Smash4United
Smash Rookie
- Joined
- Jan 25, 2015
- Messages
- 18
Intro:
Hey guys,
I bet everyone has seen the Cloud Strife announcement from the Nintendo Direct. If you haven't:
Below you will find frame data & Gfycats on all of Cloud's known and shown moves. Some moves, their properties/mechanisms and their respective key bindings are still up for debate. Don't take anything at face value just yet. Anyone can add his opinion and I will try to add the most plausible comments as descriptions. Again, opinions might differ, so don't take anything at face value until it is 100% confirmed. Please also note that this is probably an alpha build of Cloud Strife and thus it might be subject to change prior to the official release.
I want to thank L for helping me render and cut the video although he had to get up for work early (past 01:00 here).
About Cloud Strife:
Cloud Strife is the main protagonist from Final Fantasy 7, released for the Playstation 1.
Appearance:
Cloud's normal costume seems to be based on his Final Fantasy 7 costume (on the right). He has his trademark pointy blonde hair and he wields his Buster sword. His other outfit seems to be based on Advent Children (on the left).
He is a sword fighter (obviously). Whenever he uses his sword his active hitboxes appear to have a distinct greenish glow (resembling the green materia glow in Final Fantasy 7). Non-active hitboxes don't have this glow.
His moves seem to be "instant". All moves have a start up animation but skip the appropriate following motion completely. Because of this his slash hitboxes don't have a fluid motion but appear out of nowhere. As showcased here (suggested by @FlynnCL:
Additionally Cloud has access to another set of Special Moves. He appears to have a Limit Break Meter. In Final Fantasy 7 this meter charges when taking damage. It appears that you can manually charge it with Down B in Smash Bros. for Wii U. It might also be a combination of taking damage and being able to manually charge.
Cloud gains a blue glow when his Limit Break moves are ready to use. He loses this glow after using a move, implying it has one charge. All his special moves gain additional property when his Limit Break is full. This is likely to include: stronger and larger animations, extra movement, and invincibility frames.
Furthermore he seems to have an incredible dash. Let's hope dash dancing is possible for mix-ups.
Frame data:
All frame data as shown in Sony Vegas in the file I have. I don't know if it matters but Windows file property details label the file as 29 fps. In Sony Vegas the file is marked as 25.008 fps. The rendered Gfycat is supposed to be 30 fps. Frame data interpretation help needed!
Moveset gfycat:
Utility:
Roll Animation:
His roll seems pretty fast and covers a large distance.
His initial roll starts of with a flash around him, after which he dashes a short distance. After this dash he places his left knee and left hand on the ground as he turns arounds. He slides a short distance on his hand and knee as he turns around.
Spot Dodge:
His spot dodge looks pretty normal.
Jump and Double Jump:
During Cloud's first jump he holds his Buster sword behind his behind his body with his right arm. His left leg is fully stretched. He pulls his right knee up during the jump. His face points vertically upwards in the direction your jumping too. His left arm is held a bit in front of his face.
During his second jump he briefly pulls up both his legs and moves his right arm and the Buster sword a bit. Afterwards he makes a spinning motion changing the way he grips the sword and holds his arms.
Jump starts at 1.048. Second jump starts at 1.058. Double jump seems to end at 1.068.
Shield Break:
Taunt 1:
Taunt 2:
Taunt 3:
Ground Locked?:
Neutral:
Neutral Jab:
Cloud makes a semi side way kick with his left leg, hitting with his sole. During this time he grabs the handle of his sword with his right and holds his left arm straight alongside his left leg. After the left kick he places his left leg on the ground and delivers a semi round-house kick with his right leg. While he's in the motion of putting his right leg on the ground he unsheathes his sword and stars swinging it from the left to the right with his right hand. As soon has his right foot touches the ground he finishes his slicing animation in front of him. Cloud travels quite a distance forward during this move.
Movement:
Dash Attack:
Cloud holds his blade diagonally in front of him supporting it with his left hand on the long side of the blade.
Throws:
Backthrow:
Pretty much like Ike's backthrow.
Arials:
Neutral Air:
Makes a full circle around cloud. Starting from behind him just below his shoulders, moving over his head, in front of his head, downward in front of his feet, under his feet and eventually behind is back again around the area of his waist. There is a small blind spot in this move.
Up Air:
Pretty similar to his dash attack only now he holds his blade horizontally above him.
Down Air:
Thrusts the blade downward as if trying to stab it into the ground. This move spikes.
Forward Air:
During his forward air Cloud grips his sword with both arms behind his back. Just before he is about to slash forward in a downward angle from above his head his sword flashes close to the tip. Afterwards he swings his sword in front of him. This move is shown to spike his opponent into the ground.
Back Air:
Cloud grips his sword with both hands. Afterwards he makes a right turn while also slashing his sword to the right in horizontal slightly upward angle. It looks like he makes a 180 degree turn. However it could also be possible that he will face the same way he was facing before he made the move (full animation not shown in the video).
Smash Attacks:
Up Smash:
Turns 180 eegrees and swings his sword along the ground from the left side to the right side, to the upper right side and finally towards the left side above his head. Hits with the short side of his blade.
Forward Smash:
Three slashes. Last slash produces knockback.
Animation is longer as soon as there is hit confirm opposed to no hit confirm.
Down Smash:
Works similar to that of Toon Link and Ganondorf. Cloud strife hold the sword behind him as it flashes briefly. Afterwards he thrusts the hilt forward with his right hand which produces hit confirm. Afterwards he pulls/pushes the hilt back, supported by his left hand at the end of the hilt. This part of the move produces backward knockback. The opponent is also pulled and knocked back during this move.
Tilts:
Up Tilt:
During his up tilt Cloud swing his blade with one hand from the right side of his body to the left side of his body, making a motion which stretches his arm above his head. He hits sonic with the short side of his blade.
Forward Tilt:
During his forward tilt cloud moves out of his neutral stance by holding his sword behind his back with two hands. Afterwards he swings the blade diagonally downward from above his head. At the end of the move his sword is behind him and he only holds it with one hand. His left leg is bent at the knee in front of him and his right leg is fully stretched trailing behind him.
Down Tilt:
During his down tilt Cloud crouches low and turns a bit backwards. He turns forward again, with his sword point in front of him held in his right hand, almost resting on his shoulders. Afterwards he starts something that looks like a football sliding. At this point his sword rests on his shoulders. His feet are pointed in the direction which he is sliding. During the sliding he pulls his left knee up and hits with his right sole. It seems his slide covers 2/10th of Palutena's Temple Omega form.
Specials:
Neutral B - Blade Beam:
Slashes forward producing green energy waves. These energy waves have knockback. This move can be used in the air.
Up B:
Normal:
Looks a lot like Kirby's up B.
Against Captain Falcon:
Looks like a combination of Kirby's, Ike's and Shulk's up B. The second hit and upward knockback is either on hit confirm or on button press. This move seems to spike / meteor.
Down B
Limit Break Charger (speculation)
Cloud holds his sword horizontally in front of him while charging his Limit Break meter. After the meter is full it flashes and changes color. Afterwards cloud gains a blue aura.
Forward B - Crosh Slash:
Cloud strikes in front of him 5 times producing knockback on the fifth hit. The move's animation is different in arial and in grounded form.
Limit Break Special Moves:
Neutral B - Blade Beam:
Cloud uses his charge of Limit Break. He slashes his sword forward producing blue energy waves with increased knockback.
Up B - Climhazard:
Significantly extended horizontal and vertical movement. Expands Limit Break charge.
Forward B - Cross Slash:
Produces three forward slashes with increased knockback over the non Limit Break version. Startup slash also appears to have significant invincibility as it ignores Sheik's Bouncing Fish and Fox's dash attack.
Down B - Finishing Touch (not a counter):
Produces multiple hits in a 360 degree arc (not a the same time). Knocks enemies up almost completely vertically. Will be great if used on platforms.
Final Smash - Omnislash:
Beefed up version from his PS1 / Advent Children Omnislash. By the way, Cloud hails from a 1997 game. Ike hails from a 2005 game. Ike's Final Smash is based on Cloud's Omnislash rather than the other way around.
- Arceus
Hey guys,
I bet everyone has seen the Cloud Strife announcement from the Nintendo Direct. If you haven't:
Below you will find frame data & Gfycats on all of Cloud's known and shown moves. Some moves, their properties/mechanisms and their respective key bindings are still up for debate. Don't take anything at face value just yet. Anyone can add his opinion and I will try to add the most plausible comments as descriptions. Again, opinions might differ, so don't take anything at face value until it is 100% confirmed. Please also note that this is probably an alpha build of Cloud Strife and thus it might be subject to change prior to the official release.
I want to thank L for helping me render and cut the video although he had to get up for work early (past 01:00 here).
About Cloud Strife:
Cloud Strife is the main protagonist from Final Fantasy 7, released for the Playstation 1.
Appearance:
Cloud's normal costume seems to be based on his Final Fantasy 7 costume (on the right). He has his trademark pointy blonde hair and he wields his Buster sword. His other outfit seems to be based on Advent Children (on the left).
He is a sword fighter (obviously). Whenever he uses his sword his active hitboxes appear to have a distinct greenish glow (resembling the green materia glow in Final Fantasy 7). Non-active hitboxes don't have this glow.
His moves seem to be "instant". All moves have a start up animation but skip the appropriate following motion completely. Because of this his slash hitboxes don't have a fluid motion but appear out of nowhere. As showcased here (suggested by @FlynnCL:
Additionally Cloud has access to another set of Special Moves. He appears to have a Limit Break Meter. In Final Fantasy 7 this meter charges when taking damage. It appears that you can manually charge it with Down B in Smash Bros. for Wii U. It might also be a combination of taking damage and being able to manually charge.
Cloud gains a blue glow when his Limit Break moves are ready to use. He loses this glow after using a move, implying it has one charge. All his special moves gain additional property when his Limit Break is full. This is likely to include: stronger and larger animations, extra movement, and invincibility frames.
Furthermore he seems to have an incredible dash. Let's hope dash dancing is possible for mix-ups.
Frame data:
All frame data as shown in Sony Vegas in the file I have. I don't know if it matters but Windows file property details label the file as 29 fps. In Sony Vegas the file is marked as 25.008 fps. The rendered Gfycat is supposed to be 30 fps. Frame data interpretation help needed!
Utility:
Roll:
Start: 1.404
End: 1.416 / 1.417
Frames: 12/13
Spotdodge:
Start: 1.134
End 1.145 / 1.146
Frames: 11/12
Jump:
Start: 1.048
Double Jump:
Start: 1.058
End: 1.068
Roll:
Start: 1.404
End: 1.416 / 1.417
Frames: 12/13
Spotdodge:
Start: 1.134
End 1.145 / 1.146
Frames: 11/12
Jump:
Start: 1.048
Double Jump:
Start: 1.058
End: 1.068
Jab:
Neutral Jab:
Landing: 1.167
Start: 1.168
Connect: 1.170
First hit end: 1.174
Second hit start & confirm: 1.175 (motion appears to be instant)
Second hit end: 1.180
Third hit start: 1.181
Third hit confirm: 1.182
Third hit end: 1.188 (sword stops glowing)
Video end: 1.195 (Cloud is not shown to go into neutral)
Dash Attack:
Start: 1.755 (animation start, motion change from dash to dash attack, he changes sword stance during this motion)
Hitbox: 1.757 (sword starts glowing)
Confirm: 1.758 (hits Mega Man)
Second Motion Hitbox: 1.762 (holds sword in front of him)
Hitbox end: 1.766 (glow stops)
At 1.768 Cloud is not yet in neutral.
Neutral Jab:
Landing: 1.167
Start: 1.168
Connect: 1.170
First hit end: 1.174
Second hit start & confirm: 1.175 (motion appears to be instant)
Second hit end: 1.180
Third hit start: 1.181
Third hit confirm: 1.182
Third hit end: 1.188 (sword stops glowing)
Video end: 1.195 (Cloud is not shown to go into neutral)
Dash Attack:
Start: 1.755 (animation start, motion change from dash to dash attack, he changes sword stance during this motion)
Hitbox: 1.757 (sword starts glowing)
Confirm: 1.758 (hits Mega Man)
Second Motion Hitbox: 1.762 (holds sword in front of him)
Hitbox end: 1.766 (glow stops)
At 1.768 Cloud is not yet in neutral.
Throws:
Back throw:
Lands at: 1.772
Dashes at: 1.773
Starts grab: 1.776 (changes animation)
Grabs at: 1.780
Starts Back Throw: 1.781
Hitbox Back throw: 1.786 (kick)
Neutral stance: 1.801
Back throw:
Lands at: 1.772
Dashes at: 1.773
Starts grab: 1.776 (changes animation)
Grabs at: 1.780
Starts Back Throw: 1.781
Hitbox Back throw: 1.786 (kick)
Neutral stance: 1.801
Arials:
Neutral Air:
Start: 1.731 (probably already started before this)
Hitbox start: 1.732
Confirm: 1.736
End hitbox: 1.740 (stops glowing)
Lands: 1.742
Ends: 1.748
Start Dash: 1.749
Up Air:
Start: 1.264 (animation starts)
Hitbox: 1.266 (hit confirm and moment where his sword glows green)
First Hitbox end: 1.267 (no more glowing animation)
Second hitbox start: 1.269 (sword starts to glow again)
Second hitbox end: 1.279 (sword loses glow)
No idea about move end.
Down Air:
Start: 1.333 (animation starts)
Hitbox: 1.337 (the coincidence!!!!!!!!!!!) (sword glows green and hitbox confirmed)
End hitbox: 1.354 (sword stop glowing green)
End animation: 1.364 (cloud imputs jump animation)
Forward Air:
Start: 1.092
Flash: 1.096
Hitbox: 1.098
End: 1.115
Startup frames: 5/6
Total frames: 23
Back Air:
Jump start: 1.145
Start: 1.147 (Back Air Animation starts)
Swing: 1.150 (Back Air hitbox starts, sword glows green)
Connects: 1.152
End glowing animation: 1.156
End: 1.164 (Clip ends).
I'm not sure if he already defaults to neutral stance during the clip.
Neutral Air:
Start: 1.731 (probably already started before this)
Hitbox start: 1.732
Confirm: 1.736
End hitbox: 1.740 (stops glowing)
Lands: 1.742
Ends: 1.748
Start Dash: 1.749
Up Air:
Start: 1.264 (animation starts)
Hitbox: 1.266 (hit confirm and moment where his sword glows green)
First Hitbox end: 1.267 (no more glowing animation)
Second hitbox start: 1.269 (sword starts to glow again)
Second hitbox end: 1.279 (sword loses glow)
No idea about move end.
Down Air:
Start: 1.333 (animation starts)
Hitbox: 1.337 (the coincidence!!!!!!!!!!!) (sword glows green and hitbox confirmed)
End hitbox: 1.354 (sword stop glowing green)
End animation: 1.364 (cloud imputs jump animation)
Forward Air:
Start: 1.092
Flash: 1.096
Hitbox: 1.098
End: 1.115
Startup frames: 5/6
Total frames: 23
Back Air:
Jump start: 1.145
Start: 1.147 (Back Air Animation starts)
Swing: 1.150 (Back Air hitbox starts, sword glows green)
Connects: 1.152
End glowing animation: 1.156
End: 1.164 (Clip ends).
I'm not sure if he already defaults to neutral stance during the clip.
Tilts:
Up Tilt:
Start: 1.116
End glowing animation: 1.123
End: 1.134 (start of Spotdodge)
Down Tilt:
Landing: 1.239
Start: 1.241
Connects: 1.245 (also first fully stretched feet position)
Slide end: 1.255
End: 1.261 (start of jump)
Forward Tilt:
Start: 1.197
Startup end: 1.199 (sword still behind cloud)
Hit confirm: 1.200
Still glow on sword: 1.204
End of hitbox: 1.205 (sword is behind him and has no glow)
Neutral stance: 1.230 (not sure about this. Can't really see his end animation).
Up Tilt:
Start: 1.116
End glowing animation: 1.123
End: 1.134 (start of Spotdodge)
Down Tilt:
Landing: 1.239
Start: 1.241
Connects: 1.245 (also first fully stretched feet position)
Slide end: 1.255
End: 1.261 (start of jump)
Forward Tilt:
Start: 1.197
Startup end: 1.199 (sword still behind cloud)
Hit confirm: 1.200
Still glow on sword: 1.204
End of hitbox: 1.205 (sword is behind him and has no glow)
Neutral stance: 1.230 (not sure about this. Can't really see his end animation).
Smash Attacks:
Up Smash:
Start: 1.1375
Hitbox start: 1.381 (sword glows green)
Hit confirm: 1.383
Hitbox end: 1.392 (sword stops glowing green)
At 1.399 Cloud is still not in Neutral stance.
Down Smash:
Start: 1.417 (start of animation)
Hilt connect: 1.420 (hilt of the sword connects with Little Mac)
Hilt retract: 1.422 (starts retracting hilt)
Backward hitbox: 1.427 (sword starts glowing green)
End backward hitbox: 1.433 (sword stops glowing green)
End animation: 1.451 (transitions to taunt afterwards)
Forward Smash:
This move behaves differently if you connect a hit.
No enemy:
Start: 1.587 (start of animation)
First Hitbox start: 1.595 (sword starts glowing)
First Hitbox end: 1.596
Second Hitbox start: 1.597 (sword starts glowing)
Second Hitbox end: 1.598
Third Hitbox start: 1.599
Third Hitbox end: 1.600
End animation: 1.621
On Robin:
Start: 1.642 (start of animation)
First Hitbox start: 1.650 (Hits Robin)
First Hitbox end: 1.653 (stops glowing)
Second Hitbox start: 1.655 (Sword starts glowing)
Second Hitbox confirm: 1.656 (hits Robin)
Second Hitbox end: 1.659
Third Hitbox start: 1.660
Third Hitbox end: 1.667
End animation: 1.688
Up Smash:
Start: 1.1375
Hitbox start: 1.381 (sword glows green)
Hit confirm: 1.383
Hitbox end: 1.392 (sword stops glowing green)
At 1.399 Cloud is still not in Neutral stance.
Down Smash:
Start: 1.417 (start of animation)
Hilt connect: 1.420 (hilt of the sword connects with Little Mac)
Hilt retract: 1.422 (starts retracting hilt)
Backward hitbox: 1.427 (sword starts glowing green)
End backward hitbox: 1.433 (sword stops glowing green)
End animation: 1.451 (transitions to taunt afterwards)
Forward Smash:
This move behaves differently if you connect a hit.
No enemy:
Start: 1.587 (start of animation)
First Hitbox start: 1.595 (sword starts glowing)
First Hitbox end: 1.596
Second Hitbox start: 1.597 (sword starts glowing)
Second Hitbox end: 1.598
Third Hitbox start: 1.599
Third Hitbox end: 1.600
End animation: 1.621
On Robin:
Start: 1.642 (start of animation)
First Hitbox start: 1.650 (Hits Robin)
First Hitbox end: 1.653 (stops glowing)
Second Hitbox start: 1.655 (Sword starts glowing)
Second Hitbox confirm: 1.656 (hits Robin)
Second Hitbox end: 1.659
Third Hitbox start: 1.660
Third Hitbox end: 1.667
End animation: 1.688
Special Moves:
Neutral B:
Already in motion at: 1.841
Sword behind cloud: 1.842
Hitbox active: 1.847 (sword in front of him glowing green)
Blade Beam launched: 1.848 (Beam short distance from sword)
Blade Beam still active: 1.856
Neutral B in air (animation behave's differently?):
Already in motion at: 1.857
Hitbox: 1.860
Hits bowser: 1.864
Hitbox dissapears: 1.867
Neutral B during landing/grounded:
In motion at: 1.877
Hitbox: 1.885
Hits Bowser: 1.892
1.092 Cloud almost in neutral stance.
Up B:
This move appears to have have different animations based on either input - or hit confirm;
Normal Up B:
start: 2.000
thrust forward start: 2.002
thrust complete: 2.003
upward momentum: 2.004
Cake hit: 2.006
top of motion range: 2.012 (hitbox end)
Sword flashes at 2.038
neutral stance: 2.039
Not sure if 2.012 - 2.037 is lag or just falling animation without input. Probably lag since his sword shines at 2.039
Up B against Falcon:
Animation start: 2.048
Hit confirm: 2.050
Upward momentum: 2.056
2nd hitbox: 2.058
hitbox end: 2.063
top range of upward motion: 2.071
new move animation start: 2.068
downward hitbox: 2.073
spikes ground: 2.080 (appears to be hitbox end too)
neutral stance: 2.098 (falcon still in hitstun as evident by smoke coming from his body)
Down B (Limit charge):
This move either charges when taking damag, when manually charging or with a combination of taking damage and charging additional meter manually.
Already in animation at: 2.251
fully charged: 2.288
Neutral stance: 2.295
Forward B
This move seems to behave differently grounded vs. arial
Grounded against Ryu:
In animation at: 1.903
First Hitbox: 1.906 (green glow)
Hit confirm: 1.907
End first hitbox: 1.912
Second hitbox: 1.913
Confirm: 1.913
End second hitbox: 1.918
Third hitbox: 1.921
Confirm hit: 1.922
Fourt hitbox: 1.925
Confirm: 1.925
End hitbox: 1.928
Fifth hitbox: 1.930
Confirm: 1.932
End hitbox:. 1.939
Arial against Greninja:
In animation at: 1.943
First Hitbox: 1.944
Confirm: 1.945
End first hitbox: 1.947
2nd hitbox: 1.948
confirm: 1.948
end 2nd hitbox: 1.953
3rd hitbox: 1.957
confirm: 1.957
4th hitbox: 1.960
end 4th: 1.963
5th hitbox: 1.965
confirm: 1.966
5th end: 1.975
Animation end not shown at 1.977
Neutral B:
Already in motion at: 1.841
Sword behind cloud: 1.842
Hitbox active: 1.847 (sword in front of him glowing green)
Blade Beam launched: 1.848 (Beam short distance from sword)
Blade Beam still active: 1.856
Neutral B in air (animation behave's differently?):
Already in motion at: 1.857
Hitbox: 1.860
Hits bowser: 1.864
Hitbox dissapears: 1.867
Neutral B during landing/grounded:
In motion at: 1.877
Hitbox: 1.885
Hits Bowser: 1.892
1.092 Cloud almost in neutral stance.
Up B:
This move appears to have have different animations based on either input - or hit confirm;
Normal Up B:
start: 2.000
thrust forward start: 2.002
thrust complete: 2.003
upward momentum: 2.004
Cake hit: 2.006
top of motion range: 2.012 (hitbox end)
Sword flashes at 2.038
neutral stance: 2.039
Not sure if 2.012 - 2.037 is lag or just falling animation without input. Probably lag since his sword shines at 2.039
Up B against Falcon:
Animation start: 2.048
Hit confirm: 2.050
Upward momentum: 2.056
2nd hitbox: 2.058
hitbox end: 2.063
top range of upward motion: 2.071
new move animation start: 2.068
downward hitbox: 2.073
spikes ground: 2.080 (appears to be hitbox end too)
neutral stance: 2.098 (falcon still in hitstun as evident by smoke coming from his body)
Down B (Limit charge):
This move either charges when taking damag, when manually charging or with a combination of taking damage and charging additional meter manually.
Already in animation at: 2.251
fully charged: 2.288
Neutral stance: 2.295
Forward B
This move seems to behave differently grounded vs. arial
Grounded against Ryu:
In animation at: 1.903
First Hitbox: 1.906 (green glow)
Hit confirm: 1.907
End first hitbox: 1.912
Second hitbox: 1.913
Confirm: 1.913
End second hitbox: 1.918
Third hitbox: 1.921
Confirm hit: 1.922
Fourt hitbox: 1.925
Confirm: 1.925
End hitbox: 1.928
Fifth hitbox: 1.930
Confirm: 1.932
End hitbox:. 1.939
Arial against Greninja:
In animation at: 1.943
First Hitbox: 1.944
Confirm: 1.945
End first hitbox: 1.947
2nd hitbox: 1.948
confirm: 1.948
end 2nd hitbox: 1.953
3rd hitbox: 1.957
confirm: 1.957
4th hitbox: 1.960
end 4th: 1.963
5th hitbox: 1.965
confirm: 1.966
5th end: 1.975
Animation end not shown at 1.977
Limit Charged Special Moves:
Limit Charged Neutral B:
Animation starts: 2.368
hitbox: 2.374 (assumed since there is no glow)
beam hits: 2.380
last hit confirm from beam: 2.394 (multiple hits, can't count hitboxes)
clouds sword blinks at: 2.392
animation ends: 2.397
neutral stance: 2.398
Limit Charged Up B:
Animation starts: 2.410
keeps falling until: 2.412
hitbox: 2.412/2.413
upward momentum: 2.414
hitbox end 2.419
peak: 2.423
cliff grab: 2.426
Limit Charged Down B:
Animation start: 2.451
Hitbox: 2.455
Confirm Roy: 2.457
confirm link: 2.474
End hitbox: 2.480
No neutral stance at 2.510
Limit Charged Forward B:
Appears to be invincible during startup.
animation starts at 2.320
First hitbox starts: 2.323
Fox Dash confirms on cloud at 2.323
Sheik's Bouncing Fish confirms on cloud at 2.324
Cloud's animation confirms on sheik at: 2.325
Cloud's animation on fox confirms at: 2.325
First hitbox ends: 2.327
Second hitbox starts: 2.328
confirms: 2.329
third hitbox starts: 2.331
confirms: 2.332
ends: 2.334
fourth hitbox starts: 2.335
confirms: 2.336
ends: 2.356
Not returned to neutral at: 2.366
Limit Charged Neutral B:
Animation starts: 2.368
hitbox: 2.374 (assumed since there is no glow)
beam hits: 2.380
last hit confirm from beam: 2.394 (multiple hits, can't count hitboxes)
clouds sword blinks at: 2.392
animation ends: 2.397
neutral stance: 2.398
Limit Charged Up B:
Animation starts: 2.410
keeps falling until: 2.412
hitbox: 2.412/2.413
upward momentum: 2.414
hitbox end 2.419
peak: 2.423
cliff grab: 2.426
Limit Charged Down B:
Animation start: 2.451
Hitbox: 2.455
Confirm Roy: 2.457
confirm link: 2.474
End hitbox: 2.480
No neutral stance at 2.510
Limit Charged Forward B:
Appears to be invincible during startup.
animation starts at 2.320
First hitbox starts: 2.323
Fox Dash confirms on cloud at 2.323
Sheik's Bouncing Fish confirms on cloud at 2.324
Cloud's animation confirms on sheik at: 2.325
Cloud's animation on fox confirms at: 2.325
First hitbox ends: 2.327
Second hitbox starts: 2.328
confirms: 2.329
third hitbox starts: 2.331
confirms: 2.332
ends: 2.334
fourth hitbox starts: 2.335
confirms: 2.336
ends: 2.356
Not returned to neutral at: 2.366
Moveset gfycat:
Utility:
Roll Animation:
His initial roll starts of with a flash around him, after which he dashes a short distance. After this dash he places his left knee and left hand on the ground as he turns arounds. He slides a short distance on his hand and knee as he turns around.
Spot Dodge:
Jump and Double Jump:
During his second jump he briefly pulls up both his legs and moves his right arm and the Buster sword a bit. Afterwards he makes a spinning motion changing the way he grips the sword and holds his arms.
Jump starts at 1.048. Second jump starts at 1.058. Double jump seems to end at 1.068.
Shield Break:
Taunt 1:
Taunt 2:
Taunt 3:
Ground Locked?:
Neutral:
Neutral Jab:
Movement:
Dash Attack:
Throws:
Backthrow:
Arials:
Neutral Air:
Up Air:
Down Air:
Forward Air:
Back Air:
Smash Attacks:
Up Smash:
Forward Smash:
Down Smash:
Tilts:
Up Tilt:
Forward Tilt:
Down Tilt:
Specials:
Neutral B - Blade Beam:
Up B:
Normal:
Against Captain Falcon:
Down B
Limit Break Charger (speculation)
Forward B - Crosh Slash:
Limit Break Special Moves:
Neutral B - Blade Beam:
Up B - Climhazard:
Forward B - Cross Slash:
Down B - Finishing Touch (not a counter):
Final Smash - Omnislash:
- Arceus
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