Ultra ClayFighter Tournament Edition: Difference between revisions

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==Bonker==
==Bonker==


 
Updated Normals: Crouching HP, Standing HK, Jumping HP


* '''Flying Pie : [[File:QCF.png]]+[[File:AnyP.png]]'''
* '''Flying Pie : [[File:QCF.png]]+[[File:AnyP.png]]'''

Revision as of 04:48, 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)

  • Humming Attack: +
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.
  • Song Of Pain: +
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.
  • Hair Blade : +
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.
  • Welcome to My World : +
A quick punch that moves forward while ducking slightly, useful as a reversal and a throw setup tool.
  • Air Humming Attack :
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.
  • Showman's Split +
Air command attack that does not hit overhead, but combos with it's ending attack.
  • Don't Be Cruel +
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

Updated Normals: Crouching HP, Standing HK, Jumping HP

  • Flying Pie : +
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.
  • Cruising Pie : +
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 , +
Bonker jumps over the opponent and throws a pie at their back, allows for a quick cross up attack on wake up and sets up other pie rush down. May allow for some dodging of attacks.
  • Clown Dive : Charge +
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.
  • Cream Spray : +
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.
  • Cutting Cartwheel : Charge +
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.
  • Retreating Cartwheel : +
Backward moving cartwheel without a hitbox, cannot be interrupted.

Frosty

Updated Normals: Standing MP, Standing Close HP, Standing HK, Crouching HK, Air HP

  • Frozen Fist: +
Frozen fist is a slightly weaker fireball with faster start up animation that has the ability to hit twice.


  • Ice Breath: +
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.
  • Arching Snowball: +
This move is a quick arching charge attack that turns Frosty into a snowball. The punch used changes the distance it will travel.
  • Ice Bash: Charge , +
Anti air snowball attack that has an active hitbox as it falls to the ground. Useful as a cross up vs. grounded opponents.
  • Snowball (can be done in midair): Charge , +
Interrupts jumping with a quick forward moving snowball attack, can be used for cross ups or to avoid attacks in mid air.
  • Forward Dash: Tap , +
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.
  • Backwards Dash: Tap , +
Performs a back dash that requires Frosty to turn around before he can act again, changes distance based on kick strength.
  • Big Arm Punch: Charge , +
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

  • Yodel: Charge , +
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 , +
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): +
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): +
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: Jump U/F or U/B
Allows for a change in air trajectory when jumping.

Ickybod Clay

  • Teleport (can be done in midair): + (Same Strength)
+ = left side of screen.
+= mid screen.
+ = right side of screen.
This move is great! It helps Icky move around the screen with ease. In air, you keep whatever momentum you had before the teleport.
  • 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
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.
  • Ecto Ball: +
A strong fireball with quick recovery. This move works well in combination with the teleport.

Anti-Air

  • Boo-Hoo-Ken: +
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 (can be done in midair): Charge , +
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

  • Two-Fisted Charge (can be done in midair): Charge , +
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.
  • Taffy Tornado (can be done in midair): +
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.
  • Corkscrew Combination: + Punch or to +
Slightly stronger than the standard tornado. Can hit an airborne opponent around 2 times. Can also destroy projectiles.
  • Taffy Whack Forwards: Tap , +
Forwards moving punch that can be used for pressuring opponents from mid range.
  • Taffy Whack Backwards: Tap , +
Backwards moving punch that can avoid low attacks and anti air due to it's height.
  • Taffy Slip: +
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

  • Arching Medicine Ball (can be done in midair): Charge , +
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.
  • Hulking Up!: , +
Tiny performs a dodge clearly no selling the competition in an attempt to seem more powerful.
  • Medicine Ball (can be done in midair): Charge , +
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.
  • Hurricane Punch: +
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.
  • Earthquake Axe Handle: +
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