Rizen
Smash Legend
IMO to fix cloud all you have to do is make it so his full limit can be knocked out of him. Maybe after he takes 15% damage or something.
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I think this would make very specific matchups absolutely stupid and that also completely defeats Limit building by taking damage. It also convolutes the formula significantly and is probably the least intuitive way to go about doing this. It would also remove any reward from charging Limit and make the mechanic incredibly useless even for recovery. It would even make the recovery buff super negligible, "Limit boosts my recovery but now I can't take damage" like...wat?IMO to fix cloud all you have to do is make it so his full limit can be knocked out of him. Maybe after he takes 15% damage or something.
I sure hope they've learned their lesson about it or I'll serious reconsider a lot of what I enjoyed about this game =V. That being said....I think the quantity of Cloud is also directly correlated with the fact that it's Cloud from FF7, but I digress. (Also I don't know if I'd call it a killing spree, most Clouds I watch get dumpstered or dunked pretty hard and generally don't play him optimally. I have no idea about their win rates and data)I know Cloud isn't super oppresive to us, but as we speak, Cloud (and Bowser) is going on a massive killing spree on for glory. like 3DS 1.0.0 Mac bad.
I think Nintendo has learned they're lesson about nerfing characters prematurely, but I know they are gonna have to consider it.
I'd think it would be strange to nerf him after one patch, considering how long it took for them to nerf Luigi and buff MewtwoI sure hope they've learned their lesson about it or I'll serious reconsider a lot of what I enjoyed about this game =V. That being said....I think the quantity of Cloud is also directly correlated with the fact that it's Cloud from FF7, but I digress. (Also I don't know if I'd call it a killing spree, most Clouds I watch get dumpstered or dunked pretty hard and generally don't play him optimally. I have no idea about their win rates and data)
Adversely my response to this statement also rings true about Bowser, I think he's fantastic as he is right now please let this never change.
Man I think you're a really intelligent poster, and I like what you've had to say about Doc and Cloud, but if you wring your hands any harder about potential Cloud nerfs you're going to break your wrists. It's going to be okay.I sure hope they've learned their lesson about it or I'll serious reconsider a lot of what I enjoyed about this game =V. That being said....I think the quantity of Cloud is also directly correlated with the fact that it's Cloud from FF7, but I digress. (Also I don't know if I'd call it a killing spree, most Clouds I watch get dumpstered or dunked pretty hard and generally don't play him optimally. I have no idea about their win rates and data)
Adversely my response to this statement also rings true about Bowser, I think he's fantastic as he is right now please let this never change.
I know, I know. It's just a little perturbing to read and I have my reasons for being very averse and irritated reading it (I have my reasons and I think if I posted them it'd bother someone so I'll keep it to myself), but I'll stop before I let this get the better of me. In lieu of something that's been itching at my curiosity that isn't related....Man I think you're a really intelligent poster, and I like what you've had to say about Doc and Cloud, but if you wring your hands any harder about potential Cloud nerfs you're going to break your wrists. It's going to be okay.
I'm not saying that because FG players are good, but because For Glory players make up a majority of the player base. TBH, Sakurai (financially speaking) should help them first, and our situation should come second.Also, to Mewtwo-Chainz, yes, they're going on a massive killing spree, but this is For Glory we're talking about, here...more than half of the players on there don't understand that Mac's Side-B kills them when they're near a ledge or that picking Falcon does not guarantee you an automatic win.
Well, not entirely. When shielded, you can roll behind Cloud at a certain point of the attack. If done well enough, you should be able to punish with a quick move afterward depending on the characters roll length.Limit Cross Slash is an amazing punish and safe on block. He has ledge trap set-ups that are untech wall bounces as well as ledge trump limit cross slash.
Oh, don't get me wrong-I'm also not saying that they're amazing by any means (With the number of Clouds showing off "Day 1" play left and right, ******* please...), it's just more of a statement of how bad most FG players tend to be, with the good ones being extensively hard to come by.I'm not saying that because FG players are good, but because For Glory players make up a majority of the player base. TBH, Sakurai (financially speaking) should help them first, and our situation should come second.
Falco's double jump plus pretty much all of his aerials. It's massive height gain in a short span of time with high active aerials and/or fast aerials. I blame Dair for the and/or. His rising aerials can be used as traps and even edgeguarding which FOW's been doing with Nair close to the ledge.Since someone asked an open-ended question about edge-guarding, let me do the same.
Can someone tell me about rising aerials?
I come from a Street Fighter background where rising aerials are wildly unsafe even on hit, so I don't have them in my Smash play (vs grounded opponents) at all. Although I see double-jumps and airdodges make them less suicidal here, .... what are they good for? Who has good ones or bad ones, and why?
Sakurai strongly hinted in the recent Famitsu that Cloud will be receiving nerfs. I can find the link if desired.
And Shulk... If we pretend that Ike is actually a family-friendly Guts, then he's up there too slaying gods instead of devils. Also, we have the most dangerous, most fearsome, most ferocious... PAC-MAN! who was this weird road eating thing in an Adam Sandler movie about video games coming to life. Was it Sandler? Eh.Pretty sure Palu and Ganon would decimate almost everyone if the canon was followed.
And Bayonetta..I mean...she is undoubtedly the most powerful being in her universe. The woman traded blows with the god of her universe for crying out loud.
Cloud's Nair is kind of ridiculous when the next fastest thing that comes to mind is Ike's Nair at frame 12, 7 frames slower, if we're talking about an arcing disjoint. If not, and we're talking about sheer-speed and Nairs, then the Pits at frame 4 which doesn't have as much range. There's also Meta Knight's frame 6 Nair if we're talking about a coverage move and it's got much less range. It's not just Nair for Cloud. Outside of Fair, none of Cloud's aerials exceed frame 12. And then you have Shulk and wonder why Cloud gets to have massive hitboxes and speed. Shulk could be a bit faster and it wouldn't be game-breaking, especially his damn jab.I feel that the other sword characters need better frame data and autocancels on similar-looking animations (ex. swordfighter-like nairs and uairs being in the ~6-7 range instead of the 8-12 range). Ike can get by because of the ridiculous power he has, even though IMO the damage on some of his attacks are still lackluster.
Only thing I don't like about Cloud's design is uair's autocancel being 1 frame after the hitbox ends, instead of the usual 7-10 area.
That would go against how meters work in Final Fantasy... They could just make it take longer for Cloud to get meter.IMO to fix cloud all you have to do is make it so his full limit can be knocked out of him. Maybe after he takes 15% damage or something.
Where's the empirical evidence that reveals Cloud's For Glory win rate? All we really have to go on is anecdotal evidence, and obviously that's not going to show us the bigger picture.I know Cloud isn't super oppresive to us, but as we speak, Cloud (and Bowser) is going on a massive killing spree on for glory. like 3DS 1.0.0 Mac bad.
Isn't ledge guarding harder on FG because off the lag? Plus, frame traps are much easier, so getting the big punishes shouldn't be as hard. Just a note.Where's the empirical evidence that reveals Cloud's For Glory win rate? All we really have to go on is anecdotal evidence, and obviously that's not going to show us the bigger picture.
I'm not trying to defend Cloud or say he won't be nerfed in the future, but saying Cloud can't be handled in For Glory seems largely unsubstantiated to me.
Well, yeah, considering shePretty sure Palu and Ganon would decimate almost everyone if the canon was followed.
And Bayonetta..I mean...she is undoubtedly the most powerful being in her universe. The woman traded blows with the god of her universe for crying out loud.
But on FG, incompetent Cloud beats incompetent everyone else. Most of his deaths are actually SDs.I sure hope they've learned their lesson about it or I'll serious reconsider a lot of what I enjoyed about this game =V. That being said....I think the quantity of Cloud is also directly correlated with the fact that it's Cloud from FF7, but I digress. (Also I don't know if I'd call it a killing spree, most Clouds I watch get dumpstered or dunked pretty hard and generally don't play him optimally. I have no idea about their win rates and data)
February is when the last batch of DLC hits, but I don't think they're stopping with balance patches as well. Unless you expect them to walk away the moment Corrin and Bayonetta drop and ignore any imbalances they bring with them.They won't nerf the Limit Break stuff because that's Cloud's UCM. *If* they nerf Cloud -- isn't February the last balance patch? -- there's only 3 moves I see as candidates.
UNTRUTH ;___;Cloud F-Air sucks, ignore.
UNTRUTH ;___;
It's a bit slow to start up, but when spaced properly it's pretty much unpunishable. Has a tonne of shieldstun, good launch angle, good damage, not too much landing lag. There's better options usually but there's a lot more forward aerials that are worse than Cloud's imo.
shhhhhhUNTRUTH ;___;
It's a bit slow to start up, but when spaced properly it's pretty much unpunishable. Has a tonne of shieldstun, good launch angle, good damage, not too much landing lag. There's better options usually but there's a lot more forward aerials that are worse than Cloud's imo.
but when they stop trying to use it like sheik's fair, then they will knowshhhhhh
say nothing.
they mustn't know his FULL power..not yet
I don't think they're as good as you say they are:One thing thats absolutely BS about cloud is the way limit break is designed. Its probably the easiest power meter in the game to charge since it can be charged manually or be charged by attacking or being attacked. The net benefits of it are absolutely ridiculous as well compared to other power meters. With a charged limit break, cloud not only gets a huge boost in mobility, but a ridiculous buff to his specials, some of which become quite unfair honestly. Seriously, Cloud with his limit break fully charged gets the option to use:
The worst part is that these buffs don't wear off if you hit cloud or stall for long enough. Cloud actually has to use the special for the power meter buffs to go away. I really hope limit break is nerfed in the future so that cloud only has a limited amount of time to use the LB buffs.
- A move that can kill you at 40% (even earlier with rage)
- A move that takes 1 / 3 of your stock and can kill you around 100%
- A projectile that covers a ludicrous amount of space and can put some characters in a really bad position when recovering
- A huge buff to his recovery, giving it more range, and invincibility.
>Palutena trailerAlthough the trailers are meant to make the respective characters look stupidly good, it's pretty clear that Bayonetta's edge guarding tools are going to be top notch and god help your character if their recovery is slow and/or uses a recovery option that doesn't have an auto ledge snap.
I totally agree. Buff his recovery. It's worse than Mac. Mac has side b to mixup with his up b. Also, his up b ledge snaps if you sweet spot it. Cloud, on the other hand offstage is so predictable your opponent screwed up if you survive. My older brother eats my cloud up with F.L.U.D.D. and cape. They should Buff D-air recovery frames too. just enough to walk off the stage immediately D-air and make it back. That or his up b. #BuffCloudreally doesn't need to be adjusted on his Limits at all, as one user stated, he only has one to use at a time and it takes a bit to charge it up. Also, to Mewtwo-Chainz, yes, they're going on a massive killing spree, but this is For Glory we're talking about, here...more than half of the players on there don't understand that Mac's Side-B kills them when they're near a ledge or that picking Falcon does not guarantee you an automatic win. That's not to say all people on FG are automatically bad, but a number of them can be...
Then again, that's not to discredit Cloud or Bowser. Both of these guys have effective tools to dispose of their opponents, but in the case of Cloud, what does he really have that's so busted it needs consideration for a nerf of all things? What, his F-Smash, because the last time I check, it's easily his best kill-move with some notable end lag to it, with U-Air being his best standard move with how much endlag it lacks and longevity it has on usage. Everything else has a notable flaw to it, but isn't really terrible per se. Seriously, all I've been seeing is a mad train of hatred for Cloud and it really hasn't even been that long since he's been out (Hell, he's one of my side characters, and while he's fun, he certainly isn't the easiest character to work with as everyone says he is). Crap, if anything, maybe give him a slight buff to Climhazard (Up-B) without Limit?
Plus you can frame cancel it. That has it's rather large upsides.UNTRUTH ;___;
It's a bit slow to start up, but when spaced properly it's pretty much unpunishable. Has a tonne of shieldstun, good launch angle, good damage, not too much landing lag. There's better options usually but there's a lot more forward aerials that are worse than Cloud's imo.
Well, Pit also has his Dair which is an arcing disjoint which hits on f10-12, and does hit up front effectively. Not incredibly strong or fast but it does combo into itself and other aerials when DI'd.Cloud's Nair is kind of ridiculous when the next fastest thing that comes to mind is Ike's Nair at frame 12, 7 frames slower, if we're talking about an arcing disjoint. If not, and we're talking about sheer-speed and Nairs, then the Pits at frame 4 which doesn't have as much range.
Seems like the Pits are the only ones none too upset with Cloud's design, hehehe.I will say this though, Cloud's floor is incredibly high. Sword players understandably complain about how easy he gets certain things sword characters traditionally (in smash 4) have to work for: autocancels, mobility, Dash attack, projectile, active frames, range, and startup.
He's a reminder to those who were late to the party. "Disjoints never go out of style."
I disagree. Cloud has much better air mobility, can somewhat defend himself coming back to the stage, and technically has two air stalls in the form of blade beam and cross slash. There's also the fact that the Limit Break climhazzard does autosnap and is significantly more reliable and safe than anything Mac has when it comes to recovering. Also, Cloud can use the climhazzard to kamikaze some gimp attempts similar to Ganondorf's choke or Kirby/Dedede's inhale if the situation calls for it. Little Mac is significantly more helpless off stage than Cloud. Coming back to the stage, I'd argue Cloud is roughly as safe as Mario or Captain Falcon.I totally agree. Buff his recovery. I think it's worse than Mac. Mac has side b to mixup with his up b. Also, his up b ledge snaps if you sweet spot it. Cloud, on the other hand offstage is so predictable your opponent screwed up if you survive. My older brother eats my cloud up with F.L.U.D.D. and cape. #BuffCloud
Thought I'd add he can't reverse temple jump ( that I know) even with limit break.
Good point. His cross slash stops momentum though and can cause an SD. Limit break climhazzard is very situational and when you don't have it is where I want the buff. Just make his regular up b ledge snap. I agree now that you've made your point that his recovery being worse than Mac was a bit of a stretch, but he's definitely down there.I disagree. Cloud has much better air mobility, can somewhat defend himself coming back to the stage, and technically has two air stalls in the form of blade beam and cross slash. There's also the fact that the Limit Break climhazzard does autosnap and is significantly more reliable and safe than anything Mac has when it comes to recovering. Also, Cloud can use the climhazzard to kamikaze some gimp attempts similar to Ganondorf's choke or Kirby/Dedede's inhale if the situation calls for it. Little Mac is significantly more helpless off stage than Cloud. Coming back to the stage, I'd argue Cloud is roughly as safe as Mario or Captain Falcon.
Sonic is one of them. He would obliterate the entire Smash cast with not a single sweat. Except Bayonetta. Bayonetta would defeat him easily. But even then, Sonic is really really powerful. Also, Kirby is also pretty strong. He has defeated many God-like galaxy destroyers in every single game. Hell, if we take on count the True Arena mini-game from Superstar Ultra and Return to Dreamland, Kirby has defeated the strongest warrior on his universe. TWICEA lot of characters from the Smash universe would fit that category.