Clark(KOFXI): Unterschied zwischen den Versionen

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| 5E|| 17 || 5|| 11|| KD|| +3||
| 5E|| 17 || 5|| 11|| KD|| +3||
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| GC|| 7 || 6|| ?|| KD|| -?||
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| 2A|| 5 || 3|| 3|| +6|| +5||
| 2A|| 5 || 3|| 3|| +6|| +5||
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| style="background-color:#F9F9F9;" |5
| style="background-color:#F9F9F9;" |5
| style="background-color:#F9F9F9;" |+
| style="background-color:#F9F9F9;" |+
| style="background-color:#F9F9F9;" |
| style="background-color:#F9F9F9;" |
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| style="background-color:#F9F9F9;" |'''GC'''
| style="background-color:#F9F9F9;" |[[bild:kofxi_clark_GC.png]]
| style="background-color:#F9F9F9;" |7
| style="background-color:#F9F9F9;" |6
| style="background-color:#F9F9F9;" |-?
| style="background-color:#F9F9F9;" |
| style="background-color:#F9F9F9;" |
| style="background-color:#F9F9F9;" |
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Version vom 28. März 2021, 22:26 Uhr

Clark Still
クラーク・スティル
KOFXI clark full.png
Tiers & Ranking
Tier: B
Ratio Cost: 5 Points
Properties
Damage Modifier: 0.97
Stun Modifier: 1.03
Crouch height (Tier): C

Colors

KOFXI Clark S.png KOFXI Clark X.png KOFXI Clark T.png KOFXI Clark C.png
BUTTON SQUARE A.png BUTTON CROSS A.png BUTTON TRIANGLE A.png BUTTON CIRCLE A.png
A B C D
KOFXI Clark R1S.png KOFXI Clark R1X.png KOFXI Clark R1T.png KOFXI Clark R1C.png
R1 + BUTTON SQUARE A.png R1 + BUTTON CROSS A.png R1 + BUTTON TRIANGLE A.png R1 + BUTTON CIRCLE A.png
E+A E+B E+C E+D
KOFXI Clark L1S.png KOFXI Clark L1X.png KOFXI Clark L1T.png KOFXI Clark L1C.png
L1 + BUTTON SQUARE A.png L1 + BUTTON CROSS A.png L1 + BUTTON TRIANGLE A.png L1 + BUTTON CIRCLE A.png
Start+A Start+B Start+C Start+D

Frame Data

Note.: Thanks to Rock for the Short List Data!

Short List
Move S A Rec Hit Blk Note
5A(c) 5 4 3 +5 +4
5A(f) 6 3 2 +7 +6
5B(c) 4 3 3 +6 +5
5B(f) 5 4 2 +6 +5
5C(c)(1) 5 4 11* -1 -2 *=total recovery
5C(c)(2) 9 6 11* +3 +2 *=total recovery
5C(f) 11 8 8 3+ +2
5D(c) 10 3 14 -1 -2
5D(f) 13 4 19 +0 -1
5E 17 5 11 KD +3
GC 7 6 ? KD -?
2A 5 3 3 +6 +5
2B 5 4 3 +5 +4
2C 9 7 12 +1 +0
2D 10 6 14 KD -1
6B 16 6 18 +0 -2
6B(can) 12 4 14 +2 +1
Standing Attacks
Attack Hitbox Startup Active Adv Cancel Note
5A(c) Kofxi clark 5A(c).png 5 4? ?
5A(f) Kofxi clark 5A(f).png 6 3 ?
5B(c) Kofxi clark 5B(c).png 4 3? +5?
5B(f) Kofxi clark 5B(f).png 5 4 ?
5C(c) Kofxi clark 5C(c) 1.pngKofxi clark 5C(c) 2.png 5 4+6? ? SC 1st Hit has Cancel
5C(f) Kofxi clark 5C(f) 1.pngKofxi clark 5C(f) 2.png 11 4+4 ?
5D(c) Kofxi clark 5D(c).pngKofxi clark 5D(c) 2.png 10 ? ? Unverwundbar auf den Beinen
5D(f) Kofxi clark 5D(f).png 13 4 ?
5E Kofxi clark 5E.png 17 5 +
GC Kofxi clark GC.png 7 6 -?
6B Kofxi clark 6B.png 16 6 ? Overhead
6B(cancel) Kofxi clark 6B(cancel).png 12 4 ? Super Cancel
Crouching Attacks
Attack Hitbox Startup Active Adv Cancel Note
2A Kofxi clark 2A.png 5 3 ?
2B Kofxi clark 2B.png 5 4 ?
2C Kofxi clark 2C 1.pngKofxi clark 2C 2.png 9 3+4 ?
2D Kofxi clark 2D.png 10 6 ?
Jump Attacks
Move Hitbox Startup Active Note
smalljump back A Kofxi clark smalljump back A.png 8 4
smalljump up A Kofxi clark smalljump up A.png 6 4
smalljump forward A Kofxi clark smalljump forward A.png 5 4
jump back A Kofxi clark jump back A.png 10 4
jump up A Kofxi clark jump up A.png 6 4
jump forward A Kofxi clark jump forward A.png 6 6
smalljump back B Kofxi clark smalljump back B.png 5 4 Same Hitbox as smalljump up B
smalljump up B Kofxi clark smalljump up B.png 4 4 Same Hitbox as smalljump back B
smalljump forward B Kofxi clark smalljump forward B.png 4 4 Unique Hitbox
jump B Kofxi clark jump B.png 5 4
jump up B Kofxi clark jump up B.png 6 5
jump & smalljump C Kofxi clark smalljump C.png 7 5
smalljump back D Kofxi clark smalljump back D.png 5 4 All smalljump D same Hitbox
smalljump up D Kofxi clark smalljump up D.png 5 6 All smalljump D same Hitbox
smalljump forward D Kofxi clark smalljump forward D.png 5 6 All smalljump D same Hitbox
jump back D Kofxi clark jump back D.png 5 7
jump up D Kofxi clark jump up D.png 12 5
jump forward D Kofxi clark jump forward D.png 5 7
smalljump E Kofxi clark smalljump E.png 13 4
jump E Kofxi clark jump E.png 11 6
Specials & Supers
Move Hitbox Startup Active Adv Note
Air Throw Kofxi clark airthrow.png 1 1 N/A Hitbox is 52x72 pixel.
41236K Kofxi clark 41236K.png 1 1 N/A F1-10 Counterhit-State. Duration on whiff: ~32F.
623B Kofxi clark 623B.gif 9 3 N/A F1-11 invul. F12-29 invul on legs. F30+31 invul on feet.
623D Kofxi clark 623D.gif 14 3 N/A F1-16 invul. F17-34 invul on legs. F35-37 invul on feet.
623A Kofxi clark 623A.pngKofxi clark 623Agif.gif 7 10 N/A F1+2 upper body invul. Airborne from F3. Different hitbox than 623C.
623C Kofxi clark 623C.pngKofxi clark 623Cgif.gif 9 13 N/A Airborne from F3. Different hitbox than 623A.
>214P Kofxi clark 214P followup.gif * N/A N/A *=active once Clark reaches the opponent.
41236P Kofxi clark 41236P.pngKofxi clark 41236Pgif.gif 17 ? N/A Upper body invul from F8. Upper feet invul once Clark goes into tackle. C-version runs further.
>22A Kofxi clark 41236P,22A.gif ? ? N/A Opponent can throw break with A.
>22C Kofxi clark 41236P,22C.gif ? ? N/A Can use 214P as followup. Opponent can throw break with C.
>22K Kofxi clark 41236P,22K.gif ? ? N/A Opponent can throw break with both B & D.
63214P Kofxi clark 63214P.pngKofxi clark 63214Pgif.gif 6 N/A N/A Invul on feet from F4. Only connects against crouching opponents.
63214,63214P Kofxi clark 6321463214P.png 1 1 N/A F1 invul (on the hit frame). Afterwards in counterhit-state.
41236,41236B Kofxi clark 4123641236K.pngKofxi clark 4123641236B 2.pngKofxi clark 4123641236Bgif.gif 8 6 ? Invul on the legs while running, with a shorter hurtbox than 41236,41236D (76 pixel gap to the ground)
41236,41236D Kofxi clark 4123641236K.pngKofxi clark 4123641236D 2.pngKofxi clark 4123641236Dgif.gif 15 6 ? ~F1-8 invul. Invul on the legs while running, with a taller hurtbox than 41236,41236D (64 pixel gap to the ground)
214214B Kofxi clark 214214B.gif 4 3+2+4+4+3+3+2 ? F1 invul. F2-3 upper body invul.
214214D Kofxi clark 214214D.gif 19(10?) 3+2+4+4+3+3+2 ? F1 invul. F2-9 invul above legs.
63214,63214E Kofxi clark 6321463214E.png 1 ? ?

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)

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.

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