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Light Kick
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Strong Kick
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Heat Mode
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Light Punch
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Strong Punch
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Not used
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Taunt
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 : Press A and B
 : Press X and Y
etc ...
- DM needs 1 power stock
- SDM needs 2 power stocks
- HSDM needs 3 power stocks
- Super Cancel into another special move requires 1 power stock
- Super Attack Cancel requires 1 extra power stock (added to the power stocks
the hyper move takes, i.e to s.cancel Gatling into Ultra Argentina
Backbreaker DM, you will need 2 power stocks, to s.cancel into Running Three
SDM, you will need 3 power stocks. Super Cancelable Moves only accept DMs & SDMs, i.e you cannot cancel into HSDM)
IMPORTANT
I have chosen to disable all original stuff not coming from the KOF version. When you see the "USER PREFERENCES"
words next to a move, it means that the move is disabled but can be
enabled via a value change in ultrarox_clark_N.st, seek into statedef
-2.

Heat Mode ?
Official SNK Playmore explanation : By pushing
the Heat Button when not making attacks or being hit, the player
character flashes red and Heat Mode activates. The character's attack
strength rises substantially, but life energy, conversely, decreases
gradually. Using this when opponents are defenseless or off guard has a
devastating effect.
Super Cancel Mode
The main new feature of this version. Clark has now
access by default to the NW Super Cancel Mode. You receive full power
at the first round, and you can cancel special moves into other special
moves, but each cancel uses 1 power stock. Performing a super cancel
will result in Clark flashing in white. Here are the cancels I decided
to include, they are not all from Neowave since Gatling isn't even in
that game.
Gatling (strong version) | Cancel on 1st & 2nd hits -> Super Argentina Backbreaker
Gatling (strong version) | Cancel on 1st & 2nd hits -> Frankensteiner
Gatling (strong version) | Cancel on 1st & 2nd hits -> Mount Tackle
Gatling (strong version) | Cancel on 1st & 2nd hits -> Shining Wizard
Shining Wizard | Cancel on 1st hit (gotta be fast!) -> Super Argentina Backbreaker
Shining Wizard | Cancel on 1st hit (gotta be fast!) -> Frankensteiner
Shining Wizard | Cancel on 1st hit (gotta be fast!) -> Mount Tackle
Notes
1.)
To the guys wondering "Why can't we cancel Gatling (weak version) into anything ?", I'll reply "Because I don't want to".
2.) Super Cancel != Super Attack Cancel. >:P
Super Cancel = special move -> CANCEL -> special move
Super Attack Cancel = special move -> CANCEL -> hyper move
(you can read "Super Cancel!" on the screen in case of success).
 
The decriptions for each move are based on my personal
experience of KOF. As I use to play a lot with Clark in local arcades
against strong human opponents, I will try to give you some
hints & advices in order to use this character the way he is in KOF. I think
this can also apply to M.U.G.E.N (even if some things can't be reproduced
since those are mind games based on command guessing ...)
If you need more informations on how to use Clark, combos, strategies & other
KOF-related mind games, I would recommend you to check out the FAQs like on
GameFaqs for example. I remember there
is a good Clark FAQ by Hebretto there, go and read it.
Emergency Evasion (Roll) :
 
This is the classic roll used since KOF'96 with KOF'98 standards. Note
that you are vulnerable to any throw while rolling so don't perform it too
much, especially against grapplers.
Knockdown Attack :
 
This move is really slow to pull out but has a good air range while close
to opponent. I don't recommend using it since Clark has better basic moves
than this one.
Guard Cancel Evasion :

while guarding a hit
Very useful if you know your opponent will perform a combo you know
about which last hit has a slow recovery time (roll before opponent executes
last hit[s] of his combo). Another function of this move is to avoid block
damage, like while guarding K9999's SDM for example.
Guard Cancel Attack :

while guarding a hit
This is a useful tool when you want to get your opponent fly away, in
order to escape from a combo, from block damage / guard crush or from being
cornered. Use with caution though : if opponent lands a late air hit and if
you perform the Guard Cancel Attack, you will miss opponent 95 % of the time
(because p2 will have enough time to block the G.C.A).
Guard Cancel Attack Evasion :

during any basic move
This is a feature introduced in KOF 2002 in order to punish people
who rely too much on the Guard Cancel Attack.
Indeed, perform the Guard Cancel Attack Evasion during any basic move if you
think your opponent will try to G.C.A you. In the case of a success, you
will get up while opponent is still in his G.C.A motion, and here you go for
a damaging punishment (let's say close strong punch, Stomping, Mount Tackle,
Clark Lift).
 
Slamming German :
or
+
(while close to opponent)
Nothing much to say about this throw except the fact that there's a huge
recovery time at the end, so don't perform it while in corner because if
opponent recovers on ground from Slamming German, you will be punished.
Fisherman Buster :
or
+
(while close to opponent)
This throw inverses player sides.
Death
Lake Drive : any direction (except
, , )
+
or

An important piece of Clark strategy. Death Lake Drive is very useful
if you guess your opponent will jump to avoid Super Argentina
Backbreaker or Frankensteiner. Use it as much as possible in order to
keep your pressure and to confuse your opponent.
 
Super Argentina Backbreaker :
    
or

The main strength of Clark. This throw has very good priority and will
grab most of the time, even if your opponent looks a bit away from you
(close strong punch also has a good range). Can be used while running, after a
small jump, after Guard Cancel Attack / Guard Cancel Attack Evasion .....
Note that light & fast hits can prevent Clark from grabbing (Benimaru's
crouching light kick for example) and that this year, Clark has a somewhat
noticeable recovery time if he misses the throw (that was not the case in KOF'99 &
KOF'01 ... fortunately it's not the horrible recovery time of KOF 2000).
50 % of Clark strategy is based on this move, along with Death Lake Drive.
The remaining 50 % include most basic moves and Frankensteiner. I will not
explain why, check GameFaqs to know. Flash Elbow is available to finish off
opponent.
Frankensteiner :
  
or

Another piece of Clark strategy. This throw is invincible to any attack
except throws & fireballs. Frankensteiner is useful to grab landing
opponents / waking up opponents, to avoid being hit by light moves [in
the case opponent thinks you will try to grab him with Super Argentina
Backbreaker ... a bit more advanced mind game heh] or simply as an
alternative to confuse opponent. A version is faster than B version, but
both have a huge recovery time if missed. Use with caution. Flash Elbow
available as a followup.
Napalm Stretch :
  
or 
This is an air throw. Clark will jump and try to grab a jumping opponent.
Use this move only in the case you know your opponent will perform a neutral
jump (i.e jump without attack) because this throw has very low priority
compared to Death Lake Drive and you can be hit very easily. I recommend
using it exclusively as a followup of Gatling. You can land a Flash Elbow as
a followup.
Mount Tackle :    
or 
This is a throw where Clark runs then aims opponent while running. This
move has 3 followups in KOF, I added a 4th one in the M.U.G.E.N. conversion
which is a DM/SDM set, the Twisted Wrestle. Mount Tackle can be used to grab
landing opponents, but the main feature of this move in KOF'02 is that it is
a followup of the Stomping (forward + light kick). You can already spot here
the most damaging normal combo of Clark : close strong punch (1 hit),
Stomping, Mount Tackle, Mount Tackle followup. I strongly recommend you to
use it to perform this combo and only in that case because this move has a
big recovery time so don't use it unless you know what you're doing.
In KOF'02, you can escape from the Mount Tackle, but not in '99 - 2000 -
2001. The Mount Tackle I added is the '99 - 2K1 style one. Sorry people but
since not all M.U.G.E.N. characters use standard animations for throw escaping ... =|
Mount Tackle followups must be performed at the end of the move, when Clark
holds opponent on ground and is about to stop sliding.
Clark
Lift :
  
The first Mount Tackle followup. Clark will hold opponent and slam him
hard on ground.
Rolling Cradle :
 
or

The second Mount Tackle followup. Clark will crush opponent by pressing
him on ground in a rolling motion.
Super
Lift D.D.T :
  
The third Mount Tackle followup. Clark will simply slam opponent on
ground in a falling motion. You can finish with a Flash Elbow.
Shining Wizard :
   
or

The new KOF'02 move which has replaced Gatling. If you are a wrestling fan,
you already know what this move is, but for people who don't know about
Shining Wizard, here's a quick explanation. Clark is supposed to land the
first foot on a crouching opponent's knee, then hits him hard with his other
leg, using his knee to hit the head. Well at least that's the description I
got off some random guy.
This move will only hit if opponent is crouching (for the reasons explained
above). Can be useful if opponent is turtling / thinking you will try to
land a crouching strong kick on him. I personally like this move but Gatling
was the only move which had block damage :'(
Gatling :
(hold for a
second),
or

SUPER ATTACK CANCEL AVAILABLE ON 1ST & 2ND HITS
This move is kinda cool to perform and to use since it will connect from
a close strong punch or a crouching light punch. X version is a 2 hit move,
while Y version has 3 hits. Gatling can be linked with the Napalm Stretch.
Don't use it alone, as it is a somewhat weak move (weird priority).
Flash
Elbow :
 
or 
A followup-only move. Can be performed at the end of Super Argentina
Backbreaker, Frankensteiner, Napalm Stretch and Super Lift D.D.T. Always
perform it if available (if one of the named moves succeeded). Note that you
can delay a bit the move, but this can have bad effects (Clark won't perform
it if launched too late during Super Argentina Backbreaker final frames, he
won't hit if launched too late during Frankensteiner last frames ...). Be
careful : landing a Flash Elbow on a cornered opponent often results in a
miss.
The fact that you have to delay it is a little issue in KOF where some
opponents won't get hit by an early Flash Elbow as a Frankensteiner
followup. You can try this against K9999 in KOF'01 or against Iori Yagami in
KOF'02, you will see what I'm talking about. But that's not the problem, the
M.U.G.E.N version will hit.
Stomping
: + 
Can be useful to press opponent after a close strong
punch, this will also avoid some slides & some sweep kicks. But the main use
of this move is a link from the close strong punch (because you can launch
Mount Tackle after Stomping).
Counter - High :   "USER PREFERENCES"
This move will counter any air or standing attack, may it be
normal, super or attack except hyper attacks, throws & fireballs. Therefore the weak
point of this move is the leg section : any attack aiming this part of
Clark's body will result in a success. Fast to pull out but stays quite long, so be careful.
Counter - Low :   "USER PREFERENCES"
It doesn't look efficient but
it will counter any low normal or special attack except hyper attacks, throws &
fireballs, and only crouching ones, i.e all air/standing attacks will hit
Clark. Fast to pull out but stays quite long, so be careful.
Shoulder Break :  
or
"USER PREFERENCES"
A sprite edit that enables Clark to receive a new move !
It is a sliding shoulder attacks that deals niec damage and allows user
to chain with any other special move and/or DM/SDM. It has nice
priority and decent recovery.
 
Ultra Argentina Backbreaker :
   
   
or 
A tuned-up version of the Super Argentina Backbreaker. Finisher is a
Death Valley Bomb.
Running Three :
        
or

Clark will run towards opponent and will try to grab him. In case of
success,
he will show the direction where he will slam opponent.
Twisted Wrestle :
     
or
"USER PREFERENCES"
The new 4th Mount Tackle Followup. It is an original wrestling style DM I
invented using all existing sprites I could use. The result got better than
I expected, and seeing the positive feedback I got from it, I decided to
keep it. It now has a new finisher which is the Northern Light Bomb (wrestling move), directly edited from Ralf.
Special Gatling Attack :    
or

New KOF XI DM. It is basically a 5 hit Gatling attack.


Ultra Argentina Backbreaker :
   
   
 
A tuned-up version of the Ultra Argentina Backbreaker DM. Finisher is randomly KOF'02 or KOF'03
style (Clark Spark)
Running Three :
        
 
Clark will run towards opponent and will try to grab him. If succeeded,
he will slam opponent 3 times.
Twisted Wrestle :
     
 "USER PREFERENCES"
The new 4th Mount Tackle
Followup. It is an original wrestling style SDM I invented using all
existing sprites I could use. The result got better than I expected,
and seeing the positive feedback I got from it, I decided to keep it.
The SDM version receives 3 finishers, depending of the distance :
Ground Zero (a.k.a Shining Drop), Horse Mounted Ralf Kick &
Reversed Frankensteiner.
V-Slasher :        "USER PREFERENCES"
A new SDM for Clark. He
will basically summon Leona in order to perform her V-Slasher SDM. Note
that Clark can't move for a long time, this is to keep balance since
Leona is invincible to anything during her SDM attempt.
Umanori Galactica Phantom :        "USER PREFERENCES"
Ralf enters in order to perform his Umanori Galactica Phantom. Note that Clark can't juggle opponent on ascending phase.


Mega Running Spark :
        
 
This is similar to the Running Three SDM with the following differences :
-
Clark presses opponent on wall twice
- finisher is a Pile Driver
- damage is importantV-Slasher SDM, Umanori Galactica Phantom HSDM & more ...
 
Clark has few combos. That's pretty
normal since he is a grappler-style character, who relies a lot on his
throws.
You can find Them by yourself, by checking out
FAQs, the CMD file, watching the AI, the comments of this page ...
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