-Iceberg
Smash Cadet
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
- 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
- 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
- Updated both Running Speed and both Walking Speed stats (slightly more accurate)
- 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)
- Added light red and light blue values
- Added Key section
- Corrected Dair's Hitbox Active frames from 14-35 to 14-42.
- 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
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
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
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 | ? | ? | ?
Standing Grab | 7-8 | 32
Dash Grab | 10-11 | 40
Pivot Grab | 11-12 | 37
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
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 | - | -
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
Spotdodge | 3-18 | 28
Forward Roll | 4-15 | 32
Back Roll | 4-15 | 32
Airdodge | 3-28 | 34
- 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.
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