Tiny
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Tiny | |
![]() | |
Likes | Color |
Hates | Wimps |
Wants | Fights |
Job | Flexing |
Motto | Destroy |
Colors
A | ![]() |
B | ![]() |
X | ![]() |
Y | ![]() |
---|
Normal Moves
Attack | Stand Far | Stand Close | Crouching | Jump Up | Jump Left/ Right |
---|---|---|---|---|---|
Light Punch | 5 | 5 | 5 | 4 | 6 |
Medium Punch | 8 | 8 | 8 | 8 | 9 |
Heavy Punch | 13 | 13 | 12 | 11 | 14 |
Light Kick | 6 | 7 | 6 | 5 | 6 |
Medium Kick | 9 | 10 | 8 | 9 | 10 |
Heavy Kick | 13 | 16 | 14 | 13 | 15 |
- Tiny overall has the strongest normals in the game.
- Most of his normals have great range.
- Standing close
is his strongest normal.
- You are able to attack in the air after Tiny's close
.
- Close HP, Jumping LP can flatten.
Chains
x infinity in corner or on jumping opponent
- c.
x5
x infinity in corner or on jumping opponent
- c.
x2
- c.
x infinity in corner
x3
x10 in corner on a jumping opponent
Special Moves
Anti-Air
- 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.
Charge Attacks
- 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.
Attack | Normal | Super KO | Chip |
---|---|---|---|
Medicine Ball | 14 | 21 | 4 |
Arching Medicine Ball | 10 | 15 | 3 |
Backfist Whip | 10 | 15 | 3 |
Sucker Punch | 11 | 17 | 3 |
Air Tackle | 8 | 12 | x |
Pros
- Medicine Ball is strong and fast
- Has a hold and a throw.
- Has an air move.
- Best normals in the game*
- Easiest infinite combos
- Cannot be hurt while being thrown.
Cons
- Big hurt box.
- Has issues dealing with projectiles.
- Recovery from Being thrown is so bad that he can be regrabd to death By
ClayFighter Tournament Edition | |||
---|---|---|---|
Bad Mr. Frosty | Blob | Blue Suede Goo | Bonker |
Helga | Ickybod Clay | Taffy | Tiny |
List of Fighting Games | ClayFighter TE Pages | ||
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