The King of Fighters 2002/Clark Still

From Dream Cancel Wiki
< The King of Fighters 2002
Revision as of 23:54, 5 September 2011 by Emil kof (talk | contribs) (Created page with "= Movelist = == Command Normals == 1. Stomping - f+B * Clark does a high priority kick forward, which does good damage * cancellable == Special Moves == 1. Napalm Stretch - ...")
(diff) ← Older revision | Latest revision (diff) | Newer revision → (diff)
Jump to navigation Jump to search

Movelist

Command Normals

1. Stomping - f+B

  • Clark does a high priority kick forward, which does good damage
  • cancellable


Special Moves

1. Napalm Stretch - dp+P

  • Clark jumps into the air, attempting to throw his opponent
  • not very useful, unless it is done very early in the opponent's jump and even then, there are more reliable anti-airs for Clark
  • can be followed up with the qcf+P elbow, if it hits
  • free cancellable into


2. Frankensteiner - dp+K

  • Clark performs a delayed throw that has startup invincibility
  • can be followed up by the qcf+P elbow, if it hits
  • has alot of recovery time if it misses
  • the delay and invincibility allows this to be useful as an anti-air
  • hard knockdown
  • free cancellable into


3. Super Argentine Backbreaker - hcf+K

  • instant command throw which does good damage
  • can be followed up with the qcf+P elbow, if it hits
  • hard knockdown


4. Shining Wizard - hcb+P

  • Clark runs forward. If the opponent is crouching and not blocking, then he will grab them, otherwise he will stop running in front of the opponent and do nothing
  • free cancellable out of on both hits if it hits a crouching opponent. The only move that will actually combo after hcb+P is hcf+P, on the first hit


5. Mount Tackle - hcf+P

  • Clark runs very quickly, tackling the opponent
  • hcf+A will make Clark stop about 3/4 of the screen if he doesn't connect with the opponent, hcf+C goes full screen
  • the tackle itself does no damage, but can be followedup by dd+A/B/C/D
  • the opponent can break out of the followup if he manages to press the same button used for the followup
  • free cancellable into


5a. Clark Lift - dd+A (after hcf+P)

  • hard knockdown


5b. Sleeper Lift - dd+C (after hcf+P)

  • hard knockdown
  • can be followed up by qcf+P


5c. Rolling Cradle - dd+K (after hcf+P)

  • hard knockdown


6. Flashing Elbow - qcf+P (after dp+P, dp+K, hcf+K or hcf+P dd+C)

  • runs up and elbows the opponent who is already knocked down on the ground
  • free cancellable out of
  • hard knockdown


DMs

1. Running Three - hcfx2+K

  • Clark runs up to throw the opponent
  • has startup invincibility
  • it's very easy to avoid this move, so it isn't worth attempting it ever in a match


2. Ultra Argentine Backbreaker - hcbx2+P

  • instant throw with good range and damage
  • hard knockdown


SDMs

1. Ultra Argentine Backbreaker - hcbx2+AC

  • same properties as the DM version, but more damage (about 50%)
  • hard knockdown


HSDMs

1. Running Pirates - hcfx2+BD

  • same properties as the hcfx2+K, but the damage is only slightly higher. Not worth attempting this move either


Notes

  • cancellable normals are crouch A, close B, close C(1)
  • CD is cancellable into specials and DMs