Ultra ClayFighter Tournament Edition: Difference between revisions
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==Tiny== | ==Tiny== | ||
'''Launcher''' Crouching MK, Close HK | |||
'''Hi-Striker''' Close HP, Top Rope Axe Handle | |||
'''Lows''' Crouching MP, Wimp Slide | |||
'''Overhead''' Crouching HK, Close HP | |||
'''Specials''' | |||
* '''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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* '''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]] - Leg Drop | [[File:AnyK.png]] - Top Rope Leg Drop | ||
* '''Hurricane Punch: [[File:QCF.png]]+[[File:AnyP.png]]''' | * '''Hurricane Punch: [[File:QCF.png]]+[[File:AnyP.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== | ||
Revision as of 23:50, 22 December 2022
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!
Control
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
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
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
Combo States
Juggles
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.
Color Guide
Movelists
Blob
Launcher Close MP, Close HP, Crouching HP, Slyck-n-Slide
Hi-Striker Crouching HP, Neutral Jumping HP (opponent must be airborne), Meteor Punch
Lows Crouching MP, Crouching LK, Slyck-n-Slide
Overhead Crouching HK, Flying Boot, Meteor Punch
Specials
Super KO
Blue Suede Goo
Launcher Close MK, MK
Hi-Striker Jumping HP
Lows Crouching LK, Crouching MK, Crouching HK
Overhead 93' Comeback Special
Specials
Super KO
Bonker
Launcher Crouching HK, Jumping HK, Crouching HP
Hi-Striker Standing HP, Neutral Jumping HP
Lows Crouching LK, Crouching MK
Overhead Clown Dive
Specials
Super Move
Frosty
Launcher Crouching HP
Hi-Striker Close HP
Lows Standing HK, Crouching LK, Crouching MK, Crouching HK
Overhead Close HK, Ice Bash
Specials
Super KO
Helga
Launcher Crouching MP, Crouching HP
Hi-Striker Jumping HP
Lows Crouching LK, Crouching MK, Crouching HK
Overhead Standing HK, Viking Ram
Specials
Super KO
Ickybod Clay
Launcher Crouching HP, Standing HP, Close HK (Opponent must be airborne)
Hi-Striker Dive Punch
Lows Far MP, Crouching LK, Crouching MK, Crouching HK
Overhead Dive Punch
Specials
- 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!
-Press Any Punch after Dart Dive, to do a second Dart Dive
-Press any kick To perform the attack earlier.
Super KO
Taffy
Launcher: Close HK, QCB+K, Crouching HP Lows - Crouching LK, Crouching MK, Crouching HK
Launcher Close HK, Crouching HP, Hard Candy Kick
Hi-Striker
Lows Far HK, Crouching LK, Crouching MK, Crouching HK
Overhead
Specials
Super KO
Tiny
Launcher Crouching MK, Close HK
Hi-Striker Close HP, Top Rope Axe Handle
Lows Crouching MP, Wimp Slide
Overhead Crouching HK, Close HP
Specials
Super KO
Ultra Macho Flexercizer
+
Gold N.Boss
Launch: Crouching MP, Neutral Jump HP
- Pie Throw D,F+K
- Snowball Throw D,F+P
- N.Raged Tornado D,B+P
- Tornado Upper F,D,F+P
- Gold N. Arrow (IN AIR) Charge B,F+P
- Song of Pain HCB+K
- N. Warp Left (IN AIR) WP+WK
- N. Warp Right (IN AIR) BP+BK
Super Move
ZERO System
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.
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
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
| 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 |

