KOF2003 Clark and Terry (tips?)

k'_127

NeoGumby's Sycophant,
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links to threads from other bbs full of strats will be enough. I'm looking for anti-air attacks, super moves usage, poking, strategies .... etc.

thanks
 

Kim Kaphwan

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I don't use CLark, but Terry I can give a few pointers.

Terry's Bread and Butter combos are cB, cA, df + D, hcf + D, f, f + D, f, f + D or sC, f + C, hcf + D, f, f + D, f, f + D.

Super Cancel combos off his 2nd hit of power charge (hcf + D, f, f + D) should "ALWAYS" be Super Canceled into Power Geyser. The reason I say this is because 2k3 has Damage Scaling on super cancels. So if you were to do cB, cA, df + D, hcf + D, f, f + D, (SC), qcf, qcf + B. Your gonna do less damage by SCing into Buster Wolf.

His best anti-air is df + C or A version Power Geyser. Best short jump attack is jD. Always throw out a weak power wave (qcf + A) after knockdown on a burning knuckle or power charge. When you throw out power wave, dash 2 steps and short jump with jumping D.

His far standing B and crouching D. Standing B is a great poke and can catch people off guard at times. If your quick, you can cancel into LDM Power Stream his other DM's. Now his cD is good for playing footsie. You can also cancel into special / super moves, upon a blocked / connected cD.

Good poke string when the opponent is blocking is cB, cA, df + D, hcf + D, f, f + D, cB, cA or just cB, cA, far sB, short jumping B/C, sC, f + C, into power charge x2. One more you can use is cB, cA, cD, burning Knuckle.

Oh yeah, NEVER use power dunk unless it's for combo / juggle purposes. Same goes for Kick Back..... I mean Crack Shoot. They both have horrid recovery time.

That''s all I can can come up with right now. Maybe I'll play some 2k3 later to see if I can remember anymore Terry stuff.
 

rarehero

Rotterdam Nation Resident,
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well. anti air with clark...
I haven't used his napalm stretch and quite honestely wouldn't reccomend
it unless somehow the opponent whiffed early in the air or whiffed a dragon punch
arial attack but if you can, may as well as I believe you can follow up with an elbow.
Clark doesn't have a dragon punch kind of move to protect from air attacks like
most other charas so I use his jumping hard kick.
full proof.
without his CD in the air he seems alot less effective to me
what I do for close range jumping in attacks is using his jab into anything combo wise.
that into a fierce punch and forward light kick is great to poke with I guess
I really haven't used clark as much in 2003 since he seems pretty stripped.
from what I can tell you can't combo the argentina backbreaker like before
and when you do do that you whiff and it's for a pretty long time.
neat note, ralph's argentina backbreaker has autoguard which I can never really
use proactively but more often get lucky off.
personally I don't think very highly of 2003 clark.
and I'm his biggest fan.
;B
 
Last edited:

firebomber

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Apr 2, 2002
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Clark has one of the best anti-wake up games of the entire cast in 2k3.
Once you knock your opponent down they are forced to entirely guess what you will do and if they are wrong you can get another knockdown and start over again.

If you think they will block on wakeup
- hcf + D or hcbX2 +P dm or ldm

If you think they will try to move or attack
- sC, hcf +D
- sC, hcbX2 + P dm or ldm

If you think they will jump to avoid the grab
- dp+ P

It's incredibly simple and effective and very nerve racking on the opponent to have to guess so much, so often.

IMO the strength of 2k3 clark revolves entirely around his tricks when the opponent is waking up.
 

k'_127

NeoGumby's Sycophant,
20 Year Member
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I think clark here is better than from what he was in 2001 and 2002, where most the characters got additional moves and combos except for few, including him.

thanks for the tips again, guys.

firebomber, in addition to these, I can use the hcb C, or crouching D, or the hcf C if I was a little far.

hcb C : if he crouch defenses.

crouching D : if he stand defenses.

hcf C: if he jumps


also, the first few frames in his hcf x2 C DM are invincible (like Takuma's qcf hcb C DM), but again, if you tried to use it as an anti-air attack, the opponent can jump again and avoid it.
 
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