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Starlit Field
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Angel slips onto her opponent's shoulders and cuts them.
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Beyond Frames
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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].
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Repun Kamuy
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Heavy knockdown punch. Chains into any [Continue]
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Impotent Symptom
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Forward hop followed by low kick. Chains into [End] or any unused @term=anypunch@ [Continue] of a different direction.
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With a Lamp For Pathway
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Overhead hop kick. Chains into [End] or any unused @term=anypunch@ [Continue] of a different direction.
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Buggy and Coffin
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Two hit overhead punch. Chains into [End] or any unused @term=anykick@ [Continue] of a different direction.
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Shelter from Storm
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High kick. Chains into [End] or any unused @term=anypunch@ [Continue] of a different direction.
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Bye Bye Ryuugu
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Uppercut. Chains into [End] or any unused @term=anykick@ [Continue] of a different direction.
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Beyond Frames
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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].
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Survivor's Banquet
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Angel performs the People's Elbow, the most electrifying move in sports entertainment.
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Wind's Fairground
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Counter against standing attacks. Repeated heavy punches with crowd appeal.
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Nage-panashi German
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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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Death Lake Drive
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Clark simply snatches his opponent out of the air and tosses them unceremoniously to the ground.
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Frankensteiner
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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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Flashing Elbow
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An elbow drop followup to most of Clark's grappling techniques.
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Super Argentine Backbreaker
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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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Flashing Elbow
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An elbow drop followup to most of Clark's grappling techniques.
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Napalm Stretch
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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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Flashing Elbow
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An elbow drop followup to most of Clark's grappling techniques.
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Shining Wizard
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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
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Mount Tackle
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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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Clark Lift
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Extraordinarily awkward looking backwards throw that ends with Clark in a sitting position.
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Rolling Cradler
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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.
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Reverse DDT
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Clark's take on Jake the Snake's famous head drop maneuver.
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Flashing Elbow
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An elbow drop followup to most of Clark's grappling techniques.
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Ultra Argentine Backbreaker
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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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Running Three
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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
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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.
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Running Pirates
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A variant of Running Three. Instead of slamming the opponent into the ground, Clark rams them into the left and right stage "walls."
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Henshin
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Switch between [Normal] and [Hero]. May Lee will return to Normal stance if hit when in Hero stance.
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Hero Uke
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Strike a pose. Not an attack, but has autoguard and can be cancelled into specials on successful block.
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May Lee Cho~p!
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An elaborate jumping chop. Likely based on Kamen Rider's "Rider Chop."
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Blazing Intercept
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A counter that can be used normally or to end May Lee's special chain.
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Lightning Needle
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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.
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Blazing Intercept
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A counter that can be used normally or to end May Lee's special chain.
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Surprise Air
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A forward jumpkick which can be cancelled into one final attack.
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May Lee Dynamic
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An aerial rush to autocombo very similar to Kim Kaphwan's famous super.
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Gauze Tail Tinkerbell
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May Lee hooks her opponent with a hopping kick, blasting them away with a second kick.
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May The End
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If May Lee connects with an initial punch, she theatrically somersaults backwards and jumpkicks the opponent, ending with Kamen Rider pose and explosion.
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Key of Victory
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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.
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Disposition Frog
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Attempted launch with vertical kick. If successful, May Lee subjects the opponent to rapid energy blasts (???).
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Bun Nage
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Lift and unceremoniously toss backwards.
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Bomb Bopper
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Yamazaki grabs his foe and gives them an exploding headbutt.
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Sand Scattering
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A big kick spraying sand forward. Can be cancelled into Serpent Slash.
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Sadomaso
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Ryuji taunts his opponent, if struck mid or high he counters with an energy fist.
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Serpent Slash
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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.
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Double Return
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Ryuji swipes his arm upward. Hits opponents at close range. Generally the weaker version absorbs projectiles while the stronger version returns a bloody projectile.
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Drill
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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
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Nightmare... and Madness
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Yamazaki runs forward a short distance. If he reachers his opponent, he performs an unblockable stab followed by stomping.
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Guillotine
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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
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...!!
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Yamazaki unleashes feral fury, slapping down his foe with repeated Serpent Slashes before performing a backwards slam with his teeth.
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