Ultra ClayFighter Tournament Edition

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Ultra ClayFighter: Tournament Edition
UCFTE boxart.png
Developer(s) Visual Concepts
Publisher(s) Interplay
Producer(s) Brian Fargo, Alan Pavlish, Jeremy Airey
Release Date Version 2.0: April 1 2022
Version 1.4: May 24 2021
Version 1.0: April 1 2021

Changelist for 2.01

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


  • 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

Gold N.Boss

Launch: Close MP, Jump BP, Crouch BP

High Pie D,F+P

Low Pie D,F+K

N.Raged Tornado D,B+P

Tornado Upper F,D,F+P

Gold N. Arrow (IN AIR) Charge B,F+P

Song of Pain HCB+K

N. Warp Left (IN AIR) WP+WK

N. Warp Right (IN AIR) BP+BK

???? Charge U,D+P


-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


-Heavy stun moves: BP, Crouch MP, Close BP

-QCB+P Ice breathe


-Heavy stun moves: BP, BK, Crouch BK

-Crouch MK is a slide now

-New MK

-Tempest WK hits twice (most of the time)


-Heavy Stun Moves: MP, Close MP, Air BP

-Buffed Boojai-ken

-BP goes further


-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


-Heavy Stun Moves: BP, Crouch BP, BK, Air HK, Neutral Air BP, D,F+P

-C.MK launches


-Heavy Stun Moves: BK, Air BK, D,B+K


-Heavy Stun Moves: BK, D,B+P

Ultra ClayFighter on RomHacking.net

This movelist is current for the 4/1/21 2.0 release Ultra ClayFighter Tournament Edition.


Launcher: Close MP, Close HP

  • Clay Spit: QCF.png+AnyP.png
The initial hit does 7 damage, while the projectile does 10. This will combo if done up close. If an attack is thrown in after the move there is a chance it will combo in as well. Strength used determines speed. It's one of Blob's best moves.
  • Slyck-n-Slide: QCB.png+AnyK.png
Blob dives forward head first performing a 2 hit combo if it connects close enough.
  • Buzzsaw (can be done in midair): Charge B.png,F.png+AnyP.png
The buzzsaw has hits once If this move trades with any normal or special attack, both characters will take 10 damage. If this move trades with any cutting move, both characters will take no damage. This move will hit multiple times, especially if done with LP. Strength used determines speed and distance. This move is best used with c.LP for combos.
  • Blob Flip: QCF.png+AnyK.png
Blob jumps forward and then attacks the opponent from behind, great for mixing up the opponent.
  • Slyck Sneak: LP.png+LK.png
Forward moving dodge with limited invulnerability, can cross through opponents. Cannot be interrupted but recovers quickly even when passing through opponent.
  • Meteor Punch: QCB.png+AnyP.png
Blob jumps backwards then flies back down at an angle determined by the punch button used.
  • Flying Boot: U.png, D.png+AnyK.png
Fast fall special that has 3 different speeds determined by the kick button used.


Goo-zuna Drop F+HP



Blue Suede Goo

Launcher: Close MK

  • Humming Attack: QCF.png+AnyP.png
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.
  • Song Of Pain: HCF.png+AnyP.png
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.
  • Hair Blade: QCB.png+AnyP.png
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 trades with cutting moves works. The tip can become unblockable at certain distances.
  • Haymaker Hotel: QCF.png+AnyK.png
A quick punch that moves forward while ducking slightly, useful as a reversal and a throw setup tool.
  • Air Humming Attack: U.png, D.png + AnyP.png or QCF.png+AnyP.png
A projectile which can be thrown once during a jump and forces a fast fall to the ground. Allows for 2 notes active in the air and 2 on the ground maximum in conjunction with Song of Pain.
  • 93' Comeback Special: QCB.png+AnyK.png
BSG jumps into the air with an attack that does not hit overhead but allows for air control.
  • Dodge: HCB.png+AnyK.png
Backdash with slight dodge properties, cannot be interrupted but does allow other moves to be buffered during execution.
  • Fade into Blues: Charge D.png, U.png + AnyP.png
After a long start up BSG launches across the screen cutting the opponent in half.




Launcher: Crouching HK, Jumping HK, Crouching HP

  • Flying Pie: QCF.png+AnyP.png
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.
  • Cruising Pie: QCF.png + AnyK.png
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.png, U.png+AnyP.png
Bonker jumps over the opponent and throws a pie at their back, allows for a quick cross up attack on wake up and sets up other pie rush down. May allow for some dodging of attacks.
  • Clown Dive (can be done in midair): HP.png + HK.png
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: U.png, D.png + AnyP.png
This move can only be done midair. Bonker cartwheels forward in the air, this move has a large hit box, great for crossing up opponents.
  • Cream Spray: QCB.png + AnyP.png
This move has short range but it will destroy projectiles.
  • Cutting Cartwheel: HCF.png + AnyP.png
The move is fast and has a large hitbox. Strength used determines the speed.
  • Retreating Cartwheel: HCB.png + AnyK.png
Backward moving cartwheel without a hitbox, cannot be interrupted. Has slight invincibility at the start of the move.


Launchers: Crouching HP

  • Frozen Fist: QCF.png+AnyP.png
Frozen fist is a slightly weaker fireball with faster start up animation that has the ability to hit twice and travels full screen.
  • Ice Breath: HCF.png+AnyP.png
Ice Breath is a fireball with a slower start up but a larger hit box which deals twice the damage of Frozen Fist. It will blow back the opponent when Frosty breathes out.
  • Arching Snowball: DP.png+AnyP.png
This move is a quick arching charge attack that turns Frosty into a snowball. The punch used changes the distance it will travel.
  • Ice Bash: D.png, F.png + AnyK.png
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 (can be done in midair): Charge B.png, F.png + AnyP.png
Interrupts jumping with a quick downward angle moving snowball attack. The move will continue on the ground if done in air.
  • Forward Dash: Tap B.png, F.png + AnyK.png
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.
  • Backwards Dash: Tap B.png, F.png + AnyK.png
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 kick button.
  • Big Arm Punch: Charge D.png, U.png + HP.png
It has a slow and invincible start up. It is Frosty's strongest move. Charge time has be cut in half compared to the old version. Charge down while jumping a few times for a nasty special move trade option.


Garbage Day F+HK




Launcher: Crouching HP

  • Yodel: Charge B.png, F.png+AnyP.png
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.
  • Long Yodel: Charge B.png, F.png+AnyK.png
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.
  • Tempest (can be done in midair): QCB.png+AnyK.png
Can be used to pressure from the air, leads to combos as an air to air and functions as a great combo ender. Cannot combo into itself and performs the same move regardless of which kick is used.
  • Viking Ram (can be done in midair): QCF.png+AnyP.png
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. Strength determines horizontal distance and speed.
  • Odin's Rear: Charge D.png, U.png + AnyP.png
Helga jumps straight into the air with an uppercut the will launch the opponent and comes back down with a butt slam.

Ickybod Clay

Launcher: Close HP, Jumping MP

  • Teleport (can be done in midair): AnyP.png + AnyK.png (Same Strength)
LP.png+LK.png = left side of screen.
MP.png+MK.png= mid screen.
HP.png+HK.png = right side of screen.
This move is great! It helps Icky move around the screen with ease. In air, you keep whatever momentum you had before the teleport. This move has no invulnerability during it execution but does allow Icky to vanish from the screen momentarily.
  • 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) F.png + HK.png while in throw range
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.
  • Ecto Ball: QCF.png+AnyP.png
Icky summons energy for a moment before throwing a slow fireball. This move works well in combination with the teleport.
  • Spectre Smash: DP.png + AnyP.png
Useful 2 hit anti air attack that fully connects only when hitting close.
  • Dart Dive (can be done in midair): Charge B.png, F.png + AnyP.png
Dart Dive allows Icky to dodge attacks in the air while allowing for ambiguous cross ups while falling. The HP version flies up forward, MP flies straight and LP down forward.
  • Peek-a-Boo: QCF.png+AnyK.png
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.
  • Boo-Jaei Ken: HCB.png+AnyK.png
Icky teleports behind the opponent and attacks with a two hit combo ending with a small launch.
  • Dive Punch (midair): U.png, D.png + AnyP.png
Drops with a punch at an angle determined by the punch strength from the air, the HP version has the most horizontal range.


Launcher: Close HK

  • Two-Fisted Charge (can be done in midair): Charge B.png, F.png + AnyP.png
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.
  • Taffy Tornado (can be done in midair): HCF.png + AnyP.png
A charging attack, that does decent damage, and can hit multiple times. Ground version can be cancelled into specials. This move will destroy projectiles, if they touch the arms.
  • Corkscrew Combination (can be done in midair): DP.png + Punch
Slightly stronger than the standard tornado. Can hit an airborne opponent around 2 times.
  • Taffy Taunt: HK.png + HP.png
Taunt with the ability to be cancelled into special moves.
  • Hard Candy Kick: QCB.png + AnyK.png
Launching kick that recovers quickly, ideal for pressure and air combos.
  • Taffy Slip: LP.png+LK.png
Dodges attacks while rushing in and crossing through the opponent. Doesn't destroy fireballs.


Launcher: Close HK

  • Medicine Ball (can be done in midair): Charge B.png,F.png + AnyP.png
This move travels in a straight line with an active hitbox then falls to the ground. Strength used determines distance travelled and speed.
  • Arching Medicine Ball (can be done in midair): QCF.png + AnyK.png or Charge D.png, U.png + AnyP.png
The hit box stays out the entire time this move is out. Grounded this move goes up forward but in the air the move can be aimed in 3 direction, Useful for crossing up the opponent on wakeup. Strength used determines distance travelled. This move can become unblockable while Super KO is activated.
  • Earthquake Axe Handle: QCB.png+AnyP.png
Jumping attack with the ability to flatten opponents and set up throw attempts. Punch strength used determines speed and distance.
  • Hurricane Punch: QCF.png+AnyP.png
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.
  • Flexquake: HCF.png+AnyK.png
Tiny strikes a pose and creates an earthquake which reaches far in front of him, doesn't hit low but is unblockable at tip of quake hitbox.

ZERO System

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.


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.