MegaFatcat100
Smash Cadet
- Joined
- Dec 21, 2015
- Messages
- 37
Just curious, from my experience ZSS does really well, but sheik not so much. What do you guys think?
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Gotta agree with this, too. He's strong, but he has some notable weaknesses that are pretty exploitable. His recovery is one of them. Without Limit Break it's really bad, and if he tries to save his Limit for it, he'll have to forego using any specials, likely (depending on player skill and personality) saving them for a kill. Times like that, you're free to camp him out as much as you want. Once (if) he uses his LB, you can go back on the cautious aggressive. His punish game is strong, but he is also pretty easy to punish.Don't pick up a counter pick so soon. How long has Cloud even been available? Maybe a couple weeks at this point?
Learn the match-up and figure out ways to combat Cloud.
Can they absorb Blade Beam with PSI Magnet? (G&W too for that matter.)Cloud does really well against more campy characters, but I find Ness and Lucas do really well against him because they have a combination of being able to outrange and pressure him constantly (and stop the Limit Break charge), while also having strong throws to force him offstage in a super disadvantageous position. Time will tell if that will hold, though - people thought Little Mac was way OP initially and he has a very similar design philosophy.
Yes, they can. It's also reflectable.Can they absorb Blade Beam with PSI Magnet? (G&W too for that matter.)
I don't think that Cloud does well against all campers. Anyone that beats Cloud in the neutral can give him a pretty hard time by getting him off the stage and forcing him to use Limit Break up b. This will make his advantage state worse by giving him fewer opportunities to hit with his Limit Break specials. This is why I think that Mii Gunner can beat Cloud. Mii Gunner can beat Cloud in the neutral and get plenty of damage from ledge guarding and getting follow ups on Cloud. Mii Gunner can survive longer than Cloud in the matchup due to Cloud's struggles with shields and recovery. Although Cloud can deal some damage inside and punish Gunner, I think that Gunner's superior neutral will allow him/her to have an easier time taking advantage of Cloud's weaknesses.Cloud does really well against more campy characters, but I find Ness and Lucas do really well against him because they have a combination of being able to outrange and pressure him constantly (and stop the Limit Break charge), while also having strong throws to force him offstage in a super disadvantageous position. Time will tell if that will hold, though - people thought Little Mac was way OP initially and he has a very similar design philosophy.
I completely agree with this. Mario's cape (side-b) would possibly work great as well as the fireball as you mentioned.(no Main bias really) Mario due to faster attack speed,fireballs and arguably the best gimping options against Cloud.
So a character with godawful reach, survivability and approach and having nothing truly safe on shield beats Cloud? This is as baseless of a statement akin to people claiming she beats ZSS just because of crouch.In my experience with Cloud I'd say a good Jiggs can destroy Cloud, since he is gimped rather easily.
Also, characters that can outpace Cloud and characters with good reach on their attacks give Cloud a run for his Buster Sword.
You missed the point. Cloud's recovery is not that great. If you can successfully gimp Cloud, its all over. Besides, you are berating Jiggs because her flaws are obvious without taking into account that her aerial game is god-like.So a character with godawful reach, survivability and approach and having nothing truly safe on shield beats Cloud? This is as baseless of a statement akin to people claiming she beats ZSS just because of crouch.
This was more than a year ago and Hungrybox nowaday rarely plays Smash 4, he still focuses on Melee and PM. He's irrelevant. Not to mention he dropped Jigglypuff in this game.You missed the point. Cloud's recovery is not that great. If you can successfully gimp Cloud, its all over. Besides, you are berating Jiggs because her flaws are obvious without taking into account that her aerial game is god-like.
Just watch Hungrybox destroy everyone with Jiggs on Youtube and you will know what I mean.
Here is one of such occasions: https://www.youtube.com/watch?v=L-k7iVOAzbQ
Even so, Cloud has all the options to outspace and overpower Jiggs.You missed the point. Cloud's recovery is not that great. If you can successfully gimp Cloud, its all over. Besides, you are berating Jiggs because her flaws are obvious without taking into account that her aerial game is god-like.
Just watch Hungrybox destroy everyone with Jiggs on Youtube and you will know what I mean.
Here is one of such occasions: https://www.youtube.com/watch?v=L-k7iVOAzbQ
Pretty much. Falling up air ruins Jiggs' day hard.All Cloud has to do to keep Puff out is Nair Autocancel.
Actually there's an easier one, Uair autocancel.
Bair autocancel works too.Actually there's an easier one, Uair autocancel.
I'm harping on Back Air. It's range is huge, and is definitely enough to keep Jigglypuff away.I doubt it. I think Jigglypuff is good vs Cloud. Nair autocancel definitely isn't enough. Its range is barely larger than Ike's nair.
Cloud has to commit too much on the ground to fully keep Jigglypuff away in both the air and on the ground.
Bair has 11 frame startup, can't be autocanceled with limit on a short hop, and he has to wait the whole duration of bair before he can autocancel. Bair also doesn't have too much range, the part where it sweeps upwards doesn't even have a hitbox.I'm harping on Back Air. It's range is huge, and is definitely enough to keep Jigglypuff away.
You're right in that Cloud has to remain fairly grounded to force Jiggs into the air, though.
I don't use falling Uairs if Jigglypuff is on the ground.Testing now against grounded Jigglypuff, the horizontal range of a falling uair is worse than Jigglypuff's jab.
Yep.Nair: if whiffed, Jiggs can still punish before autocancel frames kick in.
Bair: Needs to be respected when spaced, but can be punished when up close
Uair: Horizontal range actually isn't too great. It's very good against her, but he needs more when Jiggs mixes up ground and OoS punishes.
Yeah, he can't really autopilot in this matchup and as such, I have found the best way to win as a Cloud player is to acquire/charge Limit, and then fish for a % lead and run away using my mobility + shield. It's lame and stupid but if it works, it works!Whoops, I misread SH FF Uair as landing with uair. I pictured Jigglypuff as on the ground in neutral and reactive uairs.
Either way, from my experience in the MU playing vs. other Clouds as Jigglypuff, I had the air control to get around those moves.
Nair: if whiffed, Jiggs can still punish before autocancel frames kick in.
Bair: Needs to be respected when spaced, but can be punished when up close
Uair: Horizontal range actually isn't too great. It's very good against her, but he needs more when Jiggs mixes up ground and OoS punishes.
Agreed. Having the Limit bar full is key to keep Jiggs on check. IMO (and please put your pitchforks away) you don't have to run shamelessly like a coward after filling your Limit bar. You can zone Jiggs using Neutral B (which is a great zoning tool I might add due to its range and spamability) and then look for an opening. Cloud's reach on the ground is also a great asset against Jiggs.Yeah, he can't really autopilot in this matchup and as such, I have found the best way to win as a Cloud player is to acquire/charge Limit, and then fish for a % lead and run away using my mobility + shield. It's lame and stupid but if it works, it works!
Otherwise you just have to play based on reaction if you don't wanna be lame like me (as the Cloud player.)
Having Limit in this MU is IMO important because if you're ever by chance knocked offstage, you'll have a way back on. I do not however believe it is a strong counterpick like the OP wants, nor would I classify the MU as such. I don't, at this moment, believe Cloud loses, I'd like to think my reasoning is a bit more in-depth than "disjoint tho", heh.
Oh you don't have to, for sure, I just find it to be the easiest way. There are many ways to play the MU, I can only speak of personal success though haha.Agreed. Having the Limit bar full is key to keep Jiggs on check. IMO (and please put your pitchforks away) you don't have to run shamelessly like a coward after filling your Limit bar. You can zone Jiggs using Neutral B and then look for an opening. Cloud's reach on the ground is also a great asset against Jiggs.