Clark Steel FAQ Ver1.8 (August 2001)
By Yang Yang(hebretto)He (
[email protected])
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Disclaimer
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This FAQ is a free publication so if you see any parts of this document in
magazines(like EGM)or any form of media please contact me.If you would like
to put this document on your site or whatever kind of media please ask me
first for I have no problem with those who would like to use this FAQ(like
anyone would anyway),I'd just like to know where my things are.All characters
and games are owned by their companies(Snk and Capcom)
This FAQ should only be found at:
http://www.gamefaqs.com
http://vgstrategies.about.com
http://www.gamewinners.com
Contents-
1.Introduction
2.Clark
3.Controls
4.Normal attacks
5.Movelist
6.Striker
7.Combos
8.S-Team combos
9.Credits
10.History
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1.Introduction
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Hey all and welcome to my second and my favorite player FAQ.This FAQ is for
those people who'd like to improve on grapplers(and Clark is best grappler
there is followed by Zangief).Now get ready for some _wooyaar_
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2.Clark
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Clark was one of the original Ikari Warriors(in the Ikari Warriors for the
NES)which was a Metal Slug like game and made his fighting game appearance
in KOF'94.At first he and Ralf(the other Ikari Warrior)had just about the
same moves(like Ken and Ryu).He then later changed in 96 when he was given
the best follow-up move(Flashing Elbow)and from then on he's been one of the
most popular characters in the game.
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3.Controls
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All are for the left side of the screen
qcf - down,down-forward,forward
qcb - down,down-back,back
hcf - back,down-back,down,down-forward,forward
hcb - forward,down-forward,down,down-back,back
dp - forward,down,down-forward
The following applies to any character:
Charge
-Hold a direction for 2 seconds
A/B/C/D
-In order light punch,light kick,hard punch etc
xx
-Press two buttons at the same time(like AB)
Roll(AB)
-You will do a forward roll(slide for some characters)which grants you
invincibility for a short time,by holding back and pressing AB you will do
a back roll(slide for some characters).If done while blocking you will roll
away(roll back if you hold back,roll forward if you leave it neutral/hold
forward)from your opponent thus escaping from their attacks but it costs one
powerstock
Safe Fall(press AB when your just about to hit the ground)
-A quick recovery from a fall.Comes in handy sometimes from any off the ground
Strikers like Joe
Call Striker(BC)
-Call out your 4th character for assistance
CD attack
-A knockdown attack which can be done in the air.If you do this when blocking
you will knock down you opponent thus preventing them from doing their attack
but it costs one powerstock if you do it and it also does no damage.But you
can call out a Striker the moment you press CD
Throw(when near opponent,forward or back + C/D)
-Throws,who can live without them.If you call out your Striker after a throw
they will knock your opponent into the air leaving you for another hit.This
process takes up one Striker stock and powerstock
Throw escape(tap any button before being thrown)
-Stops a throw period.This year you knockdown your opponent instead of
pushing them away.You can call out a Striker after you knockdown your opponent
for an extra hit.This process takes up one Striker stock
Counter mode(ABC when you have 3 powerstocks)
-A mode in which you can do unlimited normal DMs and more damage for attacks
for a period of time.When the timer runs out,you will not be able to add
anything to your power gauge for about 3 or so seconds
Armour mode(BCD when you have 3 powerstocks)
-A mode in which you will not get into hit stun and do more damage(more than
Counter mode)for a period of time. When the timer runs out,you will not be
able to add anything to your power gauge for about 3 or so seconds
Super Desperation Move(motion of any Desperation Move + AC/BD)
-An enhanced version of one of your DMs,the set damage for a SDM is about
50%.When you finish the SDM you will not be able to add anything to your power
gauge though for about 3 or so seconds
Taunt(press Start)
-Just used to annoy your opponent but this year each time you taunt you are
given an extra Striker stock but it costs a powerstock.Also,you can't just
stop it any time you want like in the other games,so don't do it just because
you felt like it unless you feel suicidal.While in Counter Mode(and maybe
in Armour Mode),if you taunt you will also get a Striker stock but that will
decrease the amount of time you have left for the mode(s?)
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4.Normal attacks
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>A button<
Standing/Far
-A quick jab that's about a standard character's neck height
Close
-Same as the Standing/Far attack
Crouching
-A crouching quick jab that _can_ be connected into a Gattling Gun,Super
Argentine Backbreaker,Ultra Argentine Backbreaker and maybe a Mount Tackle
Jump
-Strikes with his fist at a 45 degree down-arc
Jump-in(jump towards the opponent)
-Same animation as the normal Jump version but with a hand chop position,got
very good priority
>B button<
Standing/Far
-A quick kick about the height of the stomach of a standard character
Close
-A quick high-knee attack reaching the middle part of a standard character
that _can_ be connected into a Super Argentine Backbreaker,Ultra Argentine
Backbreaker,Mount Tackle and Gattling Gun but you have to be very close to
actually hit the opponent
Crouching
-A middle ranged but quick kick that _cannot_ be connected
Jump
-An animation that looks like he's about to sit down with the back leg hitting
Jump-in(jump towards the opponent)
-A very kick so if you do choose to use this it's best not to do it until
you come down from the jump
>C button<
Standing/Far
-A slow but good range straight punch
Close
-Very quick,if you have a contest between who would counter first it would
be this one IMO.2 hits,you _can_ connect it after the first hit with the ground
based special/command attacks except the Frankensteiner and both of his DMs
but you might have some trouble with the Running Three
Crouching
-A new animation from 99 which has some extra range but slower
Jump
-A straight punch in the air.Nothing much
Jump-in(jump towards your opponent)
-Same as the normal Jump C
>D button<
Standing/Far
-An average kick about neck height.Very good as a anti-air,I'm just surprised
that hardly anyone down at where I play don't use this much
Close
-Another great anti-air,it has the animation as the Frankensteiner but
faster.Try not to use this unless as an anti-air because of its recovery time
Crouching
-A long-range sweap that comes out at medium speeds
Jump
-Looks very similar to the normal jump version of the B button but with a
bit more priority but also slower,best to do it when you start falling down
from a jump.
This attack has alot of potential for Clark and the reason why?OK,most
people just try to distant themselves' after knocking down an opponent,but
since some of Clark's moves are throws you can often jump up and do this attack
just about when they get up.Now this dance can go mostly in two ways-
1)They try to block even though it won't even hit since it takes some time
for the attack to come out so the moment you land you've a few choices to
choose from like a normal throw,a command throw or the Ultra Argentine
Backbreaker
2)They are so damn calm and thinks so fast that they will jump and attack
you or do an anti-air
Jump-in
-A kick which is at a 45 degrees high-angle arc,great for those who are jumping
towards you
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5.Movelist
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>Command Moves<
Stomping(back or forward + B)
-A foot stomp,can be comboed after the first hit of the Standing C
>Special Moves<
Gattling Attack(hold back,forward + A/C)
-A charging attack that knocks the opponent into the air.The A version travels
about 1/3 of the screen while the C version travels 2/3
Mount Tackle(hcf + A/C)
-A rundown attack that's very quick.Cause no damage.Try to combo it from a
Standing C for this move is _blockable_
Clark Lift(down,down+ A after Mount Tackle)
-Clark picks up the opponent off the ground and throws them down to the ground
again
Rolling Cradle(down,down + B/D after Mount Tackle)
-Clark picks up the opponent off the ground and rolls for about 4 seconds
Sleeper Lift(DDT)(down,down + C after Mount Tackle)
-The best follow-up after the Mount Tackle.Clark picks up the opponent off
the ground and performs a DDT(duh)
Napalm Stretch(dp + A/C)
-Clark's anti-air move,he jumps and attempts to grab the opponent.If he
does,he will do about 3 spins and then land on top of the opponent
Frankensteiner(near opponent,dp + B/D)
-By far one of the best counter moves in any fighting.When you perform the
Frankensteiner you are invincible to anything but throws and command
throws.The animation at the start of the move looks like the close Standing
D but a little slower
Super Argentine Backbreaker(near opponent,hcf + B/D)
-Clark's deadliest move.He picks up the opponent and throws him/her into the
air saying _wooyaar_ and then about a second later their back will land on
his head causing a bone crunching sound and then he'll throw them back to
the ground.What makes this move the deadliest is that not only does it do
excellent damage,you can also pick your opponent up if they miss a hit in
a combo.You can pick up your opponent if they are about a length of Clark's
hand away from you(i.e.-about 0.7cm)
Flashing Elbow(qcf + A/C after Sleeper Lift,Frankensteiner,Napalm Stretch
or SAB)
-The best follow-up move in the whole game(my opinion).Clark runs after the
opponent and then elbows the opponent on the ground.Trying to perfect the
Flashing Elbow can be quite difficult so I'd taken the liberty of putting
a help for those have trouble(all on the right side of screen):
*Sleeper Lift-perform it when the opponent hits the ground or when you
see the spark that appears after each slam.Note:if you throw your opponent
to the left,do qcb instead of qcf,if he throws them to the right,do qcf.Taking
note upon Lawrence Choong you don't need to do the Flashing Elbow with this
method,the one listed above is easier to remember to do
*Frankensteiner-perform it when he first slams the opponent onto the
ground.Note:seeing that you throw your opponent from left to right,do qcb
Clark slams the opponent to the ground
*Napalm Stretch-perform when you slam the opponent to the
ground.Note:this one is always towards the way your facing(e.g.-you slam on
the right,you do qcf + A/C)
*SAB-(Method 1)One way is do it just before your opponent lands on Clark's
head or (Method 2)wait one second after they'd landed on his head and then
perform the motion towards your opponent (e.g.-you throw your opponent to
the right,you perform qcb +A/C[on the right side]).Note:certain characters
can only be performed with one Method
>Desperation Moves<
Ultra Argentine Backbreaker(near opponent hcb,hcb +A/C _or_ hcb,hcb + AC for
SDM)
-A desperation you will see a lot among Clark users.Clark will perform 3 Super
Argentine Backbreakers during this move with the last one ending with a slam
to the ground for the normal version.At the end of the SDM version,Clark will
jump up after the 3rd SAB and clutch himself to the opponent and slam them
down on the ground saying "Clark Spark"
Running Three(hcf,hcf + B/D)
-Another throw DM used by the king of throws.Clark will first expand his arms
then come running towards you,if he manages to grab you,he will run from one
side of the screen to the other slamming your head to the ground for 3 times
>Shortcuts<
You might find it hard doing the DM/SDM motions(I still can't do hcbx2 on
the left side)so here's some shortcuts that might be to you:
-For the UAB,you can either do hcb,then run forward for 1.5 seconds and then
perform hcb + C _or_ you can do hcb + C(Standing C)and then hcb + C before
the second hit
-For the Running Three,you can do hcf,b + C then hcf + B/D.It might take some
time for you to sink this shortcut into your head during a tense match
-With all motions that are used by Clark(ie-hcf,dp,hcb etc),you can perform
the motion first and leave it for 1.5 seconds,then finish it(eg-hcf,1 second
later press A/C means you did the Mount Tackle)
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6.Striker
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Clark-He will jump in with a CD attack and attempt to grab the opponent.If
he manages to grab them,he will throw them to the side of which he
entered(e.g.-he came in from right,he throws them to the right).Try not to
use Clark as striker for his chances of grabbing the opponent has been
decreased since 99
Please note-due to the new S-Team combo videos(see Section 7),using Clark
as a striker may be advised.This is so because the moment Clark grabs the
opponent,you can go for another attack(thus preventing him from throw your
opponent)
Shermie(Another striker)-Shermie will jump out and wait for a moment and then
she will attempt to grab the opponent.If she does,she'll slam the opponent
down(with her anti-air from KOF98 frame)and hold them for a period of time
or until you attack the opponent
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7.Combos
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Finally!I added _one_ Striker combo,the only reason I added this was because
I believe that this was a crowd teaser and because Blue Mary is in it
>Basic Combos<
1.Jump A/B/C/D, Standing C(1 hit)/Crouching A, SAB(hcf + B/D), Flashing
Elbow(qcf + A/C)
2.Jump A/B/C/D, Standing C(1 hit), Mount Tackle(hcf + A/C), any of Mount
Tackle's follow-ups, Flashing Elbow(qcf + A/C)(if you used Sleeper Lift)
3.Jump A/B/C/D, Standing C(1 hit)(shortcut-hcb + C)/Crouching A(if your fast
enough), UAB(hcb,hcb + A/C or SDM ver hcb,hcb + AC)
4.Jump A/C/D(hold back if your going to follow-up using C or down-back for
A), Standing C(1 hit)/Crouching A, Gattling Gun(hold back,forward +
C.Note:in this case,just forward), just before Gattling Gun finishes do
Napalm Stretch(dp + A/C), Flashing Elbow(qcf + A/C)
>Striker Combos<
1.(with Blue Mary as Striker)
Jump D, Standing C(1 hit), SAB(hcf + B/D), Flashing Eblow (qcf + A/C)-> Call
Blue Mary the moment the Flashing Elbow hits, very quickly UAB(hcb,hcb + A/C
or SDM ver hcb,hcb + AC)
>Counter Mode Combos<
1.Jump A/C/D*(hold down-back),(hold down-back if you didn't do the jump
attack)crouching A, Gattling Gun(A ver)(forward + A), very quickly cancel
into a UAB(hcb,hcb + A/C)
*=optional
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8.S-Team combos
---------------
These are combos seen in the S-Team combo movies,which were these two very
big(71mb and 35mb)Divx files(they came from a VCD full of combos made by this
Hong Kong games magazine called "Game Weekly").I decided to add this section
for those who can't see them(due to the requirements of the Divx codec)or
just couldn't be bothered to download them.The combos are listed as exactly
how it was done in the movies.Enjoy(I didn't want to do it,but that infinite
with Joe as Striker is in this now)
1.(with Hidden/Dark Striker Iori)
Jump D, Standing C(1 hit), SAB(hcf + B/D), Flashing Elbow(qcf + A/C)[hold
back when he starts running towards your opponent], the moment the Flashing
Elbow hits call Iori, when Iori's Talon Comb hits do Gattling Attack(if you
held back at the start just push forward + A/C), Napalm Stretch(dp + A/C),
Flashing Elbow(qcf + A/C)
2.(with Ramon as Striker and opponent towards end of screen)
Jump D, Standing C(1 hit), SAB(hcf + B/D), Flashing Elbow(qcf + A/C), call
Ramon the moment Clark starts running, run up to your opponent and do a
Standing C(1 hit), UAB(hcb,hcb + A/C or SDM ver hcb,hcb + AC)
3.(with Baedal as Striker)
Jump A, Standing C(1 hit), SAB(hcf + B/D), Flashing Elbow(qcf + A/C)[hold
back when he starts running], call out Baedal when Clark's about to hit your
opponent, when Baedal hits the first time do Gattling Attack(forward + A/C),
Napalm Stretch(dp + A/C), Flashing Elbow(qcf + A/C)[hold back when he starts
running], call out Baedal when Clark's about to hit your opponent, when Baedal
hits the first time do Gattling Attack(forward + A/C), Napalm Stretch(dp +
A/C), Flashing Elbow(qcf + A/C)
4.Crossover A, Standing B, Crouching A, UAB(hcb,hcb + A/C or SDM ver hcb,hcb
+ AC)
5.(with Hidden/Dark Striker Unknown and opponent near end of screen)
Crossover A(hold down-forward,you'll be on the 2P side when you land),
Crouching A, Gattling Attack(forward + A/C), Napalm Stretch (dp + A/C),
Flashing Elbow(qcf + A/C),the moment Clark's about to hit call Unknown and
hold back, when Unknown hits do Gattling Attack(forward + A/C), Napalm
Stretch (qcf + A/C), Flashing Elbow(qcf + A/C)
6.(with Goenitz as Striker and you at the corner with your opponent near you)
Jump D, Standing C(1 hit), SAB(hcf + B/D), call Goenitz when Clark is just
about to throw your opponent up, Flashing Elbow(qcf + A/C)[your opponent
should now be flying up in the sky], when you see your opponent appearing
again from the sky do(or wait half a second)Mount Tackle(hcf + A/C), Flashing
Elbow(qcf +A/C)
7.Jump D, Standing C(1 hit), SDM UAB(hcb,hcb + AC)
8.(with Joe as Striker)
Jump D, Standing C(1 hit), SAB(hcf +B/D), Flashing Elbow(qcf + A/C), call
Joe when Clark hits the opponent, run up and do a Standing C(1 hit), SAB(hcf
+B/D), Flashing Elbow(qcf + A/C), call Joe when Clark hits the opponent, run
up and do a Standing C(1 hit), SAB(hcf +B/D), Flashing Elbow(qcf + A/C)
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9.Credits
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I would like to thank the following people for their help in making this FAQ(in
no particular order):
Vincent Chua
-For always having the latest news and other cool stuff relating to KOF.Also
some of Clark's moves' names
(www.kofonline.com)
Chris MacDonald(Kao Megura)
-For the inspiration of writing this FAQ and also on some of Clark's moves'
names
(i.am/kao)
Matthew and Stefan
-Always making sure that there's someone I can challenge down at the arcades
on Saturdays and great pals
Weis(author of the Vanessa FAQ)
-For not only did a great job with the Vanessa but also told me how to post
this FAQ up
Lawrence Choong
-For telling/reminding me that there's more than one way of performing the
Flashing Elbow after a Sleeper Lift
CJayC
-For hosting my FAQ
(www.gamefaqs.com)
Gunsmith(I believe)
-For posting up the S-Team videos,not to mention joining them
together(another site posted the same videos up but they were in 10 or so
WinRAR files so you had to link them together,all too complicated to me)
(www.orochinagi.com)
"Amoor"
-I got the Blue Mary Striker combo from this guy's combo video
(www.white-tower.net)
Iie-Kyo
-Telling me that I was typing Engrish on my FAQs.I should read what I typed
when I finish the FAQs
Game Weekly
-For making the KOF2000 combo VCD
You
-For taking time to read this FAQ
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9.History
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12th September 2000(ver 1.0)-initial release
18th September 2000(ver 1.1)-made a few correction on the moves and added
the striker move for Shermie
20th September 2000(ver 1.2)-made a correction to the controls section
10th October 2000(ver 1.3)-added a Normal attacks section
11th October 2000(ver 1.4)-Added a minor section on where this FAQ can be
found
20th November 2000(ver 1.5)-Added one Striker combo
9th December 2000(ver 1.6)-Added a new section for these combos I saw
18th June 2001(ver 1.7)-Added a Running Three shortcut and grammar/spelling
corrections
13th August 2001(ver 1.8)-Changed my email address