I appreciate the advice, but I do not wish to further derail the thread. Let us discuss the meta!
I'm curious about Cloud. The dust has settled a bit, he is no longer the flavor of the week. Do we still think him a top threat? In playing him recently, I worry about his relevant matchups, susceptibility to gimps, and reliance on Limit. Sure he can camp to charge it, but plenty of characters give him hell for trying to do so.
Also, the Bayonetta MU seems pretty bad on paper. She can gimp you with minimal effort, her up tilt beats several aerial approaches, guns make charging annoying, and your lack of grab confirms and kill throws makes Witch Time always a potent threat. That said, big meaty sword and far superior mobility means Cloud has the chops to win, obviously. It's just very flimsy in my opinion. Then again, so is every MU involving Bayonetta.
Im not sure about the Bayo match-up (no one is yet), but my theorycraft is that she isnt really hard for him (im not saying shes easy).
Most of
´s combos hits people up and what
doesnt want is to be send offstage, and, if its true what M2K doesnt stop spamming on his twitter, DIng down-away should be enought to avoid her longer combos.
Of Course there is the witch time problem, which might nullify Dair becouse off its long lasting hitbox. On the other hand, if
is above
, it shouldnt be hard to bait WT just like you do with airdodges, then up-air har and keep mixing-up between ampty hops and up-air. One could argue that Bayo has D-air and Shoryuken ABK to land, but both of this moves are laggy and can be punished with dash attacks, grab or even Limit Cancel D-tilt if she Shoryuken ABKs too far from you (dont quote me on this last one, I have no idea is D-tilt is faster then Cloud´s running speed). Most of this options send the opponent above u, restarting the Up-air 50/50. Im sure that after 1-3 missed WT she will prefer to use airdodges then waste any more time (
).
Lastly, there is
´s recovery issues. As I mentioned above,
hits u up, so it shouldnt be a problem until u get to mid-hight percents when Bair/Nair hits u off stage (tho it shouldnt be hard for her to get u there). Using jumps and side-b (not as reliable) to delay ure up-b should be enought so u dont get stomped by D-Smash (it is too slow to e used on reaction) and so she cannot use WT reliably. Im not sure but I think snaping the ledge from slightly below might be enought to avoid d-tilt, dont know.
If u think this was an one sided theorycrafting, keep in mind that
is my main and
is a new character, of course I know a lot more (not everything, nor really THAT much, or else Id be a hight level proplayer) about him them about her. But, to be honest, I think
´s strength in this match-up is at abusing of
´s already existing flaws, by using d-tilt Nair to exploit his up-b and having WT as a reason to never use Weak Dair and Back hit Nair aginst her (thats actually a big deal, because Dair is not only a combo starter but a set-up for limit stuff).
PLEASE REMEMBER, THIS IS THEORYCRAFTING ONLY.