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{{Disambig2|Cloud's appearance in ''[[Super Smash Bros. 4]]''|the character in other contexts|Cloud Strife}}
{{Disambig2|Cloud's appearance in ''Super Smash Bros. 4''|the character in other contexts|Cloud Strife}}
{{Infobox Character
{{Infobox Character
|name = Cloud
|name = Cloud
|image = [[File:Cloud SSB4.png|255px]]
|image = {{tabber|title1=Final Fantasy VII|content1=[[File:Cloud SSB4.png|x250px]]|title2=Advent Children|content2=[[File:Cloud Advent Children SSB4.png|x250px]]}}
|game = SSB4
|game = SSB4
|ssbgame1 = Ultimate
|universe = {{uv|Final Fantasy}}
|universe = {{uv|Final Fantasy}}
|availability = [[Downloadable content|Downloadable]]
|availability = [[Downloadable content (SSB4)|Downloadable]]
|tier = S
|tier = S
|ranking = 2
|ranking = 2-3
}}
}}
:{{Cquote|Cloud Storms Into Battle!|cite=Introduction Tagline}}
:{{Cquote|''Cloud Storms Into Battle!''|cite=Introduction Tagline}}
'''Cloud''' ({{ja|クラウド|Kuraudo}}, ''Cloud'') is a playable character and newcomer in ''[[Super Smash Bros. 4]]'', and is the fifth [[downloadable content|downloadable character]] released. He was officially announced during the November 12th, 2015 [[Nintendo Direct]], and released on December 15th, 2015. Cloud is the fifth third-party character to be introduced in the game, joining [[Capcom]]'s {{SSB4|Mega Man}} and {{SSB4|Ryu}}, [[Sega]]'s {{SSB4|Sonic}} and {{SSB4|Bayonetta}}, and [[Bandai Namco]]'s {{SSB4|Pac-Man}}.
'''Cloud''' ({{ja|クラウド|Kuraudo}}, ''Cloud'') is a playable character in ''[[Super Smash Bros. 4]]''. He was officially announced during the November 12th, 2015 [[Nintendo Direct]], and released as the fifth [[Downloadable content (SSB4)|downloadable character]] on December 15th, 2015. He is one of six third-party characters in the game, alongside [[Capcom]]'s {{SSB4|Mega Man}} and {{SSB4|Ryu}}, [[Sega]]'s {{SSB4|Sonic}} and {{SSB4|Bayonetta}}, and [[Bandai Namco]]'s {{SSB4|Pac-Man}}.


Similarly to {{SSB4|Marth}} and {{SSB4|Roy}}, Cloud in all regions of ''Super Smash Bros. 4'' is voiced only in Japanese by Takahiro Sakurai, his recurring Japanese voice actor from ''[http://finalfantasy.wikia.com/wiki/Final%20Fantasy%20VII%3A%20Advent%20Children Final Fantasy VII: Advent Children]'' onward, in spite of having an existing English voice actor in Steve Burton.
In all [[region]]s, Cloud is voiced by {{s|wikipedia|Takahiro Sakurai}}, his official Japanese voice actor from ''{{iw|khwiki|Kingdom Hearts|game}}'' onward. This is likely because his original English voice actor, {{iw|wikipedia|Steve Burton|actor}} (who voiced Cloud in English from ''Kingdom Hearts'' to ''{{s|wikipedia|Dissidia Final Fantasy NT}}'') is a union-based voice actor.


Cloud currently ranks 2nd out of 56 on the [[tier list]], placing him in the S tier. This makes him the highest ranking downloadable character, newcomer, and third-party character. Cloud possesses one of the longest overall disjointed ranges in the game, along with {{SSB4|Shulk}} and {{SSB4|Ike}}; combined with his impressive movement speed, high jumps, the ability to [[wall jump]] (making him and {{SSB4|Toon Link}} the only sword-wielding characters capable of doing so), and surprisingly fast frame data relative to his range and overall power, Cloud is one of the most effective characters at [[space|spacing]], [[approach]]ing, and zoning. His aerials, combined with his air mobility, make for a particularly dangerous air game, as most of them are relatively safe on shield with the proper spacing; back aerial possesses tremendous range and decent damage output, and up aerial and down aerial are notable for having large initial hitboxes, long-lasting lingering hitboxes, and very generous [[auto-cancel]] windows. He also possesses a unique Limit Break mechanic, which when fully charged either [[Limit Charge|manually]] or by taking and dealing damage, bolsters Cloud's maneuverability further and gives him more powerful versions of his special moves for one use, making him one of the most dangerous characters in the game once he has reached Limit Break.
Cloud is ranked 2nd/3rd out of 54 on the [[tier list]], tying him with {{SSB4|Diddy Kong}} and placing him in the S tier. The [[Buster Sword]] grants him some of the greatest [[reach]] and longest [[disjoint]]ed hitboxes of any character; furthermore, he is highly mobile both in the air and on the ground, with a fast [[dash]] and high [[air speed]]. This, together with surprisingly fast frame data for a character of his range and power, grants Cloud potent zoning, [[spacing]], and [[neutral game]]s. The speed and utility of his [[aerial attack]]s make him dangerous in the air, and his attacks flow together well, letting him [[combo]] with ease. Cloud can also force [[approach]]es by using [[Limit Charge]], while a full [[charge]] boosts his mobility even further and significantly strengthens his [[special move]]s.


However, Cloud does have notable drawbacks. His Limit Break mechanic makes his playstyle fluctuate constantly, as the gauge takes some time to charge, and his recovery is notoriously weak without a full Limit Gauge despite his strong second jump and decent air speed, due to [[Climhazzard]]'s below average height gain and its inability to edge sweetspot like most up special moves. Cloud's moveset is also noticeably inconsistent at KOing without the Limit Break specials, with his more powerful attacks being risky to use due to their ending lag and his aerials requiring good positioning to KO effectively. He has a poor grab reach and little reward off of his throws, as their endlag prevents them from being used as combo starters and their knockback scaling is unfavorable for KOing. His ground attacks are also unsafe on shield, making it difficult for him to get past shields, while limiting his options to escape shield pressure. Finally, his above average weight and falling speed are both a blessing and a curse, as his decent survivability is offset by a glaring susceptibility to combos and juggles, with few ways of escaping said combos due to his tall frame.
Despite his strengths, Cloud has his fair share of flaws. Cloud's primary flaw is his poor [[recovery]]. Despite his aerial maneuverability and an effective [[wall jump]], [[Climhazzard]] gains very little height and no horizontal distance; its inability to [[sweetspot]] [[edge]]s for most of its duration also leaves him vulnerable to [[gimp]]ing. His KO ability is weaker if Limit Break is not fully charged, as many of his strongest attacks are risky to use due to their punishability if missed. Furthermore, his attacks require precise spacing to be safely and effectively landed, especially off-stage. Cloud also has difficulty approaching from the ground, due to his unsafe ground attacks, and [[Blade Beam]], his only projectile, is slow and punishable when not under the effects of Limit; additionally, his grab is one of the shortest of the cast, and his throws generally have low damage output and very little combo potential. Finally, Cloud's height, average [[weight]] and [[falling speed]] make him very susceptible to combos.


Regardless, Cloud's potent Limit Break-boosted finishers and fundamentally sound attributes outweigh his cons, and he is regarded highly on the tier list due to his popularity as a pocket character and perceived ease of use. While Cloud has been somewhat nerfed since the first tier list was created, several characters perceived to be top tier have undergone more severe nerfs, which positively affects his matchups against said characters. As such, most professionals (such as {{Sm|Mr. R}} and {{Sm|ZeRo}}) and many other players believe him to be one of the best characters in the game and deserving of his current placing on the tier list. However, his singles tournament results as of late have not reflected these views, with few top 8 appearances and even fewer major tournament wins, making Cloud's position once again a topic of debate.
Despite his flaws and risks, Cloud's innate strengths have allowed him to maintain excellent tournament results, with a large playerbase that either use him as a [[main]] or as a fallback [[pocket character]].


==Attributes==
==Attributes==
Cloud is a swordsman with surprisingly quick mobility overall, even in spite of his above average [[weight]]. He has average [[walking speed]], the tenth fastest [[dash]]ing speed, above average [[air speed]], average [[air acceleration]], and strong [[jump]] heights, granting him quick ground mobility and resilient aerial mobility. However, he has above average [[falling speed]] and high [[gravity]], making his aerial mobility quite polarized and unrewarding. Under Limit Break status, his mobility is even better, where his walking speed becomes the eleventh fastest, his dashing speed becomes the fifth fastest, his falling speed becomes the fourth fastest, while his air speed becomes the fastest among the cast and his traction slightly improves. However, his falling speed and gravity are also increased, the latter slightly decreasing his jump height to the point where he loses the ability to [[air dodge]] in a short hop or double jump from the ledge without suffering its landing lag, as well as the ability to auto-cancel his back aerial in a short hop, and up aerial in a [[short hop fast fall]]. As a result, his Limit Break status only marginally benefits his aerial mobility, but it can nevertheless help him move along the ground better.
Cloud is a [[Weight|middleweight]] swordfighter with surprisingly quick mobility overall. He has average [[walking speed]], the tenth fastest [[dash]]ing speed, above-average [[air speed]], average [[air acceleration]], and a fast [[jumpsquat]], granting him both quick ground and aerial mobility. He has above average [[falling speed]] and high [[gravity]], however, preventing him from staying in the air for long despite his good aerial maneuverability. Under Limit Break status, his mobility is even better; his traction slightly improves, his walking speed becomes the eleventh fastest, his dashing speed the fifth fastest, his falling speed the fourth fastest, and his airspeed becomes the fastest in the game under normal circumstances (only being slower than the lightest possible {{SSB4|Mii Brawler}}, [[Wario-Man]], and [[Giga Mac]]). His increased gravity and falling speed, however, make his jumps slightly lower and prevent him from auto-canceling some of his [[aerial attack]]s (notably [[back aerial]] and [[up aerial]]) as easily. As a result, his Limit Break status only marginally benefits his aerial mobility, but it can nevertheless help him move along the ground better.


Cloud's greatest asset is his [[range]]. The Buster Sword grants Cloud's attacks the overall second longest reach in the game (surpassed only by {{SSB4|Shulk}}), allowing him to fight from a safe distance and space out his opponents quite easily. Combined with the aforementioned stats, Cloud can [[approach]] opponents almost noncommittally. Due to this range, his ground game is adept at [[punishing]] careless attacks. His neutral attack, forward tilt, down tilt, dash attack and forward smash also make Cloud slide a bit forward, with down tilt granting about equal distance to {{SSB4|Mega Man}}'s down tilt. His up tilt is also a reliable combo starter until medium percentages, chaining into itself, up smash or up aerial. Overall, his ground game can cover a variety of options and can give Cloud multiples moments of breathing space, all while being able to punish careless/short-ranged attacks due to his spectacular range and attack speed. Furthermore, his aerial moveset benefits even more from these stats, making him a threat in the air. Neutral aerial covers a very large area, similar to Shulk's neutral aerial, making it a go-to spacing/air-to-ground transition move. It can additionally [[autocancel]] in a short hop, and also has low ending lag, which, when combined with its wide range and low angle, make it great at edgeguarding, which can compensate for it's low power. Forward aerial is very strong if hit clean, and is also a [[meteor smash]] on aerial opponents if sweetspotted. Back aerial has tremendous range, decent damage and knockback, and the lowest landing lag among Cloud's aerials, allowing him to [[edgeguard]] and space effectively. Like neutral aerial, it can also autocancel in a short hop, though at this height, it cannot hit smaller/low crouching opponents, such as {{SSB4|Kirby}} and {{SSB4|Pikachu}}, or {{SSB4|Little Mac}} and {{SSB4|Wii Fit Trainer}}, respectively. Up aerial has decent power, high speed, long duration, very generous autocancel window, and enormous overall range, making it an all-purpose attack and discouraging most opponents from trying to challenge it. Down aerial is not only one of the strongest meteor smashes if sweetspotted, it also possesses one of the most active late hitboxes in the entire game, which can be autocanceled from a full hop regardless of Limit Break status, has fantastic anti-juggling capabilites, and it can even easily string into another move if it connects while he is falling.
Cloud's greatest asset is the overall [[range]] throughout his moveset, courtesy of his Buster Sword: it grants Cloud's attacks the overall second longest [[disjointed]] range in the game, surpassed only by {{SSB4|Shulk}}. Thanks to his range and speed, Cloud can space out the opponent quite easily, stuff out opposing [[approach]]es and adeptly [[Punishment|punish]] most careless attacks. A prime example of this trait is Cloud's aerial attacks: his [[neutral aerial]] covers a very wide area, making it a go-to option for spacing or air-to-ground transition movement. It is also very fast on both ends, can [[autocancel]] from a short hop, and has a low launching angle, all of which make it a great [[edgeguarding]] tool despite its low [[knockback]].


His special moveset also offers some interesting options. [[Blade Beam]] is a [[projectile]] with good range and high activity, making it useful for forcing approaches and good at edgeguarding, though it gets weakened over duration and has high endlag, which somewhat hampers it's otherwise useful utility. It also stalls Cloud in the air, giving it additional utility in [[guard breaking]]. [[Cross Slash]] is very similar to [[Dancing Blade]] and [[Double-Edge Dance]], requiring additional inputs from the player to initiate the remaining slashes. It has wider input windows and more damage, but the full move is only allowed to continue if all hits connect. It can also stall Cloud in the air, just like Blade Beam. [[Climhazzard]] is similar to [[Aether]] and [[Final Cutter]], as it is an ascending slash, but differs from them in that it can be followed by an optional descending slash. This allows Cloud to mix up his [[recovery]] and enables Climhazzard to function as his fastest [[out of shield]] option, as it hits on frame 7. Lastly, [[Limit Charge]] is solely a charging method for his Limit Breaks, but unlike most other chargeable special moves, it can be canceled with a simple special move button press, or even [[instant charge-cancel|instantly canceled]] into an attack, the latter being a trait shared only with [[Gyro]], making the Limit Break a mechanic opponents should not take lightly when up against a competent player.
His up aerial has good [[damage]] output, decent knockback, high speed, a long duration, a very generous autocancel window, and an enormous overall hitbox, making it an all-purpose attack and discouraging most opponents from trying to attack Cloud from overhead. His [[down aerial]] is not only a very strong [[meteor smash]] when sweetspotted, but also possesses one of the most active late hitboxes in the game, which grants it good anti-juggling potential and allows him to follow up into another move if it connects while he is falling. Like up aerial, it also has a long autocancel window, being able to autocancel from a jump regardless of his Limit Break status. Back aerial has tremendous range, decent power, and the lowest [[landing lag]] among Cloud's aerials, and also autocancels from a short hop, allowing him to edgeguard and space effectively, though it can often miss low opponents. Forward aerial is very strong when hitting clean, and is also a [[meteor smash]] on aerial opponents when sweetspotted. Like down aerial, it autocancels from a full jump and has low landing lag in relation to its range and power, however, it has the slowest startup of his aerials, making it his riskiest aerial to use regardless.


A reference to ''Final Fantasy VII'', Cloud's unique Limit Break mechanic manifests itself in a gauge, which becomes visible while charging it to show its progress, similar to {{SSB4|Little Mac}}'s [[Power Meter]], however, as mentioned before, Cloud can charge Limit Break with the Down Special input, unlike {{SSB4|Little Mac}}. After it is full, Cloud gets a boost in all of his movement stats (except for attack speed), allowing him to move even more quickly across the stage and in the air. In addition, all of Cloud's special attacks are given a single-use power boost, with all of them dealing more damage and having high knockback, enough to reliably KO within the 90%-120% range. Limit Charge is also converted to Finishing Touch, a spinning slash with such tremendous knockback that can KO most characters at 70% from {{SSB4|Final Destination}} floor level. It also causes a [[Wind|whirlwind]] that pushes away opponents, making it harder to punish and providing Cloud a means of [[gimp]]ing bad recoveries. With the exception of Finishing Touch, all Limit Break specials are granted brief [[intangibility]] upon start-up, as well as additional properties, with Blade Beam being faster and having [[transcendent priority]], Cross Slash striking five times immediately, having very low ending lag, and stalling him completely in the air, and Climhazzard granting more vertical distance and much more horizontal momentum, as well as having the ability to [[edge sweetspot]] at any time. With all these benefits underneath the Limit Break status, players must be wary of this, as one small slip-up from the opponent can give Cloud the perfect opportunity to strike and turn the tide of battle instantaneously.
His grounded moveset is not quite as overwhelming. His [[neutral attack]] is his fastest attack, and the third hit can force a [[tech-chase]]. His [[down tilt]] is a low-profile slide and can be a great tool to put the opponent at a disadvantage. His [[up tilt]] is a reliable combo starter until high percentages, chaining into itself at low percentages, and comboing into [[up smash]] or his neutral, back and up aerials. His up smash, in particular, covers a very large arc, has decent speed, and high knockback despite its surprisingly low damage, making it his best and least risky KOing option out of his standard moveset. His [[forward tilt]] has decent power and speed, but has little utility aside from as a quick punish, or being used as a [[KO]]ing option at extreme percentages. His [[dash attack]] is a fast punishing tool from a distance and, due to its power, can put opponents in a bad position. It is easily punished when shielded or avoided, however. Cloud's [[forward smash]] is his most powerful non-Limit Break move, though to compensate it also takes the longest to start and is very punishable if it whiffs. His [[down smash]] is also prone to punishment if the front hit is avoided, but it drags the opponent into the back hit if it connects, the latter being a strong semi-spike.


However, Cloud has some severe flaws. One of those is his grab game: his grab range is short (the third shortest amongst the cast), his [[pummel]] is slow despite being among the most damaging in the game, and all of his throws are largely unimpressive in both damage output (save up-throw), and near nonexistent combo capabilities (barring down-throw), so much so that they are comparable to {{SSB4|Marth}}'s and {{SSB4|Lucina}}'s throws in regards to inefficiency. His forward and back throws cannot combo or KO before 300%, unless the opponent is extremely light and Cloud is at the ledge upon performing them. His up and down throws both have too much ending lag for reliable early percentage combos and they cannot KO until about 215%, and his down throw loses all of its combo potential past 30% if the opponent has good DI. Another weakness is his largely inconsistent KOing ability. While he has an abundance of strong finishers, none of them are easy to land in the [[neutral game]], along with having no reliable set-ups into said finishers. All of his smash attacks are unsafe on shield, even when fully charged. Forward smash's immense power is counterbalanced by its slow start-up and surprisingly low duration, as each hit is only active for one frame, and it is possible to dodge all three hits within the intangibility period of any character's [[roll]] or [[sidestep]]. Up smash's wide range is hindered by a combination of low speed and mediocre power. Down smash's [[semi-spike]] and [[stage spike]] capabilities are not particularly powerful, with the move having relatively high ending lag and the first hit being inconsistent with linking into the more powerful second hit. His neutral aerial has low power, while his back aerial, up aerial, and forward tilt require good positioning to KO before 130%. His regular special moves apart from Limit Charge have some notable weaknesses, such as Blade Beam being relatively slow to start up and end as well as depreciating in damage over time or when used in the air, Cross Slash being inconsistent with linking all five hits due to SDI or landing different parts of the hitboxes, Climhazzard being very punishable if shielded and easily DI'd out of, and all three specials having no KO power until past reasonable percentages. In addition, Cloud has no means of escaping pressure. His neutral attack and down tilt are his fastest ground options at frame 4 and 7 respectively, with Climhazzard as an out of shield option also having a start-up of 7 frames, but they are noticeably unsafe on shield, while none of his fast aerial attacks start from the front or below him. Down aerial's late hitbox can be used to escape juggles that launch Cloud higher, but its otherwise narrow hitbox allows opponents to hit Cloud's sides and tack on more damage. Thus, Cloud is deceptively easy to combo and juggle, and is just as easily forced on the defensive if his attacks are misspaced.
Cloud's special moveset also offer interesting options. [[Blade Beam]] is a [[projectile]] with good range and activity, making it useful for forcing approaches, though it gets weakened over the duration and has high endlag, which hampers its otherwise useful utility. It also stalls Cloud in the air, giving it additional, if situational, utility in [[guard breaking]]. [[Cross Slash]] is very similar to [[Dancing Blade]] and [[Double-Edge Dance]], requiring additional inputs from the player to initiate the remaining slashes. In contrast, it has wider input windows, but the full move is only allowed to continue if all hits connect. It can also stall Cloud in the air, just like Blade Beam, though much more briefly. [[Climhazzard]] is similar to [[Aether]] and [[Final Cutter]], as it is an ascending slash, but differs from them in that it can be followed by an optional descending slash. This allows Cloud to mix-up his [[recovery]] and enables Climhazzard to function as his fastest [[out of shield]] option, though it is very risky to use.


Another problem is the Limit Break mechanic itself. It acts as a double-edged sword, as it increases Cloud's gravity at full charge, making recovery without the use of Climhazzard deceptively difficult. It makes precise use of his special attacks mandatory, as it takes nearly seven seconds to fully charge a Limit Break, and his Limit Break specials are also blockable and possess limited range; while Limit Blade Beam can be used as a ranged KO option, it can just as easily be [[reflection|reflected]] or otherwise avoided at the tip of its range, leaving Cloud wide open to punishment. Its alternative methods of charging, dealing 250% or receiving 100%, are both too slow, with the latter also leaving Cloud susceptible to opponents' finishers. The exclusive Finishing Touch deals only 1% and has has very high ending lag if the whirlwind is not hit/does not work, with it still not being able to KO until the 60%-70% range. However, his most prominent weakness is his recovery. His diagonal movement is overall very slow, making him prone to edgeguarding and gimping. Climhazzard is also a terrible recovery move, granting below average vertical distance and little horizontal momentum. Its ascending hit is also completely incapable of edge sweetspotting, allowing opponents to knock him further away from the stage with any far-reaching move. Its descending hit cannot edge sweetspot until it covers some prior distance. These factors make Cloud's recovery comparable to those of {{SSB4|Ganondorf}}, Little Mac, and {{SSB4|Dr. Mario}}, in the sense that it is one of the riskiest and most ineffective without use of his [[wall jump]] or Limit Break Climhazzard (which loses the active hitbox near the end of his ascent, making it less safe than the regular Climhazzard in some situations), and although he can stall in the air with Cross Slash and Blade Beam once each, the former slows down his air speed significantly and the latter's slower startup and ending lag can make its use problematic against opponents already close to the ledge or in prime position to reflect it. Finally, he lacks custom moves like his fellow DLC characters, and while this does not seem to be a problem considering his Limit Break-boosted moves, the lack of variety for the normal special moves hinders his match-ups against more optimized custom characters.
In reference to ''Final Fantasy VII'', Cloud possesses a unique Limit Break mechanic. It manifests itself in the form of a gauge, which becomes visible while charging it to show its progress, similarly to {{SSB4|Little Mac}}'s [[Power Meter]]. Cloud can charge Limit Break by dealing 250% damage, receiving 100% damage, or by instantly charging it with his down special, [[Limit Charge]]. Unlike most other chargeable special moves, it can be canceled with a simple special move button press, or even [[instant charge-cancel|instantly canceled]] into an attack, the latter being a trait shared only with [[Gyro]]. After it is full, Cloud gets a boost in all of his movement attributes except for attack speed, allowing him to move very quickly across the stage and in the air, with his overall mobility almost rivaling that of {{SSB4|Captain Falcon}} and {{SSB4|Sonic}}. In addition, all of Cloud's special attacks are given a single-use power boost, with all of them dealing more damage and high knockback to the point of KOing reliably around 90%-120%. Limit Charge is also converted to Finishing Touch, a spinning slash with such tremendous knockback that can KO most characters around 60%-70%. It also emits a [[Windbox|whirlwind]] that pushes away opponents, making it harder to punish and providing Cloud a situational method of [[gimp]]ing weak recoveries. With the exception of Finishing Touch, all Limit Break specials are also granted brief [[intangibility]] upon start-up, as well as additional properties: Blade Beam is faster, stronger, and has [[transcendent priority]]; Cross Slash requires no additional button inputs and strikes five times immediately, has very low ending lag in relation to its immense power, and stalls him completely in the air; and Climhazzard grants more vertical distance and much more horizontal momentum, as well as having the ability to [[edge sweetspot]] at any time. With all these benefits underneath the Limit Break status, players must be wary of this, as one small slip-up from the opponent can give Cloud the perfect opportunity to strike and turn the tide of battle instantaneously, making Cloud's Limit Break a mechanic that should not be taken lightly when in the hands of a competent player.


Overall, while Cloud has all the tools required to be successful, the player is forced to manage Cloud's resources to the best of their ability. His combo game and KOing ability, while unique and powerful, are very inconsistent, leaving much to be desired. Though any playstyle can work with Cloud, he must avoid getting knocked off the stage at all times. Despite his weaknesses, however, most smashers agree that he has very few losing matchups, with {{SSB4|Sheik}} being commonly cited as his worst (or sometimes his only) disadvantageous matchup. Other matchups are being disputed due to the ease of gimping Cloud or forcing him to use Limit Break specials defensively, leading some to believe that even at his best, he holds no extreme advantage over any character. Much like {{SSB4|Mario}}, Cloud has a decently low learning curve and skill floor that make him an effective choice for beginners and inexperienced players, but continues to be a viable character in high-level play. Cloud's tournament representation and results early on were strong, with notable players like {{Sm|Komorikiri}}, {{Sm|Mew2King}}, and {{Sm|Tweek}} all having placed high in their respective regions, and other top players like {{Sm|Leo}}, {{Sm|Nairo}}, and {{Sm|ZeRo}} using Cloud as a secondary or a dual main. As time went on, however, Cloud's results in singles play have become inconsistent, with few Cloud mains making any appearances in top 8 of most majors and having even fewer tournament wins outside of Komorikiri's success in Japan. Cloud is considered to be a much better character for doubles play, as his Limit Break specials are more reliable and easier to land at the end of a team combo, while a teammate can assist him in recovering easily onto the stage. Thus, his doubles representation is very strong in stark contrast to his singles results.
However, Cloud has some severe flaws. The most prominent one is his poor recovery. Despite his aerial mobility and jump height is arguably better than most sword-wielding characters, his diagonal speed remains slow when compared to them, making him prone to [[edgeguarding]] and [[gimping]], and making it mandatory to stay a safe distance within reaching the edge. Climhazzard is also a terrible recovery move for many reasons: it grants below-average vertical distance, little horizontal momentum, its ascending hit is completely incapable of edge sweetspotting, and its descending hit cannot edge sweetspot until it covers some prior distance. Additionally, if for any reason Cloud gets hit at the apex of Climhazzard, he is not able to tech a single-hit move regardless of how far or near he is to a wall, although he can still tech if he gets hit by a command grab or a multiple hit move. These factors make Cloud's recovery somewhat comparable to that of Little Mac, {{SSB4|Ganondorf}} and {{SSB4|Dr. Mario}}, in the sense that it is one of the riskiest and most ineffective without use of his [[wall jump]] or Limit Break Climhazzard (which loses the active hitbox near the end of his ascent, making it less safe than the regular Climhazzard in some situations). Cloud can stall his descent with Blade Beam and Cross Slash, although they only do so after one use. Additionally, the former's slower start-up and ending lag can make its use problematic against opponents already close to the edge or in prime position to reflect it, while the latter slows down his air speed significantly. The last problem about his recovery is that if he gets grabbed near the edge without his double jump and gets air released, he will not be able to return to the stage unless he properly times a Blade Beam to stall towards the edge, uses aerials or air dodges to reset his momentum, or possesses a Limit Break.
 
Another glaring flaw is his grab game. Cloud's grab range is abysmally short, having the third shortest overall in the game. His throws' damage outputs are only average at best, and barring down throw at low percents, they lack any sort of combo potential, making them comparable to {{SSB4|Jigglypuff}}'s throws in regard to inefficiency. His forward and back throws' decent speed are significantly offset by the problematic combination of their virtual lack of combo potential and low knockback scaling. Additionally, both fail to KO before 300%, unless the opponent is light and Cloud is at the edge upon performing them. His up and down throws both have misleading power, failing to KO until well beyond 200%. Up throw has too much ending lag for reliably comboing, while down throw doesn't have reliable combos at low percentages and loses all of its combo potential past low-mid percentages if the opponent DIs properly.
 
Despite his huge range, projectile and combo options granting him a strong neutral game, Cloud has a below average approach at best. His approach options are linear, with dash attack being easily punishable, neutral aerial having a hitbox that starts from behind, up aerial being very predictable and being surprisingly punishable on shield if not spaced well, and having other attacks that either lack the frame data or the utility to be used as reliable options for approaching such as his poor grab game. Cloud also has no reliable means of escaping pressure. His neutral attack and down tilt are his fastest ground options, while Climhazzard can work as an out of shield option. However, they are noticeably unsafe on shield, while none of his fast aerial attacks start from the front or below him. Down aerial's late hitbox can be used to escape juggling directly from below him, but its otherwise narrow hitbox allows opponents to hit Cloud laterally. Thus, Cloud is fairly easy to combo, and is just as easily forced on the defensive if his attacks are improperly spaced. While Cloud also possesses an abundance of strong finishers, his KOing ability is somewhat inconsistent. None of his strongest finishers are easy to land in the [[neutral game]] and they can be easily punished if avoided or shielded, his weaker moves such as his forward tilt and back aerial require good positioning to KO reliably, and he lacks reliable set-ups into his strongest or best finishers.
 
Aside from Limit Charge, his special moves have some noticeable weaknesses. Blade Beam is relatively slow in regard to start-up and ending lag, as well as depreciating in damage over time or when used in the air. Cross Slash is not always consistent with linking all five of its hits due to SDI or landing different parts of the hitboxes, along with being very prone to [[stale-move negation]] due to being a very reliable damage racking option. In addition to its aforementioned weaknesses in regard to recovery, Climhazzard is also very punishable if shielded and easily DI'd out of, while all of his specials only boast KO power when they are boosted by the Limit Break. The Limit Break mechanic itself is also problematic. It acts as a double-edged sword, as it increases Cloud's fall speed and gravity at full charge, making recovery without the use of Climhazzard deceptively difficult, and rendering Cloud even easier to combo at medium percentages. It makes precise use of his special attacks mandatory, as his Limit Break specials are still blockable and possess limited range; while Limit Blade Beam can be used as a ranged KOing option, it can just as easily be [[reflection|reflected]] or otherwise avoided at the tip of its range, leaving Cloud wide open to punishment. Finishing Touch deals only 1% and has very high ending lag that renders Cloud vulnerable if the slash or whirlwind do not hit. Finally, Cloud lacks [[Character customization|custom moves]] like his fellow [[Downloadable content|DLC]] characters, and while this does not seem to be a problem considering his Limit Break-boosted specials, the lack of variety for the normal special moves does hinder his matchups against more optimized custom characters.
 
Overall, while Cloud has all the tools required to be successful, the player is forced to manage his resources to the best of their ability, and they must avoid being thrown off the stage at all times. His combo game and KOing ability, while unique and powerful, can sometimes be inconsistent. Even though Cloud has many playstyles applicable to him, the combination of all of the traits above make him a fundamentals-oriented character most of the time. His weaknesses, however, are still offset by his amazing strengths in his great range, quick frame data in proportion to his range, high damage output and power, and amazing mobility (especially under Limit Break status), with most smashers agreeing he has few losing matchups (the most prominent one being {{SSB4|Sheik}}). Much like {{SSB4|Mario}}, Cloud has a relatively low learning curve and skill floor that makes him an effective choice for beginners and inexperienced players, though due to the benefits that his most difficult techniques can offer when they are mastered, he continues to be one of the most viable characters in high-level play. His tournament representation and results are strong, with notable players like [[Smasher:Javi (Smash 4)|Javi]], {{Sm|komorikiri}}, {{Sm|MkLeo}}, {{Sm|Ned}} and {{Sm|Tweek}} all having placed high in national tournaments, and he is considered to be an even better character for doubles play, as his Limit Break specials are more reliable and easier to land at the end of a team combo, he can provide stage control and wall out the opponents for a teammate, and his teammate can assist him in recovering easily onto the stage. Thus, Cloud's doubles representation is much stronger in comparison to his singles results, with smashers like {{Sm|MVD}} and {{Sm|Nairo}} using him to great success.


==Update history==
==Update history==
Cloud has been nerfed as of update [[1.1.5]]. His up aerial deals less damage without any changes to knockback, which hinders its damage racking and KO potentials, doing so around 11% later. His KO potential in general was also slightly toned down: forward smash, down smash and Limit Break Cross Slash had their knockback scaling slightly decreased, while aerial Finishing Touch's knockback scaling was decreased to the point that it now KOs about 24% later (in front) or 36% later (from behind) if landed on a grounded opponent. Though the significance of these nerfs have been highly debated (with Mew2King, a Cloud main himself, stating these nerfs have made him worse as a character than most people are led to believe), Cloud remains a viable character in the [[metagame]], with most players believing that even his placing on the [[1.1.3]] tier list was too low, especially considering {{SSB4|Sheik}}'s and {{SSB4|Bayonetta}}'s heavy nerfs from updates 1.1.5 and [[1.1.6]], respectively. As a result, while Cloud is slightly worse as a character, he is considered to be overall better relative to the cast than he was during his debut, which is reflected in his S tier position on the current tier list.
Cloud was slightly nerfed in update [[1.1.5]]. His up aerial deals less damage without any changes to its knockback values, which hinders its KO potential in exchange for allowing it to combo for longer. His KO potential in general was also slightly toned down, as forward smash, down smash, Limit Break Cross Slash, and most notably aerial Finishing Touch received reductions to their knockback. These nerfs, however, have not significantly impacted Cloud's viability, compared to the more severe nerfs to fellow top tiers {{SSB4|Meta Knight}}, {{SSB4|Sheik}} and {{SSB4|Bayonetta}} in updates 1.1.5 and [[1.1.6]]. As a result, while Cloud is slightly worse individually than he was at his release, he is considered to be overall better relative to the cast, and remains a viable character in the [[metagame]].


'''{{GameIcon|ssb4}} [[1.1.5]]'''
'''{{GameIcon|ssb4}} [[1.1.5]]'''
Line 44: Line 53:
==Moveset==
==Moveset==
*Cloud can [[wall jump]].
*Cloud can [[wall jump]].
''For a gallery of Cloud's hitboxes, see [[/Hitboxes|here]].''
{{MovesetTable
{{MovesetTable
|game=SSB4
|game=SSB4
|nocustoms=y
|neutralname= 
|neutralname= 
|neutralcount=3
|neutralcount=3
|neutral1dmg=2.5%
|neutral1dmg=2.5%
|neutral2dmg=2%
|neutral2dmg=2%
|neutral3dmg=4%
|neutral3dmg=3.5%
|neutraldesc=A mid-level side kick, followed by a mid-level roundhouse kick, followed by a clearing slash. In addition to possessing very good speed, both kicks have good range, similarly to {{SSB4|Ike}}'s neutral attack. Each attack after the first hit moves Cloud a step forward, further improving the move's range, although the sword strike has lower range than the kicks. Due to the last hit's low [[semi-spike]] knockback, it can be used to [[tech-chase]] reliably. However, the third hit can fail to connect at high percentages.
|neutraldesc=A side kick, followed by a mid-level roundhouse kick, followed by an outward slash. All hits are executed very quickly and have high range (particularly the kicks). The last hit can be used to [[tech-chase]] due to its low [[semi-spike]] knockback, but it's slow to end and can fail to connect at high percentages.
|ftiltname= 
|ftiltname= 
|ftiltdmg=11%
|ftiltdmg=11%
|ftiltdesc=An outward slash. It has quick startup, but moderate ending lag. It is also Cloud's only tilt that has reasonable KO potential, as it can KO middleweights around 120% at the edge.
|ftiltdesc=An inward slash. It has quick start-up, but moderate ending lag. It is Cloud's only tilt that has reasonable KO potential, KOing middleweights around 120% at the edge. It is based on his basic attack in ''Final Fantasy VII''.
|utiltname=
|utiltname= 
|utiltdmg=8%
|utiltdmg=8%
|utiltdesc=An overhead arcing slice. Its hitbox starts behind Cloud, with a larger front hitbox. It is fast and has a fairly large hitbox, although its knockback is lacking. One of Cloud's most reliable combo starters, as it can chain into itself at 0% and into aerials at low percentages.
|utiltdesc=An overhead arcing slash. Its hitbox starts behind Cloud with a larger front hitbox, although it does not extend beside Cloud and makes it unable to hit smaller characters beside him. It is fast and has a fairly large hitbox, although its knockback is lacking. It can reliably start combos, chaining into itself at 0% and into aerials at low percentages.
|dtiltname=
|dtiltname=Sliding ({{ja|スライディング|Suraidingu}})
|dtiltdmg=6% (initial knee hitbox), 7% (leg)
|dtiltdmg=6% (knee), 7% (leg)
|dtiltdesc=A sliding kick, similar to {{SSB4|Mega Man}}'s Sliding down tilt. His legs are intangible while the hitbox is active, and will sometimes deal less damage if landed early. Very quick startup and sends Cloud a good distance forward while keeping his hitbox small, making it useful as a quick and weak [[punishment|punish]]. Launches opponents vertically, leading into follow-ups with aerial attacks. This move sends Cloud low enough to dodge some projectiles, such as [[Hadoken]], which helps his approach. 
|dtiltdesc=A [[Wikipedia:Dropkick#Baseball slide|baseball slide]]. His legs are intangible while the hitbox is active, and it will sometimes deal less damage if landed early. It has very quick start-up, propels Cloud a good distance forward, launches opponents vertically, and significantly lowers his hurtbox. Altogether, these traits make it useful as a [[punishment]] option, as well as a capable set-up option into aerial attacks.
|dashname=
|dashname= 
|dashdmg=11% (clean), 8% (late)
|dashdmg=11% (clean), 8% (late)
|dashdesc=Slides to a halt and forces the entire blunt edge of the Buster Sword forward with both hands in a parrying motion. It deals more damage at the beginning, has a lingering hitbox and its moderately high knockback enables it to KO at high percentages.  
|dashdesc=Thrusts the sharp edge of the Buster Sword forward while holding it diagonally. It deals more damage at the beginning, has a lingering hitbox and its moderately high knockback enables it to KO at high percentages.
|fsmashname= 
|fsmashname=Triple Buster ({{ja|トリプルバスター|Toripuru Basutā}})
|fsmashdmg={{ChargedSmashDmgSSB4|3}} (hit 1), {{ChargedSmashDmgSSB4|2}} (hit 2 center), {{ChargedSmashDmgSSB4|3}} (hit 2 hilt), {{ChargedSmashDmgSSB4|4}} (hit 2 tip), {{ChargedSmashDmgSSB4|12}} (hit 3 tip),{{ChargedSmashDmgSSB4|13}} (hit 3 non-tip)
|fsmashdmg={{ChargedSmashDmgSSB4|3}} (hit 1), {{ChargedSmashDmgSSB4|2}} (hit 2 center), {{ChargedSmashDmgSSB4|3}} (hit 2 hilt), {{ChargedSmashDmgSSB4|4}} (hit 2 tip), {{ChargedSmashDmgSSB4|12}} (hit 3 tip), {{ChargedSmashDmgSSB4|13}} (hit 3 non-tip)
|fsmashdesc=A series of three, extremely fast slashes. The last hit has slightly more range and carries all the attack's knockback. Depending on the size of the opponent's hurtbox and where each slash hits, this move can deal 17%-20% damage. It is immensely powerful for its amount of startup (19 frames), KOing middleweights around 100% in the middle of the stage, but it has high ending lag and deals poor shieldstun. It can sometimes whiff during its second hit, causing the last hit to miss. Cloud's strongest move if his Limit Break specials are unavailable.
|fsmashdesc=Performs three extremely fast slashes in front of himself. The first two hits combo into the third, which has higher range and immense knockback for the move's start-up (19 frames). It is Cloud's strongest non-Limit Break move, KOing middleweights around 100% at center-stage, but it has high ending lag and deals below average [[shieldstun]]. Additionally, each hit is only active for one frame, which means it can be dodged entirely with a well-timed [[roll]] or [[sidestep]]. It resembles the depiction of Cross Slash in the ''Kingdom Hearts'' series, and may also be a reference to the effects of the Double Cut Materia in ''Final Fantasy VII''.
|usmashname=
|usmashname= 
|usmashdmg={{ChargedSmashDmgSSB4|13}} (earliest/tip), {{ChargedSmashDmgSSB4|12}} (hilt/mid), {{ChargedSmashDmgSSB4|8}} (late)
|usmashdmg={{ChargedSmashDmgSSB4|13}} (early/tip), {{ChargedSmashDmgSSB4|12}} (mid/hilt), {{ChargedSmashDmgSSB4|8}} (late)
|usmashdesc=An upward slash. It has average startup, but good range due to its wide arc, giving him reliable aerial protection. Its arc is so wide that it can even hit opponents behind Cloud, which deals weak damage at the end. KOs middleweights around 125%.
|usmashdesc=Swings the Buster Sword upward in a wide arc. Has some startup (15 frames) and moderate ending lag, and its KO power is only average compared to most other up smashes, but it has long range in front of, above, and slightly behind Cloud. KOs middleweights around 125%.
|dsmashname=
|dsmashname=Double Thrust ({{ja|ダブルスラスト|Daburu Surasuto}})
|dsmashdmg={{ChargedSmashDmgSSB4|4}} (hit 1), {{ChargedSmashDmgSSB4|12}} (hit 2)
|dsmashdmg={{ChargedSmashDmgSSB4|4}} (hit 1), {{ChargedSmashDmgSSB4|12}} (hit 2)
|dsmashdesc=Crouches and then shoves the Buster Sword's hilt forward before stabbing backward in the same direction. The first hit carries opponents into the second hit. Cloud's fastest smash attack and it is also a [[semi-spike]] courtesy of its second hit, although it is hard to use for edgeguarding unless Cloud is facing away from the edge. Regardless, it is useful for sending opponents with weak horizontal recoveries off-stage. The first hit will almost always [[stage spike]] due to its angle. The back hit KOs at 140%. It is possible to [[tech]] after the first hit, causing the second hit to miss.
|dsmashdesc=Kneels and thrusts the Buster Sword's hilt forward, then performs a reverse gripped thrust behind himself. The first hit launches opponents into the second, though it is possible to [[tech]] after the first hit, causing the second to miss. The first hit can [[stage spike]] with ease due to its angle, while the second hit is a semi-spike, making it useful for launching opponents with weak horizontal recoveries off-stage. It hits on frame 8, making it Cloud's fastest smash attack. KOs middleweights around 140%.
|nairname=
|nairname= 
|nairdmg=8%
|nairdmg=8%
|nairdesc=Swings the Buster Sword in a circular motion around him, starting from over his head and ending behind him, similarly to {{SSB4|Ike}}'s neutral aerial. Another trait is that it shares the range of {{SSB4|Shulk}}'s neutral aerial, yet it also boasts respectable speed in its own right, which makes it very useful as an approach option and aerial tool. It [[autocancel]]s from a short hop, making it rather difficult to punish, although it can be difficult to hit grounded opponents while buffering it as soon as possible, due to the hitbox starting behind him.
|nairdesc=A circular slash around himself. It is long-ranged, very fast, [[autocancel]]s from a short hop, making it a solid all-purpose move that is difficult to punish. Unusually, the move has a [[frame speed multiplier]] of 0.75×, making it faster to execute in-game.
|fairname=
|fairname=Meteor Slash ({{ja|メテオスラッシュ|Meteo Surasshu}})
|fairdmg=14% (clean sweetspot), 13% (clean sourspot), 11% (late)
|fairdmg=14% (clean sweetspot), 13% (clean sourspot), 11% (late)
|fairdesc=Briefly pauses and then slices downward, similarly to {{SSB4|Ike}}'s forward aerial. It has the most startup out of all his aerials, but sweetspotting in the middle of the blade as it comes down results in a powerful [[meteor smash]] on aerial opponents, while launching grounded opponents at a slightly more vertical angle. Deals weak knockback if contact is made once the blade stops, making it useful for catching air dodges. Wide range and meteor smashing properties makes this a useful off-stage option, albeit easy to telegraph. Moderate ending lag, though its landing lag is decent for its power, and it autocancels from a full hop. The sweetspot can also notably be [[frame cancelling|frame canceled]], allowing for more follow-ups if done correctly due to its drastically increased hitlag and more vertical angle of its trajectory. Loosely resembles Cloud's Braver Limit Break.
|fairdesc=Briefly pauses and then performs a downward slash. It is his slowest aerial to start, hitting on frame 18, but a sweetspot on the middle of the blade as it comes down powerfully [[meteor smash]]es aerial opponents. Grounded opponents are sent at a more vertical angle by the sweetspot. If contact is made once the blade stops, it deals weaker knockback. Its ending lag is moderate, though its landing lag is low for its range and power, and it autocancels from a full jump. It can be [[frame cancelling|frame canceled]] if hit with the sweetspot, allowing for more follow-ups. It closely resembles Braver, Cloud's initial Limit Break and Cloud’s attack animation when using the Deathblow Materia in ''Final Fantasy VII''.
|bairname=
|bairname= 
|bairdmg=13%
|bairdmg=13%
|bairdesc=Spins and performs a backward swipe. Good range and knockback, and a reliable edgeguarding tool due to its fast startup. Moderate ending lag, but can autocancel from a short hop (if not under Limit Break status), and has low landing lag. It can also be used in a [[wall of pain]] at medium percentages if timed correctly, or as a combo starter at low to medium percentages if the opponent DIs poorly. KOs middleweights at around 110% at the edge.
|bairdesc=Turns around to perform an outward slash. Has very long range and good knockback, KOing middleweights at around 115% near the edge. This makes it an effective spacing and KO option. It also has low landing lag (14 frames), autocancels from a short hop, and can be used to perform a [[wall of pain]] at low percentages. It has limited vertical range, however, and its hitbox is only active for two frames. It resembles the sword strike he does during his Meteorain Limit Break.
|uairname=
|uairname= 
|uairdmg=12% (clean), 8.5% (late)
|uairdmg=12% (clean), 8.5% (late)
|uairdesc=Thrusts the sharp edge of the Buster Sword upward and parallel to the ground. While powerful at the start of the animation, it also functions as a [[sex kick]], doing less damage after the first few frames. The initial hitbox has surprisingly good range both vertically and horizontally, which allows Cloud to barely poke through the top platform of {{SSB4|Battlefield}} just at the apex of his short hop and contest almost any downward aerial move and trade at worst. However, the lingering hitbox is significantly smaller, due to the animation of Cloud's arms recoiling down from the upward thrust. It can autocancel from a short hop, and it has low landing lag; therefore, it can be used at the last second before landing to catch grounded opponents with the move and true combo into up tilt at lower percentages, neutral aerial or another up aerial until higher percentages, and forward aerial and back aerial at medium percentages. KOs at around 160% on a grounded, middleweight opponent when clean. Up aerial also shifts most of Cloud's hurtbox into the foreground (or background when facing left), which allows him to, most notably, avoid {{SSB4|R.O.B.}}'s uncharged [[Robo Beam]] and avoid some up smashes such as {{SSB4|Yoshi}}'s. Due to its many positive traits with its only drawback being its smaller, weaker lingering hitbox, it is considered one of the best up aerials in the game.
|uairdesc=Thrusts the sharp edge of the Buster Sword's blade upward while holding it parallel to the ground. Has [[sex kick]] properties. The initial hitbox is notoriously large and the move lasts a deceptively long time, allowing it to cover air dodges easily. While the range shortens somewhat after the initial strike, it is still long enough to allow Cloud to [[shark]] through platforms, contest with almost any down aerial in the game, and easily combo and [[juggle]] enemies. The move hits quickly, has low landing lag, and autocancels in a short hop. It also has decent power behind it, KOing grounded middleweights at around 160%. Interestingly, it shifts most of Cloud's hurtbox significantly forwards on the Z-axis, allowing him to avoid certain moves. It is commonly considered one of the best moves in the game.
|dairname=
|dairname= 
|dairdmg=13% (clean aerial sourspot, grounded opponent), 15% (aerial sweetspot), 8% (late)
|dairdmg=13% (clean aerial sourspot, grounded opponent), 15% (aerial sweetspot), 8% (late)
|dairdesc=A downward stab, similar to {{SSB4|Link}}'s Downward Thrust down aerial. Striking at the first few frames directly below Cloud powerfully meteor smashes aerial opponents and deals more damage. Stays out for a while, allowing the move to hit opponents after the initial thrust, which makes the move a good out of shield option. It can also be used to counter juggling. KOs middleweights at around 135% on a grounded opponent when landed clean. The late hit of the move is an excellent combo starter when autocanceled; it can combo into any aerial and Cross Slash (both versions) until higher percentages, and even Finishing Touch at medium percentages, making it one of Cloud's most effective moves for setting up KOs, though most of the possible follow-ups can be escaped with proper DI. When properly autocanceled, the move is extremely difficult to punish, making it one of Cloud's best moves in his moveset and is vital for his strong neutral game.
|dairdesc=A downward thrust. Striking directly beneath Cloud with the first few frames meteor smashes aerial opponents, while the lingering hitbox hits opponents upwards and away, allowing the move to easily start combos or set up powerful KO moves at medium percentages. The move is often difficult to punish due to its high range, especially when autocanceled. KOs grounded middleweights around 135% when hit clean.
|grabname=
|grabname= 
|grabdesc=Reaches out with his left hand. Notably the third shortest in the game.
|grabdesc=Reaches out with his left hand. Has the third-lowest range out of all standing grabs, though his [[pivot grab]] has increased range.
|pummelname=
|pummelname= 
|pummeldmg=3%
|pummeldmg=3%
|pummeldesc=A knee strike. Moderately slow, but one of the most damaging pummels in the game.
|pummeldesc=A knee strike. Moderately slow, but one of the most damaging pummels in the game.
|fthrowname=
|fthrowname= 
|fthrowdmg=4% (hit 1), 3% (hit 2)
|fthrowdmg=4% (hit 1), 3% (throw)
|fthrowdesc=A backflipping dropkick, similar to {{SSB4|Wii Fit Trainer}}'s back throw. It is also vaguely similar to the Somersault Limit Break used by [http://finalfantasy.wikia.com/wiki/Tifa_Lockhart Tifa Lockhart], one of Cloud's party members in ''Final Fantasy VII'', albeit being a dropkick rather than a backflip kick.
|fthrowdesc=A modified [[wikipedia:dropkick#Dropsault|dropsault]]. It has low knockback, usually used for positioning or throwing opponents off-stage. It resembles Somersault, a Limit Break used by [http://finalfantasy.wikia.com/wiki/Tifa_Lockhart Tifa Lockhart], one of Cloud's party members in ''Final Fantasy VII''.
|bthrowname=
|bthrowname= 
|bthrowdmg=3% (hit 1), 3% (hit 2)
|bthrowdmg=3% (hit 1), 3% (throw)
|bthrowdesc=Shoves the opponent behind himself and reverse roundhouse kicks them away, similarly to Ike's back throw. It is capable of tech-chasing alongside Blade Beam or his dash attack, though this is only possible against middleweights and heavyweights until medium percentages.
|bthrowdesc=A spinning back kick. At lower percentages, it is capable of tech-chasing with Blade Beam or his dash attack against middleweights and heavyweights.
|uthrowname=
|uthrowname= 
|uthrowdmg=2% (hit 1), 2.5% (hit 2), 4% (hit 3)
|uthrowdmg=2% (hit 1), 2.5% (hit 2), 4% (throw)
|uthrowdesc=A quick butterfly kick, identical to {{SSB4|Sonic}}'s up tilt and {{SSB4|Captain Falcon}}'s up smash. One of Cloud's two strongest throws, along with down throw. However, it is unable to KO at reasonable percentages, and should the opponent be in the middle of the stage and be at such percentages (around 215% for middleweights), up throw will be more effective at KOing. It is vaguely similar to the Waterkick Limit Break used by Tifa, albeit kicking vertically instead of horizontally.
|uthrowdesc=A {{s|wikipedia|540 kick}}. However, it is unable to KO at reasonable percentages, and should the opponent be in the middle of the stage and be at such percentages (around 215% for middleweights), up throw will be more effective at KOing. It vaguely resembles Tifa's Waterkick Limit Break, albeit kicking vertically instead of horizontally.
|dthrowname=
|dthrowname= 
|dthrowdmg=7%
|dthrowdmg=7%
|dthrowdesc=A one-handed body slam. It launches opponents them behind himself and due to its low base knockback, it is Cloud's primary, albeit lackluster, combo throw. It can combo into a reversed forward tilt or [[Cross Slash]] until medium percentages, though this is not guaranteed if Cloud does not have a sufficiently high level of [[rage]]. Cloud's only other strong throw, it can KO most characters earlier than up throw if Cloud is near the edge, as it is more significantly affected by DI than up throw due to its weaker vertical angle. However, like up throw, it does not KO at reasonable percentages. It is vaguely similar to the Meteor Strike Limit Break used by Tifa, albeit while grounded instead of being the used in the air.
|dthrowdesc=A one-handed body slam. It launches opponents behind him with low base knockback; it is Cloud's only combo throw, though it is a lackluster one. It also KOs earlier than any of his other throws, especially near the edge, though still not until extremely high percentages. It resembles Tifa's Meteor Strike Limit Break, albeit performed while grounded instead of in the air.
|floorfname=
|floorfname= 
|floorfdmg=7%
|floorfdmg=7%
|floorfdesc=Spins the Buster Sword around himself before getting up.
|floorfdesc=Swings the Buster Sword around himself before getting up.
|floorbname=
|floorbname= 
|floorbdmg=7%
|floorbdmg=7%
|floorbdesc=Spins the Buster Sword around himself before getting up.
|floorbdesc=Swings the Buster Sword around himself before getting up.
|floortname=
|floortname= 
|floortdmg=5%
|floortdmg=5%
|floortdesc=Similar to other floor attacks.
|floortdesc=Swings the Buster Sword around himself before getting up.
|edgename=
|edgename= 
|edgedmg=8%
|edgedmg=8%
|edgedesc=Climbs up while slicing at the opponent's feet.
|edgedesc=Performs an inward slash while climbing up.
|nsdefname=Blade Beam
|nsname=Blade Beam
|nsdefdmg=8% (ground, clean), 6% (ground, late), 6% (air, clean), 4% (air, late), 6% (hit 1, Limit Break), 2% (hits 2-6, Limit Break), 3% (hit 7, Limit Break)
|nsdmg=8% (grounded clean), 6% (grounded late), 6.4% (aerial clean), 4.8% (aerial late), 6% (Limit Break hit 1), 2% (Limit Break hits 2-6), 3% (Limit Break hit 7)
|nsdefdesc=Swings the Buster Sword forward to fire a green, crescent-shaped energy beam. Like a typical [[projectile]], it disappears upon hitting anything. The projectile comes out and moves rather slowly, but travels a long distance overall, and its hitbox is extremely active. It is stronger if started on the ground and in the first few frames, while the aerial version is slower and deals less damage, but gives Cloud a slight amount of lift. Its Limit Break variant is colored blue and possesses [[transcendent priority]], higher velocity, an increased damage output and hits multiple times, with the last hit having great KO potential near the edge, starting at 98%. Like the standard Blade Beam, the Limit Break variant is weaker when performed in midair.
|nsdesc=Swings the Buster Sword upward and in front of himself in order to launch a green, crescent-shaped energy beam as a [[projectile]]. It comes out and moves rather slowly, but travels a long distance and has a large hitbox. It is stronger if used on the ground and hit early. The aerial version is slower and deals less damage, but gives Cloud a slight lift. Like most projectiles, it disappears on contact with an object or enemy. The Limit Break variant possesses [[transcendent priority]], moves much faster across the ground and hits multiple times, with its last hit having great KO potential. It is still weaker and slower when performed in midair, however.
|nsc1name=N/A
|ssname=Cross Slash
|nsc1dmg=
|ssdmg=4% (hit 1), 3% (hit 2-4), 6% (hit 5), 5% (Limit Break hit 1), 3% (Limit Break hits 2-4), 10% (Limit Break hit 5)
|nsc1desc=
|ssdesc=Performs a downwards slash. On contact with an enemy, pressing the special button allows this slash to transition into a series of follow-up slashes, together spelling the kanji {{ja|凶|kyō}} ("misfortune"). The full attack deals high damage and moderate knockback, making it a superb [[punishing]] option at close range. It is weak against shield, however, as all stages of the attack are slow and punishable if missed. Its Limit Break variant results in Cloud unleashing all five strikes with a single input regardless of whether he hits anything. It also noticeably increases both the damage and KO potential of the move, KOing middleweights at 100% from the center of the stage, while reducing the move's ending lag to such an extent that it becomes nearly impossible to punish without being right behind Cloud as he unleashes the move. Additionally, Limit Cross Slash deals a high amount of [[shield damage]], and the final hit has a slightly larger hitbox than the default.<ref>[https://twitter.com/ruben_dal/status/859110965501206528]</ref> It is commonly considered Cloud's most effective Limit Break move due to its abundance of positive traits, as well as one of the game's best moves overall.
|nsc2name=N/A
|usname=Climhazzard
|nsc2dmg=
|usdmg=3% (hit 1), 4% (hits 2-3), 3% (hit 4), 6% (Limit Break hit 1), 7% (Limit Break hit 2)
|nsc2desc=
|usdesc=A leaping reverse gripped slash. If the special button is pressed again, it is followed with a descending reverse gripped slash. The first hit deals set knockback that leads into the second hit, which has a sweetspot at the center of the Buster Sword's blade that meteor smashes opponents as Cloud descends. It is Cloud's primary recovery move, though it is notable for being very ineffective due to multiple traits: it grants poor distance with low vertical height and almost no horizontal momentum, and Cloud cannot tech any single-hit move if he is hit at the apex of Climhazzard's first hit, unless it is a [[command grab]] or a multiple hit move. Additionally, the descending slash cannot be cancelled and isn't able to sweetspot the edge until Cloud has fallen a certain distance with it, making it unsuitable to use offstage. Its fast startup makes it a good surprise attack when grounded, particularly as an [[out of shield]] option. Its Limit Break variant greatly strengthens the first (but not second) hit of the move (allowing it to KO grounded middleweights at around 125%), allows it to sweetspot edges throughout, and grants Cloud much greater vertical and horizontal distance.
|ssdefname=Cross Slash
|dsname=Limit Charge
|ssdefdmg=4% (hit 1), 3% (hit 2-4), 6% (hit 5), 5% (Limit Break, hit 1), 3% (Limit Break, hits 2-4), 10% (Limit Break, hit 5),
|dsdmg=1% (Finishing Touch)
|ssdefdesc=A series of slashes that are inputted by pressing the special button after each slash connects, similarly to {{SSB4|Marth}}'s and {{SSB4|Lucina}}'s [[Dancing Blade]] and {{SSB4|Roy}}'s [[Double-Edge Dance]], with the finished series spelling the kanji {{ja|凶|kyō}} ("misfortune"). Respectable damage output and moderate knockback make it a superb [[punishing]] option at close range, though it is exceedingly weak against shields. Each hit can only be inputted only if the first hit lands (even if shielded), and the first hit is highly punishable, making spacing and timing crucial. However, opponents can SDI the first two hits and jump away from the remaining series of slashes, which is even easier if Cloud is under the effects of rage, leaving him vulnerable. Its Limit Break variant changes the kanji's colors from yellow to blue while Cloud instantly unleashes all five strikes instead of requiring button inputs and noticeably increases both its damage output and KO potential, starting at 100% on middleweights from the center of the stage. The first few hits cannot be SDI'd, though the last hit can be SDI'd efficiently, allowing opponents to survive when they have high damage so long as they combine the SDI with DI or a tech (the latter of which being done towards the stage). It is also considered to be Cloud's best Limit Break variant due to its speed, power and notability as both a powerful stage spike and shield breaking option if used quickly with another follow-up attack.
|dsdesc=Holds out the Buster Sword and remains still. This manually [[charge]]s the Limit Gauge. While the move is being held, a text box labelled "Limit" appears above Cloud, which contains an otherwise-invisible meter that denotes the current level of Limit and increases as it is charged. The Limit Gauge will reach full charge either by using Limit Charge for 400 frames (6.67 seconds), but can be alternatively filled by dealing 250% or receiving 100%, and each of these methods stack with each other. The move can be [[charge-cancel]]ed by pressing the [[shield]] button, hitting the control stick left or right (which triggers a roll), grabbing, or pressing the special button again (the latter of which has an 8-frame delay). When the Limit Gauge is filled, Cloud is surrounded by a blue, flame-like energy, and his speed and mobility receive a noticeable increase. As long as he is in this state, he has access to much more powerful, one-use variants of his special attacks, as listed above. Using any of these attacks will empty the Limit Gauge and return Cloud to his normal state, even if the move misses or is interrupted. The Limit Break variation of Limit Charge itself is an entirely different attack called '''Finishing Touch'''; Cloud slashes in an arc around himself, generating a large whirlwind that deals only 1% damage but deals tremendous knockback, enough to KO most opponents before 70%. The move hits on frame 16, but has very high ending lag and almost no shieldstun due to its damage output. The attack is weaker as a whole when performed in the air, however, KOing about 24% later when hit in front, and 36% later with the back hitbox. The attack's hitbox is deceptively large, and it generates a powerful [[windbox]] that extends even further beyond the Buster Sword's range, [[push]]ing opponents away. Finishing Touch's animation may be based on [https://static.wikia.nocookie.net/finalfantasy/images/8/80/Cloud_Tornado_Limit_Sketch.jpg/ Tornado], an unused Limit Break in ''Final Fantasy VII''.
|ssc1name=N/A
|ssc1dmg=
|ssc1desc=
|ssc2name=N/A
|ssc2dmg=
|ssc2desc=
|usdefname=Climhazzard
|usdefdmg=3% (hit 1), 4% (hit 2, 3), 3% (hit 4), 6% (Limit Break, hit 1), 7% (Limit Break, hit 2)
|usdefdesc=A leaping, ascending slash, which can be followed by with a descending slash that launches opponents. The first hit deals set knockback, while the second hit deals more damage in the middle of the Buster Sword's blade and less if near the hilt. If the special button is inputted again, Cloud does a second hit that can meteor smash when he descends. Cloud's primary recovery move, though it only covers mediocre vertical distance while covering extremely minimal horizontal distance. Additionally, the descending slash cannot ledge sweetspot until Cloud falls a certain distance, making it unsuitable to use the second hit off-stage. Its fast startup makes it an excellent surprise attack, particularly as an out of shield option. Its Limit Break variant changes the blade's trail from magenta to blue, the first (but not second) hit deals more damage while sweetspotting edges, Cloud gains much greater vertical and horizontal recovery distance, and it can begin KOing grounded opponents at 124%.
|usc1name=N/A
|usc1dmg=
|usc1desc=
|usc2name=N/A
|usc2dmg=
|usc2desc=
|dsdefname=Limit Charge
|dsdefdmg=1% (Finishing Touch)
|dsdefdesc=Manually charges the Limit Gauge, an invisible meter which can alternatively be filled by dealing or receiving damage, similarly to {{SSB4|Little Mac}}'s [[Power Meter]]. The Limit Gauge will be fully filled either by charging it for 400 frames (6.667 seconds), dealing 250% or receiving 100%, with the chargeable method displaying a text box above Cloud that displays "Limit". It can be [[charge-cancel]]ed by pressing the [[shield]] button (which, on the ground, can then be canceled into any dodge or a jump), hitting the control stick left or right (which triggers a roll), grabbing, or pressing the special button again, which has an 8 frame delay, and canceling Limit Charge with this method allows Cloud to be flexible with movement in the air or along the ground while filling up the Limit Gauge. It can also be [[instant charge-cancel]]led with any grounded, non-special move, which can be handy for approaching or defending oneself. When the meter is full, Cloud receives a 10% increase to his gravity, falling speed, fast fall speed, initial dash distance, and running speed, a 15% increase to his walking speed and traction, and a 20% increase to both his air speed and air acceleration. During this time, he can also use more powerful, one-use variants of his special attacks. This move itself turns into the '''Finishing Touch''' Limit Break when the gauge is full, which is a large whirlwind that deals only 1% but possesses tremendous knockback, enough to KO most opponents before 70%, even without rage. Rather slow, hitting on frame 16-17, though extremely powerful for its speed, and is easily his best option for punishing opponents at KO percents. However, the attack itself is punishable if it misses or hits a shield, as it has very high ending lag and extremely poor shieldstun due to its damage output. The back hitbox comes out 2 frames slower and KOs opponents around 10% later, and the attack as a whole has further reduced knockback when performed in the air, KOing grounded opponents around 24% later with the front hitbox, or around 36% later with the back hitbox; however, this difference is reduced if the opponent is airborne. Both hitboxes are deceptively large, being able to poke through the lower platforms of Battlefield and [[Lylat Cruise]], as well as hit some characters standing on the lower platforms of {{SSB|Dream Land}}. If whiffed, it generates a much larger windbox that simply pushes opponents away. It stalls Cloud when used in the air, which can potentially aid his recovery.
|dsc1name=N/A
|dsc1name=N/A
|dsc1dmg=
|dsc1dmg=
Line 154: Line 147:
|dsc2desc=
|dsc2desc=
|fsname=Omnislash
|fsname=Omnislash
|fsdmg=3% (hit 1), 2% (hits 2-14), 5% (hit 15), 4%-5% (hit 16), 10% (hit 17), 50% (total)
|fsdmg=3% (hit 1), 2% (hits 2-15), 5% (hit 16), 4% (hit 17, falling), 10% (hit 18, explosion), 50% (all hits connect)
|fsdesc=A multiple hitting series of powerful slashes that concludes with a powerful, descending slash that triggers an explosion, similarly to Ike's [[Great Aether]]. Cloud dashes forward at high speed, similarly to Marth's and Lucina's [[Critical Hit]], with a text box appearing above him that displays "Omnislash" as he proceeds to flings any opponents he runs into to the top of the screen. After the series of slashes, Cloud charges up a final slash, in which he descends and slashes the opponent downward to the stage and results in a huge explosion that launches the opponent. One of the most powerful [[Final Smash]]es in the game when successful, as it can KO as low as 22%. Unlike Marth's and Lucina's Critical Hit, Cloud will dash off the edges of platforms if Omnislash is initiated next to one.
|fsdesc=Rushes forward at high speed and attacks, unleashing a series of slashes that concludes with a powerful, descending slash that triggers an explosion. At the beginning of the move, with a text box appearing above him that displays "Omnislash" as he proceeds to flings any opponents he runs into to the top of the screen. After the series of slashes, Cloud charges up a final slash, in which he descends and slashes the opponent downward to the stage and results in a huge explosion that launches the opponent. One of the most powerful [[Final Smash]]es in the game when successful, as it can KO as low as 22%. Unlike Marth and Lucina's Critical Hit, Cloud will dash off the edges of platforms if Omnislash is initiated next to one, and he cannot cancel the move.
}}
 
===Stats===
{{Attributes
|cast = 58
|weight = 100
|rweight = 17-21
|dash = 1.8
|rdash = 5-8
|run = 1.97
|rrun = 10
|walk = 1.1
|rwalk = 30-32
|trac = 0.055
|rtrac = 28-33
|airfric = 0.009
|rairfric = 33-36
|air = 1.1
|rair = 14-19
|baseaccel = 0.01
|rbaseaccel = 10-54
|addaccel = 0.06
|raddaccel = 35
|gravity = 0.098
|rgravity = 18
|fall = 1.68
|rfall = 14-15
|ff = 2.688
|rff = 15-16
|jumpsquat = 4
|rjumpsquat = 1-13
|jumpheight = 32.5
|rjumpheight = 36-37
|shorthop = 17
|rshorthop = 20-21
|djump = 32
|rdjump = 37-38
}}
}}
===[[Announcer]] call===
{{audio|Needs announcer calls from other languages.}}
<gallery>
Cloud English Announcer SSB4-SSBU.wav|English/Japanese/Chinese
Cloud French Announcer SSBU.wav|French
Cloud Russian Announcer SSBU.wav|Russian
</gallery>


===[[On-screen appearance]]===
===[[On-screen appearance]]===
{{Appearance
{{Appearance
|desc=Falls from the sky and catches the Buster Sword with a twirl.
|desc=Falls from the sky and catches the Buster Sword with a flourish.
|char=Cloud
|char=Cloud
|game=SSB4}}
|game=SSB4}}
Line 167: Line 205:
{{Taunt/SSB4
{{Taunt/SSB4
|char=Cloud
|char=Cloud
|desc-up=Performs his victory animation from ''Final Fantasy VII'', where he twirls the Buster Sword in front of him before positioning it on his shoulders while saying {{ja|興味ないね|Kyōmi nai ne}} ("Not interested").
|desc-up=Twirls the Buster Sword in front of himself before positioning it on his shoulders while saying "{{ja|興味ないね|Kyōmi nai ne}}" ("Not interested"). It's the same animation of Cloud's victory pose from ''Final Fantasy VII'', and also resembles Cloud's official artwork for both ''SSB4'' and ''Final Fantasy VII''.
|desc-side=Performs his spellcasting animation from ''Final Fantasy VII'', where he places the Buster Sword on his back and cups his hands together in front of him. Complete with the original sound effect and glowing energy field.
|desc-side=Places the Buster Sword on his back and cups his hands together in front of him, generating a green glow. It is his spellcasting animation from ''Final Fantasy VII'', complete with its original sound effect and glowing energy field.
|desc-down=Places his Buster Sword on its tip and poses in a casual manner while scoffing. It resembles the cocky pose he uses in many ''Final Fantasy VII'' cutscenes.}}
|desc-down=Places the Buster Sword on its tip and leans against it in a casual manner while scoffing. It resembles the cocky pose he assumes in many cutscenes throughout ''Final Fantasy VII''.}}


===[[Idle pose]]s===
===[[Idle pose]]s===
{{Idle
{{Idle
|desc-1=Rubs the edge of the Buster Sword's blade, similarly to one of {{SSB4|Ike}}'s and {{SSB4|Roy}}'s idle poses.  
|desc-1=Pulls the Buster Sword back and rubs the edge of its blade.
|desc-2=Holds the Buster Sword upward in front of himself.
|desc-2=Holds the Buster Sword upward in front of himself with both hands.
|image-1=CloudIdlePose1WiiU.jpg
|image-1=CloudIdlePose1WiiU.jpg
|image-2=CloudIdlePose2WiiU.jpg}}
|image-2=CloudIdlePose2WiiU.jpg}}
Line 190: Line 228:
{{Victory/SSB4
{{Victory/SSB4
|victory-theme=Victory! (Final Fantasy).ogg
|victory-theme=Victory! (Final Fantasy).ogg
|victory-desc=A remix of the Victory Fanfare from ''Final Fantasy VII'', which is itself a variant of the victory fanfare heard throughout the ''Final Fantasy'' series. Unlike other themes, it continuously plays, replacing the results theme.
|victory-desc=A remix of Victory Fanfare from ''Final Fantasy VII'', which is itself a variant of Victory Fanfare heard throughout the ''Final Fantasy'' series. Unlike other themes, it plays continuously, replacing the results theme.
|desc-1=While facing the screen, Cloud twirls the Buster Sword with one hand and places it on his back while looking away from the camera, saying {{ja|悪く思うな|Waruku omou na.}} ("No hard feelings.") This victory pose originates from ''Dissidia Final Fantasy''.
|desc-1=While facing the screen, Cloud twirls the Buster Sword with one hand and places it on his back while looking away from the camera, saying {{ja|悪く思うな|Waruku omou na.}} ("No hard feelings.") Based on his victory animation in Final Fantasy VII.
|desc-2=While turning away, Cloud twirls the Buster Sword, places it on his back and then glares at the screen, saying {{ja|ついてないな|Tsuite nai na.}} ("Better luck next time.")
|desc-2=While turning away, Cloud twirls the Buster Sword, places it on his back and then glares at the screen, saying {{ja|ついてないな|Tsuite nai na.}} ("Better luck next time.")
|desc-3=Rushes forward, quickly slashes the Buster Sword twice, and then assumes a battle stance similar to his idle animation, saying {{ja|お前に俺は倒せない|Omae ni ore wa taosenai.}} ("You cannot defeat me.")
|desc-3=Rushes forward, quickly slashes the Buster Sword twice, and then assumes a battle stance similar to his idle animation, saying {{ja|お前に俺は倒せない|Omae ni ore wa taosenai.}} ("You cannot defeat me.")
|char=Cloud}}
|char=Cloud}}


==In competitive play==
==In [[competitive play]]==
===Notable players===
===Most historically significant players===
====Active====
<!--This character has a fifteen player limit for this section. Before adding and/or removing a player, read these guidelines: https://www.ssbwiki.com/SmashWiki:Notability#%22Most_historically_significant_players%22_guidelines -->
*{{Sm|ANTi|USA}}
 
*{{Sm|Digital Strider|Dominican Republic}}
''See also: [[:Category:Cloud players (SSB4)]]''
*{{Sm|FoCus|Canada}}
*{{Sm|Hazemoky|Sweden}}
*{{Sm|Javi (Smash 4)|Mexico}}
*{{Sm|Komorikiri|Japan}}
*{{Sm|Leo|Mexico}}
*{{Sm|MattyG|USA}}
*{{Sm|Mew2King|USA}}
*{{Sm|Ned|USA}}
*{{Sm|RAIN|Japan}}
*{{Sm|Seibrik|USA}}
*{{Sm|Serge|Mexico}}
*{{Sm|Sodrek|Germany}}
*{{Sm|Tweek|USA}}
*{{Sm|z0mfg|Mexico}}


====Inactive====
*{{Sm|ANTi|USA}} - Used Cloud as a secondary alongside {{SSB4|Mario}} and {{SSB4|Zero Suit Samus}}. Placed 1st at both {{Trn|CEO 2016}} and {{Trn|Get On My Level 2017}}, 3rd at {{Trn|DreamHack Austin 2018}}, 4th at {{Trn|2GG: Hyrule Saga}}, and 5th at {{Trn|DreamHack Atlanta 2017}} with wins over players such as {{Sm|Elegant}}, {{Sm|Samsora}}, and {{Sm|MVD}}.
*{{Sm|Nicko|USA}}
*{{Sm|Blacktwins|Canada}} - Co-mained Cloud alongside {{SSB4|Mario}} and is considered the best Cloud player in Canada. Placed 7th at {{Trn|Get On My Level 2017}}, 9th at {{Trn|Smash 'N' Splash 3}}, 13th at {{Trn|Shine 2018}}, and 17th at both {{Trn|DreamHack Montreal 2017}} and {{Trn|The Big House 8}} with wins over players such as {{Sm|Mew2King}}, {{Sm|Darkshad}}, and {{Sm|SuperGirlKels}}. Ranked 10th on the [[Canada Smash Ranking]].
*{{Sm|Javi|Mexico|p=Smash 4}} - Co-mained Cloud with {{SSB4|Sheik}} and is considered one of the best Cloud players in Mexico. Placed 4th at {{Trn|Canada Cup 2016}}, 7th at {{Trn|Smash Factor 5}}, 9th at {{Trn|2GGC: GENESIS Saga}}, and 17th at both {{Trn|2GGC: West Side Saga}} and {{Trn|The Big House 7}} with wins over players such as {{Sm|MkLeo}}, {{Sm|Larry Lurr}}, and {{Sm|Ally}}.
*{{Sm|komorikiri|Japan}} - One of the best Cloud players in the world. Placed 1st at both {{Trn|Sumabato 12}} and {{Trn|Smashdown World}}, 2nd at {{Trn|2GGC: GENESIS Saga}}, and 3rd at both {{Trn|The Big House 6}} and {{Trn|MomoCon 2018}}.
*{{Sm|Mangalitza♀|Japan}} - Placed 1st at {{Trn|Sumabato 21}}, 9th at both {{Trn|Sumabato 23}} and {{Trn|Sumabato 27}}, 13th at {{Trn|Sumabato Tokaigi Qualifier}}, and 17th at {{Trn|Sumabato 28}} with wins over players such as {{Sm|komorikiri}}, {{Sm|Choco}}, and {{Sm|T}}. Ranked 52nd on the [[JAPAN Power Rankings]].
*{{Sm|Mao|Japan}} - Placed 5th at {{Trn|Sumabato 21}}, 9th at both {{Trn|Umebura 27}} and {{Trn|Sumabato Smash 4 Final}}, 13th at {{Trn|Umebura Tokaigi Qualifier 1}}, and 17th at {{Trn|EVO Japan 2018}} with wins over players such as {{Sm|Abadango}}, {{Sm|Nietono}}, and {{Sm|Raito}}. Ranked 38th on the [[JAPAN Power Rankings]].
*{{Sm|Masashi|Japan}} - One of the best Cloud players in Japan. Placed 1st at {{Trn|Sumabato 26}}, 2nd at {{Trn|Sumabato 24}}, 5th at {{Trn|Sumabato 23}}, 7th at {{Trn|Sumabato 18}}, and 13th at {{Trn|Sumabato Smash 4 Final}} with wins over players such as {{Sm|Shuton}}, {{Sm|Raito}}, and {{Sm|Etsuji}}. Ranked 15th on the [[JAPAN Power Rankings]].
*{{Sm|MattyG|USA}} - The best Cloud player in New England. Placed 7th at both {{Trn|Too Hot to Handle}} and {{Trn|Super FamiCon 2017}}, 13th at {{Trn|Super Smash Con 2017}}, and 17th at both {{Trn|Shine 2017}} and {{Trn|The Big House 7}} with wins over players such as {{Sm|Kameme}}, {{Sm|Marss}}, and {{Sm|Light|p=Connecticut}}. Ranked 5th on the [[New England Power Rankings]].
*{{Sm|Mew2King|USA}} - One of the best Cloud players during the first few years of the game's competitive lifespan. Placed 2nd at {{Trn|Endgame}}, 3rd at {{Trn|Enthusiast Gaming Live Expo}}, 5th at both {{Trn|Get On My Level 2016}} and {{Trn|Shine 2016}}, and 17th at {{Trn|Frostbite 2018}} with wins over players such as {{Sm|ZeRo}}, {{Sm|Ally}}, and {{Sm|Larry Lurr}}.
*{{Sm|MkLeo|Mexico}} - Co-mained Cloud with {{SSB4|Marth}} and is considered the best Cloud player in the world, winning {{Trn|2GGT: ZeRo Saga}}, {{Trn|IBP Masters Showdown}}, {{Trn|GENESIS 5}}, {{Trn|SwitchFest}}, and {{Trn|Super Smash Con 2018}}.
*{{Sm|Ned|USA}} - One of the best Cloud players in the United States. Placed 2nd at {{Trn|Midwest Mayhem 5}}, 5th at {{Trn|Endgame}}, 13th at both {{Trn|Showdown: Battle Royale}} and {{Trn|Smash 'N' Splash 4}}, and 17th at {{Trn|Frostbite 2017}} with wins over players such as {{Sm|ZeRo}}, {{Sm|Ally}}, and {{Sm|Larry Lurr}}.
*{{Sm|Purple~H|Germany}} - The best Cloud player in Europe. Placed 5th at {{Trn|SALT}}, {{Trn|Syndicate 2017}}, and {{Trn|PPT Berlin}}, 7th at {{Trn|Syndicate 2016}}, and 9th at {{Trn|Albion 2}} with wins over players such as {{Sm|S1}} and {{Sm|quiK}}. Ranked 7th on the [[European Smash 4 Power Rankings]].
*{{Sm|RAIN|Japan}} - One of the best Cloud players in Japan. Placed 5th at both {{Trn|Umebura 29}} and {{Trn|Umebura Smash 4 Final}}, 9th at both {{Trn|EVO 2015}} and {{Trn|Apex 2016}}, and 13th at {{Trn|Umebura 33}}.
*{{Sm|Ralphie|USA}} - Placed 1st at {{Trn|Xanadu - End of an Era}}, 9th at both {{Trn|Collision XV}} and {{Trn|Super Smash Con 2018}}, and 17th at both {{Trn|Smash 'N' Splash 4}} and {{Trn|Smash Sounds}} with wins over players such as {{Sm|Ally}}, {{Sm|Mr. E}}, and {{Sm|Sinji}}. Ranked 7th on the [[New York City Power Rankings]].
*{{Sm|Tweek|USA}} - One of the best Cloud players in the world. Placed 1st at {{Trn|2GGC: MkLeo Saga}} and {{Trn|2GG: Hyrule Saga}}, 3rd at both {{Trn|Shots Fired 2}} and {{Trn|Royal Flush}}, and 4th at {{Trn|EVO 2017}}.


===Tier placement and history===
Since his release as a DLC character, Cloud was believed to be a capable high-tiered character, thanks to the incredible combination of reach, mobility and power. He had achieved strong results at both singles and doubles play before the first [[tier list]] was released, thanks to smashers like {{Sm|Komorikiri}} and {{Sm|Mew2King}}, which led him to place 12th on the first tier list, at the middle of the B tier.


However, with the release of {{SSB4|Corrin}} and {{SSB4|Bayonetta}} and the subsequent nerfs to them and other top-tiered characters, as well as various advancements to his metagame, Cloud's tier placement was considered to be too low despite him receiving various nerfs as well, with some people ranking him as one of the, if not ''the'' best character in the game. However, Cloud's placements, despite being high overall, became more inconsistent, and he is no longer believed to be the best character in the game, though he is still credited as a top-tier character. Currently, he ranks 2nd on the second tier list, only behind Diddy Kong at the top of the S tier, and tied with {{SSB4|Palutena}} for the fifth highest rise between the first and second tier lists; however, this placement has been received with mixed thoughts from the community, due to his inconsistent results and rather exploitable weaknesses holding him back from getting into the Top 8 of several national tournaments such as [[EVO 2016]] (the highest ranking Cloud was Komorikiri at 17th place) and [[Super Smash Con 2016]] (the highest ranking solo Cloud being {{Sm|Tweek}} at 13th place).
===Tier placement, history and bans in doubles tournaments===
Since his release, players saw Cloud as a high-tier character, thanks to his incredible combination of range, mobility, power, and Limit Break mechanic; the latter in particular was highly valued for its ability to not only grant his special moves KO potential disproportionate for and beyond his weight class, but also make them fast and safe, especially Cross Slash. This positive outlook on Cloud was even more apparent in doubles play, where he can greatly benefit from having a teammate to alleviate his weak recovery and helping to land his Limit Break specials as the finisher to team combos, while Cloud himself can provide stage control and wall out his opponents for his teammate. Following his release, he started seeing strong results thanks to professionals such as {{Sm|komorikiri}}, {{Sm|Mew2King}} and {{Sm|Tweek}}, which led him to be ranked 12th on the first ''4BR'' [[tier list]], placing him at the middle of the B tier, confirming his high-tier status.


==[[List of Super Smash Bros. 4 character trailers#Cloud|Reveal trailer]]==
With the release of {{SSB4|Corrin}} and {{SSB4|Bayonetta}}, the subsequent nerfs to them and other top-tier characters, and various advancements to his metagame, Cloud became a very popular character in tournaments. His own nerfs did not seriously hinder him, and he remained a fundamentally strong character choice for both newer and professional players, the latter of which saw {{Sm|MkLeo}} formally picking him up. This was apparent with him appearing more frequently in the top placings of tournaments in comparison to some top-tier characters like {{SSB4|Sheik}} and {{SSB4|Zero Suit Samus}}, and consistently winning almost every major doubles event at tournaments. As a result of this spike in popularity and success, Cloud was ranked 2nd on the second tier list, placing him in the S tier; his tier rise was tied with {{SSB4|Palutena}}'s for the fifth highest between the first and second tier lists.
<youtube>nc3CY31kMJ4</youtube>
 
{{clr}}
Despite his success, Cloud's placement initially received mixed thoughts from the community, as his rather exploitable weaknesses held him back from consistently achieving top 8 placings in singles for several national tournaments, such as {{Trn|EVO 2017}} (the highest ranking Cloud being komorikiri, who placed 17th) and {{Trn|Super Smash Con 2016}} (the highest ranking solo Cloud being Tweek, who placed 13th). As his metagame progressed, however, Cloud's singles results became considerably more consistent, as players, especially MkLeo, Tweek, and komorikiri, started seeing more top 8 placements at national tournaments. Although Cloud would drop to 3rd place on the third tier list due to the rise of Bayonetta, his continued consistency would see him rise back to 2nd/3rd place on the fourth and final tier list, tying him with {{SSB4|Diddy Kong}}.


==Trophies==
At the end of the game's main competitive lifespan, however, many players once again questioned Cloud's tier placement as his results as a solo main weren't as impressive compared to other characters such as Diddy Kong, {{SSB4|Sheik}}, {{SSB4|Zero Suit Samus}}, {{SSB4|Fox}}, and {{SSB4|Rosalina & Luma}}. Furthermore, several smashers pointed out that top players were getting better at exploiting the character's poor recovery. Finally, MkLeo and Tweek, two of the best Cloud players in the world, started to use Bayonetta more frequently, leading to a small decline in representation at top level play. Due to all of this, a few players such as {{Sm|Mr.R}} and MkLeo claimed that Cloud is overrated and that he should be ranked slightly lower while other players claim that his polarizing strengths are too strong for him to be ranked any lower.


:'''Cloud'''
=====Banned in Doubles=====
::''The protagonist of FINAL FANTASY VII, Cloud wields the enormous Buster Sword, a memento from his comrade Zack. Once a SOLDIER of Shinra, he now fights as a mercenary against the corporation he originally served. His decision to join AVALANCHE's insurgence, however, will transform his destiny.''
{{split|Wide-reaching character bans could have pages, see [[Talk:Steve (SSBU)]]}}
In doubles tournaments, Cloud was considered by many players to be [[broken]] enough to ban, as he was banned at the following tournaments. Thanks to his many advantages, Cloud players consistently won ''Smash 4'' doubles tournaments after his release. This was evident with Cloud in ''Smash 4'' doubles [https://intheloop837.wordpress.com/2018/04/09/data-cloud-in-doubles-an-analysis/ being more dominant than Meta Knight in ''Brawl'' singles].
*{{flag|Canada}} {{Trn|Get On My Level 2018}} (double Cloud only)
*{{flag|USA}} {{Trn|CEO 2018}} <ref>{{cite web|url=https://twitter.com/ceojebailey/status/997598615362301952|title=Cloud banned at CEO 2018 doubles}}</ref>
*{{flag|USA}} {{Trn|Smash 'N' Splash 4}}
*{{flag|USA}} {{Trn|Shine 2018}}
*{{flag|USA}} {{Trn|DreamHack Atlanta 2018}}


{{Trophy games|console1=none|game1=FINAL FANTASY VII (11/1997)}}
==[[List of Super Smash Bros. 4 character trailers#Cloud|Reveal trailer]]==
{{#widget:YouTube|id=nc3CY31kMJ4}}
{{clr}}


:'''Cloud (Alt.)'''
==[[Trophies]]==
::''Filling the Limit Gauge allows Cloud to perform a Limit Break, supercharging his next special move. His down special becomes Finishing Touch. With a huge swing of his sword, Cloud summons a whirlwind that inflicts only 1% damage, but boasts brutal launch power. Go for a KO while his foes' damage is still low!''
{{Trophy/Fighter
|name=Cloud
|image-3ds=CloudTrophy3DS.png
|image-wiiu=CloudTrophyWiiU.png
|mode=Classic
|desc=The protagonist of FINAL FANTASY VII, Cloud wields the enormous Buster Sword, a memento from his comrade Zack. Once a SOLDIER of Shinra, he now fights as a mercenary against the corporation he originally served. His decision to join AVALANCHE’<!--Do not change to a normal apostrophe, single-quote is used in the game-->s insurgence, however, will transform his destiny.
|gamelist={{Trophy games|game1=FINAL FANTASY VII|release1=11/1997}}
}}
{{clrl}}


{{Trophy games|console1=none|game1=FINAL FANTASY VII (11/1997)}}
{{Trophy/Fighter
|name=Cloud (Alt.)
|image-3ds=CloudAltTrophy3DS.png
|image-wiiu=CloudAltTrophyWiiU.png
|mode=Alt
|desc=Filling the Limit Gauge allows Cloud to perform a Limit Break, supercharging his next special move. His down special becomes Finishing Touch. With a huge swing of his sword, Cloud summons a whirlwind that inflicts only 1% damage, but boasts brutal launch power. Go for a KO while his foes' damage is still low!
|gamelist={{Trophy games|game1=FINAL FANTASY VII|release1=11/1997}}
}}
{{clrl}}


:'''Omnislash'''
{{Trophy/Fighter
::''Cloud sets out to prevent Sephiroth from sending Meteor crashing into the planet. The fate of the world on his shoulders, Cloud confronts his enemy one on one. He unleashes a flurry of swift slashes before delivering the finishing blow. In Smash Bros., the final strike creates an explosion, launching nearby fighters.''
|name=Omnislash
<center>
|image=OmnislashTrophyWiiU.png
<gallery>
|desc=Cloud sets out to prevent Sephiroth from sending Meteor crashing into the planet. The fate of the world on his shoulders, Cloud confronts his enemy one on one. He unleashes a flurry of swift slashes before delivering the finishing blow. In Smash Bros., the final strike creates an explosion, launching nearby fighters.
CloudTrophy3DS.png|Classic (3DS)
|game=ssb4-wiiu
CloudAltTrophy3DS.png|Alt. (3DS)
}}
CloudTrophyWiiU.png|Classic (Wii U)
{{clrl}}
CloudAltTrophyWiiU.png|Alt. (Wii U)
OmnislashTrophyWiiU.png|[[Omnislash]]
</gallery>
</center>


==[[Alternate costume (SSB4)#Cloud|Alternate costumes]]==
==[[Alternate costume (SSB4)#Cloud|Alternate costumes]]==
Cloud's default costume is based on his appearance in ''Final Fantasy VII''. He has an alternate costume based on his appearance in ''{{iw|wikipedia|Final Fantasy VII: Advent Children}}'', known as "Cloudy Wolf" in ''Dissidia Final Fantasy'', which has two minor variants and replaces the Buster Sword with the [http://finalfantasy.wikia.com/wiki/Fusion_Swords Fusion Swords]. One variant has a long sleeve covering Cloud's left arm to hide the visible signs of his [http://finalfantasy.wikia.com/wiki/Geostigma Geostigma]. The other variant reveals Cloud's left arm after he has been cured of Geostigma, as well as a red ribbon that is wrapped around it, which he and his party wear in memory of [http://finalfantasy.wikia.com/wiki/Aerith_Gainsborough Aerith Gainsborough].
Cloud's default costume is based on his appearance in ''Final Fantasy VII'' while accommodating some changes to his design originating from ''Dissidia Final Fantasy'', namely the redesigned SOLDIER logo on his belt and a redesigned pauldron. He has an alternate costume based on his appearance in ''{{iw|wikipedia|Final Fantasy VII: Advent Children}}'', known as "Cloudy Wolf" in ''Dissidia Final Fantasy'', which replaces the Buster Sword with the [http://finalfantasy.wikia.com/wiki/Fusion_Sword Fusion Sword]. It has two minor variants: one with a long sleeve covering Cloud's left arm to hide the visible signs of his [http://finalfantasy.wikia.com/wiki/Geostigma Geostigma], and the other revealing Cloud's left arm after he has been cured of Geostigma, as well as a red ribbon wrapped around it, which he and his party wear in memory of {{s|wikipedia|Aerith Gainsborough}}.
{|style="margin:1em auto 1em auto;text-align:center"
{|style="margin:1em auto 1em auto;text-align:center"
|-
|-
|colspan=8|[[Image:Cloud Palette (SSB4).png|link=Alternate costume (SSB4)#Cloud]]
|colspan=8|[[File:Cloud Palette (SSB4).png|link=Alternate costume (SSB4)#Cloud]]
|-
|-
|{{Head|Cloud|g=SSB4|s=50px}}
|{{Head|Cloud|g=SSB4|s=50px}}
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==Gallery==
==Gallery==
<gallery>
<gallery>
SSB4 CloudSplashArt.png|Cloud's splash art.
Cloud amiibo.png|Cloud's [[amiibo]].
Cloud amiibo AC.png|Cloud's alternate [[amiibo]] based on his ''Advent Children'' costume.
Cloud unlock notice SSB4-Wii U.png|Cloud's unlock notice in {{forwiiu}} after downloading him from the [[Nintendo eShop]].
Cloud poster.jpg|Cloud's poster used on the official website.
Cloud poster.jpg|Cloud's poster used on the official website.
SSB4 CloudSplashArt.png|Cloud's splash art.
Cloud2.jpg|Cloud jumping alongside {{SSB4|Mario}}'s [[Fireball]] and {{SSB4|Samus}}' neutral aerial.
Cloud Advent Children SSB4.png|Cloud's "Cloudy Wolf" alternate costume from ''Final Fantasy VII: Advent Children''. Aside from his different attire, he also sports a slightly different pose and expression.
Cloud2.jpg|Cloud jumping near {{SSB4|Mario}}'s [[Fireball]] and {{SSB4|Samus}}' neutral aerial.
Cloud3.jpg|Using [[Blade Beam]] on {{SSB4|Charizard}}.
Cloud3.jpg|Using [[Blade Beam]] on {{SSB4|Charizard}}.
Cloud4.jpg|Cloud on [[Final Destination (SSB4)|Final Destination]].
Cloud4.jpg|Cloud on [[Final Destination (SSB4)|Final Destination]].
Cloud5.jpg|Cloud landing on [[Midgar]], with Bahamut ZERO in the background.
Cloud5.jpg|Cloud on [[Midgar]], with Bahamut ZERO in the background.
Cloud6.jpg|Cloud alongside {{SSB4|Wii Fit Trainer}} and {{SSB4|Lucario}} around the Summon Materia.
Cloud6.jpg|Cloud alongside {{SSB4|Wii Fit Trainer}} and {{SSB4|Lucario}} around the Summon Materia.
Cloud7.jpg|Using the [[Limit Break]]-boosted [[Cross Slash]] on {{SSB4|Ganondorf}}.
Cloud7.jpg|Using the [[Limit Break]]-boosted [[Cross Slash]] on {{SSB4|Ganondorf}}.
Cloud8.jpg|Cloud [[dash]]ing from {{SSB4|Link}}.
Cloud8.jpg|Cloud [[dash]]ing away from {{SSB4|Link}}.
Cloud9.jpg|The last hit of Cloud's neutral attack.
Cloud9.jpg|The last hit of Cloud's neutral attack.
Cloud10.jpg|Cloud on [[Gaur Plain]].
Cloud10.jpg|Cloud on [[Gaur Plain]].
Cloud_Screen-3.jpg|Cloud alongside {{SSB4|Ness}} and Wii Fit Trainer on [[Wuhu Island]]'s boat. Cloud being in a [[stun]]ned state references a scene in ''Final Fantasy VII'' where he gets motion sickness.  
Cloud_Screen-3.jpg|Cloud alongside {{SSB4|Ness}} and Wii Fit Trainer on [[Wuhu Island]]'s boat. Cloud being in a [[stun]]ned state references a scene in ''Final Fantasy VII'' where he gets motion sickness.
Cloud_Screen-4.jpg|Using [[Limit Charge]].
Cloud_Screen-4.jpg|Using [[Limit Charge]].
Cloud_Screen-5.jpg|Two Clouds, with one using Cross Slash and the other using the Limit Break-boosted Cross Slash.
Cloud_Screen-5.jpg|Two Clouds, with one using Cross Slash and the other using the Limit Break-boosted Cross Slash.
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==Trivia==
==Trivia==
*Cloud makes a few references to his home game and ''Final Fantasy VII: Advent Children'':
[[File:Cloud (Advent Children) Screen KO.jpg|thumb|Cloud's screen KO, referencing his official pose.]]
*Cloud makes a few references to his home game, ''Final Fantasy VII: Advent Children'', and the ''Dissidia Final Fantasy'' games:
**His pose in his official artwork matches his pose from his official artwork from ''Final Fantasy VII''. Conversely, the pose for his ''Advent Children'' costume resembles his official artwork from ''Dissidia Final Fantasy''.
**His pose in his official artwork matches his pose from his official artwork from ''Final Fantasy VII''. Conversely, the pose for his ''Advent Children'' costume resembles his official artwork from ''Dissidia Final Fantasy''.
***Humorously, Cloud strikes a variation of the first pose when he is [[Screen KO]]'d.
***Humorously, Cloud strikes a variation of the first pose when he is [[screen KO]]'d.
**His attacks emit unique blunt sounds when they hit opponents, while his side taunt emits a unique sound when performed. These sound effects originate from ''Final Fantasy VII'', with this trait being similar to how {{SSBB|Snake}} and {{SSB4|Ryu}} emit sound effects from their respective home series.
**His attacks emit unique blunt sounds when they hit opponents, while his side taunt emits a unique sound when performed. These sound effects originate from ''Final Fantasy VII'', similarly to how {{SSBB|Snake}} and {{SSB4|Ryu}} emit sound effects from their respective home series.
***His forward aerial resembles his Braver Limit Break, while his forward, up and down throws vaguely resemble the Somersault, Waterkick and Meteor Strike Limit Breaks used by [http://finalfantasy.wikia.com/wiki/Tifa_Lockhart Tifa Lockhart], one of his party members in ''Final Fantasy VII''.
**His idle stance is identical to his battle stance in later appearances such as the ''Dissidia Final Fantasy'' series, leading with his left leg instead of his right as he does in his original appearance in ''Final Fantasy VII''.
***[[Omnislash]] is accompanied by a text box that displays its name above Cloud when it is activated.
**The greenish coloration of the Buster Sword's trail is a reference to [http://finalfantasy.fandom.com/wiki/Mako Mako], a liquid that is used as the primary energy source within ''Final Fantasy VII''. It also possesses the ability to grant superhuman abilities to humans via genetic experimentation, especially when used in conjunction with Jenova cells, a process which granted Cloud his superhuman abilities.
**His idle stance and the animations of up and side taunts are identical to his battle stance, victory animation and spellcasting animation in ''Final Fantasy VII'', respectively. Additionally, his victory poses are identical to his battle stance and victory animation in ''Final Fantasy VII''. Strangely enough, his idle animation is reversed, from facing left in ''Final Fantasy VII'' to now facing right in ''Smash Bros.''. Additionally, his hand placement is also reversed, from having the arm facing the screen hold the upper part of the Buster Sword's hilt to now holding the bottom part of it.
**Cloud's body emits blue Mako when his Limit Break is fully charged. This is a reference to his final battle against [[Sephiroth]] in ''Advent Children''.
**The coloration of the Buster Sword's trail is a reference to the Mako energy that Cloud was exposed to while being experimented on prior to ''Final Fantasy VII''.
**His on-screen appearance, which has him landing and then catching the Buster Sword, is a reference to the end of his battle against Sephiroth in ''Advent Children'', where the separated blades of the Fusion Swords strike around him and he catches the "core" blade as it falls.
***Cloud's body emits blue Mako energy when his Limit Break is fully charged, a reference to his final battle against Sephiroth in ''Advent Children''.
**Cloud glides forwards when he [[dash]]es. This is a reference to the dashing mechanic in the ''Dissidia Final Fantasy'' games, where all characters dash in a manner akin to flying, which can also be performed in midair.
*Cloud glides forward during his dash, a nod to the dashing mechanic apparent in the ''Dissidia Final Fantasy'' games where all characters dash in a manner akin to flying (making it also possible to do so in midair).
*Cloud and {{SSB4|Bayonetta}} are the only characters with alternate costumes that sport a change of weapon. In Cloud's case, his ''Advent Children'' costume sees him wield the Fusion Swords from that movie instead of the Buster Sword, though they cannot be separated into their individual components.
*Cloud and {{SSB4|Bayonetta}} are the only characters with alternate costumes that sport a change of weapon. In Cloud's case, his ''Advent Children'' costume sees him wield the Fusion Swords from that movie instead of the Buster Sword, though they cannot be separated into their individual components.
*Cloud is the second DLC character from a newly added [[universe]], succeeding Ryu and preceding Bayonetta. Additionally, he is also the only one from a newly represented company (Square Enix), as Sega and Capcom were already represented by Sonic and Mega Man, respectively, prior to the release of Ryu and Bayonetta.
*Cloud is the second DLC character from a newly added [[universe]], succeeding Ryu and preceding Bayonetta.
*Cloud has an alternate [[KO|Blast KO]] line in which he mutters ({{ja|ミスった|Misutta}}, "Missed it"), making him one of the few characters who says anything during a KO, and the only character to have a Japanese KO line in non-Japanese versions of the game.
**He is also one of said characters to come from a newly integrated company, being [[Square Enix]], followed by {{SSBU|Banjo & Kazooie}} ([[Microsoft]]) and {{SSBU|Terry}} ([[SNK]]) in ''Ultimate''.
*Along with {{SSB4|Little Mac}}, Cloud is one of only two characters who have special moves that affect the in-game camera, with both [[Straight Lunge#KO Uppercut|KO Uppercut]] and all but [[Blade Beam|one]] of Cloud's [[Limit Charge|Limit Break]] moves zooming in and slowing down time upon hitting their targets. Notably, both characters' attacks involve taking and dealing damage before they can be used.
**While {{SSBU|Joker}} comes from [[Atlus]], as evidenced by their crediting in the copyright of ''Ultimate'', it is a subsidiary of Sega. The same applies to {{SSBU|Steve}}, who was created by [[Mojang]], which is also a subsidiary of [[Microsoft]].
*Cloud, Roy, Ryu, {{SSB4|Corrin}}, and Bayonetta are the only characters (who are all coincidentally DLC) to use different sound clips when using battering items.
*Cloud has an alternate [[KO|blast KO]] line in which he mutters ({{ja|ミスった|Misutta}}, "Missed it"), making him one of the few characters who says anything during a KO, and the only character to have a Japanese KO line in non-Japanese versions of the game.
*Cloud and {{SSB4|Little Mac}} are the only characters who have special moves that affect the in-game camera, with both [[Straight Lunge#KO Uppercut|KO Uppercut]] and all but [[Blade Beam|one]] of Cloud's [[Limit Charge|Limit Break]] moves zooming in and slowing down time upon hitting their targets. Notably, both characters' attacks involve dealing and receiving damage before they can be used. In ''Ultimate'', this feature would be given to multiple other fighters in the [[Special Zoom]].
*Cloud, Roy, Ryu, {{SSB4|Corrin}}, and Bayonetta are the only characters to use different sound clips when using battering items. Coincidentally, all of them are DLC.
**These same character's voice clips are in much lower quality than the rest of the cast in {{for3ds}}.
*Cloud is the only DLC character with an alternate outfit to not have a trophy with the pose made with the alternate artwork in both versions of ''SSB4'', with it only appearing in the Wii U version.
**He is also the only DLC character who is able to pseudo-[[crawl]] in ''SSB4''.
*In ''Smash 3DS'', if Kirby attempts to inhale Cloud but the move is interrupted by Cloud attacking, the Buster Sword will not make its usual blunt impact noises for the duration of the match.
 
==References==
{{reflist}}


{{SSB4Characters}}
{{SSB4Characters}}
{{Final Fantasy universe}}
{{Final Fantasy universe}}
 
[[Category:Cloud (SSB4)| ]]
[[Category:Cloud (SSB4)]]
[[Category:Third-party characters]]
[[Category:Third party characters]]
[[Category:Downloadable content]]
[[Category:Downloadable content]]
[[Category:Cloud]]
[[Category:Trophies (SSB4-3DS)]]
[[Category:Trophies (SSB4-Wii U)]]
[[Category:Square Enix]]
[[es:Cloud (SSB4)]]

Latest revision as of 08:09, April 26, 2024

This article is about Cloud's appearance in Super Smash Bros. 4. For the character in other contexts, see Cloud Strife.
Cloud
in Super Smash Bros. 4
Cloud SSB4.png
Cloud Advent Children SSB4.png

FinalFantasySymbol.svg
Universe Final Fantasy
Other playable appearance in Ultimate


Availability Downloadable
Final Smash Omnislash
Tier S (2-3)
CloudHeadSSB4-U.png
Cloud Storms Into Battle!
—Introduction Tagline

Cloud (クラウド, Cloud) is a playable character in Super Smash Bros. 4. He was officially announced during the November 12th, 2015 Nintendo Direct, and released as the fifth downloadable character on December 15th, 2015. He is one of six third-party characters in the game, alongside Capcom's Mega Man and Ryu, Sega's Sonic and Bayonetta, and Bandai Namco's Pac-Man.

In all regions, Cloud is voiced by Takahiro Sakurai, his official Japanese voice actor from Kingdom Hearts onward. This is likely because his original English voice actor, Steve Burton (who voiced Cloud in English from Kingdom Hearts to Dissidia Final Fantasy NT) is a union-based voice actor.

Cloud is ranked 2nd/3rd out of 54 on the tier list, tying him with Diddy Kong and placing him in the S tier. The Buster Sword grants him some of the greatest reach and longest disjointed hitboxes of any character; furthermore, he is highly mobile both in the air and on the ground, with a fast dash and high air speed. This, together with surprisingly fast frame data for a character of his range and power, grants Cloud potent zoning, spacing, and neutral games. The speed and utility of his aerial attacks make him dangerous in the air, and his attacks flow together well, letting him combo with ease. Cloud can also force approaches by using Limit Charge, while a full charge boosts his mobility even further and significantly strengthens his special moves.

Despite his strengths, Cloud has his fair share of flaws. Cloud's primary flaw is his poor recovery. Despite his aerial maneuverability and an effective wall jump, Climhazzard gains very little height and no horizontal distance; its inability to sweetspot edges for most of its duration also leaves him vulnerable to gimping. His KO ability is weaker if Limit Break is not fully charged, as many of his strongest attacks are risky to use due to their punishability if missed. Furthermore, his attacks require precise spacing to be safely and effectively landed, especially off-stage. Cloud also has difficulty approaching from the ground, due to his unsafe ground attacks, and Blade Beam, his only projectile, is slow and punishable when not under the effects of Limit; additionally, his grab is one of the shortest of the cast, and his throws generally have low damage output and very little combo potential. Finally, Cloud's height, average weight and falling speed make him very susceptible to combos.

Despite his flaws and risks, Cloud's innate strengths have allowed him to maintain excellent tournament results, with a large playerbase that either use him as a main or as a fallback pocket character.

Attributes[edit]

Cloud is a middleweight swordfighter with surprisingly quick mobility overall. He has average walking speed, the tenth fastest dashing speed, above-average air speed, average air acceleration, and a fast jumpsquat, granting him both quick ground and aerial mobility. He has above average falling speed and high gravity, however, preventing him from staying in the air for long despite his good aerial maneuverability. Under Limit Break status, his mobility is even better; his traction slightly improves, his walking speed becomes the eleventh fastest, his dashing speed the fifth fastest, his falling speed the fourth fastest, and his airspeed becomes the fastest in the game under normal circumstances (only being slower than the lightest possible Mii Brawler, Wario-Man, and Giga Mac). His increased gravity and falling speed, however, make his jumps slightly lower and prevent him from auto-canceling some of his aerial attacks (notably back aerial and up aerial) as easily. As a result, his Limit Break status only marginally benefits his aerial mobility, but it can nevertheless help him move along the ground better.

Cloud's greatest asset is the overall range throughout his moveset, courtesy of his Buster Sword: it grants Cloud's attacks the overall second longest disjointed range in the game, surpassed only by Shulk. Thanks to his range and speed, Cloud can space out the opponent quite easily, stuff out opposing approaches and adeptly punish most careless attacks. A prime example of this trait is Cloud's aerial attacks: his neutral aerial covers a very wide area, making it a go-to option for spacing or air-to-ground transition movement. It is also very fast on both ends, can autocancel from a short hop, and has a low launching angle, all of which make it a great edgeguarding tool despite its low knockback.

His up aerial has good damage output, decent knockback, high speed, a long duration, a very generous autocancel window, and an enormous overall hitbox, making it an all-purpose attack and discouraging most opponents from trying to attack Cloud from overhead. His down aerial is not only a very strong meteor smash when sweetspotted, but also possesses one of the most active late hitboxes in the game, which grants it good anti-juggling potential and allows him to follow up into another move if it connects while he is falling. Like up aerial, it also has a long autocancel window, being able to autocancel from a jump regardless of his Limit Break status. Back aerial has tremendous range, decent power, and the lowest landing lag among Cloud's aerials, and also autocancels from a short hop, allowing him to edgeguard and space effectively, though it can often miss low opponents. Forward aerial is very strong when hitting clean, and is also a meteor smash on aerial opponents when sweetspotted. Like down aerial, it autocancels from a full jump and has low landing lag in relation to its range and power, however, it has the slowest startup of his aerials, making it his riskiest aerial to use regardless.

His grounded moveset is not quite as overwhelming. His neutral attack is his fastest attack, and the third hit can force a tech-chase. His down tilt is a low-profile slide and can be a great tool to put the opponent at a disadvantage. His up tilt is a reliable combo starter until high percentages, chaining into itself at low percentages, and comboing into up smash or his neutral, back and up aerials. His up smash, in particular, covers a very large arc, has decent speed, and high knockback despite its surprisingly low damage, making it his best and least risky KOing option out of his standard moveset. His forward tilt has decent power and speed, but has little utility aside from as a quick punish, or being used as a KOing option at extreme percentages. His dash attack is a fast punishing tool from a distance and, due to its power, can put opponents in a bad position. It is easily punished when shielded or avoided, however. Cloud's forward smash is his most powerful non-Limit Break move, though to compensate it also takes the longest to start and is very punishable if it whiffs. His down smash is also prone to punishment if the front hit is avoided, but it drags the opponent into the back hit if it connects, the latter being a strong semi-spike.

Cloud's special moveset also offer interesting options. Blade Beam is a projectile with good range and activity, making it useful for forcing approaches, though it gets weakened over the duration and has high endlag, which hampers its otherwise useful utility. It also stalls Cloud in the air, giving it additional, if situational, utility in guard breaking. Cross Slash is very similar to Dancing Blade and Double-Edge Dance, requiring additional inputs from the player to initiate the remaining slashes. In contrast, it has wider input windows, but the full move is only allowed to continue if all hits connect. It can also stall Cloud in the air, just like Blade Beam, though much more briefly. Climhazzard is similar to Aether and Final Cutter, as it is an ascending slash, but differs from them in that it can be followed by an optional descending slash. This allows Cloud to mix-up his recovery and enables Climhazzard to function as his fastest out of shield option, though it is very risky to use.

In reference to Final Fantasy VII, Cloud possesses a unique Limit Break mechanic. It manifests itself in the form of a gauge, which becomes visible while charging it to show its progress, similarly to Little Mac's Power Meter. Cloud can charge Limit Break by dealing 250% damage, receiving 100% damage, or by instantly charging it with his down special, Limit Charge. Unlike most other chargeable special moves, it can be canceled with a simple special move button press, or even instantly canceled into an attack, the latter being a trait shared only with Gyro. After it is full, Cloud gets a boost in all of his movement attributes except for attack speed, allowing him to move very quickly across the stage and in the air, with his overall mobility almost rivaling that of Captain Falcon and Sonic. In addition, all of Cloud's special attacks are given a single-use power boost, with all of them dealing more damage and high knockback to the point of KOing reliably around 90%-120%. Limit Charge is also converted to Finishing Touch, a spinning slash with such tremendous knockback that can KO most characters around 60%-70%. It also emits a whirlwind that pushes away opponents, making it harder to punish and providing Cloud a situational method of gimping weak recoveries. With the exception of Finishing Touch, all Limit Break specials are also granted brief intangibility upon start-up, as well as additional properties: Blade Beam is faster, stronger, and has transcendent priority; Cross Slash requires no additional button inputs and strikes five times immediately, has very low ending lag in relation to its immense power, and stalls him completely in the air; and Climhazzard grants more vertical distance and much more horizontal momentum, as well as having the ability to edge sweetspot at any time. With all these benefits underneath the Limit Break status, players must be wary of this, as one small slip-up from the opponent can give Cloud the perfect opportunity to strike and turn the tide of battle instantaneously, making Cloud's Limit Break a mechanic that should not be taken lightly when in the hands of a competent player.

However, Cloud has some severe flaws. The most prominent one is his poor recovery. Despite his aerial mobility and jump height is arguably better than most sword-wielding characters, his diagonal speed remains slow when compared to them, making him prone to edgeguarding and gimping, and making it mandatory to stay a safe distance within reaching the edge. Climhazzard is also a terrible recovery move for many reasons: it grants below-average vertical distance, little horizontal momentum, its ascending hit is completely incapable of edge sweetspotting, and its descending hit cannot edge sweetspot until it covers some prior distance. Additionally, if for any reason Cloud gets hit at the apex of Climhazzard, he is not able to tech a single-hit move regardless of how far or near he is to a wall, although he can still tech if he gets hit by a command grab or a multiple hit move. These factors make Cloud's recovery somewhat comparable to that of Little Mac, Ganondorf and Dr. Mario, in the sense that it is one of the riskiest and most ineffective without use of his wall jump or Limit Break Climhazzard (which loses the active hitbox near the end of his ascent, making it less safe than the regular Climhazzard in some situations). Cloud can stall his descent with Blade Beam and Cross Slash, although they only do so after one use. Additionally, the former's slower start-up and ending lag can make its use problematic against opponents already close to the edge or in prime position to reflect it, while the latter slows down his air speed significantly. The last problem about his recovery is that if he gets grabbed near the edge without his double jump and gets air released, he will not be able to return to the stage unless he properly times a Blade Beam to stall towards the edge, uses aerials or air dodges to reset his momentum, or possesses a Limit Break.

Another glaring flaw is his grab game. Cloud's grab range is abysmally short, having the third shortest overall in the game. His throws' damage outputs are only average at best, and barring down throw at low percents, they lack any sort of combo potential, making them comparable to Jigglypuff's throws in regard to inefficiency. His forward and back throws' decent speed are significantly offset by the problematic combination of their virtual lack of combo potential and low knockback scaling. Additionally, both fail to KO before 300%, unless the opponent is light and Cloud is at the edge upon performing them. His up and down throws both have misleading power, failing to KO until well beyond 200%. Up throw has too much ending lag for reliably comboing, while down throw doesn't have reliable combos at low percentages and loses all of its combo potential past low-mid percentages if the opponent DIs properly.

Despite his huge range, projectile and combo options granting him a strong neutral game, Cloud has a below average approach at best. His approach options are linear, with dash attack being easily punishable, neutral aerial having a hitbox that starts from behind, up aerial being very predictable and being surprisingly punishable on shield if not spaced well, and having other attacks that either lack the frame data or the utility to be used as reliable options for approaching such as his poor grab game. Cloud also has no reliable means of escaping pressure. His neutral attack and down tilt are his fastest ground options, while Climhazzard can work as an out of shield option. However, they are noticeably unsafe on shield, while none of his fast aerial attacks start from the front or below him. Down aerial's late hitbox can be used to escape juggling directly from below him, but its otherwise narrow hitbox allows opponents to hit Cloud laterally. Thus, Cloud is fairly easy to combo, and is just as easily forced on the defensive if his attacks are improperly spaced. While Cloud also possesses an abundance of strong finishers, his KOing ability is somewhat inconsistent. None of his strongest finishers are easy to land in the neutral game and they can be easily punished if avoided or shielded, his weaker moves such as his forward tilt and back aerial require good positioning to KO reliably, and he lacks reliable set-ups into his strongest or best finishers.

Aside from Limit Charge, his special moves have some noticeable weaknesses. Blade Beam is relatively slow in regard to start-up and ending lag, as well as depreciating in damage over time or when used in the air. Cross Slash is not always consistent with linking all five of its hits due to SDI or landing different parts of the hitboxes, along with being very prone to stale-move negation due to being a very reliable damage racking option. In addition to its aforementioned weaknesses in regard to recovery, Climhazzard is also very punishable if shielded and easily DI'd out of, while all of his specials only boast KO power when they are boosted by the Limit Break. The Limit Break mechanic itself is also problematic. It acts as a double-edged sword, as it increases Cloud's fall speed and gravity at full charge, making recovery without the use of Climhazzard deceptively difficult, and rendering Cloud even easier to combo at medium percentages. It makes precise use of his special attacks mandatory, as his Limit Break specials are still blockable and possess limited range; while Limit Blade Beam can be used as a ranged KOing option, it can just as easily be reflected or otherwise avoided at the tip of its range, leaving Cloud wide open to punishment. Finishing Touch deals only 1% and has very high ending lag that renders Cloud vulnerable if the slash or whirlwind do not hit. Finally, Cloud lacks custom moves like his fellow DLC characters, and while this does not seem to be a problem considering his Limit Break-boosted specials, the lack of variety for the normal special moves does hinder his matchups against more optimized custom characters.

Overall, while Cloud has all the tools required to be successful, the player is forced to manage his resources to the best of their ability, and they must avoid being thrown off the stage at all times. His combo game and KOing ability, while unique and powerful, can sometimes be inconsistent. Even though Cloud has many playstyles applicable to him, the combination of all of the traits above make him a fundamentals-oriented character most of the time. His weaknesses, however, are still offset by his amazing strengths in his great range, quick frame data in proportion to his range, high damage output and power, and amazing mobility (especially under Limit Break status), with most smashers agreeing he has few losing matchups (the most prominent one being Sheik). Much like Mario, Cloud has a relatively low learning curve and skill floor that makes him an effective choice for beginners and inexperienced players, though due to the benefits that his most difficult techniques can offer when they are mastered, he continues to be one of the most viable characters in high-level play. His tournament representation and results are strong, with notable players like Javi, komorikiri, MkLeo, Ned and Tweek all having placed high in national tournaments, and he is considered to be an even better character for doubles play, as his Limit Break specials are more reliable and easier to land at the end of a team combo, he can provide stage control and wall out the opponents for a teammate, and his teammate can assist him in recovering easily onto the stage. Thus, Cloud's doubles representation is much stronger in comparison to his singles results, with smashers like MVD and Nairo using him to great success.

Update history[edit]

Cloud was slightly nerfed in update 1.1.5. His up aerial deals less damage without any changes to its knockback values, which hinders its KO potential in exchange for allowing it to combo for longer. His KO potential in general was also slightly toned down, as forward smash, down smash, Limit Break Cross Slash, and most notably aerial Finishing Touch received reductions to their knockback. These nerfs, however, have not significantly impacted Cloud's viability, compared to the more severe nerfs to fellow top tiers Meta Knight, Sheik and Bayonetta in updates 1.1.5 and 1.1.6. As a result, while Cloud is slightly worse individually than he was at his release, he is considered to be overall better relative to the cast, and remains a viable character in the metagame.

Super Smash Bros. 4 1.1.5

  • Nerf End of roll intangibility: Frame 17 → 15
  • Nerf Forward smash's third hit has lower knockback scaling (119 → 115).
  • Nerf Down smash's second hit has lower knockback scaling (96 → 94).
  • Nerf Up aerial deals less damage (13% (clean)/9.5% (late) →12%/8.5%), hindering its KO potential.
    • Buff However, this also improves its combo potential.
  • Nerf Limit Break Cross Slash has lower knockback scaling (155 → 153).
  • Nerf Limit Charge takes 42 frames (0.7 seconds) longer to fully charge.
  • Nerf Aerial Finishing Touch has lower knockback scaling (417 (clean)/390 (late)/100 (windbox) → 359/335/86).


Moveset[edit]

For a gallery of Cloud's hitboxes, see here.

  Name Damage Description
Neutral attack   2.5% A side kick, followed by a mid-level roundhouse kick, followed by an outward slash. All hits are executed very quickly and have high range (particularly the kicks). The last hit can be used to tech-chase due to its low semi-spike knockback, but it's slow to end and can fail to connect at high percentages.
2%
3.5%
Forward tilt   11% An inward slash. It has quick start-up, but moderate ending lag. It is Cloud's only tilt that has reasonable KO potential, KOing middleweights around 120% at the edge. It is based on his basic attack in Final Fantasy VII.
Up tilt   8% An overhead arcing slash. Its hitbox starts behind Cloud with a larger front hitbox, although it does not extend beside Cloud and makes it unable to hit smaller characters beside him. It is fast and has a fairly large hitbox, although its knockback is lacking. It can reliably start combos, chaining into itself at 0% and into aerials at low percentages.
Down tilt Sliding (スライディング) 6% (knee), 7% (leg) A baseball slide. His legs are intangible while the hitbox is active, and it will sometimes deal less damage if landed early. It has very quick start-up, propels Cloud a good distance forward, launches opponents vertically, and significantly lowers his hurtbox. Altogether, these traits make it useful as a punishment option, as well as a capable set-up option into aerial attacks.
Dash attack   11% (clean), 8% (late) Thrusts the sharp edge of the Buster Sword forward while holding it diagonally. It deals more damage at the beginning, has a lingering hitbox and its moderately high knockback enables it to KO at high percentages.
Forward smash Triple Buster (トリプルバスター) 3% (hit 1), 2% (hit 2 center), 3% (hit 2 hilt), 4% (hit 2 tip), 12% (hit 3 tip), 13% (hit 3 non-tip) Performs three extremely fast slashes in front of himself. The first two hits combo into the third, which has higher range and immense knockback for the move's start-up (19 frames). It is Cloud's strongest non-Limit Break move, KOing middleweights around 100% at center-stage, but it has high ending lag and deals below average shieldstun. Additionally, each hit is only active for one frame, which means it can be dodged entirely with a well-timed roll or sidestep. It resembles the depiction of Cross Slash in the Kingdom Hearts series, and may also be a reference to the effects of the Double Cut Materia in Final Fantasy VII.
Up smash   13% (early/tip), 12% (mid/hilt), 8% (late) Swings the Buster Sword upward in a wide arc. Has some startup (15 frames) and moderate ending lag, and its KO power is only average compared to most other up smashes, but it has long range in front of, above, and slightly behind Cloud. KOs middleweights around 125%.
Down smash Double Thrust (ダブルスラスト) 4% (hit 1), 12% (hit 2) Kneels and thrusts the Buster Sword's hilt forward, then performs a reverse gripped thrust behind himself. The first hit launches opponents into the second, though it is possible to tech after the first hit, causing the second to miss. The first hit can stage spike with ease due to its angle, while the second hit is a semi-spike, making it useful for launching opponents with weak horizontal recoveries off-stage. It hits on frame 8, making it Cloud's fastest smash attack. KOs middleweights around 140%.
Neutral aerial   8% A circular slash around himself. It is long-ranged, very fast, autocancels from a short hop, making it a solid all-purpose move that is difficult to punish. Unusually, the move has a frame speed multiplier of 0.75×, making it faster to execute in-game.
Forward aerial Meteor Slash (メテオスラッシュ) 14% (clean sweetspot), 13% (clean sourspot), 11% (late) Briefly pauses and then performs a downward slash. It is his slowest aerial to start, hitting on frame 18, but a sweetspot on the middle of the blade as it comes down powerfully meteor smashes aerial opponents. Grounded opponents are sent at a more vertical angle by the sweetspot. If contact is made once the blade stops, it deals weaker knockback. Its ending lag is moderate, though its landing lag is low for its range and power, and it autocancels from a full jump. It can be frame canceled if hit with the sweetspot, allowing for more follow-ups. It closely resembles Braver, Cloud's initial Limit Break and Cloud’s attack animation when using the Deathblow Materia in Final Fantasy VII.
Back aerial   13% Turns around to perform an outward slash. Has very long range and good knockback, KOing middleweights at around 115% near the edge. This makes it an effective spacing and KO option. It also has low landing lag (14 frames), autocancels from a short hop, and can be used to perform a wall of pain at low percentages. It has limited vertical range, however, and its hitbox is only active for two frames. It resembles the sword strike he does during his Meteorain Limit Break.
Up aerial   12% (clean), 8.5% (late) Thrusts the sharp edge of the Buster Sword's blade upward while holding it parallel to the ground. Has sex kick properties. The initial hitbox is notoriously large and the move lasts a deceptively long time, allowing it to cover air dodges easily. While the range shortens somewhat after the initial strike, it is still long enough to allow Cloud to shark through platforms, contest with almost any down aerial in the game, and easily combo and juggle enemies. The move hits quickly, has low landing lag, and autocancels in a short hop. It also has decent power behind it, KOing grounded middleweights at around 160%. Interestingly, it shifts most of Cloud's hurtbox significantly forwards on the Z-axis, allowing him to avoid certain moves. It is commonly considered one of the best moves in the game.
Down aerial   13% (clean aerial sourspot, grounded opponent), 15% (aerial sweetspot), 8% (late) A downward thrust. Striking directly beneath Cloud with the first few frames meteor smashes aerial opponents, while the lingering hitbox hits opponents upwards and away, allowing the move to easily start combos or set up powerful KO moves at medium percentages. The move is often difficult to punish due to its high range, especially when autocanceled. KOs grounded middleweights around 135% when hit clean.
Grab   Reaches out with his left hand. Has the third-lowest range out of all standing grabs, though his pivot grab has increased range.
Pummel   3% A knee strike. Moderately slow, but one of the most damaging pummels in the game.
Forward throw   4% (hit 1), 3% (throw) A modified dropsault. It has low knockback, usually used for positioning or throwing opponents off-stage. It resembles Somersault, a Limit Break used by Tifa Lockhart, one of Cloud's party members in Final Fantasy VII.
Back throw   3% (hit 1), 3% (throw) A spinning back kick. At lower percentages, it is capable of tech-chasing with Blade Beam or his dash attack against middleweights and heavyweights.
Up throw   2% (hit 1), 2.5% (hit 2), 4% (throw) A 540 kick. However, it is unable to KO at reasonable percentages, and should the opponent be in the middle of the stage and be at such percentages (around 215% for middleweights), up throw will be more effective at KOing. It vaguely resembles Tifa's Waterkick Limit Break, albeit kicking vertically instead of horizontally.
Down throw   7% A one-handed body slam. It launches opponents behind him with low base knockback; it is Cloud's only combo throw, though it is a lackluster one. It also KOs earlier than any of his other throws, especially near the edge, though still not until extremely high percentages. It resembles Tifa's Meteor Strike Limit Break, albeit performed while grounded instead of in the air.
Forward roll
Back roll
Spot dodge
Air dodge
Techs
Floor attack (front)
Floor getups (front)
  7% Swings the Buster Sword around himself before getting up.
Floor attack (back)
Floor getups (back)
  7% Swings the Buster Sword around himself before getting up.
Floor attack (trip)
Floor getups (trip)
  5% Swings the Buster Sword around himself before getting up.
Edge attack
Edge getups
  8% Performs an inward slash while climbing up.
Neutral special Blade Beam 8% (grounded clean), 6% (grounded late), 6.4% (aerial clean), 4.8% (aerial late), 6% (Limit Break hit 1), 2% (Limit Break hits 2-6), 3% (Limit Break hit 7) Swings the Buster Sword upward and in front of himself in order to launch a green, crescent-shaped energy beam as a projectile. It comes out and moves rather slowly, but travels a long distance and has a large hitbox. It is stronger if used on the ground and hit early. The aerial version is slower and deals less damage, but gives Cloud a slight lift. Like most projectiles, it disappears on contact with an object or enemy. The Limit Break variant possesses transcendent priority, moves much faster across the ground and hits multiple times, with its last hit having great KO potential. It is still weaker and slower when performed in midair, however.
Side special Cross Slash 4% (hit 1), 3% (hit 2-4), 6% (hit 5), 5% (Limit Break hit 1), 3% (Limit Break hits 2-4), 10% (Limit Break hit 5) Performs a downwards slash. On contact with an enemy, pressing the special button allows this slash to transition into a series of follow-up slashes, together spelling the kanji ("misfortune"). The full attack deals high damage and moderate knockback, making it a superb punishing option at close range. It is weak against shield, however, as all stages of the attack are slow and punishable if missed. Its Limit Break variant results in Cloud unleashing all five strikes with a single input regardless of whether he hits anything. It also noticeably increases both the damage and KO potential of the move, KOing middleweights at 100% from the center of the stage, while reducing the move's ending lag to such an extent that it becomes nearly impossible to punish without being right behind Cloud as he unleashes the move. Additionally, Limit Cross Slash deals a high amount of shield damage, and the final hit has a slightly larger hitbox than the default.[1] It is commonly considered Cloud's most effective Limit Break move due to its abundance of positive traits, as well as one of the game's best moves overall.
Up special Climhazzard 3% (hit 1), 4% (hits 2-3), 3% (hit 4), 6% (Limit Break hit 1), 7% (Limit Break hit 2) A leaping reverse gripped slash. If the special button is pressed again, it is followed with a descending reverse gripped slash. The first hit deals set knockback that leads into the second hit, which has a sweetspot at the center of the Buster Sword's blade that meteor smashes opponents as Cloud descends. It is Cloud's primary recovery move, though it is notable for being very ineffective due to multiple traits: it grants poor distance with low vertical height and almost no horizontal momentum, and Cloud cannot tech any single-hit move if he is hit at the apex of Climhazzard's first hit, unless it is a command grab or a multiple hit move. Additionally, the descending slash cannot be cancelled and isn't able to sweetspot the edge until Cloud has fallen a certain distance with it, making it unsuitable to use offstage. Its fast startup makes it a good surprise attack when grounded, particularly as an out of shield option. Its Limit Break variant greatly strengthens the first (but not second) hit of the move (allowing it to KO grounded middleweights at around 125%), allows it to sweetspot edges throughout, and grants Cloud much greater vertical and horizontal distance.
Down special Limit Charge 1% (Finishing Touch) Holds out the Buster Sword and remains still. This manually charges the Limit Gauge. While the move is being held, a text box labelled "Limit" appears above Cloud, which contains an otherwise-invisible meter that denotes the current level of Limit and increases as it is charged. The Limit Gauge will reach full charge either by using Limit Charge for 400 frames (6.67 seconds), but can be alternatively filled by dealing 250% or receiving 100%, and each of these methods stack with each other. The move can be charge-canceled by pressing the shield button, hitting the control stick left or right (which triggers a roll), grabbing, or pressing the special button again (the latter of which has an 8-frame delay). When the Limit Gauge is filled, Cloud is surrounded by a blue, flame-like energy, and his speed and mobility receive a noticeable increase. As long as he is in this state, he has access to much more powerful, one-use variants of his special attacks, as listed above. Using any of these attacks will empty the Limit Gauge and return Cloud to his normal state, even if the move misses or is interrupted. The Limit Break variation of Limit Charge itself is an entirely different attack called Finishing Touch; Cloud slashes in an arc around himself, generating a large whirlwind that deals only 1% damage but deals tremendous knockback, enough to KO most opponents before 70%. The move hits on frame 16, but has very high ending lag and almost no shieldstun due to its damage output. The attack is weaker as a whole when performed in the air, however, KOing about 24% later when hit in front, and 36% later with the back hitbox. The attack's hitbox is deceptively large, and it generates a powerful windbox that extends even further beyond the Buster Sword's range, pushing opponents away. Finishing Touch's animation may be based on Tornado, an unused Limit Break in Final Fantasy VII.
Final Smash Omnislash 3% (hit 1), 2% (hits 2-15), 5% (hit 16), 4% (hit 17, falling), 10% (hit 18, explosion), 50% (all hits connect) Rushes forward at high speed and attacks, unleashing a series of slashes that concludes with a powerful, descending slash that triggers an explosion. At the beginning of the move, with a text box appearing above him that displays "Omnislash" as he proceeds to flings any opponents he runs into to the top of the screen. After the series of slashes, Cloud charges up a final slash, in which he descends and slashes the opponent downward to the stage and results in a huge explosion that launches the opponent. One of the most powerful Final Smashes in the game when successful, as it can KO as low as 22%. Unlike Marth and Lucina's Critical Hit, Cloud will dash off the edges of platforms if Omnislash is initiated next to one, and he cannot cancel the move.

Stats[edit]

Stats Weight Dash speed Walk speed Traction Air friction Air speed Air acceleration Gravity Falling speed Jumpsquat Jump Height Double jump Height
Value 100 1.8 – Initial dash
1.97 – Run
1.1 0.055 0.009 1.1 0.01 – Base
0.06 – Additional
0.098 1.68 – Base
2.688Fast-fall
4 32.5 - Base
17 - Short hop
32

Announcer call[edit]

Sound.png This article could use additional or higher-quality audio files.
The editor who added this tag suggests: Needs announcer calls from other languages.
If you have a good audio file for this article, upload it here.

On-screen appearance[edit]

  • Falls from the sky and catches the Buster Sword with a flourish.
CloudOnScreenAppearanceSSB4.gif

Taunts[edit]

  • Up taunt: Twirls the Buster Sword in front of himself before positioning it on his shoulders while saying "興味ないね" ("Not interested"). It's the same animation of Cloud's victory pose from Final Fantasy VII, and also resembles Cloud's official artwork for both SSB4 and Final Fantasy VII.
  • Side taunt: Places the Buster Sword on his back and cups his hands together in front of him, generating a green glow. It is his spellcasting animation from Final Fantasy VII, complete with its original sound effect and glowing energy field.
  • Down taunt: Places the Buster Sword on its tip and leans against it in a casual manner while scoffing. It resembles the cocky pose he assumes in many cutscenes throughout Final Fantasy VII.
Up taunt Side taunt Down taunt
CloudUpTauntSSB4.gif CloudSideTauntSSB4.gif CloudDownTauntSSB4.gif

Idle poses[edit]

  • Pulls the Buster Sword back and rubs the edge of its blade.
  • Holds the Buster Sword upward in front of himself with both hands.
CloudIdlePose1WiiU.jpg CloudIdlePose2WiiU.jpg

Crowd cheer[edit]

English Japanese
Cheer
Description Cloud! Cloud! Cloud! Ku-rau-do!
Pitch Group chant Female

Victory poses[edit]

A remix of Victory Fanfare from Final Fantasy VII, which is itself a variant of Victory Fanfare heard throughout the Final Fantasy series. Unlike other themes, it plays continuously, replacing the results theme.
  • While facing the screen, Cloud twirls the Buster Sword with one hand and places it on his back while looking away from the camera, saying 悪く思うな ("No hard feelings.") Based on his victory animation in Final Fantasy VII.
  • While turning away, Cloud twirls the Buster Sword, places it on his back and then glares at the screen, saying ついてないな ("Better luck next time.")
  • Rushes forward, quickly slashes the Buster Sword twice, and then assumes a battle stance similar to his idle animation, saying お前に俺は倒せない ("You cannot defeat me.")
CloudPose1WiiU.gif CloudPose2WiiU.gif CloudPose3WiiU.gif

In competitive play[edit]

Most historically significant players[edit]

See also: Category:Cloud players (SSB4)


Tier placement, history and bans in doubles tournaments[edit]

Since his release, players saw Cloud as a high-tier character, thanks to his incredible combination of range, mobility, power, and Limit Break mechanic; the latter in particular was highly valued for its ability to not only grant his special moves KO potential disproportionate for and beyond his weight class, but also make them fast and safe, especially Cross Slash. This positive outlook on Cloud was even more apparent in doubles play, where he can greatly benefit from having a teammate to alleviate his weak recovery and helping to land his Limit Break specials as the finisher to team combos, while Cloud himself can provide stage control and wall out his opponents for his teammate. Following his release, he started seeing strong results thanks to professionals such as komorikiri, Mew2King and Tweek, which led him to be ranked 12th on the first 4BR tier list, placing him at the middle of the B tier, confirming his high-tier status.

With the release of Corrin and Bayonetta, the subsequent nerfs to them and other top-tier characters, and various advancements to his metagame, Cloud became a very popular character in tournaments. His own nerfs did not seriously hinder him, and he remained a fundamentally strong character choice for both newer and professional players, the latter of which saw MkLeo formally picking him up. This was apparent with him appearing more frequently in the top placings of tournaments in comparison to some top-tier characters like Sheik and Zero Suit Samus, and consistently winning almost every major doubles event at tournaments. As a result of this spike in popularity and success, Cloud was ranked 2nd on the second tier list, placing him in the S tier; his tier rise was tied with Palutena's for the fifth highest between the first and second tier lists.

Despite his success, Cloud's placement initially received mixed thoughts from the community, as his rather exploitable weaknesses held him back from consistently achieving top 8 placings in singles for several national tournaments, such as EVO 2017 (the highest ranking Cloud being komorikiri, who placed 17th) and Super Smash Con 2016 (the highest ranking solo Cloud being Tweek, who placed 13th). As his metagame progressed, however, Cloud's singles results became considerably more consistent, as players, especially MkLeo, Tweek, and komorikiri, started seeing more top 8 placements at national tournaments. Although Cloud would drop to 3rd place on the third tier list due to the rise of Bayonetta, his continued consistency would see him rise back to 2nd/3rd place on the fourth and final tier list, tying him with Diddy Kong.

At the end of the game's main competitive lifespan, however, many players once again questioned Cloud's tier placement as his results as a solo main weren't as impressive compared to other characters such as Diddy Kong, Sheik, Zero Suit Samus, Fox, and Rosalina & Luma. Furthermore, several smashers pointed out that top players were getting better at exploiting the character's poor recovery. Finally, MkLeo and Tweek, two of the best Cloud players in the world, started to use Bayonetta more frequently, leading to a small decline in representation at top level play. Due to all of this, a few players such as Mr.R and MkLeo claimed that Cloud is overrated and that he should be ranked slightly lower while other players claim that his polarizing strengths are too strong for him to be ranked any lower.

Banned in Doubles[edit]
Split.png It has been suggested that this article or section be split into multiple pages or sections.
The reason given for the split is: Wide-reaching character bans could have pages, see Talk:Steve (SSBU) (Discuss)

In doubles tournaments, Cloud was considered by many players to be broken enough to ban, as he was banned at the following tournaments. Thanks to his many advantages, Cloud players consistently won Smash 4 doubles tournaments after his release. This was evident with Cloud in Smash 4 doubles being more dominant than Meta Knight in Brawl singles.

Reveal trailer[edit]

Trophies[edit]

3DS Classic Mode trophy
Wii U Classic Mode trophy
Cloud
The protagonist of FINAL FANTASY VII, Cloud wields the enormous Buster Sword, a memento from his comrade Zack. Once a SOLDIER of Shinra, he now fights as a mercenary against the corporation he originally served. His decision to join AVALANCHE’s insurgence, however, will transform his destiny.
FINAL FANTASY VII (11/1997)
3DS All-Star Mode trophy
Wii U alternate trophy
Cloud (Alt.)
Filling the Limit Gauge allows Cloud to perform a Limit Break, supercharging his next special move. His down special becomes Finishing Touch. With a huge swing of his sword, Cloud summons a whirlwind that inflicts only 1% damage, but boasts brutal launch power. Go for a KO while his foes' damage is still low!
FINAL FANTASY VII (11/1997)
Omnislash trophy
Omnislash
Cloud sets out to prevent Sephiroth from sending Meteor crashing into the planet. The fate of the world on his shoulders, Cloud confronts his enemy one on one. He unleashes a flurry of swift slashes before delivering the finishing blow. In Smash Bros., the final strike creates an explosion, launching nearby fighters.

Alternate costumes[edit]

Cloud's default costume is based on his appearance in Final Fantasy VII while accommodating some changes to his design originating from Dissidia Final Fantasy, namely the redesigned SOLDIER logo on his belt and a redesigned pauldron. He has an alternate costume based on his appearance in Final Fantasy VII: Advent Children, known as "Cloudy Wolf" in Dissidia Final Fantasy, which replaces the Buster Sword with the Fusion Sword. It has two minor variants: one with a long sleeve covering Cloud's left arm to hide the visible signs of his Geostigma, and the other revealing Cloud's left arm after he has been cured of Geostigma, as well as a red ribbon wrapped around it, which he and his party wear in memory of Aerith Gainsborough.

Cloud Palette (SSB4).png
CloudHeadSSB4-U.png CloudHeadAdventSSB4-U.png CloudHeadBlueSSB4-U.png CloudHeadAdventBlueSSB4-U.png CloudHeadRedSSB4-U.png CloudHeadAdventTealSSB4-U.png CloudHeadBlackSSB4-U.png CloudHeadAdventPurpleSSB4-U.png

Gallery[edit]

Trivia[edit]

Cloud's screen KO, referencing his official pose.
  • Cloud makes a few references to his home game, Final Fantasy VII: Advent Children, and the Dissidia Final Fantasy games:
    • His pose in his official artwork matches his pose from his official artwork from Final Fantasy VII. Conversely, the pose for his Advent Children costume resembles his official artwork from Dissidia Final Fantasy.
      • Humorously, Cloud strikes a variation of the first pose when he is screen KO'd.
    • His attacks emit unique blunt sounds when they hit opponents, while his side taunt emits a unique sound when performed. These sound effects originate from Final Fantasy VII, similarly to how Snake and Ryu emit sound effects from their respective home series.
    • His idle stance is identical to his battle stance in later appearances such as the Dissidia Final Fantasy series, leading with his left leg instead of his right as he does in his original appearance in Final Fantasy VII.
    • The greenish coloration of the Buster Sword's trail is a reference to Mako, a liquid that is used as the primary energy source within Final Fantasy VII. It also possesses the ability to grant superhuman abilities to humans via genetic experimentation, especially when used in conjunction with Jenova cells, a process which granted Cloud his superhuman abilities.
    • Cloud's body emits blue Mako when his Limit Break is fully charged. This is a reference to his final battle against Sephiroth in Advent Children.
    • His on-screen appearance, which has him landing and then catching the Buster Sword, is a reference to the end of his battle against Sephiroth in Advent Children, where the separated blades of the Fusion Swords strike around him and he catches the "core" blade as it falls.
    • Cloud glides forwards when he dashes. This is a reference to the dashing mechanic in the Dissidia Final Fantasy games, where all characters dash in a manner akin to flying, which can also be performed in midair.
  • Cloud and Bayonetta are the only characters with alternate costumes that sport a change of weapon. In Cloud's case, his Advent Children costume sees him wield the Fusion Swords from that movie instead of the Buster Sword, though they cannot be separated into their individual components.
  • Cloud is the second DLC character from a newly added universe, succeeding Ryu and preceding Bayonetta.
    • He is also one of said characters to come from a newly integrated company, being Square Enix, followed by Banjo & Kazooie (Microsoft) and Terry (SNK) in Ultimate.
    • While Joker comes from Atlus, as evidenced by their crediting in the copyright of Ultimate, it is a subsidiary of Sega. The same applies to Steve, who was created by Mojang, which is also a subsidiary of Microsoft.
  • Cloud has an alternate blast KO line in which he mutters (ミスった, "Missed it"), making him one of the few characters who says anything during a KO, and the only character to have a Japanese KO line in non-Japanese versions of the game.
  • Cloud and Little Mac are the only characters who have special moves that affect the in-game camera, with both KO Uppercut and all but one of Cloud's Limit Break moves zooming in and slowing down time upon hitting their targets. Notably, both characters' attacks involve dealing and receiving damage before they can be used. In Ultimate, this feature would be given to multiple other fighters in the Special Zoom.
  • Cloud, Roy, Ryu, Corrin, and Bayonetta are the only characters to use different sound clips when using battering items. Coincidentally, all of them are DLC.
  • Cloud is the only DLC character with an alternate outfit to not have a trophy with the pose made with the alternate artwork in both versions of SSB4, with it only appearing in the Wii U version.
    • He is also the only DLC character who is able to pseudo-crawl in SSB4.
  • In Smash 3DS, if Kirby attempts to inhale Cloud but the move is interrupted by Cloud attacking, the Buster Sword will not make its usual blunt impact noises for the duration of the match.

References[edit]