AAA Combo : Kinda hard to land. I don't use it anymore, because it is really hard to pull off, and not rewarding enough ... Maybe extending a bit the hitbox of the last hit would help a lot, I think.
Side-Tilt : It's okay.
Down-Tilt : Hey, nice animation. Am I seeing things, or is he spinning a little when using this move ? Problem is, neither this move or his D-Smash can hit something right at his feet. Try it on some of the switches of SSE ...
I think adding a slight hitbox near the feet would be better. Even if not powerful.
Up-Tilt : It's a really quick move, and quite powerful. I'd suggest nerfing it down just a little bit. A very slight nerf ...
Dash attack : A bit hard to land and not that powerful. But Cloud barely uses this move at all, so ... well.
Side-Smash : Uh ... at first I thought it had a bit too much range considering its power. Now, I'm not so sure anymore, since I don't remember landing it a lot in standart matches.
Up-Smash : This thing has a long delay, and is alright in power. But that's tolerable. The animation looks a bit weird, though. But I can't figure out how it could look better.
Down-Smash : Good lord, this move is sooooo slow. |-D I don't even remember if it's powerful. I've landed it like ... what ? 2 times in ten matches ? >_< Please, give it less starting lag, and a bit less ending lag. It's barely useable, right now.
Neutral-Aerial : Very good. Great animation, great move. Nothing else to add.
Forward-Aerial : Ugh ... this is a really strong KO move, with very good reach and few lag. I really suggest you slow it up a bit. This is just overkill, right now.
Back-Aerial : (Just out of curiosity, was this one changed in some way ?
). Good, very good. Another quick and powerful KO move. Since he has this, I already suggested to nerf his AFA a bit.
Up-Aerial : Umh ... an okay move. Don't change anything.
Down-Aerial : Too powerful considering its speed. It's like Ike's D-Air only faster and with a bigger area of effect. You should either add some starting/ending lag, or reduce its power.
Neutral-B (Ground) : This shouldn't hit this many times ... It slows the enemy down so much. I wouldn't have thought of Fire as a "get away from me move", but I found myself using it as one really fast. Besides, a quick charge time is okay, as well as a longer reach with the charge. Keeping it like this lets Cloud maintain his smooth gameplay ... But please, don't make the fully-charged Fire
that deadly.
You should either tone down the power, or add more charge time. I'd prefer the first option, as it is a better idea for Cloud's flexible gameplay.
I'd say the attack should have a very slight increase of power when charging (less than 30% more at full charge), and keep the fast-charged, long range fireballs.
Neutral-B (Aerial) : Definitely too powerful. It's like the close-range spam attack from hell. Landing the four hits is really easy, it has almost no starting or ending lag, and it both damages and kills quickly. I really like the idea of the aerial combo. But as an "easy to pull off" finisher ? Bleh.
I think you should tone down the damage/knockback a bit, and add a little more starting OR ending lag.
Side-B (Ground) : Good. The second hit looks a little weird though (and does almost nothing to the opponent except slow you down).
Side-B (Aerial) : Very good. I'm just a little disappointed it doesn't spike if it did. But it would be a bit too powerful ... Maybe giving it lower knockback in both power and degree ?
But if you don't, it's really okay, I guess.
Up-B (Ground) : This is kinda useless as a ground move.
Maybe a little wind push back effect to spice it up a little bit ? ^^
Up-B (Aerial) : Nice recovery. It just lacks a voice/sound effect, I think. I don't really manage to use it consistently as an attack, though.
Down-B (Ground) : Range is much too wide. o_Ô Seriously. How do you avoid that ? Please shorten it to something more adequate for its power and knockback.
Down-B (Aerial) : I never managed to pull it off in any regular match. Is it supposed to spike ? I don't even know. I say you should fasten the spinning animation. It's certainly THE most "not-flexible-at-all" move in Cloud's flexible moveset. (With the D-Smash just behind.)
Final Smash : Oooh, nice ... I like the attacks a lot. I think you already know what should disappear in a future version ... all the remaining fire effect in the beginning, and at the end.
Taunts : Very good. And why does Cloud taunt people by dying ? XD
Grabs : Unchanged, I suppose ?