Editing Cloud (SSBU)

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Cloud's nerfs have primarily addressed his most powerful moves and traits. [[Limit Charge]] can no longer be [[charge-cancel|instant charge-canceled]] since it incurs 7 frames of lag when canceling a charge, will have its charge neutralized if Cloud is hit during the process of charging, and [[Limit (status)|Limit]]'s mobility and special move buffs now end on their own after 15 seconds if none of his Limit Break special moves are used. These changes result in Cloud's Limit mechanic no longer being able to be kept for [[mindgame]]s or a lasting stat boost, and forces him to be more cautious of both charging and activating it, vastly reducing the sheer game changing abilities it once had in the previous game.
Cloud's nerfs have primarily addressed his most powerful moves and traits. [[Limit Charge]] can no longer be [[charge-cancel|instant charge-canceled]] since it incurs 7 frames of lag when canceling a charge, will have its charge neutralized if Cloud is hit during the process of charging, and [[Limit (status)|Limit]]'s mobility and special move buffs now end on their own after 15 seconds if none of his Limit Break special moves are used. These changes result in Cloud's Limit mechanic no longer being able to be kept for [[mindgame]]s or a lasting stat boost, and forces him to be more cautious of both charging and activating it, vastly reducing the sheer game changing abilities it once had in the previous game.


Disregarding the changes to landing lag, Cloud's infamous aerial game has also been toned down. [[Neutral aerial]] has a new animation that significantly reduces its range, making it less safe and effective for spacing. [[Down aerial]]'s lingering hitbox ends earlier and has more ending lag, making it much harder to follow up in midair and riskier to use to combat juggling. His notorious [[up aerial]] has seen the most substantial nerfs: its increased startup with no animation change significantly reduces its range below him, the clean hit has smaller hitboxes, and the whole move has worsened KO ability and autocancel window; these changes almost completely remove its ability to start combos on grounded opponents, and reduce its incontestability as well as its previously respectable KO power.
Disregarding the changes to landing lag, Cloud's infamous aerial game has also been toned down. [[Neutral aerial]] has a new animation that significantly reduces its range, making it less safe and effective for spacing. [[Down aerial]]'s lingering hitbox ends earlier and has more ending lag, making it much harder to follow up in midair and riskier to use to combat juggling. His notorious [[up aerial]] has seen the most substantial nerfs: its increased startup with no animation change significantly reduces its range in front of him, the clean hit has smaller hitboxes, and the whole move has less power and a lowered autocancel window; these changes almost completely remove its ability to start combos on grounded opponents, and reduce its incontestability as well as its previously respectable KO power.


Cloud's already poor grab game was also hindered even further; despite his faster pummel and his slower animations now matching his grabs' startup, down throw has lost its already lacking combo potential, and the universal nerfs to grabs have slightly reduced dash grab's already lackluster range and made his own grabs slower and more punishable. Finally, other minor nerfs were to his smash attacks, as [[forward smash]] has slightly more ending lag and less range, and [[down smash]]'s damage and KO power were reduced.
Cloud's already poor grab game was also hindered even further; despite his faster pummel and his slower animations now matching his grabs' startup, down throw has lost its already lacking combo potential, and the universal nerfs to grabs have slightly reduced dash grab's already lackluster range and made his own grabs slower and laggier, especially compared to the rest of the cast. Finally, other minor nerfs were to his smash attacks, as [[forward smash]] has slightly more ending lag and has less range, and [[down smash]]'s power was reduced.


Despite these changes, the changes to game physics have significantly benefited Cloud. The reductions to [[landing lag]] benefit Cloud more than most characters, as his aerials' lower landing lag now give him a more conventional combo game since he can follow up from them more consistently (most notably with his forward, back and up aerials, the latter despite its stricter autocancel window), and combined with his Buster Sword's respectable range and excellent mobility, this also drastically benefits his spacing game (most infamously with his [[back aerial]], now widely considered the best in the game). On that note, much like the returning cast, Cloud now sports even faster mobility, making him harder to catch and easier for him to keep up with the cast. The changes to [[air dodge]] mechanics improve his edgeguarding game and keep his juggling prowess mostly intact despite his other nerfs, and the reintroduction of directional air dodges allow him to extend his notoriously weak horizontal recovery when his Limit Meter is not fully charged, and now make him much harder to gimp if he is grabbed during Climhazzard. The ability to [[dash-canceling|dash cancel]] into any ground move and the introduction of [[spot dodge]] canceling both allow Cloud to make even better use of his ground attacks to approach and KO, making his ground game more imposing.
Despite these changes, the changes to game physics have dramatically beneffited Cloud. The reductions to [[landing lag]] benefit Cloud arguably more than any other character, as his aerials' lower landing lag now give him a more conventional combo game since he can follow up from them more consistently (most notably with his forward, back and up aerials, the latter despite its stricter autocancel window), and combined with his Buster Sword's respectable range and excellent mobility, this also drastically benefits his spacing game (most infamously with his [[back aerial]], now widely considered the best in the game). On that note, much like the returning cast, Cloud now sports even faster mobility, making him harder to catch and easier for him to keep up with the cast. The changes to [[air dodge]] mechanics improve his edgeguarding game and keep his juggling prowess mostly intact despite his other nerfs, and the reintroduction of directional air dodges allow him to extend his notoriously weak horizontal recovery when his Limit Meter is not fully charged, and now make him much harder to gimp if he is grabbed during Climhazzard. The ability to [[dash-canceling|dash cancel]] into any ground move and the introduction of [[spot dodge]] canceling both allow Cloud to make even better use of his ground attacks to approach and KO, making his ground game more imposing.


Cloud has also received a fair share of [[buff]]s to his less impressive moves. [[Dash attack]] and [[up smash]] are now much more reliable KO options thanks to their increased knockback. His special moves have also been given some noteworthy improvements without the need for Limit. [[Blade Beam]] has ending lag, making it less punishable and giving Cloud a semi-reliable camping tool. [[Climhazzard]] has much lower landing lag and transitions quicker, now making it one of the most reliable and infamous [[out of shield]] options in the game; it can also be teched at the end of the move, snaps to ledge faster when using the downward slash, and KOs more consistently if used offstage due to the changes to [[meteor smash]]es, making it more consistent for [[sacrificial KO]]s. [[Limit Charge]] now allows Cloud to jump or [[air dodge]] out of it, charges significantly faster when he inflicts damage, and is now displayed above his [[damage meter]].
Cloud has also received a fair share of [[buff]]s to his less impressive moves. [[Dash attack]] and [[up smash]] are now much more reliable KO options thanks to their increased knockback. His special moves have also been given some noteworthy improvements without the need for Limit. [[Blade Beam]] has ending lag, making it less punishable and giving Cloud a semi-reliable camping tool. [[Climhazzard]] has much lower landing lag and transitions quicker, now making it one of the most reliable and infamous [[out of shield]] options in the game; it can also be teched at the end of the move, snaps to ledge faster when using the downward slash, and KOs more consistently if used offstage due to the changes to [[meteor smash]]es, making it more consistent for [[sacrificial KO]]s. [[Limit Charge]] now allows Cloud to jump or [[air dodge]] out of it, charges significantly faster when he inflicts damage, and is now displayed above his [[damage meter]].
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*{{Sm|Masashi|Japan}} - The best Cloud player in Japan in the early metagame, notably placing well at the largest events of the year -- 25th at {{Trn|EVO Japan 2020}} and 33rd at {{Trn|EVO 2019}} -- despite an overall mixed track record. However, his results have since been on the decline.  
*{{Sm|Masashi|Japan}} - The best Cloud player in Japan in the early metagame, notably placing well at the largest events of the year -- 25th at {{Trn|EVO Japan 2020}} and 33rd at {{Trn|EVO 2019}} -- despite an overall mixed track record. However, his results have since been on the decline.  
*{{Sm|Niko|USA}} - One of the best Cloud players in the United States. He has consistently placed top 8 in his region, including placing 7th at the superregional {{Trn|Lost Tech City 2022}}. In addition, he has seen consistent top 64 placement at majors, including 17th at {{Trn|Rise 'N Grind}} and 33rd at {{Trn|Double Down 2022}}. He was ranked 56th on the [[UltRank 2022]].
*{{Sm|Niko|USA}} - One of the best Cloud players in the United States. He has consistently placed top 8 in his region, including placing 7th at the superregional {{Trn|Lost Tech City 2022}}. In addition, he has seen consistent top 64 placement at majors, including 17th at {{Trn|Rise 'N Grind}} and 33rd at {{Trn|Double Down 2022}}. He was ranked 56th on the [[UltRank 2022]].
*{{Sm|Sparg0|Mexico}} - One of the best ''Ultimate'' players of all time and the best Cloud player of all time. He has many major wins under his belt and is one of the players with the most major wins, and has several "Premier" tournament victories going by [[LumiRank]].
*{{Sm|Sparg0|Mexico}} - One of the [[Four Horsemen]] and one of the first Cloud players to make a notable impact on the ''Ultimate'' metagame and has since become one of the best players in the world in the post-online metagame. He has many major wins under his belt and is one of the players with the most major wins.
*{{Sm|YOC|Japan}} - The best Cloud player in Japan in the post-online metagame, although similar to Masashi his track record has also been mixed. He is the only other Cloud player aside from Sparg0 who has placed top 8 at a major with solo-Cloud, placing 7th at {{Trn|Maesuma TOP 8}}. He has also placed top 64 at several majors, including placing 13th at {{Trn|UltCore}} and 17th at {{Trn|Kagaribi 7}}.
*{{Sm|YOC|Japan}} - The best Cloud player in Japan in the post-online metagame, although similar to Masashi his track record has also been mixed. He is the only other Cloud player aside from Sparg0 who has placed top 8 at a major with solo-Cloud, placing 7th at {{Trn|Maesuma TOP 8}}. He has also placed top 64 at several majors, including placing 13th at {{Trn|UltCore}} and 17th at {{Trn|Kagaribi 7}}.


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*With {{SSBU|Marth}} and {{SSBU|Roy}} now dubbed in English for international releases of ''Ultimate'', Cloud is the one of the four playable characters along with {{SSBU|Hero}}, {{SSBU|Mewtwo}} and {{SSBU|Sephiroth}} with an established English voice actor (in Cloud's case, {{iw|wikipedia|Steve Burton|actor}} at the time of the game's launch) to only be voiced by his Japanese voice actor in all versions of ''Ultimate''.
*With {{SSBU|Marth}} and {{SSBU|Roy}} now dubbed in English for international releases of ''Ultimate'', Cloud is the one of the four playable characters along with {{SSBU|Hero}}, {{SSBU|Mewtwo}} and {{SSBU|Sephiroth}} with an established English voice actor (in Cloud's case, {{iw|wikipedia|Steve Burton|actor}} at the time of the game's launch) to only be voiced by his Japanese voice actor in all versions of ''Ultimate''.
**Additionally, he, Sephiroth, and {{SSBU|Kazuya}} are the only ones who speak in Japanese in all versions of the game, while they and {{SSBU|Min Min}} are the only characters to not speak English in all versions of the game.
**Additionally, he, Sephiroth, and {{SSBU|Kazuya}} are the only ones who speak in Japanese in all versions of the game, while they and {{SSBU|Min Min}} are the only characters to not speak English in all versions of the game.
*Within the 1,297 spirits included at launch in the game, Cloud has the fewest [[Spirit]] battles out of the entire non-DLC roster, being only part of the Zeke and [[Master Edges]] spirits. If post-launch spirits are counted, however, both {{SSBU|Olimar}} and {{SSBU|Dark Pit}} take this distinction instead.
*Within the 1,297 spirits included at launch in the game, Cloud has the fewest [[Spirit]] battles out of the entire non-DLC roster, being only part of the Zeke and [[Master Edges]] spirits. If post-launch spirits are counted, however, {{SSBU|Olimar}} takes this distinction instead.
**Since both spirit battles do not take place during World of Light's events, Cloud is one of two characters whose only appearance is as their original fighter in World of Light (the other being the {{SSBU|Pokémon Trainer}}).
**Since both spirit battles do not take place during World of Light's events, Cloud is one of two characters whose only appearance is as their original fighter in World of Light (the other being the {{SSBU|Pokémon Trainer}}).
***Technically, {{SSBU|Bowser Jr.}} and {{SSBU|Olimar}} themselves also hold this distinction, even though their alternate costumes (the Koopalings and Alph) do appear in Spirit Battles in said mode.
***Technically, {{SSBU|Bowser Jr.}} and {{SSBU|Olimar}} themselves also hold this distinction, even though their alternate costumes (the Koopalings and Alph) do appear in Spirit Battles in said mode.

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