The King of Fighters '94/Clark Still: Difference between revisions

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m (Lichmassacre moved page Clark(KOF94) to The King of Fighters '94/Clark Still: Old naming convention)
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[[File:kof94clark.png]]
[[File:kof94clark.png]]
=Introduction=
{{TOClimit}}


=Move List=
==Introduction==
{{ ProConTable
| pros=
* placeholder
| cons=
* placeholder
}}


==Throws==
==Movelist==
:Shoulder Buster: close, b or f + C
<center>'''Move List Showcase''' <br>
==Special Moves==
<youtube>0XVN3lzSu9Y</youtube></center>
:Gatling Attack: b~f + P
 
:Vulcan Punch: P repeatedly
=== Normals ===
:Super Argentine Backbreaker: close, b, db, d, df, f + D
==== Close Range Normals ====
==Super Move==
===== <span class="invisible-header"></span> =====
<font style="visibility:hidden" size="0"></font>
{{MoveData
|image=
|caption=
|name=cl.A
|input={{Icon-SNK|a}}
|data=
{{AttackData-KOF94
|Damage=-
|G. Damage=0
|Stun=-
|Cancel=
|Guard= Mid
|Startup=
|Active=
|Recovery=
|Total=
|Hit Adv=
|Block Adv=
|Invul=-
|description=
}}
}}
 
===== <span class="invisible-header"></span> =====
<font style="visibility:hidden" size="0"></font>
{{MoveData
|image=
|caption=
|name=cl.B
|input={{Icon-SNK|b}}
|data=
{{AttackData-KOF94
|Damage=-
|G. Damage=0
|Stun=-
|Cancel=
|Guard= Mid
|Startup=
|Active=
|Recovery=
|Total=
|Hit Adv=
|Block Adv=
|Invul=-
|description=
}}
}}
 
===== <span class="invisible-header"></span> =====
<font style="visibility:hidden" size="0"></font>
{{MoveData
|image=
|caption=
|name=cl.C
|input={{Icon-SNK|c}}
|data=
{{AttackData-KOF94
|Damage=-
|G. Damage=0
|Stun=-
|Cancel=
|Guard= Mid
|Startup=
|Active=
|Recovery=
|Total=
|Hit Adv=
|Block Adv=
|Invul=-
|description=
}}
}}
 
===== <span class="invisible-header"></span> =====
<font style="visibility:hidden" size="0"></font>
{{MoveData
|image=
|caption=
|name=cl.D
|input={{Icon-SNK|d}}
|data=
{{AttackData-KOF94
|Damage=-
|G. Damage=0
|Stun=-
|Cancel=
|Guard= Mid
|Startup=
|Active=
|Recovery=
|Total=
|Hit Adv=
|Block Adv=
|Invul=-
|description=
}}
}}
 
==== Far Normals ====
===== <span class="invisible-header"></span> =====
<font style="visibility:hidden" size="0"></font>
{{MoveData
|image=
|caption=
|name=st.A
|input={{Icon-SNK|a}}
|data=
{{AttackData-KOF94
|Damage=-
|G. Damage=0
|Stun=-
|Cancel=
|Guard= Mid
|Startup=
|Active=
|Recovery=
|Total=
|Hit Adv=
|Block Adv=
|Invul=-
|description=
}}
}}
 
===== <span class="invisible-header"></span> =====
<font style="visibility:hidden" size="0"></font>
{{MoveData
|image=
|caption=
|name=st.B
|input={{Icon-SNK|b}}
|data=
{{AttackData-KOF94
|Damage=-
|G. Damage=0
|Stun=-
|Cancel=
|Guard= Mid
|Startup=
|Active=
|Recovery=
|Total=
|Hit Adv=
|Block Adv=
|Invul=-
|description=
}}
}}
 
===== <span class="invisible-header"></span> =====
<font style="visibility:hidden" size="0"></font>
{{MoveData
|image=
|caption=
|name=st.C
|input={{Icon-SNK|c}}
|data=
{{AttackData-KOF94
|Damage=-
|G. Damage=0
|Stun=-
|Cancel=
|Guard= Mid
|Startup=
|Active=
|Recovery=
|Total=
|Hit Adv=
|Block Adv=
|Invul=-
|description=
}}
}}
 
===== <span class="invisible-header"></span> =====
<font style="visibility:hidden" size="0"></font>
{{MoveData
|image=
|caption=
|name=st.D
|input={{Icon-SNK|d}}
|data=
{{AttackData-KOF94
|Damage=-
|G. Damage=0
|Stun=-
|Cancel=
|Guard= Mid
|Startup=
|Active=
|Recovery=
|Total=
|Hit Adv=
|Block Adv=
|Invul=-
|description=
}}
}}
 
==== Crouching Normals ====
===== <span class="invisible-header"></span> =====
<font style="visibility:hidden" size="0"></font>
{{MoveData
|image=
|caption=
|name=cr.A
|input={{Motion|2}}{{Icon-SNK|a}}
|data=
{{AttackData-KOF94
|Damage=-
|G. Damage=0
|Stun=-
|Cancel=
|Guard= Mid
|Startup=
|Active=
|Recovery=
|Total=
|Hit Adv=
|Block Adv=
|Invul=-
|description=
}}
}}
 
===== <span class="invisible-header"></span> =====
<font style="visibility:hidden" size="0"></font>
{{MoveData
|image=
|caption=
|name=cr.B
|input={{Motion|2}}{{Icon-SNK|b}}
|data=
{{AttackData-KOF94
|Damage=-
|G. Damage=
|Stun=-
|Cancel=
|Guard= Low
|Startup=
|Active=
|Recovery=
|Total=
|Hit Adv=
|Block Adv=
|Invul=-
|description=
}}
}}
 
===== <span class="invisible-header"></span> =====
<font style="visibility:hidden" size="0"></font>
{{MoveData
|image=
|caption=
|name=cr.C
|input={{Motion|2}}{{Icon-SNK|c}}
|data=
{{AttackData-KOF94
|Damage=-
|G. Damage=0
|Stun=-
|Cancel=None
|Guard= Mid
|Startup=
|Active=
|Recovery=
|Total=
|Hit Adv=
|Block Adv=
|Invul=-
|description=
}}
}}
 
===== <span class="invisible-header"></span> =====
<font style="visibility:hidden" size="0"></font>
{{MoveData
|image=
|caption=
|name=cr.D
|input={{Motion|2}}{{Icon-SNK|d}}
|data=
{{AttackData-KOF94
|Damage=-
|G. Damage=0
|Stun=-
|Cancel=
|Guard= Low
|Startup=
|Active=
|Recovery=
|Total=
|Hit Adv=KD
|Block Adv=
|Invul=-
|description=
}}
}}
 
==== Neutral Jumping Normals ====
===== <span class="invisible-header"></span> =====
<font style="visibility:hidden" size="0"></font>
{{MoveData
|image=
|caption=
|name=nj.A
|input={{Motion|8}}{{Icon-SNK|a}}
|data=
{{AttackData-KOF94
|Damage=-
|G. Damage=0
|Stun=-
|Cancel=
|Guard=Overhead
|Startup=
|Active=
|Recovery=
|Total=
|Hit Adv=
|Block Adv=
|Invul=-
|description=
}}
}}
 
===== <span class="invisible-header"></span> =====
<font style="visibility:hidden" size="0"></font>
{{MoveData
|image=
|caption=
|name=nj.B
|input={{Motion|8}}{{Icon-SNK|b}}
|data=
{{AttackData-KOF94
|Damage=-
|G. Damage=0
|Stun=-
|Cancel=
|Guard=Overhead
|Startup=
|Active=
|Recovery=
|Total=
|Hit Adv=
|Block Adv=
|Invul=-
|description=
}}
}}
 
===== <span class="invisible-header"></span> =====
<font style="visibility:hidden" size="0"></font>
{{MoveData
|image=
|caption=
|name=nj.C
|input={{Motion|8}}{{Icon-SNK|c}}
|data=
{{AttackData-KOF94
|Damage=-
|G. Damage=0
|Stun=-
|Cancel=
|Guard=Overhead
|Startup=
|Active=
|Recovery=-
|Total=
|Hit Adv=
|Block Adv=
|Invul=-
|description=
}}
}}
 
===== <span class="invisible-header"></span> =====
<font style="visibility:hidden" size="0"></font>
{{MoveData
|image=
|caption=
|name=nj.D
|input={{Motion|8}}{{Icon-SNK|d}}
|data=
{{AttackData-KOF94
|Damage=-
|G. Damage=0
|Stun=-
|Cancel=
|Guard=Overhead
|Startup=
|Active=
|Recovery=
|Total=
|Hit Adv=
|Block Adv=
|Invul=-
|description=
}}
}}
 
==== Diagonal Jump Normals ====
===== <span class="invisible-header"></span> =====
<font style="visibility:hidden" size="0"></font>
{{MoveData
|image=
|caption=
|name=dj.A
|input={{Motion|7}}/{{Motion|9}}+{{Icon-SNK|a}}
|data=
{{AttackData-KOF94
|Damage=-
|G. Damage=0
|Stun=-
|Cancel=
|Guard=Overhead
|Startup=
|Active=
|Recovery=-
|Total=
|Hit Adv=
|Block Adv=
|Invul=-
|description=
}}
}}
 
===== <span class="invisible-header"></span> =====
<font style="visibility:hidden" size="0"></font>
{{MoveData
|image=
|caption=
|name=dj.B
|input={{Motion|7}}/{{Motion|9}}+{{Icon-SNK|b}}
|data=
{{AttackData-KOF94
|Damage=-
|G. Damage=0
|Stun=-
|Cancel=
|Guard=Overhead
|Startup=
|Active=
|Recovery=-
|Total=
|Hit Adv=
|Block Adv=
|Invul=-
|description=
}}
}}
 
===== <span class="invisible-header"></span> =====
<font style="visibility:hidden" size="0"></font>
{{MoveData
|image=
|caption=
|name=dj.C
|input={{Motion|7}}/{{Motion|9}}+{{Icon-SNK|c}}
|data=
{{AttackData-KOF94
|Damage=-
|G. Damage=0
|Stun=-
|Cancel=
|Guard=Overhead
|Startup=
|Active=
|Recovery=-
|Total=
|Hit Adv=
|Block Adv=
|Invul=-
|description=
}}
}}
 
===== <span class="invisible-header"></span> =====
<font style="visibility:hidden" size="0"></font>
{{MoveData
|image=
|caption=
|name=dj.D
|input={{Motion|7}}/{{Motion|9}}+{{Icon-SNK|d}}
|data=
{{AttackData-KOF94
|Damage=-
|G. Damage=0
|Stun=-
|Cancel=
|Guard=Overhead
|Startup=
|Active=
|Recovery=
|Total=
|Hit Adv=
|Block Adv=
|Invul=-
|description=
}}
}}
 
=== Throws ===
{{MoveData
|image=
|caption=
|name=Shoulder Buster
|input={{Motion|4}}/{{Motion|6}}+{{Icon-SNK|c}}/{{Icon-SNK|d}}
|data=
{{AttackData-KOF94
|Damage=-
|G. Damage=
|Stun=-
|Cancel=
|Guard= Throw
|Startup=-
|Active=-
|Recovery=-
|Total=
|Hit Adv=
|Block Adv=
|Invul=-
|description=
}}
}}
 
=== Special Moves ===
===== <span class="invisible-header"></span> =====
<font style="visibility:hidden" size="0"></font>
{{MoveData
|image=
|caption=
|name=Vulcan Punch
|input=Tap [[File:P.png]]
|data=
{{AttackData-KOF94
|version={{Icon-SNK|a}}
|Damage=-
|G. Damage=0
|Stun=-
|Cancel=
|Guard=
|Startup=
|Active=-
|Recovery=-
|Total=
|Hit Adv=
|Block Adv=
|Invul=-
|description=
}}
{{AttackData-KOF94
|version={{Icon-SNK|c}}
|Damage=-
|G. Damage=0
|Stun=-
|Cancel=
|Guard=
|Startup=
|Active=-
|Recovery=-
|Total=
|Hit Adv=
|Block Adv=
|Invul=-
|description=
}}
}}
 
===== <span class="invisible-header"></span> =====
<font style="visibility:hidden" size="0"></font>
{{MoveData
|image=
|caption=
|name=Gatling Attack
|input=Charge {{Motion|4}}~{{Motion|6}}[[File:P.png]]
|data=
{{AttackData-KOF94
|version={{Icon-SNK|a}}
|Damage=-
|G. Damage=0
|Stun=-
|Cancel=
|Guard=
|Startup=
|Active=-
|Recovery=-
|Total=
|Hit Adv=
|Block Adv=
|Invul=-
|description=
}}
{{AttackData-KOF94
|version={{Icon-SNK|c}}
|Damage=-
|G. Damage=0
|Stun=-
|Cancel=
|Guard=
|Startup=
|Active=-
|Recovery=-
|Total=
|Hit Adv=
|Block Adv=
|Invul=-
|description=
}}
}}
 
===== <span class="invisible-header"></span> =====
<font style="visibility:hidden" size="0"></font>
{{MoveData
|image=
|caption=
|name=Super Argentine Backbreaker
|input={{Motion|41236}}{{Icon-SNK|d}}
|data=
{{AttackData-KOF94
|Damage=-
|G. Damage=0
|Stun=-
|Cancel=
|Guard=
|Startup=
|Active=-
|Recovery=-
|Total=
|Hit Adv=
|Block Adv=
|Invul=-
|description=
}}
}}
 
=== Super Moves ===
{{MoveData
|image=
|caption=
|name=Ultra Argentine Back Breaker
|input={{Motion|63214}}{{Motion|63214}}{{Icon-SNK|c}}
|data=
{{AttackData-KOF94
|Damage=-
|G. Damage=0
|Stun=-
|Cancel=
|Guard=
|Startup=
|Active=-
|Recovery=-
|Total=
|Hit Adv=
|Block Adv=
|Invul=-
|description=
}}
}}


:Ultra Argentine Backbreaker: close, (f, df, d, db, b)x2 + C
=Strategies=
==Combos==
==Combos==
* cl.C(1), hcf D, [walk forward a little, dash forwards, hcf D]xN
:The Team Brazil infinite combo. Only possible if an attack connects with an opponent first, and is then cancelled into the command grab. Without that, the glitch that allows command grabs off an OTG does not work. For every rep of the command grab done, in order to correctly time the next rep, the following command grab must connect right as the opponent lands from their fall. In other words, after throwing the opponent, walk forwards a bit, dash forwards, and then time the command grab to hit right as the opponent land the second time from bouncing on the ground. You do not need to be right next to the opponent, but still relatively close.
:If he has access to it, Clark can also use his super in the middle of the infinite. This will end the infinite, however, though the opponent is probably already dead anyways.
:Video example can be found [https://youtu.be/gNSEnBuHRlE?t=104 here.]
==Strategy==


{{Navbox-KOF94}}
[[Category:The King of Fighters '94]]
[[Category:The King of Fighters '94]]

Latest revision as of 18:43, 25 May 2024

Kof94clark.png

Introduction

Strengths Weaknesses
  • placeholder
  • placeholder

Movelist

Move List Showcase

Normals

Close Range Normals

cl.A
Kof.lp.png
Damage Guard Guard Damage Stun Cancel Properties Startup Active Recovery Total Hit Advantage Block Advantage Invulnerability
- Mid 0 - - - - - - - - -

cl.B
Kof.lk.png
Damage Guard Guard Damage Stun Cancel Properties Startup Active Recovery Total Hit Advantage Block Advantage Invulnerability
- Mid 0 - - - - - - - - -

cl.C
Kof.sp.png
Damage Guard Guard Damage Stun Cancel Properties Startup Active Recovery Total Hit Advantage Block Advantage Invulnerability
- Mid 0 - - - - - - - - -

cl.D
Kof.sk.png
Damage Guard Guard Damage Stun Cancel Properties Startup Active Recovery Total Hit Advantage Block Advantage Invulnerability
- Mid 0 - - - - - - - - -

Far Normals

st.A
Kof.lp.png
Damage Guard Guard Damage Stun Cancel Properties Startup Active Recovery Total Hit Advantage Block Advantage Invulnerability
- Mid 0 - - - - - - - - -

st.B
Kof.lk.png
Damage Guard Guard Damage Stun Cancel Properties Startup Active Recovery Total Hit Advantage Block Advantage Invulnerability
- Mid 0 - - - - - - - - -

st.C
Kof.sp.png
Damage Guard Guard Damage Stun Cancel Properties Startup Active Recovery Total Hit Advantage Block Advantage Invulnerability
- Mid 0 - - - - - - - - -

st.D
Kof.sk.png
Damage Guard Guard Damage Stun Cancel Properties Startup Active Recovery Total Hit Advantage Block Advantage Invulnerability
- Mid 0 - - - - - - - - -

Crouching Normals

cr.A
D.pngKof.lp.png
Damage Guard Guard Damage Stun Cancel Properties Startup Active Recovery Total Hit Advantage Block Advantage Invulnerability
- Mid 0 - - - - - - - - -

cr.B
D.pngKof.lk.png
Damage Guard Guard Damage Stun Cancel Properties Startup Active Recovery Total Hit Advantage Block Advantage Invulnerability
- Low - - - - - - - - - -

cr.C
D.pngKof.sp.png
Damage Guard Guard Damage Stun Cancel Properties Startup Active Recovery Total Hit Advantage Block Advantage Invulnerability
- Mid 0 - None - - - - - - -

cr.D
D.pngKof.sk.png
Damage Guard Guard Damage Stun Cancel Properties Startup Active Recovery Total Hit Advantage Block Advantage Invulnerability
- Low 0 - - - - - - KD - -

Neutral Jumping Normals

nj.A
U.pngKof.lp.png
Damage Guard Guard Damage Stun Cancel Properties Startup Active Recovery Total Hit Advantage Block Advantage Invulnerability
- Overhead 0 - - - - - - - - -

nj.B
U.pngKof.lk.png
Damage Guard Guard Damage Stun Cancel Properties Startup Active Recovery Total Hit Advantage Block Advantage Invulnerability
- Overhead 0 - - - - - - - - -

nj.C
U.pngKof.sp.png
Damage Guard Guard Damage Stun Cancel Properties Startup Active Recovery Total Hit Advantage Block Advantage Invulnerability
- Overhead 0 - - - - - - - - -

nj.D
U.pngKof.sk.png
Damage Guard Guard Damage Stun Cancel Properties Startup Active Recovery Total Hit Advantage Block Advantage Invulnerability
- Overhead 0 - - - - - - - - -

Diagonal Jump Normals

dj.A
Ub.png/Uf.png+Kof.lp.png
Damage Guard Guard Damage Stun Cancel Properties Startup Active Recovery Total Hit Advantage Block Advantage Invulnerability
- Overhead 0 - - - - - - - - -

dj.B
Ub.png/Uf.png+Kof.lk.png
Damage Guard Guard Damage Stun Cancel Properties Startup Active Recovery Total Hit Advantage Block Advantage Invulnerability
- Overhead 0 - - - - - - - - -

dj.C
Ub.png/Uf.png+Kof.sp.png
Damage Guard Guard Damage Stun Cancel Properties Startup Active Recovery Total Hit Advantage Block Advantage Invulnerability
- Overhead 0 - - - - - - - - -

dj.D
Ub.png/Uf.png+Kof.sk.png
Damage Guard Guard Damage Stun Cancel Properties Startup Active Recovery Total Hit Advantage Block Advantage Invulnerability
- Overhead 0 - - - - - - - - -

Throws

Shoulder Buster
B.png/F.png+Kof.sp.png/Kof.sk.png
Damage Guard Guard Damage Stun Cancel Properties Startup Active Recovery Total Hit Advantage Block Advantage Invulnerability
- Throw - - - - - - - - - -

Special Moves

Vulcan Punch
Tap P.png
Version Damage Guard Guard Damage Stun Cancel Properties Startup Active Recovery Total Hit Advantage Block Advantage Invulnerability
Kof.lp.png - - 0 - - - - - - - - -
Version Damage Guard Guard Damage Stun Cancel Properties Startup Active Recovery Total Hit Advantage Block Advantage Invulnerability
Kof.sp.png - - 0 - - - - - - - - -

Gatling Attack
Charge B.png~F.pngP.png
Version Damage Guard Guard Damage Stun Cancel Properties Startup Active Recovery Total Hit Advantage Block Advantage Invulnerability
Kof.lp.png - - 0 - - - - - - - - -
Version Damage Guard Guard Damage Stun Cancel Properties Startup Active Recovery Total Hit Advantage Block Advantage Invulnerability
Kof.sp.png - - 0 - - - - - - - - -

Super Argentine Backbreaker
Hcf.pngKof.sk.png
Damage Guard Guard Damage Stun Cancel Properties Startup Active Recovery Total Hit Advantage Block Advantage Invulnerability
- - 0 - - - - - - - - -

Super Moves

Ultra Argentine Back Breaker
Hcb.pngHcb.pngKof.sp.png
Damage Guard Guard Damage Stun Cancel Properties Startup Active Recovery Total Hit Advantage Block Advantage Invulnerability
- - 0 - - - - - - - - -

Combos

  • cl.C(1), hcf D, [walk forward a little, dash forwards, hcf D]xN
The Team Brazil infinite combo. Only possible if an attack connects with an opponent first, and is then cancelled into the command grab. Without that, the glitch that allows command grabs off an OTG does not work. For every rep of the command grab done, in order to correctly time the next rep, the following command grab must connect right as the opponent lands from their fall. In other words, after throwing the opponent, walk forwards a bit, dash forwards, and then time the command grab to hit right as the opponent land the second time from bouncing on the ground. You do not need to be right next to the opponent, but still relatively close.
If he has access to it, Clark can also use his super in the middle of the infinite. This will end the infinite, however, though the opponent is probably already dead anyways.
Video example can be found here.

Strategy

Game Navigation

General
Controls
Notation
HUD
System
FAQ
Characters
Andy Bogard
Athena Asamiya
Benimaru Nikaido
Brian Battler
Chang Koehan
Chin Gentsai
Choi Bounge
Clark Still
Goro Daimon
Heavy D!
Heidern
Joe Higashi
Sie Kensou
Kim Kaphwan
King
Kyo Kusanagi
Lucky Glauber
Mai Shiranui
Ralf Jones
Robert Garcia
Ryo Sakazaki
Takuma Sakazaki
Terry Bogard
Yuri Sakazaki
Boss Only
Rugal Bernstein