Site Theme
Dark display theme
King of Fighters 2002, The
"Challenge to Ultimate Battle"


Eolith SNK
dream_match
team_elim
world_tour
King of Fighters '94, The Series
Navigation
Costumes
Dialogue
Gallery
History
Movelist
Fighter Movelists
Starlit Field
Angel slips onto her opponent's shoulders and cuts them.
Senseless Chatter
Two-hit forward kick.
Red Sky of Japonesia
Quick shadow dash forward into leg-twist.
Mad Murder Roulette
Standing back brain kick.
Senseless Fists
[Begin]
Two-hit hooking kick. Chains into [Continue]
Formalists' Blue
[Begin]
Low-hitting forward step kick. Chains into [Continue]
Citizen of the World
[Begin]
Overhead axe kick.. Chains into [Continue]
Beyond Frames
[Begin]
Forward run that passes through opponent on contact. If chained into any [Continue] move it becomes a tackle. If used as [End] it can still be further chained back into [Continue].
Repun Kamuy
[Begin]
Heavy knockdown punch. Chains into any [Continue]
Impotent Symptom
[Continue]
Forward hop followed by low kick. Chains into [End] or any unused @term=anypunch@ [Continue] of a different direction.
Train to See Cherry Blossoms
[Continue]
Low punch. Chains into [End] or any unused @term=anykick@ [Continue] of a different direction.
With a Lamp For Pathway
[Continue]
Overhead hop kick. Chains into [End] or any unused @term=anypunch@ [Continue] of a different direction.
Buggy and Coffin
[Continue]
Two hit overhead punch. Chains into [End] or any unused @term=anykick@ [Continue] of a different direction.
Shelter from Storm
[Continue]
High kick. Chains into [End] or any unused @term=anypunch@ [Continue] of a different direction.
Bye Bye Ryuugu
[Continue]
Uppercut. Chains into [End] or any unused @term=anykick@ [Continue] of a different direction.
Crown Under Sky
[End]
Big launching uppercut.
State of Heat Haze
[End]
Overhead knockdown cartwheel kick.
Fullmoon Evening
[End]
Unblockable haymaker.
Beyond Frames
[End]
Forward run that passes through opponent on contact. If chained into any [Continue] move it becomes a tackle. If used as [End] it can still be further chained back into [Continue].
Cosmic Futen Swing
[End]
Jumping head grab.
Lost Homeland
[End]
Grab into kickoff.
Blue Monday Parade
Angel counters an air attack with a reverse slam.
Survivor's Banquet
Blue Monday Parade >>
[HSDM]
Angel performs the People's Elbow, the most electrifying move in sports entertainment.
Wind's Fairground
Counter against standing attacks. Repeated heavy punches with crowd appeal.
Loyalty Test for Liberalists (SDM)
[End]
Autocombo ending with a big homerun launch.
Nage-panashi German
A partial german suplex in which the opponent is released and thrown backwards. Clark lies on the ground leisurely for a moment, afterwards.
Fisherman Buster
A variant of the brainbuster technique.
Death Lake Drive
Clark simply snatches his opponent out of the air and tosses them unceremoniously to the ground.
Stomping
Somewhat exaggerated low kick.
Frankensteiner
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."
Flashing Elbow
Frankensteiner >>
An elbow drop followup to most of Clark's grappling techniques.
Super Argentine Backbreaker
Clark tosses the opponent into the air to land on his waiting shoulders. Starting in 1996, could be followed up with an elbow drop.
Flashing Elbow
Super Argentine Backbreaker >>
An elbow drop followup to most of Clark's grappling techniques.
Napalm Stretch
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.
Flashing Elbow
Napalm Stretch >>
An elbow drop followup to most of Clark's grappling techniques.
Shining Wizard
Clark runs forward and uses the opponent's knee as a step in order to boot them in the head (only works on crouching opponents). A pro-wrestling move created by Keiji Mutoh in 2001. Hits crouching opponents only
Mount Tackle
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.
Clark Lift
Mount Tackle >>
Extraordinarily awkward looking backwards throw that ends with Clark in a sitting position.
Rolling Cradler
Mount Tackle >>
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.
Reverse DDT
Mount Tackle >>
Clark's take on Jake the Snake's famous head drop maneuver.
Flashing Elbow
Reverse DDT >>
An elbow drop followup to most of Clark's grappling techniques.
Ultra Argentine Backbreaker
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.
Running Three
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
When the SDM Ultra Argentine became a seperate move in 2000, it still ended with the "Clark Spark" hold. The 2003 LDM variation of UAB ends with the Clark Special, a copy of Robin Mask's "Robin Special" finisher from Kinnikuman. On the third toss, clark jumps up and grabs the enemy's head between his legs, crushing it during the handstand landing.
Running Pirates
[HSDM]
A variant of Running Three. Instead of slamming the opponent into the ground, Clark rams them into the left and right stage "walls."
Heat Trigger
A small burst of flame flashes from K's hand.
Henshin
Switch between [Normal] and [Hero]. May Lee will return to Normal stance if hit when in Hero stance.
Hero Uke
[Hero]
Strike a pose. Not an attack, but has autoguard and can be cancelled into specials on successful block.
May Lee Cho~p!
[Hero]
An elaborate jumping chop. Likely based on Kamen Rider's "Rider Chop."
Full Swing Chop
[Hero]
A big double-armed chop.
Blazing Intercept
[Normal]
A counter that can be used normally or to end May Lee's special chain.
Lightning Needle
[Normal]
Two advancing kicks; the beginning of May Lee's attack chains. Can be cancelled into Spinning Edge or directly into any "ender" other than Approaching Beetle, which must follow Spinning Edge.
Spinning Edge
Lightning Needle >>
[Normal]
A spinning kick followup that continues the chain.
Approaching Beetle
Spinning Edge >>
[Normal]
Chain ender; a goofy-looking kick.
Blazing Intercept
Spinning Edge >>
[Normal]
A counter that can be used normally or to end May Lee's special chain.
Leaping Swordfish
Spinning Edge >>
[Normal]
Chain ender; an overhead axe kick.
Surprise Air
Spinning Edge >>
[Normal]
A forward jumpkick which can be cancelled into one final attack.
Surprise Air Finish
Surprise Air >>
[Normal]
A somersault double-leg attack.
Into Sky
Spinning Edge >>
[Normal]
Chain ender; a launching kick.
May Lee Dynamic
[Hero]
An aerial rush to autocombo very similar to Kim Kaphwan's famous super.
Gauze Tail Tinkerbell
[Normal]
May Lee hooks her opponent with a hopping kick, blasting them away with a second kick.
May The End
[Hero]
If May Lee connects with an initial punch, she theatrically somersaults backwards and jumpkicks the opponent, ending with Kamen Rider pose and explosion.
Key of Victory
[Hero HSDM]
An initial single strike leading to May Lee and a double executing an aerial "DOUBLE KICK!" followed by Kamen Rider pose. A reference to the Rider Double Kick used by Kamen Rider 1 & 2.
Disposition Frog
[Normal]
Attempted launch with vertical kick. If successful, May Lee subjects the opponent to rapid energy blasts (???).
Bun Nage
Lift and unceremoniously toss backwards.
Bussashi
Straight punch downward.
Bomb Bopper
Yamazaki grabs his foe and gives them an exploding headbutt.
Hydra's Judgment
Yamazaki slashes with a concealed knife.
Flight of Tempering
Sand kick into heavy stomping axe kick.
Sand Scattering
A big kick spraying sand forward. Can be cancelled into Serpent Slash.
Sadomaso
Ryuji taunts his opponent, if struck mid or high he counters with an energy fist.
Serpent Slash
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. @term=dbtn@ cancels.
Double Return
Ryuji swipes his arm upward. Hits opponents at close range. Generally the weaker version absorbs projectiles while the stronger version returns a bloody projectile.
Drill
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. @term=abtn@+@term=cbtn@ for SDM
Nightmare... and Madness
Yamazaki runs forward a short distance. If he reachers his opponent, he performs an unblockable stab followed by stomping.
Guillotine
A leaping uppercut followed by a downward strike. A successful Yamazaki drags his opponent across the floor before kicking them away. @term=abtn@+@term=cbtn@ for SDM
...!!
[HSDM]
Yamazaki unleashes feral fury, slapping down his foe with repeated Serpent Slashes before performing a backwards slam with his teeth.

Back to top
FIGHTABASE (v7) | Since 2006