Ultra ClayFighter Tournament Edition: Difference between revisions
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==Helga== | ==Helga== | ||
Changed Normals: Standing HK, Jumping MK, Jumping HK, U/B U/F HK, Crouching MP | Changed Normals: Standing MP, Standing HK, Jumping MK, Jumping HK, U/B U/F HK, Crouching MP, Crouching HP | ||
* '''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. | ::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: | * '''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. | ::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 (can be done in midair): [[File:QCB.png]]+[[File:AnyK.png]]''' | |||
* '''Tempest: [[File: | ::Can be used to pressure from the air, leads to combos as an air to air and functions as a great combo ender. Cannot combo into itself and performs the same move regardless of which kick is used. | ||
:: | |||
* '''Viking Ram (can be done in midair): [[File:QCF.png]]+[[File:AnyP.png]]''' | * '''Viking Ram (can be done in midair): [[File:QCF.png]]+[[File:AnyP.png]]''' | ||
::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. | ::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: | * ''' Valkyrie's Ride: Jump U/F or U/B [[File:HK.png]]''' | ||
:: | ::Allows for a change in air trajectory when jumping. | ||
==Ickybod Clay== | ==Ickybod Clay== | ||
Revision as of 04:39, 30 March 2021
Blue Suede Goo
Updated Normals: Standing HK, Crouching HP, Crouching HK, Air MP, Air MK, Close MP Throw Moves Forward (does old HP throw near corner)
- 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.
- 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.
- 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.
- A quick punch that moves forward while ducking slightly, useful as a reversal and a throw setup tool.
- 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.
- Air command attack that does not hit overhead, but combos with it's ending attack.
- Backdash with slight dodge properties, cannot be interrupted but does allow other moves to be buffered during execution.
Throw F+HK
Blob
Blob Flip QCF+K
Clay Spit QCF+P
Blob Tackle QCB+P
Buzzsaw Charge Charge B, F+P (in air possible)
Wheel Kick D+MK
Hold F+HP I'll be updating these, but yeah that song title just fit too well
Blob
Blob Flip QCF+K
Clay Spit QCF+P
Blob Tackle QCB+P
Buzzsaw Charge Charge B, F+P (in air possible)
Wheel Kick D+MK
Hold F+HP
Bonker
- 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.
- 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 Charge D, U+P
Ferris Wheel Hold U+HP
Air Clown Dive Hold U+HK
- 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.
- 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.
- 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.
Frosty
Updated Normals: Standing MP, Standing Close HP, Standing HK, Crouching HK, Air HP
- Frozen fist is a slightly weaker fireball with faster start up animation that has the ability to hit twice.
- 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.
- This move is a quick arching charge attack that turns Frosty into a snowball. The punch used changes the distance it will travel.
- Anti air snowball attack that has an active hitbox as it falls to the ground. Useful as a cross up vs. grounded opponents.
- Interrupts jumping with a quick forward moving snowball attack, can be used for cross ups or to avoid attacks in mid air.
- 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.
- Performs a back dash that requires Frosty to turn around before he can act again, changes distance based on kick strength.
- 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 F+HP
Helga
Changed Normals: Standing MP, Standing HK, Jumping MK, Jumping HK, U/B U/F HK, Crouching MP, Crouching HP
- 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.
- 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.
- Can be used to pressure from the air, leads to combos as an air to air and functions as a great combo ender. Cannot combo into itself and performs the same move regardless of which kick is used.
- 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.
- Allows for a change in air trajectory when jumping.
Ickybod Clay
- 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!
- 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.
- A strong fireball with quick recovery. This move works well in combination with the teleport.
Anti-Air
- 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 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.
Taffy
- 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.
- 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.
- Slightly stronger than the standard tornado. Can hit an airborne opponent around 2 times. Can also destroy projectiles.
- Forwards moving punch that can be used for pressuring opponents from mid range.
- Backwards moving punch that can avoid low attacks and anti air due to it's height.
- Dodges attacks while rushing in and crossing through the opponent. Doesn't destroy fireballs.
Tiny
Changed Normals: Jumping MK, Standing MK, Crouching MK, Crouching HK
- 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.
- Tiny performs a dodge clearly no selling the competition in an attempt to seem more powerful.
- 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.
- 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.
- Jumping attack with the ability to flatten opponents and set up throw attempts. Does the same move regardless of punch button used.
Playtesting Notes
BSG Sweep can go under Bonker high fireball