Cloud Strife (Dissidia 012)

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Cloud
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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 accessory_special.png. 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 (ddff-icon-button-circle.png). 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 air dodges close to the ground [4]. 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.

Blade Beam itself doesn't have tracking, but Cloud will realign the projectile until it appears. 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 [5] 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


Cloud advances forward with two horizontal slashes, followed by a third slash that knocks downwards. Slashing Blow is one of Cloud's most important braveries due to its overall versatility and damage potential. It has high base damage and knockback, as well as the HP link Omnislash Version 5 which is a great wall rush move and an assist combo starter. It is a staple punish move after blocking, a gap closer and a whiff punisher against slower moves. It works as a filler during assist combos as well.

While Slashing Blow has many comparable traits with Sonic Break, it does not have the absorb property. Also important to note is the tracking; Slashing Blow has good lateral tracking when used at the same height as the opponent. But if they are above or below Cloud (1-2 jumps height), using this move will barely move Cloud anywhere.

Slashing Blow has a downward slash as the default finisher. By holding up on the analog stick (ddff-icon-analog.png), Cloud can perform an upward slash that sends opponents up instead. This is good for confirming a wall rush near the ceiling, but functions similarly otherwise.

Cloud can transition into Omnislash Version 5 even if only the second hit connects. [6] [7]

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


Aerial Fang moves Cloud down before blowing the opponent at a diagonal upward angle. This move is best suited for punishing attacks below Cloud, especially in air-to-ground scenarios. The knockback isn't huge, but the base damage is average. The overall reward on hit isn't high without a wall rush and assist, though.

If Cloud is not positioned above opponent before using Aerial Fang, Cloud will stay almost stationary during the attack. The recovery isn't very long, so whiffing it is not punished often.

This is one of the two midair braveries that are interchangeable with Rising Fang.

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


Rising Fang is an airborne anti-air move. It is the opposite of Aerial Fang in many ways; Rising Fang moves Cloud upward, and on hit it will transition into a multi-hitting barrage that wall rushes upwards. The wall rush hit can also destroy Old Chaos Shrine's platform. [8] The recovery is longer when whiffed, but the attack is also active for a long time, the majority of Cloud's ascent. [9]

Rising Fang has no tracking once Cloud begins ascending. If Cloud is not directly below the opponent, he will move towards them before rising with the actual attack. [10] [11] [12] The startup speed remains the same either way. If this move is done elsewhere, Cloud will simply stay still before ascending.

This is one of the two midair braveries that are interchangeable with Aerial Fang. Rising Fang will move Cloud upwards even when it won't track the opponent, which can be good for evasive movement.

If Rising Fang hits an assist character, Cloud will not transition into the follow-up.

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


Midair Double Cut functions like the grounded version, except it can be done in the air. An essential move for Cloud that's great for poking and building assist gauge safely through whiffs [13]. All of the ground version's good qualities are shared, including the variety of cancel options and short recovery.

Because it's Cloud's fastest aerial move, Double Cut can be used as a consistent low damage punisher in most situations where other braveries may be too slow. It can punish air dodges after Free Air Dash [14] [15], and follow up after staggering with LV2 Assist Change. [16] Double Cut won't lead to HP damage without assist, but each hit adds up over time due to the 90 EX it generates.

The first hit can combo into Cloud's commonly used assists, but the hit stun is somewhat short for doing it on reaction. Like the ground version, the second hit leads to chase. Since Cloud is considered airborne during this move, he can call Aerith assist and create a guaranteed setup for follow-ups. Note, that the second hit can be delayed long enough for it to miss the opponent if done late. [17]

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


A 3-hit combo with high knockback. Cloud moves towards the opponent with each slash, and the maximum travel distance for individual slashes is long. The tracking works whenever the opponent is in Cloud's general direction. Cross-slash has great reach against grounded opponents, and it's pretty effective against most ground dodges. If Cloud anti-airs with Double Cut, Cross-slash can be used as a solo follow-up for HP damage. The base damage isn't high, but it can wall rush from afar, which is good for starting assist combos.

If the opponent is above Cloud, his movement is almost completely compromised. The same is true when Cross-slash is done against a ledge. The first vertical slash can anti-air opponents close to ground, but other slashes have no vertical coverage. That means it won't work well against forward ground dodge and aerial opponents in general. Cloud cannot cancel the attack once it starts, which makes Cross-slash a rather risky move overall.

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


Meteors rise above Cloud before pursuing the opponent. Meteorain is Cloud's only ranged priority HP, but its long startup restricts its uses as a projectile. The meteor projectiles are fired as a barrage, with each projectile acting as a 1-hit HP attack. The maximum height from which they are fired is somewhat low. [18] However, the projectiles have horizontal tracking, which can technically protect Cloud against some air-to-ground punish attempts. The projectiles have a bravery hitbox when going up, which can combo into the projectiles going down. [19] [20]

They can also catch side dodges on the ground and there is enough hit stun for an assist combo near the wall.

Meteorain's recovery is long and Cloud has no innate protection outside of the projectiles. He can be pushed away from the projectiles with a dash during startup for a punish. The projectiles also cannot instantly realign to opponent's assist with Auto Assist Lock On once the projectiles are coming down.

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


A rising flurry of attacks that end with a downward slam. This is the HP link that amplifies Sonic Break's power as a grounded bravery. The overall base damage isn't massive, but the wall rush enables a variety of assist combos for big damage. Finishing Touch sends down at a diagonal angle, so if it's done near a ledge, the opponent is sent off the platform. This is not a problem on a stage like Lunar Subterrane, but other stages such as Orphan's Cradle have banish traps around platforms. That can reduce Finishing Touch's damage due to the missing wall rush. Some assists, like Kuja and Tidus can convert into a combo even without the wall rush. [21] [22]

Cloud is vulnerable to attacks if an opponent escapes with LV1 Assist Change. However, the time period for doing this is short, at the end of the move. Normally, Cloud will continue to ascend after a LV1 Assist Change and then stop after the final slash. If the opponent has Auto Assist Lock On equipped, Cloud will stop moving and attack in place instead.

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


Braver is an advancing, homing move that transitions into a downward dive on hit. The bravery damage is low, but each hit generates a bit of EX. If Braver connects, the dive will cause damage for a maximum of 8 hits. The attack will finish at that point regardless of remaining height, sending the opponent down. If Cloud reaches floor during Braver, he will land on the ground and send the opponent up at a diagonal angle. [23] Braver can generate up to 135 EX when all 9 hits connect (based on Force to Courage accessory_special.png).

Braver has tracking all around Cloud, which is good for vertically aligned punishes. The long active frames are good for reflecting mid & high priority projectiles such as Vaan's Windburst. However, Braver also has short reach. Punishing air dodges and blocks from mid range is difficult, but the wall can mitigate this issue against dodges. Its risky to use though, as its telegraphed startup and relatively long recovery leave him vulnerable if he misses. This is also true when reflecting projectiles, so caution is advised.

Regardless, this is a staple HP attack for Cloud. It's a faster, safer alternative for ending assist combos and Cloud's only high priority mixup against immediate blocks in the air.

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


Meteorain's aerial version is mostly similar to the ground version, but with one key difference; When the projectiles come down, they have no horizontal tracking. As a result, it has less applications out in the open. Therefore, Meteorain is best used against static targets; Meteorain avoids LV2 Assist Change staggers during combos and it can even generate an obscene amount of EX in the corner with a proper setup. [24]

If an assist character stays out on the field for a while, Cloud can target them with aerial Meteorain and generate lots of EX Force that way. [25] Cloud gets some EX from the Assist Lock, but a portion of the EX will remain on the field. This can be done after escaping a combo with LV1 Assist Change, or by simply evading the assist attack and punishing it. A mistimed assist punish against a Cloud with Auto Assist Lock On can also cause this interaction. Cloud's mileage will vary depending on the assist, as some attacks keep the assist on the field longer than others.

Just like the ground version, aerial Meteorain causes enough hit stun that allows combos, even with EX Revenge. Assists can follow up near the wall [26], and assist storage glitch alleviates that restriction. [27]

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


Omnislash Version 5 is Cloud's aerial HP link from Slashing Blow, and arguably one of the character-defining attacks for him. Similar to Finishing Touch, Omnislash Ver. 5 is what makes Slashing Blow as dangerous as it is, with the HP wall rush that has very high downward knockback. It is what enables high damaging assist combos from a variety of positions. The nature of an HP link gives Cloud some independence from the assist mechanic, but it also empowers him greatly with Side by Side accessory_special.png. This strength is shared with Finishing Touch, which gives Cloud his HP linker archetype, but it is even more valuable on an aerial move.

The long animation gives Cloud plenty of time to recover to base bravery after starting an assist combo with HP attack. But it also works against him; Escaping from this move with LV1 Assist Change gives the opponent plenty of time to attack Cloud who is stuck in the animation. [28] On a similar note, if Cloud hits the assist character during Assist Change, he can attempt to dodge cancel a hit reaction from a punish. [29]

Cloud will dive towards the ground before inflicting HP damage with a separate explosion. Cloud will land on his feet if he reaches the ground during the dive. The opponent will be left close to Cloud, behind his back, so he must be careful to avoid getting broken. If Cloud doesn't land on the ground at the end, he will remain airborne and is at much bigger frame advantage for EX Cores, assist combo fillers [30] or even pressure.

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 ddff-icon-equip-weapon.png Piggy's Stick
Hand ddff-icon-equip-hand.png Chainsaw (CP Glitch)
Head ddff-icon-equip-head.png Royal Crown (CP Glitch)
Body ddff-icon-equip-body.png Maximillian (CP Glitch)
Accessory 1 accessory_basic.png Hyper Ring
Accessory 2 accessory_basic.png Sniper Eye
Accessory 3 accessory_basic.png Dismay Shock
Accessory 4 accessory_basic.png Battle Hammer
Accessory 5 accessory_booster.png Empty EX Gauge
Accessory 6 accessory_booster.png Summon Unused
Accessory 7 accessory_booster.png Pre-EX Mode
Accessory 8 accessory_booster.png Pre-EX Revenge
Accessory 9 accessory_special.png Hero's Essence
Accessory 10 accessory_special.png Side by Side
Summon ddff-icon-summonstone.png Rubicante
{{{dataBRV}}} {{{dataHP}}}
Bravery attacks
Ground Aerial
HP attacks
Ground Aerial

ddff-icon-equip%20ability.pngindicates 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
accessory_basic.png Battle Hammer / accessory_basic.png Dismay Shock accessory_special.png 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 ddff-icon-equip-weapon.png Fenrir
Hand ddff-icon-equip-hand.png Chainsaw (CP Glitch)
Head ddff-icon-equip-head.png Oath Veil (CP Glitch)
Body ddff-icon-equip-body.png Auto Crossbow (CP Glitch)
Accessory 1 accessory_basic.png Muscle Belt
Accessory 2 accessory_basic.png Sniper Eye
Accessory 3 accessory_basic.png Dismay Shock
Accessory 4 accessory_basic.png Battle Hammer
Accessory 5 accessory_booster.png Summon Unused
Accessory 6 accessory_special.png White Drop
Accessory 7 accessory_special.png White Drop
Accessory 8 accessory_special.png White Gem
Accessory 9 accessory_special.png Tenacious Attacker
Accessory 10 accessory_special.png Glutton
Summon ddff-icon-summonstone.png Rubicante
{{{dataBRV}}} {{{dataHP}}}
Bravery attacks
Ground Aerial
HP attacks
Ground Aerial

ddff-icon-equip%20ability.pngindicates 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

  1. Double Cut (ground) leads to assist combo against a wall.
  2. Double Cut anti-air into Cross-slash combo.
  3. Blade Beam combos into Kuja assist.
  4. Blade Beam snipe against air dodge.
  5. Fira combos into Kuja assist.
  6. Slashing Blow into Omnislash Ver. 5 with only second hit (1).
  7. Slashing Blow into Omnislash Ver. 5 with only second hit (2).
  8. Rising Fang destroys platform.
  9. Rising Fang is active during majority of the ascent.
  10. Rising Fang moves towards opponent during startup.
  11. Rising Fang moves towards opponent during startup (hits).
  12. Rising Fang moves Cloud upward during startup.
  13. Double Cut (midair) is essential for building assist gauge safely through whiffs.
  14. Double Cut (midair) dodge punish (1).
  15. Double Cut (midair) dodge punish (2).
  16. Double Cut (midair) punish after staggering with LV2 Assist Change.
  17. Double Cut (midair) second hit misses when done late.
  18. Meteorain low maximum height.
  19. Meteorain anti-air hit (1).
  20. Meteorain anti-air hit (2).
  21. Finishing Touch assist conversion without wall rush (Kuja).
  22. Finishing Touch assist conversion without wall rush (Tidus).
  23. Braver sends up at a diagonal angle.
  24. Meteorain (midair) generates lots of EX in the corner.
  25. Meteorain (midair) hits opponent assist for lots of EX.
  26. Meteorain (midair) combo with assist near wall.
  27. Meteorain (midair) assist combo with assist storage glitch.
  28. Omnislash Ver. 5 punished after LV1 Assist Change.
  29. Omnislash Ver. 5 hits assist, Cloud can ignore a hit afterwards.
  30. Omnislash 5 keeps Cloud airborne for easier assist combo filler.

Navigation


Wiki Roadmap (012 Cloud Strife)

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