Summon: Cloud

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Cloud is a semi-heavyweight swordsman with high mobility on the ground and in the air. He has average walking speed, very fast dashing speed, above-average air speed and average air acceleration, granting him both quick ground and aerial mobility. He has above-average falling speed and high gravity, however, preventing him from staying in the air for long despite his good aerial maneuverability.

However, Cloud's Limit Break status improves his already impressive mobility. His traction slightly improves, his dashing speed becomes even faster, his falling speed becomes the fourth fastest, and his air speed becomes the fastest in the game under normal circumstances. His increased gravity and falling speed, however, make his jumps slightly lower and prevent him from autocanceling some of his aerial attacks (notably back aerial and up aerial) as easily. As a result, Cloud's Limit Break status only marginally benefits his aerial mobility, but it can nevertheless help him move along the ground better.

Cloud's greatest asset is his effective range, courtesy of his Buster Sword; Cloud's attacks have among the longest reaches in the game and can space out the opponent quite easily, snuff out opposing approaches and adeptly punish most careless attacks due to his speed and range. A prime example of this trait is Cloud's aerial attacks: neutral aerial, despite having its range decreased noticeably in the transition to Ultimate, still covers Cloud's hurtbox well, making it a go-to option for spacing or air-to-ground transition movement. It is also very fast on both ends, can autocancel with a short hop, and has a low launching angle, all of which make it a good edgeguarding and spacing tool despite its below-average knockback.

Up aerial has a rather large hitbox, overall decent speed, a long duration, and decent damage and knockback; altogether, these traits make it effective at juggling and denying landings. Down aerial is not only a very strong meteor smash when sweetspotted, but also possesses a long-lasting late hitbox, which grants it good anti-juggling potential and allows him to follow up into another move if it connects while he is falling. Like up aerial, it also has a long autocancel window, being able to autocancel from a jump regardless of his Limit Break status.

Back aerial has tremendous range, decent power, very low landing lag, and autocancels from a short hop; altogether, these traits allow him to edgeguard and space effectively, and even perform a wall of pain at low percentages. However, it can often miss low opponents due to its minimal vertical range. Forward aerial is very strong when its clean, hitbox connects, and its sweetspot is a powerful meteor smash on aerial opponents. Like down aerial, it autocancels from a jump and has low landing lag in relation to its range and power. However, it has the slowest startup of his aerials, making it his riskiest one to use regardless.

Cloud's grounded moveset, while much less effective than his aerial moveset, nevertheless has its own merits. Neutral attack is his fastest attack, has decent overall range, and its third hit can force a tech-chase. Forward tilt has reasonable speed and respectable power, which make it a decent KO option at high percentages. However, its moderate ending lag and very low base knockback make it unsafe on hit at low percentages if it not spaced sufficiently. Down tilt is a low-profile sliding kick and is reasonably quick; while these traits make it useful primarily for avoiding projectiles and putting the opponent into a disadvantageous state, its final frames also allow it to combo into his neutral and up aerials at low percentages. Up tilt is a reliable combo starter, as it can combo into itself at low percentages and into neutral, back and up aerials at medium percentages. While it can even combo into up smash at low to medium percentages, this combo is heavily dependent on the opponent's reaction.

Dash attack is a quick punishing option from a distance, and its respectable power enables its clean hit to either KO at reasonable percentages or, at worst, put an opponent in an unfavorable position. However, like forward tilt, it is easily punished when shielded or avoided. In regard to Cloud's smash attacks, up smash covers a very large arc, has decent speed, and rather high knockback despite its middling damage output. As a result, it is among his best and least risky KOing options out of his standard moveset. Forward smash is Cloud's most powerful non-Limit Break move, though to compensate it also takes the longest to start and is very punishable if it whiffs. Down smash is also prone to punishment if the front hit is avoided, but it drags the opponent into the back hit if it connects, with the latter being a strong semi-spike.

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