Cloud (SSBU): Difference between revisions

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Adding official move names from guide
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(Adding official move names from guide)
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{{MovesetTable
{{MovesetTable
|game=SSBU
|game=SSBU
|neutralname= 
|neutralname=Kick ({{ja|キック|Kikku}}) / Combination Kick ({{ja|コンビネーションキック|Conbinēshon Kikku}}) / Side Swing ({{ja|サイドスイング|Saido Suingu}})
|neutralcount=3
|neutralcount=3
|neutral1dmg=2.5%
|neutral1dmg=2.5%
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|neutral3dmg=3.5%
|neutral3dmg=3.5%
|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 is slow to end. The first two hits can jab lock, although their rather high hitbox placements make this difficult to accomplish. The kicks resemble his Shinra Front from ''Ehrgeiz''.
|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 is slow to end. The first two hits can jab lock, although their rather high hitbox placements make this difficult to accomplish. The kicks resemble his Shinra Front from ''Ehrgeiz''.
|ftiltname= 
|ftiltname=Side Slash ({{ja|サイドスラッシュ|Saido Surasshu}})
|ftiltdmg=11%
|ftiltdmg=11%
|ftiltdesc=An inward slash. It has fairly quick startup and is Cloud's only tilt attack that KOs at reasonable percentages, as it will KO middleweights at 125% at the ledge. However, its very low base knockback and moderate ending lag make it punishable on shield at low percentages unless it is spaced sufficiently. It resembles his basic attack in ''Final Fantasy VII''.
|ftiltdesc=An inward slash. It has fairly quick startup and is Cloud's only tilt attack that KOs at reasonable percentages, as it will KO middleweights at 125% at the ledge. However, its very low base knockback and moderate ending lag make it punishable on shield at low percentages unless it is spaced sufficiently. It resembles his basic attack in ''Final Fantasy VII''.
|utiltname= 
|utiltname=Top Slash ({{ja|トップスラッシュ|Toppu Surasshu}})
|utiltdmg=8%
|utiltdmg=8%
|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, has a fairly large hitbox, and middling knockback is lacking. Altogether, these traits allow it to reliably start combos, such as into itself at 0% and into aerials at low to mid 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, has a fairly large hitbox, and middling knockback is lacking. Altogether, these traits allow it to reliably start combos, such as into itself at 0% and into aerials at low to mid percentages.
|dtiltname=Sliding
|dtiltname=Sliding ({{ja|スライディング|Suraidingu}})
|dtiltdmg=6% (knee), 7% (leg)
|dtiltdmg=6% (knee), 7% (leg)
|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 startup, propels Cloud a good distance forward, launches opponents vertically, and significantly lowers his hurtbox. Altogether, these traits make it useful as an approach and [[punishment]] option, as well as a decent set-up option into neutral and up aerials (albeit only during its ending frames). It resembles his Slide Buster from ''Ehrgeiz''.
|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 startup, propels Cloud a good distance forward, launches opponents vertically, and significantly lowers his hurtbox. Altogether, these traits make it useful as an approach and [[punishment]] option, as well as a decent set-up option into neutral and up aerials (albeit only during its ending frames). It resembles his Slide Buster from ''Ehrgeiz''.
|dashname= 
|dashname=Vertical Blade ({{ja|バーティカルブレード|Bātikaru Burēdo}})
|dashdmg=11% (clean), 8% (late)
|dashdmg=11% (clean), 8% (late)
|dashdesc=Thrusts the sharp edge of the Buster Sword forward while holding it diagonally downward. It has a lingering hitbox and, as of update 7.0.0, its clean hit is viable for KOing at 121% at ledge.
|dashdesc=Thrusts the sharp edge of the Buster Sword forward while holding it diagonally downward. It has a lingering hitbox and, as of update 7.0.0, its clean hit is viable for KOing at 121% at ledge.
|fsmashname=Triple Buster
|fsmashname=Triple Buster ({{ja|トリプルバスター|Toripuru Basutā}})
|fsmashdmg={{ChargedSmashDmgSSBU|3}} (hit 1), {{ChargedSmashDmgSSBU|2}} (hit 2 center), {{ChargedSmashDmgSSBU|3}} (hit 2 hilt), {{ChargedSmashDmgSSBU|4}} (hit 2 tip), {{ChargedSmashDmgSSBU|12}} (hit 3 tip), {{ChargedSmashDmgSSBU|13}} (hit 3 non-tip)
|fsmashdmg={{ChargedSmashDmgSSBU|3}} (hit 1), {{ChargedSmashDmgSSBU|2}} (hit 2 center), {{ChargedSmashDmgSSBU|3}} (hit 2 hilt), {{ChargedSmashDmgSSBU|4}} (hit 2 tip), {{ChargedSmashDmgSSBU|12}} (hit 3 tip), {{ChargedSmashDmgSSBU|13}} (hit 3 non-tip)
|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. It is Cloud's strongest non-Limit Break move, KOing middleweights 96% in the center of the stage, but it has rather slow startup, 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 his Buster Sword Slash from ''Ehrgeiz'' and the ''Kingdom Heart'' series' depiction of his Cross Slash Limit Break.
|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. It is Cloud's strongest non-Limit Break move, KOing middleweights 96% in the center of the stage, but it has rather slow startup, 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 his Buster Sword Slash from ''Ehrgeiz'' and the ''Kingdom Heart'' series' depiction of his Cross Slash Limit Break.
|usmashname= 
|usmashname=Upper Swing ({{ja|アッパースイング|Appā Suingu}})
|usmashdmg={{ChargedSmashDmgSSBU|13}} (early/tip), {{ChargedSmashDmgSSBU|12}} (mid/hilt), {{ChargedSmashDmgSSBU|8}} (late)
|usmashdmg={{ChargedSmashDmgSSBU|13}} (early/tip), {{ChargedSmashDmgSSBU|12}} (mid/hilt), {{ChargedSmashDmgSSBU|8}} (late)
|usmashdesc=An upward slash. It has some startup (12 frames) and moderate ending lag, and its KO power is only average compared to most other up smashes, but it has deceptively large range, being able to function as an effective anti-air. KOs middleweights around 112%. It resembles the first hit of his Beta Chain from ''Ehrgeiz''.
|usmashdesc=An upward slash. It has some startup (12 frames) and moderate ending lag, and its KO power is only average compared to most other up smashes, but it has deceptively large range, being able to function as an effective anti-air. KOs middleweights around 112%. It resembles the first hit of his Beta Chain from ''Ehrgeiz''.
|dsmashname=Double Thrust
|dsmashname=Double Thrust ({{ja|ダブルスラスト|Daburu Surasuto}})
|dsmashdmg={{ChargedSmashDmgSSBU|3}} (hit 1), {{ChargedSmashDmgSSBU|11}} (hit 2)
|dsmashdmg={{ChargedSmashDmgSSBU|3}} (hit 1), {{ChargedSmashDmgSSBU|11}} (hit 2)
|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, and a decent close-range out of shield option. It kills at ledge at 109%.
|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, and a decent close-range out of shield option. It kills at ledge at 109%.
|nairname= 
|nairname=Circle Swing ({{ja|サークルスイング|Sākuru Suingu}})
|nairdmg={{ShortHopDmgSSBU|8}}
|nairdmg={{ShortHopDmgSSBU|8}}
|nairdesc=A circular slash around himself. While its range is somewhat lacking compared to Cloud's other attacks, it is his fastest aerial nonetheless and covers his whole hurtbox decently well. Autocancels in a short hop, which makes it very useful for air-to-ground transitions.
|nairdesc=A circular slash around himself. While its range is somewhat lacking compared to Cloud's other attacks, it is his fastest aerial nonetheless and covers his whole hurtbox decently well. Autocancels in a short hop, which makes it very useful for air-to-ground transitions.
|fairname=Meteor Slash
|fairname=Meteor Slash ({{ja|メテオスラッシュ|Meteo Surasshu}})
|fairdmg={{ShortHopDmgSSBU|14}} (clean sweetspot), {{ShortHopDmgSSBU|13}} (clean sourspot), {{ShortHopDmgSSBU|11}} (late)
|fairdmg={{ShortHopDmgSSBU|14}} (clean sweetspot), {{ShortHopDmgSSBU|13}} (clean sourspot), {{ShortHopDmgSSBU|11}} (late)
|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 hop. On landing, its sweetspot on grounded opponents can act as a situational combo starter. It is almost identical his Braver Limit Break and, to a lesser degree, resembles his attack animation when using the Deathblow Materia in ''Final Fantasy VII''.
|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 hop. On landing, its sweetspot on grounded opponents can act as a situational combo starter. It is almost identical his Braver Limit Break and, to a lesser degree, resembles his attack animation when using the Deathblow Materia in ''Final Fantasy VII''.
|bairname= 
|bairname=Back Upper ({{ja|バックアッパー|Bakku Appā}})
|bairdmg={{ShortHopDmgSSBU|13}}
|bairdmg={{ShortHopDmgSSBU|13}}
|bairdesc=Turns around to perform an outward slash. It has very long range and respectable power, KOing middleweights at around 115% near the edge, making it an effective spacing and KO option. It also has very low landing lag, 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 three frames. It resembles the sword strike he performs during his Meteorain Limit Break.
|bairdesc=Turns around to perform an outward slash. It has very long range and respectable power, KOing middleweights at around 115% near the edge, making it an effective spacing and KO option. It also has very low landing lag, 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 three frames. It resembles the sword strike he performs during his Meteorain Limit Break.
|uairname= 
|uairname=Lift Up ({{ja|リフトアップ|Rifuto Appu}})
|uairdmg={{ShortHopDmgSSBU|11}} (clean), {{ShortHopDmgSSBU|8}} (late)
|uairdmg={{ShortHopDmgSSBU|11}} (clean), {{ShortHopDmgSSBU|8}} (late)
|uairdesc=Thrusts the sharp edge of the Buster Sword's blade upward while holding it parallel to the ground. Has [[sex kick]] properties. It comes out on frame 8, works as an excellent combo starter on landing, being able to combo into most of Cloud's moves especially at low percentages, while its late hit can set up KO confirms into Limit Cross Slash and Finishing Touch. It can also autocancel in a short hop and its large, lingering hitbox makes it an effective anti-air and punishment tool. It also boasts respectable knockback by itself, with its clean hit KOing near the upper blast line at around 140%. Unlike in ''SSB4'', however, it is very difficult to land on grounded opponents, as its hitbox does not extend much beyond the sword itself.
|uairdesc=Thrusts the sharp edge of the Buster Sword's blade upward while holding it parallel to the ground. Has [[sex kick]] properties. It comes out on frame 8, works as an excellent combo starter on landing, being able to combo into most of Cloud's moves especially at low percentages, while its late hit can set up KO confirms into Limit Cross Slash and Finishing Touch. It can also autocancel in a short hop and its large, lingering hitbox makes it an effective anti-air and punishment tool. It also boasts respectable knockback by itself, with its clean hit KOing near the upper blast line at around 140%. Unlike in ''SSB4'', however, it is very difficult to land on grounded opponents, as its hitbox does not extend much beyond the sword itself.
|dairname= 
|dairname=Under Stab ({{ja|アンダースタッブ|Andā Sutabbu}})
|dairdmg={{ShortHopDmgSSBU|13}} (clean aerial sourspot, grounded opponent), {{ShortHopDmgSSBU|15}} (aerial sweetspot), {{ShortHopDmgSSBU|8}} (late)
|dairdmg={{ShortHopDmgSSBU|13}} (clean aerial sourspot, grounded opponent), {{ShortHopDmgSSBU|15}} (aerial sweetspot), {{ShortHopDmgSSBU|8}} (late)
|dairdesc=A downward thrust. Striking directly beneath Cloud with the first few frames meteor smashes aerial opponents. Its late hit is a capable combo starter when autocanceled (from a full hop, but right before he reaches the apex), which even has certain KO confirms at high percentages. It has a long duration, but also has high ending lag, making it a huge risk to use offstage. Despite its meteor smashing capabilities, it is rather quick, coming out on frame 11, allowing it to be a potential followup option.
|dairdesc=A downward thrust. Striking directly beneath Cloud with the first few frames meteor smashes aerial opponents. Its late hit is a capable combo starter when autocanceled (from a full hop, but right before he reaches the apex), which even has certain KO confirms at high percentages. It has a long duration, but also has high ending lag, making it a huge risk to use offstage. Despite its meteor smashing capabilities, it is rather quick, coming out on frame 11, allowing it to be a potential followup option.
|grabname= 
|grabname=Grab ({{ja|つかみ|Tsukami}})
|grabdesc=Reaches out with his hand. It has very short range.
|grabdesc=Reaches out with his hand. It has very short range.
|pummelname= 
|pummelname=Grab Knee Kick ({{ja|つかみひざ蹴り|Tsukami Hiza Geri}})
|pummeldmg=1.3%
|pummeldmg=1.3%
|pummeldesc=A knee strike.
|pummeldesc=A knee strike.
|fthrowname= 
|fthrowname=Rocket Kick ({{ja|ロケットキック|Roketto Kikku}})
|fthrowdmg=4% (hit 1), 3% (throw)
|fthrowdmg=4% (hit 1), 3% (throw)
|fthrowdesc=A modified [[wikipedia:dropkick#Dropsault|dropsault]]. It has low knockback, so it is usually used for positioning or throwing opponents off-stage. It only KOs at 223% in Battlefield. It resembles [[Tifa]]'s Somersault Limit Break.
|fthrowdesc=A modified [[wikipedia:dropkick#Dropsault|dropsault]]. It has low knockback, so it is usually used for positioning or throwing opponents off-stage. It only KOs at 223% in Battlefield. It resembles [[Tifa]]'s Somersault Limit Break.
|bthrowname= 
|bthrowname=Reverse Kick ({{ja|リバースキック|Ribāsu Kikku}})
|bthrowdmg=3% (hit 1), 3% (throw)
|bthrowdmg=3% (hit 1), 3% (throw)
|bthrowdesc=A spinning back kick. At low percentages, it is capable of tech-chasing with Blade Beam or his dash attack against middleweights and heavyweights. Has weak knockback, making it suitable only for positioning and edgeguard setups. It only KOs at 213%
|bthrowdesc=A spinning back kick. At low percentages, it is capable of tech-chasing with Blade Beam or his dash attack against middleweights and heavyweights. Has weak knockback, making it suitable only for positioning and edgeguard setups. It only KOs at 213%
|uthrowname= 
|uthrowname=Double Spin Kick ({{ja|ダブルスピンキック|Daburu Supin Kikku}})
|uthrowdmg=2% (hit 1), 2.5% (hit 2), 4% (throw)
|uthrowdmg=2% (hit 1), 2.5% (hit 2), 4% (throw)
|uthrowdesc=A {{s|wikipedia|540 kick}}. It is Cloud's most damaging throw, yet its only utility is to set up juggles, due to its knockback being too low for KOing reliably and its ending lag being too high for followups. KOs at 179 at the top platform in {{SSBU|Battlefield}} but only KOs at 234% without platforms.
|uthrowdesc=A {{s|wikipedia|540 kick}}. It is Cloud's most damaging throw, yet its only utility is to set up juggles, due to its knockback being too low for KOing reliably and its ending lag being too high for followups. KOs at 179 at the top platform in {{SSBU|Battlefield}} but only KOs at 234% without platforms.
|dthrowname= 
|dthrowname=Bash Down ({{ja|バッシュダウン|Basshu Daun}})
|dthrowdmg=7%
|dthrowdmg=7%
|dthrowdesc=A one-handed body slam. It launches opponents behind him with low base knockback, making it a very ineffective throw for combos. Although it KOs earlier than any of his other throws excluding platforms, it only does so at around 181% for middleweights with Cloud facing away from the edge of Battlefield. It resembles Tifa's Meteor Strike Limit Break, albeit performed while grounded instead of airborne.
|dthrowdesc=A one-handed body slam. It launches opponents behind him with low base knockback, making it a very ineffective throw for combos. Although it KOs earlier than any of his other throws excluding platforms, it only does so at around 181% for middleweights with Cloud facing away from the edge of Battlefield. It resembles Tifa's Meteor Strike Limit Break, albeit performed while grounded instead of airborne.