Super Smash Bros. 4

Cloud (SSB4)

From SmashWiki, the Super Smash Bros. wiki
Jump to navigationJump to search
Current.png This page documents information about recently released content.
Information may change rapidly as it becomes available. All information in this article must be verifiable.
This article is about Cloud's appearance in Super Smash Bros. 4. For the character in other contexts, see Cloud Strife.
Cloud
in Super Smash Bros. 4
Cloud SSB4.png
FinalFantasySymbol.svg
Universe Final Fantasy
Availability Downloadable
Final Smash Omnislash
Cloud (SSB4)
Cloud Storms Into Battle!
—Introduction Tagline

Cloud (クラウド, Cloud) is a playable character and newcomer in Super Smash Bros. 4 as the fifth downloadable character. He was announced during the November 12th, 2015 Nintendo Direct, and released on December 15th, 2015. Cloud is the fifth third-party character to be introduced in the game, joining Capcom's Mega Man and Ryu, SEGA's Sonic and Bayonetta, and Bandai Namco's Pac-Man.

In all versions of Super Smash Bros. 4, he is voiced in Japanese by Takahiro Sakurai, similar to Marth and Roy.

Attributes

Cloud's characteristics are unique for his weight class: with one of the fastest dashing speeds, decent walking speed, fairly fast falling speed, high jump height, high air speed, high air acceleration and a low short hop. However, his gravity is somewhat high. Overall this mix of attributes makes him unusually nimble for such a powerful swordfighter, and gives him a well-rounded offensive game.

Cloud possesses one of the longest disjointed ranged weapons in his Buster Sword, akin that of Ike and Shulk, which makes him especially adept at edgeguarding and spacing (in a similar line to Shulk). Most of his aerials have quick startup, meteor smashing potential, and the ability to autocancel, making them effective aerial tools, while his grounded game is also surprisingly fast for a high ranged character, with his jab and down tilt being effective at quickly covering missed attacks, while his down throw and up tilt can start combos at very low percents. While his smash attacks aren't all that fast compared to bare-handed fighters, they have agreeable startup and endlag for the range and power they possess, making his forward and up smashes safe on shield when spaced correctly. His forward smash has incredible knockback and can also often nullify counters due to its multi-hit nature, making it one of his best KO moves, his up smash has a large and effective hitbox (even possessing a small hitbox behind him), and his down smash creates difficulties for opponents with poor horizontal recovery, while it can also stage spike recovering opponents near the ledge. His low damage-fallout projectile in Blade Beam means he isn't helpless at longer range, while he has reliable options for damage racking: his up tilt, neutral aerial, Cross Slash and Climhazzard are all effective damage rackers (with the previous two being good out of shields) whose low knockback growth allow them to combo even at extremely high percents, making Cloud all-rounded at approaching and protecting himself, while being extremely adept at aerial combat and damage racking.

Cloud's fighting abilities are further complimented by his Limit Break mechanic, which gives his special moveset considerably potent stock-clearing options and can allow him to KO opponents earlier than most other characters (in a similar vein to Little Mac's Power Meter). He also has the advantage of being able to manually charge it through his down special. Once it reaches full capacity, all his specials gain large boosts in utility, through increases in damage and knockback, improved recovery, higher priority, and better KO ability, and he also gains a slight boost to his stats while Limit Break is charged. All said specials have minimal startup time, impressive range, and overwhelming power (some as strong as Ganondorf's), giving Cloud four additional and immensely effective finishers while under Limit Break's effects, making him a powerful comeback character. It is his primary method of finishing opponents as effectively as possible outside of edgeguarding or reads with smash attacks, as without the effect, none of his specials can KO at any absolutely reliable percentages. These perks makes it imperative for Cloud to keep his Limit Gauge's charge at high or full capacity for the majority of the neutral game. This makes him comparable to a combination of Ike and Little Mac (in addition to a projectile attack), with an effective, powerful and long reaching sword along with a high comeback ability.

While this skill has a high chance of turning the tides in his favor, Cloud can have trouble executing Limit Break charges in high pressure situations, and connecting the finishers in the first place. While the gauge can be filled in multiple ways such as damage taken, Cloud has to survive 100% of damage before it fills completely, which naturally puts him at a severe disadvantage. Other options include dealing damage, although he must do a lot of it before the gauge fills (250%), or manually charging the gauge with Limit Charge (6 seconds of charging), which can often be difficult while being pressured by faster characters like Fox. While he can quickly start and cancel his limit charge anywhere, giving him the ability to be mobile and active while charging in short bursts, the limited options in which cancelling the charge gives to him (shield, dodge, attack) can be taken advantage by opponents to punish him, further reinforcing careful play. Limit Break specials are also limited to one per charge, restricting Cloud to a single particular focus and forcing him to play mindgames with his opponents if he is to make any effective use of it. Furthermore, without Limit Break, Cloud has several issues that can occur if he uses his specials carelessly; specifically, if he is to overuse any of them, they become predictable and punishable quite rapidly due to their high ending lag and general ineffectiveness if shielded, while the single-use Limit Break specials take a hefty amount of time to charge up again, making it necessary to land them lest he be burdened by another extended charge time.

Other issues Cloud suffers from are as a result of his somewhat polarized playstyle; while he has impressive aerial, damage racking and edgeguarding games, the same cannot be said about his KOing ability outside of Limit Break specials and smash attacks. This makes Cloud effectively good at getting opponents to KO percentage, but inconsistent at actually landing KOs, since his kill setups often rely on having a charged Limit Break available. Without them, Cloud relies on generating enough space in order to charge his Limit Gauge, as without Limit Break his only reliable killing tools onstage are his endlag-heavy smash attacks. Cloud's grab game is also terrible as his grab, while being quick, has very short range, his down throw has no guaranteed followups if Cloud does not possess rage, and his other throws cannot be followed up upon and also lack KO potential.

His offstage game is similarly restrictive, as even though his air game is effective for offense, his recovery is hindered due to his only recovery move, Climhazzard, being an ineffective recovery with similar issues as Little Mac's Rising Uppercut (low distance and maneuverability, cannot sweetspot ledges until complete). Despite having a moderately high wall jump, a high double jump, and the ability to stall somewhat with Blade Beam, Cloud can be particularly easy to gimp and/or edgeguard in most situations, given his Limit Break isn't charged, making it a double-edged sword for Cloud to fight offstage. Finally, Cloud's effective recovery being highly dependent on Limit Break Climhazzard is also a detriment, as it often forces him to use up his Limit Break even if it was intended for another use.

Finally, Cloud is prone to being caught in combos and juggled by characters such as Fox, Zero Suit Samus, and Mario, since he has no quick aerials that work as combo-breakers, and no effective specials he can use to escape them. This can make it difficult for Cloud to land back onstage after being sent into the air, the only saving grace being his safe, long-ranged aerials which offer him good protection right near the ground. Cloud is also naturally at a disadvantage in custom matchups as he, like other DLC fighters, lacks custom specials to aid in any of his aforementioned detriments.

Overall, Cloud has access to incredible offensive options that can overwhelm the opposition fairly easily, but he suffers when he is forced into disadvantageous situations. He is a very volatile and somewhat polarized fighter overall, with both his survivability and kill power often revolving around his constantly fluctuating Limit meter. He could be thought of as a good example of a combo-finisher oriented glass cannon, a powerful fighter with weak survivability who relies on specific and effective, yet inconsistent finishers to end stocks.

Moveset

  Name Damage Description
Neutral attack   2.5% Two alternating forward kicks ending with a clearing slash. Very good speed, and both kicks have good range, similar to Ike's neutral attack. Each attack after the first hit moves Cloud a step forward, further improving the move's range, although the sword strike has lower range than the two kicks.
2%
4%
Forward tilt   11% An outwards slash while taking a step forward. Quick startup, but moderate ending lag. Cloud's only tilt that can KO under 150%. KOs middleweights at 130% at the edge.
Up tilt rowspan="1" 8% Swings the Buster Sword forwards in a fan-like fashion above his head. Hitbox starts behind Cloud, with a larger front hitbox. Fast with a decently large hitbox, although knockback is lacking. One of Cloud's most reliable combo starters, chaining into itself at 0%, and into aerials at low percents.
Down tilt rowspan="1" 6% (early), 7% (late) A ground-hugging forwards slide, similar to Mega Man's down tilt. Acts like a reverse sex kick, dealing slightly more damage if it connects after the first few frames. Very quick startup and sends Cloud a good distance forward while keeping his hitbox small, making it useful as a quick and weak punish. Launches opponents vertically, leading into follow-ups with aerial attacks.
Dash attack 11% (clean), 8% (late) Cloud slides to a halt, forcing the entire front edge of the Buster Sword forwards with two hands, as if parrying. Deals more damage at the beginning. Moderately high knockback, able to KO at high percentages.
Forward smash   3% (hit 1), 2% (hit 2 blade), 3% (hit 2 hilt), 12% (hit 3) A lightning-quick triple slash in front of him at a speed contrary to his sword's size. The final hit has slightly more range and carries all the knockback. Depending on where each slash hits, this move can do from 18-19% damage. Somewhat long startup and high ending lag, but immensely powerful, KOing at 98%. Cloud's strongest move if his Limit Break specials are unavailable.
Up smash 13% (clean sweetspot), 12% (clean sourspot), 8% (late) Swings the Buster Sword in a wide upwards uppercut. Good range and somewhat fast startup, giving him reliable aerial protection. The Buster Sword does weak damage at the end when Cloud holds it above his head. KOs at 123%.
Down smash 4% (hit 1), 12% (hit 2) Cloud crouches, then shoves the Buster Sword's handle forwards before stabbing backwards in the same direction. The first hit carries opponents into the second hit. Cloud's fastest smash attack, and the second hit sends opponents at a semi-spike angle, although it is hard to use for edgeguarding unless Cloud is facing towards the stage at the edge. Regardless, it is useful for sending opponents with weak horizontal recoveries offstage. The first hit will almost always stage spike, due to its angle. The back hit KOs at 140%.
Neutral aerial rowspan="1" 8% Swings the Buster Sword in a circular motion around him, starting from over his head and ending behind him. Weak, but its wide range and speed makes it very useful as an approach option and aerial tool, similar to Shulk's neutral air. It autocancels in a short hop, making it rather difficult to punish, although it can be difficult to hit grounded opponents while starting this in the air due to the hitbox starting behind him.
Forward aerial rowspan="1" 14% (clean sweetspot), 13% (clean sourspot), 11% (late) Cloud pauses, then slices downwards in front of him with the Buster Sword, similar to Ike's forward air. Has the most startup out of all his aerials, but sweetspotting in the middle of the sword as it comes down results in a powerful meteor smash on aerial opponents, while sending 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 offstage option, albeit easy to telegraph. Moderate ending lag, though its landing lag is decent for its power, and it autocancels in a full hop.
Back aerial 13% Spins and swipes behind him with the Buster Sword. Good range and knockback, and a reliable edgeguarding attack due to its fast startup. Moderate ending lag, but can auto-cancel if done a few frames after starting a full hop, and has low landing lag. It can also wall of pain at medium percentages if timed correctly. KOs at 120% at the edge.
Up aerial 13% (clean), 9.5% (late) Thrusts the edge of the Buster Sword skywards with both hands, like his dash attack except upwards. Acts like a sex kick, doing less damage after the first few frames. Surprisingly good horizontal range due to Cloud using the entire edge of his sword. It can autocancel from a short hop, and can be used at the last second before landing to catch grounded opponents with the move, making this a deceptively useful option in a neutral position due to its low landing lag. Its range and priority allows for very effective juggles, along with linking together easily with other combo moves like up tilt and neutral aerial. KOs at 150% on a grounded opponent when clean.
Down aerial 13% (clean aerial sourspot, grounded opponent), 15% (aerial sweetspot), 8% (late) A downwards stab similar in appearance to Link's down aerial. Striking with the tip of the Buster Sword powerfully meteor smashes aerial opponents and deals more damage. Stays out for a while, allowing the move 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 at 135% on a grounded opponent when clean.
Grab Reaches out with his left hand. Short ranged.
Pummel 3% Knees the opponent. Moderately slow.
Forward throw 4% (hit 1), 3% (hit 2) Kicks the opponent forward while doing a backflip, similar to Wii Fit Trainer's back throw.
Back throw 3% (hit 1), 3% (hit 2) Turns around and reverse roundhouse kicks the opponent behind him.
Up throw 2% (hit 1), 2.5% (hit 2), 4% (hit 3) Two spinning kicks, sending the opponent flying upwards. Cloud's second strongest throw, though unable to KO at realistic percentages. The throw looks similar to Captain Falcon's up smash and Sonic's up tilt.
Down throw 7% Forcefully slams the opponent onto the ground, sending them behind him. Low base knockback and Cloud's primary combo throw, as it can lead into a reversed tilt or Cross Slash until middle percents, though this is not guaranteed if Cloud does not have a high level enough of rage. Surprisingly, this is also his strongest throw at high percents due to high knockback growth, although it cannot KO until 215%.
Forward roll
Back roll
Spot dodge
Air dodge
Techs
Floor attack (front)
Floor getups (front)
7% Spins the Buster Sword around him before getting up.
Floor attack (back)
Floor getups (back)
7% Spins the Buster Sword in a circle before getting up.
Floor attack (trip)
Floor getups (trip)
5% Similar to other floor attacks.
Edge attack
Edge getups
8% Swipes at the opponent's feet before pulling himself up.
Neutral special Default Blade Beam 8% (ground, clean), 6% (ground, late), 6% (air, clean), 4% (air, late), 6% (hit 1, Limit Break), 2% (hits 2-6, Limit Break), 3% (hit 7, Limit Break) Sends a green beam of energy forwards, acting as a projectile that disappears upon hitting anything. The projectile comes out and moves rather slowly, but travels a long distance overall, and its hitbox is extremely active. It is stronger if started on the ground and in the first few frames, while the aerial version is slower, deals less damage, and gives Cloud a slight amount of lift. Its Limit Break variant is a blue beam with transcendent priority with higher velocity and becomes a more damaging, multi-hit projectile, with the last hit having great KO potential near the edge, starting at 98%, although the aerial version is still weaker.
Custom 1 N/A
Custom 2 N/A
Side special Default 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), A series of slashes that are inputted by pressing the special button after each slash connects, similar to Marth's Dancing Blade. It aesthetically spells the kanji . Good damage and moderate knockback, but exceedingly weak against shields. Each hit can only be inputted only if the first hit lands (even if shielded), and the first hit is highly punishable, making spacing and timing crucial. Its Limit Break variant changes the kanji's colors from yellow to blue, Cloud instantly unleashes all five strikes and the move deals more damage while requiring no additional input for it, and has amazing KO potential for a special move, starting at 100%.
Custom 1 N/A
Custom 2 N/A
Up special Default Climhazzard 3% (hit 1), 4% (hit 2, 3), 3% (hit 4), 6% (Limit Break, hit 1), 7% (Limit Break, hit 2) A rising slash upwards, which can be finished with a downwards slash that sends opponents flying. The first hit deals set knockback, while the second hit deals more damage in the middle of the blade and less if near the hilt. If the special button is inputted again, Cloud does a second hit that can meteor smash when he falls. Cloud's primary recovery move, only traveling a mediocre vertical distance with little to no horizontal movement. Additionally, the downwards slash cannot ledge sweetspot until Cloud falls a certain distance, making it unworthy to use the second hit offstage. Its Limit Break variant, however, changes the blade's color from red to blue, the ascending (but not descending) hit deals more damage while sweetspotting ledges, and Cloud leaps higher, gaining more recovery distance and much greater horizontal movement, and can begin KOing at 124% on the ground.
Custom 1 N/A
Custom 2 N/A
Down special Default Limit Charge 1% (Finishing Touch) Charges up the Limit Gauge, an invisible meter which can alternatively be filled by taking (100%) or dealing (250%) damage, similar to Little Mac's Power Meter. It takes 362 frames (6.033 seconds) to fully charge it by this method. It can be charge-canceled by rolling, sidestepping, grabbing, or pressing the special button again. When the meter is full, Cloud gains a slight overall boost to all his stats and can use a more powerful one-use version of his special attacks. This move itself turns into the Finishing Touch when the meter is full, which is a large whirlwind that deals 1% damage but tremendous knockback, enough to KO opponents as early as 68%. Quite slow, hitting on frame 16, though extremely powerful for its speed, and has high ending lag, making it punishable. KOs opponents earlier if Cloud faces the opponent rather than having his back turned to them. If whiffed, it generates a windbox that simply pushes opponents away. It stalls Cloud when used in the air, which can potentially aid his recovery. If the input for this move is done twice in very quick succession, the move doesn't charge, but the Limit Gauge is shown. This is helpful for checking the gauge to plan a strategy during a match.
Custom 1 N/A
Custom 2 N/A
Final Smash Omnislash 3% (hit 1), 2% (hits 2-14), 5% (hit 15), 4-5% (hit 16), 10% (hit 17), 50% (total) A final attack which works like a combination of Critical Hit and Great Aether. Cloud dashes forward at high speed, with a text box appearing above him that displays "Omnislash", and flings any opponents he runs into to the top of the screen. After a series of quick sword slashes, Cloud charges up a final blow which sends him and his victims careening to the ground, causing a huge explosion that sends them flying. It can KO as early as 22%.

On-screen appearance

  • Falls out of the sky and catches his Buster Sword.
File:Battle Entrance (Cloud).jpg

Taunts

  • Up taunt: Twirls his Buster Sword and places behind his back, referencing his victory animation from Final Fantasy VII, while saying 興味ないね ("Not interested").
  • Side taunt: Places his Buster Sword on his back, places his hands together, and mimics his spellcasting animation from Final Fantasy VII, complete with the sound effect and the glow.
  • Down taunt: Stands his Buster Sword on its tip and poses in a casual manner while scoffing.
Up taunt Side taunt Down taunt
CloudUpTauntSSB4.gif CloudSideTauntSSB4.gif CloudDownTauntSSB4.gif

Idle poses

  • Pulls the Buster Sword backwards and touches the edge of the blade, similar to one of Ike's and Roy's idle animations.
  • Holds his Buster Sword upwards in front of himself.
CloudIdlePose1WiiU.jpg CloudIdlePose2WiiU.jpg

Crowd cheer

English Japanese
Cheer
Description Cloud! Cloud! Cloud!
Pitch Group chant

Victory poses

A remix of the victory theme heard in Final Fantasy VII, which is itself a variant of the victory theme heard throughout the Final Fantasy series. Unlike other themes, it continuously plays, replacing the standard results theme.
  • Twirls the Buster Sword with one hand and places it on his back while looking away from the camera, and says 悪く思うな ("No hard feelings").
  • While turning away from the camera, he twirls the Buster Sword, places it on his back and then glares at the screen, while saying ついてないな ("Better luck next time").
  • Slashes the Buster Sword twice and gets in his battle stance, while saying お前に俺は倒せない ("I'm out of your league").
CloudPose1WiiU.gif CloudPose2WiiU.gif CloudPose3WiiU.gif

In competitive play

Notable Players

Reveal trailer

<youtube>nc3CY31kMJ4</youtube>

Cloud's reveal trailer references moments and characters from the Final Fantasy series, primarily Final Fantasy VII:

  • The starry sky in the opening is a reenactment of the original opening to Final Fantasy VII, which even includes the original accompanying music, "Opening - Bombing Mission".
  • The trailer contains a "blurring" screen transition to the battle phase in which Cloud faces off against Kirby, Samus, and Charizard, with Cloud situated opposite of the other three combatants. These instances reference Random Encounters, battle sequences that are often seen in the Final Fantasy series. The screen transition itself is one that is observed during gameplay of Final Fantasy VII along with the accompanying battle theme "Let the Battles Begin!".
  • Zelda lying on her knees near Cloud laying on his back is a reference to a scene in Final Fantasy VII, where Cloud falls from the Sector 5 Reactor down into the church and is found by Aerith the Flower Girl, with Pikmin representing flowers in the church. The Lip's Stick that Zelda is holding resembles the flowers that Aerith sells.
  • Cloud grabbing Wario and throwing him off his bike before making off with it himself references the segment when Cloud commandeers the Hardy Daytona motorcycle to escape from Shinra Headquarters. In Final Fantasy VII: Advent Children, Cloud himself has the motorcycle Fenrir, to fit with his "Lone Wolf" motif.
  • Cloud being dizzy on The King of Red Lions is a reference to motion sickness Cloud suffers in the Compilation of Final Fantasy VII.
  • The Sablé Prince turning into a frog next to Cloud is a reference to the recurring Toad spell, which transforms its targets into harmless frogs.
  • Odin's appearance after Cloud uses his casting animation is a reference to the ability to summon monsters in Final Fantasy VII.
  • Cloud fighting Ike towards the end is a reference to the final battle in Cloud's mind between him and Sephiroth.
  • The segment in which Chocobos appeared references Chocobo Woods, a location in Final Fantasy III where Chocobos and the Fat Chocobo can be found, and Smells Like Chocobos is a recurring quote in the series which references the fact that Fat Chocobo can only be summoned in places that "Smell like Chocobos" in Chocobo Woods.
    • The fact that the Chocobos are on Gaur Plain may be a reference to the Chocobo Farm from Final Fantasy VII, which is located in the grasslands outside Midgar.

Trophies

Cloud
The protagonist of FINAL FANTASY VII, Cloud wields the enormous Buster Sword, a memento from his comrade Zack. Once a SOLDIER of Shinra, he now fights as a mercenary against the corporation he originally served. His decision to join AVALANCHE's insurgence, however, will transform his destiny.
FINAL FANTASY VII (11/1997)
Cloud (Alt.)
Filling the Limit Gauge allows Cloud to perform a Limit Break, supercharging his next special move. His down special becomes Finishing Touch. With a huge swing of his sword, Cloud summons a whirlwind that inflicts only 1% damage, but boasts brutal launch power. Go for a KO while his foes' damage is still low!
FINAL FANTASY VII (11/1997)
Omnislash
Cloud sets out to prevent Sephiroth from sending Meteor crashing into the planet. The fate of the world on his shoulders, Cloud confronts his enemy one on one. He unleashes a flurry of swift slashes before delivering the finishing blow. In Smash Bros., the final strike creates an explosion, launching nearby fighters.

Alternate costumes

Palette swap (SSB4)
Cloud (SSB4) Cloud (SSB4) Cloud (SSB4) Cloud (SSB4) Cloud (SSB4) Cloud (SSB4) Cloud (SSB4) Cloud (SSB4)

Cloud's default outfit is based on his appearance in Final Fantasy VII. He has an alternate costume based on his appearance in Final Fantasy VII: Advent Children (known as "Cloudy Wolf" in Dissidia Final Fantasy). Said alternate costume has two minor variants; one with a long black sleeve covering his Geostigma-infected left arm, and one revealing said arm and the pink ribbon worn over it in memory of Aerith Gainsborough.

Gallery

Trivia

  • Cloud and Bayonetta are the only characters with alternate costumes that sport a change of weapon - in Cloud's case, he goes from wielding the Buster Sword to the Fusion Swords from Final Fantasy VII: Advent Children.
  • Cloud's pose in his official artwork matches his pose from his official artwork from Final Fantasy VII, with the more slouched variation for his Advent Children costume resembling his Dissidia artwork. This pose is also used as one of his taunts, and humorously his Screen KO pose.
  • Cloud is the second DLC character from a universe that has been newly added to SSB4, preceded by Ryu, and succeeded by Bayonetta.
    • Cloud is the only one from a newly represented company, since Capcom and SEGA was already represented in Smash 4.
    • He is also the second character in Smash 4 to have unique hitsounds when his attacks connect, along with Ryu.
  • Despite having an official English voice actor in his home series, Steve Burton, Cloud is the only non-Fire Emblem character to still speak Japanese in all versions of the game.
  • Along with Little Mac, Cloud is one of the only two characters who have special moves that affect the in-game camera, with both KO Uppercut and all but one of Cloud's Limit Break moves zooming in and slowing down time upon hitting their victims.
    • Coincidentally, both of their attacks involve taking and dealing damage before use.
  • Cloud is the only character in SSB4 who poses differently in his artwork when wearing an alternate costume that only changes his outfit.
    • He is the second character in the entire series to do this, following Wario in Brawl.
  • Cloud is one of the five characters to use different voice clips when using at least one of his smash attacks. The other four are Wii Fit Trainer, Rosalina, Roy, and Ryu. In Cloud's case, he will use two different voice clips when performing the back strike of his down smash.
    • Additionally, Roy, Ryu, and Cloud are the only three characters to use different sound clips when using battering items.