She also has kinda bad OoS options. Frame 4 Boost Kick is scary and respectable, but Cloud's up air, bair, and fair are still able to effectively pressure her shield due to the pushback and range of these moves.
Cloud is also one of the few characters that can fall out her up B pretty often. And not like the "get pushed off the top and die earlier" fall out either. KuroganeHammer made a ZSS commentator card recently which staates that the 7th hit of her Boost Kick can weakly meteor Cloud. If she whiffs a Boost Kick and is too high up, ZSS can die to a revenge Up air/Finishing Touch.
I actually started writing a reply to this with, "ZSS' OOS is utterly top class," until I realized that I was getting those words straight from one of Shaya's posts a long time ago and just decided to find that post instead.
I don't know if it was mentioned here or in the CI, but ZSS' oos options are utterly top class, there's really nothing better in the game bar diddy holding a banana or sheik forward air (without customs).
8 Frame transcended dash attack, up-b, jab, up tilt and -grab- give her a crazy amount of diversity in her out of shield options, she does have aerial options too but not as universal (but if you're in the air and hit our shield that means death). "Did shaya just say zss grab!? what an idiot", well, ZSS grab defensively is perfectly fine, in fact in a lot of match ups it breaks the opponent's ability to do much to her and is a lot more useful than a standard grab would be.
This interaction is a little different in the Cloud MU where Cloud has possibly the most safety against shields of any character with his spacing. All I can say is that from playing this MU a lot, any flounder in spacing from the Cloud can get ZSS a hefty punish.
ZSS has such a mixup heavy neutral that it's tough even for Cloud to have a reliable game plan against her.
Cloud has a more than reasonable chance of catching a ZSS SH preemptively in the air with a rising aerial. If instead ZSS gets a SH at midrange, it really isn't a great scenario for Cloud. Zair can pin Cloud midrange if he is shielding, and falling in with a nair on his shield starts all of her cqc neutral mixups.
Dtilt can be a good mixup, but I doubt that the Cloud player can react in time to what the ZSS does during her SH. If the ZSS doesn't fall towards the Cloud and stays at about zair range during the SH, then a dtilt will get hit by falling nair given the hitbox's angle, or the ZSS can jump away and nothing happens. If the ZSS player does fall towards his shield and nairs, then it will be incredibly hard for the Cloud to time a dtilt out of shield drop. Then there are more mixups with fast falling or not fast falling the nair. ZSS' zair has about equal range with Cloud's dtilt. Any fade back from ZSS or any mixup at all will essentially put Cloud in 40 frames of punishable lag, which ZSS can do a lot with. I think the reason why this is rarely seen in top level Cloud play is because dtilt isn't a very good anti air specifically against ZSS. With ZSS' speed, mobility, and mixups, Cloud's dtilt isn't going to work. It isn't even something I can totally explain. If you watch a ZSS vs Cloud match you will more than likely see the ZSS start off with zair spacing and see that in that situation, the Cloud could not have used dtilt.
A ZSS can pretty easily bait out options with midrange SH. ZSS doing a midrange SH on a shielding opponent is somewhat akin to a Peach dairing a shield or Diddy glide tossing a banana into your shield, the opponent has already made a mistake getting put in that situation (it just isn't quite that extreme). In top ZSS vs Cloud matches, this situation actually happens pretty rarely because the Cloud players do a successful job preventing this. I would argue that other than obviously getting cheese kills, ZSS' approach game is one of the reasons she is so capable of comebacks. That's also why ZSS players tend to be so aggressive despite the character having the tools for defensiveness.
But of course the neutral game doesn't consist of this one scenario, I'm just arguing that in this specific scenario Cloud, like all characters, has a tough time and dtilt doesn't help much.
ZSS dashes in? SH nair, pivot f tilt/grab.
ZSS jumps in with an aerial? D tilt.
ZSS dash grabbed? Spot dodge Cross Slash/Finishing Touch.
ZSS used the Paralyzer to approach? Shield and then react to one of the three options above.
Not to make this personal in any way, but I really hate seeing neutral reduced to one dimensional terms like this. Any description of neutral that consists of, "If they do a, you do b. If they do c, you do d," is incorrect. Even if you list fifty scenarios like this, it will be fundamentally wrong because neutral can rarely be diminished to a one sided, reaction based neutral like this.
Why does this specifically not work in this MU? We're talking about the neutral game between the overall fastest character in the game and another of the fastest characters than can become arguably the overall fastest character in the game. Both characters have big disjoints (Cloud particularly) and amazing frame data. Both characters can be explosive, but in terms of this specific MU, ZSS is extremely explosive. Both characters can put each other in tough situations that both players are trying to avoid, Cloud can charge limit, and ZSS is known for her deep mixup game.
In short, there is
way too much stuff going on in this MU (and almost every MU) for it to possibly be described like the quote. There are nuances like conditioning, reads, mixups, mobility in general, etc that are being left out. If ZSS can put you in a situation where you need to be defensive in one way or another, then that's where she can catch a defensive option and proceed with her crazy advantage state. Situations like this, especially if she gets a stock lead, which is very possible, are one of the reasons why she doesn't get shutout in neutral by any character.
I also don't think that ZSS' advantage state in this MU can be stressed enough. ZSS trashes Cloud off stage. It isn't a situation where ZSS will get a gimp every time of course because even Cloud has options off stage that can't always be reacted to, but it's a very bad situation for him and ZSS players always get a lot of kills on Cloud off stage. Juggling is pretty self explanatory. The positive for Cloud is that as soon as he gets out of disadvantage, it's easy for him to reestablish neutral. Cloud by virtue of being a great character can do stuff to ZSS in advantage, but the advantage:disadvantage disparity in this MU is significant. It's probably the most likely reason that all of the top Cloud players have so much trouble against the two ZSS players.