Shaya
Mind sharing your thoughts on who can threaten his recovery? I only ask because I love to edge guard in Melee and PM, but it's very different in Smash 4. It might help me find my character.
I was thinking to myself "I've stated this a few times as a rough estimate, I should look more into it"
So let's start with some ground rules then of what constitutes "things cloud can't just laugh at trying to get through".
A Cloud recovering low is in a lot more danger than a Cloud recovering high, many a character can attempt to punish him ledge snapping. However most characters still don't really have a move they can reliably use due to the hitbox sizes of climhazzard. They're going to get hit before they can hit Cloud.
But one only needs to trade. Or, power shield climhazard and then do a fast punish (e.g. Fox down smash) and likely find a stock. Cloud can avoid this too however.
In my opinion, once Cloud is within a certain proximity to the ledge, the opportunity is already over for nearly every character. It's relying on a mess up to end him. A Mario getting fludd to cape on Cloud, at least from my perspective, is usually Cloud ****ing up.
Okay so blurb aside, traits I think help
1. A move with enough disjoint as to trade with Cloud's Up-B vertically/horizontally (as honestly, there aren't many moves which are more disjointed as to allow you to beat it).
2. A transcended, multi hitting or fast horizontal frame trapping projectile; as Cloud's Climhazard has a constant tangible hitbox on ascension which will lol through a diddy banana drop or most Peach turnips.
3. A multi hit special which will clank with Cloud's up-b and will continue the animation for the character - part 1 still partially applies. I haven't seen this in practice but I read from somewhere here once something about Luigi Tornado.
4. An invincible attack.
Now to repeat again, Cloud recovering high is a lot safer than recovering low. Forcing a jump out of Cloud is nearly impossible for most of the cast, hence if you don't have a way to do so [chances are you do not] you don't reliably pressure Cloud off stage. If you don't reliably pressure Cloud off stage, you aren't going to force him low where a subset of the aforementioned characters can reliably capitalize.
So with those in mind
- Witch Time, Down Air and Down Smash can end him low. But she is otherwise risking
A LOT to try to cover him high. Neutral B shooting is a commitment and Cloud may be forced to recover low from it but if you're shooting you probably aren't going to be able to do something to stop Climhazard. I can see her tuning the off-stage game more in the future, but even with implementation of drop kick and nair interceptions Cloud still has significantly more priority to kill her for trying. M2K disemboweled 9B. Non-invincible legs should not apply.
- Thank goodness for having one of the most broken moves in the game in Side-B (if she didn't have it, I wouldn't bother listing her otherwise). This does require her to be higher than Cloud in position still to exert the required pressure. Can gambit with back air if he's recovering too high but cannot afford to try to do so at around stage height or below (unfortunately). Down Air is telegraphed hard and shouldn't be a common factor, countering climhazard for the same reason shouldn't be a common factor (hint: Cloud grabs the ledge with up-b backwards~). If Cloud ever gets near to the ledge though while maintaining his double jump, he's just has to worry about side-b (so looking at whether she's in the air or not). I'm not sure where the refinement of her off stage game is going to go; she has several feasible tools at least.
- Regular Pit more so, he can force something to happen with arrows and can try his luck at a nair trade or slicing through him at the right horizontal height with fair. Down-B is very strong against him attempting to recover high (climhazard up and down into a ledge snap being almost untouchable for everyone else).
Honorable mention to
for being a lot more common a character and for ruining all the Clouds we're seeing on local streams since his release! (Definitely has a subset of near definite tools if Cloud is in a truly bad spot).
- "My forward air is actually big enough to challenge you". Cloud: "Okay :<"
"I also have disjoints that could feasibly be trading with you from on stage even covering backwards recovering and other little shindigs".
Cloud: "Wow are you like, a broken character or something?"
"No, not while Corrin is better than me at nearly everything else... BUT I HAVE A NICHE HERE; THANKS".
Corrin: "Why doesn't my forward air also do 13%, and only against Cloud, send horizontally? Thanks Sakurai, this on top of not having guaranteed follow ups from grabs which would allow side-b set ups that kill sub 100% means we're destined to be crap; why couldn't I cost $1 more!?!?!
- I can jump enough times to stall in an optimal position as such that I can attempt to trade with you on back air.
- I'm actually designed to end you; especially if I bucket three blade beams (unlikely, but then it really should be 100-0 situation). Oh but between back air trading and up-b's insane priority/invincibility, Cloud has to be extremely careful. Legitimately the only character who I think can jump off stage and yolo towards Cloud.
- Certain fruits; apple, bell. There's various potential throughout the kit that I would like to see played out.
- Back air to cover high. Up Smash to cover below on the ledge (and a bit high too, obviously). Can also neutral-b to chip damage and may bait an air dodge (hint: he shouldn't really air dodge this at all, 9% or maybe now being in a position where you need to use your jump awkwardly: you decide). Unfortunately though, not really covering it at all at the same time or being a guaranteed check mate. Warp's slow start up and no other way to challenge Cloud directly off stage other than with bair is problematic. Like Pit though, can attempt nair trades.
- I can fall towards you with a back air. Thunder to cover your pathing. Thunder Jolt may do something. I can get back to the stage if those fail faster than you.
- lasers, gyro, down air/nair trading; a disgusting back air. Difficult but he has all the tools necessary.
- Down Air? Down air. Luma things? Luma things.
- Needles win. Bouncing Fish wins. Vanish wins. Can dare to challenge off stage with forward air. Win Win Win
- Can attempt so many things to get in his way without overt risk. Climhazard will clank out spring ... sometimes? Forward Smash is somehow the best on stage 2 framer in the game for some reason?
Is able to fall into him with aerials and produce trades that will see the end of him.
I think it's mostly because of Sonic being able to get into optimal positions from securing an off-stage hit better than everyone else, more so than his kit having all the tools necessary. Either way, I've seen him achieve anti-Cloud things a lot.
- Fair, Bair, disjointed trading down airs, forward smash, nair chains to death.
Zair, and flip jump kick being bigger than him.. Thank goodness.
- mild hindsight: shuriken air stalls and hydro pump could be problematic.
Some are more dubious than others.
I would say the characters who are frequently always forcing respect in recovering are
(because everyone is freaking out against her all the time anyway, but not necessarily for a good reason).
And the only characters I've consistently see do anything to him at competent level of play are
I guess Clouds are too busy not losing at all or it not mattering because of limit side-b to actually see the other characters gimp him at tournaments.
SHAME.