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Limit Break Uses and Strategy

BoxedOccaBerrys

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I guess comment the strategy you will use Limit Break for.

Mod/Admins if this violates anything, lock my thread without explaination, I will understand.
 

MagiusNecros

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Good question.

Depending on how building your meter works that being if it fills in increments based on damage dealt, damage received, and of course charging your meter up manually much like in some Musou games there will be a variety of implications we can use with a Limit Break enhancing our base special attacks into BIGGER and more POWERFUL moves.

The deciding question is while in Limit Break stance does it effect our damage and knockback of our basic attacks and how long does it last? If it lasts forever we can choose to expend our stack or meter on a select special move whether we are throwing out a big move off a punish or if we are in trouble and need to recover not only low but really far away.

Cross Slash = Big attack and big hitbox

Blade Beam = Large projectile that transitions into a multi hit move.

Climhazzard = Recovery and possibly bigger damage.

Finishing Touch = Vertical launch and knockback probably as strong as a Blast Burn or Ganon Volcano kick but seems to have short range.

I think which one is used is depending on the situation.

I kinda compare this LB mechanic to the Warrior's Wrath/Abandon stacks in XIV. Where they reach that peak and can spend it on any one action that requires them to be in a Uncontrollable/Infuriated state.
 

ArcanaXIII

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Assuming Limit Break works in a manner similar to the original game, and therefore KO Punch, I definitely plan to use it VERY wisely, considering all the options you have upon maxing out the meter. Not only does it make moves stronger, his recovery is significantly better as well. Honestly, what move you use seems to depend on the situation.

Now if it were able to be charged manually, definitely charge it every time the opportunity presents itself because Cloud will become a bigger threat upon reaching maxed Limit. Again, deciding which move to use to expend the meter on is completely situational.
 

pikazz

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if Limit break is chargeable under time or standing still and by DownB/Taunt etc, I would charge it so I can use it either as Recovery at high% or as the killing blow at opponents high% depending on the situation. but not completely full! I would make it so I need to charge little more to get it full! meaning when I get launched off by a heavy attack and I know I will not make it! charge the last bit and make my recovery!

if limit break is chargeable by damage (like Little Macs), it would be less a stragergy but more as a Chance! now its your chance to make damage or kill or make your recovery
 
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Tri Knight

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It wouldn't make much sense if he could just manually charge it since in FF7 he gains Limit based on damage taken. However, I would prefer if he could charge it. The trailer does make it seem that way at least. It's like charging up for max power basically. It would definitely make him a lot better if he could.
 

Bullys

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It wouldn't make much sense if he could just manually charge it since in FF7 he gains Limit based on damage taken. However, I would prefer if he could charge it. The trailer does make it seem that way at least. It's like charging up for max power basically. It would definitely make him a lot better if he could.
Yup, my baseless guess is that it might be something like lucario's aura - hits over time (or magnitude of hits) cause him to gain it.

It being charged would be great (as long as its not unfeasible in some way, like really long charge up / end lag) - being able to charge while opponent off stage/respawning etc.
 

Tri Knight

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Yup, my baseless guess is that it might be something like lucario's aura - hits over time (or magnitude of hits) cause him to gain it.

It being charged would be great (as long as its not unfeasible in some way, like really long charge up / end lag) - being able to charge while opponent off stage/respawning etc.
Well it looked like the gauge went up pretty fast. My only thing about the Aura mechanic is it looked very much like the Limit charge had an animation to it. The only time it showed that whirlwind attack was after his Limit was charged. Why would the trailer show all of his normal specials except the whirlwind if that was the case?

I think that attack is saved for after his Limit is charged up fully. Used as a KO Punch kind of attack. You could argue that Cloud was using a taunt but that still doesn't explain the bar itself. Especially when he wasn't taking any damage during the animation.

Another possibility is it charges passively over time. It would be a great nod toward FF's old ATB type combat style.
 

jet56

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I think it charges by damage taken and by manual charge. as for limit break usage, since you use the limit break charge when you use a special, you have to be careful not to use a special move if you are trying to save it for something else, such as a recovery option. but you can be used as a threat factor to the opponent as it gives you:
a high knockback projectile
a side b kill move
a down b kill move
a absurd recovery

it can be used to force your opponent to back off if they are at kill percent. i should note that his side b (limit break charged) get fast start up and invincibility frames on the move, so it can beat out attacks and spot dodges since its a multi hit move.

overall, i love cloud, as he is a swordsman that has two ways to make your opponent approach:
his projectile
the fact that your opponent can't sit there and let you charge your limit breaker for free.
 

Bladeviper

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Well it looked like the gauge went up pretty fast. My only thing about the Aura mechanic is it looked very much like the Limit charge had an animation to it. The only time it showed that whirlwind attack was after his Limit was charged. Why would the trailer show all of his normal specials except the whirlwind if that was the case?

I think that attack is saved for after his Limit is charged up fully. Used as a KO Punch kind of attack. You could argue that Cloud was using a taunt but that still doesn't explain the bar itself. Especially when he wasn't taking any damage during the animation.

Another possibility is it charges passively over time. It would be a great nod toward FF's old ATB type combat style.
the only thing with it not being charged manually is that we didn't see a 4th b move from him that was not under the limit break effects, it just seems weird to me that they would leave that out if the charging wasnt tied to a b move
 

jet56

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consider it like this:
:GCU::GCB: is his dolphin slash, up b
:GCB: is his projectile, or cross beam
:GCR::GCB: is his side b, or crescent slash i think its called
:GCD::GCB: charges his limit breaker, and when its fully charged, you hit :GCD::GCB: again to use his "finishing touch" or whirlwind move in the trailer that killed roy and link. it works similar to how a charged projectile would work.
 

Bladeviper

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consider it like this:
:GCU::GCB: is his dolphin slash, up b
:GCB: is his projectile, or cross beam
:GCR::GCB: is his side b, or crescent slash i think its called
:GCD::GCB: charges his limit breaker, and when its fully charged, you hit :GCD::GCB: again to use his "finishing touch" or whirlwind move in the trailer that killed roy and link. it works similar to how a charged projectile would work.
just gonna correct the names
up b- climhazzard
b- blade beam
side b- cross slash
down b - is finishing touch
 

Wiley

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consider it like this:
:GCU::GCB: is his dolphin slash, up b
:GCB: is his projectile, or cross beam
:GCR::GCB: is his side b, or crescent slash i think its called
:GCD::GCB: charges his limit breaker, and when its fully charged, you hit :GCD::GCB: again to use his "finishing touch" or whirlwind move in the trailer that killed roy and link. it works similar to how a charged projectile would work.
This is how I saw it as well
 

Sykkamorre

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Depending on his shield damage, a nice use for limit break would be intentional shield breaks.
 

Metalex

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My guess is that it's chargeable just like Donkey kongs Punch or Samus Chargeshot since it only lasts for one single special attack as seen in the trailer otherwise it seems kind of underwhelming. Though if his normals get powered up as well i could see it being charged as he takes damage similiar to Little Mac.
 
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Virum

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In the trailer at this point we can see Cloud in a sort of charging animation as the Limit gauge is close to filling. At this point it's about 75-80% full and takes a little over 1 second to fill up to the maximum. From this we can estimate that if the gauge is filled manually by charging it (somewhat like Project M Lucas' Offense Up) then in total it will take approximately 5 or 6 seconds to fill up completely, provided the gauge increases at a constant rate and there are no other external factors affecting how it increases. This, imo, makes the most sense considering what we've seen in the trailer, despite not matching to the FF7 canon. Since it takes so long to charge, I assume it will likely be shield cancellable or something, allowing you to store the charge and gradually work at it at points in the match.

I do like jet56 jet56 's thoughts of how it could potentially fill both with Cloud receiving damage and it being filled on command with Down B though. This gives it the practicality of the manual charge combined with canon flavour of the damage charging.
 

Tri Knight

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the only thing with it not being charged manually is that we didn't see a 4th b move from him that was not under the limit break effects, it just seems weird to me that they would leave that out if the charging wasnt tied to a b move
Yeah see. I was thinking the same thing. My biggest thing is the Limit Bar actually shows as he makes that stance. The only logical explanation is that it is a B-move. Probably Neutral B.
 

Sykkamorre

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Yeah see. I was thinking the same thing. My biggest thing is the Limit Bar actually shows as he makes that stance. The only logical explanation is that it is a B-move. Probably Neutral B.
Uh... 4 specials were shown.
Buffed beam blade, buffed climhazzard, buffed cross strike and finishing touch, which likely replaces down B while in limit break.
 

Gimmick

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Perhaps this has already been pointed out, but I think Cloud's limit break is limited to only one move. Take a look...


Now look at both of the animations below. Notice how the aura generating around Cloud disappears?

So... Yeah. Just thought I'd point that out.​
 

MagiusNecros

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I feel invigorated in lieu of this very obvious information. Next you'll tell me certain fighting games have a meter you build up and certain inputs allow me to do a super move for big damage. And that I might have to build said meter again for another super move.

Game changing.
 

BoxedOccaBerrys

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I assume the best time to use limit break is similar to wii fit's Deep Breathing, best used at the beginning of a match, near the middle at mid percents and when you need to play super defensively, seeing that his neutral B projectile is stronger with limit break, and his recovery.

also what if it raises moves knockback... which it probably does.
 

Vyseskies

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Indeed, finishing touch is Cloud's second to last limit break learned, and it causes instant death on all enemies. If the enemy is immune to death, it does more damage instead. So its a nice catch making this move a "1HKO" (and hopefully makes Cloud top tier pls pls pls pls cause mac recovery is the worst, also he has the worst aerial game, which balances his broken punch, but Cloud doesnt!)

Also theres a limit break missing on his moveset which is Meteor Rain. He calls forth meteors doing damage on all enemies. This would fit as an awesome secondary Final Smash, like Ruy's Hadouken when used at distance. Too bad wont happen because Omnilash already rushes forward like Marth's critical hit.
 
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Aviterius

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I'm skeptical about Cloud having a move comparable to Mac's KO Punch.
There are already people complaining about that one as it is, and as previously mentioned, it's "balanced out" by recovery/aerial game, both of which aren't as bad on Cloud (aerial game actually seems rather good).
Not only that, limit charge seems easier to achieve than the KO punch "charge".
If it does have such KO potential, though, it'd practically render the other limit specials rather useless, other than recovery which would be situational.
No doubt that it's powerful, but equal or comparable to Mac's KO punch might be a little much.
 
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The Stoopid Unikorn

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I'm skeptical about Cloud having a move comparable to Mac's KO Punch.
There are already people complaining about that one as it is, and as previously mentioned, it's "balanced out" by recovery/aerial game, both of which aren't as bad on Cloud (aerial game actually seems rather good).
Not only that, limit charge seems easier to achieve than the KO punch "charge".
If it does have such KO potential, though, it'd practically render the other limit specials rather useless, other than recovery which would be situational.
No doubt that it's powerful, but equal or comparable to Mac's KO punch might be a little much.
Yeah, especially since the Limit Gauge is likely not damage-based like Mac's KO Punch.
 

Tohfoo

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From the trailer, I think it's safe to assume that down b is a manual charge for the limit break. If it also fills up with damage or time, then that's bonus points.

Super curious to see if charging the limit break affects his aerial momentum at all. Overall very excited to just try the char out.
 

G-sen

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Seeing as how the limit break last for only 1 (special?) move, I wouldn't be surprised if it's quicky chargeable. I personally have 3 defferent ideas on how it would work.
A. Chargeable. Loses charge over time.
B. Chargeable. Gains charge on hitting and getting hit.
C. Option B + Charging is unavailabe for a couple o seconds after a limit break move is used.
 

Bladeviper

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Seeing as how the limit break last for only 1 (special?) move, I wouldn't be surprised if it's quicky chargeable. I personally have 3 defferent ideas on how it would work.
A. Chargeable. Loses charge over time.
B. Chargeable. Gains charge on hitting and getting hit.
C. Option B + Charging is unavailabe for a couple o seconds after a limit break move is used.
it looks like it takes about 5-6 seconds to fully charge
 

Shadestars

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I think limits are simply chargeable. This may not reference the original game directly, but it does somewhat mimic his Limit meter in FF Dissidia, which used button mashing to charge the power of his Omnislash. Considering he strikes the exact same pose while charging his Limit in both Smash and Dissidia, I think this will be based more on the Dissidia Limit, rather then how the Limit gauge worked in the original. Which is good imo, it makes the mechanic more unique to Cloud, less a copy of KO meter.

So, going back to the point of the thread, I think I'll use the Limit's generously if I'm ahead and sparingly when I'm behind. If i'm ahead in a fight, I'd wanna finish off the last stock with an offensive Limit (Cross Slash, Finishing Touch) , If I'm behind, I'll be saving it for the strong recovery or a powerful keep away option. (Climhazzard, Blade Beam). It remains to be seen, but I think this is a pretty sound strategy based on the information we have.
 

BoxedOccaBerrys

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It kind of reminds me of shulk monado arts... but in a deep breathing sort of fashion, raising stats, but you really can't switch the charge to anything, you can only have it FULL charged.

also any news on the release date of cloud?:4cloud:
 

meleebrawler

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Stolen from moveset analysis thread as it seems relevant:

Are you sure that isn't just the Midgar stage materia effect. Bahamut ZERO is still going off while that happens. Let's see

Oh, wow this is actually an inanely good discovery.



Still 1, Blade Beam going off towards Pit



Still 2, Blade Beam hits Pit, a circle effect is seen around Cloud



Still 3, Pit is hit up and caught in Bahamut's attack, the circle effect stronger



Still 4, The last shot before it becomes far to difficult to tell what's going on. Unsure where his sword position is now, however there is a VERY distinct blue glow effect around Cloud, while the Red glow seems to have been fading.

And for comparison sake, the Limit Charging special



There's no mistaking it, that's the same glow and ground effect imo. Seems Cloud builds limit by HITTING with his Normal Limit Breaks (as it only charged up once Pit was hit by Blade Beam).
Basically it appears that Cloud might be able to get Limit Break charge from at least landing normal specials.

As for the Limit-enhanced specials themselves...

Limit Blade Beam will likely be used for distant whiff punishes or low-commitment edgeguarding (as it seems easily poweful enough to kill close to the edge). Though the rest of the time your limit is likely best spent elsewhere as it is likely far less rewarding than the others.

Limit Cross Slash might be good against spotdodges like the normal if it can continue on whiff, and might inflict serious shield damage if it can continue on block as well. If nothing else it's easily one of his fastest kill moves.

Limit Climhazzard, well recovery obviously but depending on damage, knockback and reliability it could a heck of an OOS option.

Finishing Touch I very much doubt will be anywhere near KO Punch in power, even the closeup effect isn't nearly as drastic as the former. At best I see it killing around 60%. His strongest whiff punish unless close to the edge.
 

PK Gaming

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Cross Slash supposedly comes out on frame 7

If the Limit Break buff makes it a strong KO move, I could it see it being a solid option to close out stocks. The boost to climhazard makes it a really good recovery move but i'm not sure if its worth saving... we'll have to see.
 

Shamsy

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I mean Finishing Touch looks like the ideal kill move, screen zooms in similar to a KO punch.

I'm curious to see if you can charge Limit in the air, because it would make sense to get it nearly full and then fill it when you need that insane recovery option it gives you.

Also if BB looks like it could be a surprise kill seeing how large and fast it is if you throw it out off stage, or perhaps it can 2 Frame the ledge.

As far as Cross Slash goes I'd imagine jab 1 into it, or like down tilt into air dodge read.

A lot of possibilities though ♡_♡.....
 

Simperheve

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I guess we don't know yet, but we might be able to Jab into Finishing Touch? Kind of in the same way Ryus can get Shoryuken confirms from Jabs and Dtilts. One thing I am concerned about is whether Cloud will have a lot of kill options pre-limit break. Worst case scenario is we could see Cloud having to charge limit breaks in order to KO at a decent percentage.
 
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