**hey they look more badass and pumped up now, in a good way. **
Looking back at the previous KOFs, they were pencil necks in comparison.
kind of like if you compare Hulk Hogan when he started out and how much bigger he’s gotten.
but I’m just melting with boredom waiting for KOFXII. I know they are improving the netcode, but waiting isn’t fun.
I’m sure Clark will kickass and victory will be so much sweeter for those who learn him and adapt to the differences.
if you see in this vid once the clark player comes out, you see so many things clark can possibly do. I saw some juggles he did against a hopping opponent with stand D that could have ended with the air grab for some pretty good damage. Man, I can’t wait to try him out
first video at 2:28 clark stopped robert’s fireball with a D kick… he can crush fireballs now? if so sweeeeet…
at the second video i think he does ‘d/f A, hop’ x2 then dm…
the more clark vids i see the more i get hyped about using him… i think clark in kofxii is gonna be more fun than any other versions ever… f+b+d cancels into mix-ups like sab or d,c+d,f+b+d loop or hop A or parry or air throw r just TOO dirty… now i just hope his air throw has serious priority cause if so no predictable short hops r allowed…
it doesnt matter how hard it is. its not the same concept as parrying because it is nowhere nearly as safe. when you attack a projectile, youre attacking. which means you cant block. which means if they are standing in front of you something bad could happen. and i forget the rules but it doesnt always negate chip damage
So… Clark is, somehow, one of my Mains, lol. I love the mobility of the hop.
In a corner, If you do LP -> Gattling punches, and just do the least amount of punches you can, you can jump straight up, and air throw.
Gattling punches can be combo’d into well, but they knock the opponent so far away, and do weak damage outside corners.
If you’re REALLY close, you can do D or C, df+A, into SAB and elbow drop.
The only 2 things I wish Clark had, and I’d really take either/or…
A command normal with guarenteed SAB afterwards, like his old f+B in XI. If df+A had more range, this would be it, but it wiffs too much, and this feels really unfair for him. Goro, Raiden, heck, even Robert and Elisabeth, can combo into their throws more reliably than Clark! That’s just silly.
He has huge knock away on Gattling, and on his CD, but no mid-screen followups. Most character can either super, or do a special. He has neither that I’ve been able to find. If he had something, it would make him feel more well-rounded.
That’s it, though. Either of those changes/additions would either raise him up in tier, or at least make the “Clark Tier” a bit closer to everyone else.
Fishing for crouching C/ b+D counterhits->Hop->cl.C/D->df+A->SAB is fun, though:)
nice info on the corner gattling > air throw… he sounds good enough… i think his gattling punch was designed to get people off his back… umm for his C+D mid-screen can’t u cancel it into a hop, A > air throw??? also how much damage could u do with CC without super? like CC, d/f+A xx hop, d/f+A xx hop, d/f+A xx hop, C, C+D xx hop, A, air throw…
btw like SAB lets give his hop and air throw a unique name to avoid confusion with short hops and such… how about air throw = AT …pretty obvious and * hop = clark step or CS* maybe any better suggestions for hop???