Cloud Strife (Dissidia 012)/Combos: Difference between revisions

From Dissidia Wiki
Line 153: Line 153:
|exhits=0 > 60
|exhits=0 > 60
|ex=60
|ex=60
|meteropp=
|meteropp=37
|video=
|video=
|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.
|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.

Revision as of 05:45, 18 April 2025


Cloud
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, but the lack of input buffer means players looking to connect Slashing Blow should remain sharp when timing it.

Condition Combo Base Damage EX Notes
Ground starter Climhazzard (2) > Double Cut 40 120



Base Damage (Breakdown): 8, 12 > 20 Opponent Assist (Comrade's Vow): 60 EX Force (Breakdown): 30 > 90
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.
Ground starter Climhazzard (2) > Slashing Blow > Omnislash Ver. 5 55 + HP WR 96



Base Damage (Breakdown): 8, 12 > 35 + HP WR Opponent Assist (Comrade's Vow): 82 EX Force (Breakdown): 30 > 30 + 36
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.


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.

Condition Combo Base Damage EX Notes
Projectile starter Fire > LL > Sonic Break 55 + WR 30



Base Damage (Breakdown): 10 > 45 Opponent Assist (Comrade's Vow): 82 EX Force (Breakdown): 0 > 30
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.
Projectile starter Fire > LL > Sonic Break > Finishing Touch 44 + HP WR 57



Base Damage (Breakdown): 10 > 8, 12 > 14 Opponent Assist (Comrade's Vow): 66 EX Force (Breakdown): 0 > 30 > 27
Projectile starter Fire > LL > Double Cut 30 90



Base Damage (Breakdown): 10 > 20 Opponent Assist (Comrade's Vow): 45 EX Force (Breakdown): 0 > 90
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 break with wall rush. Easier to time thanks to Double Cut's fast startup speed, though.
Projectile starter Fire > LL > Climhazzard 45 + WR 30



Base Damage (Breakdown): 10 > 35 + WR Opponent Assist (Comrade's Vow): 90 EX Force (Breakdown): 0 > 30
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.
Projectile starter Fire > LL > Climhazzard (2) > Slashing Blow > Omnislash Ver. 5 65 + HP WR 96



Base Damage (Breakdown): 10 > 3x4, 8 > 35 + HP WR Opponent Assist (Comrade's Vow): 97 EX Force (Breakdown): 0 > 30 > 30 + 36
Without setting up another Fire, this is the most damaging ground combo that leads to an HP attack.
Projectile starter Fire > LL > Fira 25 0



Base Damage (Breakdown): 10 > 15 Opponent Assist (Comrade's Vow): 37 EX Force (Breakdown): 0 > 0
Low damage combo with no EX Force or notable advantage state without wall. Possible, but outclassed by other combos.
Projectile starter Fire > LL > Firaga 27 0



Base Damage (Breakdown): 10 > 17 Opponent Assist (Comrade's Vow): 40 EX Force (Breakdown): 0 > 0
Low damage combo with no EX Force or notable advantage state without wall. Possible, but outclassed by other combos.
Projectile starter Fire > LL > Blade Beam 20 60



Base Damage (Breakdown): 10 > 5, 10 Opponent Assist (Comrade's Vow): 37 EX Force (Breakdown): 0 > 60
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.


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.

Condition Combo Base Damage EX Notes
Ground starter, must hit airborne opponent Double Cut (1) > Cross-slash 17 + HP WR 60



Base Damage (Breakdown): 7 > 5, 5 + HP WR Opponent Assist (Comrade's Vow): 25 EX Force (Breakdown): 30 > 30
If the opponent misses their dodge after landing, or performs a neutral dodge, Cross-slash can have an even easier time connecting... assuming the opponent doesn't have 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.


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.

Condition Combo Base Damage EX Notes
Air starter, corner only Meteorain (midair) > Slashing Blow > Omnislash Ver. 5 HP & 35 + HP WR 186



Base Damage (Breakdown): HP > 35 + HP WR Opponent Assist (Comrade's Vow): 52 EX Force (Breakdown): 60, 60 > 30 + 36
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.

Corner reduces Meteorain's knockback, while keeping each projectile's generous hit stun. Connecting just one projectile is usually not enough due to Cloud's recovery, so a second projectile is essential for this combo. When this combo hits, delay Omnislash 5 so that base bravery has time to recover more.


This combo can also be set up with EX Revenge, which is more practical compared to having an opponent position themselves in the 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.

Condition Combo Base Damage EX Notes
Projectile starter, wall only Fira > Sonic Break WR 60 + WR 30



Base Damage (Breakdown): 15 > 45 + WR Opponent Assist (Comrade's Vow): 127 (with WR) EX Force (Breakdown): 0 > 30
Projectile starter, wall only Fira > Double Cut 35 90



Base Damage (Breakdown): 15 > 20 Opponent Assist (Comrade's Vow): 52 EX Force (Breakdown): 0 > 90
Projectile starter, wall only Fira > Climhazzard 50 + WR 30



Base Damage (Breakdown): 15 > 35 + WR Opponent Assist (Comrade's Vow): 97 EX Force (Breakdown): 0 > 30
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.


EX Revenge

Condition Combo Base Damage EX Notes
Air starter, close to opponent
Full EX Gauge
Double Cut > Double Cut > Double Cut > Double Cut > Slashing Blow > Omnislash Ver. 5 115 + HP WR ~36+



Base Damage (Breakdown): 20 > 20 > 20 > 20 > 35 + HP WR Opponent Assist (Comrade's Vow): 172 EX Force (Breakdown): 0-30 + ~36
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.
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.
Air starter, above opponent
Full EX Gauge
Meteorain > Free Air Dash > Slashing Blow > Omnislash Ver. 5 HP & 35 + HP WR 126



Base Damage (Breakdown): HP > 35 + HP WR Opponent Assist (Comrade's Vow): 52 EX Force (Breakdown): 60 > 30 + 36
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.


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). If Braver is done after ground Kuja BRV, it wall rushes on the ground and leaves Cloud in a good position for pressure.

Please note: Unless stated otherwise, all combos with Kuja assist on this page refer to the bravery assist. So when a combo notation mentions Kuja, he is doing a bravery attack.

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.

Condition Combo Base Damage EX Notes
Poke / Punish starter Sonic Break (2 hits) > Kuja (air) > AC > Slashing Blow > Omnislash Ver. 5 105 + HP WR 96



Base Damage (Breakdown): 8, 12 > 50 > 35 + HP WR Opponent Assist (Comrade's Vow): 157 EX Force (Breakdown): 30 > 30 + 36
Basic ground combo starter. If Cloud doesn't want to risk being punished for using Finishing Touch HP, this is a viable combo route. If Cloud ends this combo with Braver instead, it leaves him higher in the air, with opponent wall rushed on the ground.
Poke / Punish starter, Wall Rush Sonic Break > WR > Kuja > AC > Slashing Blow > Omnislash Ver. 5 130 + WR + HP WR 96



Base Damage (Breakdown): 45 + WR > 50 > 35 + HP WR Opponent Assist (Comrade's Vow): 232 EX Force (Breakdown): 30 > 30 + 36
Basic wall rush combo. Good damage and relatively easy to do.
Poke / Punish starter, corner only, Wall Rush Sonic Break > WR > Kuja > jump > air dodge (up/side) > Meteorain > air dodge (toward opp) > Double Cut > Empty Chase 115 + WR & HP x?? +60 %



Base Damage (Breakdown): 45 + WR > 50 > HP x?? > 20 Opponent Assist (Comrade's Vow): 210 EX Force (Breakdown): 30 > ?? > 90
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.
If Cloud wishes to mitigate the opponent's use of Glutton accessory_special.png here, he has to chase with Double Cut as a follow-up.
Poke starter, wall only Double Cut (1) > Double Cut (2) + Kuja > late Empty Chase > AC > Slashing Blow (1) > Omnislash 5 74 + HP WR 156



Base Damage (Breakdown): 20 > ~39 (Kuja) > 35 + HP WR Opponent Assist (Comrade's Vow): 150 EX Force (Breakdown): 90 > 30 + 36
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.
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.
Projectile starter, no wall Blade Beam (projectile) > DC > Kuja > AC > Slashing Blow (1) > Omnislash 5 96 + HP WR ~126



Base Damage (Breakdown): 5, 10 > 46 (Kuja) > 35 + HP WR Opponent Assist (Comrade's Vow): 144 EX Force (Breakdown): ~60 > 30 + 36
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.
Projectile starter, no wall Fira > Kuja > AC > Slashing Blow (1) > Omnislash 5 96 66



Base Damage (Breakdown): 15 > 46 (Kuja) > 35 + HP WR Opponent Assist (Comrade's Vow): 144 EX Force (Breakdown): 0 > 30 + 36
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.
HP starter, wall only Meteorain > Kuja > AC > Slashing Blow (1) > Omnislash 5 81 + HP & HP WR 126



Base Damage (Breakdown): HP > 46 (Kuja) > 35 + HP WR Opponent Assist (Comrade's Vow): 133 EX Force (Breakdown): 60 > 30 + 36
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.
HP starter, Wall Rush Cross-slash > WR > Kuja > AC > Slashing Blow (1) > Omnislash 5 95 + HP WR x2 96



Base Damage (Breakdown): 10 + HP WR > 50 (Kuja) > 35 + HP WR Opponent Assist (Comrade's Vow): 145 EX Force (Breakdown): 30 > 30 + 36
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.
Projectile starter, wall only Fire > LL > Fira > LL > Climhazzard (2) > Slashing Blow (1) > Omnislash 5 > WR > Kuja > jump > Slashing Blow (1) > DC > AC > Slashing Blow (1) > Omnislash 5 177 + HP WR x2 192



Base Damage (Breakdown): 10 > 15 > 20 > 35 + HP WR > 47 (Kuja) + 15 > 35 + HP WR Opponent Assist (Comrade's Vow): 113 EX Force (Breakdown): 30 > 30 + 36 > 30 > 30 + 36
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.
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 neutral. As long as Cloud doesn't miss his chance to exploit landing lag, this combo is technically possible...


Ground (Climhazzard)

Condition Combo Base Damage EX Notes
Punish starter, no Wall Rush Climhazzard (2) > Kuja > AC > Slashing Blow (1) > Omnislash 5 105 + HP WR 96



Base Damage (Breakdown): 20 > 50 (Kuja) > 35 + HP WR Opponent Assist (Comrade's Vow): 157 EX Force (Breakdown): 30 > 30 + 36
If Climhazzard's last hit were to send the opponent into a banish trap, Kuja can be called earlier to avoid it.
Punish starter, Wall Rush Climhazzard > WR > Kuja > AC > Slashing Blow > Omnislash 5 117 + WR & HP WR 96



Base Damage (Breakdown): 35 > 47 (Kuja) > 35 + HP WR Opponent Assist (Comrade's Vow): 198 EX Force (Breakdown): 30 > 30 + 36
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.
Punish starter, high damage filler Climhazzard > WR > Kuja > DC (quarter circle side) > Slashing Blow (full) > DC > AC > Slashing Blow > Omnislash 5 145 + WR & HP WR 126



Base Damage (Breakdown): 35 + WR > ~35 (Kuja) > 40 > 35 + HP WR Opponent Assist (Comrade's Vow): 253 EX Force (Breakdown): 30 > 30 > 30 + 36
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.


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.
In some cases, it is possible for Slashing Blow to wall rush right before assist chase. While this is more damage, it is also even more difficult to set up. When mistimed, this combo is prone to dropping due to Slashing Blow's knockback trajectory with second hit; It pulls the opponent away from Kuja's multi-hits which reduces overall damage, and causes the assist chase hit miss after SB wall rushes.


If getting all Slashing Blow hits is too difficult, the first two hits is still decent 15 base damage for a combo filler and much easier to do.
Punish starter, highest damage filler Climhazzard > WR > Kuja > Firaga > DC > AC > Slashing Blow (1) > Omnislash 5 168 + WR & HP WR 96



Base Damage (Breakdown): 35 + WR > 47 (Kuja) > 51 > 35 + HP WR Opponent Assist (Comrade's Vow): 274 EX Force (Breakdown): 30 > 0 > 30 + 36
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.


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.

Condition Combo Base Damage EX Notes
Ground starter, low damage filler Sonic Break > Finishing Touch > WR > Kuja (ground) > Free Air Dash > Slashing Blow (1) > DC > AC > Slashing Blow > Omnislash 5 131 + HP WR x2 153



Base Damage (Breakdown): 34 + HP WR > 47 (Kuja) + 15 > 35 + HP WR Opponent Assist (Comrade's Vow): 195 EX Force (Breakdown): 30 + 27 > 30 > 30 + 36
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.
Ground starter, higher damage filler Sonic Break > Finishing Touch > WR > Kuja (ground) > Free Air Dash > Aerial Fang > DC > AC > Slashing Blow > Omnislash 5 137 + HP WR x2 123



Base Damage (Breakdown): 34 + HP WR > ~43 (Kuja) + 25 > 35 + HP WR Opponent Assist (Comrade's Vow): 210 EX Force (Breakdown): 30 + 27 > 0 > 30 + 36
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.
Ground starter, HP + EX filler Sonic Break > Finishing Touch > WR > Kuja > Meteorain (1 hit) > DC > AC > Slashing Blow > Omnislash 5 116 + HP & HP WR x2 183



Base Damage (Breakdown): 34 + HP WR > 47 (Kuja) + HP > 35 + HP WR Opponent Assist (Comrade's Vow): 171 EX Force (Breakdown): 30 + 27 > 60 > 30 + 36
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.


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.


If you want more EX at the cost of some damage, do Braver or Double Cut instead of Slashing Blow.
Ground starter, no Wall Rush Sonic Break > Finishing Touch > Kuja (air) > AC > Slashing Blow > Omnislash 5 119 + HP & HP WR 123



Base Damage (Breakdown): 34 + HP > 50 (Kuja) > 35 + HP WR Opponent Assist (Comrade's Vow): 178 EX Force (Breakdown): 30 + 27 > 30 + 36
This combo is a good alternative at the ledge for avoiding 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.


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.

Condition Combo Base Damage EX Notes
Poke starter, no wall Double Cut (1) > Kuja > AC > Slashing Blow (1) > Omnislash 5 92 96



Base Damage (Breakdown): 7 > 50 > 35 + HP WR Opponent Assist (Comrade's Vow): 138 EX Force (Breakdown): 30 > 30 + 36
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.
Poke starter, no wall Double Cut (1) > Kuja > DC (forward) > Double Cut (1) > AC > S. Blow > Omnislash 5 ~99-101 + HP WR 126



Base Damage (Breakdown): 7 > ~50-52 (Kuja) + 7 > 35 + HP WR Opponent Assist (Comrade's Vow): 151 EX Force (Breakdown): 30 > 30 > 30 + 36
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.
Poke starter, no wall
Knockback cancel
Double Cut (1) > Kuja > Double Cut (2) > both HIT > AC > S. Blow > Omnislash 5 81 + HP WR 156



Base Damage (Breakdown): 20 + 46 (Kuja) > 35 + HP WR Opponent Assist (Comrade's Vow): 151 EX Force (Breakdown): 90 > 30 + 36
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.
Poke starter, air, wall only Double Cut > Kuja > Empty Chase > AC > S. Blow (1) > Omnislash 5 81 + HP WR 156



Base Damage (Breakdown): 20 > 46 (Kuja) > AC > 35 + HP WR Opponent Assist (Comrade's Vow): 157 EX Force (Breakdown): 90 > 30 + 36
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.
Air-to-ground, Wall Rush Aerial Fang > WR > Kuja > AC > S. Blow (1) > Omnislash 5 110 + WR & HP WR 66



Base Damage (Breakdown): 25 + WR > 50 (Kuja) > 35 + HP WR Opponent Assist (Comrade's Vow): 202 EX Force (Breakdown): 0 > 30 + 36
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.
Aerial anti-air / Punish, Wall Rush Rising Fang > WR > Kuja > AC > S. Blow (1) > Omnislash 5 115 + WR & HP WR 99



Base Damage (Breakdown): 30 + WR > 50 (Kuja) > 35 + HP WR Opponent Assist (Comrade's Vow): 210 EX Force (Breakdown): 33 > 30 + 36
Aerial anti-air / Punish Rising Fang > Kuja > AC > S. Blow (1) > Omnislash 5 ~98 + HP WR 66+



Base Damage (Breakdown): ~13 + 50 (Kuja) > 35 + HP WR Opponent Assist (Comrade's Vow): 148 EX Force (Breakdown): ?? > 30 + 36
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.
HP starter, Air(-to-ground), Wall Rush
Close to ground
Braver > WR > Kuja > AC > S. Blow (1) > Omnislash 5 90 + HP WR x2 126



Base Damage (Breakdown): 5 + HP WR > 50 > 35 + HP WR Opponent Assist (Comrade's Vow): 133 EX Force (Breakdown): 60 > 30 + 36
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.
HP starter, Wall Rush Braver > WR (ground) > Kuja > Slashing Blow > DC > AC > S. Blow (1) > Omnislash 5 ~125? + WR & HP WR x2 231



Base Damage (Breakdown): 10 + HP WR > ~40? (Kuja) + 40 + WR > 35 + HP WR Opponent Assist (Comrade's Vow): 232 EX Force (Breakdown): 135 > 30 > 30 + 36
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.
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.
HP starter, air, wall only Meteorain > Kuja > AC > S. Blow (1) > Omnislash 5 81 + HP HP WR 126



Base Damage (Breakdown): HP > 46 (Kuja) > 35 + HP WR Opponent Assist (Comrade's Vow): 136 EX Force (Breakdown): 60 > 30 + 36
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.


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.

Condition Combo Base Damage EX Notes
Gap closer / Punish starter, Wall Rush Slashing Blow > WR (wall) > Kuja > AC > Slashing Blow (1) > Omnislash 5 125 + WR & HP WR 96



Base Damage (Breakdown): 40 + WR > 50 (Kuja) > 35 + HP WR Opponent Assist (Comrade's Vow): 225 EX Force (Breakdown): 30 > 30 + 36
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.
Gap closer / Punish starter, Wall Rush Slashing Blow > WR (ground) > Kuja > Free Air Dash > Slashing Blow (1) > DC > AC > Slashing Blow (1) > Omnislash 5 137 + WR & HP WR 126



Base Damage (Breakdown): 40 + WR > 47 (Kuja) + 15 > 35 + HP WR Opponent Assist (Comrade's Vow): 238 EX Force (Breakdown): 30 > 30 > 30 + 36
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.
Gap closer / Punish starter, HP assist, Wall Rush
2 Assist Gauges
Slashing Blow > WR (ground) > Kuja (HP) > Slashing Blow (1) > Omnislash 5 90 + WR, HP & HP WR 96



Base Damage (Breakdown): 40 + WR > 15 + HP (Kuja) > 35 + HP WR Opponent Assist (Comrade's Vow): 172 EX Force (Breakdown): 30 > 30 + 36
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.
Gap closer / Punish starter, Wall Rush Slashing Blow (1) > Omnislash 5 > WR > Kuja > Firaga > AC > S. Blow (1) > Omnislash 5 ~168 + HP WR x2 132



Base Damage (Breakdown): 35 + HP WR > 47 (Kuja) + 51 > 35 + HP WR Opponent Assist (Comrade's Vow): 255 EX Force (Breakdown): 30 + 36 > 0 > 30 + 36
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.
Gap closer / Punish starter, Wall Rush Slashing Blow (1) > Omnislash 5 > WR > Kuja > Slashing Blow > DC > AC > S. Blow (1) > Omnislash 5 ~145 + HP WR x2 162



Base Damage (Breakdown): 35 + HP WR > ~35 (Kuja) + 40 > 35 + HP WR Opponent Assist (Comrade's Vow): 232 EX Force (Breakdown): 30 + 36 > 30 > 30 + 36
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.
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.
Gap closer / Punish starter, air, no Wall Rush Slashing Blow (1) > Omnislash 5 > Kuja > AC > S. Blow (1) > Omnislash 5 113 + HP WR 150



Base Damage (Breakdown): 28 > 50 (Kuja) > 35 + HP WR Opponent Assist (Comrade's Vow): 169 EX Force (Breakdown): 30 + 54 > 30 + 36
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.


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.

Condition Combo Base Damage EX Notes
Poke starter, ground, no wall
Assist Storage Glitch
Double Cut (ground) > DC > Kuja > AC > S. Blow (1) > Omnislash 5 105 + HP WR 156



Base Damage (Breakdown): 20 > 50 (Kuja) > 35 + HP WR Opponent Assist (Comrade's Vow): 163 EX Force (Breakdown): 90 > 30 + 36
A basic combo in execution; Dodge cancel early and call Kuja immediately afterwards.
Projectile starter, ground, no wall
Assist Storage Glitch
Firaga (1 hit) > Kuja > AC > S. Blow (1) > Omnislash 5 102 + HP WR 66



Base Damage (Breakdown): 17 > 50 (Kuja) > 35 + HP WR Opponent Assist (Comrade's Vow): 153 EX Force (Breakdown): 0 > 30 + 36
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.
HP starter, ground, no wall
Assist Storage Glitch
Meteorain (ground) > Kuja > AC > S. Blow (1) > Omnislash 5 85 + HP & HP WR 126



Base Damage (Breakdown): HP > 50 (Kuja) > 35 + HP WR Opponent Assist (Comrade's Vow): 139 EX Force (Breakdown): 60 > 30 + 36
Meteorain conversion, this time without a wall. After Meteorain hits, wait a moment before using Kuja assist.
Poke starter, air, no wall
Assist Storage Glitch
Double Cut (midair) > DC > Kuja > AC > S. Blow (1) > Omnislash 5 105 + HP WR 156



Base Damage (Breakdown): 20 > 46 (Kuja) > 35 + HP WR Opponent Assist (Comrade's Vow): 154 EX Force (Breakdown): 90 > 30 + 36
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.
HP starter, ground, no wall
Assist Storage Glitch
Meteorain (midair) > Kuja > AC > S. Blow (1) > Omnislash 5 85 + HP & HP WR 126



Base Damage (Breakdown): HP > 50 (Kuja) > 35 + HP WR Opponent Assist (Comrade's Vow): 139 EX Force (Breakdown): 60 > 30 + 36
Midair Meteorain conversion, this time without a wall. After Meteorain hits, wait a moment before using Kuja assist.


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.

Condition Combo Base Damage EX Notes
Poke starter, wall only
2 Assist Gauges
Double Cut (midair) > Kuja (HP) > Chase > Chase HP > Opp dodges > Opp Chase HP > Kuja HIT > AC > S. Blow (1) > Omnislash 5 55 + HP & HP WR 156



Base Damage (Breakdown): 20 > HP (Kuja) > 35 + HP WR Opponent Assist (Comrade's Vow): 82 EX Force (Breakdown): 90 > 30 + 36


If the opponent...

Responds with Chase BRV
Opponent can get more assist meter, before getting hit

References


Navigation