are approximately the same damage so you might as well go for the easier variation.
So what you need to make sure you do here is to cancel on the 3rd hit of the Vulcan Punch, if you see the 4th hit but you cancel too early then you have cancelled too late unfortunately. This combo is also highly range dependant so if you don't connect as deeply as I do in these videos, it may be better to cancel into the Gattling Punch after 2 hits of the Vulcan Punch.
This next two combos are if you have both Drive Meter and Super Meter to be able to perform combos
cr.B, cr.A, mash A, DC b~f+AC, b~f+C, +C
This combo is similar to the DC only combo so if you can get the timing on that one, this one is very similar.
j.C, st.C, +A, mash AC, DC b~f+C, +C
Once again this combo is more like previous combos and because we are now using the EX Vulcan Punch, Clark is always going to get a certain amount of hits so we will always have enough charge time and so we can use his command normal to extend combos out.
The advanced section combos are quite tricky (more so than Leona I would say) but that is why they are advanced and I may need to update a few combos soon. You can make these consistent if you try but don't be disheartened if you don't get them straight away, it will take time to be able to perform these consistently in matches but if you put the time in you can make it work.
Once again, if you guys have anytips for performing this when you get to try the game then please do speak up, also any theory fighter and wild speculation is welcomed.
Basic combos
Okay, so Clark has some good basic combos to work with from both jump in and low the low one being.....
cr.B, cr.A, b~f+A, b~f+A, j.D
The idea with this combo is you should be charging the gattling punch before you even press the cr.B, if you do that you will always have enough charge for the first gattling punch. Performing the second turn punch and getting to hit is a little tricky but the simplest way to do it is to start charging as soon as you have performed the first gattling punch, before it's even finished. Once you have hit with the second Gattling Punch you can then do the j.D, it is a little tricky to time but it's well worth persevering. Just a little note to those that didn't read the command list, you can't perform the air grab with this combo because you can only perform the air grab extention if you have used the C version of the gattling punch, this may change in the console version but who knows?
Lets say you jump in and get a jumping attack to hit, what combo do you go for then?
j.C, st.D, +A, +D, +C
That's right, let's keep this simple and damaging, +A is Clarks command normal and allows him to get a bit more bang in his simple combos but this one is pretty easy. All you need to remember is that if you start on 1P side when you hit the ABB Clark will throw the opponent to the 1P side, putting Clark on the 2P side and so you need to alter your directions for the elbow drop accordingly and if you are having a hard time getting the elbow drop to come out I think you can mash the motion repeatedly and it should still work.
One question that may come to mind (if you are a SF player) is why can anyone combo into grabs? Well this is KoF, it isn't SF and so there are different rules governing the game. The basic way to think about grabs is to consider them unblockable attacks, while this isn't completely accurate it may give you an easier time imagining why things connect. Of you want a more complete answer it is that in KoF you can not be grabbed during block stun but can be at all other times, so if some one has made you guard an attack you can't be thrown and the throw will wiff, if the attack connects, you aren't in block stun so you can still be thrown and so it combos.
So you're thinking that's the end of it, well luckily no it isn't. Clark has some corner specific combos that are relatively easy to hit so I shall put them right here
cr.B, cr.A, mash A, b~f+A, j.D
j.C, st.C (1hit), +A, mash A, b~f+A, j.D
Now the reason why I haven't put any extra information under these 2 combos is for one reason, console version. One change that has occured in the console version is that the Vulcan punch now only hits once which means this combo doesn't work in the current build but depending on what SNKplaymore feel like, it could change. Fingers crossed that it does and that they give him some extra juice he can add on top.
Intermediate Combos
Okay, so you have learnt these 2 combos so what if you have some resources, some Stock or Drive Cancel, what then?
Well from lows you have this....
cr.B, cr.A, mash AC, +D, +C
What In this possition you want to use the EX Vulcan punch, this version doesn't take the opponent off the ground and on hit it gives you a few (I imagine somewhere between 1 and 3) frames of advantage. This basically means that your oppoent recovers approximately 3 frames after you, and because you are at frame advantage and the opponent can't block the throw it connects and combos.
If you are jumping in you have a very similar combo.....
j.C, st.D, +A, mashAC, +D, +C
This works in a similar way to your basic low combo with 1 super, it's just that you are substituting the crouching parts for jumping and hard hits and as you can tell, because of this the combo hurts a bit more (which we all like ).
Now if you have 2 or more supers you can extend your combo out further, so from lows you can do.....
cr.B, cr.A, mash AC, .+C
and from jump in you can do.....
j.C, st.D, +A, mash AC, .+C
These 2 combos are esentially the same as the EX Vulcan punch with the ABB on the end, but instead you are substituting the standard ABB for the super ABB. Instead of doing +D at the end you'll need to start your motions a little earlier but with a little practice, this one will be as easy as the previous ones.
Advanced Combos
So what happens if you have drive but no super, can Clark do anything? Well luckily yes, that being.....
cr.B, cr.A, mash A, DC b~f+C, b~f+A, j.D
Now this combo is a little wierd at first but you can get it after a little practice. What you want to do is treat this combo like you are doing cr.B, cr.A gattling punch however what you are actually doing is cr.B, cr.A and keep on mashing A while still charging the gattling punch. The wierd part is then that you have to Drive Cancel after the first hit, any more then that and the Gattling Punch won't hit properly or at all in some cases and so no extra damage
The jumping variation is a little different to some combos.....
j.C, st.C (1hit), mash C, DC b~f+C, b~f+A, j.D
The reason why you can't use the +A in this combo is because of the charge time, if you were to use st.D, +A, mash A the push back would be bigger (as st.D pushes further than 1 hit of st.C) and so you would only connect with 1 hit of the Vulcan Punch and this does not give you enough charge time to perform the Gattling punch. It is possible to do st.D into Vulcan punch but the effort required seems very high and I am dubious over the amount of hits the can come from the vulcan punch. In effect, if you use st.D you make life harder, you gain a small amount of damage from st.D over st.C (1hit) but you lose 1 hit from the Vulcan punch because the st.D has pushed further away so they are approximately the same damage so you might as well go for the easier variation.
So what you need to make sure you do here is to cancel on the 3rd hit of the Vulcan Punch, if you see the 4th hit but you cancel too early then you have cancelled too late unfortunately. This combo is also highly range dependant so if you don't connect as deeply as I do in these videos, it may be better to cancel into the Gattling Punch after 2 hits of the Vulcan Punch.
This next two combos are if you have both Drive Meter and Super Meter to be able to perform combos
cr.B, cr.A, mash A, DC b~f+AC, b~f+C, +C
This combo is similar to the DC only combo so if you can get the timing on that one, this one is very similar.
j.C, st.C, +A, mash AC, DC b~f+C, +C
Once again this combo is more like previous combos and because we are now using the EX Vulcan Punch, Clark is always going to get a certain amount of hits so we will always have enough charge time and so we can use his command normal to extend combos out.
The advanced section combos are quite tricky (more so than Leona I would say) but that is why they are advanced and I may need to update a few combos soon. You can make these consistent if you try but don't be disheartened if you don't get them straight away, it will take time to be able to perform these consistently in matches but if you put the time in you can make it work.
Once again, if you guys have anytips for performing this when you get to try the game then please do speak up, also any theory fighter and wild speculation is welcomed.
275
j
313
j j
319
j , Stand , ,
525 Damage
2 stocks
No HD
Jump , Stand , , HCBx2
534 Damage
2 stocks
50% HD
j xx x2
556 Damage
2 stocks
50% HD
Jump , Stand , , xx HCBx2
635 Damage
3 stocks
Full HD
Jump , Stand , xx , xx x2
660 Damage
3 stocks
50% HD
Jump , Stand , , , xx HCBx2
Easy spam giving you time to think combo
722 Damage + 3 stocks DM / 753 + 4 stocks Damage SDM
Full HD
Jump , Stand (2hit), , Stand (2hit) HCBx2 xx HCBx2
Crouching HD combo to use from... crouching B
c , BC (crouching should be executed), xx , xx HCBx2 xx HCBx2
955 Damage
4 stocks
Full HD
Jump , Stand , , , Stand , , HCBx2 xx HCBx2.
1003 Damage
5 stocks
Full HD
Jump , Stand , , , Stand , , , xx HCBx2 xx HCBx2