Damage multiplier | Startup frame | Type | Priority | EX Force |
---|---|---|---|---|
7, 13 (20) | 13F | Physical | Melee Low | 90 |
Effects | CP (Mastered) | Cancels | Assist Gain (Attack) | Assist Gain (Hit) |
Chase | 30 (15) | |||
Unlocked at level |
Mastered at AP |
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[[Category:Dissidia 012 Final Fantasy]] | [[Category:Dissidia 012 Final Fantasy]] | ||
{{ | {{012CharNavClo}} | ||
}} | |||
{{CharacterInfo | {{CharacterInfo | ||
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{{ProConTable | {{ProConTable | ||
|pros= | |pros= | ||
* '''Solid, easy and straightforward gameplay''' with | * '''Solid, easy and straightforward gameplay''' with an intuitive moveset and standard mobility. | ||
* '''Ground combat''' | * '''Ground combat''' - Pokes, HP conversions and ranged attacks provide a well rounded arsenal for grounded interactions. | ||
* '''Damage''' | * '''Damage''' - With powerful wall rush moves, assist and an extensive ground combo game, Cloud can secure a lot of damage with a single opening. | ||
* ''' | * '''Meter generation''' - Cloud can whiff for assist meter consistently and build a good amount of meter on hit with Double Cut and HP links. | ||
* ''' | * '''Build variety''' - Cloud supports a myriad of [[Customisation_Guide_for_Online_Battles_(Dissidia_012)#Creating_a_build|'''build styles''']] that are known to be effective in competitive play. | ||
* ''' | * '''Flexible assist synergy''' thanks to wall rush potential and Double Cut confirms. | ||
* '''High base defense''' of 112 at LV100 | * '''EX Mode''' lets Cloud to power through blocks with ''Melee High'' priority braveries and he deals more damage the more health he has, creating one of the most damaging EX Bursts in the game. | ||
* '''High base defense''' of 112 at LV100 reduces bravery damage taken more than majority of the cast | |||
|cons= | |cons= | ||
* '''Vulnerable HP links''' can limit Cloud's opportunities for HP damage against characters who can escape with | * '''Vulnerable HP links''' can limit Cloud's opportunities for HP damage against characters who can escape with [[Assist_(Dissidia_012)#Assist_Change|'''Assist Change''']] more often. | ||
* ''' | * '''Floaty aerial dodges''' and lack of a blocking '''dodge cover''' can make air dodging more susceptible to [[Dodge_(Dissidia_012)#Dodge_punishment|'''dodge punishment''']] at higher levels of play | ||
* ''' | * '''Relative linearity''' - Cloud has good tools for close-range combat, but well placed blocks, traps and vertical positioning can give him a bit of trouble. This can manifest as higher risk on whiff, unfavorable trades or demand for precise dashes. Without ground projectiles, his ground combat is about on par with aerial combat which will require strong fundamentals and micro-optimisations to compensate. | ||
}} | }} | ||
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Cloud Strife is primarily a close-range fighter who utilises a variety of pokes, huge sword swings and projectiles to establish his advantage. When fighting on the ground, Cloud can apply standard fare movement to close gaps and engage with straightforward, yet effective braveries or attempt to sneak in damage from further away with four different projectiles. Keeping his opponent in check with Ranged Mid Firagas, poking with Double Cut, setting up extended combos with Fire and dodge punishing with Sonic Break, it's all here. In the air Cloud trades most ranged tools for melee attacks that cover different positions, lending to a more close-range oriented playstyle. | Cloud Strife is primarily a close-range fighter who utilises a variety of pokes, huge sword swings and projectiles to establish his advantage. When fighting on the ground, Cloud can apply standard fare movement to close gaps and engage with straightforward, yet effective braveries or attempt to sneak in damage from further away with four different projectiles. Keeping his opponent in check with Ranged Mid Firagas, poking with Double Cut, setting up extended combos with Fire and dodge punishing with Sonic Break, it's all here. In the air Cloud trades most ranged tools for melee attacks that cover different positions, lending to a more close-range oriented playstyle. | ||
Regardless of where you play Cloud | Regardless of where you play Cloud, he has access to a quick poke with Double Cut to test waters, punish dodges and safely build assist meter with. Sonic Break (ground) and Slashing Blow (air) braveries can also branch out into a dedicated HP attack with great wall rush potential, enabling meter independent damage output that can grow exponentially ''with'' resources. Thanks to his great assist synergy and good base stats, Cloud has a lot of flexibility with builds; [[Customisation_Guide_for_Online_Battles_(Dissidia_012)#Bravery_Boost_on_Block_/_Dodge|'''Bravery Boost on Dodge''']], [[Customisation_Guide_for_Online_Battles_(Dissidia_012)#EX_Core|'''EX Cores''']] or Assist oriented builds with [[Assist_(Dissidia_012)#Side_by_Side|'''Side by Side''']] {{accsp}}. And they're all worth investing in - Side by Side enables consistent burst damage while his EX Mode allows him to guard crush with just bravery attacks alone, with increased damage multipliers on attacks that scale the more health he has remaining. | ||
These traits make Cloud akin to an all-rounder much like {{012wol}}, with an emphasis on damage output instead of defense. But he is not without flaws. For one, his HP links from braveries are fairly long and punishable when [[Assist_(Dissidia_012)#Assist_Change|'''Assist Changed''']] out of, which can limit his damage output when the opponent has assist meter. Cloud's air dodges also pose a risk to him, as he is slow to fall after performing one and lacks effective guarding attacks to discourage dodge punishment. He often relies on clashing with Double Cut to | These traits make Cloud akin to an all-rounder much like {{012wol}}, with an emphasis on damage output instead of defense. But he is not without flaws. For one, his HP links from braveries are fairly long and punishable when [[Assist_(Dissidia_012)#Assist_Change|'''Assist Changed''']] out of, which can limit his damage output to bravery enders when the opponent has assist meter. Cloud's air dodges also pose a risk to him, as he is slow to fall after performing one and lacks effective guarding attacks to discourage [[Dodge_(Dissidia_012)#Dodge_punishment|'''dodge punishment.''']] He often relies on clashing with Double Cut to compensate and if he cannot land HP attacks, he will rely on Double Cut (and assist) even more to make ends meet. | ||
Cloud's horizontal tracking is good, though not top of the line. With | Cloud's horizontal tracking is good, though not top of the line. With serviceable run & dash speed, but below average travel speed and max range with Braver, Cloud can struggle to punish blocks and dodges from further away. While he has no problem whiff punishing with vertical attacks such as Rising Fang and Braver, they have more situational application and reward overall. Similiarly, lingering higher priority projectiles can be powered through with Braver, but will leave him wide open for whiff punishment. Cloud can generate a good amount of EX or Assist on hit, but capitalising on it may prove challenging at times. | ||
Historically Cloud has been usually ranked at high tier in competitive play. He has tools for many different situations along with good attributes | Historically Cloud has been usually ranked at high tier in competitive play. He has tools for many different situations along with good attributes, which make him a fundamentally sound character. Verticality, post-dodge defense, Assist Change counterplay, as well as lack of aerial mid range attacks and utility for traps can give him trouble. However, his straightforward moveset is fairly easy to pick up and lends well to close-range duels such as against {{012squ}} and {{012vaan}}. Cloud is a good character for new and experienced players alike who can lay a solid foundation for understanding nuances of the metagame. | ||
= Bravery Attacks = | = Bravery Attacks = | ||
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</tabber> | </tabber> | ||
= | = References = | ||
<references /> | |||
{{navbox012}} | {{navbox012}} | ||
{{roadmap012clo}} |
General | Starter Guide | Combos | Strategy |
---|---|---|---|
Matchups | Resources | Match Videos | Gallery |
Info | |
---|---|
Name | Cloud Strife (クラウド・ストライフ) |
Original game | Final Fantasy VII |
Base ATK (LV100) | 110 (Average) |
Base DEF (LV100) | 112 (High) |
Run Speed | 7 (Average) |
Dash Speed | 77F (Average / Good) |
Fall Speed | 87F (Below Average) |
Fall Speed Ratio After Dodge | 39 (Below Average) |
Fastest BRV | |
Fastest HP | |
1-Hit HP | |
HP Links | |
Command Block | |
Weapon | Sword, Greatsword, Katana, Spear |
Armor | Shields, Bangles, Hats, Helms, Clothing, Light Armor, Large Shields, Chestplates |
Exclusive weapons | Buster Sword, Force Stealer, Butterfly Edge, Fenrir |
Unlock | |
Alignment | |
Voice Actor (JP) | |
Voice Actor (ENG) |
Strengths | Weaknesses |
---|---|
|
|
Cloud Strife is primarily a close-range fighter who utilises a variety of pokes, huge sword swings and projectiles to establish his advantage. When fighting on the ground, Cloud can apply standard fare movement to close gaps and engage with straightforward, yet effective braveries or attempt to sneak in damage from further away with four different projectiles. Keeping his opponent in check with Ranged Mid Firagas, poking with Double Cut, setting up extended combos with Fire and dodge punishing with Sonic Break, it's all here. In the air Cloud trades most ranged tools for melee attacks that cover different positions, lending to a more close-range oriented playstyle.
Regardless of where you play Cloud, he has access to a quick poke with Double Cut to test waters, punish dodges and safely build assist meter with. Sonic Break (ground) and Slashing Blow (air) braveries can also branch out into a dedicated HP attack with great wall rush potential, enabling meter independent damage output that can grow exponentially with resources. Thanks to his great assist synergy and good base stats, Cloud has a lot of flexibility with builds; Bravery Boost on Dodge, EX Cores or Assist oriented builds with Side by Side . And they're all worth investing in - Side by Side enables consistent burst damage while his EX Mode allows him to guard crush with just bravery attacks alone, with increased damage multipliers on attacks that scale the more health he has remaining.
These traits make Cloud akin to an all-rounder much like Warrior of Light, with an emphasis on damage output instead of defense. But he is not without flaws. For one, his HP links from braveries are fairly long and punishable when Assist Changed out of, which can limit his damage output to bravery enders when the opponent has assist meter. Cloud's air dodges also pose a risk to him, as he is slow to fall after performing one and lacks effective guarding attacks to discourage dodge punishment. He often relies on clashing with Double Cut to compensate and if he cannot land HP attacks, he will rely on Double Cut (and assist) even more to make ends meet.
Cloud's horizontal tracking is good, though not top of the line. With serviceable run & dash speed, but below average travel speed and max range with Braver, Cloud can struggle to punish blocks and dodges from further away. While he has no problem whiff punishing with vertical attacks such as Rising Fang and Braver, they have more situational application and reward overall. Similiarly, lingering higher priority projectiles can be powered through with Braver, but will leave him wide open for whiff punishment. Cloud can generate a good amount of EX or Assist on hit, but capitalising on it may prove challenging at times.
Historically Cloud has been usually ranked at high tier in competitive play. He has tools for many different situations along with good attributes, which make him a fundamentally sound character. Verticality, post-dodge defense, Assist Change counterplay, as well as lack of aerial mid range attacks and utility for traps can give him trouble. However, his straightforward moveset is fairly easy to pick up and lends well to close-range duels such as against Squall and Vaan. Cloud is a good character for new and experienced players alike who can lay a solid foundation for understanding nuances of the metagame.
Damage multiplier | Startup frame | Type | Priority | EX Force |
---|---|---|---|---|
7, 13 (20) | 13F | Physical | Melee Low | 90 |
Effects | CP (Mastered) | Cancels | Assist Gain (Attack) | Assist Gain (Hit) |
Chase | 30 (15) | |||
Unlocked at level |
Mastered at AP |
Damage multiplier | Startup frame | Type | Priority | EX Force |
---|---|---|---|---|
8, 12, 25 (45) | 21F | Physical | Melee Low | 30 |
Effects | CP (Mastered) | Cancels | Assist Gain (Attack) | Assist Gain (Hit) |
Wall Rush, Absorb | 30 (15) | |||
Unlocked at level |
Mastered at AP |
Damage multiplier | Startup frame | Type | Priority | EX Force |
---|---|---|---|---|
3 x 4, 8, 15 (35) | 27F | Physical | Melee Low | 30 |
Effects | CP (Mastered) | Cancels | Assist Gain (Attack) | Assist Gain (Hit) |
Wall Rush | 30 (15) | |||
Unlocked at level |
Mastered at AP |
Damage multiplier | Startup frame | Type | Priority | EX Force |
---|---|---|---|---|
15, 5, 10 (30) | 37F | Magical | Melee Mid (sword), Ranged Low (projectile) | 90 |
Effects | CP (Mastered) | Cancels | Assist Gain (Attack) | Assist Gain (Hit) |
Chase | 30 (15) | |||
Unlocked at level |
Mastered at AP |
Damage multiplier | Startup frame | Type | Priority | EX Force |
---|---|---|---|---|
each (7, 10) | 25F | Magical | Ranged Mid | 0 |
Effects | CP (Mastered) | Cancels | Assist Gain (Attack) | Assist Gain (Hit) |
- | 30 (15) | |||
Unlocked at level |
Mastered at AP |
Damage multiplier | Startup frame | Type | Priority | EX Force |
---|---|---|---|---|
5 x 3 (15) | 25F | Magical | Ranged Low | 0 |
Effects | CP (Mastered) | Cancels | Assist Gain (Attack) | Assist Gain (Hit) |
- | 30 (15) | |||
Unlocked at level |
Mastered at AP |
Damage multiplier | Startup frame | Type | Priority | EX Force |
---|---|---|---|---|
10 | 25F | Magical | Ranged Low | 0 |
Effects | CP (Mastered) | Cancels | Assist Gain (Attack) | Assist Gain (Hit) |
- | 30 (15) | |||
Unlocked at level |
Mastered at AP |
Damage multiplier | Startup frame | Type | Priority | EX Force |
---|---|---|---|---|
5, 10, 25 (40) | 21F | Physical | Melee Low | 30 |
Effects | CP (Mastered) | Cancels | Assist Gain (Attack) | Assist Gain (Hit) |
Wall Rush | 30 (15) | |||
Unlocked at level |
Mastered at AP |
Damage multiplier | Startup frame | Type | Priority | EX Force |
---|---|---|---|---|
25 | 25F | Physical | Melee Low | 0 |
Effects | CP (Mastered) | Cancels | Assist Gain (Attack) | Assist Gain (Hit) |
Wall Rush | 30 (15) | |||
Unlocked at level |
Mastered at AP |
Damage multiplier | Startup frame | Type | Priority | EX Force |
---|---|---|---|---|
3, 1 x 10, 17 (30) | 21F | Physical | Melee Low | 33 |
Effects | CP (Mastered) | Cancels | Assist Gain (Attack) | Assist Gain (Hit) |
Wall Rush | 30 (15) | |||
Unlocked at level |
Mastered at AP |
Damage multiplier | Startup frame | Type | Priority | EX Force |
---|---|---|---|---|
7, 13 (20) | 13F | Physical | Melee Low | 90 |
Effects | CP (Mastered) | Cancels | Assist Gain (Attack) | Assist Gain (Hit) |
Chase | 30 (15) | |||
Unlocked at level |
Mastered at AP |
Damage multiplier | Startup frame | Type | Priority | EX Force |
---|---|---|---|---|
5, 5 (10) | 41F | Physical | Melee High | 30 |
Effects | CP (Mastered) | Cancels | Assist Gain (Attack) | Assist Gain (Hit) |
Wall Rush | 30 (15) | |||
Unlocked at level |
Mastered at AP |
Damage multiplier | Startup frame | Type | Priority | EX Force |
---|---|---|---|---|
each (10) | 21F (up), 81F (down) | Magical | Ranged Mid (up), Ranged High (down) | each 60 |
Effects | CP (Mastered) | Cancels | Assist Gain (Attack) | Assist Gain (Hit) |
- | 30 (15) | |||
Unlocked at level |
Mastered at AP |
Damage multiplier | Startup frame | Type | Priority | EX Force |
---|---|---|---|---|
1 x 4, 2 x 5 (+ = 34) | ? | Physical | Melee High | 27 |
Effects | CP (Mastered) | Cancels | Assist Gain (Attack) | Assist Gain (Hit) |
Wall Rush | 30 (15) | |||
Unlocked at level |
Mastered at AP |
Damage multiplier | Startup frame | Type | Priority | EX Force |
---|---|---|---|---|
2, 1 x N (4+) | 47F | Physical | Melee High | each 15 |
Effects | CP (Mastered) | Cancels | Assist Gain (Attack) | Assist Gain (Hit) |
Wall Rush | 30 (15) | |||
Unlocked at level |
Mastered at AP |
Damage multiplier | Startup frame | Type | Priority | EX Force |
---|---|---|---|---|
each (10) | 21F (up), 81F (down) | Magical | Ranged Mid (up), Ranged High (down) | each 60 |
Effects | CP (Mastered) | Cancels | Assist Gain (Attack) | Assist Gain (Hit) |
- | 30 (15) | |||
Unlocked at level |
Mastered at AP |
[Long] Send countless meteors towards opponent.
Damage multiplier | Startup frame | Type | Priority | EX Force |
---|---|---|---|---|
2 x 4, 5, 7 (+ = 35) | ? | Physical | ? | 36 |
Effects | CP (Mastered) | Cancels | Assist Gain (Attack) | Assist Gain (Hit) |
Wall Rush | 30 (15) | |||
Unlocked at level |
Mastered at AP |
Effects:
[Always active while in EX Mode] Each attack becomes even heavier, crushing all attempts at blocking.
All Melee attacks become Melee High priority.
[Always active while in EX Mode] The higher the user's HP, the sharper the weapon's blade.
Damage multiplier scales to x1~x2 accordingly to current HP%, round down to nearest integer.
An attack slicing the opponent over and over. Repeatedly press circle to raise the gauge.
Damage multiplier (initial) | Damage multiplier (rest) | Type |
---|---|---|
14, 14 (28) | 2 x 20 (40) (68 total) | Physical |
Cloud has multiple solo combos due Climhazzard and Fire followups.
LL = Landing lag
Combo | Approximate damage (multipliers) | Approximate EX Force | Notes | Video |
---|---|---|---|---|
Climhazzard 2nd hit > Double Cut (midair) | 40 (3x4, 8, 7, 13) | 90+ (??, 90) | Cloud must recover from Climhazzard naturally without cancels to connect Double Cut. A consistent combo with good EX gain. | video |
Climhazzard 2nd hit > Slashing Blow | 60 (3x4, 8, 5, 10, 25 + WR) | 30+ (??) | More difficult to time than Double Cut, but will inflict more bravery damage. | video |
Climhazzard 2nd hit > Slashing Blow > Omnislash Version 5 | 49 + HP WR (3x4, 8, 5, 10, 1x4, 2x5 + HP WR) | 30+ (??) | More difficult to time than Double Cut, but higher reward on hit. | video |
Double Cut (ground) 1st hit > LL > BRV / HP | 7 + 10~60+ | ?? | Anti-airing an opponent with Double Cut's first hit lets Cloud combo into most of his other ground attacks with the help of landing lag. Cross Slash is a common followup. | video |
Fire > Climhazzard | 45 + WR (10, 35 + WR) | 30 | Other ground braveries can combo into Fire as long as it does not hit immediately upon performing it. | video |
Fire > Sonic Break | 55 + WR (10, 45 + WR) | 30 | video | |
Fire > Double Cut | 30 (10, 20) | 90 | video | |
Sonic Break (2 hits) > LL > Double Cut (ground) | 40 (8, 12, 7, 13) | ?? | video | |
Meteorain (midair) > Slashing Blow | 34~40 + WR | 60+ | Wall only. Position above the opponent to connect in time. | video |
Combo structure | ||
---|---|---|
Type | Damage | Notes |
Starters | ||
Climhazzard (2nd hit) | 20 (3x4, 8) | Usually linked into Double Cut (midair) or Slashing Blow, but can work as is. |
Sonic Break (2nd hit) | 20 (8, 12) | Usually followed up with wall rush or Finishing Touch. |
Double Cut (1st hit, midair) | 7 | Staple. Aerial poke conversion. |
Double Cut (2nd hit, ground) | 20 (7, 13) | Requires wall and chase. |
Wall Rush (Climhazzard, Sonic Break, Slashing Blow, Rising Fang, Aerial Fang, Cross Slash, Finishing Touch, Braver, Omnislash Version 5) |
Varies (10~45 + WR) | Staple. |
Stagger (Firaga) | - | If opponent guarded Firaga, assist can be called. |
Fillers | ||
Firaga | max 51 | Max damage filler. |
Slashing Blow (2 hits) | 15 (5, 10) | Air-to-ground. |
Aerial Fang | 25 | Air-to-ground. |
Double Cut (1st hit) | 7 | - |
Enders | ||
Slashing Blow | 40 (5, 10, 25) | Bravery damage + wall rush |
Double Cut (midair) | 20 (7, 13) | EX gain (90) |
Omnislash Version 5 | 35 | HP + wall rush, base bravery recovery |
Braver | +4 (2, 1xN) | HP + wall rush, EX gain |
Builds here.
Stats | |
---|---|
HP | 9376 |
CP | 480 |
BRV | 1493 |
ATK | 177 |
DEF | 184 |
LUK | 60 |
Max Booster | x3.5 |
Equipment | |
---|---|
Assist | Kuja |
Weapon | Piggy's Stick |
Hand | Chainsaw (CP Glitch) |
Head | Royal Crown (CP Glitch) |
Body | Maximillian (CP Glitch) |
Accessory 1 | Hyper Ring |
Accessory 2 | Sniper Eye |
Accessory 3 | Dismay Shock |
Accessory 4 | Battle Hammer |
Accessory 5 | Empty EX Gauge |
Accessory 6 | Summon Unused |
Accessory 7 | Pre-EX Mode |
Accessory 8 | Pre-EX Revenge |
Accessory 9 | Hero's Essence |
Accessory 10 | Side by Side |
Summon | Rubicante |
Best Dresser extra ability equipped.
Equipment | Replacement | Notes |
---|---|---|
Battle Hammer / Dismay Shock | Hero's Seal | Initial HP damage increase, raises initial bravery to 2239. If opponent also uses Side by Side, replace Dismay Shock. |
Maximillian | Auto Crossbow | Damage increase, with even lower max health. Instead of equipping Maximillian, Auto Crossbow adds another +79 base bravery and +15 % physical damage on top. Do CP glitch to equip this machine-category equipment. |
High burst damage with each wall rush assist combo. With First Strike extra ability, a single Slashing Blow > Omnislash Version 5 wall rush with Kuja assist can output 4,632 HP damage. Even Exdeath with Adamant Chains set at 187 defense can be left near bravery break and if enough critical hits are activated, will break him too. Which is to say, the damage potential is high.
Further investment into damage is possible at the expense of other abilities (equipping Assist Critical Boost instead of Counterattack, for example), maximum health or meter depletion. However, if the opponent uses the Disable First Attack extra ability, Cloud's critical hit rate can fall, greatly reducing the likelihood of reaching a bravery break with a single assist combo.
Stats | |
---|---|
HP | 9109 |
CP | 450 |
BRV | 1115 |
ATK | 179 |
DEF | 184 |
LUK | 60 |
Max Booster | x1.3 |
Equipment | |
---|---|
Assist | Kuja |
Weapon | Fenrir |
Hand | Chainsaw (CP Glitch) |
Head | Oath Veil (CP Glitch) |
Body | Auto Crossbow (CP Glitch) |
Accessory 1 | Muscle Belt |
Accessory 2 | Sniper Eye |
Accessory 3 | Dismay Shock |
Accessory 4 | Battle Hammer |
Accessory 5 | Summon Unused |
Accessory 6 | White Drop |
Accessory 7 | White Drop |
Accessory 8 | White Gem |
Accessory 9 | Tenacious Attacker |
Accessory 10 | Glutton |
Summon | Rubicante |
Equipment | Replacement | Notes |
---|---|---|
Type | Attack | Startup | Position | Spawn | Damage multiplier | Effects |
---|---|---|---|---|---|---|
BRV | Sonic Break | 21F | Ground | Opponent | 8, 12, 25 (45) | Wall Rush |
BRV | Slashing Blow | 21F | Air | Opponent | 5, 10, 25 (40) | Wall Rush |
HP | Cross-slash | 41F | Ground | Opponent | 5, 5 (10) | Wall Rush |
HP | Braver | 47F | Air | Opponent | 2, 1 x N (4+) | Wall Rush |
One of Cloud's distinct strengths is his synergy with a myriad of assists in the game. In addition to powerhouse assists like Kuja, Aerith and Jecht, Cloud can also work with Onion Knight and Ultimecia.
Please edit this page's roadmap template when relevant additions and changes are made.
16,30 % done
Page | Completed | In progress | To-do | Score |
---|---|---|---|---|
General | 1 / 5 | |||
Strengths and weaknesses | Mostly done. | Reword the weakness about linearity. | 3 / 5 | |
Overview | Done. | Edit if necessary. | 4 / 5 | |
Bravery Attacks | Ability info | overviews | 1 / 5 | |
HP Attacks | Ability info | overviews | 1 / 5 | |
EX Mode | Basic info | Overview | 1 / 5 | |
Combos | Solo combos. | Edit assist combos to be more in line with Cecil's page. Add video examples for solo and assist combos. | 1 / 5 | |
Builds | 2 builds. | Add recommended attacks like on Tifa's page. Add more builds and overviews like with Tifa as well. | 2 / 5 | |
Assist | Assist data | Overviews | 1 / 5 | |
Matchups | Create page. Matchup tips and analysis. | 0 / 5 | ||
Resources | Create page. Helpful links related to character. | 0 / 5 | ||
Starter Guide | Create page. Concise pvp guide with core concepts and essentials. | 0 / 5 | ||
Strategy | Create page. Strategies and counterplays. | 0 / 5 |