Clark(KOFXI)

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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

Short List
Move S A Hit Blk Note
5A(c) 5 4 +5 +4
5A(f) 6 3 +7 +6
5B(c) 4 3 +6 +5
5B(f) 5 4 +6 +5
5C(c) 5 4+6 +3 +2
5C(f) 11 8 +3 +2
5D(c) 10 3 -1 -2 F1-14 invul on legs
5D(f) 13 4 +0 -1
5E 17 5 KD +3
GC 7 6 KD -14
6B 16 6 -1 -2 Overhead
6B(can) 12 4 +2 +1
Saving Shift ? n* / / Active until landing. 4F/5F recovery (hit/whiff), less than most other characters.
2A 5 3 +6 +5
2B 5 4 +5 +4
2C 9 7 +2 +0
2D 10 6 KD +0
small bck A 8 4 / /
small up A 6 4 / /
small fwd A 5 4 / /
bck A 10 4 / /
up A 6 4 / /
fwd A 6 6 / /
small bck B 5 4 / / Same Hitbox as smalljump up B
small up B 4 4 / / Same Hitbox as smalljump back B
small fwd B 4 4 / / Unique Hitbox
j.B 5 4 / /
j. up B 6 5 / /
small C 7 5 / /
j.C 7 5 / /
small bck D 5 4 / / All smalljump D same Hitbox
small up D 5 6 / / All smalljump D same Hitbox
small fwd D 5 6 / / All smalljump D same Hitbox
j. bck D 5 7 / /
j. up D 12 5 / / Unique hitbox
j. fwd D 5 7 / /
small E 13 4 / /
j.E 11 6 / /
Air Throw 1 1 / / Hitbox is 52x72 pixel.
41236K 1 1 KD / F1-10 Counterhit-State. Duration on whiff: ~32F.
623B 9 3 KD / F1-11 invul. F12-29 invul on legs. F30+31 invul on feet.
623D 14 3 KD / F1-16 invul. F17-34 invul on legs. F35-37 invul on feet.
623A 7 10 KD / F1+2 upper body invul. Airborne from F3. 14F landing recovery. Different hitbox than 623C.
623C 9 13 KD / Airborne from F3. 16F landing recovery. Different hitbox than 623A.
>214P * ? KD / *=active once Clark reaches the opponent.
41236P 17 ? KD -42 Upper body invul from F8. Upper feet invul once Clark goes into tackle. C-version runs further.
>22A ? ? KD / Opponent can throw break with A.
>22C ? ? KD / Can use 214P as followup. Opponent can throw break with C.
>22K ? ? KD / Opponent can throw break with both B & D.
63214P 6 ? KD / Invul on feet from F4. Only connects against crouching opponents.
63214,63214P 1 1 KD / F1+2 invul. F3-8 in counterhit-state. F9-30 regular recovery.
41236,41236B 8 6 KD / Invul on the legs while running, with a shorter hurtbox than 41236,41236D (76 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 -8 F1 invul. F2-3 upper body invul. Juggle anywhere.
214214D 10 21 KD -8 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.
Standing Attacks
Attack Hitbox Startup Active Hit Guard Cancel Note
5A(c) Kofxi clark 5A(c).png 5 4 +5 +4
5A(f) Kofxi clark 5A(f).png 6 3 +7 +6
5B(c) Kofxi clark 5B(c).png 4 3 +6 +5
5B(f) Kofxi clark 5B(f).png 5 4 +6 +5
5C(c) Kofxi clark 5C(c) 1.pngKofxi clark 5C(c) 2.png 5 4+6 +3 +2 1st Hit has Cancel
5C(f) Kofxi clark 5C(f) 1.pngKofxi clark 5C(f) 2.png 11 4+4 +3 +2
5D(c) Kofxi clark 5D(c).pngKofxi clark 5D(c) 2.png 10 3 -1 -2 F1-14 invul on legs
5D(f) Kofxi clark 5D(f).png 13 4 +0 -1
5E Kofxi clark 5E.png 17 5 KD +3
GC Kofxi clark GC.png 7 6 KD -14
6B Kofxi clark 6B.png 16 6 -1 -2 Overhead
6B(cancel) Kofxi clark 6B(cancel).png 12 4 +2 +1 Super Cancel
Saving Shift Kofxi clark saving.png ? n* / / Active until landing. 4F/5F recovery (hit/whiff), less than most other characters.
Crouching Attacks
Attack Hitbox Startup Active Adv Cancel Note
2A Kofxi clark 2A.png 5 3 +6 +5
2B Kofxi clark 2B.png 5 4 +5 +4
2C Kofxi clark 2C 1.pngKofxi clark 2C 2.png 9 3+4 +2 +0
2D Kofxi clark 2D.png 10 6 KD +0
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 Unique hitbox
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 Hit Guard Note
Air Throw Kofxi clark airthrow.png 1 1 KD / Hitbox is 52x72 pixel.
41236K Kofxi clark 41236K.png 1 1 KD / F1-10 Counterhit-State. Duration on whiff: ~32F.
623B Kofxi clark 623B.gif 9 3 KD / F1-11 invul. F12-29 invul on legs. F30+31 invul on feet.
623D Kofxi clark 623D.gif 14 3 KD / F1-16 invul. F17-34 invul on legs. F35-37 invul on feet.
623A Kofxi clark 623A.pngKofxi clark 623Agif.gif 7 10 KD / F1+2 upper body invul. Airborne from F3. 14F landing recovery. Different hitbox than 623C.
623C Kofxi clark 623C.pngKofxi clark 623Cgif.gif 9 13 KD / Airborne from F3. 16F landing recovery. Different hitbox than 623A.
>214P Kofxi clark 214P followup.gif * ? KD / *=active once Clark reaches the opponent.
41236P Kofxi clark 41236P.pngKofxi clark 41236Pgif.gif 17 ? KD -42 Upper body invul from F8. Upper feet invul once Clark goes into tackle. C-version runs further.
>22A Kofxi clark 41236P,22A.gif ? ? KD / Opponent can throw break with A.
>22C Kofxi clark 41236P,22C.gif ? ? KD / Can use 214P as followup. Opponent can throw break with C.
>22K Kofxi clark 41236P,22K.gif ? ? KD / Opponent can throw break with both B & D.
63214P Kofxi clark 63214P.pngKofxi clark 63214Pgif.gif 6 ? KD / Invul on feet from F4. Triggers on proximity & only connects against crouching opponents.
63214,63214P Kofxi clark 6321463214P.png 1 1 KD / F1+2 invul. F3-8 in counterhit-state. F9-30 regular recovery.
41236,41236B Kofxi clark 4123641236K.pngKofxi clark 4123641236B 2.pngKofxi clark 4123641236Bgif.gif 8 6 KD / 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 KD / ~F1-8 invul. Invul on the legs while running, with a taller hurtbox than 41236,41236B (64 pixel gap to the ground)
214214B Kofxi clark 214214B.gif 4 3+2+4+4+3+3+2 KD -8 F1 invul. F2-3 upper body invul. Juggle anywhere.
214214D Kofxi clark 214214D.gif 10 3+2+4+4+3+3+2 KD -8 F1 invul. F2-9 invul above legs. Juggle anywhere.
63214,63214E Kofxi clark 6321463214E.png 1 1 KD / F1+2 invul. F3-8 in counterhit-state. F9-30 regular recovery.

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.

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