KOF XII - Clark thread

I think Clark really is a challenge to win with as he is limited. His Dash(F+BD) and Air throw are things you have to consider using. His Dash can be used in certain situations especially after you knock them down with cr.D or a regular throw/super. It looks like you can force a mix-up with the dash and it is faster than running over there.

You can’t block while dashing so you have to be careful. His Air throw leaves him open so you have to be careful and make sure you are close to your opponent.

It seems they went lazy with Clark when you compare him to Robert/Ryo who has more move and two supers. I still use him when I play the game though.

Oddly enough… I have a harder time winning with Leona, than I do Clark. Clark has really solid normals, and this game thrives on solid normal useage.

His standing D is so fantastic. It’s great to use to Clash with other normals (I’ve used it so many times to clash with Joe’s Slide, often getting a counterhit that enables me to dash in and combo into SAB), and to destroy fireballs.

Command dash is great to safely jump BACK in after hopping away from things like sweeps, or Goro’s hcf+c. Hop back after a flashing elbow, let the opponent wiff their on-wakeup move, then Command Hop back in, and punish! It lets Clark punish faster than many other characters. You can also use it to charge in on distanced jump-ins.

Jet Upper is also suprisingly effective. It’s good at clashing with some jump-ins, and works as an ok anti-air. It’s not my prefered command-normal for comboing into, as it misses way too often at anything but absolutely-close range, but consdering how much Clark SHOULD be at said range, it’s not too bad.

And I love jumping CD. Had to be said :slight_smile: It’s just so direct and effective.

While I still wish Clark had a move derived from his Hop, or a bonus command normal, I feel as if he’s very well made for this game’s systems. He excels at working with deadlocks, b+CD baiting, hop control, and using normals to land his command throw. His hop gives him the perfect tool to mess with spacing and distance, that no other character can do as directly.

i figured out that Clark has a more strict motion you can do d/b,d,d/f,f+k with Raiden and with Clark you has to do a full QCF+K.:sad:

it would be nice if they added cross-up options for him… afaik he has no cross-ups… while goro has tons… and even raiden has it… i guess his gameplan is more dependent on controlling space and pressure with hop and command step mix-ups… i wish he had auto guard on his 3A… would help his AA game…

I per fur hop D I have even traded in the with this yet, not saying that its god like but it good,

Holy shit, this new air throw stuff is fun. Sure, he’s kinda spotty in this game, but I really dig the command dash and the idea of getting a knockdown off an anti-air A, of all things! (Not to mention how much easier he is to play in the much more generous post-XI input system…for once in my life I can reliably combo into his super throw!) Now if only I could have a team with 3 Clarks I might take this game seriously… (Well, maybe 2 Clarks and Leona…)

Are the properties on Clark’s air throw universal (meaning, all air throws for characters that have them work the same way)? Or is this just Clark coming out of nowhere with this wonderful bullshit?

ya in kofxii clark is the only one with an air throw… unfortunately i find it way harder to actually win with him cause of the nerf system on command throws… if it was the same clark would easily be top-mid tier…

how are command throws Nerf exactly?

They suck. That’s how.

Pre-XII, command throws would always outprioritize striking hits. e.g. If you tried to poke with light hits or strong hits for that matter, against a command throw the command throw would always win. This is no longer the case in XII.

i don’t play clark in my team at all but,

i gotta say,

(corner) st. C, d/f+AxxVulcan punch (4 hits), jump airthrow

is sexy as fuck

Anywhere

c.B, [c.A/A], hcf+D, qcf+C = 207
c.B, [c.A/A], hcbx2+C = 319*

[C/c.C/D], hcf+D, qcf+C = 232
[C/c.C/D], hcbx2+C = 350*

j.C, [C/c.C/D], hcf+D, qcf+C = 292
j.C, [C/c.C/D], hcbx2+C = 404*

CD, f+BD, c.C = 134

CD (max), Run throw = 193
CD (max), f+BD, hop A, D, hcf+D, qcf+C = 310
CD (max), f+BD, hop A, D, Super = 416*

[C/c.C/D] (CH), f+BD, Run throw = 205
[C/c.C/D] (CH), f+BD, D, hcf+D, qcf+C = 307
[C/c.C/D] (CH), f+BD, D, Super = 419*

[C/c.C/D] (CH), CD (max), Run throw = 270
[C/c.C/D] (CH), CD (max), f+BD, hop A, D, hcf+D, qcf+C = 381
[C/c.C/D] (CH), CD (max), f+BD, hop A, D, Super = 482*

f+D (CH), Run D, hcf+D, qcf+C = 320
f+D (CH), Run D, Super = 432*

Corner:

[C/c.C/D], CD, f+BD, A, j.throw = 246
[C/c.C/D], CD, f+BD, A~A~A, j.throw = 269
[C/c.C/D], CD (Light Charge), f+BD, A, j.throw = 275
[C/c.C/D], CD, f+BD, A~A~A~A~A , j.throw = 284
[C/c.C/D], CD (Light Charge), f+BD, A~A~A, j.throw = 298

j.C, [C/c.C/D], CD, f+BD, A, j.throw = 305
j.C, [C/c.C/D], CD, f+BD, A~A~A, j.throw = 327
j.C, [C/c.C/D], CD (Light Charge), f+BD, A, j.throw = 332
j.C, [C/c.C/D], CD (Light Charge), f+BD, A~A~A, j.throw = 354
j.C, [C/c.C/D], CD, f+BD, A~A~A~A~A, j.throw = 368

CD, f+BD, A, j.throw = 216
CD, f+BD, A~A~A, j.throw = 241
CD, f+BD, A~A~A~A~A, j.throw = 257

CD (max), f+BD, hop A, D, CD, f+BD, A, j.throw = 323
CD (max), f+BD, hop A, D, CD, f+BD, A~A~A, j.throw = 343
CD (max), f+BD, hop A, D, CD (Light Charge), f+BD, A, j.throw = 349
CD (max), f+BD, hop A, D, CD, f+BD, A~A~A~A~A, j.throw = 350
CD (max), f+BD, hop A, D, CD (Light Charge), f+BD, A~A~A, j.throw = 369

[C/c.C/D] (CH), f+BD, D, CD, f+BD, A, j.throw = 320
[C/c.C/D] (CH), f+BD, D, CD, f+BD, A~A~A, j.throw = 342
[C/c.C/D] (CH), f+BD, D, CD (Light Charge), f+BD, A, j.throw = 347
[C/c.C/D] (CH), f+BD, D, CD, f+BD, A~A~A~A~A, j.throw = 356
[C/c.C/D] (CH), f+BD, D, CD (Light Charge), f+BD, A~A~A, j.throw = 369

[C/c.C/D] (CH), CD (max), f+BD, hop A, D, CD, f+BD, A, j.throw = 395
[C/c.C/D] (CH), CD (max), f+BD, hop A, D, CD, f+BD, A~A~A, j.throw = 413
[C/c.C/D] (CH), CD (max), f+BD, hop A, D, CD, f+BD, A~A~A~A~A, j.throw = 419
[C/c.C/D] (CH), CD (max), f+BD, hop A, D, CD (Light Charge), f+BD, A, j.throw = 420
[C/c.C/D] (CH), CD (max), f+BD, hop A, D, CD (Light Charge), f+BD, A~A~A, j.throw = 438

f+D (CH), run D, CD, f+BD, A, j.throw = 333
f+D (CH), run D, CD, f+BD, A~A~A, j.throw = 355
f+D (CH), run D, CD (Light Charge), f+BD, A, j.throw = 360
f+D (CH), run D, CD, f+BD, A~A~A~A~A, j.throw = 369
f+D (CH), run D, CD (Light Charge), f+BD, A~A~A, j.throw = 382

j.CD, j. Throw = 218

j.CD (CH), CD, f+BD, A, j.throw = 309
j.CD (CH), CD, f+BD, A~A~A, j.throw = 332
j.CD (CH), CD, A~A~A~A~A, j.throw = 347

Anti air:

d/f+P (CH), f+BD, A, j. Throw = 222

j.CD, j. Throw = 209

j.CD (CH), CD, f+BD, c.C = 231
j.CD (CH), j.throw = 240

Critical Counter:

d/f A, f+BD, d/f A, f+BD, d/f A, f+BD, d/f A, f+BD, D, hcf+D, qcf+C = 487
d/f A, f+BD, d/f A, f+BD, d/f A, f+BD, d/f A, f+BD, D, Super = 578*

Corner Critical counter:

d/f A, f+BD, d/f A, f+BD, d/f A, f+BD, d/f A, f+BD, D, CD, f+BD, A, j.throw = 499
d/f A, f+BD, d/f A, f+BD, d/f A, f+BD, d/f A, f+BD, D, CD, f+BD, A~A~A, j.throw = 515
d/f A, f+BD, d/f A, f+BD, d/f A, f+BD, d/f A, f+BD, D, CD (Light charge), f+BD, A, j.throw = 521

Nice Info, Kurochevsky!
(On the first Critical Counter, I’m guessing you mean qcf+C, rather than D, at the end, right?)

Hmm, I never thought of using an A after CDs for air throw. Thanks!

Right. I was not paying attention. :rofl:

Now, i’m not sure to be able to find better combos… :sad:

Edit : Argh, when you charge a little you CD after a D or a C, you will have less damage reduce for your air throw !
I must retest all the combos with the light charge…

Edit 2: Done.

nice work… i’m slowly getting used to nerfed clark… really not used to turtling and playing safe with him… no little mess up and u gotta work to get that win… i wish he did more dmg though… besides his CC his dmg output is pretty low…

for anti-air i’ve kinda been using guile strategy… works great as i predict a hop i do instant air grab… only risk is if they jump instead of hoping i whiff… and hops r usually 30ish frames… and i can’t do it in time after i actually see it… however if i see the beginning of a jump hyper hop air throw beats them pretty well…

i usually close the distance with hyper hop A… if u do it early it does put u in disadvantage but u can close a lot of distance using it… i would do a short backdash after an early end against an aggressive opponent… and cr.C cancelled into command step is soo great for getting in their face… still soo much to learn…

Something i like to do for anti air :
d/f+P (CH), f+BD, c.C, f+BD, and from there, after the c.C reset, you’re close and you can “mix up”.

Ha… I want the frankenstein… :sad:

does ur d/f+A get beaten often? never really got used to using it yet… wishes for naplam stretch if it doesn’t get beaten then i’ll put effort in learning it… and ya soo wish he still had frankensteiner… it would sorta make up for the new gay nerfed priority system for command throws…

We have no good anti air. :sad:
d/f+A is a little slow so you must anticip, but it hit high.
Not something you can randomly use (i think the recover is horrible), but Counter Hit or not, it’s let you regain the offensive with the f+BD cancel.

I like hop+D its fast and yous it randomly:rock: