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======<span style="visibility:hidden;font-size:0">Overview</span>====== |
======<span style="visibility:hidden;font-size:0">Overview</span>====== |
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{{Overview |
{{Overview |
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|overview= {{StockIcon|SSBU|Cloud}} is the first Square Enix character to appear in smash. In SSBU he is both great at both defense and offense using his long sword and great damage to close out stocks. His attributes for movement and big hitboxes combined his neutral is arguably one of the best in the game. |
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|overview= {{StockIcon|SSBU|Cloud}} is a character in SSBU. (Placeholder) |
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While Cloud lacks an extensive combo game, he still has great setplay and high damaging buttons. His competitive trademark {{aerial|B-Air}} are great for combos, damage and ending stocks. Both {{aerial|F-Air}} and {{aerial|N-Air}} can also help setup situations to activate his powerful corner pressure. |
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⚫ | |||
Limit break gives Cloud new ways of pressuring the opponents with and without interacting with the opponent. His specials become stronger, and opens not only more moves to end stocks with, but also more positions to end a stock. |
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His core weakness comes from having to manage his Limit bar resource as well as his weak offstage presence. While he is good at edgeguarding, he has more linear recovery trajectories compared to most of the cast and few ways to mix it up. |
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⚫ | |||
|pros= |
|pros= |
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* ''' |
* '''Great Disjointed Normals:''' Cloud's long sword gives him a lot of range. {{aerial|B-Air}}, {{aerial|F-Air}}, and {{special|Cross slash}} are great moves for spacing and mixing up his pressure. |
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* ''' Good base attributes:''' Cloud is fast both of the ground and in the air relative to the rest of the cast. |
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* '''Limit Break:''' {{special|Limit}} is a strong install that buffs Cloud's movement and enhances his next used special move, further boosting his KO potential and his ability to approach. |
* '''Limit Break:''' {{special|Limit}} is a strong install that buffs Cloud's movement and enhances his next used special move, further boosting his KO potential and his ability to approach. Cloud exceeds the fastest base air speed in the game with limit. |
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* '''Strong Edge Guarding and Ledge Trapping:''' His long, disjointed aerials with high knockback makes Cloud great offstage despite his bad recovery. It is made even stronger with Limit. His ledge trapping is also strong for the same reasons. |
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|cons= |
|cons= |
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*'''Bad Recovery:''' {{special|Climhazzard}} without Limit covers only a short, vertical distance. If Cloud is off stage, he's very susceptible to getting edgeguarded. |
*'''Bad Recovery:''' {{special|Climhazzard}} without Limit covers only a short, vertical distance and very little horizontal distance. If Cloud is off stage, he's very susceptible to getting edgeguarded. While he does have very high air speed, his air acceleration is mediocre making gimping a common win condition against Cloud. |
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*''' |
*'''Poor grab game:''' Cloud has a very low range, high frame startup grab. All of Cloud's throws can't kill at high percentages and do not have combo potential beyond low percentages on a few characters, reducing his ability to mix up his attacks. |
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*'''Poor combo game:''' Cloud's moves are slow and do too much knockback to follow up on. He has a few combos at low precents and some confirms with narrow percent windows. |
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|weight = 100 |
|weight = 100 |
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|spotDodge = 25F (3~17F intangible) |
|spotDodge = 25F (3~17F intangible) |
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|specificHits=yes |
|specificHits=yes |
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|description= |
|description= |
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* Jab 3 Can cross up on small hurtbox characters |
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}} |
}} |
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=== {{clr|tilt|Forward Tilt}} === |
=== {{clr|tilt|Forward Tilt}} === |
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|specificHits= |
|specificHits= |
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|description= |
|description= |
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* Decent kill move at ledge |
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}} |
}} |
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=== {{clr|tilt|Up Tilt}} === |
=== {{clr|tilt|Up Tilt}} === |
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|specificHits= |
|specificHits= |
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|description= |
|description= |
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* Combo tool at low percent |
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* Coverage tool against landings |
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}} |
}} |
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=== {{clr|tilt|Down Tilt}} === |
=== {{clr|tilt|Down Tilt}} === |
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|specificHits= |
|specificHits= |
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|description= |
|description= |
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* Coverage tool against landings |
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* Can lowprofile attacks and even challenge aerials. |
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* |
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}} |
}} |
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=== {{clr|tilt|Dash Attack}} === |
=== {{clr|tilt|Dash Attack}} === |
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|specificHits=yes |
|specificHits=yes |
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|description= |
|description= |
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* Main burst kill move |
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* First frame hits all ledgehangs |
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}} |
}} |
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|specificHits=yes |
|specificHits=yes |
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|description= |
|description= |
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* Good out of shield kill option. |
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}} |
}} |
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=== {{clr|smash|Down Smash}} === |
=== {{clr|smash|Down Smash}} === |
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|specificHits=yes |
|specificHits=yes |
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|description= |
|description= |
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* Can be used to catch people who roll on ledge. |
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}} |
}} |
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|specificHits= |
|specificHits= |
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|description= |
|description= |
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* Fastest aerial Cloud has |
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* Excellent for creating space |
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* Can combo |
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* Can create tech situations due to the knockback angle |
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}} |
}} |
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=== {{clr|aerial|Forward Aerial}} === |
=== {{clr|aerial|Forward Aerial}} === |
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|specificHits= |
|specificHits= |
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|description= |
|description= |
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* Covers a wide area infront of Cloud |
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* A lot of startup frames |
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* Combo starter with the strong hitbox (spike hitbox) |
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}} |
}} |
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=== {{clr|aerial|Back Aerial}} === |
=== {{clr|aerial|Back Aerial}} === |
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|specificHits= |
|specificHits= |
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|description= |
|description= |
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* No sourspots |
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There are moves that define a character and then there's Cloud's {{clr|aerial|Back Air}}. A fast, disjointed and very safe on shield move that controls neutral and punishes opponents in the air reliably. Definitely a contender to one of the best {{clr|aerial|Back Air}}s in the entire series. |
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* Combo, setplay and kill move (character defining move) |
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* Can setup tech situations, character dependent |
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Definitely a contender to one of the best {{clr|aerial|B-Air}} in the entire series. How Cloud uses {{clr|aerial|B-Air}} and how the opponent plays around it will be a primary factor of deciding games. |
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}} |
}} |
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|specificHits= |
|specificHits= |
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|description= |
|description= |
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* Main juggle tool |
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* Can combo into itself |
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* Can kill at very high percent |
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}} |
}} |
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=== {{clr|aerial|Down Aerial}} === |
=== {{clr|aerial|Down Aerial}} === |
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|specificHits=yes |
|specificHits=yes |
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|description= |
|description= |
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* Can be auto canceled |
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* Long lasting hitbox that can be used for landing |
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}} |
}} |
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|specificHits=yes |
|specificHits=yes |
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|description= |
|description= |
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*Great anti air |
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*Less consistent in the air |
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*Bizarrely, this move has different hitbox placements depending on whether Cloud is facing left or right, which can affect its range |
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}} |
}} |
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=== {{clr|special|Limit Cross Slash}} === |
=== {{clr|special|Limit Cross Slash}} === |
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{{SSBU Move Card |
{{SSBU Move Card |
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|specificHits=yes |
|specificHits=yes |
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|description= |
|description= |
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*Great anti air |
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*Great for covering recovery trajectories |
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*Floats in the air until the hitbox is over |
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*Final hit has low ending lag, making it hard to whiff punish |
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*Bizarrely, this move has different hitbox placements depending on whether Cloud is facing left or right, which can affect its range |
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}} |
}} |
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|specificHits=yes |
|specificHits=yes |
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|description= |
|description= |
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* Fast OoS with good range |
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* Can be inconsistent for hitting with both hits. Is affected by DI (No SDI multiplier) |
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* Has a strong spike hitbox when falling |
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}} |
}} |
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=== {{clr|special|Limit Climhazzard}} === |
=== {{clr|special|Limit Climhazzard}} === |
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|specificHits=yes |
|specificHits=yes |
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|description= |
|description= |
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* Fast OoS with good range |
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* Reliable kill move |
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}} |
}} |
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=== {{clr|special|Limit Charge}} === |
=== {{clr|special|Limit Charge}} === |
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|specificHits=yes |
|specificHits=yes |
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|description= |
|description= |
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* Takes X seconds for a full charge |
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}} |
}} |
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|specificHits=yes |
|specificHits=yes |
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|description= |
|description= |
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* Good for resetting corner situations |
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}} |
}} |
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=== {{clr|grab|Back Throw}} === |
=== {{clr|grab|Back Throw}} === |
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|specificHits=yes |
|specificHits=yes |
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|description= |
|description= |
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* Good for resetting corner situations |
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}} |
}} |
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=== {{clr|grab|Up Throw}} === |
=== {{clr|grab|Up Throw}} === |
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|specificHits=yes |
|specificHits=yes |
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|description= |
|description= |
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* Most damaging throw |
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* Sets up juggle situation |
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}} |
}} |
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=== {{clr|grab|Down Throw}} === |
=== {{clr|grab|Down Throw}} === |
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|specificHits= |
|specificHits= |
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|description= |
|description= |
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* The first throw that can kill, but only at very high percent |
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}} |
}} |
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Latest revision as of 06:42, 31 March 2024
![]() |
This page is missing significant information. You can help by editing it. |
![](http://static.miraheze.org/dragdownwiki/thumb/8/89/SSBU_Cloud_Stock.png/25px-SSBU_Cloud_Stock.png)
While Cloud lacks an extensive combo game, he still has great setplay and high damaging buttons. His competitive trademark B-Air are great for combos, damage and ending stocks. Both F-Air and N-Air can also help setup situations to activate his powerful corner pressure.
Limit break gives Cloud new ways of pressuring the opponents with and without interacting with the opponent. His specials become stronger, and opens not only more moves to end stocks with, but also more positions to end a stock.
His core weakness comes from having to manage his Limit bar resource as well as his weak offstage presence. While he is good at edgeguarding, he has more linear recovery trajectories compared to most of the cast and few ways to mix it up.
![]() |
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Pros | Cons |
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![](http://static.miraheze.org/dragdownwiki/thumb/1/13/SSBU_Cloud_Limit.png/300px-SSBU_Cloud_Limit.png)
Cloud possesses a Limit Gauge, present above Cloud's portrait.
Limit can be filled up by dealing damage, receiving damage or by charging with Limit Charge. When this meter fills up completely, Cloud enters a state called Limit Break.
In Limit Break, Cloud's base stats get boosted. His grounded and aerial movement become faster. It does not increase the base damage or knockback of Cloud's normal moves. However, Cloud's special moves will become enhanced.
Blade Beam moves faster and has greater KO potential. Cross Slash deals all 5 slashes quickly and KO's at mid percentages at the ledge. Climhazzard's vertical distance is enhanced further and has even more intangibility frames. Lastly, Limit Charge is replaced with Finishing Touch, an attack that although does little damage, has tremendous knockback that can kill opponents early.
Once Cloud uses a special move in Limit Break or 15s has passed from activating Limit Break, Cloud's stats will return to normal as well as his special moves.
Exact stat changes of Cloud's Limit Break can be found at SSBWiki here.
Normal Moves
Jab
Hit / HitboxWhich hit timing (such as early or late), or hitbox (such as sweetspot or sourspot) of this move that the data to the right is referring to. | DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. | Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. | Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". | AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. | Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. | ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has. |
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Jab 1 | 2.5 | 4~5 | 30 | 361/180 | -21 | N/A |
Jab 2 | 2.0 | 5~6 | 33 | 361 | -24 | N/A |
Jab 3 | 3.5 | 6~7 | 38 | 30 | -27 | N/A |
- Jab 3 Can cross up on small hurtbox characters
Hit / Hitbox | Base KB | Fixed KB | KB Growth | Landing Lag | Autocancel Window | Shieldstun | Shieldlag | Bonus Shield Damage | Direct Hitbox | Clang ReboundThe type of interaction when a hitbox interacts with another hitbox Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with. Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property. Transcendent cannot interact with other hitboxes. No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch. |
Rehit | Hitlag Multiplier | SDI Multiplier |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Jab 1 | 35/20 | 25/15 | N/A | N/A | 4 | ||||||||
Jab 2 | 35/25 | 25/20 | N/A | N/A | 3 | ||||||||
Jab 3 | 75 | 50 | N/A | N/A | 4 |
Forward Tilt
/
+
DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. | Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. | Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". | AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. | Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. | ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has. |
---|---|---|---|---|---|
11.0 | 9~10 | 36 | 361 | -16 | N/A |
- Decent kill move at ledge
Base KB | Fixed KB | KB Growth | Landing Lag | Autocancel Window | Shieldstun | Shieldlag | Bonus Shield Damage | Direct Hitbox | Clang ReboundThe type of interaction when a hitbox interacts with another hitbox Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with. Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property. Transcendent cannot interact with other hitboxes. No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch. |
Rehit | Hitlag Multiplier | SDI Multiplier |
---|---|---|---|---|---|---|---|---|---|---|---|---|
20 | 100 | N/A | N/A | 10 |
Up Tilt
+
DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. | Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. | Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". | AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. | Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. | ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has. |
---|---|---|---|---|---|
8.0 | 6~9 | 33 | 95 | -18 | N/A |
- Combo tool at low percent
- Coverage tool against landings
Base KB | Fixed KB | KB Growth | Landing Lag | Autocancel Window | Shieldstun | Shieldlag | Bonus Shield Damage | Direct Hitbox | Clang ReboundThe type of interaction when a hitbox interacts with another hitbox Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with. Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property. Transcendent cannot interact with other hitboxes. No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch. |
Rehit | Hitlag Multiplier | SDI Multiplier |
---|---|---|---|---|---|---|---|---|---|---|---|---|
46 | 100 | N/A | N/A | 8 |
Down Tilt
+
DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. | Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. | Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". | AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. | Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. | ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has. |
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7.0/6.0 | 7~17 | 41 | 80 | -26~-16 | High leg intangible 7~17 |
- Coverage tool against landings
- Can lowprofile attacks and even challenge aerials.
Base KB | Fixed KB | KB Growth | Landing Lag | Autocancel Window | Shieldstun | Shieldlag | Bonus Shield Damage | Direct Hitbox | Clang ReboundThe type of interaction when a hitbox interacts with another hitbox Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with. Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property. Transcendent cannot interact with other hitboxes. No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch. |
Rehit | Hitlag Multiplier | SDI Multiplier |
---|---|---|---|---|---|---|---|---|---|---|---|---|
80 | 75 | N/A | N/A | 7/6 |
- Second values after / are for the smaller hitbox that is only active for the first 2 active frames, and is identical in frame data otherwise.
Dash Attack
while dashing or running
Hit / HitboxWhich hit timing (such as early or late), or hitbox (such as sweetspot or sourspot) of this move that the data to the right is referring to. | DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. | Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. | Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". | AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. | Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. | ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has. |
---|---|---|---|---|---|---|
Early Hit | 11.0 | 9~13 | 46 | 60 | -26~-22 | N/A |
Late Hit | 8.0 | 14~18 | 46 | 65 | -23~-19 | N/A |
- Main burst kill move
- First frame hits all ledgehangs
Hit / Hitbox | Base KB | Fixed KB | KB Growth | Landing Lag | Autocancel Window | Shieldstun | Shieldlag | Bonus Shield Damage | Direct Hitbox | Clang ReboundThe type of interaction when a hitbox interacts with another hitbox Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with. Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property. Transcendent cannot interact with other hitboxes. No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch. |
Rehit | Hitlag Multiplier | SDI Multiplier |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Early Hit | 100 | 70 | N/A | N/A | 10 | ||||||||
Late Hit | 100 | 50 | N/A | N/A | 8 |
Smash Attacks
Forward Smash
/
+
Hit / HitboxWhich hit timing (such as early or late), or hitbox (such as sweetspot or sourspot) of this move that the data to the right is referring to. | DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. | Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. | Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". | AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. | Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. | ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has. |
---|---|---|---|---|---|---|
First Hit | 3.04.5 charged | 19 | 46 | 60/170/0/180 | -23-22 charged | N/A |
Second Hit | 3.0/2.0/4.04.5/3/6 charged | 24 | 46 | 15/170 | -18/-17-17/-18/-16 charged | N/A |
Final Hit | 13.0/12.019.5/18 charged | 28 | 46 | 361 | -8/-9-4/-5 charged | N/A |
Hit / Hitbox | Base KB | Fixed KB | KB Growth | Landing Lag | Autocancel Window | Shieldstun | Shieldlag | Bonus Shield Damage | Direct Hitbox | Clang ReboundThe type of interaction when a hitbox interacts with another hitbox Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with. Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property. Transcendent cannot interact with other hitboxes. No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch. |
Rehit | Hitlag Multiplier | SDI Multiplier |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|
First Hit | 25 FKB/10 FKB | 30/100 | N/A | N/A | 33 charged | ||||||||
Second Hit | 80 FKB/50 FKB/10 FKB | 100 | N/A | N/A | 3/43/3 charged | ||||||||
Final Hit | 42 | 115 | N/A | N/A | 9/85/4 charged |
Up Smash
+
Hit / HitboxWhich hit timing (such as early or late), or hitbox (such as sweetspot or sourspot) of this move that the data to the right is referring to. | DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. | Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. | Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". | AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. | Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. | ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has. |
---|---|---|---|---|---|---|
Sweetspot | 13.019.5 charged | 12~14 | 46 | 83 | -24-20 charged | N/A |
Sourspot | 12.0/11.018/16.5 charged | 13~14 | 46 | 83 | -24-20/-21 charged | N/A |
Late Hit | 8.012 charged | 15~16 | 46 | 60 | -24-22 charged | N/A |
- Good out of shield kill option.
Hit / Hitbox | Base KB | Fixed KB | KB Growth | Landing Lag | Autocancel Window | Shieldstun | Shieldlag | Bonus Shield Damage | Direct Hitbox | Clang ReboundThe type of interaction when a hitbox interacts with another hitbox Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with. Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property. Transcendent cannot interact with other hitboxes. No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch. |
Rehit | Hitlag Multiplier | SDI Multiplier |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Sweetspot | 40 | 105 | N/A | N/A | 95 charged | ||||||||
Sourspot | 40 | 96/90 | N/A | N/A | 84 charged | ||||||||
Late Hit | 32 | 100 | N/A | N/A | 64 charged |
Sweetspot:
- Sweetspots located on the blade\
Sourspot:
- Sourspot located on the hilt\Sourspot takes priority over sweetspot\
Down Smash
+
Hit / HitboxWhich hit timing (such as early or late), or hitbox (such as sweetspot or sourspot) of this move that the data to the right is referring to. | DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. | Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. | Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". | AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. | Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. | ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has. |
---|---|---|---|---|---|---|
First Hit | 3.04.5 charged | 8~9 | 50 | 170/155/160/150 | -38-37 charged | N/A |
Second Hit | 11.016.5 charged | 21~23 | 50 | 35 | -20-17 charged | N/A |
- Can be used to catch people who roll on ledge.
Hit / Hitbox | Base KB | Fixed KB | KB Growth | Landing Lag | Autocancel Window | Shieldstun | Shieldlag | Bonus Shield Damage | Direct Hitbox | Clang ReboundThe type of interaction when a hitbox interacts with another hitbox Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with. Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property. Transcendent cannot interact with other hitboxes. No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch. |
Rehit | Hitlag Multiplier | SDI Multiplier |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|
First Hit | 90 FKB/85 FKB | 97 | N/A | N/A | 33 charged | ||||||||
Second Hit | 35 | 92 | N/A | N/A | 84 charged |
Aerials
Neutral Aerial
Airborne
DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. | Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. | Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". | AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. | Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. | ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has. |
---|---|---|---|---|---|
8.0 | 5~15 | 39 | 40 | -5 | N/A |
- Fastest aerial Cloud has
- Excellent for creating space
- Can combo
- Can create tech situations due to the knockback angle
Base KB | Fixed KB | KB Growth | Landing Lag | Autocancel Window | Shieldstun | Shieldlag | Bonus Shield Damage | Direct Hitbox | Clang ReboundThe type of interaction when a hitbox interacts with another hitbox Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with. Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property. Transcendent cannot interact with other hitboxes. No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch. |
Rehit | Hitlag Multiplier | SDI Multiplier |
---|---|---|---|---|---|---|---|---|---|---|---|---|
25 | 100 | 9 | 31~ | 4 |
Forward Aerial
Airborne +
DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. | Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. | Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". | AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. | Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. | ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has. |
---|---|---|---|---|---|
14.0/13.0 | 18~19 | 54 | 270/60/45 | -6 | N/A |
11.0 | 20~25 | 54 | 45 | -7 | N/A |
- Covers a wide area infront of Cloud
- A lot of startup frames
- Combo starter with the strong hitbox (spike hitbox)
Base KB | Fixed KB | KB Growth | Landing Lag | Autocancel Window | Shieldstun | Shieldlag | Bonus Shield Damage | Direct Hitbox | Clang ReboundThe type of interaction when a hitbox interacts with another hitbox Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with. Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property. Transcendent cannot interact with other hitboxes. No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch. |
Rehit | Hitlag Multiplier | SDI Multiplier |
---|---|---|---|---|---|---|---|---|---|---|---|---|
20/30 | 90/100/83 | 11 | 1~2, 43~ | 5 | ||||||||
30 | 83 | 11 | 1~2, 43~ | 4 |
- Values are separated as spike/sweetspot/sourspot\
Back Aerial
Airborne +
DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. | Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. | Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". | AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. | Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. | ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has. |
---|---|---|---|---|---|
13.0 | 11~12 | 43 | 361 | -3 | N/A |
- No sourspots
- Combo, setplay and kill move (character defining move)
- Can setup tech situations, character dependent
Definitely a contender to one of the best B-Air in the entire series. How Cloud uses B-Air and how the opponent plays around it will be a primary factor of deciding games.
Base KB | Fixed KB | KB Growth | Landing Lag | Autocancel Window | Shieldstun | Shieldlag | Bonus Shield Damage | Direct Hitbox | Clang ReboundThe type of interaction when a hitbox interacts with another hitbox Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with. Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property. Transcendent cannot interact with other hitboxes. No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch. |
Rehit | Hitlag Multiplier | SDI Multiplier |
---|---|---|---|---|---|---|---|---|---|---|---|---|
20 | 95 | 8 | 1~4, 37~ | 5 |
Up Aerial
Airborne +
DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. | Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. | Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". | AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. | Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. | ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has. |
---|---|---|---|---|---|
11.0 | 8~9 | 45 | 80 | -5 | N/A |
8.0 | 10~23 | 45 | 80 | -5 | N/A |
- Main juggle tool
- Can combo into itself
- Can kill at very high percent
Base KB | Fixed KB | KB Growth | Landing Lag | Autocancel Window | Shieldstun | Shieldlag | Bonus Shield Damage | Direct Hitbox | Clang ReboundThe type of interaction when a hitbox interacts with another hitbox Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with. Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property. Transcendent cannot interact with other hitboxes. No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch. |
Rehit | Hitlag Multiplier | SDI Multiplier |
---|---|---|---|---|---|---|---|---|---|---|---|---|
42 | 80 | 9 | 32~ | 4 | ||||||||
42 | 80 | 9 | 32~ | 4 |
Down Aerial
Airborne +
Hit / HitboxWhich hit timing (such as early or late), or hitbox (such as sweetspot or sourspot) of this move that the data to the right is referring to. | DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. | Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. | Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". | AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. | Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. | ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has. |
---|---|---|---|---|---|---|
Early Hit | 15.0/13.0 | 11~13 | 65 | 270/60 | -11 | N/A |
Late Hit | 8.0 | 14-39 | 65 | 65 | -12 | N/A |
- Can be auto canceled
- Long lasting hitbox that can be used for landing
Hit / Hitbox | Base KB | Fixed KB | KB Growth | Landing Lag | Autocancel Window | Shieldstun | Shieldlag | Bonus Shield Damage | Direct Hitbox | Clang ReboundThe type of interaction when a hitbox interacts with another hitbox Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with. Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property. Transcendent cannot interact with other hitboxes. No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch. |
Rehit | Hitlag Multiplier | SDI Multiplier |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Early Hit | 10/30 | 100/105 | 16 | 1~4, 46~ | 5 | ||||||||
Late Hit | 80 | 55 | 16 | 1~4, 46~ | 4 |
Early Hit:
- Values are separated as spike (sweetspot)/sourspot
Special Moves
Blade Beam
Hit / HitboxWhich hit timing (such as early or late), or hitbox (such as sweetspot or sourspot) of this move that the data to the right is referring to. | DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. | Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. | Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". | AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. | Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. | ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has. |
---|---|---|---|---|---|---|
Grounded | 8.0/6.0Close/Far | 18-35/36-37 | 53 | 55 | -25 | N/A |
Aerial | 6.4/4.8Close/Far | 18-35/36-37 | 60 | 55 | -33 | N/A |
Hit / Hitbox | Base KB | Fixed KB | KB Growth | Landing Lag | Autocancel Window | Shieldstun | Shieldlag | Bonus Shield Damage | Direct Hitbox | Clang ReboundThe type of interaction when a hitbox interacts with another hitbox Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with. Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property. Transcendent cannot interact with other hitboxes. No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch. |
Rehit | Hitlag Multiplier | SDI Multiplier |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Grounded | 38 | 60 | N/A | N/A | 3 | ||||||||
Aerial | 38 | 60 | N/A | N/A | 3 |
Limit Blade Beam
Hit / HitboxWhich hit timing (such as early or late), or hitbox (such as sweetspot or sourspot) of this move that the data to the right is referring to. | DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. | Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. | Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". | AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. | Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. | ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has. |
---|---|---|---|---|---|---|
Ground, First Hit | 6.0 | 16-67 | 62 | 55 | -9 | |
Ground, Multihits | 2.0 | 1/7/13/19/25/28 | 62 | -9 | ||
Ground, Final Hit | 3.0 | 29-30 | 62 | -9 | ||
Aerial, First Hit | 4.8 | 16-67 | 62 | 55 | -9 | |
Aerial, Multihits | 1.6 | 1/7/13/19/25/28 | 62 | -9 | ||
Aerial, Final Hit | 2.4 | 29-30 | 62 | -9 |
Hit / Hitbox | Base KB | Fixed KB | KB Growth | Landing Lag | Autocancel Window | Shieldstun | Shieldlag | Bonus Shield Damage | Direct Hitbox | Clang ReboundThe type of interaction when a hitbox interacts with another hitbox Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with. Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property. Transcendent cannot interact with other hitboxes. No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch. |
Rehit | Hitlag Multiplier | SDI Multiplier |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Ground, First Hit | 38 | 60 | 2 | ||||||||||
Ground, Multihits | 2 | ||||||||||||
Ground, Final Hit | 2 | ||||||||||||
Aerial, First Hit | 38 | 60 | 2 | ||||||||||
Aerial, Multihits | 2 | ||||||||||||
Aerial, Final Hit | 2 |
Cross Slash
/
+
Hit / HitboxWhich hit timing (such as early or late), or hitbox (such as sweetspot or sourspot) of this move that the data to the right is referring to. | DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. | Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. | Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". | AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. | Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. | ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has. |
---|---|---|---|---|---|---|
Left, Hit 1 | 4.0 | 10-11 | 41 | 75/112/366 | -25 to -24 | N/A |
Left, Hit 2 | 3.0 | 2-3 | 32 | 95/60 | -25 to -24 | N/A |
Left, Hit 3 | 3.0 | 2-3 | 56 | 280/70 | -49 to -48 | N/A |
Left, Hit 4 | 3.0 | 11-12 | 56 | 95/110 | -40 to -39 | N/A |
Left, Hit 5 | 6.0 | 25-26 | 56 | 50 | -24 to -23 | N/A |
Right, Hit 1 | 4.0 | 10-11 | 41 | 75/112/366 | -25 to -24 | N/A |
Right, Hit 2 | 3.0 | 2-3 | 32 | 95/60 | -25 to -24 | N/A |
Right, Hit 3 | 3.0 | 2-3 | 56 | 280/70 | -49 to -48 | N/A |
Right, Hit 4 | 3.0 | 11-12 | 56 | 95/110 | -40 to -39 | N/A |
Right, Hit 5 | 6.0 | 25-26 | 56 | 50 | -24 to -23 | N/A |
- Great anti air
- Less consistent in the air
- Bizarrely, this move has different hitbox placements depending on whether Cloud is facing left or right, which can affect its range
Hit / Hitbox | Base KB | Fixed KB | KB Growth | Landing Lag | Autocancel Window | Shieldstun | Shieldlag | Bonus Shield Damage | Direct Hitbox | Clang ReboundThe type of interaction when a hitbox interacts with another hitbox Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with. Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property. Transcendent cannot interact with other hitboxes. No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch. |
Rehit | Hitlag Multiplier | SDI Multiplier |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Left, Hit 1 | 30/32 | 35/40 | N/A | N/A | 5 | ||||||||
Left, Hit 2 | 33/43 | 25 | N/A | N/A | 4 | ||||||||
Left, Hit 3 | 20 FKB | 100 | N/A | N/A | 4 | ||||||||
Left, Hit 4 | 37 FKB | 100 | N/A | N/A | 4 | ||||||||
Left, Hit 5 | 30 | 140 | N/A | N/A | 6 | ||||||||
Right, Hit 1 | 30/32 | 35/40 | N/A | N/A | 5 | ||||||||
Right, Hit 2 | 33/43 | 25 | N/A | N/A | 4 | ||||||||
Right, Hit 3 | 20 FKB | 100 | N/A | N/A | 4 | ||||||||
Right, Hit 4 | 37 FKB | 100 | N/A | N/A | 4 | ||||||||
Right, Hit 5 | 30 | 140 | N/A | N/A | 6 |
Limit Cross Slash
Hit / HitboxWhich hit timing (such as early or late), or hitbox (such as sweetspot or sourspot) of this move that the data to the right is referring to. | DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. | Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. | Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". | AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. | Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. | ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has. |
---|---|---|---|---|---|---|
Left, Hit 1-2 | 5.0 | 10-17 | 61 | 367 | -44 to -37 | N/A |
Left, Hit 3 | 3.0 | 21-23 | 61 | 280/70 | -35 to -33 | N/A |
Left, Hit 4 | 3.0 | 28-29 | 61 | 95/110 | -28 to -27 | N/A |
Left, Hit 5 | 10.0 | 39 | 61 | 50 | -11 | N/A |
Right, Hit 1-2 | 5.0 | 10-17 | 61 | 367 | -44 to -37 | N/A |
Right, Hit 3 | 3.0 | 21-23 | 61 | 280/70 | -35 to -33 | N/A |
Right, Hit 4 | 3.0 | 28-29 | 61 | 95/110 | -28 to -27 | N/A |
Right, Hit 5 | 10.0 | 39 | 61 | 50 | -11 | N/A |
- Great anti air
- Great for covering recovery trajectories
- Floats in the air until the hitbox is over
- Final hit has low ending lag, making it hard to whiff punish
- Bizarrely, this move has different hitbox placements depending on whether Cloud is facing left or right, which can affect its range
Hit / Hitbox | Base KB | Fixed KB | KB Growth | Landing Lag | Autocancel Window | Shieldstun | Shieldlag | Bonus Shield Damage | Direct Hitbox | Clang ReboundThe type of interaction when a hitbox interacts with another hitbox Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with. Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property. Transcendent cannot interact with other hitboxes. No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch. |
Rehit | Hitlag Multiplier | SDI Multiplier |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Left, Hit 1-2 | 80 FKB | 100 | N/A | N/A | 6 | ||||||||
Left, Hit 3 | 14 FKB/21 FKB | 100 | N/A | N/A | 4 | ||||||||
Left, Hit 4 | 26 FKB | 100 | N/A | N/A | 4 | ||||||||
Left, Hit 5 | 30 | 147 | N/A | N/A | 10 | ||||||||
Right, Hit 1-2 | 80 FKB | 100 | N/A | N/A | 6 | ||||||||
Right, Hit 3 | 14 FKB/21 FKB | 100 | N/A | N/A | 4 | ||||||||
Right, Hit 4 | 26 FKB | 100 | N/A | N/A | 4 | ||||||||
Right, Hit 5 | 30 | 147 | N/A | N/A | 10 |
Climhazzard
+
Hit / HitboxWhich hit timing (such as early or late), or hitbox (such as sweetspot or sourspot) of this move that the data to the right is referring to. | DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. | Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. | Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". | AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. | Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. | ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has. |
---|---|---|---|---|---|---|
Iniital Hit | 3.0 | 7 | 66 | 40/78/102 | -54 | N/A |
Second Hit, Early | 4.0 | 10 | 66 | 94/96 | -50 | N/A |
Second Hit, Mid | 4.0 | 11 | 66 | 90 | -49 | N/A |
Second Hit, Later | 4.0 | 12-15 | 66 | 85/96/90 | -48 to -45 | N/A |
Fall | 4.5 | 12 | 13 | 262/45 | 5 | N/A |
Landing | 3.5 | 1-2 | 27 | 64 | -21 to -20 | N/A |
- Fast OoS with good range
- Can be inconsistent for hitting with both hits. Is affected by DI (No SDI multiplier)
- Has a strong spike hitbox when falling
Hit / Hitbox | Base KB | Fixed KB | KB Growth | Landing Lag | Autocancel Window | Shieldstun | Shieldlag | Bonus Shield Damage | Direct Hitbox | Clang ReboundThe type of interaction when a hitbox interacts with another hitbox Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with. Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property. Transcendent cannot interact with other hitboxes. No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch. |
Rehit | Hitlag Multiplier | SDI Multiplier |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Iniital Hit | 80 FKB | 100 | N/A | N/A | 4 | ||||||||
Second Hit, Early | 121 FKB | 100 | N/A | N/A | 5 | ||||||||
Second Hit, Mid | 98 | 40 | N/A | N/A | 5 | ||||||||
Second Hit, Later | 50/70 | 50/40 | N/A | N/A | 5 | ||||||||
Fall | 110 FKB/50 | 100/80 | N/A | N/A | 5 | ||||||||
Landing | 64 | 128 | N/A | N/A | 4 |
Limit Climhazzard
Hit / HitboxWhich hit timing (such as early or late), or hitbox (such as sweetspot or sourspot) of this move that the data to the right is referring to. | DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. | Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. | Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". | AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. | Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. | ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has. |
---|---|---|---|---|---|---|
Initial Hit | 6.0 | 7-9 | 69 | 40/78/102 | -55 to -53 | N/A |
2nd Hit | 7.0 | 10 | 69 | 88 | -51 | N/A |
2nd Hit, Later | 7.0 | 11-15 | 69 | 88/90 | -50 to -46 | N/A |
- Fast OoS with good range
- Reliable kill move
Hit / Hitbox | Base KB | Fixed KB | KB Growth | Landing Lag | Autocancel Window | Shieldstun | Shieldlag | Bonus Shield Damage | Direct Hitbox | Clang ReboundThe type of interaction when a hitbox interacts with another hitbox Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with. Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property. Transcendent cannot interact with other hitboxes. No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch. |
Rehit | Hitlag Multiplier | SDI Multiplier |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Initial Hit | 80 FKB | 100 | N/A | N/A | 6 | ||||||||
2nd Hit | 50 | 142 | N/A | N/A | 7 | ||||||||
2nd Hit, Later | 50/98 | 110/40 | N/A | N/A | 7 |
Limit Charge
+
Hit / HitboxWhich hit timing (such as early or late), or hitbox (such as sweetspot or sourspot) of this move that the data to the right is referring to. | DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. | Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. | Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". | AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. | Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. | ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has. |
---|---|---|---|---|---|---|
- | - | 7 Min | - | - | - |
- Takes X seconds for a full charge
Hit / Hitbox | Base KB | Fixed KB | KB Growth | Landing Lag | Autocancel Window | Shieldstun | Shieldlag | Bonus Shield Damage | Direct Hitbox | Clang ReboundThe type of interaction when a hitbox interacts with another hitbox Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with. Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property. Transcendent cannot interact with other hitboxes. No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch. |
Rehit | Hitlag Multiplier | SDI Multiplier |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|
- | - | - | - | - |
Finishing Touch
While in Limit Break, +
Hit / HitboxWhich hit timing (such as early or late), or hitbox (such as sweetspot or sourspot) of this move that the data to the right is referring to. | DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. | Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. | Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". | AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. | Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. | ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has. |
---|---|---|---|---|---|---|
Ground, Clean | 1.0 | 12 | 85 | 80 | -70 | N/A |
Ground, Clean | 1.0 | 13-21 | 85 | 80 | -69 to -61 | N/A |
Ground, Windbox | 0.0 | 22-26 | 85 | 361 | -60 to -56 | N/A |
Aerial, Clean | 1.0 | 14-16 | 88 | 80 | -71 to -69 | N/A |
Aerial, Clean | 1.0 | 17-24 | 88 | 80 | -68 to -61 | N/A |
Aerial,Windbox | 0.0 | 25-29 | 88 | 361 | -60 to -56 | N/A |
Hit / Hitbox | Base KB | Fixed KB | KB Growth | Landing Lag | Autocancel Window | Shieldstun | Shieldlag | Bonus Shield Damage | Direct Hitbox | Clang ReboundThe type of interaction when a hitbox interacts with another hitbox Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with. Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property. Transcendent cannot interact with other hitboxes. No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch. |
Rehit | Hitlag Multiplier | SDI Multiplier |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Ground, Clean | 60 | 431 | N/A | N/A | 2 | ||||||||
Ground, Clean | 60 | 406 | N/A | N/A | 2 | ||||||||
Ground, Windbox | 80 FKB | 100 | N/A | N/A | 2 | ||||||||
Aerial, Clean | 60 | 371 | N/A | N/A | 2 | ||||||||
Aerial, Clean | 60 | 349 | N/A | N/A | 2 | ||||||||
Aerial,Windbox | 80 FKB | 86 | N/A | N/A | 2 |
Grabs & Throws
Grab
Hit / HitboxWhich hit timing (such as early or late), or hitbox (such as sweetspot or sourspot) of this move that the data to the right is referring to. | DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. | Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. | Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". | AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. | Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. | ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has. |
---|---|---|---|---|---|---|
Standing | N/A | 9~10 | 37 | N/A | N/A | N/A |
Dash | N/A | 12~13 | 45 | N/A | N/A | N/A |
Pivot | N/A | 13~14 | 40 | N/A | N/A | N/A |
Pummel | 1.3 | 1 | 7 | 361 | -2 | N/A |
- Standing Grab
- Pivot Grab (While Dashing,
/ >
)
- Dash Grab (While Dashing,
)
- Pummel (After grabbing,
)
Hit / Hitbox | Base KB | Fixed KB | KB Growth | Landing Lag | Autocancel Window | Shieldstun | Shieldlag | Bonus Shield Damage | Direct Hitbox | Clang ReboundThe type of interaction when a hitbox interacts with another hitbox Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with. Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property. Transcendent cannot interact with other hitboxes. No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch. |
Rehit | Hitlag Multiplier | SDI Multiplier |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Standing | N/A | N/A | N/A | N/A | N/A | ||||||||
Dash | N/A | N/A | N/A | N/A | N/A | ||||||||
Pivot | N/A | N/A | N/A | N/A | N/A | ||||||||
Pummel | 30 FKB | 100 | N/A | N/A | 3 |
Forward Throw
After grabbing,
Hit / HitboxWhich hit timing (such as early or late), or hitbox (such as sweetspot or sourspot) of this move that the data to the right is referring to. | DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. | Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. | Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". | AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. | Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. | ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has. |
---|---|---|---|---|---|---|
Collateral | 4.0 | 7~8 | 36 | 45 | -23 | all invincible 1~9 |
Throw | 3.0 | 9 | 36 | 49 | N/A | all invincible 1~9 |
- Good for resetting corner situations
Hit / Hitbox | Base KB | Fixed KB | KB Growth | Landing Lag | Autocancel Window | Shieldstun | Shieldlag | Bonus Shield Damage | Direct Hitbox | Clang ReboundThe type of interaction when a hitbox interacts with another hitbox Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with. Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property. Transcendent cannot interact with other hitboxes. No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch. |
Rehit | Hitlag Multiplier | SDI Multiplier |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Collateral | 60 | 120 | N/A | N/A | 5 | ||||||||
Throw | 48 | 125 | N/A | N/A | N/A |
Back Throw
After grabbing,
Hit / HitboxWhich hit timing (such as early or late), or hitbox (such as sweetspot or sourspot) of this move that the data to the right is referring to. | DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. | Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. | Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". | AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. | Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. | ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has. |
---|---|---|---|---|---|---|
Throw | 3.0 | 15 | 32 | 38 | N/A | all invincible 1-15 |
Collateral | 3.0 | 13~14 | 32 | 45 | -14 | all invincible 1~15 |
- Good for resetting corner situations
Hit / Hitbox | Base KB | Fixed KB | KB Growth | Landing Lag | Autocancel Window | Shieldstun | Shieldlag | Bonus Shield Damage | Direct Hitbox | Clang ReboundThe type of interaction when a hitbox interacts with another hitbox Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with. Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property. Transcendent cannot interact with other hitboxes. No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch. |
Rehit | Hitlag Multiplier | SDI Multiplier |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Throw | 48 | 110 | N/A | N/A | N/A | ||||||||
Collateral | 48 | 90 | N/A | N/A | 4 |
Up Throw
After grabbing,
Hit / HitboxWhich hit timing (such as early or late), or hitbox (such as sweetspot or sourspot) of this move that the data to the right is referring to. | DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. | Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. | Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". | AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. | Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. | ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has. |
---|---|---|---|---|---|---|
Hit 1 | 2.0 | 8~9 | 51 | 50 | -39 | all invincible 1-15 |
Hit 2 | 2.5 | 13-14 | 51 | 50 | -33 | all invincible 1-15 |
Throw | 4.0 | 15 | 51 | 80 | N/A | all invincible 1-15 |
- Most damaging throw
- Sets up juggle situation
Hit / Hitbox | Base KB | Fixed KB | KB Growth | Landing Lag | Autocancel Window | Shieldstun | Shieldlag | Bonus Shield Damage | Direct Hitbox | Clang ReboundThe type of interaction when a hitbox interacts with another hitbox Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with. Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property. Transcendent cannot interact with other hitboxes. No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch. |
Rehit | Hitlag Multiplier | SDI Multiplier |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Hit 1 | 80 | 150 | N/A | N/A | 3 | ||||||||
Hit 2 | 80 | 150 | N/A | N/A | 4 | ||||||||
Throw | 78 | 97 | N/A | N/A | N/A |
Down Throw
After grabbing,
DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. | Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. | Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". | AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. | Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. | ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has. |
---|---|---|---|---|---|
7.0 | 18 | 44 | 122 | N/A | all invincible 1-18 |
- The first throw that can kill, but only at very high percent
Base KB | Fixed KB | KB Growth | Landing Lag | Autocancel Window | Shieldstun | Shieldlag | Bonus Shield Damage | Direct Hitbox | Clang ReboundThe type of interaction when a hitbox interacts with another hitbox Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with. Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property. Transcendent cannot interact with other hitboxes. No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch. |
Rehit | Hitlag Multiplier | SDI Multiplier |
---|---|---|---|---|---|---|---|---|---|---|---|---|
40 | 110 | N/A | N/A | N/A |
Misc. Attacks
Ledge Attack
while holding the ledge
DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. | Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. | Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". | AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. | Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. | ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has. |
---|---|---|---|---|---|
10.0 | 20-22 | 56 | 45 | -25 to -23 | all intangible 1-22 |
- PlaceHolder
Base KB | Fixed KB | KB Growth | Landing Lag | Autocancel Window | Shieldstun | Shieldlag | Bonus Shield Damage | Direct Hitbox | Clang ReboundThe type of interaction when a hitbox interacts with another hitbox Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with. Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property. Transcendent cannot interact with other hitboxes. No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch. |
Rehit | Hitlag Multiplier | SDI Multiplier |
---|---|---|---|---|---|---|---|---|---|---|---|---|
90 | 20 | N/A | N/A | 10 |
Getup Attack
after getting knocked down
Hit / HitboxWhich hit timing (such as early or late), or hitbox (such as sweetspot or sourspot) of this move that the data to the right is referring to. | DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. | Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. | Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". | AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. | Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. | ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has. |
---|---|---|---|---|---|---|
Facing Up | 7.0 | 20-25 | 46 | 48 | -18 to -13 | all intangible 1-25 |
Facing Down | 7.0 | 20-25 | 46 | 48 | -18 to -13 | all intangible 1-25 |
It's a Getup Attack.
Hit / Hitbox | Base KB | Fixed KB | KB Growth | Landing Lag | Autocancel Window | Shieldstun | Shieldlag | Bonus Shield Damage | Direct Hitbox | Clang ReboundThe type of interaction when a hitbox interacts with another hitbox Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with. Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property. Transcendent cannot interact with other hitboxes. No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch. |
Rehit | Hitlag Multiplier | SDI Multiplier |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Facing Up | 80 | 48 | N/A | N/A | 7 | ||||||||
Facing Down | 80 | 48 | N/A | N/A | 7 |
Trip Attack
after tripping
DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. | Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. | Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". | AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. | Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. | ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has. |
---|---|---|---|---|---|
5.0 | 20-25 | 50 | 361 | -23 to -18 | all intangible 1-7 |
- PlaceHolder
Base KB | Fixed KB | KB Growth | Landing Lag | Autocancel Window | Shieldstun | Shieldlag | Bonus Shield Damage | Direct Hitbox | Clang ReboundThe type of interaction when a hitbox interacts with another hitbox Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with. Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property. Transcendent cannot interact with other hitboxes. No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch. |
Rehit | Hitlag Multiplier | SDI Multiplier |
---|---|---|---|---|---|---|---|---|---|---|---|---|
60 | 50 | N/A | N/A | 6 |
![]() |
To edit frame data, edit values in SSBU/Cloud/Data. |
![](http://static.miraheze.org/dragdownwiki/thumb/8/89/SSBU_Cloud_Stock.png/50px-SSBU_Cloud_Stock.png)
Essentials
• Controls • FAQ •
The Basics
• Movement •
Offense •
Defense •
Detailed & Advanced Information
• Damage/Knockback • Frame Data Explanations • States of Play • Universal Strategy • Esoterica •
Archived Information
• Patch Notes • Tier Lists • Alternate Resources • Discords •
Placeholder