And the forward smash
Guys, Cloud is in Super Smash Bros.
Holy shit.
Let’s start with his special moves.
- Neutral B: Blade Beam
This is a pretty awful projectile. The best thing about it is that it lasts a decent amount of time and goes straight. It’s an okay spacing tool but has incredibly small knockback and pitiful damage. The limit break version, on the other hand, is great. It travels qui𓂃ckly and has mu𝔍ltiple hits, doing around 17% damage. It can be a decent edge-guarding tool (it hits hanging opponents) and can be used to catch opponents rolling.
- Side B: Cross Slash
This is an interesting move. The standard version requires multiple presses of the B button to execute, which leaves Cloud with some options. Since people tend to mash button to get out of things, cutting this off early can catch players and force them into an exposed situation. The limit break version is very high damage, but won’t kill too early. It comes out pretty much instantly so it’s a nice punish if you catch an opponent in a poor position.
- Up B: Climhazzard
First of all, “climb-hazzard?” What?! I’ve been calling it “Clim-hazzard” forever!
Anyway, Cloud has some awful recovery. His normal up special doesn’t get much height and definitely doesn’t go very horizontal. Be careful not to tap B again, or else he’ll head straight downwards, ignoring any and all ledges on his way [he can still grab ledges! Thanks LinkSlayer]. It’s also not a very good attack; it’s sort of like Kirby’s up special, except you don’t need to commit to the downward swing. The limit break version has some absolutely wonderful recovery, both vertical and horizontal, however it’s still a lackluster attack on the ground.
- Down B: Limit Charge / Finishing Touch
This charges Cloud’s Limit Break meter and, more importantly, displays it to the players. The gauge is invisible normally, so knowing exactly where it is can be key. From zero, it takes about seven seconds to get to full charge. Once charged, this special becomes an instant, insanely powerful kill move. But it’s all knockback; the hit itself does 1% damage. This is a huge risk/reward. It kills off the top hella early, as low as around 55% on standard character weight like Mario (without Directional Influence). If it doesn’t kill, however, all you’ve accomplished is 1% damage, a huge waste of the Limit Break.
While playing online, most Clouds I encountered would charge Limit Break at any given chance, even if it meant giving up stage control. I don’t think this is the best strategy. Having a Limit Break can be a hindrance; the next special attack needs to count, which means you can’t throw out a random special attack. When Samus has her Charge Shot, she can still shoot missiles and lay bombs without worrying. Cloud is forced into an awkward position where suddenly, everything should be a standard attack until an opening presents itself.
Personally, I like to charge sparingly. Since the Limit Gauge charges automatically by getting hit, charging the meter close to 100% forces the opponent into a corner. By hitting you, they give you a Limit Break, but by not fighting, well, that won’t get far. This gives the player an opportunity to play around with their specials for a bit before the Limit Break pops.
Now, his stats are slightly better when the Limit Gauge is full, but I still feel awkwardly restricted at the same time. It’s an interesting trade-off, and one that will definitely need more experimentation.
And don’t be scared to throw out a Limit Break attack like a Blade Beam, since there’s little recovery associated with it. The others, however, are a bit riskier because of the lag time when missed.
As far as notable normals, Cloud has some decent options. His forward smash is absolutely incredible. It can kill around 75% uncharged! It has a decent windup and ending lag, so it’s not something that players should just throw out whenever. His forward and up tilts are basic sword swipes and come out pretty fast, so I’ve leaned on them for some quick reaction attacks.
His down tilt is a slide, and damn do I love this move. It’s quick and moves Cloud a decent distance, meaning it has use as an attack and a movement option. It pops up the opponent a short distance, leading to easy followups with an up aerial (which also comes out very quick) or a neutral jump/mind games.
Cloud’s forward tilt takes some time to come out, but has a large arc and spikes towards the end. His down aerial also spikes at the tip, and looks just like Link’s. His neutral aerial, however, is easily his best option. It’s arc is huge and comes out way quicker than his other options. In general, if I’m jumping, I’m throwing out a neutral air.
Cloud has no kill throws at any reasonable percents. I’ve found that his down throw is a decent setup for followups. It pops them up just enough to perform a short hop and a quick aerial, which is nice. It’s not a true combo from what I can tell, though. His grab range is also sort of garbage.
As for his stage, it’s amazing. No, it won’t be at any tournaments ever. However, for groups like my friends and me, which enjoy playing on the wonky-but-not-too-wonky maps, it’s perfect. All of the stage alterations from the summons are pretty tame. I’d say it’s somewhere in between Pokémon Stadium 1 and 2 in terms of obtrusive stage hazards.
Plus, it’s got some of the best music so far in the game and YES I LOVE FINAL FANTASY VII SO WHAT I’M NOT BIASED.
Unfortunately, I don’t see Cloud rising through the ranks to top tier like I did with Ryu. He has some great power and an interesting mec𝐆hanic, but his lack of recovery leaves♌ him way too open to gimping and his slower moves will leave him at the will of quick characters like Sheik or Zero Suit Samus.
Published: Dec 16, 2015 08:45 am