nj.B: Another air-to-air normal, with about the same range and priority as the non-neutral version.j.B: Fast air-to-air normal, good for hitting characters straight in front of Clark.j.A: Your main jump-in button for combos, thanks to its downward angle.As of this version it's decently safe if spaced. Can be used as a shorter ranged poke or as a meaty. cr.C: Has less range than his standing pokes, but has pretty fantastic frame data, with lots of active frames in particular.Not cancelable, but you can link Super Argentine Backbreaker out of it. cr.B: Your main low combo starter and a core part of his mixup and pressure game. Could be good for tick throws if you cancel dp+K out of it. st.D: Hits low crouchers, has better priority than st.C, and is faster, but it doesn't reach as far.Reaches really far but whiffs on most crouchers. st.B: A decent poke as it has good speed and priority.st.A: Has nice priority and a decent amount of active frames so it's good for stopping hops.Has low invincibility from startup until after the active frames, so it can be good for blowing up lows on a read. cl.D: Looks like a big anti-air, but Clark has better options in that department.Good for meaties due to its long active frames. cl.C: Very fast at 3f and his main heavy combo normal.cl.B: Clark's fastest normal at 2f so useful when you're up close and need the speed.Mash P can now be cancelled with ABCD to stop it, and it can also be cancelled with dp+A for an ender.cr.D starts up 3 frames faster and recovers 3 frames longer.st.D's recovery is 1 frame longer, and its priority is reduced.Clark requires more mindgames and reads than most other characters, as he always has to be one step ahead to choose the correct measure against the opponent's defensive decisions, but the upside of this is that he is never more than a couple of good guesses away from taking the entire round. Once Clark is in, he has an impressive vortex game with a large suite of command grabs and strong normals, where each move he lands will do a solid chunk of damage and lead to a hard knockdown and another mixup situation. In neutral Clark has to play a solid fundamental game using his decent normals and movement to try and get in on the opponent he has no real anti-zoning measures, so he has to rely on careful decision-making to close the distance. Clark is the purest grappler in the game (perhaps any game), and as such his whole gameplan revolves around scoring a knockdown and then running his scary strike-throw oki over and over until the opponent is dead.
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