Oh boy here comes the essay
I've added headings in case its difficult to read but bear in mind I added the headings after the main write up, so I apologise if it looks disorganised.
Cloud's objective throughout the match is to space with his gigantic Buster Sword and charge his limit to end his opponents life. Against Sonic his gameplan is very straightforward, but he'll be less obliged to camp limit considering we can easily chase him down, but it forces us to approach him regardless.
Cloud in the air
Cloud has notable advantages against Sonic. His aerials when spaced properly are safe on block and beat out most of our attacks because they are disjointed. In the air its without a doubt in Cloud's favour, his Dair makes him difficult to juggle, since it completely beats our Uair and autocancels, whilst his Uair completely murders us when we're above him, as we have no easy way to get around it apart from carefully chosen airdodges. His Nair is also quick and is good for regaining space and edgeguarding because of the semi spike angle it launches at. Cloud makes landing and air to airs very difficult considering our short ranged aerials and bad landing options, so we want to play a heavily grounded game, only going into the air for guaranteed combos, chasing after him with spring is simply too risky to consider, seeing he can airdodge>uair to potentially end us early, or at best put us in a juggling situation, which we must avoid.
Dealing with Cloud's limit
If Cloud doesn't have limit, its important to pressure him so he doesn't charge it, similar to how you don't want Samus to have a charge shot ready, with Limit ready his mobility improves and he has access to very powerful versions of his special moves, which you seriously don't want to deal with. Inevitably, he will fill his gauge be it through his Downb or him getting knocked around. When this happens you must play very patiently and non-commital, or you give him more opportunities to use his limit specials to end your stock early.
Specifically beating Cloud's limit specials
Don't spin towards him in neutral when he has limit or he can limit neutralb on reaction, his regular neutralb is fairly laggy and easy to powershield, but his limit neutralb has transcendent priority, which means it'll go through all our attacks and hit us. His limit sideb lingers for a while, has invincibility on startup and much less cooldown then the regular version, respect it. Finishing Touch and limit upb are rarely used outside of hard reads, since FT is very laggy and limit upb is inferior to his other limit specials in terms of raw power. Using your shield a lot is a good idea, as he has a bad grab and his limit specials all lose to it. Focus on getting him offstage to force him to use his limit upb to recover, this should be fairly straight forward since he doesn't have many options offstage apart from 'make a beeline towards the ledge and wall jump if I can'.
Beating Cloud in neutral
These advantages make it seem rather difficult for the blue blur, but we actually have some good advantages ourselves. Cloud's aerials have a bit of ending lag and landing lag which for any other character wouldn't mean anything since they can't reach him from outside his sword range to punish him in time... but
we can. We're simply too fast for Cloud to space us out easily, as long as you weave in and out of the range he wants to attack you can punish him fairly easily, his aerials are only safe if he spaces properly, so if you run and shield grab with good timing you can consistently punish him. Lets say he realises you're just going to just run and shield him all day, he then grabs you, but he has no kill throw, no combo throw and his uthrow is too laggy to put you in a serious juggling situation, he can't really edgeguard us either, since he can't go deep enough to hit us before we spring, his only option is to attempt a stage spike, which is unreliable seeing we tech those.
Offstage
Edgeguarding him goes without question, seeing he has one of the weakest recoveries in the game without limit active. He can make it back from most places offstage if he has his jump, but the thing is he travels in a very predictable manner to get to the stage because he simply has few options when recovering, he's not like Rosa who can float around and then use her upb to get back, its best to imagine he always has to make a 'beeline' of sorts back to the stage. Dsmash is very effective at gimping him because of its semi-spiking angle. If he recovers high, he can use the second part of his upb to safely descend to the ledge, so go out and hit him before he gets close enough to use it. Capitalising on his recovery is essential if you want to win, as it'll make up for all the painful juggling Cloud can inflict.
Ground Game
I'll continue to emphasis that you should stay grounded. Cloud is similar to ZSS in the sense his ground game isn't as good as his air game. His only tilt with KO power is ftilt, and his utilt and dtilt can put you in a bad spot. However, we can easily punish his tilts by shielding them and retaliating.
Stages
Avoid Battlefield, Dreamland and Lylat, the confined platform layout allows Cloud to easily juggle Sonic. Go to FD ideally, I believe Town and City, Smashville and Duck Hunt are neutral picks. Duck Hunt because the extra room doesn't mean much when you constantly have to approach.
TL;DR
Overall, Cloud can seriously put the hurt on Sonic if he can keep in the air and land his limit specials, but if Sonic knows how to deal with him and exploits his recovery and inability to deal with shields it boils down to a test of fundamentals and reads.
General stuff on Cloud:
- Don't run into fsmash. I know it sounds obvious but just don't do it, its surprisingly easy to do. Make sure to shield the whole thing since it is multihit. It has deceptively little cooldown for how powerful it is, so just settle for a grab punish.
- All his smashes have little cooldown for their strength, settle for a weaker punish instead of messing up a bigger one.
- Be careful around his Dair, an autocanceled one can true combo into an Uair or Finishing Touch at kill%. Hit him from the side if he abuses it.
- His dthrow doesn't true combo into anything, but be sure to DI away and jump or he'll get a sideb or ftilt for a lot of damage.
- His neutralb can be annoying, but its easy to powershield and punish him for it.
- Since his gravity increases when he has limit, he becomes easier to combo.
- He can use limit neutral b and limit sideb on the ledge to stage spike us as we recover, either delay your recovery or be ready to tech
I also highly recommend you check out
M2K's explanation on Cloud's weaknesses.
50-50
The Corrin MU is similar to many other swordfighters, her aim is to space Sonic out, but she has a few more tricks up her draconic sleeve that make it a bit more complicated.
Corrin's unique specials
Unlike many other sword fighters who mainly use aerials, Corrin is more likely to use her neutralb from a distance. This move can be annoying to punish, the actual projectile is fairly easy to powershield, but unlike other projectiles we can't recklessly charge at her after blocking it or we'll get chomped, which is charged separately from the projectile. Attempting to shield the bite is also risky, as if you hold shield whilst Corrin charges it up it can easily break your shield. Because of this you'll have to settle for a weak punish after the chomp, or you can jump over her and hit her with an aerial. Corrin can also use her aerials to space Sonic out, but like with Cloud our superior speed means we can weave in and out of the range Corrin attacks and punish. Her sideb is an interesting move, the kicks are very difficult to intercept and have surprisingly little cooldown, leaving barely enough time to punish even with Sonic. If she attempts to pin you, holding shield and waiting for her to use a kick is the safest way to deal with it, you can hit her whilst she is stuck in the ground but you risk getting kicked, which can kill at high%. When used against an aerial opponent the tip is a potent kill move, on Battlefield she can even pierce through the stage to hit Sonic as he is recovering, so be alert.
Corrin's ability to juggle
Corrin can easily put Sonic in a bad spot, almost all her attacks launch Sonic upward, setting up for a juggle. Even moves you don't expect to launch you up like fair and ftilt will put you in a pickle. Her Uair is a scary move because of its huge range and power. Pick your airdodges carefully, as we get completely outranged in the air leaving airdodge as our only option. Although she juggles us hard, she can't really edgeguard that well against Sonic. Her grab game is OK, she has two kill throws, both of them being vertical and her fthrow and bthrow are mediocre, with none of her throws having true combos. Despite this her uthrow still puts us in a bad position. Shielding is only slightly safer in this MU compared to others.
Sonic's advantages
Although Corrin's unique tools are effective at harassing Sonic, her status has a swordfighter makes her attacks punishable, which Sonic thrives off of. She likes to space with nair and fair, but both of these can be easily punished by Sonic, in fact most of Corrin's kit can be punished by Sonic some way or another, so Sonic's usual bait and punish playstyle works very effectively against her. Corrin's recovery is similar to Mario's, it isn't particularly long distanced but the Upb has big hitboxes which make it difficult to intercept, so go deep if you decide to attempt an edgeguard.
Getting the lead is very important as always, Corrin can do a good job at keeping Sonic out and juggling him, but her low mobility makes it difficult for her to catch Sonic when he has the lead, making approaching Sonic very difficult for her. Additionally, her lack of a fast aerial makes her easy to combo and the lag of her aerials means we can juggle her as well. Her lack of a reliable approach and her general slowness pushes the MU in our favour.
Stages
Avoid Battlefield,Dreamland and Lylat as the platforms benefit Corrin more then Sonic, go to FD and Duck Hunt as they give more room for Sonic to exploit his movement.
General stuff on Corrin:
- Her most powerful moves require tippers to land e.g Fsmash,Sideb, Dsmash and Usmash. Being aware of Corrin's spacing helps to avoid being in tipper range.
- FS>Dair works on her
- Her counter, while nerfed is sill potent near the top of the screen, be cautious of it and bait it out.
- Her multi hit jab is easy to escape.
55-45
I have little experience in this MU, but I'll add what I do know.
Bayonetta's goal is to find an opening to exploit her 0-death combos.
Bayonetta's tools
Bayo has mediocre frame data and average mobility, but she has the best burst options in the game in her divekick and upb, both of which can lead to death regardless of your %. Thankfully, we have the speed to be able to punish the overusage of these moves, but Bayo's ability to 0-death off of these very simple moves means we have to play extremely cautiously and abuse shield. She can force our approach through the use of her extended Nair, which fires passive bullets like Fox's lasers below her. Nair is easy to punish as long as you run under her and hit her from underneath. Her neutralb is fairly easy to deal with, most of the time we can spin dash under it and hit her for free, but be cautious when recovering against it because of the range. Her grounded sideb is easy to shield grab, but if she crosses you up be aware that the second kick hits behind her, which can lead into an upb.
Bayonetta in disadvantage
Bayonetta's stature and gravity mean we can combo her easily, but continuing to attack her outside of true combos is very risky because of Witch Time. Bayo's disadvantage is
fairly easy to exploit as long as you consider Witch Time. She can mix up her landing with her sideb and upb, but they increase the amount of landing lag she receives, the only other option to consider is her dive kick, which travels in a predictable pattern. When edgeguarding, try to intercept her sideb with a fair or bair, but never challenge her upb.
Avoiding her combos
If you do get witch timed, if you're lucky you can spring which should save you because of the invincibility frames, but you never want Witch Time to come through, because if the Bayo player is good enough you'll die every time. The idea that our multi hit spin charge 'beats' witch time is wrong, since she can just jab us out of it and then combo us. If you're being comboed, DIing down and away from her lets you escape some stuff, but again if the Bayo player is good enough they can follow your DI and continue to attack you. Her grab game is mediocre, her fthrow can kill at very high% and her uthrow can lead into follow ups, but most can be escaped by jumping away, and Bayo's juggling game isn't that threatening.
Beating her normals
Bayo's grounded moveset is very easy to punish, but her long limbs means she actually has pretty good range, so treat her like most characters and just stay out the way, then run in for an opening. Her aerials can be punished by getting close and shield grabbing. Shield grabbing is pretty good against her in general, as you can block her dangerous combo starters and it bypasses Witch Time, but she can space attacks on your shield, so make sure to run in and shield grab instead of just standing still.
I'd like to further emphasise how
you have to be extremely patient and defensive based, if you don't do this you will lose. Unless you're a god at offence, there is no point in risking attacking frequently when she can can upb,divekick or Witch Time you at any moment.
General Stuff on Bayo:
- Her smashes are extremely laggy and get beat out by any attack.
- She can use extended nair and extended uair to edgeguard, mix up your recovery as always.
- Attacking her shield is very risky because her upb hits both sides and comes out frame 4, basically being Bowser's upb on steroids.
- When covering ledge options, consider Witch Time, if you commit to an attack she can jump up and Witch Time you.
- Baiting out Witch Time is essential as it stales with every usage, if you bait it out successfully throughout the stock you essentially remove it from play.
I'm not really sure when it comes to stages, I'd assume FD and Duck Hunt are best as always.
50-50