This discussion is so one-sided in knowledge it's really hard to read.
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Best foxtrot, good perfect pivot, active ground hitboxes in neutral stance w/range and always threatening a burst option in either dash attack or dtilt. The dash mixup is not dash attack/grab, but also cross slash (or the invincible LCS), rising up air/DAir/NAir, or the faster invincible limit climhazard.
Zard has a better fox trot. Sheik has a better fox trot.
Cloud’s dash length is 11 frames, which most characters are. Zard is the same. Sheik is 8 frames.
Cloud’s running speed is 1.97, which is top 10. Zard is 2. Sheik is 2.016
I don’t have data for Cloud’s intial dash acceleration, but Zard’s is 0.5 just like every other character in the game. Can assume cloud is the same.
You’ll prolly think I’m vastly ignorant to just reference frame data when speaking on best fox trot while ignoring the options cloud holds when doing such (his rising aerials and various mix-ups on the ground with dash attack), but then we’ll be talking about more than just fox trot wouldn’t we? Movement in general is just an ambassador for the attacks, as they position us in the best places and angles to give us the best odds of landing them with the least risk and most reward; attaching Cloud’s quality options with his fox trot to argue it better is an unfair comparison when he could benefit from the attributes sheik or Zard holds (a frame 8 dash length would be broke, as well as faster runni- oh wait he already has that as limit. Nvm).
The dash mix-ups can’t be more than dash attack/grab because I’m not getting hit if the opponent decided to go to Uair, Cross Slash, Dair, Nair, or Limit Climhazard. After all, a 50/50 is where a player has to guess between two offensive options. I can shield it all if I want to.
Unless you’re also talking about the timing on when to shield, pushback, shield damage, etc... then you you’re gonna to have to further elaborate.
Dash attack and dtilt are not always hard reads. They punish movement. Dtilt punishes dash forward or a landing, dash attack catches short hops with its giant hitbox. The opponent isn't standing still, because if he does, Cloud spaces back air, FAir, or NAir because he's allowed to jump in with the right spacing where the opponent cannot air-air.
This is the same thing as saying Ryu’s shoryuken isn’t always a hard read, it punishes movement. It punishes jump forward, jump neutral, or jump back when in the corner. Fireball conditions opponents to jump, which leads into shoryuken.
Which is wrong. It’s still definitely high risk.
You Dtilt, hoping the opponent moves a certain way, or you DA, hoping the opponent moves this way or that way. What if you’re wrong? What happens then? The conditioning Cloud’s aerials do makes reads easier, but the risk attached is always the same.
Not a fan of hypothetical scenarios made to help one’s argument, since they leave out a thousand different variables firing on all cylinders. Why can’t I just roll within rhythm of cloud’s aerials? Why can’t I run under and use a intangible Usmash? Why can’t I walk forward instead of dash? Dashdance? Blah blah blah? This goes for your first sentence below as well. Who disengages for that long to allow cloud limit on the charge lol? Is he on the phone with someone?
Also, if the opponent is standing still and not trying to hit cloud at all, Cloud gets limit, spends it, and then gets more limit. This is why movement is important vs Cloud.
Seems like you’re assuming I’m arguing against the importance of movement vs cloud. Which I’m not.
What Shaya is saying is that a character's rising aerial game is a natural part of their ground game, akin to instant overheads in traditional fighters.
See this is what’s making this discussion massively convoluted.
Evaluating a specific section of A character is hard enough, as everything works together like a song, so analyzing some parts can seem lackluster, but putting it all together makes it much better looking (or sounding).
Instant overheads in traditional fighters doesn’t make a case for rising aerials being apart of the ground game, because the moves aren’t entirely comprised of said ground game. That’s how we categorize moves in the first place lol. It’s a joint effort between ground and air. It’s literally 50%Ground/ 50%Air.
Can’t have the amazing threat area and option coverage Cloud has without his Aerials.
Nor can you have a 50/50 of high and low without an aerial in the SF2 games outside of ground overheads.
What Cloud lacks is a traditional safe ground poke due to not having a swordsman dtilt, but that just makes his ground game incomplete, instead of "mediocre." Cloud dash attack and jab together is better than half the cast's ground game.
Not knowledgeable enough on other characters to talk about, but I’m sure you’re not either.