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Clark by PTR

                                                              Clark Guide
                                              written by Protoss Terrorist PTR

Author's note:

Greetings, KOF lovers! Once again, I'm doing my best of be of service to you 
all by writing another FAQ, this time on Clark. I'm a grappler when it
comes to KOF so expect more "Grappler Guides" in the future (if there will
be more). This FAQ is not to be used in financial purposes, whoever does
use this for making money will be killed (just kidding!).

I. For your information....
     Clark originated from the 8-Bit game "Ikari Warriors" and has been in the
KOF series since KOF '94. Clark is one of the best grapplers in the game,
his throws are very damaging specially when in a maxed status. He is very
mobile compared to other grapplers, he is not too large like Goro or Chang
so he is not a moving target for Takuma, Ryo '94 and other projectile tossing
characters. He is also powerful in the Extra mode and can be played very
defensively. He has some high priority moves which will be discussed later
in this FAQ.

II. Basic moves:

All of the moves are rated 1-5: 1= crap 5= useful

Far Standing Normals:

Far Standing A: A quick jab. Very effective since it can poke most moves
and can be comboed in to an Argentine Backbreaker. Rating: 4

Far Standing B: A quick, low kick . Not very useful. Rating: 2

Standing Fw+B: Same useless kick he had in '97 but can be cancelled
into any special move. Very slow. Rating: 2

Far Standing C: A Backfist similar to Ralf's only slower and has lesser
priority. Rating: 3

Far Standing D: A Some sort of sideward kick, has good priority and
sometimes effective as an anti-air when timed properly. Rating: 5

Standing Close Range Normals:

Close Standing A: Similar to the far standing version, can also be
comboed. Rating 4

Close Standing B: This one is better than it's far standing version and
can also be used in a combo. Rating: 3.5

Close Standing C: A downward elbow strike. 2 hits. This is one of his
best normal moves, it has good priority and can be comboed into any
special throw when canceled into 1 hit. Rating: 5

Close Standing D: Some sort of a drop kick (I think). Not very useful to
make things short. Rating: 2

Jumping Normals:

Jumping A: A jab with lots of speed. Since this one comes out very
quick, I recommend using this in a combo. Rating: 4

Jumping B: A straight but short kick. Also has good speed and can
win in most air to air encounters. Rating: 3.5

Jumping C: A striaght punch, average speed and can be used in air
to ground based combos. Rating: 3

Jumping D: An upward kick. This one is good for areal defense
and usually wins in air to air encounters. Also comboable. Rating: 5

Crouching Normals:

Crouching A: Same as it's other versions. Rating: 4

Crouching B: Similar to Iori's and can be chained into a crouching A.
 Not very useful though. Rating 2.5

Crouching C: Similar to Ralf's but also has lesser speed and can't
be cancelled into any special move. Rating: 3

Crouching D: A very good leg trip move since it has long range.
Rating: 4.5

CD Moves:

Standing CD: Turns around and kicks. Slow. Rating: 2.5

Jumping CD: Has lots of downward priority. Rating: 4

III. Special Moves:

Argentine Backbreaker: HCF B/D (close range)
This is the most used move in his arsenal, it does great damage and
easy to connect with. It is also effective in combos. Rating: 5

Frankensteiner: DP B/D
This move doesn't have much to offer since it connects slower but I
use this after the opponent gets up. Rating: 3.5

Rolling Cradler: HCF C
He runs and grab his opponent and rolls with his victim. Can be used
in combos and when the opponent rolls behind you when you do this,
Clark will automatically face his opponent and grab. Rating: 4

Running Backbreaker: HCF A
Similar to the Rolling Cradler but he does the backbreaker instead of
rolling. Comboable. Rating 4

Napalm Stretch: DP A/C
A blockable air throw, this usually works when you've anticipated
your opponent's jump. Rating: 3

Note: The special moves that are mentioned above has a follow up
(Elbow Drop: QCF: A/C)

Vulcan Punch: Repeatedly Press A/C
A multi hit punch. His only move that does guard damage.
Not very useful. Rating: 2


Ultra Argentine Backbreaker: HCB 2X, A/C
Similar to the Argentine Backbreaker but he repeatedly tosses the
opponent before he drops him/her. This DM can be used as a reversal
but I strongly recommend the SDM version rather than this one.
Rating: 4

Running Three: HCF 2X, B/D
This is a running DM. It's start up is invincible so time this move right if
you want it to connect. The SDM version slams the opponent 3 times.
Rating: 3.5

V. Combos:

 Clark's combos are easy to execute since they only require a little
effort to do. His combos do great damage specially when in a
maxed status.

This basic combo is the most important part of his combos.
Close standing C, cancelled into any special throw move. For example,
C then quickly HCF A/B/C/D. Master this and you can go a long way.

Damaging Combos:
These combos are easy to do if you have mastered the basic.

Jump A/B/C/D, Standing C (1 hit), Any Special throw
(except Frankensteiner) with elbow follow up.

Jump A/B/C/D, Standing C (1 hit), Ultra Argentine Backbreaker SDM
or Running Three (if you're fast enough)

VI. Short Cuts:

Some SNK moves have shortcuts, an example is the running throw DM.
Sometimes when you see somebody do a running throw DM, you get
impressed and say "That guy's hands are quick!" or "Hey! he's an expert".
Now you won't be saying that anymore since I'll put in this FAQ every
thing I know about shortcuts regarding grapplers.

Shortcut for HCB 2X, P/K throw DM: HCB, run and HCB P/K when close

Shortcut for HCF 2X, P/K move: HCF, run and HCF P/K when close

Shortcut for the HCB 2X DM combo (Clark): HCB C, HCB C

Note: Don't do the running throw DM when you're 4 characters away,
it won't work.

VII. What to do when...

Your opponent keeps on jumping:
1) Counter with a jumping D

2) Jump to a corner and block his attack in the air. When you both land,
do an Argentine Backbreaker or it's DM/SDM version.

3) Catch him/her with the Running Three.

You want to do wake up moves:
1) When your opponent moves closer while your down, do an Argentine
Backbreaker (again) or it's DM/SDM version. Be sure he doesn't jump
so check before you do anything.

2) Do a running throw (HCF A/C). If he tries to hit you, he'll probably
get caught by your move.

3) Do a normal throw to avoid that poke-n-throw thing.

You anticipate the wake up move of your opponent:
1) If he's a grappler, he'll probably special throw you as his wake up
move so I recommend jumping low (vertically) and do a combo or
simply throw.

2) If he's a non grappler, do a standing close C then cancelled into
a special throw or DM. This even beats auto guard moves like the
Rising Tackle or the Oniyaki when timed right.

3) Jab and combo into a special throw.

4) Stand and wait for a sec. and do any kind of throw, DM or non DM.

You have charges ready:
 I strongly recommend you use those charges for powering up instead
of doing DMs. Why?
1)  DMs are one time damage, you'll lose your charge when you miss.
2) If you power up, not only will your throw moves get more damaging,
but your normal moves as well.
3) A maxed A. Backbreaker is nearly as damaging as it's DM counterpart
only you can do it more than once using only one charge.

VIII. Credits:
SNK- For this great game
My hangout- SM Centerpoint, Philippines
People at Quantum, SM City- All the challenges
*Clark and other SNK characters mentioned are trademarks of SNK*

If you have more questions, Email me.
Written by
Protoss Terrorist PTR

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