Clark has the characteristic that he has it pretty easy when it comes to getting close to half life damage, but going beyond that is a little bit too difficult, so it's always the better choice to stick to short combos as pretty much with two "one drive, one bar" combos the match can be settled. After a long period of experimentation we kinda settled a consensus on the most usable basic combos when it comes to 'cost / execution / damage / timing' balance :
Notes -> the basic ~ basic no gauge combos are pretty much covered at the start of the thread, so I'll pretty much cover basic basic gauge combos, I'll put some execution advises at the end.
+ cr














With 345 damage it's pretty strong for a single Drive from a low and nothing else. This combo only works if the enemy is far from the corner, else the "Tap

+ cr













With 380 damage, there isn't much difference from the previous combo at first glance, but execution wise this one is much simpler and it works in the corner. If the enemy is in the corner by the time the EX hits you can have the Vulcan punch hit 3 times instead of 1 before the DC and it will still work.
-- Corner Only --
+ cls







For 295 points, it's pretty good and it doesn't cost anything. The true charm of this combo is that you don't need to be charging anything before connecting the first hit. If you are too far from the corner, then the Vulcan Punch won't hit 4 times.
+ cls







Scores 326 damage, obviously needs a charge but it's active range before the corner is pretty big.
+ cls











A combination of the 2 first combos, it hurts for 415. The remember to be strict with the timing for the DC or the gatling attack will be to late and will get blocked. Too bad you can't DC the 4 hit of the EX vulcan.
+ cr
















Ah, the infamous 0 frame vulcan punch cancel. This combos is mainly for use in the corner and it's probably the easiest set up to use the 0 hit cancel and thus can be mastered with some practice even if your hands are dumb with this (mines are), worth 361 damage. Remember that due to the 0 frame thing, despise using DC twice you only spend one drive cancel meter wise.
-- HD Mode --
+ Far









Has pretty big range and is a joke execution wise, wastes 3 meters and does 753 damage.
+ cr











Does 715 damage and I find it much easier to HD from a cr


** Most of the gatling HD combos haven't really been explored here, and they are pretty hard to get to decent damage and do require good execution with the 0 frame thing.
-- Pointers --
At first doing drive cancels with the Vulcan punch looks scary and it does gives the feeling that one shouldn't bother with it, but Clark improves soo much once you get the hang of it... Basically, the secret lies in starting to tap when the previous gatling attack can't be drive cancelled, that way it doesn't matter how you tap, you won't miss use your bar. The second trick is to drive cancel the Vulcan in the exact hit that you need to cancel it, which is pretty easy with a little of practice.
The trick for the 0 frame cancel, it's pretty easy from the weak gatling attack; The main thing is that you start to input the vulcan when the first hit can't be drive canceled, and then input the C gatling when you can drive cancel the second hit of the

To land 2


Most of the combos do "pretty low damage", because damage is recorded from a cr
