Editing Cloud (SSB4)

From SmashWiki, the Super Smash Bros. wiki
Jump to navigationJump to search
Warning You aren't logged in. While it's not a requirement to create an account, doing so makes it a lot easier to keep track of your edits and a lot harder to confuse you with someone else. If you edit without being logged in, your IP address will be recorded in the page's edit history.

The edit can be undone. Please check the comparison below to verify that this is what you want to do, and then publish the changes below to finish undoing the edit.

Latest revision Your text
Line 35: Line 35:
In reference to ''Final Fantasy VII'', Cloud possesses a unique Limit Break mechanic. It manifests itself in the form of a gauge, which becomes visible while charging it to show its progress, similarly to {{SSB4|Little Mac}}'s [[Power Meter]]. Cloud can charge Limit Break by dealing 250% damage, receiving 100% damage, or by instantly charging it with his down special, [[Limit Charge]]. Unlike most other chargeable special moves, it can be canceled with a simple special move button press, or even [[instant charge-cancel|instantly canceled]] into an attack, the latter being a trait shared only with [[Gyro]]. After it is full, Cloud gets a boost in all of his movement attributes except for attack speed, allowing him to move very quickly across the stage and in the air, with his overall mobility almost rivaling that of {{SSB4|Captain Falcon}} and {{SSB4|Sonic}}. In addition, all of Cloud's special attacks are given a single-use power boost, with all of them dealing more damage and high knockback to the point of KOing reliably around 90%-120%. Limit Charge is also converted to Finishing Touch, a spinning slash with such tremendous knockback that can KO most characters around 60%-70%. It also emits a [[Windbox|whirlwind]] that pushes away opponents, making it harder to punish and providing Cloud a situational method of [[gimp]]ing weak recoveries. With the exception of Finishing Touch, all Limit Break specials are also granted brief [[intangibility]] upon start-up, as well as additional properties: Blade Beam is faster, stronger, and has [[transcendent priority]]; Cross Slash requires no additional button inputs and strikes five times immediately, has very low ending lag in relation to its immense power, and stalls him completely in the air; and Climhazzard grants more vertical distance and much more horizontal momentum, as well as having the ability to [[edge sweetspot]] at any time. With all these benefits underneath the Limit Break status, players must be wary of this, as one small slip-up from the opponent can give Cloud the perfect opportunity to strike and turn the tide of battle instantaneously, making Cloud's Limit Break a mechanic that should not be taken lightly when in the hands of a competent player.
In reference to ''Final Fantasy VII'', Cloud possesses a unique Limit Break mechanic. It manifests itself in the form of a gauge, which becomes visible while charging it to show its progress, similarly to {{SSB4|Little Mac}}'s [[Power Meter]]. Cloud can charge Limit Break by dealing 250% damage, receiving 100% damage, or by instantly charging it with his down special, [[Limit Charge]]. Unlike most other chargeable special moves, it can be canceled with a simple special move button press, or even [[instant charge-cancel|instantly canceled]] into an attack, the latter being a trait shared only with [[Gyro]]. After it is full, Cloud gets a boost in all of his movement attributes except for attack speed, allowing him to move very quickly across the stage and in the air, with his overall mobility almost rivaling that of {{SSB4|Captain Falcon}} and {{SSB4|Sonic}}. In addition, all of Cloud's special attacks are given a single-use power boost, with all of them dealing more damage and high knockback to the point of KOing reliably around 90%-120%. Limit Charge is also converted to Finishing Touch, a spinning slash with such tremendous knockback that can KO most characters around 60%-70%. It also emits a [[Windbox|whirlwind]] that pushes away opponents, making it harder to punish and providing Cloud a situational method of [[gimp]]ing weak recoveries. With the exception of Finishing Touch, all Limit Break specials are also granted brief [[intangibility]] upon start-up, as well as additional properties: Blade Beam is faster, stronger, and has [[transcendent priority]]; Cross Slash requires no additional button inputs and strikes five times immediately, has very low ending lag in relation to its immense power, and stalls him completely in the air; and Climhazzard grants more vertical distance and much more horizontal momentum, as well as having the ability to [[edge sweetspot]] at any time. With all these benefits underneath the Limit Break status, players must be wary of this, as one small slip-up from the opponent can give Cloud the perfect opportunity to strike and turn the tide of battle instantaneously, making Cloud's Limit Break a mechanic that should not be taken lightly when in the hands of a competent player.


However, Cloud has some severe flaws. The most prominent one is his poor recovery. Despite his aerial mobility and jump height is arguably better than most sword-wielding characters, his diagonal speed remains slow when compared to them, making him prone to [[edgeguarding]] and [[gimping]], and making it mandatory to stay a safe distance within reaching the edge. Climhazzard is also a terrible recovery move for many reasons: it grants below-average vertical distance, little horizontal momentum, its ascending hit is completely incapable of edge sweetspotting, and its descending hit cannot edge sweetspot until it covers some prior distance. Additionally, if for any reason Cloud gets hit at the apex of Climhazzard, he is not able to tech a single-hit move regardless of how far or near he is to a wall, although he can still tech if he gets hit by a command grab or a multiple hit move. These factors make Cloud's recovery somewhat comparable to that of Little Mac, {{SSB4|Ganondorf}} and {{SSB4|Dr. Mario}}, in the sense that it is one of the riskiest and most ineffective without use of his [[wall jump]] or Limit Break Climhazzard (which loses the active hitbox near the end of his ascent, making it less safe than the regular Climhazzard in some situations). Cloud can stall his descent with Blade Beam and Cross Slash, although they only do so after one use. Additionally, the former's slower start-up and ending lag can make its use problematic against opponents already close to the edge or in prime position to reflect it, while the latter slows down his air speed significantly. The last problem about his recovery is that if he gets grabbed near the edge without his double jump and gets air released, he will not be able to return to the stage unless he properly times a Blade Beam to stall towards the edge, uses aerials or air dodges to reset his momentum, or possesses a Limit Break.
However, Cloud has some severe flaws. The most prominent one is his atrocious recovery. Despite his aerial mobility and jump height is arguably better than most sword-wielding characters, his diagonal speed remains slow when compared to them, making him prone to [[edgeguarding]] and [[gimping]], and making it mandatory to stay a safe distance within reaching the edge. Climhazzard is also a terrible recovery move for many reasons: it grants below-average vertical distance, little horizontal momentum, its ascending hit is completely incapable of edge sweetspotting, and its descending hit cannot edge sweetspot until it covers some prior distance. Additionally, if for any reason Cloud gets hit at the apex of Climhazzard, he is not able to tech a single-hit move regardless of how far or near he is to a wall, although he can still tech if he gets hit by a command grab or a multiple hit move. These factors make Cloud's recovery somewhat comparable to that of Little Mac, {{SSB4|Ganondorf}} and {{SSB4|Dr. Mario}}, in the sense that it is one of the riskiest and most ineffective without use of his [[wall jump]] or Limit Break Climhazzard (which loses the active hitbox near the end of his ascent, making it less safe than the regular Climhazzard in some situations). Cloud can stall his descent with Blade Beam and Cross Slash, although they only do so after one use. Additionally, the former's slower start-up and ending lag can make its use problematic against opponents already close to the edge or in prime position to reflect it, while the latter slows down his air speed significantly. The last problem about his recovery is that if he gets grabbed near the edge without his double jump and gets air released, he will not be able to return to the stage unless he properly times a Blade Beam to stall towards the edge, uses aerials or air dodges to reset his momentum, or possesses a Limit Break.


Another glaring flaw is his grab game. Cloud's grab range is abysmally short, having the third shortest overall in the game. His throws' damage outputs are only average at best, and barring down throw at low percents, they lack any sort of combo potential, making them comparable to {{SSB4|Jigglypuff}}'s throws in regard to inefficiency. His forward and back throws' decent speed are significantly offset by the problematic combination of their virtual lack of combo potential and low knockback scaling. Additionally, both fail to KO before 300%, unless the opponent is light and Cloud is at the edge upon performing them. His up and down throws both have misleading power, failing to KO until well beyond 200%. Up throw has too much ending lag for reliably comboing, while down throw doesn't have reliable combos at low percentages and loses all of its combo potential past low-mid percentages if the opponent DIs properly.
Another glaring flaw is his grab game. Cloud's grab range is abysmally short, having the third shortest overall in the game. His throws' damage outputs are only average at best, and barring down throw at low percents, they lack any sort of combo potential, making them comparable to {{SSB4|Jigglypuff}}'s throws in regard to inefficiency. His forward and back throws' decent speed are significantly offset by the problematic combination of their virtual lack of combo potential and low knockback scaling. Additionally, both fail to KO before 300%, unless the opponent is light and Cloud is at the edge upon performing them. His up and down throws both have misleading power, failing to KO until well beyond 200%. Up throw has too much ending lag for reliably comboing, while down throw doesn't have reliable combos at low percentages and loses all of its combo potential past low-mid percentages if the opponent DIs properly.

Please note that all contributions to SmashWiki are considered to be released under the Attribution-ShareAlike 3.0 Unported license (see SmashWiki:Copyrights for details). Your changes will be visible immediately. Please enter a summary of your changes above.

Do not submit copyrighted work without permission!

Cancel Editing help (opens in new window)

Templates used on this page:

This page is a member of 2 meta categories: