I made some posts a while back about
and somewhere else about Cloud's MU's with them.
"Unlike Villager, Mega Man has constant hitboxes that move forward in the air (neutral air). On top of that, he has more aerial mobility than most characters in the game. This combination of tools allows him to bob and weave away from Cloud's large hitboxes, and apply constant pressure of his own. Additionally, this gives Mega Man a pretty good recovery as well, despite being heavy-ish in weight. While this does make him susceptible to combos, it ensures that Mega Man will live longer against Cloud's LB Cross Slash. Plus, it improves his edgeguarding abilities, which is very useful against Cloud's poor recovery.
Mega Man typically has a weakness of extremely poor killing options, but this is somewhat negated in the Cloud MU, since all he really has to do is edgeguard Cloud after sending him off of the stage, which makes things much easier for Mega Man. And because Mega Man's kit is mostly based around projectiles, it allows him to directly contest Cloud's ability to camp with Limit Break, which forces Cloud to play on his terms. And unlike Villager, Mega Man's Uair and Metal Blade allow him to cover more areas, which is particularly useful against platform camping.
Overall, this means that Mega Man generally has some sort of tool to answer to both a camping Cloud, AND an approaching Cloud...which is something that not many characters can say that they have. And because Cloud lacks a reflector and a super good projectile, this means that Mega Man can get away with more things when fighting Cloud as opposed to fighting other top tier characters. And Mega Man, despite his flaws, has a really good moveset when it comes to edgeguarding Cloud. Which gives Mega Man a slight edge in the matchup. The only thing he really has to worry about is CQC, which Mega Man typically wants to avoid no matter what anyways. But other than that, Mega Man actually has an edge in this fight.
The main difference between Villager and Mega Man is that Villager wants to set up camp, while Mega Man doesn't. Mega Man wants to play a mid-range game. Cloud is a character that has answers to both campers (Limit Break) and CQC (Buster Sword). However, one of Cloud's very few weaknesses is that his mid-range game can be exploited by a very few select characters. Cloud's other big weakness is that he is very susceptible to being edgeguarded. Mega Man falls perfectly within both of these categories. And it is also why people say that Sheik has a slight edge against Cloud too, since she can also play mid-range and edgeguard very well (though Sheik can pretty much do almost everything well tbh).
This would also explain Cloud's even matchup with Diddy Kong, since while Diddy has the edge at mid-range thanks to his bananas, his CQC and "camping" (he shouldn't) will fall short due to Cloud's Buster Sword and Limit Break. Thankfully for Diddy though, his amazing frame data will still allow him to be very proficient against Cloud in CQC. But he has to be really careful with Cloud's range. The same can mostly be said for Mario, since while he has better edgeguarding tools, his mid-range game can't really compare to Diddy's due the the lack of bananas (he's still decent at mid-range though). He also has less range on his normal attacks, but has more combo-ability. But unlike Mega Man or Sheik, neither Diddy nor Mario really have the right tools to directly say that they have an "edge" against Cloud.
Although admittedly, Mega Man's and Sheik's "egde" over Cloud is a very small one. Like a 55:45 advantage or something. And it certainty doesn't help that both characters are very hard to play in comparison to Cloud. Mega Man especially, since he is notoriously hard to play."
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"Also, another character I have been experimenting with and finding success in is actually...Mii Gunner.
Mii Gunner has a really excellent set of tools to contest against Cloud. Fair being one of the most important ones. Not only does it provide huge horizontal spacing (like Mega Man's lemons), but it also knocks the opponent back unlike lemons, AND it pushes you backwards by a lot if you control it to do so. And unlike Villager's slingshot, it has far less landing lag, though a bit more than Mega Man's lemons. It basically takes the best elements of Mega Man's lemons and Villager's slingshot, and then slaps them together to create a really potent move overall. The only unfortunate thing is that, unlike Mega Man's lemons, it can only be used in the air and it can only be fired one at a time. Which makes it more predictable to deal with.
Aside from Fair, Mii Gunner's got a number of good special moves that can also deal with Cloud pretty well. Lunar Launch is actually effective at edgeguarding if used properly, as it covers an angle rarely any other projectile can (straight down), and it also sends the opponent horizontally. Meaning that, if Cloud is directly below you and is off stage, a perfectly fired Lunar Launch could spell the end for him. This is pretty effective, as Cloud is forced to recover low in a lot of situations. Robin also has something like this (Elwind), but not only is that option much worse, Cloud isn't really scared of Robin all that much and also beats him pretty solidly.
Other useful special moves that Mii Gunner can employ are Grenade Launcher (area of denial/zoning/edgeguarding/damage building/etc all in one!), Charge Blast (camping/one hit will send Cloud off of the stage to be edgeguarded or even KO'd at later percents), Bomb Drop (for when you aren't running Grenade Launcher), and more. Flame Pillar and Mii Missile both have their own uses. Flame Pillar is a decent area of denial tool that is more effective when an opponent is cornered (and can even be an edgeguarding tool...kind of), but Mii Missile gives you another projectile to harass Cloud with. The greatest thing about Mii Gunner is that he probably has the greatest diversity of projectile options in the entire game, more-so than Mega Man even. While none of these things are quite as silly as lemons, I would say that their combined strength gives Mii Gunner an even greater matchup against Cloud as a whole. Maybe even a 60:40 in Mii Gunner's favor, which is probably the only character in the game who can make that sort of claim against him. Which is very impressive.
Other strengths that Mii Gunner has over Mega Man are that he has more reliable KO options on top of this. Dsmash hits at a pretty solid frame 9, and Fsmash is decent at catching landing options and bad reads/rolls. Usmash is also good in that it hits on frame 11, but it is probably on par or slightly worse than Mega Man's Usmash (which comes out 1 frame earlier). Plus, as explained above, Mii Gunner's edgeguarding options are actually more superior than Mega Man's overall. Mega Man does have a way better Bair, and his Nair/Metal Blade are still pretty good, but other than that, Mii Gunner has an easier time shutting down Cloud's recovery options.
However, like Mega Man, Mii Gunner isn't that stellar at CQC. Maybe even slightly worse, since the lack of lemons and fast frame data hurts. One Cloud gets in, there isn't much that Mii Gunner can do about it. Mega Man at least has amazing grab range, good throws, and stuff like Leaf Shield to help him out a bit. But Mii Gunner lacks these things. Mii Gunner also has less aerial mobility, but better ground speed. Recovery-wise, Mii Gunner is actually pretty close to Mega Man (if you are running Lunar Launch), but probably a little bit worse. You can switch Lunar Launch out for Arm Rocket, but I don't recommend it for this fight, as having as many edgeguarding tools as possible against Cloud is more important. And while Uair is nice/can KO, Mega Man's Air Shooter is probably better."
"One major problem with Mii Gunner?
Massive amounts of controversy tournament-wise.
Sooo...yeah. *shrugs*"