Cloud (SSB4): Difference between revisions

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Other issues Cloud suffers from are polarized: while he has impressive aerial, damage racking and edgeguarding games, the same cannot be said about his KOing ability outside of Limit Break specials and smash attacks. This makes Cloud effectively good at getting opponents to KO percentage, but inconsistent at actually landing KOs, since his kill setups often rely on having a charged Limit Break available. Without them, Cloud relies on hitting his opponents far away in order to charge his meter, as without Limit Break his only reliable killing tool onstage is his forward smash (and other smashes at high percents). His impressive edgeguarding skills serve as his only reliable stock clearing ability without Limit Break: he possesses two strong, disjointed spikes in his forward and down aerials, and has many moves with long active frames that are effective at catching the 2-frame ledge snap vulnerability. And often he will be able to hit an opponent far enough offstage to have a charged Limit by the time they make it to the ledge, equipping him with deadly versions of his special attacks, all of which can cover multiple getup options and put Cloud in a perfect position to KO (though even without charged Limit Break, his smashes are also effective at punishing ledge getups).
Other issues Cloud suffers from are polarized: while he has impressive aerial, damage racking and edgeguarding games, the same cannot be said about his KOing ability outside of Limit Break specials and smash attacks. This makes Cloud effectively good at getting opponents to KO percentage, but inconsistent at actually landing KOs, since his kill setups often rely on having a charged Limit Break available. Without them, Cloud relies on hitting his opponents far away in order to charge his meter, as without Limit Break his only reliable killing tool onstage is his forward smash (and other smashes at high percents). His impressive edgeguarding skills serve as his only reliable stock clearing ability without Limit Break: he possesses two strong, disjointed spikes in his forward and down aerials, and has many moves with long active frames that are effective at catching the 2-frame ledge snap vulnerability. And often he will be able to hit an opponent far enough offstage to have a charged Limit by the time they make it to the ledge, equipping him with deadly versions of his special attacks, all of which can cover multiple getup options and put Cloud in a perfect position to KO (though even without charged Limit Break, his smashes are also effective at punishing ledge getups).


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, a high double jump, and the ability to stall somewhat with Blade Beam, 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.


Finally, Cloud is prone to being caught in combos and juggled 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.
Finally, Cloud is prone to being caught in combos and juggled 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.
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