=======================
|      Clark Guide      |
|          For          |
|  King of Fighter EX2: |
|     Howling Blood     |
|                       |
| By Albert-Jan Buwalda |
=======================

1. Intro                    [INT]
2. Who’s Clark              [CLK]
3. Game mechanics           [GME]
4. Moves                    [MVS]
4.1 Basic Moves             [BSC]
4.2 Special Moves           [SPC]
4.3 Desperation Moves       [DMS]
4.4 Super Desperation Moves [SDM]
5. Strategy                 [STG]
6. Copyright                [CPR]
7. Thanks-n-other           [TNO]

Version:
V1.0: Base document
V1.1: Flashing Elbow Updated

-----------------------------------------------------------------------
1. Intro [INT]

I see you thinking, this game is couple of years old; why is this guy
writing a guide for this game? Well, because I still play it of course!
If been playing KOF since the first edition. Since the early beginning
of ‘94 I have always liked Clark. Back in those days he and Ralf where
clones of each other.

Over the years Clark evolved quite a bit over the years. While he was
only armed with a very limited number of moves, his new arsenal
contains a lot of good grapples. He still my favorite character. That’s
why I felt I had to write this guide.

Why chose Clark:

- He has good Special gapples
- He has great Desperation Moves
- He makes does shades look cool

+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
2. Who’s Clark? [CLK]

Clark Steel
Fighting Style : Martial arts + Heidern-style assassination techniques
Birthdate : 7th May
Nationality : America
Blood Group : A+
Height : 187 cm
Weight : 89 kg
Likes : Collecting guns
Favorite Food  : Oatmeal
Strong Sports  : Wrestling
Important Things  : His sunglasses
Hated Things  : Slugs

+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
3. Game mechanics [GME]

--------------------
|Basic commands:   |
|------------------|
|UP    = Jump      |
|DOWN  = Crouch    |
|RIGHT = Walk right|
|LEFT  = Walk left |
|                  |
|A = Strong punch  |
|B = Weak punch    |
|L = Strong kick   |
|R = Weak kick     |
--------------------
----------------------------------
|Advanced commands:              |
|--------------------------------|
|RIGHT, RIGHT = Hop right        |
|LEFT, LEFT   = Hop left         |
|R+B          = Knock-down attack|
|LEFT+R+B     = Dodge-roll left  |
|RIGHT+R+B    = Dodge-roll right |
|L+B          = Striker          |
|L+R          = Master-mode*     |
|(* = unlockable)                |
----------------------------------

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Advanced mechanics
-----------------------------------------------------------------------
Knock-down attack:

This is a attack which, if it connects the opponent gets knocked down
(hence the name). It can be useful if you want to create some space. In
can also be done while in mid-air.
-----------------------------------------------------------------------
Dodge-roll:

The dodge-roll is a excellent tool too evade some serious damage. You
basically chose the side you want to roll to and as long as you roll
you invincible to everything but throws. Clark himself, he’s a great
grappler, so with some timing you can intercept them with a nasty
throw.
-----------------------------------------------------------------------
Striker:

This is pretty neat. In the lower corners you see the picture of your
next character in line and a number of colored dots. For every colored
dot you can call in a teammate to cut in for a attack. After he hits
(or is blocked or dodged) he splits again.
-----------------------------------------------------------------------
Stock, Desperation moves and MAX:

Ok, under your health bar there is a bar, which fills when you get
damage, dish it out or do a special move. When this bar is filled one
the slots below is filled and the bar is empty again. The filled slot
is called stock.

What can you do with stock you ask? Well, you can do Desperation Moves.
These moves do very much damage and look insane to boot. Clark’s DMs
take out about 1/3 health bar. That’s not too shabby.

When you hit three stock the stock meter says MAX. This means you can
unleash a Super Desperation Move. This drains ALL your stock, which is
a hefty price. The move is obviously pretty damaging, but not as such
that a price of three stock is valid. In fact, you do more damage with
3 DM than one SDM, which is a shame.
-----------------------------------------------------------------------
Master system:

When you have finished the game a couple of times, you’ll gain
experience and eventually hit “Master Orochi”. This means that you gain
the ability to activate the Master-mode. While in this mode your stock
will slowly drain and you can pull off as many DM as you want.
Personally, I hardly find it useful.
+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
4. Moves [MVS]

This section is about Clark’s arsenal of moves. He has some very good
grapples and one of the best Desperation Moves of the game! Clark also
has some good punches and kicks, to make him more well-rounded.

--------------------------
| Command legend:        |
|------------------------|
| Upw = Upwards          |
| Fwd = Forwards         |
| Dwn = Downwards        |
| Bkw = Backwards        |
|------------------------|
| B = Weak punch         |
| A = Strong Punch       |
| L = Weak kick          |
| R = Strong kick        |
|------------------------|
| / = pick one of either |
|     (example: A/B)     |
| + = combines buttons   |
|     (example: A+B)     |
--------------------------
-----------------------------------------------------------------------

Move Info build-up:

NAME (Command to execute the move)

Explanation: Description of what Clark does.

Uses: Description of what the move is good for.

Grade: Grade from 1 to 10, showing the usefulness.

+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
4.1 Basic moves [BSC]

Weak punches:
-----------------------------------------------------------------------
Standing weak punch (B)

Explanation: Clark throws a speedy jab.

Uses: The jab AKA poke. It’s fast and counters well because of it’s
speed. It does have low damage, but what do you expect. Good for
annoying the opponent as well. Other then that it’s not that useful.

Grade: 5.5
-----------------------------------------------------------------------
Close standing weak punch (B near opponent)

Explanation: Exactly the same as above.

Uses: Exactly the same as above.

Grade: 5.5
-----------------------------------------------------------------------
Crouching weak punch (Dwn+B)

Explanation: Clark throws a speedy jab while crouched.

Uses: The other poke. This has the same properties that the standing
version has, except it hits low, making it slightly more useful for
countering.

Grade: 6.0
-----------------------------------------------------------------------
Jumping weak punch (B in air)

Explanation: Clark has something with jabs. This version is executed
while airborne.

Uses: Not many. Personally I don’t use this very much. I rather jump in
strong kicking or not doing anything at all rather pulling of a move
upon landing.

Grade: 4.5
-----------------------------------------------------------------------

Strong punches:
-----------------------------------------------------------------------
Standing strong punch (A)

Explanation: Clark throws a punch, more slowly than the weak version.

Uses: Pretty solid. Does more damage than the weak version.(obviously)
And still  has decent speed. It can not be used as a poke probably
anymore, the speed is to low for that.

Grade: 6.5
-----------------------------------------------------------------------
Close standing strong punch (A near opponent)

Explanation: Clark throws a haymaker that hits twice.

Uses: Really nice. If the first hit connects, the second one hits
automatically. It does very nice damage and has good speed. Good all-
round.

Grade: 7.0
-----------------------------------------------------------------------
Crouching strong punch (Dwn+A)

Explanation: Clark swings low at the opponents legs.

Uses: Low attack that doesn’t force a knock-down. Although it does good
damage and helps in low/high-guess-game, I don’t use it much, since I
rather use a special throw instead.

Grade: 6.5
-----------------------------------------------------------------------
Jumping strong punch (A in air)

Explanation: Clark throws a straight punch in the air.

Uses: Mmm... Don’t use this one. It hardly ever hits and kicking works
better.

Grade: 3.5
-----------------------------------------------------------------------

Weak kicks:
-----------------------------------------------------------------------
Standing weak kick (L)

Explanation: Clark throws a quick kick.

Uses: Has limited range but works well as a poke. It does minimal
damage though.

Grade: 5.5
-----------------------------------------------------------------------
Close standing weak kick (L near opponent)

Explanation: Clark knees the opponent

Uses: This is basically the same move as the one above it, only with a
other animation. Same use.

Grade: 5.5
-----------------------------------------------------------------------
Crouching weak kick (Dwn+L)

Explanation: Very quick kick that hits low ideal for countering DMs and
special moves that charge at you.

Uses: Low ideal for countering DMs and special moves that charge at
you. Nice.

Grade: 6.5
-----------------------------------------------------------------------
Jumping weak kick (L in air)

Explanation: Clark throws a speedy sidekick.

Uses: Decent for countering, but other than that, it has not much to
offer.

Grade: 5.0
-----------------------------------------------------------------------

Strong kicks
-----------------------------------------------------------------------
Standing strong kick (R)

Explanation: Clark throws a high toe kick.

Uses: Good all-rounder. It has decent speed, good range and damage.

Grade: 7.0
-----------------------------------------------------------------------
Close standing strong kick (R near opponent)

Explanation: Clark lunges of the ground, throwing a horizontal side
shin kick.

Uses: Basically the same as the move above. Just looks a lot cooler.

Grade: 7.0
-----------------------------------------------------------------------
Crouching strong kick (Dwn+R)

Explanation: Clark extends his leg, putting his hand to the ground for
balance, and attempts to sweep the opponent.

Uses: I use it quite a lot. It has knock-down, so it takes a second for
the opponent to get up, so you can get away. Good in corners or when
you need space. Also has very nice damage.

Grade: 7.5
-----------------------------------------------------------------------
Jumping strong kick (R in air)

Explanation: Clark extends his leg in a slightly upward angle,
attempting to kick the opponent.

Uses: It has it’s uses. Good if your like empty jumping.(=jumping at
your opponent without attacking, just jumping next to them) You can
play the guess game; mixing jumping kicks with empty jumps. It has good
damage too.

Grade: 6.5
-----------------------------------------------------------------------

Throws:
-----------------------------------------------------------------------
Grapple (Strong Punch) (Frw/Bkw+A)

Explanation: Clark slides behind the opponents back, grabs them and
flings them away, a kind of suplex.

Uses: This move is pretty good since Clark flings them pretty far so
you have some space. But you’ve got better throws!

Grade: 7.0
-----------------------------------------------------------------------
Grapple (Strong Kick) (Frw/Bkw+R)

Explanation: Clark the opponent by neck and belt, lifts them up and
plants there head in the ground.

Uses: It’s ok, but you have way better throws! This one doesn’t fling
him away.

Grade: 6.5
+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++

4.2 Special moves [SPC]
-----------------------------------------------------------------------
Gatling Attack (Charge Bkw, Fwd+A/B)

Explanation: Clarks lunges out with a backfist and finishing out with a
uppercut. It hits 3 times.

Uses: It has it’s use as a punisher. It can also be charged with
Dwn/Bkw instead of just Bkw. This means that Clark stands still
(blocking) while charging. So if a enemy attack is blocked, you can
throw out this.

Grade: 6.5
-----------------------------------------------------------------------
Napalm Stretch (Fwd, Dwn, Dwn+Fwd+A/B)

Explanation: Clark jumps in the air in (about 70 degree) and graps the
opponent out of the air, smacking him into the ground.

Uses: Good anti-air. It’s pretty much the only good anti-air Clark has
so use it!

Grade: 7.0
-----------------------------------------------------------------------
Mount Tackle (Bkw, Bkw+Dwn, Dwn, Dwn+Fwd Fwd+A/B)

Explanation: Clark rushes toward the opponent, attempting to tackle the
opponent.

Uses: It is fast, but blockable, so it’s best to use near the opponent.
It causes low damage, but it can be followed up by several more
damaging moves, which can not be blocked.

Grade: 7.0


Mount Tackle follow-ups:
--> Clark Lift (Dwn, Dwn+B)

Explanation: Clark lifts the opponent of the ground, slings him around
his body and smack in the ground head first! (ouch...)

Uses: Looks good does good damage. It pretty much what animation you
like more, because the difference in damage is minimal.

Grade: 7.5

--> Rolling Cradle (Dwn, Dwn+L/R)

Explanation: Clark graps the opponent, rolling with him over the
ground. Look awesome ;-)

Uses: Looks good does good damage. It pretty much what animation you
like more, because the difference in damage is minimal.

Grade: 7.5

--> Sleeper Lift (Dwn, Dwn+A)

Explanation: Clark graps the opponent in a sleeper-hold and let him
self fall on his back, smacking the opponent on the ground headfirst

Uses: Looks good does good damage. It pretty much what animation you
like more, because the difference in damage is minimal.

Grade: 7.5
-----------------------------------------------------------------------
Frankensteiner (Fwd, Dwn, Dwn+Fwd+L/R)

Explanation: Clark lunges in the air, locking the opponents head
between his legs. He then throws his upper body backwards, dragging the
unfortunate opponent with him, smacking his head into the ground, then
taunts the opponent.

Uses: This is a grab, so it can’t be blocked. It has quite some reach
for a grab and has good damage.

Grade: 7.5
-----------------------------------------------------------------------
Super Argentine Back Breaker (Bkw, Bkw+Dwn, Dwn, Dwn+Fwd Fwd+L/R)

Explanation: Clark picks up the opponent and throws him strait up, all
the way out of the screen, than catches them and throw their sorry butt
to the curve.

Uses: Very good grapple. It has very good damage, looks slick and can
be followed up! Good for empty jumps. One of the best throws in the
game.

Grade: 8.0
-----------------------------------------------------------------------
Flashing Elbow (Dwn, Dwn/Fwd, Fwd+A/B)

Explanation: After Clark finishes a special throw, he runs at the
opponent, jumps and let himself drop with a extended elbow for some
extra damage.

Uses: Free extra damage! That’s always a good thing. Time it right
though otherwise you can get a nasty counter.

Grade: 8.0

Move execution:
This move is kind of tricky to pull of. It took me a while to figure
out how to execute with all the moves. Here is how to pull it of:

Frankensteiner:
When the opponent hits the ground.

Sleeper Lift:
Just before the opponent hits the ground.

Super Argentine Back Breaker:
After Clark catches the opponent; in the throw-animation.
+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++

4.3 Desperation moves [DMS]
-----------------------------------------------------------------------
Ultra Argentine Back Breaker
(Bkw, Bkw+Dwn, Dwn, Dwn+Fwd Fwd, Bkw, Bkw+Dwn, Dwn, Dwn+Fwd Fwd+A/B)

Explanation: Clark does the same thing as the Super Argentine Back
Breaker, except he throws and catches the opponent 3 times. That’s
right 3 times!

Uses: This is one of the best DMs of the game. It’s unblockable due to
the fact that it’s a grapple. It looks insanely painful and it is. It
eats away about 1/3 of a health bar. Good for empty jumping!

Grade: 9.0
-----------------------------------------------------------------------
Running Three
(Fwd, Fwd+Dwn, Dwn, Dwn+Bkw, Bkw, Fwd, Fwd+Dwn, Dwn, Dwn+Bkw, Bkw+L/R)

Explanation: Clark rushes at the opponent, picks him up his shoulder.
He then runs to the other side of the screen and plants you headfirst
into the ground and then repeats this process two more times!

Uses: This DM is pretty good as well. He dashes pretty quick. It’s
unblockable as well, because it’s a grapple. It takes of a little more
health then the Ultra Argentine Back Breaker, but is easier to counter.
So timing is of the up most importance.

Grade: 8,5
+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++

4.4 Super Desperation Moves [SDM]
-----------------------------------------------------------------------
Ultra Argentine Back Breaker Max
(Bkw, Bkw+Dwn, Dwn, Dwn+Fwd Fwd, Bkw, Bkw+Dwn, Dwn, Dwn+Fwd Fwd+A+B)

Explanation: It’s pretty much the same as the Ultra Argentine Back
Breaker, except when he throws him the third time, instead of catching
him, Clark jumps up and graps him in mid are to smack his opponent face
down into the round!(OUCH!!)

Uses: Well actually, I don’t use this one much. It takes three stock
for about halve a health bar of damage. I can do more damage with three
DM than with this SDM. But if you’re playing against a human opponent
and you want to totally humiliate your opponent, this is a good way to
do it!

Grade: 8,0
+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
5. Strategy [STG]

Clark very much relies on his throws. So a very good tactic is to play
the guess game. Jump at the opponent. Now you can either kick or empty
jump and pull off a special throw. Mix it up for maximum confusion. Put
the pressure on and when he makes a mistake either Back Breaker or
Mount Tackle him for good damage. Always do follow-ups when possible,
free damage is a good thing.

If your opponent counters your air game, mix them up with Mount
Tackles. After a while you’ll get some stock and you might as well use
it. A empty jump followed by a Ultra Argentine Back Breaker or if he’s
bugging your air game a Running Three. Don’t use your SDM, it’s a waste
of stock.
+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
6. Copyright [CPR]

This FAQ is under copyright. Only GameFAQs can host it. Deal with it!
Further more; I’m in no way responsible for Clark Steel or KOF.
+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
7. Thanks-n-other [TNO]

Me for writing this!
CJAYC, for being a gracious host.
Everybody that I know for backing me.
And of course Marvelous for bringing a good sequel to shaky game.

Copyright 2006 A-J Buwalda