Its been awhile since I've had good practice, but I want to get this board rolling with info. So here's a few notes to kick things off.
vs [50:50]
Cloud excels in the air in the same way we excel on the ground. Simply put, DO NOT take him on in the air if you can help it. If you keep the match grounded, the MU can stay pretty even or lean in our favor.
Some big problems of note are:
- Limit: - Cloud will try to build limit both purposely and passively. Be aware of how much he has at all times; Limit is very powerful for Cloud as it gives him better aerial movement and strong attacking and recovering options.
- Aerials: We have nothing that can consistently trade with Cloud's aerials. As such, following him into the air is unwise unless you have an assured combo or a hard read.
- Frame Data: Many of Cloud's moves have deceptively little lag. Aerials are a given, but be aware of the frame data on moves like his D-Smash. Timing is essential with punishing Cloud; Cloud can easily turn around and punish us for a failed attempt at punishing him.
Cloud excels in the air in the same way we excel on the ground. Simply put, DO NOT take him on in the air if you can help it. If you keep the match grounded, the MU can stay pretty even or lean in our favor.
Some big problems of note are:
- Limit: - Cloud will try to build limit both purposely and passively. Be aware of how much he has at all times; Limit is very powerful for Cloud as it gives him better aerial movement and strong attacking and recovering options.
- Aerials: We have nothing that can consistently trade with Cloud's aerials. As such, following him into the air is unwise unless you have an assured combo or a hard read.
- Frame Data: Many of Cloud's moves have deceptively little lag. Aerials are a given, but be aware of the frame data on moves like his D-Smash. Timing is essential with punishing Cloud; Cloud can easily turn around and punish us for a failed attempt at punishing him.
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