Ultra ClayFighter Tournament Edition: Difference between revisions

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==Taffy==
==Taffy==
'''Launcher''': Close HK, QCB+K, Crouching HP
Lows - Crouching LK, Crouching MK, Crouching HK


'''Launcher''' Close HK, Crouching HP, Hard Candy Kick
'''Launcher''' Close HK, Crouching HP, Hard Candy Kick

Revision as of 01:15, 23 December 2022

Ultra ClayFighter: Tournament Edition
Developer(s) Visual Concepts
Publisher(s) Interplay
Producer(s) Brian Fargo, Alan Pavlish, Jeremy Airey
Release Date Version 3.0: December 2022
Version 2.0: April 1 2022
Version 1.4: May 24 2021
Version 1.0: April 1 2021


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

  • Clay Spit: +
  • Slyck-n-Slide: +
  • Buzzsaw (can be done in midair): Charge ,+
  • Danger Flop: +

- Jumping Light Punch

- Jumping Medium Punch

- Hammer (Overhead)

- Jumping Light Kick

- Flying Boot

- Flying Boot

  • Slyck Sneak: +
  • Meteor Punch: +
  • Flying Boot: , +

Super KO

  • Blob Bomber: +

Blue Suede Goo

Launcher Close MK, MK

Hi-Striker Jumping HP

Lows Crouching LK, Crouching MK, Crouching HK

Overhead 93' Comeback Special

Specials

  • Humming Attack: +
  • Song Of Pain: +
  • Hair Blade: +
  • Haymaker Hotel: +
  • Air Humming Attack: , + or +
  • 93' Comeback Special: +
  • Dodge: +
  • Fade into Blues: Charge , +

Super KO

  • Mess 'O' Blues: +

Bonker

Launcher Crouching HK, Jumping HK, Crouching HP

Hi-Striker Standing HP, Neutral Jumping HP

Lows Crouching LK, Crouching MK

Overhead Clown Dive

Specials

  • Flying Pie: +
  • Cruising Pie: +
  • Aerial Pie: Charge , +
  • Clown Dive (can be done in midair): +
  • Ferris Wheel: , +
  • Cream Spray: +
  • Cutting Cartwheel: +
  • Three Ring Circus: +

Super Move

  • Double Pie Surprise: +

Frosty

Launcher Crouching HP

Hi-Striker Close HP

Lows Standing HK, Crouching LK, Crouching MK, Crouching HK

Overhead Close HK, Ice Bash

Specials

  • Frozen Fist: +
  • Ice Breath: +
  • Arching Snowball: +
  • Ice Bash: +
  • Snowball (can be done in midair): Charge , +
  • Forward Dash: Tap , +

- Standing Light Punch

- Standing Medium Punch

- Shoulder Tackle

- Standing Light Kick

- Axe Kick

- Standing Slide

- Crouch

  • Backwards Dash: Tap , +
  • Big Arm Punch: Charge , +

Super KO

  • Blizzard Breath: +

Helga

Launcher Crouching MP, Crouching HP

Hi-Striker Jumping HP

Lows Crouching LK, Crouching MK, Crouching HK

Overhead Standing HK, Viking Ram

Specials

  • Yodel: Charge , +
  • Long Yodel: Charge , +
  • Tempest (can be done in midair): +
  • Viking Ram (can be done in midair): +
  • Odin's Rear: Charge , +
  • Flight of the Valkyrie: + (Mid Air Okay)

- Jumping Light Punch

- Jumping Medium Punch

- Jumping Heavy Punch

- Jumping Light Kick

- Double Kick

- Jumping Heavy Kick

Super KO

  • Diva Drill: +

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

  • Teleport (can be done in midair): + (Same Strength)
+ = left side of screen.
+= mid screen.
+ = right side of screen.
  • 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
  • Ecto Ball: +
  • Spectre Smash: +
  • Dart Dive (can be done in midair): Charge , +

-Press Any Punch after Dart Dive, to do a second Dart Dive

- Low Angle Dive

- Angled Dive

- Upward Dive

  • Peek-a-Boo (can be done in midair): +

-Press any kick To perform the attack earlier.

  • Dark Spirit Fist: +
  • Dive Punch (midair): , +

Super KO

  • Max Spectre Smash: +

Taffy

Launcher Close HK, Crouching HP, Hard Candy Kick

Hi-Striker

Lows Far HK, Crouching LK, Crouching MK, Crouching HK

Overhead

Specials

  • Two-Fisted Charge (can be done in midair): Charge , +
  • Taffy Tornado (can be done in midair): +
  • Corkscrew Combination (can be done in midair): + Punch
  • Taffy Taunt: +
  • Hard Candy Kick: +
  • Taffy Slip: +

Super KO

  • Taffy Twister: +

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 , +
  • Arching Medicine Ball (can be done in midair): + or Charge , +
  • Top Rope Axe Handle: +

- Top Rope Elbow Smash

- Top Rope Leg Drop

  • Hurricane Punch: +
  • Ultra Macho Impact: +
  • Tiny Rush: +

- Rushing Light Punch

- Rushing Medium Punch

- Elbow Smash (Overhead)

- Wimp Slide (Hits Low)

- Big Boot (Minor Launches)

- Jumping Leg Drop (Overhead)


  • Flexquake: +

Super KO

  • Ultra Macho Flexercizer +

Gold N.Boss

Launch: Crouching MP, Neutral Jump HP

  • Pie Throw: +
  • Snowball Throw: +
  • N.Raged Tornado: +
  • Tornado Upper: +
  • Gold N. Arrow (can be done in midair): Charge , +
  • Air Song of Pain: +
  • Nth Dimensional Warp (Left) (can be done in midair): +
  • Nth Dimensional Warp (Right) (can be done in midair): +

Super KO

  • Gold N. Fury: +

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
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