The King of Fighters '98 UMFE/Clark Still

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Introduction

Normal Moves

Standing

  • st.A : Standard far standing jab meant for anti-airing hops. Has extremely fast startup and lots of reach, so it can also function as a poke in some situations. Whiffs on crouching characters.
  • st.B : Slower and way less safe than far standing A, with the tradeoff being that it doesn't whiff on crouching characters. However, crouching A also doesn't whiff on crouching characters and doesn't have these downsides. Don't use this button.
  • st.C : Gigantic poke with tons of range. Decent preemptive anti-air against hops.
  • st.D : It's supposed to be an anti-air, but it's really slow and range-dependent, and the priority isn't great. Heavy D! has way better anti-airs, don't bother with this.

Close

  • cl.A : Solid, lightning-fast combo filler. Has a really nice hitbox.
  • cl.B : Interchangeable with close standing A in combos. Also has a really nice hitbox.
  • cl.C : Fantastic punish material. Comes out fast and combos into everything combo-able, including Dancing Beat at close enough range.
  • cl.D : Basically a little self-contained hit-confirm. Hits twice, with both hits being cancelable. Won't combo into Dancing Beat. Does the same damage as close standing C.

Crouching

  • cr.A : Has insane range for a crouching A, and is otherwise pretty much identical to far standing A (except that it hits crouchers). Great for picking up combos after you chain a bunch of crouching Bs in a row.
  • cr.B : Heavy D!'s low combo starter. Range is pretty small, but it can chain into itself a ridiculous number of times for excellent confirms.
  • cr.C : Excellent anti-air with a ton of priority and nice speed.
  • cr.D : Sweep with a surprising amount of range.

Jumping

  • j.A : Good all-purpose jump-in. Good priority and not much pushback.
  • j.B : The most crossup button imaginable. Ambiguous as hell and with barely any pushback, allowing for lots of followup chain combos.
  • nj.B : Decent air-to-air.
  • j.C : Two-hit normal that does the most damage out of all of Heavy D!'s jump-ins.
  • j.D : Far-reaching jump-in and air-to-air.

CD Attacks

  • st.CD : Nice poke that knocks down. Fairly slow.
  • j.CD : Covers basically the same range as jumping D, but with a little more range and priority.

Throws

Gallanting German: b/f + C (close)

Fisherman Buster: b/f + D (close)

Death Lake Driver: b/d/f + C/D (in the air)


Special Moves

Vulcan Punch: press A/C repeatedly

Flashing Elbow: qcf+ A/C after ($) moves

Super Arabian Burglary Backbreaker: hcf + A ($)

Rolling Cradle: hcf + C ($)

Super Argentine Backbreaker: hcf + B/D (close) ($)

Napalm Stretch: dp + A/C ($)

Frankensteiner: dp + B/D (close) ($)

Desperation Moves

Ultra Argentine Backbreaker: hcb,hcb + A/C (close)

Running Three: hcf,hcf + B/D

Napalm Strike: hcb,hcb + B/D

Combos

Strategy & Tips

Videos

External Links

The King of Fighters '98 Ultimate Match Final Edition
System

FAQSystemControlsGuidesChangelistMatch VideosAdvanced StrategyFrame Data & Hitboxes

Characters

Andy BogardAthena AsamiyaBenimaru NikaidoBilly KaneBlue MaryBrian BattlerChang KoehanChin GentsaiChizuru KaguraChoi BoungeChrisClark StillEiji KisaragiGeese HowardGoro DaimonHeavy D!HeidernIori YagamiJoe HigashiKasumi TodohKim KaphwanKingKyo KusanagiLeona HeidernLucky GlauberMai ShiranuiMatureMr. BigRalf JonesRobert GarciaRugal BernsteinRyo SakazakiRyuji YamazakiSaisyu KusanagiShermieShingo YabukiSie KensouTakuma SakazakiTerry BogardViceWolfgang KrauserYashiro NanakaseYuri Sakazaki

EX Characters

EX AndyEX BillyEX Blue MaryEX GeeseEX JoeEX KingEX KyoEX MaiEX RobertEX RyoEX TerryEX YamazakiEX YuriOrochi ChrisOrochi ShermieOrochi Yashiro