Difference between revisions of "The King of Fighters '98 UMFE/Clark Still"

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(wrote descriptions for clarks normals)
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'''Close'''
 
'''Close'''
*cl. A:  
+
*cl. A: same as st.A
*cl. B:  
+
*cl. B: Clarks fastest normal at 2f so useful when you're up close and need the speed. Chainable. Cancelable.
*cl. C:  
+
*cl. C: very fast at 3f and his main heavy combo normal. Good for meaties due to its long active frames. Cancelable.
*cl. D:  
+
*cl. D: has low invul from startup until after the active frames so it can be good for blowing up lows on a read.
  
 
'''Stand'''
 
'''Stand'''
*st. A:  
+
*st. A: has nice priority and a decent amount of active frames so it's good for stopping hops. Chainable. Cancelable.
*st. B:  
+
*st. B: a decent poke as it has good speed and priority.
*st. C:  
+
*st. C: reaches really far but whiffs on most crouchers.
*st. D:  
+
*st. D: hits low crouchers, has better priority than st.C and is faster but it doesn't reach as far.
  
 
'''Crouch'''
 
'''Crouch'''
*cr. A:  
+
*cr. A: is pretty standard. could be good for tick throws if you cancel dp+K out of it. Cancelable. Chainable.
*cr. B:  
+
*cr. B: your main low combo starter and a core part of his mixup and pressure game. Not cancelable but you can link his 1f command grab afterwards for a combo. Chainable.
*cr. C:  
+
*cr. C: has less range than his standing pokes but has a lot of active frames so it's good for meaties and comes out fairly fast, it also recovers really fast. can be used as a shorter ranged poke.
*cr. D:  
+
*cr. D: Fast sweep with decent range
  
 
'''Jump'''
 
'''Jump'''
*j. A:  
+
*j. A: your main jumpin button for combos, comes out quite fast.
*j. B:  
+
*j. B: a fast air to air normal, good for hitting characters straight in front of Clark.
*j. C:  
+
*j. C: his most damaging air to air normal so good for max damage punishes but outclassed in other situations.
*j. D:  
+
*j. D: great air to air normal that hits above clark. especially good when done with a short hop.
  
 
'''Blowback'''
 
'''Blowback'''
*st. CD:
+
*st. CD: has a large hitbox that essentially creates a wall in front of clark but it has quite a lot of startup, good for whiff canceling
*j. CD:
+
*j. CD: is your main jumpin normal for pressure.
  
 
== Throws ==
 
== Throws ==

Revision as of 14:33, 10 February 2021

Kyo98umfeclark.jpg

Notationkof.png
Kof98umfeclarkmovelist.png


Introduction

Normal Moves

Format for Normals section. Be sure to add bullet points for multiple moves having a property (e.g. j. B/D cross-up; st/cr. A/B/C/D are whiff/cancelable). REMOVE AFTER WRITING IN

Close

  • cl. A: same as st.A
  • cl. B: Clarks fastest normal at 2f so useful when you're up close and need the speed. Chainable. Cancelable.
  • cl. C: very fast at 3f and his main heavy combo normal. Good for meaties due to its long active frames. Cancelable.
  • cl. D: has low invul from startup until after the active frames so it can be good for blowing up lows on a read.

Stand

  • st. A: has nice priority and a decent amount of active frames so it's good for stopping hops. Chainable. Cancelable.
  • st. B: a decent poke as it has good speed and priority.
  • st. C: reaches really far but whiffs on most crouchers.
  • st. D: hits low crouchers, has better priority than st.C and is faster but it doesn't reach as far.

Crouch

  • cr. A: is pretty standard. could be good for tick throws if you cancel dp+K out of it. Cancelable. Chainable.
  • cr. B: your main low combo starter and a core part of his mixup and pressure game. Not cancelable but you can link his 1f command grab afterwards for a combo. Chainable.
  • cr. C: has less range than his standing pokes but has a lot of active frames so it's good for meaties and comes out fairly fast, it also recovers really fast. can be used as a shorter ranged poke.
  • cr. D: Fast sweep with decent range

Jump

  • j. A: your main jumpin button for combos, comes out quite fast.
  • j. B: a fast air to air normal, good for hitting characters straight in front of Clark.
  • j. C: his most damaging air to air normal so good for max damage punishes but outclassed in other situations.
  • j. D: great air to air normal that hits above clark. especially good when done with a short hop.

Blowback

  • st. CD: has a large hitbox that essentially creates a wall in front of clark but it has quite a lot of startup, good for whiff canceling
  • j. CD: is your main jumpin normal for pressure.

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

King of Fighters 98 UM FE: Clark Guide by Mash It Out

External Links

The King of Fighters '98 Ultimate Match Final Edition
System

FAQControlsChangelistSystem

Characters

AndyAthenaBenimaruBillyBlue MaryBrianChangChinChizuruChoiChrisClarkEX AndyEX BillyEX Blue MaryEX GeeseEX JoeEX KingEX KyoEX MaiEX RobertEX RyoEX TerryEX YamazakiEX YuriEiji KisaragiGeese HowardDaimonHeavy D!HeidernIoriJoeKasumi TodohKimKingKyoLeonaLuckyMai ShiranuiMatureMr. BigOrochi ChrisOrochi ShermieOrochi YashiroRalfRobertRugal BernsteinRyoSaisyuShermieShingo YabukiSie KensouTakumaTerryViceWolfgang KrauserYamazakiYashiroYuri