Cloud (SSBU): Difference between revisions
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==Attributes== | ==Attributes== | ||
Cloud is a semi-heavyweight swordsman with quick mobility overall. He has average walking speed, very fast dashing speed, above average | Cloud is a semi-heavyweight swordsman with quick mobility overall. He has average walking speed, very fast dashing speed, above average air speed and average air acceleration, granting him both quick ground and aerial mobility. He has above average falling speed and high gravity, however, preventing him from staying in the air for long despite his good aerial maneuverability. Under Limit Break status, his mobility is even better; his traction slightly improves, his dashing speed becomes even faster, his falling speed 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 auto-canceling some of his aerial attacks (notably back aerial and up aerial) as easily. As a result, his 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: his neutral aerial 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 from 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. His up aerial has a rather large hitbox, overall decent speed, a long duration, and decent damage and knockback, which makes it effective at juggling and denying landings. His down aerial is not only a very strong meteor smash when sweetspotted, but also possesses a long-lasting late hitbox, which grants it good anti-juggling potential and allows him to follow up into another move if it connects while he is falling. Like up aerial, it also has a long autocancel window, being able to autocancel from a jump regardless of his Limit Break status. Back aerial has tremendous range, decent power, very low landing lag, and also autocancels from a short hop, allowing him to edgeguard and space effectively, though it can often miss low opponents due to it having little vertical range. Forward aerial is very strong when hit clean, and is also a meteor smash on aerial opponents when sweetspotted. Like down aerial, it autocancels from a full jump and has low landing lag in relation to its range and power, however, it has the slowest startup of his aerials, making it his riskiest aerial to use regardless. | 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: his neutral aerial 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 from 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. His up aerial has a rather large hitbox, overall decent speed, a long duration, and decent damage and knockback, which makes it effective at juggling and denying landings. His down aerial is not only a very strong meteor smash when sweetspotted, but also possesses a long-lasting late hitbox, which grants it good anti-juggling potential and allows him to follow up into another move if it connects while he is falling. Like up aerial, it also has a long autocancel window, being able to autocancel from a jump regardless of his Limit Break status. Back aerial has tremendous range, decent power, very low landing lag, and also autocancels from a short hop, allowing him to edgeguard and space effectively, though it can often miss low opponents due to it having little vertical range. Forward aerial is very strong when hit clean, and is also a meteor smash on aerial opponents when sweetspotted. Like down aerial, it autocancels from a full jump and has low landing lag in relation to its range and power, however, it has the slowest startup of his aerials, making it his riskiest aerial to use regardless. |