Difference between revisions of "The King of Fighters 2002 UM/Clark Still"

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┗Clark Lift - d, d + A. / Rolling Cradle - d, d + B/D. / Sleeper Lift (D.D.T) - d, d + C
┗Clark Lift - d, d + A. / Rolling Cradle - d, d + B/D. / Sleeper Lift (D.D.T) - d, d + C


Frankensteiner - dp + B/D close
Frankensteiner - dp + B/D close

Revision as of 15:05, 30 March 2011

Clark.jpg

Throws

German Suplex - b/f + C close

Fisherman Buster - b/f + D close

Death Lake Buster - b/d/f + C close in air

Command Moves

Stomping - b/f + B

Special Attacks

Gatling Attack - Charge b~f + A/C

Super Argentine Backbreaker - hcf +  B/D close

Napalm Stretch - dp + A/C

Mount Tackle - hcf + A/C

┗Clark Lift - d, d + A. / Rolling Cradle - d, d + B/D. / Sleeper Lift (D.D.T) - d, d + C

Frankensteiner - dp + B/D close

Flashing Elbow - qcf + A/C (after Frankensteiner, Napalm Stretch, SAB, DDT, Rolling Cradle)

Shining Wizard - hcb + A/C

DM

Ultimate Argentine Backbreaker - hcb x 2 + A/C close

  • Clark launches the foe high into the air and then they land hard on his shoulders three times while Clark is doing poses when they are airborne. Ultimate Argentine Backbreaker is a standard command grab DM. It can combo from a cl.C and does good damage. When pressuring your opponent try to force a bad decision such as a bad roll or dp then punish by using a SAB.

Running Three - hcf x 2 + B/D

  • Clark picks up the opponent then runs and briefly slams them after, then he points to a new direction and repeats and he performs this action once more making it three powerful slams. Running three is a command grab DM but what makes it unique is Clark runs toward the opponent which makes it a great tool for punish or just quick and easy damage off of a baited or whiffed attack

SDM

Ulimate Argentine Backbreaker - hcb x 2+ AC close

HSDM

Rolling Sphere - hcf x 2+ BD

┗ dp + B/D

>┗ hcf + A/C

>>┗ hcf + B/D

>>>┗ d, d + B/D

>>>>┗ d, d + ABCD

Combos

  • st. C (1), hcf+K~qcf+P
  • st. C (1), hcbx2+AC
  • st. C (1), b/f+B, hcf+P~d,d+C~qcf+P
  • st. C (1), b/f+B, hcf+P~d,d+K~qcf+P
  • st. C (1), b/f+B, hcf+P~d,d+A
  • st. C (1), b+B, b~f+C, dp+P~qcf+P
  • j. A, cr. A, b~f+C, dp+P~qcf+P
  • st. C (1), b~f+C, dp+P~qcf+P
  • cr. B, hcf+K~qcf+P
  • cr. B, hcbx2+AC
  • b/f+B, hcbx2+AC
  • b/f+B, Rolling Sphere combo
  • hcb+P (1), (SC) hcbx2+AC
  • hcb+P (1), (SC) hcfx2+K
  • st. C (2), (BC run) st. C (2), hcbx2+AC
  • cr. B, (BC run) st. C (2), hcbx2+AC
  • st. C (2), (BC run) st. C (2), b~f+C (1), hcfx2+K
  • cr. B, (BC run) st. C (2), b~f+C (1), hcfx2+K

Notes

  • airthrow only works with C now.
  • qcf+P followup now works after d,d+K
  • hcfx2+K now does three slams instead of just one. It has startup invincibility and does almost 50% (!!) damage.
  • hcb+P [1 hit], dp+K and hcb+P [1 hit], b~f+C both work in BC mode.
  • b~f+A 2nd hit counter, s.C/j.D reset midscreen or b~f+C, dp+A near the corner.
  • s.CD counterhit, b~f+C, dp+P (corner only, s.CD recovers fast so you can confirm this).
  • j.A works as a crossup.

About the HSDM

You have to switch directions for the third part of the move. So the input looks like:

  • hcbx2+BD
  • dp+K (do this as soon as he reaches the opponent)
  • hcf+P (you have switched directions here, so it's actually hcb + P in relation to the direction you started the move

from. Execute this as Clark pauses at the top of dp + K)

  • hcf+K (directions switch back again, so this is facing the original way. Input this immediately after the previous

move)

  • d,d+K (execute this just after Clark throws them into the air)
  • d,d+ABCD (execute this during the Rolling Cradle)

Changes from OG 2k2

  • His "Stomping" command move can be done with back and forward now
  • Re-obtained his "Gatling Attack" move from the KOF 94/95
  • Shining Wizard is super cancel-able on the first hit
  • His old HSDM Running Pirates is gone, it's been replaced by Rolling Sphere


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