A lot of my complaints with this PSA have already been brought up, but I did notice a few things that no one else has seemed to mention.
Firstly, Limit Break stuff. I noticed that Cloud doesn't gain Limit from dealing damage. In Smash 4, Cloud gains limit once he deals 250% damage. This is super easy to do in PSA once you know what you're doing; you just have to use the "If Hitbox Connects" requirement on the SFX or GFX tabs and then have it add to whatever variable controls limit. I didn't test if Cloud gains Limit from taking damage, though there is a variable that controls damage taken. I also noticed that Limit Break persists after death, which should not be the case. Even though the meter appears to be empty if you're hit out of Limit Charge or die, the charge is stored. It's a graphical error, but it makes Cloud so much harder to play.
Secondly, Climhazzard doesn't work like the Smash 4 version at all. If this isn't meant to be a 1-1 port, than it's kind of okay, but the move goes lower than it's supposed to, and Cloud can grab the ledge at any point during the downward slash. In Smash 4, Cloud can only grab the ledge after he falls back to his starting point.
Lastly, up smash's hitbox is incorrect. If your opponent stands on one of the platforms on battlefield and then Cloud uses up smash, it does nothing. In Smash 4, the move lasts until the sword reaches behind Cloud's head, but here it only seems to connect during the swing itself. The sword trail still persists, so it even looks like the move should connect, but it doesn't.
Overall, this is a good start, but it's far from finished IMO.
Firstly, Limit Break stuff. I noticed that Cloud doesn't gain Limit from dealing damage. In Smash 4, Cloud gains limit once he deals 250% damage. This is super easy to do in PSA once you know what you're doing; you just have to use the "If Hitbox Connects" requirement on the SFX or GFX tabs and then have it add to whatever variable controls limit. I didn't test if Cloud gains Limit from taking damage, though there is a variable that controls damage taken. I also noticed that Limit Break persists after death, which should not be the case. Even though the meter appears to be empty if you're hit out of Limit Charge or die, the charge is stored. It's a graphical error, but it makes Cloud so much harder to play.
Secondly, Climhazzard doesn't work like the Smash 4 version at all. If this isn't meant to be a 1-1 port, than it's kind of okay, but the move goes lower than it's supposed to, and Cloud can grab the ledge at any point during the downward slash. In Smash 4, Cloud can only grab the ledge after he falls back to his starting point.
Lastly, up smash's hitbox is incorrect. If your opponent stands on one of the platforms on battlefield and then Cloud uses up smash, it does nothing. In Smash 4, the move lasts until the sword reaches behind Cloud's head, but here it only seems to connect during the swing itself. The sword trail still persists, so it even looks like the move should connect, but it doesn't.
Overall, this is a good start, but it's far from finished IMO.
