*Everyone precedes to ignore your post.
Luckily I've basically been playing against just Cloud's for the past week since he's my crew's flavor of the week. Unfortunately though I've been basically only playing Mewtwo though I did pull out Ludwig a few times and here is what I could gather.
-Kart Dash needs to be used wisely. You can't just throw this out willy nilly like in other MU's even as a mix-up. His sword beam can completely cover our jump and dash at the same time if he times it off a SH correctly. It doesn't completely negate side-b but it's one of Cloud's easiest options to stop it. If you want to dash throw out a mech first so that way it can block the sword beam; note that it takes a least two fresh sword beams to destroy a mech.
-Respect his range atm. This one will probably change if I can get a better grasp on the MU but I found that it's best right now to respect his disjoint. Specifically his aerials, they have little landing lag for the most part so punishing them oos is pretty difficult. I would suggest trying to stay out of his range and avoid getting greedy with oos punishes cause they may not work out in your favor. We've had a bad track record against disjoints so this could be the break or make for this MU.
-Use mechs a lot. Mech set-ups are crucial against Cloud since he has not easy way to stop them reliably. He can dash attack to try and pick them up though that's really easy to punish even if he doesn't hit your shield. Like against any other character only throw them out when you are either in an advantageous position or playing a keep away neutral game. My friends quickly realized that getting rid of mechs was not the best way to proceed so they instead tried to avoid them by either jumping or sitting on a top platform.
-His u-air is not so threatening against us. Cloud's u-air is notorious for being one of the best juggling tools in the game and while he can juggle us pretty if we are careless, for the most part we can easily avoid them with smart side-b's. That being said I would not try to go straight for the stage but rather I would try to grab ledge. Cloud doesn't have the best way to cover get-ups or gimp recoveries (though watch out for his d-air since it lingers).
-Be warry of his d-air if you are juggling. Cloud's d-air is pretty good at stopping juggles because of it's range, disjoint, and lingering hitbox. It's not too threatening though and can easily be read, just letting you know to keep your eyes out.
-Were heavy af so Cloud can't kill reliably outside of Finishing Touch since his edge-guarding is **** and his smashes are slow.
-Cloud's recovery is **** without Limit Break. This should come as no surprise to anyone but we wreck Cloud anywhere off-stage. His recovery doesn't sweetspot the ledge nor does he have anyway to extend his horizontal recovery. This just screams Koopaling food, most of our game plan is going to revolve around getting him offstage and though the hoops you go through may be a bit more difficult but the reward is so high if you can just hit him once. Also don't over complicate your edge-guard. I found something as simple as using a downward angled f-smash to do the job quite well. If Cloud's got a LB on deck or your not quite confident you can gimp him, don't fret and trying covering his get-up options instead. Yeah I would be beating a dead horse if I said that we have among the best ledge coverage in the game so I'll just leave it at that. Overall horizontally killing him is the best way to go especially since side-b --> up-b is harder to kill with.
Overall there is still a ton of research to be done so I wouldn't write the MU as anything quite yet. I feel it could sway in either characters favor as more people learn how to play Cloud and given out track record against characters with disjoints I could see Cloud overall winning.
I want some feedback on this
Mr Moosebones
and
krazyzyko
since you may have more experience then I do.
(BTW do we have a name for side-b --> up-b?)