Clark Still クラーク・スティル
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Tiers & Ranking
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Tier:
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B
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Ratio Cost:
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5 Points
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Properties
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Damage Modifier:
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0.97
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Stun Modifier:
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1.03
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Crouch height (Tier):
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C
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Colors
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A
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B
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C
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D
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R1 +
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R1 +
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R1 +
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R1 +
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E+A
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E+B
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E+C
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E+D
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L1 +
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L1 +
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L1 +
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L1 +
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Start+A
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Start+B
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Start+C
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Start+D
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Frame Data
Note.: Thanks to Rock for the Short List Data!
Short List
Move |
S |
A |
Rec |
Hit |
Blk |
Note
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5A(c) |
5 |
4 |
3 |
+5 |
+4 |
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5A(f) |
6 |
3 |
2 |
+7 |
+6 |
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5B(c) |
4 |
3 |
3 |
+6 |
+5 |
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5B(f) |
5 |
4 |
2 |
+6 |
+5 |
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5C(c)(1) |
5 |
4 |
11* |
-1 |
-2 |
*=total recovery
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5C(c)(2) |
9 |
6 |
11* |
+3 |
+2 |
*=total recovery
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5C(f) |
11 |
8 |
8 |
3+ |
+2 |
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5D(c) |
10 |
3 |
14 |
-1 |
-2 |
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5D(f) |
13 |
4 |
19 |
+0 |
-1 |
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5E |
17 |
5 |
11 |
KD |
+3 |
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2A |
5 |
3 |
3 |
+6 |
+5 |
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2B |
5 |
4 |
3 |
+5 |
+4 |
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2C |
9 |
7 |
12 |
+1 |
+0 |
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2D |
10 |
6 |
14 |
KD |
-1 |
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6B |
16 |
6 |
18 |
+0 |
-2 |
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6B(can) |
12 |
4 |
14 |
+2 |
+1 |
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Standing Attacks
Attack
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Hitbox
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Startup
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Active
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Adv
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Cancel
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Note
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5A(c)
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5
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4?
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?
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5A(f)
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6
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3
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?
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5B(c)
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4
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3?
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+5?
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5B(f)
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5
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4
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?
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5C(c)
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5
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4+6?
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?
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SC
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1st Hit has Cancel
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5C(f)
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11
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4+4
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?
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5D(c)
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10
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?
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?
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Unverwundbar auf den Beinen
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5D(f)
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13
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4
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?
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5E
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17
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5
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+
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6B
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16
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6
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?
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Overhead
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6B(cancel)
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12
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4
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?
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Super Cancel
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Crouching Attacks
Attack
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Hitbox
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Startup
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Active
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Adv
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Cancel
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Note
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2A
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5
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3
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?
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2B
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5
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4
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?
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2C
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9
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3+4
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?
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2D
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10
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6
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?
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Jump Attacks
Move |
Hitbox |
Startup |
Active |
Note
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smalljump back A |
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8 |
4 |
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smalljump up A |
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6 |
4 |
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smalljump forward A |
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5 |
4 |
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jump back A |
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10 |
4 |
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jump up A |
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6 |
4 |
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jump forward A |
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6 |
6 |
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smalljump back B |
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5 |
4 |
Same Hitbox as smalljump up B
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smalljump up B |
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4 |
4 |
Same Hitbox as smalljump back B
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smalljump forward B |
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4 |
4 |
Unique Hitbox
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jump B |
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5 |
4 |
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jump up B |
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6 |
5 |
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jump & smalljump C |
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7 |
5 |
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smalljump back D |
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5 |
4 |
All smalljump D same Hitbox
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smalljump up D |
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5 |
6 |
All smalljump D same Hitbox
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smalljump forward D |
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5 |
6 |
All smalljump D same Hitbox
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jump back D |
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5 |
7 |
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jump up D |
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12 |
5 |
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jump forward D |
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5 |
7 |
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smalljump E |
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13 |
4 |
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jump E |
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11 |
6 |
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Specials & Supers
Move
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Hitbox
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Startup
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Active
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Adv
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Note
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Air Throw
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1
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1
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N/A
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Hitbox is 52x72 pixel.
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41236K
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1
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1
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N/A
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F1-10 Counterhit-State. Duration on whiff: ~32F.
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623B
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9
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3
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N/A
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F1-11 invul. F12-29 invul on legs. F30+31 invul on feet.
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623D
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14
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3
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N/A
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F1-16 invul. F17-34 invul on legs. F35-37 invul on feet.
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623A
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7
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10
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N/A
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F1+2 upper body invul. Airborne from F3. Different hitbox than 623C.
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623C
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9
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13
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N/A
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Airborne from F3. Different hitbox than 623A.
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>214P
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*
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N/A
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N/A
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*=active once Clark reaches the opponent.
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41236P
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17
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?
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N/A
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Upper body invul from F8. Upper feet invul once Clark goes into tackle. C-version runs further.
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>22A
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?
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?
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N/A
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Opponent can throw break with A.
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>22C
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?
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?
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N/A
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Can use 214P as followup. Opponent can throw break with C.
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>22K
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?
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?
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N/A
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Opponent can throw break with both B & D.
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63214P
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6
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N/A
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N/A
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Invul on feet from F4. Only connects against crouching opponents.
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63214,63214P
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1
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1
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N/A
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F1 invul (on the hit frame). Afterwards in counterhit-state.
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41236,41236B
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8
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6
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?
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Invul on the legs while running.
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41236,41236D
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15
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6
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?
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~F1-8 invul. Invul on the legs while running.
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214214B
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4
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3+2+4+4+3+3+2
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?
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F1 invul. F2-3 upper body invul.
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214214D
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19(10?)
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3+2+4+4+3+3+2
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?
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F1 invul. F2-9 invul above legs.
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63214,63214E
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1
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?
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?
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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."
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