Tiny (Ultra): Difference between revisions
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{{CF2JC_Profile | {{CF2JC_Profile | ||
|title=Tiny | |title=Tiny | ||
|image=[[Image: | |image=[[Image:UCF_TinyProfile.png]] | ||
|bio=The buffest of the Clay Fighters, Tiny works out whenever he isn't pounding the clay out of the other players. Tiny proved his dominance by smashing the cheezy N. Boss at the clay Fighter Circus. Now president of the WCWA (World Clay Wrestling Association), he truly loves to wrestle and fight. So much so that he destroyed all of his wrestling opponents. Proud of his physique, Tiny will smash anyone who laughs at him. Tiny has returns in search of new competition, and his clay has never gleamed so good. | |bio=The buffest of the Clay Fighters, Tiny works out whenever he isn't pounding the clay out of the other players. Tiny proved his dominance by smashing the cheezy N. Boss at the clay Fighter Circus. Now president of the WCWA (World Clay Wrestling Association), he truly loves to wrestle and fight. So much so that he destroyed all of his wrestling opponents. Proud of his physique, Tiny will smash anyone who laughs at him. Tiny has returns in search of new competition, and his clay has never gleamed so good. | ||
}} | }} | ||
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== Special Moves == | |||
'''Launchers''': Close [[File:HP.png]], Close [[File:HK.png]], Crouching [[File:MK.png]], [[File:QCB.png]] + [[File:AnyP.png]] | |||
'''Minor Launchers''': Standing [[File:MK.png]] | |||
Crouching [[File:LK.png]] | |||
Jumping [[File:MK.png]] | |||
[[File:QCB.png]] + [[File:AnyK.png]] into [[File:MK.png]] | |||
'''Overheads''': Crouching [[File:HK.png]] | |||
[[File:QCB.png]] + [[File:AnyP.png]] | |||
[[File:QCB.png]] + [[File:AnyK.png]] into [[File:HP.png]] | |||
[[File:QCB.png]] + [[File:AnyK.png]] into [[File:HK.png]] | |||
'''Lows''': Crouching [[File:MP.png]] | |||
[[File:QCB.png]] + [[File:AnyK.png]] | |||
[[File:QCB.png]] + [[File:AnyK.png]] into [[File:LK.png]] | |||
* '''Medicine Ball (can be done in midair): Charge [[File:B.png]],[[File:F.png]] + [[File:AnyP.png]]''' | * '''Medicine Ball (can be done in midair): Charge [[File:B.png]],[[File:F.png]] + [[File:AnyP.png]]''' | ||
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* '''Arching Medicine Ball (can be done in midair): [[File:QCF.png]] + [[File:AnyK.png]] or Charge [[File:D.png]], [[File:U.png]] + [[File:AnyP.png]]''' | * '''Arching Medicine Ball (can be done in midair): [[File:QCF.png]] + [[File:AnyK.png]] or Charge [[File:D.png]], [[File:U.png]] + [[File:AnyP.png]]''' | ||
::The hit box stays out the entire time this move is out. Grounded this move goes up forward | ::The hit box stays out the entire time this move is out. Grounded this move goes up forward and has increased range based on the kick strength used. In the air the move can be aimed upwards with [[File:MK]] or [[File:HK]] but the the [[File:LK.png]] version goes down forward making it useful for rush down or for a sneaky cross ups (especially on the opponents wakeup). | ||
* '''Earthquake Axe Handle: [[File:QCB.png]]+[[File:AnyP.png]]''' | * '''Earthquake Axe Handle: [[File:QCB.png]]+[[File:AnyP.png]]''' | ||
::Jumping attack with the ability to | ::Jumping attack with the ability to launch opponents on hit. Punch strength used determines speed and distance. | ||
* '''Hurricane Punch: [[File:QCF.png]]+[[File:AnyP.png]]''' | * '''Hurricane Punch: [[File:QCF.png]]+[[File:AnyP.png]]''' | ||
::A rushing punch that can pass through opponents. Punch strength used determines speed and distance. Cancels at the end of animation allowing for a free follow up. | ::A rushing punch that can pass through opponents. Punch strength used determines speed and distance. Cancels at the end of animation allowing for a free follow up. | ||
* '''Tackle Attack (Unknown name): [[File:QCB.png]]+[[File:AnyK.png]]''' | |||
::A rushing tackle that hits low if uninterrupted, can be interrupted with any standing normal to create a running attack. Strength of button used determines distance of the run. | |||
[[File:LP.png]] - Rushing Light Punch | |||
[[File:MP.png]] - Rushing Medium Punch | |||
[[File:HP.png]] - Hopping Elbow Drop (Overhead) | |||
[[File:LK.png]] - Tackle (Hits Low) | |||
[[File:MK.png]] - Snap Kick (Minor Launches) | |||
[[File:HK.png]] - Jumping Leg Drop (Overhead) | |||
* '''Flexquake: [[File:HCF.png]]+[[File:AnyK.png]]''' | * '''Flexquake: [[File:HCF.png]]+[[File:AnyK.png]]''' | ||
::Tiny strikes a pose and creates an earthquake which reaches far in front of him, doesn't hit low | ::Tiny strikes a pose and creates an earthquake which reaches far in front of him, doesn't hit low. | ||
==Super Move== | ==Super Move== | ||
* '''Super | * '''Super Hurricane Rush: [[File:LP.png]]+[[File:MP.png]]''' | ||
Tiny rushes forward the full length of the screen performing a close light punch and performing a 4 hit punch combo which ends with a crouching heavy punch which launches the opponent off of the wall. Can be used to relaunch after both regular and Minor Launchers. Tiny will complete the super on block or hit. | |||
== Chains & Combos == | |||
{| class="wikitable" style="text-align: center; margin: auto; width:600px;" | {| class="wikitable" style="text-align: center; margin: auto; width:600px;" | ||
Revision as of 23:10, 18 December 2022
Colors
| Y |
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X |
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L |
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Select |
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|---|---|---|---|---|---|---|---|
| B |
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A |
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R |
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R |
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Special Moves
Launchers: Close
, Close
, Crouching
,
+
- This move travels in a straight line with an active hitbox then falls to the ground. Strength used determines distance travelled and speed.
- The hit box stays out the entire time this move is out. Grounded this move goes up forward and has increased range based on the kick strength used. In the air the move can be aimed upwards with File:MK or File:HK but the the
version goes down forward making it useful for rush down or for a sneaky cross ups (especially on the opponents wakeup).
- The hit box stays out the entire time this move is out. Grounded this move goes up forward and has increased range based on the kick strength used. In the air the move can be aimed upwards with File:MK or File:HK but the the
- Jumping attack with the ability to launch opponents on hit. Punch strength used determines speed and distance.
- A rushing punch that can pass through opponents. Punch strength used determines speed and distance. Cancels at the end of animation allowing for a free follow up.
- A rushing tackle that hits low if uninterrupted, can be interrupted with any standing normal to create a running attack. Strength of button used determines distance of the run.
- Hopping Elbow Drop (Overhead)
- Tiny strikes a pose and creates an earthquake which reaches far in front of him, doesn't hit low.
Super Move
Tiny rushes forward the full length of the screen performing a close light punch and performing a 4 hit punch combo which ends with a crouching heavy punch which launches the opponent off of the wall. Can be used to relaunch after both regular and Minor Launchers. Tiny will complete the super on block or hit.
Chains & Combos
| Ultra ClayFighter Tournament Edition | |||
|---|---|---|---|
| Bad Mr. Frosty | Blob | Blue Seude Goo | Bonker |
| Helga | Ickybod Clay | Taffy | Tiny |
| Gold N.Boss | |||
| List of Fighting Games | |||
|---|---|---|---|
| Back to Mainpage |









