Cloud (SSB4): Difference between revisions

(→‎Attributes: "high jump height (almost on par with Falco)"... forty keks.)
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==Attributes==
==Attributes==
Cloud's characteristics are unique for his weight class: with one of the fastest [[dash]]ing speeds, decent [[falling speed|falling]], [[walking]] speed, high [[jump]] height, high [[air acceleration]] and a low [[short hop]], Cloud has an above-average approach and offensive game. However, his [[air speed]] is somewhat low and his [[gravity]] is somewhat high.
Cloud's characteristics are unique for his weight class: with one of the fastest [[dash]]ing speeds, fast [[walking]] speed, fairly fast [[falling speed|falling]], high [[jump]] height, high [[air speed]], high [[air acceleration]] and a low [[short hop]]. However, his [[gravity]] is somewhat high. Overall this mix of attributes makes him unusually nimble for such a powerful swordfighter, and gives him a well-rounded offensive game.


Cloud possesses one of the longest disjointed ranged weapons in his [[List of swords#Buster Sword|Buster Sword]], akin that of {{SSB4|Ike}} and {{SSB4|Shulk}}, which makes him especially adept at [[edgeguarding]] and spacing (in a similar line to Shulk). Most of his aerials have quick startup, meteor smashing potential, and the ability to autocancel, making them effective aerial tools, while 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 percents. While his smash attacks aren't all that fast compared to bare-handed fighters, they have agreeable startup and endlag for the range and power they possess, making his forward and up smashes safe on shield when spaced correctly. His forward smash has incredible knockback, making it one of best KO moves, his up smash has a large and effective hitbox (even possessing a small hitbox behind him), and his down smash creates difficulties for opponents with poor horizontal recovery, while it can also stage spike recovering opponents near the ledge. 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, [[Cross Slash]] and [[Climhazzard]] 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 being extremely adept at aerial combat and damage racking.
Cloud possesses one of the longest disjointed ranged weapons in his [[List of swords#Buster Sword|Buster Sword]], akin that of {{SSB4|Ike}} and {{SSB4|Shulk}}, which makes him especially adept at [[edgeguarding]] and spacing (in a similar line to Shulk). Most of his aerials have quick startup, meteor smashing potential, and the ability to autocancel, making them effective aerial tools, while 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 percents. While his smash attacks aren't all that fast compared to bare-handed fighters, they have agreeable startup and endlag for the range and power they possess, making his forward and up smashes safe on shield when spaced correctly. His forward smash has incredible knockback, making it one of best KO moves, his up smash has a large and effective hitbox (even possessing a small hitbox behind him), and his down smash creates difficulties for opponents with poor horizontal recovery, while it can also stage spike recovering opponents near the ledge. 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, [[Cross Slash]] and [[Climhazzard]] 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 being extremely adept at aerial combat and damage racking.
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Other issues Cloud suffers from are as a result of his somewhat polarized playstyle; 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 generating enough space in order to charge his Limit Gauge, as without Limit Break his only reliable killing tools onstage are his endlag-heavy smash attacks. Cloud's grab game is also terrible as his grab, while being quick, has very short range, his down throw has no guaranteed followups if Cloud does not possess rage, and his other throws cannot be followed up upon and also lack KO potential.
Other issues Cloud suffers from are as a result of his somewhat polarized playstyle; 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 generating enough space in order to charge his Limit Gauge, as without Limit Break his only reliable killing tools onstage are his endlag-heavy smash attacks. Cloud's grab game is also terrible as his grab, while being quick, has very short range, his down throw has no guaranteed followups if Cloud does not possess rage, and his other throws cannot be followed up upon and also lack KO potential.


His aerial game is similarly restrictive, as even though his air game is effective for offense, his recovery is hindered due to his somewhat low air speed, while his only recovery move, Climhazzard, is an overall ineffective recovery with similar issues as Little Mac's [[Rising Uppercut]] (low distance and maneuverability, cannot sweetspot ledges until complete). 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 use up his Limit Break even if it was intended for another use.
His offstage game is similarly restrictive, as even though his air game is effective for offense, his recovery is hindered due to his only recovery move, Climhazzard, being an ineffective recovery with similar issues as Little Mac's [[Rising Uppercut]] (low distance and maneuverability, cannot sweetspot ledges until complete). 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 use up his Limit Break even if it was intended for another use.


Finally, Cloud is prone to being caught in combos and juggled 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 use to escape them. 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. Cloud is also naturally at a disadvantage in custom matchups as he, like other DLC fighters, lacks custom specials to aid in any of his aforementioned detriments.
Finally, Cloud is prone to being caught in combos and juggled 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 use to escape them. 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. Cloud is also naturally at a disadvantage in custom matchups as he, like other DLC fighters, lacks custom specials to aid in any of his aforementioned detriments.
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