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lt's practically true with eitherHey guys, is dthrow to side b a true combo? Can it be DI'd out of?
Never thought about using the dthrow to force into shield. Sounds like something l should work on. But it honestly doesn't sound like it's much better than neutral, whereas if you up threw them, they'd be above you. We all know how awful it is to be above Cloud. Still sounds like something got to download with, if nothing else.I think at lowest percents, D Throw is better as if they miss DI they're forced to take airdodge land lag or jump away which nets you stage control. If they get DI they're forced into shield afaik (can some jab you?) and you can apply safe pressure or mix-ups by charging limit.
Does D-Tilt cover everything on missed DI (including jump away? Will you be punished on jump away?)
It's a bit weird to explain.A tangential question, but does anyone know what kanji he's painting in the air when he does his side-special?
Yep, Cloud does great with tech chases. He also has amazing spacing tools: DFH-AC Dair to reposition and combo, B-air to wane and punish, N-air for zoning and point-blank crossups, U-air for mixups and shield moderation. I recommend trying to out-space your opponent and doing daring Limit Break charges in order to keep your options open and to get the drop on their next movement. Once you hit them, you should have enough of a grasp on their style to keep the pressure on. When you think they're coming back to neutral, drop a f-air on them or go for the kill. Works like a charm, let's you style hard, too.It seems to me that Cloud in his current state has a LOT of opportunities to make tech chase scenarios in Smash 4, almost reminiscent of Melee Sheik. It feels like someone with good Tech Chase ability can use D-Throw, F-Throw and N-Air to tech chase faster fallers and heavier characters all the way to 70+ percent. Thoughts on this kind of play style versus anything else?
That looks like the AC sweet spot f-air alright. You can actually SH AC the f-air from a weak hit as well, just initiate it at the beginning of the jump so Cloud fully swings back his sword at the highest point of the hop and immediately fastfall on the first frame he swings it forward. If you do it right, it should look like the edge of the blade hits square to the ground.Alright, so here's the video. I'm pretty sure this is frame cancelled, since I'm able to immediately link the jab. I'm gonna mess around with it a little more, and see if I can get dash attack out or other stuff.
Hopefully I can post a video link haha.
Set one of your preferred triggers to Jump and your C-stick to Attack. Practice the motion with those buttons (trigger jump, up-tilt, fastfall) until you think you have the technique down. It works smoothly for me at least.Also, a question of my own: does anyone have any reliable tips for doing SHFF up airs with Cloud? Even without tap jump, I can't seem to execute it reliably with how weird the positioning and start up is, and it's a motion I just can't seem to get down consistently with as small of a window as a SHFF.
It's pretty much the same as dealing with Mario. Play safe, use range to apply pressure safely, don't get hit. One hit leads to 5, and also watch out for the up B. Something different in this MU though is that Clouds dair/nair should out range Brawler's 2 Up B (haven't tested it for myself, so can't say for sure).Hello me again since i am going to the beast , do you have any tips on how to deal with mii brawler set 1122 ??
1) I can't deny it 100% for sure, but I have never had an fsmash hit go the other way so no, I don't think it had a backwards hit box.Two questions about Cloud's hitboxes:
1) Does FSmash shift his hitbox backwards like Captain Falcon's FSmash?
2) UTilt feels like a "sometimes" move. Sometimes it hits opponents from behind, sometimes it doesn't. Sometimes it's a good anti-air, sometimes it's not. What are the properties behind his UTilt and how do you make it more reliable?
DSmash is a great punish at the ledge. Edgeguarding with Nair. Building damage and finishing with Uair after 130% or so.What are Cloud's most reliable killing options when Limit Break isn't available? I know it's important to use LB effectively and make sure you don't have it wasted once you attain Limit, but in some MUs/stages Limit camping isn't exactly viable and I wanna know.
Bait rolls with shorthop retreating Nair. Have limit so in case he does fire PK Fire, you can pop him with Limit Blade Beam. You want him offstage as much as possible so you can bait his airhop airdodges and Nair accordingly.How should I fight the ness matchup as cloud? The ness I fight against rolls frequently, and uses pk fire on me and then grabs me. So how should I punish rolls and get around pk fire?
If he uses pk fire constantly and I don't have limit, what should I do in response?Bait rolls with shorthop retreating Nair. Have limit so in case he does fire PK Fire, you can pop him with Limit Blade Beam. You want him offstage as much as possible so you can bait his airhop airdodges and Nair accordingly.
You'll beat him in the air easy, minus his Fair. Staying underneath or over him will put this matchup in your favor.
Hurtbox is the location in which a chacter if hit by a move gets hurt, hence hurtbox. A hit box is the location that a move hits an opponent.... pretty straightforward. Rango meant with Falcon, sometimes his fsmash hits someone the opposite way (maybe because he lunges forward a bit). Cloud doesn't adjust his body so that he sends someone backwards with his fsmash from my experience.I think he means the hurtbox.
As for the answer I think he does a little bit. You'd be better off pivoting then doing it if you have a read on something though as it's pretty big and pivoting is pretty easy in Smash 4 for F-Smashes.
Pretend that you are marth and try to hit people at the tip of your sword. Fair and bair (unless perfect shielded) are completely safe on shield and not that hard. If anything, practice it in training mode and try to hit the standing ai as far away as possible. Although his grabs aren't crazy good, if you notice your opponent just sits in shield, just grab him. Like, short hopping, and just dropping for a grab is known as a tomahawk. Do it.Hey I have been doing lots of battles with cloud and I do main him and I have been having trouble landing moves save on shield. Does cloud need to play more towards spacing out your oppoent because I have been getting punished to much in ladders. And kinda have been getting frustrated. I know one weakness is that he is too weak against shielding and his moves are kinda generic.
Nothing out of the ordinary. Safe aerials on shield, force him to approach by charging limit, and don't get grabbed. Also, Cloud has an easy time gimping Ness with nair. Abuse this. As for punishing rolls, dtilt is perfect for this. Or honestly, if he just spams rolling, put a hit box where he is about to go. Cloud has a very easy time punishing rolls. Also, Ness' PKF is pretty unsafe. Shielding it (especially perfect shielding it) into a quick grab or dash attack works really well. I am going to assume you are playing for glory. Lag makes it harder to punish so try to go somewhere else like smash ladder (or play local) so you dont have to deal with as much (or no) lag.How should I fight the ness matchup as cloud? The ness I fight against rolls frequently, and uses pk fire on me and then grabs me. So how should I punish rolls and get around pk fire?
Thanks for the advice I didn't really see that many clouds use spacing to much I have been watching mew2king laterly so yeah. Sorry if I asked a bit too much there cloud is my most skilled character along with some others so never hurts to ask questions right?Hurtbox is the location in which a chacter if hit by a move gets hurt, hence hurtbox. A hit box is the location that a move hits an opponent.... pretty straightforward. Rango meant with Falcon, sometimes his fsmash hits someone the opposite way (maybe because he lunges forward a bit). Cloud doesn't adjust his body so that he sends someone backwards with his fsmash from my experience.
Pretend that you are marth and try to hit people at the tip of your sword. Fair and bair (unless perfect shielded) are completely safe on shield and not that hard. If anything, practice it in training mode and try to hit the standing ai as far away as possible. Although his grabs aren't crazy good, if you notice your opponent just sits in shield, just grab him. Like, short hopping, and just dropping for a grab is known as a tomahawk. Do it.
Nothing out of the ordinary. Safe aerials on shield, force him to approach by charging limit, and don't get grabbed. Also, Cloud has an easy time gimping Ness with nair. Abuse this. As for punishing rolls, dtilt is perfect for this. Or honestly, if he just spams rolling, put a hit box where he is about to go. Cloud has a very easy time punishing rolls. Also, Ness' PKF is pretty unsafe. Shielding it (especially perfect shielding it) into a quick grab or dash attack works really well. I am going to assume you are playing for glory. Lag makes it harder to punish so try to go somewhere else like smash ladder (or play local) so you dont have to deal with as much (or no) lag.
As long as you are genuine, there is no such thing as a dumb question. Feel free to ask as many as you wantThanks for the advice I didn't really see that many clouds use spacing to much I have been watching mew2king laterly so yeah. Sorry if I asked a bit too much there cloud is my most skilled character along with some others so never hurts to ask questions right?
I mean, that's how pretty much everyone interprets the terminology. Not a biggie, but if you were to reverse the definitions, you'll most likely confuse people.Wording implies differently but I don't really care.
Either way he got the answer to both potential questions.
I'm referring to how they shift backwards to avoid damage. They can use it sort of as a counter attack. Someone lands with Fair, they move backwards using FSmash, and the opponent's Fair misses completely.Hurtbox is the location in which a chacter if hit by a move gets hurt, hence hurtbox. A hit box is the location that a move hits an opponent.... pretty straightforward. Rango meant with Falcon, sometimes his fsmash hits someone the opposite way (maybe because he lunges forward a bit). Cloud doesn't adjust his body so that he sends someone backwards with his fsmash from my experience.
Yeah, what I meant is he most likely mixed the two. He clarifies this two posts above.I mean, that's how pretty much everyone interprets the terminology. Not a biggie, but if you were to reverse the definitions, you'll most likely confuse people.
Cloud should be played more passively. He is best used as a spacing (Nair and Blade Beam are your best friends) and punishing character. Force your opponent to approach with Limit Charge or BB and punish accordingly when they start to attack, use Nair to keep them back, etc. If played aggressively, Cloud can be put into a disadvantage due to a few of his attacks being punishable, namely FSmash and all of his LB attacks if they miss, and being easy to gimp offstage. That's not to say he CAN'T be used aggressively. If you can get your opponent into a juggle with Uair, you can rack up damage and follow up with combos. I'd stick to spacing and punishing if you can't juggle.Hey guys, so I'm a Wario main and I was thinking about picking up cloud as a secondary. Should he be played passively or aggressive? Do you guys think his playstyle is similar to warios?
Ahh I see now. Cloud doesn't move backwards at all. You can see it in the new thread just opened up: http://smashboards.com/threads/cloud-hitbox-visualization.432698/I'm referring to how they shift backwards to avoid damage. They can use it sort of as a counter attack. Someone lands with Fair, they move backwards using FSmash, and the opponent's Fair misses completely.
They are similar in that they both "charge" up a very strong move. The difference is that Cloud can mix it up better an play aggressively when he is at an advantage. Wario kinda just annoys you until he has his waft up. I have seen alot of high level warios compare the two as both of their unique traits are similar to one another.Hey guys, so I'm a Wario main and I was thinking about picking up cloud as a secondary. Should he be played passively or aggressive? Do you guys think his playstyle is similar to warios?