Clark FAQ for KOF'99 v1.3 By PTR EMAIL: PTR_95@yahoo.com or ICQ: 35031999 Here I am once again to provide you with another FAQ for KOF.... KOF'99 to be exact. As some of you may already know, I made several FAQ's in KOF '98 for Clark, Blue Mary and Goro and this year, if my time allows it, I'll be making at least 3 character FAQ's. So let us cut the crap and let's get down to business OK? *sections with ">>" are the updated/new ones found in version 1.3 Contents: I Author's note and about the author himself, PTR II Clark of '98 and Clark of '99: Differences compared >>III Specialized normals >>IV Special moves, DMs and some stuff about them >>V Combos VI Tactics and Strategies VII Credits About Clark Clark is a grappler, as you may know by now. Grapplers aren't the ones that you should take for granted because the damages they can inflict most specially grapplers like Clark. Unlike other grapplers, Clark isn't slow and is very versatile, he some high priority normals and easy to do moves and combos. Those are some of the reasons why Clark is dangerous and I say this because he is one of my team players and he gave me quite some victories over the years. The keys to playing effectively as Clark are patience, quickness and timing.... Have all these and it'll be great help in winning. ---------------------------------------------------------------------------------------- I Author's note and about the author himself, PTR ---------------------------------------------------------------------------------------- This is NOT your traditional "A-Z" FAQ because I'm very sure most of the people who'll be reading this have played KOF '97 at least so I'm sure you know the basics. This FAQ WON'T be containing Clark's profiles because it isn't necessary and it won't affect your gameplay or whatever and besides, I'm too lazy to put that here. And about me.... I've been playing this game since '94 and also have been using the Ikari/Brazil team (Clark's team) since that time too so don't ask me if I know what I'm writing about. As some of you may know by now, my KOF playstyle is mostly grappler based as in most fighting games I play. In this FAQ I will put ALL that I can put so I hope you find this FAQ useful. BTW, if you wanna know where I'm from, I'm from Quezon City, Philippines. ---------------------------------------------------------------------------------------- II Clark of '98 and Clark of '99: Differences compared ---------------------------------------------------------------------------------------- Hmmm.... let's see now.... How do I begin? Ah yes! Clark '98: 1. His Far Standing C is similar to Ralf's in animation only slower and has lesser priority. 2. Has that rolling cradler and that running backbreaker which cannot be blocked for they are both running throws. 3. His Crouching B can be linked to a crouching A into an Super Argentine Backbreaker (SAB) or his Ultra Argentine Backbreaker DM (Fwd, Dwn, Bck 2X A/C) Clark '99: 1. His Far Standing C has been changed into a punch almost similar to Terry or Benimaru's Far Standing C but with more priority and damage than before. 2. He lost his Rolling Cradler and the Running Backbreaker and it was changed into his Tackle move, which is blockable and requires a follow up in order to do damage. 3. He no longer have his crouching B, A combo 4. Lost his almost worthless Vulcan Punch (press A/C rapidly) ---------------------------------------------------------------------------------------- >>III Specialized Normals: ---------------------------------------------------------------------------------------- Usefulness point system are as follows *****= very useful ****= good but not great ***= decent **= near useless *= worthless In this section, I will give you a rundown on Clark's normals. Though I WON'T be elaborating them all, I will elaborate on the vital ones. ---------------------------------------------------------------------------------------- Far Standing: A - quick straight jab This move may seem useless but things are not what they seem to be. Believe it or not this move CAN be used against high priority jump attacks such as Iori's jump D when timed properly AND at the RIGHT DISTANCE. Though not comboable, it comes out fast and is arguably one of the best standing pokes in the game. Also works well against Iori's crossup attempts. Usefulness:**** C - long ranged straight punch similar to Terry's and Benimaru's What can I say.... this is the only normal move that changed and it did for the better. Comes out at a decent speed, great damage and also acts somewhat of an anti-air move that works very well against low jumpers. Usefulness:***** ---------------------------------------------------------------------------------------- Close Standing: B - quick mid-ranged knee strike Alternative combo starter. The good about this one is the speed. This, due to it's quickness can interrupt moves such as Iori's uppercut. When quickly cancelled into command throws such as the SAB or the UAB DM, you'll be able to grab your opponent out of his auto guard moves. Usefulness:*** C - two hit downwards punch His primary combo starter, has two hits. Must be cancelled after the first hit inorder to combo with. Usefulness:***** ---------------------------------------------------------------------------------------- Crouching/Ducking: A - quick jab similar to the standing version The difference between this and the standing version is that this one is comboable. Since it comes out quick, it can be used as an interrpution to some moves which can lead into the Gattling Attack, SAB or the UAB. Usefulness:*** B - a short and very low sweep like attack (must be blocked low) Things that seem to be useless turn out to be much useful. Since this MUST be blocked low, it adds to Clark's arsenal of mind games. The main thing that made this one so useful is that you can actually combo it into an SAB or a UAB S/DM but the timing is very tricky but with practice, this one certainly proves to be useful. Usefulness:**** D - long ranged sweep This never underwent any change ever since '94. Long range and low, this one is quite decent. Usefulness:*** ---------------------------------------------------------------------------------------- Jumping (straight): A - downwards pointing jab Effective as an alternative move when his jumping D is out prioritized by other normal move. This one is either win or trade against high priority air moves. Also can start a combo when connected to the opponent who isn't airborne. Usefulness:**** D - airborne legdrop Effective when against opponents who keep on jumping towards you using move with lesser priority due to it's range. Also starts a combo. Usefulness:*** ---------------------------------------------------------------------------------------- Jumping (towards and/or away): A - same can be said here but due to the moving jump, I give this an additional 1/2 star. Usefulness:****and 1/2. D - upwards kick This one simply outprioritizes most air moves specially when used with anticipation. Usefulness:***** >>CD - Pointed downwards kick Use this as one of your primary offense moves. Great priority and is also good for distancing your opponent. Usefulness:**** ---------------------------------------------------------------------------------------- IV Special moves, DMs and some stuff about them ---------------------------------------------------------------------------------------- Here are the special moves and the DMs (desperation moves or "supers") of Clark. In this section I will explain all that I know about them, their priorities, damage, etc Legends: Bck- Back Dwn- Down Fwd- Forward Up- make a wild guess QCF - quarter circle forward (Dwn Fwd or fireball motion) QCB - quarter circle back (Dwn Bck or Hurricane kick motion) HCF - half circle forward (Bck Dwn Fwd or Original Yoga Flame motion) HCB - half circle back (Fwd Dwn Bck or reverse Yoga Flame motion) DP - Dragon punch or uppercut motion (Fwd, QCF) RDP - reverse Dragon Punch motion (Bck, QFB) ---------------------------------------------------------------------------------------- Special Moves: ---------------------------------------------------------------------------------------- Super Argentine Back Breaker or the SAB, Done: HCF, B/D Usefulness:***** This is his primary throw because not only do you see this often executed but it can inflict great damage and can be lethal if you know when to execute it. I recommend this one for run-ins or when you jump toward your opponent Clark Tackle, Done: HCF, A/C and it's follow ups: Dwn 2X A (Clark Lift) Dwn 2x B/D (Rolling) and my personal fav, Dwn, Dwn, C, (DDT) which also has and Elbow Follow (QCF A/C) up like his SAB Usefulness:*** This is the move that replaced his running throw moves. The stuff that I like about this new move of his is that you can choose up to 3 kind of follow ups and since its a blockable move, it can catch opponents that are about to jump. Overall, I would recommend this in combos but there are other alternatives when it comes to combos Frankenstiener, Done: DP, B/D and Follow up: QCF, A/C Usefulness:*** What can I say about this one? Well this move can work for you but it can also work against you. How does this move work for you? Effective against jump in attackers (opponents who do a jumping attack) because of it invincibility at start up. In short, use this move to "catch" your jumping opponent And it works against you when: You miss. As simple as that. This is true for the Frankenstiener has a slow recovery time Napalm Stretch, Done: DP, A/C and Follow up: QCF, A/C Usefulness:*** Excellent move for those who constantly jump high specially when anticipated. An average move overall that does decent damage. Gattling Attack, Done: Bck (hold for 2 sec.), Fwd A/C One of THE best moves to combo with because it can be followed up by a Napalm Stretch and end with an Elbow Follow up which will be explained later. Comes out quick too and is his only move that does guard damage. Besides the combo properties, it's the startup speed that adds to the usefulness of this move. Do this move when your opponent does a long recovery moves and then finish the punishment with a Napalm Stretch and Elbow follow up. Basically, use this as a retaliation move. The A version does not followup with the Napalm Stretch. Usefulness:**** (as a stand alone move) Usefulness:***** (in combos) ---------------------------------------------------------------------------------------- DMs and SDMs (or "Supers") ---------------------------------------------------------------------------------------- Ultra Argentine Backbreaker (UAB), Done:HCB 2x A/C What can I say.... this is his best DM/SDM. Same priority as the SAB and the only difference between the two are the motion. This DM is best as a run in and is also good for combos. The damage is quite good too. **Note: this is how you do the UAB DM/SDM as a run in: first do the first motion, which is HCB and then dash. As you get in range, do the rest, which is HCB, A/C. The run in only works when you dash from a 3 character distance. Usefulness:***** Running Three, Done: HCF 2x B/D Usefulness:**** This DM may not be as easy to combo as the other DM but what's good about it is it has invincibility at start up, much like the Frankenstiener but the recovery time is slightly lesser that of the Frankenstiener. This DM also does slightly more damage that the Ultra Argentine Backbreaker. This move in the SDM version ignores most strikers when timed properly..... watch Clark run over the striker and grab your opponent...hehehehehehe ---------------------------------------------------------------------------------------- >>V Combos ---------------------------------------------------------------------------------------- Since most of you know how to do combos in fighting games like this one, I'll make it quick: Jump in combos: Jump A/B/C/D, stand C (1 hit), SAB and follow up elbow (HCF B/D then QCF, A/C) Jump A/B/C/D, stand C (1 hit), Gattling Attack (Bck 2 sec, Fwd +C), Napalm Stretch and follow up elbow (DP A/C) Jump A/B/C/D, stand C (1 hit), Clark Tackle (HCF A/C), any Tackle Follow up (Dwn 2x A~D) >>Standing/Crouching combos: >>Down A, Gattling Attack (charge Bck, Fwd C), Napalm Stretch Down B, SAB (HCF, B/D) Down B, UAB S/DM (HCB 2X, A/C) Yes, the above combos are back which made Clark very dangerous if played correctly. Why you ask? It adds a great deal to Clark's wakeup game specially when you know how to variate your attacks when your opponent is about to get up. **Note: the timing of this combo is quite tricky so practice Stand C (1 hit), SAB and follow up elbow (HCF, B/D then QCF, A/C) Stand C (1 hit), Gattling Attack (Bck 2 sec, Fwd + A/C), Napalm Stretch and follow up elbow (DP, A/C) **Note: the Gattling Attack is only a two hit move unlike Ralf's. Clark's Gattling Attack must be cancelled by a Napalm Stretch after it's second hit. It uses the same principle as Terry's Power Charge follow up or his Fire Kick follow up from his RB2 version in KOF'98** Stand C (1 hit), Clark Tackle (HCF, A/C), any Tackle Follow up (Dwn 2x A~D) ---------------------------------------------------------------------------------------- DM/SDM Combos: Jump in: Jump A/B/C/D, HCB C 2x note: doing HCB C 2x is the shortcut for the UAB DM combo Standing Close: HCB C 2x (UAB) combo HCF, wait 1 sec then C (1 hit), HCF, B/D note: this is the tricky trick to use the Running Three in a combo but try not to do this fancy combo in a serious match ok? Counter Mode combos: Dodge Slide Attack (AB then while sliding, press any button to attack), UAB DM ---------------------------------------------------------------------------------------- VI Tactics and strategies: ---------------------------------------------------------------------------------------- Well, I have to be really honest with you.....I cannot give you strategies in this FAQ. Why? it's because when you apply strategy, you must be in some sort of situation so if you need help, ICQ or mail me ok? I can also give you info on how to do Clark's "Corner Trap" so ask me and i'll reply as soon as I can. ---------------------------------------------------------------------------------------- VII Credits: ---------------------------------------------------------------------------------------- Serpent Wave: My ICQ buddy..... he told me about the follow up for the Clark Tackle and that Counter Mode combo (Dodge Slide attack, UAB) Webmaster of the site that posted this FAQ Dark Fire, Shingo (Kasumi FAQ 99 writer): For the respect. Nuff said Margoyle and Ignet: you guys know already..... Erwin Balicoco: the man who told me about the Dwn B, SAB or UAB combo, personal buddy of mine Special mention: my friends on the net such as Shingo, Crossblade, KyoForever, M00nrun, Blash, KOFreak, Orochi Yamazaki, Yasakani, K',... and the list goes on and on and on and on..... way longer than the Energizer Bunny could ever go. To those not listed here, pls don't get pissed at me OK? KOF or King of Fighters is copyright of SNK and so are it's characters. The Energizer Bunny is owned by....uh.... Energizer? and this FAQ is copyright of me, PTR, The Tainted Hero. All rights reserved. Copyright 1999. PTR property..... or whatever ----------------------------------------------------------------------------------------