Difference between revisions of "The King of Fighters XIII/Clark Still"

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=Special Moves=
=Special Moves=


'''Super Argentine Backbreaker = (hcf+K)''' - B version has some autoguard frames at the startup, while the D version doesn't have any autoguard frames.
'''Super Argentine Backbreaker = (hcf+K)''' - B version has some autoguard/guardpoint frames at the startup, while the D version doesn't have any autoguard frames.  The D version has a 1 frame startup but the B version has a slower startup.


'''(EX) = hcf+BD'''
'''(EX) = hcf+BD'''
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'''Gatling Attack = (b~f+P)'''  
'''Gatling Attack = (b~f+P)'''  


'''(EX) = b~f+AC''' Goes through all projectiles including Super Projectiles or EX.  
'''(EX) = b~f+AC''' Goes through all projectiles including Super Projectiles or EX. His invincibility ends once his active frames begins.


'''∟Death Lake Drive = (dp+P)''' C/EX only
'''∟Death Lake Drive = (dp+P)''' C/EX only

Revision as of 18:22, 5 April 2012

Clarkxiii.jpgSpacer.gifFile:Clark sprite.gif

Clarkxiiimoves.png

Console Changes

- 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 Gateling gets blocked, the Afterattack 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."

Gameplay Overview

(coming soon)

Gameplay Notes

Pros

(coming soon)

Cons

(coming soon)


Normals

Standing

far A: 25 damage, cancelable, hits mid.

far B: 30 damage, cancelable, hits mid.

far C: 80 damage, hits mid.

far D: 80 damage, hits mid.

s.C: 40+38 damage, cancelable, hits mid.

s.D: 70 damage, cancelable, hits mid.

Crouching

d.A: 25 damage, cancelable, hits mid.

d.B: 30 damage, chainable, hits low.

d.C: 70 damage, cancelable, hits mid.

d.D: 80 damage, cancelable, hits low.

Jumping

j. A: 45(40) damage, hits overhead.

j. B: 45(40) damage, hits overhead.

j. C: 72(70) damage, hits overhead.

j. D: 70(68) damage, hits overhead

Blowback Attack

CD: 75 damage, cancel-able, hits mid.

j.CD: 90(80) damage, hits mid.

GCCD: 10 damage, hits mid.

Throw

Death Mountain Buster = (b/f+C/D) 100 damage, can be broken, causes a hard knockdown.

Death Lake Drive = (b/d/f+C/D) in air 135 damage, causes a hard knockdown.

Command Moves

Jet Uppercut = (df+A) 65 damage, cancel-able, hits mid.

Step = (f+BD)

  • Cancel-able normals can be canceled into this move

Special Moves

Super Argentine Backbreaker = (hcf+K) - B version has some autoguard/guardpoint frames at the startup, while the D version doesn't have any autoguard frames. The D version has a 1 frame startup but the B version has a slower startup.

(EX) = hcf+BD


∟Flashing Elbow = (qcf+P)

- Can't be broken

- Hit Detection: Throw

- Damage: 42, 90; EX Damage: 80, 90

∟ - A Damage: 35, C Damage: 80


Vulcan Punch = [A]/[C]

(EX) = [P]

- Drive- / Super-cancellable

- Hit Detection: High

- Damage: 30 x 4; EX Damage: 40 x 4


Gatling Attack = (b~f+P)

(EX) = b~f+AC Goes through all projectiles including Super Projectiles or EX. His invincibility ends once his active frames begins.

∟Death Lake Drive = (dp+P) C/EX only

- Drive- / Super-cancellable

- Hit Detection: High

- A Damage: 40 x 2; C Damage: 30 x 2, 40; EX Damage: 50 x 3

∟ - Damage: 135

Desperation Moves

Ultra Argentine Backbreaker = (hcbx2+P)

(EX) = hcbx2+AC

- MAX Cancellable

- Hit Detection: Throw

- Damage: 42 x 3, 120; EX Damage: 70 x 3, 140

Neomax

Ultra Clark Buster = (hcbx2+BD)

- Hit Detection: High

- Damage: 0, 450

-Has no invincibility, definitely not a good idea to do a raw Neomax.

Combos

No Stock, No Drive Gauge -

d. B, d. A, b~f+A, b~f+A, J. D = 234 damage

d. B, d. A, b~f+A, air throw = 231 damage

d. B, hcf+K = 179 damage

s. D, df+A, hcf+K = 272 damage

d. C, b~f+C, dp+C = 267 damage


1 Stock, No Drive Gauge -

d. B, d. A, hcf+BD/hcbx2+P = 229/267/290+ damage

dr. B, d. A, EX Vulcan Punch, hcf+K = 293/392/472 damage

d. C, b~f+AC, dp+C = 312 damage


2 Stock, No Drive Gauge -

d. B, d. A, hcbx2+AC = 229/267/290+ damage

d. B, d. A, EX Vulcan Punch, hcbx2+P = 293/392/472 damage


2 Stock, 1+ Drive Gauge -

d. C, b~f+C, (DC) EX Vulcan Punch, hcf+BD/hcbx2+P = 349/450/527 damage


3 Stock, No Drive Gauge -

d. B, d. A, EX Vulcan Punch, hcbx2+AC = 293/392/472 damage

s. D, df+A, EX Vulcan Punch, hcbx2+AC = 550


3 Stock, 1+ Drive Gauge -

d. C, b~f+C, (DC) EX Vulcan Punch, hcbx2+AC = 349/450/527 damage


Hyper Drive Combos

3-4 Stock -

s. D or C, HyperDrive (tap twice to get an automatic s.C) HCBx2 Punch (or EX) into Neomax. 745 damage, 850 damage off of EX Grab Super.

4-5 Stock -

(About half screen distance) Either s.C or s.D, HyperDrive OR HD Bypass, HCF EX Grab or HCBx2 Punch (or EX) into Neomax. Uses between 3-5 bars and can do anywhere from 745 to 900 damage.

You're given some lee-way but the above combos are the easiest ways of comboing into his Neomax.

2 Stock

J.D or C, s. D or C, HyperDrive, b~f A, As they fall Vulcan Punch (hits 3 times), Drive Cancel into b~f C, b~f C, As they fall Vulcan Punch (hits once), Drive Cancel into b~f C, Neomax. Does roughly 750 damage with 2 bars. This Dandy J video shows the combo (and it can be done in EX Mode: http://www.youtube.com/watch?v=LdK6B9JtWeo

Advanced Neo Max Combos (by Bala)

http://www.youtube.com/watch?v=CnxTmnNhrzQ

http://www.youtube.com/watch?v=AY2G3uAW6iw

CD Blowback Pressure

Clark is one of the few characters who can do a jumping CD (Blowback) and then do another CD as he lands if his opponent is blocking. This takes off roughly 25% of their guard meter. What's more is that Clark can cancel a s.CD with his dash (Toward +BD) he could follow that up with B SAB, jump and use C Grab if they jump, or just keep pressure.

B SAB Tick Throws and Air Grab setups

Clark is the only character in KOF13 that has tick throws due to the autoguard his B Super Argentine Backbreaker (SAB) has. This gives Clark some very scary 50/50 mixups that resemble certain Capcom grapplers. However, the B SAB has flaws and will lose out to a competent opponent if you spam them, but they are a legit tool one should keep in mind and can be used in many situations.

Tick throws setups:

c.B (close), B SAB.

J.A or B. B SAB.

CD (Blowback Attack), Dash cancel (toward + B and D), B SAB.

J.CD or J.A or J.B, Toward A or B (walk a little forward), B SAB (might have to delay by about half a second).

All of the setups can be used for an airgrab setup. Note: You cannot do short hop C to do the grab, it has to be a full jump toward the opponent (cannot be neutral) C to grab them.

Empty Short Hop into B SAB will beat all low attacks.

Video example: http://www.youtube.com/watch?v=2ORIfPg35qw&feature=player_embedded

Strategies

Mid Range

Clark's best pokes are s.D or s.C. S.D is a lot faster but harder to HyperDrive bypass into either Grab Super or EX Grab. S.C is a lot slower but is pretty much a guaranteed HyperDrive bypass into whatever. It's simple to setup and you can do it off of any of his normals but for me it works best with s.D/s.C/or c.B: Basically you hit them and then hit Hyperdrive (B and C) and at the same time either EX Grab (HCF+B/D) or either grab super (HCBx2 A/C) and follow through with your Neomax.

Close Range

On Opponent's Wakeup

Don't do B SAB on their wakeup. Maybe try to tick into it, but don't be predicable. Pretty much every character has something they can do on wakeup to counter B SAB and a lot of players will counter once they catch on to you. Maybe try to bait them to do a wakeup attack and punish. Jumping C grab is an option. S.C or s.D or solid meaties to use on their wakeup.

Cornered Opponent

Alternate between CD pressure, and dash in c.B and c.A and combo into whatever. Jumping at them is probably not a great idea especially if they're sitting on meter. Using Clark's best pokes and going into Hyperdrive is a good option.


Best Jumping attacks

Clark's CD is really good but the problem is it's slow and will be beaten out, especially if you're predictable. His best overall jump ins are short hop B (counters a lot of Kyo/Iori's jumping normals) and jumping D will Anti Air to an extent but will not hit them if crouching, same with jumping B. Jumping C will crossup but it's difficult to setup, but Clark's jumping A will hit them if crouching, can be easily comboed into whatever, and can also be used to tick into B SAB.

Character Matchups

Andy Bogard

Ash Crimson

Athena Asamiya

Benimaru Nikaido

Billy Kane

Chin Gentsai

Clark Still

Duo Lon

Elisabeth Branctorche

Goro Daimon

Hwa Jai

Iori Yagami (Claw)

Iori Yagami (Flame)

Joe Higashi

K'

Kim Kaphwan

King

Kula Diamond

Kyo Kusanagi (XIII) (mirror match)

Kyo Kusanagi (NESTS)

Leona Heidern

Mai Shiranui

Mature

Maxima

Raiden

Ralf Jones

Robert Garcia

Ryo Sakazaki

Saiki

Shen Woo

Sie Kensou

Takuma Sakazaki

Mr. Karate

Terry Bogard

'Vice

Yuri Sakazaki


Links & References

Clark Master Class

http://www.youtube.com/watch?v=LdK6B9JtWeo (Dandy J showing a few Clark Combos)

Discussion Threads

Discuss at Dream Cancel

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