Super Smash Bros. Ultimate

Cloud (SSBU): Difference between revisions

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Cloud received a fair share of buffs. Like the rest of the cast, 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 sword-users in the game. Certain moves have been improved to make them more consistent, such as his [[neutral attack]] (which connects better and can now [[lock]]), and [[forward tilt]] (which now keeps closer to the ground, preventing it from whiffing), and the ability to [[dash cancel]] into any ground move allows him to make use of his more situational ground attacks, such as [[down tilt]] as an approaching move, or forward tilt as a potential KO move.
Cloud received a fair share of buffs. Like the rest of the cast, 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 sword-users in the game. Certain moves have been improved to make them more consistent, such as his [[neutral attack]] (which connects better and can now [[lock]]), and [[forward tilt]] (which now keeps closer to the ground, preventing it from whiffing), and the ability to [[dash cancel]] into any ground move allows him to make use of his more situational ground attacks, such as [[down tilt]] as an approaching move, or forward tilt as a potential KO move.


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. [[Cross Slash]] continues to be a very damaging punishment move in general, and benefits significantly from the [[1v1 multiplier]]. [[Climhazzard]]'s can now 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 making it safer for [[recovery]], more reliable [[out of shield]], and consistent for [[sacrificial KO]]s. [[Limit Charge]] now allows Cloud to jump or [[air dodge]] out of it, charges significantly faster with damage dealt, and can now be tracked in the HUD. Finally, grounded [[Finishing Touch]] now has enough vertical range to hit opponents on the bottom platforms of [[Battlefield]], and has less startup lag.  
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. [[Cross Slash]] continues to be a very damaging punishment move in general, and benefits significantly from the [[1v1 multiplier]]. [[Climhazzard]] can now 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 making it safer for [[recovery]], more reliable [[out of shield]], and consistent for [[sacrificial KO]]s. [[Limit Charge]] now allows Cloud to jump or [[air dodge]] out of it, charges significantly faster with damage dealt, and can now be tracked in the HUD. Finally, grounded [[Finishing Touch]] now has enough vertical range to hit opponents on the bottom platforms of [[Battlefield]], and has less startup lag.  


However, these buffs are offset by an abundance of nerfs. One of Cloud's most significant changes are to his [[Limit Charge]], which now incurs 7 frames of lag when canceling a charge (therefore removing [[instant charge-cancel]]s), can have its charge reduced if Cloud is hit during the process of charging, and disappears entirely if not used up in 15 seconds; this means that Cloud's Limit Break mechanic is no longer a direct upside that can be kept for [[mindgame]]s or a lasting stat boost, and now forces him to be more cautious of both charging and activating his Limit, vastly reducing its sheer gamechanging abilities in the previous game. His grounded KO ability has also been nerfed as his forward and up [[smash attack]]s have slightly higher endlag (with up smash no longer having a lingering end hitbox), while [[down smash]] deals less damage, making his middling ground game even less imposing.
However, these buffs are offset by an abundance of nerfs. One of Cloud's most significant changes are to his [[Limit Charge]], which now incurs 7 frames of lag when canceling a charge (therefore removing [[instant charge-cancel]]s), can have its charge reduced if Cloud is hit during the process of charging, and disappears entirely if not used up in 15 seconds; this means that Cloud's Limit Break mechanic is no longer a direct upside that can be kept for [[mindgame]]s or a lasting stat boost, and now forces him to be more cautious of both charging and activating his Limit, vastly reducing its sheer gamechanging abilities in the previous game. His grounded KO ability has also been nerfed as his forward and up [[smash attack]]s have slightly higher endlag (with up smash no longer having a lingering end hitbox), while [[down smash]] deals less damage, making his middling ground game even less imposing.

Revision as of 15:37, January 19, 2019

This article is about Cloud's appearance in Super Smash Bros. Ultimate. For the character in other contexts, see Cloud Strife.
Cloud
in Super Smash Bros. Ultimate
Cloud SSBU.png
FinalFantasySymbol.svg
Universe Final Fantasy
Other playable appearance in SSB4


Availability Unlockable
Final Smash Omnislash / Omnislash Ver. 5
Cloud (SSBU)
He's the protagonist of Final Fantasy VII. You can also select his Advent Children outfit. Charging up his Limit Gauge increases his special move abilities! Land a powerful hit!
Super Smash Blog, Super Smash Bros. Ultimate Official Site

Cloud (クラウド, Cloud) is a playable character in Super Smash Bros. Ultimate. He was confirmed on June 12th, 2018. Cloud is classified as fighter #61.

Takahiro Sakurai's potrayal of Cloud in Super Smash Bros. 4 was repurposed for Ultimate.

How to unlock

Complete one of the following:

With the exception of the third method, Cloud must then be defeated on Midgar.

Changes from Super Smash Bros. 4

Cloud was previously considered alongside Bayonetta to be one of the best characters in Smash 4 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 Limit Charge, which granted a lasting stat buff that boosted his already high overall mobility, allowed him to force approaches, 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 the previous game overall. These traits were even more prominent in doubles, where teams of "Double Clouds" were notorious within the community for their prominence and disproportionate effectiveness, to the point that the team composition was banned from use in a handful of late-game Smash 4 tournaments, including Get On My Level 2018 and Smash 'N' Splash 4. As a result, Cloud has been significantly nerfed overall from his transition into Ultimate.

Cloud received a fair share of buffs. Like the rest of the cast, 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 sword-users in the game. Certain moves have been improved to make them more consistent, such as his neutral attack (which connects better and can now lock), and forward tilt (which now keeps closer to the ground, preventing it from whiffing), and the ability to dash cancel into any ground move allows him to make use of his more situational ground attacks, such as down tilt as an approaching move, or forward tilt as a potential KO move.

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. Cross Slash continues to be a very damaging punishment move in general, and benefits significantly from the 1v1 multiplier. Climhazzard can now 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 smashes making it safer for recovery, more reliable out of shield, and consistent for sacrificial KOs. Limit Charge now allows Cloud to jump or air dodge out of it, charges significantly faster with damage dealt, and can now be tracked in the HUD. Finally, grounded Finishing Touch now has enough vertical range to hit opponents on the bottom platforms of Battlefield, and has less startup lag.

However, these buffs are offset by an abundance of nerfs. One of Cloud's most significant changes are to his Limit Charge, which now incurs 7 frames of lag when canceling a charge (therefore removing instant charge-cancels), can have its charge reduced if Cloud is hit during the process of charging, and disappears entirely if not used up in 15 seconds; this means that Cloud's Limit Break mechanic is no longer a direct upside that can be kept for mindgames or a lasting stat boost, and now forces him to be more cautious of both charging and activating his Limit, vastly reducing its sheer gamechanging abilities in the previous game. His grounded KO ability has also been nerfed as his forward and up smash attacks have slightly higher endlag (with up smash no longer having a lingering end hitbox), while down smash deals less damage, making his middling ground game even less imposing.

Finally, Cloud's aerials have been toned down, making his previously prominent aerial game less effective despite their lowered landing lag. Neutral aerial's hitbox size has been reduced, making it more unsafe and less effective for spacing. Down aerial's lingering hitbox ends earlier and has more ending lag, making it harder to follow up if it ends aerially and also makes it riskier to use an an anti-juggle move. Finally, Cloud's notorious up aerial has been substantially nerfed due to changes to its hitboxes alongside one more frame of startup and lowered autocancel window; these changes remove its ability to start combos on grounded opponents, while also reducing its sheer utility and uncontestibility, with its only buffs being its lowered landing lag and damage which makes it easier to chain together with the aid of platforms.

Overall, Cloud remains a fundamentally solid character with a low learning curve and effective tools, although he is nowhere near as overpowering as he was in SSB4 due to his nerfs toning down the incredible utility his moveset had at his disposal. As a result, Cloud performs significantly worse than his Smash 4 iteration, although how this exactly affects him viability in Ultimate's metagame is currently unknown.

Aesthetics

  • Change As with all veterans returning from SSB4, Cloud's model features a more subdued color scheme. His clothing features subtle detailing.
  • Change Cloud's sixth alternate costume is now black instead of a deep teal, making it identical to the default Advent Children costume. His seventh alternate costume has also been slightly updated. It is now brown, instead of black.

Attributes

  • Buff Like all characters, Cloud's jumpsquat animation now takes 3 frames to complete (down from 4).
  • Buff Cloud's initial dash speed (1.8 → 2.145) and run speed (1.97 → 2.167) are much faster.
  • Buff Cloud walks slightly faster (1.1 → 1.155).
  • Buff Cloud's air speed is slightly higher (1.1 → 1.155).
  • Buff Forward roll has less ending lag (frame 32 → 30).
  • Nerf Back roll has more startup (frames 4 → 5) and ending lag (frame 32 → 35).
  • Buff Spot dodge has less ending lag (frame 28 → 26).
  • Nerf Spot dodge grants less intangibility (frames 3-18 → 3-17).
  • Buff Air dodge grants more intangibility (frames 3-28 → 3-30).
  • Nerf Air dodge has significantly more ending lag (frame 34 → 48).
  • Change Cloud's Limit Break gauge is shown persistently above his damage meter.

Ground attacks

  • Neutral attack:
    • Buff The first and second hits have altered angles and knockback to keep opponents close to Cloud, akin to other neutral attacks. This allows them to connect better and jab lock.
    • Nerf Consecutive uses of the first hit are slower (11 → 15 frames).
    • Change Cloud's leg for the first hit is angled lower, making the animation more consistent with the hitbox.
  • Forward tilt:
    • Buff Forward tilt's hitbox has been lowered, allowing it to hit prone opponents (or fighters with very low crouches, like Wii Fit Trainer and Snake).
  • Forward smash:
    • Nerf Forward smash has slightly increased ending lag (frame 64 → 67).
  • Up smash:
    • Nerf Up smash has slightly increased ending lag (frame 47 → 49).
  • Down smash:
    • Nerf Down smash deals less damage (4% → 3% (hit 1), 12% → 11% (hit 2)) and knockback, hindering its KO potential.

Aerial attacks

  • Buff All aerials have reduced landing lag (15 frames → 9 (neutral), 18 frames → 11 (forward), 14 frames → 8 (back), 15 frames → 9 (up), 26 frames → 16 (down)).
  • Neutral aerial:
    • Nerf Neutral aerial has an altered animation with reduced range.
  • Up aerial:
    • Nerf Up aerial has more startup (frame 7 → 8) with its animation unchanged, reducing its range below Cloud and preventing it from hitting grounded opponents as easily.
    • Nerf It has slightly reduced horizontal range.
    • Nerf It autocancels later (frame 26 → 32), no longer doing so from a short hop fast fall and immediately after its hitboxes cease.
    • Change It deals less damage (12% → 11% (clean), 8.5% → 8% (late)) and knockback, hindering its KO potential, but allowing it to combo better on landing.
  • Down aerial:
    • Nerf Down aerial has a shorter duration (frames 11-42 → 11-38) and autocancels later (frame 43 → 46), making its late hit harder to combo with.
    • Nerf It has more ending lag (frame 60 → 65).

Throws/other attacks

  • Nerf All grabs have more startup (frame 7/10/11 (standing/dash/pivot) → 9/12/13) and ending lag (frame 32/40/37 → 37/45/40).
  • Pummel:
    • Change Pummel is faster, but deals significantly less damage (3% → 1.2%).
  • Down throw:
    • Nerf Down throw releases opponents slower (frame 18 → 27), making it easier to DI. The decreased hitstun at higher percents also worsens its combo potential compared to other down throws, due to its more horizontal trajectory.
    • Change The speed of the throw is no longer weight-dependent.
  • Edge attack:
    • Buff Edge attack deals more damage (8% → 10%).

Special Moves

  • Change With the exception of Limit Blade Beam, all of Cloud's Limit Break specials now trigger the Special Zoom when hitting an opponent.
  • Blade Beam:
    • Buff Non-Limit Blade Beam has less ending lag (frame 61 → 54).
  • Cross Slash:
    • Change Limit Cross Slash's strikes slow down significantly when hitting a shield. While this doesn't change the safety of the move on shield due to the new shieldstun formula, it gives opponents substantially more time to react to the move being blocked and continue doing so.
    • Nerf Limit Cross Slash's last hit deals slightly less knockback.
    • Change Cross Slash's visual effects have a sharper design inspired by Dissidia Final Fantasy instead of the brush-like strokes from Smash 4.
  • Climhazzard:
    • Buff Cloud can now tech at the peak of Climhazzard's height.
    • Buff There is now a wider window for the downward slash to snap the ledge.
    • Buff The move has has less landing lag (41 → 26 frames).
    • Change The Limit Break version of this move now has a purple blade effect rather than a blue one.
    • Buff Due to the change in teching mechanics for meteor smashes, the downward slash's grounded hit lands far more reliably, as the sweetspot no longer gives opponents the opportunity to tech before the grounded hit lands. The sweetspot of the downward slash is also easier to use as a sacrificial KO, as meteor smashes now KO the opponent before they reach the bottom blast line if they are tumbling.
    • Nerf The sourspot of the downward slash has significantly less base knockback.
    • Nerf The window to input the downward slash is much shorter.
  • Limit Charge / Finishing Touch:
    • Buff Much like with every other chargable special, Cloud can now cancel his Limit Charge with jump or air dodge.
    • Buff Cloud fills his Limit Gauge faster from dealing damage, requiring only 150% damage for a full charge (down from 250% damage).
    • Nerf Canceling Limit Charge is no longer instantaneous, instead incurring 7 frames of lag, leaving Cloud more vulnerable when charging it.
    • Nerf If hit during Limit Charge, including the lag from canceling it, Cloud now loses the amount of Limit he would have otherwise gained.
    • Nerf Cloud loses his Limit Break if it is not used within 15 seconds of reaching full charge, requiring it to be charged again.[1] This makes his Limit Breaks much easier to avoid, and prevents him from having his stats increased indefinitely.
    • Buff Finishing Touch when performed on the ground has less startup (frame 16 → 14). It also has increased vertical range, allowing it to hit opponents standing on the bottom platforms of Battlefield.
    • Nerf Finishing Touch has less range during the initial active frame of the move.
    • Nerf Finishing Touch has more ending lag (frame 80 → 86).

Moveset

Note: All numbers are listed as base damage, without the 1v1 multiplier.

  Name Damage Description
Neutral attack   2.5% A side kick, followed by a mid-level roundhouse kick, followed by an outward slash. All hits are executed very quickly and have high range (particularly the kicks). The last hit can be used to tech-chase due to its low semi-spike knockback, but it's slow to end. The first two hits can jab lock.
2%
3.5%
Forward tilt   11% An inward slash. It has quick start-up, but moderate ending lag. It is Cloud's only tilt that has reasonable KO potential, KOing middleweights around 120% at the edge. It is based on his basic attack in Final Fantasy VII.
Up tilt   8% 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 and has a fairly large hitbox, although its knockback is lacking. It can reliably start combos, chaining into itself at 0% and into aerials at low percentages.
Down tilt Sliding 6% (knee), 7% (leg) A baseball slide. His legs are intangible while the hitbox is active, and it will sometimes deal less damage if landed early. It has very quick start-up, propels Cloud a good distance forward, launches opponents vertically, and significantly lowers his hurtbox. Altogether, these traits make it useful as a punishment option, as well as a capable set-up option into aerial attacks.
Dash attack   11% (clean), 8% (late) Thrusts the sharp edge of the Buster Sword forward while holding it diagonally. It deals more damage at the beginning, has a lingering hitbox and its moderately high knockback enables it to KO at high percentages.
Forward smash Triple Buster 3% (hit 1), 2% (hit 2 center), 3% (hit 2 hilt), 4% (hit 2 tip), 12% (hit 3 tip), 13% (hit 3 non-tip) Performs three extremely fast slashes in front of himself. The first two hits combo into the third, which has higher range and immense knockback for the move's start-up (19 frames). It is Cloud's strongest non-Limit Break move, KOing middleweights around 100% at center-stage, but it has high ending lag and deals below average shieldstun. Additionally, each hit is only active for one frame, which means it can be dodged entirely with a well-timed roll or sidestep. It resembles the depiction of Cross Slash in the Kingdom Hearts series, and may also be a reference to the effects of the Double Cut Materia in Final Fantasy VII.
Up smash   13% (early/tip), 12% (mid/hilt), 8% (late) Swings the Buster Sword upward in a wide arc. Has some startup (15 frames) and moderate ending lag, and its KO power is only average compared to most other up smashes, but it has long range in front of, above, and slightly behind Cloud. KOs middleweights around 125%.
Down smash Double Thrust 3% (hit 1), 11% (hit 2) 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.
Neutral aerial   8% A circular slash around himself. It covers Cloud's whole hurtbox, very fast, autocancels from a short hop, making it a solid all-purpose move that is rather hard to punish.
Forward aerial Meteor Slash 14% (clean sweetspot), 13% (clean sourspot), 11% (late) 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 smashes 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. It closely resembles Braver, Cloud's initial Limit Break in Final Fantasy VII.
Back aerial   13% Turns around to perform an outward slash. Has very long range and good knockback, KOing middleweights at around 115% near the edge. This makes it an effective spacing and KO option. It also has 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 does during his Meteorain Limit Break.
Up aerial   11% (clean), 8% (late) Thrusts the sharp edge of the Buster Sword's blade upward while holding it parallel to the ground. Has sex kick properties. While it has rather moderate startup, it is a viable starter for combos and juggling, due to its rather large hitbox. It has a long-lasting hitbox and can effectively deny landings, which makes it a good anti-air move.
Down aerial   13% (clean aerial sourspot, grounded opponent), 15% (aerial sweetspot), 8% (late) 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 autocancelled (from a full hop, delayed fast-fall), 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 off-stage.
Grab   Reaches out with his hand. Has very low range.
Pummel   1.2% A knee strike. Rather good speed.
Forward throw   4% (hit 1), 3% (throw) A modified dropsault. It has low knockback, so it's usually used for positioning or throwing opponents off-stage. It resembles Somersault, a Limit Break used by Tifa Lockhart, one of Cloud's party members in Final Fantasy VII.
Back throw   3% (hit 1), 3% (throw) A spinning back kick. At lower percentages, it is capable of tech-chasing with Blade Beam or his dash attack against middleweights and heavyweights.
Up throw   2% (hit 1), 2.5% (hit 2), 4% (throw) Cloud sets the opponent above him and butterfly-kicks them. While it has high enough knockback to set up juggles, it is unable to KO at reasonable percentages, and should the opponent be in the middle of the stage and be at such percentages (around 215% for middleweights), up throw will be more effective at KOing. It vaguely resembles Tifa's Waterkick Limit Break, albeit kicking vertically instead of horizontally.
Down throw   7% A one-handed body slam. It launches opponents behind him with low base knockback; it is Cloud's only combo throw, though it is a lackluster one. It also KOs earlier than any of his other throws, especially near the edge, though still not until extremely high percentages. It resembles Tifa's Meteor Strike Limit Break, albeit performed while grounded instead of in the air.
Forward roll
Back roll
Spot dodge
Air dodge
Techs
Floor attack (front)
Floor getups (front)
  7% Swings the Buster Sword around himself before getting up.
Floor attack (back)
Floor getups (back)
  7% Swings the Buster Sword around himself before getting up.
Floor attack (trip)
Floor getups (trip)
  5% Swings the Buster Sword around himself before getting up.
Edge attack
Edge getups
  10% Performs an inward slash while climbing up.
Neutral special Blade Beam 8% (grounded clean), 6% (grounded late), 6.4% (aerial clean), 4.8% (aerial late), 6% (Limit Break hit 1), 2% (Limit Break hits 2-6), 3% (Limit Break hit 7) 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 hit early. The aerial version is slower and deals less damage, but gives Cloud a slight lift. Like most projectiles, it disappears on contact with an object or enemy. The Limit Break variant possesses transcendent priority, moves much faster across the ground and hits multiple times, with its last hit having great KO potential. It is still weaker and slower when performed in midair, however.
Side special Cross Slash 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) Performs a downwards slash. On contact with an enemy, pressing the special button allows this slash to transition into a series of follow-up slashes, together spelling the kanji ("misfortune"). The full attack deals high damage and moderate knockback, making it a superb punishing option at close range. It is weak against shield, however, as all stages of the attack are slow and punishable if missed. Its Limit Break variant 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. Additionally, Limit Cross Slash deals a high amount of shield damage. It is commonly considered Cloud's most effective Limit Break move due to its abundance of positive traits.
Up special Climhazzard 3% (hit 1), 4% (hits 2-3), 3.5% (landing), 6% (Limit Break hit 1), 7% (Limit Break hit 2) 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 cancelled 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 first (but not second) hit of the move (allowing it to KO grounded middleweights at around 125%), allows it to sweetspot edges throughout, and grants Cloud much greater vertical and horizontal distance.
Down special Limit Charge 1% (Finishing Touch) Holds out the Buster Sword and remains still. This manually charges the Limit Gauge. While the move is being held, a text box labelled "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 400 frames (6.67 seconds), but can be alternatively filled by dealing 150% or receiving 100%, and each of these methods stack with each other. The move can be charge-canceled by pressing the shield button, hitting the control stick left or right (which triggers a roll), grabbing, or pressing the special button again (the latter of which has an 8-frame delay). When the Limit Gauge is filled, Cloud is surrounded by a blue, flame-like energy, and his speed and mobility receive a noticeable increase. As long as he is in this state, he has access to much more powerful, one-use variants of his special attacks, as listed above. Using any of these attacks will empty the Limit Gauge and return Cloud to his normal state, even if the move misses or is interrupted. The charge goes away in 15 seconds if it isn't used at all when fully charged. The Limit Break variation of Limit Charge itself is an entirely different attack called Finishing Touch; Cloud slashes in an arc around himself, generating a large whirlwind that deals only 1% damage but deals tremendous knockback, enough to KO most opponents before 70%. The move hits on frame 14, but has very high ending lag and almost no shieldstun due to its damage output. The attack is weaker as a whole when performed in the air, however, KOing about 24% later when hit in front, and 36% later with the back hitbox. The attack's hitbox is deceptively large, and it generates a powerful wind that extends even further beyond the Buster Sword's range, pushing opponents away. Finishing Touch's animation may be based on Tornado, an unused Limit Break in Final Fantasy VII.
Final Smash Omnislash 3% (hit 1), 2% (hits 2-14), 5% (hit 15), 4%-5% (hit 16), 10% (hit 17), 50% (all hits connect) 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 downward to the stage and results in a huge explosion that launches the opponent. One of the most powerful Final Smashes 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.

Classic Mode: A Ride? Not Interested.

All of Cloud's battles are done on vehicle stages and are against characters associated with them. This is a reference to the fact that he suffers from motion sickness. His song in the credits is "Fight On!".

Round Opponent Stage Music Notes
1 Toon Link Spirit Train Full Steam Ahead
2 Fox and Falco Corneria Main Theme - Star Fox 64 (Brawl)
3 Meta Knight Halberd Meta Knight's Revenge
4 Mario, Yoshi, and Peach Rainbow Cruise Slide
5 Captain Falcon Big Blue Big Blue
6 Wolf Lylat Cruise Space Armada
Bonus Stage
Final Master Hand Final Destination Master Hand On intensity 7.0 and higher, Crazy Hand fights alongside Master Hand, and the track Master Hand / Crazy Hand plays during the battle.

Role in World of Light

Although Cloud does not appear in the World of Light opening cutscene, he was vaporized and later imprisoned alongside the rest of the fighters (sans 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 Realm sub-area in the Realm of Darkness, guarding the Master Sword required to dispel the darkness clouding the top part of the land which makes up the Triforce of Power.

Alternate costumes

Alternate costume (SSBU)
Cloud (SSBU) Cloud (SSBU) Cloud (SSBU) Cloud (SSBU) Cloud (SSBU) Cloud (SSBU) Cloud (SSBU) Cloud (SSBU)

Gallery

Character Showcase Video

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Trivia

  • A section of Cloud's trailer pictures him using his side taunt with R.O.B. in the distance, who is promptly struck by Thunder. This is a direct reference to spellcasting and its general animations in Final Fantasy, with Thunder being a basic Black Magic spell throughout the Final Fantasy series. Thunder, localized as "Bolt" in Final Fantasy VII, is one of Cloud's base spells in that game.
  • Cloud’s official render resembles his idle animation from Final Fantasy VII and Super Smash Bros., as well as Ike's official render for Brawl.
  • With Marth and Roy now dubbed in English for international releases of Ultimate, Cloud is the only playable character with an established English voice actor to speak Japanese in all versions of Ultimate.
  • Cloud is the only character who battles on Rainbow Cruise and Spirit Train in his Classic Mode campaign.
  • Cloud, R.O.B., and Ice Climbers are the only fighters that cannot receive a series bonus since they don't have any primary spirits from their own series.
    • Due to both spirit battles not taking place during World of Light's events, this makes him one of two characters where only the original fighter is fought at any point of the mode outside of facing Galeem's and Dharkon's puppet fighters (the other being the Pokémon Trainer).
  • Cloud has the least Spirit battles out of the entire roster, being only part of the Zeke and the Master Edges spirits.
  • 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 Smash 4. He shares this trait with Shulk, Corrin, Incineroar and Inkling.

References