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Meta Those who fight further: The Cloud Meta-Game Discussion/Community Guide

Strong-Arm

Smash Ace
Joined
Apr 29, 2015
Messages
833
Location
Liberty, Missouri
NNID
stormfury
3DS FC
2836-0207-2430
Cloud is a medium weight character with amazing ground speed, mobility, and overall speed on his attacks. His range has to be respected and his kill power is pretty great for a majority of his moves. Once Cloud gains Limit Break through charging it some of his base stats change. He falls faster, his dash and walk are faster, he jumps higher, and his air mobility is boosted significantly. Not to mention he gains his Limit Break special moves from his, making them far stronger and more deadly than there original incarnations.

Cloud suffers from some pretty big problems however. He has a recovery thats about as bad as Little Mac's without limit break. It doesn't go very high and doesn't auto snap to the ledge, not to mention it has little to no horizontal wiggle room. In order to recover Cloud usually needs his limit break. His air mobility also isn't particularly great without limit.

As Cloud you have to overall play smart, and be patient. Spacing is absolutely key as well as properly charging and managing Limit Break. He has high mobility on the ground and can move fairly well through the air. His recovery is his biggest weakness. Avoid going off stage with Cloud until you get LB.

UPDATE
All updates are being made in this doc now

https://docs.google.com/document/d/16bgrOg46NXQSDhhQvn9x59j1yplf5OTgWRoP3JyP0HU/edit?usp=sharing



Jab

“A side kick followed by a mid-level roundhouse kick followed by a clearing slash. In addition to possessing very good speed, both kicks have good range, similarly to Ike's neutral attack. Each attack after the first hit moves Cloud a step forward, further improving the move's range, although the sword strike has lower range than the kicks. Due to the last hit's low, semi-spike knockback, it can be used to tech-chase reliably.”

Damage

First Hit: 2.5%

Second Hit: 2%

Third Hit: 3.5%

Frame Data

First Hit: 4-5

Second Hit: 5-6

Third Hit: 6-7

Notes: You cannot follow up with anything after the first hit of jab or any of the other hits for that matter, unless they just stand there, shield, or don’t do anything. This move is good for getting people out of your face or racking up a little bit of damage. So the best use for this move is for combos and as a “get off of me” tool. For some odd reason the first hit of jab has a tiny basically insignificant windbox under his leg. Use this as a quick oos, or as a punish. Jab can be comboed into against most characters when they are around 0-10% if you turn around jab.


Dash Attack

“Cloud slides to a halt, forcing the entire sharp edge of the Buster Sword forward with two hands in a parrying motion. Deals more damage at the beginning. Its moderately high knockback enables it to KO at high percentages.”

Damage

11%

Frame Data

9-13

Notes: A surprisingly quick attack that covers all of cloud in front of him. It can be used to kill at later percents. It has a lot of cooldown however so be careful. Its also not safe on shield. The move also doesn’t have any follow ups tho it can be comboed into. This move can cover space and give Cloud a way to get in, even tho it is unsafe on shield. It closes gaps fairly well.


Forward tilt

“An outward slash while taking a step forward. Quick start-up, but moderate ending lag. Cloud's only tilt that can KO under 150%, as it can KO middleweights at 130% at the edge.”

Damage

11%

Frame Data

9-10

Notes: A surprisingly fast move. Ftilt will be your goto move for spacing. Due to clouds above average run speed and great pivot you can dash and ftilt to keep you opponent at bay. Its also useful as a follow up from dthrow at low percents, it isn’t guaranteed however. This move requires the least amount of commitment in comparison to his other tilts. It also can kill at around 110-130% if near the ledge, so its always a useful tool if spaced right.It can be comboed into at low percents after dthrow if they dont shield or react properly. Another good use of the move is to poke at their shield with it to bait a reaction of some kind then react accordingly.



Down Tilt

“A sliding kick, which looks very similar to Mega Man's Slide. Acts like a reverse sex kick, dealing slightly more damage if it connects after the first few frames. Very quick start-up and sends Cloud a good distance forward while keeping his hitbox small, making it useful as a quick and weak punish. Launches opponents vertically, leading into follow-ups with aerial attacks. This move sends Cloud low enough to dodge some projectiles, helping his approach.”

Damage

7% Sweet-Spot

6% Sour-Spot

Frame Data

7-8

Late: 9-17

Leg Intangibility: 7-17

Notes: Cloud can slide under several attacks with this ranging from projectiles to some higher attacks like Ganondorf’s jab. This move is extremely good for starting juggle combos as uair is basically guaranteed after landing this, other options include Bair and Nair. This move isn’t safe on shield however if it isn’t spaced right, so don’t get too antsy and spam this move hoping to land a juggle set up. If you mess it up or they shield, Cloud can get punished really easily. This move also has intangibility on clouds boot at frames 7 to 17.


Up Tilt

“Cloud slides to a halt, forcing the entire sharp edge of the Buster Sword forward with two hands in a parrying motion. Deals more damage at the beginning. Its moderately high knockback enables it to KO at high percentages.”

Damage

8%

Frame Data

6-9

Notes: This move’s hitbox is surprisingly tiny, hitting only above and very close to cloud. This move in particular however is godlike for combos and follow ups, being able to link into itself multiple times. It also goes through platforms if Cloud is directly below one. This is easily one of Clouds best overall moves despite its small hitbox. The spacing for this is directly in front of and on top of Cloud. It also can hit directly behind Cloud, like seriously, directly. The hitbox is pretty small to the sides. So while it is good it helps to be able to perfect pivot as it boosts this moves danger up a notch. Be aware of the small hitbox on the side tho as you can eat a punish if you whiff this since you’ll be so close to your opponent if you’re trying to land this. After a couple of uptilts you can usually follow up with whatever aireal you want to, tho nair and upair are usually your go to option out of this.

Forward Smash

“An extremely fast series of three slashes in front of him. The last hit has slightly more range and carries all the attack's knockback. Depending on where each slash hits, this move can deal 18%-19%. It has average startup and high endlag, but it is immensely powerful, KOing at 98%. Cloud's strongest move if his Limit Break specials are unavailable.”

Damage

First Hit: 3%

Second Hit: 3%/2%/4%

Third Hit: 13/12%

Frame Data

First Hit: 19

Second Hit: 24

Third Hit: 28

Notes: This smash in particular is pretty strong, and difficult to properly counter due to it have 2 light hits before the main one (which means if they counter the first hit they don’t do much knockback or damage to you). If you need to end a stock and get a hard read or punish a whiff with this move, it can get the job done pretty well. The biggest drawback to this move however is it being pretty slow overall. There are no set ups into this move so it’s a very read heavy attack. Be aware that this is read based and you have to commit to it so it isn’t safe at all. The moves knockback was decreased from 119 to 115 during the 1.1.5 patch thus making it kill slightly later.





Up Smash

“Swings the Buster Sword in a wide upwards uppercut. Good range and somewhat fast startup, giving him reliable aerial protection. The Buster Sword does weak damage at the end when Cloud holds it above his head. KOs at 123%.”

Damage

Early: 15%

12%/13%/13%/11%

Late: 18%-19%

Frame Data

Early:15

16-17

Late: 18-19

Notes: Up smash is a decent below platform mixup option. This move like Clouds other smashes has no true set ups for it, tho you can uptilt, nair, or dthrow and possibly hit them at lower percents if they DI poorly or you read a airdodge. This move in particular is best as a mix up on stages with platforms, or a out of shield punish. Make them expect a Uair, and use this instead. The move hits infront up, on top, and a little behind cloud tho the hitbox behind Cloud is very weak.


Down Smash

“Cloud crouches, then shoves the Buster Sword's hilt forwards before stabbing backwards in the same direction. The first hit carries opponents into the second hit. Cloud's fastest smash attack and it is also a semi-spike courtesy of its second hit, although it is hard to use for edge-guarding unless Cloud is facing away from the edge. Regardless, it is useful for sending opponents with weak horizontal recoveries off-stage. The first hit will almost always stage spike, due to its angle. The back hit KOs at 140%. It's possible to tech after the first hit, causing the second hit to miss.”

Damage

First Hit: 4

Second Hit: 12

Frame Data

First Hit: 8-9

Second Hit: 21-23

Notes: This move is good for sending opponents at awkward horizontal angles. Dsmash is preferably best as a roll read, or quick punish. Usually used to attack rolls, or to cover yourself after a cross slash. It’s not safe but a lot of people try to grab or attack after you whiff cross slash or if they shield it so this is a fast answer to that. The first hit can be teched however. Its not particularly strong so don’t expect it to kill till later. Like his other smashes this attack is not safe on shield and can be punished easily if you miss it. The 1.1.5 patch nerfed this and its kbg was decreased from 96 to 94.



Aerial Moves


Neutral Air

“Swings the Buster Sword in a circular motion around him, starting from over his head and ending behind him, similarly to Shulk's neutral aerial. Another trait it shares with Shulk's neutral aerial is its wide range, yet it also boasts respectable speed in its own right, which makes it very useful as an approach option and aerial tool. It auto-cancels from a short hop, making it rather difficult to punish, although it can be difficult to hit grounded opponents while starting this in the air due to the hitbox starting behind him.”

Damage

8

Frame Data

5-15

Notes: Clouds goto spacing tool and offstage attack. The hitbox is huge and covers all around Cloud, and is really fast. This attack can also lead into multiple combos/follow ups ranging from using Finishing Touch on missed techs to extending aerial combos. Off stage this is an amazing edge guard tool. On stage you can use this to cross over opponents shields due to the hitbox ending behind him. Nair can also combo into Cross Slash or limit break cross slash allowing you to have a kill confirm with it. Nair starts behind Cloud and works its way around and over cloud before returning to its original position after a circular motion, with this in mind it helps spacing as the move comes out behind him first.





Forward Air

“Cloud briefly pauses, then slices downwards in front of him with the Buster Sword, similarly to Ike's forward aerial. Has the most start-up out of all his aerials, but sweetspotting in the middle of the blade as it comes down results in a powerful meteor smash on aerial opponents, while launching grounded opponents at a slightly more vertical angle. Deals weak knockback if contact is made once the blade stops, making it useful for catching air dodges. Wide range and meteor smashing properties makes this a useful off-stage option, albeit easy to telegraph. Moderate ending lag, though its landing lag is decent for its power, and it auto-cancels from a full hop. Resembles the Braver Limit Break.”

Damage

14

Late 11

Frame Data

18-19

Late 20-25

Notes: A surprisingly safe move, fair is strong and covers a huge amount of space. If spaced right this is actually safe on shield. The middle of the blade can spike as well leading into off stage kills or extending on stage combos. Fair can be lead into by sour spot dair, uair, utilt, and dthrow.




Back Air

“Spins and swipes behind him with the Buster Sword. Good range and knockback, and a reliable edge-guarding attack due to its fast startup. Moderate ending lag, but can auto-cancel from a short hop (if not in Limit Break status), and has low landing lag. It can also be used in a wall of pain at medium percentages if timed correctly. KOs at 120% at the edge.”

Damage

13

Frame Data

11-13

Notes: An amazing spacing and kill move, Bair is fast, covers a ton of range, and has low landing lag. This can be used off stage or on stage to either space opponents out or get off stage kills due to its huge fat hitbox and great knock back.


Up Air

“Thrusts the sharp edge of the Buster Sword upward. While powerful at the start of the animation, it also functions as a sex kick, doing less damage after the first few frames. Surprisingly good horizontal range due to Cloud using the entire edge of his sword. It can auto-cancel from a short hop, and can be used at the last second before landing to catch grounded opponents with the move, making this a deceptively useful option in a neutral position due to its low landing lag. Its range and priority allows for very effective juggles, along with linking together easily with other combo moves like up tilt and neutral aerial. KOs at 150% on a grounded opponent when clean.”

Damage

12

Late 8.3

Frame Data

7-9

Late 10-25

Notes: Easily one of the best if not the best Upairs in the game. This move is not only a combo tool, but a kill move as well. Its fast, flat out beats out a ton of aerials and stays out forever. Uair can potentially lead into almost anything and even starts killing at later percents of the top. Falling Uair can even lead into Limit Break moves like Finishing Touch or Cross Slash. This move was nerfed by 1% in the 1.1.5 patch on both the late and fresh hits.


Down Air

“A downwards stab similar in appearance to Link's Down Thrust. Striking at the first few frames with the tip of the blade powerfully meteor smashes aerial opponents and deals more damage. Stays out for a while, allowing the move to hit opponents after the initial thrust, which makes the move a good out of shield option. It can also be used to counter juggling. KOs at 135% on a grounded opponent when landed clean.”

Damage

15/13

8

Frame Data

11-13

Late 14-42

Notes: Sour spot Dair is an amazing combo tool, and this move in general is amazing for landing with. If you do a full jump and start the move right as you jump it will auto cancel, Dair can also spike if you hit the opponent at the hilt during the start-up of the move. DO NOT OVERUSE THIS MOVE. A lot of Clouds over use this heavily. While it is a good move it is not godly and can be punished by a simple shield grab, or a lot of attacks. While good, be smart with it. It can combo into upair, nair, bair, cross slash, and other moves depending on the opponents percent and DI.

Pummel

“Knee strikes the opponent. Moderately slow.”

Notes: A quick pummel, not particularly amazing or noteworthy. Use this to rack up a little bit of damage if you manage to get a grab.

Forward Throw

“Dropkicks the opponent away, similarly to Wii Fit Trainer's back throw.”

Damage: 4%, 3.5%

Notes: A quick throw to get your opponent out of your face and give you some time to charge limit. At low percents you can follow up with dash attack.

Down Throw

“Forcefully slams the opponent onto the ground with one hand, launching them behind him. Low base knockback and Cloud's primary combo throw, as it can lead into a reversed tilt or Cross Slash until middle percentages, though this is not guaranteed if Cloud does not have a sufficiently high level of rage. Surprisingly, this is also his strongest throw at high percentages due to its high knockback growth, although it cannot KO until 215%.”

Damage: 7

Notes: This move throws the opponent behind cloud and isnt a very good combo throw. At low percents you can turnaround jab, Cross slash, or ftilt. At medium percents you can uair, lb cross slash, bair, or nair out of it. At high percents you have basically no follow ups. In general you don’t get much out of this if your opponent knows how to DI or escape it.

Back Throw

“Turns around and reverse roundhouse kicks the opponent away, similarly to Captain Falcon's back throw. It is capable of tech-chasing alongside Blade Beam or his dash attack, though this is only possible against middleweights and heavyweights until medium percentages.”

Damage: 3%, 3%

Notes: Similar to his fthrow in terms of its uses and follow ups. Not much to add here.


Up Throw

“A butterfly kick that hits twice and launches the opponent upward, similarly to Sonic's up tilt and Captain Falcon's up smash. Cloud's second strongest throw, though it is unable to KO at realistic percentages.”

Damage: 2, 2.5, 4


Notes: at low percents this can be used to follow up with nair or fair. Tho this move should be kept fresh as it can kill at around 120% on certain stages, best on Dreamland for this.

Neutral Special: Blade Beam

“A green, crescent-shaped energy beam that is sent forward. Like a typical projectile, it disappears upon hitting anything. The projectile comes out and moves rather slowly, but travels a long distance overall, and its hitbox is extremely active. It is stronger if started on the ground and in the first few frames, while the aerial version is slower, deals less damage, and gives Cloud a slight amount of lift. Its Limit Break variant is colored blue and possesses transcendent priority, higher velocity, an increased damage output and hits multiple times, with the last hit having great KO potential near the edge, starting at 98%. Like the standard Blade Beam, the Limit Break variant is weaker when performed in midair.”

Damage

Grounded: 8%

Grounded(Late): 6%

Aerial: 6.4%

Aerial(Late): 4.8%

Frame Data

Windbox: 16-17

Grounded: 18-68

Grounded(Late): 18-68

Aerial: 18-68

Aerial(Late): 18-68


Notes: An ok projectile to harass people with, and potentially set things up with. Its fairly slow but decent to keep slower characters out or other things such as DHD can. The LB version is the weakest of the 4 LB moves but is decent as a roll read and a 2 frame option. You can move slightly left or right in the air with this as well, and I do mean VERY slightly.


Side Special: Cross Slash

“A series of slashes that are inputted by pressing the special button after each slash connects, similarly to Dancing Blade and Double-Edge Dance. It aesthetically spells the kanji 凶. Respectable damage output and moderate knockback, but exceedingly weak against shields. Each hit can only be inputted only if the first hit lands (even if shielded), and the first hit is highly punishable, making spacing and timing crucial. Its Limit Break variant changes the kanji's colors from yellow to blue while Cloud instantly unleashes all five strikes instead of requiring button inputs as well as possessing noticeable increases to its damage output and KO potential, starting at 100%.”

Damage

Cross Slash 1: 4%

Cross Slash 2: 3%

Cross Slash 3: 3%

Cross Slash (Hit 2): 3%

Cross Slash (Hit 3): 6%

Frame Data

Cross Slash 1: 10-11

Cross Slash 2: 2-3

Cross Slash 3: 2-3

Cross Slash (Hit 2): 11-12

Cross Slash (Hit 3): 25-26


Notes: An extremely versatile move in several ways. Cross Slash can be used to hit opponents on platforms as it goes through the platform, to punish, and to stall Clouds horizontal recovery in the air, giving him some more time to work with or to stall and avoid an attack. Cross slash also has a really deceptively large hitbox and can rack up damage extremely fast. You can set up this move through down throw among other moves such as sour spot Uair. A good damage dealer at 0 is to Cross Slash twice, grab, dthrow, Cross Slash again. Usually most opponents shield if you stop so it gives you a chance to rack up more damage.


Limit Break Cross Slash: Easily one of the best moves in the entire game. This attack is ridiculous no matter what way you “slice” it. Aha. The move is fast, has a huge hitbox, and has intangibility on startup. If the opponent regrabs the ledge this move can actually hit them and kill them if you’re standing at the ledge. Cross Slash is your goto move for adding percent if youre behind or securing a kill as early as 70.


Up Special: ClimHazard

“A rising slash upward, which can be finished with a downwards slash that launches opponents. The first hit deals set knockback, while the second hit deals more damage in the middle of the blade and less if near the hilt. If the special button is inputted again, Cloud does a second hit that can meteor smash when he falls. Cloud's primary recovery move, though it only covers mediocre vertical distance while covering little to no horizontal distance. Additionally, the downwards slash cannot ledge sweetspot until Cloud falls a certain distance, making it unsuitable to use the second hit off-stage. Its Limit Break variant changes the blade's color from magenta to blue, the ascending (but not descending) hit deals more damage while sweetspotting ledges, Cloud gains much greater vertical and horizontal recovery distance, and it can begin KOing at 124% on the ground.”

Damage

Hit 1: 3%

Hit 2(Early): 4%

Hit 2: 4%

Hit 2(Late): 4%

Frame Data

Hit 1: 7

Hit 2(Early): 9-10

Hit 2: 11

Hit 2(Late): 12-15


Notes: One of Clouds best moves, and one of the best OOS options in the entire game, Climhazard is an amazing tool that needs to be respected. At the ledge the move can spike near the middle of the buster sword, which can be used to spike opponents who regrab ledge. It can also drag them slightly to be spiked if they are very very close to the ledge and you are too. This move can also be used to escape some combos from other characters as well. As a recovery option climhazard has close to no horizontal movement at all, with pretty meh vertical reach because Cloud doesnt autosnap the ledge.


Savage B (Limit Break ClimHazard): The most stylish option to end stocks with cloud is with this. Not only is it stylish but it can be pretty practical. At around 100% opponents will start dying to this move. There are no set ups into Savage B outside of low percent dtilt, but that would be a waste of limit at that low of percent. Savage B can be used as an OOS kill option. This limit is his fastest limit break by far so it can be a really fast punish that can kill around 100%. Savage B also gives Cloud an amazing recovery option that goes pretty far both horizontally and vertically and also ledge snaps, on the downside it burns limit.


Down Special: Limit Break

“Charges up the Limit Gauge, an invisible meter which can alternatively be filled by taking (100%) or dealing (250%) damage, similar to Little Mac's Power Meter. It takes 362 frames (6.033 seconds) to fully charge it by this method, during which a text box will appear above him that displays "Limit". It can be charge-canceled by rolling, sidestepping, grabbing, or pressing the special button again. When the meter is full, Cloud gains a slight overall boost to all his stats and can use a more powerful one-use version of his special attacks. This move itself turns into the Finishing Touch when the meter is full, which is a large whirlwind that deals only 1% but possesses tremendous knockback, enough to KO opponents as early as 68%. Quite slow, hitting on frame 16, though extremely powerful for its speed, and has high ending lag, making it punishable. KOs opponents earlier if Cloud faces the opponent rather than having his back turned to them. If whiffed, it generates a windbox that simply pushes opponents away. It stalls Cloud when used in the air, which can potentially aid his recovery. If the input for this move is done twice in very quick succession, the move does not charge, but the Limit Gauge is shown. This is helpful for checking the gauge to plan a strategy during a match or cancel his run quickly into any attack as a pseudo crouch cancel.”

Damage

N/A

Frame Data

Starts Charging: 6

Frames to Charge: 400


Notes: The most important thing in Clouds entire kit. Limit Break is what Clouds entire gameplan revolves around. Be aware of the 3 seperate ways you can charge it. You can simply charge it by holding B which by itself will take 6 seconds, dealing damage to your opponent(250% by itself), or by taking damage(100% by itself). By mixing up all three you can charge limit several times during a match. The move can be canceled with shield, roll, or by pressing B again. The key to limit is knowing when to be in Limit mode and when to not be. In some MUs its better to be out of limit so you have access to Clouds special moves, while in others it’s best to be in limit as much as you can. When in limit mode you gain increased air mobility, dash speed, jump height, and fast fall speed. But, at the same time you lose your specials because if you use them you lose limit. Limit is Clouds ace card. It can change the pace of a game in a matter of moments, bring the percent back, take stocks as early as 30, and more. Learning how to manage Limit and charge it in an intelligent manner is absolutely key to playing Cloud.


Finishing Touch: Finishing Touch is a tool that should be feared. While Cross Slash and SavageB are also very effective kill moves, Finishing Touch will take stocks as early as 40. Cloud can lead into it with sourspot uair, or with sourspot dair when the opponent is between 40-50 or 45-55 (depending on character weight). Aside from those two set ups Cloud can also use Finishing Touch to read rolls, ledge get up options, airdodges, or as a general punish. If you cannot reliably land this move however, or kill with it since it only deals 1%, then use one of Clouds other limit specials so that you dont potentially waste an entire limit.


*Please note that as of the 1.1.5 patch this move no longer kills as early in the air and thus the dair into cross slash will no longer kill.

Limit Break Blade Beam:

Limit Break Blade Beam is a wonderful off stage kill option against characters with more linear recovery or against some recovery options such as Sheiks Bouncing Fish, ZSS Down B, Wario Bike, Little Mac jolt haymaker, Ryu spin kick, and more. This move can also be used after running off the stage B reversing it and hitting the ledge/side of the stage with it which can catch opponents attempting to recover.This will also go through most projectiles so it can be used as a counter of sorts against campier opponents or people who tend to projectile spam. The move on stage is pretty weak in terms of kill power however, but off stage it is a force to be reckoned with.


Limit Break Cross Slash

Oh boy here it is, this move is crazy as stated earlier. This thing kills as early as 60 in some instances. Being as fast as it is this is an amazing punishing tool and kill move. In general this is where most of your kills will come from. Now in terms of set ups into it you can down throw and use it as a 50/50 at mid percents. At the ledge it can hit where they would snap (so below the ledge basically) which means if an opponent resnap’s the ledge or doesn’t have invincibility you can kill them as early as 80 with this. You can also activate this if the opponent is on the ledge as the hitbox is huge. Another way into it is if you bair their shield and they shield it, you can activate this against them.


Limit Break Climhazard

This move is incredibly underutilized. Around 100% this move is a kill option OOS. It has massive upwards range and can catch people who arent prepared. You can also combo into this with weak dtilt and uair tho only at mid and low percents.


Finishing Touch

This move is largely read and punish based now due to the 1.1.5 nerf to the aerial version of this. Its still an extremely scary move that can kill insanely early.

Not all of these are "true" but here is a general idea of where combos can lead to


Note: Percents and more combos will be added over time

D-Tilt(tip) > Up-B(Climbhazard)

D-Tilt(tip) > Limit Break Up-B(Climbhazard)

D-Tilt > Bair

D-Tilt > Nair

D-Tilt > Uair

D-Throw > Turn around Jab Combo

D-Throw > Turn around Side-B Cross Slash

D-Throw > Turn around Limit Break Side-B(Cross Slash)

D-Throw > Turn around Side B(first 2 hits) > Grab > Dthrow > Side B

Side B(First 2 hits) > Grab > Dthrow > Side B

Utilt > Utilt > Utilt

Utilt > Uair

Utilt > Bair

Utilt > Nair

Utilt > UpB(Climbhazard)

Falling Uair > Utilt

Falling Uair > UpB(Climbhazard)

Fast Fall Uair > Side B

Fast Fall Uair > Finishing Touch

Upair > Upair

Dair(Late Hit) > Finishing Touch “Works between 30-40% on a majority of the cast”

Falling Uair > Utilt > Utilt > Nair > Limit Break Side-B(Cross Slash)

Nair > Nair

Nair > Grab

Nair > Dsmash

Nair > Dash Attack

Nair > Uptilt > Upair

Nair > Uptilt > Nair

Nair > Jab

Nair > Finishing Touch (if they miss their tech)

Falling Bair > Grab

Falling Bair > Dash Attack

Falling Bair > Cross Slash

Falling Bair > Dtilt

Dair(late) > Fair

Dair(late) > Side B

Falling Upair > Footstool > Dair > Finishing Touch

There are more, will update...


Where advanced tech will be added

---Instant Limit Break Cancel (ILBC)---
A quick and effective way to charge Limit Break while moving and attacking. In order to do this dash, or jump and press :GCD::GCB: to initiate Limit Break. After doing this tap :GCB: again quickly to cancel the LB. Immediately after use any attack, movement option, grab, or special move. While you can do nothing after tapping :GCB: it's optimal to follow up with .

ILBC can be initiated both on the ground and in the air.

---Instant ClimSnap ---
Instantly snap to ledge with his up. In order to do this active up slightly above or next to the ledge. If done right you should see the first part of climhazard come out before he snaps to the ledge.

Best and worst stages for Cloud as well as general strategies for each stage

Battlefield:


Final Destination/Omega Stages:


Delfino Plaza:


Lylat Cruise:


Castle Siege:


Town & City:


Smashville:


Duck Hunt:


Dreamland:


Miiverse:

Note: This is kind of a mess right now but will be cleaned up soon


As a player being readily aware of your weaknesses is key and this part is also meant for people wanting to learn how to handle or fight Cloud or at least have a better understanding of dealing with this match up. Clouds strengths may be bonkers but his weaknesses are pretty large as well and it seems a lot of players avoid learning them or kind of ignore them (even Cloud players themselves do this).


First up is his straight up weaknesses. His recovery without limit is actually really bad and easily countered by A LOT of moves and strategies. If Cloud is off stage and his opponent isn’t then in general said Cloud should be cautious or afraid. Cloud has no really good poke options either outside of his jab, bair, and ftilt. This basically means if Cloud comes at you he in general has to make a commitment which is why shielding is so good against Cloud in general. Shield can deal with a lot of Clouds tools largely because his grab isn’t good. His grab range is poor and he doesn’t really get anything substantial off of said grab if you know how to deal with his dthrow. His upthrow also won’t kill till incredibly high percents. So in general shield and playing defensively is really good against Cloud as it forces him to attack you or go for a grab. Now his one option against this is charging limit. Shield and defensive play can be very scary for the Cloud especially if you’re playing a character with a great or scary grab game like Donkey Kong, Diddy, Mario, etc.


When it comes to limit (details below), the only really good limit is Cross Slash, the rest aren’t that amazing in reality. Now Cloud will get limit regardless during a match so you have a few options here, play around his limit (aka let him get it and play around it) which is not as bad as it sounds as he loses all of his specials essentially because if he uses a special move he burns limit. Yes Limit can kill you early (70ish for most), but learning how to play around it is incredibly important. Now the other option is to pressure him as he doesn’t have a whole lot to deal with shield pressure or combos if the combo is fast enough. His fastest options while being comboed are upair, nair, jab, and up b, all of which aren’t great for getting him out. A lot of his moves have a decent amount of cooldown which essentially means in general you want Cloud to attack first or make the first move, not all of his moves have high cool down tho but this is in general.


Now this may shock people but Cloud can somewhat struggle for a kill if he lacks a fully charged limit. Without it he has to land a bair, upair(at the top of the screen), or a smash. Ftilt and upthrow don’t kill till very high percents or if you’re really close to the ledge in the case of ftilt. He also has fair and dair spikes but in general if you play safe and work around his smashes(they’re all kinda slow and have a lot a cooldown and since he lacks a set up into them he has to make a read of some kind). Now this isn’t saying that he can’t kill (Cause he can with several options) but in general without limit he has to work fairly hard to get a kill off.


If Cloud lands an upair the best thing to do is to double jump away as the Cloud is expecting an air dodge or at least waiting for it so that they can capitalize on it. If you don’t have a double jump and you lack any moves that beats out Cloud Upair then DI away from the Cloud and try to make it to the ledge. If you shield the upair or nair or well any of his aerials then either grab if he is close enough, use a tilt, jab, or a smash if you have one that’s fast enough. If the Cloud is using Dair all you have to do is shield and punish with grab. You can jab, tilt, or do smashes if you have a fast enough one out of shield. But in general its just best to go for a grab here.


In general you don’t have to be afraid of Cloud’s grab as its really mediocre and he gets very little off of it if you know how to get out of it. If he dthrows you fast fall or DI away and shield. He can’t regrab you if you do this and if he makes an unsafe attack you get a free punish. If you’re a fast faller then in general try to fast fall shield, if at a higher percent of if you’re a floatier character then you can simply jump and airdodge away. None of his other grabs net him much aside from fthrow which he might be able to get a nair or dash attack from but even then just fast fall shield or jump away.


Cloud will almost always get limit during a match as he gains it from being hit (100%), dealing 200% damage or charging the entire thing which takes 400 frames (aka like 7 seconds). The best counter measure here is to work around it. Try and get him to burn the limit from either baiting out cross slash, blade beam, or finishing touch, or by getting him off stage and forcing him to recover with it. Limit Blade Beam will go through most projectiles, it can however be stopped by certain physical projectiles like Loyd Rocket. To counteract Limit Blade Beam just shield, use a physical projectile if you have one, or just jump over it. Be aware that Clouds Limit Cross Slash and Blade Beam CAN hit below the stage if you regrab it with no invincibility. Limit Cross Slash has intangibility on start up(frames 6-11) which means it can beat out your moves if you’re reckless. If you shield it the move ends fast enough to where Cloud can react and avoid being punished and can punish you if you’re reckless. It also does a lot of shield damage so he can break it if you’re shield is low. The best thing to do is to bait him into using it and avoiding it entirely if you can. Play evasive around it. Limit Climhazard has intangibility as well on start up (frames 5-12), if you see Cloud use this off stage it’s a good thing as that means he essentially had to burn his limit.


Clouds recovery is pretty bad if he lacks limit. His horizontal recovery is completely based around his jumps and air mobility which is decent but otherwise he lacks any horizontal recovery options that aren’t these. His Up B goes straight up and can be intercepted rather easily with a ton of moves. In general you want to get Cloud offstage. When he is offstage you can force him to make an option (Jump, upb, attack, wait) as he has to do one of these if you go after him. On stage a lot of characters can hit Clouds UpB easily and safely with smashes, tilts, or some aerials and specials. If the Cloud messes up his UpB and he burned his jump you can grab him and grab release him and he can’t make it back to the ledge which will net a kill if the Cloud was playing recklessly. He also cannot tech during his up b.
 
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VPTurnip

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Great job on this overall, love the banners especially, but the layout is great in general.

About the matchup discussion, I'm thinking it should be a quick overview of strengths and weaknesses, maybe a strategy summary, and we should figure out the matchups in our own matchup discussion thread like the other character discussion forums?
 

Strong-Arm

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Great job on this overall, love the banners especially, but the layout is great in general.

About the matchup discussion, I'm thinking it should be a quick overview of strengths and weaknesses, maybe a strategy summary, and we should figure out the matchups in our own matchup discussion thread like the other character discussion forums?
Yeah they're meant to be just quick overviews for each MUs. We have a thread already to discuss MUs but I'll add short overviews of each in the MU section so ppl can quickly reference it when they need it. Also thanks! I made all of the banners and I was pretty happy with how it turned out.
 

Kalierdarke

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Yeah they're meant to be just quick overviews for each MUs. We have a thread already to discuss MUs but I'll add short overviews of each in the MU section so ppl can quickly reference it when they need it. Also thanks! I made all of the banners and I was pretty happy with how it turned out.
Having a quick reference is always good, as well as the actual MU thread will probably take a while before it gets through every character. Having a quick rundown of the strengths/weaknesses/strategies of each MU can be easily listed by people either maining cloud or maining said matchup and can very easily be compiled before the comprehensive MU thread gets to discussing each one.

And I would like to compliment you on the banners and organization as well, this will be a great reference once Cloud gets released and all the data is collected.
 

RebelXII

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You need to add Stage selections and frame data to the list. But still very nice.
 

The Stoopid Unikorn

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You need to add Stage selections and frame data to the list. But still very nice.
There's no need to make frame data its own section when it could simply be part of the Moveset section.

I agree for Stage Selection though. EDIT: Oh wait! It's already there as the Stages section!
 
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Bladeviper

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The best and worst stages will be in the stages section
obviously midgar is best stage

On topic you could probably add some of the stuff we know about his move such as fair and dair meteor smash. I would also add what we know about his limit break speicals

B- Bigger hitbox and multihit
Side B- longer range I think and it seems to be invincible on start up at the very least
Up B- Greater height, horizontal movement

Cloud also seems to be able to charge his lb by hitting with special moves
 

Spark31

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Found some combos. True in training. From 0, nair into up special or jab 1, or do a ton of falling up air follow ups. Falling up air can combo into: Jab 1, f-tilt, up special, up tilt, another up air, or side special. Although not true it's probobly worth noting that up tilt can string into itself. Still labing for more.
 
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May have found some DownB tech if no one did.

If you DownB during a dash and cancel it using DownB again, you can do moves such as Fsmash and standing grab without the dash lag. Also if you use an aerial and DownB > DownB right when you land, you do not get the landing lag for using said aerial.
 

Spark31

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May have found some DownB tech if no one did.

If you DownB during a dash and cancel it using DownB again, you can do moves such as Fsmash and standing grab without the dash lag. Also if you use an aerial and DownB > DownB right when you land, you do not get the landing lag for using said aerial.
Can't test with multiple people, but I wonder if using limit cancel (I'll call it that for now) into down tilt is a solid approach option against projectile users. Speaking of down tilit, if it can duck under needles it may be extremely useful in approaching sheik. Also, can down tilt be used to cover ledge possibly? It has a lasting hitbox that looks like it goes over. This could be nice for edge gaurds.
 
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W¡ndy

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From preliminary testing....

Found what appears to be a true combo.

First two hits of cross slash > jab. seems to work at any percent thus far


Dash attack can't kill before like 165% or so. not too sure on that.


Uair auto cancels
 
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I know Megaman's Dtilt does exactly that and it's good to punish landings while being safe. I'm also experimenting with Limit cancel in other areas, and I think I have found Cloud's own version of the lagless getup. You press down, immediately Limit break while double jumping slightly to the stage, then you cancel it right when you land and you "land" on stage.

BIG EDIT: Okay so, you can just cancel the Limit Break stand with Neutral B insteald of inputting Limit Break again. Should make it easier to cancel into options.

Seems to me the general gameplan for Cloud is to get Limit Break and keep it to use the boost you get to your stats and under the threat of using Limit Break SideB to kill if they ever commit, as it his most reliable kill option imo. It's really fast, does 26 percent, and can ko extremely well. DownB/Finishing Touch I find is a tad too slow, and may have more utilization in teams, it does ko sooner than Limit SideB however, so if you find an opening to kill with it, I'd take it. His Limit Break Neutral B is his most reliable punish if they shoot a projectile as it goes through, possible killing them. You also shoot it offstage for a potential kill.
 
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*Verrix*

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I have been playing Cloud for a few hours and I have accidentally snapped the edge with his up B a few times but I have no Idea how to do it on purpose. If anyone figures this out please let me know.
 

Rango the Mercenary

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Am I the only one who has trouble ledge-trumping with Cloud?

Also, his Finishing Touch has an invincibility frame. I'll post the replay later.
 

Spark31

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Just wanted to point out, you can cancel limit charge if y
I know Megaman's Dtilt does exactly that and it's good to punish landings while being safe. I'm also experimenting with Limit cancel in other areas, and I think I have found Cloud's own version of the lagless getup. You press down, immediately Limit break while double jumping slightly to the stage, then you cancel it right when you land and you "land" on stage.

BIG EDIT: Okay so, you can just cancel the Limit Break stand with Neutral B insteald of inputting Limit Break again. Should make it easier to cancel into options.

Seems to me the general gameplan for Cloud is to get Limit Break and keep it to use the boost you get to your stats and under the threat of using Limit Break SideB to kill if they ever commit, as it his most reliable kill option imo. It's really fast, does 26 percent, and can ko extremely well. DownB/Finishing Touch I find is a tad too slow, and may have more utilization in teams, it does ko sooner than Limit SideB however, so if you find an opening to kill with it, I'd take it. His Limit Break Neutral B is his most reliable punish if they shoot a projectile as it goes through, possible killing them. You also shoot it offstage for a potential kill.
Finishing touch is slow, but that crap is extremely strong. I killed a dark pit without rage from 56. This means with rage it would kill at ~50%. That's insanely early, and someone thing you can do to punish rolls.
 

Skitrel

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I know Megaman's Dtilt does exactly that and it's good to punish landings while being safe. I'm also experimenting with Limit cancel in other areas, and I think I have found Cloud's own version of the lagless getup. You press down, immediately Limit break while double jumping slightly to the stage, then you cancel it right when you land and you "land" on stage.

BIG EDIT: Okay so, you can just cancel the Limit Break stand with Neutral B insteald of inputting Limit Break again. Should make it easier to cancel into options.

Seems to me the general gameplan for Cloud is to get Limit Break and keep it to use the boost you get to your stats and under the threat of using Limit Break SideB to kill if they ever commit, as it his most reliable kill option imo. It's really fast, does 26 percent, and can ko extremely well. DownB/Finishing Touch I find is a tad too slow, and may have more utilization in teams, it does ko sooner than Limit SideB however, so if you find an opening to kill with it, I'd take it. His Limit Break Neutral B is his most reliable punish if they shoot a projectile as it goes through, possible killing them. You also shoot it offstage for a potential kill.

Leading on from this, aerial 2hits of cross slash can combo into footstool.
 

dettadeus

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I'm just gonna mention that late Uair (like landing as you hit them) combos into Limit Break Cross Slash at low percents for 39%, and into Finishing Touch at the percents that it starts killing (so 30s to 50s, the combo kills puff starting around 25% and bowser around 50% at the base of battlefield).

Super frame-tight but they are true.


Uair also combos into itself for around 26% (depends on staleness) if you don't have your limit charged up.
 
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Tri Knight

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Finishing touch also makes you float when used in the air. Can't move out of it though. But you can act out of it which cancels the float. Kinda useless. Thought we were gonna be able to float about aimlessly with it.
 
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Eureka

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So if you buffer a dair out of a full hop and get the late hit it easily true combos into Finishing Touch because it autocancels

It also combos into a bunch of other stuff but who cares when you can net a kill confirm off an autocanceled areal at 40%.
 
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XinAzure

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So if you buffer a dair out of a full hop and get the late hit it easily true combos into Finishing Touch because it autocancels

It also combos into a bunch of other stuff but who cares when you can net a kill confirm off an autocanceled areal at 40%.
That's bananas
 

Eureka

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Some other tidbits about Cloud that might be useful.
  • Cloud can also true combo into finishing touch with a landing uair but the timing is much more strict and it seems to be more situation.
  • Cloud has a wall jump, non limit break recovery still sucks though.
  • You can charge limit break in the air or off stage akin to Wii Fit Trainer and her neutral b, but considering how bad Climbhazzard is for recovery offstage shenanigans really aren't Cloud's forte.
  • Cloud can utilize short hop air dodging, which can be used to dodge attacks or get out of some sticky situations, but he doesn't have enough time after the air dodge to get an aerial out. He can however use a special move or double jump before he hits the ground. Short hop air dodge -> Climbhazzard or Cross Slash might be a decent option for dodging an attack and punishing.
  • Down tilt will cross up your opponent if it hits earlier in the animation, but it can't be followed up unless it hits later in the animation.
  • Up b out of shield is godlike.
  • Holding down and rapidly pressing b looks super funny.
 
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KirbydaBear

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I have been playing Cloud for a few hours and I have accidentally snapped the edge with his up B a few times but I have no Idea how to do it on purpose. If anyone figures this out please let me know.
Limit break Climhazzard (up b) snaps the ledge
W/o the limit break, though, cloud becomes the easiest spike target this side of Marcina missing the ledge...
 

KirbydaBear

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Also, fair spikes(/meteors) if they are in front of you and about the same height. There may also be a spacing requirement. (It's kinda like DK's)

...and can we admire the fact that his side smash has some ridiculous KO power for a move that comes out so quickly? It's about as strong as Falcon's while being a reliable punish option...
 
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*Verrix*

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Limit break Climhazzard (up b) snaps the ledge
W/o the limit break, though, cloud becomes the easiest spike target this side of Marcina missing the ledge...
I forgot to mention it was with normal up b not the limit break one. I don't know what I did and I only did it a few times but it snapped really fast to the edge.
 

neil2020

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Cloud's normal Climhazzard will snap the edge if you are facing away from it. Otherwise it won't snap. I tried this about 6-7 times and it worked every time. I don't like that you have to be facing away....

*Edit:

The downward swipe of Climhazzard will also snap the ledge if you are facing away and from about double jump height in my testing. Just a thought.
 
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What exactly do you mean by this?

Every aerial's lag can bypassed by pressing down B twice when you land?

Full Hop and Land with Shield and then Full Hop Again. Should notice a delay when you land till you can jump again. Now try and Full Hop and charge Limit Break in the Air. Shield when you land with it and Full hop again. Should feel faster.
 

neil2020

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Go thank @False for this: https://www.youtube.com/watch?v=TXzsaWIHksc. And thank @gsmVoiD for this one.
So am I seeing a Cross Slash cancel into Climhazzard (both Limit)? Sorry all the Cloud skins look similar and both had limit breaks.

*EDIT:

I see now. His limit break was almost fully charged, and his cross slash filled the bar, which he then cancelled into a limit Climhazzard. Sorry I was dumb for a second.
 
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FUEGO!

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Cloud's normal Climhazzard will snap the edge if you are facing away from it. Otherwise it won't snap. I tried this about 6-7 times and it worked every time. I don't like that you have to be facing away....

*Edit:

The downward swipe of Climhazzard will also snap the ledge if you are facing away and from about double jump height in my testing. Just a thought.
So I was just testing some things, and it looks like the optimal way to recover without Limit breaker charged up is to B-reverse Climbhazzard into the slope of the stage. Wonky, but it's been very consistent so far.
 

Eureka

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Go thank @False for this: https://www.youtube.com/watch?v=TXzsaWIHksc. And thank @gsmVoiD for this one.
That's not really any sort of tech. All that happened was that the last hit of Cross Slash whiffed and the opponent air dodged poorly and got punished.

And on the topic of Climbhazzard Cloud will snap to the ledge during the opening part of the up b and during the downwards strike but not early on for that.
 

Tri Knight

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Not sure if this works on all characters but I was able to D-tilt an opponent holding the ledge and D-air meteor them.
Also, fair spikes(/meteors) if they are in front of you and about the same height. There may also be a spacing requirement. (It's kinda like DK's)

...and can we admire the fact that his side smash has some ridiculous KO power for a move that comes out so quickly? It's about as strong as Falcon's while being a reliable punish option...
His F-air has 3 hit boxes; two during the animation and a late hitbox. At the base of the sword it deal 13% damage and has a horizontal trajectory. At the tip of the sword (or rather the top half of the sword) it does 14% and spikes. The late hitbox has weak KB and does 11%.

EDIT: no you're right about it being level with the opponent. It seems a higher opponent won be spiked as well.
 
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Killtrox

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Downthrow > sh bair is pretty reliable against floaties at low percents. Works less on heavies because at low percents they don't go high enough and at high percents the horizontal knockback is too high.

Dthrow seems to kill light characters around 140% if you're having an easier time landing grabs than smashes.

I've only tried this stuff out on FG but I want to lab it when I get home tonight to get a better idea.
 
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DrizzyDrew

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I think this is the most viable dlc character...for now. Very quick and not alot of lag on his aerials aside fair. Will be very interesting to see him develop. The limit break system, opens a lot of potiental to what special you need to do in what situation.

Heres a video you can add to the thread : )
Day 1 breakdown of Cloud's moveset and how to use them
Link: https://youtu.be/kdt3fDZCye8
 
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Spark31

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Found this wierd thing where I gimped someone who was offstage with jab. I constantly looped from jab 1 to jab 2 until I jab cancelled off stage. This could warrant looking in to.
 
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Eureka

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I think this is the most viable dlc character...for now. Very quick and not alot of lag on his aerials aside fair. Will be very interesting to see him develop. The limit break system, opens a lot of potiental to what special you need to do in what situation.
Uh, Ryu tho.

One thing I think should be looked into is full hop autocancel dair as an approach option. If you dair shortly after jumping you practically autocancel while the hitbox is still active. Heck, I wouldn't be surprised if it does autocancel while the hitbox is active. Autocancel dair is probably Cloud's best combo starter, it combos into almost everything, including Fishing Touch, and since it still does a decent amount of damage at 8% it should be pretty safe, especially if you land behind the opponent. And I don't think anyone is going to beat out dair at all. Also full hop dair early hit is a really good as a surprise kill move.
 
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