Template:SSB4 to SSBU changelist/Cloud: Difference between revisions

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**{{nerf|It has negative [[shield damage]] (0 → -4 (grounded, clean)/-3 (grounded, late)/-3.2 (aerial, clean)/-2.4 (aerial, late)), effectively dealing half its usual damage to shields.}}
**{{nerf|It has negative [[shield damage]] (0 → -4 (grounded, clean)/-3 (grounded, late)/-3.2 (aerial, clean)/-2.4 (aerial, late)), effectively dealing half its usual damage to shields.}}
*[[Cross Slash]]:
*[[Cross Slash]]:
**{{nerf|Due to the changes to [[hitlag]], Limit Cross Slash's hits transition considerably slower if shielded. This gives opponents substantially more reaction time, allowing them to continue shielding the move and punish it more easily.}}
**{{nerf|Due to the changes to [[hitlag]], Limit Cross Slash's hits transition considerably slower if shielded. Combined with the changes to [[perfect shield]]ing, this makes it significantly riskier to land on shield, as opponents have more time to react to the move connecting and can now parry the final hit for a more substantial punish.}}
**{{nerf|Limit Cross Slash's last hit has less knockback scaling (153 → 147), weakening its KO potential.}}
**{{nerf|Limit Cross Slash's last hit has less knockback scaling (153 → 147), weakening its KO potential.}}
**{{change|Cross Slash's last hit has a lower hitlag multiplier (2.5× → 2×).}}
**{{change|Cross Slash's last hit has a lower hitlag multiplier (2.5× → 2×).}}
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**{{buff|Cloud can now [[tech]] at the peak of Climhazzard's height.}}
**{{buff|Cloud can now [[tech]] at the peak of Climhazzard's height.}}
**{{buff|There is a slightly wider window for the downward slash to snap the ledge.}}
**{{buff|There is a slightly wider window for the downward slash to snap the ledge.}}
**{{buff|It has less landing lag (41 → 26 frames).}}
**{{buff|It has less landing lag (41 → 26 frames), making it safer when whiffed.}}
**{{buff|The rising portion of Climhazzard snaps to ledges earlier (frame 28 → 24).}}
**{{buff|The rising portion of Climhazzard snaps to ledges earlier (frame 28 → 24).}}
**{{buff|The downward slash's sweetspot has been made untechable [https://twitter.com/Ruben_dal/status/1221238565281173504] and deals set knockback (90 base/25 scaling → 110 set/100 scaling), increasing its knockback at lower percents and allowing the grounded hit to land far more reliably at any percent. It is also easier to use as a [[sacrificial KO]], as meteor smashes can now KO the opponent before they reach the bottom blast line.}}
**{{buff|The downward slash's sweetspot has been made untechable [https://twitter.com/Ruben_dal/status/1221238565281173504] and deals set knockback (90 base/25 scaling → 110 set/100 scaling), increasing its knockback at lower percents and allowing the grounded hit to land far more reliably at any percent. It is also easier to use as a [[sacrificial KO]], as meteor smashes can now KO the opponent before they reach the bottom blast line.}}
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**{{change|The camera no longer shakes when Cloud is preparing the final hit of the move (though this was initially not the case in his character showcase video).}}
**{{change|The camera no longer shakes when Cloud is preparing the final hit of the move (though this was initially not the case in his character showcase video).}}
**{{change|When using any even-numbered costume, Cloud performs Omnislash Ver. 5, the variant of Omnislash used in ''Advent Children''.}}
**{{change|When using any even-numbered costume, Cloud performs Omnislash Ver. 5, the variant of Omnislash used in ''Advent Children''.}}
***{{change|While the differences are mostly cosmetic, the final hit of Omnislash Ver. 5 has slightly different knockback properties against bystanders, always launching them in the direction Cloud is facing rather than the side of the explosion they are hit on. This changes the trajectory that bystanders behind Cloud are launched and, by extension, the [[directional influence]] that must be employed to potentially avoid being KOed, giving it a legitimate, albeit negligible, gameplay difference from Omnislash.}}