At least they're not still in development, right? XD
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Decided to make a Vid on some Clark Stuff.
Speaking about Clark in this game, as you guys were yesterday... He's not XIII Clark, and not 2k2UM or such, but I do like him here. I always thought Clark has some stupid normals on his own (not his Ralf Shared ones), but they seem to have solid purposes here. His crouching C has CRAZY range, and confirms into hcf+p run tackle from almost max distance. Far D is a great aggressive anti-jump / slow footsie check. His Jump CD is still good at pressuring people on block, and far B isn't too bad. fwd+LK STOMPING is great to do on people wakeup / recovery rolls, which mixes well with his heavy knockdown high/low game. I miss the Gattling juggles, but you get them out of EX Gatling still, so no HUGE loss. And unlike Leona, he kept his Air throw! No Napalm Stretch, but he is one of few to keep a linkable EX move (EX Vulcan punches into EX SAB), which is kinda nice, and unusual for this game.
Command Hop is really nice for cancelling out of normals, and hopping UNDER people who jump towards you, to throw them off, and get an attack in. It's a very nice spot of mobility that can be canceled into from any normal that hits, or his blocked, and this gets him into his optimal throw range stupid easy (without having to do Gattling attack, and put himself at greater risk.) And because it counts as air frames, if they do jab you out of the hop, you're not as unsafe as you would be in a normal dash.
The only thing I really don't like about him is his lack of ability to Super Cancel SAB, or Flashing Elbow. . He can MAX cancel into EX versions of his throws and get more utility out of them there, but there's not many characters in this game who can't SC out of their main B&B ender.
The Return of Running Three, Tackle and it's ending variations, and his unique normals, along with hop added to those, makes him a unique flavor of Clark that I feel doesn't answer anyone CLARK wants directly, but plays him off as something new. I feel like he had a lot of work done to him between XIII and XIV, but none of what he has seems to be as appreciated as one might hope. I wish Vice got half the work on restoring moves as he did. I'd love her 2 hit D to come back, and Blackened (hcf+p) with start-up invuln. Or an anti-air Deicide, as she had in CVS series. And lets not speak of Outrage (qcb+k). EX Outrage into EX Blackened SC into Ground DMs (on slams) or AA CDM (after the toss up) would have been very nice.
I never understood why Hanzo had the varied version in the first place, lol. Ok, it can pull you into corners, and it is a nice hint that "you can do this while dashing, by holding down-forward to continue you dash, and pushing up/upback/upforward and punch when you get to the opponent", but... Why? I always loved the detail, though, because it was such a great way to end a match with Hanzo.
It's a good thing to keep in mind universally, even in this KOF. Command throws combo really easily off lights, which is kinda-like a Kara throw, in that it makes the spacing ridiculous.
And for the characters that aren't so lucky (Like Tung, who'se command throw has an oddly short range and misses at the full length of some normals), the EX versions generally cover the weaknesses.