Cloud (SSB4): Difference between revisions
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'''Cloud''' ({{ja|クラウド|Kuraudo}}, ''Cloud'') is a playable character in ''[[Super Smash Bros. 4]]''. He was officially announced during the November 12th, 2015 [[Nintendo Direct]], and made available as [[downloadable content]] on December 15th, 2015. Cloud is the fifth third-party character to be introduced in the game, joining [[Capcom]]'s {{SSB4|Mega Man}} and {{SSB4|Ryu}}, [[Sega]]'s {{SSB4|Sonic}} and {{SSB4|Bayonetta}}, and [[Bandai Namco]]'s {{SSB4|Pac-Man}}. | '''Cloud''' ({{ja|クラウド|Kuraudo}}, ''Cloud'') is a playable character in ''[[Super Smash Bros. 4]]''. He was officially announced during the November 12th, 2015 [[Nintendo Direct]], and made available as [[downloadable content]] on December 15th, 2015. Cloud is the fifth third-party character to be introduced in the game, joining [[Capcom]]'s {{SSB4|Mega Man}} and {{SSB4|Ryu}}, [[Sega]]'s {{SSB4|Sonic}} and {{SSB4|Bayonetta}}, and [[Bandai Namco]]'s {{SSB4|Pac-Man}}. | ||
Similarly to {{SSB4|Marth}} and {{SSB4|Roy}}, Cloud in all regions of ''Super Smash Bros. 4'' is voiced only in Japanese by Takahiro Sakurai, his recurring Japanese voice actor from ''[http://finalfantasy.wikia.com/wiki/Final%20Fantasy%20VII%3A%20Advent%20Children Final Fantasy VII: Advent Children]'' onward, in spite of having | Similarly to {{SSB4|Marth}} and {{SSB4|Roy}}, Cloud in all regions of ''Super Smash Bros. 4'' is voiced only in Japanese by Takahiro Sakurai, his recurring Japanese voice actor from ''[http://finalfantasy.wikia.com/wiki/Final%20Fantasy%20VII%3A%20Advent%20Children Final Fantasy VII: Advent Children]'' onward, in spite of having Steve Burton as his English voice actor as of ''Advent Children''. | ||
Cloud is currently ranked 2nd out of 58 on the [[tier list]], placing him in the S tier. This makes him the highest ranking downloadable character, newcomer, and third-party character. Cloud possesses one of the longest overall disjointed [[range]]s in the game, along with {{SSB4|Shulk}} and {{SSB4|Ike}}. When combined with his impressive movement speed, high [[jump]]s, the ability to [[wall jump]] (making him and {{SSB4|Toon Link}} the only sword-wielding characters capable of doing so), and surprisingly fast frame data relative to his range and overall power, Cloud is one of the most effective characters at [[space|spacing]], [[approach]]ing, and zoning. His aerials, combined with his air mobility, also grant him a particularly dangerous air game, as most of them are relatively safe on shield with proper spacing; back aerial possesses tremendous reach and decent damage output, and up aerial and down aerial are noteworthy for having large initial hitboxes, long-lasting lingering hitboxes, and very generous [[autocancel]] windows. | Cloud is currently ranked 2nd out of 58 on the [[tier list]], placing him in the S tier. This makes him the highest ranking downloadable character, newcomer, and third-party character. Cloud possesses one of the longest overall disjointed [[range]]s in the game, along with {{SSB4|Shulk}} and {{SSB4|Ike}}. When combined with his impressive movement speed, high [[jump]]s, the ability to [[wall jump]] (making him and {{SSB4|Toon Link}} the only sword-wielding characters capable of doing so), and surprisingly fast frame data relative to his range and overall power, Cloud is one of the most effective characters at [[space|spacing]], [[approach]]ing, and zoning. His aerials, combined with his air mobility, also grant him a particularly dangerous air game, as most of them are relatively safe on shield with proper spacing; back aerial possesses tremendous reach and decent damage output, and up aerial and down aerial are noteworthy for having large initial hitboxes, long-lasting lingering hitboxes, and very generous [[autocancel]] windows. | ||
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Cloud's grab game is also poor: his grabs have very short ranges and his forward, back and up throws grant little reward due to their ending lag preventing them from being used as combo starters and their knockback scaling being unfavorable for KOing. His ground attacks are also unsafe on shield, rendering him unable to effectively pressure shielding opponents, while also leaving him fewer options to escape shield pressure himself. Finally, his status as a [[Weight|heavyweight]] and above average falling speed are both a blessing and a curse, as his decent survivability is offset by a glaring susceptibility to combos and juggles, which can be exacerbated due to his tall frame and lack of escape options. | Cloud's grab game is also poor: his grabs have very short ranges and his forward, back and up throws grant little reward due to their ending lag preventing them from being used as combo starters and their knockback scaling being unfavorable for KOing. His ground attacks are also unsafe on shield, rendering him unable to effectively pressure shielding opponents, while also leaving him fewer options to escape shield pressure himself. Finally, his status as a [[Weight|heavyweight]] and above average falling speed are both a blessing and a curse, as his decent survivability is offset by a glaring susceptibility to combos and juggles, which can be exacerbated due to his tall frame and lack of escape options. | ||
Regardless, Cloud's potent Limit Break specials and fundamentally sound attributes outweigh his cons and have resulted in him being regarded highly on the tier list due to his popularity as a pocket character and perceived ease of use. While Cloud has been somewhat nerfed since the first tier list was created, several characters perceived as top-tier have undergone more severe nerfs, which positively affects his matchups against said characters. As such, many professionals believe him to be one of the best characters in the game and deserving of his current placing on the tier list. Although it is uncommon for Cloud to achieve top 16 | Regardless, Cloud's potent Limit Break specials and fundamentally sound attributes outweigh his cons and have resulted in him being regarded highly on the tier list due to his popularity as a pocket character and perceived ease of use. While Cloud has been somewhat nerfed since the first tier list was created, several characters perceived as top-tier have undergone more severe nerfs, which positively affects his matchups against said characters. As such, many professionals believe him to be one of the best characters in the game and deserving of his current placing on the tier list. Although it is uncommon for Cloud to achieve top 16 placings at super national tournaments, his overall results are nonetheless very strong in both singles and doubles play, as shown with {{Sm|Komorikiri}} and {{Sm|Tweek}} placing 3rd and 13th, respectively, at [[The Big House 6]]. | ||
==Attributes== | ==Attributes== | ||
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Cloud's greatest asset is the overall [[range]] throughout his moveset, courtesy of his Buster Sword: it grants Cloud's attacks the overall second longest [[disjointed]] range in the game, surpassed only by {{SSB4|Shulk}}. Thanks to this trait, Cloud can fight from a safe distance and space out his opponents quite easily and, when combined with his aforementioned attributes, he can [[approach]] opponents almost noncommittally and adeptly [[Punishment|punish]] careless attacks. His neutral attack, forward tilt, down tilt, dash attack and forward smash also make Cloud slide slightly forward, with his down tilt granting about equal distance to {{SSB4|Mega Man}}'s down tilt. His up tilt is also a reliable combo starter until medium percentages, chaining into itself, up smash or up aerial. Overall, Cloud's ground game can cover a variety of options and can give him multiple moments of breathing space, all while being able to punish careless and/or short-ranged attacks due to his spectacular range and attack speed. | Cloud's greatest asset is the overall [[range]] throughout his moveset, courtesy of his Buster Sword: it grants Cloud's attacks the overall second longest [[disjointed]] range in the game, surpassed only by {{SSB4|Shulk}}. Thanks to this trait, Cloud can fight from a safe distance and space out his opponents quite easily and, when combined with his aforementioned attributes, he can [[approach]] opponents almost noncommittally and adeptly [[Punishment|punish]] careless attacks. His neutral attack, forward tilt, down tilt, dash attack and forward smash also make Cloud slide slightly forward, with his down tilt granting about equal distance to {{SSB4|Mega Man}}'s down tilt. His up tilt is also a reliable combo starter until medium percentages, chaining into itself, up smash or up aerial. Overall, Cloud's ground game can cover a variety of options and can give him multiple moments of breathing space, all while being able to punish careless and/or short-ranged attacks due to his spectacular range and attack speed. | ||
In comparison, Cloud's aerial moveset benefits even more from these attributes, which makes his air game very threatening. His neutral aerial covers a very large area, similarly to Shulk's neutral aerial, making it a go-to option for spacing or air-to-ground transition movement. It can also [[autocancel]] with a short hop, has low ending lag and a low launching angle, all of which make it great at [[edgeguarding]] despite its low power. Forward aerial is very strong when hit clean, and is also a [[meteor smash]] on aerial opponents when sweetspotted. Back aerial has tremendous range, decent power, and the lowest landing lag among Cloud's aerials, allowing him to edgeguard and space effectively. Like neutral aerial, it can also autocancel with a short hop, though at this height, it cannot hit small characters (such as {{SSB4|Kirby}} or {{SSB4|Pikachu}}) or characters with low [[crouch]]es (such as {{SSB4|Little Mac}} or {{SSB4|Wii Fit Trainer}}). Up aerial has decent power, high speed, long duration, a very generous autocancel window, and an enormous overall hitbox, making it an all-purpose attack and discouraging most opponents from trying to attack Cloud from overhead. Down aerial is not only a very strong meteor smash when sweetspotted, it also possesses one of the most active late hitboxes in the entire game, which can be autocanceled from a jump regardless of his Limit Break status. It also has fantastic anti-juggling potential and it can even easily string into another move if it connects while he is falling. | In comparison, Cloud's aerial moveset benefits even more from these attributes, which makes his air game very threatening. His neutral aerial covers a very large area, similarly to Shulk's neutral aerial, making it a go-to option for spacing or air-to-ground transition movement. It can also [[autocancel]] with a short hop, has low ending lag and a low launching angle, all of which make it great at [[edgeguarding]] despite its low power. Forward aerial is very strong when hit clean, and is also a [[meteor smash]] on aerial opponents when sweetspotted. Back aerial has tremendous range, decent power, and the lowest landing lag among Cloud's aerials, allowing him to edgeguard and space effectively. Like neutral aerial, it can also autocancel with a short hop, though at this height, it cannot hit small characters (such as {{SSB4|Kirby}} or {{SSB4|Pikachu}}) or characters with low [[crouch]]es (such as {{SSB4|Little Mac}} or {{SSB4|Wii Fit Trainer}}). Up aerial has decent power, high speed, a long duration, a very generous autocancel window, and an enormous overall hitbox, making it an all-purpose attack and discouraging most opponents from trying to attack Cloud from overhead. Down aerial is not only a very strong meteor smash when sweetspotted, it also possesses one of the most active late hitboxes in the entire game, which can be autocanceled from a jump regardless of his Limit Break status. It also has fantastic anti-juggling potential and it can even easily string into another move if it connects while he is falling. | ||
Cloud's special moveset also offers very interesting options. [[Blade Beam]] is a [[projectile]] with good range and high activity, making it useful for forcing approaches and good at edgeguarding, though it gets weakened over duration and has high endlag, which somewhat hampers its otherwise useful utility. It also stalls Cloud in the air, giving it additional utility in [[guard breaking]]. [[Cross Slash]] is very similar to [[Dancing Blade]] and [[Double-Edge Dance]], requiring additional inputs from the player to initiate the remaining slashes. It has wider input windows and more damage, 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. [[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, as it hits on frame 7. Lastly, [[Limit Charge]] is solely a charging method for his Limit Breaks, but unlike most other chargeable special moves, it can be canceled with a simple special move button press, or even [[instant charge-cancel|instantly canceled]] into an attack, the latter being a trait shared only with [[Gyro]], making the Limit Break a mechanic opponents should not take lightly when up against a competent player. | Cloud's special moveset also offers very interesting options. [[Blade Beam]] is a [[projectile]] with good range and high activity, making it useful for forcing approaches and good at edgeguarding, though it gets weakened over duration and has high endlag, which somewhat hampers its otherwise useful utility. It also stalls Cloud in the air, giving it additional utility in [[guard breaking]]. [[Cross Slash]] is very similar to [[Dancing Blade]] and [[Double-Edge Dance]], requiring additional inputs from the player to initiate the remaining slashes. It has wider input windows and more damage, 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. [[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, as it hits on frame 7. Lastly, [[Limit Charge]] is solely a charging method for his Limit Breaks, but unlike most other chargeable special moves, it can be canceled with a simple special move button press, or even [[instant charge-cancel|instantly canceled]] into an attack, the latter being a trait shared only with [[Gyro]], making the Limit Break a mechanic opponents should not take lightly when up against a competent player. | ||
In reference to ''Final Fantasy VII'', Cloud possesses a unique Limit Break mechanic. It manifests itself in the form of a gauge, which becomes visible while charging it to show its progress, similarly to {{SSB4|Little Mac}}'s [[Power Meter]]. However, as mentioned before, Cloud can charge Limit Break with the down special button input, unlike Little Mac. After it is full, Cloud gets a boost in all of his movement stats (except for attack speed), allowing him to move even more quickly across the stage and in the air. In addition, all of Cloud's special attacks are given a single-use power boost, with all of them dealing more damage and having high knockback, enough to reliably KO | In reference to ''Final Fantasy VII'', Cloud possesses a unique Limit Break mechanic. It manifests itself in the form of a gauge, which becomes visible while charging it to show its progress, similarly to {{SSB4|Little Mac}}'s [[Power Meter]]. However, as mentioned before, Cloud can charge Limit Break with the down special button input, unlike Little Mac. After it is full, Cloud gets a boost in all of his movement stats (except for attack speed), allowing him to move even more quickly across the stage and in the air. In addition, all of Cloud's special attacks are given a single-use power boost, with all of them dealing more damage and having high knockback, enough to reliably KO around 90%-120%. Limit Charge is also converted to Finishing Touch, a spinning slash with such tremendous knockback that can KO most characters at 70% from {{SSB4|Final Destination}} floor level. It also emits a [[Wind|whirlwind]] that pushes away opponents, making it harder to punish and providing Cloud a situational, but regardless good mean of [[gimp]]ing weak recoveries. | ||
With the exception of Finishing Touch, all Limit Break specials are also granted brief [[intangibility]] upon start-up, as well as additional properties, with Blade Beam being faster and having [[transcendent priority]], Cross Slash striking five times immediately, having very low ending lag, and stalling him completely in the air, and Climhazzard granting 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. | With the exception of Finishing Touch, all Limit Break specials are also granted brief [[intangibility]] upon start-up, as well as additional properties, with Blade Beam being faster and having [[transcendent priority]], Cross Slash striking five times immediately, having very low ending lag, and stalling him completely in the air, and Climhazzard granting 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. | ||
However, Cloud has some severe flaws. One of those is his grab game: his grabs' ranges are abysmally short and the third shortest overall in the game (although pivot grabbing can alleviate this flaw to some degree), his [[pummel]] is slow despite being among the most damaging in the game, his throws' damage outputs are only average at best and their combo potentials (barring down throw) are poor, so much so that they are comparable to {{SSB4|Jigglypuff}}'s throws in regard to inefficiency. His forward throw's decent speed is significantly offset by | However, Cloud has some severe flaws. One of those is his grab game: his grabs' ranges are abysmally short and the third shortest overall in the game (although pivot grabbing can alleviate this flaw to some degree), his [[pummel]] is slow despite being among the most damaging in the game, his throws' damage outputs are only average at best and their combo potentials (barring down throw) are poor, so much so that they are comparable to {{SSB4|Jigglypuff}}'s throws in regard to inefficiency. His forward throw's decent speed is significantly offset by the problematic combination of its virtual lack of combo potential and low knockback scaling, while his back throw has extremely low knockback scaling and is only a semi-guaranteed follow-up into dash attack at 0%. Additionally, both fail to KO before 300%, unless the opponent is extremely light and Cloud is at the edge upon performing them. His up and down throws both have misleading power, too much ending lag for reliable combos at early percentages, and they cannot KO until around 215%. His down throw also loses all of its combo potential past 20%-30% if the opponent DIs properly. | ||
Another weakness is his inconsistent KOing ability. While Cloud has an abundance of strong finishers, none of them are easy to land in the [[neutral game]], which is further compounded his lack of reliable set-ups into said finishers. All of his smash attacks are unsafe on shield, even when fully charged. Forward smash's immense power is counterbalanced by its slow start-up and surprisingly low duration, as each hit is only active for one frame, and it is possible to dodge all three hits within the intangibility period of any character's [[roll]] or [[sidestep]]. Up smash's wide range is hindered by a combination of low speed, lag, and mediocre power. Down smash's [[semi-spike]] and [[stage spike]] capabilities are not particularly powerful, with the move having relatively high ending lag and the first hit being inconsistent with linking into the more powerful second hit. His neutral aerial, despite being able to chain into attacks with ease, has low power, while his back aerial, up aerial, and forward tilt require good positioning to KO before 130%. | Another weakness is his inconsistent KOing ability. While Cloud has an abundance of strong finishers, none of them are easy to land in the [[neutral game]], which is further compounded his lack of reliable set-ups into said finishers. All of his smash attacks are unsafe on shield, even when fully charged. Forward smash's immense power is counterbalanced by its slow start-up and surprisingly low duration, as each hit is only active for one frame, and it is possible to dodge all three hits within the intangibility period of any character's [[roll]] or [[sidestep]]. Up smash's wide range is hindered by a combination of low speed, lag, and mediocre power. Down smash's [[semi-spike]] and [[stage spike]] capabilities are not particularly powerful, with the move having relatively high ending lag and the first hit being inconsistent with linking into the more powerful second hit. His neutral aerial, despite being able to chain into attacks with ease, has low power, while his back aerial, up aerial, and forward tilt require good positioning to KO before 130%. | ||
His regular special moves apart from Limit Charge have some notable weaknesses, such as Blade Beam being relatively slow to start up and end as well as depreciating in damage over time or when used in the air, Cross Slash being inconsistent with linking all five hits due to SDI or landing different parts of the hitboxes, along with being very prone to [[stale-move negation]], as its very commonly used to rack up damage. Climhazzard being very punishable if shielded and easily DI'd out of, and all three specials having no KO power until past reasonable percentages. In addition, Cloud has no means of escaping pressure. His neutral attack and down tilt are his fastest ground options at | His regular special moves apart from Limit Charge have some notable weaknesses, such as Blade Beam being relatively slow to start up and end as well as depreciating in damage over time or when used in the air, Cross Slash being inconsistent with linking all five hits due to SDI or landing different parts of the hitboxes, along with being very prone to [[stale-move negation]], as its very commonly used to rack up damage. Climhazzard being very punishable if shielded and easily DI'd out of, and all three specials having no KO power until past reasonable percentages. In addition, Cloud has no means of escaping pressure. His neutral attack and down tilt are his fastest ground options at frames 4 and 7 respectively, with Climhazzard as an out of shield option also having 7 frames of start-up, but they are noticeably unsafe on shield, while none of his fast aerial attacks start from the front or below him. Down aerial's late hitbox can be used to escape juggles that launch Cloud higher, but its otherwise narrow hitbox allows opponents to hit Cloud's sides and tack on more damage. Thus, Cloud is fairly easy to combo and juggle, and is just as easily forced on the defensive if his attacks are improperly spaced. | ||
Another problem is the Limit Break mechanic itself. It acts as a double-edged sword, as it increases Cloud's gravity at full charge, making recovery without the use of Climhazzard deceptively difficult. It makes precise use of his special attacks mandatory, as his Limit Break specials are still blockable and possess limited range; while Limit Blade Beam can be used as a ranged KO option, it can just as easily be [[reflection|reflected]] or otherwise avoided at the tip of its range, leaving Cloud wide open to punishment. Finishing Touch deals only 1%, has very high ending lag that renders Cloud vulnerable if the whirlwind does not hit, and begins KOing around 60%-70%. | Another problem is the Limit Break mechanic itself. It acts as a double-edged sword, as it increases Cloud's gravity at full charge, making recovery without the use of Climhazzard deceptively difficult. It makes precise use of his special attacks mandatory, as his Limit Break specials are still blockable and possess limited range; while Limit Blade Beam can be used as a ranged KO option, it can just as easily be [[reflection|reflected]] or otherwise avoided at the tip of its range, leaving Cloud wide open to punishment. Finishing Touch deals only 1%, has very high ending lag that renders Cloud vulnerable if the whirlwind does not hit, and begins KOing around 60%-70%. | ||
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Cloud's most prominent weakness is his weak recovery. Despite his aerial mobility and jump height being arguably better than most sword-wielding characters, his diagonal movement is overall very slow, making him prone to [[edgeguarding]] and [[gimping]], and making it mandatory to stay a safe distance within reaching the edge. Climhazzard is also a terrible recovery move for many reasons: it grants below average vertical distance, little horizontal momentum, its ascending hit is completely incapable of edge sweetspotting, and its descending hit cannot edge sweetspot until it covers some prior distance. Additionally, if for any reason Cloud gets hit at the apex of Climhazzard, he is not able to tech a single-hit move regardless of how far or near he is to a wall, although he can still tech if he gets hit by a command grab or a multiple hit move, or if he gets hit during the Limit Break variant. These factors make Cloud's recovery comparable to those of Little Mac, {{SSB4|Ganondorf}} and {{SSB4|Dr. Mario}}, in the sense that it is one of the riskiest and most ineffective without use of his [[wall jump]] or Limit Break Climhazzard (which loses the active hitbox near the end of his ascent, making it less safe than the regular Climhazzard in some situations). | Cloud's most prominent weakness is his weak recovery. Despite his aerial mobility and jump height being arguably better than most sword-wielding characters, his diagonal movement is overall very slow, making him prone to [[edgeguarding]] and [[gimping]], and making it mandatory to stay a safe distance within reaching the edge. Climhazzard is also a terrible recovery move for many reasons: it grants below average vertical distance, little horizontal momentum, its ascending hit is completely incapable of edge sweetspotting, and its descending hit cannot edge sweetspot until it covers some prior distance. Additionally, if for any reason Cloud gets hit at the apex of Climhazzard, he is not able to tech a single-hit move regardless of how far or near he is to a wall, although he can still tech if he gets hit by a command grab or a multiple hit move, or if he gets hit during the Limit Break variant. These factors make Cloud's recovery comparable to those of Little Mac, {{SSB4|Ganondorf}} and {{SSB4|Dr. Mario}}, in the sense that it is one of the riskiest and most ineffective without use of his [[wall jump]] or Limit Break Climhazzard (which loses the active hitbox near the end of his ascent, making it less safe than the regular Climhazzard in some situations). | ||
Cloud can stall his descent with Blade Beam and Cross Slash, although they only so after one use. Additionally, the former's slower start-up and ending lag can make its use problematic against opponents already close to the edge or in prime position to reflect it, while the latter slows down his air speed significantly. The last problem about his recovery is that if he gets grabbed near the edge without his double jump and gets air released, he will not be able to return to the stage unless he properly times a Blade Beam to stall towards the edge or possesses a Limit Break. Finally, Cloud lacks [[Character customization|custom moves]] like his fellow DLC characters, and while this does not seem to be a problem considering his Limit Break-boosted moves, the lack of variety for the normal special moves does hinder his matchups against more optimized custom characters. | Cloud can stall his descent with Blade Beam and Cross Slash, although they only so after one use. Additionally, the former's slower start-up and ending lag can make its use problematic against opponents already close to the edge or in prime position to reflect it, while the latter slows down his air speed significantly. The last problem about his recovery is that if he gets grabbed near the edge without his double jump and gets air released, he will not be able to return to the stage unless he properly times a Blade Beam to stall towards the edge or possesses a Limit Break. Finally, Cloud lacks [[Character customization|custom moves]] like his fellow [[Downloadable content|DLC]] characters, and while this does not seem to be a problem considering his Limit Break-boosted moves, the lack of variety for the normal special moves does hinder his matchups against more optimized custom characters. | ||
Overall, while Cloud has all the tools required to be successful, he is forced to manage his resources to the best of his ability. Even though any playstyle can work with Cloud, he must avoid getting launched off the stage at all times, which makes him a fundamentals-oriented character most of the time. His combo game and KOing ability, while unique and powerful, are fairly inconsistent, leaving much to be desired. Despite his weaknesses, however, his excellent strengths still outweigh them, and most smashers agree he has few losing matchups, but the ease of gimping Cloud or forcing him to use Limit Break specials defensively have also led some to believe that even at his best, he holds no extreme advantage over any character. Much like {{SSB4|Mario}} and {{SSB4|Link}}, Cloud has a relatively low learning curve and skill floor that make him an effective choice for beginners and inexperienced players, though due to the benefits that his most difficult techniques can offer when they are mastered, he continues to be a viable character in high-level play. | Overall, while Cloud has all the tools required to be successful, he is forced to manage his resources to the best of his ability. Even though any playstyle can work with Cloud, he must avoid getting launched off the stage at all times, which makes him a fundamentals-oriented character most of the time. His combo game and KOing ability, while unique and powerful, are fairly inconsistent, leaving much to be desired. Despite his weaknesses, however, his excellent strengths still outweigh them, and most smashers agree he has few losing matchups, but the ease of gimping Cloud or forcing him to use Limit Break specials defensively have also led some to believe that even at his best, he holds no extreme advantage over any character. Much like {{SSB4|Mario}} and {{SSB4|Link}}, Cloud has a relatively low learning curve and skill floor that make him an effective choice for beginners and inexperienced players, though due to the benefits that his most difficult techniques can offer when they are mastered, he continues to be a viable character in high-level play. | ||
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|neutral2dmg=2% | |neutral2dmg=2% | ||
|neutral3dmg=4% | |neutral3dmg=4% | ||
|neutraldesc=A mid-level side kick, followed by a mid-level roundhouse kick, followed by an outward slash. In addition to possessing very good speed, both kicks have good | |neutraldesc=A mid-level side kick, followed by a mid-level roundhouse kick, followed by an outward slash. In addition to possessing very good speed, both kicks have good range. Each attack after the first hit moves Cloud a step forward, further improving the move's range, although the sword strike has lower reach than the kicks. Due to the last hit's low [[semi-spike]] knockback, it can be used to [[tech-chase]] reliably. However, the third hit can fail to connect at high percentages. | ||
|ftiltname= | |ftiltname= | ||
|ftiltdmg=11% | |ftiltdmg=11% | ||
|ftiltdesc=An | |ftiltdesc=An inward slash. It has quick start-up, but moderate ending lag. It is also Cloud's only tilt that has reasonable KO potential, as it can KO middleweights around 120% at the edge. | ||
|utiltname= | |utiltname= | ||
|utiltdmg=8% | |utiltdmg=8% | ||
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|dtiltname= | |dtiltname= | ||
|dtiltdmg=6% (knee), 7% (leg) | |dtiltdmg=6% (knee), 7% (leg) | ||
|dtiltdesc=A [[Wikipedia:Dropkick#Baseball slide|baseball slide]], a [[Wikipedia:Dropkick|dropkick]] variation, which is very similar to {{SSB4|Mega Man}}'s Sliding. His legs are intangible while | |dtiltdesc=A [[Wikipedia:Dropkick#Baseball slide|baseball slide]], a [[Wikipedia:Dropkick|dropkick]] variation, which is very similar to {{SSB4|Mega Man}}'s Sliding. His legs are intangible while its 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 makes his hurtbox hard to hit. Altogether, these traits make it useful as an approach and [[punishment]] option, as well as a capable set-up option into aerial attacks. | ||
|dashname= | |dashname= | ||
|dashdmg=11% (clean), 8% (late) | |dashdmg=11% (clean), 8% (late) | ||
|dashdesc= | |dashdesc=Thrusts the sharp edge of the Buster Sword forward while holding it diagonally. It deals more damage at the beginning, has a lingering hitbox and its moderately high knockback enables it to KO at high percentages. | ||
|fsmashname= | |fsmashname= | ||
|fsmashdmg={{ChargedSmashDmgSSB4|3}} (hit 1), {{ChargedSmashDmgSSB4|2}} (hit 2 center), {{ChargedSmashDmgSSB4|3}} (hit 2 hilt), {{ChargedSmashDmgSSB4|4}} (hit 2 tip), {{ChargedSmashDmgSSB4|12}} (hit 3 tip), {{ChargedSmashDmgSSB4|13}} (hit 3 non-tip) | |fsmashdmg={{ChargedSmashDmgSSB4|3}} (hit 1), {{ChargedSmashDmgSSB4|2}} (hit 2 center), {{ChargedSmashDmgSSB4|3}} (hit 2 hilt), {{ChargedSmashDmgSSB4|4}} (hit 2 tip), {{ChargedSmashDmgSSB4|12}} (hit 3 tip), {{ChargedSmashDmgSSB4|13}} (hit 3 non-tip) | ||
|fsmashdesc=A | |fsmashdesc=A downward slash, followed by an upward slash, followed by a downward slash. The last hit has slightly more range and carries all the attack's knockback. Depending on the size of the opponent's hurtbox and where each slash hits, this move can deal 17%-20%. It is immensely powerful for its amount of start-up (19 frames), KOing middleweights around 100% at center-stage, but it has high ending lag and deals poor shieldstun. It can sometimes miss during its second hit, causing the last hit to miss. Additionally, the move's short duration means it can be dodged entirely with a well-timed [[sidestep]]. It is Cloud's strongest non-Limit Break move. | ||
|usmashname= | |usmashname= | ||
|usmashdmg={{ChargedSmashDmgSSB4|13}} ( | |usmashdmg={{ChargedSmashDmgSSB4|13}} (early/tip), {{ChargedSmashDmgSSB4|12}} (mid/hilt), {{ChargedSmashDmgSSB4|8}} (late) | ||
|usmashdesc=An upward slash. Good range due to its wide arc, giving him reliable aerial protection, but it has some start-up and noticeable ending lag. Its arc is so wide that it can even hit opponents behind Cloud, which deals weak damage at the end. KOs middleweights around 125%. | |usmashdesc=An upward slash. Good range due to its wide arc, giving him reliable aerial protection, but it has some start-up and noticeable ending lag. Its arc is so wide that it can even hit opponents behind Cloud, which deals weak damage at the end. KOs middleweights around 125%. | ||
|dsmashname= | |dsmashname= | ||
|dsmashdmg={{ChargedSmashDmgSSB4|4}} (hit 1), {{ChargedSmashDmgSSB4|12}} (hit 2) | |dsmashdmg={{ChargedSmashDmgSSB4|4}} (hit 1), {{ChargedSmashDmgSSB4|12}} (hit 2) | ||
|dsmashdesc=Kneels and thrusts the Buster Sword's hilt forward before performing a reverse gripped thrust behind himself. The first hit | |dsmashdesc=Kneels and thrusts the Buster Sword's hilt forward before performing a reverse gripped thrust behind himself. The first hit will almost always [[stage spike]] due to its angle and it launches opponents into the second hit, although it is possible to [[tech]] after the first hit, causing the second hit to miss. In comparison, the second hit is a semi-spike, which makes it useful for launching opponents with weak horizontal recoveries off-stage, and it KOs middleweights at 140%. It is Cloud's fastest smash attack. | ||
|nairname= | |nairname= | ||
|nairdmg=8% | |nairdmg=8% | ||
|nairdesc= | |nairdesc=A circular slash around himself, similarly to {{SSB4|Shulk}}'s and {{SSB4|Ike}}'s neutral aerials. It is long-ranged like Shulk's neutral aerial, yet also boasts respectable speed, which makes it very useful as an approach option or edgeguarding option. It [[autocancel]]s from a short hop, making it rather difficult to punish, although it can be difficult to hit grounded opponents while buffering it as soon as possible, due to the hitbox starting behind him. | ||
|fairname= | |fairname= | ||
|fairdmg=14% (clean sweetspot), 13% (clean sourspot), 11% (late) | |fairdmg=14% (clean sweetspot), 13% (clean sourspot), 11% (late) | ||
|fairdesc=Briefly pauses and then slashes downward, similarly to | |fairdesc=Briefly pauses and then slashes downward, similarly to Ike's forward aerial. It has the most start-up out of all his aerials, but sweetspotting in the middle of the blade as it comes down results in a powerful [[meteor smash]] on aerial opponents, while launching grounded opponents at a slightly more vertical angle. Deals weak knockback if contact is made once the blade stops, making it useful for catching air dodges. Wide range and meteor smashing properties makes this a useful off-stage option, albeit easy to telegraph. Moderate ending lag, though its landing lag is low for its reach and power, and it autocancels from a jump. The sweetspot can also be [[frame cancelling|frame canceled]], which allows for more follow-ups if done correctly due to its drastically increased hitlag and more vertical angle of its trajectory. It loosely resembles his Braver Limit Break. | ||
|bairname= | |bairname= | ||
|bairdmg=13% | |bairdmg=13% | ||
|bairdesc= | |bairdesc=Quickly turns around to perform an outward slash, similarly to Ike's back aerial. Very long reach and good knockback, making it a reliable edgeguarding option due to its relatively fast start-up in proportion to its range. It has moderate ending lag, but can autocancel from a short hop (if not under Limit Break status), and has low landing lag. If the edge of the sword hits as he fast falls the move, it is safe on shield. It can also be used in a [[wall of pain]] at medium percentages if timed correctly, or as a combo starter at low to medium percentages if the opponent DIs poorly. KOs middleweights around 115% at the edge. | ||
|uairname= | |uairname= | ||
|uairdmg=12% (clean), 8.5% (late) | |uairdmg=12% (clean), 8.5% (late) | ||
|uairdesc=Thrusts the sharp edge of the Buster Sword upward | |uairdesc=Thrusts the sharp edge of the Buster Sword's blade upward while holding it parallel to the ground. While powerful at the start of the animation, it also functions as a [[sex kick]], as it deals less damage after its first few frames. The initial hitbox is notoriously big, having wide coverage due to the hitbox's high horizontal range, along with the animation giving it a deceptive vertical range. Its range allows Cloud to barely poke through the top platform of {{SSB4|Battlefield}} just at the apex of his short hop and contest almost any down aerial and trade at worst. However, its lingering hitbox is significantly smaller, due to the animation of Cloud's arms recoiling down from the upward thrust. It can autocancel from a short hop, and it has low landing lag. When combined with its fast start-up, it can be used at the last second before landing to catch grounded opponents with the move and true combo into up tilt at lower percentages, neutral aerial or another up aerial until higher percentages, and forward aerial and back aerial at medium percentages. It otherwise KOs grounded middleweights around 160% when clean. Curiously, it also shifts most of Cloud's hurtbox into the foreground (or background when facing left), which allows him to avoid certain moves, such as an uncharged [[Robo Beam]], {{SSB4|Villager}}'s forward and back aerials, and even some up smashes, such as {{SSB4|Yoshi}}'s. It is commonly considered one of the best up aerials in the game due to its many positive traits, with its only drawback of having a smaller, weaker lingering hitbox, which is beneficial nonetheless thanks to it covering air dodges. | ||
|dairname= | |dairname= | ||
|dairdmg=13% (clean aerial sourspot, grounded opponent), 15% (aerial sweetspot), 8% (late) | |dairdmg=13% (clean aerial sourspot, grounded opponent), 15% (aerial sweetspot), 8% (late) | ||
|dairdesc=A downward thrust, similar to {{SSB4|Link}}'s Down Thrust. Striking the first few frames directly below Cloud powerfully meteor smashes aerial opponents and deals more damage. It stays out for a while, allowing | |dairdesc=A downward thrust, similar to {{SSB4|Link}}'s Down Thrust. Striking the first few frames directly below Cloud powerfully meteor smashes aerial opponents and deals more damage. It stays out for a while, allowing it to hit opponents after the initial thrust, which makes the move a good out of shield option. It can also be used to counter juggling. KOs grounded middleweights around 135% when clean. The late hit of the move is an excellent combo starter when autocanceled, as it can combo into any aerial and Cross Slash (both versions) until higher percentages, and even Finishing Touch at medium percentages, making it one of Cloud's most effective moves for setting up KOs. However, most of the possible follow-ups can be escaped with proper DI. When properly autocanceled, the move is extremely difficult to punish, making it one of Cloud's best moves in his moveset and is vital for his strong neutral game. | ||
|grabname= | |grabname= | ||
|grabdesc=Reaches out. Cloud's grab range is the third shortest in the game, although he can slide quite far with his [[pivot grab]]. | |grabdesc=Reaches out. Cloud's grab range is the third shortest in the game, although he can slide quite far with his [[pivot grab]]. | ||
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|bthrowname= | |bthrowname= | ||
|bthrowdmg=3% (hit 1), 3% (hit 2) | |bthrowdmg=3% (hit 1), 3% (hit 2) | ||
|bthrowdesc=A reverse roundhouse kick, similar to Ike's back throw. It is capable of tech-chasing alongside Blade Beam or his dash attack, although this is only possible against middleweights and heavyweights until medium percentages. | |bthrowdesc=A reverse roundhouse kick, which is very similar to Ike's back throw. It is capable of tech-chasing alongside Blade Beam or his dash attack, although this is only possible against middleweights and heavyweights until medium percentages. | ||
|uthrowname= | |uthrowname= | ||
|uthrowdmg=2% (hit 1), 2.5% (hit 2), 4% (hit 3) | |uthrowdmg=2% (hit 1), 2.5% (hit 2), 4% (hit 3) | ||
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{{Taunt/SSB4 | {{Taunt/SSB4 | ||
|char=Cloud | |char=Cloud | ||
|desc-up= | |desc-up=Twirls the Buster Sword in front of himself before positioning it on his shoulders while saying {{ja|興味ないね|Kyōmi nai ne}} ("Not interested"). It is his victory animation from ''Final Fantasy VII''. | ||
|desc-side=Places the Buster Sword on his back and cups his hands together in front of him in order to cast a spell. It is his spellcasting animation from ''Final Fantasy VII'', complete with its original sound effect and glowing energy field. | |||
|desc-down=Places | |desc-down=Places the Buster Sword on its tip and poses in a casual manner while scoffing. It resembles the cocky pose he assumes in many cutscenes throughout ''Final Fantasy VII''.}} | ||
===[[Idle pose]]s=== | ===[[Idle pose]]s=== | ||
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{{Victory/SSB4 | {{Victory/SSB4 | ||
|victory-theme=Victory! (Final Fantasy).ogg | |victory-theme=Victory! (Final Fantasy).ogg | ||
|victory-desc=A remix of the Victory Fanfare from ''Final Fantasy VII'', which is itself a variant of the victory fanfare heard throughout the ''Final Fantasy'' series. Unlike other themes, it continuously | |victory-desc=A remix of the Victory Fanfare from ''Final Fantasy VII'', which is itself a variant of the victory fanfare heard throughout the ''Final Fantasy'' series. Unlike other themes, it plays continuously, replacing the results theme. | ||
|desc-1=While facing the screen, Cloud twirls the Buster Sword with one hand and places it on his back while looking away from the camera, saying {{ja|悪く思うな|Waruku omou na.}} ("No hard feelings.") This victory pose originates from ''Dissidia Final Fantasy''. | |desc-1=While facing the screen, Cloud twirls the Buster Sword with one hand and places it on his back while looking away from the camera, saying {{ja|悪く思うな|Waruku omou na.}} ("No hard feelings.") This victory pose originates from ''Dissidia Final Fantasy''. | ||
|desc-2=While turning away, Cloud twirls the Buster Sword, places it on his back and then glares at the screen, saying {{ja|ついてないな|Tsuite nai na.}} ("Better luck next time.") | |desc-2=While turning away, Cloud twirls the Buster Sword, places it on his back and then glares at the screen, saying {{ja|ついてないな|Tsuite nai na.}} ("Better luck next time.") | ||
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Since his release, Cloud was believed to be a high-tier character, thanks to his incredible combination of reach, mobility and power, topped off by his incredibly versatile Limit Break, with it being able to cancel into any of his moves, and buffing his up, side and up specials to posses KO power disproportionate for and beyond his weight class while being fast and safe, especially Cross Slash, and the Finishing Touch could KO a large portion of the cast at very low percents in appropriate situations. He had achieved strong results at both singles and doubles play before the first [[tier list]] was released, thanks to smashers like {{Sm|Komorikiri}} and {{Sm|Mew2King}}, which led him to be ranked 12th on the first tier list, placing him at the middle of the B tier and thus confirming his high-tier status. | Since his release, Cloud was believed to be a high-tier character, thanks to his incredible combination of reach, mobility and power, topped off by his incredibly versatile Limit Break, with it being able to cancel into any of his moves, and buffing his up, side and up specials to posses KO power disproportionate for and beyond his weight class while being fast and safe, especially Cross Slash, and the Finishing Touch could KO a large portion of the cast at very low percents in appropriate situations. He had achieved strong results at both singles and doubles play before the first [[tier list]] was released, thanks to smashers like {{Sm|Komorikiri}} and {{Sm|Mew2King}}, which led him to be ranked 12th on the first tier list, placing him at the middle of the B tier and thus confirming his high-tier status. | ||
However, with the release of {{SSB4|Corrin}} and {{SSB4|Bayonetta}} | However, with the release of {{SSB4|Corrin}} and {{SSB4|Bayonetta}}, the subsequent nerfs to them and other top-tier characters, and various advancements to his metagame, Cloud became a very popular character in tournaments. His own nerfs did not seriously hinder him, and he remained a fundamentally strong character choice for both newer and professional players, leading to more appearances in the top placings of tournaments of all sizes over characters like {{SSB4|Sheik}} and {{SSB4|Zero Suit Samus}}. This positive outlook on Cloud was even more apparent in doubles play, where he can greatly benefit from having a teammate to shore up his weak recovery and helping to land his Limit Break specials as the finisher to team combos, while Cloud himself can provide stage control and wall out his opponents for his teammate. Thus, it is not uncommon to see at least one team with Cloud in the top 8 of major doubles tournaments. | ||
As a result of this spike in popularity and tournament placings, Cloud has been ranked 2nd in the second tier list, placing him in the S tier and being widely regarded as one of the best characters in the game. Cloud's tier rise is also tied with {{SSB4|Palutena}} for the fifth highest rise between the first and second tier lists. Despite this, his current placement has received mixed thoughts from the community, as his rather exploitable weaknesses seemed to hold him back from achieving top 8 placings in several national tournaments, such as [[EVO 2016]] (the highest ranking Cloud being Komorikiri, who placed 17th) and [[Super Smash Con 2016]] (the highest ranking solo Cloud being {{Sm|Tweek}}, who placed 13th). However, as of recent, his singles results have become considerably more consistent, thanks to {{Sm|Komorikiri}} placing 3rd, {{Sm|Tweek}} placing 13th, and {{Sm|Mew2King}} placing 25th, all at [[The Big House 6]], among others. | As a result of this spike in popularity and tournament placings, Cloud has been ranked 2nd in the second tier list, placing him in the S tier and being widely regarded as one of the best characters in the game. Cloud's tier rise is also tied with {{SSB4|Palutena}} for the fifth highest rise between the first and second tier lists. Despite this, his current placement has received mixed thoughts from the community, as his rather exploitable weaknesses seemed to hold him back from achieving top 8 placings in several national tournaments, such as [[EVO 2016]] (the highest ranking Cloud being Komorikiri, who placed 17th) and [[Super Smash Con 2016]] (the highest ranking solo Cloud being {{Sm|Tweek}}, who placed 13th). However, as of recent, his singles results have become considerably more consistent, thanks to {{Sm|Komorikiri}} placing 3rd, {{Sm|Tweek}} placing 13th, and {{Sm|Mew2King}} placing 25th, all at [[The Big House 6]], among others. | ||
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==[[Alternate costume (SSB4)#Cloud|Alternate costumes]]== | ==[[Alternate costume (SSB4)#Cloud|Alternate costumes]]== | ||
Cloud's default costume is based on his appearance in ''Final Fantasy VII''. 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 has two minor variants and replaces the Buster Sword with the [http://finalfantasy.wikia.com/wiki/Fusion_Swords Fusion Swords]. One variant has a long sleeve covering Cloud's left arm to hide the visible signs of his [http://finalfantasy.wikia.com/wiki/Geostigma Geostigma]. The other variant reveals Cloud's left arm after he has been cured of Geostigma, as well as a red ribbon | Cloud's default costume is based on his appearance in ''Final Fantasy VII''. He has an alternate costume based on his appearance in ''{{iw|wikipedia|Final Fantasy VII: Advent Children}}'', known as "Cloudy Wolf" in ''Dissidia Final Fantasy'', which has two minor variants and replaces the Buster Sword with the [http://finalfantasy.wikia.com/wiki/Fusion_Swords Fusion Swords]. One variant has a long sleeve covering Cloud's left arm to hide the visible signs of his [http://finalfantasy.wikia.com/wiki/Geostigma Geostigma]. The other variant reveals Cloud's left arm after he has been cured of Geostigma, as well as a red ribbon wrapped around it, which he and his party wear in memory of [http://finalfantasy.wikia.com/wiki/Aerith_Gainsborough Aerith Gainsborough]. | ||
{|style="margin:1em auto 1em auto;text-align:center" | {|style="margin:1em auto 1em auto;text-align:center" | ||
|- | |- | ||
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Cloud poster.jpg|Cloud's poster used on the official website. | Cloud poster.jpg|Cloud's poster used on the official website. | ||
SSB4 CloudSplashArt.png|Cloud's splash art. | SSB4 CloudSplashArt.png|Cloud's splash art. | ||
Cloud Advent Children SSB4.png|Cloud's "Cloudy Wolf" alternate costume from ''Final Fantasy VII: Advent Children''. Aside from his different attire, he also sports a slightly different pose and expression. | Cloud Advent Children SSB4.png|Cloud's "Cloudy Wolf" [[alternate costume]] from ''Final Fantasy VII: Advent Children''. Aside from his different attire, he also sports a slightly different pose and expression. | ||
Cloud2.jpg|Cloud jumping alongside {{SSB4|Mario}}'s [[Fireball]] and {{SSB4|Samus}}' neutral aerial. | Cloud2.jpg|Cloud jumping alongside {{SSB4|Mario}}'s [[Fireball]] and {{SSB4|Samus}}' neutral aerial. | ||
Cloud3.jpg|Using [[Blade Beam]] on {{SSB4|Charizard}}. | Cloud3.jpg|Using [[Blade Beam]] on {{SSB4|Charizard}}. | ||
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***Humorously, Cloud strikes a variation of the first pose when he is [[screen KO]]'d. | ***Humorously, Cloud strikes a variation of the first pose when he is [[screen KO]]'d. | ||
**His attacks emit unique blunt sounds when they hit opponents, while his side taunt emits a unique sound when performed. These sound effects originate from ''Final Fantasy VII'', with this trait being similar to how {{SSBB|Snake}} and {{SSB4|Ryu}} emit sound effects from their respective home series. | **His attacks emit unique blunt sounds when they hit opponents, while his side taunt emits a unique sound when performed. These sound effects originate from ''Final Fantasy VII'', with this trait being similar to how {{SSBB|Snake}} and {{SSB4|Ryu}} emit sound effects from their respective home series. | ||
***His forward aerial resembles his Braver Limit Break, while his forward, up and down throws vaguely resemble the Somersault, Waterkick and Meteor Strike Limit Breaks used by [http://finalfantasy.wikia.com/wiki/Tifa_Lockhart Tifa Lockhart], one of his party members in ''Final Fantasy VII''. | ***His forward aerial resembles his Braver Limit Break, while his forward, up and down throws vaguely resemble the Somersault, Waterkick and Meteor Strike Limit Breaks used by [http://finalfantasy.wikia.com/wiki/Tifa_Lockhart Tifa Lockhart], his childhood friend and one of his party members in ''Final Fantasy VII''. | ||
***[[Omnislash]] is accompanied by a text box that displays its name above Cloud when it is | ***[[Omnislash]] is accompanied by a text box that displays its name above Cloud when it is performed. | ||
**His idle stance and the animations of up and side taunts are identical to his battle stance, victory animation and spellcasting animation in ''Final Fantasy VII'', respectively. Additionally, his victory poses are identical to his battle stance and victory animation in ''Final Fantasy VII''. Strangely enough, his idle animation is reversed, from facing left in ''Final Fantasy VII'' to now facing right in ''Super Smash Bros.'' Additionally, his hand placement is also reversed, from having the arm facing the screen hold the bottom part of the Buster Sword's hilt to now holding the upper part of it. | **His idle stance and the animations of up and side taunts are identical to his battle stance, victory animation and spellcasting animation in ''Final Fantasy VII'', respectively. Additionally, his victory poses are identical to his battle stance and victory animation in ''Final Fantasy VII''. Strangely enough, his idle animation is reversed, from facing left in ''Final Fantasy VII'' to now facing right in ''Super Smash Bros.'' Additionally, his hand placement is also reversed, from having the arm facing the screen hold the bottom part of the Buster Sword's hilt to now holding the upper part of it. | ||
**The coloration of the Buster Sword's trail is a reference to the | **The greenish coloration of the Buster Sword's trail is a reference to [http://finalfantasy.wikia.com/wiki/Mako Mako], a liquid that is used as the primary energy source within ''Final Fantasy VII''. It also possesses the ability to grant superhuman abilities to humans via genetic experimentation, especially when used in conjunction with Jenova cells, a process which granted Cloud his superhuman abilities. | ||
***Cloud's body emits blue Mako | ***Cloud's body emits blue Mako when his Limit Break is fully charged. This is a reference to his final battle against Sephiroth in ''Advent Children''. | ||
*Cloud | *Cloud's [[dash]] consists of him gliding forward. This is a reference to the dashing mechanic in the ''Dissidia Final Fantasy'' games, where all characters dash in a manner akin to flying, which can also be performed in midair. | ||
*Cloud and {{SSB4|Bayonetta}} are the only characters with alternate costumes that sport a change of weapon. In Cloud's case, his ''Advent Children'' costume sees him wield the Fusion Swords from that movie instead of the Buster Sword, though they cannot be separated into their individual components. | *Cloud and {{SSB4|Bayonetta}} are the only characters with alternate costumes that sport a change of weapon. In Cloud's case, his ''Advent Children'' costume sees him wield the Fusion Swords from that movie instead of the Buster Sword, though they cannot be separated into their individual components. | ||
*Cloud is the second DLC character from a newly added [[universe]], succeeding Ryu and preceding Bayonetta. Additionally, he is also the only one from a newly represented company (Square Enix), as Sega and Capcom were already represented by Sonic and Mega Man, respectively, prior to the release of Ryu and Bayonetta. | *Cloud is the second DLC character from a newly added [[universe]], succeeding Ryu and preceding Bayonetta. Additionally, he is also the only one from a newly represented company (Square Enix), as Sega and Capcom were already represented by Sonic and Mega Man, respectively, prior to the release of Ryu and Bayonetta. |