KOF XII - Clark thread

you can’t hop airthrow midscreen. His cc does plenty of damage in the corner without meter and okay damage without meter from midscreen.

oh so cr.C, C+D xx hop A, air throw doesn’t work mid screen? that sucks…

also since he has official names for hop and air throw lets call them…

air throw = death lake drive or DLD
hop = stomp i still think clark step sounds cool

I can honestly say that after playing with Clark for about forty matches, he doesn’t feel super underpowered. He still has the same good normals as Ralph (cr.C, j.CD, j.C among others), you just get a bit less utility out of him.

He’s not a really good character, but he most definitely stands a chance against the best. Better than lowest tier vs highest tier in most games.

cr.c, cd, hop tap punch during hop machine gun punches, airthrow is tough!! Im pretty sure it works but damn do I suck at getting it.

Wow, that was hard as f***.
I only did it once out of… alot.
The thing that messes me up is the number of punches. Usually 3 tap of A would do, but you have to do it “During the hop”.

If someone pulls this off online, I am SURELY gonna save a replay… Even if I lose. :wasted:

i posted this at the other grappler topics, but instead of doing hcf+B or D to do his command grab, u can do qcb,f b or d instead of thats easier.

Yeah, I remember you tip about that from Elisabeth. Helped me alot especially because I’m using an analog controller :tup:

Found out something.
CD > C x3 (quick) > jump throw.

The other combos are too precise :\

CD, Command Dash Cancel is just to good for mixups. I fuckin love clark funnest char in the game hands down.

One thing I’m trying to get used to which will really help Clark, is that after a deadlock on the ground you can dash forward by holding F instead of letting the game resolve things with a backdash. This has been very useful for me to sneak in a throw after deadlocking sweeps, and even better after I class with a fireball because it allows me to close the distance for a jump in.

something ive been messing with is b+c+d after his command grab if they try to c.b me after for another grab basically its like this lets say i hi hit c, hcf+d, qcf+c now some times i will just grab right after then people will start c.b me thats when i start b+c+d now then they will rolloin(a+b) to get around the b+C+D that when you do a regular grab now when they start jumpin you j.d to air grab rinse repeat tis been workin for me so far with that mixed in wit the c.C hop tricks im been playin with ive been able to get alot of wins with him

ok so I’m messing around with clark in the training mode and I’m practicing his CC combos right. Well I have found a great combo that does INSANE DAMAGE.

its f+A > f+A > f+A > Cr. C > St. C > DM

I’m not sure if this has already been found out but it really is a great CC combo

for Clark’s CC stuff i think this is the best ones…

if u have a DM stocked up and don’t wanna work hard just DM right after CC cause that does like 50% or like i think 491 dmg to be exact… if u do wanna do proper damage then do 3A xx 6B+D, 3A xx 6B+D, 3A xx 6B+D, 3A xx 6B+D, D, 3A xx SAB/UAB…

k so after messing around with clark quite a bit i’ll list my stuff so far… the numbers are the same as a computer keyboard side numerical place…

standard b&bs…

C_D xx SAB_UAB
2A, 3A xx SAB
2B, 2A xx SAB
D, 3A xx SAB optional jump A starter
jump A_C, D xx SAB_UAB

corner combos… both 4 or 5 hit versions of Volcan Punch lets you combo into DRD …his air throw

2C, C+D xx 6B+D, A_VP, 9~4A+C optional jump A_C starter
jump A_C, VP, 9~4A+C
jump A_C, D, 3A xx VP, 1~9~4A+C
2B, 2A~A~A~A, 9~4A+C

since he no longer has his old specials some general strats would be…

  • throw out a lot of A to catch hops… this also sets up ch 2C get used to doing jump 9~4A+C on reaction if u connect…

  • fish for counter hit 2C… a usefull way to do this is cancel it with 6B+D so if u whiff u don’t do the step but if u connect then u r in their face ready to combo with w/e… i prefer D, 3A xx SAB…

  • C now only does 1 hit… and u can’t combo C, 3A > SAB or jump C, C > SAB… so get used to D…

  • he seems really rush down based… so get use to mixing up different block strings into 6B+D his step and his corner resets and [C+D] hold into SAB or Volcan Punches

Can anyone help me play this guy? I only played kof97 and 98 prior to 12 but I am having a super hard time doing any command grabs with him. Its no secret that the grabs have been downgraded seriously in the game but how do I even pull one off outside of training mode. I have been trying to hit-confirm Hard Punch into the regular half-circle forward backbreaker but I can never do it in game. Anyone have tricks they can throw my way? Any info on how do do command grabs in 12?

I’m also having a hard time with c.b, c.a hcf+k. I play riaden and can do it every time, but I get it 1 out of 6 times with clark?

Try :d:+:snka:, :d:+:snkb:, :qcb::r:+:k:
Based off what Phoenix Azure wrote.

i really liked him back in 97… he was soo top-tier… lol… also in 01 if u only used 2 characters his grabs was like freaken damaging… but ya unfortunately in xii he is really nerfed… it really hurts to see the grabs being weakend like they are in this game… it causes clark to only rely heavy mind games… cause if u try to randomly SAB or even DM u r gonna get counter hit out of it… well i posted above a few tips and his combos on how to play with his new style and hopefully they help you out cause i’m kinda lost with him too…

to Badhero: just do it fast… i don’t try to shortcut it… just hold down and do 2B, 2A then as soon as you press 2A quickly do hcf+D… you can also try this link… it’s not a low starter but a faster starter i think… it’s 2A, 3A xx SAB…

Messing around in training mode, for problems with people mashing c.a or b to get out of SAB set ups. Just outside most c.b distances (or after a c.b, c.a): s.c, s.d, c+d and c.d all own crouching attacks. On ch c or d, of course, you get the ch spin which can get you another sab or knockdown/cc’s. The c+d nets you, after a hop, s.a xx airthrow. Meaty jumping c+d is nice for setting up further offense too as it likes to stuff alot of other moves in the game.

ya corner meaty hop C+D lets u do an air throw follow-up… i really hope they give him back dp+A and dp+B in xiii… cause as of right now thanks to the new throw system and his nerfs he has no solid AA or invincible move… for god sakes i get beaten by moves at point blank range DM!!! …snk needs to watch 97 vids again before they make xiii… cough… ralf’s galactica phantom??? beni’s raikkoken??? …eat SDM!!!

On that same note, if you hit with any air to air attack allows you to get an air throw follow up if you catch the near the apex of their jump.

I was reading in the strategy guide and the only requirement for his air throw to work is that the opponent is not on the ground, so they can recover from a normal hit in the air and we still get the combo from the throw. Some things I was experimenting with last night was meeting jump attacks with j. D and then hop air throw. Worked well and depending on positioning I was able to land from trades and air throw before they hit the ground (provided I was hopping and they were jumping).