Ultra ClayFighter Tournament Edition: Difference between revisions
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{{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== | |||
'''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= | |||
[[Image:UCF_colorguide.png|448px]] | |||
=Movelists= | |||
==Blob== | ==Blob== | ||
''' | '''Launcher''' | ||
*Close [[File:MP.png]], Close [[File:HP.png]], Crouching [[File:HP.png]], Slyck-n-Slide | |||
'''Hi-Striker''' | |||
*Crouching [[File:HP.png]], Neutral Jumping [[File:HP.png]] (opponent must be airborne), Meteor Punch | |||
'''Wall Bounce''' | |||
*Danger Flop | |||
'''Lows''' | |||
*Crouching [[File:MP.png]], Crouching [[File:LK.png]], Slyck-n-Slide | |||
'''Overhead''' | |||
*Crouching [[File:HK.png]], Flying Boot, Meteor Punch | |||
'''Specials''' | |||
*'''3 Hit Aerial Clay Ender: Jump [[File:MP.png]], [[File:HP.png]], [[File:HP.png]] | |||
* '''Clay Spit: [[File:QCF.png]]+[[File:AnyP.png]]''' | * '''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]]''' | * '''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== | ==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]]''' | * '''Humming Attack: [[File:QCF.png]]+[[File:AnyP.png]]''' | ||
* '''Song Of Pain: [[File:HCF.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]]''' | ||
* '''Air Humming Attack: [[File:U.png]][[File:AnyP.png]]''' | * '''Air Humming Attack: [[File:U.png]], [[File:D.png]] + [[File:AnyP.png]] or [[File:QCF.png]]+[[File:AnyP.png]]''' | ||
* ''' | * '''93' Comeback Special: [[File:QCB.png]]+[[File:AnyK.png]] (can be done in midair)''' | ||
* ''' | * '''Dodge: [[File:LP.png]]+[[File:LK.png]]''' | ||
''' | * '''Hair Blade: [[File:HP.png]]+[[File:HK.png]]''' | ||
* '''Fade into Blues: Charge [[File:D.png]], [[File:U.png]] + [[File:AnyP.png]]''' | |||
'''Super KO''' | |||
* ''' Mess 'O' Blues: [[File:LP.png]]+[[File:MP.png]]''' | |||
==Bonker== | ==Bonker== | ||
''' | '''Launcher''' | ||
*Crouching [[File:HK.png]], Jumping [[File:HK.png]], Crouching [[File:HP.png]] | |||
'''Hi-Striker''' | |||
*Standing [[File:HP.png]], Neutral Jumping [[File:HP.png]] | |||
'''Lows''' | |||
*Crouching [[File:LK.png]], Crouching [[File:MK.png]] | |||
'''Overhead''' | |||
*Clown Dive | |||
'''Specials''' | |||
* '''Flying Pie: [[File:QCF.png]]+[[File:AnyP.png]]''' | * '''Flying Pie: [[File:QCF.png]]+[[File:AnyP.png]]''' | ||
* '''Cruising Pie: [[File:QCF.png]] + [[File:AnyK.png]]''' | * '''Cruising Pie: [[File:QCF.png]] + [[File:AnyK.png]]''' | ||
* '''Aerial Pie: Charge [[File:D.png]], [[File:U.png]]+[[File:AnyP.png]]''' | * '''Aerial Pie: Charge [[File:D.png]], [[File:U.png]]+[[File:AnyP.png]]''' | ||
* '''Clown Dive | * '''Clown Dive: [[File:HP.png]] + [[File:HK.png]] (can be done in midair)''' | ||
* '''Ferris Wheel: [[File:U.png]], [[File:AnyP.png]]''' | * '''Ferris Wheel: [[File:U.png]], [[File:D.png]] + [[File:AnyP.png]]''' | ||
* '''Cream Spray: [[File:QCB.png]] + [[File:AnyP.png]]''' | * '''Cream Spray: [[File:QCB.png]] + [[File:AnyP.png]]''' | ||
* '''Cutting Cartwheel: [[File:HCF.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== | ||
''' | '''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]]''' | ||
* '''Ice Breath: [[File: | * '''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: | * '''Ice Bash: [[File:QCF.png]]+[[File:AnyK.png]]''' | ||
* '''Snowball | * '''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]]''' | *'''Forward Dash: Tap [[File:B.png]], [[File:F.png]] + [[File:AnyK.png]]''' | ||
:: | |||
[[File:LP.png]] - Standing Light Punch | |||
[[File:MP.png]] - Standing Medium Punch | |||
[[File:HP.png]] - Shoulder Tackle | |||
[[File:LK.png]] - Standing Light Kick | |||
[[File:MK.png]] - Axe Kick | |||
[[File:HK.png]] - Standing Slide | |||
[[File:D.png]] - Crouch | |||
*'''Backwards Dash: Tap [[File:B.png]], [[File:F.png]] + [[File:AnyK.png]]''' | *'''Backwards Dash: Tap [[File:B.png]], [[File:F.png]] + [[File:AnyK.png]]''' | ||
*'''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]]''' | ||
'''Super KO''' | |||
* ''' Blizzard Breath: [[File:LP.png]]+[[File:MP.png]] (can be done in midair)''' | |||
==Helga== | ==Helga== | ||
'''' | '''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]]''' | ||
* '''Long Yodel: Charge [[File:B.png]], [[File:F.png]]+[[File:AnyK.png]]''' | * '''Long Yodel: Charge [[File:B.png]], [[File:F.png]]+[[File:AnyK.png]]''' | ||
* '''Tempest (can be done in midair): [[File: | * '''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)''' | |||
* ''' | * ''' Odin's Rear: Charge [[File:D.png]], [[File:U.png]] + [[File:AnyP.png]]''' | ||
* ''' Valkyrie' | * '''Flight of the Valkyrie: [[File:LP.png]]+[[File:LK.png]] (can be done in midair)''' | ||
:: | |||
[[File:LP.png]] - Jumping Light Punch | |||
[[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== | ||
''' | '''Launcher''' | ||
*Crouching [[File:HP.png]], Standing [[File:HP.png]], Close [[File:HK.png]] (Opponent must be airborne) | |||
'''Hi-Striker''' | |||
*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 ''' | ||
* '''Ecto Ball: [[File:QCF.png]]+[[File:AnyP.png]]''' | * '''Ecto Ball: [[File:QCF.png]]+[[File:AnyP.png]]''' | ||
* '''Spectre Smash: [[File:DP.png]] + [[File:AnyP.png]]''' | * '''Spectre Smash: [[File:DP.png]] + [[File:AnyP.png]]''' | ||
* '''Dart Dive | * '''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 | |||
* '''Dive Punch (midair): | [[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 | '''Launcher''' | ||
*Close [[File:HK.png]], Crouching [[File:HP.png]], Hard Candy Kick | |||
*'''Taffy Tornado: [[File: | |||
'''Lows''' | |||
*'''Corkscrew Combination (can be done in midair): [[File: | *Far [[File:HK.png]], Crouching [[File:LK.png]], Crouching [[File:MK.png]], Crouching [[File:HK.png]] | ||
*''' | '''Specials''' | ||
*'''Taffy | *'''Two-Fisted Charge: Charge [[File:B.png]], [[File:F.png]] + [[File:AnyP.png]] (can be done in midair)''' | ||
*'''Taffy | *'''Taffy Tornado: [[File:QCB.png]] + [[File:AnyP.png]] (can be done in midair)''' | ||
*'''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== | ||
''' | '''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]]''' | |||
[[File:AnyP.png]] - Top Rope Elbow Smash | |||
[[File:AnyK.png]] - Top Rope Leg Drop | |||
* '''Hurricane Punch: [[File:QCF.png]]+[[File:AnyP.png]]''' | * '''Hurricane Punch: [[File:QCF.png]]+[[File:AnyP.png]]''' | ||
* ''' | * '''Ultra Macho Impact: [[File:HP.png]]+[[File:HK.png]] ''' | ||
:: | |||
* '''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. | |||
{| 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}} | |||
[[Category:List of Fighting Games]][[Category:Ultra_ClayFighter_Tournament_Edition]] | |||
Latest revision as of 16:38, 21 September 2024
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
- Retreat (guard during enemy attack)
- Guard low (during enemy attack)
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.
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
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
Hi-Striker
Wall Bounce
- Danger Flop
Lows
Overhead
Specials
Super KO
Blue Suede Goo
Launcher
Hi-Striker
Lows
Overhead
- 93' Comeback Special
Specials
Super KO
Bonker
Launcher
Hi-Striker
Lows
Overhead
- Clown Dive
Specials
Super Move
Frosty
Launcher
Hi-Striker
Lows
Overhead
Specials
Super KO
Helga
Launcher
Wall Bounce
- Long Yodel
Hi-Striker
Lows
Overhead
Specials
Super KO
Ickybod Clay
Launcher
Hi-Striker
- Dive Punch
Lows
Overhead
- Dive Punch
Specials
- 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!
-Press Any Punch after Dart Dive, to do a second Dart Dive
-Press any kick To perform the attack earlier.
Super KO
Taffy
Launcher
Lows
Specials
Super KO
Tiny
Launcher
Wall Bounce
Hi-Striker
Lows
Overhead
Specials
Super KO
Gold N.Boss
Launcher
Hi-Striker
Lows
Specials
Super KO
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 | |||
|---|---|---|---|
| Back to Mainpage |


