ClayFighter Tournament Edition: Difference between revisions
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*Projectiles will not get the added strength benefit of the Super KO, but the start up animation of one will. For example; Frosty can hit with his chest before his Ice Breath comes out. | *Projectiles will not get the added strength benefit of the Super KO, but the start up animation of one will. For example; Frosty can hit with his chest before his Ice Breath comes out. | ||
*Cutting attacks and flattening attacks do not benefit from the Super KO. | *Cutting attacks and flattening attacks do not benefit from the Super KO. | ||
* | *Certain Attacks During Super KO Are randomly unblockable from point blank range. | ||
*Both characters will be pushed away from each other. | *Both characters will be pushed away from each other. | ||
Revision as of 10:16, 25 November 2017
Characters
| Helga |
|
Blue Suede Goo |
|
|---|---|---|---|
| Ickybod Clay |
|
Tiny |
|
| Bonker |
|
Bad Mr. Frosty |
|
| Taffy |
|
Blob |
|
Game Mechanics
Throw
- Hold Forward + HK -This throws the opponent behind the player.
- Only these characters can perform a throw; Helga, Ickybod Clay, Taffy, Tiny, Bonker, Blue Suede Goo.
Hold
- Hold Forward + HP - A hold that does more damage the longer you hold the opponent. After the hold, the opponent is launched into the air in a "defenseless state" while the player doing the hold will not be able to move for a couple of seconds. Holds are good for combos, especially on characters with no air specials.
- Only these characters can perform a hold; Helga, Ickybod Clay, Taffy, Tiny, Bonker, Frosty, The Blob.
Hold Break
- Mash directions during a hold and the hold will end sooner. After being launched it is possible to do air specials. Sometimes it is possible to break out of a hold and hit the opponent before getting launched in the air.
Juggles
- There is no limit to how many times you can be hit in the air. This makes empty jumps very unsafe.
Trading
- All specials and normals will trade. Projectiles will beat out most specials. There are certain special moves that will destroy projectiles, such as; Bonker's Seltzer, Helga'a Yell, and Taffy's Spin.
- Cutting Moves have a Odd propertie Where No matter what hits Them the trade will do 10 damage to both players even if the move used was a LP.
Hit Spark/ Combo Counter
- The Hit spark acts as a combo counter. After 9 consecutive hits, the combo counter will turn pink. It is not always accurate, especially when attacking from behind.
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.
Dizzies
- Inconsistent across characters and pretty random.
Recovery
- Characters have different recovery speeds while getting hit
- When Icky recovers in the air, he is able to air block or do standing attacks.
Throw Oddities
- These characters can't be hurt while being thrown; Taffy, Tiny. It is possible to hurt them while they are standing up.
- Bonker is the only character that can hurt you while he is being thrown. His animation while being thrown is the same as his body press special, it even deals the same amount of damage as it. Only difference is it doesn't flatten you.
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.
Super KOs
- After hitting the opponent with a number of successive attacks while not getting hit yourself, KO will flash over the opponents head.
- Over 30 points of damage is needed for this to occur.
- Does not work with damage from holds.
- You will lose your ability to perform a Super KO Attack after a couple of seconds, or if the opponent hits you.
Super KO Attacks
- Hitting the opponent while KO is flashing over their head will give your special moves a boost in strength.
- Projectiles will not get the added strength benefit of the Super KO, but the start up animation of one will. For example; Frosty can hit with his chest before his Ice Breath comes out.
- Cutting attacks and flattening attacks do not benefit from the Super KO.
- Certain Attacks During Super KO Are randomly unblockable from point blank range.
- Both characters will be pushed away from each other.
Game Speed
- Game speed mainly changes the speed of animation.
- Things like walking, falling, and jumping speed are not changed.
- The higher the game speed the easier it is to do combos.
- For example; Frosty's HK is 29 frames in speed 1, while in speed 8 it's 15 frames.
- Bonker loses the ability to do standing attacks in the air after his standing MP on any setting after 4.
- Frosty's LP stays the same amount of frames in all speeds.
| ClayFighter Tournament Edition | |||
|---|---|---|---|
| Bad Mr. Frosty | Blob | Blue Suede Goo | Bonker |
| Helga | Ickybod Clay | Taffy | Tiny |
| List of Fighting Games | ClayFighter TE Pages | ||
| Back to Mainpage | |||








