[Super Smash Bros Wii U] Back on For Glory! #2 ~ Cloud Dittos

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Remember to watch it in HD!

Like I've said in the past Back on For Glory video, I've using Cloud non-stop since I purchased him (as of today, he has 151 KOs while Doc, Roy and Pit have ~60). So, playing FG I encountered Kevin and we had a nice streak of matches. While he SD'd sometimes, we were pretty much even during our fights. Should have saved more replays, though xD

I'm the Blue Advent Children Cloud (Player 1) vs Kevin's Default/Red Cloud (Player 2).

I really, really like how Sakurai and his team portrayed Cloud into Smash. His moveset, stats and... everything flows greatly. It's a blast to play as Cloud!

Cloud excels at ground combat thanks to his fast running speed and a great and easy-to-do Dash Dancing. Let's talk about this moveset! The analysis is quite long, btw.

Jab is simply a fast jab, it can cross-up shields if you do it near enough of your rival. Ftilt covers a wide horizontal distance and... I don't really use it that much lol. Dtilt is like Megaman's. Utilt's low knockback makes it chain into itself and then into some Uair madness (more below). Dash attack kills well with Rage and has good range and power.
FSmash is a bit slow but has A LOT of power and reach. The first hit is weak enough and most attack can clank with it, be aware of it. The quickness and horizontal launch angle of DSmash shouldn't be understimated! However, you can tech the first hit if you DI downwards BUT the first hit can stage spike someone if they don't snap the ledge~
Lastly, I'll say USmash is his weakest Smash. It doesn't really have a lot of power and somewhat slow start up but it helps to launch the enemy into the air to do Uair strings. It has a late hitbox that can hit behind Cloud too.

Cloud isn't a pushover in the air either: Nair is very fast and covers a lot of space although it's weak to compensate. Fair is slower but deals better damage and shieldstun, has a good launch angle and you can spike at the end of the move. Bair is like Ike's but with less kill power. Dair lingers for a while, can spike with the middle for the Buster Sword or launches at a vertical angle with the rest of the blade and autocancels.
And then we have Uair. This thing is disgustingly good because it covers Cloud's upper body, juggles for days, lasts an unholy amount of frames, can kill AND it even autocancels! MADNESS.

Lastly, we have his Special moves:
-Blade Beam is a decent projectile to use in neutral although almost every projectile clanks with it. It can hit below the ledge and Cloud can move left/right after using it in the air. Limit BB is trascendent (eats other projectiles unlike the default version and only activates if it touches a hurtbux) and can be used as a kill move.

-Cross Slash is fairly quick and since you can input the number of slashes, it's a nice mix-up option. However, it doesn't have much power and people can fall/airdogde before the final hit. Limit CS hits faster and has high kill power.

-Climmhazard is Cloud's main weakness. As a recovery move, it DOESN'T sweetspot the ledge unless you do it next to it, Cloud lingers for a while after the move ends and it travels poor distance. I wouldn't recommend to use it as an attack because it doesn't have much launch power and people can airdodge before the second hit, which is a spike (it can be used as a kamikaze move I guess?). Limit CH really shines because it traves a LOT of distance, can be angled slightly right/left and it sweetspot the ledge. It can be used as a strong vertical finisher for Uair strings.

-Limit Break is the core of Cloud's playstyle. You can charge it manually but it also charges while you take damage (fully charged when you receive 100% damage) and as you deal damage (fully charged when you do 250% damage) so Cloud has a easy time getting it. Aside for getting different Special moves, Cloud receives faster running and air speed in exchange for higher gravity (he has a shorter shorthop/fullhop but survives vertical blows better). Limit Break also changes into Finishing Touch, which deals 1% damage BUT has insane knockback, being able to KO enemies at ~70%. It also has a windbox.
Cloud can cancel his Limit charge pushing B again or using shield. The best thing about it is that it has no ending lag, so you can follow up with an attack right after you cancel it and you also can do it out of a dash (Instant Limit Cancel). This was discovered very early lol

Aside from his recovery, Cloud's grab-throw game is subpar at best. The range for standing/running/pivot grab is short and his throws don't offer any significant reward. You can combo out of Dthrow at extremely low percents and even then the opponent can shield/spotdogde/roll away. They still offer a positional advantage instead of being combo or kill throws, so they still have uses.







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Super Smash Bros. (Video Game)
Super Smash Bros. (Video Game Series)
Super Smash Bros. For Nintendo 3DS And Wii U (Video Game)



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