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. However, its moderate ending lag and very low base knockback make it unsafe on hit at low percentages if it not spaced sufficiently. Forward tilt has serviceable speed and respectable power, which make it a decent KO option at high percentages.
Neutral attack is his fastest attack, has decent overall range, and its third hit can force a tech-chase. However, it has the slowest startup of his aerials, making it his riskiest one to use regardless.Ĭloud's grounded moveset, while much less effective than his aerial moveset, nevertheless has its own merits. Like down aerial, it autocancels from a jump and has low landing lag in relation to its range and power. Forward aerial is very strong when its clean, hitbox connects, and its sweetspot is a powerful meteor smash on aerial opponents. However, it can often miss low opponents due to its minimal vertical range. Like up aerial, it also has a long autocancel window, being able to autocancel from a jump regardless of his Limit Break status.īack 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. 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. 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. 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. 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. 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.Ĭloud'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. 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. 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.
However, Cloud's Limit Break status improves his already impressive mobility. Cloud also has above-average falling speed and high gravity, however, which prevent him from staying in the air for long in spite of his good aerial maneuverability. Despite his weight class, Cloud boasts high overall mobility: he has average walking speed, very fast dashing speed, above-average air speed and average air acceleration, which collectively make him quick both on the ground and in the air.