Tiny

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Tiny
Clay Fighter - Tournament Edition (U)005.png
Likes Color
Hates Wimps
Wants Fights
Job Flexing
Motto Destroy

Colors

A Tiny A.png B Tiny B.png X Tiny X.png Y Tiny Y.png

Normal Moves

Strength
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 HK.png is his strongest normal.
  • You are able to attack in the air after Tiny's close HP.png.
  • Close HP, Jumping LP can flatten.

Chains

  • LP.png x infinity in corner or on jumping opponent
  • c.LP.png x5
  • LK.png x infinity in corner or on jumping opponent
  • c.LK.png x2
  • c.LK.png x infinity in corner
  • MK.pngx3
  • MK.png x10 in corner on a jumping opponent

Special Moves

Anti-Air

  • Arching Medicine Ball: Charge D.png, U.png + AnyK.png
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.
  • Air Tackle: Charge D.png, MP.png+MK.png
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

  • Medicine Ball (can be done in midair): Charge B.png,F.png + AnyP.png
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.
  • Sucker Punch: QCF.png+AnyP.png
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.
  • Backfist Whip: QCB.png+AnyP.png
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.
Special Damage
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

Basic Example of his Infinite
  • 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 TinyHead.pngBSGHead.pngBonkerHead.pngTaffyHead.png IckyHead.png


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