"But entry barriers and fun and blah blah blah". No. That's a terrible argument. This isn't supposed to be easy. People want Cloud nerfed because they can't figure out how to deal with him. There is counterplay to him.
I'll risk assuming part of this is directed at me, although I'm sure it's in a general direction where I sort of just happen to be standing. But I'm a chucklehead with a keyboard so I'll assume to respond.
If a game is not fun, it is no longer a game, it is a job.
I don't expect a match to be easy, but I expect to be able to see a flaw and capitalize off of it. With many characters, these flaws are simple, and largely in regards to their player acting out a paint-by-numbers strategy. Many of these are easy to identify, but Cloud is still a mystery to me. I have not read or seen a cohesive particular in beating Cloud outside of "grab him if he misses the ledge with UpB". I have read and seen several oddities about which characters can win or go even, but not usually why or how in a general sense that could be applied to the characters that don't.
I don't care how many frames his jumpsquat is. I don't care whether or not he can autocancel a single move out of a shorthop or not. I do not have super-human reaction time. These are not methods of play I instinctively look for at my personal level of play, because they have never been key factors that I need to look for with other characters.
With a character like Mario, I know his movespeed isn't super fast, and I know his hitboxes are fairly compact, so I can guesstimate where I can stand to avoid getting hit, and react when they miss. At high level play a Mario should know I can make this guess, and bait my reaction to this 'miss' so they can work a step ahead. Losing in this way makes sense. I don't complain, because the player was smarter than me.
Cloud... lacks this cohesive. If he has limit, he moves much faster than a character like Mario, but his hitboxes are still huge, and still safe. Cloud doesn't need to ever use Limit outside of recovery in this fashion, if he so chooses. He doesn't "have it once", it's perpetual. Combining this with a move like his Nair, and it really doesn't matter whether he misspaces something or not, because he can decelerate and retreat to earn the distance between his sword as well as a few character lengths of safety to cover his own weakness. He doesn't have to worry about missing or my response therein, because I can't react.
In this way, you need to approach fast to prevent him from even the faintest opening to charge Limit Break. Which makes sense. What doesn't, however, is that he still charges it through simply taking damage. What also doesn't, is the Cloud player's ability to not just acknowledge that you will try to prevent him from charging Limit, but respond and prevent you from interrupting them on a whim. A projectile? Sorry, shielding out of Limit-charge doesn't cost any frames. My opponent's approaching? Eh, I'll just retreat with shorthop Nair.
It makes sense that Shiek and Pikachu could be potential counter-picks simply because their projectiles offer two things: An instantanious provoke, and a free-moving tool of approach. Cloud could still shield these, but vs Shiek it needs to be predictive, and vs Pikachu it needs to be careful. This fear is enough that Cloud can't control the terms to his fight, and can lose it.
Any other projectile user, though? Just shield. Keep charging limit. Samus is provoking you? Doesn't matter. Link's preparing some softbombs? Nope, doesn't matter, Just keep charging and humming a merry tune.
Characters whom I'd think might spark a reaction or invade Cloud's personal space are those that are fast, such as Sonic or Falcon or Mac. What about these three do they lack when it comes to invading Cloud's personal space? Range? Tools?
What cohesive bare-bones strategy, in a single word, beyond frames or screw-ups, is that which beats Cloud?
What does "Shiek"
really mean?