Cloud's overall perception and tournament results have been wildly inconsistent over the course of Ultimate's metagame: though he was initially thought to still be a high/top tier character thanks to strong results from the efforts of players such as RAIN and ZeRo, RAIN would eventually drop him in favor of Wolf, and ZeRo would stop participating in tournaments altogether, which would lead to a downfall in results and representation. The last problem about his recovery is that if he gets grabbed near the edge without his double jump and gets air released, he will not be able to return to the stage unless he properly times a Blade Beam to stall towards the edge, uses aerials or air dodges to reset his momentum, or possesses a Limit Break. Ultimate players as determined by Panda Global's stats team, PG Stats, and a panel of community figureheads. It has very long range and good knockback, KOing middleweights at around 115% near the edge, making it an effective spacing and KO option. He is unlocked in the Sacred Land sub-area in The Dark Realm, guarding the Master Sword required to dispel the darkness clouding the top part of the land which makes up the Triforce of Power after Sonic has been awakened, making his unlocking mandatory. Ultimate tier list creator available. With all these benefits underneath the Limit Break status, players must be wary of this, as one small slip-up from the opponent can give Cloud the perfect opportunity to strike and turn the tide of battle instantaneously, making Cloud's Limit Break a mechanic that should not be taken lightly when in the hands of a competent player. Ultimate; SSBC +4 ↺7 Super Smash Bros. PGRU is a ranking of the top 50 Super Smash Bros. Previously, only the Ultimate artwork was available, but Cloud's artwork from Final Fantasy VII was added in version 10.1.0. Cloud is the only third-party veteran to gain new voice clips (albeit after an update and only for. votes — Total number of votes this match-up has received. He has above average falling speed and high gravity, however, preventing him from staying in the air for long despite his good aerial maneuverability. It has some startup (12 frames) and moderate ending lag, and its KO power is only average compared to most other up smashes, but it has deceptively large range, being able to function as an effective anti-air. It has a lingering hitbox and, as of update 7.0.0, its clean hit is viable for KOing at high percentages. Climhazzard is similar to Aether and Final Cutter, as it is an ascending slash, but differs from them in that it can be followed by an optional descending slash. While updates 2.0.0 and 3.1.0 provided only very minor buffs, update 7.0.0 improved Cloud much more in comparison. When Sephiroth arrives and disposes of Galeem, Cloud recognizes him, and later fights him one-on-one in a manner similar to their final battle in Advent Children. Best Match. Overall, Cloud remains a fundamentally solid character with a relatively low learning curve and effective tools, although he is not as overpowered as he was in Smash 4 due to his nerfs toning down the incredible utility his moveset had at his disposal. Jesuischoq's Kirby chart is so bizzare it feels like a troll. The site may not work properly if you don't, If you do not update your browser, we suggest you visit, Press J to jump to the feed. 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, making it an ineffective projectile. It is Cloud's only tilt that has decent KO potential, KOing middleweights around 120% at the edge. In contrast, it has wider input windows, but the full move is only allowed to continue if all hits connect. He recently shared his Inkling matchup chart on twitter, so let’s take a look. Using Cross Slash on Diddy Kong on the Umbra Clock Tower. Taunting while the Luminary uses Heal on Spear Pillar. SSBU +10 ↺1 Super Smash Bros. His up aerial has a rather large hitbox, overall decent speed, a long duration, and decent damage and knockback, which makes it effective at juggling and denying landings. Climhazzard can be teched at the end of the move, snaps to ledge faster when using the downward slash, has much lower landing lag, transitions quicker, and KOs more consistently if used offstage due to the changes to meteor smashes. In addition, all of Cloud's special attacks are given a single-use power boost, with all of them dealing more damage and high knockback to the point of KOing reliably around 90%-120%. Down aerial's late hitbox can be used to escape juggling directly from below him, but its otherwise narrow hitbox allows opponents to hit Cloud laterally. ", https://twitter.com/SS_S_C_B/status/722080604502630400, "I've got nothing bad to say about Roy's knockback, damage, or combos, but the negatives attached to his attacks just hamper him too much...", https://twitter.com/SS_S_C_B/status/722090236704980992, "Dark Pit is higher than regular Pit because of his Side-B. Cloud's special moveset also offer interesting options. It also KOs earlier than any of his other throws, at around 181% for middleweights with Cloud facing away from the edge of. Why do people keep rubbing salt in the wound for us mii mains :(, I don't know what to tell you man, other than that If you wanted to play a shitty self insert, you should have mained Robin :^), I hope there's eventually a patch that has default mii options without setup, just so then everyone then has to at least be obligated to acknowledge your existence, New comments cannot be posted and votes cannot be cast. Limit Charge now allows Cloud to jump or air dodge out of it, charges significantly faster with damage dealt, and can now be tracked in the HUD. Back throw can be used as a situational tech-chase option. It is Cloud's primary recovery move, though it is notable for being very ineffective due to multiple traits: it grants mediocre distance with low vertical height and almost no horizontal momentum, and the descending slash cannot be canceled and isn't able to sweetspot the edge until Cloud has fallen a certain distance with it, making it unsuitable to use offstage. It is still weaker and slower when performed in midair, however. Finally, grounded Finishing Touch has enough vertical range to hit opponents on the bottom platforms of Battlefield, and has less startup lag, making it an even better finishing move. At lower percentages, it is capable of tech-chasing with Blade Beam or his dash attack against middleweights and heavyweights. Beyond tweeting it out a bit, we haven't promoted it too much since we want to be sure that it … Tot. Here’s Cosmos’s tweet: Early meta INKLING match up chart Finally and most notably, his Limit will go away if not used in 15 seconds, requiring Cloud to either "go big or go home" with the charge in a short amount of time, which could potentially be a huge turnabout on him at the wrong time. As a result of these nerfs, Cloud now has more defined weaknesses, with his weak grab game, exploitable recovery, and weakened tools necessitating him to be more precise and careful with optimizing his Limit or spacing, alongside making spacing with his aerials more difficult. Cloud is a light-heavyweight swordsman with high mobility on the ground and in the air. Fighting Sephiroth in his Advent Children alternate costume on Midgar. 50 Followers. Despite its meteor-smashing capabilities, it is rather quick, coming out on frame 11, allowing it to be a potential follow-up option. It is Cloud's strongest non-Limit Break move, KOing middleweights around 100% at center-stage, but it has rather slow startup, high ending lag, and deals below average. The (Smash) Ultimate Pit Matchup Chart No permission to download. That, and the debate over whether their ranking applies for just 1111 Miis or all mii move sets or whatever, it is easier for them to just exclude Miis. However, VoiD has noted that Cloud has had some success at top level and that he should be closer to the middle of high-tier. Cloud's special moves have also been given some noteworthy improvements. Roy though, I dunno, really. According to Sakurai from a Famitsu column, as of January 2019, Cloud was the most used fighter online. Personally because Pit has minimal weaknesses I think at higher levels his matchups on the higher end go from +2 to +1 or even 0. This alternative occurs when the corresponding DLC has been purchased and downloaded. Super Smash Bros. It is also available periodically for purchase in the shop for 500 Gold. A one-handed body slam. We'll be sure to update this guide in the coming weeks and months as more matchup information and meta details become available. He can't seem to quit games as a service or looter shooters — unfortunate news for his backlog, really. Swings the Buster Sword around himself before getting up. In Sephiroth's reveal trailer, Cloud is seen in his Advent Children design (specifically the Player 6 variant as indicated by the ribbon on his left arm) with the other fighters trying to fend off Galeem. Each Smash Ultimate Bowser counter has been placed in one of five categories - from the best counters for Bowser and gradually to the worst for him. accompany the credits. 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. Cloud also has no reliable means of escaping pressure. An upward slash. Since both spirit battles do not take place during World of Light's events, Cloud is one of two characters whose only appearance is as their original fighter in World of Light (the other being the. Finishing Touch's animation may be based on Tornado, an unused Limit Break in Final Fantasy VII. All hits are executed very quickly and have high range (particularly the kicks). Electroshock arm has horizontal knockback which puts cloud in a disadvantaged position offstage as his recovery is poor. 4 years ago. KOs middleweights around 125%. 26 during the events of, •The enemy's melee weapons have increased power, •The enemy has increased attack power when the enemy's at high damage, Over the course of normal play, Cloud will charge up a meter called the. After this update, that distinction is now only held by the. This allows Cloud to mix-up his recovery and enables Climhazzard to function as his fastest out of shield option, though it is very risky to use. Crusade; StH (2013) +9 Sonic the Hedgehog (2013) S2 2013 +7 ↺2 Sonic the Hedgehog 2 (2013) CS:GO +6 ↺1 Counter-Strike: Global Offensive; S3AIR +7 Sonic 3 A.I.R. Although Cloud is still agreed to be worse than his SSB4 incarnation, his retained strengths, as well as strong results thanks to players such as Sparg0 and Kola has proven that he’s still a very potent character, despite his nerfs. It acts as a double-edged sword, as it increases Cloud's fall speed and gravity at full charge, making recovery without the use of Climhazzard deceptively difficult, and rendering Cloud even easier to combo at medium percentages. Some could be +0.5 or -0.5. He has average walking speed, very fast dashing speed, above average air speed and average air acceleration, granting him both quick ground and aerial mobility. Cloud's default costume is based on his appearance in Final Fantasy VII while accomodating some changes to his design originating from Dissidia Final Fantasy, namely the redesigned SOLDIER logo on his belt and a redesigned pauldron. It is based on his basic attack in. Sparg0 player profile for Super Smash Bros. See Sparg0 videos and find stats and data on their matchups and character usage. *Update* - We now have a Smash Bros. Smash Ultimate Cloud Matchups. This section is to modify game parameters, do not use unless you are modding the game The first hit launches opponents into the second, though it is possible to. Striking directly beneath Cloud with the first few frames meteor smashes aerial opponents. The attack is weaker as a whole when performed in the air, however, KOing about 24% later when hit in the front, and 36% later with the back hitbox. It has two minor variants: one with a long sleeve covering Cloud's left arm to hide the visible signs of his Geostigma, and the other revealing Cloud's left arm after he has been cured of Geostigma, as well as a pink ribbon wrapped around it, which he and his party wear in memory of Aerith Gainsborough. — The weighted average score of the match-up. The Limit Break mechanic itself is also problematic. However, these buffs are offset by an abundance of nerfs. Unlike most other chargeable special moves, it can be canceled with a simple special move button press. Press question mark to learn the rest of the keyboard shortcuts. Here is Ally’s tweet posting the chart: This is my current Snake MU chart. Cloud's aerials have also been toned down, making his infamous aerial game less effective despite their lowered landing lag and better combo potential. Listen to SpargoSG | SoundCloud is an audio platform that lets you listen to what you love and share the sounds you create.. Waldorf. These factors make Cloud's recovery among the riskiest and most ineffective without use of his wall jump or Limit Break Climhazzard (which loses the active hitbox near the end of his ascent, making it less safe than the regular Climhazzard in some situations). Cloud's forward smash is his most powerful non-Limit Break move, though to compensate it also takes the longest to start and is very punishable if it whiffs. Cookies help us deliver our Services. Link, Kirby, Mario, and Cloud artwork, as posted by Tetsuya Nomura's official Twitter account. His approach options are linear, with dash attack being easily punishable, neutral aerial having a hitbox that starts from behind, up aerial being very predictable and being surprisingly punishable on shield if not spaced well, and having other attacks that either lack the frame data or the utility to be used as reliable options for approaching such as his poor grab game. All these factors made him one of the most viable characters in the previous game overall, especially in doubles play, where teams containing at least one Cloud were notorious within the community for their prominence and disproportionate effectiveness (statistically, Cloud in doubles held more dominance than even Meta Knight in Brawl singles). Most notably, his inconsistent KO potential (one of his biggest weaknesses) was alleviated in a few ways: clean dash attack's higher knockback scaling makes it a viable KOing option, up smash is faster and has stronger sweetspots, and Limit Charge fills the Limit Gauge much faster. ", https://twitter.com/SS_S_C_B/status/722080011126067200, "I honestly had no idea where to put Ike. Like up aerial, it also has a long autocancel window, being able to autocancel from a jump regardless of his Limit Break status. https://twitter.com/SS_S_C_B/status/722079920050950145, "Looking at it this way, I think he goes around 50:50 for all of the sword fighter characters. Although Cloud can no longer store his limit indefinitely, the stacked effects of attacking filling his gauge faster, and slightly faster charging with his limit charge special actually mean Cloud can use his limit attacks much more regularly than his previous interation. It can reliably start combos, chaining into itself at 0% and into aerials at low-mid percentages. Cloud can stall his descent with Blade Beam and Cross Slash, although they only do so after one use. This article is about Fox's appearance in Super Smash Bros. Note: All numbers are listed as base damage, without the 1v1 multiplier. All of Cloud's battles occur on vehicular stages and are against characters associated with them. It also stalls Cloud in the air, giving it additional, if situational, utility in guard breaking. One of the most notable decent matchups we have! Cloud (クラウド, Cloud) is a playable character in Super Smash Bros. Welcome to Reddit's finest Smash Bros community! Ultimate tier match ups. Is there any reason Pit and Dark Pit are in separate tiers? Its late hit is a capable combo starter when autocancelled (from a full hop, but right before he reaches the apex), which even has certain KO confirms at high percentages. With the exception of the third method, Cloud must then be defeated on Midgar. The last hit can be used to, An inward slash. It has very short range. The first hit deals set knockback that leads into the second hit, which has a sweetspot at the center of the Buster Sword's blade that meteor smashes opponents as Cloud descends. Likely as a result of this, Cloud has been nerfed overall in his transition to Ultimate. It is fast and has a fairly large hitbox, although its knockback is lacking. For other uses, see Fox McCloud. When used in the air, it halts all momentum until the move is finished. One of Cloud's most significant changes are to his Limit Charge: it can no longer be instant charge-canceled since it incurs 7 frames of lag when canceling a charge, will have its charge reduced if Cloud is hit during the process of charging, and disappears entirely if not used up in 15 seconds. Match avg. Yep, I can totally vouch for it as well. He would later start to achieve increasingly noteworthy results once more thanks to the efforts of several players including akasa, Cheeks, CurryGovernor, Diabeo, Dietsoda, Kola, Masashi, YOC, and especially Sparg0, which would lead multiple players to think of him as a high tier once again, though several players such as akasa and Cheeks have recently started to drop Cloud, whereas Kola has left him as a secondary, and Sparg0 would take a hiatus from the game, all of which has hurt his tournament presence once again. His down aerial is not only a very strong meteor smash when sweetspotted, but also possesses a long-lasting late hitbox, which grants it good anti-juggling potential and allows him to follow up into another move if it connects while he is falling. Cloud's fighter spirit can be obtained by completing Classic Mode. Looks like you're using new Reddit on an old browser. Surprisingly, Dabuz believes Cloud has the potential to be top tier. Dillon Skiffington Follow on Twitter December 2, 2018. Little Mac vs Everyone else (Ultimate) Donkey Kong vs King Dedede (Brawl) Literally any Heavyweight vs Pikachu (Brawl) Pichu vs Ice Climbers (Melee) Actually, I think Ice Climbers vs anyone else in Brawl Or Melee is painful for everyone, even for characters that have an advantageous matchup like Brawl Meta Knight or Melee Fox. The first two hits combo into the third, which has higher range and immense knockback. Ultimate, the first playable character in Super Smash Bros. Dr. Mario - 6.7 Worst Match. Any number following the Smasher name indicates placement on the Fall 2019 PGRU, which recognizes the official top 50 players in the world in Super Smash Bros. Overall, while Cloud has all the tools required to be successful, the player is forced to manage these resources to the best of their ability, and they must avoid being thrown off the stage at all times. Ultimate … It has quick startup, but moderate ending lag, making it punishable on shield unless spaced. Its Limit Break variant results in Cloud unleashing all five strikes with a single input regardless of whether he hits anything. On contact with an enemy, pressing the special button allows this slash to transition into a series of follow-up slashes, spelling the kanji, 3% (hit 1), 4% (hits 2-3), 3.5% (landing), 6% (Limit Break hit 1), 7% (Limit Break hit 2), A leaping reverse gripped slash. One of the many functions of the National Weather Service is to collect weather data and observations. His dash attack is a fast punishing tool from a distance and, due to its power, can put opponents in a bad position. 3. His neutral attack is his fastest attack, and the third hit can force a tech-chase. Limit Charge is also converted to Finishing Touch, a spinning slash with such tremendous knockback that can KO most characters around 60%-70%. 2. The most prominent one is his poor recovery; despite his aerial mobility and jump height being arguably better than most sword-wielding characters, his diagonal speed remains slow when compared to them, making him prone to edgeguarding and gimping, and making it mandatory to stay a safe distance within reaching the edge. The X-Factor is the difference between a player's Panda Global Rank and their spot on the list that the panellists rated them. Kola, Sparg0, and MkLeo have demonstrated Cloud's success in that spectrum. For a gallery of Cloud's hitboxes, see here. Buffed via game updates average approach at best you 're using new Reddit on an old browser and cross on... Ground and in the air, giving it additional, if situational, utility guard. Throws both have misleading power, with the exception of the National Weather Service is to collect data. And 3.1.0 provided only very minor buffs, update 7.0.0, its clean hit is viable for KOing at percentages! 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Against Ness or Little Mac for example is heavily swayed into Cloud 's only throw that KO! First few frames meteor smashes aerial opponents when sweetspotted in midair, however Skiffington. Midair, however it is capable of tech-chasing with Blade Beam in update 3.0.0, Cloud has nerfed. Art can survive finishing Touch until 120+ as well as Limit cross slash is very strong hit... Its damage output strikes with a flourish matchups we have guard breaking of Cloud 's effective.