Editing Cloud (SSBU)

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 30: Line 30:
Cloud is a [[weight|middleweight]] swordsman, tied with {{SSBU|Mii Swordfighter}} at 100 units of weight. Despite his weight class, Cloud boasts high overall mobility: he has average [[walk]]ing speed, very fast [[dash]]ing speed, above-average [[air speed]] and average [[air acceleration]], which collectively make him quick both on the ground and in the air. Cloud also has above-average [[falling speed]] and high [[gravity]], however, which prevent him from staying in the air for long in spite of his good aerial maneuverability.
Cloud is a [[weight|middleweight]] swordsman, tied with {{SSBU|Mii Swordfighter}} at 100 units of weight. Despite his weight class, Cloud boasts high overall mobility: he has average [[walk]]ing speed, very fast [[dash]]ing speed, above-average [[air speed]] and average [[air acceleration]], which collectively make him quick both on the ground and in the air. Cloud also has above-average [[falling speed]] and high [[gravity]], however, which prevent him from staying in the air for long in spite of his good aerial maneuverability.


While under his unique Limit Break status, Cloud's already impressive mobility improves further. His [[traction]] slightly improves, his dashing speed becomes even faster, his falling speed becomes the fourth fastest, and his air speed becomes the fastest in the game under normal circumstances. His increased gravity and falling speed, however, make his jumps slightly lower and prevent him from autocanceling some of his aerial attacks (notably back aerial and up aerial) as easily. As a result, Cloud's Limit Break status only marginally benefits his aerial mobility, but it can nevertheless help him move along the ground better.
However, Cloud's Limit Break status improves his already impressive mobility. His [[traction]] slightly improves, his dashing speed becomes even faster, his falling speed becomes the fourth fastest, and his air speed becomes the fastest in the game under normal circumstances. His increased gravity and falling speed, however, make his jumps slightly lower and prevent him from autocanceling some of his aerial attacks (notably back aerial and up aerial) as easily. As a result, Cloud's Limit Break status only marginally benefits his aerial mobility, but it can nevertheless help him move along the ground better.


Cloud's greatest asset is his effective [[range]], courtesy of his Buster Sword; Cloud's attacks have among the longest reaches in the game and can space out the opponent quite easily, snuff out opposing approaches and adeptly punish most careless attacks due to his speed and range. A prime example of this trait is Cloud's aerial attacks: neutral aerial, despite having its range decreased noticeably in the transition to ''Ultimate'', still covers Cloud's hurtbox well, making it a go-to option for spacing or air-to-ground transition movement. It is also very fast on both ends, can autocancel with a short hop, and has a low launching angle, all of which make it a good edgeguarding and spacing tool despite its below-average knockback.
Cloud's greatest asset is his effective [[range]], courtesy of his Buster Sword; Cloud's attacks have among the longest reaches in the game and can space out the opponent quite easily, snuff out opposing approaches and adeptly punish most careless attacks due to his speed and range. A prime example of this trait is Cloud's aerial attacks: neutral aerial, despite having its range decreased noticeably in the transition to ''Ultimate'', still covers Cloud's hurtbox well, making it a go-to option for spacing or air-to-ground transition movement. It is also very fast on both ends, can autocancel with a short hop, and has a low launching angle, all of which make it a good edgeguarding and spacing tool despite its below-average knockback.

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 1 meta category: