Clark FAQ for KOF'99 v1.3
                         By PTR
        EMAIL: [email protected] 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
----------------------------------------------------------------------------------------