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

→‎Special moves: i think it being downwards in that part was a mistake.
(→‎Aerial attacks: didnt include how the late hit was reduced aswell)
(→‎Special moves: i think it being downwards in that part was a mistake.)
Tags: Mobile edit Advanced mobile edit
 
(13 intermediate revisions by 10 users not shown)
Line 3: Line 3:
**{{change|The Buster Sword's blade texture appears more "battle-worn", featuring scratches and a metallic sheen.}}
**{{change|The Buster Sword's blade texture appears more "battle-worn", featuring scratches and a metallic sheen.}}
*{{change|Cloud's sixth [[alternate costume]] is black instead of a deep teal, making it identical to the default ''Advent Children'' costume with the exception of his exposed left arm. His seventh alternate costume has also been slightly updated; it is now brown, instead of black.}}
*{{change|Cloud's sixth [[alternate costume]] is black instead of a deep teal, making it identical to the default ''Advent Children'' costume with the exception of his exposed left arm. His seventh alternate costume has also been slightly updated; it is now brown, instead of black.}}
*{{buff|Cloud's [[Limit Gauge]] is now shown persistently above his [[damage meter]], akin to [[Little Mac]]'s [[Power Meter]]. This makes it possible to see how much the meter has been charged to.}}
*{{buff|Cloud's [[Limit Gauge]] is now shown persistently above his [[damage meter]], akin to [[Little Mac]]'s [[Power Meter]]. This makes it possible to see how much the meter has been charged.}}
*{{change|The Buster Sword has a much brighter glow effect at its tip during Cloud's sword-based attacks, although this does not affect the range of the sword itself.}}
*{{change|The Buster Sword has a much brighter glow effect at its tip during Cloud's sword-based attacks, although this does not affect the range of the sword itself.}}
*{{change|Cloud keeps his eyes open during his clapping animation.}}
*{{change|Cloud keeps his eyes open during his clapping animation.}}
Line 47: Line 47:
**{{buff|Its 13% hitboxes have more knockback scaling (96 → 105), improving its KO potential.}}
**{{buff|Its 13% hitboxes have more knockback scaling (96 → 105), improving its KO potential.}}
*[[Down smash]]:
*[[Down smash]]:
**{{buff|The farthest hitbox on the first hit deals less set knockback (120 → 85) and sends at a higher angle (176° (aerial)/165° (grounded) → 155°/150°), allowing it to connect into the second hit more reliably.}}
**{{buff|The farthest hitbox on the first hit deals less set knockback (120 → 85) and sends at a higher angle (165° (grounded)/176° (aerial) → 150°/155°), allowing it to connect into the second hit more reliably.}}
**{{nerf|Down smash deals less damage (4% → 3% (hit 1), 12% → 11% (hit 2)), and the second hit also has less knockback scaling (94 → 92), reducing its KO potential.}}
**{{nerf|Down smash deals less damage (4% → 3% (hit 1), 12% → 11% (hit 2)), and the second hit also has less knockback scaling (94 → 92), reducing its KO potential.}}


Line 56: Line 56:
*[[Forward aerial]]:
*[[Forward aerial]]:
**{{change|Forward aerial's sweetspots have a lower hitlag multiplier (2× → 1.4×), while the sourspots have a higher multiplier (1× → 1.4×).}}
**{{change|Forward aerial's sweetspots have a lower hitlag multiplier (2× → 1.4×), while the sourspots have a higher multiplier (1× → 1.4×).}}
*[[Back aerial]]:
**{{change|Back aerial has an altered animation that matches the hitbox more closely.}}
*[[Up aerial]]:
*[[Up aerial]]:
**{{nerf|Up aerial has more startup with a shorter hitbox duration (frames 7-9 (clean)/10-25 (late) → 8-9/10-23) and no animation change. This reduces the clean hits range below and in front of Cloud and prevents it from hitting grounded opponents as easily.}}
**{{nerf|Up aerial has more startup with a shorter hitbox duration (frames 7-9 (clean)/10-25 (late) → 8-9/10-23) and no animation change. This reduces its juggling ability and worsens the clean hits range below Cloud and prevents it from hitting grounded opponents as easily.}}
**{{nerf|The clean hit's deceptively large hitboxes have become smaller (4.7u (frames 7-9) → 4.2u (frame 8)/4u (frame 9)).}}
**{{nerf|The clean hit's deceptively large hitboxes have become smaller (4.7u (frames 7-9) → 4.2u (frame 8)/4u (frame 9)).}}
**{{nerf|It [[auto-cancel|auto-cancels]] later (frame 26 → 32), no longer doing so from a [[short hop fast fall]] and immediately after its hitboxes cease.}}
**{{nerf|It [[auto-cancel|auto-cancels]] later (frame 26 → 32), no longer doing so from a [[short hop fast fall]] and immediately after its hitboxes cease.}}
Line 86: Line 88:
**{{buff|Non-Limit Blade Beam has less ending lag on the ground (FAF 61 → 54), improving its camping ability.}}
**{{buff|Non-Limit Blade Beam has less ending lag on the ground (FAF 61 → 54), improving its camping ability.}}
**{{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.}}
**{{buff|Limit Blade Beam moves faster (speed: 2.8 (ground)/2.24 (air) → 2.95/2.4), and lasts longer (41 frames → 47).}}
*[[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×).}}
Line 94: Line 97:
**{{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 upward 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.}}
**{{nerf|The downward slash's sourspot deals much less base knockback (130 → 50), with knockback scaling not fully compensated (25 → 80), significantly hindering its safety on hit at lower percents, and in combination with the nerfs to [[rage]], no longer KOing at very low percents near the edge.}}
**{{nerf|The downward slash's sourspot deals much less base knockback (130 → 50), with knockback scaling not fully compensated (25 → 80), significantly hindering its safety on hit at lower percents, and in combination with the nerfs to [[rage]], no longer KOing at very low percents near the edge.}}
**{{nerf|Due to the changes to [[jostle]] mechanics, Cloud's horizontal momentum now immediately halts when hitting opponents with the rising hit of Climhazzard, increasing its vulnerability to edgeguarding. [https://twitter.com/Cheeks_SSB4/status/1151905661741162496]}}
**{{nerf|Due to the changes to [[jostle]] mechanics, Cloud's horizontal momentum now immediately halts when hitting opponents with the rising hit of Climhazzard, increasing its vulnerability to edgeguarding. [https://twitter.com/Cheeks_SSB4/status/1151905661741162496]}}
Line 105: Line 108:
**{{buff|Cloud fills the Limit Gauge faster from dealing damage (full charge: 250% → 150%) and using Limit Charge (full charge: 400 frames → 335).}}
**{{buff|Cloud fills the Limit Gauge faster from dealing damage (full charge: 250% → 150%) and using Limit Charge (full charge: 400 frames → 335).}}
**{{nerf|Canceling it is no longer instantaneous, instead incurring 7 frames of lag, leaving Cloud more vulnerable when charging it.}}
**{{nerf|Canceling it is no longer instantaneous, instead incurring 7 frames of lag, leaving Cloud more vulnerable when charging it.}}
**{{nerf|If Cloud gets hit during Limit Charge, including the lag from canceling it, his Limit Gauge is depleted rather than filled.}}
**{{nerf|If Cloud gets hit during Limit Charge, including the lag from canceling it, his Limit Gauge is depleted by the amount he would have gained otherwise. If he gets grabbed out of it, this effect lasts throughout the entire grab, affecting both the grabber's pummels/throws and collateral attacks.}}
**{{nerf|Cloud loses his Limit Break if no special move is used within 15 seconds of reaching full charge, requiring it to be charged again. This makes his Limit Breaks easier to avoid, and prevents him from having his stats increased indefinitely.}}
**{{nerf|Cloud loses his Limit Break if no special move is used within 15 seconds of reaching full charge, requiring it to be charged again. This makes his Limit Breaks easier to avoid, and prevents him from having his stats increased indefinitely.}}
*[[Finishing Touch]]:
*[[Finishing Touch]]:
**{{buff|Finishing Touch has less startup lag on the ground (frame 16 → 14).}}
**{{buff|Finishing Touch has less startup (16 (both) 12 (grounded)/14 (aerial)).}}
**{{buff|The ground version's late hit has more vertical range during its first frames (Y offset: 16u → 22u), allowing it to hit opponents standing on the lower platforms of {{SSBU|Battlefield}}.}}
**{{buff|The ground version's late hit has more vertical range during its first frames (Y offset: 16u → 22u), allowing it to hit opponents standing on the lower platforms of {{SSBU|Battlefield}}.}}
**{{buff|It has more knockback scaling (417 (early, grounded)/390 (late, grounded)/359 (early, air)/335 (late, air) → 431/406/371/349), improving its KO potential.}}
**{{buff|It has more knockback scaling (417 (early, grounded)/390 (late, grounded)/359 (early, air)/335 (late, air) → 431/406/371/349), improving its KO potential.}}
**{{change|It no longer ignores weight, hindering its KO potential against heavyweights, but improving it against lightweights.}}
**{{change|It no longer ignores weight, hindering its KO potential against heavyweights, but improving it against lightweights.}}
**{{nerf|It has more ending lag (FAF 80 → 86).}}
**{{nerf|It has more ending lag (FAF 80 → 85 (grounded)/88 (aerial)).}}
*[[Omnislash]]:
*[[Omnislash]]:
**{{buff|A trapping hit was added before the tackling hit that deals 1%.}}
**{{buff|The string of airborne hits (3-16) deal more damage (2% → 2.2%).}}
**{{nerf|The final hit has lower knockback scaling (120 → 113) and launches at a lower angle (70° → 65°), weakening its KO potential.}}
**{{nerf|The final hit has lower knockback scaling (120 → 113) and launches at a lower angle (70° → 65°), weakening its KO potential.}}
**{{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.}}
***{{change|The string of airborne hits deal more damage (2.2% → 2.8%) but there are fewer hits (14 → 11), resulting in the same amount of damage to trapped opponents.}}
5,286

edits