Ultra ClayFighter Tournament Edition: Difference between revisions

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==Blue Suede Goo==
{{Infobox
|title=Ultra ClayFighter: Tournament Edition
|image=[[Image:UCFTE_boxart.png|300px]]
|developer=Visual Concepts
|publisher=Interplay
|producer=Brian Fargo, Alan Pavlish, Jeremy Airey
|released='''Version 3.1.9''': February 23rd 2024<br />'''Version 3.1''': February 3rd 2023<br />'''Version 3.0''': December 23 2022<br />''' Version 2.0''': April 1 2022<br />'''Version 1.4''': May 24 2021  <br />'''Version 1.0''': April 1 2021
}}
 
== Introduction ==
[https://romhackplaza.org/romhacks/ultra-clayfighter-tournament-edition-snes/ Ultra ClayFighter on Romhackplaza.org]
 
[https://www.romhacking.net/hacks/6807/ Ultra ClayFighter on RomHacking.net]
 
This movelist is current for the 2/23/24 3.1.9 release Ultra ClayFighter Tournament Edition, character pages have more detail but have not fully been detailed with frame data and damage values.
 
Ultra ClayFighter is a complete overhaul of [[ClayFighter Tournament Edition]] featuring improvements to play mechanics, graphics and adding modern fighting game features like a training mode. Zool, the lead programmer has worked with a dedicated team of fans to document the original ClayFighter series and has inspired many ClayFighter fans with their combo videos. 
 
Features Include:
 
*Updates to normals including adding low moves including trips, new moves inspired by [[ClayFighter 2: Judgement Clay]], Sculptors Cut (N64) and many other famous fighters!
 
*Tech rolls, clashing and advanced movement options have been added to modernize gameplay
 
*Less frustrating CPU and a more varied arcade mode with individual character ladders
 
*New Super Meter system to extend your combos with Super KO moves (LP+MP with full meter)
 
*Updated juggle system featuring launchers, Aerial Clays and wall bounces which rewards creative combo options
 
*Reduced lag during combat
 
*Tournament mode has becoming training mode for practicing big combos
 
*Dizzy system removed
 
*Completely new damage scaling system script by Streetwize
 
*Updates for Tiny and Bonker color mapping by Darth Marino (Originally from ClayFighter TE-Tiny’s Shorts Fix)
 
*New character endings in single player
 
*Restored unused audio clips for announcer and characters
 
*In game character movelists are displayed at single player character select instead of profiles.
 
*Recolored stages and 9 selectable unique color palettes per character by DangerMD.
 
=Controls=
 
[[File:U.png]] - Jump
 
[[File:B.png]] - Retreat (guard during enemy attack)
 
[[File:D.png]] - Crouch
 
[[File:DB.png]] - Guard low (during enemy attack)
 
[[File:F.png]] - Advance
 
Y button - [[File:LP.png]] or Quick Punch
 
X button - [[File:MP.png]]
 
B button - [[File:LK.png]] or Quick Kick
 
A button - [[File:MK.png]]
 
L Button - [[File:HP.png]] or Brutal Punch
 
R Button - [[File:HK.png]] or Brutal Kick
 
'''Universal Controls'''
 
[[File:LP.png]]+[[File:MP.png]] - Super KO (requires full meter). If meter is not at 100, a taunt will come out instead.
 
'''Clay Slips'''
*During a heavy knockdown, holding [[File:DB.png]] OR [[File:DF.png]] will cause the player to tech roll in that direction. Clay Slips are invincible. Forward Clay Slips are best used when the opponent is right next to the player, since it will cause the player to switch directions.
 
[[File:DB.png]] - Backward Clay Slip
 
[[File:DF.png]] - Forward Clay Slip
 
 
 
'''Buffering'''
*While falling,  input the directional input for a special move, and do a air attack. Once you land the special move will come out.
 
 
'''Charge Storing'''
*It's possible to store a charge special, when the game changes direction. This works best when throwing an opponent behind.
 
 
'''Charge Buffering'''
* It's possible to end moves Street Fighter style because the input buffer is large enough as Charge B,F,B + Attack or ending in D+B to charge both specials for some characters. This technique is Key for [[Image:TinyHead.png]] especially.
 
'''Charge Walking'''
*It's Possible to keep a charge theoretically Forever with this tactic Simply Get a charge first Then Walk forward for awhile And tap Back/down to keep your charge You can even stand in neutral for awhile then quickly tap back forward+punch
 
=Playable Characters=
 
[[Image:UCF FrostyProfile.png|x140px|link=Bad Mr. Frosty (Ultra)]]
[[Image:UCF BlobProfile.png|x140px|link=Blob (Ultra)|Blob]]
[[Image:UCF BSGProfile.png|x140px|link=Blue Suede Goo (Ultra)]]
[[Image:UCF BonkerProfile.png|x140px|link=Bonker (Ultra)]]
[[Image:UCF HelgaProfile.png|x140px|link=Helga (Ultra)]]
[[Image:UCF IckyProfile.png|x140px|link=Ickybod Clay (Ultra)]]
[[Image:UCF TaffyProfile.png|x140px|link=Taffy (Ultra)]]
[[Image:UCF TinyProfile.png|x140px|link=Tiny (Ultra)]]
[[Image:UCF NBossProfile.png|x140px|link=Gold N.Boss]]
 
=Gameplay=
 
==HUD==
[[Image:UltraClayfighterHUD.png]]
 
 
'''1 Super Meter
 
Meter increases for each successful hit, once you reach 100 a super becomes available, these moves are often big damage combo extenders and build very quickly when heavy attacks hit.
 
'''2 Combo Counter
 
The combo meter shown in hitsparks only goes up to 9 before no longer being accurate, this meter will accurately reflect the number of consecutive hits you've performed.
 
'''Hit Spark / Combo Counter'''
* [[Image:hits.png]]
*The Hit spark acts as a combo counter. After 9 consecutive hits, the combo counter will turn red. It is not always accurate, especially when attacking from behind.
 
 
 
=Game Mechanics=
 
 
==Super Meter==
Super meter is tied directly to damage, moves that perform chip damage like special moves will build meter on block but normals will only build meter on hit. Meter builds quickly and a typical 12+ hit combo will usually build a full meter.
 
==Damage Scaling==
 
* Every character has exactly 96 health points.
* When a character gets to around 24 health points, most damage will start to scale to around 50%.
 
 
==Trading==
 
*All specials and normals will trade. Projectiles will beat out most specials. There are certain special moves that will destroy projectiles, such as; [[Image:BonkerHead.png]] Seltzer, [[Image:HelgaHead.png]] Yodel, and [[Image:TaffyHead.png]] Spin.
 
==Clashing==
 
Any normal or special moves that have the same priority value will clash without taking damage. Clashing with special moves can allow for punishes that would normally not be possible.
 
==Breakthrough==
 
When a normal or special has higher priority compared to the other move it is clashing with. The higher priority move will breakthrough the other move and continue as if nothing happened.
 
==Combo States==


Updated Normals: Standing HK, Crouching HP, Crouching HK, Air MP, Air MK, Close MP
'''Aerial Clay'''
Throw Moves Forward (does old HP throw near corner)
*When both characters are in the air, the attacker is able to chain normals from Light> Medium> Heavy. When a medium attack connects, the attacker is then able to cancel into a special. Heavy attacks will usually end the Aerial Clay by sending the opponent to the ground.


* '''Humming Attack: [[File:HCF.png]][[File:B.png]]+[[File:AnyP.png]]'''
'''Hi-Striker'''
::BSG's arm can hit up to 3 times before the projectile comes out. It will only combo on a jumping opponent. The hits from BSG's arm do more damage than the projectile itself. The first hit of this move can become unblockable while Super KO is activated.  
*After a Hi-Striker connects the opponent will be put into feeling flat mode and then launched straight into the air, allowing for an Aerial Clay.


* '''Song Of Pain: [[File:HCF.png]]+[[File:AnyP.png]]'''
'''Attack From Behind'''
::This move has a faster start up than the Humming Attack. BSG shoots 4 projectiles. This is BSG's best move only problem is it can be difficult to do. The first hit of this move can become unblockable while Super KO is activated.
*Stun last longer when attacking an opponent from behind, because of the extra frames it takes a player to turn around.  


* '''Hair Blade : [[File:QCB.png]]+[[File:AnyP.png]]'''
'''Cut in Half'''
:: This move is quick and has long range. Since BSG crouches while doing this, it is good for punishing whiffed standing punches. It is possible to combo this move after the Hair Slice. It's not a good idea to spam this move because of how trades with cutting moves works. The tip can become unblockable at certain distances.
*Certain special moves are able to cut characters in half. While cut in half, you are not able to move or be hit.  


* '''Welcome to My World : [[File:QCF.png]]+[[File:AnyK.png]]'''
'''Feeling Flat'''
::A quick punch that moves forward while ducking slightly, useful as a reversal and a throw setup tool.
*Certain special moves and normals are able to flatten a character. While in a flatten state, it is possible to get hit or be grabbed.


* '''Air Humming Attack : [[File:U.png]][[File:AnyP.png]]'''
'''Wall Bounce'''
::A projectile which can be thrown once during a jump. Allows for 2 notes active in the air and 2 on the ground maximum in conjunction with Song of Pain.
*The opponent is sent flying into the wall where they will bounce off of to be set up for a combo.


* '''Showman's Split [[File:HP.png]]+[[File:HK.png]]'''
=Color Guide=
::Air command attack that does not hit overhead, but combos with it's ending attack.
[[Image:UCF_colorguide.png|448px]]


* '''Don't Be Cruel [[File:HCB.png]]+[[File:AnyK.png]]'''
::Backdash with slight dodge properties, cannot be interrupted but does allow other moves to be buffered during execution.


Throw
=Movelists=
F+HK


==Blob==
==Blob==


Blob Flip
'''Launcher'''
QCF+K
*Close [[File:MP.png]], Close [[File:HP.png]], Crouching [[File:HP.png]], Slyck-n-Slide


Clay Spit
'''Hi-Striker'''
QCF+P
*Crouching [[File:HP.png]], Neutral Jumping [[File:HP.png]] (opponent must be airborne), Meteor Punch


Blob Tackle
'''Wall Bounce'''
QCB+P
*Danger Flop


Buzzsaw Charge
'''Lows'''
Charge B, F+P (in air possible)
*Crouching [[File:MP.png]], Crouching [[File:LK.png]], Slyck-n-Slide


Wheel Kick
'''Overhead'''
D+MK
*Crouching [[File:HK.png]], Flying Boot, Meteor Punch


Hold
'''Specials'''
F+HP
 
I'll be updating these, but yeah that song title just fit too well
*'''3 Hit Aerial Clay Ender: Jump [[File:MP.png]], [[File:HP.png]], [[File:HP.png]]
==Blob==
 
* '''Clay Spit: [[File:QCF.png]]+[[File:AnyP.png]]'''
 
* '''Slyck-n-Slide: [[File:QCB.png]]+[[File:AnyK.png]]'''
 
* '''Buzzsaw (can be done in midair): Charge [[File:B.png]],[[File:F.png]]+[[File:AnyP.png]]'''
 
* '''Danger Flop: [[File:QCF.png]]+[[File:AnyK.png]]'''
 
[[File:LP.png]] - Jumping Light Punch
 
[[File:MP.png]] - Jumping Medium Punch
 
[[File:HP.png]] - Hammer (Overhead)
 
[[File:LK.png]] - Jumping Light Kick
 
[[File:MK.png]] - Flying Boot
 
[[File:HK.png]] - Flying Boot
 
* '''Slyck Sneak: [[File:LP.png]]+[[File:LK.png]]'''
 
* '''Meteor Punch: [[File:QCB.png]]+[[File:AnyP.png]]'''
 
* '''Flying Boot: [[File:U.png]], [[File:D.png]]+[[File:AnyK.png]]'''
 
'''Super KO'''
 
* ''' Blob Bomber: [[File:LP.png]]+[[File:MP.png]]'''
 
==Blue Suede Goo==
 
'''Launcher'''
*Close [[File:MK.png]], Far [[File:MK.png]]
 
'''Hi-Striker'''
*Jumping [[File:HP.png]]
 
'''Lows'''
*Crouching [[File:LK.png]], Crouching [[File:MK.png]], Crouching [[File:HK.png]]
 
'''Overhead'''
*93' Comeback Special
 
'''Specials'''
 
* '''Humming Attack: [[File:QCF.png]]+[[File:AnyP.png]]'''
 
* '''Song Of Pain: [[File:HCF.png]]+[[File:AnyP.png]]'''
 
* '''Falsetto of Fury: [[File:QCB.png]]+[[File:AnyP.png]]'''
 
* '''Haymaker Hotel: [[File:QCF.png]]+[[File:AnyK.png]]'''


Blob Flip
* '''Air Humming Attack: [[File:U.png]], [[File:D.png]] + [[File:AnyP.png]] or [[File:QCF.png]]+[[File:AnyP.png]]'''
QCF+K


Clay Spit
* '''93' Comeback Special: [[File:QCB.png]]+[[File:AnyK.png]] (can be done in midair)'''
QCF+P


Blob Tackle
* '''Dodge: [[File:LP.png]]+[[File:LK.png]]'''
QCB+P


Buzzsaw Charge
* '''Hair Blade: [[File:HP.png]]+[[File:HK.png]]'''
Charge B, F+P (in air possible)


Wheel Kick
* '''Fade into Blues: Charge [[File:D.png]], [[File:U.png]] + [[File:AnyP.png]]'''
D+MK


Hold
'''Super KO'''
F+HP


* ''' Mess 'O' Blues: [[File:LP.png]]+[[File:MP.png]]'''


==Bonker==
==Bonker==


* '''Flying Pie : [[File:QCF.png]]+[[File:AnyP.png]]'''
'''Launcher'''
::It's pretty much Bonker's HP but a pie comes out at the end. The throwing of the pie, which has great range, will hit for 6 damage, while the pie itself does 10 damage. If done really close, the pie will pass behind the opponent. It is really easy to combo multiple pies together for a Super KO combo. Strength used determines the speed.
*Crouching [[File:HK.png]], Jumping [[File:HK.png]], Crouching [[File:HP.png]]
* '''Cruising Pie : [[File:QCF.png]] + [[File:AnyK.png]]'''
::Bonker's crouching HP but a pie comes out at the end. Bonker is the only character (other than N.Boss) with a low projectile. The throwing of the pie, which has short range, will hit for 6 damage, while the pie itself does 10 damage. It is really easy to combo multiple pies together for a Super KO combo. Strength used determines the speed. The first hit of this move can become unblockable while Super KO is activated.


Aerial Pie
'''Hi-Striker'''
Charge D, U+P
*Standing [[File:HP.png]], Neutral Jumping [[File:HP.png]]


Ferris Wheel
'''Lows'''
Hold U+HP
*Crouching [[File:LK.png]], Crouching [[File:MK.png]]


Air Clown Dive
'''Overhead'''
Hold U+HK
*Clown Dive


* '''Clown Dive : Charge [[File:HCF.png]] + [[File:AnyK.png]]'''
'''Specials'''
::Bonker's best anti-air move. The move comes up then goes down in an arch. The hit box stays active the entire time the move is active, so it can hit up to 3 times. It can cross up and flatten opponents. It is possible to start a combo after the move flattens the opponent.


* '''Flying Pie: [[File:QCF.png]]+[[File:AnyP.png]]'''


* '''Cream Spray : [[File:HCF.png]] + [[File:AnyP.png]]'''
* '''Cruising Pie: [[File:QCF.png]] + [[File:AnyK.png]]'''
:: This move has short range and long startup but it will destroy projectiles. It can hit up to 3 times, which makes it great for juggling an opponent.


* '''Aerial Pie: Charge [[File:D.png]], [[File:U.png]]+[[File:AnyP.png]]'''


* '''Cutting Cartwheel : Charge [[File:B.png]], [[File:F.png]] + [[File:AnyP.png]]'''
* '''Clown Dive: [[File:HP.png]] + [[File:HK.png]] (can be done in midair)'''
::Has a large hit box, that stays active the entire time the move is out. It won't stop until it hits the wall or the opponent. It is weaker than the pies, so don't bother with this move. Strength used determines the speed.


* '''Ferris Wheel: [[File:U.png]], [[File:D.png]] + [[File:AnyP.png]]'''
* '''Cream Spray: [[File:QCB.png]] + [[File:AnyP.png]]'''
* '''Cutting Cartwheel: [[File:HCF.png]] + [[File:AnyP.png]]'''
* '''Three Ring Circus: [[File:QCB.png]] + [[File:AnyK.png]]'''
'''Super Move'''
* ''' Double Pie Surprise: [[File:LP.png]]+[[File:MP.png]] (can be done in midair)'''


==Frosty==
==Frosty==


Updated Normals: Standing MP, Standing Close HP, Standing HK, Crouching HK, Air HP
'''Launcher'''
*Crouching [[File:HP.png]]
 
'''Hi-Striker'''
*Close [[File:HP.png]]
 
'''Lows'''
*Standing [[File:HK.png]], Crouching [[File:LK.png]], Crouching [[File:MK.png]], Crouching [[File:HK.png]]
 
'''Overhead'''
*Close [[File:HK.png]], Ice Bash
 
'''Specials'''


* '''Frozen Fist: [[File:QCF.png]]+[[File:AnyP.png]]'''
* '''Frozen Fist: [[File:QCF.png]]+[[File:AnyP.png]]'''
:: Frozen fist is a slightly weaker fireball with faster start up animation that has the ability to hit twice.


* '''Ice Breath: [[File:QCB.png]]+[[File:AnyP.png]]'''
* '''Arching Snowball: [[File:DP.png]]+[[File:AnyP.png]] (can be done in midair)'''
* '''Avalanche Snowroller: Charge [[File:U.png]], [[File:D.png]] + [[File:AnyK.png]]'''
* '''Ice Bash: [[File:QCF.png]]+[[File:AnyK.png]]'''
* '''Snowball: Charge [[File:B.png]], [[File:F.png]] + [[File:AnyP.png]]  (can be done in midair)'''
*'''Forward Dash: Tap [[File:B.png]], [[File:F.png]] + [[File:AnyK.png]]'''
[[File:LP.png]] - Standing Light Punch
[[File:MP.png]] - Standing Medium Punch


* '''Ice Breath: [[File:HCF.png]]+[[File:AnyP.png]]'''
[[File:HP.png]] - Shoulder Tackle
::Ice Breath is fireball with a slower start up but a larger hit box which deals twice the damage of Frozen Fist. It even recovers slightly faster than Frozen Fist! It can hit up to 2 times, while Frozen Fist can hit up to 3 times. Frosty's chest during the Ice Breath can become randomly unblockable during a Super KO.


* '''Arching Snowball: [[File:DP.png]]+[[File:AnyP.png]]'''
[[File:LK.png]] - Standing Light Kick
::This move is a quick arching charge attack that turns Frosty into a snowball. The punch used changes the distance it will travel.


* '''Ice Bash: Charge [[File:D.png]], [[File:U.png]] + [[File:AnyK.png]]'''
[[File:MK.png]] - Axe Kick
::Anti air snowball attack that has an active hitbox as it falls to the ground. Useful as a cross up vs. grounded opponents.


* '''Snowball (can be done in midair): Charge [[File:B.png]], [[File:F.png]] + [[File:AnyP.png]]'''
[[File:HK.png]] - Standing Slide
::Interrupts jumping with a quick forward moving snowball attack, can be used for cross ups or to avoid attacks in mid air.


*'''Forward Dash: Tap [[File:B.png]], [[File:F.png]] + [[File:AnyK.png]]'''
[[File:D.png]] - Crouch
::Performs a forward dash that can be used to close distance and gives different distances based on the kick strength. Can be interrupted with an attack to create a mixup.


*'''Backwards Dash: Tap [[File:B.png]], [[File:F.png]] + [[File:AnyK.png]]'''
*'''Backwards Dash: Tap [[File:B.png]], [[File:F.png]] + [[File:AnyK.png]]'''
::Performs a back dash that requires Frosty to turn around before he can act again, changes distance based on kick strength.


*'''Big Arm Punch: Charge [[File:D.png]], [[File:U.png]] + [[File:HP.png]]'''
*'''Big Arm Punch: Charge [[File:D.png]], [[File:U.png]] + [[File:HP.png]]'''
::It has a slow start up but it is the strongest move in the game! Hit your opponent with 3 of these and they are done for.


Hold
'''Super KO'''
F+HP


* ''' Blizzard Breath: [[File:LP.png]]+[[File:MP.png]] (can be done in midair)'''


==Helga==
==Helga==


Changed Normals: Standing HK, Jumping MK, Jumping HK,  U/B U/F HK, Crouching MP
'''Launcher'''
*Crouching [[File:MP.png]], Crouching [[File:HP.png]]
 
'''Wall Bounce'''
*Long Yodel
 
'''Hi-Striker'''
*Jumping [[File:HP.png]]
 
'''Lows'''
*Crouching [[File:LK.png]], Crouching [[File:MK.png]], Crouching [[File:HK.png]]
 
'''Overhead'''
*Standing [[File:HK.png]], Viking Ram
 
'''Specials'''


* '''Yodel: Charge [[File:B.png]], [[File:F.png]]+[[File:AnyP.png]]'''
* '''Yodel: Charge [[File:B.png]], [[File:F.png]]+[[File:AnyP.png]]'''
::Very fast start up, goes a little further than half screen. It can destroy  projectiles, and  does not have a hurtbox. Use it to keep the opponent away from you. As long as you charge back for at least  2 seconds, you can wait a while to input QCF + Punch for the move to come out. The charge still stays even after jumping, walking or using normals.


* '''Long Yodel: Charge [[File:B.png]], [[File:QCF.png]]+[[File:AnyK.png]]'''
* '''Long Yodel: Charge [[File:B.png]], [[File:F.png]]+[[File:AnyK.png]]'''
::Very fast start up, goes a little further than half screen. It can destroy  projectiles, and  does not have a hurtbox. Use it to keep the opponent away from you. As long as you charge back for at least  2 seconds, you can wait a while to input QCF + Punch for the move to come out. The charge still stays even after jumping, walking or using normals.
 
* '''Tempest: [[File:QCB.png]]+[[File:AnyK.png]] (can be done in midair)'''


* '''Viking Ram: [[File:QCF.png]]+[[File:AnyP.png]] (can be done in midair)'''


* '''Tempest: [[File:QCF.png]]+[[File:AnyK.png]]'''
* ''' Odin's Rear: Charge [[File:D.png]], [[File:U.png]] + [[File:AnyP.png]]'''
::A slow and weak anti-air move. The hit box stay outs the whole time. Strength determines height.


* '''Viking Ram (can be done in midair): [[File:QCF.png]]+[[File:AnyP.png]]'''
* '''Flight of the Valkyrie: [[File:LP.png]]+[[File:LK.png]] (can be done in midair)'''
::This move works better as an anti-air since it is really fast and can hit multiple times. MP and HP versions go full screen. The hit box stays out the whole time. Strength determines horizontal distance and speed.


* ''' Valkyrie's Ride: Jum[p U/F or U/B [[File:HK.png]]'''
[[File:LP.png]] - Jumping Light Punch
::This move has a slow start up, but once the attack starts, it moves very quickly. It's better to stay with Viking Ram. 
 
[[File:MP.png]] - Jumping Medium Punch
 
[[File:HP.png]] - Jumping Heavy Punch
 
[[File:LK.png]] - Jumping Light Kick
 
[[File:MK.png]] - Double Kick
 
[[File:HK.png]] - Jumping Heavy Kick
 
'''Super KO'''
 
* ''' Diva Drill: [[File:LP.png]]+[[File:MP.png]] (can be done in midair)'''


==Ickybod Clay==
==Ickybod Clay==


* '''Teleport (can be done in midair): [[File:AnyP.png]] + [[File:AnyK.png]] (Same Strength)'''
'''Launcher'''
::[[File:LP.png]]+[[File:LK.png]] = left side of screen.
*Crouching [[File:HP.png]], Standing [[File:HP.png]], Close [[File:HK.png]] (Opponent must be airborne)
::[[File:MP.png]]+[[File:MK.png]]= mid screen.
 
::[[File:HP.png]]+[[File:HK.png]] = right side of screen.
'''Hi-Striker'''
::This move is great! It helps Icky move around the screen with ease. In air, you keep whatever momentum you had before the teleport.
*Dive Punch
 
'''Lows'''
*Far [[File:MP.png]], Crouching [[File:LK.png]], Crouching [[File:MK.png]], Crouching [[File:HK.png]]
 
'''Overhead'''
*Dive Punch
 
'''Specials'''
 
* '''Teleport: [[File:AnyP.png]] + [[File:AnyK.png]] (Same Strength) (can be done in midair)
 
[[File:LP.png]]+[[File:LK.png]] = Left of Screen
 
[[File:MP.png]]+[[File:MK.png]] = Middle of Screen
 
[[File:HP.png]]+[[File:HK.png]] = Right of Screen'''
 
 
*'''Air Teleport Effects'''
*'''Air Teleport Effects'''
::After doing an air teleport, Icky is able to do his standing attacks in air. This means he can do more than 1 attack in air!
::After doing an air teleport, Icky is able to do his standing attacks in air. This means he can do more than 1 attack in air!
*'''Air Teleport Throw/ Shadow Throw - Teleport (midair) [[File:F.png]] + [[File:HK.png]] while in throw range '''  
*'''Air Teleport Throw/ Shadow Throw - Teleport (midair) [[File:F.png]] + [[File:HK.png]] while in throw range '''  
:: It is considered a glitch, but it's one of Icky's greatest moves. After teleporting, you are able to throw the opponent while you're above or below them. It is able to interrupt certain special moves, and even all normal attacks. A way to gauge if you're in range is to see how close you are to your opponent's shadow. The front of your shadow should be on the front edge of the opponent's shadow.


* '''Ecto Ball: [[File:QCF.png]]+[[File:AnyP.png]]'''
* '''Ecto Ball: [[File:QCF.png]]+[[File:AnyP.png]]'''
:: A strong fireball with quick recovery. This move works well in combination with the teleport.
'''''Anti-Air'''''
* '''Boo-Hoo-Ken: [[File:DP.png]] + [[File:AnyP.png]]'''
::This move is slow, but powerful. It's best to use this move for a Super KO attack because of its high damage.
'''''Charge Attack'''''
* '''Dart Dive (can be done in midair): Charge [[File:B.png]], [[File:F.png]] + [[File:AnyP.png]]'''
::Dart Dive is almost as strong as the Medicine Ball. It starts slow, but begins to pick up speed. Sometimes this move will leave the opponent stunned for a long time, with chunks flying out of them. It can hit multiple times, but won't combo. In air, it travels straight for a bit, then begins to arch downward.


* '''Spectre Smash: [[File:DP.png]] + [[File:AnyP.png]]'''
* '''Dart Dive: Charge [[File:B.png]], [[File:F.png]] + [[File:AnyP.png]] (can be done in midair)'''
-Press Any Punch after Dart Dive, to do a second Dart Dive
[[File:LP.png]] - Low Angle Dive
[[File:MP.png]] - Angled Dive
[[File:HP.png]] - Upward Dive
* '''Peek-a-Boo: [[File:QCF.png]]+[[File:AnyK.png]] (can be done in midair)'''
-Press any kick To perform the attack earlier.
* '''Dark Spirit Fist: [[File:HCB.png]]+[[File:AnyK.png]]'''
* '''Dive Punch (midair): [[File:U.png]], [[File:D.png]] + [[File:AnyP.png]]'''
'''Super KO'''


* '''Max Spectre Smash: [[File:LP.png]]+[[File:MP.png]]'''


==Taffy==
==Taffy==


*'''Two-Fisted Charge (can be done in midair): Charge [[File:B.png]], [[File:F.png]] + [[File:AnyP.png]]'''
'''Launcher'''
::A very fast and strong charge move. Can be done in the air. Air version will go in a downward arch. It will slowly fall straight down after connecting in air, making it unsafe. Strength determines speed and distance.
*Close [[File:HK.png]], Crouching [[File:HP.png]], Hard Candy Kick
*'''Taffy Tornado (can be done in midair): [[File:HCF.png]] + [[File:AnyP.png]]'''
 
::A charging attack, that does low damage, but can hit multiple times. If done with a HCF,UF motion on the ground, it will come out quickly in air. This move will destroy projectiles, if they touch the arms.
'''Lows'''
*'''Corkscrew Combination: [[File:DP.png]] + Punch or [[File:F.png]] to [[File:D.png]] + [[File:AnyP.png]]'''
*Far [[File:HK.png]], Crouching [[File:LK.png]], Crouching [[File:MK.png]], Crouching [[File:HK.png]]
::Slightly stronger than the standard tornado. Can hit an airborne opponent around 2 times. Can also destroy projectiles.
 
*'''Taffy Whack Forwards: Tap [[File:B.png]], [[File:F.png]] + [[File:AnyK.png]]'''
'''Specials'''
:: Forwards moving punch that can be used for pressuring opponents from mid range.
 
*'''Taffy Whack Backwards: Tap [[File:F.png]], [[File:B.png]] + [[File:AnyK.png]]'''
*'''Two-Fisted Charge: Charge [[File:B.png]], [[File:F.png]] + [[File:AnyP.png]] (can be done in midair)'''
:: Backwards moving punch that can avoid low attacks and anti air due to it's height.
 
*'''Taffy Slip: [[File:QCB.png]]+[[File:AnyP.png]]'''
*'''Taffy Tornado: [[File:QCB.png]] + [[File:AnyP.png]] (can be done in midair)'''
::Dodges attacks while rushing in and crossing through the opponent. Doesn't destroy fireballs.
 
*'''Corkscrew Combination: [[File:DP.png]] + Punch (can be done in midair)'''
 
*'''Jawbreaker: [[File:QCF.png]] + [[File:AnyK.png]] (can be done in midair)'''
 
*'''Sugar High: [[File:MK.png]] + [[File:MP.png]]'''
 
*'''Hard Candy Kick: [[File:QCB.png]] + [[File:AnyK.png]]'''
 
*'''Taffy Slip: [[File:LP.png]]+[[File:LK.png]]'''
 
*'''Taffy Taunt: [[File:HK.png]] + [[File:HP.png]]'''
 
 
'''Super KO'''
 
* ''' Taffy Twister: [[File:LP.png]]+[[File:MP.png]]'''


==Tiny==
==Tiny==


Changed Normals: Jumping MK, Standing MK, Crouching MK, Crouching HK
'''Launcher'''
*Crouching [[File:MK.png]], Close [[File:HK.png]]
 
'''Wall Bounce'''
*Standing Close [[File:MK.png]]
 
'''Hi-Striker'''
*Close [[File:HP.png]], Top Rope Axe Handle
 
'''Lows'''
*Crouching [[File:MP.png]], Wimp Slide
 
'''Overhead'''
*Crouching [[File:HK.png]], Close [[File:HP.png]]
 
'''Specials'''
* '''Medicine Ball: Charge [[File:B.png]],[[File:F.png]] + [[File:AnyP.png]] (can be done in midair)'''
 
* '''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)'''
 
* '''Top Rope Axe Handle: [[File:QCB.png]]+[[File:AnyP.png]]'''


* '''Arching Medicine Ball (can be done in midair): Charge [[File:D.png]], [[File:U.png]] + [[File:AnyP.png]]'''
[[File:AnyP.png]] - Top Rope Elbow Smash
::The hit box stays out the entire time this move is out. Useful for crossing up the opponent on wakeup. Strength used determines distance travelled. This move can become unblockable while Super KO is activated.


* '''Hulking Up!: [[File:D.png]], [[File:MP.png]]+[[File:MK.png]]'''
[[File:AnyK.png]] - Top Rope Leg Drop
::Tiny performs a dodge clearly no selling the competition in an attempt to seem more powerful.


* '''Medicine Ball (can be done in midair): Charge [[File:B.png]],[[File:F.png]] + [[File:AnyP.png]]'''
:: This move travels in a straight line with an active hitbox then falls to the ground. Strength used determines distance travelled and speed. This move can become unblockable while Super KO is activated.


* '''Hurricane Punch: [[File:QCF.png]]+[[File:AnyP.png]]'''
* '''Hurricane Punch: [[File:QCF.png]]+[[File:AnyP.png]]'''
::A twice hitting dash up attack that cannot be ducked. Punch strength used determines speed and distance. If Tiny doesn't make contact with the opponent, it will not finish the punch attacks.


* '''Earthquake Axe Handle: [[File:QCB.png]]+[[File:AnyP.png]]'''
* '''Ultra Macho Impact: [[File:HP.png]]+[[File:HK.png]] '''
::Jumping attack with the ability to flatten opponents and set up throw attempts. Does the same move regardless of punch button used.
 
* '''Tiny Rush: [[File:QCB.png]]+[[File:AnyK.png]]'''
 
[[File:LP.png]] - Rushing Light Punch
 
[[File:MP.png]] - Rushing Medium Punch
 
[[File:HP.png]] - Elbow Smash (Overhead)
 
[[File:LK.png]] - Wimp Slide (Hits Low)
 
[[File:MK.png]] - Big Boot (Minor Launches)
 
[[File:HK.png]] - Jumping Leg Drop (Overhead)
 
 
* '''Flexquake: [[File:HCF.png]]+[[File:AnyK.png]]'''
 
'''Super KO'''
* '''Ultra Macho Flexercizer [[File:LP.png]]+[[File:MP.png]]'''
 
==Gold N.Boss==
 
'''Launcher'''
*Crouching [[File:MP.png]]
 
'''Hi-Striker'''
*Neutral Jump [[File:HP.png]], Gold N Arrow (Anti Air)
 
'''Lows'''
*Crouching [[File:LP.png]], Crouching [[File:LK.png]], Crouching [[File:MK.png]], Crouching [[File:HK.png]]
 
'''Specials'''
 
* '''Pie Throw: [[File:QCF.png]]+[[File:AnyK.png]] (can be done in midair)'''
 
* '''Snowball Throw: [[File:QCF.png]]+[[File:AnyP.png]]'''
 
* '''N.Raged Tornado: [[File:QCB.png]]+[[File:AnyP.png]] (can be done in midair)'''
 
* '''Tornado Upper: [[File:DP.png]] + [[File:AnyP.png]]'''
 
* '''Gold N. Arrow: Charge [[File:B.png]], [[File:F.png]] + [[File:AnyP.png]]'''
 
* '''Chaos Crescendo: [[File:HCB.png]]+[[File:AnyK.png]] (can be done in midair)'''
 
* '''Nth Dimensional Warp (Left): [[File:LP.png]]+[[File:LK.png]] (can be done in midair)'''
 
* '''Nth Dimensional Warp (Right): [[File:HP.png]]+[[File:HK.png]] (can be done in midair)'''
 
'''Super KO'''
 
* '''Opera of Entropy: [[File:LP.png]]+[[File:MP.png]]'''
 
=Training Mode + ZERO System=
 
Using the Training Mode option at the main menu will bring you to a two player match with regenerating health but there are additional features that can be unlocked using [https://tasvideos.org/BizHawk/ReleaseHistory#Bizhawk28 BizHawk 2.8] and the ZERO System training script.
 
Download the latest version: http://newchallenger.net/zero/UltraClayFighter2.0/TheZEROSystem-ClayfighterBootleg-1.0.lua
 
The ZERO System is a Lua file originally designed for [[Gundam Wing Endless Duel]] modified to show hitboxes for Ultra Clayfighter in the Bizhawk emulator frontend. To use it, drag the Lua file into the BizHawk window when Ultra Clayfighter is loaded.
 
 
[[File:Zero System Ultra ClayFighter Screenshot.png]]
 
By default, The ZERO System will display hitboxes, damage dealt while an opponent is being hit and cannot block, and display an easy-to-see combo counter below the lifebars. Two additional features, HP recovery and input display, are also available but disabled by default. In order to change which options are enabled, pause the game during a match as you would normally (by pressing start when no one is in hitpause) during a match.
 
'''Recover HP'''
 
When enabled, HP will no longer drop below 1. When a combo has ended, a player not at full life will regenerate health at a rate of 1 per 1/60th of a second.
 
'''Hitboxes'''
 
Displays player hitboxes. Each box corresponds to a different property of that box:
*Blue: Hurtbox. When this box makes contact with an attack box, the player gets hit.
*Black: Block box. When this box makes contact with an attack box, the player enters a blockstun state.
*Red: Attack box. Standard attack with no special properties.
*Orange: Attack box. When hitting a hurtbox, the opponent enters a flatten state.
*Yellow: Attack box. When hitting a hurtbox, the opponent enters a launch state.
*Purple: Attack box. When hitting a hurtbox, the opponent enters a cut state.
 
'''Combo Counter'''
 
Displays a combo counter below player lifebars during a combo. It uses the combo value the game uses for hitspark numbers and will not count multi-hit grabs or cross-up unblockables.
 
'''Damage Display'''
 
When enabled, it will draw a red bar over the lifebar gap from where HP was at the start of a combo to where HP is currently. It also shows combo damage total on the edge of the red lifebar.
 
'''Input Display'''
 
Shows a time-based input viewer on the bottom of the screen. It shows a graphical representation of a controller's input that lights up a color when pressed. To the right of it is a grid that shows that input relative to when it was pressed. In this grid, each dark grey line represents 1/6th of a second and each light grey line is 5/6th of a second.
 
'''Additional controls'''
* Press Select to pause the input tracker. Unpause and resume live tracking by pressing select again.
* While inputs are paused, use L and R to cycle through the time to see inputs pressed over the last 8 seconds.


==Playtesting Notes==
{| class="wikitable" style="text-align: center; margin: auto; width:600px;"
|+[[Image:UCFTE_Cart_US.png|link=Ultra ClayFighter Tournament Edition]]
!colspan="4"|[[Ultra ClayFighter Tournament Edition]]
|-
|[[Bad Mr. Frosty (Ultra)|Bad Mr. Frosty]]
|[[Blob (Ultra)|Blob]]
|[[Blue Suede Goo (Ultra)|Blue Suede Goo]]
|[[Bonker (Ultra)|Bonker]]
|-
|[[Helga (Ultra)|Helga]]
|[[Ickybod Clay (Ultra)|Ickybod Clay]]
|[[Taffy (Ultra)|Taffy]]
|[[Tiny (Ultra)|Tiny]]
|-
!colspan="4"|[[Gold N.Boss]]
|-
{{GenPgNav}}


BSG Sweep can go under Bonker high fireball
[[Category:List of Fighting Games]][[Category:Ultra_ClayFighter_Tournament_Edition]]

Latest revision as of 16:38, 21 September 2024

Ultra ClayFighter: Tournament Edition
Developer(s) Visual Concepts
Publisher(s) Interplay
Producer(s) Brian Fargo, Alan Pavlish, Jeremy Airey
Release Date Version 3.1.9: February 23rd 2024
Version 3.1: February 3rd 2023
Version 3.0: December 23 2022
Version 2.0: April 1 2022
Version 1.4: May 24 2021
Version 1.0: April 1 2021

Introduction

Ultra ClayFighter on Romhackplaza.org

Ultra ClayFighter on RomHacking.net

This movelist is current for the 2/23/24 3.1.9 release Ultra ClayFighter Tournament Edition, character pages have more detail but have not fully been detailed with frame data and damage values.

Ultra ClayFighter is a complete overhaul of ClayFighter Tournament Edition featuring improvements to play mechanics, graphics and adding modern fighting game features like a training mode. Zool, the lead programmer has worked with a dedicated team of fans to document the original ClayFighter series and has inspired many ClayFighter fans with their combo videos.

Features Include:

  • Updates to normals including adding low moves including trips, new moves inspired by ClayFighter 2: Judgement Clay, Sculptors Cut (N64) and many other famous fighters!
  • Tech rolls, clashing and advanced movement options have been added to modernize gameplay
  • Less frustrating CPU and a more varied arcade mode with individual character ladders
  • New Super Meter system to extend your combos with Super KO moves (LP+MP with full meter)
  • Updated juggle system featuring launchers, Aerial Clays and wall bounces which rewards creative combo options
  • Reduced lag during combat
  • Tournament mode has becoming training mode for practicing big combos
  • Dizzy system removed
  • Completely new damage scaling system script by Streetwize
  • Updates for Tiny and Bonker color mapping by Darth Marino (Originally from ClayFighter TE-Tiny’s Shorts Fix)
  • New character endings in single player
  • Restored unused audio clips for announcer and characters
  • In game character movelists are displayed at single player character select instead of profiles.
  • Recolored stages and 9 selectable unique color palettes per character by DangerMD.

Controls

- Jump

- Retreat (guard during enemy attack)

- Crouch

- Guard low (during enemy attack)

- Advance

Y button - or Quick Punch

X button -

B button - or Quick Kick

A button -

L Button - or Brutal Punch

R Button - or Brutal Kick

Universal Controls

+ - Super KO (requires full meter). If meter is not at 100, a taunt will come out instead.

Clay Slips

  • During a heavy knockdown, holding OR will cause the player to tech roll in that direction. Clay Slips are invincible. Forward Clay Slips are best used when the opponent is right next to the player, since it will cause the player to switch directions.

- Backward Clay Slip

- Forward Clay Slip


Buffering

  • While falling, input the directional input for a special move, and do a air attack. Once you land the special move will come out.


Charge Storing

  • It's possible to store a charge special, when the game changes direction. This works best when throwing an opponent behind.


Charge Buffering

  • It's possible to end moves Street Fighter style because the input buffer is large enough as Charge B,F,B + Attack or ending in D+B to charge both specials for some characters. This technique is Key for especially.

Charge Walking

  • It's Possible to keep a charge theoretically Forever with this tactic Simply Get a charge first Then Walk forward for awhile And tap Back/down to keep your charge You can even stand in neutral for awhile then quickly tap back forward+punch

Playable Characters

Blob

Gameplay

HUD


1 Super Meter

Meter increases for each successful hit, once you reach 100 a super becomes available, these moves are often big damage combo extenders and build very quickly when heavy attacks hit.

2 Combo Counter

The combo meter shown in hitsparks only goes up to 9 before no longer being accurate, this meter will accurately reflect the number of consecutive hits you've performed.

Hit Spark / Combo Counter

  • The Hit spark acts as a combo counter. After 9 consecutive hits, the combo counter will turn red. It is not always accurate, especially when attacking from behind.


Game Mechanics

Super Meter

Super meter is tied directly to damage, moves that perform chip damage like special moves will build meter on block but normals will only build meter on hit. Meter builds quickly and a typical 12+ hit combo will usually build a full meter.

Damage Scaling

  • Every character has exactly 96 health points.
  • When a character gets to around 24 health points, most damage will start to scale to around 50%.


Trading

  • All specials and normals will trade. Projectiles will beat out most specials. There are certain special moves that will destroy projectiles, such as; Seltzer, Yodel, and Spin.

Clashing

Any normal or special moves that have the same priority value will clash without taking damage. Clashing with special moves can allow for punishes that would normally not be possible.

Breakthrough

When a normal or special has higher priority compared to the other move it is clashing with. The higher priority move will breakthrough the other move and continue as if nothing happened.

Combo States

Aerial Clay

  • When both characters are in the air, the attacker is able to chain normals from Light> Medium> Heavy. When a medium attack connects, the attacker is then able to cancel into a special. Heavy attacks will usually end the Aerial Clay by sending the opponent to the ground.

Hi-Striker

  • After a Hi-Striker connects the opponent will be put into feeling flat mode and then launched straight into the air, allowing for an Aerial Clay.

Attack From Behind

  • Stun last longer when attacking an opponent from behind, because of the extra frames it takes a player to turn around.

Cut in Half

  • Certain special moves are able to cut characters in half. While cut in half, you are not able to move or be hit.

Feeling Flat

  • Certain special moves and normals are able to flatten a character. While in a flatten state, it is possible to get hit or be grabbed.

Wall Bounce

  • The opponent is sent flying into the wall where they will bounce off of to be set up for a combo.

Color Guide


Movelists

Blob

Launcher

  • Close , Close , Crouching , Slyck-n-Slide

Hi-Striker

  • Crouching , Neutral Jumping (opponent must be airborne), Meteor Punch

Wall Bounce

  • Danger Flop

Lows

  • Crouching , Crouching , Slyck-n-Slide

Overhead

  • Crouching , Flying Boot, Meteor Punch

Specials

  • 3 Hit Aerial Clay Ender: Jump , ,
  • Clay Spit: +
  • Slyck-n-Slide: +
  • Buzzsaw (can be done in midair): Charge ,+
  • Danger Flop: +

- Jumping Light Punch

- Jumping Medium Punch

- Hammer (Overhead)

- Jumping Light Kick

- Flying Boot

- Flying Boot

  • Slyck Sneak: +
  • Meteor Punch: +
  • Flying Boot: , +

Super KO

  • Blob Bomber: +

Blue Suede Goo

Launcher

  • Close , Far

Hi-Striker

  • Jumping

Lows

  • Crouching , Crouching , Crouching

Overhead

  • 93' Comeback Special

Specials

  • Humming Attack: +
  • Song Of Pain: +
  • Falsetto of Fury: +
  • Haymaker Hotel: +
  • Air Humming Attack: , + or +
  • 93' Comeback Special: + (can be done in midair)
  • Dodge: +
  • Hair Blade: +
  • Fade into Blues: Charge , +

Super KO

  • Mess 'O' Blues: +

Bonker

Launcher

  • Crouching , Jumping , Crouching

Hi-Striker

  • Standing , Neutral Jumping

Lows

  • Crouching , Crouching

Overhead

  • Clown Dive

Specials

  • Flying Pie: +
  • Cruising Pie: +
  • Aerial Pie: Charge , +
  • Clown Dive: + (can be done in midair)
  • Ferris Wheel: , +
  • Cream Spray: +
  • Cutting Cartwheel: +
  • Three Ring Circus: +

Super Move

  • Double Pie Surprise: + (can be done in midair)

Frosty

Launcher

  • Crouching

Hi-Striker

  • Close

Lows

  • Standing , Crouching , Crouching , Crouching

Overhead

  • Close , Ice Bash

Specials

  • Frozen Fist: +
  • Ice Breath: +
  • Arching Snowball: + (can be done in midair)
  • Avalanche Snowroller: Charge , +
  • Ice Bash: +
  • Snowball: Charge , + (can be done in midair)
  • Forward Dash: Tap , +

- Standing Light Punch

- Standing Medium Punch

- Shoulder Tackle

- Standing Light Kick

- Axe Kick

- Standing Slide

- Crouch

  • Backwards Dash: Tap , +
  • Big Arm Punch: Charge , +

Super KO

  • Blizzard Breath: + (can be done in midair)

Helga

Launcher

  • Crouching , Crouching

Wall Bounce

  • Long Yodel

Hi-Striker

  • Jumping

Lows

  • Crouching , Crouching , Crouching

Overhead

  • Standing , Viking Ram

Specials

  • Yodel: Charge , +
  • Long Yodel: Charge , +
  • Tempest: + (can be done in midair)
  • Viking Ram: + (can be done in midair)
  • Odin's Rear: Charge , +
  • Flight of the Valkyrie: + (can be done in midair)

- Jumping Light Punch

- Jumping Medium Punch

- Jumping Heavy Punch

- Jumping Light Kick

- Double Kick

- Jumping Heavy Kick

Super KO

  • Diva Drill: + (can be done in midair)

Ickybod Clay

Launcher

  • Crouching , Standing , Close (Opponent must be airborne)

Hi-Striker

  • Dive Punch

Lows

  • Far , Crouching , Crouching , Crouching

Overhead

  • Dive Punch

Specials

  • Teleport: + (Same Strength) (can be done in midair)

+ = Left of Screen

+ = Middle of Screen

+ = Right of Screen


  • Air Teleport Effects
After doing an air teleport, Icky is able to do his standing attacks in air. This means he can do more than 1 attack in air!
  • Air Teleport Throw/ Shadow Throw - Teleport (midair) + while in throw range
  • Ecto Ball: +
  • Spectre Smash: +
  • Dart Dive: Charge , + (can be done in midair)

-Press Any Punch after Dart Dive, to do a second Dart Dive

- Low Angle Dive

- Angled Dive

- Upward Dive

  • Peek-a-Boo: + (can be done in midair)

-Press any kick To perform the attack earlier.

  • Dark Spirit Fist: +
  • Dive Punch (midair): , +

Super KO

  • Max Spectre Smash: +

Taffy

Launcher

  • Close , Crouching , Hard Candy Kick

Lows

  • Far , Crouching , Crouching , Crouching

Specials

  • Two-Fisted Charge: Charge , + (can be done in midair)
  • Taffy Tornado: + (can be done in midair)
  • Corkscrew Combination: + Punch (can be done in midair)
  • Jawbreaker: + (can be done in midair)
  • Sugar High: +
  • Hard Candy Kick: +
  • Taffy Slip: +
  • Taffy Taunt: +


Super KO

  • Taffy Twister: +

Tiny

Launcher

  • Crouching , Close

Wall Bounce

  • Standing Close

Hi-Striker

  • Close , Top Rope Axe Handle

Lows

  • Crouching , Wimp Slide

Overhead

  • Crouching , Close

Specials

  • Medicine Ball: Charge , + (can be done in midair)
  • Arching Medicine Ball: + or Charge , + (can be done in midair)
  • Top Rope Axe Handle: +

- Top Rope Elbow Smash

- Top Rope Leg Drop


  • Hurricane Punch: +
  • Ultra Macho Impact: +
  • Tiny Rush: +

- Rushing Light Punch

- Rushing Medium Punch

- Elbow Smash (Overhead)

- Wimp Slide (Hits Low)

- Big Boot (Minor Launches)

- Jumping Leg Drop (Overhead)


  • Flexquake: +

Super KO

  • Ultra Macho Flexercizer +

Gold N.Boss

Launcher

  • Crouching

Hi-Striker

  • Neutral Jump , Gold N Arrow (Anti Air)

Lows

  • Crouching , Crouching , Crouching , Crouching

Specials

  • Pie Throw: + (can be done in midair)
  • Snowball Throw: +
  • N.Raged Tornado: + (can be done in midair)
  • Tornado Upper: +
  • Gold N. Arrow: Charge , +
  • Chaos Crescendo: + (can be done in midair)
  • Nth Dimensional Warp (Left): + (can be done in midair)
  • Nth Dimensional Warp (Right): + (can be done in midair)

Super KO

  • Opera of Entropy: +

Training Mode + ZERO System

Using the Training Mode option at the main menu will bring you to a two player match with regenerating health but there are additional features that can be unlocked using BizHawk 2.8 and the ZERO System training script.

Download the latest version: http://newchallenger.net/zero/UltraClayFighter2.0/TheZEROSystem-ClayfighterBootleg-1.0.lua

The ZERO System is a Lua file originally designed for Gundam Wing Endless Duel modified to show hitboxes for Ultra Clayfighter in the Bizhawk emulator frontend. To use it, drag the Lua file into the BizHawk window when Ultra Clayfighter is loaded.


By default, The ZERO System will display hitboxes, damage dealt while an opponent is being hit and cannot block, and display an easy-to-see combo counter below the lifebars. Two additional features, HP recovery and input display, are also available but disabled by default. In order to change which options are enabled, pause the game during a match as you would normally (by pressing start when no one is in hitpause) during a match.

Recover HP

When enabled, HP will no longer drop below 1. When a combo has ended, a player not at full life will regenerate health at a rate of 1 per 1/60th of a second.

Hitboxes

Displays player hitboxes. Each box corresponds to a different property of that box:

  • Blue: Hurtbox. When this box makes contact with an attack box, the player gets hit.
  • Black: Block box. When this box makes contact with an attack box, the player enters a blockstun state.
  • Red: Attack box. Standard attack with no special properties.
  • Orange: Attack box. When hitting a hurtbox, the opponent enters a flatten state.
  • Yellow: Attack box. When hitting a hurtbox, the opponent enters a launch state.
  • Purple: Attack box. When hitting a hurtbox, the opponent enters a cut state.

Combo Counter

Displays a combo counter below player lifebars during a combo. It uses the combo value the game uses for hitspark numbers and will not count multi-hit grabs or cross-up unblockables.

Damage Display

When enabled, it will draw a red bar over the lifebar gap from where HP was at the start of a combo to where HP is currently. It also shows combo damage total on the edge of the red lifebar.

Input Display

Shows a time-based input viewer on the bottom of the screen. It shows a graphical representation of a controller's input that lights up a color when pressed. To the right of it is a grid that shows that input relative to when it was pressed. In this grid, each dark grey line represents 1/6th of a second and each light grey line is 5/6th of a second.

Additional controls

  • Press Select to pause the input tracker. Unpause and resume live tracking by pressing select again.
  • While inputs are paused, use L and R to cycle through the time to see inputs pressed over the last 8 seconds.
Ultra ClayFighter Tournament Edition
Bad Mr. Frosty Blob Blue Suede Goo Bonker
Helga Ickybod Clay Taffy Tiny
Gold N.Boss
List of Fighting Games
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