Clark(KOFXI): Unterschied zwischen den Versionen
(→Combos) |
|||
(2 dazwischenliegende Versionen desselben Benutzers werden nicht angezeigt) | |||
Zeile 40: | Zeile 40: | ||
| 5B(f)|| 5 || 4|| <span style="color: blue;">+6</span>|| <span style="color: blue;">+5</span>|| | | 5B(f)|| 5 || 4|| <span style="color: blue;">+6</span>|| <span style="color: blue;">+5</span>|| | ||
|- | |- | ||
| 5C(c)|| | | 5C(c)|| 5 ||4+6 || <span style="color: blue;">+3</span>|| <span style="color: blue;">+2</span>|| | ||
|- | |- | ||
| 5C(f)|| 11 || 8|| <span style="color: blue;">+3</span>|| <span style="color: blue;">+2</span>|| | | 5C(f)|| 11 || 8|| <span style="color: blue;">+3</span>|| <span style="color: blue;">+2</span>|| | ||
Zeile 100: | Zeile 100: | ||
| j. bck D|| 5 || 7|| /|| /|| | | j. bck D|| 5 || 7|| /|| /|| | ||
|- | |- | ||
| j. up D|| | | j. up D|| 12 || 5|| /|| /||Unique hitbox | ||
|- | |- | ||
| j. fwd D|| 5 || 7|| /|| /|| | | j. fwd D|| 5 || 7|| /|| /|| | ||
Zeile 138: | Zeile 138: | ||
| 41236,41236D|| 15 || 6|| KD|| /||~F1-8 invul. Invul on the legs while running, with a taller hurtbox than 41236,41236B (64 pixel gap to the ground) | | 41236,41236D|| 15 || 6|| KD|| /||~F1-8 invul. Invul on the legs while running, with a taller hurtbox than 41236,41236B (64 pixel gap to the ground) | ||
|- | |- | ||
| 214214B|| 4 || 21|| KD|| <span style="color: red;">-8</span>||F1 invul. F2-3 upper body invul. | | 214214B|| 4 || 21|| KD|| <span style="color: red;">-8</span>||F1 invul. F2-3 upper body invul. Juggle anywhere. | ||
|- | |- | ||
| 214214D|| 10 || 21|| KD|| <span style="color: red;">-8</span>||F1 invul. F2-9 invul above legs. | | 214214D|| 10 || 21|| KD|| <span style="color: red;">-8</span>||F1 invul. F2-9 invul above legs. Juggle anywhere. | ||
|- | |- | ||
| 63214,63214E|| 1 || 1|| KD|| /||F1+2 invul. F3-8 in counterhit-state. F9-30 regular recovery. | | 63214,63214E|| 1 || 1|| KD|| /||F1+2 invul. F3-8 in counterhit-state. F9-30 regular recovery. | ||
Zeile 454: | Zeile 454: | ||
| style="background-color:#F9F9F9;" |KD | | style="background-color:#F9F9F9;" |KD | ||
| style="background-color:#F9F9F9;" |/ | | style="background-color:#F9F9F9;" |/ | ||
| style="background-color:#F9F9F9;" |Invul on feet from F4. | | style="background-color:#F9F9F9;" |Invul on feet from F4. Triggers on proximity & only connects against crouching opponents. | ||
|- | |- | ||
| style="background-color:#F9F9F9;" |'''63214,63214P''' | | style="background-color:#F9F9F9;" |'''63214,63214P''' | ||
Zeile 486: | Zeile 486: | ||
| style="background-color:#F9F9F9;" |KD | | style="background-color:#F9F9F9;" |KD | ||
| style="background-color:#F9F9F9;" |<span style="color: red;">-8</span> | | style="background-color:#F9F9F9;" |<span style="color: red;">-8</span> | ||
| style="background-color:#F9F9F9;" |F1 invul. F2-3 upper body invul. | | style="background-color:#F9F9F9;" |F1 invul. F2-3 upper body invul. Juggle anywhere. | ||
|- | |- | ||
| style="background-color:#F9F9F9;" |'''214214D''' | | style="background-color:#F9F9F9;" |'''214214D''' | ||
Zeile 494: | Zeile 494: | ||
| style="background-color:#F9F9F9;" |KD | | style="background-color:#F9F9F9;" |KD | ||
| style="background-color:#F9F9F9;" |<span style="color: red;">-8</span> | | style="background-color:#F9F9F9;" |<span style="color: red;">-8</span> | ||
| style="background-color:#F9F9F9;" |F1 invul. F2-9 invul above legs. | | style="background-color:#F9F9F9;" |F1 invul. F2-9 invul above legs. Juggle anywhere. | ||
|- | |- | ||
| style="background-color:#F9F9F9;" |'''63214,63214E''' | | style="background-color:#F9F9F9;" |'''63214,63214E''' | ||
| style="background-color:#F9F9F9;" |[[bild:kofxi_clark_6321463214E.png]] | | style="background-color:#F9F9F9;" |[[bild:kofxi_clark_6321463214E.png]] | ||
| style="background-color:#F9F9F9;" |1 | | style="background-color:#F9F9F9;" |1 | ||
| style="background-color:#F9F9F9;" | | | style="background-color:#F9F9F9;" |1 | ||
| style="background-color:#F9F9F9;" |KD | | style="background-color:#F9F9F9;" |KD | ||
| style="background-color:#F9F9F9;" |/ | | style="background-color:#F9F9F9;" |/ | ||
Zeile 514: | Zeile 514: | ||
== Combos == | == Combos == | ||
*2A/ | *2A/5B link 5C>41236K | ||
*2A/ | *2A/5B link 5C>6B> QS | ||
*(2B,)2B,214214B | *(2B,)2B,214214B |
Aktuelle Version vom 4. Februar 2024, 00:21 Uhr
Clark Still クラーク・スティル | |
![]() | |
Tiers & Ranking | |
Tier: | B |
Ratio Cost: | 5 Points |
Properties | |
Damage Modifier: | 0.97 |
Stun Modifier: | 1.03 |
Crouch height (Tier): | C |
Colors
![]() |
![]() |
![]() |
![]() |
![]() |
![]() |
![]() |
![]() |
A | B | C | D |
![]() |
![]() |
![]() |
![]() |
R1 + ![]() |
R1 + ![]() |
R1 + ![]() |
R1 + ![]() |
E+A | E+B | E+C | E+D |
![]() |
![]() |
![]() |
![]() |
L1 + ![]() |
L1 + ![]() |
L1 + ![]() |
L1 + ![]() |
Start+A | Start+B | Start+C | Start+D |
Frame Data
Special Attributes & Bugs
- Wakes up 4F faster on face up knockdown
- Has no collision on back ukemi (can run through)
- Clark's Back Ukemi takes 24+1F instead of the regular 22+1F
- Clark's 2A cannot be used to punish rolls (it whiffs)
- Has less landing recovery after Saving Shift: only 4F/5F (hit/whiff) instead of the usual 9F/10F
Combos
- 2A/5B link 5C>41236K
- 2A/5B link 5C>6B> QS
- (2B,)2B,214214B
- (2B,)2B,214214B DC LDM, see here
- 41236P (anti-air) super cancel 41236,41236K
Strategy
Okizeme
- 623B/D>236P into corner > Corner Crossup j.P>\/>5B(c)>5C(1)>41236K
- 41236K> mini dash, roll, left/right okizeme
- (TOURNEY BANNED): Meaty 41236,41236K during incoming: can be escaped by Griffon, Kula, Ryo, Jenet, Hayate (have to jump with frame perfect timing, thanks to Sawakoro for this info)
Matchups
Vs Ralf
Japan's best Clark player Rock considers this matchup in the advantage of Clark, as a 6.5:3.5. Rock's (translated) analysis:
"Clark's attacks in air, particularly j.D, are so strong that Ralf is forced to fight on the ground, where Clark's 2C dominates.
In neutral, Clark should try keep Ralf at the distance where 2C just hits the pokes of Ralf. If Ralf uses 5C(f) & 2C in neutral, they lose to Clark's 2C in this way.
Clark's 2D is also strong against Ralf since it evades many of his attacks, and because 2D has long active time.
The only real danger for Clark is Ralf's 5E~Kara Upper. Clark can try to stop it during startup with 2B. After the 2B hits, clark can immediately use a 2C, which cannot be interrupted by Ralf, and which also resets the neutral again."
Vs Oswald
Since Clark wakes up 4F faster on face-up knockdown, he can punish Oswald's ACE on hit, with 214214B.
- Sacred Treasures Team: Kyo | Iori | Shingo
- Hero Team: Ash | Oswald | Shen
- Fatal Fury Team: Terry | Kim | Duck King
- Agent Team: Vanessa | Mary | Ramon
- Art of Fighting Team: Ryo Sakazaki | Yuri Sakazaki | King
- Rival Team: Elisabeth | Duo Lon | Benimaru
- Team K': K' |Kula | Maxima
- Garou Team: Jenet | Gato | Griffon
- Ikari Warriors Team: Ralf | Clark | Whip
- Anti Kyokugenryu Team: Malin | Kasumi | Eiji
- Psycho Soldier Team: Athena Asamiya | Sie Kensou | Momoko
- Time Unlock: Adelheid | Gai | Hayate | Jazu | Silber