Editing Cloud (SSB4)

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Despite his huge range, projectile and combo options granting him a strong neutral game, Cloud has a below average approach at best. His approach options are linear, with dash attack being easily punishable, neutral aerial having a hitbox that starts from behind, up aerial being very predictable and being surprisingly punishable on shield if not spaced well, and having other attacks that either lack the frame data or the utility to be used as reliable options for approaching such as his poor grab game. Cloud also has no reliable means of escaping pressure. His neutral attack and down tilt are his fastest ground options, while Climhazzard can work as an out of shield option. However, they are noticeably unsafe on shield, while none of his fast aerial attacks start from the front or below him. Down aerial's late hitbox can be used to escape juggling directly from below him, but its otherwise narrow hitbox allows opponents to hit Cloud laterally. Thus, Cloud is fairly easy to combo, and is just as easily forced on the defensive if his attacks are improperly spaced. While Cloud also possesses an abundance of strong finishers, his KOing ability is somewhat inconsistent. None of his strongest finishers are easy to land in the [[neutral game]] and they can be easily punished if avoided or shielded, his weaker moves such as his forward tilt and back aerial require good positioning to KO reliably, and he lacks reliable set-ups into his strongest or best finishers.
Despite his huge range, projectile and combo options granting him a strong neutral game, Cloud has a below average approach at best. His approach options are linear, with dash attack being easily punishable, neutral aerial having a hitbox that starts from behind, up aerial being very predictable and being surprisingly punishable on shield if not spaced well, and having other attacks that either lack the frame data or the utility to be used as reliable options for approaching such as his poor grab game. Cloud also has no reliable means of escaping pressure. His neutral attack and down tilt are his fastest ground options, while Climhazzard can work as an out of shield option. However, they are noticeably unsafe on shield, while none of his fast aerial attacks start from the front or below him. Down aerial's late hitbox can be used to escape juggling directly from below him, but its otherwise narrow hitbox allows opponents to hit Cloud laterally. Thus, Cloud is fairly easy to combo, and is just as easily forced on the defensive if his attacks are improperly spaced. While Cloud also possesses an abundance of strong finishers, his KOing ability is somewhat inconsistent. None of his strongest finishers are easy to land in the [[neutral game]] and they can be easily punished if avoided or shielded, his weaker moves such as his forward tilt and back aerial require good positioning to KO reliably, and he lacks reliable set-ups into his strongest or best finishers.


Aside from Limit Charge, his special moves have some noticeable weaknesses. Blade Beam is relatively slow in regard to start-up and ending lag, as well as depreciating in damage over time or when used in the air. Cross Slash is not always consistent with linking all five of its hits due to SDI or landing different parts of the hitboxes, along with being very prone to [[stale-move negation]] due to being a very reliable damage racking option. In addition to its aforementioned weaknesses in regard to recovery, Climhazzard is also very punishable if shielded and easily DI'd out of, while all of his specials only boast KO power when they are boosted by the Limit Break. The Limit Break mechanic itself is also problematic. It acts as a double-edged sword, as it increases Cloud's fall speed and gravity at full charge, making recovery without the use of Climhazzard deceptively difficult, and rendering Cloud even easier to combo at medium percentages. It makes precise use of his special attacks mandatory, as his Limit Break specials are still blockable and possess limited range; while Limit Blade Beam can be used as a ranged KOing option, it can just as easily be [[reflection|reflected]] or otherwise avoided at the tip of its range, leaving Cloud wide open to punishment. Finishing Touch deals only 1% and has very high ending lag that renders Cloud vulnerable if the slash or whirlwind do not hit. Finally, Cloud lacks [[Character customization|custom moves]] like his fellow [[Downloadable content|DLC]] characters, and while this does not seem to be a problem considering his Limit Break-boosted specials, the lack of variety for the normal special moves does hinder his matchups against more optimized custom characters.
Aside from Limit Charge, his special moves have some noticeable weaknesses. Blade Beam is relatively slow in regard to start-up and ending lag, as well as depreciating in damage over time or when used in the air. Cross Slash is inconsistent with linking all five of its hits due to SDI or landing different parts of the hitboxes, along with being very prone to [[stale-move negation]] due to being a very reliable damage racking option. In addition to its aforementioned weaknesses in regard to recovery, Climhazzard is also very punishable if shielded and easily DI'd out of, while all of his specials only boast KO power when they are boosted by the Limit Break. The Limit Break mechanic itself is also problematic. It acts as a double-edged sword, as it increases Cloud's fall speed and gravity at full charge, making recovery without the use of Climhazzard deceptively difficult, and rendering Cloud even easier to combo at medium percentages. It makes precise use of his special attacks mandatory, as his Limit Break specials are still blockable and possess limited range; while Limit Blade Beam can be used as a ranged KOing option, it can just as easily be [[reflection|reflected]] or otherwise avoided at the tip of its range, leaving Cloud wide open to punishment. Finishing Touch deals only 1% and has very high ending lag that renders Cloud vulnerable if the slash or whirlwind do not hit. Finally, Cloud lacks [[Character customization|custom moves]] like his fellow [[Downloadable content|DLC]] characters, and while this does not seem to be a problem considering his Limit Break-boosted specials, the lack of variety for the normal special moves does hinder his matchups against more optimized custom characters.


Overall, while Cloud has all the tools required to be successful, the player is forced to manage his resources to the best of their ability, and they must avoid being thrown off the stage at all times. His combo game and KOing ability, while unique and powerful, can sometimes be inconsistent. Even though Cloud has many playstyles applicable to him, the combination of all of the traits above make him a fundamentals-oriented character most of the time. His weaknesses, however, are still offset by his amazing strengths in his great range, quick frame data in proportion to his range, high damage output and power, and amazing mobility (especially under Limit Break status), with most smashers agreeing he has few losing matchups (the most prominent one being {{SSB4|Sheik}}). Much like {{SSB4|Mario}}, Cloud has a relatively low learning curve and skill floor that makes him an effective choice for beginners and inexperienced players, though due to the benefits that his most difficult techniques can offer when they are mastered, he continues to be one of the most viable characters in high-level play. His tournament representation and results are strong, with notable players like [[Smasher:Javi (Smash 4)|Javi]], {{Sm|komorikiri}}, {{Sm|MkLeo}}, {{Sm|Ned}} and {{Sm|Tweek}} all having placed high in national tournaments, and he is considered to be an even better character for doubles play, as his Limit Break specials are more reliable and easier to land at the end of a team combo, he can provide stage control and wall out the opponents for a teammate, and his teammate can assist him in recovering easily onto the stage. Thus, Cloud's doubles representation is much stronger in comparison to his singles results, with smashers like {{Sm|MVD}} and {{Sm|Nairo}} using him to great success.
Overall, while Cloud has all the tools required to be successful, the player is forced to manage his resources to the best of their ability, and they must avoid being thrown off the stage at all times. His combo game and KOing ability, while unique and powerful, can sometimes be inconsistent. Even though Cloud has many playstyles applicable to him, the combination of all of the traits above make him a fundamentals-oriented character most of the time. His weaknesses, however, are still offset by his amazing strengths in his great range, quick frame data in proportion to his range, high damage output and power, and amazing mobility (especially under Limit Break status), with most smashers agreeing he has few losing matchups (the most prominent one being {{SSB4|Sheik}}). Much like {{SSB4|Mario}}, Cloud has a relatively low learning curve and skill floor that makes him an effective choice for beginners and inexperienced players, though due to the benefits that his most difficult techniques can offer when they are mastered, he continues to be one of the most viable characters in high-level play. His tournament representation and results are strong, with notable players like [[Smasher:Javi (Smash 4)|Javi]], {{Sm|komorikiri}}, {{Sm|MkLeo}}, {{Sm|Ned}} and {{Sm|Tweek}} all having placed high in national tournaments, and he is considered to be an even better character for doubles play, as his Limit Break specials are more reliable and easier to land at the end of a team combo, he can provide stage control and wall out the opponents for a teammate, and his teammate can assist him in recovering easily onto the stage. Thus, Cloud's doubles representation is much stronger in comparison to his singles results, with smashers like {{Sm|MVD}} and {{Sm|Nairo}} using him to great success.

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