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|ssbgame1 = SSB4
|ssbgame1 = SSB4
|availability = [[Unlockable character|Unlockable]]
|availability = [[Unlockable character|Unlockable]]
|tier = A+
|tier = S-
|ranking = 13
|ranking = 10
}}
}}
'''Cloud''' ({{ja|クラウド|Kuraudo}}, ''Cloud'') is a playable character in  ''[[Super Smash Bros. Ultimate]]''. Cloud was confirmed on June 12th, 2018 and is classified as [[Fighter number|Fighter #61]].
'''Cloud''' ({{ja|クラウド|Kuraudo}}, ''Cloud'') is a playable character in  ''[[Super Smash Bros. Ultimate]]''. Cloud was confirmed on June 12th, 2018 and is classified as [[Fighter number|Fighter #61]].
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{{s|wikipedia|Takahiro Sakurai}} reprises his role as Cloud in all regions, albeit via recycled voice clips from ''[[Super Smash Bros. 4]]''. This makes him the first character to remain fully voiced in Japanese in all regions despite having an existing English voice actor. In {{SSBU|Sephiroth}}'s [[List of Super Smash Bros. Ultimate character trailers#Sephiroth|reveal trailer]], and as part of the version 10.1.0 update, Sakurai reprises his role as Cloud with new voice lines exclusively for the ''Advent Children'' costumes, albeit only for his aesthetically different [[Omnislash Ver. 5]].
{{s|wikipedia|Takahiro Sakurai}} reprises his role as Cloud in all regions, albeit via recycled voice clips from ''[[Super Smash Bros. 4]]''. This makes him the first character to remain fully voiced in Japanese in all regions despite having an existing English voice actor. In {{SSBU|Sephiroth}}'s [[List of Super Smash Bros. Ultimate character trailers#Sephiroth|reveal trailer]], and as part of the version 10.1.0 update, Sakurai reprises his role as Cloud with new voice lines exclusively for the ''Advent Children'' costumes, albeit only for his aesthetically different [[Omnislash Ver. 5]].


Cloud is currently ranked 13th out of 82 characters on the ''Ultimate'' [[tier list]], ranking him in A+ tier. This is a minor drop from his ranking in ''Smash 4'', where he was ranked 2nd/3rd out of 54 and was tied with {{SSB4|Diddy Kong}}. Cloud's already great movement was further improved from ''Smash 4'', with his jump squat being lowered to 3 frames and his already safe aerials receiving landing lag reductions, which improved his advantage state and combo game. Despite nerfs to his range, Cloud's hitboxes are still fairly large, especially those that utilize his [[Buster Sword]], allowing him to outrange many characters in ''Ultimate''{{'}}s roster. Cloud also possesses one of the best out-of-shield options in the game, with his [[Climhazzard]] making pressuring him and landing against him rather difficult. Cloud also retains [[Limit Charge]] which further improves his special moves when active.  
Cloud is currently ranked 10th out of 82 characters on the ''Ultimate'' [[tier list]], ranking him in S- tier. This is a minor drop from his ranking in ''Smash 4'', where he was ranked 2nd/3rd out of 54 and was tied with {{SSB4|Diddy Kong}}. Cloud's already great movement was further improved from ''Smash 4'', with his jump squat being lowered to 3 frames and his already safe aerials receiving landing lag reductions, which improved his advantage state and combo game. Despite nerfs to his range, Cloud's hitboxes are still fairly large, especially those that utilize his [[Buster Sword]], allowing him to outrange many characters in ''Ultimate''{{'}}s roster. Cloud also possesses one of the best out-of-shield options in the game, with his [[Climhazzard]] making pressuring him and landing against him rather difficult. Cloud also retains [[Limit Charge]] which further improves his special moves when active.  


However, Cloud still struggles with an underwhelming grab game and an exploitable recovery. He also received drastic nerfs to some of his strengths from the previous game, most notably his specials, some of which deal less knockback, and Limit Break, which now only lasts up to 15 seconds, forcing Cloud to be more cautious when using it. Cloud's ability to kill is also less consistent due to the nerfs to Limit as well as his [[down aerial]] no longer being a reliable combo starter.
However, Cloud still struggles with an underwhelming grab game and an exploitable recovery. He also received drastic nerfs to some of his strengths from the previous game, most notably his specials, some of which deal less knockback, and Limit Break, which now only lasts up to 15 seconds, forcing Cloud to be more cautious when using it. Cloud's ability to kill is also less consistent due to the nerfs to Limit as well as his [[down aerial]] no longer being a reliable combo starter.
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Cloud is a [[weight|middleweight]] swordsman, tied with {{SSBU|Mii Swordfighter}} at 100 units of weight. Despite his weight class, Cloud boasts high overall mobility: he has average [[walk]]ing speed, very fast [[dash]]ing speed, above-average [[air speed]] and average [[air acceleration]], which collectively make him quick both on the ground and in the air. Cloud also has above-average [[falling speed]] and high [[gravity]], however, which prevent him from staying in the air for long in spite of his good aerial maneuverability.
Cloud is a [[weight|middleweight]] swordsman, tied with {{SSBU|Mii Swordfighter}} at 100 units of weight. Despite his weight class, Cloud boasts high overall mobility: he has average [[walk]]ing speed, very fast [[dash]]ing speed, above-average [[air speed]] and average [[air acceleration]], which collectively make him quick both on the ground and in the air. Cloud also has above-average [[falling speed]] and high [[gravity]], however, which prevent him from staying in the air for long in spite of his good aerial maneuverability.


While under his unique Limit Break status, Cloud's already impressive mobility improves further. His [[traction]] slightly improves, his dashing speed becomes even faster, his falling speed becomes the fourth fastest, and his air speed becomes the fastest in the game under normal circumstances. His increased gravity and falling speed, however, make his jumps slightly lower and prevent him from autocanceling some of his aerial attacks (notably back aerial and up aerial) as easily. As a result, Cloud's Limit Break status only marginally benefits his aerial mobility, but it can nevertheless help him move along the ground better.
However, Cloud's Limit Break status improves his already impressive mobility. His [[traction]] slightly improves, his dashing speed becomes even faster, his falling speed becomes the fourth fastest, and his air speed becomes the fastest in the game under normal circumstances. His increased gravity and falling speed, however, make his jumps slightly lower and prevent him from autocanceling some of his aerial attacks (notably back aerial and up aerial) as easily. As a result, Cloud's 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 his effective [[range]], courtesy of his Buster Sword; Cloud's attacks have among the longest reaches in the game and can space out the opponent quite easily, snuff out opposing approaches and adeptly punish most careless attacks due to his speed and range. A prime example of this trait is Cloud's aerial attacks: neutral aerial, despite having its range decreased noticeably in the transition to ''Ultimate'', still covers Cloud's hurtbox well, making it a go-to option for spacing or air-to-ground transition movement. It is also very fast on both ends, can autocancel with a short hop, and has a low launching angle, all of which make it a good edgeguarding and spacing tool despite its below-average knockback.
Cloud's greatest asset is his effective [[range]], courtesy of his Buster Sword; Cloud's attacks have among the longest reaches in the game and can space out the opponent quite easily, snuff out opposing approaches and adeptly punish most careless attacks due to his speed and range. A prime example of this trait is Cloud's aerial attacks: neutral aerial, despite having its range decreased noticeably in the transition to ''Ultimate'', still covers Cloud's hurtbox well, making it a go-to option for spacing or air-to-ground transition movement. It is also very fast on both ends, can autocancel with a short hop, and has a low launching angle, all of which make it a good edgeguarding and spacing tool despite its below-average knockback.
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==Changes from ''[[Super Smash Bros. 4]]''==
==Changes from ''[[Super Smash Bros. 4]]''==
Cloud was previously considered to be one of the best characters in ''SSB4'' and widely considered the second best character, after {{SSB4|Bayonetta}}, due to a myriad of advantages, including deceptively lingering hitboxes, excellent speed-to-range ratio (with very quick mobility, surprising frame data and very generous [[autocancel]] windows), and a powerful advantage in the form of his [[Limit Gauge]], which further boosted his mobility, allowing him to force [[approach]]es and also pose a constant threat due to his unique Limit Break [[special attack]]s. All these factors shined brighter in [[doubles]] play, where teams containing at least one Cloud were notorious within the community for their prominence and disproportionate effectiveness (statistically, Cloud in doubles [https://intheloop837.wordpress.com/2018/04/09/data-cloud-in-doubles-an-analysis/ held more dominance] than even {{SSBB|Meta Knight}} in ''[[Super Smash Bros. Brawl|Brawl]]'' singles). Likely as a result of his dominance, Cloud was initially [[nerf]]ed noticeably in his transition to ''Ultimate'', though he did remain a potent character, and changes from game updates, the revamped gameplay physics, and general optimizations in the metagame have proven very benefitial to him. In bulk, Cloud has been moderately nerfed overall.
Cloud was previously considered to be one of the best characters in ''SSB4'', alongside {{SSB4|Bayonetta}}, due to a myriad of advantages, including deceptively lingering hitboxes, excellent speed-to-range ratio alongside generous [[autocancel]] windows, and a powerful advantage in the form of his [[Limit Gauge]], which granted a lasting stat buff that boosted his already high overall mobility, allowed him to force [[approach]]es, and posed a constant threat during games due to the potential of a powerful Limit Break [[special attack]]. All these factors made him one of the most viable characters in ''SSB4'' overall, especially in [[doubles]] play, where teams containing at least one Cloud were notorious within the community for their prominence and disproportionate effectiveness (statistically, Cloud in doubles [https://intheloop837.wordpress.com/2018/04/09/data-cloud-in-doubles-an-analysis/ held more dominance than even Meta Knight in ''Brawl'' singles]). Likely as a result of this, Cloud has been [[nerf]]ed noticeably overall in his transition to ''Ultimate''.


Cloud's nerfs have primarily addressed his most powerful moves and traits. [[Limit Charge]] can no longer be [[charge-cancel|instant charge-canceled]] since it incurs 7 frames of lag when canceling a charge, will have its charge neutralized if Cloud is hit during the process of charging, and [[Limit (status)|Limit]]'s mobility and special move buffs now end on their own after 15 seconds if none of his Limit Break special moves are used. These changes result in Cloud's Limit mechanic no longer being able to be kept for [[mindgame]]s or a lasting stat boost, and forces him to be more cautious of both charging and activating it, vastly reducing the sheer game changing abilities it once had in the previous game.
Cloud received a fair share of [[buff]]s, although most of these are universal throughout the cast. Like most other characters, he was given a boost to his already high stats, with faster movement speed, a frame 3 jumpsquat, and reductions to [[landing lag]], all of which compliments his strong aerial spacing ability and continues to make him one of the most mobile swordfighters in the game. In particular, the reduction to landing lag on his aerials not only makes them much safer on shield due to their range, it also allows Cloud to follow up from them more consistently, most notably with his forward, back and up aerials; this improves his damage racking game.


Disregarding the changes to landing lag, Cloud's infamous aerial game has also been toned down. [[Neutral aerial]] has a new animation that significantly reduces its range, making it less safe and effective for spacing. [[Down aerial]]'s lingering hitbox ends earlier and has more ending lag, making it much harder to follow up in midair and riskier to use to combat juggling. His notorious [[up aerial]] has seen the most substantial nerfs: its increased startup with no animation change significantly reduces its range below him, the clean hit has smaller hitboxes, and the whole move has worsened KO ability and autocancel window; these changes almost completely remove its ability to start combos on grounded opponents, and reduce its incontestability as well as its previously respectable KO power.
The reintroduction of directional [[air dodge]]s allow him to extend his notoriously weak horizontal recovery when his Limit Meter is not fully charged, and now make him much harder to gimp if he is grabbed during Climhazzard. Certain moves have been improved to make them more consistent or improve their KO potential, such as his [[neutral attack]] (which connects better and can now [[lock]]) and [[dash attack]] (which has increased knockback). The ability to [[dash cancel]] into any ground move and the introduction of [[spot dodge]] canceling also allows Cloud to make even better use of his ground attacks, such as [[neutral attack]] for tech-chasing, [[down tilt]] for approaching, or forward tilt for KOing.


Cloud's already poor grab game was also hindered even further; despite his faster pummel and his slower animations now matching his grabs' startup, down throw has lost its already lacking combo potential, and the universal nerfs to grabs have slightly reduced dash grab's already lackluster range and made his own grabs slower and more punishable. Finally, other minor nerfs were to his smash attacks, as [[forward smash]] has slightly more ending lag and less range, and [[down smash]]'s damage and KO power were reduced.
Cloud's special moves have also been given some noteworthy improvements. [[Blade Beam]]'s sluggishness has been improved by a reduction of ending lag, making it less punishable and giving Cloud a semi-reliable camping tool. [[Climhazzard]] can be teched at the end of the move, snaps to ledge faster when using the downward slash, has much lower landing lag, transitions quicker, and KOs more consistently if used offstage due to the changes to [[meteor smash]]es. This makes it safer for [[recovery]], a much more reliable [[out of shield]] option, and consistent for [[sacrificial KO]]s. [[Limit Charge]] now allows Cloud to jump or [[air dodge]] out of it, charges significantly faster when he inflicts damage, and is now displayed above his [[damage meter]].


Despite these changes, the changes to game physics have significantly benefited Cloud. The reductions to [[landing lag]] benefit Cloud more than most characters, as his aerials' lower landing lag now give him a more conventional combo game since he can follow up from them more consistently (most notably with his forward, back and up aerials, the latter despite its stricter autocancel window), and combined with his Buster Sword's respectable range and excellent mobility, this also drastically benefits his spacing game (most infamously with his [[back aerial]], now widely considered the best in the game). On that note, much like the returning cast, Cloud now sports even faster mobility, making him harder to catch and easier for him to keep up with the cast. The changes to [[air dodge]] mechanics improve his edgeguarding game and keep his juggling prowess mostly intact despite his other nerfs, and the reintroduction of directional air dodges allow him to extend his notoriously weak horizontal recovery when his Limit Meter is not fully charged, and now make him much harder to gimp if he is grabbed during Climhazzard. The ability to [[dash-canceling|dash cancel]] into any ground move and the introduction of [[spot dodge]] canceling both allow Cloud to make even better use of his ground attacks to approach and KO, making his ground game more imposing.
Although Cloud can no longer store his Limit indefinitely, the combination his Limit Gauge filling faster via inflicting damage and especially via Limit Charge actually means that Cloud can use his Limit Breaks much more frequently than in ''SSB4''. Finally, [[Finishing Touch]] is an even more potent finishing move: it has less startup, noticeably more knockback, and its grounded version's late hit had its vertical range increased to the point that it can hit opponents on the bottom platforms of [[Battlefield form]] stages.


Cloud has also received a fair share of [[buff]]s to his less impressive moves. [[Dash attack]] and [[up smash]] are now much more reliable KO options thanks to their increased knockback. His special moves have also been given some noteworthy improvements without the need for Limit. [[Blade Beam]] has ending lag, making it less punishable and giving Cloud a semi-reliable camping tool. [[Climhazzard]] has much lower landing lag and transitions quicker, now making it one of the most reliable and infamous [[out of shield]] options in the game; it can also be teched at the end of the move, snaps to ledge faster when using the downward slash, and KOs more consistently if used offstage due to the changes to [[meteor smash]]es, making it more consistent for [[sacrificial KO]]s. [[Limit Charge]] now allows Cloud to jump or [[air dodge]] out of it, charges significantly faster when he inflicts damage, and is now displayed above his [[damage meter]].
However, these buffs are offset by an abundance of nerfs. One of Cloud's most significant changes are to his [[Limit Charge]]: it can no longer be [[instant charge-cancel]]ed since it incurs 7 frames of lag when canceling a charge, will have its charge reduced if Cloud is hit during the process of charging, and disappears entirely if not used up in 15 seconds. These changes result in Cloud's Limit Break mechanic no longer being a direct upside that can be kept for [[mindgame]]s or a lasting stat boost, and forces him to be more cautious of both charging and activating his Limit, vastly reducing the sheer game changing abilities it once had in the previous game.


While Limit has seen detriments to its duration, it has also seen some improvements: his Limit Gauge fills faster via inflicting damage and especially via Limit Charge, allowing Cloud to use his Limit Break special moves much more frequently than in ''SSB4''. Lastly, [[Finishing Touch]] is an even more potent KO move: it has less startup, noticeably more knockback, and its grounded version's late hit had its vertical range increased to the point that it can hit opponents on the bottom platforms of [[Battlefield form]] stages.
Cloud's aerials have also been toned down, making his infamous aerial game less effective despite their lowered landing lag and better combo potential. [[Neutral aerial]]'s range has been significantly reduced due to an altered animation in which Cloud doesn't stretch his arm as much, making it less safe and effective for spacing. [[Down aerial]]'s lingering hitbox ends earlier and has more ending lag, making it harder to follow up in midair and riskier to use an an anti-juggle move, although its lowered landing lag allows it to start combos if Cloud lands first.


Overall, Cloud's nerfs have toned down his most oppressive factor and further defined his weaknesses. Limit's temporary duration now forces Cloud to approach more and optimize its usage, and his further weakened grab game and powerful tools now necessitate him to play even more aggressively than ever before. He also still retains his very exploitable recovery, which has seen no substantial improvements, as his faster air mobility doesn't compensate for this. However, his buffs to his other tools and the huge shifts to the engine have benefitted his aggressive options, as his damage-racking game is mostly intact thanks to his improved combo game, and he can now Limit space his moves with more liberty while being ironically harder to punish him, as well as KO more easily without the need to rely on Limit; many of these buffs have also been granted to him through game updates. As a result, Cloud remains a fundamentally solid character with a relatively low learning curve and effective tools, and while he is not as overpowered and performs worse than in ''SSB4'', he's still considered to be a very strong character in ''Ultimate'', especially in competitive play.
Finally, Cloud's notorious [[up aerial]] has been substantially nerfed: its increased startup with no animation change significantly reduced its range in front of him, it has smaller hitboxes on the Buster Sword, reduced power and a lowered autocancel window. Altogether, these changes worsen its versatility by almost completely removing its ability to start combos on grounded opponents, reducing its incontestability, and toning down its previously respectable KO power, with its only buffs being its lowered landing lag and damage making it easier to chain several up aerials together with the aid of platforms.
 
Other nerfs Cloud has received are to his grounded KO ability being slightly nerfed, as his forward and up [[smash attack]]s have slightly higher ending lag, while [[down smash]] is weaker, making his average ground game even less imposing. Lastly, his already poor grab game has been further weakened, as his down throw has lost its already lacking combo potential and his grabs have been made slower and now have higher ending lag; although the latter point is synonymous with the rest of the cast, this notably hurts Cloud's options against shielding opponents. As a result of these nerfs, Cloud now has more defined weaknesses, with his weak grab game, exploitable recovery, and weakened tools necessitating him to be more precise and careful with optimizing his Limit or spacing, alongside making spacing with his aerials more difficult.
 
Overall, Cloud remains a fundamentally solid character with a relatively low learning curve and effective tools, although he is not as overpowered as he was in ''SSB4'' due to his nerfs toning down the incredible utility his moveset had at his disposal. Although Cloud is considered to be worse than his iteration in ''SSB4'', he still continues to garner strong results in competitive play and is widely considered to be top tier.


{{SSB4 to SSBU changelist|char=Cloud}}
{{SSB4 to SSBU changelist|char=Cloud}}


==Update history==
==Update history==
Aside from a single nerf to [[Blade Beam]] in update 3.0.0, Cloud was buffed via game updates. While updates 2.0.0 and 3.1.0 provided only negligible improvements, update 7.0.0 buffed Cloud much more in comparison. Most notably, his inconsistent KO potential (one of his biggest weaknesses) was alleviated in a few ways: clean dash attack became a viable KOing option thanks to its higher knockback, up smash is faster overall and its sweetspot gained more knockback, and [[Limit Charge]] fills the Limit Gauge much faster. In addition, Cloud received a few quality of life buffs: forward smash's hits connect more reliably, [[Climhazzard]] snaps to an edge earlier, and his shield was enlarged as part of a near-universal buff.  
Aside from a single nerf to [[Blade Beam]] in update 3.0.0, Cloud was buffed via game updates. While updates 2.0.0 and 3.1.0 provided only negligible improvements, update 7.0.0 buffed Cloud much more in comparison. Most notably, his inconsistent KO potential (one of his biggest weaknesses) was alleviated in a few ways: clean dash attack became a viable KOing option thanks to its higher knockback, up smash is faster overall and its sweetspot gained more knockback, and [[Limit Charge]] fills the Limit Gauge much faster.


Lastly, update 13.0.1 decreased [[Finishing Touch]]'s overall lag to the point that it is not only safer to use, but also much easier to perform from setups at certain percentages.
In addition, Cloud received a few quality of life buffs: forward smash's hits connect more reliably, [[Climhazzard]] snaps to an edge earlier, and his shield was enlarged as part of a near-universal buff. Lastly, update 13.0.1 decreased [[Finishing Touch]]'s overall lag to the point that it is not only safer to use, but also much easier to perform from setups at certain percentages.


Overall, Cloud fares better than he did at the launch of ''Ultimate''.
Overall, Cloud fares better than he did at the launch of ''Ultimate''.
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==Moveset==
==Moveset==
*Cloud has a unique [[fighter ability]] called the '''[[Limit Gauge]]'''. Over the course of normal play, the Limit Gauge will be filled automatically by inflicting or receiving damage. Alternatively, it can be filled manually by using his down special move, [[Limit Charge]]. The Limit Gauge is always present above his [[damage meter]] and will display its current state of charge. When it is filled up, Cloud's body will emit a blue, fiery aura and he will gain upgraded, single use versions of his special moves alongside enhanced mobility for the duration of the charge.
*Cloud has a unique [[fighter ability]] called the '''[[Limit Gauge]]'''. Over the course of normal play, the Limit Gauge will be filled automatically by inflicting or receiving damage. Alternatively, it can be filled manually by using his down special move, [[Limit Charge]]. The Limit Gauge is always present above his [[damage meter]] and will display its current state of charge. When it is filled up, Cloud's body will emit a blue, fiery aura, and he will gain upgraded, single use versions of his special moves alongside enhanced mobility for the duration of the charge.
*Cloud can [[wall jump]].
*Cloud can [[wall jump]].
''For a gallery of Cloud's hitboxes, see [[Cloud (SSBU)/Hitboxes|here]].''
''For a gallery of Cloud's hitboxes, see [[Cloud (SSBU)/Hitboxes|here]].''
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|ftiltname=Side Slash ({{ja|サイドスラッシュ|Saido Surasshu}})
|ftiltname=Side Slash ({{ja|サイドスラッシュ|Saido Surasshu}})
|ftiltdmg=11%
|ftiltdmg=11%
|ftiltdesc=An inward slash. It has fairly quick startup and is Cloud's only tilt attack that KOs at reasonable percentages, as it will KO middleweights at 125% while near the edge. However, its very low base knockback and moderate ending lag make it punishable on shield at low percentages unless it is spaced sufficiently. It resembles his basic attack in ''Final Fantasy VII''.
|ftiltdesc=An inward slash. It has fairly quick startup and is Cloud's only tilt attack that KOs at reasonable percentages, as it will KO middleweights at 125% at the ledge. However, its very low base knockback and moderate ending lag make it punishable on shield at low percentages unless it is spaced sufficiently. It resembles his basic attack in ''Final Fantasy VII''.
|utiltname=Top Slash ({{ja|トップスラッシュ|Toppu Surasshu}})
|utiltname=Top Slash ({{ja|トップスラッシュ|Toppu Surasshu}})
|utiltdmg=8%
|utiltdmg=8%
|utiltdesc=An overhead arcing slash. Its hitbox starts behind Cloud, although it does not extend beside Cloud and makes it unable to hit smaller characters beside him. It is fast, has a fairly large hitbox, and middling knockback. Altogether, these traits makes it a good anti-air, and allows it to reliably start combos such as into itself at 0% and into aerials at low to medium percentages.
|utiltdesc=An overhead arcing slash. 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, has a fairly large hitbox, and middling knockback is lacking. Altogether, these traits allow it to reliably start combos, such as into itself at 0% and into aerials at low to mid percentages.
|dtiltname=Sliding ({{ja|スライディング|Suraidingu}})
|dtiltname=Sliding ({{ja|スライディング|Suraidingu}})
|dtiltdmg=6% (knee), 7% (leg)
|dtiltdmg=6% (knee), 7% (leg)
|dtiltdesc=A [[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 startup, propels Cloud a good distance forward, launches opponents vertically, and significantly lowers his hurtbox. Altogether, these traits make it useful as an approach and [[punishment]] option, as well as a decent setup option into neutral and up aerials (albeit only during its ending frames). It resembles his Slide Buster from ''Ehrgeiz''.
|dtiltdesc=A [[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 startup, propels Cloud a good distance forward, launches opponents vertically, and significantly lowers his hurtbox. Altogether, these traits make it useful as an approach and [[punishment]] option, as well as a decent set-up option into neutral and up aerials (albeit only during its ending frames). It resembles his Slide Buster from ''Ehrgeiz''.
|dashname=Vertical Blade ({{ja|バーティカルブレード|Bātikaru Burēdo}})
|dashname=Vertical Blade ({{ja|バーティカルブレード|Bātikaru Burēdo}})
|dashdmg=11% (clean), 8% (late)
|dashdmg=11% (clean), 8% (late)
|dashdesc=Thrusts the sharp edge of the Buster Sword forward while holding it diagonally downward. It has a lingering hitbox and, as of update 7.0.0, its clean hit is viable for KOing at 121% while near the edge.
|dashdesc=Thrusts the sharp edge of the Buster Sword forward while holding it diagonally downward. It has a lingering hitbox and, as of update 7.0.0, its clean hit is viable for KOing at 121% at ledge.
|fsmashname=Triple Buster ({{ja|トリプルバスター|Toripuru Basutā}})
|fsmashname=Triple Buster ({{ja|トリプルバスター|Toripuru Basutā}})
|fsmashdmg={{ChargedSmashDmgSSBU|3}} (hit 1), {{ChargedSmashDmgSSBU|2}} (hit 2 center), {{ChargedSmashDmgSSBU|3}} (hit 2 hilt), {{ChargedSmashDmgSSBU|4}} (hit 2 tip), {{ChargedSmashDmgSSBU|12}} (hit 3 tip), {{ChargedSmashDmgSSBU|13}} (hit 3 non-tip)
|fsmashdmg={{ChargedSmashDmgSSBU|3}} (hit 1), {{ChargedSmashDmgSSBU|2}} (hit 2 center), {{ChargedSmashDmgSSBU|3}} (hit 2 hilt), {{ChargedSmashDmgSSBU|4}} (hit 2 tip), {{ChargedSmashDmgSSBU|12}} (hit 3 tip), {{ChargedSmashDmgSSBU|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. It is Cloud's strongest non-Limit Break move, KOing middleweights 96% at center-stage, but it has rather slow startup, high ending lag, and deals below average [[shieldstun]]. Additionally, each hit is only active for 1 frame, which means it can be dodged entirely with a well-timed [[roll]] or [[sidestep]]. It resembles his Buster Sword Slash from ''Ehrgeiz'' and the ''Kingdom Heart'' series' depiction of his {{iw|khwiki|Cross Slash}} Limit Break.
|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. It is Cloud's strongest non-Limit Break move, KOing middleweights 96% in the center of the stage, but it has rather slow startup, 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 his Buster Sword Slash from ''Ehrgeiz'' and the ''Kingdom Heart'' series' depiction of his {{iw|khwiki|Cross Slash}} Limit Break.
|usmashname=Upper Swing ({{ja|アッパースイング|Appā Suingu}})
|usmashname=Upper Swing ({{ja|アッパースイング|Appā Suingu}})
|usmashdmg={{ChargedSmashDmgSSBU|13}} (early/tip), {{ChargedSmashDmgSSBU|12}} (mid/hilt), {{ChargedSmashDmgSSBU|8}} (late)
|usmashdmg={{ChargedSmashDmgSSBU|13}} (early/tip), {{ChargedSmashDmgSSBU|12}} (mid/hilt), {{ChargedSmashDmgSSBU|8}} (late)
|usmashdesc=An upward slash. It has some startup (frame 12) and moderate ending lag, and its KO power is only average compared to most other up smashes, but it has a wide arc and high range, being able to function as an effective anti-air. Its sweetspot KOs middleweights at 112%, although its sourspot (after the Buster Sword is held vertically) is weaker and KOs much later. It resembles the first hit of his Beta Chain from ''Ehrgeiz''.
|usmashdesc=An upward slash. It has some startup (12 frames) and moderate ending lag, and its KO power is only average compared to most other up smashes, but it has deceptively large range, being able to function as an effective anti-air. KOs middleweights around 112%. It resembles the first hit of his Beta Chain from ''Ehrgeiz''.
|dsmashname=Double Thrust ({{ja|ダブルスラスト|Daburu Surasuto}})
|dsmashname=Double Thrust ({{ja|ダブルスラスト|Daburu Surasuto}})
|dsmashdmg={{ChargedSmashDmgSSBU|3}} (hit 1), {{ChargedSmashDmgSSBU|11}} (hit 2)
|dsmashdmg={{ChargedSmashDmgSSBU|3}} (hit 1), {{ChargedSmashDmgSSBU|11}} (hit 2)
|dsmashdesc=Kneels and thrusts the Buster Sword's hilt forward, then performs a reverse gripped thrust behind himself. The first hit launches opponents into the second, though it is possible to [[tech]] after the first hit, causing the second to miss. 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, and a decent close-range out of shield option. It starts KOing at 109% while near the edge.
|dsmashdesc=Kneels and thrusts the Buster Sword's hilt forward, then performs a reverse gripped thrust behind himself. 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, and a decent close-range out of shield option. It starts KOing at ledge at 109%.
|nairname=Circle Swing ({{ja|サークルスイング|Sākuru Suingu}})
|nairname=Circle Swing ({{ja|サークルスイング|Sākuru Suingu}})
|nairdmg={{ShortHopDmgSSBU|8}}
|nairdmg={{ShortHopDmgSSBU|8}}
|nairdesc=Performs a one-handed circular slash while holding the Buster Sword parallel to himself. While its range is somewhat lacking compared to Cloud's other attacks, it is his fastest aerial nonetheless and covers his whole hurtbox decently well. Autocancels in a short hop, which makes it very useful for air-to-ground transitions.
|nairdesc=A circular slash around himself. While its range is somewhat lacking compared to Cloud's other attacks, it is his fastest aerial nonetheless and covers his whole hurtbox decently well. Autocancels in a short hop, which makes it very useful for air-to-ground transitions.
|fairname=Meteor Slash ({{ja|メテオスラッシュ|Meteo Surasshu}})
|fairname=Meteor Slash ({{ja|メテオスラッシュ|Meteo Surasshu}})
|fairdmg={{ShortHopDmgSSBU|14}} (clean sweetspot), {{ShortHopDmgSSBU|13}} (clean sourspot), {{ShortHopDmgSSBU|11}} (late)
|fairdmg={{ShortHopDmgSSBU|14}} (clean sweetspot), {{ShortHopDmgSSBU|13}} (clean sourspot), {{ShortHopDmgSSBU|11}} (late)
|fairdesc=Briefly pauses and then performs a downward slash. It is his slowest aerial to start (frame 18), but has a sweetspot on the middle of the Buster Sword's blade as it comes down that 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 hop. On landing, its sweetspot on grounded opponents can act as a situational combo starter. It is almost identical to his Braver Limit Break and, to a lesser degree, resembles his attack animation when using the Deathblow Materia in ''Final Fantasy VII''.
|fairdesc=Briefly pauses and then performs a downward slash. It is 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 hop. On landing, its sweetspot on grounded opponents can act as a situational combo starter. It is almost identical to his Braver Limit Break and, to a lesser degree, resembles his attack animation when using the Deathblow Materia in ''Final Fantasy VII''.
|bairname=Back Upper ({{ja|バックアッパー|Bakku Appā}})
|bairname=Back Upper ({{ja|バックアッパー|Bakku Appā}})
|bairdmg={{ShortHopDmgSSBU|13}}
|bairdmg={{ShortHopDmgSSBU|13}}
|bairdesc=Turns around to perform an outward slash. It has very long range and respectable power, KOing middleweights at 115% while near the edge, making it effective for spacing and KOing. It also has very low landing lag and autocancels in a short hop; these traits make it very difficult to punish, even when blocked, and enable it to set up a combo or even a [[wall of pain]] at low percentages. It has limited vertical range, however, and its hitbox is only active for 2 frames. Its solid balance of speed, range and power has led to many considering it one of the best back aerials in the game. It resembles the sword strike he performs during his Meteorain Limit Break.
|bairdesc=Turns around to perform an outward slash. It has very long range and respectable power, KOing middleweights at around 115% near the edge, making it an effective spacing and KO option. It also has very low landing lag, making it very difficult to punish even when blocked, 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 two frames. Its solid balance of speed, range and power has led to many considering it one of the best back airs in the game. It resembles the sword strike he performs during his Meteorain Limit Break.
|uairname=Lift Up ({{ja|リフトアップ|Rifuto Appu}})
|uairname=Lift Up ({{ja|リフトアップ|Rifuto Appu}})
|uairdmg={{ShortHopDmgSSBU|11}} (clean), {{ShortHopDmgSSBU|8}} (late)
|uairdmg={{ShortHopDmgSSBU|11}} (clean), {{ShortHopDmgSSBU|8}} (late)
|uairdesc=Thrusts the sharp edge of the Buster Sword's blade upward while holding it parallel to the ground. It has [[sex kick]] properties. It comes out on frame 8, works as an excellent combo starter on landing, being able to combo into most of Cloud's moves especially at low percentages, while its late hit can set up KO confirms into Limit Cross Slash and Finishing Touch. It can also autocancel in a short hop and its large, lingering hitbox makes it an effective anti-air and punishment tool. It also boasts respectable knockback by itself, with its clean hit KOing near the upper blast line at 140%. Unlike in ''SSB4'', however, it is very difficult to land on grounded opponents, as its hitbox does not extend much beyond the Buster Sword itself. It resembles the lifting animation from the beginning of Omnislash.
|uairdesc=Thrusts the sharp edge of the Buster Sword's blade upward while holding it parallel to the ground. Has [[sex kick]] properties. It comes out on frame 8, works as an excellent combo starter on landing, being able to combo into most of Cloud's moves especially at low percentages, while its late hit can set up KO confirms into Limit Cross Slash and Finishing Touch. It can also autocancel in a short hop and its large, lingering hitbox makes it an effective anti-air and punishment tool. It also boasts respectable knockback by itself, with its clean hit KOing near the upper blast line at around 140%. Unlike in ''SSB4'', however, it is very difficult to land on grounded opponents, as its hitbox does not extend much beyond the sword itself.
|dairname=Under Stab ({{ja|アンダースタッブ|Andā Sutabbu}})
|dairname=Under Stab ({{ja|アンダースタッブ|Andā Sutabbu}})
|dairdmg={{ShortHopDmgSSBU|13}} (clean aerial sourspot, grounded opponent), {{ShortHopDmgSSBU|15}} (aerial sweetspot), {{ShortHopDmgSSBU|8}} (late)
|dairdmg={{ShortHopDmgSSBU|13}} (clean aerial sourspot, grounded opponent), {{ShortHopDmgSSBU|15}} (aerial sweetspot), {{ShortHopDmgSSBU|8}} (late)
|dairdesc=A downward thrust. Striking directly beneath Cloud with the first few frames meteor smashes aerial opponents. Its late hit is a capable combo starter when autocanceled (from a full hop, but right before he reaches the apex), which even has certain KO confirms at high percentages. It has a long duration, but also has high ending lag, making it very risky to use offstage. Despite its meteor smashing capabilities, it has rather quick startup (frame 11); this enables it to be used as a setup option. It resembles the ''Kingdom Heart'' series' depiction of his {{iw|khwiki|Climhazzard}} Limit Break.
|dairdesc=A downward thrust. Striking directly beneath Cloud with the first few frames meteor smashes aerial opponents. Its late hit is a capable combo starter when autocanceled (from a full hop, but right before he reaches the apex), which even has certain KO confirms at high percentages. It has a long duration, but also has high ending lag, making it a huge risk to use offstage. Despite its meteor smashing capabilities, it is rather quick, coming out on frame 11, allowing it to be a potential followup option.
|grabname=Grab ({{ja|つかみ|Tsukami}})
|grabname=Grab ({{ja|つかみ|Tsukami}})
|grabdesc=Reaches out with his hand. It has very short range relative to Cloud's stance.
|grabdesc=Reaches out with his hand. It has very short range.
|pummelname=Grab Knee Kick ({{ja|つかみひざ蹴り|Tsukami Hiza Geri}})
|pummelname=Grab Knee Kick ({{ja|つかみひざ蹴り|Tsukami Hiza Geri}})
|pummeldmg=1.3%
|pummeldmg=1.3%
|pummeldesc=A knee strike. Average power and speed.
|pummeldesc=A knee strike.
|fthrowname=Rocket Kick ({{ja|ロケットキック|Roketto Kikku}})
|fthrowname=Rocket Kick ({{ja|ロケットキック|Roketto Kikku}})
|fthrowdmg=4% (hit 1), 3% (throw)
|fthrowdmg=4% (hit 1), 3% (throw)
|fthrowdesc=A modified [[wikipedia:dropkick#Dropsault|dropsault]]. It has low knockback, so it is usually used for positioning or throwing opponents off-stage. It only KOs at 223% on Battlefield. It resembles [[Tifa Lockhart]]'s Somersault Limit Break.
|fthrowdesc=A modified [[wikipedia:dropkick#Dropsault|dropsault]]. It has low knockback, so it is usually used for positioning or throwing opponents off-stage. It only KOs at 223% on Battlefield. It resembles [[Tifa]]'s Somersault Limit Break.
|bthrowname=Reverse Kick ({{ja|リバースキック|Ribāsu Kikku}})
|bthrowname=Reverse Kick ({{ja|リバースキック|Ribāsu Kikku}})
|bthrowdmg=3% (hit 1), 3% (throw)
|bthrowdmg=3% (hit 1), 3% (throw)
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|uthrowname=Double Spin Kick ({{ja|ダブルスピンキック|Daburu Supin Kikku}})
|uthrowname=Double Spin Kick ({{ja|ダブルスピンキック|Daburu Supin Kikku}})
|uthrowdmg=2% (hit 1), 2.5% (hit 2), 4% (throw)
|uthrowdmg=2% (hit 1), 2.5% (hit 2), 4% (throw)
|uthrowdesc=A {{s|wikipedia|540 kick}}. It is Cloud's most damaging throw, yet its only utility is to set up juggles, due to its knockback being too low for KOing reliably and its ending lag being too high for followups. It KOs at 179% while on {{SSBU|Battlefield}}'s top platform, but only KOs at 234% without platforms.
|uthrowdesc=A {{s|wikipedia|540 kick}}. It is Cloud's most damaging throw, yet its only utility is to set up juggles, due to its knockback being too low for KOing reliably and its ending lag being too high for followups. KOs at 179% at the top platform on {{SSBU|Battlefield}} but only KOs at 234% without platforms.
|dthrowname=Bash Down ({{ja|バッシュダウン|Basshu Daun}})
|dthrowname=Bash Down ({{ja|バッシュダウン|Basshu Daun}})
|dthrowdmg=7%
|dthrowdmg=7%
|dthrowdesc=A one-handed body slam. It launches opponents behind him with low base knockback, making it a very ineffective throw for combos. Although it KOs earlier than any of his other throws excluding platforms, it only does so at 181% against middleweights and while Cloud is facing away from the edge of Battlefield. It resembles Tifa's Meteor Strike Limit Break, albeit performed while grounded instead of airborne.
|dthrowdesc=A one-handed body slam. It launches opponents behind him with low base knockback, making it a very ineffective throw for combos. Although it KOs earlier than any of his other throws excluding platforms, it only does so at around 181% for middleweights with Cloud facing away from the edge of Battlefield. It resembles Tifa's Meteor Strike Limit Break, albeit performed while grounded instead of airborne.
|floorfname= 
|floorfname= 
|floorfdmg=7%
|floorfdmg=7%
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|nsdesc=Swings the Buster Sword upward and in front of himself in order 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 hits early. The aerial version is slower and deals less damage, but gives Cloud a [[Fall Break]] effect. Like most projectiles, it disappears on contact with an object or enemy.
|nsdesc=Swings the Buster Sword upward and in front of himself in order 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 hits early. The aerial version is slower and deals less damage, but gives Cloud a [[Fall Break]] effect. Like most projectiles, it disappears on contact with an object or enemy.


The Limit Break variant possesses [[transcendent priority]], moves much faster across the ground, grants Cloud's entire body intangibility on startup and hits multiple times, with its last hit having great KO potential KOing at 102% while near the edge. It is still weaker and slower when performed in midair, however. Upon hitting a wall, the Limit Break variant will not disappear and instead act as if hitting a player, making it an effective stage-spiking tool if performed under the ledge. However, this maneuver is rather risky considering Cloud's poor recovery.
The Limit Break variant possesses [[transcendent priority]], moves much faster across the ground, grants Cloud’s entire body intangibility on startup and hits multiple times, with its last hit having great KO potential KOing at 102% near ledge. It is still weaker and slower when performed in midair, however. Upon hitting a wall, the Limit Break variant will not disappear and instead act as if hitting a player, making it an effective stage-spiking tool if performed under the ledge. However, this maneuver is rather risky considering Cloud's poor recovery.
|ssname=Cross Slash
|ssname=Cross Slash
|ssdmg=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)
|ssdmg=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)
|ssdesc=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, spelling the kanji {{ja|凶|kyō}} (きょう) ("bad luck", "misfortune"). The full attack deals high damage and moderate knockback, making it a superb [[punishing]] option at close range. It is weak against shields, however, as all stages of the attack are slow and punishable if missed.
|ssdesc=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, spelling the kanji {{ja|凶|kyō}} (きょう) ("bad luck", "misfortune"). The full attack deals high damage and moderate knockback, making it a superb [[punishing]] option at close range. It is weak against shields, however, as all stages of the attack are slow and punishable if missed.


Its Limit Break variant results in Cloud unleashing all five strikes with a single input regardless of whether he hits anything. It also significantly increases both the damage and KO potential of the move, KOing middleweights at 100% from center-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 while also granting intangibility to Cloud's body on startup. Additionally, Limit Cross Slash deals a high amount of [[shield damage]], so much so that the final hit can sometimes break a middleweight's shield if used after a forward or back air, making it risky for opponents to hold shield near Cloud during Limit Break. When used in the air, it halts all momentum until the move is finished. It is commonly considered Cloud's most effective Limit Break move due to its abundance of positive traits.
Its Limit Break variant results in Cloud unleashing all five strikes with a single input regardless of whether he hits anything. It also significantly 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 while also granting intangibility to Cloud's body on startup. Additionally, Limit Cross Slash deals a high amount of [[shield damage]], so much so that the final hit can sometimes break a middleweight's shield if used after a forward or back air, making it risky for opponents to hold shield near Cloud during Limit Break. When used in the air, it halts all momentum until the move is finished. It is commonly considered Cloud's most effective Limit Break move due to its abundance of positive traits.
|usname=Climhazzard
|usname=Climhazzard
|usdmg=3% (hit 1), 4% (hits 2-3), 3.5% (landing), 6% (Limit Break hit 1), 7% (Limit Break hit 2)
|usdmg=3% (hit 1), 4% (hits 2-3), 3.5% (landing), 6% (Limit Break hit 1), 7% (Limit Break hit 2)
|usdesc=A leaping 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 it is notable for being very ineffective due to multiple traits: it grants mediocre distance with low vertical height and almost no horizontal momentum, and the descending slash cannot be canceled and is not able to sweetspot the edge until Cloud has fallen a certain distance with it, making it unsuitable to use offstage. Its fast startup makes it a good surprise attack when grounded, particularly as an [[out of shield]] option.
|usdesc=A leaping 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 it is notable for being very ineffective due to multiple traits: it grants mediocre distance with low vertical height and almost no horizontal momentum, and the descending slash cannot be canceled and isn't able to sweetspot the edge until Cloud has fallen a certain distance with it, making it unsuitable to use offstage. Its fast startup makes it a good surprise attack when grounded, particularly as an [[out of shield]] option.


Its Limit Break variant greatly strengthens the rising (but not falling) hits of the move (allowing it to KO grounded middleweights at 113%), allows it to sweetspot edges throughout, grants Cloud intangibility on startup and much greater vertical and horizontal distance.
Its Limit Break variant greatly strengthens the rising (but not falling) hits of the move (allowing it to KO grounded middleweights at 113%), allows it to sweetspot edges throughout, grants Cloud intangibility on startup and much greater vertical and horizontal distance.
|dsname= Limit Charge / Finishing Touch
|dsname= Limit Charge / Finishing Touch
|dsdmg=1% (Finishing Touch)
|dsdmg=1% (Finishing Touch)
|dsdesc=Holds the Buster Sword horizontally in front of himself and remains still in order to manually [[charge]] the Limit Gauge. While the move is being held, a text box labeled "Limit" appears above Cloud, which contains a 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 335 frames but can be alternatively filled by inflicting 150% or receiving 100% and each of these methods stacks with each other. When the Limit Gauge is fully charged, Cloud will say "{{ja|限界を越える|Genkai wo koeru}}" ("limits are meant to be broken", "breaking the limit"). 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, fiery aura, and his mobility receives a noticeable increase. As long as he is in this state, he has access to much more powerful, single 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 charge goes away in 15 seconds if it isn't used at all when fully charged.
|dsdesc=Holds the Buster Sword horizontally in front of himself and remains still in order to manually [[charge]] the Limit Gauge. While the move is being held, a text box labeled "Limit" appears above Cloud, which contains a 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 335 frames but can be alternatively filled by dealing 150% or receiving 100% and each of these methods stacks with each other. When the Limit Gauge is fully charged, Cloud will say "{{ja|限界を越える|Genkai wo koeru}}", which translates to "limits are meant to be broken" or "breaking the limit". 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, fiery aura, and his mobility receives a noticeable increase. As long as he is in this state, he has access to much more powerful, single 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 charge goes away in 15 seconds if it isn't used at all when fully charged.


The Limit Break variant of Limit Charge itself is an entirely different attack called '''Finishing Touch''', in which Cloud performs a spinning, upward arcing slash to generate a large whirlwind. Although the whirlwind inflicts only 1%, it has tremendous knockback, so much so that it can KO most opponents before 70%. The move hits on frame 14 but has very high ending lag and almost no shieldstun due to its abysmal damage output. The attack is weaker as a whole when performed in the air, however, KOing 24% later when hit in the front and 36% later with the back hitbox. The attack's hitbox is deceptively large, and it generates a powerful [[windbox]] that extends even further beyond the Buster Sword's range, [[push]]ing opponents away. Finishing Touch's animation may be based on [https://static.wikia.nocookie.net/finalfantasy/images/8/80/Cloud_Tornado_Limit_Sketch.jpg/ Tornado], an unused Limit Break in ''Final Fantasy VII''.
The Limit Break variant of Limit Charge itself is an entirely different attack called '''Finishing Touch''', in which Cloud performs a spinning, upward arcing slash to generate a large whirlwind. Although the whirlwind deals only 1%, it has tremendous knockback, so much so that it can KO most opponents before 70%. The move hits on frame 14 but has very high ending lag and almost no shieldstun due to its abysmal damage output. The attack is weaker as a whole when performed in the air, however, KOing about 24% later when hit in the front, and 36% later with the back hitbox. The attack's hitbox is deceptively large, and it generates a powerful [[windbox]] that extends even further beyond the Buster Sword's range, [[push]]ing opponents away. Finishing Touch's animation may be based on [https://static.wikia.nocookie.net/finalfantasy/images/8/80/Cloud_Tornado_Limit_Sketch.jpg/ Tornado], an unused Limit Break in ''Final Fantasy VII''.
|fsname=Omnislash / Omnislash Ver. 5
|fsname=Omnislash / Omnislash Ver. 5
|fsdmg=Omnislash:<br/>1% (hit 1), 3% (hit 2) 2.2% (hits 3-16), 5% (hit 17), 4% (hit 18, falling), 10% (hit 19, explosion), 53.8% (all hits connect)<br/>Omnislash Ver. 5:<br/>1% (hit 1), 3% (hit 2), 2.8% (hits 3-13), 5% (hit 14), 4% (hit 15, falling), 10% (hit 16, explosion), 53.8% (all hits connect)
|fsdmg=Omnislash:<br/>1% (hit 1), 3% (hit 2) 2.2% (hits 3-16), 5% (hit 17), 4% (hit 18, falling), 10% (hit 19, explosion), 53.8% (all hits connect)<br/>Omnislash Ver. 5:<br/>1% (hit 1), 3% (hit 2), 2.8% (hits 3-13), 5% (hit 14), 4% (hit 15, falling), 10% (hit 16, explosion), 53.8% (all hits connect)
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*Descends from the sky and catches the Buster Sword with a flourish. Based on his landing animation from after Omnislash Ver. 5 in ''Final Fantasy VII: Advent Children''.
*Descends from the sky and catches the Buster Sword with a flourish. Based on his landing animation from after Omnislash Ver. 5 in ''Final Fantasy VII: Advent Children''.
<gallery>
<gallery>
CloudOnScreenAppearanceSSBU.gif|Cloud's on-screen appearance.
CloudOnScreenAppearanceSSBU.gif|Cloud's on-screen appearance
</gallery>
</gallery>


===[[Taunt]]s===
===[[Taunt]]s===
*'''Up taunt''': Twirls the Buster Sword and places it behind his back. It is almost identical to his victory animation and [[:File:SSBU spirit Cloud.png|the official artwork]] from ''{{iw|wikipedia|Final Fantasy VII}}'', while saying {{ja|興味ないね|Kyōmi nai ne}} ("I'm not interested."), his catchphrase from ''Final Fantasy VII''.
*'''Up taunt''': Twirls the Buster Sword and places it behind his back. It is almost identical to his victory animation and [[:File:SSBU spirit Cloud.png|the official artwork]] from ''{{s|wikipedia|Final Fantasy VII}}'', while saying {{ja|興味ないね|Kyōmi nai ne}} ("I'm not interested."), his catchphrase from ''Final Fantasy VII''.
*'''Side taunt''': Performs his magic casting animation from ''Final Fantasy VII'', complete with the sound effect and aura from that game.
*'''Side taunt''': Performs his magic casting animation from ''Final Fantasy VII'', complete with the sound effect and aura from that game.
*'''Down taunt''': Leans on the Buster Sword while scoffing. It resembles the cocky pose he assumes in many cutscenes throughout ''Final Fantasy VII''.
*'''Down taunt''': Leans on the Buster Sword while scoffing. It resembles the cocky pose he assumes in many cutscenes throughout ''Final Fantasy VII''.
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''See also: [[:Category:Cloud players (SSBU)]]''
''See also: [[:Category:Cloud players (SSBU)]]''


*{{Sm|CurryGovernor|UK}} - The best Cloud player in Europe, playing the character for his entire competitive career aside from a brief stint with {{SSBU|Chrom}} in the first half of 2022. His breakout event was his 7th-place finish at {{Trn|Valhalla III}}, where he defeated several notable European talent including {{Sm|Oryon}}, {{Sm|Tru4}}, and {{Sm|Peli}}. In addition to other successful performances outside his region, including 9th at {{Trn|GLORY 3}} defeating {{Sm|Chag}}, he has also placed highly at many UK events, including 2nd at {{Trn|KO: The Main Event}} defeating {{Sm|Luugi}} and 3rd at {{Trn|Invasion: January 2022}}.
*{{Sm|CurryGovernor|UK}} - The best Cloud player in Europe. He has consistently placed top 16 at tournaments in Europe, including placing 7th at the superregional {{Trn|Valhalla III}}. He has also seen success at majors, placing 25th at {{Trn|Albion 4}} and 33rd at {{Trn|VCA 2022}}.
*{{Sm|enhancedpv|USA}} - One of the best Cloud players in North America, especially during the online metagame and in 2022, eventually ranking 100th on the [[UltRank 2022]] thanks to noteworthy major performances such as 17th at {{Trn|Mainstage 2022}} and 25th at {{Trn|The Big House 10}}, defeating {{Sm|yonni}} in the former and {{Sm|Ned}} in the latter. He has seldomly attended majors since, though he had a notable run to 17th at {{Trn|Let's Make Big Moves 2023}} with a win over {{Sm|Onin}}, and continues to dominate competitive play in his region.
*{{Sm|enhancedpv|USA}} - First came to prominence in the online metagame but has since established himself as one of the best Cloud players in the United States. He has placed in the top 64 at several majors, including placing 17th at both {{Trn|Mainstage 2022}} and {{Trn|Let's Make Big Moves 2023}}, and is ranked 100th on the [[UltRank 2022]].
*{{Sm|Kola|USA}} - Although better known for his {{SSBU|Roy}}, Kola also played Cloud throughout his competitive career, especially in the early metagame and 2021 where he used Cloud as a co-main, including winning {{Trn|InfinityCON Tally 2021}} with primarily Cloud and both {{Trn|SWT: NA East Ultimate Regional Finals}} and {{Trn|CEO 2021}} using Cloud in crucial sets, in addition to placing 2nd at {{Trn|Just Roll With It! 11}} and 5th at {{Trn|2GG: Grand Tour - South Carolina}} with primarily Cloud. He has since relegated Cloud to a secondary or counterpick in matchups that are less favorable to Roy.  
*{{Sm|Kola|USA}} - Although known more for his {{SSBU|Roy}}, Kola has also used Cloud up until mid-2022. He notably won the superregional {{Trn|InfinityCON Tally 2021}} with mostly Cloud and the major {{Trn|CEO 2021}} using Cloud to defeat {{Sm|MuteAce}}.
*{{Sm|Masashi|Japan}} - The best Cloud player in Japan in the early metagame. Alongside a series of great performances at {{Trn|Sumabato}} and {{Trn|Karisuma}} events, he notably placed well at two of the largest events of the early metagame -- 25th at {{Trn|EVO Japan 2020}} and 33rd at {{Trn|EVO 2019}} -- despite an overall mixed track record at major events. He has achieved some success in the post-pandemic metagame, including placing 13th at {{Trn|Maesuma TOP 6}} and 17th at {{Trn|Maesuma TOP 9}}; however, his results became increasingly inconsistent as time went on.
*{{Sm|Masashi|Japan}} - The best Cloud player in Japan in the early metagame, notably placing well at the largest events of the year -- 25th at {{Trn|EVO Japan 2020}} and 33rd at {{Trn|EVO 2019}} -- despite an overall mixed track record. However, his results have since been on the decline.  
*{{Sm|Niko|USA}} - One of the best Cloud players in North America. He is best known for his performance at {{Trn|Lost Tech City 2022}}, where he defeated {{Sm|WaDi}}, {{Sm|MVD}}, and {{Sm|Skyjay}} to place 7th, in addition to several other noteworthy performances that year, including 17th at {{Trn|Rise 'N Grind}}, which led to him ranking 56th on the [[UltRank 2022]]. Since then, he remains mostly active in his region, with strong performances such as 13th at {{Trn|Low Tide City 2023}} and 25th at {{Trn|Rise 'N Grind 2023}}, and has only made a handful of appearances outside his region, most notably placing 13th at {{Trn|Luminosity Makes BIG Moves 2024}}.
*{{Sm|Niko|USA}} - One of the best Cloud players in the United States. He has consistently placed top 8 in his region, including placing 7th at the superregional {{Trn|Lost Tech City 2022}}. In addition, he has seen consistent top 64 placement at majors, including 17th at {{Trn|Rise 'N Grind}} and 33rd at {{Trn|Double Down 2022}}. He was ranked 56th on the [[UltRank 2022]].
*{{Sm|Sparg0|Mexico}} - One of the greatest ''Ultimate'' players of all-time and by far the greatest Cloud player of all-time, his performances greatly contributing to an improvement in Cloud's community reception. In addition to being one of the earliest successful Cloud players in competitive play, he is also the only Cloud player who remains relevant in top-level play throughout competitive ''Ultimate'', having been frequently ranked among the top 3 since the online metagame. He has won many supermajors, including {{Trn|Kagaribi 10}}, {{Trn|Watch The Throne}}, and {{Trn|Supernova 2024}}, and remains the only Cloud player to win a major.
*{{Sm|Sparg0|Mexico}} - One of the first Cloud players to make a notable impact on the ''Ultimate'' metagame and has since become one of the best players in the world in the post-online metagame. He currently has the third-most ''Ultimate'' major wins, behind {{Sm|acola}} and {{Sm|MkLeo}}.
*{{Sm|YOC|Japan}} - The best Cloud player in Japan in the post-pandemic metagame, although similar to Masashi, his major performances have also been inconsistent. His 7th-place finish at {{Trn|Maesuma TOP 8}} remains the only top 8 major finish from a primarily Cloud player other than Sparg0, and he has also placed 9th at {{Trn|Seibugeki 15}} and 13th at {{Trn|UltCore}}. In addition, YOC has several noteworthy superregional performances, having placed 5th at both {{Trn|Gen 1.0}} and {{Trn|WAVE CHAMPIONS 1}} as well as 7th at {{Trn|Gen 1.1}}, defeating {{Sm|Umeki}} in the latter event.
*{{Sm|YOC|Japan}} - The best Cloud player in Japan in the post-online metagame, although similar to Masashi his track record has also been mixed. He is the only other Cloud player aside from Sparg0 who has placed top 8 at a major with solo-Cloud, placing 7th at {{Trn|Maesuma TOP 8}}. He has also placed top 64 at several majors, including placing 13th at {{Trn|UltCore}} and 17th at {{Trn|Kagaribi 7}}.


===Tier placement and history===
===Tier placement and history===
While Cloud was initially considered to be an extremely potent character, his results initially saw a significant drop from his ''Smash 4'' days, as most of his best players either moved on from competitive ''Smash'' or dropped the character. This is due to Cloud's noticeably worse toolkit and flaws, such as inconsistencies with KOing, the shortened Limit Gauge time, his linear recovery, and his poor grab game, becoming more apparent in the new metagame. As such, players initially considered him to be amongst the lower half of mid tier, with many of his top players even agreeing that he belongs there.
While Cloud was initially considered to be an extremely potent character, his results initially saw a significant drop from his ''Smash 4'' days as most of his best players either moved on from competitive ''Smash'' or dropped the character. This is due to Cloud's noticeably worse toolkit and flaws, such as inconsistencies with KOing, the shortened Limit Gauge time, his linear recovery, and his poor grab game, becoming more apparent in the new metagame. As such, top players such as {{Sm|ESAM}}, {{Sm|Raito}}, and {{Sm|Tsu}} initially considered him to be amongst the lower half of mid tier, with many of Cloud's top players even agreeing that he belongs there.


Cloud's reputation started to improve around the summer of 2019 thanks to the efforts of players such as {{Sm|Kola}} and {{Sm|Sparg0}}, both of whom managed to see consistent national-level success and wins, as well as Cloud's noteworthy buffs in update 7.0.0 which improved his KO power. This perception continued to improve during the [[COVID-19 pandemic and its impact on competitive Smash|COVID-19 pandemic]] thanks to the efforts of Sparg0, who used both Cloud and the then-newly released {{SSBU|Pyra}} and {{SSBU|Mythra}} to eventually claim the top spot on the [[Wi-Fi Warrior Rank v7]]. When offline competitive play returned, Sparg0 established himself as one of the best players in the world, eventually winning his first major at {{Trn|Smash Ultimate Summit 4}} using mostly Cloud. Since then, most of his tournament performances have been with Cloud, leading many to agree that, while he was still worse than his ''Smash 4'' counterpart, he was still just as viable in ''Ultimate''{{'}}s metagame. As such, Cloud was ranked 10th on the first tier list as a top tier character.
Perception on Cloud, however, started to improve around the summer of 2019 thanks to the efforts of players such as {{Sm|Kola}} and {{Sm|Sparg0}}, both of whom managed to see consistent national-level success and wins, as well as Cloud's noteworthy buffs in update 7.0.0 that improved his KO power. This perception continued to improve during the [[COVID-19 pandemic and its impact on competitive Smash|COVID-19 pandemic]] thanks to the efforts of Sparg0, who used both Cloud and the then-newly released {{SSBU|Pyra}} and {{SSBU|Mythra}} to eventually claim the top spot on the [[Wi-Fi Warrior Rank v7]].


Following the first tier list, players began questioning whether Cloud should really be considered a top tier character. These players pointed out how no other Cloud players came remotely close to Sparg0 in terms of skill level and results; {{Sm|Barnard's Loop}} noted how Sparg0 took up 50% of all Cloud results in 2023, with only one other player -- {{Sm|YOC}} -- taking up more than 5%.<ref>{{cite web|url=https://twitter.com/LoopBarnard/status/1758548672923504713|title=Cloud's representation in 2023}}</ref> In addition, Sparg0 was the only player ranked on the [[LumiRank 2023]] who primarily played Cloud, while all other players ranked with Cloud only used him as a secondary and to a lesser degree of success. On the other hand, with the metagame favoring characters with more patient and campier playstyles, players pointed out how Cloud served as a good counter to some of those characters, which was most apparent with Sparg0's flawless record against {{SSBU|Steve}} and {{SSBU|Mr. Game & Watch}} for that year. As such, even with the discourse surrounding Cloud's representation, he was ranked 13th on the second tier list as an A-tier, with the drop mainly being the result of the meteoric rise of {{SSBU|Snake}} and Mr. Game & Watch on the tier list.
Since the return of offline competitive play, opinions on Cloud have only improved, due to Sparg0's strong performances with the character that established him as one of the game's best players. Although most players still consider the character to be overall worse than in ''Smash 4'', the character is considered by most players to be high tier at worst, and this opinion is reflected in his current tier placement, where he ranks 10th as a top-tier character.


=={{SSBU|Classic Mode}}: A Ride? Not Interested.==
=={{SSBU|Classic Mode}}: A Ride? Not Interested.==
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Cloud was one of the many fighters that fell under [[Dharkon]]'s control upon Galeem's first defeat. He is unlocked in the [[Sacred Land]] sub-area in [[The Dark Realm]], guarding the Master Sword required to dispel the darkness clouding the top part of the land which makes up the Triforce of Power after {{SSBU|Sonic}} has been awakened, making his unlocking mandatory.
Cloud was one of the many fighters that fell under [[Dharkon]]'s control upon Galeem's first defeat. He is unlocked in the [[Sacred Land]] sub-area in [[The Dark Realm]], guarding the Master Sword required to dispel the darkness clouding the top part of the land which makes up the Triforce of Power after {{SSBU|Sonic}} has been awakened, making his unlocking mandatory.


In Sephiroth's reveal trailer, Cloud is seen in his ''Advent Children'' design (specifically the P6 variant as indicated by the ribbon on his left arm) with the other fighters trying to fend off Galeem. When Sephiroth arrives and disposes of Galeem, Cloud recognizes him, and later fights him one-on-one in a manner similar to their final battle in ''Advent Children''. After hitting Sephiroth with [[Omnislash Ver. 5]], he and Sephiroth have an exchange (taken word-for-word from ''Advent Children'') before Sephiroth transforms into Safer∙Sephiroth as a prelude to [[Supernova|his own Final Smash]].
In Sephiroth's reveal trailer, Cloud is seen in his ''Advent Children'' design (specifically the P6 variant as indicated by the ribbon on his left arm) with the other fighters trying to fend off Galeem. When Sephiroth arrives and disposes of Galeem, Cloud recognizes him, and later fights him one-on-one in a manner similar to their final battle in ''Advent Children''. After hitting Sephiroth with [[Omnislash Ver. 5]], he and Sephiroth have an exchange —word-for-word from ''Advent Children''before Sephiroth transforms into Safer∙Sephiroth as a prelude to [[Supernova|his own Final Smash]].


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{{clrl}}
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*With {{SSBU|Marth}} and {{SSBU|Roy}} now dubbed in English for international releases of ''Ultimate'', Cloud is the one of the four playable characters along with {{SSBU|Hero}}, {{SSBU|Mewtwo}} and {{SSBU|Sephiroth}} with an established English voice actor (in Cloud's case, {{iw|wikipedia|Steve Burton|actor}} at the time of the game's launch) to only be voiced by his Japanese voice actor in all versions of ''Ultimate''.
*With {{SSBU|Marth}} and {{SSBU|Roy}} now dubbed in English for international releases of ''Ultimate'', Cloud is the one of the four playable characters along with {{SSBU|Hero}}, {{SSBU|Mewtwo}} and {{SSBU|Sephiroth}} with an established English voice actor (in Cloud's case, {{iw|wikipedia|Steve Burton|actor}} at the time of the game's launch) to only be voiced by his Japanese voice actor in all versions of ''Ultimate''.
**Additionally, he, Sephiroth, and {{SSBU|Kazuya}} are the only ones who speak in Japanese in all versions of the game, while they and {{SSBU|Min Min}} are the only characters to not speak English in all versions of the game.
**Additionally, he, Sephiroth, and {{SSBU|Kazuya}} are the only ones who speak in Japanese in all versions of the game, while they and {{SSBU|Min Min}} are the only characters to not speak English in all versions of the game.
*Within the 1,297 spirits included at launch in the game, Cloud has the fewest [[Spirit]] battles out of the entire non-DLC roster, being only part of the Zeke and [[Master Edges]] spirits. If post-launch spirits are counted, however, both {{SSBU|Olimar}} and {{SSBU|Dark Pit}} take this distinction instead.
*Within the 1,297 spirits included at launch in the game, Cloud has the fewest [[Spirit]] battles out of the entire non-DLC roster, being only part of the Zeke and [[Master Edges]] spirits. If post-launch spirits are counted, however, {{SSBU|Olimar}} takes this distinction instead.
**Since both spirit battles do not take place during World of Light's events, Cloud is one of two characters whose only appearance is as their original fighter in World of Light (the other being the {{SSBU|Pokémon Trainer}}).
**Since both spirit battles do not take place during World of Light's events, Cloud is one of two characters whose only appearance is as their original fighter in World of Light (the other being the {{SSBU|Pokémon Trainer}}).
***Technically, {{SSBU|Bowser Jr.}} and {{SSBU|Olimar}} themselves also hold this distinction, even though their alternate costumes (the Koopalings and Alph) do appear in Spirit Battles in said mode.
***Technically, {{SSBU|Bowser Jr.}} and {{SSBU|Olimar}} themselves also hold this distinction, even though their alternate costumes (the Koopalings and Alph) do appear in Spirit Battles in said mode.
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*According to [[Masahiro Sakurai]] from a ''Famitsu'' column, as of January 2019, Cloud was the most used fighter online.<ref>https://nintendoeverything.com/sakurai-talks-smash-bros-ultimate-online-mode-victory-rates-character-usage-more/</ref>
*According to [[Masahiro Sakurai]] from a ''Famitsu'' column, as of January 2019, Cloud was the most used fighter online.<ref>https://nintendoeverything.com/sakurai-talks-smash-bros-ultimate-online-mode-victory-rates-character-usage-more/</ref>
*When using one of Cloud's ''Advent Children'' costumes, part of his left shoulder will be cut out on his [[damage meter]].
*When using one of Cloud's ''Advent Children'' costumes, part of his left shoulder will be cut out on his [[damage meter]].
**Oddly, the shoulder was not cut in the E3 demo of the game.
**Oddly though, the shoulder was not cut in the E3 demo of the game.
*When fighting off the fifty puppet fighter army as Master Hand in World of Light, Cloud is one of the eight fighters fought there, being affiliated with Dharkon.
*When fighting off the fifty puppet fighter army as Master Hand in World of Light, Cloud is one of the eight fighters fought there, being affiliated with Dharkon.
*Striking opponents with the sweetspot of Cloud's up smash does not trigger controller rumble. This is likely due to the startup of the move being altered in update 3.0.0, and the controller vibration was not similarly changed,
*Oddly, striking opponents with the sweetspot of Cloud's up smash does not trigger controller rumble. This is especially strange considering the sourspot causes the controller to vibrate much more intensely than one would expect from a weak hit.
**Striking opponents with the sourspot of the same move triggers controller rumble with the same intensity as hitting the sweetspot normally would.
*Cloud's CGI model in both {{SSBU|Sephiroth}}'s and {{SSBU|Sora}}'s trailers is, notably, based on his ''Advent Children'' design with the sleeve off rather than his default costume, making him the only character who appears in CGI with an alternate costume, but not the default costume.
*Cloud's CGI model in both {{SSBU|Sephiroth}}'s and {{SSBU|Sora}}'s trailers is, notably, based on his ''Advent Children'' design with the sleeve off rather than his default costume, making him the only character who appears in CGI with an alternate costume, but not the default costume.
*Cloud is the first character in the ''Super Smash Bros.'' series to have a move differ between his alternate costumes, as in version 10.1.0, Omnislash Ver. 5 was added as a replacement [[Final Smash]] when wearing his ''Advent Children'' costumes. However, the change is mostly aesthetic.
*Cloud is the first character in the ''Super Smash Bros.'' series to have a move differ between his alternate costumes, as in version 10.1.0, Omnislash Ver. 5 was added as a replacement [[Final Smash]] when wearing his ''Advent Children'' costumes. However, the change is mostly aesthetic.

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