Cloud (SSB4): Difference between revisions

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Cloud's playstyle depends heavily on his unique ability, [[Limit Charge|Limit Break]], which gives his special moveset considerably high power that can KO opponents earlier than most other characters. Along with it boosting his ground/air movement stats slightly while on standby, this makes it imperative for Cloud to keep his Limit Break's charge at high or full for the majority of the neutral game. This makes him comparable to a combination of Ike and Little Mac (in addition to a projectile attack), with an effective, powerful and long reaching sword along with somewhat mediocre recovery and a high comeback ability.  
Cloud's playstyle depends heavily on his unique ability, [[Limit Charge|Limit Break]], which gives his special moveset considerably high power that can KO opponents earlier than most other characters. Along with it boosting his ground/air movement stats slightly while on standby, this makes it imperative for Cloud to keep his Limit Break's charge at high or full for the majority of the neutral game. This makes him comparable to a combination of Ike and Little Mac (in addition to a projectile attack), with an effective, powerful and long reaching sword along with somewhat mediocre recovery and a high comeback ability.  


In terms of general combat, Cloud has a noticeable advantage with approaches and aerial fighting thanks to his attributes. With one of the fastest [[dash]]ing speeds, quick [[walk]]ing speed, high [[jump]] height (almost on par with {{SSB4|Falco}}) and effective low [[short hop]]s, Cloud has one of the better approaching speeds in the game, both on the ground and in the air. This compliments his high disjointed range courtesy of the Buster Sword, which provides great reach to space opponents out, which is further evident in his powerful aerials that benefit greatly from his good range. This makes him especially adept at [[edgeguarding]] (in a similar line to {{SSB4|Shulk}}), as most of his aerials have quick startup, meteor smashing potential, and the ability to auto-cancel, making them effective aerial tools. His grounded game is also surprisingly fast for a high ranged character, with his jab and down tilt being effective at quickly covering missed attacks, while his down throw and up tilt can start combos at very low percent.  
In terms of general combat, Cloud has a noticeable advantage with approaches and aerial fighting thanks to his attributes. With one of the fastest [[dash]]ing speeds, quick [[walk]]ing speed, high [[jump]] height (almost on par with {{SSB4|Falco}}) and effective low [[short hop]]s, Cloud has one of the better approaching speeds in the game, both on the ground and in the air. This compliments his high disjointed range courtesy of the Buster Sword, which provides great reach to space opponents out, which is further evident in his powerful aerials that benefit greatly from his good range. This makes him especially adept at [[edgeguarding]] (in a similar line to {{SSB4|Shulk}}), as most of his aerials have quick startup, meteor smashing potential, and the ability to auto-cancel, making them effective aerial tools. His upair is frequently considered to be his best aerial in neutral, with falling upair starting up quickly and low enough to catch grounded characters, along with possessing little lag and a great autocancel window. It also deals high damage, and its range and priority allows for very effective juggles, along with linking together easily with other combo moves like uptilt and nair. His grounded game is also surprisingly fast for a high ranged character, with his jab and down tilt being effective at quickly covering missed attacks, while his down throw and up tilt can start combos at very low percent.  


While his smash attacks aren't all that fast compared to non-swordfighters, they actually have great startup and endlag for the range and power they possess, making his forward and upsmashes even safe on shield when spaced correctly. His forward smash has incredible knockback, making it one of best KO moves if used correctly, his up smash has a large and effective hitbox, and his down smash spells trouble for opponents with poor horizontal recovery (and near the ledge it can even stage spike recovering opponents). His low damage-fallout projectile in [[Blade Beam]] means he isn't helpless at longer range, while he has reliable options for damage racking: his up tilt, neutral aerial, [[Climhazzard]] and [[Cross Slash]] are all effective damage rackers (with the previous two being good [[out of shield]]s) whose low knockback growth allow them to combo even at extremely high percents, making Cloud all-rounded at approaching and protecting himself.
While his smash attacks aren't all that fast compared to non-swordfighters, they actually have great startup and endlag for the range and power they possess, making his forward and upsmashes even safe on shield when spaced correctly. His forward smash has incredible knockback, making it one of best KO moves if used correctly, his up smash has a large and effective hitbox, and his down smash spells trouble for opponents with poor horizontal recovery (and near the ledge it can even stage spike recovering opponents). His low damage-fallout projectile in [[Blade Beam]] means he isn't helpless at longer range, while he has reliable options for damage racking: his up tilt, neutral aerial, [[Climhazzard]] and [[Cross Slash]] are all effective damage rackers (with the previous two being good [[out of shield]]s) whose low knockback growth allow them to combo even at extremely high percents, making Cloud all-rounded at approaching and protecting himself.
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Cloud also has a poor grab game outside of his quick grabs and good combo starter with down throw, as all his other throws cannot be followed-up upon and lack KO potential. His aerial game is similarly polarized, as even though his air game is effective, his recovery is lackluster due to his somewhat low air speed, while his only recovery move, Climhazzard, has below average vertical movement, no horizontal movement, and cannot grab ledges until the move is complete. The follow-up descending attack is also unsafe to use near the edge, as he cannot grab the ledge if he initiates too close to it, providing limited practical use of it offstage. Despite having a moderately high wall jump, Cloud can be particularly easy to gimp and/or edgeguard in most situations, given his Limit Break isn't charged, making it a double-edged sword for Cloud to fight offstage. Finally, Cloud's effective recovery being highly dependent on Limit Break Climhazzard is also a detriment, as it often forces him to activate a Limit Break charge to save his stock even if he was saving it for a different use.
Cloud also has a poor grab game outside of his quick grabs and good combo starter with down throw, as all his other throws cannot be followed-up upon and lack KO potential. His aerial game is similarly polarized, as even though his air game is effective, his recovery is lackluster due to his somewhat low air speed, while his only recovery move, Climhazzard, has below average vertical movement, no horizontal movement, and cannot grab ledges until the move is complete. The follow-up descending attack is also unsafe to use near the edge, as he cannot grab the ledge if he initiates too close to it, providing limited practical use of it offstage. Despite having a moderately high wall jump, Cloud can be particularly easy to gimp and/or edgeguard in most situations, given his Limit Break isn't charged, making it a double-edged sword for Cloud to fight offstage. Finally, Cloud's effective recovery being highly dependent on Limit Break Climhazzard is also a detriment, as it often forces him to activate a Limit Break charge to save his stock even if he was saving it for a different use.


Cloud also can be comboed and juggled pretty hard by characters such as Fox, Zero Suit Samus, and Mario, since he has no quick aerials that work as combo-breakers, and no effective specials he can [[B-sticking|B-reverse/wavebounce]] for aerial maneuvering. This can make it difficult for Cloud to land back onstage after being sent into the air, his only saving grace being his disjointed aerials
Cloud also can be comboed and juggled pretty hard by characters such as Fox, Zero Suit Samus, and Mario, since he has no quick aerials that work as combo-breakers, and no effective specials he can [[B-sticking|B-reverse/wavebounce]] for aerial maneuvering. This can make it difficult for Cloud to land back onstage after being sent into the air, the only saving grace being his safe, long-ranged aerials which offer him good protection right near the ground.


Overall, Cloud has access to incredible offensive options that can overwhelm the opposition fairly easily, but he suffers when he is forced into disadvantageous situations. He is a very volatile character overall, with both his survivability and kill power often revolving around his inconsistent Limit meter. He could be thought of as a good example of a "glass cannon": a character who is very strong but can also be killed easily.
Overall, Cloud has access to incredible offensive options that can overwhelm the opposition fairly easily, but he suffers when he is forced into disadvantageous situations. He is a very volatile character overall, with both his survivability and kill power often revolving around his inconsistent Limit meter. He could be thought of as a good example of a "glass cannon": a character who is very strong but can also be killed easily.
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