4,055
edits
Tag: Mobile edit |
|||
Line 65: | Line 65: | ||
==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'', | 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 [[nerf]]ed noticeably in his transition to ''Ultimate'', though he did remain a potent character, and changes 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 | 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. [[Neutral aerial]] has a new animation that significantly reduces its range, making it less safe and effective for spacing. [[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 in front of him, the clean hit has smaller hitboxes, and the whole move has less power and a lowered 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. | |||
Cloud's | Cloud's already poor grab game was also hindered even further; despite his faster pummel and his slower animations now matching his grabs' startup, down throw has lost its already lacking combo potential, and the universal nerfs to grabs have slightly reduced dash grab's alraedy lackluster range and made his own grabs slower and laggier, especially compared to the rest of the cast. Finally, other minor nerfs were to his smash attacks, as [[forward smash has slightly more ending lag and has less range, and [[down smash]]'s power was reduced. | ||
Despite these changes, the changes to game physics have dramatically beneffited Cloud. The reductions to [[landing lag]] benefit Cloud arguably more than any other character, 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. [[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]]. | |||
While Limit has seen detriments to its duration, it has also seen some improvements: his Limit Gauge fills faster via inflicting damage and especially via Limit Charge, allowing Cloud to use his Limit Break special moves much more frequently than in ''SSB4''. Lastly, [[Finishing Touch]] is an even more potent KO move: it has less startup, noticeably more knockback, and its grounded version's late hit had its vertical range increased to the point that it can hit opponents on the bottom platforms of [[Battlefield form]] stages. | |||
Overall, Cloud's nerfs have toned down his most oppressive factor and further defined his weaknesses. Limit's temporary duration now forces Cloud to approach more and optimize its usage, and his further weakened grab game and powerful tools now necessitate him to play even more aggressively than ever before. He also still retains his very exploitable recovery, which has seen no substantial improvements, as his faster air mobility doesn't compensate for this. However, his buffs to his other tools and the huge shifts to the engine have benefitted his aggressive options, as his damage-racking game is mostly intact thanks to his improved combo game, and he can now Limit space his moves with more liberty while being ironically harder to punish him, as well as KO more easily without the need to rely on Limit; many of these buffs have also been granted to him through game updates. As a result, Cloud remains a fundamentally solid character with a relatively low learning curve and effective tools, and while he is not as overpowered and performs worse than in ''SSB4'', he's still considered to be a very strong character in ''Ultimate'', especially in competitive play. | |||
{{SSB4 to SSBU changelist|char=Cloud}} | {{SSB4 to SSBU changelist|char=Cloud}} |