| Info
|
|
| Name |
Cloud Strife (クラウド・ストライフ)
|
| Original game |
Final Fantasy VII
|
| Base ATK (LV100) |
110 (Average)
|
| Base DEF (LV100) |
112 (High)
|
| Run Speed |
7 (Average)
|
| Dash Speed |
77F (Average / Good)
|
| Fall Speed |
87F (Below Average)
|
| Fall Speed Ratio After Dodge |
39 (Below Average)
|
| Fastest BRV |
13F (Double Cut)
|
| Fastest HP |
41F (Cross Slash)
|
| 1-Hit HP |
Yes (Meteorain)
|
| HP Links |
Yes
|
| Command Block |
No
|
| Weapon |
Sword, Greatsword, Katana, Spear
|
| Armor |
Shields, Bangles, Hats, Helms, Clothing, Light Armor, Large Shields, Chestplates
|
| Exclusive weapons |
Buster Sword, Force Stealer, Butterfly Edge, Fenrir
|
| Unlock |
|
| Alignment |
Chaos (012) Cosmos (013)
|
| Voice Actor (JP) |
Takahiro Sakurai
|
| Voice Actor (ENG) |
Steve Burton
|
Overview
Cloud Strife is primarily a close-range fighter who utilises a variety of pokes, huge sword swings and projectiles to establish his advantage. When fighting on the ground, Cloud can apply standard fare movement to close gaps and engage with straightforward, yet effective braveries or attempt to sneak in damage from further away with four different projectiles. Keeping his opponent in check with Ranged Mid Firagas, poking with Double Cut, setting up extended combos with Fire and dodge punishing with Sonic Break, it's all here. In the air Cloud trades most ranged tools for melee attacks that cover different positions, lending to a more close-range oriented playstyle.
Regardless of where you play Cloud, he has access to a quick poke with Double Cut to test waters, punish dodges and safely build assist meter with. Sonic Break (ground) and Slashing Blow (air) braveries can also branch out into a dedicated HP attack with great wall rush potential, enabling meter independent damage output that can grow exponentially with resources. Thanks to his great assist synergy and good base stats, Cloud has a lot of flexibility with builds; Bravery Boost on Dodge, EX Cores or Assist oriented builds with Side by Side ![]()
. And they're all worth investing in - Side by Side enables consistent burst damage while his EX Mode allows him to guard crush with just bravery attacks alone, with increased damage multipliers on attacks that scale the more health he has remaining.
These traits make Cloud akin to an all-rounder much like Warrior of Light, with an emphasis on damage output instead of defense. But he is not without flaws. For one, his HP links from braveries are fairly long and punishable when Assist Changed out of, which can limit his damage output to bravery enders when the opponent has assist meter. Cloud's air dodges also pose a risk to him, as he is slow to fall after performing one and lacks effective guarding attacks to discourage dodge punishment. He often relies on clashing with Double Cut to compensate and if he cannot land HP attacks, he will rely on Double Cut (and assist) even more to make ends meet.
Cloud's horizontal tracking is good, though not top of the line. With serviceable run & dash speed, but below average travel speed and max range with Braver, Cloud can struggle to punish blocks and dodges from further away. While he has no problem whiff punishing with vertical attacks such as Rising Fang and Braver, they have more situational application and reward overall. Similiarly, lingering higher priority projectiles can be powered through with Braver, but will leave him wide open for whiff punishment. Cloud can generate a good amount of EX or Assist on hit, but capitalising on it may prove challenging at times.
Historically Cloud has been usually ranked at high tier in competitive play. He has tools for many different situations along with good attributes, which make him a fundamentally sound character. Verticality, post-dodge defense, Assist Change counterplay, as well as lack of aerial mid range attacks and utility for traps can give him trouble. However, his straightforward moveset is fairly easy to pick up and lends well to close-range duels such as against Squall and Vaan. Cloud is a good character for new and experienced players alike who can lay a solid foundation for understanding nuances of the metagame.
| Strengths |
Weaknesses
|
- Solid, easy and straightforward gameplay with an intuitive moveset and standard mobility.
- Ground combat - Pokes, HP conversions and ranged attacks provide a well rounded arsenal for grounded interactions.
- Damage - With powerful wall rush moves, assist and an extensive ground combo game, Cloud can secure a lot of damage with a single opening.
- Meter generation - Cloud can whiff for assist meter consistently and build a good amount of meter on hit with Double Cut and HP links.
- Build variety - Cloud supports a myriad of build styles that are known to be effective in competitive play.
- Flexible assist synergy thanks to wall rush potential and Double Cut confirms.
- EX Mode lets Cloud to power through blocks with Melee High priority braveries and he deals more damage the more health he has, creating one of the most damaging EX Bursts in the game.
- High base defense of 112 at LV100 reduces bravery damage taken more than majority of the cast
|
- Vulnerable HP links can limit Cloud's opportunities for HP damage against characters who can escape with Assist Change more often.
- Floaty aerial dodges and lack of a blocking dodge cover can make air dodging more susceptible to dodge punishment at higher levels of play
- Relative linearity - Cloud has good tools for close-range combat, but well placed blocks, traps and vertical positioning can give him a bit of trouble. This can manifest as higher risk on whiff, unfavorable trades or demand for precise dashes. Without ground projectiles, his ground combat is about on par with aerial combat which will require strong fundamentals and micro-optimisations to compensate.
|
Bravery Attacks
Ground
|
| Base Damage
|
7, 13 (20)
|
| Startup Frame
|
13F
|
| Damage Type
|
Physical
|
| Priority
|
Melee Low
|
| EX Force
|
90
|
| Effects
|
Chase
|
| Cancels
|
Dodge, Block, Attack
|
| Assist Gain (Hit)
|
|
| CP (Mastered)
|
30 (15)
|
| [Close] Quick slash. Low power, fast execution. |
Unlocked at level 1 |
Mastered at 100 AP
|
Double Cut is Cloud's close-range poke. It is a 2-part attack that moves Cloud forward during the first swing. It has fast startup, short recovery and multiple cancel options for the first hit that are useful in mind games. This is an effective move for building assist gauge with and generates a good 90 EX on hit.
If Double Cut connects, Cloud has a decent amount of time to confirm the follow-up slash. It has average knockback that leads to Chase, but it can lead to an assist combo against a wall [1]. With a fast ground assist, Double Cut's first hit also functions as an assist combo starter. It can even anti-air aerial opponents close to the ground and combo into Cross-slash. [2]
Cloud has a variety of grounded moves, but none of them are as fast as Double Cut. Even though it's usually low reward, it can help tie his ground combat together. Double Cut is a good bravery with an aerial version that is arguably even more important to Cloud.
|
| Base Damage
|
8, 12, 25 (45)
|
| Startup Frame
|
21F
|
| Damage Type
|
Physical
|
| Priority
|
Melee Low
|
| EX Force
|
30
|
| Effects
|
Wall Rush, Absorb
|
| Cancels
|
Dodge
|
| Assist Gain (Hit)
|
|
| CP (Mastered)
|
30 (15)
|
| [Close] Strike with three powerful blows. Sends foe flying. |
Unlocked at level 22 |
Mastered at 120 AP
|
Sonic Break is a slower, secondary poke for Cloud. It's a 3-hit combo attack with good wall rush potential, and a dedicated HP link after the second hit. Cloud moves forward during the first slash, but it has more range in practice; Thanks to the absorb property that was added in Dissidia 012, Sonic Break can be used more reliably as a whiff punisher and occasionally as a gap closer on the ground. It pulls nearby opponents towards Cloud, with an effective range of roughly 1.8 tiles in World of Darkness. The pull has very short vertical coverage, but can guarantee a block punish against airborne opponents close to ground.
The base damage is pretty good by itself, and the threat of a wall rush HP link makes Sonic Break one of Cloud's more potent ground attacks. Cloud has plenty of time to confirm each follow-up input when Sonic Break hits, making it easier to use as an assist combo starter as well.
The absorb property is accompanied by distinct wind visuals and a sound effect during startup. They can make Sonic Break easier to react to even though the move itself is fairly fast to come out.
|
| Base Damage
|
3 x 4, 8, 15 (35)
|
| Startup Frame
|
27F
|
| Damage Type
|
Physical
|
| Priority
|
Melee Low
|
| EX Force
|
30
|
| Effects
|
Wall Rush
|
| Cancels
|
Dodge
|
| Assist Gain (Hit)
|
|
| CP (Mastered)
|
30 (15)
|
| [Mid] Charging attack. Slow strike, easy to wall rush. |
Unlocked at level 1 |
Mastered at 100 AP
|
Climhazzard is Cloud's slowest melee bravery on the ground. It usually functions as a punish move or as a combo move. This attack is telegraphed and moves Cloud forward the most out of all his ground braveries, but it also contributes greatly to his ground combo damage. The reason is two-pronged; The base damage isn't as high as Sonic Break, but the second hit can naturally combo into his air braveries for more damage and assist gauge. Because of this link, it also empowers any combos that use Fire and assists with ground wall rush.
Like Cloud's other braveries, each hit must be pressed separately with circle (![]()
). It can set up ground wall rushes and assist follow-ups with ease
When locked off, Climhazzard will move Cloud in the direction he is facing. This can be used as a gimmicky way to retreat or move to an opponent's side. If Climhazzard hits without lock on, Cloud can still finish the combo sequence without major issues.
|
| Base Damage
|
15, 5, 10 (30)
|
| Startup Frame
|
37F
|
| Damage Type
|
Magical
|
| Priority
|
Melee Mid (sword), Ranged Low (projectile)
|
| EX Force
|
90
|
| Effects
|
Chase
|
| Cancels
|
Dodge
|
| Assist Gain (Hit)
|
|
| CP (Mastered)
|
30 (15)
|
| [Mid] Launch shockwave. Fast, but has weak homing. |
Unlocked at level 35 |
Mastered at 100 AP
|
Blade Beam is a low priority projectile that moves quickly in a linear arc once fired. The attack is composed of two parts - The stationary sword swing which is melee mid priority and the projectile itself. Blade Beam travels along the ground and explodes when it reaches maximum travel distance or hits the opponent. This explosion creates a chase prompt and it can even combo into Kuja assist after a dodge cancel. [3] The majority of EX Force is also generated with the explosion (60), which is important to note when using this move from a distance.
This is not a must-have move for Cloud in most scenarios. However, it is useful for sniping back air dodges that land on the ground. The mid priority sword can be used to reflect Ranged Mid projectiles such as Lightning's Watera, but this is not usually needed, practical or without risk.
In rare instances, it is possible to only get hit by the moving projectile and have the explosion miss.
|
| Base Damage
|
each (7, 10)
|
| Startup Frame
|
25F
|
| Damage Type
|
Magical
|
| Priority
|
Ranged Mid
|
| EX Force
|
0
|
| Effects
|
-
|
| Cancels
|
Dodge
|
| Assist Gain (Hit)
|
|
| CP (Mastered)
|
30 (15)
|
[Long] Shoot three fireballs. Short range, but can restrain opponent with explosions. |
Unlocked at level 31 |
Mastered at 80 AP
|
Firaga is Cloud's mid-range poke. Three mid priority fireballs spread out in front of him. Cloud can use this move to keep opponents at a distance thanks to the ranged mid priority. Each fireball can hit twice for 17 base damage per fireball. When used during assist combos, this can be a devastating 51 base damage that shreds through bravery in very close range.
The fireballs have decent vertical tracking, as they can curve to a roughly 80~90 degree angle upwards. But they don't enable assist conversions on hit without assist storage glitch due to relatively short hit stun period. The knockback isn't high either. However, since Firaga is mid priority, it will stagger a blocking opponent which assists can follow up on.
There aren't many uses cases for Firaga outside of occasional ranged zoning and combo fillers. It doesn't act as an end point for Cloud's gameplan, nor is it usable in the air. Cloud stands still for the entire animation, and the fireballs don't have enough coverage against assists with fast startup or at high altitude. The recovery has a late cancel window, which makes repeated uses much riskier for Cloud. Firaga still loses to higher priority command blocks and well placed invincibility (air dodges, Tifa's feints).
|
| Base Damage
|
5 x 3 (15)
|
| Startup Frame
|
25F
|
| Damage Type
|
Magical
|
| Priority
|
Ranged Low
|
| EX Force
|
0
|
| Effects
|
-
|
| Cancels
|
Dodge
|
| Assist Gain (Hit)
|
|
| CP (Mastered)
|
30 (15)
|
| [Long] Hurl fireball. Faster than Fire. |
Unlocked at level 18 |
Mastered at 80 AP
|
Fira is the odd one out of the three Fire spells Cloud can use. It is a single fireball with fastest travel time out of the three with multiple low knockback hits on contact. The total base damage is shared with Fire, but without its other benefits. The vertical tracking is weak and the projectile is still low priority as well. Fira offers no combo utility without assist [4] or close positioning near a wall.
All this can make Fira difficult to justify in competitive play. Cloud's other projectiles can achieve more for similar or lower risk. And when there are only 3 slots available for ground braveries, Fira ends up being outclassed in an already competitive bravery slot economy.
|
| Base Damage
|
10
|
| Startup Frame
|
25F
|
| Damage Type
|
Magical
|
| Priority
|
Ranged Low
|
| EX Force
|
0
|
| Effects
|
-
|
| Cancels
|
Dodge
|
| Assist Gain (Hit)
|
|
| CP (Mastered)
|
30 (15)
|
| [Long] Hurl fireball. Slowly tracks opponent. |
Unlocked at level 15 |
Mastered at 80 AP
|
Fire is a single hit projectile that slowly moves towards the opponent. It stays on the field for roughly 5 seconds. Up to 2 Fires can be on the stage at the same time. Its low priority and slow movement make it less ideal for zoning, but it is also less threatening when reflected back. The vertical tracking is the best out of Cloud's bravery projectiles, but Fire's overall duration keeps the travel distance in check.
Where Fire really shines is in combos. Fire forces landing lag on hit, which is great for close-range solo combos and extending assist combos to their logical extreme. That puts Fire in an interesting spot, where it's a low stakes projectile that can occasionally disrupt an interaction if left unattended, but also enable some of the highest damaging combos Cloud can do. When used in conjunction with Climhazzard, a clean combo can pay off well.
If Fire is used without being locked on to opponent, it will travel in the direction it was shot. However, locking onto an opponent will cause the projectile to track the opponent. Given the overall duration of the projectile and its slow movement, this is not known to be very practical for tricking vigilant players.
Aerial
|
| Base Damage
|
5, 10, 25 (40)
|
| Startup Frame
|
21F
|
| Damage Type
|
Physical
|
| Priority
|
Melee Low
|
| EX Force
|
30
|
| Effects
|
Wall Rush
|
| Cancels
|
Dodge
|
| Assist Gain (Hit)
|
|
| CP (Mastered)
|
30 (15)
|
| [Close] Powerful slashes. Change combo with analog stick. |
Unlocked at level 1 |
Mastered at 220 AP
|
|
| Base Damage
|
25
|
| Startup Frame
|
25F
|
| Damage Type
|
Physical
|
| Priority
|
Melee Low
|
| EX Force
|
0
|
| Effects
|
Wall Rush
|
| Cancels
|
Dodge
|
| Assist Gain (Hit)
|
|
| CP (Mastered)
|
30 (15)
|
| Diving attack, scooping foe with sword. Useful from above. |
Unlocked at level 1 |
Mastered at 100 AP
|
|
| Base Damage
|
3, 1 x 10, 17 (30)
|
| Startup Frame
|
21F
|
| Damage Type
|
Physical
|
| Priority
|
Melee Low
|
| EX Force
|
33
|
| Effects
|
Wall Rush
|
| Cancels
|
Dodge
|
| Assist Gain (Hit)
|
|
| CP (Mastered)
|
30 (15)
|
| Powerful upward lunge. Effective near ceiling. |
Unlocked at level 4 |
Mastered at 100 AP
|
|
| Base Damage
|
7, 13 (20)
|
| Startup Frame
|
13F
|
| Damage Type
|
Physical
|
| Priority
|
Melee Low
|
| EX Force
|
90
|
| Effects
|
Chase
|
| Cancels
|
Dodge, Block, Attack
|
| Assist Gain (Hit)
|
|
| CP (Mastered)
|
30 (15)
|
| [Close] Quick slash. Low power, fast execution. |
Unlocked at level 25 |
Mastered at 100 AP
|
HP Attacks
Ground
|
| Base Damage
|
5, 5 (10)
|
| Startup Frame
|
41F
|
| Damage Type
|
Physical
|
| Priority
|
Melee High
|
| EX Force
|
30
|
| Effects
|
Wall Rush
|
| Cancels
|
Dodge
|
| Assist Gain (Hit)
|
|
| CP (Mastered)
|
30 (15)
|
| [Close] Break through defenses with cross-shaped slashes. |
Unlocked at level 1 |
Mastered at 130 AP
|
|
| Base Damage
|
each (10)
|
| Startup Frame
|
21F (up), 81F (down)
|
| Damage Type
|
Magical
|
| Priority
|
Ranged Mid (up), Ranged High (down)
|
| EX Force
|
each 60
|
| Effects
|
-
|
| Cancels
|
Dodge
|
| Assist Gain (Hit)
|
|
| CP (Mastered)
|
30 (15)
|
| [Long] Send countless meteors towards opponent. |
Unlocked at level 9 |
Mastered at 130 AP
|
|
| Base Damage
|
1 x 4, 2 x 5 (+ = 34)
|
| Startup Frame
|
?
|
| Damage Type
|
Physical
|
| Priority
|
Melee High
|
| EX Force
|
27
|
| Effects
|
Wall Rush
|
| Cancels
|
Dodge
|
| Assist Gain (Hit)
|
|
| CP (Mastered)
|
30 (15)
|
| Branching from Sonic Break. [Combo] A whirlwind of attacks. |
Unlocked at level |
Mastered at 130 AP
|
Aerial
|
| Base Damage
|
2, 1 x N (4+)
|
| Startup Frame
|
47F
|
| Damage Type
|
Physical
|
| Priority
|
Melee High
|
| EX Force
|
each 15
|
| Effects
|
Wall Rush
|
| Cancels
|
Dodge
|
| Assist Gain (Hit)
|
|
| CP (Mastered)
|
30 (15)
|
| [Close] Midair charge. Effective against any height. |
Unlocked at level 1 |
Mastered at 130 AP
|
|
| Base Damage
|
each (10)
|
| Startup Frame
|
21F (up), 81F (down)
|
| Damage Type
|
Magical
|
| Priority
|
Ranged Mid (up), Ranged High (down)
|
| EX Force
|
each 60
|
| Effects
|
-
|
| Cancels
|
Dodge
|
| Assist Gain (Hit)
|
|
| CP (Mastered)
|
30 (15)
|
| [Long] Send countless meteors towards opponent. |
Unlocked at level 28 |
Mastered at 130 AP
|
No horizontal tracking unlike the ground version.
|
| Base Damage
|
2 x 4, 5, 7 (+ = 35)
|
| Startup Frame
|
?
|
| Damage Type
|
Physical
|
| Priority
|
?
|
| EX Force
|
36
|
| Effects
|
Wall Rush
|
| Cancels
|
Dodge
|
| Assist Gain (Hit)
|
|
| CP (Mastered)
|
30 (15)
|
| Branching from Slashing Blow. [Combo] Series of speedy slices. |
Unlocked at level |
Mastered at 150 AP
|
EX Mode: Equipped Ultima Weapon! / The power of mako!
Effects:
- Regen
- Critical Boost
- Ultima Weapon (CRUSH)
- Ultima Weapon (ATK)
Ultima Weapon (CRUSH)
[Always active while in EX Mode]
Each attack becomes even heavier, crushing all attempts at blocking.
All Melee attacks become Melee High priority.
Ultima Weapon (ATK)
[Always active while in EX Mode]
The higher the user's HP, the sharper the weapon's blade.
Damage multiplier scales to x1~x2 accordingly to current HP%, round down to nearest integer.
EX Burst: Omnislash
An attack slicing the opponent over and over. Repeatedly press circle to raise the gauge.
| Damage multiplier (initial) |
Damage multiplier (rest) |
Type
|
| 14, 14 (28) |
2 x 20 (40) (68 total) |
Physical
|
Combos
Main article: Cloud (Combos)
Solo
Cloud has multiple solo combos thanks to Fire starters and Climhazzard second hit's natural recovery. While Climhazzard (2)'s followups are limited to two braveries, they're good and require no prior setup. Fire is a bit different here; Technically just about any move can be followed up after Fire, but this requires the projectile hitting later, after Cloud can move. But even in close range Cloud can at least chain Fire into other ground braveries, provided he isn't too close to the opponent.
| Condition
|
Combo
|
Base Damage
|
EX
|
Notes
|
|
| Ground starter
|
Climhazzard (2) > Double Cut
|
40
|
120
|
Video
|
| 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. |
|
|
| Projectile starter
|
Fire > LL > Sonic Break (2) > Finishing Touch
|
44 + HP WR
|
57
|
Video
|
| Base Damage (Breakdown): 10 > 8, 12 > 14 |
Opponent Assist (Comrade's Vow): 66 |
EX Force (Breakdown): 0 > 30 > 27 |
|
|
| Ground starter, must hit airborne opponent
|
Double Cut (1) > Cross-slash
|
17 + HP WR
|
60
|
Video
|
| 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. |
|
|
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 (1) > Omnislash Ver. 5
|
115 + HP WR
|
~36+
|
Video
|
| 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. |
|
|
Assist
Cloud's wall rushes are great for starting assist combos. Since he has many moves that can wall rush, most of his attacks are good combo starters. Some assists can also pick up from unfinished braveries, of which Double Cut first hit (midair) is among the most important starters.
Kuja
| Condition
|
Combo
|
Base Damage
|
EX
|
Notes
|
|
| Punish starter, no Wall Rush
|
Climhazzard (2) > Kuja > AC > Slashing Blow (1) > Omnislash 5
|
105 + HP WR
|
96
|
Video
|
| 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. |
|
|
| Poke / Punish starter, Wall Rush
|
Sonic Break > WR > Kuja > AC > Slashing Blow (1) > Omnislash Ver. 5
|
130 + WR + HP WR
|
96
|
Video
|
| 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. |
|
|
| HP starter, Wall Rush
|
Cross-slash > WR > Kuja > AC > Slashing Blow (1) > Omnislash 5
|
95 + HP WR x2
|
96
|
Video
|
| 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. |
|
|
| Poke starter, no wall
|
Double Cut (1) > Kuja > AC > Slashing Blow (1) > Omnislash 5
|
92
|
96
|
Video
|
| 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. |
|
|
| 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
|
Video
|
| 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. |
|
|
Builds
Builds here.
| Stats
|
| HP |
9376
|
| CP |
480
|
| BRV |
1493
|
| ATK |
177
|
| DEF |
184
|
| LUK |
60
|
| Max Booster |
x3.5
|
Special Effect: None
| Equipment
|
| Assist |
Kuja
|
Weapon ![]()  |
Piggy's Stick
|
Hand ![]()  |
Chainsaw (CP Glitch)
|
Head ![]()  |
Royal Crown (CP Glitch)
|
Body ![]()  |
Maximillian (CP Glitch)
|
| Accessory 1 |
![]() Hyper Ring
|
| Accessory 2 |
![]() Sniper Eye
|
| Accessory 3 |
![]() Dismay Shock
|
| Accessory 4 |
![]() Battle Hammer
|
| Accessory 5 |
![]() Empty EX Gauge
|
| Accessory 6 |
![]() Summon Unused
|
| Accessory 7 |
![]() Pre-EX Mode
|
| Accessory 8 |
![]() Pre-EX Revenge
|
| Accessory 9 |
![]() Hero's Essence
|
| Accessory 10 |
![]() Side by Side
|
Summon ![]()
|
Rubicante
|
{{{dataBRV}}}
{{{dataHP}}}
| Bravery attacks
|
| Ground |
Aerial
|
| HP attacks
|
| Ground |
Aerial
|
![]()
indicates a "Gear" extra ability or the use of CP / Equipment glitch. The total CP cost will assume the glitch is done.
Best Dresser extra ability equipped.
Substitutes
| Equipment |
Replacement |
Notes
|
![]() Battle Hammer / ![]() Dismay Shock |
![]() Hero's Seal |
Initial HP damage increase, raises initial bravery to 2239. If opponent also uses Side by Side, replace Dismay Shock.
|
| Maximillian |
Auto Crossbow |
Damage increase, with even lower max health. Instead of equipping Maximillian, Auto Crossbow adds another +79 base bravery and +15 % physical damage on top. Do CP glitch to equip this machine-category equipment.
|
High burst damage with each wall rush assist combo. With First Strike extra ability, a single Slashing Blow > Omnislash Version 5 wall rush with Kuja assist can output 4,632 HP damage. Even Exdeath with Adamant Chains set at 187 defense can be left near bravery break and if enough critical hits are activated, will break him too. Which is to say, the damage potential is high.
Further investment into damage is possible at the expense of other abilities (equipping Assist Critical Boost instead of Counterattack, for example), maximum health or meter depletion. However, if the opponent uses the Disable First Attack extra ability, Cloud's critical hit rate can fall, greatly reducing the likelihood of reaching a bravery break with a single assist combo.
| Stats
|
| HP |
9109
|
| CP |
450
|
| BRV |
1115
|
| ATK |
179
|
| DEF |
184
|
| LUK |
60
|
| Max Booster |
x1.3
|
Special Effect: None
| Equipment
|
| Assist |
Kuja
|
Weapon ![]()  |
Fenrir
|
Hand ![]()  |
Chainsaw (CP Glitch)
|
Head ![]()  |
Oath Veil (CP Glitch)
|
Body ![]()  |
Auto Crossbow (CP Glitch)
|
| Accessory 1 |
![]() Muscle Belt
|
| Accessory 2 |
![]() Sniper Eye
|
| Accessory 3 |
![]() Dismay Shock
|
| Accessory 4 |
![]() Battle Hammer
|
| Accessory 5 |
![]() Summon Unused
|
| Accessory 6 |
![]() White Drop
|
| Accessory 7 |
![]() White Drop
|
| Accessory 8 |
![]() White Gem
|
| Accessory 9 |
![]() Tenacious Attacker
|
| Accessory 10 |
![]() Glutton
|
Summon ![]()
|
Rubicante
|
{{{dataBRV}}}
{{{dataHP}}}
| Bravery attacks
|
| Ground |
Aerial
|
| HP attacks
|
| Ground |
Aerial
|
![]()
indicates a "Gear" extra ability or the use of CP / Equipment glitch. The total CP cost will assume the glitch is done.
Substitutes
| Equipment |
Replacement |
Notes
|
|
|
|
Assist
Cloud's assist data
| Type |
Attack |
Startup |
Position |
Spawn |
Damage multiplier |
Effects
|
| BRV |
Sonic Break |
21F |
Ground |
Opponent |
8, 12, 25 (45) |
Wall Rush
|
| BRV |
Slashing Blow |
21F |
Air |
Opponent |
5, 10, 25 (40) |
Wall Rush
|
| HP |
Cross-slash |
41F |
Ground |
Opponent |
5, 5 (10) |
Wall Rush
|
| HP |
Braver |
47F |
Air |
Opponent |
2, 1 x N (4+) |
Wall Rush
|
Assists
One of Cloud's distinct strengths is his synergy with a myriad of assists in the game. In addition to powerhouse assists like Kuja, Aerith and Jecht, Cloud can also work with Onion Knight and Ultimecia.
References
Navigation
Wiki Roadmap (012 Cloud Strife)
Please edit this page's roadmap template when relevant additions and changes are made.
| Page |
Completed |
In progress |
To-do |
Score
|
| General |
|
|
|
35 / 86
|
| Pros / Cons |
Mostly done. |
|
|
2 / ?
|
| Overview / Character Data |
Done. |
|
Rewrite the overview to be shorter. Distribute its contents more evenly across Cloud sections and pages. |
1 / 2
|
| Bravery Attacks |
Ability info, images, overviews. |
Edit based on feedback. |
|
5 / 5
|
| HP Attacks |
Ability info, images, overviews. |
Edit based on feedback. |
|
5 / 5
|
| EX Mode |
Basic info, image(s). |
|
|
3 / 3
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| Combos |
Solo combos. Kuja assist combos. |
|
Add more assists than just Kuja. |
7 / 7
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| Builds |
2 builds. |
|
Add recommended attacks like on Tifa's page. Add more builds and overviews like with Tifa as well. |
2 / 10
|
| Assist |
Assist data, Cloud assist overview and synergies for Cloud. |
Edit based on feedback. |
|
3 / 3
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| Matchups |
|
|
Create page. Matchup tips and analysis. |
0 / 32
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| Frame Data |
|
|
Create page. |
0 / 1
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| Starter Guide |
|
Edit based on feedback. |
|
7 / 8
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| Strategy |
|
|
Create page. Strategies and counterplays. |
0 / 10
|