KOF 2002 - kbecinha (Clark Best Rounds) ❶
pale kof stine pale kof stine
37.3K subscribers
56,802 views
1.7K

 Published On Oct 19, 2018

- Clark is one of the residential grappling characters so to speak, having very great range on his normals, damaging juggle combos, and most noticeably, very devastating grabs,,, Clark is a very powerful character with a relatively simple game plan. Clark also can make use of CD attack pressure quite easily, making him very scary from up close, especially as far as the corner pressure is concerned. It is important for the player to maximize on their combo damage, punishes and command grab usage when they are applicable in the match.


- Command Normals

1. Stomping - f+B
Clark does a high priority kick forward, which does good damage
cancellable

- Special Moves

1. Napalm Stretch - dp+P
Clark jumps into the air, attempting to throw his opponent
not very useful, unless it is done very early in the opponent's jump and even then, there are more reliable anti-airs for Clark
can be followed up with the qcf+P elbow, if it hits
free cancellable into

2. Frankensteiner - dp+K

Clark performs a delayed throw that has startup invincibility
can be followed up by the qcf+P elbow, if it hits
has alot of recovery time if it misses
the delay and invincibility allows this to be useful as an anti-air
hard knockdown
free cancellable into

3. Super Argentine Backbreaker - hcf+K

instant command throw which does good damage
can be followed up with the qcf+P elbow, if it hits
hard knockdown

4. Shining Wizard - hcb+P

Clark runs forward. If the opponent is crouching and not blocking, then he will grab them, otherwise he will stop running in front of the opponent and do nothing
free cancellable out of on both hits if it hits a crouching opponent. The only move that will actually combo after hcb+P is hcf+P, on the first hit

5. Mount Tackle - hcf+P

Clark runs very quickly, tackling the opponent
hcf+A will make Clark stop about 3/4 of the screen if he doesn't connect with the opponent, hcf+C goes full screen
the tackle itself does no damage, but can be followedup by dd+A/B/C/D
the opponent can break out of the followup if he manages to press the same button used for the followup
free cancellable into

5a. Clark Lift - dd+A (after hcf+P)

hard knockdown

5b. Sleeper Lift - dd+C (after hcf+P)

hard knockdown
can be followed up by qcf+P

5c. Rolling Cradle - dd+K (after hcf+P)

hard knockdown

6. Flashing Elbow - qcf+P (after dp+P, dp+K, hcf+K or hcf+P dd+C)

runs up and elbows the opponent who is already knocked down on the ground
free cancellable out of
hard knockdown

- #kof_2002 #kof2002 #kbecinha_kof2002 #kbecinha_kof_2002_best_rounds #kbecinha_clark_kof2002

- Make sure you hit that Like button and Subscribe to my channel for more palekofstine videos.

- Facebook :   / kof-online-格鬥之王另一天-291829934642981  

- KOF 2002- kbecinha (Clark Best Rounds)
KOF 2002 kbcinha (Brazil)
Combos Ralf kof 2002


■ Hello my friends and welcome.
In this channel i'll share with you the most strong and best challenges and championships around the world, and i'm working hard searching for skilled and talented players in order to enjoy and learn their play-style and skills and so on ... i hope the content is to your liking and if that's the case please share it with your friends because that's how the channel grows and stay alive to provide more great stuff. Thank you ever so much (:

■ The king of fighters 2002 UM is the 2nd title in the UM Series and a fully upgraded ver. of KOF 2002, a masterpiece of the KOF Series deserving its place of honor alongside KOF ’98. Based on THE NESTS CHRONICLES, 2002 UM includes the most characters of any title in the KOF Series, and fighting game history as well

show more

Share/Embed