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    Clark by Gunsmith

    Version: 0.2 | Updated: 10/11/99 | Search Guide | Bookmark Guide

    ---------------------------------Clark Guide by Gunsmith v 0.2
    In it's current condition, this guide can be used
    for KOF '98 (Neo Geo, Arcade, PSX, DC) and KOF '99
    This document is copyright protected and only to be
    used for personal information purposes.  Do not
    distribute for profit or package with pirate/
    copied games.
    Printed 17th September 1999 Gunsmith, Wu-Tech Corp. UK. 1999
    2nd Edition printed 19th September 1999
              - Ground based Attack
              - Anti Air Attack
              - Anti- Anti Attack
              - Desperation Moves
            =-Appendix A (Ref)
            =-Appendix B (Credits)
    Clark Steel (*0).  The mercenary from Brazil, born in the United
    States.  A heavily muscled man in combat trousers and a vest
    with a cap and sunglasses to hide his ever cool expression.
    More Bio and story stuff later...
    Beginner's Guide:
    Do HCF+D when opponent is close.  Throw out stand D and Low D
    Advanced Guide:
    -----------------------------------------Ground Based Attacks:
    Listed in order of importance.
    Stand D (Far): High Priority, fast and snubs many other pokes.
    It's also good for making hoppers think twice, when used just
    as they start jumping (or even if they hop back).  Remember
    its range hits opponents who are just about to jump or land...
    Use to scare opponents into blocking, so you can start to apply
    Clark's mind games (see "Strategies" section).  The Stand D
    is so fast that even if you miss with it and someone rolls/
    dodges (not dodge attack) past it you can simply normal throw
    them [Fwd +D].
    Stand C (Close): HIGH Priority move used for combo starters.  You
    can use this on a waking up opponent without fear, unless your
    opponent has good timing and an autoguarded DP attack.  Wherever
    you connect with the first hit of the Stand C, you can combo
    with HCF + D.
    HCF + D: Clark's throw.  It's range is approximately the same as
    his stand A.  If his stand A can connect, so can the throw.  Note
    that the range increases when used as a counter- ie: used a
    millisecond after the opponent tries to attack.  In '98 
    (not definetely sure in '99) if the opponent starts a ground
    ticking combo (which you're blocking) which links PROPERLY
    the CPU will block for you the remaining hits.  However, if you 
    can anticipate the ticking will end in a badly timed combo and
    the opponent will still be in range, execute HCF+D WHILE 
    blocking- in fact, do it even if you're getting hit.  The 
    amount of times people have done a low B which hits me and
    then all they hear is "ORIYA!"... of course this isn't guaranteed.
    Just try it out on poorly skilled opponents for some fun.
    QCF + C(Flash Elbow):  Used after [HCF+D]- the timing is as the
    opponent hits Clark's shoulders.  However if you time it as
    the opponent hits the floor you will miss and the opponent
    will get up after you.  If done after a succession of well
    timed hits, the opponent will simply expect to be hit.  This
    is when you simply do [HCF+D] or if you have a stock, [HCBx 2 +C]
    as you get up from the missed Flash Elbow.
    This works effectively as a wake up counter.  This is based
    upon the idea that the opponent simply stands there like
    a dumb idiot waiting for the flash elbow.  When you miss
    the flash elbow, the opponent is fully able to combo you,
    so use sparingly.
    DP + D: The counter move of Clark's arsenal.  It will counter
    pretty much anything.  It has a split second startup in which
    opponents can throw Clark, but otherwise its a guaranteed
    throw.  Use when you think your opponent is going to attack
    you with something other than a throw.
    Stand C (Far): Slower than the Stand D but has a hand's
    more range.  Use when you've convinced the opponent that you
    only use Stand D.  In '99 This has changed from a backhand
    to a standard punch.  I don't use this, at the moment.
    QCF + A/C: These moves only work if an opponent tries to attack
    at the last second as they see this move coming.  In '98,
    it was better as Clark was silent and simply ran with his
    standard animation.  In '99, he puts his hands up to make
    it more obvious.  If opponents sees this move coming, they
    can hit you with a variety of attacks.  However, if they
    try something at the last second, as Clark is about to touch
    them, then they will get hit and Clark can apply either of
    his follow-ups.
    Fwd B:
    I only use this in the '98 mind game.  Stand C, Fwd B (all hit
    not blocked by opponent) QCF A (which misses) HCF+ D or HCB
    HCB + C.
    ----------------------------------------Ducking Based Attacks:
    Low B: Used to start combo from a mind game or when someone's
    poking you and you think they're going to do an overhead.
    In '98, you could block and hammer on the button, allowing you
    to block things like flying kicks and low B, A chains while
    your attack would be executed at the next available time
    ie: when the opponent walks, jumps, moves after poking.
    Low D: Fat chunky sweep.  It seems quite slow to me, but it
    doesn't stop people trying to walk over it or jump past it...
    Low A/ Low C:
    I simply don't use these attacks apart from the fact that
    I'll apply them randomly in a safe situation just to
    hopefully confuse/scare the opponent.
    Clark doesn't have an instant high priority Anti-Air attack,
    which proves his downfall when attacked by an offensive hopper
    eg. Kyo... but you can try with these....
    Jump A: Fast + High priority so this is the attack to use in
    the air if you're not sure what the opponent is going to do.
    Stand D: If you can walk backwards so they land in front of
    you not on top of you, then you can use this effectively.
    Time it as they are about to land.
    Jump D: It's almost instant and aims upwards.  High Priority.
    BUT you have to use from a hop's distance.  You want the
    opponent to be higher in the air for most effective use.
    When pinned in the corner, it's not fast enough to use against
    a fast jumper like Kyo.
    Jump C: If you hop at the same time as the opponent from a
    hop or jump and anticpate you will meet at the same height
    in the air this is the move to use.
    Stand A: You've got to be close.  If you're very close
    and have no time to jump, use this.  Chancy but at least
    you'll get a counter hit and not get comboed.  It's better
    than blocking the hit- as this gives the opponent time
    to breathe and try their own mind games.
    DP+ D: Use at the last second against air attacks that
    will just miss your face.  Note that its slow and
    only works if the opponent wants to poke after landing
    from their air attack.  If they do an empty hop and hop
    again or simply hop back you are open to attack.  Also,
    hoppers with high priority air attacks will leave you
    no time to effect the [DP+D] - you'll just get hit.
    DP+ C: If some idiot makes an obvious high jump with time to
    spare, hit them with this to make them think twice about
    doing something so stupid.  You could have hit them with
    Jump D, but this has more style (and damage).  Of course,
    apply the Flash Elbow... then start (yes you've guessed it)
    Clark's mind games.
    Clarkification: Use [DP + C] to hit jumpers NOT hoppers.
    Well that's how I use it.  I've seen it used like
    an instant and deep anti-air attack but I can't
    figure out how to do this properly.  It can hit
    hoppers at the top height of their "hop" but every time
    I use at such I get kicked in the face.  Oh well
    back to the drawing board.
    A (rapid): If you were fast enough to press this button
    against a hopper, you might win.  I'm not fast enough
    to have my finger poised over the A button ready
    to rapidly press it 4 times before Kyo hops all over
    my ass.
    --------------------------------------------------Air attacks:
    Use Jump D when certain to get a combo.
    Otherwise stick with Jump A. It's safer...
    --------------------------------------------Anti Anti Attacks:
    Jump A:  You want to hit the opponent a millisecond
    after they try to counter attack you.
    EG: Yuri wants to use Low C to counter you from the air.
    If she does Low C as you are at the peak of your jump
    you have to do yours just after- however when you land
    you can't combo.
    If Yuri does her Low C at the last second and you
    will hit deep with the jump A, then you can get a counter
    and combo.
    You can avoid the first scenario by jumping on
    a waking opponent slightly late.  Trying to hop or
    jump against a standing opponent will incur the
    first scenario.
    Jump CD: It's slow but it will knock out pretty much
    anything and get a counter against DP attacks.
    Just remember against Jumping opponents you want to
    be higher at the time of contact.
    Stand C: HIGH Priority move.  Use without fear and
    even if you know you're going to get hit by a DP.
    Why?  Because there's a chance they will try again
    next time so you block instead and counter...
    --------------------------------------------Desperation Moves:
    HCB HCB + A/C :  The only DM of Clark's arsenal of er... 2
    DMs that you want to use.   When you have a stock and have
    time (eg: on a waking opponent or when you're blocking an
    opponent's attack that has eons of recovery time or just
    find yourself standing in front of someone who's just
    executed a Haoshikoken and rolled past it...) combo the
    Standing C with this DM by performing [HCB + C, HCB + C].
    You can perform the low B, low A/Stand A, HCBx2 + A
    combo with the same shortcut.
    You can still apply the running DM method by executing thus:
    [HCB Fwd Fwd HCB + A/C].  Clark will run forward and do
    the DM.  However most veterans won't fall for this and
    simply jump.   You want to catch opponents as they
    BEGIN to attack...
    You'd be suprised how many opponents get irked by a
    walking Clark.  Perform the same technique at close
    range by simply [HCB, Fwd (to walk a step forward)
    HCB + A/C]...
    Also remember that this DM is a grab.  If you perform
    this just after an opponent BEGINS an attack, it's
    range increases and it will grab anyone in it's path.
    Yes you can grab Ryoku Ranbus etc.
    [Stand C, HCF + D, QCF + A]
    Your standard combo which you will see a lot of...
    -----------------Strategies/ Mind Games-----------------------
    You can replace HCF + B/D with HCF + A/C or HCB HCB + A/C.
    Obviously, every opponent is different so mix up techniques to
    your best judgement.  Good Luck!
    -----------------------------------------------------Anti Air:
    On a high jumper, do Jump A/D then run forward;
    Jump D ----> C, HCF + D, QCF + A
           ----> Low B, Low A, HCF + D, QCF + A
           ----> DP + D, QCF + A
           ----> Pause - then HCF + D or DP + D
    Thesis:  The first option, the opponent tries to
    counter.  The second option, the opponent tries to block
    high.  The third option is for opponents who block.
    -------------------------------------------On Waking Opponent:
    Stand a pace back.  You are still in range for Clark's
    Stand C and any of his throws.
    Stand C, HCF + D, QCF + A.
    If the opponent blocks you are pushed back safely out
    of range for any immediate counter.
    Low D:
    No real use apart from making the opponent want to
    block low next time he gets up... so then you do
    something else, like...
    DP + D: Hohoho.  Some people call this move cheap.
    Well, that's tough.  People say all kinds of things-
    WHEN THEY LOSE.  Anyway, use this a split second
    after they fully get up.
    Do nothing:  Believe me, it works.  At that range
    you're safe to do anything you want.  What you want
    is for the opponent to freak out and try to poke.
    That's when you do any of the above.
    Jump and hop A into combo as they get up.
    Now if you're facing an opponent who does not
    have a instant anti air attack (eg: Kyo DP + A)
    then mix this tactic with an empty hop, HCF + D
    or empty hop, low B into combo or even
    empty hop into normal throw (Fwd C/D).
    Note you have to convince the opponent you have
    the timing to hit them exactly as they get
    up, so tag them with some hop A, Stand Cs
    (even if blocked).  Then you have a much
    better chance of catching them with an empty 
    ----------------------------Standing Close to waking opponent:
    Keep that Stand C handy.  You're at more risk
    here.  But you can try this below.
    Low B, Low A (optional), HCF+ D, QCF + A.
    Use at the last moment if you think your opponent will
    block high.  They will if you keep using the Stand C.
    Don't forget to duck at the last second as they
    are getting up to apply the combo.
    Low B, Low A (not combo), pause, HCBx2 + A
    If your opponent thinks you've messed up and tries to poke,
    you'll catch them with the DM.
    ------------------------------------------Offensive Counters:
    Remember you can use these against another grappler...
    Situation 1: Opponent lands an air attack that you block.
     -[HCF + D]  If they jump again upon landing, you're open
                 to combo.
    Situation 2: Opponent stands over you, waiting for you
                 to get up.
     -[HCF + D]  If they jump again then you're open to combo-
     -[DP + C]   however you can do this instead heheheh...
    Situation 3: Kyo/Iori etc (like who?) is hopping at you
                 repeatedly in the corner.
     -[Panic?]   This is your chance for credit in this faq.
                 The only thing I can think of is get a
                 lucky stand/ hop back A.  If you have
                 a stock and less than half energy use a
                 CD counter.  Push the barstards back and
                 get those mind games in order!!!
    Situation 4: Ralf wants to play "tag knuckle"
     -[Stand D]  Heheh.  Ralf does have recovery after
                 a missed [Stand C far] so walk forward
                 and let him taste boot.  After a (blocked)
                 jump A and a low B, the average Ralf
                 will attempt a low C.  You can time a
                 run forward, [close C, HCF + D] which
                 will counter and connect BUT DAMN you
                 have to be brave!
    Situation 5: Hmmm anything else?
    Anti Air : To counter an attack from the air
    Anti - Anti :  To counter a counter-move
    Poke : To attack the opponent with an intent to harass
           rather than combo...
    Snub : To outprioritise another move.
    Empty Hop : To hop and not attack from the air.
    -----------------------Appendix A-----------------------------
    (*1)  Gamest Mook 195: The King of Fighters 1999
          Shinseisha 1999 Japan
    (*0)  Clark Steel, The King of Fighters and any other
          characters from that game mentioned are copyright
          1994,1995,1996,1997,1998,1999 SNK Corporation.
    -----------------------Appendix B----------------------------
    Gunsmith : http://w3.to/wu-tech/ :  Author
    quang    :  For getting confused by the mind games
    I'll ignore any emails covering information I already know,
    so don't get offended if you send me something and it appears
    in the next update without a credit to you.  This is the
    first version and I have other stuff to add.  Please
    wait for the version 1.0 before mailing unless you think
    I reeeeally got to know something...
    Next Update: Clark as a Striker.  Armor Mode Tactics.
    Counter Mode Tactics.  Using Dodge Attack.   Combos?
    ahh who needs em?
    End transmission---------------------------------------------

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