Climhazzard: Difference between revisions

(Not sure how this is trivia...)
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==Overview==
==Overview==
Cloud slashes directly upwards, sending him into the air, and then back down if the action is immediately repeated. This move is very similar to [[Ike]]'s [[Aether]] or [[Kirby]]'s [[Final Cutter]], though the downward swing in Cloud's case is purely optional.
Cloud slashes directly upwards, sending him into the air. If the special button is pressed again, Cloud slashes downwards, plummeting down till he hits the ground. This move is very similar to [[Ike]]'s [[Aether]] or [[Kirby]]'s [[Final Cutter]], though the downward swing in Cloud's case is purely optional.


Cloud thrusts his sword forward, dealing 3% damage. He is then propelled a distance about the height of Battlefield's top platform (this deals 4%). During this slash, Cloud can only grab ledges during the initial thrust, or when Cloud reaches its peak, much like [[Rising Uppercut]]. This, in addition to the slash giving mediocre distance and completely stopping Cloud's forward momentum on use, makes the standard Climhazzard a notoriously weak recovery if Cloud lacks his second jump or cannot use his [[wall jump]].
The upward slash has two hitboxes: the first hitbox is a stab which deals 3% damage, then the main upwards slash which deals 4%. Cloud is propelled a distance about the height of Battlefield's top platform, and during this slash, Cloud can only grab ledges during the initial thrust, or when Cloud reaches its peak. Much like [[Rising Uppercut]], standard Climhazzard giving mediocre distance and completely stops Cloud's forward momentum on use, making it a notoriously weak recovery if Cloud lacks his second jump or cannot use his [[wall jump]].


If the button is pressed again, Cloud will fall continuously and slash downward. This downward slash deals 4.5% by itself, and 3.5% if Cloud lands on a platform. The downward slash will meteor smash the opponent most of the time, but if it lands behind Cloud or anywhere not directly below the sword, it will instead send opponents at a diagonal angle, with extremely high base knockback (enough to KO at 0% at the ledge in rare cases) but low scaling.
If the button is pressed again, Cloud will perform a downwards slash, causing him to fall in a fixed trajectory. This downward slash deals 4.5% by itself, and 3.5% if Cloud lands on a platform. The downward slash will meteor smash the opponent most of the time, but if it lands behind Cloud or anywhere not directly below the sword, it will instead send opponents at a diagonal angle, with extremely high base knockback (enough to KO at 0% at the ledge in rare cases) but low scaling.


While Cloud is under ''Limit Break'' status (see [[Limit Charge]]), the initial stab deals 6% and the rising slash deals 7% with increased knockback. This variant propels Cloud 1.5 times higher than the original height and has significant horizontal maneuverability while rising, while additionally being able to carry Cloud's horizontal momentum as he falls. It will also [[Edge sweet spot|allow grabbing the ledge while it is in progress]]. However, Cloud players should be wary of using this variant of the move on stages where the main platform has an underside, as the horizontal component may get them stuck in a fatal position if misused.  
While Cloud is under ''Limit Break'' status (see [[Limit Charge]]), the initial stab deals 6% and the rising slash deals 7% with increased knockback. This variant is extremely effective for recovering, as it propels Cloud 1.5 times higher than the original height and has significant horizontal maneuverability while rising, while additionally being able to carry Cloud's horizontal momentum as he falls. It will also [[Edge sweet spot|allow grabbing the ledge while it is in progress]]. However, Cloud players should be wary of using this variant of the move on stages where the main platform has an underside, as the horizontal component may get them stuck in a fatal position if misused.  


Common to both versions, if Cloud inputs for the downward slash, he cannot grab the ledge until after descending a distance slightly less than Climhazzard's normal vertical distance; grabbing the ledge while facing the opposite direction requires slightly less than Climhazzard's Limit Break upward distance before the ledge can be grabbed. Attempting to grab the ledge at any lower height will cause a [[self-destruct]]. Any horizontal momentum is utterly cancelled if the falling slash is initiated. Repeated use of the downward slash near the ledge at a grabbable height is a viable edgeguarding option, as it can hit below the ledge before Cloud grabs it. If the downward slash's meteor smash hitbox is instead used as a [[Sacrificial KO]], Cloud will almost always lose his stock first, unless the opponent is close enough to the bottom blast line or has high enough damage.
Common to both versions, if Cloud inputs for the downward slash, he cannot grab the ledge until after descending a distance slightly less than Climhazzard's normal vertical distance; grabbing the ledge while facing the opposite direction requires slightly less than Climhazzard's Limit Break upward distance before the ledge can be grabbed. Attempting to grab the ledge at any lower height will cause a [[self-destruct]]. Any horizontal momentum is utterly cancelled if the falling slash is initiated. Repeated use of the downward slash near the ledge at a grabbable height is a viable edgeguarding option, as it can hit below the ledge before Cloud grabs it. If the downward slash's meteor smash hitbox is instead used as a [[Sacrificial KO]], Cloud will almost always lose his stock first, unless the opponent is close enough to the bottom blast line or has high enough damage.
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