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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 | 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. | ||
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 | 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. | ||
Despite these changes, the changes to game physics have | 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. | ||
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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| shorthop=17 | rshorthop=29-30 | | shorthop=17 | rshorthop=29-30 | ||
| djump=32.5 | rdjump=54-56 | | djump=32.5 | rdjump=54-56 | ||
| ellag=4 | rellag=2-75 | |||
}} | }} | ||
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===[[Crowd cheer]]=== | ===[[Crowd cheer]]=== | ||
<div class="tabber"> | <div class="tabber"> | ||
<div class="tabbertab" title="English, Japanese/Chinese, Italian, Dutch, French"> | <div class="tabbertab" title="English, Japanese/Chinese, Italian, Dutch, German/French"> | ||
{| class="wikitable" border="1" cellpadding="4" cellspacing="1" | {| class="wikitable" border="1" cellpadding="4" cellspacing="1" | ||
|- | |- | ||
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!Cheer (Italian) | !Cheer (Italian) | ||
!Cheer (Dutch) | !Cheer (Dutch) | ||
!Cheer (French) | !Cheer (German/French) | ||
|- | |- | ||
! scope="row"|Cheer | ! scope="row"|Cheer | ||
|[[File:Cloud Cheer English SSBU.ogg|center]]||[[File:Cloud Cheer Japanese SSBU.ogg|center]]||[[File:Cloud Cheer Italian SSBU.ogg|center]]||[[File:Cloud Cheer Dutch SSBU.ogg|center]]|| | |[[File:Cloud Cheer English SSB4 SSBU.ogg|center]]||[[File:Cloud Cheer Japanese SSBU.ogg|center]]||[[File:Cloud Cheer Italian SSB4 SSBU.ogg|center]]||[[File:Cloud Cheer Dutch SSBU.ogg|center]]||[[File:Cloud Cheer German & French SSB4 SSBU.ogg|center]] | ||
|- | |- | ||
! scope="row"|Description | ! scope="row"|Description | ||
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|} | |} | ||
</div> | </div> | ||
<div class="tabbertab" title=" | <div class="tabbertab" title="Spanish, Russian, Korean"> | ||
{| class="wikitable" border="1" cellpadding="4" cellspacing="1" | {| class="wikitable" border="1" cellpadding="4" cellspacing="1" | ||
|- | |- | ||
! | ! | ||
!Cheer (Spanish) | !Cheer (Spanish) | ||
!Cheer (Russian) | !Cheer (Russian) | ||
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|- | |- | ||
! scope="row"|Cheer | ! scope="row"|Cheer | ||
|[[File:Cloud Cheer Spanish SSB4 SSBU.ogg|center]]||[[File:Cloud Cheer Russian SSBU.ogg|center]]||[[File:Cloud Cheer Korean SSBU.ogg|center]] | |||
|- | |- | ||
! scope="row"|Description | ! scope="row"|Description | ||
|Cloud! | |Cloud, Cloud, y na - die más! || Cloud! Cloud! || Keu - lla - u - deu! | ||
|} | |} | ||
</div> | </div> | ||
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''See also: [[:Category:Cloud players (SSBU)]]'' | ''See also: [[:Category:Cloud players (SSBU)]]'' | ||
*{{Sm|CurryGovernor|UK}} - The best Cloud player in Europe. | *{{Sm|CurryGovernor|UK}} - The best Cloud player in Europe, playing the character for his entire competitive career aside from a brief stint with {{SSBU|Chrom}} in the first half of 2022. His breakout event was his 7th-place finish at {{Trn|Valhalla III}}, where he defeated several notable European talent including {{Sm|Oryon}}, {{Sm|Tru4}}, and {{Sm|Peli}}. In addition to other successful performances outside his region, including 9th at {{Trn|GLORY 3}} defeating {{Sm|Chag}}, he has also placed highly at many UK events, including 2nd at {{Trn|KO: The Main Event}} defeating {{Sm|Luugi}} and 3rd at {{Trn|Invasion: January 2022}}. | ||
*{{Sm|enhancedpv|USA}} - | *{{Sm|enhancedpv|USA}} - One of the best Cloud players in North America, especially during the online metagame and in 2022, eventually ranking 100th on the [[UltRank 2022]] thanks to noteworthy major performances such as 17th at {{Trn|Mainstage 2022}} and 25th at {{Trn|The Big House 10}}, defeating {{Sm|yonni}} in the former and {{Sm|Ned}} in the latter. He has seldomly attended majors since, though he had a notable run to 17th at {{Trn|Let's Make Big Moves 2023}} with a win over {{Sm|Onin}}, and continues to dominate competitive play in his region. | ||
*{{Sm|Kola|USA}} - Although known | *{{Sm|Kola|USA}} - Although better known for his {{SSBU|Roy}}, Kola also played Cloud throughout his competitive career, especially in the early metagame and 2021 where he used Cloud as a co-main, including winning {{Trn|InfinityCON Tally 2021}} with primarily Cloud and both {{Trn|SWT: NA East Ultimate Regional Finals}} and {{Trn|CEO 2021}} using Cloud in crucial sets, in addition to placing 2nd at {{Trn|Just Roll With It! 11}} and 5th at {{Trn|2GG: Grand Tour - South Carolina}} with primarily Cloud. He has since relegated Cloud to a secondary or counterpick in matchups that are less favorable to Roy. | ||
*{{Sm|Masashi|Japan}} - The best Cloud player in Japan in the early metagame, notably | *{{Sm|Masashi|Japan}} - The best Cloud player in Japan in the early metagame. Alongside a series of great performances at {{Trn|Sumabato}} and {{Trn|Karisuma}} events, he notably placed well at two of the largest events of the early metagame -- 25th at {{Trn|EVO Japan 2020}} and 33rd at {{Trn|EVO 2019}} -- despite an overall mixed track record at major events. He has achieved some success in the post-pandemic metagame, including placing 13th at {{Trn|Maesuma TOP 6}} and 17th at {{Trn|Maesuma TOP 9}}; however, his results became increasingly inconsistent as time went on. | ||
*{{Sm|Niko|USA}} - One of the best Cloud players in | *{{Sm|Niko|USA}} - One of the best Cloud players in North America. He is best known for his performance at {{Trn|Lost Tech City 2022}}, where he defeated {{Sm|WaDi}}, {{Sm|MVD}}, and {{Sm|Skyjay}} to place 7th, in addition to several other noteworthy performances that year, including 17th at {{Trn|Rise 'N Grind}}, which led to him ranking 56th on the [[UltRank 2022]]. Since then, he remains mostly active in his region, with strong performances such as 13th at {{Trn|Low Tide City 2023}} and 25th at {{Trn|Rise 'N Grind 2023}}, and has only made a handful of appearances outside his region, most notably placing 13th at {{Trn|Luminosity Makes BIG Moves 2024}}. | ||
*{{Sm|Sparg0|Mexico}} - One of the | *{{Sm|Sparg0|Mexico}} - One of the greatest ''Ultimate'' players of all-time and by far the greatest Cloud player of all-time, his performances greatly contributing to an improvement in Cloud's community reception. In addition to being one of the earliest successful Cloud players in competitive play, he is also the only Cloud player who remains relevant in top-level play throughout competitive ''Ultimate'', having been frequently ranked among the top 3 since the online metagame. He has won many supermajors, including {{Trn|Kagaribi 10}}, {{Trn|Watch The Throne}}, and {{Trn|Supernova 2024}}, and remains the only Cloud player to win a major. | ||
*{{Sm|YOC|Japan}} - The best Cloud player in Japan in the post- | *{{Sm|YOC|Japan}} - The best Cloud player in Japan in the post-pandemic metagame, although similar to Masashi, his major performances have also been inconsistent. His 7th-place finish at {{Trn|Maesuma TOP 8}} remains the only top 8 major finish from a primarily Cloud player other than Sparg0, and he has also placed 9th at {{Trn|Seibugeki 15}} and 13th at {{Trn|UltCore}}. In addition, YOC has several noteworthy superregional performances, having placed 5th at both {{Trn|Gen 1.0}} and {{Trn|WAVE CHAMPIONS 1}} as well as 7th at {{Trn|Gen 1.1}}, defeating {{Sm|Umeki}} in the latter event. | ||
===Tier placement and history=== | ===Tier placement and history=== | ||
While Cloud was initially considered to be an extremely potent character, his results initially saw a significant drop from his ''Smash 4'' days as most of his best players either moved on from competitive ''Smash'' or dropped the character. This is due to Cloud's noticeably worse toolkit and flaws, such as inconsistencies with KOing, the shortened Limit Gauge time, his linear recovery, and his poor grab game, becoming more apparent in the new metagame. As such, players initially considered him to be amongst the lower half of mid tier, with many of | While Cloud was initially considered to be an extremely potent character, his results initially saw a significant drop from his ''Smash 4'' days, as most of his best players either moved on from competitive ''Smash'' or dropped the character. This is due to Cloud's noticeably worse toolkit and flaws, such as inconsistencies with KOing, the shortened Limit Gauge time, his linear recovery, and his poor grab game, becoming more apparent in the new metagame. As such, players initially considered him to be amongst the lower half of mid tier, with many of his top players even agreeing that he belongs there. | ||
Cloud's reputation started to improve around the summer of 2019 thanks to the efforts of players such as {{Sm|Kola}} and {{Sm|Sparg0}}, both of whom managed to see consistent national-level success and wins, as well as Cloud's noteworthy buffs in update 7.0.0 | Cloud's reputation started to improve around the summer of 2019 thanks to the efforts of players such as {{Sm|Kola}} and {{Sm|Sparg0}}, both of whom managed to see consistent national-level success and wins, as well as Cloud's noteworthy buffs in update 7.0.0 which improved his KO power. This perception continued to improve during the [[COVID-19 pandemic and its impact on competitive Smash|COVID-19 pandemic]] thanks to the efforts of Sparg0, who used both Cloud and the then-newly released {{SSBU|Pyra}} and {{SSBU|Mythra}} to eventually claim the top spot on the [[Wi-Fi Warrior Rank v7]]. When offline competitive play returned, Sparg0 established himself as one of the best players in the world, eventually winning his first major at {{Trn|Smash Ultimate Summit 4}} using mostly Cloud. Since then, most of his tournament performances have been with Cloud, leading many to agree that, while he was still worse than his ''Smash 4'' counterpart, he was still just as viable in ''Ultimate''{{'}}s metagame. As such, Cloud was ranked 10th on the first tier list as a top tier character. | ||
Following the first tier list, players began questioning whether Cloud should really be considered a top tier character. These players pointed out how no other Cloud players came remotely close to Sparg0 in terms of skill level and results; {{Sm|Barnard's Loop}} noted how Sparg0 took up 50% of all Cloud results in 2023, with only one other player -- {{Sm|YOC}} -- taking up more than 5%.<ref>{{cite web|url=https://twitter.com/LoopBarnard/status/1758548672923504713|title=Cloud's representation in 2023}}</ref> In addition, Sparg0 was the only player ranked on the [[LumiRank 2023]] who primarily played Cloud, while all other players ranked with Cloud only used | Following the first tier list, players began questioning whether Cloud should really be considered a top tier character. These players pointed out how no other Cloud players came remotely close to Sparg0 in terms of skill level and results; {{Sm|Barnard's Loop}} noted how Sparg0 took up 50% of all Cloud results in 2023, with only one other player -- {{Sm|YOC}} -- taking up more than 5%.<ref>{{cite web|url=https://twitter.com/LoopBarnard/status/1758548672923504713|title=Cloud's representation in 2023}}</ref> In addition, Sparg0 was the only player ranked on the [[LumiRank 2023]] who primarily played Cloud, while all other players ranked with Cloud only used him as a secondary and to a lesser degree of success. On the other hand, with the metagame favoring characters with more patient and campier playstyles, players pointed out how Cloud served as a good counter to some of those characters, which was most apparent with Sparg0's flawless record against {{SSBU|Steve}} and {{SSBU|Mr. Game & Watch}} for that year. As such, even with the discourse surrounding Cloud's representation, he was ranked 13th on the second tier list as an A-tier, with the drop mainly being the result of the meteoric rise of {{SSBU|Snake}} and Mr. Game & Watch on the tier list. | ||
=={{SSBU|Classic Mode}}: A Ride? Not Interested.== | =={{SSBU|Classic Mode}}: A Ride? Not Interested.== | ||
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==[[Spirit]]s== | ==[[Spirit]]s== | ||
Cloud's default fighter spirit can be obtained by completing {{SSBU|Classic Mode}}. It is also available periodically for purchase in the shop for 300 Gold, but only after Cloud has been unlocked. Unlocking Cloud in World of Light allows the player to preview the first spirit below in the Spirit List under the name "???". As a fighter spirit, it cannot be used in Spirit Battles and is purely aesthetic. This fighter spirit has an alternate version that replaces them with their artwork in ''Ultimate''. Originally, only ''Ultimate''{{'}}s render of Cloud's default appearance was available for his default fighter spirit. However, update 10.1.0 added artwork of him from ''Final Fantasy VII'' for his default fighter spirit. | Cloud's default fighter spirit can be obtained by completing {{SSBU|Classic Mode}} as Cloud. It is also available periodically for purchase in the shop for 300 Gold, but only after Cloud has been unlocked. Unlocking Cloud in World of Light allows the player to preview the first spirit below in the Spirit List under the name "???". As a fighter spirit, it cannot be used in Spirit Battles and is purely aesthetic. This fighter spirit has an alternate version that replaces them with their artwork in ''Ultimate''. Originally, only ''Ultimate''{{'}}s render of Cloud's default appearance was available for his default fighter spirit. However, update 10.1.0 added artwork of him from ''Final Fantasy VII'' for his default fighter spirit. | ||
Cloud's ''Advent Children'' outfit also has a fighter spirit of its own, available through the shop, or by completing a challenge (Smash: ''As Cloud, hit an opponent with his side special, Cross Slash, while the Limit Gauge is charged''). Unlike his default fighter spirit, his ''Advent Children'' fighter spirit only uses his ''Ultimate'' P2 render instead of also featuring alternative artwork from a previous appearance. | Cloud's ''Advent Children'' outfit also has a fighter spirit of its own, available through the shop, or by completing a challenge (Smash: ''As Cloud, hit an opponent with his side special, Cross Slash, while the Limit Gauge is charged''). Unlike his default fighter spirit, his ''Advent Children'' fighter spirit only uses his ''Ultimate'' P2 render instead of also featuring alternative artwork from a previous appearance. |
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