Cloud (SSBU): Difference between revisions

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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'', alongside {{SSB4|Bayonetta}}, due to a myriad of advantages, including deceptively lingering hitboxes, excellent speed-to-range ratio alongside generous [[autocancel]] windows, and a powerful advantage in the form of his [[Limit Gauge]], which granted a lasting stat buff that boosted his already high overall mobility, allowed him to force [[approach]]es, and posed a constant threat during games due to the potential of a powerful Limit Break [[special attack]]. All these factors made him one of the most viable characters in ''SSB4'' overall, especially 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 Meta Knight in ''Brawl'' singles]). Likely as a result of this, Cloud has been noticeably [[nerf]]ed overall in his transition to ''Ultimate''.
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 received a fair share of [[buff]]s, although most of these are universal throughout the cast. Like most other characters, he was given a boost to his already high stats, with faster movement speed, a frame 3 jumpsquat, and reductions to [[landing lag]], all of which compliments his strong aerial spacing ability and continues to make him one of the most mobile swordfighters in the game. In particular, the reduction to landing lag on his aerials not only makes them much safer on shield due to their range, it also allows Cloud to follow up from them more consistently, most notably with his forward, back and up aerials; this improves his damage racking 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.


The reintroduction of directional [[air dodge]]s 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. Certain moves have been improved to make them more consistent or improve their KO potential, such as his [[neutral attack]] (which connects better and can now [[lock]]) and [[dash attack]] (which has increased knockback). The ability to [[dash cancel]] into any ground move and the introduction of [[spot dodge]] canceling also allows Cloud to make even better use of his ground attacks, such as [[neutral attack]] for tech-chasing, [[down tilt]] for approaching, or forward tilt for KOing.
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 special moves have also been given some noteworthy improvements. [[Blade Beam]]'s sluggishness has been improved by a reduction of ending lag, making it less punishable and giving Cloud a semi-reliable camping tool. [[Climhazzard]] can be teched at the end of the move, snaps to ledge faster when using the downward slash, has much lower landing lag, transitions quicker, and KOs more consistently if used offstage due to the changes to [[meteor smash]]es. This makes it safer for [[recovery]], a much more reliable [[out of shield]] option, and 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'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.


Although Cloud can no longer store his Limit indefinitely, the combination his Limit Gauge filling faster via inflicting damage and especially via Limit Charge actually means that Cloud can use his Limit Breaks much more frequently than in ''SSB4''. Finally, [[Finishing Touch]] is an even more potent finishing 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.
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.


However, these buffs are offset by an abundance of nerfs. One of Cloud's most significant changes are to his [[Limit Charge]]: it can no longer be [[instant charge-cancel]]ed since it incurs 7 frames of lag when canceling a charge, will have its charge reduced if Cloud is hit during the process of charging, and disappears entirely if not used up in 15 seconds. These changes result in Cloud's Limit Break mechanic no longer being a direct upside that can be kept for [[mindgame]]s or a lasting stat boost, and forces him to be more cautious of both charging and activating his Limit, vastly reducing the sheer game changing abilities it once had in the previous game.
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]].


Cloud's aerials have also been toned down, making his infamous aerial game less effective despite their lowered landing lag and better combo potential. [[Neutral aerial]]'s range has been significantly reduced due to an altered animation in which Cloud doesn't stretch his arm as much, making it less safe and effective for spacing. [[Down aerial]]'s lingering hitbox ends earlier and has more ending lag, making it harder to follow up in midair and riskier to use an an anti-juggle move, although its lowered landing lag allows it to start combos if Cloud lands first.
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.


Finally, Cloud's notorious [[up aerial]] has been substantially nerfed: its increased startup with no animation change significantly reduced its range in front of him, it has smaller hitboxes on the Buster Sword, reduced power and a lowered autocancel window. Altogether, these changes worsen its versatility by almost completely removing its ability to start combos on grounded opponents, reducing its incontestability, and toning down its previously respectable KO power, with its only buffs being its lowered landing lag and damage making it easier to chain several up aerials together with the aid of platforms.
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.
 
Other nerfs Cloud has received are to his grounded KO ability being slightly nerfed, as his forward and up [[smash attack]]s have slightly higher ending lag, while [[down smash]] is weaker, making his average ground game even less imposing. Lastly, his already poor grab game has been further weakened, as his down throw has lost its already lacking combo potential and his grabs have been made slower and now have higher ending lag; although the latter point is synonymous with the rest of the cast, this notably hurts Cloud's options against shielding opponents. As a result of these nerfs, Cloud now has more defined weaknesses, with his weak grab game, exploitable recovery, and weakened tools necessitating him to be more precise and careful with optimizing his Limit or spacing, alongside making spacing with his aerials more difficult.
 
Overall, Cloud remains a fundamentally solid character with a relatively low learning curve and effective tools, although he is not as overpowered as he was in ''SSB4'' due to his nerfs toning down the incredible utility his moveset had at his disposal. Although Cloud is considered to be worse than his iteration in ''SSB4'', he still continues to garner strong results in competitive play and is widely considered to be top tier.


{{SSB4 to SSBU changelist|char=Cloud}}
{{SSB4 to SSBU changelist|char=Cloud}}
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