I know everyone wants to believe Clark has some untapped potential. Keep in mind I never said he was unwinnable, just that you’re not going to do much owning with him unless your opponent is bad or makes a lot of bad guesses.
But look, this is what Clark has:
-vulcan punch. This is garbage and you can’t combo after it like with Ralf’s, so just forget about it
-the usual command throw + finisher. Decent damage, not great. The problem is command throws are not as good in this game because it used to be in old KOF’s you could grab the first frames of attacks, so command throws were good as reversals and wakeups and all that. Now, all they have to do is mash low B and your command throw will whiff. This makes Clark a LOT less scary to fight against now.
-B+D hop. This is pretty good since you can buffer into it and get closer to your opponent faster, on stagger counterhit pokes you can instantly get closer and combo a command throw.
-air throw. You can combo if off counter-hit df+A into B+D hop but that’s about it, you’re never going to land it on regular jumps since it whiffs if they stick out an attack. Yes, the new rule about attacks always beating throws applies in the air too!
-super throw. Good damage, comboable, the usual. But you still can’t use it to grab them if they stick out an attack. Have fun!
As for normal moves, they’re mostly the usual, but it’s important to note that he doesn’t have the far standing D that he had in 98 and most of the other KOF’s. His f+D is actually the same animation as Ralf’s old far standing D in old KOF’s. So it’s not as good.
That’s it! That’s all he has! He doesn’t have any other moves! Nobody’s found any other combos! I know it’s hard to believe they would take away so many of his old moves and make him so totally limited, but… they did. With a limited moveset, his entire gameplan revolves around landing hcf+K or DM, all the time. With maybe a poke or two inbetween. Once people learn how to mash low B, they’re not going to get grabbed. So then Clark has to start poking with random f+D and hop CD’s. There’s really nothing else to do with him, people aren’t going to make any radical breakthroughs in Clark technology when this comes out on console. He’s just that limited.
I don’t know jack shit about Blazblue, but I’m told that Carl has an infinite? That’s something Clark definitely doesn’t have right there.
Nonetheless, you are comparing a brand-new character from a brand-new game to a character that’s been around for 15 years and had most of his moves taken out. Yes when you have a new character nobody is familiar with, there’s going to be plenty of different ways to approach that character, sure.
There are no alternate approaches on how to play Clark because he simply doesn’t have any other options. You can either go for command throw all day, or do random normal pokes/jumps and try to whittle down their life. That’s all Clark can do. There is nothing else to be discovered. Why are people having a hard time understanding this?
hmm reading all that BBH Posted, Its pretty obvious that his options are limited, but he’s not completely out. Bigger size = Bigger pokes, and can it be argued that Vulcan punch is still good for anti air/wake up purposes (thats how the guy i vsed in CTF did against me). Plus the BD Hop is probably the biggest questionmark I have on it which makes me wonder how versitile is that, like can it be used for blockstrings, can you jump pass the opponent? Are there any invinsibility frames (prob not but still worth asking)
I’m gone for a second and there’s a storm brewin’.
:sad: You know me too well. I hate hearing that Clark is shit in this game, but I’ve slowly had to face the facts, I’ll use him anyway. It isn’t the first time my character has turned to shit in a fighting game. No Frankensteiner/Run Grab, means no go.
You all America aren’t you? But he does have a point, all the vids so far have Clark at a HUGE disadvantage. The best I’ve seen done with him is done him is when the player has a skill advantage. And that was only one vid I saw.
I’ve also come to accept that too, it’s going to be incredibly difficult for him to go up the ranks unless someone finds a glitch or he’s patched.
The only thing I have against your argument is that isn’t the vulcan punch comboable? They did have a combo with it on the Clark combo vid.
So people came in the clark thread to qq about how bad he is vs actual strat discussion?
Color me surpised.
So, can anyone answer, does clark of some decent links into the back breaker? He had s.b, s.c xx abb in 11 and he could get it from a c.b too. Are there any links that would make his life a little easier? C.b, c.a xx abb sounds like it would be useful if available.
Edit no Jutsu: I watched the kof combo vid for clark on the kof site and it appears you can combo c.b, c.a. So he has a hit confirmable low into knockdown, a hit confirmable overhead in j.a, s.c into knockdown and it appears he has a aa normal that comboes into his air grab (what is that crouching c into the new hop he got?). It doesnt look like you can tech that air grab either, free mix up afterwords?
I don’t think he has any 2-hit confirms outside of low b, low a. The other thing is yes, he gets a knockdown, but it doesn’t give him enough time to safe jump/ambiguous roll/whatever. You basically just have time to do a meaty. Jump A, close C xx backbreaker is there of course, nothing new. I wouldn’t consider that ‘overhead’, since everyone will block that on reaction easily.
The thing that really hurts Clark in this game is the fact that attacks beat throws cleanly. Every other character with a command throw (Daimon, Raiden, Robert, Iori) has many, many other tools like great normals or even better mixups off their throws. But now you can just hold back and press C attack/block option select when someone tries to empty jump, and you won’t get command thrown.
I also hear low B’s consistently beat his jump A, which was never the case before. Dunno about jump C. His normals aren’t very good. His air throw gets beat out easily. The only thing special he has so far is his command hop, which may or may not lead to tight mixups. If people can just jump out and take a air reset close C, I don’t think he has anything going for him except fundamentals.
Hmm. He is toned but, I was just thinking he was playing like the bare essential grappler anyways because of the moves that he lost. The option select block beating command grabs sounds terrible. Will it beat his super too? Are you trying to tell me just to use Goro? hhahaha! While we are actually talking stategy (YES!), do you know what that normal is 0:12 [media=youtube]aoHAqAC8lHA&feature=related[/media] is? Now that I look at it again, maybe a c+d attack into airthrow?
Yeah, I noticed Iori gets alot from it (c+d, upper, super). Has anyone messed around with the unblockable c+d much? Maybe clark has some meaty set ups for it…
Also, I noticed in [media=youtube]mPF_0uHPnRo&fmt=18[/media] that clark would poke with c.c and on counter hit, run in after it to get a s.c into sab. Thats a nice little strat for him. He tries at 0:43 and 1:12, the second try looks a little to far but you see the point.
Yeah that poke has great reach, although it seems like you have to be pretty close in order to combo into AAB. [media=youtube]RuybfyreFvw&fmt=18[/media], what exactly did clark cancel into the hop D (im assuming the drop kick is hop D) as i couldn’t really see clearly.
Actually when you asked me about this I said his jumping A DOES beat low B’s.
Huh? Cancel what? The “drop kick” is standing CD.
Also note in one of those a-cho vids after a SAB Clark tries to do low B, low A xx into another SAB and it whiffs. The range really ain’t that great, especially compared to Raiden and Goro’s grabs.
Do you mean the charged c+d is the drop kick? Cause thats what I was thinking it was. And I noticed that in the vid too, when the throw whiffed. a little disheartening.
what i meant was in the vid he does what appears to be a running D into a C+D pretty quickly. i was just mentioning it because it seems like a good 2-hit combo for poking.
Also yeah i saw that whiffed ABB :(, it seems like you either need to start that combo REALLY close to the guy in order for it to work. It would probably work on someone larger like raiden.
I really need this game to test stuff out, haha, its killing me. Had some ideas, wonder if they work:
crouching or standing c xx c+d xx hop - What’s the gaurd stun like on the c+d? Is it enough to attempt to continue an offense? If there is a decent amount of gaurd stun, can you go for a “tick” SAB? If they try to move, maybe you could start c.b, c.a xx sab(if that really works) or Vulcan (which we know works)?