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{{Disambig2|Cloud's appearance in ''Super Smash Bros. 4''|the character in other contexts|Cloud Strife}} | {{Disambig2|Cloud's appearance in ''[[Super Smash Bros. 4]]''|the character in other contexts|Cloud Strife}} | ||
{{Infobox Character | {{Infobox Character | ||
|name = Cloud | |name = Cloud | ||
|image | |image = [[File:Cloud SSB4.png|255px]] | ||
|game = SSB4 | |game = SSB4 | ||
|universe = {{uv|Final Fantasy}} | |universe = {{uv|Final Fantasy}} | ||
|availability = [[Downloadable content | |availability = [[Downloadable content|Downloadable]] | ||
|tier = S | |tier = S | ||
|ranking = | |ranking = 3 | ||
}} | }} | ||
:{{Cquote| | :{{Cquote|Cloud Storms Into Battle!|cite=Introduction Tagline}} | ||
'''Cloud''' ({{ja|クラウド|Kuraudo}}, ''Cloud'') is a playable character in ''[[Super Smash Bros. 4]]''. He was officially announced during the November 12th, 2015 [[Nintendo Direct]], and released as | '''Cloud''' ({{ja|クラウド|Kuraudo}}, ''Cloud'') is a playable character in ''[[Super Smash Bros. 4]]''. He was officially announced during the November 12th, 2015 [[Nintendo Direct]], and released as [[DLC]] on December 15th, 2015. He is one of six third-party characters in the game, alongside [[Capcom]]'s {{SSB4|Mega Man}} and {{SSB4|Ryu}}, [[Sega]]'s {{SSB4|Sonic}} and {{SSB4|Bayonetta}}, and [[Bandai Namco]]'s {{SSB4|Pac-Man}}. | ||
In all [[region]]s, Cloud is voiced by {{s|wikipedia|Takahiro Sakurai}}, his official Japanese voice actor from ''{{ | In all [[region]]s, Cloud is voiced by {{s|wikipedia|Takahiro Sakurai}}, his official Japanese voice actor from ''{{s|wikipedia|Final Fantasy VII: Advent Children}}'' onward. This in spite of him having an official (though union-based) English voice actor in [[wikipedia:Steve Burton (actor)|Steve Burton]]. | ||
Cloud is ranked | Cloud is ranked 3rd out of 58 on the current [[tier list]], placing him in the S tier. The [[Buster Sword]] grants him some of the greatest [[reach]] and longest [[disjoint]]ed hitboxes of any character; furthermore, he is highly mobile both in the air and on the ground, with quick, high [[jump]]s and a fast [[dash]]. This, together with surprisingly fast frame data for a character of his range and power, grants Cloud potent zoning, [[spacing]], and [[neutral game]]s. The speed and utility of his [[aerial attack]]s make him dangerous in the air, and his attacks flow together well, letting him [[combo]] with ease. Cloud can also force [[approach]]es by using [[Limit Charge]], while a full [[charge]] boosts his mobility even further and significantly strengthens his [[special move]]s. | ||
Cloud's primary flaw is his poor [[recovery]]. Despite his aerial maneuverability and an effective [[wall jump]], [[Climhazzard]] gains very little height and no horizontal distance; its inability to [[sweetspot]] [[edge]]s for most of its duration also leaves him vulnerable to [[gimp]]ing. His KO ability is weaker if Limit Break is not fully charged, as many of his strongest attacks are risky to use due to their punishability if missed. Furthermore, his attacks require precise spacing to be safely and effectively landed, especially off-stage. Cloud also has difficulty approaching from the ground, due to his unsafe ground attacks, and [[Blade Beam]], his only projectile, is slow and punishable when not under the effects of Limit. Finally, Cloud's height and above-average [[weight]] and [[falling speed]] make him somewhat susceptible combos. | |||
Despite his flaws and risks, Cloud's innate strengths have allowed him to maintain excellent tournament | Despite his flaws and risks, Cloud's innate strengths have allowed him to maintain excellent tournament standings, with a large playerbase that either use him as a [[main]] or as a fallback [[pocket character]]. | ||
==Attributes== | ==Attributes== | ||
Cloud is a [[Weight| | Cloud is a [[Weight|semi-heavyweight]] swordsman with surprisingly quick mobility overall. He has average [[walking speed]], the tenth fastest [[dash]]ing speed, above average [[air speed]], average [[air acceleration]], and a fast [[jumpsquat]], granting him both quick ground and aerial mobility. He has above average [[falling speed]] and high [[gravity]], however, preventing him from staying in the air for long despite his good aerial maneuverability. Under Limit Break status, his mobility is even better; his traction slightly improves, his walking speed becomes the eleventh fastest, his dashing speed the fifth fastest, his falling speed the fourth fastest, and his air speed becomes the fastest in the game under normal circumstances (only being slower than the lightest possible {{SSB4|Mii Brawler}}, [[Wario-Man]], and [[Giga Mac]]). His increased gravity and falling speed, however, make his jumps slightly lower and prevent him from auto-cancelling some of his [[aerial attack]]s (notably [[back aerial]] and [[up aerial]]) as easily. As a result, his Limit Break status only marginally benefits his aerial mobility, but it can nevertheless help him move along the ground better. | ||
Cloud's greatest asset is the overall [[range]] throughout his moveset, courtesy of his Buster Sword: it grants Cloud's attacks the overall second longest [[disjointed]] range in the game, surpassed only by {{SSB4|Shulk}}. Thanks to his range and speed, Cloud can space out the opponent quite easily, stuff out opposing [[approach]]es and adeptly [[Punishment|punish]] most careless attacks. A prime example of this trait is Cloud's aerial | Cloud's greatest asset is the overall [[range]] throughout his moveset, courtesy of his Buster Sword: it grants Cloud's attacks the overall second longest [[disjointed]] range in the game, surpassed only by {{SSB4|Shulk}}. Thanks to his range and speed, Cloud can space out the opponent quite easily, stuff out opposing [[approach]]es and adeptly [[Punishment|punish]] most careless attacks. A prime example of this trait is Cloud's aerial attack]: his [[neutral aerial]] covers a very wide area, making it a go-to option for spacing or air-to-ground transition movement. It is also very fast on both ends, can [[autocancel]] from a short hop, and has a low launching angle, all of which make it a great [[edgeguarding]] tool despite its low [[knockback]]. | ||
His up aerial has good [[damage]] output, decent knockback, high speed, a long duration, a very generous autocancel window, and an enormous overall hitbox, making it an all-purpose attack and discouraging most opponents from trying to attack Cloud from overhead. His [[down aerial]] is not only a very strong [[meteor smash]] when sweetspotted, but also possesses one of the most active late hitboxes in the game, which grants it good anti-juggling potential and allows him to follow up into another move if it connects while he is falling. Like up aerial, it also has a long autocancel window, being able to autocancel from a jump regardless of his Limit Break status. Back aerial has tremendous range, decent power, and the lowest [[landing lag]] among Cloud's aerials, and also autocancels from a short hop, allowing him to edgeguard and space effectively, though it can often miss low opponents. Forward aerial is very strong when | His up aerial has good [[damage]] output, decent knockback, high speed, a long duration, a very generous autocancel window, and an enormous overall hitbox, making it an all-purpose attack and discouraging most opponents from trying to attack Cloud from overhead. His [[down aerial]] is not only a very strong [[meteor smash]] when sweetspotted, but also possesses one of the most active late hitboxes in the game, which grants it good anti-juggling potential and allows him to follow up into another move if it connects while he is falling. Like up aerial, it also has a long autocancel window, being able to autocancel from a jump regardless of his Limit Break status. Back aerial has tremendous range, decent power, and the lowest [[landing lag]] among Cloud's aerials, and also autocancels from a short hop, allowing him to edgeguard and space effectively, though it can often miss low opponents. Forward aerial is very strong when hit clean, and is also a [[meteor smash]] on aerial opponents when sweetspotted. Like down aerial, it autocancels from a full jump and has low landing lag in relation to its range and power, however, it has the slowest startup of his aerials, making it his riskiest aerial to use regardless. | ||
His grounded moveset is not quite as overwhelming. His [[neutral attack]] is his fastest attack, and the third hit can force a [[tech-chase]]. His [[down tilt]] is a low-profile slide and can be a great tool to put the opponent at a disadvantage. His [[up tilt]] is a reliable combo starter until high percentages, chaining into itself at low percentages, and comboing into [[up smash]] or his neutral, back and up aerials. His up smash, in particular, covers a very large arc, has decent speed, and high knockback despite its surprisingly low damage, making it his best and least risky KOing option out of his standard moveset. His [[forward tilt]] has decent power and speed, but has little utility aside from as a quick punish, or being used as a [[KO]]ing option at extreme percentages. His [[dash attack]] is a fast punishing tool from a distance and, due to its power, can put opponents in a bad position. It is easily punished when shielded or avoided, however. Cloud's [[forward smash]] is his most powerful non-Limit Break move, though to compensate it also takes the longest to start and is very punishable if it whiffs. His [[down smash]] is also prone to punishment if the front hit is avoided, but it drags the opponent into the back hit if it connects, the latter being a strong semi-spike. | His grounded moveset is not quite as overwhelming. His [[neutral attack]] is his fastest attack, and the third hit can force a [[tech-chase]]. His [[down tilt]] is a low-profile slide, and can be a great tool to put the opponent at a disadvantage. His [[up tilt]] is a reliable combo starter until high percentages, chaining into itself at low percentages, and comboing into [[up smash]] or his neutral, back and up aerials. His up smash, in particular, covers a very large arc, has decent speed, and high knockback despite its surprisingly low damage, making it his best and least risky KOing option out of his standard moveset. His [[forward tilt]] has decent power and speed, but has little utility aside from as a quick punish, or being used as a [[KO]]ing option at extreme percentages. His [[dash attack]] is a fast punishing tool from a distance and, due to its power, can put opponents in a bad position. It is easily punished when shielded or avoided, however. Cloud's [[forward smash]] is his most powerful non-Limit Break move, though to compensate it also takes the longest to start and is very punishable if it whiffs. His [[down smash]] is also prone to punishment if the front hit is avoided, but it drags the opponent into the back hit if it connects, the latter being a strong semi-spike. | ||
Cloud's special moveset also | Cloud's special moveset also offers interesting options. [[Blade Beam]] is a [[projectile]] with good range and activity, making it useful for forcing approaches, though it gets weakened over duration and has high endlag, which hampers its otherwise useful utility. It also stalls Cloud in the air, giving it additional, if situational, utility in [[guard breaking]]. [[Cross Slash]] is very similar to [[Dancing Blade]] and [[Double-Edge Dance]], requiring additional inputs from the player to initiate the remaining slashes. In contrast, it has wider input windows, but the full move is only allowed to continue if all hits connect. It can also stall Cloud in the air, just like Blade Beam, though much more briefly. [[Climhazzard]] is similar to [[Aether]] and [[Final Cutter]], as it is an ascending slash, but differs from them in that it can be followed by an optional descending slash. This allows Cloud to mix-up his [[recovery]] and enables Climhazzard to function as his fastest [[out of shield]] option, though it is very risky to use. | ||
In reference to ''Final Fantasy VII'', Cloud possesses a unique Limit Break mechanic. It manifests itself in the form of a gauge, which becomes visible while charging it to show its progress, similarly to {{SSB4|Little Mac}}'s [[Power Meter]]. Cloud can charge Limit Break by dealing 250% damage, receiving 100% damage, or by instantly charging it with his down special, [[Limit Charge]]. Unlike most other chargeable special moves, it can be canceled with a simple special move button press, or even [[instant charge-cancel|instantly canceled]] into an attack, the latter being a trait shared only with [[Gyro]]. After it is full, Cloud gets a boost in all of his movement attributes except for attack speed, allowing him to move very quickly across the stage and in the air, with his overall mobility almost rivaling that of {{SSB4|Captain Falcon}} and {{SSB4|Sonic}}. In addition, all of Cloud's special attacks are given a single-use power boost, with all of them dealing more damage and high knockback to the point of KOing reliably around 90%-120%. Limit Charge is also converted to Finishing Touch, a spinning slash with such tremendous knockback that can KO most characters around 60%-70%. It also emits a [[ | In reference to ''Final Fantasy VII'', Cloud possesses a unique Limit Break mechanic. It manifests itself in the form of a gauge, which becomes visible while charging it to show its progress, similarly to {{SSB4|Little Mac}}'s [[Power Meter]]. Cloud can charge Limit Break by dealing 250% damage, receiving 100% damage, or by instantly charging it with his down special, [[Limit Charge]]. Unlike most other chargeable special moves, it can be canceled with a simple special move button press, or even [[instant charge-cancel|instantly canceled]] into an attack, the latter being a trait shared only with [[Gyro]]. After it is full, Cloud gets a boost in all of his movement attributes except for attack speed, allowing him to move very quickly across the stage and in the air, with his overall mobility almost rivaling that of {{SSB4|Captain Falcon}} and {{SSB4|Sonic}}. In addition, all of Cloud's special attacks are given a single-use power boost, with all of them dealing more damage and high knockback to the point of KOing reliably around 90%-120%. Limit Charge is also converted to Finishing Touch, a spinning slash with such tremendous knockback that can KO most characters around 60%-70%. It also emits a [[Wind|whirlwind]] that pushes away opponents, making it harder to punish and providing Cloud a situational method of [[gimp]]ing weak recoveries. With the exception of Finishing Touch, all Limit Break specials are also granted brief [[intangibility]] upon start-up, as well as additional properties: Blade Beam is faster, stronger, and has [[transcendent priority]]; Cross Slash requires no additional button inputs and strikes five times immediately, has very low ending lag in relation to its immense power, and stalls him completely in the air; and Climhazzard grants more vertical distance and much more horizontal momentum, as well as having the ability to [[edge sweetspot]] at any time. With all these benefits underneath the Limit Break status, players must be wary of this, as one small slip-up from the opponent can give Cloud the perfect opportunity to strike and turn the tide of battle instantaneously, making Cloud's Limit Break a mechanic that should not be taken lightly when in the hands of a competent player. | ||
However, Cloud has some severe flaws. The most prominent one is his | However, Cloud has some severe flaws. The most prominent one is his atrocious recovery. Despite his aerial mobility and jump height being arguably better than most sword-wielding characters, his diagonal speed remains slow when compared to them, making him prone to [[edgeguarding]] and [[gimping]], and making it mandatory to stay a safe distance within reaching the edge. Climhazzard is also a terrible recovery move for many reasons: it grants below average vertical distance, little horizontal momentum, its ascending hit is completely incapable of edge sweetspotting, and its descending hit cannot edge sweetspot until it covers some prior distance. Additionally, if for any reason Cloud gets hit at the apex of Climhazzard, he is not able to tech a single-hit move regardless of how far or near he is to a wall, although he can still tech if he gets hit by a command grab or a multiple hit move. These factors make Cloud's recovery somewhat comparable to that of Little Mac, {{SSB4|Ganondorf}} and {{SSB4|Dr. Mario}}, in the sense that it is one of the riskiest and most ineffective without use of his [[wall jump]] or Limit Break Climhazzard (which loses the active hitbox near the end of his ascent, making it less safe than the regular Climhazzard in some situations). Cloud can stall his descent with Blade Beam and Cross Slash, although they only so after one use. Additionally, the former's slower start-up and ending lag can make its use problematic against opponents already close to the edge or in prime position to reflect it, while the latter slows down his air speed significantly. The last problem about his recovery is that if he gets grabbed near the edge without his double jump and gets air released, he will not be able to return to the stage unless he properly times a Blade Beam to stall towards the edge, uses aerials or air dodges to reset his momentum, or possesses a Limit Break. | ||
Another glaring flaw is his grab game | Another glaring flaw is his grab game: Cloud's grabs' ranges are abysmally short, having the third shortest overall in the game, his throws' damage outputs are only average at best and, barring down throw, they lack combo potentials, making them comparable to {{SSB4|Jigglypuff}}'s throws in regard to inefficiency. His forward and back throws' decent speed are significantly offset by the problematic combination of their virtual lack of combo potential and low knockback scaling. Additionally, both fail to KO before 300%, unless the opponent is light and Cloud is at the edge upon performing them. His up and down throws both have misleading power, failing to KO until well beyond 200%. Up throw has too much ending lag for reliably comboing, while down throw doesn't have reliable combos at low percentages and loses all of its combo potential past low-mid percentages if the opponent DIs properly. | ||
Despite his huge range, projectile and combo options granting him a strong neutral game, Cloud has a below average approach at best. His approach options are linear, with dash attack being easily punishable, neutral aerial having a hitbox that starts from behind, up aerial being very predictable and being surprisingly punishable on shield if not spaced well, and having other attacks that either lack the frame data or the utility to be used as reliable options for approaching such as his poor grab game. Cloud also has no reliable means of escaping pressure. His neutral attack and down tilt are his fastest ground options, while Climhazzard can work as an out of shield option. However, they are noticeably unsafe on shield, while none of his fast aerial attacks start from the front or below him. Down aerial's late hitbox can be used to escape juggling directly from below him, but its otherwise narrow hitbox allows opponents to hit Cloud laterally. Thus, Cloud is fairly easy to combo, and is just as easily forced on the defensive if his attacks are improperly spaced. While Cloud also possesses an abundance of strong finishers, his KOing ability is somewhat inconsistent. None of his strongest finishers are easy to land in the [[neutral game]] and they can be easily punished if avoided or shielded, his weaker moves such as his forward tilt and back aerial require good positioning to KO reliably, and he lacks reliable set-ups into his strongest or best finishers. | Despite his huge range, projectile and combo options granting him a strong neutral game, Cloud has a below average approach at best. His approach options are linear, with dash attack being easily punishable, neutral aerial having a hitbox that starts from behind, up aerial being very predictable and being surprisingly punishable on shield if not spaced well, and having other attacks that either lack the frame data or the utility to be used as reliable options for approaching such as his poor grab game. Cloud also has no reliable means of escaping pressure. His neutral attack and down tilt are his fastest ground options, while Climhazzard can work as an out of shield option. However, they are noticeably unsafe on shield, while none of his fast aerial attacks start from the front or below him. Down aerial's late hitbox can be used to escape juggling directly from below him, but its otherwise narrow hitbox allows opponents to hit Cloud laterally. Thus, Cloud is fairly easy to combo, and is just as easily forced on the defensive if his attacks are improperly spaced. While Cloud also possesses an abundance of strong finishers, his KOing ability is somewhat inconsistent. None of his strongest finishers are easy to land in the [[neutral game]] and they can be easily punished if avoided or shielded, his weaker moves such as his forward tilt and back aerial require good positioning to KO reliably, and he lacks reliable set-ups into his strongest or best finishers. | ||
Aside from Limit Charge, his special moves have some noticeable weaknesses. Blade Beam is relatively slow in regard to start-up and ending lag, as well as depreciating in damage over time or when used in the air. Cross Slash is | Aside from Limit Charge, his special moves have some noticeable weaknesses. Blade Beam is relatively slow in regard to start-up and ending lag, as well as depreciating in damage over time or when used in the air. Cross Slash is inconsistent with linking all five of its hits due to SDI or landing different parts of the hitboxes, along with being very prone to [[stale-move negation]] due to being a very reliable damage racking option. In addition to its aforementioned weaknesses in regard to recovery, Climhazzard is also very punishable if shielded and easily DI'd out of, while all of his specials only boast KO power when they are boosted by the Limit Break. The Limit Break mechanic itself is also problematic. It acts as a double-edged sword, as it increases Cloud's fall speed and gravity at full charge, making recovery without the use of Climhazzard deceptively difficult, and rendering Cloud even easier to combo at medium percentages. It makes precise use of his special attacks mandatory, as his Limit Break specials are still blockable and possess limited range; while Limit Blade Beam can be used as a ranged KOing option, it can just as easily be [[reflection|reflected]] or otherwise avoided at the tip of its range, leaving Cloud wide open to punishment. Finishing Touch deals only 1% and has very high ending lag that renders Cloud vulnerable if the slash or whirlwind do not hit. Finally, Cloud lacks [[Character customization|custom moves]] like his fellow [[Downloadable content|DLC]] characters, and while this does not seem to be a problem considering his Limit Break-boosted specials, the lack of variety for the normal special moves does hinder his matchups against more optimized custom characters. | ||
Overall, while Cloud has all the tools required to be successful, the player is forced to manage his resources to the best of their ability, and they must avoid being thrown off the stage at all times. His combo game and KOing ability, while unique and powerful, can sometimes be inconsistent. Even though Cloud has many playstyles applicable to him, the combination of all of the traits above make him a fundamentals-oriented character most of the time. His weaknesses, however, are still offset by his amazing strengths in his great range, quick frame data in proportion to his range, high damage output and power, and amazing mobility (especially under Limit Break status), with most smashers agreeing he has few losing matchups (the most prominent one being {{SSB4|Sheik}}). Much like {{SSB4|Mario}}, Cloud has a relatively low learning curve and skill floor that makes him an effective choice for beginners and inexperienced players, though due to the benefits that his most difficult techniques can offer when they are mastered, he continues to be one of the most viable characters in high-level play. His tournament representation and results are strong, with notable players like [[Smasher:Javi (Smash 4)|Javi]], {{Sm|komorikiri}}, {{Sm| | Overall, while Cloud has all the tools required to be successful, the player is forced to manage his resources to the best of their ability, and they must avoid being thrown off the stage at all times. His combo game and KOing ability, while unique and powerful, can sometimes be inconsistent. Even though Cloud has many playstyles applicable to him, the combination of all of the traits above make him a fundamentals-oriented character most of the time. His weaknesses, however, are still offset by his amazing strengths in his great range, quick frame data in proportion to his range, high damage output and power, and amazing mobility (especially under Limit Break status), with most smashers agreeing he has few losing matchups (the most prominent one being {{SSB4|Sheik}}). Much like {{SSB4|Mario}}, Cloud has a relatively low learning curve and skill floor that makes him an effective choice for beginners and inexperienced players, though due to the benefits that his most difficult techniques can offer when they are mastered, he continues to be one of the most viable characters in high-level play. His tournament representation and results are strong, with notable players like [[Smasher:Javi (Smash 4)|Javi]], {{Sm|komorikiri}}, {{Sm|MKLeo}}, {{Sm|Ned}} and {{Sm|Tweek}} all having placed high in national tournaments, and he is considered to be an even better character for doubles play, as his Limit Break specials are more reliable and easier to land at the end of a team combo, he can provide stage control and wall out the opponents for a teammate, and his teammate can assist him in recovering easily onto the stage. Thus, Cloud's doubles representation is much stronger in comparison to his singles results, with smashers like {{Sm|MVD}} and {{Sm|Nairo}} using him to great success. | ||
==Update history== | ==Update history== | ||
Cloud was slightly nerfed in update [[1.1.5]]. His up aerial deals less damage without any changes to | Cloud was slightly nerfed in update [[1.1.5]]. His up aerial deals less damage without any changes to knockback, which hinders its KO potential in exchange for racking damage more reliably. His KO potential in general was also slightly toned down, as forward smash, down smash, Limit Break Cross Slash, and most notably aerial Finishing Touch received nerfs to their knockback scaling. These nerfs, however, have not significantly impacted Cloud's viability, compared to the more severe nerfs to fellow top tiers {{SSB4|Meta Knight}}, {{SSB4|Sheik}} and {{SSB4|Bayonetta}} in updates 1.1.5 and [[1.1.6]]. As a result, while Cloud is slightly worse individually than he was at his release, he is considered to be overall better relative to the cast, and remains a viable character in the [[metagame]]. | ||
'''{{GameIcon|ssb4}} [[1.1.5]]''' | '''{{GameIcon|ssb4}} [[1.1.5]]''' | ||
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==Moveset== | ==Moveset== | ||
*Cloud can [[wall jump]]. | *Cloud can [[wall jump]]. | ||
{{MovesetTable | {{MovesetTable | ||
|game=SSB4 | |game=SSB4 | ||
|neutralname= | |||
|neutralname= | |||
|neutralcount=3 | |neutralcount=3 | ||
|neutral1dmg=2.5% | |neutral1dmg=2.5% | ||
|neutral2dmg=2% | |neutral2dmg=2% | ||
|neutral3dmg=3.5% | |neutral3dmg=3.5% | ||
|neutraldesc= | |neutraldesc=Throws a side kick, then a roundhouse kick, and then slashes outwards. All hits are executed very quickly and have high range (particularly the kicks). The last hit can be used to [[tech-chase]] due to its low [[semi-spike]] knockback, but it's slow to end and can fail to connect at high percentages. | ||
|ftiltname= | |ftiltname= | ||
|ftiltdmg=11% | |ftiltdmg=11% | ||
|ftiltdesc= | |ftiltdesc=Slashes forwards and inwards. It has quick start-up, but moderate ending lag. It is Cloud's only tilt that has reasonable KO potential, KOing middleweights around 120% at the edge. It is based on his basic attack in ''Final Fantasy VII''. | ||
|utiltname= | |utiltname= | ||
|utiltdmg=8% | |utiltdmg=8% | ||
|utiltdesc= | |utiltdesc=Slices above his head in a forward, fanning motion. Its hitbox starts behind Cloud with a larger front hitbox, although it does not extend beside Cloud and makes it unable to hit smaller characters beside him. It is fast and has a fairly large hitbox, although its knockback is lacking. It can reliably start combos, chaining into itself at 0% and into aerials at low percentages. | ||
|dtiltname= | |dtiltname= | ||
|dtiltdmg=6% (knee), 7% (leg) | |dtiltdmg=6% (knee), 7% (leg) | ||
|dtiltdesc= | |dtiltdesc=Performs a [[Wikipedia:Dropkick|dropkick]] variation of the [[Wikipedia:Dropkick#Baseball slide|baseball slide]]. His legs are intangible while the hitbox is active, and it will sometimes deal less damage if landed early. It has very quick start-up, propels Cloud a good distance forward, launches opponents vertically, and significantly lowers his hurtbox. Altogether, these traits make it useful as a [[punishment]] option, as well as a capable set-up option into aerial attacks. | ||
|dashname= | |dashname= | ||
|dashdmg=11% (clean), 8% (late) | |dashdmg=11% (clean), 8% (late) | ||
|dashdesc=Thrusts the sharp edge of the Buster Sword forward while holding it diagonally. It deals more damage at the beginning, has a lingering hitbox and its moderately high knockback enables it to KO at high percentages. | |dashdesc=Thrusts the sharp edge of the Buster Sword forward while holding it diagonally. It deals more damage at the beginning, has a lingering hitbox and its moderately high knockback enables it to KO at high percentages. | ||
|fsmashname= | |fsmashname= | ||
|fsmashdmg={{ChargedSmashDmgSSB4|3}} (hit 1), {{ChargedSmashDmgSSB4|2}} (hit 2 center), {{ChargedSmashDmgSSB4|3}} (hit 2 hilt), {{ChargedSmashDmgSSB4|4}} (hit 2 tip), {{ChargedSmashDmgSSB4|12}} (hit 3 tip), {{ChargedSmashDmgSSB4|13}} (hit 3 non-tip) | |fsmashdmg={{ChargedSmashDmgSSB4|3}} (hit 1), {{ChargedSmashDmgSSB4|2}} (hit 2 center), {{ChargedSmashDmgSSB4|3}} (hit 2 hilt), {{ChargedSmashDmgSSB4|4}} (hit 2 tip), {{ChargedSmashDmgSSB4|12}} (hit 3 tip), {{ChargedSmashDmgSSB4|13}} (hit 3 non-tip) | ||
|fsmashdesc=Performs three extremely fast slashes in front of himself. The first two hits combo into the third, which has higher range and immense knockback for the move's start-up (19 frames). It is Cloud's strongest non-Limit Break move, KOing middleweights around 100% at center-stage, but it has high ending lag and deals below average [[shieldstun]]. Additionally, each hit is only active for one frame, which means it can be dodged entirely with a well-timed [[roll]] or [[sidestep]]. It resembles the depiction of Cross Slash in the ''Kingdom Hearts'' series | |fsmashdesc=Performs three extremely fast slashes in front of himself. The first two hits combo into the third, which has higher range and immense knockback for the move's start-up (19 frames). It is Cloud's strongest non-Limit Break move, KOing middleweights around 100% at center-stage, but it has high ending lag and deals below average [[shieldstun]]. Additionally, each hit is only active for one frame, which means it can be dodged entirely with a well-timed [[roll]] or [[sidestep]]. It resembles the depiction of Cross Slash in the ''Kingdom Hearts'' series. It may also be a reference to the Double Cut Materia in ''Final Fantasy VII'' which, when equipped, allows its user to hit enemies multiple times in one attack. | ||
|usmashname= | |usmashname= | ||
|usmashdmg={{ChargedSmashDmgSSB4|13}} (early/tip), {{ChargedSmashDmgSSB4|12}} (mid/hilt), {{ChargedSmashDmgSSB4|8}} (late) | |usmashdmg={{ChargedSmashDmgSSB4|13}} (early/tip), {{ChargedSmashDmgSSB4|12}} (mid/hilt), {{ChargedSmashDmgSSB4|8}} (late) | ||
|usmashdesc=Swings the Buster Sword | |usmashdesc=Swings the Buster Sword upwards in a wide arc. Has some startup (15 frames) and moderate ending lag, and its KO power is only average compared to most other up smashes, but it has long range in front of, above, and slightly behind Cloud. KOs middleweights around 125%. | ||
|dsmashname= | |dsmashname= | ||
|dsmashdmg={{ChargedSmashDmgSSB4|4}} (hit 1), {{ChargedSmashDmgSSB4|12}} (hit 2) | |dsmashdmg={{ChargedSmashDmgSSB4|4}} (hit 1), {{ChargedSmashDmgSSB4|12}} (hit 2) | ||
|dsmashdesc=Kneels and thrusts the Buster Sword's hilt forward, then performs a reverse | |dsmashdesc=Kneels and thrusts the Buster Sword's hilt forward, then performs a reverse-grip backwards stab. The first hit launches opponents into the second, though it is possible to [[tech]] after the first hit, causing the second to miss. The first hit can [[stage spike]] with ease due to its angle, while the second hit is a semi-spike, making it useful for launching opponents with weak horizontal recoveries off-stage. It hits on frame 8, making it Cloud's fastest smash attack. KOs middleweights around 140%. | ||
|nairname= | |nairname= | ||
|nairdmg=8% | |nairdmg=8% | ||
|nairdesc= | |nairdesc=Slashes around himself in a clockwise circle, both starting and ending behind him. It is long-ranged and very fast, [[autocancel]]ing from a short hop, making it a solid all-purpose move that is difficult to punish. Unusually, the move has a [[frame speed multiplier]] of 0.75x, making it faster to execute in-game. | ||
|fairname= | |fairname= | ||
|fairdmg=14% (clean sweetspot), 13% (clean sourspot), 11% (late) | |fairdmg=14% (clean sweetspot), 13% (clean sourspot), 11% (late) | ||
|fairdesc=Briefly pauses and then | |fairdesc=Briefly pauses and then slashes downward. It's his slowest aerial to start, hitting on frame 18, but a sweetspot on the middle of the blade as it comes down powerfully [[meteor smash]]es aerial opponents. Grounded opponents are sent at a more vertical angle by the sweetspot. If contact is made once the blade stops, it deals weaker knockback. Its ending lag is moderate, though its landing lag is low for its range and power, and it autocancels from a full jump. It can be [[frame cancelling|frame canceled]] if hit with the sweetspot, allowing for more follow-ups. It closely resembles Braver, Cloud's initial Limit Break in ''Final Fantasy VII''. | ||
|bairname= | |bairname= | ||
|bairdmg=13% | |bairdmg=13% | ||
|bairdesc=Turns around | |bairdesc=Turns around and slashes outwards behind him. Has very long range and good knockback, KOing middleweights at around 115% near the edge. This makes it an effective spacing and KO option. It also has low landing lag (14 frames), autocancels from a short hop, and can be used to perform a [[wall of pain]] at low percentages. It has limited vertical range, however, and its hitbox is only active for three frames. It resembles the sword strike he does during his Meteorain Limit Break. | ||
|uairname= | |uairname= | ||
|uairdmg=12% (clean), 8.5% (late) | |uairdmg=12% (clean), 8.5% (late) | ||
|uairdesc=Thrusts the sharp edge of the Buster Sword's blade upward while holding it parallel to the ground. Has [[sex kick]] properties. The initial hitbox is notoriously large and the move lasts a deceptively long time, allowing it to cover air dodges easily. While the range shortens somewhat after the initial strike, it is still long enough to allow Cloud to [[shark]] through platforms, contest with almost any down aerial in the game, and easily combo and [[juggle]] enemies. The move hits quickly, has low landing lag, and autocancels in a short hop. It also has decent power behind it, KOing grounded middleweights at around 160%. Interestingly, it shifts most of Cloud's hurtbox significantly forwards on the Z-axis, allowing him to avoid certain moves. It | |uairdesc=Thrusts the sharp edge of the Buster Sword's blade upward while holding it parallel to the ground. Has [[sex kick]] properties. The initial hitbox is notoriously large and the move lasts a deceptively long time, allowing it to cover air dodges easily. While the range shortens somewhat after the initial strike, it is still long enough to allow Cloud to [[shark]] through platforms, contest with almost any down aerial in the game, and easily combo and [[juggle]] enemies. The move hits quickly, has low landing lag, and autocancels in a short hop. It also has decent power behind it, KOing grounded middleweights at around 160%. Interestingly, it shifts most of Cloud's hurtbox significantly forwards on the Z-axis, allowing him to avoid certain moves. It's commonly considered one of the best moves in the game. | ||
|dairname= | |dairname= | ||
|dairdmg=13% (clean aerial sourspot, grounded opponent), 15% (aerial sweetspot), 8% (late) | |dairdmg=13% (clean aerial sourspot, grounded opponent), 15% (aerial sweetspot), 8% (late) | ||
|dairdesc= | |dairdesc=Stabs downwards, holding the Buster Sword outwards for a time after the stab. Striking directly beneath Cloud with the first few frames meteor smashes aerial opponents, while the lingering hitbox hits opponents upwards and away, allowing the move to easily start combos or set up powerful KO moves at medium percentages. The move is often difficult to punish due to its high range, especially when autocanceled. KOs grounded middleweights around 135% when hit clean. | ||
|grabname= | |grabname= | ||
|grabdesc=Reaches out with his left hand. Has the third-lowest range out of all standing grabs, though his [[pivot grab]] has increased range. | |grabdesc=Reaches out with his left hand. Has the third-lowest range out of all standing grabs, though his [[pivot grab]] has increased range. | ||
|pummelname= | |pummelname= | ||
|pummeldmg=3% | |pummeldmg=3% | ||
|pummeldesc= | |pummeldesc=Strikes the grabbed opponent with his knee. Moderately slow, but one of the most damaging pummels in the game. | ||
|fthrowname= | |fthrowname= | ||
|fthrowdmg=4% (hit 1), 3% (throw) | |fthrowdmg=4% (hit 1), 3% (throw) | ||
|fthrowdesc= | |fthrowdesc=Releases the opponent and performs a backflipping dropkick on them. It has low knockback, usually used for positioning or throwing opponents off-stage. Resembles Somersault, a Limit Break used by [http://finalfantasy.wikia.com/wiki/Tifa_Lockhart Tifa Lockhart], one of Cloud's party members in ''Final Fantasy VII'', albeit being a dropkick rather than a backflip kick. | ||
|bthrowname= | |bthrowname= | ||
|bthrowdmg=3% (hit 1), 3% (throw) | |bthrowdmg=3% (hit 1), 3% (throw) | ||
|bthrowdesc= | |bthrowdesc=Performs a reverse roundhouse kick to knock the opponent backwards. At lower percentages, it is capable of tech-chasing with Blade Beam or his dash attack against middleweights and heavyweights. | ||
|uthrowname= | |uthrowname= | ||
|uthrowdmg=2% (hit 1), 2.5% (hit 2), 4% (throw) | |uthrowdmg=2% (hit 1), 2.5% (hit 2), 4% (throw) | ||
|uthrowdesc= | |uthrowdesc=Performs a {{s|wikipedia|540 kick}}. | ||
|dthrowname= | However, it is unable to KO at reasonable percentages, and should the opponent be in the middle of the stage and be at such percentages (around 215% for middleweights), up throw will be more effective at KOing. It is vaguely similar to Tifa's Waterkick Limit Break, albeit kicking vertically instead of horizontally. | ||
|dthrowname= | |||
|dthrowdmg=7% | |dthrowdmg=7% | ||
|dthrowdesc= | |dthrowdesc=Performs a one-handed body slam. It launches opponents behind him with low base knockback; it's Cloud's only combo throw, though it's a lackluster one. It also KOs earlier than any of his other throws, especially near the edge, though still not until extremely high percentages. It resembles Tifa's Meteor Strike Limit Break, albeit performed while grounded instead of in the air. | ||
|floorfname= | |floorfname= | ||
|floorfdmg=7% | |floorfdmg=7% | ||
|floorfdesc=Swings the Buster Sword around himself before getting up. | |floorfdesc=Swings the Buster Sword around himself before getting up. | ||
|floorbname= | |floorbname= | ||
|floorbdmg=7% | |floorbdmg=7% | ||
|floorbdesc=Swings the Buster Sword around himself before getting up. | |floorbdesc=Swings the Buster Sword around himself before getting up. | ||
|floortname= | |floortname= | ||
|floortdmg=5% | |floortdmg=5% | ||
|floortdesc=Swings the Buster Sword around himself before getting up. | |floortdesc=Swings the Buster Sword around himself before getting up. | ||
|edgename= | |edgename= | ||
|edgedmg=8% | |edgedmg=8% | ||
|edgedesc= | |edgedesc=Slashes inward while climbing up. | ||
| | |nsdefname=Blade Beam | ||
| | |nsdefdmg=8% (grounded clean), 6% (grounded late), 6.4% (aerial clean), 4.8% (aerial late), 6% (Limit Break hit 1), 2% (Limit Break hits 2-6), 3% (Limit Break hit 7) | ||
| | |nsdefdesc=Swings the Buster Sword forward to launch a green, crescent-shaped energy beam as a [[projectile]]. It comes out and moves rather slowly, but travels a long distance and has a large hitbox. It is stronger if used on the ground and hit early. The aerial version is slower and deals less damage, but gives Cloud a slight lift. Like most projectiles, it disappears on contact with an object or enemy. The Limit Break variant is instead blue and possess [[transcendent priority]]. It moves much faster across the ground and hits multiple times for higher damage, the last hit having great KO potential. It is still weaker and slower when performed in midair, however. | ||
| | |nsc1name=N/A | ||
| | |nsc1dmg= | ||
| | |nsc1desc= | ||
| | |nsc2name=N/A | ||
| | |nsc2dmg= | ||
| | |nsc2desc= | ||
| | |ssdefname=Cross Slash | ||
| | |ssdefdmg=4% (hit 1), 3% (hit 2-4), 6% (hit 5), 5% (Limit Break hit 1), 3% (Limit Break hits 2-4), 10% (Limit Break hit 5), | ||
| | |ssdefdesc=Performs a downwards slash. On contact with an enemy, pressing the special button allows this slash to transition into a series of follow-up slashes, together spelling the kanji {{ja|凶|kyō}} ("misfortune"). The full attack deals high damage and moderate knockback, making it a superb [[punishing]] option at close range. It is weak against shield, however, as all stages of the attack are slow and punishable if missed. Its Limit Break variant changes all visual effects to a blue color, and Cloud unleashes all five strikes with a single input regardless of whether he hits anything. It also noticeably increases both the damage and KO potential of the move, KOing middleweights at 100% from the center of the stage, while reducing the move's ending lag to such an extent that it becomes nearly impossible to punish without being right behind Cloud as he unleashes the move. It is commonly considered Cloud's best Limit Break move due to its immense speed and power, as well as one of the game's best moves overall. | ||
|ssc1name=N/A | |||
|ssc1dmg= | |||
|ssc1desc= | |||
|ssc2name=N/A | |||
|ssc2dmg= | |||
|ssc2desc= | |||
|usdefname=Climhazzard | |||
|usdefdmg=3% (hit 1), 4% (hits 2-3), 3% (hit 4), 6% (Limit Break hit 1), 7% (Limit Break hit 2) | |||
|usdefdesc=Jumps up and performs an ascending reverse gripped slash. If the special button is pressed again, it is followed with a descending reverse gripped slash. The first hit deals set knockback that leads into the second hit, which has a sweetspot at the center of the Buster Sword's blade that meteor smashes opponents as Cloud descends. It is Cloud's primary recovery move, though the distance it grants is small, gaining mediocre vertical distance and almost no horizontal distance. The descending slash cannot be cancelled, and isn't able to sweetspot the edge until Cloud has fallen a certain distance with it, making it unsuitable to use offstage. Additionally, Cloud cannot tech any single-hit move if he is hit at the apex of Climhazzard's first hit, unless it is a command grab like [[Dark Dive]] or a multiple hit move. Its fast startup makes it a good surprise attack when grounded, particularly as an [[out of shield]] option. Its Limit Break variant changes the blade's trail to a blue color, greatly strengthens the first (but not second) hit of the move (allowing it to KO grounded middleweights at around 125%), allows it to sweetspot edges throughout, and grants Cloud much greater vertical and horizontal distance. | |||
|usc1name=N/A | |||
|usc1dmg= | |||
|usc1desc= | |||
|usc2name=N/A | |||
|usc2dmg= | |||
|usc2desc= | |||
|dsdefname=Limit Charge | |||
|dsdefdmg=1% (Finishing Touch) | |||
|dsdefdesc=Holds out the Buster Sword and remains still. This manually [[charge]]s the Limit Gauge. While the move is being held, a text box labelled "Limit" appears above Cloud, which contains an otherwise-invisible meter that denotes the current level of Limit and increases as it is charged. The Limit Gauge will reach full charge either by using Limit Charge for 400 frames (6.67 seconds), but can be alternatively filled by dealing 250% or receiving 100%, and each of these methods stack with each other. The move can be [[charge-cancel]]ed by pressing the [[shield]] button, hitting the control stick left or right (which triggers a roll), grabbing, or pressing the special button again (the latter of which has an 8-frame delay). When the Limit Gauge is filled, Cloud is surrounded by a blue, flame-like energy, and his speed and mobility receive a noticeable increase. As long as he is in this state, he has access to much more powerful, one-use variants of his special attacks, as listed above. Using any of these attacks will empty the Limit Gauge and return Cloud to his normal state, even if the move misses or is interrupted. The Limit Break variation of Limit Charge itself is an entirely different attack called '''Finishing Touch'''; Cloud slashes in an arc around himself, generating a large whirlwind that deals only 1% damage but deals tremendous knockback, enough to KO most opponents before 70%. The move hits on frame 16, but has very high ending lag and almost no shieldstun due to its damage output. The attack is weaker as a whole when performed in the air, however, KOing about 24% later when hit in front, and 36% later witht he back hitbox. The attack's hitbox is deceptively large, and it generates a powerful [[wind]] that extends even further beyond the Buster Sword's range, pushing opponents away. Finishing Touch's animation may be based on an unused [http://finalfantasy.wikia.com/wiki/File:Cloud_Tornado_Limit_Sketch.jpg Tornado] Limit Break. | |||
|dsc1name=N/A | |dsc1name=N/A | ||
|dsc1dmg= | |dsc1dmg= | ||
Line 148: | Line 163: | ||
|dsc2desc= | |dsc2desc= | ||
|fsname=Omnislash | |fsname=Omnislash | ||
|fsdmg=3% (hit 1), 2% (hits 2- | |fsdmg=3% (hit 1), 2% (hits 2-14), 5% (hit 15), 4%-5% (hit 16), 10% (hit 17), 50% (all hits connect) | ||
|fsdesc=Rushes | |fsdesc=Rushes forwards at high speed and attacks, unleashing a series of slashes that concludes with a powerful, descending slash that triggers an explosion. At the beginning of the move, with a text box appearing above him that displays "Omnislash" as he proceeds to flings any opponents he runs into to the top of the screen. After the series of slashes, Cloud charges up a final slash, in which he descends and slashes the opponent downward to the stage and results in a huge explosion that launches the opponent. One of the most powerful [[Final Smash]]es in the game when successful, as it can KO as low as 22%. Unlike Marth and Lucina's Critical Hit, Cloud will dash off the edges of platforms if Omnislash is initiated next to one, and he cannot cancel the move. | ||
}} | }} | ||
===[[On-screen appearance]]=== | ===[[On-screen appearance]]=== | ||
Line 206: | Line 176: | ||
{{Taunt/SSB4 | {{Taunt/SSB4 | ||
|char=Cloud | |char=Cloud | ||
|desc-up=Twirls the Buster Sword in front of himself before positioning it on his shoulders while saying | |desc-up=Twirls the Buster Sword in front of himself before positioning it on his shoulders while saying {{ja|興味ないね|Kyōmi nai ne}} ("Not interested"). Resembles Cloud's official artwork for both ''SSB4'' and ''Final Fantasy VII'', and also resembles his victory animation from ''Final Fantasy VII'', albeit placing the Buster Sword on his shoulder rather than his back. | ||
|desc-side=Places the Buster Sword on his back and cups his hands together in front of him, generating a green glow. It is his spellcasting animation from ''Final Fantasy VII'', complete with its original sound effect and glowing energy field. | |desc-side=Places the Buster Sword on his back and cups his hands together in front of him, generating a green glow. It is his spellcasting animation from ''Final Fantasy VII'', complete with its original sound effect and glowing energy field. | ||
|desc-down=Places the Buster Sword on its tip and leans against it in a casual manner while scoffing. It resembles the cocky pose he assumes in many cutscenes throughout ''Final Fantasy VII''.}} | |desc-down=Places the Buster Sword on its tip and leans against it in a casual manner while scoffing. It resembles the cocky pose he assumes in many cutscenes throughout ''Final Fantasy VII''.}} | ||
Line 230: | Line 200: | ||
|victory-theme=Victory! (Final Fantasy).ogg | |victory-theme=Victory! (Final Fantasy).ogg | ||
|victory-desc=A remix of Victory Fanfare from ''Final Fantasy VII'', which is itself a variant of Victory Fanfare heard throughout the ''Final Fantasy'' series. Unlike other themes, it plays continuously, replacing the results theme. | |victory-desc=A remix of Victory Fanfare from ''Final Fantasy VII'', which is itself a variant of Victory Fanfare heard throughout the ''Final Fantasy'' series. Unlike other themes, it plays continuously, replacing the results theme. | ||
|desc-1=While facing the screen, Cloud twirls the Buster Sword with one hand and places it on his back while looking away from the camera, saying {{ja|悪く思うな|Waruku omou na.}} ("No hard feelings.") | |desc-1=While facing the screen, Cloud twirls the Buster Sword with one hand and places it on his back while looking away from the camera, saying {{ja|悪く思うな|Waruku omou na.}} ("No hard feelings.") Identical to his victory animation from ''Final Fantasy VII''. | ||
|desc-2=While turning away, Cloud twirls the Buster Sword, places it on his back and then glares at the screen, saying {{ja|ついてないな|Tsuite nai na.}} ("Better luck next time.") | |desc-2=While turning away, Cloud twirls the Buster Sword, places it on his back and then glares at the screen, saying {{ja|ついてないな|Tsuite nai na.}} ("Better luck next time.") | ||
|desc-3=Rushes forward, quickly slashes the Buster Sword twice, and then assumes a battle stance similar to his idle animation, saying {{ja|お前に俺は倒せない|Omae ni ore wa taosenai.}} ("You cannot defeat me.") | |desc-3=Rushes forward, quickly slashes the Buster Sword twice, and then assumes a battle stance similar to his idle animation, saying {{ja|お前に俺は倒せない|Omae ni ore wa taosenai.}} ("You cannot defeat me.") | ||
|char=Cloud}} | |char=Cloud}} | ||
==In | ==In competitive play== | ||
=== | ===Notable players=== | ||
====Active==== | |||
*{{Sm|ANTi|USA}} - Co-mains Cloud with {{SSB4|Mario}} and {{SSB4|Zero Suit Samus}}, and is considered a top Cloud player in North America. He has wins over {{Sm|Zinoto}}. Ranked 21st on the [[Panda Global Rankings]]. | |||
*{{Sm|Blacktwins|Canada}} - Co-mains Cloud with {{SSB4|Mario}}, and is considered the best Cloud player in Canada. Ranked 1st on the [[Southern Ontario Power Rankings]]. Has wins over players such as {{Sm|Mew2King}}, {{Sm|Darkshad}}, and {{Sm|SuperGirlKels}}. | |||
*{{Sm|Digital Strider|Dominican Republic}} - Ranked 1st on the Dominican Republic Power Rankings. | |||
*{{Sm|Hazemoky|Sweden}} - Ranked 2nd on the [[Swedish Power Rankings]]. | |||
*{{Sm|Javi|Mexico|p=Smash 4}} - Co-mains Cloud with {{SSB4|Sheik}}, and is considered one of the best Cloud players in the world. He has wins over as {{Sm|Ally}}. Ranked 3rd on the [[Mexican Power Rankings]]. | |||
*{{Sm|komorikiri|Japan}} - Co-mains Cloud with {{SSB4|Sonic}}, and is considered one of the best Cloud players in the world. He has wins over several players ranked on the Panda Global Rankings' Top 20. Ranked 2nd on the [[JAPAN Power Rankings]] and 8th on the Panda Global Rankings. | |||
*{{Sm|Masashi|Japan}} - Ranked 37th on the JAPAN Power Rankings. | |||
*{{Sm|MattyG|USA}} - The best Cloud player in New England, placed 13th at [[Super Smash Con 2017]] and 17th at [[The Big House 7]], has wins over Blacktwins, {{Sm|Kameme}}, {{Sm|Light|p=Connecticut}}, {{Sm|Marss}} and Ned. Ranked 6th on the [[New England Power Rankings]]. | |||
*{{Sm|Mew2King|USA}} - The best Cloud player in Florida, formerly ranked 26th on the Panda Global Rankings. He has wins over {{Sm|ZeRo}}, {{Sm|Ally}} and {{Sm|Larry Lurr}}. | |||
*{{Sm|MkLeo|Mexico}} - Co-mains Cloud with {{SSB4|Marth}}, and is considered one of the best Cloud players in the world. Ranked 1st on the Mexican Power Rankings and 2nd on the Panda Global Rankings. | |||
*{{Sm|Mr. R|Netherlands}} - A {{SSB4|Sheik}} main with a strong Cloud secondary, has wins over players such as ZeRo and {{Sm|Dabuz}} with Cloud. Ranked 9th on the Panda Global Rankings. | |||
*{{Sm|Ned|USA}} - The best Cloud player in the Midwest and one of the best Cloud players in the world. He has wins over players such as ZeRo and {{Sm|Ally}}. Ranked 1st on the [[Chicago Power Rankings]] and 37th on the Panda Global Rankings. | |||
*{{Sm|Purple~H|Germany}} - The best Cloud player in Europe. Ranked 6th on the [[German Power Rankings]]. | |||
*{{Sm|RAIN|Japan}} - One of the best Cloud players in Japan. Placed 9th at Apex 2016 and Smash of the Titans 15. | |||
*{{Sm|Tweek|USA}} - Co-mains Cloud with {{SSB4|Donkey Kong}}, and is considered one of the best Cloud players in the world. Ranked 4th on the [[New Jersey Power Rankings]] and 12th on the Panda Global Rankings. | |||
====Inactive==== | |||
*{{Sm|Nicko|USA}} - Defeated {{Sm|K9}} with Cloud. | |||
===Tier placement and history=== | |||
Since his release, Cloud was believed to be a high-tier character, thanks to his incredible combination of range, mobility, power, and Limit Break mechanic; the latter in particular was highly valued for its ability to not only grant his special moves KO potential disproportionate for and beyond his weight class but also make them fast and safe, especially Cross Slash. This positive outlook on Cloud was even more apparent in doubles play, where he can greatly benefit from having a teammate to alleviate his weak recovery and helping to land his Limit Break specials as the finisher to team combos, while Cloud himself can provide stage control and wall out his opponents for his teammate. He had achieved strong results at both singles and doubles play right before the first [[tier list]] was released by the ''4BR'', thanks to professionals like {{Sm|komorikiri}}, {{Sm|Mew2King}} and {{Sm|Tweek}}. This led him to be ranked 12th on the first tier list, placing him at the middle of the B tier, which confirmed his high-tier status. | |||
However, with the release of {{SSB4|Corrin}} and {{SSB4|Bayonetta}}, the subsequent nerfs to them and other top-tier characters, and various advancements to his metagame, Cloud became a very popular character in tournaments. His own nerfs did not seriously hinder him, and he remained a fundamentally strong character choice for both newer and professional players, the latter of which saw {{Sm|MKLeo}} formally picking him up. This was apparent with him appearing more frequently in the top placings of tournaments in comparison to some top-tier characters like {{SSB4|Sheik}} and {{SSB4|Zero Suit Samus}}, and appearing in almost every single top 8 of doubles events in major tournaments. As a result of this spike in popularity and success, Cloud was ranked 2nd on the second tier list, placing him in the S tier; his tier rise was tied with {{SSB4|Palutena}}'s for the fifth highest between the first and second tier lists. | |||
Despite this, Cloud's placement received mixed thoughts from the community, as his rather exploitable weaknesses held him back from consistently achieving top 8 placings in singles play for several national tournaments, such as [[EVO 2016]] (the highest ranking Cloud being komorikiri, who placed 17th) and [[Super Smash Con 2016]] (the highest ranking solo Cloud being Tweek, who placed 13th). However, Cloud's singles results became considerably more consistent, thanks to komorikiri placing 3rd, Tweek placing 13th, and Mew2King placing 25th, all at [[The Big House 6]], among others. In addition, Leo placed 1st, Tweek placed 9th, and komorikiri placed 7th at [[GENESIS 4]], all while primarily using Cloud until top 8 in the case of komorikiri and Leo. Although Cloud has since seen a very slight drop to 3rd place on the third and current tier list, his status as a very viable choice in competitive play remains firmly intact and, as of recently, he has achieved even more consistent results from the likes of komorikiri, Leo and Tweek, which has seen some smashers argue he should be placed 2nd. | |||
==[[List of Super Smash Bros. 4 character trailers#Cloud|Reveal trailer]]== | |||
<youtube>nc3CY31kMJ4</youtube> | |||
{{clr}} | |||
==Trophies== | |||
:'''Cloud''' | |||
::''The protagonist of FINAL FANTASY VII, Cloud wields the enormous Buster Sword, a memento from his comrade Zack. Once a SOLDIER of Shinra, he now fights as a mercenary against the corporation he originally served. His decision to join AVALANCHE's insurgence, however, will transform his destiny.'' | |||
{{Trophy games|console1=none|game1=FINAL FANTASY VII (11/1997)}} | |||
{{ | |||
:'''Cloud (Alt.)''' | |||
::''Filling the Limit Gauge allows Cloud to perform a Limit Break, supercharging his next special move. His down special becomes Finishing Touch. With a huge swing of his sword, Cloud summons a whirlwind that inflicts only 1% damage, but boasts brutal launch power. Go for a KO while his foes' damage is still low!'' | |||
== | {{Trophy games|console1=none|game1=FINAL FANTASY VII (11/1997)}} | ||
:'''Omnislash''' | |||
::''Cloud sets out to prevent Sephiroth from sending Meteor crashing into the planet. The fate of the world on his shoulders, Cloud confronts his enemy one on one. He unleashes a flurry of swift slashes before delivering the finishing blow. In Smash Bros., the final strike creates an explosion, launching nearby fighters.'' | |||
<center> | <center> | ||
<gallery> | <gallery> | ||
CloudTrophy3DS.png|Classic (3DS) | |||
CloudAltTrophy3DS.png|Alt. (3DS) | |||
CloudTrophyWiiU.png|Classic (Wii U) | |||
CloudAltTrophyWiiU.png|Alt. (Wii U) | |||
OmnislashTrophyWiiU.png|[[Omnislash]] | |||
</gallery> | </gallery> | ||
</center> | </center> | ||
==[[Alternate costume (SSB4)#Cloud|Alternate costumes]]== | ==[[Alternate costume (SSB4)#Cloud|Alternate costumes]]== | ||
Cloud's default costume is based on his appearance in ''Final Fantasy VII'' | Cloud's default costume is based on his appearance in ''Final Fantasy VII''. He has an alternate costume based on his appearance in ''{{iw|wikipedia|Final Fantasy VII: Advent Children}}'', known as "Cloudy Wolf" in ''Dissidia Final Fantasy'', which replaces the Buster Sword with the [http://finalfantasy.wikia.com/wiki/Fusion_Swords Fusion Swords]. It has two minor variants: one with a long sleeve covering Cloud's left arm to hide the visible signs of his [http://finalfantasy.wikia.com/wiki/Geostigma Geostigma], and the other revealing Cloud's left arm after he has been cured of Geostigma, as well as a red ribbon wrapped around it, which he and his party wear in memory of [http://finalfantasy.wikia.com/wiki/Aerith_Gainsborough Aerith Gainsborough]. | ||
{|style="margin:1em auto 1em auto;text-align:center" | {|style="margin:1em auto 1em auto;text-align:center" | ||
|- | |- | ||
|colspan=8|[[ | |colspan=8|[[Image:Cloud Palette (SSB4).png|link=Alternate costume (SSB4)#Cloud]] | ||
|- | |- | ||
|{{Head|Cloud|g=SSB4|s=50px}} | |{{Head|Cloud|g=SSB4|s=50px}} | ||
Line 339: | Line 277: | ||
|{{Head|Cloud|g=SSB4|s=50px|cl=AdventPurple}} | |{{Head|Cloud|g=SSB4|s=50px|cl=AdventPurple}} | ||
|} | |} | ||
==Gallery== | ==Gallery== | ||
<gallery> | <gallery> | ||
Cloud poster.jpg|Cloud's poster used on the official website. | |||
SSB4 CloudSplashArt.png|Cloud's splash art. | SSB4 CloudSplashArt.png|Cloud's splash art. | ||
Cloud Advent Children SSB4.png|Cloud's "Cloudy Wolf" [[alternate costume]] from ''Final Fantasy VII: Advent Children''. Aside from his different attire, he also sports a slightly different pose and expression. | |||
Cloud amiibo.png|Cloud's [[amiibo]]. | Cloud amiibo.png|Cloud's [[amiibo]]. | ||
Cloud amiibo AC.png|Cloud's alternate [[amiibo]] based on his ''Advent Children'' costume. | Cloud amiibo AC.png|Cloud's alternate [[amiibo]] based on his ''Advent Children'' costume. | ||
Cloud2.jpg|Cloud jumping alongside {{SSB4|Mario}}'s [[Fireball]] and {{SSB4|Samus}}' neutral aerial. | Cloud2.jpg|Cloud jumping alongside {{SSB4|Mario}}'s [[Fireball]] and {{SSB4|Samus}}' neutral aerial. | ||
Cloud3.jpg|Using [[Blade Beam]] on {{SSB4|Charizard}}. | Cloud3.jpg|Using [[Blade Beam]] on {{SSB4|Charizard}}. | ||
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Cloud9.jpg|The last hit of Cloud's neutral attack. | Cloud9.jpg|The last hit of Cloud's neutral attack. | ||
Cloud10.jpg|Cloud on [[Gaur Plain]]. | Cloud10.jpg|Cloud on [[Gaur Plain]]. | ||
Cloud_Screen-3.jpg|Cloud alongside {{SSB4|Ness}} and Wii Fit Trainer on [[Wuhu Island]]'s boat. Cloud being in a [[stun]]ned state references a scene in ''Final Fantasy VII'' where he gets motion sickness. | Cloud_Screen-3.jpg|Cloud alongside {{SSB4|Ness}} and Wii Fit Trainer on [[Wuhu Island]]'s boat. Cloud being in a [[stun]]ned state references a scene in ''Final Fantasy VII'' where he gets motion sickness. | ||
Cloud_Screen-4.jpg|Using [[Limit Charge]]. | Cloud_Screen-4.jpg|Using [[Limit Charge]]. | ||
Cloud_Screen-5.jpg|Two Clouds, with one using Cross Slash and the other using the Limit Break-boosted Cross Slash. | Cloud_Screen-5.jpg|Two Clouds, with one using Cross Slash and the other using the Limit Break-boosted Cross Slash. | ||
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***Humorously, Cloud strikes a variation of the first pose when he is [[screen KO]]'d. | ***Humorously, Cloud strikes a variation of the first pose when he is [[screen KO]]'d. | ||
**His attacks emit unique blunt sounds when they hit opponents, while his side taunt emits a unique sound when performed. These sound effects originate from ''Final Fantasy VII'', similarly to how {{SSBB|Snake}} and {{SSB4|Ryu}} emit sound effects from their respective home series. | **His attacks emit unique blunt sounds when they hit opponents, while his side taunt emits a unique sound when performed. These sound effects originate from ''Final Fantasy VII'', similarly to how {{SSBB|Snake}} and {{SSB4|Ryu}} emit sound effects from their respective home series. | ||
**His idle stance is identical to his battle stance in | **His idle stance is identical to his battle stance in ''Final Fantasy VII''. Strangely enough, his idle animation is reversed, facing left in ''Final Fantasy VII'', but right in ''SSB4''. His hand placement is reversed as well, from having the arm facing the screen hold the bottom part of the Buster Sword's hilt to now holding the upper part of it. | ||
**The greenish coloration of the Buster Sword's trail is a reference to [http://finalfantasy. | **The greenish coloration of the Buster Sword's trail is a reference to [http://finalfantasy.wikia.com/wiki/Mako Mako], a liquid that is used as the primary energy source within ''Final Fantasy VII''. It also possesses the ability to grant superhuman abilities to humans via genetic experimentation, especially when used in conjunction with Jenova cells, a process which granted Cloud his superhuman abilities. | ||
**Cloud's body emits blue Mako when his Limit Break is fully charged. This is a reference to his final battle against | **Cloud's body emits blue Mako when his Limit Break is fully charged. This is a reference to his final battle against Sephiroth in ''Advent Children''. | ||
**His on-screen appearance, which has him landing and then catching the Buster Sword, is a reference to the end of his battle against Sephiroth in ''Advent Children'', where the separated blades of the Fusion Swords strike around him and he catches the "core" blade as it falls. | **His on-screen appearance, which has him landing and then catching the Buster Sword, is a reference to the end of his battle against Sephiroth in ''Advent Children'', where the separated blades of the Fusion Swords strike around him and he catches the "core" blade as it falls. | ||
**Cloud glides forwards when he [[dash]]es. This is a reference to the dashing mechanic in the ''Dissidia Final Fantasy'' games, where all characters dash in a manner akin to flying, which can also be performed in midair. | **Cloud glides forwards when he [[dash]]es. This is a reference to the dashing mechanic in the ''Dissidia Final Fantasy'' games, where all characters dash in a manner akin to flying, which can also be performed in midair. | ||
*Cloud and {{SSB4|Bayonetta}} are the only characters with alternate costumes that sport a change of weapon. In Cloud's case, his ''Advent Children'' costume sees him wield the Fusion Swords from that movie instead of the Buster Sword, though they cannot be separated into their individual components. | *Cloud and {{SSB4|Bayonetta}} are the only characters with alternate costumes that sport a change of weapon. In Cloud's case, his ''Advent Children'' costume sees him wield the Fusion Swords from that movie instead of the Buster Sword, though they cannot be separated into their individual components. | ||
*Cloud is the second DLC character from a newly added [[universe]], succeeding Ryu and preceding Bayonetta. | *Cloud is the second DLC character from a newly added [[universe]], succeeding Ryu and preceding Bayonetta. He is also the only one from a newly represented company ([[Square Enix]]), as Sega and Capcom were already represented by Sonic and Mega Man, respectively, prior to the release of Ryu and Bayonetta. | ||
*Cloud has an alternate [[KO|blast KO]] line in which he mutters ({{ja|ミスった|Misutta}}, "Missed it"), making him one of the few characters who says anything during a KO, and the only character to have a Japanese KO line in non-Japanese versions of the game. | *Cloud has an alternate [[KO|blast KO]] line in which he mutters ({{ja|ミスった|Misutta}}, "Missed it"), making him one of the few characters who says anything during a KO, and the only character to have a Japanese KO line in non-Japanese versions of the game. | ||
*Cloud and {{SSB4|Little Mac}} are the only characters who have special moves that affect the in-game camera, with both [[Straight Lunge#KO Uppercut|KO Uppercut]] and all but [[Blade Beam|one]] of Cloud's [[Limit Charge|Limit Break]] moves zooming in and slowing down time upon hitting their targets. Notably, both characters' attacks involve dealing and receiving damage before they can be used | *Cloud and {{SSB4|Little Mac}} are the only characters who have special moves that affect the in-game camera, with both [[Straight Lunge#KO Uppercut|KO Uppercut]] and all but [[Blade Beam|one]] of Cloud's [[Limit Charge|Limit Break]] moves zooming in and slowing down time upon hitting their targets. Notably, both characters' attacks involve dealing and receiving damage before they can be used. | ||
*Cloud, Roy, Ryu, {{SSB4|Corrin}}, and Bayonetta are the only characters to use different sound clips when using battering items. Coincidentally, all of them are DLC. | *Cloud, Roy, Ryu, {{SSB4|Corrin}}, and Bayonetta are the only characters to use different sound clips when using battering items. Coincidentally, all of them are DLC. | ||
{{SSB4Characters}} | {{SSB4Characters}} | ||
{{Final Fantasy universe}} | {{Final Fantasy universe}} | ||
[[Category:Cloud (SSB4) | |||
[[Category:Third | [[Category:Cloud (SSB4)]] | ||
[[Category:Third party characters]] | |||
[[Category:Downloadable content]] | [[Category:Downloadable content]] | ||
[[Category | [[Category:Cloud]] | ||