JesusMorpheus
Smash Cadet
I'm gonna try bringing in some Sheik mains to help us discuss this matchup. It seems like not many others have experience with post patch Sheik.
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I'd go with .Who's next for discussion? Personally, I'd like to see more on MK or Cloud
You can never have too many dank memes.Forgot to mention that this weeks discussion will be focused on Cloud!
*I'm also going to edit this post later, I wanted to update the OP for April Fools but never got around to it so I figure I'll just put it up here in a seperate post. It may contain dank memes*
That's how it's been with me lately. Senior year is finishing and it's extremely busy so I haven't had much time to practice. I'm hoping to find some cool time where I can get at least an hour of practice.I'd like to add more but my play time is very limited cause work+school :^(
- Cloud's recovery is incredibly punishable. However, Mega Man's recovery is equally so due to cloud's ridiculous D-air.
- Mega Man must consistently apply pressure to Cloud to prevent charging limits. Pellets have seemingly slightly more range than his sword, making them even more effective in the neutral.
- Try to take cloud offstage when he has limit charged. Forcing his limit use into his Up B is incredibly advantageous.
- Stay low and safe with your recovery when he has limit charged. He can't go offstage in fear of what was mentioned above, especially due to his faster falling speed.
- DO NOT JUMP OFF LEDGE EVER. While this might be *semi rarely* useful elsewhere, Cloud can easily predict this and react to this taking stocks incredibly quickly.
- Crash Bomber cancels out Blade Beam.
Sorry if I sound like a noob, but what is LCS? (I either don't know too much cloud tech or I also seem to not know general tech lol) Also the idea is to recover VERY low (from nearly off the screen levels of low), but this can also be countered due to having no invincibility during the jump. Other thoughts:I'd like to start off and say that Cloud is not super easy to gimp lol. He has recovery mix ups and methods of stalling and while not a lot of Cloud do this, he can go fairly deep off stage, at least vertically, and because Nair and LCS exist as well as untechable wall spikes, recovering low is not recommended against a Cloud who is ready to go off stage.
He is easy to gimp. The better the player the harder its is sure. But thats a given. He sucks at recovering regardless when you compare to other chars. You edge guard Shulk the same way you do Cloud when playing as Mega Man btw.
The only thing Cloud has is Limit yolo stuff that wins him some games. Other wise Mega Man wins every situation in the MU.
Basically this.He may be easy to gimp at times but he has an array of options for mixing it up. It all comes down to what the player thinks is the best option. You'll just have to adapt to it or hard read it.
Cloud can limit camp on DH without much trouble vs Megaman, and the walled stage aspect makes him not only easier to recover but easier for him to set up edgeguards. As a former Mega main, I wouldnt take him to DH which iiirc has bigger blast zones than SV.Wow, i fall asleep early by accident and i see tons more responses! Well pretty much all i would have said about this MU has been said already by others above. Just gonna throw out i think it is 60-40 for Cloud. He may have a hard time getting back onstage, but when he gets in, it is just like fighting Fox. Very, VERY painful. Couple that with limit and he has an abundance of options alongside that huge buster sword of his and it can be hard to do work on him. It has to be played patiently but not too patiently because we wouldn't want him to get limit and worry about that. The amount of fear that thing induces is crazy because of how fast Cross Slash can come out with limit break. He needs one good read and he could potentially take a stock.That's huge for him because playing catch up with Mega Man is not fun at all and is pretty difficult when he able to space his aerials far enough to that we can't even reach him. Just play carefully and think about every choice you make when fighting him.
I don't think stages have been discussed for this MU. I haven't fought many Clouds, but i feel that FD, Duck Hunt, and Town and City are our best picks. With the aid of platforms on all other stages except Lylat, he can run away while charging limit. Our mobility isn't the best so we would have to read where he goes. Smashville is a bit more forgiving since he can't hide forever but forget about BF and Dreamland. I've had a Cloud just run circles around me while charging limit and it was way too difficult to catch him. Plus on FD and Duck Hunt, he won't have much place to hide and charge since there aren't any platforms in the middle and top for him to escape to. We can really annoy him as long as we keep our distance and can force him to make certain options since he won't have platforms to help him recover. With air shooter beating out his dair, it makes landing hard for him on FD/duck hunt when used alongside diagonal metal blade and crash bomber to catch his landing in the event you do mess up, which sets up for a scenario where you could potentially continue the juggle or get a strong hit off of the explosion.
That's all i have to say now. Glad to see more responses now!
Hmm, Duck Hunt as well? i was only theory crafting as i haven't played many Clouds. I personally like FD since he can't run away as well as on other stages and i compared it to Duck Hunt since it is mostly flat. I'll keep that in mind for next time. So our best choices would have to be FD,Town, and Lylat? That's what it is sounding like from what i'm reading. I could potentially see Dreamland as being okay but i wouldn't go there after being limit camped on BF. That's just me thoughBasically this.
It's simple to gimp Cloud, but it's not easy if the Cloud is fairly aware of how to approach recoveries and utilitizes his options to their fullest.
Cloud can limit camp on DH without much trouble vs Megaman, and the walled stage aspect makes him not only easier to recover but easier for him to set up edgeguards. As a former Mega main, I wouldnt take him to DH which iiirc has bigger blast zones than SV.
Cloud is the best character in the game in regards to battles of attrition. Provided he plays right, he'll last longer than you on a stock by stock basis and giving him a wall on top of bigger blast zones while he has much more reliably kill moves and a higher damage output. Mega works twice as half for the damage he gets. While Mega does have a wall jump of his own, you want to go to stages where you maximize his weakness instead of minimize them.
That's a fair assessment to have I suppose. I just feel that DH offers way more for Cloud than SV does. Considering how strong Cloud is already, the smaller blast zones dont matter as much in my eyes compared to the stronger camping game you give Cloud by going to DH.I'd have to try it in local practice, and I probably haven't played an expert at the limit camping... but it seems like mega could just exert too much damage. Leave a rush coil down, you're hitting 3+ uair into their area. No shield can take that, and dodges are risky since they just don't time well to avoid a second uair.
Yea, he can get up there and probably take some limit charge for free. But we're comparing it to other stages, and the smashville platform is much harder to pressure a charging Cloud off of.
If MEga did more damage he'd be viable. not broken. Fair having such **** cool down and meh hitbox data, on top of low damage grounded normals aside from like Utilt and smash attacks; a projectile that can be caught, a projectile that can be given back to megaman. a projecile shield that isnt super reliable.I have to say that if Mega Man did any more dmg he would be broken. They gave him a kit where you can control your games, you need to mess up or go for unsafe options to get hit as mega man.
First of all: Are you saying Mega Man is not viable right now? I mean, considering Scatt's decent results and the fact the characters is not really "checked" by any other (Maaaaaybe Mario to an extended, and even then having more damage against Mario is not going to cause anything) makes me think it doesn't feel quite right to consider him "not viable".If Mega did more damage he'd be viable. not broken.