Difference between revisions of "The King of Fighters XV/Clark Still/Strategy"

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(Created page with "{{CharNavbox_XV}} ==General Gameplan== ==Neutral== ==Pressure== ==Mixups== ==Defense== ==Safejumps== ==Countering Clark== ==External Resources== {{Navbox XV}} Category:Clark Still Category:The King of Fighters XV")
 
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==Countering Clark==
==Countering Clark==
Safe Jumps vs Clark:
Since Clark's fast reversals are throws, you can buffer in a hop in your meaty jump-ins to avoid reversal throws and punish him on the way down. Running three will eat the hop input but you'll have enough time to re-jump and punish him. Climax will also eat the hop input but its slow enough to block and punish. The downside to this approach is it gives Clark more freedom to use rolls instead.
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[https://youtu.be/7WOy_f88a7g Safe Jumps vs Clark]


==External Resources==
==External Resources==

Revision as of 04:10, 24 April 2022

The King of Fighters XV

OverviewStrategyDataCombosReplays

General Gameplan

Neutral

Pressure

Mixups

Defense

Safejumps

Countering Clark

Safe Jumps vs Clark:

Since Clark's fast reversals are throws, you can buffer in a hop in your meaty jump-ins to avoid reversal throws and punish him on the way down. Running three will eat the hop input but you'll have enough time to re-jump and punish him. Climax will also eat the hop input but its slow enough to block and punish. The downside to this approach is it gives Clark more freedom to use rolls instead.
Safe Jumps vs Clark

External Resources

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The King of Fighters XV
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