Clark (XII)

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Clark (XII)

Post by PenPen » Tue Apr 21, 2009 18:55

Clark's lack of moves is almost Duolon like. He's not very popular here mainly due to the new attribute of throws/grabs that can be nullified with an attack at the same time. And Goro has more options, it seems.

Normals:
I think standing D is now cancellable.

Commands:
df .A - Same as Larf's df+A.
fwd + .B + .D - Forward dash.

Special moves:
hcf+K - SAB. Reduced range? Not as reliable due to the new system design.
qcf+P after hcf+K - Flashing elbow, standard stuff.
P,P,P - Vulcan punch. Knocks opponent into the air, can stop with ABCD.

DM:
hcbx2+P - UAB. Increased range. Whatever I said about SAB can probably apply here though.

I think I'll give him a try now that nobody is using him. Also it seems like he has an air throw, because the Japanese wiki thread said that he can do vulcan punch in corner into air throw/grab.

Add by Gun-----------

Stand D as anti air, Stand D as high priority snuff, Stand D is the shit!!! I can use Clark again!

Focus more on poking now. Grabs are just for combos.


Stand .A = 25
Stand .B = 30
Stand .C = 70
Stand .D = 70
j .A = 40
j .A = 40
j .D = 68
j .C = 70

Jump .C + .D --> jump -A- + .C = 208

(corner) .D , --> .C + .D --> fwd .B + .D --> .B --> jump fwd -A- + .C = 251

Jump .C --> .C --> HCF .C --> qcf .C = 290

(corner) Jump .C, --> .D --> .C + .D --> fwd .B + .D --> .B --> jump fwd -A- + .C = 308

Jump .C --> .C --> HCB x2 .C = 402

.D (start CC) --> HCB x2 .C = 491
Last edited by PenPen on Tue Sep 22, 2009 14:56, edited 2 times in total.

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Re: Clark (XII)

Post by PenPen » Wed Apr 22, 2009 14:16

Tried Clark today. Jump attack -> standing C -> SAB does not connect. You need a standing D instead.
Incidentally, standing D is a knee strike of sorts, think of their old close B. Standing D into UAB is a solid combo.
Also f+BD is a forward dash, like the one in Extra mode. I guess what it's good for is that you can do something like a blocked standing D -> f+BD -> SAB/UAB.
Vulcan punch knocks opponent away, can stop with ABCD.

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Re: Clark (XII)

Post by Dark_Chaotix » Fri Apr 24, 2009 13:29

So what stopping someone from doing sD, f+BD, sD, f+BD etc??

And can you empty cancel into / from it?

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Re: Clark (XII)

Post by PenPen » Mon Apr 27, 2009 15:35

You can empty cancel from it since it's just a forward dash, yeah.

The opponent probably recovered after the first standing D (not blocked I assume) unless it's a counter. It's not exactly like Extra mode's f,f...think something more like SvC dashing.

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Re: Clark (XII)

Post by dobiqwolf » Tue Apr 28, 2009 23:07

I will try tomorow D(counter hit)>f+BD>C>back breaker
the hop is very fast so it should work after a counter hit.

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Re: Clark (XII)

Post by Gunsmith » Tue May 05, 2009 16:32

you can still buffer moves: I did with Clark: hcb, run, hcb +P = DM

That dwn fwd A needs testing... I was too slow to find out its priority

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Re: Clark (XII)

Post by KusoGaki » Mon May 11, 2009 18:02

I actually quite like clark in this game, it seems he has a free mix up as soon as he catches the opponent in cr.C > forward dash > Grab/Guard Attack/Normal Attack.

Quite funny ambushing people with the forward dash. :>

Just a shame he doesn't have any of his other grabs.

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Re: Clark (XII)

Post by fatacon » Sun Jul 26, 2009 09:13

you can't infinite sD/sC, f+BD, etc since after the first sC/sD all subsequent hits are no longer considered counter hits.

although someone mentioned that sC does not connect from a jump attack, it surely does. easily done after jump C. :D

any counter sC or sD can be f+BD empty cancelled into another sC or sD, SAB or UAB. cC works great due to its range! :>

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Re: Clark (XII)

Post by PenPen » Sat Aug 01, 2009 07:20

Old news: According to the vids, you can actually do his air throw (b/f+AC in air) to finish up a combo. It has a combo anywhere property.

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Re: Clark (XII)

Post by Gunsmith » Sat Aug 29, 2009 00:39

fatacon wrote:you can't infinite sD/sC, f+BD, etc since after the first sC/sD all subsequent hits are no longer considered counter hits.

although someone mentioned that sC does not connect from a jump attack, it surely does. easily done after jump C. :D

any counter sC or sD can be f+BD empty cancelled into another sC or sD, SAB or UAB. cC works great due to its range! :>
I remember sitting in the arcade and NOT being able to jump C, C, SAB. People were telling me I had to do Jump C, D, SAB. At home on the console, I can easily do Jump C, C, SAB. idk why.

Clark just interrupted my Iori's C, CD with his UAB wow

Otherwise, Clark's options are so limited: it's mainly CD to out prioritise pokes and hope they get scared so you can SAB. Generally, players still see it coming, so you can only hope they make a mistake so you can then C, SAB. Bleh. I mean, look at the SAB itself, Clark is right next to them as has to IMMEDIATELY do low B otherwise opponent can fly away or low B combo his ass. No space for do-nothing-then-grab here. NONE.

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Re: Clark (XII)

Post by orochan » Sat Aug 29, 2009 04:58

Gunsmith wrote:I remember sitting in the arcade and NOT being able to jump C, C, SAB. People were telling me I had to do Jump C, D, SAB. At home on the console, I can easily do Jump C, C, SAB. idk why.
Don't forget the first patch made considerable changes to the gameplay, adding infinites and changing the way some moves work.

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Re: Clark (XII)

Post by Gunsmith » Sat Aug 29, 2009 13:54

oh yeah... which means great fun anytime any console player wants to step into the arcade or vice versa :/

Oh well, at least with online lag you have more time to land his air grab, which is great fun. iirc, you can land it after a jump CD (counter). I managed one time to land it after his rapid P, but damn this timing is hard (fast!!!). Clark takes much more dexterity+speed to use in this game, which sucks for me, as I don't have zappy fingers.

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Re: Clark (XII)

Post by Gunsmith » Mon Sep 21, 2009 07:52

Stand .D !!!! Stand .D is the shit!!!!!!

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Re: Clark (XII)

Post by Dark_Chaotix » Mon Sep 21, 2009 13:39

explain Mr smtih

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Re: Clark (XII)

Post by Gunsmith » Mon Sep 21, 2009 16:33

Stand D as anti air, Stand D as high priority snuff, Stand D is the shit!!! I can use Clark again!

Focus more on poking now. Grabs are just for combos.


Stand .A = 25
Stand .B = 30
Stand .C = 70
Stand .D = 70
j .A = 40
j .A = 40
j .D = 68
j .C = 70

Jump .C + .D --> jump -A- + .C = 208

(corner) .D , --> .C + .D --> fwd .B + .D --> .B --> jump fwd -A- + .C = 251

Jump .C --> .C --> HCF .C --> qcf .C = 290

(corner) Jump .C, --> .D --> .C + .D --> fwd .B + .D --> .B --> jump fwd -A- + .C = 308

Jump .C --> .C --> HCB x2 .C = 402

.D (start CC) --> HCB x2 .C = 491

I'll edit first post with this now.

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