CombinedDetailedMoveListUCF

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Bad Mr. Frosty

Colors

Y X L Select
B A R U D

Launcher

  • Crouching

Hi-Striker

  • Close

Wall Bounce

  • Big Arm Punch

Lows

  • Standing , Crouching , Crouching , Crouching

Overhead

  • Close , Ice Bash

Special Moves

  • Frozen Fist: +
A quick fireball with a start up animation that has the ability to hit twice and travels full screen.
  • Ice Breath: +
A larger fireball with a slower start up but a larger hit box which deals twice the damage of Frozen Fist. The initial animation can hit up close. It will blow back the opponent when Frosty breathes out.
  • Arching Snowball: + (can be done in midair)
This move is a quick arching attack that turns Frosty into a snowball and can hit multiple times. The punch used changes the distance it will travel.
  • Avalanche Snowroller: Charge , +
Frosty falls to the ground and performs a snowball attack that will launch on hit, hits on way down as well which makes it useful for cross ups. The kick used changes the speed it will travel.
  • Ice Bash: +
Anti air snowball / stomp attack that has an active hitbox as it falls to the ground. Useful as a cross up vs. grounded opponents.
  • Snowball: Charge , + (can be done in midair)
Forward rushing attack, in the air it does a quick downward angle. The move will continue on the ground if done in 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.

- Standing Light Punch

- Standing Medium Punch

- Shoulder Tackle

- Standing Light Kick

- Axe Kick

- Standing Slide

- Crouch


  • Backwards Dash: Tap , + , Cancel with
Performs a back dash that requires Frosty to turn around before he can act again, changes distance based on kick strength and can be cancelled with a crouch.
  • Big Arm Punch: Charge , +
Frosty's most damaging single move, great for trades and causes a wallbounce. It is invincible at the start of the move.

Super KO

  • Blizzard Breath: + (can be done in midair)
A very fast multi hitting ice breath super fireball.


Blob

Colors

Y X L Select
B A R U D

Launcher

  • Close , Close , Crouching , Slyck-n-Slide

Wall Bounce

  • Danger Flop

Hi-Striker

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

Lows

  • Crouching , Crouching , Slyck-n-Slide

Overhead

  • Crouching , Flying Boot, Meteor Punch

Special Moves

  • Clay Spit: +
A very fast fireball with a startup animation that can hit, builds about a third of a meter and moves slowly to allow for setups using the more acrobatic moves Blob has.
  • Slyck-n-Slide: +
Blob slides on the ground and on contact follows up with a launcher.
  • Buzzsaw: Charge ,+ (can be done in midair)
Great combo starting special that cuts the opponent in half and can be directed upwards and downwards manually. Hits for a very limited time as Blob falls to the ground from the air version, which can be Useful for tricky cross ups on opponents wakeup. Strength determines distance of attack.
  • Danger Flop: +
Blob jumps forward and then attacks the opponent from behind causing a wall bounce, the move can be interrupted by several options and can be cancelled entirely by just pressing an attack right before hit hits the ground. Great for mixing up the opponent!

- Jumping Light Punch

- Jumping Medium Punch

- Hammer (Overhead)

- Jumping Light Kick

- Flying Boot

- Flying Boot

  • Slyck Sneak: +
Forward moving dodge with limited invulnerability, can cross through opponents. Cannot be interrupted but recovers quickly even when passing through opponent.
  • Meteor Punch: +
Blob jumps backwards then flies back down at an angle determined by the punch button used causing a Hi-striker on hit, no matter if the opponent is on the ground or airborne.
  • Flying Boot: , +
Fast falling overhead attack that's useful for mix up and causes flatness.

Super KO

  • Blob Bomber: +
Blob slides towards the opponent and swallows them whole. After a while, Blob will turn into a bomb and blow himself and the opponent up. The opponent is then launched extremely high allowing for a follow up.

Chains & Combos

  • 3 Hit Aerial Clay Ender: Jump , ,
Blob has a unique way to end his aerial clay combos, chaining directly from MP to HP allows him to finish his air combo using his neutral HP.

Blue Suede Goo

Colors

Y X L Select
B A R U D

Launcher Launcher

  • Close , Far

Hi-Striker

  • Jumping

Lows

  • Crouching , Crouching , Crouching

Overhead

  • 93' Comeback Special

Special Moves

  • Humming Attack: +
BSG's arm can hit before the projectile comes out causing the projectile to combo.
  • Song Of Pain: +
BSG throws four note projectiles, great move that allows for very strong projectile pressure. Unlike humming attack there is no physical attack at the start of this projectile. Can be performed while an air humming attack is on screen.
  • Hair Blade: +
This move is quick, long range and since BSG crouches while doing this making it good for punishing whiffed standing punches.
  • Falsetto of Fury: +
A launching kick attack that also fires an upward angled note attack that changes speed based on the button used, the LP version is slower and climbs the most vertically while the HP version moves quick enough to hit a standing opponent full screen.
  • Haymaker Hotel: +
A quick punch that moves forward while ducking slightly, on late hit the stun is just long enough to start a short combo into launcher or super KO. Cannot be performed while a note is on screen.
  • Air Humming Attack: , + or +
A charge based air fireball which can be a little hard to use at first but is essential for controlling space. Using the version allows for two air notes on the screen but will not allow any further.
  • 93' Comeback Special: + (can be done in midair)
BSG moves forward and hops into the air with a kick then follows up with a split kick. Can be performed in the air but cannot be performed while a note is on screen.
  • Dodge: +
A backdash that allows other moves to be buffered during execution.
  • Fade into Blues: Charge , +
After a slight start up BSG launches across the screen, during the jump he can cross up opponents and if the enemy is directly behind or in front of him, he'll cut them in half. Cannot be performed while a note is on screen.

Super KO

  • Mess 'O' Blues: +
BSG dashes in with a Haymaker Hotel punch followed by a six hit combo that ends in a wallbouncing launcher.

Bonker

Colors

Y X L Select
B A R U D

Launcher

  • Crouching , Jumping , Crouching

Hi-Striker

  • Standing , Neutral Jumping

Lows

  • Crouching , Crouching , Three Ring Circus

Overhead

  • Clown Dive

Special Moves

  • Flying Pie: +
Bonker launches a pie, the initial animation of throwing the pie can hit. Strength used determines the speed.
  • Cruising Pie: +
A low pie throw, the initial animation of throwing the pie can hit. Does not hit low despite it's placement on screen. Strength used determines the speed.
  • Aerial Pie: Charge , +
Bonker jumps over the opponent and throws a pie at their back, great for quick cross up attacks on wake up and can be used to dodge out of tough situations.
  • Clown Dive: + (can be done in midair)
The move comes up then goes down in an arch. It can cross up and flatten opponents. Great as an ender for air combos.
  • Ferris Wheel: , +
This move can only be done midair. Bonker cartwheels forward in the air then attacks with a mallet, this move has a large hit box, great for crossing up opponents or ending an Aerial Clay.
  • Cream Spray: +
This move has short range but it will destroy projectiles.
  • Cutting Cartwheel: +
The move is fast and has a large hitbox. Strength used determines the speed.
  • Three Ring Circus: +
A low hitting spinning kick move designed to sets up combos, the and versions will push an opponent high enough to juggle after. Bonker while do 1 kick, does 2 kicks, while does 3 kicks.

Super KO

  • Double Pie Surprise: + (can be done in midair)
Bonker throws a high then a low pie doing about half a bar of damage, in the air Bonker throws the pies downwards mimicking a Street Fighter style double air fireball.


Helga

Colors

Y X L Select
B A R U D

Launcher

  • Crouching , Crouching

Wall Bounce

  • Long Yodel

Hi-Striker

  • Jumping

Lows

  • Crouching , Crouching , Crouching

Overhead

  • Standing , Viking Ram

Special Moves

  • Yodel: Charge , +
Very fast start up disjointed hitbox which reaches a little further than half screen but can miss directly next to her. Destroys projectiles to allow Helga to deal with fireball pressure or just put pressure on an opponent without having to move in.
  • Long Yodel: Charge , +
A longer version of the yodel with the same hitbox properties and the ability to cause a wallbounce. Destroys projectiles to allow Helga to deal with fireball pressure or just put pressure on an opponent without having to move in.
  • Tempest: + (can be done in midair)
Helga performs up to three attacks, depending on the version used she will either attack with a flying butt attack with , two kicks with or two kicks followed by a flying butt attack that knocks down . Very useful for ending combos or putting on pressure as the heavy version moves almost fullscreen.
  • Viking Ram: + (can be done in midair)
Helga launches herself spinning toward the opponent, this move has an unusual arc and can be very useful for moving around the screen quickly or to perform as a quick anti air. The MP and HP versions will likely go full screen but button strength determines horizontal distance and speed. It can overhead the opponent.
  • Odin's Rear: Charge , +
Helga jumps straight into the air with an uppercut the will launch the opponent and comes back down with a butt slam, punishable on block but as a charge move can be useful as a quick reversal option.
  • Flight of the Valkyrie: + (can be done in midair)
Helga launches up forward into the air and can cancel out of the dash with a jumping normal attack. It's possible to do two dashes in the air by canceling but if a third dash is done, Helga will fall to the ground. If Helga wait's to long to attack, Helga will also fall to the ground.

- Jumping Light Punch

- Jumping Medium Punch

- Jumping Heavy Punch

- Jumping Light Kick

- Double Kick

- Jumping Heavy Kick

Super KO

  • Diva Drill: + (can be done in midair)
One of the few Super KO's to work in the air, Helga will spin head first towards the opponent and cause a wallbounce on the final hit of the move. Helga can get up to four hits on this super. If performed in air, it's best to do it closer to the ground, since the first hit will send the opponent flying towards the ground.


Ickybod Clay

Colors

Y X L Select
B A R U D

Launcher

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

Hi-Striker

  • Dive Punch

Lows

  • Far , Crouching , Crouching , Crouching

Overhead

  • Dive Punch

Special Moves

  • Teleport: + (Same Strength) (can be done in midair)

+ = Left of Screen

+ = Middle of Screen

+ = Right of Screen


Icky's trademark teleport move which allows him to escape pressure with ease. This teleport has no invulnerability during execution but is extremely tricky to deal, the air version not only allows for grounded attacks but it keeps momentum allowing for mixup potential. Icky cannot teleport behind a cornered opponent.


  • 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! The Teleport Throw/Shadow Throw from ClayFighter is still here using + while in throw range above an opponent.
  • Ecto Ball: +
Icky throws a fireball, the hand motion used for the fireball throw hits as well. Icky's fireball isn't designed to win fireball wars but is useful for filling the screen to allow for a safer teleports.
  • Spectre Smash: +
Useful 2 hit anti air attack with great vertical range.
  • Dart Dive: Charge , + then... (can be done in midair)
Quick dashing lunge attack that moves full screen and allows Icky to change directions after the initial attack on whiff, block or hit. Press the corresponding punch to Dart Dive to do a second Dart Dive allows for very strong pressure.

- Low Angle Dive

- Straight Dive

- Upward Dive

  • Peek-a-Boo (can be done in midair): +
Forward moving uppercut attack with large invulnerability on start up, can cross through opponents but will not auto correct to turn around while punching. Strength determines distance of dodge, pressing any kick will start the move earlier allowing for more mix up potential and making it easier to react with.
  • Dark Spirit Fist: +
Icky slides underneath the opponent and performs a two hit combo ending with a small launch. The version only moves forward with the two hit combo, this move is design to work in tandem with Peek-a-Boo to create mixup opporunities.
  • Dive Punch (midair): , +
Drops with a punch at an angle determined by the punch strength from the air, the HP version has the most horizontal range.

Super KO

  • Max Spectre Smash: +
Icky performs a forward dash into a Spectre Smash which will launch the opponent into the air.


Taffy

Colors

Y X L Select
B A R D U

Launcher

  • Close , Crouching , Hard Candy Kick

Lows

  • Far , Crouching , Crouching , Crouching

Special Moves

  • Two-Fisted Charge: Charge , + (can be done in midair)
A rushing punch attack that goes straight, but if done in the air it will angle downward. Strength determines speed and distance.
  • Taffy Tornado: + (can be done in midair)
Taffy hops back then spins towards the opponent launching them into the air, depending on distance can hit up to three times. In the air the spin will start immediately and after completing its forward movement will arc downward slightly.
  • Corkscrew Combination: + Punch (can be done in midair)
An anti air version of the Taffy Tornado that travels forward and and then goes into the air. The move can hit up to 3 times, and ends with a heavy knockdown. version of the move has less horizontal movement making it better for an anti-air, while the version quickly travels half the screen horizontally.
  • Sugar High: +
A slightly lower command jump designed to allow for quick overheads and to force moves to whiff, like a normal jump it makes use of forward momentum.
  • Taffy Taunt: +
Taunt with the ability to be cancelled into special moves, used mostly as bait to annoy the opponent into a mistake.
  • Jawbreaker: + (can be done in midair)
Taffy launches an anti air gumball, the angle changes depending on the kick strength used.
  • Hard Candy Kick: + (can be done in midair)
Launching double kick which is very potent for starting juggles and can also be done in air.
  • Taffy Slip: +
Taffy performs a spin that dodges attacks and projectiles while crossing through the opponent.

Super KO

  • Taffy Twister: +
Taffy rushes in with a Taffy Tornado and ends by launching the opponent off of the wall, can be a great hit confirm off of Taffy's long range normals.


Tiny

Colors

Y X L Select
B A R U D

Launcher

  • Crouching , Close

Hi-Striker

  • Close , Top Rope Axe Handle

Lows

  • Crouching , Wimp Slide

Overhead

  • Crouching , Close

Special Moves

  • Medicine Ball: Charge , + (can be done in midair)
Tiny curls into a ball and flies straight forward and then will then uncurl and fall to the ground. Strength used determines distance travelled and speed.
  • Arching Medicine Ball: + or Charge , + (can be done in midair)
Grounded this move goes up forward and has increased range based on the kick strength used. In the air the move can be aimed upwards with or but the the version goes down forward making it useful for rush down or for a sneaky cross ups (especially on the opponents wakeup).
  • Top Rope Axe Handle: +
Jumping attack with the ability to launch opponents with a Hi-Striker on hit. Can be interrupted with any attack button. Punch strength used determines speed and distance.

- Elbow Smash

- Leg Drop

  • Hurricane Punch: +
A rushing punch that can pass through opponents. Punch strength used determines speed and distance. Cancels at the end of animation allowing for a free follow up.
  • Ultra Macho Impact: +
A command grab that ends with a wall bounce.
  • Tiny Rush: +
A command run that hits low with Wimp Slide, if uninterrupted. Tiny rush can be interrupted with any standing normal to create a running attack. Strength of button used determines distance of the run.

- Rushing Light Punch

- Rushing Medium Punch

- Elbow Smash (Overhead)

- Wimp Slide (Hits Low)

- Big Boot (Minor Launches)

- Jumping Leg Drop (Overhead)


  • Flexquake: +
Tiny strikes a pose and creates an earthquake which reaches far in front of him.


Gold N.Boss

Colors

Y X L Select
B A R U D


Launcher

  • Crouching

Hi-Striker

  • Neutral Jump

Lows

  • Crouching , Crouching , Crouching , Crouching , Tornado Upper

Special Moves

  • Low Pie Throw: + (can be done in midair)
N. Boss throws a low pie from Bonker, can be used in the air to allow for some pressure from the air.
  • Snowball Throw: +
N. Boss throws Bad Mr. Frosty's snowball.
  • N.Raged Tornado: + (can be done in midair)
N. Boss spins towards the opponent while being able to redirect up or down and hitting up to five times, the strength of the punch determines the speed and distance of the spinning attack.
  • Tornado Upper: +
An anti air attack with great vertical range that starts from a low, very tricky!
  • Gold N. Arrow: Charge , + (can be done in midair)
N. Boss dashes forward and cuts the opponent in half, the different punch strengths change the height of the attack. The the LP version moves along the ground while the HP version is better suited to an anti air.
  • Air Song of Pain: +
N. Boss jumps back and launches 2 notes at a slight downward angle.
  • Nth Dimensional Warp (Left): + (can be done in midair)
N Boss warps to the left hand side of the screen, N Boss appears on the ground regardless of if the move was done in the air.
  • Nth Dimensional Warp (Right): + (can be done in midair)
N Boss warps to the right hand side of the screen, N Boss appears on the ground regardless of if the move was done in the air.

Super KO

  • Gold N. Fury: +
N.Boss launches four projectiles combining the properties of all of his projectiles.