180 lines
6.4 KiB
Plaintext
180 lines
6.4 KiB
Plaintext
The ZotGuide Series:
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ClayFighter [SNES]
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by the Zotmeister (Adam R. Wood, zot@ccs.neu.edu)
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Version 6
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Joypad: D=down, U=up, T=towards opponent, A=away from opponent
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two adjacent letters represents the appropriate diagonal
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hold = hold the pad down in that direction for about 2 seconds
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minimum before continuing (except where noted)
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Buttons: P=punch, K=kick
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Usually, light attack buttons execute shorter and/or slower versions
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of the special moves than when stronger attack buttons are used.
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When the effect is radically different, I will specify what happens.
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Notes: 1) Commas separate motions that should be done consecutively;
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for example, if given D, DT, T, rotate the pad from down to towards,
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going through the diagonal. Ampersands (&'s) represent moves to be
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done simultaneously. [Just in case you've never played a fighting
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game before.]
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2) For "hold" moves listed as "(can be done in midair)", hold away while
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on the ground, then jump backwards (still holding away), then press
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forward and the attack button.
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3) For charge moves, the direction to be held can be replaced by an
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adjacent diagonal [for example, DA may be held instead of D], but
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the proper direction must be returned to before the move is
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launched. [For example, Frosty's Snow Ball may be done by holding
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DA for 2 seconds, then rotating the pad up to A for just a split
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second, then going to T and pressing P.] Actually, note 2 is
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just a special case of this.
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4) For those moves not mentioned in the manual, I have used literary
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license to give them my own names. If you have better suggestions,
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email me.
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5) All moves listed work for both Tournament Edition [TE] and Original,
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except where noted. Changes in the moves themselves are also
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listed where applicable.
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Bad Mr. Frosty
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Holds with brutal punch
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Frozen Fist: D, DT, T&P
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Ice Ball: A, DA, D, DT, T&P
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Shoulder Charge: A, T&P
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Snow Ball: hold A, T&P (can be done in midair)
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Arcing Snowball: hold D, U&K
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Foot Slide: D, DT, T&K
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Flying Headbutt: T, DT&P in Original; T, D, DT&P in TE
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Big Arm Sideswipe Hack [BASH]: hold D, U&P (three second charge)
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[By far, the most damaging move in the game. In TE, the range
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of this move is considerably shorter, so watch out.]
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Taffy
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Throws with brutal kick, holds with brutal punch
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Taffy Whack Punch: A, T&P
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Taffy Whack Kick: A, T&K
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Two-fisted Charge: hold A, T&P (can be done in midair)
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Taffy Tornado: A, DA, D, DT, T&P
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Aerial Tornado: T, DT&P
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Dizzy Fake: D, DA, A&P
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[This makes Taffy pretend he's dizzy. He recovers the instant
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an attack button is pressed. Don't ask me what this move is good
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for, because I don't know.]
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Tiny
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Throws with brutal kick, holds with brutal punch
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Sucker Punch: D, DT, T&P
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Backfist Whip: D, DA, A&P
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[This move has a considerable recovery time in TE.]
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Medicine Ball: hold A, T&P (can be done in midair)
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Arcing Ball: hold D, U&K
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Air Tackle: hold D, MediumP&MediumK
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Blob
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Holds with brutal punch
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Vertical Clay Stomp: D&Brutal kick
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Arcing Clay Stomp: T, DT&Brutal kick
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[These are not, repeat NOT, special moves. They do no damage if
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blocked, and cannot be used for a Super KO. They are listed here
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because of the peculiar way they are done. The vertical stomp
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goes straight up and down; the arcing stomp does arc forward, but
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only ever so slightly.]
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Clay Spit: D, DT, T&P
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Somersault Headbutt: D, DA, A&P
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[This move can doublestrike an opponent at the far edge of the
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battle arena in TE. I wonder why they added this in?]
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Slide Smack: A, DA, D, DT, T&K IN ORIGINAL ONLY!
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[This move has been eliminated in TE. This change I understand.]
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Buzzsaw: hold A, T&P
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[In Original, this move, if blocked, will cause Blob to bounce
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against his opponent repeatedly, essentially doing more damage
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than if it had hit in the first place. In TE, it will hit only
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once if blocked. This is the most prominent, and most
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necessary, change between the two versions.]
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Flying Roundhouse: A, T, D, DT&K in Original; T, D, DT&K in TE
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[This move must be done rather close to the opponent, otherwise
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the backkick won't hit a thing.]
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Blue Suede Goo
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Throws with brutal kick
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Humming Attack: D, DT, T&P
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Hair Blade: D, DA, A&P
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Hair Slice: T, DT, D&K
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Song of Pain: A, DA, D, DT, T, A&K
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Ickybod Clay
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Throws with brutal kick, holds with brutal punch
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Ecto Ball: D, DT, T&P
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Ecto Punch: T, DT&P
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Dart Dive: hold A, T&P (can be done in midair)
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Teleport: P&K (can be done in midair)
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[The attack buttons must be of the same strength. The light attack
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buttons will teleport you to the left side of the screen, the
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medium attack buttons to the center, and the brutal attack buttons
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to the right side.]
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Helga
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Throws with brutal kick, holds with brutal punch
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Viking Ram: D, DT, T&P
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"Armpit of Doom" Jumping Uppercut: D, DT, T&K
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"Val-Holler" Yodel: hold A, DA, D, DT, T&P
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Valkyrie's Ride: hold A, DA, D, DT, T&K
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Bonker
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Throws with brutal kick, holds with brutal punch
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Flying Pie: D, DT, T&P
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Cruising Pie: D, DT, T&K
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Cutting Cartwheel: hold A, T&P
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Clown Dive: hold D, U&P
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Cream Spray: A, DA, D, DT, T&P
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Aerial Shuffle [from ground]: A, DA, D, DT, T&K
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Aerial Shuffle [from midair]: hold U, K (one second charge)
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[Neither version of the aerial shuffle can hit someone on the
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ground; the opponent must be in midair.]
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Feet-Forward Butt Dive: hold U, P (one second charge)
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[Now THIS is an enigma. In Original, this is a midair block!
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If you get hit while doing this, you will take no damage (except
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for the sliver that accompanies a special move). The move does
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no damage to opponents - it is not an attack. In TE, you can
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still execute the move, but it does not defend you, and it
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still does not do any damage... rendering it totally worthless!]
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CREDITS:
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Special thanks to Christopher L. Schneider for Bonker's midair Aerial
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Shuffle and for helping to make a correction to moves previously listed
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as T, D, DT.
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Thanks to Clay Schwenn for buying my old Original ClayFighter off of me.
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If someone is annoyingly looking over your shoulder reading this, tell him or
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her to email me at zot@ccs.neu.edu or visit Andy Eddy's FAQ FTP site at
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ftp.netcom.com /pub/vi/vidgames/faqs and get their own damn copy.
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Adam R. Wood
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the Zotmeister
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