Fsmash. You've no doubt heard of this 70% wonder. Let me tell you, it's not all it's cracked up to be. Outside of catching landings with its slightly lingering hitbox or pivot fsmashing, there's not really a reliable way we can hit this and kill with it. It's not even very viable as a drop shield->punish tool, as only the last hit will connect most of the time due to shield pushback, and it doesn't have nearly as much killpower without the extra damage from the preliminary hits. It does do a lot of damage though, so if we catch you with it out of dthrow, it'll bring up your percent pretty fast.
Finishing Touch. OK. This move is niche. Very niche. It fills its niche very well though. You'll only see it as a hard punish if I powershield one of your smashes/tilts, or as a confirm off of uair or sourspot dair, or as a hard airdodge punish, or its windbox blowing away Aether.
Cross Slash. This is what I believe is Cloud's best Limit Break. Intangible from frames 6-11, doing 26% with strong diagonal knockback that can kill at 70 on the edge, about 100 from center stage, and 120-130 from the other side of the stage. It’s an excellent quick punish. In other news , if you don’t happen to jump, fall out, or even attack out of our vanilla Cross Slash at about 180% at the edge, it kills. lol
Climhazzard. Now you may be surprised that the vanilla Climhazzard can kill. The non-meteor hitbox of the descent strike has extremely strong knockback that doesn’t seem to scale with percentage, but it is affected by rage, and can kill on the edge if Cloud has some rage. Obviously we can also suicide with it and we can get similar ledge spikes as Aether. Now Limit Climhazzard. This is a beauty of a move. Comes out on frame 7, kills around 130-140 (probably 150ish on you guys), and all around looks badass. Not much else to say about this move.
Blade Beam. Outside of camping, stealing jumps and hitting Aether (don’t know why you would over fsmash) with vanilla, you probably won’t see this very much. Normally it has too much endlag to really camp with it, but against a projectile-less Ike, we can camp with it fine. LB Blade Beam would probably be used as the Quickdraw interception I mentioned or a protection while drifting back to stage.
Dsmash. I really like this move. You’ll have to watch out for it due to its NASTY semi-spike angle that will almost always force you to use Aether/Quickdraw. Kills around 150 from center stage too.
Usmash. This move can kill at about 160% and isn’t great.
Uair. Yes, our godly Uair. This is a great move you should watch out for. Kills at 130 on the ground, ridiculous autocancel window, combos into utilt at low percent, can be safely ledgehopped, juggles are so real with this move. “The juggles are strong with this one”
You guys can probably counter to get down, but don’t get predictable or you will rest in peace from a Finishing Touch.
Fair. Fair can kill if it’s fresh on the edge, and watch out for jab combo at the edge->runoff fair spike at low percents.
Bair. Bair barely kills outside of the ledge. Can be spaced very easily with minimal lag though.
Nair. Nair is a great gimping tool with its semispike angle, and it can kill around 180 onstage.
Oh and also ftilt can kill at like 140 on the edge.