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  1. This tutorial goes over Cloud's moves, one by one, whereas the first tutorial was focused on neutral/limit management. I've removed his mentions of changes from Smash 4, and merely focused on how he thinks the attacks should be used now in Ultimate.
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  3. GROUND MOVES
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  5. Jab: Cloud's quickest move. You can use it making the opponent shield a nair to punish retaliation, or after you spotdodge a grab.
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  7. Ftilt: mainly used for killing, and when the opponent is at the ledge. The range isn't that great so in neutral it's barely used. You can dash back and do ftilt if you expect the opponent to run in, or hitting it meaty vs getup. It's also useful at the ledge vs rolls since you can dash back and hit an ftilt upon reacting to the roll.
  8. (Extra: vs ledge roll you can use dsmash and fsmash as well, so look at the opponents % and use whatever will kill them. If ftilt will kill then there's no reason to use fsmash, for example)
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  10. Utilt: used as an anti-air move. Mainly used in situations where you don't have enough time to anti-air with uair. It has a good hitbox so you can trust it to do it's job
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  12. Dtilt: another anti-air move. The legs have invulnerability during the move so it's very easy to hit people as they try and come down. Specifically versus characters like Mario that might do a descending nair as they come down, you can still hit them with dtilt due to the low hurtbox, whereas utilt wouldn't work. Also useful for dodging projectiles, since you can slide under and hit the user
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  14. Dash attack: huge hitbox that reaches further up than you'd think, making it very useful for hitting people trying to come down from above as well as situations where you think the opponent might jump, since it'll hit them ascending too. It also hits people that grab the ledge (after their invulnerability has ran out) so versus opponents that stay by the ledge (or regrab) you can threaten a dash attack. Because of this move, many people will do their ledge option instantly versus Cloud. the DA has 10 active frames so it's also useful for 2 framing, or hitting people that try and ledge drop/jump.
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  16. AIR MOVES
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  18. Nair: quickest move in the air, so in air-to-air situations it's useful. In situations where the opponent is trying to stop your bair/fair pressure by doing a jump and sticking out an active aerial (like Mario nair), then doing a back-turned nair will usually beat their nair due to it's superior hitbox.
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  20. Fair: one of Cloud's main moves. Great range and hitbox, and if you space it you can easily create an advantageous situation. On hit at low percentages sideb will connect. Only weakness is that it is quite slow. It's important to space it, and it's often useful to space it as oki (do it at a range where the opponent is likely to run into it).
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  22. Uair: like utilt, it's mainly used as an anti-air. It's active for a very long time, and in many situations where the opponent air dodges to get away from it, you can land and punish them for their dodge.
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  24. Bair: another one of Cloud's main moves. Really, really strong. Great killing move, and also connects to sideb on hit.
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  26. Dair: spikes at the center of the hitbox, so dashing off the ledge and coming back with a dair is strong for beating the opponents recovery. Can also be used for killing. When landing, trying to hit slightly behind the opponent so you land behind them is very strong. This is especially useful in situations where dair will kill. Even if guarded it's hard to punish it (if you land behind). You can use it out of shield to kill in some specific situations too.
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  28. SMASH ATTACKS
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  30. Fsmash: slightly difficult to use, but has the killing power of a heavy character's fsmash. If guarded it's difficult to punish it. In situations where it's guaranteed it's very strong. At the ledge doing a dash back fsmash to beat rolls, or against people that do a normal ledge getup, for example. Other situations you can use it in is versus people landing, or when you think the opponent is going to do a dash shff nair.
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  32. Usmash: for killing, and as an anti-air. Useful versus people landing, or if you expect the opponent to jump. Low ending lag on the move.
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  34. Dsmash: useful when you have the ledge behind you, since it launches behind Cloud. If you parry or dash back and catch them whiffing, hitting a dsmash at the ledge is great.
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  36. SPECIAL ATTACKS
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  38. Nb: not the type of projectile you can spam, something to use sparingly. Mostly used against characters that lack projectiles. It's useful against them since you can force them to approach. You don't use it to get it to hit, but rather to get the opponent to move. Against DDD it's extremely useful to push his projectiles back. In limit you can use it to kill, but there's a huge difference between the killing power if done in the air and on the ground. Done in the air it barely kills at all, so it's more commonly used on the ground.
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  40. SideB: God move, no complaints, too strong. 23.9% if done by itself, and on block you can create a mixup between doing only the first, or stopping at the second or third, making it hard to punish. Great disjointed hitbox. Can be used as an anti-air move too. The limit version has invulnerability and can be used to kill. When doing this move it's useful to move close enough to the point where the opponent can't make it whiff by dashing away, since it's less punishable on block than on whiff.
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  42. Ub: really strong oos move since it does 18.9% damage on it's own. Low ending lag. Limit version allows you to kill oos. Doing reverse oos up B is hard, but very well worth practicing.
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  44. Db: long endlag so you can't start charging to force approaches as easily anymore. Mainly used when you've blown the opponent off stage. Can't really use it against projectile characters since they'll hit it's end lag. Limit Db isn't something you can use often, but it's good to know situations where it's guaranteed. You can use it as anti-air or against landings due to it's quicker startup.
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  46. GRABS
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  48. Cloud's throws are slow at 9 frame, but you can't play without them. One good way to get a throw in is to threaten with fair/bair and then feint with a short hop fastfall and grab them.
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  50. Usually you'll use up throw since it deals the most damage, and leads to the best situations since Cloud excels when the opponent is above him. Forward/back throws are only used when near the ledge, to throw the opponent off stage. Down throw is a kill throw, but will only start killing very late (around 200%). Against lighter characters (like Pichu) it can kill as early as 160%. Use it to force a kill at extreme percentages when the opponent clams up. Once they know you have a kill throw it'll be easier to go back to killing them with your aerials.
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