Overall, while Cloud has all the tools required to be successful, the player is forced to manage his resources to the best of their ability, and they must avoid being thrown off the stage at all times. The Limit Break mechanic itself is also problematic. An overhead arcing slash. He has average walking speed, the tenth fastest dashing speed, above-average air speed, average air acceleration, and a fast jumpsquat, granting him both quick ground and aerial mobility. Cloud's poster used on the official website. However, with the release of Corrin and Bayonetta, the subsequent nerfs to them and other top-tier characters, and various advancements to his metagame, Cloud became a very popular character in tournaments. In addition, Leo placed 1st, Tweek placed 9th, and komorikiri placed 7th at GENESIS 4, all while primarily using Cloud until top 8 in the case of komorikiri and Leo. Character Standard Side Up Down Mario Fast Fireball Shocking Cape Super Jump Scalding F.L.U.D.D. This is a reference to his final battle against Sephiroth in, His on-screen appearance, which has him landing and then catching the Buster Sword, is a reference to the end of his battle against Sephiroth in, Cloud is the second DLC character from a newly added, He is also one of said characters to come from a newly represented company, being, These same character's voice clips are in much lower quality than the rest of the cast in, Cloud is the only DLC character with an alternate outfit to not have a trophy with the pose made with the alternate artwork in both versions of, He is also the only DLC character who is able to pseudo-. Cloud jumping alongside Mario's Fireball and Samus' neutral aerial. Its hitbox starts behind Cloud with a larger front hitbox, although it does not extend beside Cloud and makes it unable to hit smaller characters beside him. His up aerial deals less damage without any changes to knockback, which hinders its KO potential in exchange for racking damage more reliably. Thus, Cloud is fairly easy to combo, and is just as easily forced on the defensive if his attacks are improperly spaced. Falls from the sky and catches the Buster Sword with a flourish. It allows players to alter several fundamental properties of playable characters and amiibo, particularly their special moves. His tournament representation and results are strong, with notable players like Javi, komorikiri, MkLeo, Ned and Tweek all having placed high in national tournaments, and he is considered to be an even better character for doubles play, as his Limit Break specials are more reliable and easier to land at the end of a team combo, he can provide stage control and wall out the opponents for a teammate, and his teammate can assist him in recovering easily onto the stage. Cloud's alternate amiibo based on his Advent Children costume. Luigi Bouncing Fireball Floating Missile Fiery Jump Punch Mach Cyclone Iceball Quick Missile Burial Header Clothesline Cyclone Peach Sleepy Toad Flower Bomber Parasol High Jump Light Veggie Grumpy Toad Flying Peach Bomber Light Parasol Heavy Veggie Bowser Fire Shot Dash Slam Flying Fortress Turbulent Bomb Fire Roar Dash Slash Sliding Fortre… Blade Beam is relatively slow in regard to start-up and ending lag, as well as depreciating in damage over time or when used in the air. Cloud's primary flaw is his poor recovery. Striking directly beneath Cloud with the first few frames meteor smashes aerial opponents, while the lingering hitbox hits opponents upwards and away, allowing the move to easily start combos or set up powerful KO moves at medium percentages. Unlike most other chargeable special moves, it can be canceled with a simple special move button press, or even instantly canceled into an attack, the latter being a trait shared only with Gyro. His up and down throws both have misleading power, failing to KO until well beyond 200%. Cloud can charge Limit Break by dealing 250% damage, receiving 100% damage, or by instantly charging it with his down special, Limit Charge. His down aerial is not only a very strong meteor smash when sweetspotted, but also possesses one of the most active late hitboxes in the game, which grants it good anti-juggling potential and allows him to follow up into another move if it connects while he is falling. Even though Cloud has many playstyles applicable to him, the combination of all of the traits above make him a fundamentals-oriented character most of the time. Limit Charge is also converted to Finishing Touch, a spinning slash with such tremendous knockback that can KO most characters around 60%-70%. However, they are noticeably unsafe on shield, while none of his fast aerial attacks start from the front or below him. Since his release, Cloud was believed to be a high-tier character, thanks to his incredible combination of range, mobility, power, and Limit Break mechanic; the latter in particular was highly valued for its ability to not only grant his special moves KO potential disproportionate for and beyond his weight class but also make them fast and safe, especially Cross Slash. 4% (hit 1), 3% (hit 2-4), 6% (hit 5), 5% (Limit Break hit 1), 3% (Limit Break hits 2-4), 10% (Limit Break hit 5), Performs a downwards slash. The first two hits combo into the third, which has higher range and immense knockback for the move's start-up (19 frames). 8% (grounded clean), 6% (grounded late), 6.4% (aerial clean), 4.8% (aerial late), 6% (Limit Break hit 1), 2% (Limit Break hits 2-6), 3% (Limit Break hit 7), Swings the Buster Sword upward and in front of himself in order to launch a green, crescent-shaped energy beam as a. Cloud also has difficulty approaching from the ground, due to his unsafe ground attacks, and Blade Beam, his only projectile, is slow and punishable when not under the effects of Limit; additionally, his grab is one of the shortest of the cast, and his throws generally have low damage output and very little combo potential. His increased gravity and falling speed, however, make his jumps slightly lower and prevent him from auto-canceling some of his aerial attacks (notably back aerial and up aerial) as easily. He had achieved strong results at both singles and doubles play right before the first tier list was released by the 4BR, thanks to professionals like komorikiri, Mew2King and Tweek. None of his strongest finishers are easy to land in the neutral game and they can be easily punished if avoided or shielded, his weaker moves such as his forward tilt and back aerial require good positioning to KO reliably, and he lacks reliable set-ups into his strongest or best finishers. Cloud can stall his descent with Blade Beam and Cross Slash, although they only do so after one use. Cloud Super Smash Bros. 4 moves Overview. Forward aerial is very strong when hitting clean, and is also a meteor smash on aerial opponents when sweetspotted. Using his forward tilt alongside Villager's axe on Villager's tree.