Difference between revisions of "The King of Fighters XV/Clark Still"
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{{CharNavbox_XV}} | {{CharNavbox_XV}} | ||
<section begin="image"/>[[File:KOFXV Clark Profile.png|thumb|Clark is a mercenary who has fought alongside Ralf on numerous battlefields. His rank is lieutenant, and in addition to Heidern-style assassination moves and martial arts, he specializes in wrestling throws and locks.<br/>Always calm, he has earned immense trust from Ralf.]]<section end="image"/> | <section begin="image"/>[[File:KOFXV Clark Profile.png|thumb|Clark is a mercenary who has fought alongside Ralf on numerous battlefields. His rank is lieutenant, and in addition to Heidern-style assassination moves and martial arts, he specializes in wrestling throws and locks.<br/>Always calm, he has earned immense trust from Ralf. | ||
<div class="center" style="width: auto; margin-left: auto; margin-right: auto;"> | |||
<big>'''Jump:''' 40f | |||
<br>'''Hop:''' 32f | |||
<br>'''Backdash:''' 21f | |||
<br>'''Run Speed Ranking:''' 7 | |||
</big></div>]]<section end="image"/> | |||
{{TOClimit|3}} | {{TOClimit|3}} | ||
==Gameplay Summary== | ==Gameplay Summary== | ||
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Before Clark can get in, he has an excellent set of pokes to back himself up. His st.C is one of the very few normals that can hit from round start distance, and his cr.D is infamous for its range and speed, as well as its relative safety. His cr.C also has great range and is command cancelable, making it an excellent combo starter. He also has a command hop, Step (6BD) that sees him move forward quickly by a long distance, allowing Clark to close the gap between him and his opponent. Clark's st.B is also uniquely very plus on hit and block, and can be linked into his cr.D on hit. While Clark does not have a designated anti-air normal like some opponents, his st.D is an decent substitute with its great vertical range, and he also has access to an aerial throw, Death Lake Driver. These options can make it easy to condition the opponent into sitting still, which is where Clark's true game starts. | Before Clark can get in, he has an excellent set of pokes to back himself up. His st.C is one of the very few normals that can hit from round start distance, and his cr.D is infamous for its range and speed, as well as its relative safety. His cr.C also has great range and is command cancelable, making it an excellent combo starter. He also has a command hop, Step (6BD) that sees him move forward quickly by a long distance, allowing Clark to close the gap between him and his opponent. Clark's st.B is also uniquely very plus on hit and block, and can be linked into his cr.D on hit. While Clark does not have a designated anti-air normal like some opponents, his st.D is an decent substitute with its great vertical range, and he also has access to an aerial throw, Death Lake Driver. These options can make it easy to condition the opponent into sitting still, which is where Clark's true game starts. | ||
Once Clark gets in, it's hard to get away from him. His signature command grab, '''Super Argentine Backbreaker''' (41236K[K]) forms the basis of his entire gameplan. It comes in two forms: a slow, fully armored version (426B) with noticeable range, and an instant, combo-friendly version (426D). Returning in KoF XV is Clark's fully invincible command grab, '''Frankensteiner''' (623K[K]). These command grabs will always side-switch upon landing, but compared to some other grapplers, they will ''not'' reset neutral, and Clark can follow-up with '''Flashing Elbow''' (236A/C) which tacks on additional damage and gives Clark excellent oki. These command grabs are what give Clark his notorious vortex game, also referred to as "the blender". Clark is easily capable of looping his command grabs over and over once he gets in, | Once Clark gets in, it's hard to get away from him. His signature command grab, '''Super Argentine Backbreaker''' (41236K[K]) forms the basis of his entire gameplan. It comes in two forms: a slow, fully armored version (426B) with noticeable range, and an instant, combo-friendly version (426D). Returning in KoF XV is Clark's fully invincible command grab, '''Frankensteiner''' (623K[K]). These command grabs will always side-switch upon landing, but compared to some other grapplers, they will ''not'' reset neutral, and Clark can follow-up with '''Flashing Elbow''' (236A/C) which tacks on additional damage and gives Clark excellent oki. These command grabs are what give Clark his notorious vortex game, also referred to as "the blender". Clark is easily capable of looping his command grabs over and over once he gets in, allowing him to obliterate life bars in seconds. | ||
Should Clark choose to play it safe, he is more than easily capable of doing so. Just like his partner Ralf, Clark has access to '''Gatling Attack''' (214P[P]), but compared to Ralf's, Clark's will always launch and has much cheaper followups, most notable of which is Clark's '''EX Mount Tackle''' (41236AC) which does no damage on its own, but has multiple high damage followups which can allow Clark to continue or end his vortex, such as '''Clark Lift''' (22A), '''Sleeper DDT''' (22C) which can be followed up with Flashing Elbow, and '''Rolling Death Cradle''' (22K). | Should Clark choose to play it safe, he is more than easily capable of doing so. Just like his partner Ralf, Clark has access to '''Gatling Attack''' (214P[P]), but compared to Ralf's, Clark's will always launch and has much cheaper followups, most notable of which is Clark's '''EX Mount Tackle''' (41236AC) which does no damage on its own, but has multiple high damage followups which can allow Clark to continue or end his vortex, such as '''Clark Lift''' (22A), '''Sleeper DDT''' (22C) which can be followed up with Flashing Elbow, and '''Rolling Death Cradle''' (22K). | ||
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* '''Meter Efficiency''': Clark's entire game plan is both functional and threatening without meter, and he's often at liberty to spend it however he wants to squeeze extra damage or guaranteed oki out of every opportunity. This means he can work well in any team position. | * '''Meter Efficiency''': Clark's entire game plan is both functional and threatening without meter, and he's often at liberty to spend it however he wants to squeeze extra damage or guaranteed oki out of every opportunity. This means he can work well in any team position. | ||
* '''Ridiculous Air-to-Airs''': Clark's air to airs are large, active, and incredibly fast all at once. While this alone would be fantastic, Clark's EX Mount Tackle also has an anywhere-juggle property, allowing him to convert off air-to-airs like no other and go straight into his vortex. | * '''Ridiculous Air-to-Airs''': Clark's air to airs are large, active, and incredibly fast all at once. While this alone would be fantastic, Clark's EX Mount Tackle also has an anywhere-juggle property, allowing him to convert off air-to-airs like no other and go straight into his vortex. | ||
* '''Ease and Consistency''': Clark's super cancels may be tricky, but he seldom has to use them at all due to how poorly they scale. With his very quick and good normals coupled with simple gameplan and light execution outside of meter combos, Clark one the easiest in the game in terms of combos, allowing him to remain killing even | * '''Ease and Consistency''': Clark's super cancels may be tricky, but he seldom has to use them at all due to how poorly they scale. With his very quick and good normals coupled with a simple gameplan and light execution outside of meter combos, Clark is one of the easiest characters in the game in terms of combos, allowing him to remain killing even in high stress situations. | ||
| cons= | | cons= | ||
* '''High Combo Scaling''': | * '''High Combo Scaling''': Clark has one of, if not the worst combo scaling in the game. His damage gets noticeably lower from multiple hits, and it can be hard for Clark to secure a kill by meter dumping. | ||
* '''Odd Reversal''': Clark's only reversal option is a command grab, which makes him very vulnerable to safejumps and hop mixups in particular. As a result, Clark often has to use air-to-airs rather than anti-airs to contest vertical space, which a smart opponent can capitalize on to help keep him shut out. | * '''Odd Reversal''': Clark's only reversal option is a command grab, which makes him very vulnerable to safejumps and hop mixups in particular. As a result, Clark often has to use air-to-airs rather than anti-airs to contest vertical space, which a smart opponent can capitalize on to help keep him shut out. | ||
* '''Corner Vacuum''': Clark's combo structure frequently takes opponents out of the corner, which makes his pressure game less effective and requires him to win neutral again if he does a big combo. | * '''Corner Vacuum''': Clark's combo structure frequently takes opponents out of the corner, which makes his pressure game less effective and requires him to win neutral again if he does a big combo. | ||
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|moveId=clark_fb | |moveId=clark_fb | ||
|description= | |description= | ||
A ''very'' plus st.B. Doesn't special cancel, but links into cr.D on hit, which in turn links into '''EX''' Mount Tackle. Nasty frame trapping tool as the opponent will be forced to respect it to not get hit by cr.D. | |||
}} | }} | ||
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|moveId=clark_fc | |moveId=clark_fc | ||
|description= | |description= | ||
* | * Whiffs on crouching opponents. | ||
An absolutely massive button. Looks similar to Ralf's st.C, but is slower and does less damage. However, it has significantly larger range, hitting from round start distance. | |||
}} | }} | ||
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|moveId=clark_fd | |moveId=clark_fd | ||
|description= | |description= | ||
A strong, if somewhat slow, anti-air. | |||
}} | }} | ||
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|moveId=clark_cla | |moveId=clark_cla | ||
|description= | |description= | ||
* Good hop check and frame advantage, but | * Good hop check and frame advantage, but cl.B is better for pressure | ||
* Links into | * Links into cl.C | ||
Has the same frame advantage as cl.B and faster startup, but the higher pushback makes it more difficult to use for pressure. | |||
}} | }} | ||
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|moveId=clark_clb | |moveId=clark_clb | ||
|description= | |description= | ||
A knee strike with very low pushback on hit and block while also being quite plus. Clark's preferred pressure tool up close. | |||
}} | }} | ||
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|moveId=clark_clc | |moveId=clark_clc | ||
|description= | |description= | ||
*Clark's go-to | * Second hit is only super cancellable, forcing Clark to cancel on the first hit and lose out on damage. | ||
Clark's go-to normal for hit confirms. Because only the first hit is special-cancellable, Clark technically loses out on a bit of damage, but it basically doesn't matter due to Clark's pressure game. | |||
}} | }} | ||
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|moveId=clark_cld | |moveId=clark_cld | ||
|description= | |description= | ||
* | * Not considered airborne. | ||
* Does not cancel into anything | |||
* | A very fast, unreactable overhead. Despite appearances, Clark is ''not'' considered airborne during the duration of the move. Doesn't MAX cancel or super cancel. | ||
}} | }} | ||
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|moveId=clark_2a | |moveId=clark_2a | ||
|description= | |description= | ||
* | * Deceptively large hitbox. | ||
* | * Clark fastest normal, tied with st.A, but more reliable. | ||
A uniquely frightening cr.A due to Clark's toolkit. Mashing against this is almost always a bad idea. | |||
}} | }} | ||
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|moveId=clark_2b | |moveId=clark_2b | ||
|description= | |description= | ||
* | * Cannot be chained into itself. | ||
Clark's fastest low that has the rare characteristic of being command cancelable. This gives Clark some decent combo options if the opponent is too far out of range for jab followups. | |||
}} | }} | ||
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{{FrameDataCargo-KOFXV | {{FrameDataCargo-KOFXV | ||
|moveId=clark_2c | |moveId=clark_2c | ||
|captions= Excellent punish tool | |||
|description= | |description= | ||
* | * Moves Clark forward if mashed during recovery frames. | ||
A hook with great range, and one of Clark's best tools for whiff punishes. Clark can get decent damage off of this button with just half a bar, and decent oki to boot. | |||
}} | }} | ||
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|description= | |description= | ||
Easily one of the best sweeps in the game, Clark's cr. D has always been a very reliable tool. It has everything you'd want in a sweep: fast startup, good range, safe on block, and special cancellability. On hit, this combos into EX Mount Tackle for extra damage and better oki. Alternatively, you can cancel on hit into Step (6BD) to chase the opponent's knockdown. 2D xx Step can lead to tick throws from massive range, but the Step can be punished by wary opponents before Clark gets to recover. However, Step can be challenging to react to and is a constant threat that makes 2D more threatening. | Easily one of the best sweeps in the game, Clark's cr.D has always been a very reliable tool. It has everything you'd want in a sweep: fast startup, good range, safe on block, and special cancellability. On hit, this combos into EX Mount Tackle for extra damage and better oki. Alternatively, you can cancel on hit into Step (6BD) to chase the opponent's knockdown. 2D xx Step can lead to tick throws from massive range, but the Step can be punished by wary opponents before Clark gets to recover. However, Step can be challenging to react to and is a constant threat that makes 2D more threatening. | ||
}} | }} | ||
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|name=jump A | |name=jump A | ||
|input=j.A | |input=j.A | ||
|captions= A gentleman always extends for a firm handshake | |||
|description2= | |description2= | ||
A very fast, very active chop with a generous hitbox for catching aerial approaches. Always a threat when Clark has meter thanks to the anywhere juggle properties of EX Mount Tackle. | |||
}} | }} | ||
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|input=j.D | |input=j.D | ||
|description2= | |description2= | ||
* | * Strange hitbox that makes it great for air-to-airs, but horrible as a jump-in. | ||
A very fast j.D that works wonders as an air-to-air. At five frames of startup and with a large, high hitbox, Clark's j.D can easily shut down aerial approaches. | |||
}} | }} | ||
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|moveId=clark_cd | |moveId=clark_cd | ||
|description= | |description= | ||
* | * Can whiff-cancel into command normals. | ||
One of Clark's few options with mediocre range, and thus doesn't see much use. Clark's st.CD does have one good thing going for it, though: it's one of the few in the game that can whiff-cancel into command normals. Canceled into the great range of his 6B, it can trip up opponents anticipating an overhead. | |||
}} | }} | ||
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|name=Nageppanashi German | |name=Nageppanashi German | ||
|input=(close) 4/6C | |input=(close) 4/6C | ||
|captions= Also known as a Release German Suplex | |||
|description= | |description= | ||
*Forward throw that launches the opponent full screen | *Forward throw that launches the opponent full screen | ||
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|name=Step | |name=Step | ||
|input=6BD | |input=6BD | ||
|captions= Movement and pressure tool | |captions= Movement and pressure tool | ||
|description= | |description= | ||
* Clark | * Advances Clark forward around 2.5 character distances. | ||
* | * Clark is -6 if this move is canceled into heavy normals on block. | ||
Clark's movement/pressure tool that sees him hop forward about halfscreen. During this period, Clark's lower body is completely invulnerable, allowing him to dodge sweeps and low-angled projectiles such as Geese's Reppuken and Iori's fireball. | |||
Step can be an extremely threatening option. It allows Clark to quickly get back into effective range after combo or blockstring enders, especially after a hard knockdown. For example, Clark would normally be pushed out of range if his 2D is blocked, but canceling it into Step allows him to stay close. Theoretically, Clark would be -6 on block, but the threat of being command grabbed will often stop opponents from punishing it. | |||
}} | }} | ||
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|captions= You hopped? | |captions= You hopped? | ||
|description3= | |description3= | ||
Clark runs forward, diving to the ground if he makes contact with the opponent. | |||
* | * Does no damage on its own. Has three different followups used to score damage. | ||
* ''Not'' a command grab. Very punishable if blocked. | |||
* | * '''EX''' version transitions directly into the tackle. Indispensable for Clark's offense. | ||
* EX | |||
Mount Tackle is a hitgrab that is an integral part of Clark's metered offense, from ending combos to catching jump-ins, and is a big part of what makes Clark a scary mid or anchor. Nearly every BnB, anti-air, and knockdown can be extended by 426AC for better damage and oki. The meterless versions of Mount Tackle are practically useless, as Clark has better ways to close out rounds. | |||
}} | }} | ||
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|input=41236B/D/BD | |input=41236B/D/BD | ||
|description3= | |description3= | ||
The | The command grab to end all command grabs, Super Argentine Backbreaker is a mixup, reversal, and combo extender all in one. | ||
B version has delayed startup but has frame 1 guard point ''and'' throw invulnerability until active. This is particularly great for tick throws and oki, as it cleanly beats habitual mashing attempts and can only be countered by being airborne or otherwise out of range. DP attempts will lose to this, and you can punish with cl.C > 6B > Special for good damage. Essential for starting Clark's game and demanding respect. | B version has delayed startup but has frame 1 guard point ''and'' throw invulnerability until active. This is particularly great for tick throws and oki, as it cleanly beats habitual mashing attempts and can only be countered by being airborne or otherwise out of range. DP attempts will lose to this, and you can punish with cl.C > 6B > Special for good damage. Essential for starting Clark's game and demanding respect. | ||
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|description3= The Ikari Warriors signature combo filler. Good damage, good corner carry, an easy input with lots of hitstun. Some good places to use this move are after a 6B or on a cr.C hit. 214C can be linked into 214A for even better corner carry and damage. You can also perform EX Mount Tackle after 214A to get Oki, which makes this move an overall great special move for helping Clark's gameplan along. Just like Ralf, Clark gets better juggles with C Gatling on crumpled opponents but unlike Ralf he gets far less - specifically an extra 623C only in the corner. | |description3= The Ikari Warriors signature combo filler. Good damage, good corner carry, an easy input with lots of hitstun. Some good places to use this move are after a 6B or on a cr.C hit. 214C can be linked into 214A for even better corner carry and damage. You can also perform EX Mount Tackle after 214A to get Oki, which makes this move an overall great special move for helping Clark's gameplan along. Just like Ralf, Clark gets better juggles with C Gatling on crumpled opponents but unlike Ralf he gets far less - specifically an extra 623C only in the corner. | ||
214A vs grounded opponents gives | 214A vs grounded opponents gives Clark an autotimed safejump by holding up forward to jump immediately after it recovers, and he can do a D backbreaker to catch an opponent on their techroll immediately after landing, or pressure them with a j.A and run the vortex meterless. | ||
EX Gatling has a few uses as combo filler and is good for burst damage. That being said, its main benefit is that you can combo into A Mount Tackle. EX Mount Tackle does not let you perform supers after doing its version of Flashing Elbow, but A Mount Tackle retains this property. If you're looking to close out a round, then this can be a good option for maximizing damage. | EX Gatling has a few uses as combo filler and is good for burst damage. That being said, its main benefit is that you can combo into A Mount Tackle. EX Mount Tackle does not let you perform supers after doing its version of Flashing Elbow, but A Mount Tackle retains this property. If you're looking to close out a round, then this can be a good option for maximizing damage. | ||
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|description4=* '''A''' version does not sideswitch, but '''C''' version does. | |description4=* '''A''' version does not sideswitch, but '''C''' version does. | ||
Clark transitions right into his anti-air grab out of Gatling Attack. Good for squeezing out as much damage as possible out of Clark's BnB, but sends his opponent fullscreen and wrecks any chance of getting good oki. | Clark transitions right into his anti-air grab out of Gatling Attack. Good for squeezing out as much damage as possible out of Clark's BnB, but sends his opponent fullscreen and wrecks any chance of getting good oki. Going into this move from EX Gatling Attack is always a sub-optimal option (except in ''very'' niche timeout scenarios) since Clark can combo into A Mount Tackle, which always leads to better damage and oki. | ||
}} | }} | ||
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|captions= You're mashing? | |captions= You're mashing? | ||
|input=623B/D/BD | |input=623B/D/BD | ||
|description3=* | |description3= | ||
* If Flashing Elbow is not input, Clark will instead perform a pose that builds more meter, sacrificing damage and oki for meter build. | |||
* Clark is now also in grounded instead of aerial recovery if this whiffs, making him more susceptible to high-damage punishes and increasing the risk of this move. Regardless, it's a powerful reversal and mixup tool all-in-one. | |||
* Regular versions have full body invincibility, except against grabs. EX version has full invincibility, including against grabs. | |||
A command grab with startup invincibility. Considered one of Clark's most important specials, Frankensteiner is a staple of Clark's mixup game, as its invincibility eats people trying to fight back against his oki after getting knocked down. You can do Flashing Elbow out of this too, which means a successful read can lead right back into Clark's vortex. | A command grab with startup invincibility. Considered one of Clark's most important specials, Frankensteiner is a staple of Clark's mixup game, as its invincibility eats people trying to fight back against his oki after getting knocked down. You can do Flashing Elbow out of this too, which means a successful read can lead right back into Clark's vortex. |
Latest revision as of 00:33, 12 May 2024
Gameplay Summary
As KoF's resident grappler, Clark is no slouch when it comes to making opponents scared to press. With armored/invulnerable command grabs that can lead to vortex scenarios, large pokes, and an excellent punish game, Clark is one of the more notoriously effective grapplers among many of his archetype within the fighting game genre.
Before Clark can get in, he has an excellent set of pokes to back himself up. His st.C is one of the very few normals that can hit from round start distance, and his cr.D is infamous for its range and speed, as well as its relative safety. His cr.C also has great range and is command cancelable, making it an excellent combo starter. He also has a command hop, Step (6BD) that sees him move forward quickly by a long distance, allowing Clark to close the gap between him and his opponent. Clark's st.B is also uniquely very plus on hit and block, and can be linked into his cr.D on hit. While Clark does not have a designated anti-air normal like some opponents, his st.D is an decent substitute with its great vertical range, and he also has access to an aerial throw, Death Lake Driver. These options can make it easy to condition the opponent into sitting still, which is where Clark's true game starts.
Once Clark gets in, it's hard to get away from him. His signature command grab, Super Argentine Backbreaker (41236K[K]) forms the basis of his entire gameplan. It comes in two forms: a slow, fully armored version (426B) with noticeable range, and an instant, combo-friendly version (426D). Returning in KoF XV is Clark's fully invincible command grab, Frankensteiner (623K[K]). These command grabs will always side-switch upon landing, but compared to some other grapplers, they will not reset neutral, and Clark can follow-up with Flashing Elbow (236A/C) which tacks on additional damage and gives Clark excellent oki. These command grabs are what give Clark his notorious vortex game, also referred to as "the blender". Clark is easily capable of looping his command grabs over and over once he gets in, allowing him to obliterate life bars in seconds.
Should Clark choose to play it safe, he is more than easily capable of doing so. Just like his partner Ralf, Clark has access to Gatling Attack (214P[P]), but compared to Ralf's, Clark's will always launch and has much cheaper followups, most notable of which is Clark's EX Mount Tackle (41236AC) which does no damage on its own, but has multiple high damage followups which can allow Clark to continue or end his vortex, such as Clark Lift (22A), Sleeper DDT (22C) which can be followed up with Flashing Elbow, and Rolling Death Cradle (22K).
Of course, despite these tremendous mindgame strengths, Clark is not at all without his weaknesses. Clark does not have a true meterless reversal, and his anti-air game isn't all that. Like many other grapplers, he is weak to zoning and good defense, forcing him to play rather strictly around KoF's fundamentals. But should you choose to stick with Clark, you will find yourself highly rewarded mentally with his excellent mixups and ability to shut your opponents down into submission.
Clark Still is a grappler who excels at looping grab setups and poking from 1-2 char distances away. | |
Pros | Cons |
|
|
Movelist
(*) = EX OK
(!) = MAX OK
Throws
Death Lake Driver - / + (Midair Only)
Command Normals
Special Moves
Super Argentine Backbreaker - + / (*)
Super Special Moves
Ultra Argentine Backbreaker - + / (!)
Climax Super Special Moves
Quick Combo Reference
0 Meter |
Anywhere |
j.A > cl.C(1) > 6B > 41236D > 236P = 270 dmg |
1 Meter |
Anywhere |
cl.C > 6B > 623AC, 41236D > 236P = 303 dmg |
2 Meters |
Anywhere |
j.A > cl.C(1) > 6B > max, cl.C(1) > 6B > 623AC, 41236D > 236C > [SC] 6321463214P = 444 dmg |
Normals
Far Standing Normals
Far A
far A
A
A |
---|
Far B
far B
B
B |
---|
Far C
far C
C
C |
---|
Far D
far D
D
D |
---|
Close Standing Normals
Close A
close A
cl.A
cl.A |
---|
Close B
close B
cl.B
cl.B |
---|
Close C
close C
cl.C
cl.C |
---|
Close D
close D
cl.D
cl.D |
---|
Crouch Normals
Crouch A
crouch A
2A
2A |
---|
Crouch B
crouch B
2B
2B |
---|
Crouch C
crouch C
2C
2C |
---|
Crouch D
crouch D
2D
2D |
---|
Jump Normals
Jump A
jump A
j.A
j.A |
---|
Jump B
jump B
j.B
j.B |
---|
Jump C
jump C
j.C
j.C |
---|
Jump D
jump D
j.D
j.D |
---|
Blowback
Blowback
Blowback
CD
CD |
---|
Shatter Strike
Shatterstrike
236CD
236CD |
---|
jump CD
jump CD
j.CD
j.CD |
---|
Rush Moves
rush
cl.AA/cl.AAX
cl.AA/cl.AAX |
---|
Throws
Nageppanashi German
Nageppanashi German
(close) 4/6C
(close) 4/6C |
---|
Fisherman Buster
Fisherman Buster
(close) 4/6D
(close) 4/6D |
---|
Death Lake Driver
Death Lake Driver
air (close) 4/6C
air (close) 4/6C |
---|
Command Moves
Stomping
Stomping
6B
6B |
---|
Step
Step
6BD
6BD |
---|
Special Moves
Mount Tackle
Mount Tackle
41236A/C/AC
41236A/C/AC |
---|
Clark Lift
Clark Lift
41236AC~22A
41236AC~22A |
---|
Sleeper (D.D.T.)
Sleeper (D.D.T.)
41236AC~22C
41236AC~22C |
---|
Flashing Elbow
Flashing Elbow
41236AC~22C~236A/C
41236AC~22C~236A/C |
---|
Rolling Death Cradle
Rolling Death Cradle
41236A/C~22K
41236A/C~22K |
---|
Super Argentine Backbreaker
Super Argentine Backbreaker
41236B/D/BD
41236B/D/BD |
---|
Flashing Elbow
Flashing Elbow
41236B/D~236A/C
41236B/D~236A/C |
---|
Vulcan Punch
Vulcan Punch
623A/C/AC
623A/C/AC |
---|
Gatling Attack
Gatling Attack
214A/C/AC
214A/C/AC |
---|
Death Lake Driver
Gatling Attack into Death Lake Driver
214C/AC~623A/C
214C/AC~623A/C |
---|
Frankensteiner
Frankensteiner
623B/D/BD
623B/D/BD |
---|
Flashing Elbow
Flashing Elbow
623B/D/BD~236A/C
623B/D/BD~236A/C |
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Super Special Moves
Ultra Argentine Backbreaker
Ultra Argentine Backbreaker
6321463214(A/C/AC)
6321463214(A/C/AC) |
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Running Three
Running Three
4123641236B/D/BD
4123641236B/D/BD |
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Climax Super Special Moves
Ultra Clark Buster
Ultra Clark Buster
2141236CD
2141236CD |
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Misc
Alternate Colors