Cloud (SSB4): Difference between revisions

Cloud has average weight, due to him being 100, which Mario used to be.
(Cloud has average weight, due to him being 100, which Mario used to be.)
Line 17: Line 17:
Cloud is currently ranked 2nd out of 58 on the [[tier list]], placing him in the S tier. This makes him the highest ranking downloadable character, newcomer, and third-party character. Cloud possesses one of the longest overall disjointed [[reach]]es in the game, along with {{SSB4|Shulk}} and {{SSB4|Ike}}; combined with his impressive movement speed, high jumps, the ability to [[wall jump]] (making him and {{SSB4|Toon Link}} the only sword-wielding characters capable of doing so), and surprisingly fast frame data relative to his reach and overall power, Cloud is one of the most effective characters at [[space|spacing]], [[approach]]ing, and zoning. His aerials, combined with his air mobility, make for a particularly dangerous air game, as most of them are relatively safe on shield with the proper spacing; back aerial possesses tremendous reach and decent damage output, and up aerial and down aerial are notable for having large initial hitboxes, long-lasting lingering hitboxes, and very generous [[auto-cancel]] windows. He also possesses a unique Limit Break mechanic, which when fully charged either [[Limit Charge|manually]] or by taking and dealing damage, bolsters Cloud's maneuverability further and gives him more powerful versions of his special moves for one use, making him one of the most dangerous characters in the game once he has reached Limit Break.
Cloud is currently ranked 2nd out of 58 on the [[tier list]], placing him in the S tier. This makes him the highest ranking downloadable character, newcomer, and third-party character. Cloud possesses one of the longest overall disjointed [[reach]]es in the game, along with {{SSB4|Shulk}} and {{SSB4|Ike}}; combined with his impressive movement speed, high jumps, the ability to [[wall jump]] (making him and {{SSB4|Toon Link}} the only sword-wielding characters capable of doing so), and surprisingly fast frame data relative to his reach and overall power, Cloud is one of the most effective characters at [[space|spacing]], [[approach]]ing, and zoning. His aerials, combined with his air mobility, make for a particularly dangerous air game, as most of them are relatively safe on shield with the proper spacing; back aerial possesses tremendous reach and decent damage output, and up aerial and down aerial are notable for having large initial hitboxes, long-lasting lingering hitboxes, and very generous [[auto-cancel]] windows. He also possesses a unique Limit Break mechanic, which when fully charged either [[Limit Charge|manually]] or by taking and dealing damage, bolsters Cloud's maneuverability further and gives him more powerful versions of his special moves for one use, making him one of the most dangerous characters in the game once he has reached Limit Break.


However, Cloud does have notable drawbacks. His Limit Break mechanic makes his playstyle fluctuate constantly, as the gauge takes some time to charge, and his recovery is notoriously weak without a full Limit Gauge despite his strong second jump and decent air speed, due to [[Climhazzard]]'s below average height gain, its inability to edge sweetspot like most up special moves and the fact he will get efficiently [[gimp]]ed if he gets hit by a powerful single hit blow at the apex of the move. Cloud's moveset is also inconsistent at KOing without the Limit Break specials or edgeguarding, with his more powerful attacks being risky to use due to their ending lag and his aerials requiring good positioning to KO effectively, especially offstage, as he might not be able to get back if he goes too far off the stage. He has a poor grab reach and little reward off of his throws except arguably down throw, as their ending lag prevents them from being used as combo starters and their knockback scaling is unfavorable for KOing. His ground attacks are also unsafe on shield, rendering him unable to effectively pressure shielding opponents, while also leaving him fewer options to escape shield pressure himself. Finally, his above average weight and falling speed are both a blessing and a curse, as his decent survivability is offset by a glaring susceptibility to combos and juggles, which can be exacerbated due to his tall frame and lack of escape options.
However, Cloud does have notable drawbacks. His Limit Break mechanic makes his playstyle fluctuate constantly, as the gauge takes some time to charge, and his recovery is notoriously weak without a full Limit Gauge despite his strong second jump and decent air speed, due to [[Climhazzard]]'s below average height gain, its inability to edge sweetspot like most up special moves and the fact he will get efficiently [[gimp]]ed if he gets hit by a powerful single hit blow at the apex of the move. Cloud's moveset is also inconsistent at KOing without the Limit Break specials or edgeguarding, with his more powerful attacks being risky to use due to their ending lag and his aerials requiring good positioning to KO effectively, especially offstage, as he might not be able to get back if he goes too far off the stage. He has a poor grab reach and little reward off of his throws except arguably down throw, as their ending lag prevents them from being used as combo starters and their knockback scaling is unfavorable for KOing. His ground attacks are also unsafe on shield, rendering him unable to effectively pressure shielding opponents, while also leaving him fewer options to escape shield pressure himself. Finally, his average weight and falling speed are both a blessing and a curse, as his decent survivability is offset by a glaring susceptibility to combos and juggles, which can be exacerbated due to his tall frame and lack of escape options.


Regardless, Cloud's potent Limit Break-boosted finishers and fundamentally sound attributes outweigh his cons, and he is regarded highly on the tier list due to his popularity as a pocket character and perceived ease of use. While Cloud has been somewhat nerfed since the first tier list was created, several characters perceived to be top-tier have undergone more severe nerfs, which positively affects his matchups against said characters. As such, many professionals believe him to be one of the best characters in the game and deserving of his current placing on the tier list. Although it is uncommon for Cloud to make top 16 in super-nationals, {{Sm|Komorikiri}} recently placed 3rd at [[The Big House 6]], along with {{Sm|Tweek}} placing 13th at the said tournament. Cloud's overall results are very strong in both singles and doubles.
Regardless, Cloud's potent Limit Break-boosted finishers and fundamentally sound attributes outweigh his cons, and he is regarded highly on the tier list due to his popularity as a pocket character and perceived ease of use. While Cloud has been somewhat nerfed since the first tier list was created, several characters perceived to be top-tier have undergone more severe nerfs, which positively affects his matchups against said characters. As such, many professionals believe him to be one of the best characters in the game and deserving of his current placing on the tier list. Although it is uncommon for Cloud to make top 16 in super-nationals, {{Sm|Komorikiri}} recently placed 3rd at [[The Big House 6]], along with {{Sm|Tweek}} placing 13th at the said tournament. Cloud's overall results are very strong in both singles and doubles.


==Attributes==
==Attributes==
Cloud is a swordsman with surprisingly quick mobility overall, even in spite of his slightly above average [[weight]]. He has average [[walking speed]], the tenth fastest [[dash]]ing speed, above average [[air speed]], average [[air acceleration]], and strong [[jump]] height, granting him both quick ground and aerial mobility. However, he has above average [[falling speed]] and high [[gravity]], making his aerial mobility quite polarized and unrewarding. Under Limit Break status, his mobility is even better, where his walking speed becomes the eleventh fastest, his dashing speed becomes the fifth fastest, his falling speed becomes the fourth fastest, while his air speed becomes the fastest among the cast and his traction slightly improves. However, his falling speed and gravity are also increased, the latter slightly decreasing his jump height to the point where he loses the ability to [[air dodge]] in a short hop or double jump from the ledge without suffering its landing lag, as well as the ability to autocancel his back aerial in a short hop, and up aerial in a [[short hop fast fall]]. 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 is a swordsman with surprisingly quick mobility overall, even in spite of his average [[weight]]. He has average [[walking speed]], the tenth fastest [[dash]]ing speed, above average [[air speed]], average [[air acceleration]], and strong [[jump]] height, granting him both quick ground and aerial mobility. However, he has above average [[falling speed]] and high [[gravity]], making his aerial mobility quite polarized and unrewarding. Under Limit Break status, his mobility is even better, where his walking speed becomes the eleventh fastest, his dashing speed becomes the fifth fastest, his falling speed becomes the fourth fastest, while his air speed becomes the fastest among the cast and his traction slightly improves. However, his falling speed and gravity are also increased, the latter slightly decreasing his jump height to the point where he loses the ability to [[air dodge]] in a short hop or double jump from the ledge without suffering its landing lag, as well as the ability to autocancel his back aerial in a short hop, and up aerial in a [[short hop fast fall]]. 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 the overall [[reach]] throughout his moveset, courtesy of his Buster Sword: it grants Cloud's attacks the overall second longest [[disjointed]] reach in the game (surpassed only by {{SSB4|Shulk}}), allowing him to fight from a safe distance and space out his opponents quite easily. Combined with the aforementioned stats, Cloud can [[approach]] opponents almost noncommittally. Due to this, his ground game is adept at [[punishing]] careless attacks. His neutral attack, forward tilt, down tilt, dash attack and forward smash also make Cloud slide a bit forward, with down tilt granting about equal distance to {{SSB4|Mega Man}}'s down tilt. His up tilt is also a reliable combo starter until medium percentages, chaining into itself, up smash or up aerial. Overall, his ground game can cover a variety of options and can give Cloud multiples moments of breathing space, all while being able to punish careless/short-ranged attacks due to his spectacular reach and attack speed. Furthermore, his aerial moveset benefits even more from these stats, making him a threat in the air. Neutral aerial covers a very large area, similar to Shulk's neutral aerial, making it a go-to spacing/air-to-ground transition move. It can additionally [[autocancel]] in a short hop, and also has low ending lag, which, when combined with its wide range and low angle, make it great at edgeguarding, which can compensate for its low power. Forward aerial is very strong if hit clean, and is also a [[meteor smash]] on aerial opponents if sweetspotted. Back aerial has tremendous reach, decent damage and knockback, and the lowest landing lag among Cloud's aerials, allowing him to [[edgeguard]] and space effectively. Like neutral aerial, it can also autocancel in a short hop, though at this height, it cannot hit smaller/low crouching opponents, such as {{SSB4|Kirby}} and {{SSB4|Pikachu}}, or {{SSB4|Little Mac}} and {{SSB4|Wii Fit Trainer}}, respectively. Up aerial has decent power, high speed, long duration, very generous autocancel window, and an enormous overall hitbox, making it an all-purpose attack and discouraging most opponents from trying to challenge it. Down aerial is not only a very strong meteor smash when sweetspotted, it also possesses one of the most active late hitboxes in the entire game, which can be autocanceled from a full hop regardless of Limit Break status, has fantastic anti-juggling capabilites, and it can even easily string into another move if it connects while he is falling.
Cloud's greatest asset is the overall [[reach]] throughout his moveset, courtesy of his Buster Sword: it grants Cloud's attacks the overall second longest [[disjointed]] reach in the game (surpassed only by {{SSB4|Shulk}}), allowing him to fight from a safe distance and space out his opponents quite easily. Combined with the aforementioned stats, Cloud can [[approach]] opponents almost noncommittally. Due to this, his ground game is adept at [[punishing]] careless attacks. His neutral attack, forward tilt, down tilt, dash attack and forward smash also make Cloud slide a bit forward, with down tilt granting about equal distance to {{SSB4|Mega Man}}'s down tilt. His up tilt is also a reliable combo starter until medium percentages, chaining into itself, up smash or up aerial. Overall, his ground game can cover a variety of options and can give Cloud multiples moments of breathing space, all while being able to punish careless/short-ranged attacks due to his spectacular reach and attack speed. Furthermore, his aerial moveset benefits even more from these stats, making him a threat in the air. Neutral aerial covers a very large area, similar to Shulk's neutral aerial, making it a go-to spacing/air-to-ground transition move. It can additionally [[autocancel]] in a short hop, and also has low ending lag, which, when combined with its wide range and low angle, make it great at edgeguarding, which can compensate for its low power. Forward aerial is very strong if hit clean, and is also a [[meteor smash]] on aerial opponents if sweetspotted. Back aerial has tremendous reach, decent damage and knockback, and the lowest landing lag among Cloud's aerials, allowing him to [[edgeguard]] and space effectively. Like neutral aerial, it can also autocancel in a short hop, though at this height, it cannot hit smaller/low crouching opponents, such as {{SSB4|Kirby}} and {{SSB4|Pikachu}}, or {{SSB4|Little Mac}} and {{SSB4|Wii Fit Trainer}}, respectively. Up aerial has decent power, high speed, long duration, very generous autocancel window, and an enormous overall hitbox, making it an all-purpose attack and discouraging most opponents from trying to challenge it. Down aerial is not only a very strong meteor smash when sweetspotted, it also possesses one of the most active late hitboxes in the entire game, which can be autocanceled from a full hop regardless of Limit Break status, has fantastic anti-juggling capabilites, and it can even easily string into another move if it connects while he is falling.
204

edits