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| ==Overview== | | ==Overview== |
| A downward stab with the Buster Sword that boasts a large, powerful sweetspot and decent speed. It serves as a threatening [[Edgeguarding|edgeguard]] due to its size and [[Spike|spiking]] capability, and an effective deterrent for juggling because of its surprisingly wide and long-lasting sourspot. This combined with its ability to autocancel out of a full hop or a short hop off of a platform make it deceptively difficult to intercept or punish. | | A downward stab with the Buster Sword that boasts a large, powerful sweetspot and decent speed. It serves as a threatening [[Edgeguarding|edgeguard]] due to its size and [[Spike|spiking]] capability, and an effective deterrent for juggling because of its surprisingly wide and long-lasting sourspot. [[Auto-canceling|Autocancelling]] the move allows the low knockback of the sourspot to offer combo potential into a variety of finishers, while also making it deceptively difficult to intercept or punish. |
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| [[Auto-canceling|Autocancelling]] the move allows the low knockback of the sourspot to offer combo potential into a variety of finishers, such as any of Cloud's aerials or specials, and even a footstool. When it comes to followups from down aerial's sourspot, neutral aerial is the easiest and works at the widest percent window, due to its high speed and infamously massive coverage. Forward air, Limit Break side special, Finishing Touch, and another down air are the most potent but also the most situational finishers, able to take stocks off of the top, bottom, or side, but requiring precision and/or the use of a Limit Break. Up and Back aerial are fairly reliable and easy options that can lead to high damage or kill confirms, while footstooling is difficult and won't work at many percentages, it can make for a powerful combo extender. | |
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| When using down aerial for edgeguarding, one can't simply drop off the stage with it. The move lasts so long that even with a double jump on hand, Cloud's recovery usually won't suffice. Instead, Cloud players will grab the edge of the stage after knocking an opponent off. Once their enemy is about recover, the player will drop from ledge only to double jump immediately after while performing a down aerial at the same time, placing a large, spike right where the opponent is headed while jumping safely back onstage. Alternatively, Cloud players may instead attempt to pierce the ledge with their down air, short hopping and landing with a down air right when they think their opponent is about to grab the edge. The timing is tough, but it can KO very quickly if timed correctly, while requiring little risk on Cloud's end.
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| ==Hitboxes== | | ==Hitboxes== |