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

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[[image:Clark98_stance.gif|right]]
 
==Introduction==
 
==Introduction==
  
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==In-depth Analysis==
 
==In-depth Analysis==
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===[[The_King_of_Fighters_2002/Normals_Guide|Movelist]]===
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{|border="1"
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!width="10%"|
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! Frames
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! Advantage
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! Cancel
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! Block
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!colspan="2"| Hitbox
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! Notes
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|-
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|colspan="8" align="center"| '''Standing Close'''
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|-
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! [[image:snka.gif]]
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|align="center"| 4/4/5
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|align="center"| +3/+1
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|
 +
|align="center"| HL
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|colspan="2" | [[image:Clark98_stA.png|center]]
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|
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|-
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! [[image:snkb.gif]]
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|align="center"| 2/5/5
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|align="center"| +2/0
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|align="center"|
 +
|align="center"| HL
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|colspan="2" | [[image:Clark98_clB.png|center]]
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| You can chain cr.A off of this move, especially when it is used as a meaty.
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|-
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! [[image:snkc.gif]]
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|align="center"| 3/4*7/16
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|align="center"| -3/-5
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|align="center"|
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|align="center"| HL
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|valign="bottom" style="border-right:0px;"| [[image:Clark98_clC1.png|center]]
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|valign="bottom" style="border-left:0px;"| [[image:Clark98_clC2.png|center]]
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| First hit is fast and cancelable, making it your main combo tool into backbreaker. Hits everyone crouching.
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|-
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! [[image:snkd.gif]]
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|align="center"| 9/3/21
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|align="center"| -4/-6
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|
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|align="center"| HL
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|colspan="2"| [[image:Clark98_clD.png|center]]
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|
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|-
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|colspan="8" align="center"| '''Standing Far'''
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|-
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! [[image:snka.gif]]
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|align="center"| 4/4/5
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|align="center"| +3/+1
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|
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|align="center"| HL
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|colspan="2" | [[image:Clark98_stA.png|center]]
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| Not as ridiculous as Ralf's, but still good. Can be anti-air vs short hop.
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|-
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! [[image:snkb.gif]]
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|align="center"| 3/5/5
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|align="center"| +2/0
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|
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|align="center"| HL
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|colspan="2" | [[image:Clark98_stB.png|center]]
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|
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|-
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! [[image:snkc.gif]]
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|align="center"| 11/6/21
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|align="center"| -7/-9
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|
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|align="center"| HL
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|colspan="2" | [[image:Clark98_stC.png|center]]
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| Same story here, but worse. Whiffs on standard-size crouchers, and much slower than Ralf's. It is simply 'okay'.
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|-
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! [[image:snkd.gif]]
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|align="center"| 8/4/16
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|align="center"| 0/-2
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|
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|align="center"| HL
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|colspan="2"| [[image:Clark98_stD.png|center]]
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| Pretty nice move. Hits normal-sized crouchers, and can be an early anti-air as well. His best far poke.
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|-
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! [[image:snkc.gif]]+[[image:snkd.gif]]
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|align="center"| 22/5/16
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|align="center"| KD/+1
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|
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|align="center"| HL
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|colspan="2"| [[image:Clark98_stCD.png|center]]
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|
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|-
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|colspan="8" align="center"| '''Crouching'''
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|-
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! [[image:snka.gif]]
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|align="center"| 4/4/5
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|align="center"| +3/+1
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|align="center"|
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|align="center"| HL
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|colspan="2" | [[image:Clark98_crA.png|center]]
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| Standard shit, use for some combos into a backbreaker.
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|-
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! [[image:snkb.gif]]
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|align="center"| 4/5/6
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|align="center"| +1/-1
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|
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|align="center"| L
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|colspan="2" | [[image:Clark98_crB.png|center]]
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| The move of choice if you want to link into a backbreaker. Clark needs something of a high/low game to catch alternate guard, and this is it.
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|-
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! [[image:snkc.gif]]
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|align="center"| 5/9/9
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|align="center"| +4/0
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|
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|align="center"| HL
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|colspan="2" | [[image:Clark98_crC.png|center]]
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| Not cancelable like Ralf's, and the hitbox isn't as good, but it is still a solid ground poke.
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|-
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! [[image:snkd.gif]]
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|align="center"| 7/7/17
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|align="center"| KD/-6
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|
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|align="center"| L
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|colspan="2"| [[image:Clark98_crD.png|center]]
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|
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|-
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|colspan="8" align="center"| '''Jump'''
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|-
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! [[image:snka.gif]]
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|align="center"| 3/7/-
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|align="center"| -/-
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|
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|align="center"| H
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|colspan="2" | [[image:Clark98_jA.png|center]]
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| Clark's best jump-in, especially from short hops. Fast, pretty damn nice priority.
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|-
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! [[image:snkb.gif]]
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|align="center"| 3/5/-
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|align="center"| -/-
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|
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|align="center"| H
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|colspan="2" | [[image:Clark98_jB.png|center]]
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|
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|-
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! [[image:snkc.gif]]
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|align="center"| 6/5/-
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|align="center"| -/-
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|
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|align="center"| H
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|colspan="2" | [[image:Clark98_jC.png|center]]
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| Use for max-damage dizzy combos only. Could be used for air-to-air, but jumping D is better for that.
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|-
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! [[image:snkd.gif]]
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|align="center"| 4/7/-
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|align="center"| -/-
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|
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|align="center"| H
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|colspan="2"| [[image:Clark98_jD.png|center]]
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| Great for air-to-air, obviously better when they are above you. Short hopping with this is a great anti-air, especially against higher jumps like Choi's.
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|-
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! [[image:snkc.gif]]+[[image:snkd.gif]]
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|align="center"| 13/4/-
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|align="center"| KD/-
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|
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|align="center"| HL
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|colspan="2"| [[image:Clark98_jCD.png|center]]
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| Much faster than Ralf's and a fantastic jump-in move, one of the best jump CD in the game. It is also good air-to-air if they are below you.
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|-
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|colspan="8" align="center"| '''Neutral Jump'''
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|-
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! [[image:snkb.gif]]
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|align="center"| 3/7/-
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|align="center"| -/-
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|
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|align="center"| H
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|colspan="2" | [[image:Clark02_njB.png|center]]
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|
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|-
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! [[image:snkd.gif]]
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|align="center"| 11/3/-
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|align="center"| -/-
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|
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|align="center"| H
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|colspan="2"| [[image:Clark02_njD.png|center]]
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|
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|-
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|colspan="8" align="center"| '''Command Normals'''
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|-
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! f+[[image:snkb.gif]]
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|align="center"| 13/4/22
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|align="center"| -6/-8
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|align="center"| S,Su
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|align="center"| HL
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|colspan="2" | [[image:Clark98_fB.png|center]]
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| Relatively fast, very meaty cancelable move, no matter how it's performed. This move is useful as an anti-mash/anti-jump setup chained from a cr.A and canceled into a backbreaker (ie cr.A,f+B xx hcf+K). You can mixup with cr.A, dp+K, but alternate guard kills that mixup, so you have to mix in cr.B links and other things as well.
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|}
 
===Normal Throws===
 
===Normal Throws===
  
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His air throw is great, and is a good anti-air option.
 
His air throw is great, and is a good anti-air option.
 
===Normal Moves===
 
 
'''Standing A''' - Not as ridiculous as Ralf's, but still good. Can be anti-air vs short hop.
 
 
'''Standing C''' - Same story here, but worse. Whiffs on standard-size crouchers, and much slower than Ralf's. It is simply 'okay'.
 
 
'''Standing D''' - Pretty nice move. Hits normal-sized crouchers, and can be an early anti-air as well. His best far poke.
 
 
'''Close B''' - You can chain cr.A off of this move, especially when it is used as a meaty.
 
 
'''Close C''' - First hit is fast and cancelable, making it your main combo tool into backbreaker. Hits everyone crouching.
 
 
'''Crouching A''' - Standard shit, use for some combos into a backbreaker.
 
 
'''Crouching B''' - The move of choice if you want to link into a backbreaker. Clark needs something of a high/low game to catch alternate guard, and this is it.
 
 
'''Crouching C''' - Not cancelable like Ralf's, and the hitbox isn't as good, but it is still a solid ground poke.
 
 
'''Crouching D''' - Standard sweep, not cancelable.
 
 
'''Jumping A''' - Clark's best jump-in, especially from short hops. Fast, pretty damn nice priority.
 
 
'''Jumping C''' - Use for max-damage dizzy combos only. Could be used for air-to-air, but jumping D is better for that.
 
 
'''Jumping D''' - Great for air-to-air, obviously better when they are above you. Short hopping with this is a great anti-air, especially against higher jumps like Choi's.
 
 
'''Jumping CD''' - Much faster than Ralf's and a fantastic jump-in move, one of the best jump CD in the game. It is also good air-to-air if they are below you.
 
 
===Command Normal===
 
 
'''f+B''' - Relatively fast, very meaty cancelable move, no matter how it's performed. This move is useful as an anti-mash/anti-jump setup chained from a cr.A and canceled into a backbreaker (ie cr.A,f+B xx hcf+K). You can mixup with cr.A, dp+K, but alternate guard kills that mixup, so you have to mix in cr.B links and other things as well.
 
  
 
===Special Moves===
 
===Special Moves===

Revision as of 13:50, 18 May 2014

Introduction

Clark, also known as The Wearer Of The Black Glove, is the arch-nemesis of Michael Jackson, also known as The Wearer Of The White Glove. Both were born at the beginning of time itself to balance the Universe in good vs evil, and their struggle continues to this day. It is not clear which represents good and which represents evil.

Colors

Snka.gif Snkb.gif Snkc.gif Snkd.gif
Clark98 colorA.png Clark98 colorB.png Clark98 colorC.png Clark98 colorD.png

Gameplay Overview

Clark is an in-close attack/throw mixup-based character. His far pokes are not on the level of Ralf's, but his jump-in A is slightly better for up-close hops than anything Ralf has. Of course as you'll notice, he has more throw options, including an instant super throw. Clark is a mid-tier character, and a good choice for a beginner. He does have some opportunities to combo into his super if you have the execution, though.

In-depth Analysis

Movelist

Frames Advantage Cancel Block Hitbox Notes
Standing Close
Snka.gif 4/4/5 +3/+1 HL
Clark98 stA.png
Snkb.gif 2/5/5 +2/0 HL
Clark98 clB.png
You can chain cr.A off of this move, especially when it is used as a meaty.
Snkc.gif 3/4*7/16 -3/-5 HL
Clark98 clC1.png
Clark98 clC2.png
First hit is fast and cancelable, making it your main combo tool into backbreaker. Hits everyone crouching.
Snkd.gif 9/3/21 -4/-6 HL
Clark98 clD.png
Standing Far
Snka.gif 4/4/5 +3/+1 HL
Clark98 stA.png
Not as ridiculous as Ralf's, but still good. Can be anti-air vs short hop.
Snkb.gif 3/5/5 +2/0 HL
Clark98 stB.png
Snkc.gif 11/6/21 -7/-9 HL
Clark98 stC.png
Same story here, but worse. Whiffs on standard-size crouchers, and much slower than Ralf's. It is simply 'okay'.
Snkd.gif 8/4/16 0/-2 HL
Clark98 stD.png
Pretty nice move. Hits normal-sized crouchers, and can be an early anti-air as well. His best far poke.
Snkc.gif+Snkd.gif 22/5/16 KD/+1 HL
Clark98 stCD.png
Crouching
Snka.gif 4/4/5 +3/+1 HL
Clark98 crA.png
Standard shit, use for some combos into a backbreaker.
Snkb.gif 4/5/6 +1/-1 L
Clark98 crB.png
The move of choice if you want to link into a backbreaker. Clark needs something of a high/low game to catch alternate guard, and this is it.
Snkc.gif 5/9/9 +4/0 HL
Clark98 crC.png
Not cancelable like Ralf's, and the hitbox isn't as good, but it is still a solid ground poke.
Snkd.gif 7/7/17 KD/-6 L
Clark98 crD.png
Jump
Snka.gif 3/7/- -/- H
Clark98 jA.png
Clark's best jump-in, especially from short hops. Fast, pretty damn nice priority.
Snkb.gif 3/5/- -/- H
Clark98 jB.png
Snkc.gif 6/5/- -/- H
Clark98 jC.png
Use for max-damage dizzy combos only. Could be used for air-to-air, but jumping D is better for that.
Snkd.gif 4/7/- -/- H
Clark98 jD.png
Great for air-to-air, obviously better when they are above you. Short hopping with this is a great anti-air, especially against higher jumps like Choi's.
Snkc.gif+Snkd.gif 13/4/- KD/- HL
Clark98 jCD.png
Much faster than Ralf's and a fantastic jump-in move, one of the best jump CD in the game. It is also good air-to-air if they are below you.
Neutral Jump
Snkb.gif 3/7/- -/- H
Clark02 njB.png
Snkd.gif 11/3/- -/- H
Clark02 njD.png
Command Normals
f+Snkb.gif 13/4/22 -6/-8 S,Su HL
Clark98 fB.png
Relatively fast, very meaty cancelable move, no matter how it's performed. This move is useful as an anti-mash/anti-jump setup chained from a cr.A and canceled into a backbreaker (ie cr.A,f+B xx hcf+K). You can mixup with cr.A, dp+K, but alternate guard kills that mixup, so you have to mix in cr.B links and other things as well.

Normal Throws

b or f+C - Breakable, forward knockdown, face forward, rollable.

b or f+D - Breakable, reverse knockdown, back turned, un-rollable.

d or b or f+C/D in air - Unbreakable, forward knockdown, face forward, un-rollable.

D throw preferred, since the C throw is punishable in the corner if they roll it. But really both of them are horrible.

His air throw is great, and is a good anti-air option.

Special Moves

Vulcan Punch (tap P rapidly~f to move) - Dumb crap move, never use it. Well, you can catch a lucky anti-air by mashing from a block string or something but I wouldn't recommend it. It's not nearly as good as Ralf's and Ralf's ain't all that.

Super Argentine Backbreaker (hcf+K~qcf+P) - Instant command throw. Really short whiff animation, shorter than Ralf's. It is virtually impossible to punish on reaction when done from a blocked attack, and sometimes not at all. Good for meter building as you'd imagine. This is of course his main combo and damage tool. Use off empty short hops, comboed from cl.C or linked from cr.B, etc. Great wakeups as well, you can even setup safejumps from it.

Napalm Stretch~Flashing Elbow aka Palmer Splits (dp+P~qcf+P) - Anti-air 'grab', though it can be air blocked. It's more of a show-off move, since it's horrible on block/whiff.

Super Arabian Burglary B.B.~Flashing Elbow/Rolling Cradle~Flashing Elbow (hcf+A~qcf+P)/hcf+C~qcf+P) - Running grabs, C version travels further than A. Generally I recommend getting used to buffering his normal backbreaker from a run instead of using this, since you'd have more options after you start running. Still, can be used to more easily punish moves that require a long-range fast attack, like some A DP's on whiff/hit. It has invincibility to lows near the end.

Frankensteiner~Flashing Elbow (dp+K~qcf+P) - Slow invincible throw. You can use this as a reversal, or as a delayed throw option on your opponent's wakeup. You can also use it as a tick if they don't know how to alternate guard. The big problem with this throw is that they recovery is very bad, so if someone sees it or guesses right, you're gonna lose a lot of hp.

Desperation Moves

Ultra Argentine Backbreaker (hcb,hcb+P) - Instant super throw. Similar to any other instant super throw, really. Can be used as a reversal, etc. MAX version does more damage.

Running Three aka Run In Dis Yard (hcf,hcf+K) - Some small invincibility on startup, and completely invulnerable to lows. You can always jump out, unless it's guaranteed (landing from a jump does not make it guaranteed). MAX version behaves the same and does more damage.

Combos

  • cl.C (1 hit) xx Super Argentine Backbreaker~Flashing Elbow (hcf+K~qcf+P)/Ultra Argentine Backbreaker (hcb,hcb+P)
  • cr.B, Super Argentine Backbreaker~Flashing Elbow (hcf+K~qcf+P)/Ultra Argentine Backbreaker (hcb,hcb+P)
  • cr.B/cl.B,cr.A xx Super Argentine Backbreaker~Flashing Elbow (hcf+K~qcf+P)/Ultra Argentine Backbreaker (hcb,hcb+P)
  • for shits, counter-hit st.CD xx A Napalm Stretch~Flashing Elbow (dp+A~qcf+P)

That's pretty much it. Ultra backbreaker can be buffered as hcb+P,hcb+P.