First, I'll cover his specials and his combos that I've found to be effective. Second, I'll cover his bread-and-butter moves that you want to be using to up the opponent's percentages. Third, I'll cover his kill options. Percentages given are average on default settings. But before all that, let's list his pros and cons.
Pros:
>Fights nimbly
>Excellent air game
>Fast dash (he freakin' glides along the stage, anime-style)
>Fast dtilts
>Spacing technique
>Balanced character
>Nice rolls
>Fast grabs
>Limit Break mechanism allows you to power up all your shortcomings
Cons:
>TERRIBLE recovery without a Limit Break (all vertical)
>Bad grab range
>Medium weight
>Limit Breaks take a long time to charge.
Special Moves
Neutral Special: Blade Beam (8% one beam)Cloud smacks the ground with his crazy-huge sword, causing a large shockwave with decent damage and a large height. I've found this to be a good spacing tool. It's good to chase it with a dash attack, but savvy players will air dodge, so prepare to spotdodge if you miss the follow-up. The actual blade doesn't do damage – only the shockwaves do.
Side Special: Cross Slash (4% first slash, 7% second slash, 10% third slash, 19% full combo)
This is a slash with medium speed. Keep mashing the button for a simple combo. It significantly weakens a shield, but be careful with this one, as it's pretty slow and doesn't have much launch.
Up Special: Climhazzard (3% stab, 7% upward slash, 11% downward slash)
The Mako-infused maniac soars into the air with a strike. Hit the button again for a downward slash. This move is similar to Final Cutter or Aether, but you don't need to commit to the downward hit. For recovery purposes, Climhazzard is pretty weak, especially due to its low horizontal movement. However, I have used the downward strike to meteor unsuspecting combatants that get a little too over-eager with the ledgeguarding. Due to its ability to snap to ledges on the second hit, it's more like Aether.
Down Special: Limit Charge/Finishing Touch (1% tornado)
Finally, Cloud's unique gimmick. Limit Charge, well, charges up your Limit Gauge, and allows you to see its progress. It takes about seven seconds to charge fully from none at all using only the move. Dealing around 250% damage or taking around 100% also charges it fully. It can be shield-canceled or roll-canceled like most charging moves. At max charge, it changes the effect of moves, as well as increasing their damage and knockback. It also increases Cloud's overall stats. I'll list these effects.
- Blade Beam (19% full trapping combo)
- Cross Slash (26% automatic full combo)
- Climhazzard (6% stab, 13% upward slash, downward slash unaffected)
- Finishing Touch (1%)
Bread-and-Butter
- Side Smash (3% first slash, 5% second, 18% full combo)
- Down Smash (4% handle, 16% blade, 12% blade alone)
- Up Smash (13%)
- NAir (8%)
- FAir (13%)
- UAir (13%)
- DAir (13%)
- DTilt (7%)
His other tilts are not recommended, and come out rather slowly for the character.
Kills
Now we get to the good stuff: taking a stock. Cloud has a couple good kill options in store, in addition to the aforementioned meteors.- Dtilt > Uair > Uair > Uair
- Applicable Games
- Smash 3DS, Smash Wii U