Limit Charge / Finishing Touch: Difference between revisions

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7.0.0 updated speed of Limit Charge; mentioned more changes for FT
Tag: Mobile edit
m (7.0.0 updated speed of Limit Charge; mentioned more changes for FT)
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Over the course of normal play, Cloud charges up his Limit Gauge (invisible in ''SSB4'') while giving or receiving damage. This mechanic is identical to the [[Power Meter]] expressed by [[Little Mac]]. As much as 250% (150% in ''Ultimate'') in raw damage must be dealt by Cloud to players, or 100% taken by him, to fill the meter by ''only'' giving or receiving damage, respectively. If not using Cloud's natural moveset, in-hand [[Battering]] [[items]] (and not damage caused by effects, such as the [[Flower]] ailment from a [[Lip's Stick]]) and the [[Equipment#Equipment_bonus_effects|Speed Crasher and Shield Exploder equipment effects]] also count.
Over the course of normal play, Cloud charges up his Limit Gauge (invisible in ''SSB4'') while giving or receiving damage. This mechanic is identical to the [[Power Meter]] expressed by [[Little Mac]]. As much as 250% (150% in ''Ultimate'') in raw damage must be dealt by Cloud to players, or 100% taken by him, to fill the meter by ''only'' giving or receiving damage, respectively. If not using Cloud's natural moveset, in-hand [[Battering]] [[items]] (and not damage caused by effects, such as the [[Flower]] ailment from a [[Lip's Stick]]) and the [[Equipment#Equipment_bonus_effects|Speed Crasher and Shield Exploder equipment effects]] also count.


His down special is an alternative method of filling this gauge, as it works akin to an auto-charge special. It takes 400 frames (or 6.667 seconds) to fully charge with this down-special alone, and no sustained input is required to continue charging. This is also the only way to see the Gauge's progress in ''SSB4'' (''Ultimate'' places the Limit Gauge over Cloud's Damage Meter). Limit Charge can be [[charge-cancel]]ed by pressing the special button (in addition to all conventional methods of charge-cancelling via rolling and shielding on the ground, or air dodging in the air), which can be used situationally to move or attack quickly out of the charge cancel. In ''SSB4'', even if Cloud is attacked while charging, the meter will visibly fill up in proportion to the sustained damage. However, ''Ultimate'' has the opposite effect, where taking damage mid-charge will now drain the meter accordingly (but taking damage while not using Limit Charge still fills the meter).
His down special is an alternative method of filling this gauge, as it works akin to an auto-charge special. It takes 400 frames, or 6.667 seconds (335 frames, or 5.583 seconds in ''Ultimate'') to fully charge with this down-special alone, and no sustained input is required to continue charging. This is also the only way to see the Gauge's progress in ''SSB4'' (''Ultimate'' places the Limit Gauge over Cloud's Damage Meter). Limit Charge can be [[charge-cancel]]ed by pressing the special button (in addition to all conventional methods of charge-cancelling via rolling and shielding on the ground, or air dodging in the air), which can be used situationally to move or attack quickly out of the charge cancel. In ''SSB4'', even if Cloud is attacked while charging, the meter will visibly fill up in proportion to the sustained damage. However, ''Ultimate'' has the opposite effect, where taking damage mid-charge will now drain the meter accordingly (but taking damage while not using Limit Charge still fills the meter).


[[File:LimitFullyCharged.jpg|thumb|left|Cloud's appearance while the Limit Gauge is full.]]
[[File:LimitFullyCharged.jpg|thumb|left|Cloud's appearance while the Limit Gauge is full.]]
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A nearly complete list of grounded Finishing Touch KO percentages in ''Smash 4'' can be found [https://www.youtube.com/watch?v=E9kwQ0mOQVk here]. Because Finishing Touch treats every character as having a weight of 100, the fall speed and gravity of that character is instead the main factor of surviving the move. For example, {{SSB4|Bowser}}, the heaviest character, is KO'd at 59.5%/70% (hitting in front and from behind respectively), while {{SSB4|Fox}}, the fastest faller, is KO'd at 74%/85%, which is the highest percentage required across all characters, barring {{SSB4|Shulk}} with the [[Monado Arts|Shield Art]] activated. Corrin is KO'd at 64%/74%, while Bayonetta is KO'd at 68%/79%, and Cloud himself survives 3% longer in Limit Break.
A nearly complete list of grounded Finishing Touch KO percentages in ''Smash 4'' can be found [https://www.youtube.com/watch?v=E9kwQ0mOQVk here]. Because Finishing Touch treats every character as having a weight of 100, the fall speed and gravity of that character is instead the main factor of surviving the move. For example, {{SSB4|Bowser}}, the heaviest character, is KO'd at 59.5%/70% (hitting in front and from behind respectively), while {{SSB4|Fox}}, the fastest faller, is KO'd at 74%/85%, which is the highest percentage required across all characters, barring {{SSB4|Shulk}} with the [[Monado Arts|Shield Art]] activated. Corrin is KO'd at 64%/74%, while Bayonetta is KO'd at 68%/79%, and Cloud himself survives 3% longer in Limit Break.


In ''Ultimate'', Finishing Touch has slightly faster startup. However, before the 2.0.0 update in ''Ultimate'', it also had a slightly smaller hitbox due to an error, rendering it unable to hit prone opponents. This has since been fixed.
In ''Ultimate'', Finishing Touch has slightly faster startup and slightly more knockback scaling, but possesses more endlag. However, before the 2.0.0 update in ''Ultimate'', it also had a slightly smaller hitbox due to an error, rendering it unable to hit prone opponents. This has since been fixed.


==Customization==
==Customization==
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