Cloud Strife (Dissidia 012)/Combos: Difference between revisions
Muggshotter (talk | contribs) (Created page. Add video links later.) |
Muggshotter (talk | contribs) (Added combo notation templates to Fire and assist (Kuja) starter combos. Removed the bit about specifying kuja assist in combo notations. Changed fighting game glossary link for hit stun to keyword template.) |
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== Climhazzard (2) == | == Climhazzard (2) == | ||
Climhazzard's 2nd part naturally links into Double Cut (midair) or Slashing Blow after its recovery. This is not a just frame window, | Climhazzard's 2nd part naturally links into Double Cut (midair) or Slashing Blow after its recovery. This is not a just frame window for Double Cut, so it can be mashed. However, the lack of input buffer means Slashing Blow links have a strict timing if the opponent has good dodge timing. | ||
{{Combo-012 | {{Combo-012 | ||
| Line 29: | Line 29: | ||
|ex=120 | |ex=120 | ||
|meteropp=60 | |meteropp=60 | ||
|video= | |video=https://www.youtube.com/watch?v=S0xOzHXH-hI&t=3 | ||
|notes=More EX compared to Slashing Blow, and has easier timing. If in doubt, do this, because Cloud can still combo into an assist with Double Cut. Repeatedly pressing Double Cut is fairly reliable. | |notes=More EX compared to Slashing Blow, and has easier timing. If in doubt, do this, because Cloud can still combo into an assist with Double Cut. Repeatedly pressing Double Cut is fairly reliable. | ||
}} | }} | ||
{{Combo-012Data | {{Combo-012Data | ||
|combo='''Climhazzard (2)''' > Slashing Blow > Omnislash Ver. 5 | |combo='''Climhazzard (2)''' > Slashing Blow (1) > Omnislash Ver. 5 | ||
|condition=Ground starter | |condition=Ground starter | ||
|requirement= | |requirement= | ||
| Line 42: | Line 42: | ||
|ex=96 | |ex=96 | ||
|meteropp=82 | |meteropp=82 | ||
|video= | |video=https://www.youtube.com/watch?v=S0xOzHXH-hI&t=10s | ||
|notes=A higher damaging combo that leads to everything good that comes with Omnislash 5. This is harder to time, but the reward is also higher. | |notes=A higher damaging combo that leads to everything good that comes with Omnislash 5. This is harder to time, but the reward is also higher. | ||
}} | }} | ||
| Line 50: | Line 50: | ||
Fire combos take advantage of '''[[Landing_lag|landing lag]]'''. While Fire has a low hit rate against moving opponents, it can be used as a block punisher or more commonly, in assist combos. Cloud needs a bit of distance from the opponent when using Fire, but this is not a demanding condition for him; Just having a bit of distance from the tip of Cloud's sword can be enough. Once Fire is used, Cloud must perform another attack without pause. | Fire combos take advantage of '''[[Landing_lag|landing lag]]'''. While Fire has a low hit rate against moving opponents, it can be used as a block punisher or more commonly, in assist combos. Cloud needs a bit of distance from the opponent when using Fire, but this is not a demanding condition for him; Just having a bit of distance from the tip of Cloud's sword can be enough. Once Fire is used, Cloud must perform another attack without pause. | ||
{{ComboLegend-012}} | |||
{{Combo-012 | {{Combo-012 | ||
| data = | | data = | ||
{{Combo-012Data | {{Combo-012Data | ||
|combo='''Fire''' > Sonic Break | |combo='''Fire''' > {{clr|ll=1}} > Sonic Break | ||
|condition= | |condition=Projectile starter | ||
|requirement= | |requirement= | ||
|characters= | |characters= | ||
| Line 63: | Line 65: | ||
|exhits=0 > 30 | |exhits=0 > 30 | ||
|meteropp=82 | |meteropp=82 | ||
|video= | |video=https://www.youtube.com/watch?v=S0xOzHXH-hI&t=27s | ||
|notes=Sonic Break deals high damage on its own, but it's more common to cancel it into its Finishing Touch HP link. Without Climhazzard, Sonic Break is the move with highest bravery damage potential. | |notes=Sonic Break deals high damage on its own, but it's more common to cancel it into its Finishing Touch HP link. Without Climhazzard, Sonic Break is the move with highest bravery damage potential. | ||
}} | }} | ||
{{Combo-012Data | {{Combo-012Data | ||
|combo='''Fire''' > Sonic Break > Finishing Touch | |combo='''Fire''' > {{clr|ll=1}} > Sonic Break (2) > Finishing Touch | ||
|condition= | |condition=Projectile starter | ||
|requirement= | |requirement= | ||
|characters= | |characters= | ||
| Line 76: | Line 78: | ||
|exhits=0 > 30 > 27 | |exhits=0 > 30 > 27 | ||
|meteropp=66 | |meteropp=66 | ||
|video= | |video=https://www.youtube.com/watch?v=S0xOzHXH-hI&t=34s | ||
|notes= | |notes= | ||
}} | }} | ||
{{Combo-012Data | {{Combo-012Data | ||
|combo='''Fire''' > Double Cut | |combo='''Fire''' > {{clr|ll=1}} > Double Cut | ||
|condition= | |condition=Projectile starter | ||
|requirement= | |requirement= | ||
|characters= | |characters= | ||
| Line 89: | Line 91: | ||
|exhits=0 > 90 | |exhits=0 > 90 | ||
|meteropp=45 | |meteropp=45 | ||
|video= | |video=https://www.youtube.com/watch?v=S0xOzHXH-hI&t=42s | ||
|notes=Double Cut generates the most EX out of Cloud's (ground) braveries, but this is usually less reward than going for an HP link or a '''[[Bravery_(Dissidia_012)#Bravery_Break|bravery break]]''' with wall rush. Easier to time thanks to Double Cut's fast startup speed, though. | |notes=Double Cut generates the most EX out of Cloud's (ground) braveries, but this is usually less reward than going for an HP link or a '''[[Bravery_(Dissidia_012)#Bravery_Break|bravery break]]''' with wall rush. Easier to time thanks to Double Cut's fast startup speed, though. | ||
}} | }} | ||
{{Combo-012Data | {{Combo-012Data | ||
|combo='''Fire''' > Climhazzard | |combo='''Fire''' > {{clr|ll=1}} > Climhazzard | ||
|condition= | |condition=Projectile starter | ||
|requirement= | |requirement= | ||
|characters= | |characters= | ||
| Line 102: | Line 104: | ||
|exhits=0 > 30 | |exhits=0 > 30 | ||
|meteropp=90 | |meteropp=90 | ||
|video= | |video=https://www.youtube.com/watch?v=S0xOzHXH-hI&t=49s | ||
|notes=Fire into a ground wall rush. If the goal is to set up a ground bravery assist combo, this is more damage than just doing 2 hits of Sonic Break, but less if going for Finishing Touch. However, this is also safer against opponents who escape with LV1 Assist Change, relatively speaking. | |notes=Fire into a ground wall rush. If the goal is to set up a ground bravery assist combo, this is more damage than just doing 2 hits of Sonic Break, but less if going for Finishing Touch. However, this is also safer against opponents who escape with LV1 Assist Change, relatively speaking. | ||
}} | }} | ||
{{Combo-012Data | {{Combo-012Data | ||
|combo='''Fire''' > Climhazzard (2) > Slashing Blow > Omnislash Ver. 5 | |combo='''Fire''' > {{clr|ll=1}} > Climhazzard (2) > Slashing Blow (1) > Omnislash Ver. 5 | ||
|condition= | |condition=Projectile starter | ||
|requirement= | |requirement= | ||
|characters= | |characters= | ||
| Line 115: | Line 117: | ||
|ex=96 | |ex=96 | ||
|meteropp=97 | |meteropp=97 | ||
|video= | |video=https://www.youtube.com/watch?v=S0xOzHXH-hI&t=56s | ||
|notes=Without setting up another Fire, this is the most damaging ground combo that leads to an HP attack. | |notes=Without setting up another Fire, this is the most damaging ground combo that leads to an HP attack. | ||
}} | |||
{{Combo-012Data | |||
|combo='''Fire''' > {{clr|ll=1}} > Fira | |||
|condition=Projectile starter | |||
|requirement= | |||
|characters= | |||
|damage=25 | |||
|damagehits=10 > 15 | |||
|exhits=0 > 0 | |||
|ex=0 | |||
|meteropp=37 | |||
|video=https://www.youtube.com/watch?v=S0xOzHXH-hI&t=68s | |||
|notes=Low damage combo with no EX Force or notable advantage state without wall. Possible, but outclassed by other combos. | |||
}} | |||
{{Combo-012Data | |||
|combo='''Fire''' > {{clr|ll=1}} > Firaga | |||
|condition=Projectile starter | |||
|requirement= | |||
|characters= | |||
|damage=27 | |||
|damagehits=10 > 17 | |||
|exhits=0 > 0 | |||
|ex=0 | |||
|meteropp=40 | |||
|video=https://www.youtube.com/watch?v=S0xOzHXH-hI&t=74s | |||
|notes=Low damage combo with no EX Force or notable advantage state without wall. Possible, but outclassed by other combos. | |||
}} | |||
{{Combo-012Data | |||
|combo='''Fire''' > {{clr|ll=1}} > Blade Beam | |||
|condition=Projectile starter | |||
|requirement= | |||
|characters= | |||
|damage=20 | |||
|damagehits=10 > 5, 10 | |||
|exhits=0 > 60 | |||
|ex=60 | |||
|meteropp=37 | |||
|video=https://www.youtube.com/watch?v=S0xOzHXH-hI&t=81s | |||
|notes=Blade Beam is slower than even Climhazzard, so Cloud needs to use Fire from further distance for this to work. Still a relatively low damage combo though. | |||
}} | }} | ||
}} | }} | ||
| Line 127: | Line 168: | ||
| data = | | data = | ||
{{Combo-012Data | {{Combo-012Data | ||
|combo='''Double Cut (1)''' > Cross-slash | |combo='''Double Cut (1)''' > Cross-slash + {{clr|ll=1}} | ||
|condition=Ground starter, must hit airborne opponent | |condition=Ground starter, must hit airborne opponent | ||
|requirement= | |requirement= | ||
| Line 136: | Line 177: | ||
|ex=60 | |ex=60 | ||
|meteropp=25 | |meteropp=25 | ||
|video= | |video=https://www.youtube.com/watch?v=S0xOzHXH-hI&t=20s | ||
|notes= | |notes= | ||
If the opponent misses their dodge after landing, or performs a '''[[Dodge_(Dissidia_012)#Ground_Dodge_(Neutral)|neutral dodge]]''', Cross-slash can have an even easier time connecting... assuming the opponent doesn't have '''[[Dodge_(Dissidia_012)#Precision_Evasion|Precision Evasion]]''' equipped. Please do not confuse this for being a fake combo; The timing is relatively strict, so there is room for human error. | If the opponent misses their dodge after landing, or performs a '''[[Dodge_(Dissidia_012)#Ground_Dodge_(Neutral)|neutral dodge]]''', Cross-slash can have an even easier time connecting... assuming the opponent doesn't have '''[[Dodge_(Dissidia_012)#Precision_Evasion|Precision Evasion]]''' equipped. Please do not confuse this for being a fake combo; The timing is relatively strict, so there is room for human error. | ||
| Line 144: | Line 185: | ||
== Meteorain == | == Meteorain == | ||
Meteorain has ample | Meteorain has ample {{keyword|hit stun|hitstun=1}}. But the {{keyword|knockback|knockback=1}} and Cloud's {{keyword|recovery|recovery=1}} make it impossible to convert into a solo combo without a corner. | ||
{{Combo-012 | {{Combo-012 | ||
|data= | |data= | ||
{{Combo-012Data | {{Combo-012Data | ||
|combo='''Meteorain (midair)''' > Slashing Blow > Omnislash Ver. 5 | |combo='''Meteorain (midair)''' > Slashing Blow (1) > Omnislash Ver. 5 | ||
|condition=Air starter, corner only | |condition=Air starter, corner only | ||
|requirement= | |requirement= | ||
| Line 158: | Line 199: | ||
|ex=186 | |ex=186 | ||
|meteropp=52 | |meteropp=52 | ||
|video= | |video=https://www.youtube.com/watch?v=S0xOzHXH-hI&t=109s | ||
|notes=Impractical, but still possible in the game. Connect two or more Meteorain projectiles in the corner. If Cloud is positioned well above the opponent when aerial Meteorain connects, he can follow up with a Slashing Blow. | |notes=Impractical, but still possible in the game. Connect two or more Meteorain projectiles in the corner. If Cloud is positioned well above the opponent when aerial Meteorain connects, he can follow up with a Slashing Blow. | ||
| Line 168: | Line 209: | ||
== Fira == | == Fira == | ||
Fira works similarly to Fire. It takes advantage of landing lag, but the pushback limits follow-ups to the wall. The opponent must be against the wall for these combos to work. | Fira works similarly to Fire. It takes advantage of landing lag, but the pushback limits follow-ups to the wall. The opponent must be against the wall for these combos to work. All that, and Fira's lack of utility make Fira combos even more situational than Fire combos. | ||
{{Combo-012 | {{Combo-012 | ||
|data= | |data= | ||
{{Combo-012Data | {{Combo-012Data | ||
|combo='''Fira''' > Sonic Break | |combo='''Fira''' > Sonic Break | ||
|condition=Projectile starter, wall only | |condition=Projectile starter, wall only | ||
|requirement= | |requirement= | ||
| Line 182: | Line 223: | ||
|ex=30 | |ex=30 | ||
|meteropp=127 (with WR) | |meteropp=127 (with WR) | ||
|video= | |video=https://www.youtube.com/watch?v=S0xOzHXH-hI&t=87s | ||
|notes= | |notes= | ||
}} | }} | ||
| Line 195: | Line 236: | ||
|ex=90 | |ex=90 | ||
|meteropp=52 | |meteropp=52 | ||
|video= | |video=https://www.youtube.com/watch?v=S0xOzHXH-hI&t=95s | ||
|notes= | |notes= | ||
}} | }} | ||
| Line 208: | Line 249: | ||
|ex=30 | |ex=30 | ||
|meteropp=97 | |meteropp=97 | ||
|video= | |video=https://www.youtube.com/watch?v=S0xOzHXH-hI&t=102s | ||
|notes=There is just enough time with landing lag to connect Climhazzard. Since Climhazzard's 2nd part allows another follow-up, Cloud can go for Slashing Blow or Double Cut for even more damage. | |notes=There is just enough time with landing lag to connect Climhazzard. Since Climhazzard's 2nd part allows another follow-up, Cloud can go for Slashing Blow or Double Cut for even more damage. | ||
}} | }} | ||
| Line 218: | Line 259: | ||
|data= | |data= | ||
{{Combo-012Data | {{Combo-012Data | ||
|combo='''Double Cut''' > Double Cut > Double Cut > Double Cut > Slashing Blow > Omnislash Ver. 5 | |combo='''Double Cut''' > Double Cut > Double Cut > Double Cut > Slashing Blow (1) > Omnislash Ver. 5 | ||
|condition=Air starter, close to opponent | |condition=Air starter, close to opponent | ||
|requirement=Full EX Gauge | |requirement=Full EX Gauge | ||
| Line 227: | Line 268: | ||
|ex=~36+ | |ex=~36+ | ||
|meteropp=172 | |meteropp=172 | ||
|video= | |video=https://www.youtube.com/watch?v=S0xOzHXH-hI&t=121s | ||
|notes=A staple close-range EX Revenge combo. Easy to do, good damage and works in most areas. Cloud ''must'' be close to the opponent to land all four Double Cuts. If he activates EX Revenge from further distance, he has to settle for three or even two Double Cuts before doing Slashing Blow. | |notes=A staple close-range EX Revenge combo. Easy to do, good damage and works in most areas. Cloud ''must'' be close to the opponent to land all four Double Cuts. If he activates EX Revenge from further distance, he has to settle for three or even two Double Cuts before doing Slashing Blow. | ||
<br>Cloud generates no EX with Double Cuts during EX Revenge, and he has to land Slashing Blow before Double Cut's pushback pushes the opponent away. Therefore it is likely that Cloud may not get as much EX from Slashing Blow as he normally would. | <br>Cloud generates no EX with Double Cuts during EX Revenge, and he has to land Slashing Blow before Double Cut's pushback pushes the opponent away. Therefore it is likely that Cloud may not get as much EX from Slashing Blow as he normally would. | ||
}} | }} | ||
{{Combo-012Data | {{Combo-012Data | ||
|combo='''Meteorain''' > Free Air Dash > Slashing Blow > Omnislash Ver. 5 | |combo='''Meteorain''' > Free Air Dash > Slashing Blow (1) > Omnislash Ver. 5 | ||
|condition=Air starter, above opponent | |condition=Air starter, above opponent | ||
|requirement=Full EX Gauge | |requirement=Full EX Gauge | ||
| Line 241: | Line 282: | ||
|ex=126 | |ex=126 | ||
|meteropp=52 | |meteropp=52 | ||
|video= | |video=https://www.youtube.com/watch?v=S0xOzHXH-hI&t=136s | ||
|notes=This is a more practical way to execute the previously listed Meteorain > Slashing Blow combo. Dodge above the opponent, cancel the dodge into Rising Fang and then use Meteorain. Free Air Dash as soon as possible, so that Cloud cancels Meteorain into the dash ''before'' the HP hit occurs. Once Cloud is close to the opponent, follow up with Slashing Blow and delay the Omnislash 5 a little so that base bravery can recover more. | |notes=This is a more practical way to execute the previously listed Meteorain > Slashing Blow combo. Dodge above the opponent, cancel the dodge into Rising Fang and then use Meteorain. Free Air Dash as soon as possible, so that Cloud cancels Meteorain into the dash ''before'' the HP hit occurs. Once Cloud is close to the opponent, follow up with Slashing Blow and delay the Omnislash 5 a little so that base bravery can recover more. | ||
}} | }} | ||
| Line 248: | Line 289: | ||
= Assist (Kuja) = | = Assist (Kuja) = | ||
Kuja's | Cloud with Kuja assist has a competent and well rounded combo game. Kuja (BRV) can follow up after midair Double Cut's first hit or wall rush, and Cloud can end combos reliably with his important moves thanks to '''[[Assist_(Dissidia_012)#Assist_Chase|Assist Chase]]'''. Cloud can add filler hits during Kuja's BRV assists, which can add a lot of damage. | ||
When ending combos, Cloud can choose to go with Slashing Blow > Omnislash Ver. 5 or Braver. Omnislash 5 deals more damage overall, recovers base bravery for longer and causes HP wall rush damage at most heights. Therefore, it is the ender that the listed combos will default to. However, Braver generates | When ending combos, Cloud can choose to go with Slashing Blow > Omnislash Ver. 5 or Braver. Omnislash 5 deals more damage overall, recovers base bravery for longer and causes HP wall rush damage at most heights. Therefore, it is the ender that the listed combos will default to. However, Braver generates a lot more EX Force with its multi-hits (15 EX x9 / 135 with all hits). Braver finishes much sooner compared to Omnislash Ver. 5, so it isn't as good for base bravery damage. If Braver is done after ground Kuja BRV, it wall rushes on the ground and leaves Cloud in a good position for pressure. | ||
''' | {{ComboLegend-012}} | ||
== Starter Combos == | |||
If you are new to Cloud, these 7 combos are easy to do or otherwise relevant to him. Remember that any wall rush is a guaranteed Kuja BRV assist, so you can rely on those at first if anything else is too difficult. If combo fillers are too difficult, let Kuja complete his attack and follow up after Assist Chase. | |||
{{Combo-012 | |||
|data= | |||
{{Combo-012Data | |||
|combo='''Sonic Break''' > {{clr|wr=1}} > {{clr|astbrv=1}} > {{clr|ac=1}} > Slashing Blow (1) > Omnislash Ver. 5 | |||
|condition=Poke / Punish starter, Wall Rush | |||
|requirement= | |||
|characters= | |||
|damagehits=45 + WR > 50 > 35 + HP WR | |||
|damage=130 + WR + HP WR | |||
|exhits=30 > 30 + 36 | |||
|ex=96 | |||
|meteropp=232 | |||
|video=https://www.youtube.com/watch?v=kgabDr3brWc&t=10 | |||
|notes=Basic wall rush combo. Good damage and relatively easy to do. | |||
}} | |||
{{Combo-012Data | |||
|combo='''Sonic Break''' > 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 | |||
|requirement= | |||
|characters= | |||
|damagehits=34 + HP WR > 47 (Kuja) + 15 > 35 + HP WR | |||
|damage=131 + HP WR x2 | |||
|exhits=30 + 27 > 30 > 30 + 36 | |||
|ex=153 | |||
|meteropp=195 | |||
|video=https://www.youtube.com/watch?v=kgabDr3brWc&t=23 | |||
|notes=Finishing Touch wall rush combo with a basic Slashing Blow filler. Time the first part of Slashing Blow during Kuja's multi-hits and dodge cancel to finish the combo with an HP link. | |||
}} | |||
{{Combo-012Data | |||
|combo='''Cross-slash''' > {{clr|wr=1}} > {{clr|astbrv=1}} > {{clr|ac=1}} > Slashing Blow (1) > Omnislash 5 | |||
|condition=HP starter, Wall Rush | |||
|requirement= | |||
|characters= | |||
|damagehits=10 + HP WR > 50 (Kuja) > 35 + HP WR | |||
|damage=95 + HP WR x2 | |||
|exhits=30 > 30 + 36 | |||
|ex=96 | |||
|meteropp=145 | |||
|video=https://www.youtube.com/watch?v=kgabDr3brWc&t=39 | |||
|notes=Basic wall rush combo. Cross-slash is good at pursuing grounded opponents and the reward is decent, even though the move itself is risky to use. | |||
}} | |||
{{Combo-012Data | |||
|combo='''Double Cut (1) (midair)''' > {{clr|astbrv=1}} > {{clr|ac=1}} > Slashing Blow (1) > Omnislash 5 | |||
|condition=Poke starter, no wall | |||
|requirement= | |||
|characters= | |||
|damagehits=7 > 50 > 35 + HP WR | |||
|damage=92 | |||
|exhits=30 > 30 + 36 | |||
|ex=96 | |||
|meteropp=138 | |||
|video=https://www.youtube.com/watch?v=kgabDr3brWc&t=54 | |||
|notes=One of Cloud's primary air combo starters. The first hit has just enough hit stun for an assist conversion, but there isn't much time to react. A basic, but valuable combo at all levels of play. | |||
}} | |||
{{Combo-012Data | |||
|combo='''Slashing Blow (1)''' > Omnislash 5 > {{clr|wr=1}} > {{clr|astbrv=1}} > Firaga > {{clr|ac=1}} > S. Blow (1) > Omnislash 5 | |||
|condition=Gap closer / Punish starter, Wall Rush | |||
|requirement= | |||
|characters= | |||
|damagehits=35 + HP WR > 47 (Kuja) + 51 > 35 + HP WR | |||
|damage=~168 + HP WR x2 | |||
|exhits=30 + 36 > 0 > 30 + 36 | |||
|ex=132 | |||
|meteropp=255 | |||
|video=https://www.youtube.com/watch?v=kgabDr3brWc&t=68 | |||
|notes=One of the highest damaging staple combos for Cloud. Cloud is positioned very well to do a Firaga filler during Kuja's multi-hits for a lot of damage. Firaga should hit as Kuja's multi-hits begin and subsequently shred through opponent's bravery. | |||
}} | |||
{{Combo-012Data | |||
|combo='''Braver''' > {{clr|wr=1}} (ground) > {{clr|astbrv=1}} > Slashing Blow > {{clr|dc=1}} > {{clr|ac=1}} > S. Blow (1) > Omnislash 5 | |||
|condition=HP starter, Wall Rush | |||
|requirement= | |||
|characters= | |||
|damagehits=10 + HP WR > ~40? (Kuja) + 40 + WR > 35 + HP WR | |||
|damage=~125? + WR & HP WR x2 | |||
|exhits=135 > 30 > 30 + 36 | |||
|ex=231 | |||
|meteropp=232 | |||
|video=https://www.youtube.com/watch?v=kgabDr3brWc&t=85 | |||
|notes=Braver will send the opponent downwards if it travels max distance during the downward dive. If done low enough to the ground, Cloud will remain airborne and have enough time to go for a full Slashing Blow filler. The video example in this case manages to get a wall rush with Slashing Blow, which results in more damage than in other S. Blow filler examples. | |||
<br>Once again, if it's too difficult to go for the BRV wall rush, opting for S. Blow (1) is more consistent and lenient to do. | |||
}} | |||
{{Combo-012Data | |||
|combo='''Slashing Blow''' > {{clr|wr=1}} (ground) > {{clr|asthp=1}} > Slashing Blow (1) > Omnislash 5 | |||
|condition=Gap closer / Punish starter, HP assist, Wall Rush | |||
|requirement=2 Assist Gauges | |||
|characters= | |||
|damagehits=40 + WR > 15 + HP (Kuja) > 35 + HP WR | |||
|damage=90 + WR, HP & HP WR | |||
|exhits=30 > 30 + 36 | |||
|ex=96 | |||
|meteropp=172 | |||
|video=https://www.youtube.com/watch?v=kgabDr3brWc&t=102 | |||
|notes=If Cloud needs to bypass LV2 Assist Change's priority, this combo works for that. Kuja won't get staggered when blocked, but the base bravery may not recover in time for Omnislash 5 if Cloud's build is not tailored for it. | |||
}} | |||
}} | |||
== Ground == | == Ground == | ||
| Line 263: | Line 404: | ||
|data= | |data= | ||
{{Combo-012Data | {{Combo-012Data | ||
|combo='''Sonic Break (2 hits)''' > | |combo='''Sonic Break (2 hits)''' > {{clr|astbrv=1}} (air) > {{clr|ac=1}} > Slashing Blow (1) > Omnislash Ver. 5 | ||
|condition=Poke / Punish starter | |condition=Poke / Punish starter | ||
|requirement= | |requirement= | ||
| Line 272: | Line 413: | ||
|ex=96 | |ex=96 | ||
|meteropp=157 | |meteropp=157 | ||
|video= | |video=https://www.youtube.com/watch?v=kgabDr3brWc&t=118 | ||
|notes=Basic ground combo starter. If Cloud doesn't want to risk being punished for using Finishing Touch HP, this is a viable combo route. | |notes=Basic ground combo starter. If Cloud doesn't want to risk being punished for using Finishing Touch HP, this is a viable combo route. | ||
| Line 278: | Line 419: | ||
}} | }} | ||
{{Combo-012Data | {{Combo-012Data | ||
|combo='''Sonic Break''' > | |combo='''Sonic Break''' > {{clr|wr=1}} > {{clr|astbrv=1}} > {{clr|ac=1}} > Slashing Blow (1) > Omnislash Ver. 5 | ||
|condition=Poke / Punish starter, Wall Rush | |condition=Poke / Punish starter, Wall Rush | ||
|requirement= | |requirement= | ||
| Line 287: | Line 428: | ||
|ex=96 | |ex=96 | ||
|meteropp=232 | |meteropp=232 | ||
|video= | |video=https://www.youtube.com/watch?v=kgabDr3brWc&t=10 | ||
|notes=Basic wall rush combo. Good damage and relatively easy to do. | |notes=Basic wall rush combo. Good damage and relatively easy to do. | ||
}} | }} | ||
{{Combo-012Data | {{Combo-012Data | ||
|combo='''Sonic Break''' > | |combo='''Sonic Break''' > {{clr|wr=1}} > {{clr|astbrv=1}} > jump > air dodge (up/side) > Meteorain > air dodge (toward opp) > Double Cut > Empty {{clr|chase=1}} | ||
|condition=Poke / Punish starter, corner only, Wall Rush | |condition=Poke / Punish starter, corner only, Wall Rush | ||
|requirement= | |requirement= | ||
| Line 298: | Line 439: | ||
|damage=115 + WR & HP x?? | |damage=115 + WR & HP x?? | ||
|exhits=30 > ?? > 90 | |exhits=30 > ?? > 90 | ||
|ex=+ | |ex=+70 % | ||
|meteropp=210 | |meteropp=210 | ||
|video= | |video=https://www.youtube.com/watch?v=kgabDr3brWc&t=141 | ||
|notes=This combo is for amassing tons of EX Force from Meteorain multihits. The corner requirement makes this combo pretty situational, but the payoff is massive, more EX than what most characters can generate during a combo. ''All'' Meteorain projectiles can hit after Kuja send the opponent towards corner. The Sonic Break wall rush is specifically so that Cloud has enough time to position himself close to the opponent's altitude. Air Meteorain doesn't have strong vertical tracking, so he cannot spend time on interim hits during Kuja assist. | |notes=This combo is for amassing tons of EX Force from Meteorain multihits. The corner requirement makes this combo pretty situational, but the payoff is massive, more EX than what most characters can generate during a combo. ''All'' Meteorain projectiles can hit after Kuja send the opponent towards corner. The Sonic Break wall rush is specifically so that Cloud has enough time to position himself close to the opponent's altitude. Air Meteorain doesn't have strong vertical tracking, so he cannot spend time on interim hits during Kuja assist. | ||
<br>If Cloud wishes to mitigate the opponent's use of Glutton {{accsp}} here, he has to chase with Double Cut as a follow-up. | <br>If Cloud wishes to mitigate the opponent's use of Glutton {{accsp}} here, he has to chase with Double Cut as a follow-up. | ||
}} | }} | ||
{{Combo-012Data | {{Combo-012Data | ||
|combo='''Double Cut (1)''' > Double Cut (2) + | |combo='''Double Cut (1)''' > Double Cut (2) + {{clr|astbrv=1}} > late Empty {{clr|chase=1}} > {{clr|ac=1}} > Slashing Blow (1) > Omnislash 5 | ||
|condition=Poke starter, wall only | |condition=Poke starter, wall only | ||
|requirement= | |requirement= | ||
| Line 314: | Line 455: | ||
|ex=156 | |ex=156 | ||
|meteropp=150 | |meteropp=150 | ||
|video= | |video=https://www.youtube.com/watch?v=kgabDr3brWc&t=154 | ||
|notes=A wall conversion that extends hit stun with Chase. Normally Double Cut sends too far away for Kuja to combo. Call Kuja right after inputting the second Double Cut hit. Then, initiate chase as Kuja's spheres make contact with the opponent, but don't do anything until assist chase prompt shows up. | |notes=A wall conversion that extends hit stun with Chase. Normally Double Cut sends too far away for Kuja to combo. Call Kuja right after inputting the second Double Cut hit. Then, initiate chase as Kuja's spheres make contact with the opponent, but don't do anything until assist chase prompt shows up. | ||
<br>The damage Kuja deals varies depending on how close to the wall Cloud begins this combo (further = less damage). Even in this case Kuja doesn't get all bravery hits. But considering this is a situational combo off of a fast poke, it's better than nothing. | <br>The damage Kuja deals varies depending on how close to the wall Cloud begins this combo (further = less damage). Even in this case Kuja doesn't get all bravery hits. But considering this is a situational combo off of a fast poke, it's better than nothing. | ||
}} | }} | ||
{{Combo-012Data | {{Combo-012Data | ||
|combo='''Blade Beam''' (projectile) > | |combo='''Blade Beam''' (projectile) > {{clr|dc=1}} > {{clr|astbrv=1}} > {{clr|ac=1}} > Slashing Blow (1) > Omnislash 5 | ||
|condition=Projectile starter, no wall | |condition=Projectile starter, no wall | ||
|requirement= | |requirement= | ||
| Line 328: | Line 469: | ||
|ex=~126 | |ex=~126 | ||
|meteropp=144 | |meteropp=144 | ||
|video= | |video=https://www.youtube.com/watch?v=kgabDr3brWc&t=167 | ||
|notes=Blade Beam's explosion causes enough hit stun for Kuja's air BRV to hit. He may miss one of his hits due to not hitting the opponent very close, but the damage loss is negligible. Cloud doesn't have to be close to the opponent for this combo to work, but he does need to dodge cancel early and react with assist. If done from afar, Blade Beam deals slightly less damage (-5 base damage). The opponent doesn't need to be against a wall either, making this a useful combo starter if used. | |notes=Blade Beam's explosion causes enough hit stun for Kuja's air BRV to hit. He may miss one of his hits due to not hitting the opponent very close, but the damage loss is negligible. Cloud doesn't have to be close to the opponent for this combo to work, but he does need to dodge cancel early and react with assist. If done from afar, Blade Beam deals slightly less damage (-5 base damage). The opponent doesn't need to be against a wall either, making this a useful combo starter if used. | ||
}} | }} | ||
{{Combo-012Data | {{Combo-012Data | ||
|combo='''Fira''' > | |combo='''Fira''' > {{clr|astbrv=1}} > {{clr|ac=1}} > Slashing Blow (1) > Omnislash 5 | ||
|condition=Projectile starter, no wall | |condition=Projectile starter, no wall | ||
|requirement= | |requirement= | ||
| Line 341: | Line 482: | ||
|ex=66 | |ex=66 | ||
|meteropp=144 | |meteropp=144 | ||
|video= | |video=https://www.youtube.com/watch?v=kgabDr3brWc&t=182 | ||
|notes=Unlike Fira solo combos, this works without a wall. Fira's pushback isn't enough for Kuja to miss. There is little time to react with the assist, but the damage is on par with a mid-range Blade Beam. That being said, Fira is rarely | |notes=Unlike Fira solo combos, this works without a wall. Fira's pushback isn't enough for Kuja to miss. There is little time to react with the assist, but the damage is on par with a mid-range Blade Beam. That being said, Fira is rarely used in competitive play, so this combo doesn't see much use. | ||
}} | }} | ||
{{Combo-012Data | {{Combo-012Data | ||
|combo='''Meteorain''' > | |combo='''Meteorain''' > {{clr|astbrv=1}} > {{clr|ac=1}} > Slashing Blow (1) > Omnislash 5 | ||
|condition=HP starter, wall only | |condition=HP starter, wall only | ||
|requirement= | |requirement= | ||
| Line 354: | Line 495: | ||
|ex=126 | |ex=126 | ||
|meteropp=133 | |meteropp=133 | ||
|video= | |video=https://www.youtube.com/watch?v=kgabDr3brWc&t=195 | ||
|notes=If Cloud has backed the opponent against a wall, Meteorain can capitalize on a poor response to it. Otherwise it's not a very special combo, but a combo all the same. | |notes=Impractical. If Cloud has backed the opponent against a wall, Meteorain can capitalize on a poor response to it. Otherwise it's not a very special combo, but a combo all the same. | ||
}} | }} | ||
{{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=HP starter, Wall Rush | |condition=HP starter, Wall Rush | ||
|requirement= | |requirement= | ||
| Line 367: | Line 508: | ||
|ex=96 | |ex=96 | ||
|meteropp=145 | |meteropp=145 | ||
|video= | |video=https://www.youtube.com/watch?v=kgabDr3brWc&t=39 | ||
|notes=Basic wall rush combo. Cross-slash is good at pursuing grounded opponents and the reward is decent, even though the move itself is risky to use. | |notes=Basic wall rush combo. Cross-slash is good at pursuing grounded opponents and the reward is decent, even though the move itself is risky to use. | ||
}} | |||
{{Combo-012Data | |||
|combo='''Fire''' > {{clr|ll=1}} > Fira > {{clr|ll=1}} > Climhazzard (2) > Slashing Blow (1) > Omnislash 5 > {{clr|wr=1}} > {{clr|astbrv=1}} > jump > Slashing Blow (1) > {{clr|dc=1}} > {{clr|ac=1}} > Slashing Blow (1) > Omnislash 5 | |||
|condition=Projectile starter, wall only | |||
|requirement= | |||
|characters= | |||
|damage=177 + HP WR x2 | |||
|damagehits=10 > 15 > 20 > 35 + HP WR > 47 (Kuja) + 15 > 35 + HP WR | |||
|exhits=30 > 30 + 36 > 30 > 30 + 36 | |||
|ex=192 | |||
|meteropp=113 | |||
|video=https://www.youtube.com/watch?v=kgabDr3brWc&t=323 | |||
|notes=Impractical. This combo pushes some of Cloud's solo combo routes to their logical extreme. The opponent must be against the wall for Fire > Fira to work. Aside from that strict requirement, this combo demands three precise inputs in a row to complete; Two for landing lag follow-ups and one for Climhazzard's second hit. | |||
<br>Realistically, this combo is too situational to be seen in competitive play. Using all 3 ground bravery slots for this combo is a steep price to pay, when these moves have little utility in the '''[https://glossary.infil.net/?t=Neutral neutral]'''. As long as Cloud doesn't miss his chance to exploit landing lag, this combo is technically possible... | |||
}} | }} | ||
}} | }} | ||
| Line 377: | Line 532: | ||
|data= | |data= | ||
{{Combo-012Data | {{Combo-012Data | ||
|combo='''Climhazzard (2)''' > | |combo='''Climhazzard (2)''' > {{clr|astbrv=1}} > {{clr|ac=1}} > Slashing Blow (1) > Omnislash 5 | ||
|condition=Punish starter, no Wall Rush | |condition=Punish starter, no Wall Rush | ||
|requirement= | |requirement= | ||
| Line 386: | Line 541: | ||
|ex=96 | |ex=96 | ||
|meteropp=157 | |meteropp=157 | ||
|video= | |video=https://www.youtube.com/watch?v=kgabDr3brWc&t=209 | ||
|notes=If Climhazzard's last hit were to send the opponent into a banish trap, Kuja can be called earlier to avoid it. | |notes=If Climhazzard's last hit were to send the opponent into a banish trap, Kuja can be called earlier to avoid it. | ||
}} | }} | ||
{{Combo-012Data | {{Combo-012Data | ||
|combo='''Climhazzard''' > | |combo='''Climhazzard''' > {{clr|wr=1}} > {{clr|astbrv=1}} > {{clr|ac=1}} > Slashing Blow (1) > Omnislash 5 | ||
|condition=Punish starter, Wall Rush | |condition=Punish starter, Wall Rush | ||
|requirement= | |requirement= | ||
| Line 399: | Line 554: | ||
|ex=96 | |ex=96 | ||
|meteropp=198 | |meteropp=198 | ||
|video= | |video=https://www.youtube.com/watch?v=kgabDr3brWc&t=223 | ||
|notes=Basic ground wall rush combo. Not exactly a staple due to other combos Climhazzard enables, but it's enough to get a new player started. Call Kuja as soon as the wall rush happens, so he doesn't miss the opponent due to slow startup. | |notes=Basic ground wall rush combo. Not exactly a staple due to other combos Climhazzard enables, but it's enough to get a new player started. Call Kuja as soon as the wall rush happens, so he doesn't miss the opponent due to slow startup. | ||
}} | }} | ||
{{Combo-012Data | {{Combo-012Data | ||
|combo='''Climhazzard''' > | |combo='''Climhazzard''' > {{clr|wr=1}} > {{clr|astbrv=1}} > {{clr|dc=1}} (quarter circle side) > Slashing Blow (full) > {{clr|dc=1}} > {{clr|ac=1}} > Slashing Blow > Omnislash 5 | ||
|condition=Punish starter, high damage filler | |condition=Punish starter, high damage filler | ||
|requirement= | |requirement= | ||
| Line 412: | Line 567: | ||
|ex=126 | |ex=126 | ||
|meteropp=253 | |meteropp=253 | ||
|video= | |video=https://www.youtube.com/watch?v=kgabDr3brWc&t=238 | ||
|notes=The full Slashing Blow is Cloud's high damage filler when he is in the air. Slashing Blow can be difficult to time for this though. Input Slashing Blow a bit before Kuja's second hit. Ideally, Slashing Blow's second hit connects after Kuja's multi-hit barrage begins. That prevents Cloud from pulling the opponent away from Kuja. Once Slashing Blow connects, complete the move as early as possible so that Kuja can keep the opponent stationary for an assist chase. Dodge cancel after Slashing Blow and reap the rewards. | |notes=The full Slashing Blow is Cloud's high damage filler when he is in the air. Slashing Blow can be difficult to time for this though. Input Slashing Blow a bit before Kuja's second hit. Ideally, Slashing Blow's second hit connects after Kuja's multi-hit barrage begins. That prevents Cloud from pulling the opponent away from Kuja. Once Slashing Blow connects, complete the move as early as possible so that Kuja can keep the opponent stationary for an assist chase. Dodge cancel after Slashing Blow and reap the rewards. | ||
<br>Even though Kuja misses few of his multi-hits during this combo, this is still one of the higher damaging combo fillers Cloud can go for. | <br>Even though Kuja misses few of his multi-hits during this combo, this is still one of the higher damaging combo fillers Cloud can go for. | ||
| Line 419: | Line 574: | ||
}} | }} | ||
{{Combo-012Data | {{Combo-012Data | ||
|combo='''Climhazzard''' > | |combo='''Climhazzard''' > {{clr|wr=1}} > {{clr|astbrv=1}} > Firaga > {{clr|dc=1}} > {{clr|ac=1}} > Slashing Blow (1) > Omnislash 5 | ||
|condition=Punish starter, highest damage filler | |condition=Punish starter, highest damage filler | ||
|requirement= | |requirement= | ||
| Line 428: | Line 583: | ||
|ex=96 | |ex=96 | ||
|meteropp=274 | |meteropp=274 | ||
|video= | |video=https://www.youtube.com/watch?v=kgabDr3brWc&t=253 | ||
|notes=Firaga is Cloud's most consistent, highest damaging bravery filler in assist combos. So being able to use it off of a ground starter is quite good. Cloud has to move a little bit so he lands next to the opponent. Position close enough to the opponent so that the Firaga projectiles explode immediately instead of spreading out. If done properly, all three fireballs will hit for 17 base damage each (total 51), and Kuja will keep the opponent in place for follow-ups. | |notes=Firaga is Cloud's most consistent, highest damaging bravery filler in assist combos. So being able to use it off of a ground starter is quite good. Cloud has to move a little bit so he lands next to the opponent. Position close enough to the opponent so that the Firaga projectiles explode immediately instead of spreading out. If done properly, all three fireballs will hit for 17 base damage each (total 51), and Kuja will keep the opponent in place for follow-ups. | ||
}} | }} | ||
| Line 435: | Line 590: | ||
== Ground (Finishing Touch) == | == Ground (Finishing Touch) == | ||
Sonic Break's HP link allows few different combo fillers that alter the combo's reward. It's even possible to omit the wall rush altogether if needed. | |||
{{Combo-012 | {{Combo-012 | ||
|data= | |data= | ||
{{Combo-012Data | {{Combo-012Data | ||
|combo='''Sonic Break''' > Finishing Touch > | |combo='''Sonic Break''' > Finishing Touch > {{clr|wr=1}} > {{clr|astbrv=1}} (ground) > Free Air Dash > Slashing Blow (1) > {{clr|dc=1}} > {{clr|ac=1}} > Slashing Blow (1) > Omnislash 5 | ||
|condition=Ground starter, low damage filler | |condition=Ground starter, low damage filler | ||
|requirement= | |requirement= | ||
| Line 449: | Line 604: | ||
|ex=153 | |ex=153 | ||
|meteropp=195 | |meteropp=195 | ||
|video= | |video=https://www.youtube.com/watch?v=kgabDr3brWc&t=23 | ||
|notes=Finishing Touch wall rush combo with a basic Slashing Blow filler. Time the first part of Slashing Blow during Kuja's multi-hits and dodge cancel to finish the combo with an HP link. | |notes=Finishing Touch wall rush combo with a basic Slashing Blow filler. Time the first part of Slashing Blow during Kuja's multi-hits and dodge cancel to finish the combo with an HP link. | ||
}} | }} | ||
{{Combo-012Data | {{Combo-012Data | ||
|combo='''Sonic Break''' > Finishing Touch > | |combo='''Sonic Break''' > Finishing Touch > {{clr|wr=1}} > {{clr|astbrv=1}} (ground) > Free Air Dash > Aerial Fang > {{clr|dc=1}} > {{clr|ac=1}} > Slashing Blow > Omnislash 5 | ||
|condition=Ground starter, higher damage filler | |condition=Ground starter, higher damage filler | ||
|requirement= | |requirement= | ||
| Line 462: | Line 617: | ||
|ex=123 | |ex=123 | ||
|meteropp=210 | |meteropp=210 | ||
|video= | |video=https://www.youtube.com/watch?v=kgabDr3brWc&t=269 | ||
|notes=This combo sacrifices 30 EX for 10 more base damage. The Aerial Fang filler requires strict timing and like other fillers, it must be done during Kuja's multi-hits. Do too early or late and Cloud will push the opponent out of Kuja's attack. | |notes=This combo sacrifices 30 EX for 10 more base damage. The Aerial Fang filler requires strict timing and like other fillers, it must be done during Kuja's multi-hits. Do too early or late and Cloud will push the opponent out of Kuja's attack. | ||
}} | }} | ||
{{Combo-012Data | {{Combo-012Data | ||
|combo='''Sonic Break''' > Finishing Touch > | |combo='''Sonic Break''' > Finishing Touch > {{clr|wr=1}} > {{clr|astbrv=1}} > Meteorain (1 hit) > {{clr|dc=1}} > {{clr|ac=1}} > Slashing Blow (1) > Omnislash 5 | ||
|condition=Ground starter, HP + EX filler | |condition=Ground starter, HP + EX filler | ||
|requirement= | |requirement= | ||
| Line 475: | Line 630: | ||
|ex=183 | |ex=183 | ||
|meteropp=171 | |meteropp=171 | ||
|video= | |video=https://www.youtube.com/watch?v=kgabDr3brWc&t=288 | ||
|notes=This combo uses Meteorain as a filler to generate more EX Force. Do Meteorain right after Finishing Touch ends, but with a very small gap between the actions. Do not dodge cancel Finishing Touch, unless you are confident in timing it differently. | |notes=This combo uses Meteorain as a filler to generate more EX Force. Do Meteorain right after Finishing Touch ends, but with a very small gap between the actions. Do not dodge cancel Finishing Touch, unless you are confident in timing it differently. | ||
<br>Because landing an HP provides a higher critical hit rate for a short interval, Meteorain can also help with damage. And if Finishing Touch dealt a high amount of HP damage, Meteorain also offsets the long base BRV recovery immediately. | <br>Because landing an HP provides a higher critical hit rate for a short interval, Meteorain can also help with damage. And if Finishing Touch dealt a high amount of HP damage, Meteorain also offsets the long base BRV recovery immediately. | ||
| Line 481: | Line 636: | ||
}} | }} | ||
{{Combo-012Data | {{Combo-012Data | ||
|combo='''Sonic Break''' > Finishing Touch > | |combo='''Sonic Break''' > Finishing Touch > {{clr|astbrv=1}} (air) > {{clr|ac=1}} > Slashing Blow (1) > Omnislash 5 | ||
|condition=Ground starter, no Wall Rush | |condition=Ground starter, no Wall Rush | ||
|requirement= | |requirement= | ||
| Line 490: | Line 645: | ||
|ex=123 | |ex=123 | ||
|meteropp=178 | |meteropp=178 | ||
|video= | |video=https://www.youtube.com/watch?v=kgabDr3brWc&t=305 | ||
|notes=This combo is a good alternative at the ledge for avoiding '''[[Bravery_(Dissidia_012)#Banish_Trap|banish traps]]'''. Timing the Kuja assist can be difficult to judge by eye, but call the assist around as the 7th hit connects. This is shortly before Cloud reaches the apex of his spinning ascent, at the point when his multi-hits are dealing more damage. Refer to the video link in the notes table cell for a visual example. | |notes=This combo is a good alternative at the ledge for avoiding '''[[Bravery_(Dissidia_012)#Banish_Trap|banish traps]]'''. Timing the Kuja assist can be difficult to judge by eye, but call the assist around as the 7th hit connects. This is shortly before Cloud reaches the apex of his spinning ascent, at the point when his multi-hits are dealing more damage. Refer to the video link in the notes table cell for a visual example. | ||
}} | }} | ||
| Line 497: | Line 652: | ||
== Aerial == | == Aerial == | ||
Cloud has plenty of aerial combo starters, but the routes are all straightforward. Kuja assist works off of wall rushes and air Double Cut's first hit | Cloud has plenty of aerial combo starters, but the routes are all straightforward. Kuja assist works off of wall rushes and air Double Cut's first hit. | ||
{{Combo-012 | {{Combo-012 | ||
|data= | |data= | ||
{{Combo-012Data | {{Combo-012Data | ||
|combo='''Double Cut (1)''' > | |combo='''Double Cut (1)''' > {{clr|astbrv=1}} > {{clr|ac=1}} > Slashing Blow (1) > Omnislash 5 | ||
|condition=Poke starter, no wall | |condition=Poke starter, no wall | ||
|requirement= | |requirement= | ||
| Line 511: | Line 666: | ||
|ex=96 | |ex=96 | ||
|meteropp=138 | |meteropp=138 | ||
|video= | |video=https://www.youtube.com/watch?v=kgabDr3brWc&t=54 | ||
|notes=One of Cloud's primary air combo starters. The first hit has just enough hit stun for an assist conversion, but there isn't much time to react. A basic, but valuable combo at all levels of play. | |notes=One of Cloud's primary air combo starters. The first hit has just enough hit stun for an assist conversion, but there isn't much time to react. A basic, but valuable combo at all levels of play. | ||
}} | }} | ||
{{Combo-012Data | {{Combo-012Data | ||
|combo='''Double Cut (1)''' > | |combo='''Double Cut (1)''' > {{clr|astbrv=1}} > {{clr|dc=1}} (forward) > Double Cut (1) > {{clr|ac=1}} > S. Blow > Omnislash 5 | ||
|condition=Poke starter, no wall | |condition=Poke starter, no wall | ||
|requirement= | |requirement= | ||
| Line 524: | Line 679: | ||
|ex=126 | |ex=126 | ||
|meteropp=151 | |meteropp=151 | ||
|video= | |video=https://www.youtube.com/watch?v=kgabDr3brWc&t=409 | ||
|notes=A quick Double Cut 1 hit filler during air Kuja brv. Dodge behind the opponent to push them into Kuja. This can do slightly more damage than what is actually listed here due to Kuja's multi-hits. | |notes=A quick Double Cut 1 hit filler during air Kuja brv. Dodge behind the opponent to push them into Kuja. This can do slightly more damage than what is actually listed here due to Kuja's multi-hits. | ||
}} | }} | ||
{{Combo-012Data | {{Combo-012Data | ||
|combo='''Double Cut (1)''' > | |combo='''Double Cut (1)''' > {{clr|astbrv=1}} > Double Cut (2) > both HIT > {{clr|ac=1}} > S. Blow > Omnislash 5 | ||
|condition=Poke starter, no wall | |condition=Poke starter, no wall | ||
|requirement=Knockback cancel | |requirement=Knockback cancel | ||
| Line 537: | Line 692: | ||
|ex=156 | |ex=156 | ||
|meteropp=151 | |meteropp=151 | ||
|video= | |video=https://www.youtube.com/watch?v=kgabDr3brWc&t=422 | ||
|notes=Knockback cancel into Kuja. More EX and damage compared to just doing one Double Cut hit. Kuja must be called before doing the second Double Cut hit. Input the second hit after Kuja has appeared from the assist sphere. | |notes=Knockback cancel into Kuja. More EX and damage compared to just doing one Double Cut hit. Kuja must be called before doing the second Double Cut hit. Input the second hit after Kuja has appeared from the assist sphere. | ||
}} | }} | ||
{{Combo-012Data | {{Combo-012Data | ||
|combo='''Double Cut''' > | |combo='''Double Cut''' > {{clr|astbrv=1}} > Empty {{clr|chase=1}} > {{clr|ac=1}} > S. Blow (1) > Omnislash 5 | ||
|condition=Poke starter, air, wall only | |condition=Poke starter, air, wall only | ||
|requirement= | |requirement= | ||
| Line 550: | Line 705: | ||
|ex=156 | |ex=156 | ||
|meteropp=157 | |meteropp=157 | ||
|video= | |video=https://www.youtube.com/watch?v=kgabDr3brWc&t=436 | ||
|notes=If the opponent is close to a wall, Cloud can offset Double Cut's knockback with it and by going into Chase. Call Kuja assist right before the chase prompt appears, then initiate chase as Kuja hits the opponent. A chase BRV can be done during this time in an attempt to increase damage, but this can be avoided to reduce overall damage instead. The entirety of Kuja's bravery assist cannot be evaded this way, though. | |notes=If the opponent is close to a wall, Cloud can offset Double Cut's knockback with it and by going into Chase. Call Kuja assist right before the chase prompt appears, then initiate chase as Kuja hits the opponent. A chase BRV can be done during this time in an attempt to increase damage, but this can be avoided to reduce overall damage instead. The entirety of Kuja's bravery assist cannot be evaded this way, though. | ||
}} | }} | ||
{{Combo-012Data | {{Combo-012Data | ||
|combo='''Aerial Fang''' > | |combo='''Aerial Fang''' > {{clr|wr=1}} > {{clr|astbrv=1}} > {{clr|ac=1}} > S. Blow (1) > Omnislash 5 | ||
|condition=Air-to-ground, Wall Rush | |condition=Air-to-ground, Wall Rush | ||
|requirement= | |requirement= | ||
| Line 563: | Line 718: | ||
|ex=66 | |ex=66 | ||
|meteropp=202 | |meteropp=202 | ||
|video= | |video=https://www.youtube.com/watch?v=kgabDr3brWc&t=450 | ||
|notes=Basic wall rush combo, works in the air as well. Aerial Fang sends the opponent at a high angle and leaves little time for Cloud to add filler hits. | |notes=Basic wall rush combo, works in the air as well. Aerial Fang sends the opponent at a high angle and leaves little time for Cloud to add filler hits. | ||
}} | }} | ||
{{Combo-012Data | {{Combo-012Data | ||
|combo='''Rising Fang''' > | |combo='''Rising Fang''' > {{clr|wr=1}} > {{clr|astbrv=1}} > {{clr|ac=1}} > S. Blow (1) > Omnislash 5 | ||
|condition=Aerial anti-air / Punish, Wall Rush | |condition=Aerial anti-air / Punish, Wall Rush | ||
|requirement= | |requirement= | ||
| Line 576: | Line 731: | ||
|ex=99 | |ex=99 | ||
|meteropp=210 | |meteropp=210 | ||
|video= | |video=https://www.youtube.com/watch?v=kgabDr3brWc&t=462 | ||
|notes= | |notes= | ||
}} | }} | ||
{{Combo-012Data | {{Combo-012Data | ||
|combo='''Rising Fang''' > | |combo='''Rising Fang''' > {{clr|astbrv=1}} > {{clr|ac=1}} > S. Blow (1) > Omnislash 5 | ||
|condition=Aerial anti-air / Punish | |condition=Aerial anti-air / Punish | ||
|requirement= | |requirement= | ||
| Line 589: | Line 744: | ||
|ex=66+ | |ex=66+ | ||
|meteropp=148 | |meteropp=148 | ||
|video= | |video=https://www.youtube.com/watch?v=kgabDr3brWc&t=476 | ||
|notes=Kuja can pick up the opponent during Rising Fang multi-hits. If Rising Fang won't wall rush, this is a good way to capitalize on the hit itself. | |notes=Kuja can pick up the opponent during Rising Fang multi-hits. If Rising Fang won't wall rush, this is a good way to capitalize on the hit itself. | ||
}} | }} | ||
{{Combo-012Data | {{Combo-012Data | ||
|combo='''Braver''' > | |combo='''Braver''' > {{clr|wr=1}} > {{clr|astbrv=1}} > {{clr|ac=1}} > S. Blow (1) > Omnislash 5 | ||
|condition=HP starter, Air(-to-ground), Wall Rush | |condition=HP starter, Air(-to-ground), Wall Rush | ||
|requirement=Close to ground | |requirement=Close to ground | ||
| Line 602: | Line 757: | ||
|ex=126 | |ex=126 | ||
|meteropp=133 | |meteropp=133 | ||
|video= | |video=https://www.youtube.com/watch?v=kgabDr3brWc&t=490 | ||
|notes=Basic wall rush combo. When Braver is done close to the ground, Cloud will be considered grounded, and the opponent is sent flying diagonally. Cloud usually won't be close enough to do any filler hits if Braver hit from middle of a stage, but an assist combo is still a combo. | |notes=Basic wall rush combo. When Braver is done close to the ground, Cloud will be considered grounded, and the opponent is sent flying diagonally. Cloud usually won't be close enough to do any filler hits if Braver hit from middle of a stage, but an assist combo is still a combo. | ||
}} | }} | ||
{{Combo-012Data | {{Combo-012Data | ||
|combo='''Braver''' > | |combo='''Braver''' > {{clr|wr=1}} (ground) > {{clr|astbrv=1}} > Slashing Blow > {{clr|dc=1}} > {{clr|ac=1}} > S. Blow (1) > Omnislash 5 | ||
|condition=HP starter, Wall Rush | |condition=HP starter, Wall Rush | ||
|requirement= | |requirement= | ||
| Line 615: | Line 770: | ||
|ex=231 | |ex=231 | ||
|meteropp=232 | |meteropp=232 | ||
|video= | |video=https://www.youtube.com/watch?v=kgabDr3brWc&t=85 | ||
|notes=Braver will send the opponent downwards if it travels max distance during the downward dive. If done low enough to the ground, Cloud will remain airborne and have enough time to go for a full Slashing Blow filler. The video example in this case manages to get a wall rush with Slashing Blow, which results in more damage than in other S. Blow filler examples. | |notes=Braver will send the opponent downwards if it travels max distance during the downward dive. If done low enough to the ground, Cloud will remain airborne and have enough time to go for a full Slashing Blow filler. The video example in this case manages to get a wall rush with Slashing Blow, which results in more damage than in other S. Blow filler examples. | ||
<br>Once again, if it's too difficult to go for the BRV wall rush, opting for S. Blow (1) is more consistent and lenient to do. | <br>Once again, if it's too difficult to go for the BRV wall rush, opting for S. Blow (1) is more consistent and lenient to do. | ||
}} | }} | ||
{{Combo-012Data | {{Combo-012Data | ||
|combo='''Meteorain''' > | |combo='''Meteorain''' > {{clr|astbrv=1}} > {{clr|ac=1}} > S. Blow (1) > Omnislash 5 | ||
|condition=HP starter, air, wall only | |condition=HP starter, air, wall only | ||
|requirement= | |requirement= | ||
| Line 629: | Line 784: | ||
|ex=126 | |ex=126 | ||
|meteropp=136 | |meteropp=136 | ||
|video= | |video=https://www.youtube.com/watch?v=kgabDr3brWc&t=505 | ||
|notes=Just like with ground Meteorain, Kuja assist can follow up if the opponent is close to a wall. The knockback is reduced by the wall while keeping the same hit stun. The problem is landing air Meteorain solo, because it has no horizontal tracking. | |notes=Just like with ground Meteorain, Kuja assist can follow up if the opponent is close to a wall. The knockback is reduced by the wall while keeping the same hit stun. The problem is landing air Meteorain solo, because it has no horizontal tracking. | ||
}} | }} | ||
| Line 635: | Line 790: | ||
== Aerial (Slashing Blow) == | == Aerial (Slashing Blow) == | ||
Slashing Blow is a good combo starter with Kuja assist. Firaga filler is also possible after Omnislash 5 HP link if Cloud lands on the ground. Firaga does a lot of damage when all the projectiles hit, so it is recommended to do them whenever possible. | |||
{{Combo-012 | {{Combo-012 | ||
|data= | |data= | ||
{{Combo-012Data | {{Combo-012Data | ||
|combo='''Slashing Blow''' > | |combo='''Slashing Blow''' > {{clr|wr=1}} (wall) > {{clr|astbrv=1}} > {{clr|ac=1}} > Slashing Blow (1) > Omnislash 5 | ||
|condition=Gap closer / Punish starter, Wall Rush | |condition=Gap closer / Punish starter, Wall Rush | ||
|requirement= | |requirement= | ||
| Line 648: | Line 805: | ||
|ex=96 | |ex=96 | ||
|meteropp=225 | |meteropp=225 | ||
|video= | |video=https://www.youtube.com/watch?v=kgabDr3brWc&t=349 | ||
|notes=Basic wall rush combo. If Cloud wants to avoid being punished for using Omnislash 5 against Assist Change, this is a safer combo to go for. Slashing Blow's downward angle can result in a ground wall rush or a "wall" wall rush depending on the angle. Fillers are also affected by it, and the distance between Cloud and opponent. | |notes=Basic wall rush combo. If Cloud wants to avoid being punished for using Omnislash 5 against Assist Change, this is a safer combo to go for. Slashing Blow's downward angle can result in a ground wall rush or a "wall" wall rush depending on the angle. Fillers are also affected by it, and the distance between Cloud and opponent. | ||
}} | }} | ||
{{Combo-012Data | {{Combo-012Data | ||
|combo='''Slashing Blow''' > | |combo='''Slashing Blow''' > {{clr|wr=1}} (ground) > {{clr|astbrv=1}} > Free Air Dash > Slashing Blow (1) > {{clr|dc=1}} > {{clr|ac=1}} > Slashing Blow (1) > Omnislash 5 | ||
|condition=Gap closer / Punish starter, Wall Rush | |condition=Gap closer / Punish starter, Wall Rush | ||
|requirement= | |requirement= | ||
| Line 661: | Line 818: | ||
|ex=126 | |ex=126 | ||
|meteropp=238 | |meteropp=238 | ||
|video= | |video=https://www.youtube.com/watch?v=kgabDr3brWc&t=362 | ||
|notes=Alternate version of the above combo. Slashing Blow's downward angle can result in either a ground wall rush or a "wall" wall rush depending on the angle. Fillers are also affected by it, and the distance between Cloud and opponent. In this case, Cloud can get a S. Blow (1) filler with ground Kuja assist. | |notes=Alternate version of the above combo. Slashing Blow's downward angle can result in either a ground wall rush or a "wall" wall rush depending on the angle. Fillers are also affected by it, and the distance between Cloud and opponent. In this case, Cloud can get a S. Blow (1) filler with ground Kuja assist. | ||
}} | }} | ||
{{Combo-012Data | {{Combo-012Data | ||
|combo='''Slashing Blow''' > | |combo='''Slashing Blow''' > {{clr|wr=1}} (ground) > {{clr|asthp=1}} > Slashing Blow (1) > Omnislash 5 | ||
|condition=Gap closer / Punish starter, HP assist, Wall Rush | |condition=Gap closer / Punish starter, HP assist, Wall Rush | ||
|requirement=2 Assist Gauges | |requirement=2 Assist Gauges | ||
| Line 674: | Line 831: | ||
|ex=96 | |ex=96 | ||
|meteropp=172 | |meteropp=172 | ||
|video= | |video=https://www.youtube.com/watch?v=kgabDr3brWc&t=102 | ||
|notes=If Cloud needs to bypass LV2 Assist Change's priority, this combo works for that. Kuja won't get staggered when blocked, but the base bravery may not recover in time for Omnislash 5 if Cloud's build is not tailored for it. | |notes=If Cloud needs to bypass LV2 Assist Change's priority, this combo works for that. Kuja won't get staggered when blocked, but the base bravery may not recover in time for Omnislash 5 if Cloud's build is not tailored for it. | ||
}} | }} | ||
{{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=Gap closer / Punish starter, Wall Rush | |condition=Gap closer / Punish starter, Wall Rush | ||
|requirement= | |requirement= | ||
| Line 687: | Line 844: | ||
|ex=132 | |ex=132 | ||
|meteropp=255 | |meteropp=255 | ||
|video= | |video=https://www.youtube.com/watch?v=kgabDr3brWc&t=68 | ||
|notes=One of the highest damaging staple combos for Cloud. Cloud is positioned very well to do a Firaga filler during Kuja's multi-hits for a lot of damage. Firaga should hit as Kuja's multi-hits begin and subsequently shred through opponent's bravery. | |notes=One of the highest damaging staple combos for Cloud. Cloud is positioned very well to do a Firaga filler during Kuja's multi-hits for a lot of damage. Firaga should hit as Kuja's multi-hits begin and subsequently shred through opponent's bravery. | ||
}} | }} | ||
{{Combo-012Data | {{Combo-012Data | ||
|combo='''Slashing Blow (1)''' > Omnislash 5 > | |combo='''Slashing Blow (1)''' > Omnislash 5 > {{clr|wr=1}} > {{clr|astbrv=1}} > Slashing Blow > {{clr|dc=1}} > {{clr|ac=1}} > S. Blow (1) > Omnislash 5 | ||
|condition=Gap closer / Punish starter, Wall Rush | |condition=Gap closer / Punish starter, Wall Rush | ||
|requirement= | |requirement= | ||
| Line 700: | Line 857: | ||
|ex=162 | |ex=162 | ||
|meteropp=232 | |meteropp=232 | ||
|video= | |video=https://www.youtube.com/watch?v=kgabDr3brWc&t=377 | ||
|notes=If Cloud does Omnislash 5 from higher up, he will remain airborne once the move finishes. This gives him enough time to follow up with a Slashing Blow filler during Kuja instead. | |notes=If Cloud does Omnislash 5 from higher up, he will remain airborne once the move finishes. This gives him enough time to follow up with a Slashing Blow filler during Kuja instead. | ||
<br>This combo does a bit less damage than the Firaga version, but it generates more EX Force. Similiar to the Climhazzard (2) combo, Slashing Blow filler reduces Kuja's damage a little. It is still a good damage increase overall though. | <br>This combo does a bit less damage than the Firaga version, but it generates more EX Force. Similiar to the Climhazzard (2) combo, Slashing Blow filler reduces Kuja's damage a little. It is still a good damage increase overall though. | ||
}} | }} | ||
{{Combo-012Data | {{Combo-012Data | ||
|combo='''Slashing Blow (1)''' > Omnislash 5 > | |combo='''Slashing Blow (1)''' > Omnislash 5 > {{clr|astbrv=1}} > {{clr|ac=1}} > S. Blow (1) > Omnislash 5 | ||
|condition=Gap closer / Punish starter, air, no Wall Rush | |condition=Gap closer / Punish starter, air, no Wall Rush | ||
|requirement= | |requirement= | ||
| Line 714: | Line 871: | ||
|ex=150 | |ex=150 | ||
|meteropp=169 | |meteropp=169 | ||
|video= | |video=https://www.youtube.com/watch?v=kgabDr3brWc&t=394 | ||
|notes=If Cloud doesn't need the damage from wall rush or can't get it otherwise, this is a way to keep a combo going. Call Kuja assist right after the initial barrage of hits, as he starts preparing for the dive. | |notes=If Cloud doesn't need the damage from wall rush or can't get it otherwise, this is a way to keep a combo going. Call Kuja assist right after the initial barrage of hits, as he starts preparing for the dive. | ||
}} | }} | ||
| Line 726: | Line 883: | ||
|data= | |data= | ||
{{Combo-012Data | {{Combo-012Data | ||
|combo='''Double Cut''' (ground) > | |combo='''Double Cut''' (ground) > {{clr|dc=1}} > {{clr|astbrv=1}} > {{clr|ac=1}} > S. Blow (1) > Omnislash 5 | ||
|condition=Poke starter, ground, no wall | |condition=Poke starter, ground, no wall | ||
|requirement=Assist Storage Glitch | |requirement=Assist Storage Glitch | ||
| Line 735: | Line 892: | ||
|ex=156 | |ex=156 | ||
|meteropp=163 | |meteropp=163 | ||
|video= | |video=https://www.youtube.com/watch?v=kgabDr3brWc&t=585 | ||
|notes=A basic combo in execution; Dodge cancel early and call Kuja immediately afterwards. | |notes=A basic combo in execution; Dodge cancel early and call Kuja immediately afterwards. | ||
}} | }} | ||
{{Combo-012Data | {{Combo-012Data | ||
|combo='''Firaga (1 hit)''' > | |combo='''Firaga (1 hit)''' > {{clr|astbrv=1}} > {{clr|ac=1}} > S. Blow (1) > Omnislash 5 | ||
|condition=Projectile starter, ground, no wall | |condition=Projectile starter, ground, no wall | ||
|requirement=Assist Storage Glitch | |requirement=Assist Storage Glitch | ||
| Line 748: | Line 905: | ||
|ex=66 | |ex=66 | ||
|meteropp=153 | |meteropp=153 | ||
|video= | |video=https://www.youtube.com/watch?v=kgabDr3brWc&t=608 | ||
|notes=If Cloud's reactions are sharp, Firaga also works as a combo starter. There's no particular trick to Kuja assist timing here. Just make sure to call the assist a bit after the fireball has connected. | |notes=If Cloud's reactions are sharp, Firaga also works as a combo starter. There's no particular trick to Kuja assist timing here. Just make sure to call the assist a bit after the fireball has connected. | ||
}} | }} | ||
{{Combo-012Data | {{Combo-012Data | ||
|combo='''Meteorain (ground)''' > | |combo='''Meteorain (ground)''' > {{clr|astbrv=1}} > {{clr|ac=1}} > S. Blow (1) > Omnislash 5 | ||
|condition=HP starter, ground, no wall | |condition=HP starter, ground, no wall | ||
|requirement=Assist Storage Glitch | |requirement=Assist Storage Glitch | ||
| Line 761: | Line 918: | ||
|ex=126 | |ex=126 | ||
|meteropp=139 | |meteropp=139 | ||
|video= | |video=https://www.youtube.com/watch?v=kgabDr3brWc&t=620 | ||
|notes=Meteorain conversion, this time without a wall. After Meteorain hits, wait a moment before using Kuja assist. | |notes=Meteorain conversion, this time without a wall. After Meteorain hits, wait a moment before using Kuja assist. | ||
}} | }} | ||
{{Combo-012Data | {{Combo-012Data | ||
|combo='''Double Cut''' (midair) > | |combo='''Double Cut''' (midair) > {{clr|dc=1}} > {{clr|astbrv=1}} > {{clr|ac=1}} > S. Blow (1) > Omnislash 5 | ||
|condition=Poke starter, air, no wall | |condition=Poke starter, air, no wall | ||
|requirement=Assist Storage Glitch | |requirement=Assist Storage Glitch | ||
| Line 774: | Line 931: | ||
|ex=156 | |ex=156 | ||
|meteropp=154 | |meteropp=154 | ||
|video= | |video=https://www.youtube.com/watch?v=kgabDr3brWc&t=596 | ||
|notes=A basic air combo in execution; Dodge cancel early and call Kuja immediately afterwards. Kuja can lose a small amount of damage during the first part of Strike Energy, but this is usually a negligible damage loss. | |notes=A basic air combo in execution; Dodge cancel early and call Kuja immediately afterwards. Kuja can lose a small amount of damage during the first part of Strike Energy, but this is usually a negligible damage loss. | ||
}} | }} | ||
{{Combo-012Data | {{Combo-012Data | ||
|combo='''Meteorain (midair)''' > | |combo='''Meteorain (midair)''' > {{clr|astbrv=1}} > {{clr|ac=1}} > S. Blow (1) > Omnislash 5 | ||
|condition=HP starter, ground, no wall | |condition=HP starter, ground, no wall | ||
|requirement=Assist Storage Glitch | |requirement=Assist Storage Glitch | ||
| Line 787: | Line 944: | ||
|ex=126 | |ex=126 | ||
|meteropp=139 | |meteropp=139 | ||
|video= | |video=https://www.youtube.com/watch?v=kgabDr3brWc&t=631 | ||
|notes=Midair Meteorain conversion, this time without a wall. After Meteorain hits, wait a moment before using Kuja assist. | |notes=Midair Meteorain conversion, this time without a wall. After Meteorain hits, wait a moment before using Kuja assist. | ||
}} | }} | ||
| Line 800: | Line 957: | ||
|data= | |data= | ||
{{Combo-012Data | {{Combo-012Data | ||
|combo='''Double Cut (midair)''' > | |combo='''Double Cut (midair)''' > {{clr|asthp=1}} > {{clr|chase=1}} HP > Opp dodges > Opp Chase HP > {{clr|asthp=1}} HIT > {{clr|ac=1}} > S. Blow (1) > Omnislash 5 | ||
|condition=Poke starter, wall only | |condition=Poke starter, wall only | ||
|requirement=2 Assist Gauges | |requirement=2 Assist Gauges | ||
| Line 809: | Line 966: | ||
|ex=156 | |ex=156 | ||
|meteropp=82 | |meteropp=82 | ||
|video= | |video=https://www.youtube.com/watch?v=kgabDr3brWc&t=520 | ||
|notes= | |notes= | ||
}} | }} | ||
| Line 817: | Line 974: | ||
; Responds with Chase BRV | ; Responds with Chase BRV | ||
: Opponent can get more assist meter, before getting hit | : Opponent can get more assist meter, before getting hit | ||
; Responds with Chase HP | |||
: Opponent gets hit before their HP attack connects | |||
= References = | = References = | ||
Latest revision as of 10:28, 25 August 2025
| General | Starter Guide | Combos | Strategy | Frame Data |
|---|---|---|---|---|
| Matchups | Builds | Match Videos | Gallery | Resources |
Overview
Cloud can combo from a variety of moves and adjust combos to suit his needs. His combos are stronger and of greater variety on the ground, but he has good assist combo capability anywhere. Thanks to the good wall rush potential on his braveries and HP links, Cloud can start assist combos from majority of his moves.
As a result, Cloud has a straightforward and reliable combo game with great damage potential and assist synergy. New players are well equipped to learn combo fundamentals, while more experienced players get to optimize Cloud's ground follow-ups and situational conversions.
Solo
Cloud's solo combos primarily revolve around linking Fire or Climhazzard into other moves. He also has followups with Double Cut (1st hit) anti-airs and Meteorain. However, the grounded focus makes many of Cloud's combos somewhat situational; If Cloud has to fight in the air, he won't have as many opportunities to extend his solo combos.
Climhazzard (2)
Climhazzard's 2nd part naturally links into Double Cut (midair) or Slashing Blow after its recovery. This is not a just frame window for Double Cut, so it can be mashed. However, the lack of input buffer means Slashing Blow links have a strict timing if the opponent has good dodge timing.
Fire
Fire combos take advantage of landing lag. While Fire has a low hit rate against moving opponents, it can be used as a block punisher or more commonly, in assist combos. Cloud needs a bit of distance from the opponent when using Fire, but this is not a demanding condition for him; Just having a bit of distance from the tip of Cloud's sword can be enough. Once Fire is used, Cloud must perform another attack without pause.
| Notation Info | |
|---|---|
| AC | Assist Chase |
| AST BRV | Assist (Bravery) |
| AST HP | Assist (HP) |
| Chase | Chase |
| Empty Chase | Begins Chase, then nothing. |
| DC | Dodge Cancel |
| LL | Landing Lag |
| WR | Wall Rush |
Double Cut (Landing Lag)
When Double Cut anti-airs an airborne opponent, the landing lag allows Cloud to follow up with an HP attack. Double Cut's first hit can be cancelled into an HP, but only Cross-slash can realistically hit in this scenario.
Meteorain
Meteorain has ample hit stun. But the knockback and Cloud's recovery make it impossible to convert into a solo combo without a corner.
Fira
Fira works similarly to Fire. It takes advantage of landing lag, but the pushback limits follow-ups to the wall. The opponent must be against the wall for these combos to work. All that, and Fira's lack of utility make Fira combos even more situational than Fire combos.
EX Revenge
Assist (Kuja)
Cloud with Kuja assist has a competent and well rounded combo game. Kuja (BRV) can follow up after midair Double Cut's first hit or wall rush, and Cloud can end combos reliably with his important moves thanks to Assist Chase. Cloud can add filler hits during Kuja's BRV assists, which can add a lot of damage.
When ending combos, Cloud can choose to go with Slashing Blow > Omnislash Ver. 5 or Braver. Omnislash 5 deals more damage overall, recovers base bravery for longer and causes HP wall rush damage at most heights. Therefore, it is the ender that the listed combos will default to. However, Braver generates a lot more EX Force with its multi-hits (15 EX x9 / 135 with all hits). Braver finishes much sooner compared to Omnislash Ver. 5, so it isn't as good for base bravery damage. If Braver is done after ground Kuja BRV, it wall rushes on the ground and leaves Cloud in a good position for pressure.
| Notation Info | |
|---|---|
| AC | Assist Chase |
| AST BRV | Assist (Bravery) |
| AST HP | Assist (HP) |
| Chase | Chase |
| Empty Chase | Begins Chase, then nothing. |
| DC | Dodge Cancel |
| LL | Landing Lag |
| WR | Wall Rush |
Starter Combos
If you are new to Cloud, these 7 combos are easy to do or otherwise relevant to him. Remember that any wall rush is a guaranteed Kuja BRV assist, so you can rely on those at first if anything else is too difficult. If combo fillers are too difficult, let Kuja complete his attack and follow up after Assist Chase.
Ground
As Cloud has more solo combo routes on the ground, his assist combos can scale with them. He is also in good position to add strong filler hits.
Technically, all melee combo starters could be preceded by Fire for extra 10 base damage and 0 EX. However, since Fire is not a staple in close range poking and punish situations, it is not usually listed.
Ground (Climhazzard)
Ground (Finishing Touch)
Sonic Break's HP link allows few different combo fillers that alter the combo's reward. It's even possible to omit the wall rush altogether if needed.
Aerial
Cloud has plenty of aerial combo starters, but the routes are all straightforward. Kuja assist works off of wall rushes and air Double Cut's first hit.
Aerial (Slashing Blow)
Slashing Blow is a good combo starter with Kuja assist. Firaga filler is also possible after Omnislash 5 HP link if Cloud lands on the ground. Firaga does a lot of damage when all the projectiles hit, so it is recommended to do them whenever possible.
Assist Storage Glitch
Cloud benefits from Assist Storage Glitch with a few more combo starters. Double Cut dodge cancel, Firaga and midscreen Meteorain are all possible. Reacting to Double Cut (1st hit) with an assist is also easier, since the assist comes out faster.
Chase Setups
Cloud can use Double Cut and Kuja's Force Symphony HP to enforce HP damage or a checkmate. This is best done near a wall, where the opponent won't be sent too far from Kuja.
If the opponent...
- Responds with Chase BRV
- Opponent can get more assist meter, before getting hit
- Responds with Chase HP
- Opponent gets hit before their HP attack connects
References
here, he has to chase with Double Cut as a follow-up.