Super Desperation Moves (Super Desperation Moves)
|
Super Meter (Super Meter)
|
Clark Steel Clark Still
Throw Moves
Death Lake Drive
(in air)(close)backward/down/forward+cbtn/dbtn
Clark simply snatches his opponent out of the air and tosses them unceremoniously to the ground.
|
Fisherman Buster
(close)forward/backward+dbtn
A variant of the brainbuster technique.
|
Nage-panashi German / 投げっぱなしジャーマン
(close)forward/backward+cbtn
A partial german suplex in which the opponent is released and thrown backwards. Clark lies on the ground leisurely for a moment, afterwards.
|
Command Moves
Stomping
forward+bbtn
Somewhat exaggerated low kick.
|
Special Moves
Frankensteiner
(close)dp+anykick
Command throw with an extremely long whiff animation, owing to the elaborate nature of the frankensteiner. If not followed up with Flash Elbow, Clark will spread his arms and exclaim "HEY."
|
Napalm Stretch
dp+anypunch
Clark leaps up at a high angle in a cool pose. He locks up with the opponent and spins to the ground, slamming them. This move is in reference to Kinnikuman Soldier's technique of the same name.
|
Rolling Cradler
hcf+anypunch
Clark dashes forward with a grab attempt, then rolls backwards across the ground with his opponent in tow. Relegated to a Mount Tackle followup after the invention of that move.
|
Super Argentine Backbreaker
(close)hcf+anykick
Clark tosses the opponent into the air to land on his waiting shoulders. Starting in 1996, could be followed up with an elbow drop.
|
Vulcan Punch
m-anypunch
Rapid punches at an upward angle.
|
Desperation Moves
Running Three
hcfhcf+anykick
Clark poses with his arms in a V-shape, shouts "RUNNING THREEAGHH" and dashes forward. He lifts his opponent on his shoulders and performs a running powerbomb. In the SDM version, they are subjected to a series of three bombs.
|
Ultra Argentine Backbreaker
(close)hcbhcb+anypunch
Three successive Super Argentine Backbreakers are performed with different finishers over the years.
94-95: After the third drop, Clark ends with a shoulder buster.
96-98: Normally ends with a Death Valley Bomb. SDM version ends with "Clark Spark," Clark's take on Kinnikuman's Muscle Spark finisher.
|
Yamazaki
Throw Moves
Bun Nage / ブン投げ
(close)forward/backward+dbtn
Lift and unceremoniously toss backwards.
|
Strangle Lift / Shime Age, シメ上げ
(close)forward/backward+cbtn
Lift and slam.
|
Command Moves
Bussashi / ブッ刺し
forward+abtn
Straight punch downward.
|
Special Moves
Bomb Bopper / 爆弾パチキ
(close)hcf+anypunch
Yamazaki grabs his foe and gives them an exploding headbutt.
|
Double Return / 倍返し
qcf+anypunch
Ryuji swipes his arm upward. Hits opponents at close range. Generally the weaker version absorbs projectiles while the stronger version returns a bloody projectile.
|
Hydra's Judgment / 裁きの匕首
dp+anypunch
Yamazaki slashes with a concealed knife.
|
Sadomaso / サドマゾ
hcf+anykick
Ryuji taunts his opponent, if struck mid or high he counters with an energy fist.
|
Sand Scattering / 砂かけ
dp+anykick
A big kick spraying sand forward. Can be cancelled into Serpent Slash.
|
Serpent Slash / Snake Arm, Snake Tamer, 蛇使い
qcb+abtn/bbtn/cbtn(hold),(release)/dbtn
Dangles arm while button is held, then slashes out in a given direction. In some games, holding for an extended period of time causes Yama to slash three times rapidly.
|
Super Moves
Drill
(close)hcbhcb+anypunch,m-anypunch
A command throw followed by a period where the player can mash. The amount of mashing determine's Yamazaki's action and amount of damage. In many games, continuing to mash after the fact makes Yamazaki laugh hysterically.
|
Guillotine
qcfqcf+anypunch
A leaping uppercut followed by a downward strike. A successful Yamazaki drags his opponent across the floor before kicking them away.
|