Cloud (SSB4): Difference between revisions

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In all [[region]]s, Cloud is voiced by {{s|wikipedia|Takahiro Sakurai}}, his official Japanese voice actor from ''{{iw|wikipedia|Kingdom Hearts|game}}'' onward. This is likely because his original English voice actor, {{iw|wikipedia|Steve Burton|actor}} (who voiced Cloud in English from ''Kingdom Hearts'' to ''{{s|wikipedia|Dissidia Final Fantasy NT}}'') is a union-based voice actor.
In all [[region]]s, Cloud is voiced by {{s|wikipedia|Takahiro Sakurai}}, his official Japanese voice actor from ''{{iw|wikipedia|Kingdom Hearts|game}}'' onward. This is likely because his original English voice actor, {{iw|wikipedia|Steve Burton|actor}} (who voiced Cloud in English from ''Kingdom Hearts'' to ''{{s|wikipedia|Dissidia Final Fantasy NT}}'') is a union-based voice actor.


Cloud is ranked 2nd out of 55 on the [[tier list]], placing him in the S tier and making him the second highest ranked newcomer, DLC and third party character (behind Bayonetta), and the second highest character overall. The [[Buster Sword]] grants him some of the greatest [[reach]] and longest [[disjoint]]ed hitboxes of any character; furthermore, he is highly mobile both in the air and on the ground, with a fast [[dash]] and high [[air speed]]. This, together with surprisingly fast frame data for a character of his range and power, grants Cloud potent zoning, [[spacing]], and [[neutral game]]s. The speed and utility of his [[aerial attack]]s make him dangerous in the air, and his attacks flow together well, letting him [[combo]] with ease. Cloud can also force [[approach]]es by using [[Limit Charge]], while a full [[charge]] boosts his mobility even further and significantly strengthens his [[special move]]s.
Cloud is ranked 2nd out of 54 on the [[tier list]], placing him in the S tier and making him the second highest ranked newcomer, DLC and third party character (behind Bayonetta), and the second highest character overall. The [[Buster Sword]] grants him some of the greatest [[reach]] and longest [[disjoint]]ed hitboxes of any character; furthermore, he is highly mobile both in the air and on the ground, with a fast [[dash]] and high [[air speed]]. This, together with surprisingly fast frame data for a character of his range and power, grants Cloud potent zoning, [[spacing]], and [[neutral game]]s. The speed and utility of his [[aerial attack]]s make him dangerous in the air, and his attacks flow together well, letting him [[combo]] with ease. Cloud can also force [[approach]]es by using [[Limit Charge]], while a full [[charge]] boosts his mobility even further and significantly strengthens his [[special move]]s.


Despite his strengths, Cloud has his fair share of flaws. Cloud's primary flaw is his poor [[recovery]]. Despite his aerial maneuverability and an effective [[wall jump]], [[Climhazzard]] gains very little height and no horizontal distance; its inability to [[sweetspot]] [[edge]]s for most of its duration also leaves him vulnerable to [[gimp]]ing. His KO ability is weaker if Limit Break is not fully charged, as many of his strongest attacks are risky to use due to their punishability if missed. Furthermore, his attacks require precise spacing to be safely and effectively landed, especially off-stage. Cloud also has difficulty approaching from the ground, due to his unsafe ground attacks, and [[Blade Beam]], his only projectile, is slow and punishable when not under the effects of Limit; additionally, his grab is one of the shortest of the cast, and his throws generally have low damage output and very little combo potential. Finally, Cloud's height, average [[weight]] and [[falling speed]] make him very susceptible to combos.
Despite his strengths, Cloud has his fair share of flaws. Cloud's primary flaw is his poor [[recovery]]. Despite his aerial maneuverability and an effective [[wall jump]], [[Climhazzard]] gains very little height and no horizontal distance; its inability to [[sweetspot]] [[edge]]s for most of its duration also leaves him vulnerable to [[gimp]]ing. His KO ability is weaker if Limit Break is not fully charged, as many of his strongest attacks are risky to use due to their punishability if missed. Furthermore, his attacks require precise spacing to be safely and effectively landed, especially off-stage. Cloud also has difficulty approaching from the ground, due to his unsafe ground attacks, and [[Blade Beam]], his only projectile, is slow and punishable when not under the effects of Limit; additionally, his grab is one of the shortest of the cast, and his throws generally have low damage output and very little combo potential. Finally, Cloud's height, average [[weight]] and [[falling speed]] make him very susceptible to combos.
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