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Pocket Cloud

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About

Aerials :star: :star: :star: :star: :star:
Ground Attacks :star: :star: :star: :star:
Smashes :star: :star: :star: :star:
Speed :star: :star: :star:
Damage :star: :star: :star: :star: :star:
Kill-power :star: :star: :star: :star: :star:
Recovery :star: :star: :star:
Range :star: :star: :star: :star:
Tech Abilities :star: :star: :star: :star: :star:
My Rating :star: :star: :star: :star: :star:
What I Like Damage output, combos, kill power, limit break, ridiculous movement options
Dislike Recovery, and can be seen as a cheap character.
My Tier Listing S (2)

I will be listing a mini-overview on all of Cloud's moves.

Jab - Pretty average, but can true combo out of down throw in between 0-10% depending on weight.

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F-Tilt - A decent option out of shield. Can be used for down throw mixups and a surprise kill move at high percents

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D-Tilt - A great move for combos, but don't spam it. It can combo into U-Air or Climhazzard.

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U-Tilt - An amazing move for combos and juggling. Can true combo into an u-air at certain percents, and is a great anti-air.

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Neutral B - A great projectile for edgeguarding and keeping a decent amount of characters away. Limit version enhances its uses much more.

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Down B - Forces opponents to approach you in a generally unsafe manner at times. With limit, it because a kill that can be combo'd into for 50-60% kills.

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Side B - A great tool to punish opponents for the smallest things. Also great for down throw mixups. The limit version of this move kills ridiculously early by the ledge or as an edgeguard.

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Up B - A great combo move in combination with down tilt and down throw (turnaround up b). It has no sweetspot, but you can get to the edge without your hitbox extending above it or up b slightly above the ledge to snap on. The limit break version can kill at high percents from a ledge drop and is one of the best recoveries in the game.

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F-Smash - Great for punishing whiffed attacks, and boasts awesome kill power and good damage.

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D-Smash - Extremely fast, and is great by the edge when facing the stage. Great for punishing spot dodges.

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U-Smash - Amazing anti-air and a good kill move, but has a bit of startup and ending lag.

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Nair - One of Cloud's best spacing tools. It is likely his best aerial approach and combos from down throw (true combo with limit). Also very fun to edgeguard with.

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Dair - Cloud's best option against shields. If you space it right, it has no landing lag and you can follow up with whatever you want. This includes dodges to escape if your opponent decided to attack or shield-grab. Also combos into finishing touch for kills around 50-60%.

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Fair - A spike at the tip. Can be useful for edgeguarding, but not too many other uses.

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Bair - A monster on shield. If you space it right, it is his second safest option on shield. It can also be a guaranteed followup after a ledge trump, and kills decently early.

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Uair - One of Cloud's best moves. This move can kill on platforms or when juggling at high percents, and deals a great amount of damage. Fast-fall uair also leads into finishing touch, side b, nair, uair itself, up b, and even freaking up tilt at 0%! This move is amazing.

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So that's all of Cloud's moves. This is why I put him as 3rd on my tier list (behind ZSS and Rosalina), and I think he has tons of potential yet to be discovered. Thanks for reading, and goodbye!

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Comments (1)

Likes (5)

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Comments (1)

Pocket Cloud- Something all smashers have

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0 Reply 01/11/17
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