When Cloud was released, my friends jumped at the opportunity to have him in their roster. I thought he was OP when they trashed me with him, so I began studying. That stopped yesterday, when I bought him for myself.
Here are my observations for anyone who want to get better with Cloud, want to learn how to beat him, or both.
MOVESET
The Limit Break system is fairly straight forward. It is charged with down-special, or it increases when Cloud deals or takes damage. When it is filled, it gives him a slight stat boost, and gives him the use of one powered up special attack. His down-special move changes to what's called "Finishing Touch." This is similar to Little Mac's K.O. Punch, in that it has a ridiculous launch rate (can kill at 80%). It works in front and behind him, and it reaches out a little further than the K.O. Punch.
His up-special (Climhazzard) takes him up like Ike, but instead of automatically coming back down, you get the option by choosing whether or not to press the special button a second time. This will kill you if you press it trying to recover. It goes really high with the Limit Break, but it's not a guaranteed recovery from anywhere off the stage. It's also a suicide-kill move.
His side-special (Cross Slash) makes him slash his sword through the air to form the japanese word "Kyo." This move hits three times, and has a decent launch rate, but one shouldn't go for kills with it. The Limit Break version of this does about 30% damage if all three hits connect, and has a high launch rate. One can combo into side-special from down-throw (at low percentages).
His standard-special (Blade Beam) makes him create a projectile that is good to stumble your opponent for a brief moment. This move is stronger on the ground then in the air. The Limit Break version of this move has multiple hits, and a high launch rate.
STRENGTHS
Cloud is a very versatile and balanced character, able to adopt almost any strategy in a single or doubles battle. He has high attack power, and is built to deal more damage on the ground than in the air, but he at least has some air-game. His "Limit Break" system is another unique mechanic that gives him yet another advantage.
His up-air attack works like Rosalina's, in that it has a high priority, and one shouldn't try to win a trade-off with it. It's good for juggling an opponent, but one should be careful if said opponent air-dodges.
He has two meteor attacks, his forward-air and his down-air. The meteor on his forward-air works at the end of his swing. The meteor on his down-air works at the start of the attack. A cheap tactic would be to use down-air repeatedly at the edge. Finishing Touch is also good for covering the edge.
The Limit Break charging move has no lag when getting out of it, so it is easy to camp his opponents and charge his Limit Break.
His up-tilt and even his up-smash work to juggle at low percentages. His up-smash has a good launch rate at kill percentages.
His side-smash attack has three hits, with the third hit the strongest and the first the weakest, so there is little penalty for being countered.
His down-smash is very quick, and can get you out of a sticky situation if one is near the edge.
His down-air has high priority.
WEAKNESSES
Cloud trades high attack power for an "okay" defense and a poor recovery. One can kill him fairly easily if their allowed to edge-guard him. One can also force him to use his Limit Break on recovery if they put him over the edge.
His down-air is a meteor move AND has high priority,yes. But it does not have a WIDE hitbox. One could attack him from the side while he's in the air. Fox is good for aerial attack options.
Most of his attacks are slow, so if you have a character with fast attacks (Fox, Sheik) or a long reach (Shulk), you can win most trade-offs.
He has no kill throws or combo set-ups from throws.
CONCLUSION
I believe that Cloud is a fantastic character for doubles matches, but not the greatest for singles. He's not the worst, but he's not the greatest. I enjoy playing Cloud for any match, but I think Fox will be my go-to in certain situations.
I recommend custom fighters have a moderate boost in defense and an above-average boost in speed. An improved jump effect would do Cloud some good. Don't let his attack go down though, because that's what gives him that edge.
Here are my observations for anyone who want to get better with Cloud, want to learn how to beat him, or both.
MOVESET
The Limit Break system is fairly straight forward. It is charged with down-special, or it increases when Cloud deals or takes damage. When it is filled, it gives him a slight stat boost, and gives him the use of one powered up special attack. His down-special move changes to what's called "Finishing Touch." This is similar to Little Mac's K.O. Punch, in that it has a ridiculous launch rate (can kill at 80%). It works in front and behind him, and it reaches out a little further than the K.O. Punch.
His up-special (Climhazzard) takes him up like Ike, but instead of automatically coming back down, you get the option by choosing whether or not to press the special button a second time. This will kill you if you press it trying to recover. It goes really high with the Limit Break, but it's not a guaranteed recovery from anywhere off the stage. It's also a suicide-kill move.
His side-special (Cross Slash) makes him slash his sword through the air to form the japanese word "Kyo." This move hits three times, and has a decent launch rate, but one shouldn't go for kills with it. The Limit Break version of this does about 30% damage if all three hits connect, and has a high launch rate. One can combo into side-special from down-throw (at low percentages).
His standard-special (Blade Beam) makes him create a projectile that is good to stumble your opponent for a brief moment. This move is stronger on the ground then in the air. The Limit Break version of this move has multiple hits, and a high launch rate.
STRENGTHS
Cloud is a very versatile and balanced character, able to adopt almost any strategy in a single or doubles battle. He has high attack power, and is built to deal more damage on the ground than in the air, but he at least has some air-game. His "Limit Break" system is another unique mechanic that gives him yet another advantage.
His up-air attack works like Rosalina's, in that it has a high priority, and one shouldn't try to win a trade-off with it. It's good for juggling an opponent, but one should be careful if said opponent air-dodges.
He has two meteor attacks, his forward-air and his down-air. The meteor on his forward-air works at the end of his swing. The meteor on his down-air works at the start of the attack. A cheap tactic would be to use down-air repeatedly at the edge. Finishing Touch is also good for covering the edge.
The Limit Break charging move has no lag when getting out of it, so it is easy to camp his opponents and charge his Limit Break.
His up-tilt and even his up-smash work to juggle at low percentages. His up-smash has a good launch rate at kill percentages.
His side-smash attack has three hits, with the third hit the strongest and the first the weakest, so there is little penalty for being countered.
His down-smash is very quick, and can get you out of a sticky situation if one is near the edge.
His down-air has high priority.
WEAKNESSES
Cloud trades high attack power for an "okay" defense and a poor recovery. One can kill him fairly easily if their allowed to edge-guard him. One can also force him to use his Limit Break on recovery if they put him over the edge.
His down-air is a meteor move AND has high priority,yes. But it does not have a WIDE hitbox. One could attack him from the side while he's in the air. Fox is good for aerial attack options.
Most of his attacks are slow, so if you have a character with fast attacks (Fox, Sheik) or a long reach (Shulk), you can win most trade-offs.
He has no kill throws or combo set-ups from throws.
CONCLUSION
I believe that Cloud is a fantastic character for doubles matches, but not the greatest for singles. He's not the worst, but he's not the greatest. I enjoy playing Cloud for any match, but I think Fox will be my go-to in certain situations.
I recommend custom fighters have a moderate boost in defense and an above-average boost in speed. An improved jump effect would do Cloud some good. Don't let his attack go down though, because that's what gives him that edge.