Chao GardenEvolved

WikiMini-games

Chao Clash

A real-time platform fighter across 19 venues, where the four moves you equipped in the Stadium become your four specials.

Updated

Clash is the fighting game: two chao on a stage with platforms and edges, knocking each other off it. Open it from the garden panel.

It is the one mode you play with your hands. Race and Karate run themselves and Stadium is turn-based; Clash is real-time and every input is yours.

How a match works

Three stocks each. You lose one by being knocked out through a blast zone off the side, off the top or below the stage. The goal is not to drain a health bar but to hit hard enough, at the right angle, to send someone somewhere they cannot return from.

Everything is authored in frames at 60 Hz rather than seconds. What a player learns is “this move hits on frame 7”, so that number is decided rather than inherited from however long an animator made the punch. The animation is stretched to fit the frame data.

Techniques

TechniqueEffect
AirdodgeA dodge with real invulnerability frames, as a window rather than a state
WavedashAirdodge into the ground to slide, keeping your options open
L-cancelCut the landing lag on an aerial by timing the touchdown
ArmourAbsorb a hit instead of flinching, at the cost of hitlag and pushback

Aerials have landing lag, so throwing one at the ground carelessly is punishable.

Your specials are your Stadium loadout

Clash has no move-picking screen. The four moves you equipped in Chao Stadium are your four specials here. One place to build a chao, two modes that read the build differently.

The translation is derived rather than hand-authored, from two things every move already carries:

  • Its effect archetype decides the shape: frame data, hitbox geometry, launch angle, and which direction the move wants to be.
  • Its power decides the magnitude: damage and knockback rise with it, and so do startup and recovery.

That coupling is the balance. A 125-power move hits hard and is slow enough to punish.

Three turn-based concepts are dropped, because a positional fighter has no use for them:

  • Accuracy. A hitbox either overlaps a hurtbox or it does not.
  • Energy and priority, which are turn economy with no turns.

So a move that was reliable in the Stadium because of its accuracy is a different move here, and a cheap move you spammed for its energy cost has nothing to recommend it. The same chao is a different fighter in the two modes.

Venues

Nineteen venues, from a plain competitive arena to stages with more character: the terrace, the beach, the bazaar, the dojo, a frozen stage, a summit, the rings, the heartwood, the salt flats, the narrows, the emberworks and the frostfall among them.

There are also ten bosses.

Where Clash fits

Clash rewards you rather than your chao. A well-raised chao gives you better tools, but a strong chao played badly loses to a modest one played well, which is true nowhere else in the game.

If you have a Stadium team you already have a Clash fighter.