EX (Dissidia 012) and Cloud Strife (Dissidia 012): Difference between pages

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EX is a gameplay mechanic that was introduced in Dissidia Final Fantasy (PSP) and retained in Dissidia 012. It is a resource that enables mechanics exclusive to it, EX mode and EX Revenge (012 only).
[[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.''


When a bravery or an HP attack connects, it can generate small, bright spheres that float on the field. These are known as EX Force. Being in the vicinity of these spheres draws them to the player character and will accumulate the titular EX resource that is indicated with a vertical purple bar at the bottom corners of the screen.
|-|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.''


A full EX meter requires 1000 EX Force. Each sphere has a miniscule value of three (3), but many attacks generate anywhere from 15 to 90 EX on hit.
|-|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.''


Once the EX meter has been filled, it will change to a bright orange color and the player will have access to either EX mode or EX Revenge depending on when R + Square is pressed. Much like [[Assist_(Dissidia_012|'''the assist mechanic''']], this is a context sensitive input. When the player character is in a damaged state after an attack, the input will activate EX Revenge. Every other instance activates EX mode instead, such as attacking, being staggered or just moving the character freely.
|-|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.''


A full EX meter is a powerful asset in competitive play, as it can secure victories, impose checkmate situations on the opponent and prevent an otherwise unavoidable loss. But it is often a resource that is built over the course of a match. As such, it is a long-term investment that not every character can always to make due to unfavorable risk / reward ratio. [[Gabranth_(Dissidia_012)|'''Gabranth''']] revolves entirely around the EX mechanic, while characters such as [[Cloud_Strife_(Dissidia_012)|'''Cloud''']], [[Lightning_(Dissidia_012)|'''Lightning''']] and [[Garland_(Dissidia_012)|'''Garland''']] are known to work well with the EX meter economy.
</tabber>


In ''Dissidia 012'', EX is designed to be antithesis to the game's [https://dissidia.wiki/Assist_(Dissidia_012)]'''Assist'''] mechanic. Equipment that enhances EX often compromises Assist, activating EX mode depletes the opponent's Assist meter and more.
= HP Attacks =


== Situations where can be EX gained ==
== Ground ==
* Connecting any attack that generates EX Force on hit (refer to the character's attack info tables)
* Being near EX Force the opponent generated with their previous attack(s)
* Being near EX Force while attacking or taking damage (special accessories only)
* Touching an EX core
* Use [[Gabranth_(Dissidia_012)|'''Gabranth''']]'s EX Charge attack
* Getting hit by Gilgamesh assist who uses Excalipoor swords
* Equipping gear and accessories that provide a set amount of EX at the beginning of a fight, such as Zwill Crossblade and First to Victory.
* Activating the [https://dissidia.wiki/Abilities_(Dissidia_012)#Extra_Abilities-0]'''EXP to EX extra ability''']


== Situations where EX will not be gained ==
<tabber>
* Player character is too far from the EX spheres for the EX intake range to function
|-|Cross-slash=
* Player character is in an attack animation or taking damage (circumvented with special accessories)
{{AbilityInfo
* Player character has Force to Courage or [https://dissidia.wiki/Assist_(Dissidia_012)#Side_by_Side_(%E3%82%B9%E3%82%BF%E3%83%B3%E3%83%89%E3%83%90%E3%82%A4%E3%83%9F%E3%83%BC)|'''Side by Side'''] special accessory currently equipped
|damage=5, 5 (10)
* Suffering from the EX depletion effect for getting hit by a bravery attack or an HP attack (equipent dependent)
|startup=41F
* Connecting an attack during EX Revenge; EX is not generated aside from Gabranth's EX Charge
|type=Physical
|priority=Melee High
|ex=30
|effect=Wall Rush
|cp=30 (15)
}}
''[Close] Break through defenses with cross-shaped slashes.''


= EX related customization =
|-|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.''


== Abilities ==
|-|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.''


{|class="wikitable"
</tabber>
|+ Support Abilities
 
|-
== Aerial ==
! Ability !! CP (Mastered) !! AP || Description !! Notes
 
|-
<tabber>
|EX Core Lock On || 5 (0) || 50 || When EX Core is present, push L while locked on to lock onto the EX Core. ||
|-|Braver=
|-
{{AbilityInfo
|Auto EX Burst || 10 (5) || 50 || Automatically use EX Burst. ||
|damage=2, 1 x N (4+)
|-
|startup=47F
|Auto EX Command || 30 (15) || 160 || Automatically input EX Burst commands. ||
|type=Physical
|-
|priority=Melee High
|Auto EX Command Ω || 40 (20) || 200 || Automatically input EX Burst commands perfectly. ||
|ex=each 15
|-
|effect=Wall Rush
|Auto EX Defense || 30 (15) || 160 || Automatically defend against EX Bursts. ||
|cp=30 (15)
|-
}}
|Auto EX Defense Ω || 40 (20) || 200 || Automatically defend against EX Bursts perfectly. ||
''[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>


{|class="wikitable"
= EX Mode: Equipped Ultima Weapon! / The power of mako! =
|+ Extra Abilities
Effects:
! Ability !! CP (Mastered) !! AP || Description !! Notes
* Regen
|-
* Critical Boost
|Disable EX Gauge Lock || 100 (50) || 300 || EX Gauge fills steadily. || [[Feral_Chaos_(Dissidia_012)|'''Feral Chaos''']] only. EX absorption fills the EX meter.
* Ultima Weapon (CRUSH)
|-
* Ultima Weapon (ATK)
|Bravery Regen || 20 (10) || 170 || In EX Mode, gain bravery instead of regenerating HP. ||
|-
|EX Critical Boost || 60 (45) || 200 || Further boosts critical hit rate during EX Mode. || +25 % critical hit rate.
|-
|Anti-EX || 60 (45) || 200 || Boosts critical hit rate when opponent is in EX Mode. || +50 % critical hit rate.
|-
|Disable EX Critical Boost || 40 (20) || 100 || EX Critical Boost ability effect disabled. ||
|-
|Disable Anti-EX || 40 (20) || 100 || Anti-EX ability effect disabled. ||
|-
|EXP to EX Force || 60 (0) || 130 || Instead of obtaining EXP, the EX Gauge rises by an equivalent amount. || 0.1 % conversion.
|}


== Accessories ==
== Ultima Weapon (CRUSH) ==
''[Always active while in EX Mode]
Each attack becomes even heavier, crushing all attempts at blocking.''


{|class="wikitable"
All Melee attacks become Melee High priority.
|+ Basic Accessories {{accbas}}
! Name !! Effect
|-
|Attractorb || EX Intake Range +1m, Assist Gauge Charge -20 %
|-
|Pearl Necklace || EX Force Absorption +10 %, Assist Gauge Charge -20 %
|-
|Dragonfly Orb || EX Core Absorption +10 %, Assist Gauge Duration -30 %
|-
|Silver Hourglass || EX Mode Duration +5 %, Assist Gauge Duration -10 %
|-
|Pendant || EX Core Appearence Boost, EX Force Absorption -10 %
|-
|Battle Gem || Assist Gauge Duration +10 %, EX Force Absorption -20 %
|-
|Angel's Bell || Regen +5 % (EX mode)
|-
|Dismay Shock || EX Gauge Depletion +1 %
|-
|EX Breaker || EX Iai Strike +2 %, Defense -10 %
|-
|A Comrade's Vow || AST Charge on damage +15 %, EX Intake Range -1m
|}


{|class="wikitable"
== Ultima Weapon (ATK) ==
|+ Booster Accessory {{accboo}}
''[Always active while in EX Mode]
! Name !! Effect !! Condition
The higher the user's HP, the sharper the weapon's blade.''
|-
|Full EX Gauge || 1.3 || When your EX Gauge is full
|-
|Empty EX Gauge || 1.5 || When your EX Gauge is empty
|-
|EX Core Present || 1.5 || When EX Core is present
|-
|EX Mode || 1.3 || While you are in EX Mode
|-
|EX Revenge || 1.4 || While you are in EX Revenge
|-
|Maintain EX Mode || 1.4 || When in EX Mode for more than 15 seconds
|-
|Full EX & Assist Gauge || 1.5 || When your EX & Assist Gauges are full
|-
|Pre-EX Mode || 1.4 || When you haven't yet entered EX Mode
|-
|Pre-EX Revenge || 1.3 || When you haven't yet used EX Revenge
|-
|EX Gauge Full || 1.3 || When opponent's EX Gauge is full
|-
|Empty EX Gauge || 1.3 || When opponent's EX Gauge is empty
|-
|EX Mode || 1.3 || While opponent is in EX Mode
|-
|EX Revenge || 1.5 || While opponent is in EX Revenge
|}


{|class="wikitable"
Damage multiplier scales to x1~x2 accordingly to current HP%, round down to nearest integer.
|+ Special Accessories {{accsp}}
! Name !! Effect
|-
|White Drop || EX Force Absorption +5 %, Assist Gauge Duration -5 %
|-
|Cyan Drop || Initial EX Force +10 %, Assist Gauge Duration -10 %
|-
|Cyan Gem || Initial EX Force +20 %, Assist Gauge Duration -20 %
|-
|White Gem || EX Force Absorption +10 %, Assist Gauge Duration -10 %
|-
|Tenacious Attacker || Absorb EX Force during attacks
|-
|Blazing Totema || Absorb EX Force on Summon, Summon Recharge +2
|-
|Force to Courage || EX Core & EX Force to BRV
|-
|Glutton || Absorb EX Force when taking damage
|-
|Platinum Hourglass || EX Mode Duration +15 %, EX Force Absorption -20 %
|-
|Spider Web || EX Revenge Duration +10 %
|-
|Ruby Hourglass || EX Mode Duration +10 %, EX Mode Damage -10 %
|-
|Spider's Bane || EX Revenge Duration +15 %
|-
|Aggressor || EX Mode Damage +20 %, EX Mode Duration -30 %
|-
|Avenger || EX Revenge Damage +30 %, EX Core Absorption -30 %
|-
|Glimmering Crystal || EX Core Absorption +15 %, Assist Gauge Charge -15 %
|-
|Badge of Trust || Initial Assist Charge +40 %, EX Force Absorption -30 %
|-
|Great Gospel || Regen +10 %, BRV Recovery +50 %
|-
|First to Victory || Initial EX Force +20 %, Initial Assist Charge +20 %, Initial Bravery +20 %
|-
|Fake Mustache || LUK +10, EX Core Appearence Boost
|-
|Mystic Guard || EX Break Chance (Endure one EX Break)
|-
|Spider Silk || EX Revenge Duration +5 %
|-
|Close to You || Always Absorb EX Force, Assist Gauge Charge -30 %
|-
|Center of the World || EX Intake Range +3m, EX Force & Core Absorption +25 %, Assist Gauge Freeze
|-
|Together as One || Initial Assist Charge +40 %, Assist Gauge Duration +50 %, EX Force Absorption -40 %
|-
|Side by Side || AST Gauge Charge on HP attack, EX Force Absorption Disabled, EX Gauge Freeze
|-
|Arcane Incense || Initial EX Force +25 %, Accessory breakability: 100 %
|-
|Arcane Incense || Initial EX Force +100 %, Accessory breakability: 100 %
|-
|Spirit of Qu'Bia || Initial EX & AST Charge +100 %, Initial Bravery +300 %, Accessory Breakability: 100 %
|-
|Shock of Qu'Bia || EX & Assist Chance, EX & AST Gauge Depletion +100 %, Accessory Breakability: 100 %
|-
|Qu'Bia Crystal || EX Force Absorption +100 %, EX Core Absorption +100 %, Accessory Breakability: 100 %
|}


== Equipment set bonuses (LV100) ==
== EX Burst: Omnislash ==
''An attack slicing the opponent over and over. Repeatedly press circle to raise the gauge.''


=== King of Tragedy ===
{{burst
'''Effect:''' EX Revenge Duration +40%, EX Revenge Damage+50%
|damage1=14, 14 (28)
|damage2=2 x 20 (40) (68 total)
|type=Physical
}}


Must equip all four equipment for set bonus.
= Combos =


{|class="wikitable"
== Solo ==
! Type !! Name !! Stats !! Effect !! Category
|-
|Weapon || Rhongomiant || HP -328, ATK +69, DEF -1 || - || Spear
|-
|Hand || Prytwen || DEF +73 || - || Shield
|-
|Head || Dragon Sallet || BRV +290, DEF +1 || - || Helm
|-
|Body || Wygar || HP +2973 || - || Light Armor
|}


== Assist ==


=== Rise of Discord ===
<tabber>
'''Effect:''' EX Mode Duration +40 %, EX Revenge Duration +40 %.
|-|Kuja=


Exclusive to Feral Chaos.
|-|Aerith=
Must equip all four equipment for set bonus.


{|class="wikitable"
|-|Sephiroth=
|-
! Type !! Name !! Stats !! Effect !! Category
|-
|Weapon || Endless Oblivion || ATK +67 || - || Exclusive
|-
|Hand || Eternal Despair || DEF +73 || - || Exclusive
|-
|Head || Phantasmal Abyss || BRV +290, DEF +1 || - || Exclusive
|-
|Body || Cycle's End || HP +2973 || - || Exclusive
|}


=== Seal of Lufenia ===
|-|Tidus=
'''Effect:''' EX Gauge Depletion +5 %.
Must equip three equipment for set bonus.


This set bonus has multiple equipment that are eligible for this set bonus.
|-|Jecht=


{|class="wikitable sortable"
|-|Yuna=
! scope=col | Type
! scope=col | Name
! scope=col | Stats
! scope=col | Effect
! scope=col | Category
|-
|Weapon || Lufenian Saber || ATK +67 || - || Sword
|-
|Weapon || Lufenian Dagger || ATK +66 || - || Dagger
|-
|Weapon || Lufenian Katana || BRV +39, ATK +67, DEF -1 || - || Katana
|-
|Weapon || Lufenian Lance || HP -328, ATK +69, DEF -1 || - || Spear
|-
|Weapon || Lufenian Staff || BRV +39, ATK +66 || - || Staff
|-
|Weapon || Star of Lufenia || BRV -40, ATK +69, DEF -1 || - || Thrown
|-
|Weapon || Lufenian Lute || BRV -40, ATK +67, DEF +1 || - || Instrument
|-
|Weapon || Lufenian Pole || HP -328, BRV +79, ATK +66 || - || Pole
|-
|Head
|-
|Body
|}


=== Soul of Yamato ===
|-|Onion Knight=
'''Effect:''' LUK +3 / Regen +20 % / HP to BRV, EX Core Appearence Boost
Must equip three equipment for set bonus.


{|class="wikitable"
|-|Ultimecia=
! Type !! Name !! Stats !! Effect !! Category
|-
|Weapon || Genji Blade || BRV +39, ATK +67, DEF -1 || - || Katana
|-
|Hand || Genji Shield || DEF +73 || - || Shield
|-
|Head || Genji Helm || BRV +290 DEF +1 || - || Helm
|-
|Body || Heavy Armor || HP +3300 BRV +39 || - || Heavy Armor
|}


</tabber>


== Equipment (LV100) ==
= Builds =
Builds here.


{|class="wikitable"
<tabber>
! Type !! Name !! Stats !! Effect !! Category !! Set bonus
|-|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.
|}
|}


== EX Break ==
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.
Introduced in ''Dissidia 012''.
 
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.


== EX Burst ==
|-|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=
}}


== EX Core ==
</tabber>
During a fight, EX cores appear somewhere on the field. This provides a flat 150 EX and will attract any remaining EX floating on the field towards it, further increasing the amount of EX gained when touching it. This is an object separate from the opponent's character that adheres to the Lock On mechanic. As such, in order move directly towards it with a dash, players must have the support ability "EX Core Lock On" equipped and press L when an EX core has appeared.


== EX Intake Range ==
== Assist ==


Cloud's assist data.


== EX Mode ==
{{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
}}


== EX Revenge ==
Cloud works well with tournament viable assists.
Introduced in ''Dissidia 012''.

Revision as of 02:27, 17 March 2024

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
  • 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
  • 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

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 accessory_special.png. 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.

Bravery Attacks

Ground

Damage multiplier Startup frame Type Priority EX Force Effects CP (Mastered)
7, 13 (20) 13F Physical Melee Low 90 Chase 30 (15)
[Close] Quick slash. Low power, fast execution.

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)
[Close] Strike with three powerful blows. Sends foe flying.

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)
[Mid] Charging attack. Slow strike, easy to wall rush.

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)
[Mid] Launch shockwave. Fast, but has weak homing.

Damage multiplier Startup frame Type Priority EX Force Effects CP (Mastered)
each (7, 10) 25F Magical Ranged Mid 0 - 30 (15)
[Long] Shoot three fireballs. Short range, but can restrain opponent with explosions.

Damage multiplier Startup frame Type Priority EX Force Effects CP (Mastered)
5 x 3 (15) 25F Magical Ranged Low 0 - 30 (15)
[Long] Hurl fireball. Faster than Fire.

Damage multiplier Startup frame Type Priority EX Force Effects CP (Mastered)
10 25F Magical Ranged Low 0 - 30 (15)
[Long] Hurl fireball. Slowly tracks opponent.

Aerial

Damage multiplier Startup frame Type Priority EX Force Effects CP (Mastered)
5, 10, 25 (40) 21F Physical Melee Low 30 Wall Rush 30 (15)
[Close] Powerful slashes. Change combo with analog stick.

Damage multiplier Startup frame Type Priority EX Force Effects CP (Mastered)
25 25F Physical Melee Low 0 Wall Rush 30 (15)
Diving attack, scooping foe with sword. Useful from above.

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)
Powerful upward lunge. Effective near ceiling.

Damage multiplier Startup frame Type Priority EX Force Effects CP (Mastered)
7, 13 (20) 13F Physical Melee Low 90 Chase 30 (15)
[Close] Quick slash. Low power, fast execution.

HP Attacks

Ground

Damage multiplier Startup frame Type Priority EX Force Effects CP (Mastered)
5, 5 (10) 41F Physical Melee High 30 Wall Rush 30 (15)
[Close] Break through defenses with cross-shaped slashes.

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.

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)
Branching from Sonic Break. [Combo] A whirlwind of attacks.

Aerial

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)
[Close] Midair charge. Effective against any height.

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)
Branching from Slashing Blow. [Combo] Series of speedy slices.

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

Solo

Assist

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
Armor 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 Rubicante

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
CP
BRV
ATK
DEF
LUK
Max Booster
Special Effect:
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

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

Cloud works well with tournament viable assists.