Delzethin
Character Concept Creator
Wow, that kicks the crap out of the data I gathered earlier. I got slightly different data, although I had the Mario CPU set to Stop instead of Control--I figured that the little DI added by that option would be more accurate than an opponent who did absolutely nothing to cancel their momentum.Cloud Damage Output and Kill Percents!
I thought I'd gather and collect some data from some brief testing of mine on the damage and kill percentages for Cloud's Moveset and post it here to share.
All these test were done with the standard method of doing so, in training mode with a mid weight character, Mario in this case.
The conditions in which these test were made include:
All tests were completed on the Omega form of Final Destination, to provide the most basic of stage sizes, with the test subject Mario standing dead middle of the stage for each.
NO DI demonstrated by the test subject, as he was in 'Control' mode.
NO RAGE, as it is not present in Training mode
NO STALING EFFECT OF MOVES, as that is also not present mechanic in training mode
I would've simply posted the table with all the results in it directly into this thread, but it appeared that my HTML coding for the table wasn't properly converting in 'Preview', so this is the best I could do for now. I will attempt to try and repost this directly into the thread in the future.
The link to the data is here, so check it out if you're curious.
Notes:
I do intend to fill out and complete the needed data for both the 'Up Special' and 'LB Up special', I just need the time and a method to efficiently test every hitbox.
The 'Kill Percentages' listed are the percentages the test subject were at just before the move hit and launched them, if you wish to find the exact percentage right before the subject hit the blastzone, simply add the listed damage output of that move to the Kill percent shown.
* =Regarding the weak hitbox of Cloud's Up smash, it simply would not hit Mario when grounded and such I had to accommodate by testing with Mario being as low to the ground while still being in range of the hit. So, percentages may vary.
** = Cloud's LB Side Special is a case where the displayed percentages do match up with damage total, this is more than likely due to the hits not being a full number and having a few decimal places. Until this data comes to light and we know what these percentages are, it will continue to appear not to match up, no decimals will be displayed as of now.
LB= Limit Break
This is my first time attempting something like this for the community, so let me know what you think. Please let me know if missed anything, or made a mistake. Hope it helps out all aspiring Cloud mains.
Thing is...despite that, I actually had Limit Cross Slash killing earlier than what you have listed! While you have it killing at 125%, I was killing Mario, from center stage exactly where he respawns, at 94%! I don't know why we had such a notable difference in our results.
I also managed to get data for Limit Climhazzard when the entire attacks connects on the ground. Under those circumstances, it started killing at 117%.
I also noticed something interesting: Cloud's fsmash and dsmash kill earlier if the first parts of the move connect! You'd think only the last hit mattered in terms of knockback, but apparently they kill noticeably earlier if you land every part of it.
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