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{{Infobox Character | {{Infobox Character | ||
|name = Cloud | |name = Cloud | ||
|image = {{tabber|title1=Final Fantasy VII| | |image = {{tabber|title1=Final Fantasy VII|tab1=[[File:Cloud SSBU.png|x250px]]|title2=Advent Children|tab2=[[File:Cloud-Alt1 SSBU.png|x250px]]}} | ||
|game = SSBU | |game = SSBU | ||
|ssbgame1 = SSB4 | |ssbgame1 = SSB4 | ||
|availability = [[Unlockable character|Unlockable]] | |availability = [[Unlockable character|Unlockable]] | ||
}} | }} | ||
'''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]]. | ||
{{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]]. | ||
==How to unlock== | ==How to unlock== | ||
Complete one of the following: | Complete one of the following: | ||
*Play [[VS. match]]es, with Cloud being the 55th character to be unlocked. | *Play [[VS. match]]es, with Cloud being the 55th character to be unlocked. | ||
*Clear {{SSBU|Classic Mode}} with {{SSBU|Samus}} or any character in her unlock tree, being the 6th character | *Clear {{SSBU|Classic Mode}} with {{SSBU|Samus}} or any character in her unlock tree, being the 6th character in her unlock tree after {{SSBU|Dark Samus}}. | ||
*Have Cloud join the player's party in [[World of Light]]. | *Have Cloud join the player's party in [[World of Light]]. | ||
Cloud must then be defeated on [[Midgar]] | With the exception of the third method, Cloud must then be defeated on [[Midgar]]. | ||
==Attributes== | ==Attributes== | ||
Cloud is a | Cloud is a middleweight swordsman with high mobility on the ground and in the air. He has average [[walk]]ing speed, very fast [[dash]]ing speed, above-average [[air speed]] and average [[air acceleration]], 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. | ||
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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Back aerial has tremendous range, decent power, very low landing lag, and autocancels from a short hop; altogether, these traits allow him to edgeguard and space effectively, and even perform a [[wall of pain]] at low percentages. However, it can often miss low opponents due to its minimal vertical range. Forward aerial is very strong when its clean, hitbox connects, and its sweetspot is a powerful meteor smash on aerial opponents. Like down aerial, it autocancels from a 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 one to use regardless. | Back aerial has tremendous range, decent power, very low landing lag, and autocancels from a short hop; altogether, these traits allow him to edgeguard and space effectively, and even perform a [[wall of pain]] at low percentages. However, it can often miss low opponents due to its minimal vertical range. Forward aerial is very strong when its clean, hitbox connects, and its sweetspot is a powerful meteor smash on aerial opponents. Like down aerial, it autocancels from a 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 one to use regardless. | ||
Cloud's grounded moveset, while much less effective than his aerial moveset, nevertheless has its own merits. Neutral attack is his fastest attack, has decent overall range, and its third hit can force a [[tech-chase]]. Forward tilt has | Cloud's grounded moveset, while much less effective than his aerial moveset, nevertheless has its own merits. Neutral attack is his fastest attack, has decent overall range, and its third hit can force a [[tech-chase]]. Forward tilt has reasonable speed and respectable power, which make it a decent KO option at high percentages. However, its moderate ending lag and very low base knockback make it unsafe on hit at low percentages if it not spaced sufficiently. Down tilt is a low-profile sliding kick and is reasonably quick; while these traits make it useful primarily for avoiding projectiles and putting the opponent into a disadvantageous state, its final frames also allow it to combo into his neutral and up aerials at low percentages. Up tilt is a reliable combo starter, as it can combo into itself at low percentages and into neutral, back and up aerials at medium percentages. While it can even combo into up smash at low to medium percentages, this combo is heavily dependent on the opponent's reaction. | ||
Dash attack is a quick punishing option from a distance, and its respectable power enables its clean hit to either KO at reasonable percentages or, at worst, put an opponent in an unfavorable position. However, like forward tilt, it is easily punished when shielded or avoided. In regard to Cloud's smash attacks, up smash covers a very large arc, has decent speed, and rather high knockback despite its middling damage output. As a result, it is among his best and least risky KOing options out of his standard moveset. Forward smash is Cloud's most powerful non-Limit Break move, though to compensate it also takes the longest to start and is very punishable if it whiffs. 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, with the latter being a strong semi-spike. | Dash attack is a quick punishing option from a distance, and its respectable power enables its clean hit to either KO at reasonable percentages or, at worst, put an opponent in an unfavorable position. However, like forward tilt, it is easily punished when shielded or avoided. In regard to Cloud's smash attacks, up smash covers a very large arc, has decent speed, and rather high knockback despite its middling damage output. As a result, it is among his best and least risky KOing options out of his standard moveset. Forward smash is Cloud's most powerful non-Limit Break move, though to compensate it also takes the longest to start and is very punishable if it whiffs. 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, with the latter being a strong semi-spike. | ||
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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 the duration and has rather high endlag, which hampers its otherwise useful utility. It also stalls Cloud in the air, giving it additional, albeit situational, utility in guard breaking. [[Cross Slash]] is similar to [[Dancing Blade]] and [[Double-Edge Dance]], as it requires 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. | 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 the duration and has rather high endlag, which hampers its otherwise useful utility. It also stalls Cloud in the air, giving it additional, albeit situational, utility in guard breaking. [[Cross Slash]] is similar to [[Dancing Blade]] and [[Double-Edge Dance]], as it requires 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 is indicated by the Limit Gauge, which is displayed above his [[damage meter]] and becomes visible while charging it to show its progress, similarly to | In reference to ''Final Fantasy VII'', Cloud possesses a unique Limit Break mechanic. It is indicated by the Limit Gauge, which is displayed above his [[damage meter]] and becomes visible while charging it to show its progress, similarly to {{SSBU|Little Mac}}'s [[Power Meter]]. Cloud can charge his Limit Gauge by inflicting 150%, receiving 100%, or by manually charging it for 5.58 seconds with his down special, [[Limit Charge]]. Unlike most other chargeable special moves, it can be canceled with a simple special move button press. When the Limit Gauge is full, Cloud gets a boost to 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 {{SSBU|Captain Falcon}} and {{SSBU|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 whirlwind that pushes away opponents, making it harder to punish and providing Cloud a situational method of gimping 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 gains | 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 whirlwind that pushes away opponents, making it harder to punish and providing Cloud a situational method of gimping 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 gains 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 notable flaws. The most prominent one is his poor 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 | However, Cloud has some notable flaws. The most prominent one is his poor 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 bad 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 slight distance. These factors make Cloud's recovery among 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). | ||
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 of Cloud's glaring flaws is his terrible grab game, being among the worst in the game. | Another of Cloud's glaring flaws is his terrible grab game, being among the worst in the game. Cloud's grabs' ranges are abysmally short, his throws' damage outputs are mediocre and, barring down throw, they lack combo potentials. Forward and back throws' decent speed are significantly offset by the problematic combination of their virtual lack of combo potential and low knockback scaling, both failing to KO before 300% unless the opponent is light, Cloud has rage, and/or is at the edge upon performing them. Back throw can be used as a situational tech-chase option, but even then is largely ineffective in this role. Up and down throws both have misleading power, with the former failing to KO until well beyond 200%. Up throw has too much ending lag to set up combos reliably, while down throw lacks reliable combos at low percentages and loses all of its combo potential past low percentages if the opponent DIs properly due to its more horizontal angle. Ironically, it is also Cloud's only throw that can KO below 200% with exception of up throw killing slightly earlier on platform stages. | ||
Although Cloud's range, combo options and Blade Beam collectively grant him a strong neutral game, he has a below-average approach at best. His approach options are linear: dash attack is easily punishable, neutral aerial's hitbox starts from behind him, | Although Cloud's range, combo options and Blade Beam collectively grant him a strong neutral game, he has a below-average approach at best. His approach options are linear: dash attack is easily punishable, neutral aerial's hitbox starts from behind him, up aerial is very predictable and surprisingly punishable on shield if it is not spaced properly. This is further compounded by his other attacks lacking the frame data or the utility to be used as reliable approach options, such as his poor grab game. | ||
Cloud also lacks a reliable means of escaping pressure. His neutral attack and down tilt are his fastest ground options, while Climhazzard is a great out of shield option. However, they are noticeably unsafe on shield, while none of his fast aerial attacks start from in 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. | Cloud also lacks a reliable means of escaping pressure. His neutral attack and down tilt are his fastest ground options, while Climhazzard is a great out of shield option. However, they are noticeably unsafe on shield, while none of his fast aerial attacks start from in 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. | ||
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Although Cloud also possesses an abundance of strong finishers, his KO potential 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. In comparison, his weaker finishers, such as forward tilt and back aerial, require good positioning to KO reliably. Cloud's KO potential is further compounded by his lack of reliable set-ups to combo into his strongest or best finishers. | Although Cloud also possesses an abundance of strong finishers, his KO potential 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. In comparison, his weaker finishers, such as forward tilt and back aerial, require good positioning to KO reliably. Cloud's KO potential is further compounded by his lack of reliable set-ups to combo into his strongest or best finishers. | ||
Aside from Limit Charge, Cloud's 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, all of which make it less effective for spamming. 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 vulnerable to stale-move negation because of its reliability as a damage racking option. In addition to its aforementioned weaknesses in regard to recovery, Climhazzard is also can be punishable if shielded and DI'd out of, while all of his specials only boast KO power when they are boosted by the Limit Break. | Aside from Limit Charge, Cloud's 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, all of which make it less effective for spamming. 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 vulnerable to stale-move negation because of its reliability as a very reliable damage racking option. In addition to its aforementioned weaknesses in regard to recovery, Climhazzard is also can be punishable if shielded and 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 can still be blocked and possess limited range. While Limit Blade Beam can be used as a ranged KOing option, it can just as easily be 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 and most notably, his Limit will be depleted if it is not used in 15 seconds, requiring Cloud to either "go big or go home" with the charge in a short amount of time, which could potentially be a huge turnabout on him at the wrong time. | 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 can still be blocked and possess limited range. While Limit Blade Beam can be used as a ranged KOing option, it can just as easily be 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 and most notably, his Limit will be depleted if it is not used in 15 seconds, requiring Cloud to either "go big or go home" with the charge in a short amount of time, which could potentially be a huge turnabout on him at the wrong time. | ||
Overall, Cloud has all the tools required to be successful, yet the player | Overall, Cloud has all the tools required to be successful, yet the player is forced to manage these resources to the best of their ability, and they must avoid being thrown off the stage at all times. These abilities also, more often then not, force the player to be vulnerable before they can be used effectively. 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, much like {{SSBU|Ike}}, {{SSBU|Lucina}} and {{SSBU|Palutena}}. | ||
==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'' | 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 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. | |||
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 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]]. | |||
Cloud | 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. | ||
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. | |||
Cloud | 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. | ||
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. Due to this, Cloud is considered to be worse than his iteration in ''SSB4''. | |||
Cloud's overall perception and tournament results have been wildly inconsistent over the course of ''Ultimate's'' metagame: though he was initially thought to still be a high/top tier character thanks to strong results from the efforts of players such as {{Sm|RAIN}} and {{sm|ZeRo}}, RAIN would eventually drop him in favor of {{SSBU|Wolf}}, and ZeRo would stop participating in tournaments altogether, which would lead to a downfall in results and representation. | |||
Cloud would later start to achieve increasingly noteworthy results once more, thanks to the efforts of several players including {{Sm|akasa}}, {{Sm|Cheeks}}, CurryGovernor, {{Sm|Diabeo}}, {{Sm|Dietsoda}}, {{Sm|Kola}}, {{Sm|Masashi}}, {{Sm|YOC}}, and especially {{Sm|Sparg0}}, which would lead multiple players to think of him as a high tier once again. However, several players such as Cheeks would later drop Cloud, whereas akasa and Kola have relegated him to being a secondary, and Sparg0 would take a hiatus from the game, all of which hurt his tournament presence once again. | |||
Cloud would then receive noteworthy buffs in {{SSBU|7.0.0}}, and while they do not fully compensate for the nerfs he gained in the transition from ''SSB4'' to ''Ultimate'', these buffs were nevertheless sufficient to improve his perception among many professionals. As a result of these buffs allowing his players to achieve much stronger results, Cloud's overall perception has remained positive: the general consensus is that he is firmly in the high tier, while {{Sm|Dabuz}} has even claimed that Cloud has reclaimed his position as a top tier character. | |||
Although Cloud is still universally agreed to be worse than in ''SSB4'', his retained strengths alongside the strong results of players such as Sparg0 and Kola have proven that he is still a very potent character despite his nerfs. Regardless, Cloud is one of the few ''SSB4'' top tier characters alongside {{SSBU|Fox}}, {{SSBU|Zero Suit Samus}}, {{SSBU|Sonic}} and {{SSBU|Mario}} who continues to earn great representation and has placed consistently well at tournaments overall. | |||
{{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 | Aside from a single nerf to [[Blade Beam]] in update 3.0.0, Cloud has been buffed via game updates. While updates 2.0.0 and 3.1.0 provided only very minor buffs, update 7.0.0 improved 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's higher knockback scaling makes it a viable KOing option, up smash is faster and its sweetspot is stronger, 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 edges earlier, and his shield was enlarged as part of a near-universal buff. | ||
Overall, Cloud fares better than he did at ''Ultimate''{{'}}s launch. | |||
Overall, Cloud fares better than he did at | |||
'''{{GameIcon|ssbu}} {{SSBU|2.0.0}}''' | '''{{GameIcon|ssbu}} {{SSBU|2.0.0}}''' | ||
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'''{{GameIcon|ssbu}} {{SSBU|10.1.0}}''' | '''{{GameIcon|ssbu}} {{SSBU|10.1.0}}''' | ||
{{UpdateList (SSBU)/10.1.0|char=Cloud}} | {{UpdateList (SSBU)/10.1.0|char=Cloud}} | ||
==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 and/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% | |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 | |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 | |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% | |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% | |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 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 ( | |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 | |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 kills 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= | |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 | |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 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% | |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, 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 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. | |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 | |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 | |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 | |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% | |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% in 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) | ||
|bthrowdesc=A spinning back kick. At low percentages, it is capable of tech-chasing with Blade Beam or his dash attack against middleweights and heavyweights. Has weak knockback, making it suitable only for positioning and edgeguard setups. It only KOs at 213% | |bthrowdesc=A spinning back kick. At low percentages, it is capable of tech-chasing with Blade Beam or his dash attack against middleweights and heavyweights. Has weak knockback, making it suitable only for positioning and edgeguard setups. It only KOs at 213% | ||
|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. | |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 in {{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% | |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% | ||
Line 190: | Line 190: | ||
|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 | 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 killing 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 | Its Limit Break variant results in Cloud unleashing 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 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, making it risky to be 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 | |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 | |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 | 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= | |fsdmg=3% (hit 1), 2% (hits 2-14), 5% (hit 15), 4%-5% (hit 16), 10% (hit 17), 50% (all hits connect) | ||
|fsdesc=Rushes forward 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 down 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. If using his ''Advent Children'' costume | |fsdesc=Rushes forward 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 down 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. If using his ''Advent Children'' costume, he will use '''Omnislash Ver. 5''' instead, though it is mostly an aesthetic change excluding The final hit which always launches bystanders in the same direction as the opponent caught by the move, unlike the default version. These two changes effectively make the move functionally identical against the caught opponent, but potentially slightly different against bystanders. | ||
}} | }} | ||
===[[On-screen appearance]]=== | ===[[On-screen appearance]]=== | ||
*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 ''{{ | *'''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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*Holds the Buster Sword upward in front of himself with both hands. | *Holds the Buster Sword upward in front of himself with both hands. | ||
<gallery> | <gallery> | ||
SSBUCloudIdle1.gif|Cloud's first idle pose | SSBUCloudIdle1.gif|Cloud's first idle pose | ||
SSBUCloudIdle2.gif|Cloud's second idle pose | SSBUCloudIdle2.gif|Cloud's second idle pose | ||
</gallery> | </gallery> | ||
===[[Crowd cheer]]=== | ===[[Crowd cheer]]=== | ||
<div class="tabber"> | <div class="tabber"> | ||
<div class="tabbertab" title="English, Japanese/Chinese, Italian, Dutch, | <div class="tabbertab" title="English, Japanese/Chinese, Italian, Dutch, French"> | ||
{| class="wikitable" border="1" cellpadding="4" cellspacing="1" | {| class="wikitable" border="1" cellpadding="4" cellspacing="1" | ||
|- | |- | ||
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!Cheer (Italian) | !Cheer (Italian) | ||
!Cheer (Dutch) | !Cheer (Dutch) | ||
!Cheer ( | !Cheer (French) | ||
|- | |- | ||
! scope="row"|Cheer | ! scope="row"|Cheer | ||
|[[File:Cloud Cheer English | |[[File:Cloud Cheer English SSBU.ogg|center]]||[[File:Cloud Cheer Japanese SSBU.ogg|center]]||[[File:Cloud Cheer Italian SSBU.ogg|center]]||[[File:Cloud Cheer Dutch SSBU.ogg|center]]||{{NTSC}} [[File:Cloud Cheer French NTSC SSBU.ogg|center]] <br> {{PAL}} [[File:Cloud Cheer French PAL SSBU.ogg|center]] | ||
|- | |- | ||
! scope="row"|Description | ! scope="row"|Description | ||
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|} | |} | ||
</div> | </div> | ||
<div class="tabbertab" title="Spanish, Russian, Korean"> | <div class="tabbertab" title="German, Spanish, Russian, Korean"> | ||
{| class="wikitable" border="1" cellpadding="4" cellspacing="1" | {| class="wikitable" border="1" cellpadding="4" cellspacing="1" | ||
|- | |- | ||
! | ! | ||
!Cheer (German) | |||
!Cheer (Spanish) | !Cheer (Spanish) | ||
!Cheer (Russian) | !Cheer (Russian) | ||
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|- | |- | ||
! scope="row"|Cheer | ! scope="row"|Cheer | ||
|[[File:Cloud Cheer Spanish | |[[File:Cloud Cheer German SSBU.ogg|center]]||[[File:Cloud Cheer Spanish SSBU.ogg|center]]||[[File:Cloud Cheer Russian SSBU.ogg|center]]||[[File:Cloud Cheer Korean SSBU.ogg|center]] | ||
|- | |- | ||
! scope="row"|Description | ! scope="row"|Description | ||
|Cloud | |Cloud! *claps 2 times* || || Cloud! Cloud! || Keu - lla - u - deu! | ||
|} | |} | ||
</div> | </div> | ||
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===[[Victory pose]]s=== | ===[[Victory pose]]s=== | ||
*'''Left''': Twirls the Buster Sword with one hand and places it on his back with his eyes closed and says "{{ja|悪く思うな|Waruku omou na.}}", which translates to "No hard feelings." Based on his victory animation in ''Final Fantasy VII''. | *'''Left''': Twirls the Buster Sword with one hand and places it on his back with his eyes closed and says "{{ja|悪く思うな|Waruku omou na.}}", which translates to "No hard feelings." Based on his victory animation in ''Final Fantasy VII''. | ||
*'''Up''': While turning away from the camera, he twirls the Buster Sword, places it on his back and then looks to the left while hiding his face, saying "{{ja|ついてないな|Tsuite nai na.}}", which translates to "Better luck next time." Based on his appearance in the North American box art of ''Final Fantasy VII'' and his pose when he first enters Shinra Headquarters. | *'''Up''': While turning away from the camera, he twirls the Buster Sword, places it on his back and then looks to the left while hiding his face, saying "{{ja|ついてないな|Tsuite nai na.}}", which translates to "Better luck next time." Based on his appearance in the North American box art of ''Final Fantasy VII'' and his pose when he first enters Shinra Headquarters. | ||
*'''Right''': Dashes into the screen, slashes the Buster Sword twice and gets in his battle stance while saying "{{ja|お前に俺は倒せない|Omae ni ore wa taosenai.}}", which translates to "You cannot defeat me." The slashes resemble Cloud’s animation when using the 2x-Cut command in ''Final Fantasy VII''. | *'''Right''': Dashes into the screen, slashes the Buster Sword twice and gets in his battle stance while saying "{{ja|お前に俺は倒せない|Omae ni ore wa taosenai.}}", which translates to "You cannot defeat me." The slashes resemble Cloud’s animation when using the 2x-Cut command in ''Final Fantasy VII''. | ||
[[File:Victory! (Final Fantasy).ogg|thumb|A remix of the victory theme heard in ''Final Fantasy VII'', which is itself a variant of the victory theme heard throughout the ''Final Fantasy'' series. Unlike other themes, it continuously plays, replacing the results theme.]] | [[File:Victory! (Final Fantasy).ogg|thumb|A remix of the victory theme heard in ''Final Fantasy VII'', which is itself a variant of the victory theme heard throughout the ''Final Fantasy'' series. Unlike other themes, it continuously plays, replacing the results theme.]] | ||
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</gallery> | </gallery> | ||
==In [[competitive | ==In competitive play== | ||
While Cloud was initially considered to be an extremely potent character, his results have fallen off over time with some of his strongest players either not playing the game or dropping the character altogether. This is due to Cloud's noticeably worse toolkit and flaws becoming much more apparent in the current metagame. Such flaws include inconsistencies with KOing, the shortened Limit Gauge time, his linear recovery, his ability to edgeguard being lackluster at best, and his grab game being among the worst in the game. As such, top players {{Sm|ESAM}}, {{Sm|Raito}}, {{Sm|Tsu}}, {{Sm|Leffen}}, and {{Sm|Armada}} consider him to be amongst the lower half of mid tier, with many of Cloud's top players agreeing that he belongs there. | |||
However, {{Sm|VoiD}} has noted that Cloud has had some success at top level and that he should be closer to the middle of high tier. Furthermore, Cloud has received noteworthy buffs in update 7.0.0 changing Cloud's overall perception for the better, so much so that almost every other professional now considers Cloud to be a solid high tier. While it is still widely agreed that Cloud is worse than he was in ''SSB4'', he has remained as a fairly popular character and continues to achieve great results. | |||
Currently, [[COVID-19 pandemic and its impact on competitive Smash|because of the worldwide COVID-19 pandemic]] causing most tournament play to shift to an online setting, Cloud has a stronger presence in the Wi-Fi meta, with many Cloud players performing well in online tournaments, such as {{Trn|The Quarantine Series}} and other regionals. {{Sm|Kola}}, {{Sm|Sparg0}}, and {{Sm|MkLeo}} have demonstrated Cloud's viability in that spectrum. | |||
===Most historically significant players=== | ===Most historically significant players=== | ||
<!--This character has a ten player limit for this section. Before adding and/or removing a player, read these guidelines: https://www.ssbwiki.com/SmashWiki:Notability#%22Most_historically_significant_players%22_guidelines --> | <!--This character has a ten player limit for this section. Before adding and/or removing a player, read these guidelines: https://www.ssbwiki.com/SmashWiki:Notability#%22Most_historically_significant_players%22_guidelines --> | ||
'' | ''Any number following the Smasher name indicates placement on the [[Fall 2019 PGRU]], which recognizes the official top 50 players in the world in [[Super Smash Bros. Ultimate]] from July 13th, 2019 to December 15th, 2019.'' | ||
''See also: [[:Category:Cloud professionals (SSBU)]]'' | |||
*{{Sm|ΩRugal|Mexico}} - One of the best Cloud players in Mexico. Placed 3rd at {{Trn|Get in the Game! 2020}}, 13th at {{Trn|2GG: SoCal Chronicles 2020}}, and 33rd at both {{Trn|Smash Factor 8}} and {{Trn|2GG: Kongo Saga}} with a win over {{Sm|Prodigy}}. | |||
*{{Sm|CurryGovernor|UK}} - The best Cloud player in Europe. Placed 7th at {{Trn|Valhalla III}}, 25th at {{Trn|Albion 4}}, and 33rd at {{Trn|Syndicate 2019}} with wins over players such as {{Sm|Scr7}}, {{Sm|Tru4}}, and {{Sm|Elexiao}}. Currently ranked 26th on the [[European Smash Rankings]]. | |||
*{{Sm|Dietsoda|USA}} - The best Cloud player in North Carolina. Placed 9th at {{Trn|Just Roll With It! 10}}, 13th at {{Trn|2GG: Grand Tour - South Carolina}}, and 17th at {{Trn|Just Roll With It! 11}}. Ranked 2nd on the [[North Carolina Power Rankings#Smash Ultimate|North Carolina Ultimate Power Rankings]]. | |||
*{{Sm|enhancedpv|USA}} - Co-mains Cloud with {{SSBU|Wolf}}. Placed 5th at both {{Trn|Smash the Router 3}} and {{Trn|Flat Realm 8}}, 13th at {{Trn|Rev It Up: 2020 Series}}, 25th at both {{Trn|The Box}} and {{Trn|Lockhart Series}}. Currently ranked 43rd on the [[Wi-Fi Warrior Rank v6]]. Offline, has wins over players such as {{Sm|Iota}} and {{Sm|Pink Fresh}}. Currently ranked 15th on the [[MD/VA Power Rankings]]. | |||
*{{Sm|Kola|USA}} (#46) - Uses Cloud as a co-main alongside {{SSBU|Roy}} and is one of the best Cloud players in the world. Placed 1st at {{Trn|Final Round 2019}}, 1st at {{Trn|InfinityCON Tally 2021}}, 2nd at {{Trn|Just Roll With It! 11}}, 5th at {{Trn|2GG: Grand Tour - South Carolina}}, 13th at {{Trn|Super Smash Con 2019}}, and 33rd at {{Trn|CEO 2019}} with wins over players such as {{Sm|Tsu}}, {{Sm|ANTi}},and {{Sm|Puppeh}}. Online, placed 1st at {{Trn|Soaked Series Invitational}}, 3rd at both {{Trn|Get On My Line 2021}} and {{Trn|SWT: NA Southeast Ultimate Online Qualifier}}, and 4th at both {{Trn|The Quarantine Series: Minor Tournament 1}} and {{Trn|Rev It Up: 2020 Series}}. Currently noted as an Honorable Mention on the [[Wi-Fi Warrior Rank v7]]. | |||
*{{Sm|Masashi|Japan}} - One of the best Cloud players in Japan. Placed 2nd at {{Trn|KVOxTSB 2019}}, 9th at {{Trn|Sumabato SP}} and {{Trn|Sumabato SP 4}}, 13th at {{Trn|Sumabato SP 2}}, and 33rd at {{Trn|EVO 2019}}. | |||
*{{Sm|Scubbss|Canada}} - The best Cloud player in Canada. Placed 3rd at {{Trn|Smash at The Comic Strip: Punching Up}}, 5th at {{Trn|Salt Flats 2020}}, 9th at {{Trn|Smashfest 5: Queen City Ex}}, and 17th at {{Trn|Play With Heart}}. Currently ranked 24th on the [[Smash Canada Rankings Ultimate]]. | |||
*{{Sm|Sparg0|Mexico}} - Co-mains Cloud with the Aegis duo, and is considered the best Cloud player in the world. Placed 1st at {{Trn|Get in the Game! 2020}}, 3rd at {{Trn|Riptide}} and {{Trn|Smash Ultimate Summit 3}}, 4th at {{Trn|BIT MASTER MTY 8}}, 17th at both {{Trn|CEO 2019}} and {{Trn|Smash Factor 8}}, and 25th at {{Trn|2GG: Nightmare on Smashville}} with wins over players such as {{Sm|Maister}}, {{Sm|Riddles}}, {{Sm|Chag}}, {{Sm|Javi|p=Smash 4}}, {{Sm|VoiD}}, and {{Sm|kameme}}. Currently ranked 11th on the [[Mexican Power Rankings]]. He is also considered one of the best players online, placing 1st at {{Trn|Mazer Gaming Smash}}, {{Trn|Lockhart Series}}, {{Trn|Zinc Tank 3}}, {{Trn|Mazer Gaming Gives Back 2}}, and {{Trn|SWT: Mexico Ultimate Online Qualifier}}. Currently ranked 1st on the [[Wi-Fi Warrior Rank v7]]. | |||
=={{SSBU|Classic Mode}}: A Ride? Not Interested.== | =={{SSBU|Classic Mode}}: A Ride? Not Interested.== | ||
[[File:SSBU Congratulations Cloud.png|thumb|Cloud's congratulations screen.]] | [[File:SSBU Congratulations Cloud.png|thumb|right|Cloud's congratulations screen.]] | ||
All of Cloud's battles occur on vehicular stages and his opponents are characters associated with them. This is a reference to the fact that he suffers from motion sickness, while his Classic Mode route's title is a direct reference to his catchphrase, "Not interested." | All of Cloud's battles occur on vehicular stages and his opponents are characters associated with them. This is a reference to the fact that he suffers from motion sickness, while his Classic Mode route's title is a direct reference to his catchphrase, "Not interested." | ||
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==Role in [[World of Light]]== | ==Role in [[World of Light]]== | ||
[[File:WoL-61Cloud.jpg|thumb|Finding Cloud in World of Light|left]] | [[File:WoL-61Cloud.jpg|thumb|Finding Cloud in World of Light|left]] | ||
Although Cloud does not appear in the World of Light opening cutscene, he was vaporized and later imprisoned alongside the rest of the fighters ( | Although Cloud does not appear in the World of Light opening cutscene, he was vaporized and later imprisoned alongside the rest of the fighters (With the exception of {{SSBU|Kirby}}) when Galeem unleashed his beams of light. | ||
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 | 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]]. | ||
{{clrl}} | {{clrl}} | ||
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|''{{SSBUMusicLink|Final Fantasy|Fight On!}}'' | |''{{SSBUMusicLink|Final Fantasy|Fight On!}}'' | ||
|} | |} | ||
{{ | {{-}} | ||
==[[Spirit]]s== | ==[[Spirit]]s== | ||
Cloud's | Cloud's fighter spirit can be obtained by completing [[Classic Mode]]. It is also available periodically for purchase in the shop for 500 Gold. Unlocking Cloud in World of Light allows the player to preview the first spirit below in the Spirit List under the name "???". As a fighter spirit, it cannot be used in Spirit Battles and is purely aesthetic. This fighter spirit has an alternate version that replaces them with their artwork in ''Ultimate''. Originally, only ''Ultimate''{{'}}s render of Cloud's default appearance was available for his default fighter spirit. However, update 10.1.0 added artwork of him from ''Final Fantasy VII'' for his default fighter spirit. | ||
Cloud's ''Advent Children'' outfit also has a fighter spirit of its own, available through the shop, or by completing a challenge (Smash: ''As Cloud, hit an opponent with his side special, Cross Slash, while the Limit Gauge is charged''). Unlike his default fighter spirit, his ''Advent Children'' fighter spirit only uses his ''Ultimate'' P2 render instead of also featuring alternative artwork from a previous appearance. | Cloud's ''Advent Children'' outfit also has a fighter spirit of its own, available through the shop, or by completing a challenge (Smash: ''As Cloud, hit an opponent with his side special, Cross Slash, while the Limit Gauge is charged''). Unlike his default fighter spirit, his ''Advent Children'' fighter spirit only uses his ''Ultimate'' P2 render instead of also featuring alternative artwork from a previous appearance. | ||
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</center> | </center> | ||
==In Spirit | ==In Spirit battles== | ||
===As the main opponent=== | ===As the main opponent=== | ||
{|class="wikitable sortable" style="width:100%;" | {|class="wikitable sortable" style="width:100%;" | ||
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==[[Alternate costume (SSBU)#Cloud|Alternate costumes]]== | ==[[Alternate costume (SSBU)#Cloud|Alternate costumes]]== | ||
Cloud's default costume is based on his appearance in ''Final Fantasy VII'' while | Cloud's default costume is based on his appearance in ''Final Fantasy VII'' while accomodating some changes to his design originating from ''Dissidia Final Fantasy'', namely the redesigned SOLDIER logo on his belt and a redesigned pauldron. 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_Sword Fusion Sword]. 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 pink ribbon wrapped around it, which he and his party wear in memory of [[Aerith Gainsborough]]. | ||
{|style="margin:1em auto 1em auto;text-align:center" | {|style="margin:1em auto 1em auto;text-align:center" | ||
|- | |- | ||
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SSBUWebsiteSephiroth6.jpg|Fighting {{SSBU|Sephiroth}} in his ''Advent Children'' alternate costume on Midgar. | SSBUWebsiteSephiroth6.jpg|Fighting {{SSBU|Sephiroth}} in his ''Advent Children'' alternate costume on Midgar. | ||
SSBUSoraCloudSephy.jpg|With Sephiroth and {{SSBU|Sora}} on Midgar. | SSBUSoraCloudSephy.jpg|With Sephiroth and {{SSBU|Sora}} on Midgar. | ||
SSBU challenge image 011.png|Cloud with {{SSBU|Zelda}} on [[Tortimer Island]]. | SSBU challenge image 011.png|Cloud with {{SSBU|Zelda}} on [[Tortimer Island]]. | ||
</gallery> | </gallery> | ||
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*A section of Cloud's trailer pictures him using his side taunt with {{SSBU|R.O.B.}} in the distance, who is promptly struck by {{b|Thunder|Pokémon}}. This is a direct reference to spellcasting and its general animations in the ''Final Fantasy'' series, with [https://finalfantasy.fandom.com/wiki/Bolt_(Final_Fantasy_VII) Thunder] being a basic [https://finalfantasy.wikia.com/wiki/Black_Magic Black Magic] spell throughout the series. Thunder, localized as "Bolt" in ''Final Fantasy VII'', is one of Cloud's starting spells in that game, and is often effective against mechanical enemies. | *A section of Cloud's trailer pictures him using his side taunt with {{SSBU|R.O.B.}} in the distance, who is promptly struck by {{b|Thunder|Pokémon}}. This is a direct reference to spellcasting and its general animations in the ''Final Fantasy'' series, with [https://finalfantasy.fandom.com/wiki/Bolt_(Final_Fantasy_VII) Thunder] being a basic [https://finalfantasy.wikia.com/wiki/Black_Magic Black Magic] spell throughout the series. Thunder, localized as "Bolt" in ''Final Fantasy VII'', is one of Cloud's starting spells in that game, and is often effective against mechanical enemies. | ||
*Cloud's official artwork resembles his idle animation from ''Final Fantasy VII'' and ''Super Smash Bros.'', as well as {{SSBB|Ike}}'s official render for ''Brawl''. | *Cloud's official artwork resembles his idle animation from ''Final Fantasy VII'' and ''Super Smash Bros.'', as well as {{SSBB|Ike}}'s official render for ''Brawl''. | ||
*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, | **Additionally, he, Sephiroth, and {{SSBU|Kazuya}} are the only ones who speak in Japanese in all versions of the game. | ||
* | **Additionally, Cloud, {{SSBU|Min Min}}, Sephiroth, and Kazuya are the only characters in ''Ultimate'' to not speak English in all versions of the game. | ||
*In the base game, Cloud has the fewest [[Spirit]] battles out of the entire roster, being only part of the Zeke and [[Master Edges]] spirits. | |||
**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 | ***Technically, {{SSBU|Bowser Jr.}} and {{SSBU|Olimar}} themselves also hold this distinction, even though their alternate costumes do appear in Spirit Battles in said mode. | ||
*Excluding use of a [[Boss Galaga]], Cloud is one of the few fighters to spin differently in their [[Star KO]]: he spins forwards instead of away from the screen, similarly to how Star KOs acted in ''SSB4''. He shares this trait with {{SSBU|Shulk}}, {{SSBU|Corrin}}, {{SSBU|Incineroar}}, {{SSBU|Inkling}} and {{SSBU|Joker}}. | |||
*As of update 10.1.0, Cloud is the first fighter to change their spirit artwork. | *As of update 10.1.0, Cloud is the first fighter to change their spirit artwork. | ||
*Cloud's ''Advent Children'' fighter spirit is one of only 11 fighter spirits in the game to use their in-game render for their spirit artwork instead of original artwork from their game. | *Cloud's ''Advent Children'' fighter spirit is one of only 11 fighter spirits in the game to use their in-game render for their spirit artwork instead of original artwork from their game. | ||
**The other characters are both male and female [[Pokémon Trainer]], both male and female [[Robin]], both male and female [[Wii Fit Trainer]], all three [[Mii Fighter]]s, and | **The other characters are both male and female [[Pokémon Trainer]], both male and female [[Robin]], both male and female [[Wii Fit Trainer]], all three [[Mii Fighter]]s, and [[Kazuya]]. | ||
**This distinction also applied to Cloud's regular fighter spirit until update 10.1.0. | **This distinction also applied to Cloud's regular fighter spirit until update 10.1.0. | ||
*Prior to update 10.1.0, Cloud could not receive a series bonus from a spirit | *Prior to update 10.1.0, Cloud could not receive a series bonus from a spirit. After this update, that distinction is now only held by the {{SSBU|Ice Climbers}} and {{SSBU|R.O.B.}} | ||
*As of the version 10.1.0, Cloud, along with {{SSBU|R.O.B.}}, the {{SSBU|Ice Climbers}}, {{SSBU|Duck Hunt}}, {{SSBU|Daisy}}, {{SSBU|Ken}}, are the only non-DLC characters who do not appear in more than one spirit battles from their home series. {{SSBU|Dr. Mario}} doesn't appear in any ''Mario'' spirit battles at all. This is not counting {{SSBU|Olimar}}, who appears only in the Mockiwi spirit battle as himself, but is fought in other spirit battles as Alph. | *As of the version 10.1.0, Cloud, along with {{SSBU|R.O.B.}}, the {{SSBU|Ice Climbers}}, {{SSBU|Duck Hunt}}, {{SSBU|Daisy}}, {{SSBU|Ken}}, are the only non-DLC characters who do not appear in more than one spirit battles from their home series. {{SSBU|Dr. Mario}} doesn't appear in any ''Mario'' spirit battles at all. This is not counting {{SSBU|Olimar}}, who appears only in the Mockiwi spirit battle as himself, but is fought in other spirit battles as Alph. | ||
**While the {{SSBU|Mii Fighter}}s technically represent the {{uv|Super Smash Bros.}} universe, they appear in most of the Mii-related spirit battles. | **While the {{SSBU|Mii Fighter}}s technically represent the {{uv|Super Smash Bros.}} universe, they appear in most of the Mii-related spirit battles. | ||
*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. | ||
* | *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. | ||
*{{SSBU|Sephiroth}}'s trailer marks the first time Cloud is seen in CGI in the ''Super Smash Bros.'' series. His CGI model is, notably, based on his ''Advent Children'' design with the sleeve off rather than his 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. | ||
**Since this alternate version of the attack was added via update 10.1.0, this also makes Cloud the first character in the series to be granted a new | **Since this alternate version of the attack was added via update 10.1.0, this also makes Cloud the first character in the series to be granted a new Final Smash, as well as new voice clips (other than Kirby), via an update. | ||
*Cloud is the only third-party veteran to gain new voice clips (albeit after an update and only for [[Omnislash Ver. 5]]). Sonic (barring Japanese), Ryu, and Bayonetta use their voice clips from ''SSB4'', Snake and Sonic | *Cloud is the only third-party veteran to gain new voice clips (albeit after an update and only for [[Omnislash Ver. 5]]). Sonic (barring Japanese), Ryu, and Bayonetta use their voice clips from ''SSB4'', Snake and Japanese Sonic use their voice clips from ''Brawl'', while Mega Man and Pac-Man remain mute. | ||
*Cloud is one of two characters whose Final Smash background color changes depending on the alternate costume used. The background will be dark blue when using Omnislash (which is used by his ''Final Fantasy VII'' costumes) and gray when using Omnislash Ver. 5 (which is used by his ''Advent Children'' costumes). The other character with this distinction is {{SSBU|Inkling}}. | *Cloud is one of two characters whose Final Smash background color changes depending on the alternate costume used. The background will be a dark blue when using Omnislash (which is used by his ''Final Fantasy VII'' costumes) and gray when using Omnislash Ver. 5 (which is used by his ''Advent Children'' costumes). The other character with this distinction is {{SSBU|Inkling}}. | ||
*In the World of Light, Cloud is the only fighter to have no affiliations with Galeem whatsoever as his only encounter as himself is associated with Dharkon. | *In the World of Light, Cloud is the only fighter to have no affiliations with Galeem whatsoever as his only encounter as himself is associated with Dharkon. | ||
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{{Final Fantasy universe}} | {{Final Fantasy universe}} | ||
[[Category:Cloud (SSBU)| ]] | [[Category:Cloud (SSBU)| ]] | ||
[[Category:Third | [[Category:Third party characters]] | ||
[[Category:Square Enix]] | [[Category:Square Enix]] | ||
[[Category:Spirits]] | [[Category:Spirits]] | ||
[[es:Cloud (SSBU)]] | [[es:Cloud (SSBU)]] |