Ultra ClayFighter Tournament Edition
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)
Special Moves
Projectiles
- This has the longest start up of any projectile in the game. 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.
Pokes
- 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 trading works for cutting moves. The tip can become unblockable at certain distances. Infinite Hair Blade works on
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- 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 trading works for cutting moves. The tip can become unblockable at certain distances. Infinite Hair Blade works on
Welcome to My World QCF+K - A quick punch that moves forward similar to Makoto or Slayer.
Song of Pain HCF,B+K - BSG shoots 4 projectiles. The first hit of this move can become unblockable while Super KO is activated. The HK version is very fast and can increase the speed of his air note projectiles.
Humming Attack QCF+P - Standard grounded projectile. The first hit of this move can become unblockable while Super KO is activated.
Air Humming Attack IN AIR P - A projectile which can be thrown once during a jump but allows for two projectiles. You cannot throw a grounded projectile while they are active and they take on the properties of your most recent fireball.
Hair Blade QCB+P - Long range low attack that combos with hair slice. The tip can become unblockable at certain distances. Infinite Hair Blade works on Taffy Helga and Icky.
Hair Slice D+HP - Turned into a command normal, this retains all of the properties of the original move.
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 Bad Mr. Frosty
Forward Tackle QCF+K
Backwards Tackle QCB+K
Frozen Fist QCF+P
Avalanche DP+P
Ice Breath HCF+P
Snowball Hold Back, F+P
Trickball Hold Down, U+K
Big Arm Punch Hold Down, U+P
Slide Down+HK
Hold F+HP
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.
Helga
Changed Normals: Standing HK, Jumping MK, Jumping HK, U/B U/F HK, Crouching MP
- 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.
- A slow and weak anti-air move. The hit box stay outs the whole time. Strength determines height.
- 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 has a slow start up, but once the attack starts, it moves very quickly. It's better to stay with Viking Ram.
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.
- Does more damage than the Whack Kick, and has longer range. It looks like it would overhead, but it doesn't. It is possible to combo a MK after the Whack Punch.
- A jumping kick. Weaker than the Whack Punch, but it is easier to combo a MK afterwards.
- A fake dizzy. Press attack to end it. Can be used to disguise a special attack.
Taffy Slip QCB + P
Taffy Spin HCB + P
Corkscrew Combination DP + P
Tiny
Changed Normals: Jumping MK
- One of the best anti-air moves in the game. The hit box stays out the entire time this move is out. Unlike the Upward Snowball, this move continues to go in an upward angle after it hits. It's not the strongest move, but It will usually hit multiple times, especially in the corner. Strength used determines height. This move can become unblockable while Super KO is activated.
- It's fast and goes to the top of the screen. It's weaker than the Arching Medicine Ball. It's better to stick with the Arching Medicine Ball.
- This move travels in a straight line and will not stop until it hits something. Once it hits something, it will bounce off it. The hit box stays out the entire time this move is out, even after it connects. Strength used determines speed. This works nicely as an air dash; and LP version can be used to stall in air because of how slow it is. This is Tiny's best move for sure. This move can become unblockable while Super KO is activated.
- A straight forward punch. This move stays out for a long time. It can hit multiple times, but doesn't combo on the ground. It is best used after a throw to juggle the opponent. Strength used determines speed and distance.
- A straight forward punch. It doesn't have as much range as the sucker punch; it's weaker than the sucker punch; it also has a long recovery time. Don't bother with this move! Strength used determines speed and distance.
Diving Axe Handle HCB,U/B + P, (attack on the way down)
Playtesting Notes
BSG Sweep can go under Bonker high fireball