Editing Cloud (SSBU)
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==Changes from ''[[Super Smash Bros. 4]]''== | ==Changes from ''[[Super Smash Bros. 4]]''== | ||
Cloud was previously considered to be one of the best characters in ''SSB4'' and widely considered the second best character, after {{SSB4|Bayonetta}}, due to a myriad of advantages, including deceptively lingering hitboxes, excellent speed-to-range ratio (with very quick mobility, surprising frame data and very generous [[autocancel]] windows), and a powerful advantage in the form of his [[Limit Gauge]], which further boosted his mobility, allowing him to force [[approach]]es and also pose a constant threat due to his unique Limit Break [[special attack]]s. All these factors | Cloud was previously considered to be one of the best characters in ''SSB4'' and widely considered the second best character, after {{SSB4|Bayonetta}}, due to a myriad of advantages, including deceptively lingering hitboxes, excellent speed-to-range ratio (with very quick mobility, surprising frame data and very generous [[autocancel]] windows), and a powerful advantage in the form of his [[Limit Gauge]], which further boosted his mobility, allowing him to force [[approach]]es and also pose a constant threat due to his unique Limit Break [[special attack]]s. All these factors shined brighter in [[doubles]] play, where teams containing at least one Cloud were notorious within the community for their prominence and disproportionate effectiveness (statistically, Cloud in doubles [https://intheloop837.wordpress.com/2018/04/09/data-cloud-in-doubles-an-analysis/ held more dominance] than even {{SSBB|Meta Knight}} in ''[[Super Smash Bros. Brawl|Brawl]]'' singles). Likely as a result of his dominance, Cloud was initially noticeably [[nerf]]ed in his transition to ''Ultimate'', though he did remain a potent character, and buffs from game updates, the revamped gameplay physics, and general optimizations in the metagame have proven very benefitial to him. In bulk, Cloud has been moderately nerfed overall. | ||
Cloud's nerfs have primarily addressed his most powerful moves and traits. [[Limit Charge]] can no longer be [[charge-cancel|instant charge-canceled]] since it incurs 7 frames of lag when canceling a charge, will have its charge neutralized if Cloud is hit during the process of charging, and [[Limit (status)|Limit]]'s mobility and special move buffs now end on their own after 15 seconds if none of his Limit Break special moves are used. These changes result in Cloud's Limit mechanic no longer being able to be kept for [[mindgame]]s or a lasting stat boost, and forces him to be more cautious of both charging and activating it, vastly reducing the sheer game | Cloud's nerfs have primarily addressed his most powerful moves and traits. [[Limit Charge]] can no longer be [[charge-cancel|instant charge-canceled]] since it incurs 7 frames of lag when canceling a charge, will have its charge neutralized if Cloud is hit during the process of charging, and [[Limit (status)|Limit]]'s mobility and special move buffs now end on their own after 15 seconds if none of his Limit Break special moves are used. These changes result in Cloud's Limit mechanic no longer being able to be kept for [[mindgame]]s or a lasting stat boost, and forces him to be more cautious of both charging and activating it, vastly reducing the sheer game changing abilities it once had in the previous game. | ||
Disregarding the changes to landing lag, Cloud's infamous aerial game has also been toned down. His [[neutral aerial]] has a new animation that significantly reduces its range, making it less safe and effective for spacing. His [[down aerial]]'s lingering hitbox ends earlier and has more ending lag, making it much harder to follow up in midair and riskier to use to combat juggling. His notorious [[up aerial]] has seen the most substantial nerfs: its increased startup with no animation change significantly reduces its range below him, the clean hit has smaller hitboxes, and the whole move has worsened KO ability and autocancel window; these changes almost completely remove its ability to start combos on grounded opponents, and reduce its incontestability as well as its previously respectable KO power. | Disregarding the changes to landing lag, Cloud's infamous aerial game has also been toned down. His [[neutral aerial]] has a new animation that significantly reduces its range, making it less safe and effective for spacing. His [[down aerial]]'s lingering hitbox ends earlier and has more ending lag, making it much harder to follow up in midair and riskier to use to combat juggling. His notorious [[up aerial]] has seen the most substantial nerfs: its increased startup with no animation change significantly reduces its range below him, the clean hit has smaller hitboxes, and the whole move has worsened KO ability and autocancel window; these changes almost completely remove its ability to start combos on grounded opponents, and reduce its incontestability as well as its previously respectable KO power. | ||
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Cloud's already poor grab game was also hindered even further; despite his faster pummel and his slower animations now matching his grabs' startup, his down throw has lost its already lacking combo potential, and the universal nerfs to grabs have slightly reduced all characters' dash grabs' already lackluster range and made his own grabs slower and more punishable. Finally, other minor nerfs were to his smash attacks, as his [[forward smash]] has slightly more ending lag and less range, and his [[down smash]]'s damage and KO power were reduced. | Cloud's already poor grab game was also hindered even further; despite his faster pummel and his slower animations now matching his grabs' startup, his down throw has lost its already lacking combo potential, and the universal nerfs to grabs have slightly reduced all characters' dash grabs' already lackluster range and made his own grabs slower and more punishable. Finally, other minor nerfs were to his smash attacks, as his [[forward smash]] has slightly more ending lag and less range, and his [[down smash]]'s damage and KO power were reduced. | ||
Despite these changes, the changes to game physics have significantly benefited Cloud. The reductions to [[landing lag]] benefit Cloud more than most characters, as his aerials' lower landing lag now give him a more conventional combo game since he can follow up from them more consistently (most notably with his forward, back and up aerials, the latter despite its stricter autocancel window), and combined with his Buster Sword's respectable range and excellent mobility, this also drastically benefits his spacing game (most infamously with his [[back aerial]], now widely considered the best in the game). On that note, much like the returning cast, Cloud now sports even faster mobility, making him harder to catch and easier for him to keep up with the cast. The changes to [[air dodge]] mechanics improve his edgeguarding game and keep his juggling prowess mostly intact despite his other nerfs, and the reintroduction of directional air dodges | Despite these changes, the changes to game physics have significantly benefited Cloud. The reductions to [[landing lag]] benefit Cloud more than most characters, as his aerials' lower landing lag now give him a more conventional combo game since he can follow up from them more consistently (most notably with his forward, back and up aerials, the latter despite its stricter autocancel window), and combined with his Buster Sword's respectable range and excellent mobility, this also drastically benefits his spacing game (most infamously with his [[back aerial]], now widely considered the best in the game). On that note, much like the returning cast, Cloud now sports even faster mobility, making him harder to catch and easier for him to keep up with the cast. The changes to [[air dodge]] mechanics improve his edgeguarding game and keep his juggling prowess mostly intact despite his other nerfs, and the reintroduction of directional air dodges allow him to extend his notoriously weak horizontal recovery when his Limit Meter is not fully charged, and now make him much harder to gimp if he is grabbed during Climhazzard. The ability to [[dash-canceling|dash cancel]] into any ground move and the introduction of [[spot dodge]] canceling both allow Cloud to make even better use of his ground attacks to approach and KO, making his ground game more imposing. | ||
Cloud has also received a fair share of [[buff]]s to his less impressive moves. His [[dash attack]] and [[up smash]] are now much more reliable KO options thanks to their increased knockback. His special moves have also been given some noteworthy improvements without the need for Limit. [[Blade Beam]] has ending lag, making it less punishable and giving Cloud a semi-reliable camping tool. [[Climhazzard]] has much lower landing lag and transitions quicker, now making it one of the most reliable and infamous [[out of shield]] options in the game; it can also be teched at the end of the move, snaps to ledge faster when using the downward slash, and KOs more consistently if used offstage due to the changes to [[meteor smash]]es, making it more consistent for [[sacrificial KO]]s. [[Limit Charge]] now allows Cloud to jump or [[air dodge]] out of it, charges significantly faster when he inflicts damage, and is now displayed above his [[damage meter]]. | Cloud has also received a fair share of [[buff]]s to his less impressive moves. His [[dash attack]] and [[up smash]] are now much more reliable KO options thanks to their increased knockback. His special moves have also been given some noteworthy improvements without the need for Limit. [[Blade Beam]] has ending lag, making it less punishable and giving Cloud a semi-reliable camping tool. [[Climhazzard]] has much lower landing lag and transitions quicker, now making it one of the most reliable and infamous [[out of shield]] options in the game; it can also be teched at the end of the move, snaps to ledge faster when using the downward slash, and KOs more consistently if used offstage due to the changes to [[meteor smash]]es, making it more consistent for [[sacrificial KO]]s. [[Limit Charge]] now allows Cloud to jump or [[air dodge]] out of it, charges significantly faster when he inflicts damage, and is now displayed above his [[damage meter]]. | ||