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