The King of Fighters '98 UMFE/Clark Still - Dream Cancel Wiki
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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. 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. 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. 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.
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. 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. 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. 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.
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. 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. 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. 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.
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