Such flaws include inconsistencies with killing, the shortened limit gauge time, his linear recovery, his ability to edgeguard being lackluster at best, and his grab game being among the worst in the game. Takahiro Sakurai reprises his role as Cloud in all regions, albeit via recycled voice clips from Super Smash Bros. 4. Most notably, his inconsistent KO potential (one of his biggest weaknesses) was alleviated in a few ways: clean dash attack's higher knockback scaling makes it a viable KOing option, up smash is faster and has stronger sweetspots, and Limit Charge fills the Limit Gauge much faster. Cloud getting hit by Luigi's Super Jump Punch on Battlefield. However, VoiD has noted that Cloud has had some success at top level and that he should be closer to the middle of high-tier. Cloud wins this MU. Regardless, Cloud is one of the few SSB4 top-tier characters alongside Fox, Zero Suit Samus, Sonic and Mario who continues to earn great representation and has been placing consistently well at tournaments overall. 46 4 Limit Side+B is the option that does the most %dmg. Despite his huge range, projectile and combo options granting him a strong neutral game, Cloud has a below average approach at best. 40 frames endlag after a slam, but can be cancelled by landing on a platform. Nov 5, 2018 #9 Those frame 5 Nair and Lariat are sexy as ****. Its hitbox starts behind Cloud with a larger front hitbox, although it does not extend beside Cloud and makes it unable to hit smaller characters beside him. Have Falco join the player's party in World of Light.With the exception of the third method, Falco must then be defeated on Corneria. IOS App. This page was last edited on December 4, 2020, at 10:56. One of the most powerful, References the train that he hops off of in the opening of, References the similar use of airships in both the, References his trip to space in the Shinra No. While its range is somewhat lacking compared to Cloud's other attacks, it is his fastest aerial nonetheless and covers his whole hurtbox decently well. Down aerial's late hitbox can be used to escape juggling directly from below him, but its otherwise narrow hitbox allows opponents to hit Cloud laterally. However, these buffs are offset by an abundance of nerfs. The most prominent one is his poor recovery; despite his aerial mobility and jump height being arguably better than most sword-wielding characters, his diagonal speed remains slow when compared to them, making him prone to edgeguarding and gimping, and making it mandatory to stay a safe distance within reaching the edge. Briefly pauses and then performs a downward slash. Ultimate. Unlocking Cloud in World of Light allows the player to preview the first spirit below in the Spirit List under the name "???". Thrusts the sharp edge of the Buster Sword forward while holding it diagonally. When I find frame data for Bair and Dair I'll update this. It is still weaker and slower when performed in midair, however. Any number following the Smasher name indicates placement on the Fall 2019 PGRU, which recognizes the official top 50 players in the world in Super Smash Bros. Reaches out with his hand. When fighting off the fifty puppet fighter army as Master Hand in World of Light, Cloud is one of the eight fighters fought there, being affiliated with Dharkon. Cloud's aerials have also been toned down, making his infamous aerial game less effective despite their lowered landing lag and better combo potential. Furthermore, Cloud has received noteworthy buffs in 7.0.0 changing Cloud’s overall perception, albeit more positive; because of the buffs in 7.0.0, almost every other professional now considers Cloud to be a solid high-tier, with Dabuz even claiming that he has reclaimed his position as a top-tier character. It has quick startup, but moderate ending lag, making it punishable on shield unless spaced. Ultimate. 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. It is Cloud's only tilt that has decent KO potential, KOing middleweights around 120% at the edge. Ultimate. This is especially strange considering the sourspot causes the controller to vibrate much more intensely than one would expect from a weak hit. A spinning back kick. It manifests itself in the form of a gauge, which becomes visible while charging it to show its progress, similarly to Little Mac's Power Meter. Cloud's faster frame data and his range limit and blade beam give him the advantage. 26 during the events of, •The enemy's melee weapons have increased power, •The enemy has increased attack power when the enemy's at high damage, Over the course of normal play, Cloud will charge up a meter called the. Mobile-friendly Frame Data for Cloud in Super Smash Bros. Shield Lag is just extra freeze frames that both the attacker and defender suffer, so it does not affect frame advantage.Shield Stun is the amount of frames that the defender is stuck after Shield Lag ends. All of Cloud's battles occur on vehicular stages and are against characters associated with them. Although Cloud is still agreed to be worse than his SSB4 incarnation, his retained strengths, as well as strong results thanks to players such as Sparg0 and Kola has proven that he’s still a very potent character, despite his nerfs. The first two hits combo into the third, which has higher range and immense knockback. smash ultimate weight list rank character weight value; super heavyweight: 1: bowser: 135: 2: king k. rool: 133: 3-4 Swings the Buster Sword around himself before getting up. Cloud received a fair share of buffs, although most of these are universal throughout the cast. It also has very low landing lag, autocancels from a short hop, and can be used to perform a, Thrusts the sharp edge of the Buster Sword's blade upward while holding it parallel to the ground. He has above average falling speed and high gravity, however, preventing him from staying in the air for long despite his good aerial maneuverability. Cloud is a semi-heavyweight swordsman with high mobility on the ground and in the air. Performs three extremely fast slashes in front of himself. After the series of slashes, Cloud charges up a final slash, in which he descends and slashes the opponent down to the stage and results in a huge explosion that launches the opponent. Certain moves have been improved to make them more consistent, such as his neutral attack (which connects better and can now lock) and forward tilt (which keeps closer to the ground, preventing it from whiffing). Clear Classic Mode with Fox or any character in his unlock tree, being the 4th character unlocked after Peach. All hits are executed very quickly and have high range (particularly the kicks). Other nerfs Cloud has received are to his grounded KO ability being slightly nerfed, as his forward and up smash attacks have slightly higher ending lag, while down smash is weaker, making his average ground game even less imposing. 23 frames of invulnerability after a successful grab. Like most other characters, he was given a boost to his already high stats, with faster movement speed, a frame 3 jumpsquat, and reductions to landing lag, all of which compliments his strong aerial spacing ability and continues to make him one of the most mobile swordfighters in the game. In smash 4 the highest variance in spotdodge frame data was 4 frames, (25-29). With the exception of Finishing Touch, all Limit Break specials are also granted brief intangibility upon start-up, as well as additional properties: Blade Beam is faster, stronger, and has transcendent priority; Cross Slash requires no additional button inputs and strikes five times immediately, has very low ending lag in relation to its immense power, and stalls him completely in the air; and Climhazzard grants more vertical distance and much more horizontal momentum, as well as having the ability to edge sweetspot at any time. Mobile-friendly Frame Data for Sonic in Super Smash Bros. mii brawler Menu. His dash attack is a fast punishing tool from a distance and, due to its power, can put opponents in a bad position. After it is full, Cloud gets a boost in all of his movement attributes except for attack speed, allowing him to move very quickly across the stage and in the air, with his overall mobility almost rivaling that of Captain Falcon and Sonic. With all these benefits underneath the Limit Break status, players must be wary of this, as one small slip-up from the opponent can give Cloud the perfect opportunity to strike and turn the tide of battle instantaneously, making Cloud's Limit Break a mechanic that should not be taken lightly when in the hands of a competent player. Kola, Sparg0, and MkLeo have demonstrated Cloud's success in that spectrum. It is his slowest aerial to start, hitting on frame 18, but a sweetspot on the middle of the blade as it comes down powerfully, Turns around to perform an outward slash. 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. Ultimate roster — frame data included. His up and down throws both have misleading power, with the former failing to KO until well beyond 200%. 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