Clark Bible

Full disclosure: I am not a Clark god and this is a work in progress guide. All of this info has been tested and is effective unless otherwise noted. If you notice any mistakes, bum strategy, whatever, politely point it out and I will correct the error.

*Note: I do not have an HD capture card, so any pics for reference are taken from other youtube sources.

3S Alex players might note some similarities.

s.D is exactly like Alex’s s.MK.
Clark has almost the same exact tick throw setups as Alex.
Clark’s Gatlin’ being very similar to Alex’s Shoulder. EX Gatlin’ can go through projectiles and can punish Sweeps. Alex’s EX Shoulder was excellent at punishing sweeps.
Clark’s air grab could be argued as being a buffed Air Knee Smash.
Clark’s EX SAB has similar range to Alex’s LP Powerbomb.
Similar wakeup game pressure.

And yet Renic mains Ralf instead…

Normals and properties

Frame data fourth coming

st.A: hits mid. cr.A: hits mid.
j.A: Will overhead. One of Clark’s best jump ins. Works best as a hop, like all of his jump ins it has plenty of hitstun and can comboed into anything. It’s fast enough to counter a lot of air-to-air attacks and will beat or trade AA normals like Billy’s cr.C.

Downfoward A: Pretty worthless. Too slow to use as an AA, can be comboed from a close C or D.

Commentary: st.A is one of Clark’s best AA’s.

st.B: hits mid, deceptive range. cr.B: hits low
j.B: Good air-to-air. Better used when hopping. Harder to time as a jump in to combo.

Commentary: st.B is a very good poke by Clark, if it hits he can combo into anything. You can also combo into cl.C or even cl.D but it’s a one frame link and it has to be done close, if you double tap either C or D it seems to combo more frequently. What’s important is that st.B can be used to frame trap. More on this later. cr.B is a good low, can be comboed into SAB or into A if close enough. Will also catch them if they do an early jump in attack that whiffs such as for example Billy’s j.C.

st.C: hits mid, good poke, will whiff on crouchers, AA capabilities, easy Hyper Drive cancel into Hyper Drive mode. cr.C: still hits mid can be comboed into D SAB or either Gatlin’ if done close. If not can only combo with EX Gatlin’ or do Hyper Drive mode. cl.C hits mid, if it hits twice can only follow through with Vulcan or cancel into Hyper Drive mode.
j.C: Will overhead. Has startup and is difficult to land with hop C unless done early.

Commentary: St. C is just like Clark’s s.C from previous KOF’s. A very good poke. Easy Hyper Drive mode cancel at **any **range unlike st.D which has to be done a little closer. cl.C can be cancelled after the first hit into either special or downfoward A and their either special. cr.C will AA certain jump in, see Footsies section.

st.D: hits mid, slight AA capabilities, can cancel Hyper Drive mode but not so easily at the maximum range st.D will hit. cr.D: A sweep. Hits low, very fast, safe on block, can cancel into either special such as Gatlin’ but is unsafe. cl.D: hits mid, can be comobed into anything.
j.D: Hits mid, will whiff lows. Another very good air-to-air attack, usefull at his midrange game, very quick to come out, beats tons of good air-to-air attacks… Hop D will AA except character specific jump ins.

Commentary: st.D is remarkably similar to Alex’s s.MK in 3S. It’s a very good poke, perfect if you think they’re going to try hit you low and if you’re close enough (show example) can easily activate Hyper Drive mode to do massive damage. As a cl.D it’s a good meaty, does slightly less damage then doing s.C and then downfoward A and combo from there, but if you have difficulty doing that combo, cl.D is an alternative and if they AB Roll away it should catch them unlike st.C.

CD: Will AA but it’s very slow and difficult to use it on reaction. j.CD is decent but is slow enough to lose out to numerous other Air-to-air attacks. On block Clark can use Step (Toward + BD) afterwards and either do B SAB or jump. CD into Step is more or less a gimmick and has ways of being countered if you’re predictable. His standing CD is invincible to low attacks and Clark is considered airborne, much like Hwa’s standing CD.

Specials

Gatlin’ Attack:

A Gatlin’: No invcibility, good AA (more in strategy section) decent combo options (see combo section)

C Gatlin’: Linkable only through C or D normals, can only be followed up with grab (QCF+A or C) towards the end of the Gatlin’. Can only corner combo. Only usefull in Hyperdrive combos.

EX Gatlin’: Goes through all projectiles (including Super projectiles), range is roughly half screen distance. Not invincibile but high chance it will trade.

Death Lake Drive followup: Followup grab, can only be done after C or EX Gatlin’.

Vulcan:

(Startup frames) A and C version have same properties. Can be punished on block with fast EX or Supers/Neomax. EX Version is completely safe on block, difficult to combo into EX version as a block string unless opponent in corner.

SAB (Super Argentine Backbreaker):

D SAB: 1 frame grab.

B SAB: Slower (frames). Has autoguard. Allows for traditional Capcom-style tick throws and Yomi.

EX SAB: 1 Frame grab. Improved range. Pic shows range for EX SAB. [details=Spoiler]

http://i1103.photobucket.com/albums/g466/3stest2501/EXSabrange.png

[/details] can be drive cancelled into either Grab Super or Neomax.

Jump Grab:

1 frame startup. Jump and toward or away and C. Leads to hard knock down.

Step:

Unsafe. Best used after s.CD or if opponent is hit by Sweep (cr.D) see Footsie section.

Super:

Ultra Argentine Backbreaker -can also be EX’d-: Either version is not invincible.

Neomax:

Ultra Clark Buster. Blockable. 450 Damage.

KOF 13 Philosophy

There’s two ways of playing KOF 13.

First: Save meter. Be basic, save as much meter as possible to do huge damage or touch of death combos when you get that chance.

Second: Spend meter and drive as soon as you get an opening. Do whatever it takes to kill that character asap.

Both of these are completely legit. And Clark can be played either way. If he has 3-5 bars he can do easy 700-900+ damage through Neomax combos. If he has two bars and full HD meter he can still pull off an impressive looking combo that can net you around 700 damage if you have the skill. If you don’t have two bars, or just one bar and just half a drive, he’s still good. His EX Gatlin’ pretty much stops midscreen fireball zoning. Not many characters have a move that takes away part of an opponent’s strategy. The EX fireballs and projectile supers and their setups by their respective characters can be easily undone by that one move. His footsies are good and his basic combos will net you around 200-300 damage and ending with SAB leads to a hard knock down and gives you a solid Oki opportunity (see Oki under Tick Throws). His EX SAB gives him the grappling range of a Capcom character.

The point is that Clark has tons of options and this guide is here to show you everything he can do.

Clark’s best overall position

1st or 2nd. Clark is an amazingly good character to run 1st, the reason for that is that your opponent will lack EX and Supers that aid them in keeping Clark out. Clark functions with or without meter. Problem is that he doesn’t get a lot of damage off of HD with 2-4 bars. With 2 bars he will do roughly 700 damage in one HD combo. 3 bars and more will get you anywhere from 700-1000 damage. Compare this to other characters that have the ability of doing 800-900 damage with full HD and 2-3 bars. Point is that Clark absolutely needs meter to get massive damage, and depending on team order and what your preferences are you probably would want to run him on 1st or 2nd and save your 2nd or 3rd spot for characters that hugely benefit from meter and radically change matchups (such as Hwa, Vice or Shen). The plus side to Clark (this will be explained in the Oki section) that landing a command grab -even a jumping grab- will put the opponent in a 50/50 situation.

Combos (From Dream Cancel Wiki)

No Stock, No Drive Gauge -
d. B, d. A, b~f+A, b~f+A, J. D = 234 damage
d. B, d. A, b~f+A, air throw = 231 damage
d. B, hcf+K = 179 damage
s. D, df+A, hcf+K = 272 damage
d. C, b~f+C, dp+C = 267 damage

1 Stock, No Drive Gauge -
d. B, d. A, hcf+BD/hcbx2+P = 229/267/290+ damage
dr. B, d. A, EX Vulcan Punch, hcf+K = 293/392/472 damage
d. C, b~f+AC, dp+C = 312 damage

2 Stock, No Drive Gauge -
d. B, d. A, hcbx2+AC = 229/267/290+ damage
d. B, d. A, EX Vulcan Punch, hcbx2+P = 293/392/472 damage

2 Stock, 1+ Drive Gauge -
d. C, b~f+C, (DC) EX Vulcan Punch, hcf+BD/hcbx2+P = 349/450/527 damage

3 Stock, No Drive Gauge -
d. B, d. A, EX Vulcan Punch, hcbx2+AC = 293/392/472 damage
s. D, df+A, EX Vulcan Punch, hcbx2+AC = 550

3 Stock, 1+ Drive Gauge -
d. C, b~f+C, (DC) EX Vulcan Punch, hcbx2+AC = 349/450/527 damage

Hyper Drive Combos

3-4 Stock -
s.D / s.C, [HD] s.C, (Ex) hcb x2+P DM, [MC] Neomax (hcb x2+BD). 745 / 850 damage.
4-5 Stock -
s.D / s.C, [HD] s.C, Ex hcf P / (EX) hcb x2+P, [SC/MC] Neomax. 745 ~ 900 damage.
2 Stock
j.D / j.C, s.D / s.C, [HyperDrive], s.D, A Gatling Attack (b~f A), Vulcan Punch (rapid P){3 hits}, [DC] C Gatling x2, Vulcan Punch {1 hit}, [DC] C Gatling, Neomax ~ 750 damage.

Corner only

j.C/D, sC, A or C Vulcan, A Gatlin’, jD. About 320 damage and it leads to a corner reset.

sC/sD Hyperdrive cancel

Any button, HCB(x2) B+C instant HD grab super, Neomax. 700-850 damage.

sD or sC are excellent pokes at about mid-range that lead to Hyper Drive cancels.

Footsies:

Clark can play a mean poking game, use s.C or D to bully them at about mid-range, whittle them down, and try to force them to block and push them towards the corner.

s.C: Will AA if done early (I.E. Just as they jump and not after). Does not hit low, you are free to get sweeped or hit low. Fairly slow move, can be punished if done at the wrong time. Easy Hyperdrive cancel at any range.

cr.C: Pretty decent. Since it doesn’t hit low, there’s no real reason to use it and if you’re at the max range of it hitting the only way to combo is to use either EX Gatlin’ or Hyperdrive mode.

s.D: Hits high and low. Recovers slightly faster than s.C. Tends to whiff if you Hyperdrive cancel at maxrange.

s.B: Frame-trap. s.B is a very good pressure tool if you’re in range for it to hit. Even if it hits at max range you can still combo into any of Clark’s specials except for C Gatlin’. s.B can also be linked into cl.C or cl.D if you’re close enough, it seems to be a 1 frame link, you can double tap either C or D after B hits and it seems to combo more often then not. If it doesn’t combo you’re still advantage, if the opponent hits a button or tries to jump out they will get hit. You can also use s.B and cancel into Hyperdrive mode. You can bait and punish. And if you’re close enough you can use s.B on block and then do B SAB. You can also use s.B into Sweep (see Sweep into Step).

cr.B: Hits low, can be comboed into crA or st.A if close enough. Could be used to frame-trap like s.B above.

cr.D (Sweep): Frames Cancellable into any special,

Sweep into Step. If Clark lands a Sweep that hits you can quickly do 2 Steps (toward and B+D) and either toward C or D and if the opponent quick rolls you can grab them out, they cannot do a wakeup special/ex/super to hit you out * if they jump they will still get hit by the s.C as they jump.

j.CD: Clark’s jCD is not particularly good. If it lands he can do another s.CD and potentially use his gimmick. But the problem is that jCD is very slow and will lose out to numerous air-to-air attacks. But his jCD is very good at being defensive. Like say you have them in the corner, you think they might try to jump out and you’re not close enough to air grab them, you can do hop CD and if they tried to jump in on you it will definitely hit them and hopefully it will counter. You can also do jump away CD if they’re trying to get in on you.

Gimmicks:

Jump in whatever, st.C, cancel into Vulcan on block. If they try to punish it you can immediately do an EX Vulcan.

CD into Step: Clark can cancel his s.CD into Step (toward and B+D) it leaves Clark with slight block stun advantage and can put the opponent in a 50/50. It seems that if the opponent sees the Step coming they can use a very fast standing normal to hit you out, even if you’re jumping. That is if they see it coming. If they don’t you can jump and grab them or use B SAB or continue with footsie pressue with s.B or s.C.

Tick Throws:

Clark is the only character in KOF13 that possess Capcom-style tick throws in addition to the more familar KOF-style tick throws

B SAB is slow but has autoguard, think of it kinda’ like a parry. However certain moves, ex moves, and footsies will beat it.

B SAB Tick throws:

Jump in A or B, st.A or cr.A or if close enough st.B or cr.B, B SAB.

Jump in CD, walk in, st.A or cr.A, B SAB (hard to get distance down mid-screen, easier to do in corner)

Combo into A Gatling, followup A Gatling, jump toward D, as they land delay by about half a second, B SAB.

Dash in st.B, if close enough B SAB. See footsie section in regards to st.B.

If close, can also do cr.B then B SAB.

Empty hop B SAB

D SAB Tick Throws:

Empty jump or hop D SAB. Can mix it up after a jump in, then hop D SAB for one example.

cr.B into cr.A, dash in D SAB.

st.B dash in D SAB.

Jumping Grab setups:

Jumping Grab range: [details=Spoiler]

http://i1103.photobucket.com/albums/g466/3stest2501/clarkjumpgrabspacing.jpg

[/details]

Same as above, replace SAB with jump toward C. Depends on how you read the opponent.

Note: Alt-guard (quickly holding downback and downaway) will avoid all command grab setups. It can be easy to detect by watching the opponent rapidly crouch. If they start doing this, continue with pressure, try to hit low with cr.B and combo off of that.

Dirty trick: You can do hop A or jump CD, then regular jump towards them and C, if they didn’t jump you should land right next to them and try to grab them with either SAB or just block. Worst thing that could happen is you get AA’d or they roll away.

Oki:

Clark’s command grabs result in a hard knock down which gives you the opportunity of messing with your opponent in a big way.

After you land a command grab you can try the following:

Dash in, AB roll (can be done early to make it seem like you AB Roll’d behind the opponent) and either: B SAB, wait and D SAB, crouching B into crouching A into whatever, or jumping grab, or tick into SAB, if they try to runaway with AB roll you can punish with A or EX Gatlin’, or just block and punish.

Example:

4 minutes in

Spoiler

[media=youtube]1tLdLCWQpoU[/media]

Jump in game:

*See Tick Throw section.

Clark has two problems. His lack of a solid AA game (see: Opponent’s Jump in Section) and the fact that keepaway is very good against him and players are very content to runaway from Clark, use fullscreen fireballs to chip you out or frustrate you to jump at them or make a mistake, and typically using their best air-to-air attacks if they think you’re going to jump in on them or jump in on you and try to bait you to use SAB.

jCD: A very slow jump in. Easily lost to a majority of air-to-air attacks. Leads to huge blockstun if it connects and it can be cancelled into a s.CD if it lands it will take away 25% guard. And you can follow it up with Step (toward and B+D). See gimmick section on CD into Step. Best used if you have a read on your opponent and think they’re not going to try to air-to-air you. Hop CD is a very good defensive attack but if you rely on it you are free to be punished by select Supers and Specials that can punish it (Example: Iori’s Maiden Masher). You can also do a Super Jump and do CD early and as you land the CD will whiff and you can do either SAB when you land. This is more of a gimmick truth be told. You can also do jCD then cr.B and combo into D or EX SAB.

Hop D: Should not use regular jump. Personally I think this his best hop at mid-range. Very, very fast, it will AA other jump ins and even things like Beni’s Drill Kick in the air. It will beat a ton of air-to-air attacks. It’s only flaw is that it will not hit low, which leaves you open to being hit low as you land ***sometimes *** the distance seems to play a big part in landing. * If you use Hop D and it whiffs there’s a chance that you can land either SAB or C or D grab when you land or block any low attacks. KOF13 lacks tripguard, but there’s a 1 frame window to hit someone as they jump in. It’s all about timing at this point. Thanks to Phoenixnl for clarification.

Hop B: Should not use regular jump. Another really good jump in, will beat other nuisence air-to-airs such as Iori’s hop B. Can be used to tick throw. Will overhead but requires good timing to hit.

Hop A: Should not use regular jump. Possibly Clark’s best hop attack. Perfect for tick throws, air-to-air, it will beat or trade with Billy’s cr.C (Note: No jump in attacks will beat Billy’s EX Upkicks) gives enough hitstun to combo into anything. In short: a gdlk move.

jC: Difficult to land a hop C, it’s very slow to get out and the timing is difficult to do on hop. A full jump in (either regular jump or super Jump) is pretty decent. Problem is that it’s still slow and will lose out to certain air-to-airs, but there’s a good chance you can get an air grab out of it. On the plus side you get that much more damage if it hits.

Oppenent’s jump in/Clark’s AA Game

A common criticism of Clark is that he lacks a solid AA game. If you’re playing anyone who is familiar with the Clark matchup they will 9 times out of 10 are want to jump in, either early jump in whatever or j.CD, and either attempt to follow through with a crouching low, or jump again -baiting Clark’s SAB- and punish you as they land.

You have a few options:

Clark’s AA game:

Jump Grab: You have to be roughly two character spaces away (Example [details=Spoiler]

http://i1103.photobucket.com/albums/g466/3stest2501/clarkjumpgrabspacing.jpg

[/details] from them in order to use it on reaction and even then it’s tricky. If they do an early jump CD for example I want to say there’s a good 50/50 chance that the jump grab will land or not. So it’s all dependent on your reaction time and the player your up against.

This game does not have a kind of “A beats B. B beats C. C beats D.” kind of design. Some of that is there with Mexican Uppercuts but there’s no clear strategy to what beats what. Does that make sense?

Jump Away CD is a good answer to jump in pressure except for certain jump in attacks. Specifically CD’s that have a lot of range like Takuma/Karate’s jCD, Kyo’s jCD, Goro’s jCD, etc. Their jump ins will 9 times out of 10 beat your jump away CD.

So with this in mind, how do you counter a character like Mr. Karate or Kyo/EX Kyo who are going to be aggressive as hell and whose jump ins are easily the best in the game? And there’s no real answer to that other then trying to stop their pressure to begin with. You have five options altogether:

If their jump in whiffs: cr.B into whatever. Emphasis on if, it’s all about timing and the game makes use of a bizarre trip guard where it is possible to hit them if they jump in (even if it’s an empty jump) BUT you have 1 frame to hit them. So good luck doing this online. And certain characters like Karate have jCD’s that can still hit mid if you crouch, so it’s really all about timing and making a read.

Guard Cancel CD: Spending a bar might just be worth it, especially if they’re close to the corner and you can pin them down. Guard Cancelling is absolutely essential if you’re in the corner and getting pressured on wakeup.

stA: Again, it depends on how close you are to them and overall reaction time. If you are within say 2 character spaces this is a good AA option.

A Gatlin’: It will definitely AA but it’s entirely dependent on timing. They can bait you to do it too early and you’re free, do it too late and their jump in will blast you.

AB Roll away/toward: This is dependent on how close they are when they land. If they land earlier then you rolled, you’ll be close enough to where they can body you. However, if you rolled early enough and you’re about 1 and half character spaces away (show range of EX SAB) and they try to follow through with a crB or whatever. You can EX SAB them and follow through. But they could just as well bait you to do that and jump in again. It’s all reactionary.

On Wakeup

These strategies will not work if they knock you down and start pressuring you as you wakeup. The only things you can do are:

B SAB. Extremely risky but if they safe jump and try to follow through it will catch them. Don’t rely on this.

D or EX SAB. Just as risky because 9 times out of 10 they know you want to grab them and they’re going to try to bait it if they’re safe jumping. If they’re on the ground and trying to do a low then D SAB will catch them because it’s 1 frame.

AB Roll. Best overall option. If you see them jump, AB roll under them.

Or just Guard Cancel CD.

Character-specific matchups

Beni: Very difficult to get in. Beni has every tool available to keep Clark out and in addition Beni has the best wakeup game of any character with invincible command grab, Supers, and SRK. Using Clark’s pokes and trying to force Beni to do something unsafe and punish hard is your best bet. Clark’s A Gatlin’ and Hop D are good moves to use if Beni’s in the air. Keep in mind Beni’s air fireball pressure (They especially like doing this if they knock you down in the corner) is blown up by Clark’s EX Gatlin’.

Best position for Clark: 1st or 2nd. Beni on 3rd against Clark on 3rd is definitely in Beni’s favor with all that meter.

Mr. Karate: Karate is just an overwhelming force to be reckoned with. However, keep in mind the Opponent’s jump in Section. If Karate tries to Ko’ou-Ken (fireball) you, remember he has to be close to use it, and most of the time they use it when they have you in the corner. Keep in mind Clark’s EX Gatlin for such situations but keep in mind the range, it’s whiff punishable with A Gatlin’ if you’re close enough. Unfortunately the Ko’ou-Ken also AA’s unless you predicted he would do it and premptively jumped in to counter it. Otherwise you have to play footsies against Karate. s.C or s.D is best used when you have them in the corner or at mid-range. * Vulcan will get beaten clean by Karate’s jCD. Be wary on jumping in if he has meter, he will SRK you into his Ranbu super for massive damage. j.A is a decent jump in and air-to-air against Karate. If he tries to jump in CD and crossup you can try to air grab him (Jump away and C) but you have to have good reactions.

Takuma: There’s quite a few differences between Takuma and Karate. Takuma’s super -Ryuuko Ranbu- is completely invincible and is a very good AA for him especially if you jump in on him but has 8 frames startup I think. Typically Takuma players like to play fireball zoning and try to bait you to jump at them and use this super or his fireball super against Clark. His jCD is similar to Karate’s jCD only it’s 2-3 frames faster. Largely same strategy applies here, you just have to respect Takuma’s fireball zoning if he has meter and try to get out of the corner if he has you trapped.

Best position for Clark: 1st, especially if they run Karate on 1st. Hopefully you can kill or whittle down Karate and let the rest of your team take him out. Any spot against Takuma. Pro tip: don’t get grabbed.

Billy: If Billy has meter, he’s looking to EX SRK you. The EX has 9-10 frame startup so jA safe jump is a good option. His Mexican Uppercut (cr.C) has 4 frame startup so be wary of it. A good Billy wants you to jump at them so they can use his EX Upkicks. This match you have to play footsies, use s.C or s.D to whittle him down. Hop A will either beat or trade with Billy’s cr.C (his 2nd best AA after EX Upkicks).

Best position for Clark: Either. Billy doesn’t flat out counter Clark and a lot of the tools Billy has apply to a lot of characters. Remember Clark’s philosophy of footsies and pressuring them on wakeup. Billy’s only good wakeup attack (sans Neomax) is EX Upkicks.

Kim: Kim is like Karate in that he can be an overwhelming force. Very good footsies, and if he has you in the corner he can easily shut you down and you’d either have to make a read or use meter (gCD) to get him off of you. Try to zone him, use your footsies. Kim is weak to zoning and once he notices that you’re zoning him that’s when they’re likely to try to jump in or use toward(x2)+A or EX Kuchugetsuzan (QCB+ B or D) to try to get in or bait you. At mid range Kim relies on his unpredictability. Kim’s tt+A is one of those moves that are really good online, if he does it and you crouch and it whiffs you can punish with anything. If his tt+A hits and you block, just continue to block because Kim still has many followups. Using hop D and A to get in on him is generally a good idea.

Clark’s best position: 1st or 2nd. Kim can just overwhelm Clark in corner and it’s difficult to get in and control the fight.

Iori: Hop B and D is a good counter to Iori’s air normals. If you see Iori trying to cross you up with his Away+B move you’re free to air grab him or use s.D or cr.C to counter it. Using Gatlin’ to counter that is difficult due to the charge motion.
Claw: Take advantage of his weak AA game.
EX: Same as above applies, you just have to respect his AA game.

Clark’s best position: Either.

Kyo: Personally, I think this is Clark’s 2nd worst matchup after Karate. The problem is that Kyo’s air-to-air game is so amazingly good and can shut Clark down very easily. My only advice would be to know how to punish, know how to shut down his jump in game (again See Opponent’s Jump in or Clark’s AA Game), play footsies, and luckily (unlike Karate) you can jump in on him without fear of eating 400 damage because he AA’d you. Kyo’s jdownC can only be AA’d with s.A or A Gatlin’ or jump grab C.
EX Kyo: Anything after the first Rekka can be punished with D or EX SAB or Sweep.
Using Hope B and D is also a good counter to Kyo’s air control.

Punishing Kyo’s qcf+B or D: Typically after they do special Kyo will do an SRK afterwards.

EX Kyo: The only way to punish him is to either Sweep or EX SAB. If he has you in the corner and does it and he’s right next to you, then you can punish with D SAB. If Kyo uses EX Special then you’re free to punish with either SAB or Sweep

Kyo: If he uses Special, you’re free to punish with D or EX SAB. Cannot punish with Sweep or anything else. If Kyo uses EX Special, he is totally safe.

Clark’s best position: Either

Hwa Jai: Play the footsie game on Hwa. Try to overwhelm him if he’s not in Drunk mode, he does not have a good AA until he’s drunk and his B SRK is likely to trade or get beaten clean by jC or hop D or A. If he’s in drunk mode punish…

How to punish Hwa’s dwnfoward B Slide into D Dragon Tail

Non-Drunk

Distance Close: Cannot interrupt the Slide into Dragontail with an airgrab or a standing A. Possible to hit him with an EX. Blocking D Dragon Tail while standing and you can punish with command grab or any meaty. If I block it low I can punish him when he lands with command grab.

Distance mid-screen: Could interrupt the Slide into Dragontail with standing A sometimes the timing is very odd. Could not interrupt with airgrab or EX Gatling. Can punish normally.

Drunk

Distance Close: Cannot interrupt the D Dragontail with standing A. D Dragontail will cross you up if you block high or low. If you block the crossup high you can punish normally, the timing is a little tight though. Now -**this is important- **if you block the crossup low, you cannot punish and Hwa ends up on the side he began whereas if you block the crossup high he ends up behind you. Easy to jump out inbetween the slide and Dragontail, not possible to airgrab Hwa.

Distance mid-screen: Not possible to interrupt the Dragontail with standing A or jump out. What’s interesting is that D Dragontail will not crossup. Blocking high the only way I can punish Hwa is with EX Grab. However if I block low I can punish with regular command grab. Unable to punish with anything else.

In Corner, Slide into D Dragon Tail(When Hwa has you in the corner his D Dragon tail will hit 3 times when drunk, and he can combo off of that)

Drunk: Cannot punish. Can AB roll out between Slide and Dragontail

Non-Drunk: Cannot effectively punish or hit him out. Can AB roll out between Slide and Dragontail

Clark’s best position: Either. I feel the Clark/Hwa matchup is 5/5.

Vice: IMHO a lot of Vice players rely on two things: jCD and EX Mayhem to AA you. If jCD hits it will lead to Vice’s EX Deicide and anything else into massive damage. None of Clark’s air-to-air attacks will beat her jCD spam unfortunately. But A and EX Gatlin’ is a good AA, A Gatlin moreso. If you start to overwhelm Vice and try to jump in, that’s when they want to use EX Mayhem to AA or use on wakeup, fortunately it has 8 frame startup, so try to bait them with say an empty jump and punish. Vice also has a 1 frame invincible command grab that’s good on wakeup. Can be a difficult match.

Clark’s best position: 1st or 2nd. Vice is often ran 2nd or 3rd and jCD spam is strong, and keep in mind another character that has a good AA move with good reach.

Chin: Typically Chin is run 2nd or 3rd when has a lot of meter to work with and they like to runaway and bait and punish you and take advantage of his small hitbox. Best thing to do is play footsies, if Chin does his punch -Kaitenteki Kutotsuken- you can punish with cr.B, cr.A, A or EX Gatlin’ or EX SAB. If you get impatient and try to jump in on him, Chin is definitely a character that capitalizes off of that frustration. When Chin does counter move he can be grabbed out, they’re much more likely to use the counter as an AA to get massive damage.

B SAB beats EX punch Kaitenteki Kuutotsu Ken, can be done on reaction, depends on how close he is. No way for Chin to get out of B SAB once he does the EX. You can also block and punish with SAB. Distance might be a bitch. EX SAB always punishes the punch regardless of distance.

*When it comes to Chin’s overhead. Best thing to do is Reversal EX Gatling. If he does a whiff overhead the first hit of Gatling will miss but the 2nd hit will connect and you can do the combo normally.

Duo-Lon: Duo can give Clark some trouble, it can be difficult to get in on Duo and he can easily get in on you. The difference between Duo and a character like Karate is that he doesn’t do near as much damage. First and foremost: If Duo does his Rekka into Teleport you can punish with D or EX SAB. Typically Duo will do all 3 Rekka’s and then teleport behind you, as he teleports you do the SAB motion in reverse - hcb- then D or BD to EX, the timing is a little tight and good luck trying to punish it online…
If Duo tries to trap you with his projectile, keep in mind Clark’s EX Gatlin’ or you could try to jCD because Duo has terrible recovery on his projectile and you might get hit by it as you land but at least you stop Duo’s trap and push him out. Clark’s best position: Either.

K’: K’ has a bit of what of karate has going for him in that if he AA’s you with his SRK this can translate into massive damage if he has meter and drive and can very easily put you in the corner. His fireball game is punishable but it can be difficult to make a read, especially if he does the Second Shell followup because it has long active frames. Only advice would be to walk in, out footsie him, get him in that corner and look for that punish. K’s tend to rely more on zoning and his jCD in the air. Clark’s best position would be 1st or 2nd.

Kensuo: Another character whose main game is fireball zoning and building meter. His fireballs are pretty easily punished except if it’s online but by the same token he can easily bait you to jump in and nail you. It’s a matchup that’s similar to K’; you’re playing footsies and looking for that one mistake of his and punish him bad. Clark best position would be 1st or 2nd.

I’m kind of confused about your designation of jump-in attacks.

You say j.B and j.D will hit mid and j.A and C hit overhead.

Obviously all jump attacks but j.CD’s simply hit high. I guess you mean that j.B and j.D more likely than not will whiff on crouchers completely, so you can’t really verify that they hit high. While this is true, the way you formulate it doesn’t exactly make it clear, and formulating it differently kind of misses out on the universal truth of KOF jump attacks that j.A,B,C,D will always hit high and j.CD always hits mid.

Other than that, not much to comment, this is a nice overview of the stuff Clark can do. Though the text would benefit from a few more examples and a bit more explanation.

I’ve never been a fan of talking about cr.C cl.C and st.C in one block of text, they’re very different normals that, apart from being mapped to the same button and doing the same hitstun have very little in common. But that’s personal preference, whatever.

Actually, j.B if you time it right will hit crouchers, but it still hits mid, it won’t overhead like j.A or j.C. Does that make sense?

Yeah, I need to show some screenshots and probably some footage to illustrate my points.

My panties are dripping over frame data release.

I just checked, put dummy on crouch and block, and it simply hits. j.B really does hit overhead just like j.A and j.C. With j.D it’s technically impossible to tell.

Yep, you’re right. I overlooked that. Will be correcting that in a second.

Updating the guide a bit in regards to what Clark can do on wakeup.

Shoutouts to KimKaphan for beating the ever loving shit out of me…

Updated Opponent’s jump in game and highlighted jumping grab being the best overall option against jump in pressure. Clark has two big problems:

Lack of a good AA. He has to use Jumping Grab to stop jump in pressure, and he can’t jump grab on wakeup unfortunately. The only other thing you can do to AA safely is s.A. That or try to punish with cr.B into whatever if their jump in whiffs.

His other problem is a terrible wakeup game. The only thing he can do is SAB, that’s it, and anyone smart is just going to use jump in pressure on Clark. Only thing to get out of that pressure on wakeup is to AB Roll under them as they jump.

Awesome guide! just started to pick up clark (can’t beat em, join em, lol). But quick question, how do you deal with someone like king? I find it extremely hard to get in with all the projectiles (tried jumping in and rolling but i get shut out alot). any specific strategy thats worked for you?

Well, it depends on the team order. Like I said Clark benefits more from being on 1st or 2nd. So, I’m going to assume you have Clark on 1st and dealing with King on 1st for the sake of argument.

How to deal with King is you try to make a read and jump in or AB roll when she starts playing like Chris G. If you’re not having much luck with that my advice would be to walk in and block the fireball and slowly start to corner her. If you have her cornered she’s going to do one of four things: Jump out, do slide in fireball, or Tornado Kick or something unsafe, or nothing and see what you’re going to do. If she jumps out AA her with jumping grab or A Gatling or neutral jump CD. If she does slide in fireball, just block, she doesn’t do a lot of chip and she doesn’t push you out very far. If she does anything else punish always with D SAB. If she does nothing keep in mind his good pokes like s.C, s.D, CD, and maybe dash in or hop A pressure.

That’s typically what I do against King but when I get at least one bar, you better believe I’m looking to EX Gatling through her Venom strike and punish that ass. From there you can use Clark’s Oki game or bait her or use safe jump A to do whatever. The good thing about King is that she’s entirely reliant on meter to get away from you on wakeup.

Added jCD strategy under footsies and two tips on fighting Duo Lon.

Minor correction regarding Hwa Jai matchup.

IIRC D dragontail is +2 on bock v standing,+4 on crouching and +5 if drunk, so it is not punishable with SAB at all. Also Duo Lon does not do poor damage at all :slight_smile: (in 1st position)

No, you can punish the Dragon Tail with SAB so long as he doesn’t catch you in the corner with it. I may need to test it more.

Duo does okay damage, but he’s more meter/hd dependent than Karate I think.

Thanks for the thread Louis, it has been really helpful such a newbie such as myself. I have a question about canceling Clark’s SAB into UAB. So I do hcf l.k then I do that follow-up qcf p then during that animation I do hcbx2 p before Clark does the actual follow up? And that takes up a stock gauge?

Nevermind I figured out its after the follow up does this only work with ex SAB?

Yep, only works on EX SAB. I should put up a screenie to demonstrate the range but EX SAB has really good range, it reaches about 2-3 character spaces.

I stand corrected, seems like the framedata on DC for qcb.D is wrong. I had a friend double check it and itt seems like qcb.D is always negative outside of the corner (where its + on block) regardless of standing or crouching block, or if Hwa is drunk. Sorry for calling you out on it :). This is pretty bad tho, thought the framedata on DC was legit :(.

No problem. :slight_smile:

Added the Dirty Trick for jumping grab and clarified that you can jump away C to air grab.

Dirty trick: You can do hop A or jump CD, then regular jump towards them and C, if they didn’t jump you should land right next to them and try to grab them with either SAB as you land or just block. Worst thing that could happen is you get AA’d or they roll away.