Tiny (Ultra): Difference between revisions

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== Special Moves ==
== Special Moves ==


* '''Medicine Ball (can be done in midair): Charge [[File:B.png]],[[File:F.png]] + [[File:AnyP.png]]'''
* '''Medicine Ball: Charge [[File:B.png]],[[File:F.png]] + [[File:AnyP.png]] (can be done in midair)'''
:: Tiny curls into a ball and flies straight forward and then will then uncurl and fall to the ground. Strength used determines distance travelled and speed.  
:: Tiny curls into a ball and flies straight forward and then will then uncurl and fall to the ground. Strength used determines distance travelled and speed.  


* '''Arching Medicine Ball (can be done in midair): [[File:QCF.png]] + [[File:AnyK.png]] or Charge [[File:D.png]], [[File:U.png]] + [[File:AnyP.png]]'''
* '''Arching Medicine Ball: [[File:QCF.png]] + [[File:AnyK.png]] or Charge [[File:D.png]], [[File:U.png]] + [[File:AnyP.png]] (can be done in midair)'''
::Grounded this move goes up forward and has increased range based on the kick strength used. In the air the move can be aimed upwards with [[File:MK.png]] or [[File:HK.png]] but the the [[File:LK.png]] version goes down forward making it useful for rush down or for a sneaky cross ups (especially on the opponents wakeup).  
::Grounded this move goes up forward and has increased range based on the kick strength used. In the air the move can be aimed upwards with [[File:MK.png]] or [[File:HK.png]] but the the [[File:LK.png]] version goes down forward making it useful for rush down or for a sneaky cross ups (especially on the opponents wakeup).  


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::A rushing punch that can pass through opponents. Punch strength used determines speed and distance. Cancels at the end of animation allowing for a free follow up.
::A rushing punch that can pass through opponents. Punch strength used determines speed and distance. Cancels at the end of animation allowing for a free follow up.


* '''Tiny Timbs: [[File:HP.png]]+[[File:HK.png]] '''
* '''Ultra Macho Impact: [[File:HP.png]]+[[File:HK.png]] '''
::A command grab that ends with a wall bounce.
::A command grab that ends with a wall bounce.


* '''Tiny Rush: [[File:QCB.png]]+[[File:AnyK.png]]'''
* '''Tiny Rush: [[File:QCB.png]]+[[File:AnyK.png]]'''
::A rushing tackle that hits low if uninterrupted, can be interrupted with any standing normal to create a running attack. Strength of button used determines distance of the run.  
::A command run that hits low with Wimp Slide, if uninterrupted.  Tiny rush can be interrupted with any standing normal to create a running attack. Strength of button used determines distance of the run.  


[[File:LP.png]] - Rushing Light Punch
[[File:LP.png]] - Rushing Light Punch
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* '''Flexquake: [[File:HCF.png]]+[[File:AnyK.png]]'''
* '''Flexquake: [[File:HCF.png]]+[[File:AnyK.png]]'''
::Tiny strikes a pose and creates an earthquake which reaches far in front of him, doesn't hit low.
::Tiny strikes a pose and creates an earthquake which reaches far in front of him.
 
==Super KO==
 
* '''Ultra Macho Flexerciser: [[File:LP.png]]+[[File:MP.png]]'''
 
Tiny rushes forward the full length of the screen performing a close light punch and performing a 4 hit punch combo which ends with a crouching heavy punch which launches the opponent off of the wall. Can be used to relaunch after both regular and Minor Launchers. Tiny will complete the super on block or hit.
 
== Chains & Combos ==
 


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[[Category:Category:Ultra ClayFighter Tournament Edition]]

Latest revision as of 18:15, 9 December 2023

Tiny
Likes Color
Hates Wimps
Wants Fights
Job Flexing
Motto Destroy

Colors

Y X L Select
B A R U D

Launcher

  • Crouching , Close

Hi-Striker

  • Close , Top Rope Axe Handle

Lows

  • Crouching , Wimp Slide

Overhead

  • Crouching , Close

Special Moves

  • Medicine Ball: Charge , + (can be done in midair)
Tiny curls into a ball and flies straight forward and then will then uncurl and fall to the ground. Strength used determines distance travelled and speed.
  • Arching Medicine Ball: + or Charge , + (can be done in midair)
Grounded this move goes up forward and has increased range based on the kick strength used. In the air the move can be aimed upwards with or but the the version goes down forward making it useful for rush down or for a sneaky cross ups (especially on the opponents wakeup).
  • Top Rope Axe Handle: +
Jumping attack with the ability to launch opponents with a Hi-Striker on hit. Can be interrupted with any attack button. Punch strength used determines speed and distance.

- Elbow Smash

- Leg Drop

  • Hurricane Punch: +
A rushing punch that can pass through opponents. Punch strength used determines speed and distance. Cancels at the end of animation allowing for a free follow up.
  • Ultra Macho Impact: +
A command grab that ends with a wall bounce.
  • Tiny Rush: +
A command run that hits low with Wimp Slide, if uninterrupted. Tiny rush can be interrupted with any standing normal to create a running attack. Strength of button used determines distance of the run.

- Rushing Light Punch

- Rushing Medium Punch

- Elbow Smash (Overhead)

- Wimp Slide (Hits Low)

- Big Boot (Minor Launches)

- Jumping Leg Drop (Overhead)


  • Flexquake: +
Tiny strikes a pose and creates an earthquake which reaches far in front of him.
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