The King of Fighters 2002/Clark

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Clark02 stance.gif

General Info

Crouch height: Medium


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


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
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
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
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 -
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 -
Clark02 dpC.png


11/1/49 KD/- Fi 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 Grab
hcf+Kick.gif 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+Punch.gif 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


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
hcf+Snkc.gif HL
> d,d+Snka.gif - Clark Lift - d,d+A (after hcf+P)
  • hard knockdown
> d,d+Snkc.gif - 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 -
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
  • free cancellable out of
  • hard knockdown
hcfx2+Kick.gif Grab
Clark02 hcfx2K.png
Running Three - hcfx2+K
  • Clark runs up to throw the opponent
  • has startup invincibility
hcbx2+Punch.gif Grab
Clark02 hcbx2P.png
Ultra Argentine Backbreaker - hcbx2+P
  • instant throw with good range and damage
  • hard knockdown
hcbx2+Snka.gif+Snkc.gif Grab
Clark02 hcbx2P.png
Ultra Argentine Backbreaker - hcbx2+AC
  • same properties as the DM version, but more damage (about 50%)
  • hard knockdown
hcfx2+Snkb.gif+Snkd.gif Grab
Clark02 hcfx2K.png
Running Pirates - hcfx2+BD
  • same properties as the Running Three, but the damage is only slightly higher. Not worth attempting


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



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%


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


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