Damage multiplier | Startup frame | Type | Priority | EX Force | Effects | CP (Mastered) |
---|---|---|---|---|---|---|
7, 13 (20) | 13F | Physical | Melee Low | 90 | Chase | 30 (15) |
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[[Category:Dissidia 012 Final Fantasy]] | |||
{| class="wikitable" | |||
|- | |||
! Info !! | |||
|- | |||
| Name || Cloud Strife (クラウド・ストライフ) | |||
|- | |||
| Original game || Final Fantasy VII | |||
|- | |||
| Weapon || Sword, Greatsword, Katana, Spear | |||
|- | |||
| Armor || Shields, Bangles, Hats, Helms, Clothing, Light Armor, Large Shields, Chestplates | |||
|- | |||
| Base ATK (LV100) || 110 (Average) | |||
|- | |||
| Base DEF (LV100) || 112 (High) | |||
|- | |||
| [https://dissidia.wiki/Movement_Speed_Ranking_(Dissidia_012)#Character_Movement_Speed Run Speed]|| 7 (Average) | |||
|- | |||
| [https://dissidia.wiki/Movement_Speed_Ranking_(Dissidia_012)#Dash_Speed Dash Speed] || 77F (Average / Good) | |||
|- | |||
| [http://dissidia.wiki/Movement_Speed_Ranking_(Dissidia_012)#Character_Fall_Speed Fall Speed] || 87F (Below Average) | |||
|- | |||
| [http://dissidia.wiki/Movement_Speed_Ranking_(Dissidia_012)#Fall_Speed_Ratio_After_a_Dodge Fall Speed Ratio After Dodge] || 39 (Below Average) | |||
|- | |||
| Exclusive weapons || Buster Sword, Force Stealer, Butterfly Edge, Fenrir | |||
|- | |||
|} | |||
{{ProConTable | |||
|pros= | |||
* '''Solid, easy and straightforward gameplay''' with Double Cut pokes, Bravery to HP links and standard-fare movement speed. | |||
* '''Ground combat'''. Firaga, Fire + Climhazzard combo, HP | |||
* '''Damage''' assist combos, wall rush, bravery | |||
* '''Good meter build''', with Double Cut rewarding good EX and HP links enabling assist meter gains on hit | |||
* '''Flexible assist synergy''' thanks to wall rush potential and Double Cut confirms (with either hit) | |||
* '''EX Mode''' lets Cloud to power through guards with bravery ''Melee High'' priority and EX Burst deals more damage the more health he has, one of the most damaging bursts in the game. | |||
* '''High base defense''' of 112 at LV100, reducing bravery damage taken more than majority of the cast | |||
|cons= | |||
* '''Vulnerable HP links''' can limit Cloud's opportunities for HP damage against characters who can escape with Assist Change more often. | |||
* '''LV2 Assist Change can also restrict" Cloud's follow-ups or moment-to-moment interactions. | |||
* '''Floaty aerial dodges''' and lack of a potent '''dodge coover''' make air dodging risky for Cloud at higher levels of play | |||
* '''Aerial gameplay more linear than grounded.''' While more than serviceable, optimising his air gameplay requires plenty of micro-optimisations and fundamental skills. | |||
* '''Lackluster vertical braveries'''. While good at hitting from their designated angles, reward on hit, tracking and end lag leave something to be desired. | |||
}} | |||
= Overview = | = 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 though, he has access to quick pokes 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'' meter. Because of that, his great assist synergy and good base stats, Cloud has a lot of flexibility with builds, whether it's meter depletion, [[EX_(Dissidia_012)|'''EX''']] or [[Assist_(Dissidia_012)|'''assist''']] oriented [[Customisation_Guide_for_Online_Battles_(Dissidia_012)#Build_styles|'''builds''']] with [[Assist_(Dissidia_012)#Side_by_Side|'''Side by Side''']] {{accsp}}. And they're all worth investing in, as Side by Side enables big burst damage while his EX Mode allows him to guard crush with just bravery attacks alone, with increased damage multipliers on attacks that scale with more remaining health. | |||
These traits make Cloud akin to an all-rounder much like {{012wol}}, 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_(Dissidia_012)#Assist_Change|'''Assist Changed''']] out of, which can limit his damage output 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 make up for this, and if he cannot land braveries that lead to HP damage, he will rely on Double Cut even more to make ends meet. | |||
Cloud's horizontal tracking is good, though not top of the line. With above average movement 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 meter on hit, but he can also struggle to capitalise on them against characters such as {{012lig}}, {{012ulti}} and {{012seph}}. | |||
Historically Cloud has been ranked at mid tier and high tier in competitive play. A fundamentally sound character, he has tools for many different situations. Verticality, post-dodge defense, Assist Change counterplay, as well as lack of aerial mid range attacks and utility for traps hurt him. However, his straightforward moveset is fairly easy to pick up and lends well to close-range duels such as against {{012squ}} and {{012vaan}}. A good character who can lay a solid foundation for understanding nuances in the metagame. | |||
= Bravery Attacks = | |||
== Ground == | |||
<tabber> | |||
|-|Double Cut (ground)= | |||
{{AbilityInfo | |||
|damage=7, 13 (20) | |||
|startup=13F | |||
|type=Physical | |||
|priority=Melee Low | |||
|ex=90 | |||
|effect=Chase | |||
|cp=30 (15) | |||
}} | |||
''[Close] Quick slash. Low power, fast execution.'' | |||
|-|Sonic Break= | |||
{{AbilityInfo | |||
|damage=8, 12, 25 (45) | |||
|startup=21F | |||
|type=Physical | |||
|priority=Melee Low | |||
|ex=30 | |||
|effect=Wall Rush, Absorb | |||
|cp=30 (15) | |||
}} | |||
''[Close] Strike with three powerful blows. Sends foe flying.'' | |||
|-|Climhazzard= | |||
{{AbilityInfo | |||
|damage=3 x 4, 8, 15 (35) | |||
|startup=27F | |||
|type=Physical | |||
|priority=Melee Low | |||
|ex=30 | |||
|effect=Wall Rush | |||
|cp=30 (15) | |||
}} | |||
''[Mid] Charging attack. Slow strike, easy to wall rush.'' | |||
|-|Blade Beam= | |||
{{AbilityInfo | |||
|damage=15, 5, 10 (30) | |||
|startup=37F | |||
|type=Magical | |||
|priority=Melee Mid (sword), Ranged Low (projectile) | |||
|ex=90 | |||
|effect=Chase | |||
|cp=30 (15) | |||
}} | |||
''[Mid] Launch shockwave. Fast, but has weak homing.'' | |||
|-|Firaga= | |||
{{AbilityInfo | |||
|damage=each (7, 10) | |||
|startup=25F | |||
|type=Magical | |||
|priority=Ranged Mid | |||
|ex=0 | |||
|effect=- | |||
|cp=30 (15) | |||
}} | |||
''[Long] Shoot three fireballs. Short range, but can restrain opponent with explosions.'' | |||
|-|Fira= | |||
{{AbilityInfo | |||
|damage=5 x 3 (15) | |||
|startup=25F | |||
|type=Magical | |||
|priority=Ranged Low | |||
|ex=0 | |||
|effect=- | |||
|cp=30 (15) | |||
}} | |||
''[Long] Hurl fireball. Faster than Fire.'' | |||
|-|Fire= | |||
{{AbilityInfo | |||
|damage=10 | |||
|startup=25F | |||
|type=Magical | |||
|priority=Ranged Low | |||
|ex=0 | |||
|effect=- | |||
|cp=30 (15) | |||
}} | |||
''[Long] Hurl fireball. Slowly tracks opponent.'' | |||
</tabber> | |||
== Aerial == | |||
<tabber> | |||
|-|Slashing Blow= | |||
{{AbilityInfo | |||
|damage=5, 10, 25 (40) | |||
|startup=21F | |||
|type=Physical | |||
|priority=Melee Low | |||
|ex=30 | |||
|effect=Wall Rush | |||
|cp=30 (15) | |||
}} | |||
''[Close] Powerful slashes. Change combo with analog stick.'' | |||
|-|Aerial Fang= | |||
{{AbilityInfo | |||
|damage=25 | |||
|startup=25F | |||
|type=Physical | |||
|priority=Melee Low | |||
|ex=0 | |||
|effect=Wall Rush | |||
|cp=30 (15) | |||
}} | |||
''Diving attack, scooping foe with sword. Useful from above.'' | |||
|-|Rising Fang= | |||
{{AbilityInfo | |||
|damage=3, 1 x 10, 17 (30) | |||
|startup=21F | |||
|type=Physical | |||
|priority=Melee Low | |||
|ex=33 | |||
|effect=Wall Rush | |||
|cp=30 (15) | |||
}} | |||
''Powerful upward lunge. Effective near ceiling.'' | |||
|-|Double Cut (midair)= | |||
{{AbilityInfo | |||
|damage=7, 13 (20) | |||
|startup=13F | |||
|type=Physical | |||
|priority=Melee Low | |||
|ex=90 | |||
|effect=Chase | |||
|cp=30 (15) | |||
}} | |||
''[Close] Quick slash. Low power, fast execution.'' | |||
</tabber> | |||
= HP Attacks = | |||
== | == Ground == | ||
<tabber> | |||
|-|Cross-slash= | |||
{{AbilityInfo | |||
|damage=5, 5 (10) | |||
|startup=41F | |||
|type=Physical | |||
|priority=Melee High | |||
|ex=30 | |||
|effect=Wall Rush | |||
|cp=30 (15) | |||
}} | |||
''[Close] Break through defenses with cross-shaped slashes.'' | |||
= | |-|Meteorain (ground)= | ||
{{AbilityInfo | |||
|damage=each (10) | |||
|startup=21F (up), 81F (down) | |||
|type=Magical | |||
|priority=Ranged Mid (up), Ranged High (down) | |||
|ex=each 60 | |||
|effect=- | |||
|cp=30 (15) | |||
}} | |||
''[Long] Send countless meteors towards opponent.'' | |||
== | |-|Finishing Touch= | ||
{{AbilityInfo | |||
|damage=1 x 4, 2 x 5 (+ = 34) | |||
|startup=? | |||
|type=Physical | |||
|priority=Melee High | |||
|ex=27 | |||
|effect=Wall Rush | |||
|cp=30 (15) | |||
}} | |||
''Branching from Sonic Break. [Combo] A whirlwind of attacks.'' | |||
</tabber> | |||
|- | == Aerial == | ||
| | <tabber> | ||
| | |-|Braver= | ||
| | {{AbilityInfo | ||
| | |damage=2, 1 x N (4+) | ||
|- | |startup=47F | ||
| | |type=Physical | ||
|priority=Melee High | |||
| | |ex=each 15 | ||
| | |effect=Wall Rush | ||
| | |cp=30 (15) | ||
}} | |||
''[Close] Midair charge. Effective against any height.'' | |||
|-|Meteorain (midair)= | |||
{{AbilityInfo | |||
|damage=each (10) | |||
|startup=21F (up), 81F (down) | |||
|type=Magical | |||
|priority=Ranged Mid (up), Ranged High (down) | |||
|ex=each 60 | |||
|effect=- | |||
|cp=30 (15) | |||
}} | |||
''[Long] Send countless meteors towards opponent.'' | |||
No horizontal tracking unlike the ground version. | |||
|-|Omnislash Version 5= | |||
{{AbilityInfo | |||
|damage=2 x 4, 5, 7 (+ = 35) | |||
|startup=? | |||
|type=Physical | |||
|priority=? | |||
|ex=36 | |||
|effect=Wall Rush | |||
|cp=30 (15) | |||
}} | |||
''Branching from Slashing Blow. [Combo] Series of speedy slices.'' | |||
</tabber> | |||
= 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.'' | |||
=== | {{burst | ||
|damage1=14, 14 (28) | |||
|damage2=2 x 20 (40) (68 total) | |||
|type=Physical | |||
}} | |||
= Combos = | |||
== Solo == | |||
== Assist == | |||
= | <tabber> | ||
|-|Kuja= | |||
|-|Aerith= | |||
|-|Sephiroth= | |||
|- | |||
| | |||
= | |-|Tidus= | ||
|-|Jecht= | |||
|-|Yuna= | |||
= | |-|Onion Knight= | ||
|-|Ultimecia= | |||
|- | |||
| | |||
</tabber> | |||
== | = Builds = | ||
Builds here. | |||
{| | <tabber> | ||
|-|Side by Side (High Base BRV)= | |||
| | {{Build | ||
|hp=9376 | |||
|cp=480 | |||
|brv=1493 | |||
|atk=177 | |||
|def=184 | |||
|luk=60 | |||
|booster=x3.5 | |||
|setbonus=None | |||
|ast=Kuja | |||
|wpn=Piggy's Stick | |||
|hand=Chainsaw ([[CP_Glitch_(Dissidia_012)|'''CP Glitch''']]) | |||
|head=Royal Crown ([[CP_Glitch_(Dissidia_012)|'''CP Glitch''']] | |||
|armor=Maximillian ([[CP_Glitch_(Dissidia_012)|'''CP Glitch''']]) | |||
|acc1={{accbas}} Hyper Ring | |||
|acc2={{accbas}} Sniper Eye | |||
|acc3={{accbas}} Dismay Shock | |||
|acc4={{accbas}} Battle Hammer | |||
|acc5={{accboo}} Empty EX Gauge | |||
|acc6={{accboo}} Summon Unused | |||
|acc7={{accboo}} Pre-EX Mode | |||
|acc8={{accboo}} Pre-EX Revenge | |||
|acc9={{accsp}} Hero's Essence | |||
|acc10={{accsp}} Side by Side | |||
|summon=Rubicante | |||
}} | |||
Best Dresser extra ability equipped. | |||
{| class="wikitable" | |||
|+colspan="3"|Substitutes | |||
! Equipment !! Replacement !! Notes | |||
|- | |||
|{{accbas}} Battle Hammer / {{accbas}} Dismay Shock || {{accsp}} 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. | |||
== | |-|Build #2= | ||
{{Build | |||
|hp= | |||
|cp= | |||
|brv= | |||
|atk= | |||
|def= | |||
|luk= | |||
|booster= | |||
|setbonus= | |||
|ast= | |||
|wpn= | |||
|hand= | |||
|head= | |||
|armor= | |||
|acc1= | |||
|acc2= | |||
|acc3= | |||
|acc4= | |||
|acc5= | |||
|acc6= | |||
|acc7= | |||
|acc8= | |||
|acc9= | |||
|acc10= | |||
|summon= | |||
}} | |||
</tabber> | |||
== | == Assist == | ||
Cloud's assist data. | |||
== | {{012Assist | ||
|type1=BRV | |||
|attack1=Sonic Break | |||
|startup1=21F | |||
|position1=Ground | |||
|spawn1=Opponent | |||
|damage1=8, 12, 25 (45) | |||
|effect1=Wall Rush | |||
|type2=BRV | |||
|attack2=Slashing Blow | |||
|startup2=21F | |||
|position2=Air | |||
|spawn2=Opponent | |||
|damage2=5, 10, 25 (40) | |||
|effect2=Wall Rush | |||
|type3=HP | |||
|attack3=Cross-slash | |||
|startup3=41F | |||
|position3=Ground | |||
|spawn3=Opponent | |||
|damage3=5, 5 (10) | |||
|effect3=Wall Rush | |||
|type4=HP | |||
|attack4=Braver | |||
|startup4=47F | |||
|position4=Air | |||
|spawn4=Opponent | |||
|damage4=2, 1 x N (4+) | |||
|effect4=Wall Rush | |||
}} | |||
Cloud works well with tournament viable assists. | |||
Info | |
---|---|
Name | Cloud Strife (クラウド・ストライフ) |
Original game | Final Fantasy VII |
Weapon | Sword, Greatsword, Katana, Spear |
Armor | Shields, Bangles, Hats, Helms, Clothing, Light Armor, Large Shields, Chestplates |
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) |
Exclusive weapons | Buster Sword, Force Stealer, Butterfly Edge, Fenrir |
Strengths | Weaknesses |
---|---|
|
|
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 though, he has access to quick pokes 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 meter. Because of that, his great assist synergy and good base stats, Cloud has a lot of flexibility with builds, whether it's meter depletion, EX or assist oriented builds with Side by Side . And they're all worth investing in, as Side by Side enables big burst damage while his EX Mode allows him to guard crush with just bravery attacks alone, with increased damage multipliers on attacks that scale with more remaining health.
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 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 make up for this, and if he cannot land braveries that lead to HP damage, he will rely on Double Cut even more to make ends meet.
Cloud's horizontal tracking is good, though not top of the line. With above average movement 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 meter on hit, but he can also struggle to capitalise on them against characters such as Lightning, Ultimecia and Sephiroth.
Historically Cloud has been ranked at mid tier and high tier in competitive play. A fundamentally sound character, he has tools for many different situations. Verticality, post-dodge defense, Assist Change counterplay, as well as lack of aerial mid range attacks and utility for traps hurt him. However, his straightforward moveset is fairly easy to pick up and lends well to close-range duels such as against Squall and Vaan. A good character who can lay a solid foundation for understanding nuances in the metagame.
Damage multiplier | Startup frame | Type | Priority | EX Force | Effects | CP (Mastered) |
---|---|---|---|---|---|---|
7, 13 (20) | 13F | Physical | Melee Low | 90 | Chase | 30 (15) |
Damage multiplier | Startup frame | Type | Priority | EX Force | Effects | CP (Mastered) |
---|---|---|---|---|---|---|
8, 12, 25 (45) | 21F | Physical | Melee Low | 30 | Wall Rush, Absorb | 30 (15) |
Damage multiplier | Startup frame | Type | Priority | EX Force | Effects | CP (Mastered) |
---|---|---|---|---|---|---|
3 x 4, 8, 15 (35) | 27F | Physical | Melee Low | 30 | Wall Rush | 30 (15) |
Damage multiplier | Startup frame | Type | Priority | EX Force | Effects | CP (Mastered) |
---|---|---|---|---|---|---|
15, 5, 10 (30) | 37F | Magical | Melee Mid (sword), Ranged Low (projectile) | 90 | Chase | 30 (15) |
Damage multiplier | Startup frame | Type | Priority | EX Force | Effects | CP (Mastered) |
---|---|---|---|---|---|---|
each (7, 10) | 25F | Magical | Ranged Mid | 0 | - | 30 (15) |
Damage multiplier | Startup frame | Type | Priority | EX Force | Effects | CP (Mastered) |
---|---|---|---|---|---|---|
5 x 3 (15) | 25F | Magical | Ranged Low | 0 | - | 30 (15) |
Damage multiplier | Startup frame | Type | Priority | EX Force | Effects | CP (Mastered) |
---|---|---|---|---|---|---|
10 | 25F | Magical | Ranged Low | 0 | - | 30 (15) |
Damage multiplier | Startup frame | Type | Priority | EX Force | Effects | CP (Mastered) |
---|---|---|---|---|---|---|
5, 10, 25 (40) | 21F | Physical | Melee Low | 30 | Wall Rush | 30 (15) |
Damage multiplier | Startup frame | Type | Priority | EX Force | Effects | CP (Mastered) |
---|---|---|---|---|---|---|
25 | 25F | Physical | Melee Low | 0 | Wall Rush | 30 (15) |
Damage multiplier | Startup frame | Type | Priority | EX Force | Effects | CP (Mastered) |
---|---|---|---|---|---|---|
3, 1 x 10, 17 (30) | 21F | Physical | Melee Low | 33 | Wall Rush | 30 (15) |
Damage multiplier | Startup frame | Type | Priority | EX Force | Effects | CP (Mastered) |
---|---|---|---|---|---|---|
7, 13 (20) | 13F | Physical | Melee Low | 90 | Chase | 30 (15) |
Damage multiplier | Startup frame | Type | Priority | EX Force | Effects | CP (Mastered) |
---|---|---|---|---|---|---|
5, 5 (10) | 41F | Physical | Melee High | 30 | Wall Rush | 30 (15) |
Damage multiplier | Startup frame | Type | Priority | EX Force | Effects | CP (Mastered) |
---|---|---|---|---|---|---|
each (10) | 21F (up), 81F (down) | Magical | Ranged Mid (up), Ranged High (down) | each 60 | - | 30 (15) |
Damage multiplier | Startup frame | Type | Priority | EX Force | Effects | CP (Mastered) |
---|---|---|---|---|---|---|
1 x 4, 2 x 5 (+ = 34) | ? | Physical | Melee High | 27 | Wall Rush | 30 (15) |
Damage multiplier | Startup frame | Type | Priority | EX Force | Effects | CP (Mastered) |
---|---|---|---|---|---|---|
2, 1 x N (4+) | 47F | Physical | Melee High | each 15 | Wall Rush | 30 (15) |
Damage multiplier | Startup frame | Type | Priority | EX Force | Effects | CP (Mastered) |
---|---|---|---|---|---|---|
each (10) | 21F (up), 81F (down) | Magical | Ranged Mid (up), Ranged High (down) | each 60 | - | 30 (15) |
[Long] Send countless meteors towards opponent.
No horizontal tracking unlike the ground version.
Damage multiplier | Startup frame | Type | Priority | EX Force | Effects | CP (Mastered) |
---|---|---|---|---|---|---|
2 x 4, 5, 7 (+ = 35) | ? | Physical | ? | 36 | Wall Rush | 30 (15) |
Effects:
[Always active while in EX Mode] Each attack becomes even heavier, crushing all attempts at blocking.
All Melee attacks become Melee High priority.
[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.
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 |
Builds here.
Stats | |
---|---|
HP | 9376 |
CP | 480 |
BRV | 1493 |
ATK | 177 |
DEF | 184 |
LUK | 60 |
Max Booster | x3.5 |
Equipment | |
---|---|
Assist | Kuja |
Weapon | Piggy's Stick |
Hand | Chainsaw (CP Glitch) |
Head | Royal Crown (CP Glitch |
Armor | 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 |
Best Dresser extra ability equipped.
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 | |
CP | |
BRV | |
ATK | |
DEF | |
LUK | |
Max Booster |
Equipment | |
---|---|
Assist | |
Weapon | |
Hand | |
Head | |
Armor | |
Accessory 1 | |
Accessory 2 | |
Accessory 3 | |
Accessory 4 | |
Accessory 5 | |
Accessory 6 | |
Accessory 7 | |
Accessory 8 | |
Accessory 9 | |
Accessory 10 | |
Summon |
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 |
Cloud works well with tournament viable assists.