Armor Mode (Super Mode)
At the expense of all three super stocks, Armor Mode offers increased defensive power, no chip damage, and hyper armor (no hitstun) against most attacks for a short time.
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Counter Mode (Super Mode)
At the expense of all three super stocks, Counter Mode offers increased offensive power, juggling capabilities, special to super cancels and infinite super use temporarily.
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Striker Move (Tag/Team Move)
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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.
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Fisherman Buster
(close)forward/backward+dbtn
A variant of the brainbuster technique.
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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.
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Command Moves
Stomping
forward+bbtn
Somewhat exaggerated low kick.
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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."
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Gatling Attack
c.backwardforward+anypunch
Quickly advancing three-punch combo ending with an uppercut. After being dropped from Clark's repertoire for several years, he gets a two-punch version that launches and can be followed up with Napalm Stretch.
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Mount Tackle
hcf+anypunch
A multi-purpose replacement for Clark's multitude of running throws, incorporating various options as follow-ups. Unlike his previous running grabs, the mount tackle can be blocked.
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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.
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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.
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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.
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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.
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K'
Command Moves
Knee Assault
forward+bbtn
K' hops forward with a knee strike.
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One Inch
forward+abtn
K' performs a deceptively explosive punch, despite barely extending his arm in the punching motion.
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Special Moves
Crow Bites
dp+anypunch
K' does a spiraling leap, attacking with a flaming uppercut.
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Heat Trigger / Iron Trigger
qcf+anypunch
A small burst of flame flashes from K's hand.
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Minute Spike
qcb+anykick(air)
K' leaps forward with a kick.
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Leona Heidern
Earring Bomb / Earring Bakudan
qcb+anykick
Leona removes an explosive earring and tosses it at her foes
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Shingo Yabuki
Tag/Team Move
Yacchatte Kudasai!
bbtn+cbtn
Shingo leaps in and falls to the ground, grabbing the opponent by the legs while shouting "Yacchatte Kudasai!" (Go get them, please!)
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