Ultra ClayFighter Tournament Edition: Difference between revisions

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|publisher=Interplay
|publisher=Interplay
|producer=Brian Fargo, Alan Pavlish, Jeremy Airey
|producer=Brian Fargo, Alan Pavlish, Jeremy Airey
|released='''Version 3.0''': December 2022<br />''' Version 2.0''': April 1 2022<br />'''Version 1.4''': May 24 2021  <br />'''Version 1.0''': April 1 2021  
|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]
[https://www.romhacking.net/hacks/6807/ Ultra ClayFighter on RomHacking.net]


This movelist is current for the 4/1/21 2.0 release Ultra ClayFighter Tournament Edition, it is currently being updated for version 3.0 release due in December!
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
 


==Control==


'''Buffering'''
'''Buffering'''
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'''Charge Walking'''
'''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
*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==
==HUD==
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==Game Mechanics==
=Game Mechanics=
 


===Super Meter===


==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===
==Damage Scaling==


* Every character has exactly 96 health points.
* Every character has exactly 96 health points.
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===Trading===
==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.  
*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===
==Clashing==


===Combo States===
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.


'''Juggles'''
==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'''
'''Attack From Behind'''
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'''Cut in Half'''
'''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.  
*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'''
'''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.
*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==
=Color Guide=
[[Image:UCF_colorguide.png|448px]]
[[Image:UCF_colorguide.png|448px]]


'''Movelists'''
 
=Movelists=


==Blob==
==Blob==
'''Launcher''' Close MP, Close HP, Crouching HP, Slyck-n-Slide


'''Hi-Striker''' Crouching HP, Neutral Jumping HP (opponent must be airborne), Meteor Punch
'''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 MP, Crouching LK, Slyck-n-Slide
'''Lows'''  
*Crouching [[File:MP.png]], Crouching [[File:LK.png]], Slyck-n-Slide


'''Overhead''' Crouching HK, Flying Boot, Meteor Punch
'''Overhead'''  
*Crouching [[File:HK.png]], Flying Boot, Meteor Punch


'''Specials'''
'''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]]'''
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==Blue Suede Goo==
==Blue Suede Goo==


'''Launcher''' Close MK, MK
'''Launcher'''  
*Close [[File:MK.png]], Far [[File:MK.png]]


'''Hi-Striker''' Jumping HP
'''Hi-Striker'''  
*Jumping [[File:HP.png]]


'''Lows''' Crouching LK, Crouching MK, Crouching HK
'''Lows'''  
*Crouching [[File:LK.png]], Crouching [[File:MK.png]], Crouching [[File:HK.png]]


'''Overhead''' 93' Comeback Special
'''Overhead'''  
*93' Comeback Special


'''Specials'''
'''Specials'''
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* '''Song Of Pain: [[File:HCF.png]]+[[File:AnyP.png]]'''
* '''Song Of Pain: [[File:HCF.png]]+[[File:AnyP.png]]'''


* '''Hair Blade: [[File:QCB.png]]+[[File:AnyP.png]]'''
* '''Falsetto of Fury: [[File:QCB.png]]+[[File:AnyP.png]]'''


* '''Haymaker Hotel: [[File:QCF.png]]+[[File:AnyK.png]]'''
* '''Haymaker Hotel: [[File:QCF.png]]+[[File:AnyK.png]]'''
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* '''Air Humming Attack: [[File:U.png]], [[File:D.png]] + [[File:AnyP.png]] or [[File:QCF.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]]'''
* '''93' Comeback Special: [[File:QCB.png]]+[[File:AnyK.png]] (can be done in midair)'''


* '''Dodge: [[File:LP.png]]+[[File:LK.png]]'''
* '''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]]'''
* '''Fade into Blues: Charge [[File:D.png]], [[File:U.png]] + [[File:AnyP.png]]'''
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==Bonker==
==Bonker==


'''Launcher''' Crouching HK, Jumping HK, Crouching HP
'''Launcher'''  
*Crouching [[File:HK.png]], Jumping [[File:HK.png]], Crouching [[File:HP.png]]


'''Hi-Striker''' Standing HP, Neutral Jumping HP
'''Hi-Striker'''  
*Standing [[File:HP.png]], Neutral Jumping [[File:HP.png]]


'''Lows''' Crouching LK, Crouching MK
'''Lows'''  
*Crouching [[File:LK.png]], Crouching [[File:MK.png]]


'''Overhead''' Clown Dive
'''Overhead'''  
*Clown Dive


'''Specials'''
'''Specials'''
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* '''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 (can be done in midair): [[File:HP.png]] + [[File:HK.png]]'''
* '''Clown Dive: [[File:HP.png]] + [[File:HK.png]] (can be done in midair)'''


* '''Ferris Wheel: [[File:U.png]], [[File:D.png]] + [[File:AnyP.png]]'''
* '''Ferris Wheel: [[File:U.png]], [[File:D.png]] + [[File:AnyP.png]]'''
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'''Super Move'''
'''Super Move'''


* ''' Double Pie Surprise: [[File:LP.png]]+[[File:MP.png]]'''
* ''' Double Pie Surprise: [[File:LP.png]]+[[File:MP.png]] (can be done in midair)'''


==Frosty==
==Frosty==


'''Launcher''' Crouching HP
'''Launcher'''  
*Crouching [[File:HP.png]]


'''Hi-Striker''' Close HP
'''Hi-Striker'''  
*Close [[File:HP.png]]


'''Lows''' Standing HK, Crouching LK, Crouching MK, Crouching HK
'''Lows'''  
*Standing [[File:HK.png]], Crouching [[File:LK.png]], Crouching [[File:MK.png]], Crouching [[File:HK.png]]


'''Overhead''' Close HK, Ice Bash
'''Overhead'''  
*Close [[File:HK.png]], Ice Bash


'''Specials'''
'''Specials'''
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* '''Frozen Fist: [[File:QCF.png]]+[[File:AnyP.png]]'''
* '''Frozen Fist: [[File:QCF.png]]+[[File:AnyP.png]]'''


* '''Ice Breath: [[File:HCF.png]]+[[File:AnyP.png]]'''
* '''Ice Breath: [[File:QCB.png]]+[[File:AnyP.png]]'''
   
   
* '''Arching Snowball: [[File:DP.png]]+[[File:AnyP.png]]'''
* '''Arching Snowball: [[File:DP.png]]+[[File:AnyP.png]] (can be done in midair)'''


* '''Ice Bash: [[File:D.png]], [[File:F.png]] + [[File:AnyK.png]]'''
* '''Avalanche Snowroller: Charge [[File:U.png]], [[File:D.png]] + [[File:AnyK.png]]'''


* '''Snowball (can be done in midair): Charge [[File:B.png]], [[File:F.png]] + [[File:AnyP.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]]'''
*'''Forward Dash: Tap [[File:B.png]], [[File:F.png]] + [[File:AnyK.png]]'''
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'''Super KO'''
'''Super KO'''


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


==Helga==
==Helga==


'''Launcher:''' Crouching MP, Crouching HP, Jumping HP
'''Launcher'''  
Minor Launcher Jumping MP
*Crouching [[File:MP.png]], Crouching [[File:HP.png]]
Lows: Crouching LK, Crouching MK


'''Wall Bounce'''
*Long Yodel


* '''Valkyarie Ride LP+LK (Mid Air Okay)'''
'''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]]'''
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* '''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:QCB.png]]+[[File:AnyK.png]]'''
* '''Tempest: [[File:QCB.png]]+[[File:AnyK.png]] (can be done in midair)'''


* '''Viking Ram (can be done in midair): [[File:QCF.png]]+[[File:AnyP.png]]'''
* '''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]]'''
* ''' Odin's Rear: Charge [[File:D.png]], [[File:U.png]] + [[File:AnyP.png]]'''


'''Super Move'''
* '''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


* ''' Diva Drill: [[File:LP.png]]+[[File:MP.png]]'''
'''Super KO'''


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


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


'''Launcher:''' Crouching HP, Standing HP, d/f+AnyP
'''Launcher'''  
Lows: Far MP, Crouching LK, Crouching MK, Crouching HK
*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'''


* '''Teleport (can be done in midair): [[File:AnyP.png]] + [[File:AnyK.png]] (Same Strength)'''
::[[File:LP.png]]+[[File:LK.png]] = left side of screen.
::[[File:MP.png]]+[[File:MK.png]]= mid screen.
::[[File:HP.png]]+[[File:HK.png]] = right side of screen.


*'''Air Teleport Effects'''
*'''Air Teleport Effects'''
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* '''Spectre Smash: [[File:DP.png]] + [[File:AnyP.png]]'''
* '''Spectre Smash: [[File:DP.png]] + [[File:AnyP.png]]'''


* '''Dart Dive (can be done in midair): Charge [[File:B.png]], [[File:F.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


* '''Peek-a-Boo: [[File:QCF.png]]+[[File:AnyK.png]]'''
[[File:MP.png]] - Angled Dive


* '''Boo-Jaei Ken: [[File:HCB.png]]+[[File:AnyK.png]]'''
[[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]]'''
* '''Dive Punch (midair): [[File:U.png]], [[File:D.png]] + [[File:AnyP.png]]'''


'''Super Move'''
'''Super KO'''


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


==Taffy==
==Taffy==


'''Launcher''': Close HK, QCB+K, Crouching HP
'''Launcher'''  
Lows - Crouching LK, Crouching MK, Crouching HK
*Close [[File:HK.png]], Crouching [[File:HP.png]], Hard Candy Kick
 
'''Lows'''
*Far [[File:HK.png]], Crouching [[File:LK.png]], Crouching [[File:MK.png]], Crouching [[File:HK.png]]
 
'''Specials'''
 
*'''Two-Fisted Charge: Charge [[File:B.png]], [[File:F.png]] + [[File:AnyP.png]] (can be done in midair)'''


*'''Two-Fisted Charge (can be done in midair): Charge [[File:B.png]], [[File:F.png]] + [[File:AnyP.png]]'''
*'''Taffy Tornado: [[File:QCB.png]] + [[File:AnyP.png]] (can be done in midair)'''


*'''Taffy Tornado (can be done in midair): [[File:QCB.png]] + [[File:AnyP.png]]'''
*'''Corkscrew Combination: [[File:DP.png]] + Punch (can be done in midair)'''


*'''Corkscrew Combination (can be done in midair): [[File:DP.png]] + Punch'''
*'''Jawbreaker: [[File:QCF.png]] + [[File:AnyK.png]] (can be done in midair)'''


*'''Taffy Taunt: [[File:HK.png]] + [[File:HP.png]]'''
*'''Sugar High: [[File:MK.png]] + [[File:MP.png]]'''


*'''Hard Candy Kick: [[File:QCB.png]] + [[File:AnyK.png]]'''
*'''Hard Candy Kick: [[File:QCB.png]] + [[File:AnyK.png]]'''
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*'''Taffy Slip: [[File:LP.png]]+[[File:LK.png]]'''
*'''Taffy Slip: [[File:LP.png]]+[[File:LK.png]]'''


'''Super Move'''
*'''Taffy Taunt: [[File:HK.png]] + [[File:HP.png]]'''


* ''' Sugar Rush: [[File:LP.png]]+[[File:MP.png]]'''


'''Super KO'''
* ''' Taffy Twister: [[File:LP.png]]+[[File:MP.png]]'''


==Tiny==
==Tiny==


* '''Medicine Ball (can be done in midair): Charge [[File:B.png]],[[File:F.png]] + [[File:AnyP.png]]'''
'''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


* '''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]]'''
'''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]]'''
* '''Top Rope Axe Handle: [[File:QCB.png]]+[[File:AnyP.png]]'''


[[File:AnyP.png]] - Elbow Smash
[[File:AnyP.png]] - Top Rope Elbow Smash
 
[[File:AnyK.png]] - Top Rope Leg Drop


[[File:AnyK.png]] - Leg Drop


* '''Hurricane Punch: [[File:QCF.png]]+[[File:AnyP.png]]'''
* '''Hurricane Punch: [[File:QCF.png]]+[[File:AnyP.png]]'''


* '''Tiny Timbs: [[File:HP.png]]+[[File:HK.png]] '''
* '''Ultra Macho Impact: [[File:HP.png]]+[[File:HK.png]] '''


* '''Tiny Rush: [[File:QCB.png]]+[[File:AnyK.png]]'''
* '''Tiny Rush: [[File:QCB.png]]+[[File:AnyK.png]]'''
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* '''Flexquake: [[File:HCF.png]]+[[File:AnyK.png]]'''
* '''Flexquake: [[File:HCF.png]]+[[File:AnyK.png]]'''
'''Super KO'''
* '''Ultra Macho Flexercizer [[File:LP.png]]+[[File:MP.png]]'''


==Gold N.Boss==
==Gold N.Boss==


Launch: Crouching MP, Neutral Jump HP
'''Launcher'''
*Crouching [[File:MP.png]]


* '''Pie Throw D,F+K'''
'''Hi-Striker'''  
*Neutral Jump [[File:HP.png]], Gold N Arrow (Anti Air)


* '''Snowball Throw D,F+P'''
'''Lows'''  
*Crouching [[File:LP.png]], Crouching [[File:LK.png]], Crouching [[File:MK.png]], Crouching [[File:HK.png]]


* '''N.Raged Tornado D,B+P'''
'''Specials'''  


* '''Tornado Upper F,D,F+P'''
* '''Pie Throw: [[File:QCF.png]]+[[File:AnyK.png]] (can be done in midair)'''


* '''Gold N. Arrow (IN AIR) Charge B,F+P'''
* '''Snowball Throw: [[File:QCF.png]]+[[File:AnyP.png]]'''


* '''Song of Pain HCB+K'''
* '''N.Raged Tornado: [[File:QCB.png]]+[[File:AnyP.png]] (can be done in midair)'''


* '''N. Warp Left (IN AIR) WP+WK'''
* '''Tornado Upper: [[File:DP.png]] + [[File:AnyP.png]]'''


* '''N. Warp Right (IN AIR) BP+BK'''
* '''Gold N. Arrow: Charge [[File:B.png]], [[File:F.png]] + [[File:AnyP.png]]'''


'''Super Move'''
* '''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]]'''


* ''' Fireball Flurry: [[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


== ZERO System ==
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.


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.
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.
Line 410: Line 614:
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.
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:
'''Additional controls'''
* Press Select to pause the input tracker. Unpause and resume live tracking by pressing select again.
* 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.
* While inputs are paused, use L and R to cycle through the time to see inputs pressed over the last 8 seconds.
==Tournament Footage==
Ultra ClayFighter 3.0 Beta Tournament @ Niche Fighter Fete (10/30/22)
https://www.youtube.com/watch?v=joSiORpx26I&list=PLT5L6R3TskwTu3ZXvD8KPED3o1zOS5Ip8&index=26
==Changelists==
''Changelist for 3.0''
''Changelist for 2.01''
<blockquote>
'''Push back''''
*All characters have separate push back values now instead of it being shared
*Gold N.Boss is now playable (not an accident this time).
*Most of his animation went unused in CF + CFTE
*All characters can be thrown and grabbed
*All characters have throws and grabs (BSG has a hold now)
*Clashing (damage scaling hasn’t been added yet)
*Certain attacks cause a longer stun
*When hit with a launcher, the opponent is stunned before they go flying to make it easier to do aerial clay combos.
*Gravity increases in Launchers and Juggles the longer a combo goes on
'''Hi-Strikers'''
*Bonker: BP, J.BP, Ferris Wheel
*Helga: J.BP
*Blob: Crouch BP, J.BP, Meteor Punch
*Tiny: J.BP, Close BP, Axe Handle
*Frosty: Close HK
'''BSG'''
-Heavy stun moves: BK, BP, D,F+K
-now has a hold
-Changed MK (launcher)
-Close MP different animation
-93 Special in air has an extra kick
'''Frosty'''
-Heavy stun moves: BP, Crouch MP, Close BP
-QCB+P Ice breathe
'''Helga'''
-Heavy stun moves: BP, BK, Crouch BK
-Crouch MK is a slide now
-New MK
-Tempest WK hits twice (most of the time)
'''Icky'''
-Heavy Stun Moves: MP, Close MP, Air BP
-Buffed Boojai-ken
-BP goes further
'''Taffy'''
-Heavy Stun Moves:  MK,BK, MP, BP, air BK, air BP
-Added recovery 2 fisted Charge
-Taffy Spin QCB+P
-Taffy Spin multi-hits now
'''Tiny'''
-Heavy Stun Moves: BP, Crouch BP, BK, Air HK, Neutral Air BP, D,F+P
-C.MK launches
'''Blob'''
-Heavy Stun Moves: BK, Air BK, D,B+K
'''Bonker'''
-Heavy Stun Moves: BK, D,B+P
</blockquote>


{| class="wikitable" style="text-align: center; margin: auto; width:600px;"
{| class="wikitable" style="text-align: center; margin: auto; width:600px;"
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|[[Bad Mr. Frosty (Ultra)|Bad Mr. Frosty]]
|[[Bad Mr. Frosty (Ultra)|Bad Mr. Frosty]]
|[[Blob (Ultra)|Blob]]
|[[Blob (Ultra)|Blob]]
|[[Blue Suede Goo (Ultra)|Blue Seude Goo]]
|[[Blue Suede Goo (Ultra)|Blue Suede Goo]]
|[[Bonker (Ultra)|Bonker]]
|[[Bonker (Ultra)|Bonker]]
|-
|-

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
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