Clark 02

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Clark02 stance.gif

General Info

Crouch height: Medium
Jump: 4/33/1
Hop: 4/25/1
Dash: 3/10~∞/3
Backdash: 3/18/3
Wakeup: 25 frames
Recovery roll: 24 frames


Stand Crouch Jump Grab Run
Clark02 stand.png Clark02 crouch.png Clark02 jump.png Clark02 grab.png Clark02 run.png

Colors

Snka.gif Snkb.gif Snkc.gif Snkd.gif
Clark02 colorA.png Clark02 colorB.png Clark02 colorC.png Clark02 colorD.png

Movelist

Frames Advantage Cancel Block Hitbox Notes
Standing Close
Snka.gif 4/6/5 +1/-1 HL
Clark02 clA.png
Snkb.gif 3/5/5 +2/0 R,C,S,Su HL
Clark02 clB.png
Snkc.gif 3/4*7/16 -3/-5 C,S,Su HL
Clark02 clC1.png
Clark02 clC2.png
Only first hit is cancellable
Snkd.gif 11/3/28 -11/-13 HL
Clark02 clD.png
Lower body invincible: Complete startup and active period. F15~18
Standing Far
Snka.gif 4/5/5 +2/0 HL
Clark02 stA.png
Snkb.gif 3/4/5 +3/+1 HL
Clark02 stB.png
Snkc.gif 9/3/21 -4/-6 HL
Clark02 stC.png
Snkd.gif 12/4/25 -9/-11 HL
Clark02 stD.png
Snkc.gif+Snkd.gif 22/5/16 KD/+1 HL
Clark02 stCD.png
Crouching
Snka.gif 4/6/5 +1/-1 C,S,Su HL
Clark02 crA.png
Snkb.gif 4/5/9 -2/-4 L
Clark02 crB.png
Snkc.gif 8/3/19 -2/-4 HL
Clark02 crC.png
Snkd.gif 10/7/20 KD/-9 L
Clark02 crD.png
Jump
Snka.gif 3/9/- -/- H
Clark02 jA.png
Snkb.gif 3/4/- -/- H
Clark02 jB.png
Snkc.gif 5/5/- -/- H
Clark02 jC.png
Snkd.gif 3/7/- -/- H
Clark02 jD.png
Snkc.gif+Snkd.gif 12/4/- KD/- HL
Clark02 jCD.png
Neutral Jump
Snka.gif 3/4/- -/- H
Clark02 juA.png
Snkb.gif 3/5/- -/- H
Clark02 juB.png
Snkc.gif 5/5/- -/- H
Clark02 juC.png
Snkd.gif 10/6/- -/- H
Clark02 juD.png
Hop
Snka.gif 3/4/- -/- H
Clark02 hA.png
Snkb.gif 3/4/- -/- H
Clark02 hB.png
Snkc.gif 5/4/- -/- H
Clark02 hC.png
Snkd.gif 3/7/- -/- H
Clark02 hD.png
Command Normals
f+Snkb.gif 13/4/22 -6/-8 S,Su HL
Clark02 fB.png
Special Moves
dp+Snka.gif 9/13/19+13 KD/- Fi, qcf+P -
Clark02 dpA.png
Napalm Stretch - dp+P
  • Clark jumps into the air, attempting to throw his opponent
  • not very useful, unless it is done very early in the opponent's jump
  • free cancellable into
  • Invincible: Frame 1-2.
dp+Snkc.gif 9/13/19+15 KD/- Fi, qcf+P -
Clark02 dpC.png

dp+Snkb.gif

11/1/49 KD/- Fi, qcf+P Grab
Clark02 dpK.png
Frankensteiner - dp+K
  • Invincibility: Complete startup.
  • has a lot of recovery time if it misses, but since it is so delayed, it can be used as an anti-air
  • free cancellable into
dp+Snkd.gif 16/1/54 KD/- Fi, qcf+P Grab
hcf+Kick.gif 0/1/40 KD/- qcf+P Grab
Clark02 hcfK.png
Super Argentine Backbreaker - hcf+K
  • instant command throw which does good damage
  • can be followed up with the Flashing Elbow qcf+P
  • hard knockdown

hcb+Snka.gif

3/20/21 KD/- Fo, qcf+P Grab
Clark02 hcbP.png
Shining Wizard - hcb+P
  • Clark runs forward. If the opponent was crouching and not blocking, then he will hit them, otherwise he will stop running in front of the opponent and do nothing
  • free cancellable out of on both hits if it hits a crouching opponent. The only move that will actually combo after hcb+P is hcf+P, on the first hit
  • Active period is the run forward. When the opponent is in range, it cancels to a move with the following data: 3/1(7)1+4/51
hcb+Snkc.gif 3/31/21 KD/- Fo Grab

hcf+Snka.gif

7/20/13 KD/-30 Fi HL
Clark02 hcfP.png
Mount Tackle - hcf+P
  • Clark runs very quickly, tackling the opponent. hcf+A will make Clark stop about 3/4 of the screen if he doesn't connect with the opponent, hcf+C goes full screen
  • can be followed up by Clark Lift, Sleeper Lift or Rolling Cradle. hcf+P by itself does no damage
  • the opponent can break out of the followup if he manages to press the same button used for the followup
  • free cancellable into
  • Active period is the run forward. When the opponent is in range, it cancels to a move with the following data: 2/5/58
hcf+Snkc.gif 7/31/13 KD/-30 Fi HL
> d,d+Snka.gif - Clark Lift - d,d+A (after hcf+P)
  • hard knockdown
> d,d+Snkc.gif qcf+P - Sleeper Lift - d,d+C (after hcf+P)
  • hard knockdown
  • can be followed up by the Flashing Elbow qcf+P
> d,d+Kick.gif - Rolling Cradle - d,d+K (after hcf+P)
  • hard knockdown
qcf+Punch.gif 14/11/24 KD Fo -
Clark02 qcfP.png
Flashing Elbow - qcf+P (after dp+P, dp+K, hcf+K or hcf+P d,d+C)
  • runs up and elbows the opponent who is already on the ground
  • hard knockdown
DMs

hcfx2+Snkb.gif

13/24/10 KD/- Grab
Clark02 hcfx2K.png
Running Three - hcfx2+K
  • Clark runs up to throw the opponent
  • Invincibility: Complete startup. Lower body invincibility: Complete run forward.
  • The active period is the run forward. When the opponent is in range, it cancels to a move with the following data: B: 4/1/38, D: 4/1/39.
hcfx2+Snkd.gif 14/24/14 KD/- Grab
hcbx2+Punch.gif 0/1/28 KD/- Grab
Clark02 hcbx2P.png
Ultra Argentine Backbreaker - hcbx2+P
  • instant throw with good range and damage
  • hard knockdown
SDM
hcbx2+Snka.gif+Snkc.gif 0/1/33 KD/- Grab
Clark02 hcbx2P.png
Ultra Argentine Backbreaker - hcbx2+AC
  • same properties as the DM version, but more damage (about 50%)
  • hard knockdown
HSDM
hcfx2+Snkb.gif+Snkd.gif 22/24/13 KD/- Grab
Clark02 hcfx2K.png
Running Pirates - hcfx2+BD
  • same properties as the Running Three, but the damage is only slightly higher. Not worth attempting
  • Invincibility: frame 16-22. Lower body invincibility: Complete run forward.
  • The active period is the run forward. When the opponent is in range, it cancels to a move with the following data: 4/1/38

Notes

-cancellable normals are crouch A, close B, close C(1)
-CD is cancellable into specials and DMs

Combos

Anywhere

1. Close C(1)/(Close B, Crouch A), hcf+K, qcf+P - 33%
2. Close C(1), f+B, hcf+P, d d+P/K, qcf+P - 50%
3. Close B, dp+K, qcf+P - 25%
4. f+B, hcbx2+P - 45%
5. Close C(1, Buffer:hcb f+C)/(Crouch B, Crouch A(Buffer:hcb d+A)), hcbx2+P(Buffer:hcb+P) - 42%
6. Crouch A(meaty, early on opponent's wakeup), Close C(1), hcf+K, qcf+P - 38%

Counterhit

1. CD(counterhit)/Jump CD(counterhit), dp+A, qcf+P - 33%

Maxmode

1. Close C, BC(Buffer:hcb+BC), hcbx2+AC(Buffer:hcb+AC) - 60%
2. (Opponent crouching) Close C, BC, run Close C(1), (C)hcb+P(1), (C)hcf+P, d d+P/K - 35-40%

Move Properties

-cancellable normals are crouch A, close B, close C(1)
-CD is cancellable into specials and DMs
-free cancellable into moves are hcf+P, dp+K and dp+P
-free cancellable out-of moves are hcb+P and the qcf+P followup to his hcf+P, dp+K and hcf+K
-f+B is cancellable
-hcb+P hits crouching opponents only

Strategies

Clark is a grappler characters bases on speed and mixup stuff, use Napalm Stretch or Mount Tackle to begin a round and then use jump in mixups or medium distance poking, S.A.B. its your best reversal tool.