Ultra ClayFighter Tournament Edition: Difference between revisions

From Super Fighting Wiki
Jump to navigation Jump to search
No edit summary
Line 5: Line 5:
|publisher=Interplay
|publisher=Interplay
|producer=Brian Fargo, Alan Pavlish, Jeremy Airey
|producer=Brian Fargo, Alan Pavlish, Jeremy Airey
|released='''Version 3.0''': December 2022<br />''' Version 2.0''': April 1 2022<br />'''Version 1.4''': May 24 2021  <br />'''Version 1.0''': April 1 2021  
|released='''Version 3.0''': December 23 2022<br />''' Version 2.0''': April 1 2022<br />'''Version 1.4''': May 24 2021  <br />'''Version 1.0''': April 1 2021  
}}
}}


== Introduction ==
[https://www.romhacking.net/hacks/6807/ Ultra ClayFighter on RomHacking.net]
This movelist is current for the 12/23/22 3.0 release Ultra ClayFighter Tournament Edition, character pages have more detail but have not fully been detailed with frame data and damage values.
=Controls=
[[File:U.png]] - Jump
[[File:B.png]] - Retreat (guard during enemy attack)
[[File:D.png]] - Crouch
[[File:DB.png]] - Guard low (during enemy attack)
[[File:F.png]] - Advance
Y button - [[File:LP.png]]
X button - [[File:MP.png]]
B button - [[File:LK.png]]
A button - [[File:MK.png]]
L Button - [[File:HP.png]]
R Button - [[File:HK.png]]


[https://www.romhacking.net/hacks/6807/ Ultra ClayFighter on RomHacking.net]
'''Universal Controls'''


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!
[[File:LP.png]]+[[File:MP.png]] - Super KO Movie (requires full meter)


==Control==


'''Buffering'''
'''Buffering'''
Line 27: Line 54:


'''Charge Walking'''
'''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
*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
 


=Playable Characters=


[[Image:UCF FrostyProfile.png|x200px|link=Bad Mr. Frosty (Ultra)]]
[[Image:UCF BlobProfile.png|x200px|link=Blob (Ultra)|Blob]]
[[Image:UCF BSGProfile.png|x200px|link=Blue Suede Goo (Ultra)]]
[[Image:UCF BonkerProfile.png|x200px|link=Bonker (Ultra)]]
[[Image:UCF HelgaProfile.png|x200px|link=Helga (Ultra)]]
[[Image:UCF IckyProfile.png|x200px|link=Ickybod Clay (Ultra)]]
[[Image:UCF TaffyProfile.png|x200px|link=Taffy (Ultra)]]
[[Image:UCF TinyProfile.png|x200px|link=Tiny (Ultra)]]
[[Image:UCF NBossProfile.png|x200px|link=Gold N.Boss]]


=Gameplay=


==HUD==
==HUD==
Line 51: Line 88:




==Game Mechanics==
=Game Mechanics=




===Super Meter===
==Super Meter==




===Damage Scaling===
==Damage Scaling==


* Every character has exactly 96 health points.
* Every character has exactly 96 health points.
Line 63: Line 100:




===Trading===
==Trading==


*All specials and normals will trade. Projectiles will beat out most specials. There are certain special moves that will destroy projectiles, such as; [[Image:BonkerHead.png]] Seltzer, [[Image:HelgaHead.png]] Yodel, and [[Image:TaffyHead.png]] Spin.  
*All specials and normals will trade. Projectiles will beat out most specials. There are certain special moves that will destroy projectiles, such as; [[Image:BonkerHead.png]] Seltzer, [[Image:HelgaHead.png]] Yodel, and [[Image:TaffyHead.png]] Spin.  


===Clashing===
==Clashing==


===Combo States===
Any normal or special moves that have the same priority value will clash and reset both characters to neutral without taking damage. Clashing with special moves can allow for punishes that would normally not be possible.
 
==Combo States==


'''Juggles'''
'''Juggles'''
*After a Hi-Striker connects the opponent will be put into feeling flat mode and then launched straight into the air, all jumping normals will


'''Attack From Behind'''
'''Attack From Behind'''
Line 83: Line 123:
*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.
*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.


'''Wall Bounce'''
*


==Color Guide==
=Color Guide=
[[Image:UCF_colorguide.png|448px]]
[[Image:UCF_colorguide.png|448px]]


==Training Mode==
Select Tournament mode, to use training mode. Health will regenerate. Press select while in character select or during a match to go back.


'''Movelists'''
=Movelists=


==Blob==
==Blob==
'''Launcher''' Close MP, Close HP, Crouching HP, Slyck-n-Slide


'''Hi-Striker''' Crouching HP, Neutral Jumping HP (opponent must be airborne), Meteor Punch
'''Launcher'''  


'''Lows''' Crouching MP, Crouching LK, Slyck-n-Slide
Close [[File:MP.png]], Close [[File:HP.png]], Crouching [[File:HP.png]], Slyck-n-Slide


'''Overhead''' Crouching HK, Flying Boot, Meteor Punch
'''Hi-Striker'''
 
Crouching [[File:HP.png]], Neutral Jumping [[File:HP.png]] (opponent must be airborne), Meteor Punch
 
'''Lows'''
 
Crouching [[File:MP.png]], Crouching [[File:LK.png]], Slyck-n-Slide
 
'''Overhead'''  
 
Crouching [[File:HK.png]], Flying Boot, Meteor Punch


'''Specials'''
'''Specials'''
Line 135: Line 184:
==Blue Suede Goo==
==Blue Suede Goo==


'''Launcher''' Close MK, MK
'''Launcher'''  
 
Close [[File:MK.png]], Far [[File:MK.png]]
 
'''Hi-Striker'''
 
Jumping [[File:HP.png]]
 
'''Lows'''


'''Hi-Striker''' Jumping HP
Crouching [[File:LK.png]], Crouching [[File:MK.png]], Crouching [[File:HK.png]]


'''Lows''' Crouching LK, Crouching MK, Crouching HK
'''Overhead'''  


'''Overhead''' 93' Comeback Special
93' Comeback Special


'''Specials'''
'''Specials'''
Line 167: Line 224:
==Bonker==
==Bonker==


'''Launcher''' Crouching HK, Jumping HK, Crouching HP
'''Launcher'''  


'''Hi-Striker''' Standing HP, Neutral Jumping HP
Crouching [[File:HK.png]], Jumping [[File:HK.png]], Crouching [[File:HP.png]]


'''Lows''' Crouching LK, Crouching MK
'''Hi-Striker'''  


'''Overhead''' Clown Dive
Standing [[File:HP.png]], Neutral Jumping [[File:HP.png]]
 
'''Lows'''
 
Crouching [[File:LK.png]], Crouching [[File:MK.png]]
 
'''Overhead'''  
 
Clown Dive


'''Specials'''
'''Specials'''
Line 199: Line 264:
==Frosty==
==Frosty==


'''Launcher''' Crouching HP
'''Launcher'''  
 
Crouching [[File:HP.png]]
 
'''Hi-Striker'''
Close [[File:HP.png]]
 
'''Lows'''


'''Hi-Striker''' Close HP
Standing [[File:HK.png]], Crouching [[File:LK.png]], Crouching [[File:MK.png]], Crouching [[File:HK.png]]


'''Lows''' Standing HK, Crouching LK, Crouching MK, Crouching HK
'''Overhead'''  


'''Overhead''' Close HK, Ice Bash
Close [[File:HK.png]], Ice Bash


'''Specials'''
'''Specials'''
Line 245: Line 317:
==Helga==
==Helga==


'''Launcher''' Crouching MP, Crouching HP
'''Launcher'''  
 
Crouching [[File:MP.png]], Crouching [[File:HP.png]]


'''Hi-Striker''' Jumping HP
'''Hi-Striker'''  
Jumping [[File:HP.png]]


'''Lows''' Crouching LK, Crouching MK, Crouching HK
'''Lows'''  


'''Overhead''' Standing HK, Viking Ram
Crouching [[File:LK.png]], Crouching [[File:MK.png]], Crouching [[File:HK.png]]
 
'''Overhead'''  
 
Standing [[File:HK.png]], Viking Ram


'''Specials'''
'''Specials'''
Line 285: Line 364:
==Ickybod Clay==
==Ickybod Clay==


'''Launcher''' Crouching HP, Standing HP, Close HK (Opponent must be airborne)
'''Launcher'''  


'''Hi-Striker''' Dive Punch
Crouching [[File:HP.png]], Standing [[File:HP.png]], Close [[File:HK.png]] (Opponent must be airborne)


'''Lows''' Far MP, Crouching LK, Crouching MK, Crouching HK
'''Hi-Striker'''
 
Dive Punch
 
'''Lows'''  
 
Far [[File:MP.png]], Crouching [[File:LK.png]], Crouching [[File:MK.png]], Crouching [[File:HK.png]]
 
'''Overhead'''


'''Overhead''' Dive Punch
Dive Punch


'''Specials'''
'''Specials'''
Line 331: Line 418:
==Taffy==
==Taffy==


'''Launcher''' Close HK, Crouching HP, Hard Candy Kick
'''Launcher'''  
 
Close [[File:HK.png]], Crouching [[File:HP.png]], Hard Candy Kick


'''Hi-Striker'''  
'''Hi-Striker'''  


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


'''Overhead'''
Far [[File:HK.png]], Crouching [[File:LK.png]], Crouching [[File:MK.png]], Crouching [[File:HK.png]]


'''Specials'''
'''Specials'''
Line 359: Line 448:
==Tiny==
==Tiny==


'''Launcher''' Crouching MK, Close HK
'''Launcher'''  
 
Crouching [[File:MK.png]], Close [[File:HK.png]]


'''Hi-Striker''' Close HP, Top Rope Axe Handle
'''Hi-Striker'''  


'''Lows''' Crouching MP, Wimp Slide
Close [[File:HP.png]], Top Rope Axe Handle


'''Overhead''' Crouching HK, Close HP
'''Lows'''
 
Crouching [[File:MP.png]], Wimp Slide
 
'''Overhead'''  
 
Crouching [[File:HK.png]], Close [[File:HP.png]]


'''Specials'''
'''Specials'''
Line 404: Line 501:
==Gold N.Boss==
==Gold N.Boss==


'''Launcher''' Crouching MP
'''Hi-Striker'''  
 
'''Hi-Striker''' Neutral Jumping HP
 
'''Lows''' Crouching LP, Crouching LK, Crouching MK, Crouching HK
 
'''Overhead'''  


'''Specials'''
Crouching [[File:MP.png]], Neutral Jump [[File:HP.png]]


* '''Pie Throw: [[File:QCF.png]]+[[File:AnyK.png]]'''
* '''Pie Throw: [[File:QCF.png]]+[[File:AnyK.png]]'''
Line 434: Line 525:
* ''' Gold N. Fury: [[File:LP.png]]+[[File:MP.png]]'''
* ''' Gold N. Fury: [[File:LP.png]]+[[File:MP.png]]'''


== ZERO System ==
=Training Mode + ZERO System=
 
Using the Tournament Mode option at the main menu will bring you to a two player match with regenerating health and the maximum possible rounds to allow for optimal training mode settings.


The latest version: http://newchallenger.net/zero/UltraClayFighter2.0/TheZEROSystem-ClayfighterBootleg-1.0.lua
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.
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.
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.
Line 473: Line 566:




==Tournament Footage==
=Tournament Footage=


Ultra ClayFighter 3.0 Beta Tournament @ Niche Fighter Fete (10/30/22)
Ultra ClayFighter 3.0 Beta Tournament @ Niche Fighter Fete (10/30/22)
https://www.youtube.com/watch?v=joSiORpx26I&list=PLT5L6R3TskwTu3ZXvD8KPED3o1zOS5Ip8&index=26
https://www.youtube.com/watch?v=joSiORpx26I&list=PLT5L6R3TskwTu3ZXvD8KPED3o1zOS5Ip8&index=26
==Changelists==
''Changelist for 3.0''
''Changelist for 2.01''
<blockquote>
'''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
</blockquote>




Line 573: Line 578:
|[[Bad Mr. Frosty (Ultra)|Bad Mr. Frosty]]
|[[Bad Mr. Frosty (Ultra)|Bad Mr. Frosty]]
|[[Blob (Ultra)|Blob]]
|[[Blob (Ultra)|Blob]]
|[[Blue Suede Goo (Ultra)|Blue Seude Goo]]
|[[Blue Suede Goo (Ultra)|Blue Suede Goo]]
|[[Bonker (Ultra)|Bonker]]
|[[Bonker (Ultra)|Bonker]]
|-
|-

Revision as of 19:08, 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 23 2022
Version 2.0: April 1 2022
Version 1.4: May 24 2021
Version 1.0: April 1 2021

Introduction

Ultra ClayFighter on RomHacking.net

This movelist is current for the 12/23/22 3.0 release Ultra ClayFighter Tournament Edition, character pages have more detail but have not fully been detailed with frame data and damage values.

Controls

- Jump

- Retreat (guard during enemy attack)

- Crouch

- Guard low (during enemy attack)

- Advance

Y button -

X button -

B button -

A button -

L Button -

R Button -

Universal Controls

+ - Super KO Movie (requires full meter)


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

Playable Characters

Blob

Gameplay

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

Any normal or special moves that have the same priority value will clash and reset both characters to neutral without taking damage. Clashing with special moves can allow for punishes that would normally not be possible.

Combo States

Juggles

  • After a Hi-Striker connects the opponent will be put into feeling flat mode and then launched straight into the air, all jumping normals will

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.

Wall Bounce

Color Guide


Movelists

Blob

Launcher

Close , Close , Crouching , Slyck-n-Slide

Hi-Striker

Crouching , Neutral Jumping (opponent must be airborne), Meteor Punch

Lows

Crouching , Crouching , Slyck-n-Slide

Overhead

Crouching , 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 , Far

Hi-Striker

Jumping

Lows

Crouching , Crouching , Crouching

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 , Jumping , Crouching

Hi-Striker

Standing , Neutral Jumping

Lows

Crouching , Crouching

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

Hi-Striker Close

Lows

Standing , Crouching , Crouching , Crouching

Overhead

Close , 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 , Crouching

Hi-Striker Jumping

Lows

Crouching , Crouching , Crouching

Overhead

Standing , 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 , Standing , Close (Opponent must be airborne)

Hi-Striker

Dive Punch

Lows

Far , Crouching , Crouching , Crouching

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 , Crouching , Hard Candy Kick

Hi-Striker

Lows

Far , Crouching , Crouching , Crouching

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 , Close

Hi-Striker

Close , Top Rope Axe Handle

Lows

Crouching , Wimp Slide

Overhead

Crouching , Close

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

Hi-Striker

Crouching , Neutral Jump

  • 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: +

Training Mode + ZERO System

Using the Tournament Mode option at the main menu will bring you to a two player match with regenerating health and the maximum possible rounds to allow for optimal training mode settings.

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


Ultra ClayFighter Tournament Edition
Bad Mr. Frosty Blob Blue Suede Goo Bonker
Helga Ickybod Clay Taffy Tiny
Gold N.Boss
List of Fighting Games
Back to Mainpage