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Data Cloud's Frame Data [1.1.3]

-Iceberg

Smash Cadet
Joined
Nov 17, 2014
Messages
26
Location
Tampa, Florida
Cloud's Frame Data [1.1.5]

Note
This is information that I personally tested in Training Mode. There may be some human errors because of this. If you find that something is wrong or have information that isn't listed, please post below! People that have datamined patch 1.1.3 for Cloud's frame data reported that it was difficult to interpret. I thought it would be helpful to compile it here until the game's frame data on Cloud could be properly sorted through. The information is formatted according to how KuroganeHammer presents their frame data, which can be found here: http://kuroganehammer.com/Smash4. While there is a page for Cloud on KuroganeHammer, at the time is posted, very little data is listed, with some of it conflicting with my own findings.

Change Log
12/16
  • Added the official names of the specials
  • Added Cloud's weight
  • Added SH Air Time
  • Added FH Air Time
  • Added Miscellaneous section, detailing dodge frame data
  • Added Limit Break Stats section
  • Added Limit Charge Fully Charged frame data
  • Added Soft Landing Lag
  • Added Other Information section
  • Added the landing lag frames for all aerials
  • Corrected the landing lag for Uair from 7 to 15
  • Updated Change Log section format
12/17
  • Added Hard Landing Lag
  • Added Invincibility frames for Limit Break Blade Beam
  • Added Invincibility frames for Limit Break Blade Beam in Air
  • Added Invincibility frames for Limit Break Cross Slash
  • Added Invincibility frames for Limit Break Climhazzard
  • Switch values for multiple hit moves, in which the total damage is now listed first, and each individual hit's damage is shown in the parentheses
  • Corrected the landing lag for Bair from 11 to 14
  • Corrected the landing lag for Dair from 11 to 26
  • Added to Other Information
  • Added approximate Run Speed
  • Added approximate Run Speed for Limit Break
  • Added approximate Walk Speed
  • Added approximate Walk Speed for Limit Break
  • Added Weight Dependent values for Cloud's throws
  • Updated Limit Break Stats section
  • Added Limit Break SH Air Time
  • Added Limit Break FH Air Time
  • Added Autocancels in Other Information
  • Added Autocancel frames for each aerial
12/18
  • Huge Update! Complete hitbox frames, instead of just the first hitbox frame being listed, has now been added for every move!
  • Added Getup Attack
  • Added Ledge Attack
  • Added Pummel
  • Corrected Jab frame data
  • Inputs for specials are now contained in square brackets
  • Changed Limit Break stat changes from green to blue, because it makes more sense :p
  • Updated both Running Speed and both Walking Speed stats (slightly more accurate)
12/20
  • Added the rank number for Cloud's weigh
  • Corrected Pummel's FAF
  • Corrected Cross Slash (Hit 2)'s FAF
  • Corrected Crossed Slash (Hits 3-5)'s FAF
  • From KuroganeHammer:
    • Added Angle, BKB/WBKB, and KBG to all corresponding moves
    • Corrected Dtilt's Base Damage from 7/6 damage on frame 7-17 to 7/6 damage on frame 7-8, and 7 damage of frame 9-17
    • Added Dtilt (Late)
    • Corrected Fsmash (Hit 2)'s Base Damage from 3 damage to 3/2/4 damage
    • Corrected Fsmash (Hit 3)'s Base Damage from 13 damage to 13/12 damage
    • Added Usmash (Early)
    • Corrected Usmash's Hitbox Active on frame 15-17 to 16-17
    • Corrected Usmash's Base Damage from 13 damage to 12/13/13/11 damage
    • Corrected Uthrow's Base Damage from 8.5 (2.25, 2.25, 4) damage to 8.5 (2, 2.5, 4) damage
    • Corrected Uair (Late)'s Base Damage from 9 damage to 9.5 damage
    • Changed Special Moves with "in Air" to "(Aerial)"
    • Changed Special Moves with "Invincible" to "Intangible"
    • Rearranged the order of Special Moves
    • Added Blade Beam (Windbox)
    • Changed Blade Beam to Blade Beam (Grounded)
    • Added Blade Beam (Grounded, Late)
    • Added Blade Beam (Aerial, Late)
    • Corrected Limit Blade Beam Intangible from frames 10-17 to frames 10-16
    • Changed Cross Slash into individual hits
    • Changed Limit Cross Slash into individual hits
    • Corrected Cross Slash 3 (Hit 1) Hitbox Active from frame 2 to frames 2-3
    • Corrected Cross Slash 3 (Hit 2) Hitbox Active from frame 11 to frames 11-12
    • Corrected Cross Slash 3 (Hit 3) Hitbox Active from frame 27 to frames 25-26
    • Corrected Cross Slash 3 (Hit 1) FAF from frame 58 to frame 56
    • Corrected Climhazzard (Hit 2) to Climhazzard (Hit 2, Early), Climhazzard (Hit 2), and Climhazzard (Hit 2, Late)
    • Corrected Climhazzard 2 (Decend)'s Base Damage from 4 damage to 4.5 damage
    • Corrected Climhazzard 2 (Landing)'s Base Damage from 3 damage to 3.5 damage
    • Added Climhazzard 2 (Landing)'s FAF
    • Changed Limit Charge to make it more readable
    • Corrected Finishing Touch's Hitbox Active from frames 16-19 to frames 16-17
    • Added Finishing Touch (Late)
    • Added Finishing Touch (Windbox)
12/21
  • Added light red and light blue values
  • Added Key section
1/4
  • Corrected Dair's Hitbox Active frames from 14-35 to 14-42.
4/5
  • Updated General Stats
  • Updated Limit Break Stats
  • Added Patch 1.1.5 changes:
    • Uair Early/Late Damage: 13/9.5 -> 12/8.5
    • Forward Smash Third Hit KBG: 119 -> 115
    • Down Smash Second Hit KBG: 96 -> 94
    • Limit Cross Slash KBG: 155 -> 153
    • Finishing Touch (Air):
      • Normal Hit KBG: 417 -> 359
      • Late Hit KBG: 390 -> 335
      • Windbox KBG: 100 -> 86
    • Limit Charge Total Charge Time: 358F -> 400F (.28 -> .25 per frame)
    • Front/Back Roll Intangibility: 4-17F -> 4-15F

Key
  • Light red values under the Angle, BKB/WBKB, KBG columns represents when the target is on the ground.
  • Light blue values under the Angle, BKB/WBKB, KBG columns represents when the target is in the air.

General Stats
Statistic | Value/Rank | Statistic | Value/Rank
Weight | 100 [17-20th] | Max Jumps | 2
Run Speed | 1.97 [9th] | Wall Jump | Yes
Walk Speed | 1.1 [30-32nd] | Wall Cling | No
Air Speed | 1.1 [14-19th] | Crawl | No
Fall Speed | 1.68 [14-15th] | Tether | No
Fast Fall Speed | 2.688 [15-16th] | Jumpsquat | 4 Frames
Air Acceleration | 0.06 | Soft Landing Lag | 2 Frames
Gravity | 0.098 | Hard Landing Lag | 4 Frames
SH Air Time | 37 Frames | FH Air Time | 53 Frames
Limit Break Stats
Statistic | Value/Rank | Statistic | Value/Rank
Frames to Charge | 400 | Gained per Frame | 0.25
% Dealt to Charge | 250% | % Taken to Charge | 100%
Run Speed | 2.167 | Air Speed | 1.32
Walk Speed | 1.265 | Fall Speed | 1.848
Gravity | 0.1078 | Air Acceleration | 0.072
SH Air Time | 33 frames | FH Air Time | 47 frames
Ground Moves
Attacks | Hitbox Active | FAF | Base Damage (+SD) | Angle | BKB/WBKB | KBG
Jab 1 | 4-5 | 30 | 2.5 | 60/ 82 / 82 | 42/ 42 / 28 | 24
Jab 2 | 5-6 | 33 | 2 | 65 / 35 /55 | 33 / 33 /28 | 25
Jab Finisher | 6-7 | 38 | 3.5 | 30 | 75 | 50
Dash Attack | 9-13 | 46 | 11 (+1) | 60 | 100 | 60
Dash Attack (Late) | 14-18 | - | 8 (+1) | 65 | 100 | 50
Ftilt | 9-10 | 36 | 11 | 361 | 20 | 100
Utilt | 6-9 | 33 | 8 | 95 | 46 | 100
Dtilt | 7-8 | 41 | 7/6 | 80 | 80 | 75
Dtilt (Late) | 9-17 | - | 7 | 80 | 80 | 75
Fsmash (Hit 1) | 19 | 64 | 3 | 60 / 170 / 0 / 180 | B:30 W:25 / 10 / 10 / 10 | 30 / 100 / 100 / 100
Fsmash (Hit 2) | 24 | - | 3/2/4 | 15/15/170 | W: 90/50/10 | 100
Fsmash (Hit 3) | 28 | - | 13/12 | 361 | 42 | 115
Usmash (Early) | 15 | 47 | 13 | 83 | 40 | 96
Usmash | 16-17 | - | 12/13/13/11 | 83 | 40 | 96/96/96/90
Usmash (Late) | 18-19 | - | 8 | 60 | 32 | 100
Dsmash (Hit 1) | 8-9 | 50 | 4 | 170 / 176 / 160 / 167 | W: 90 / 120 / 90 / 120 | 97
Dsmash (Hit 2) | 21-23 | - | 12 | 35 | 35 | 94
Getup Attack | 20-25 | 46 | 7 | ? | ? | ?
Ledge Attack | 20-22 | 56 | 8 | ? | ? | ?
Pummel | 5 | 26 | 3 | ? | ? | ?
Grabs | Activates | FAF
Standing Grab | 7-8 | 32
Dash Grab | 10-11 | 40
Pivot Grab | 11-12 | 37
Throws | Weight Dependent? | Base Damage | Angle | BKB | KBG
Fthrow | No | 7 (4+3) | 45 | 60 | 120
Bthrow | No | 6 (3+3) | 38 | 48 | 110
Uthrow | No | 8.5 (2+2.5+4) | 80 | 78 | 97
Dthrow | Yes | 7 | 122 | 40 | 110
Aerial Moves
Attacks | Hitbox Active | FAF | Base Damage (+SD) | Angle | BKB/WBKB | KBG | Landing Lag | Autocancel
Nair | 5-15 | 39 | 8 | 40 | 25 | 100 | 15 | 31>
Fair | 18-19 | 54 | 14 / 14 /13/13 | 270 / 60 /45/45 | 20 / 20 /30/30 | 90 / 100 /83/83 | 18 | 1-2, 43>
Fair (Late) | 20-25 | - | 11 | 45 | 30 | 83 | - | -
Bair | 11-13 | 42 | 13 | 361 | 20 | 95 | 14 | 1-4, 37>
Uair | 7-9 | 45 | 12 | 82 | 42 | 82 | 15 | 26>
Uair (Late) | 10-25 | - | 8.5 | 82 | 42 | 82 | - | -
Dair | 11-13 | 60 | 15 /13 | 270 /60 | 10 /30 | 100 /105 | 26 | 1-4, 43>
Dair (Late) | 14-42 | - | 8 | 65 | 80 | 55 | - | -
Special Moves
Attacks | Hitbox Active | FAF | Base Damage (+SD) | Angle | BKB/WBKB | KBG
Blade Beam (Windbox) | 16-17 | 61 | 0 | 361 | 40 | 100
Blade Beam (Grounded) | 18-68 | 61 | 8 | - | - | -
Blade Beam (Grounded, Late) | 18-68 | - | 6 | - | - | -
Blade Beam (Aerial) | 18-68 | - | 6 | - | - | -
Blade Beam (Aerial, Late) | 18-68 | - | 4 | - | - | -
Limit Break Blade Beam (Projectile) | 16-57 (Intangible: 10-16) | 61 | - | - | - |
Limit Break Blade Beam (Total Damage) | | | 19 | | |
Limit Break Blade Beam (Hit 1) | 1 | 61 | 6 | | |
Limit Break Blade Beam (Hit 2) | 2 | - | 2 | | |
Limit Break Blade Beam (Hit 3) | 8 | - | 2 | | |
Limit Break Blade Beam (Hit 4) | 14 | - | 2 | | |
Limit Break Blade Beam (Hit 5) | 20 | - | 2 | | |
Limit Break Blade Beam (Hit 6) | 26 | - | 2 | | |
Limit Break Blade Beam (Hit 7) | 29 | - | 3 | | |
Limit Break Blade Beam (Aerial, Total Damage) | | | 15 | | |
Limit Break Blade Beam (Aerial, Hit 1) | 1 | 61 | 4.5 | | |
Limit Break Blade Beam (Aerial, Hit 2) | 2 | - | 1.75 | | |
Limit Break Blade Beam (Aerial, Hit 3) | 8 | - | 1.75 | | |
Limit Break Blade Beam (Aerial, Hit 4) | 14 | - | 1.5 | | |
Limit Break Blade Beam (Aerial, Hit 5) | 20 | - | 1.5 | | |
Limit Break Blade Beam (Aerial, Hit 6) | 26 | - | 1.5 | | |
Limit Break Blade Beam (Aerial, Hit 7) | 29 | - | 2.5 | | |
Cross Slash (Total Damage) | | | 19 | | |
Cross Slash 1 | 10-11 | 41 | 4 | 75/ 105 /367 | 30 | 35/ 35 /40
Cross Slash 2 | 2 | 32 | 3 | 107/78 | 43 | 25
Cross Slash 3 (Hit 1) | 2-3 | 56 | 3 | 70/290 | W: 20/30 | 100
Cross Slash 3 (Hit 2) | 11-12 | - | 3 | 77/110 | W: 37 | 100
Cross Slash 3 (Hit 3) | 25-26 | - | 6 | 50 | 30 | 140
Limit Break Cross Slash (Total Damage) | | | 26 | | |
Limit Break Cross Slash (Hit 1) | 10-11 (Intangible: 6-11) | 61 | 5 | 366 | W: 80 | 100
Limit Break Cross Slash (Hit 2) | 15 | - | 5 | 366 | W: 80 | 100
Limit Break Cross Slash (Hit 3) | 23 | - | 3 | 70/290 | W: 14/21 | 100
Limit Break Cross Slash (Hit 4) | 29 | - | 3 | 77/110 | W: 26 | 100
Limit Break Cross Slash (Hit 5) | 41 | - | 10 | 50 | 30 | 153
Limit Charge | Starts Charging: Frame 6 | 6 | 0 | | |
Limit Charge (Charging) | Fully Charged: Frame 400 | | 0 | | |
Limit Charge (Cancel) | | 8 | 0 | | |
Limit Charge (Fully Charge) | | 8 | 0 | | |
Finishing Touch | 16-17 | 80 | 1 | 80 | 60 | 359
Finishing Touch (Late) | 19 | - | 1 | 80 | 60 | 335
Finishing Touch (Windbox) | 27-31 | - | 0 | 361 | W: 80 | 86
Climhazzard (Total Damage) | | | 15 | | |
Climhazzard (Hit 1) | 7 | | 3 | 40/78/102 | W: 80 | 100
Climhazzard (Hit 2, Early) | 9-10 | | 4 | 87/96 | 68 | 40
Climhazzard (Hit 2) | 11 | | 4 | 87/96/90 | 68/68/98 | 40
Climhazzard (Hit 2, Late) | 12-15 | | 4 | 85/96/90 | 50/50/70 | 40
Climhazzard 2 (Hit 1, Descend) | 12+ | | 4.5 | 262 /45 | 90 /130 | 25
Climhazzard 2 (Hit 2, Landing) | 1-2 | 21 | 3.5 | 64 | 64 | 128
Limit Break Climhazzard (Total Damage) | | | 21 | | |
Limit Break Climhazzard (Hit 1) | 7 (Intangible: 5-12) | | 6 | 40/78/102 | W: 80 | 100
Limit Break Climhazzard (Hit 2, Early) | 10 | | 7 | 88 | 50 | 135
Limit Break Climhazzard (Hit 2) | 11-16 | | 7 | 88/88/90 | 50/50/98 | 110/110/40
Limit Break Climhazzard 2 (Hit 1, Descend) | 12+ | | 4.5 | 262 /45 | 90 /130 | 25
Limit Break Climhazzard 2 (Hit 2, Landing) | 1-2 | 21 | 3.5 | 64 | 64 | 128
Miscellaneous
Dodges | Intangibility | FAF
Spotdodge | 3-18 | 28
Forward Roll | 4-15 | 32
Back Roll | 4-15 | 32
Airdodge | 3-28 | 34
Other Information
  • Limit Charge will fully charge from empty after being held for 400 frames.
  • Limit Charge will fully charge from empty if Cloud deals 250%.
  • Limit Charge will fully charge from empty if Cloud takes 100%.
  • Limit Break moves and Finishing Touch does not increase the Limit gauge.
  • Nair, Bair, and Uair will Autocancel from a SH.
  • Fair, and Dair will Autocancel from a FH.
  • Nair, and Uair will Autocancel from a SH in Limit Break mode.
  • Fair, Bair, and Dair will Autocancel from a FH in Limit Break mode.
  • Fair will spike on frames 18-19 at the tipper of Cloud's sword. Requires more testing.
  • Dair will spike on frames 11-13.
 
Last edited:

KuroganeHammer

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Neato, I like it when people take the initiative. I wouldn't mind corroborating with you as it may make my job a little bit easier.

I'll post things in short bursts for you here. First up, weight is 100.
 

Ffamran

The Smooth Devil Mod
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Hmm... There's some weird discrepancies with sixriver's frame data for Cloud: https://docs.google.com/spreadsheets/d/1DlSVJVrMBKKmZuCCTwx1-c2HvBVv70vbBCgscv9iL7M/edit?usp=sharing. It's in Japanese, but you can match numbers or use Google translate to figure out what is what. Also, note that total frames is used instead of IASA or FAF. Total frames is just IASA or FAF minus 1.

The differences being Blade Beam's startup and Cross Slash's total frames/FAF being flipped compared to the above. Might be better to wait for a data dump from Dantarion for more accurate numbers, but Specials tend to be a pain for whatever reason...
 

Skitrel

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Needs separate speed values for Limit fully charged vs not.

His speed changes, as does his jump height.
 

HFlash

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I know his weight doesn't change nor frame data, but does Cloud get increased KB with limit break? Feels like he does, but it might just be placebo talking.
 

Darkmoone1

Smash Apprentice
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Jun 16, 2015
Messages
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Needs separate speed values for Limit fully charged vs not.

His speed changes, as does his jump height.
I believe your right, but didnt Sakurai say all of his stats change(so that might include damage...)?
 
Last edited:

-Iceberg

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Location
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Hmm... There's some weird discrepancies with sixriver's frame data for Cloud: https://docs.google.com/spreadsheets/d/1DlSVJVrMBKKmZuCCTwx1-c2HvBVv70vbBCgscv9iL7M/edit?usp=sharing. It's in Japanese, but you can match numbers or use Google translate to figure out what is what. Also, note that total frames is used instead of IASA or FAF. Total frames is just IASA or FAF minus 1.

The differences being Blade Beam's startup and Cross Slash's total frames/FAF being flipped compared to the above. Might be better to wait for a data dump from Dantarion for more accurate numbers, but Specials tend to be a pain for whatever reason...
Well actually, the data for Cross Slash matches the data that I found. As for Blade Beam, the only contradicting data is the starting hitbox for regular Blade Beam, but I've tested it multiple times, and it starts on frame 18, not frame 10. Otherwise, sixriver's frame data for Cloud's Specials is the same as mine.

Needs separate speed values for Limit fully charged vs not.

His speed changes, as does his jump height.
Thanks, I forgot to add that. I put a section for his Limit Break stats. I know for sure that Run Speed, Walk Speed, Fall Speed, and Air Acceleration change.

I know his weight doesn't change nor frame data, but does Cloud get increased KB with limit break? Feels like he does, but it might just be placebo talking.
I'm not quite sure. It could just be placebo, but I'll run some tests.
 
Last edited:

JerrelSyrup69

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Frame data needs to be updated with Limit Break on all of this regular moves(Tilts, Smashes and Aerials). From my testing, Cloud suffers from additional startup lag on all of his aerials when Limit Break is active. If you full hop Bair into Uair with no Limit Break, the falling Uair will hit. With Limit Break, the Uair will not be fast enough to come out before you land.
 
Last edited:

KuroganeHammer

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Frame data needs to be updated with Limit Break on all of this regular moves(Tilts, Smashes and Aerials). From my testing, Cloud suffers from additional startup lag on all of his aerials when Limit Break is active. If you full hop Bair into Uair with no Limit Break, the falling Uair will hit. With Limit Break, the Uair will not be fast enough to come out before you land.
That's a change in gravity, not in his move startup.
 

KuroganeHammer

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Yep, it means he has less jump height and more vertical knockback.

I don't know about air/run speeds yet, haven't really looked at them.
 

TheGoodGuava

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I believe his run speed is the same as Sheik's without limit breaker active and the same as Fox's with limit breaker active, I'm not entirely sure though
 

FlynnCL

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Down-aerial and back-aerial landing lag values seem incorrect. It's like they've been halved.

If back-aerial and down-aerial were actually 11 frames that'd be crazy.
 
Last edited:

Bowserboy3

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Down-aerial and back-aerial landing lag values seem incorrect. It's like they've been halved.

If back-aerial and down-aerial were actually 11 frames that'd be crazy.
I wondered this. Back Aerials are usually the strongest aerial for a character, and for Clouds to have the lowest amount of landing lag seems odd.
 

Tri Knight

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Wow he's got some awesome frame data.

OP should include KuroganeHammer KuroganeHammer 's inevitable stat bars when he makes it. The visual representation is always nice.
 
Last edited:

Kulty

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Guys,

I apparently found something interesting when I was playing Cloud last night. I can confirm that his Bair can jab lock at very low percents (from 0-12%). After 12%, the jab lock no longer works. I tested it on Donkey Kong in training mode when I was trying what down-tilt could do as potential followup, but after I performed Bair when DK didn't tech it, he got locked. I don't know a potential setup that can lead into a Bair lock, since opponents can still tech the down-tilt or even jump out of it.
 

-Iceberg

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Down-aerial and back-aerial landing lag values seem incorrect. It's like they've been halved.

If back-aerial and down-aerial were actually 11 frames that'd be crazy.
Your correct. I accidentally put the starting hitbox frames for Bair and Dair for the landing lag. I updated the OP to the correct landing lag values for Bair and Dair, which is 14 and 26 respectively.

Wow he's got some awesome frame data.

OP should include KuroganeHammer KuroganeHammer 's inevitable stat bars when he makes it. The visual representation is always nice.
Thanks, I appreciate it!
 

-Iceberg

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I don't know who, but someone had posted this earlier yesterday. https://docs.google.com/spreadsheet...llpSkggN6MfpLfZIiBdGv6xOFk/edit#gid=127531413
I've seen that spreadsheet, I believe LordWilliam1234 LordWilliam1234 collected the data. The reason Block-Freeze (also known as Shield Hitlag), Blockstun (also known as Shield Hitstun), and so on hasn't been added to this thread is because I haven't tested those aspects of Cloud yet. This isn't to discredit the spreadsheet; I simply haven't run the numbers yet. If I'm able to, I try to double-check beforehand. Also, for Block-Freeze and Block-Freeze (self), the numbers for each is the same with every move (excluding Blade Beam, because it's a projectile), meaning that none of Cloud's moves have a Hitlag Modifier. Because of this, I wouldn't add this information to the OP, as only moves with Hitlag Modifiers are relevant information. As for Blockstun, Advantage (Drop), and Advantage (OoS), these numbers can be found using the Hitstun formula, which requires the numbers for Base Knockback and Knockback Growth. I was going to add that information once those Knockback values for each of Cloud's moves has been datamined and released.

Edit: Misspelling
 
Last edited:

LordWilliam1234

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I've seen that spreadsheet, I believe LordWilliam1234 LordWilliam1234 collected the data.
Yeah, that's me. Frame counted for Cloud the day of the patch and those are the numbers I got.

Just to add to the OP, Cloud's down throw is his only weight dependent throw. Forward Throw/Back Throw/Up Throw are not.
 

Chiroz

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Is the lag listed for aerials the landing lag? And the IASA is the frame I can input another move if I am in the air?




Also what is the second advantage? Is it if the opponent does an OoS option instead of dropping?
 
Last edited:

-Iceberg

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Is the lag listed for aerials the landing lag? And the IASA is the frame I can input another move if I am in the air?




Also what is the second advantage? Is it if the opponent does an OoS option instead of dropping?
In the spreadsheet, the lag listed for the aerials is in fact the landing lag (they match the landing lag frames I have in the OP). And yes, IASA (Interrupt-able As Soon As) is the first possible frame that another move can be inputted. Although, in the spreadsheet, the IASA value for Nair is listed as frame 35, when it should be frame 39.

The second advantage is the first possible frame that Jump can be inputted from shield. Because a shield drop takes 7 frames, Advantage (OoS) is simply Advantage (drop) minus 7 frames.
 

Chiroz

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In the spreadsheet, the lag listed for the aerials is in fact the landing lag (they match the landing lag frames I have in the OP). And yes, IASA (Interrupt-able As Soon As) is the first possible frame that another move can be inputted. Although, in the spreadsheet, the IASA value for Nair is listed as frame 35, when it should be frame 39.

The second advantage is the first possible frame that Jump can be inputted from shield. Because a shield drop takes 7 frames, Advantage (OoS) is simply Advantage (drop) minus 7 frames.

Ok I figured as much for everything but wanted to make triple sure before I started to try stuff out

Thanks!
 
Last edited:

JosePollo

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You mean the bottom, no?
Pretty sure the spike hitbox is the tip of his sword, which means it will spike at the start and the end of the move as long as you hit the with the tip. It's probably the lowest priority hitbox on the attack, so precise spacing is required.
 

-Iceberg

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Big update everyone! After a lot of tedious labbing in Training Mode, I have the total active hitbox frames for every move! Before, I only had the first hitbox frame for each move listed. Hopefully this can help everyone advance their Cloud to the next level! If any frame data doesn't look correct, please let me know.

Pretty sure the spike hitbox is the tip of his sword, which means it will spike at the start and the end of the move as long as you hit the with the tip. It's probably the lowest priority hitbox on the attack, so precise spacing is required.
Yes, the spike hitbox is on the tipper of Cloud's sword on frames 18-19.
 
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Chiroz

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Pretty sure the spike hitbox is the tip of his sword, which means it will spike at the start and the end of the move as long as you hit the with the tip. It's probably the lowest priority hitbox on the attack, so precise spacing is required.
I meant the bottom of the move as a whole. As in the ending frames.



Big update everyone! After a lot of tedious labbing in Training Mode, I have the total active hitbox frames for every move! Before, I only had the first hitbox frame for each move listed. Hopefully this can help everyone advance their Cloud to the next level! If any frame data doesn't look correct, please let me know.


Yes, the spike hitbox is on the tipper of Cloud's sword on frames 18-19.

Are these the last frames?
 

JosePollo

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No, Fair's tipper spikes only on the first two frames, 18-19. As a whole, Fair's hitbox is from frames 18-25.
Strange... I'm pretty sure I've been able to meteor people at the bottom of the attack. In fact, you can see him do that in his reveal trailer. Unless his sword goes frame 18 at the top, then it's a single frame for him to swing the sword downwards, then the hitbox lingers while his sword is down in front of him. Although I know for a fact the hitbox doesn't start above and behind him as the sword's trail effect seems to imply; I've missed it plenty of times against people on platforms due to that, so frames 18-19 might actually be the downward swing.

I haven't really tested it in depth.
 
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LordWilliam1234

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The meteor hitbox seems to cover a very wide area, actually. Not just at the tip.

As for the move animation itself:

Frame 17:



Frame 18:



Frame 19:



The hitbox actually appears to cover a good deal of the sword trail, unlike the FE f-airs where the hitbox is only tied to the blade. Not the full sword trail though, the top is empty.

As for the meteor hitbox, I've gotten it to work in these spots:








Seems that the meteor hitbox is massive (at least on the first active frame), only time it doesn't seem to work is if you hit with the outer edges of the move. And even then I'm not sure if that's entirely accurate.
 

DarkDeity15

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So basically we have no idea how the spike hitbox on Fair works (as in where exactly it's located and how large it actually is). Noice.

The meteor hitbox seems to cover a very wide area, actually. Not just at the tip.

As for the move animation itself:

Frame 17:



Frame 18:



Frame 19:



The hitbox actually appears to cover a good deal of the sword trail, unlike the FE f-airs where the hitbox is only tied to the blade. Not the full sword trail though, the top is empty.

As for the meteor hitbox, I've gotten it to work in these spots:








Seems that the meteor hitbox is massive (at least on the first active frame), only time it doesn't seem to work is if you hit with the outer edges of the move. And even then I'm not sure if that's entirely accurate.
Ew, it's a brony.
 
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-Iceberg

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The meteor hitbox seems to cover a very wide area, actually. Not just at the tip.

As for the move animation itself:

Frame 17:



Frame 18:



Frame 19:



The hitbox actually appears to cover a good deal of the sword trail, unlike the FE f-airs where the hitbox is only tied to the blade. Not the full sword trail though, the top is empty.

As for the meteor hitbox, I've gotten it to work in these spots:








Seems that the meteor hitbox is massive (at least on the first active frame), only time it doesn't seem to work is if you hit with the outer edges of the move. And even then I'm not sure if that's entirely accurate.
Hm, interesting. It seems like it's the entire bottom half of the sword trail that spikes, but I haven't noticed that large of a spike hitbox from testing. I'll see what I can come up with. Although I can say with certainty that the spike frames are 18-19.
 
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LordWilliam1234

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Hm, interesting. It seems like it's the entire bottom half of the sword trail that spikes, but I haven't noticed that large of a spike hitbox from testing. I'll see what I can come up with. Although I can say with certainty that the spike frames are 18-19.
Yeah, I feel I can confirm the spike hitbox's active frames, it's the where we probably won't be able to ID.

I have a suspicion though that the spike hitbox is actually attached to the sword, with the rest of the hitbox being the sourspot. The sweetspot having priority over the sourspots. But then again, you can also miss the meteor hitbox if you hit below the sword on frame 18...so maybe it has a sourspot along the full edge of the hitbox and the rest of it is the meteor? :urg:

Ew, it's a brony.
Oh hush, it's just an av :laugh:
 

Masonomace

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Is there anything yet about Limit Break Blade Beam having trascendent priority or whatever we want to call it? Just now I used a LBBB & it bypassed a Mewtwo Shadow Ball when I thought they'd collide.

EDIT: Oh, it'd be invincibility I presume. Maybe nvm then sorry for that.
 
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LordWilliam1234

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Yeah, Limit Blade Beam is transcendent. It's great at keeping a zoning character honest due to that. Assuming the projectile you're using it against won't KO you.
 
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