Cloud Strife (Dissidia 012)/Starter Guide: Difference between revisions
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{{Combo-012Data | {{Combo-012Data | ||
|combo='''Fire''' > | |combo='''Fire''' > {{clr|ll=1}} > Sonic Break (2) > Finishing Touch | ||
|condition=Solo, projectile starter | |condition=Solo, projectile starter | ||
|requirement= | |requirement= | ||
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{{012kuja}} is one of the best assists in the game, and he works well with Cloud. | {{012kuja}} is one of the best assists in the game, and he works well with Cloud. | ||
Cloud can start assist combos from every wall rush he gets, as well as aerial Double Cut's first hit. Since most of his attacks wall rush, he can get many opportunities to use Kuja assist and follow up | Cloud can start assist combos from every wall rush he gets, as well as aerial Double Cut's first hit. Since most of his attacks wall rush, he can get many opportunities to use Kuja assist and follow up easily after '''[[Assist_(Dissidia_012)#Assist_Chase|Assist Chase]]'''. Call the bravery assist after a wall rush, follow with assist chase and do Slashing Blow into Omnislash Ver. 5 (damage) or Braver (EX). | ||
{{Combo-012 | {{Combo-012 | ||
|data= | |data= | ||
{{Combo-012Data | {{Combo-012Data | ||
|combo='''Sonic Break''' > Finishing Touch > | |combo='''Sonic Break (2)''' > Finishing Touch > {{clr|wr=1}} > {{clr|astbrv=1}} > Free Air Dash > Slashing Blow (1) > {{clr|dc=1}} > {{clr|ac=1}} > Slashing Blow > Omnislash 5 | ||
|condition=Ground starter, low damage filler | |condition=Ground starter, low damage filler | ||
|requirement= | |requirement= | ||
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}} | }} | ||
{{Combo-012Data | {{Combo-012Data | ||
|combo='''Cross-slash''' > | |combo='''Cross-slash''' > {{clr|wr=1}} > {{clr|astbrv=1}} > {{clr|ac=1}} > Slashing Blow (1) > Omnislash 5 | ||
|condition=Ground HP starter, Wall Rush | |condition=Ground HP starter, Wall Rush | ||
|requirement= | |requirement= | ||
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{{Combo-012Data | {{Combo-012Data | ||
|combo='''Double Cut (1) (midair)''' > | |combo='''Double Cut (1) (midair)''' > {{clr|astbrv=1}} > {{clr|ac=1}} > Slashing Blow (1) > Omnislash 5 | ||
|condition=Midair poke starter, no wall | |condition=Midair poke starter, no wall | ||
|requirement= | |requirement= | ||
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{{Combo-012Data | {{Combo-012Data | ||
|combo='''Slashing Blow (1)''' > Omnislash 5 > | |combo='''Slashing Blow (1)''' > Omnislash 5 > {{clr|wr=1}} > {{clr|astbrv=1}} > Firaga > {{clr|ac=1}} > S. Blow (1) > Omnislash 5 | ||
|condition=Midair starter, Wall Rush | |condition=Midair starter, Wall Rush | ||
|requirement= | |requirement= | ||
Latest revision as of 05:48, 10 May 2025
| General | Starter Guide | Combos | Strategy | Frame Data |
|---|---|---|---|---|
| Matchups | Builds | Match Videos | Gallery | Resources |
| Starter Guide (Dissidia 012) | |
|---|---|
| Playable characters | Bartz Klauser • Cecil Harvey • Cloud Strife • Cloud of Darkness • Feral Chaos • Exdeath • Firion • Gabranth • Garland • Gilgamesh • Golbez • Jecht • Kain Highwind • Kefka Palazzo • Kuja • Laguna Loire • Lightning • Onion Knight • Prishe • Sephiroth • Shantotto • Squall Leonhart • Terra Branford • Tidus • The Emperor • Tifa Lockhart • Ultimecia • Vaan • Warrior of Light • Yuna • Zidane Tribal |
| General | Starter Guide |
Overview
Cloud is a close-range all-rounder who can do conventional rushdown and poke from midrange to slow down the pace.
| At a glance: |
|---|
|
Key Moves

- Double Cut (ground & midair) - Fast poke, high EX, builds assist gauge safely and assist combo starter.
- Sonic Break - Grounded gap closer and punish move.
- Finishing Touch - Sonic Break's HP link that wall rushes, assist combo starter.
- Firaga - Grounded keepout at a distance, high damage assist combo filler.
- Slashing Blow - Midair gap closer and punish move.
- Omnislash Version 5 - Slashing Blow's HP link that wall rushes on ground from most heights. Assist combo starter.
- Rising Fang - Punish airborne opponents who are above Cloud.
- Cross-slash - Cloud's primary ground HP against blocks and catching grounded dodges.
- Braver - Cloud's primary air HP against blocks and catching air dodges.
Further reading: Bravery Attacks and HP Attacks.
Strategy


Cloud's strategy is pretty straightforward, get close and start swinging. His offense plays pretty similarly both on the ground and in the air. Use Ground Dash or Free Air Dash to approach, and then test waters with Double Cut. If it hits, Cloud gets a good amount of EX when the move is finished. If not, Cloud can dodge away or mix things up by cancelling it into a block or another attack.
Sonic Break and Slashing Blow are slower, but higher damaging braveries that are used to punish blocks and missed attacks. They're also good if Cloud wants to go all out, especially during EX mode. Their HP links deal HP damage and lead to damaging assist combos, so Cloud is rewarded greatly with a good read. Against opponents who like to block near Cloud, delaying his attack or just going for HP attack is enough to keep them guessing. Rising Fang works specifically against opponents who are above Cloud, but it leaves him wide open if it misses.
Cloud's defense changes depending on his position. On the ground, Cloud can keep opponents at bay with Firaga and punish with Sonic Break or Climhazzard. If Firaga gets blocked, Cloud can use assist to follow up. Firaga has long recovery and its low reward out in the open, so repeated use can put him in danger. In the air, Cloud can move upwards with Rising Fang if he needs to avoid incoming attacks from below. Both versions of Double Cut are great for filling assist gauge on whiff, and Cloud can make his next action more ambiguous with different timing and dodge direction. Cloud's fall speed after dodge isn't great though, so it is recommended to air dodge with caution. His main method for defending after a dodge is by clashing with Double Cut, which isn't always safe, but it's his best option there.
In conclusion, Cloud's strategy revolves around pressuring the opponent with fast braveries and capitalizing on whiffs and blocks. Build assist gauge with Double Cut(s) when there is time for it and use assist after getting a wall rush. Much what he does represents core aspects of competitive Dissidia 012, so getting good with Cloud is going to help players understand the game better as a whole.
Building Assist Gauge
Cloud can alternate between Double Cut and a slower bravery to build assist gauge faster.
- Double Cut (ground) > Sonic Break > Double Cut (ground) etc.
- Double Cut (midair) > dodge > Double Cut (midair) / Slashing Blow
Dodge Punishment
Cloud can use Ground Dash / Free Air Dash and Double Cut to punish careless dodges.
Example of dodge punishing with Double Cut (midair).
- Against ground dodge (forward)
- Jump > Slashing Blow
- Jump > Braver
- Against air dodge (side, back)
- Free Air Dash > Double Cut (midair)
- Braver (near wall only)
- Against air dodge (neutral)
- Free Air Dash > Slashing Blow
- Braver
Combos
Solo
Cloud has a plethora of solo combos thanks to Climhazzard and Fire extensions. These are not necessarily crucial moves for Cloud, but they can reward him greatly on hit.
Climhazzard's second hit can naturally combo into Double Cut (midair) or Slashing Blow when Cloud has recovered. Cloud must not be too close to the opponent for Fire combos to work. He can chain Fire's recovery into other moves pretty reliably thanks to Fire causing landing lag on hit.
Further reading: Cloud Combos (Solo)
Assist (Kuja)
Kuja is one of the best assists in the game, and he works well with Cloud.
Cloud can start assist combos from every wall rush he gets, as well as aerial Double Cut's first hit. Since most of his attacks wall rush, he can get many opportunities to use Kuja assist and follow up easily after Assist Chase. Call the bravery assist after a wall rush, follow with assist chase and do Slashing Blow into Omnislash Ver. 5 (damage) or Braver (EX).
Further reading: Cloud Combos (Kuja Assist)
Build
| Stats | |
|---|---|
| HP | 10299 |
| CP | 450 |
| BRV | 996 |
| ATK | 178 |
| DEF | 183 |
| LUK | 60 |
| Max Booster | x3.5 |
| Equipment | |
|---|---|
| Assist | Kuja |
| Weapon |
Heaven's Cloud |
| Hand |
Lufenian Dirk |
| Head |
Lufenian Headband |
| Body |
Lufenian Vest |
| Accessory 1 | Muscle Belt
|
| Accessory 2 | Battle Hammer
|
| Accessory 3 | Large Gap in HP
|
| Accessory 4 | Summon Unused
|
| Accessory 5 | Pre-EX Mode
|
| Accessory 6 | Pre-EX Revenge
|
| Accessory 7 | White Drop
|
| Accessory 8 | White Drop
|
| Accessory 9 | White Gem
|
| Accessory 10 | Tenacious Attacker
|
| Summon |
Rubicante |
| Bravery attacks | |
|---|---|
| Ground | Aerial |
| ↑+ |
↑+ |
| ↓+ |
↓+ |
| HP attacks | |
| Ground | Aerial |
| ↓+ | |
indicates a "Gear" extra ability or the use of CP / Equipment glitch. The total CP cost will assume the glitch is done.
| Actions |
|---|
| Ground Evasion |
| Midair Evasion |
| Ground Block |
| Midair Block |
| Aerial Recovery |
| Recovery Attack |
| Controlled Recovery |
| Wall Jump |
| Air Dash |
| Free Air Dash |
| Ground Dash |
| Multi Air Slide |
| Free Air Dash Boost |
| Assist Gauge Up Dash |
| Jump Times Boost+ |
| Ground Evasion Boost |
| Midair Evasion Boost |
| Evasion Boost |
| Descent Speed Boost |
| Support |
|---|
| Always Target Indicator |
| EX Core Lock On |
| Assist Lock On |
| Extra |
|---|
| Precision Evasion |
| Counterattack |
| Sneak Attack |
| Gambler's Spirit |
| Disable Counterattack |
| EXP to Assist |
| CP |
|---|
| 435 / 450 |
This is an EX build that focuses on EX absorption via accessories. Heaven's Cloud weapon increases EX intake range and Tenacious Attacker
lets Cloud absorb EX even when he is attacking. This way he doesn't have to chase after landing Double Cut. The more Double Cuts Cloud lands, the faster the EX gauge fills up. Firaga doesn't generate any EX, but it's a high damage filler move during ground Kuja assist, perfect after Omnislash Version 5.
Jump Times Boost+ adds two air jumps, which can be used to safely move around while airborne. Extra abilities Counterattack and Sneak Attack increase critical hit rate for bravery damage and Precision Evasion can get Cloud out of tight spots if he dodges just before he gets hit.
15 CP are available for basic action abilities (jump boost, speed boost), support abilities (Auto Assist Lock On) or extra abilities (Precision Jump, Achy, First Strike).
What to Focus On
Cloud is a good character to learn the basics with. The strategy of harassing with Double Cuts and calling out actions with a slower bravery works both on the ground and in the air. So start by getting comfortable moving towards the opponent and attacking into them. If Cloud is getting blocked, that's a good time to try a different attack. If you're going for HP links, be sure not to mash the bravery button or you'll end up finishing the attack instead.
If you need to take it slow, position Cloud on the ground and start throwing out Firagas. Many characters have to move around it or power through with a dodge or high priority attack to beat it. This can provide some time to think about the next move.
If you are far away from the opponent, it is time to use Double Cut repeatedly to fill assist gauge. Assist is a very valuable resource overall, so having this at all times is important.
You will have to cancel attacks into a dodge a lot, but be careful not to dodge all the time. That can make Cloud very predictable, which in turn makes it easier for opponents to respond over time.
Matchups
Cloud fights well against many close-range fighters, such as Warrior of Light, Squall and Tifa. He has everything he needs to succeed in close range, and punishing dodges isn't a big problem either. His mobility isn't top class, but his dash speed helps him approach quickly when needed. And if he needs a boost in damage, Side by Side builds can be very effective as well.
Cloud can struggle to keep up against The Emperor, Ultimecia and characters with command blocks such as Jecht. Cloud's tools against traps and similar moves are limited to blodges, Braver, Meteorain and Firaga, which can be difficult to apply safely. They're often telegraphed moves that don't lead to high reward on hit, but Braver is arguably strongest out of them all. Cloud may not get many opportunities to hit his HP links against fast fallers or strong defensive characters in general, but once he gets a good hit, he can quickly build momentum.
Muscle Belt
Large Gap in HP