SSB4 Icon.png

Cloud (SSB4): Difference between revisions

From SmashWiki, the Super Smash Bros. wiki
Jump to navigationJump to search
(→‎Attributes: A more extensive attribute summary from my playtime with Cloud, along with some talk page things.)
(→‎Attributes: Cloud's descending Climhazzard can in fact grab the ledge if he's facing away from it, but his transition animation must be finished (same as facing the ledge).)
Line 23: Line 23:
While this skill has a high chance of turning the tides in his favor, Cloud can have trouble executing Limit Break charges and connecting the finishers in the first place. While the gauge fills through damage given and taken, Cloud has to survive 100% of damage before it fills completely, which naturally puts him at a severe disadvantage. Other options include dealing damage, although he must do a lot of it before the gauge fills (250%), or manually charging the gauge with Limit Charge (6 seconds of charging), which can often be difficult while being pressured by faster characters like {{SSB4|Fox}}. Limit Break specials are also limited to one per charge, restricting Cloud to a single particular focus and forcing him to play mindgames with his opponents if he is to make any effective use of it. Furthermore, without Limit Break, Cloud has several issues that can occur if he uses his specials carelessly; specifically, if he is to overuse any of them, they lose utility and priority quite rapidly, allowing opponents easier opportunities to read and punish, while the single-use abilities take a hefty amount of time to charge up again, making it imperative to land them lest he be burdened by another extended charge time.
While this skill has a high chance of turning the tides in his favor, Cloud can have trouble executing Limit Break charges and connecting the finishers in the first place. While the gauge fills through damage given and taken, Cloud has to survive 100% of damage before it fills completely, which naturally puts him at a severe disadvantage. Other options include dealing damage, although he must do a lot of it before the gauge fills (250%), or manually charging the gauge with Limit Charge (6 seconds of charging), which can often be difficult while being pressured by faster characters like {{SSB4|Fox}}. Limit Break specials are also limited to one per charge, restricting Cloud to a single particular focus and forcing him to play mindgames with his opponents if he is to make any effective use of it. Furthermore, without Limit Break, Cloud has several issues that can occur if he uses his specials carelessly; specifically, if he is to overuse any of them, they lose utility and priority quite rapidly, allowing opponents easier opportunities to read and punish, while the single-use abilities take a hefty amount of time to charge up again, making it imperative to land them lest he be burdened by another extended charge time.


Other issues Cloud suffers from are polarized: while he has impressive aerial, damage racking and edgeguarding games, the same cannot be said about his KOing ability without Limit Break, making Cloud effectively good at getting opponents to KO percentage but not KOing them outright. Apart from his potent forward smash and moderate knockback up smash, down smash and forward tilt, all his other ground attacks have extreme trouble KOing, and while his strongest aerials (forward, up, back) KO effectively high in the air, his smash attacks and aerials are all held back from either extensive starting and/or ending lag, warranting proper usage to remain unpunished. His combo setups and approach game are decent and extendable to a large amount, but can struggle in beginning or finishing the combo setups from the nature of most of his attacks' hitboxes, such as his awkwardly placed up tilt. His aerial game is similarly polarized, as even though his air game is effective, his recovery is lackluster due to his somewhat low air speed, while his only recovery move, Climhazzard, has low horizontal movement cannot grab ledges until the move is complete. The follow-up descending attack is also unsafe to use near the edge, as he cannot grab the ledge should he be facing away from the stage, providing limited practical use of it offstage. Despite having a moderately high wall jump, Cloud can be particularly easy to gimp and/or edgeguard in most situations, given his Limit Break hasn't capped, making it a double-edged sword for Cloud to fight offstage.
Other issues Cloud suffers from are polarized: while he has impressive aerial, damage racking and edgeguarding games, the same cannot be said about his KOing ability without Limit Break, making Cloud effectively good at getting opponents to KO percentage but not KOing them outright. Apart from his potent forward smash and moderate knockback up smash, down smash and forward tilt, all his other ground attacks have extreme trouble KOing, and while his strongest aerials (forward, up, back) KO effectively high in the air, his smash attacks and aerials are all held back from either extensive starting and/or ending lag, warranting proper usage to remain unpunished. His combo setups and approach game are decent and extendable to a large amount, but can struggle in beginning or finishing the combo setups from the nature of most of his attacks' hitboxes, such as his awkwardly placed up tilt. His aerial game is similarly polarized, as even though his air game is effective, his recovery is lackluster due to his somewhat low air speed, while his only recovery move, Climhazzard, has low horizontal movement cannot grab ledges until the move is complete. The follow-up descending attack is also unsafe to use near the edge, as he cannot grab the ledge he initiates it too close to, providing limited practical use of it offstage. Despite having a moderately high wall jump, Cloud can be particularly easy to gimp and/or edgeguard in most situations, given his Limit Break hasn't capped, making it a double-edged sword for Cloud to fight offstage.


Overall, Cloud has access to incredible offensive options that can overwhelm the opposition fairly easily, but only if his movements don't get punished and are performed in a precise manner.
Overall, Cloud has access to incredible offensive options that can overwhelm the opposition fairly easily, but only if his movements don't get punished and are performed in a precise manner.

Revision as of 10:14, December 17, 2015

Current.png This page documents information about recently released content.
Information may change rapidly as it becomes available. All information in this article must be verifiable.
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 as he appears in Super Smash Bros. 4.
FinalFantasySymbol.svg
Universe Final Fantasy
Availability Downloadable
Final Smash Omnislash
CloudHeadSSB4-U.png
Cloud Storms Into Battle!
—Introduction Tagline

Cloud (クラウド, Cloud) is a playable character and newcomer in Super Smash Bros. 4 as the fifth downloadable character. He was 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, following Capcom's Mega Man and Ryu, SEGA's Sonic and Bayonetta, and Bandai Namco's Pac-Man.

In Super Smash Bros. 4, he is voiced by Takahiro Sakurai.

Attributes

Cloud's playstyle depends heavily on his unique ability, Limit Break, which gives his special moveset considerably high power that can KO opponents earlier than most other characters. Along with it boosting his stats slightly while on standby, this makes it imperative for Cloud to keep his Limit Break's charge at high or full for the majority of the neutral game.

In terms of general combat, Cloud has a noticeable advantage with approaches and aerial fighting thanks to his attributes. With quick walking speed, high jump height (almost on par with Falco and effective low short hops, Cloud has one of the better approaching speeds in the game, both on the ground and in the air. This compliments his high disjointed range courtesy of the Buster Sword, which provides great reach to space opponents out, which is further evident in his powerful aerials that benefit greatly from his good range. This makes him especially adept at edgeguarding (in a similar line to Shulk), as most of his aerials have quick startup, meteor smashing potential, and the ability to auto-cancel, making them effective aerial tools. His grounded game is also surprisingly fast for a high ranged character, with his jab and down tilt being effective at covering missed attacks, while his down throw and up tilt can start combos at 0%. While his smash attacks are somewhat slow, his forward smash has incredible knockback, making it his best KO move if used correctly, his up smash has a large and effective hitbox, and his down smash spells trouble for opponents with poor horizontal recovery. His low damage-fallout projectile in Blade Beam means he isn't helpless at range, while he has reliable options for damage racking: his up tilt, neutral aerial, Climhazzard and Cross Slash are all effective damage rackers (with the previous two being good out of shields) whose low knockback growth allow them to combo even at extremely high percents, making Cloud all-rounded at approaching and protecting himself.

As previously mentioned, Cloud's Limit Break mechanic is his primary way of finishing opponents outside of edgeguarding. Working similarly to Little Mac's Power Meter, it has the advantage of being able to manually charge it through his down special. Once it reaches full capacity, all his specials gain large boosts in utility, through increases in damage and knockback, improved recovery, higher priority, and better KO ability, and he also gains a slight boost to his stats. All said specials have minimal startup time and overwhelming power (some as strong as Ganondorf's), giving Cloud four additional and effective finishers while under Limit Break's effects, making him a powerful comeback character.

While this skill has a high chance of turning the tides in his favor, Cloud can have trouble executing Limit Break charges and connecting the finishers in the first place. While the gauge fills through damage given and taken, Cloud has to survive 100% of damage before it fills completely, which naturally puts him at a severe disadvantage. Other options include dealing damage, although he must do a lot of it before the gauge fills (250%), or manually charging the gauge with Limit Charge (6 seconds of charging), which can often be difficult while being pressured by faster characters like Fox. Limit Break specials are also limited to one per charge, restricting Cloud to a single particular focus and forcing him to play mindgames with his opponents if he is to make any effective use of it. Furthermore, without Limit Break, Cloud has several issues that can occur if he uses his specials carelessly; specifically, if he is to overuse any of them, they lose utility and priority quite rapidly, allowing opponents easier opportunities to read and punish, while the single-use abilities take a hefty amount of time to charge up again, making it imperative to land them lest he be burdened by another extended charge time.

Other issues Cloud suffers from are polarized: while he has impressive aerial, damage racking and edgeguarding games, the same cannot be said about his KOing ability without Limit Break, making Cloud effectively good at getting opponents to KO percentage but not KOing them outright. Apart from his potent forward smash and moderate knockback up smash, down smash and forward tilt, all his other ground attacks have extreme trouble KOing, and while his strongest aerials (forward, up, back) KO effectively high in the air, his smash attacks and aerials are all held back from either extensive starting and/or ending lag, warranting proper usage to remain unpunished. His combo setups and approach game are decent and extendable to a large amount, but can struggle in beginning or finishing the combo setups from the nature of most of his attacks' hitboxes, such as his awkwardly placed up tilt. His aerial game is similarly polarized, as even though his air game is effective, his recovery is lackluster due to his somewhat low air speed, while his only recovery move, Climhazzard, has low horizontal movement cannot grab ledges until the move is complete. The follow-up descending attack is also unsafe to use near the edge, as he cannot grab the ledge he initiates it too close to, providing limited practical use of it offstage. Despite having a moderately high wall jump, Cloud can be particularly easy to gimp and/or edgeguard in most situations, given his Limit Break hasn't capped, making it a double-edged sword for Cloud to fight offstage.

Overall, Cloud has access to incredible offensive options that can overwhelm the opposition fairly easily, but only if his movements don't get punished and are performed in a precise manner.

Moveset

  Name Damage Description
Neutral attack   2%, 2%, 3% Two alternating forward kicks ending with a clearing slash. Very good speed, and both kicks have good range, similar to 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 two kicks.
Forward tilt   11% An outwards slash while taking a step forward. Quick startup, but moderate ending lag. Cloud's only tilt that can KO under 150%. KOs middleweights at 135% at the edge.
Up tilt rowspan="1" 8% Swings the Buster Sword forwards in a fan-like fashion above his head. Hitbox starts behind Cloud, with a larger front hitbox. Fast with a decently large hitbox, although knockback is lacking. One of Cloud's most reliable combo starters, chaining into itself at 0%, and into aerials at low percents.
Down tilt rowspan="1" 6% (early), 7% (late) A ground-hugging forwards slide, similar to Mega Man's down tilt. Deals slightly more damage if it connects after the first few frames. Very quick startup and sends Cloud a good distance forward while keeping his hitbox small, making it useful as a quick and weak punish.
Dash attack 11% (clean), 8% (late) Cloud slides to a halt, forcing the entire front edge of the Buster Sword forwards with two hands, as if parrying. Deals more damage at the beginning. Moderately high knockback, able to KO at high percentages.
Forward smash   3% (hit 1), 2-4% (hit 2), 12-13% (hit 3) Cloud unleashes a lightning-quick triple slash in front of him at a speed contrary to his sword's size. The final hit has slightly more range and carries all the knockback. Depending on where each slash hits, this move can do from 18-20% damage. Slight startup and moderate ending lag, but extremely powerful for its speed, KOing at 98% from the middle of Final Destination.
Up smash 13% (clean), 12% (late), 8% (end) Cloud swings the Buster Sword in a wide upwards uppercut. Good range and somewhat fast startup, giving him reliable aerial protection. The Buster Sword does weak damage at the end when Cloud holds it above his head. Moderate ending lag. Starts KOing at 125%.
Down smash 4% (hit 1), 12% (hit 2) Cloud crouches, then shoves the Buster Sword's handle forwards before stabbing backwards in the same direction. The first hit is designed to natural combo into the second hit. Cloud's fastest smash attack, and the second hit sends opponents at a semi spike angle, although it is hard to use for edgeguarding unless Cloud is facing towards the stage at the edge. Regardless, it is useful for sending opponents with weak horizontal recoveries offstage. The first hit's angle can stage spike with pinpoint timing.
Neutral aerial rowspan="1" 8% Swings the Buster Sword in a wide arc downwards, starting from over his head and ending behind him. Weak, but its wide range and speed makes it very useful as an approach option and aerial tool, similar to Shulk's neutral air. Auto cancels from a short hop, making it rather difficult to punish, although it can be difficult to hit grounded opponents while starting this in the air due to the hitbox starting above his head.
Forward aerial rowspan="1" 14% (sweetspot), 13% (clean), 11% (late) Cloud pauses, then slices downwards in front of him with the Buster Sword, similar to Ike's forward air. Has the most startup out of all his aerials, but sweetspotting right when the sword stops moving results in a powerful meteor smash. Wide range and meteor smashing properties makes this a decent offstage option. Moderate ending and landing lag, but auto-cancels from a full hop.
Back aerial 13% Cloud spins and swipes behind him with the Buster Sword. Good range and knockback, and a reliable edgeguarding attack due to its fast startup. Moderate ending lag, but can auto-cancel if done a few frames after starting a full hop. KOs at 130% at the edge.
Up aerial 13% (clean), 9% (late) Cloud thrusts the edge of the Buster Sword skywards with both hands, like his dash attack except upwards. Acts like a sex kick, doing less damage as time passes. Surprisingly good horizontal range due to Cloud using the entire edge of his sword. Auto-cancels from a short hop, and can be used at the last second before landing to catch grounded opponents with the move.
Down aerial 13% (clean), 15% (sweetspot), 8% (late) A downwards stab similar in appearance to Link's down air. Striking with the Buster Sword as it comes down powerfully meteor smashes aerial opponents and deals more damage. Stays out for a while, allowing the move to hit opponents after the initial thrust.
Grab Cloud reaches out with his left hand.
Pummel 3% Cloud knees the held opponent with his right leg. Somewhat slow.
Forward throw 4% (hit 1), 3% (hit 2) Cloud kicks the opponent forward while doing a backflip. Low knockback.
Back throw 3% (hit 1), 3% (hit 2) Turns around and kicks the opponent behind him. Low knockback like his forward throw.
Up throw 2% (hit 1), 4% (hit 2) Two spinning kicks, sending the opponent flying upwards. Cloud's second strongest throw, though unable to KO at realistic percentages.
Down throw 7% Forcefully slams the opponent onto the ground, sending them behind him. Low base knockback and Cloud's primary combo throw, as it can lead into a tilt or Cross Slash until middle percents. Surprising, this is also his strongest throw at high percents due to high knockback growth, although it cannot KO until 215%.
Floor attack (front) 7% Spins the Buster Sword around him before getting up.
Floor attack (back) 7% Spins the Buster Sword in a circle before getting up.
Floor attack (trip)
Edge attack 8% Swipes at the opponent's feet before pulling himself up.
Neutral special Default Blade Beam 8% (ground, clean), 6% (ground, late), 6% (air, clean), 4% (air, late), 19/15% (Limit Break, first target ground/air), 13/10% (Limit Break, after first target ground/air) Cloud sends a blade of wind forwards, acting as a projectile that disappears upon hitting anything. Overall stronger if started on the ground and in the first few frames, while the aerial version is slower, deals less damage, and gives Cloud a slight amount of lift. When under Limit Break status, the move becomes a much stronger multi-hitting move with higher velocity that can KO at 110%, although the aerial version is still weaker.
Custom 1 N/A
Custom 2 N/A
Side special Default Cross Slash 4% (hit 1), 3% (hit 2-4), 6% (hit 5), 5% (Limit Break, hit 1-2), 3% (Limit Break, hit 3-4), 10% (Limit Break, hit 5), Cloud strikes with a combo of slashes, which can continue up to five hits so long as the first slash connects. The slashes aesthetically spell out the kanji 凶 (kyo). When under Limit Break status, Cloud instantly unleashes all five strikes and the attack gains high power, able to KO at the edge from 75% onwards.
Custom 1 N/A
Custom 2 N/A
Up special Default Climhazzard 3% (hit 1), 4% (hit 2, 3), 3% (hit 4), 6% (Limit Break, hit 1), 7% (Limit Break, hit 2) A rising slash upwards, which can be finished with a downwards slash that sends opponents flying. The first hit deals set knockback, while the second hit deals more damage in the middle of the blade and less if near the hilt. The second hit can meteor smash when Cloud falls. Cloud's primary recovery move, although the downwards slash cannot ledge sweetspot until Cloud falls a certain distance, making it unworthy to use the second hit offstage. When under Limit Break status, the first slash gains tremendous distance, greatly improving Cloud's vertical recovery, and can begin KOing at 124%.
Custom 1 N/A
Custom 2 N/A
Down special Default Limit Charge 1% (Finishing Touch) Cloud poses and charges up his Limit Gauge, an invisible meter which can alternatively be filled by taking (100%) or dealing (250%) damage, similar to Little Mac's Power Meter. The charge can be cancelled by rolling, sidestepping or pressing the special button again. When the meter is full, Cloud gains a slight overall boost to all his stats and can use a more powerful one-use version of his special attacks. This move itself turns into the Finishing Touch when the meter is full, which is a large whirlwind that deals 1% damage but tremendous knockback, enough to KO opponents as early as 75%.
Custom 1 N/A
Custom 2 N/A
Final Smash Omnislash 3% (hit 1), 2% (hit 2-14), 5% (hit 15), 4-5% (hit 16), 10% (hit 17) A final attack which works like a combination of Critical Hit and Great Aether. Cloud dashes forward at high speed, and flings any opponents he runs into to the top of the screen. After a series of quick sword slashes, Cloud charges up a final blow which sends him and his victims careening to the ground, causing a huge explosion that sends them flying with high knockback.

On-screen appearance

  • Falls out of the sky and catches his Buster Sword.
File:Battle Entrance (Cloud).jpg

Taunts

  • Up taunt: Twirls his Buster Sword and places behind his back, referencing his victory animation from Final Fantasy VII, while saying 興味ないね, ("Not interested").
  • Side taunt: Places his Buster Sword on his back, places his hands together, and mimics the casting animation from Final Fantasy VII, complete with the sound effect and the glow.
  • Down taunt: Stands his Buster Sword on its tip and poses in a casual manner while scoffing.
Up taunt Side taunt Down taunt
File:Cloud up taunt.JPG File:Cloud side taunt.JPG File:Cloud down taunt.JPG

Idle Poses

  • Rubs the edge of his Buster Sword, similar to one of Ike's and Roy's idle animations.
  • Holds his Buster Sword upwards in front of himself.

Crowd cheer

English Japanese
Cheer
Description Cloud! Cloud! Cloud!
Pitch Group chant

Victory poses

A remix of the victory theme heard throughout the Final Fantasy series. Unlike other themes, it continuously plays, replacing the results theme.
  • Twirls the Buster Sword with one hand and places it on his back, and says 悪く思うな, which translates into "No hard feelings."
  • While turning away from the camera, he twirls the Buster Sword, places it on his back and then looks at the screen, while saying ついてないな, which translates to "Better luck next time."
  • Slashes the Buster Sword twice and gets in his battle stance, while saying お前に俺は倒せない, which translates to "I’m out of your league."
CloudPose1WiiU.gif CloudPose2WiiU.gif CloudPose3WiiU.gif

Reveal trailer

<youtube>nc3CY31kMJ4</youtube>

Cloud's reveal trailer references moments and characters from the Final Fantasy series, primarily Final Fantasy VII:

  • The starry sky in the opening is a reenactment of the original opening to Final Fantasy VII, which even includes the original accompanying music, "Opening - Bombing Mission".
  • The trailer contains a "blurring" screen transition to the battle phase in which Cloud faces off against Kirby, Samus, and Charizard, with Cloud situated opposite of the other three combatants. These instances reference Random Encounters, battle sequences that are often seen in the Final Fantasy series. The screen transition itself is one that is observed during gameplay of Final Fantasy VII along with the accompanying battle theme "Let the Battles Begin!".
  • Zelda lying on her knees near Cloud laying on his back is a reference to a scene in Final Fantasy VII, where Cloud falls from the Sector 5 Reactor down into the church and is found by Aerith the Flower Girl, with Pikmin representing flowers in the church. The Lip's Stick that Zelda is holding resembles the flowers that Aerith sells.
  • Cloud grabbing Wario and throwing him off his bike before making off with it himself references the segment when Cloud commandeers the Hardy Daytona motorcycle to escape from Shinra Headquarters. In Final Fantasy VII: Advent Children, Cloud himself has the motorcycle Fenrir, to fit with his "Lone Wolf" motif.
  • Cloud being dizzy on The King of Red Lions is a reference to motion sickness Cloud suffers in the Compilation of Final Fantasy VII.
  • The Sablé Prince turning into a frog next to Cloud is a reference to the recurring Toad spell, which transforms its targets into harmless frogs.
  • Odin's appearance after Cloud uses his casting animation is a reference to the ability to summon monsters in Final Fantasy VII.
  • Cloud fighting Ike towards the end is a reference to the final battle in Cloud's mind between him and Sephiroth.
  • The segment in which Chocobos appeared references Chocobo Woods, a location in Final Fantasy III where Chocobos and the Fat Chocobo can be found, and Smells Like Chocobos is a recurring quote in the series which references the fact that Fat Chocobo can only be summoned in places that "Smell like Chocobos" in Chocobo Woods.
    • The fact that the Chocobos are on Gaur Plain may be a reference to the Chocobo Farm from Final Fantasy VII, which is located in the grasslands outside Midgar.

Trophies

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)
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
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

Cloud's costumes in Super Smash Bros. for Wii U.
CloudHeadSSB4-U.png CloudHeadAdventSSB4-U.png CloudHeadBlueSSB4-U.png CloudHeadAdventBlueSSB4-U.png CloudHeadRedSSB4-U.png CloudHeadAdventTealSSB4-U.png CloudHeadBlackSSB4-U.png CloudHeadAdventPurpleSSB4-U.png

Cloud's default outfit is based on his appearance in Final Fantasy VII. He has an alternate costume based off of his appearance in Final Fantasy VII: Advent Children (known as "Cloudy Wolf" in Dissidia Final Fantasy). Said alternate costume has two minor variants; one with a long black sleeve covering his Geostigma-infected left arm, and one revealing said arm and the pink ribbon worn over it in memory of Aerith Gainsborough.

Gallery

Trivia

  • Cloud is the first character in the Super Smash Bros. series to not have a canonical appearance from his respective mainline series on a Nintendo console.
  • Cloud is the first newcomer in Super Smash Bros. 4 to have debuted in the 1990s, with Final Fantasy VII releasing in 1997.
  • Cloud is the first DLC character to have an alternate costume that modifies his model as opposed to simply the textures, and he is the first character that changes his weapon in more than color - in this case, from the Buster Sword to the Fusion Swords from Final Fantasy VII: Advent Children.
  • Cloud's pose in his official artwork matches his pose from his official artwork from Final Fantasy VII, with the more slouched variation for his Advent Children costume resembling his Dissidia artwork. This pose is also used as one of his taunts, and humorously his Screen KO pose.
  • Cloud is the second DLC character from a universe that has been newly added to SSB4, preceded by Ryu, and succeeded by Bayonetta.
  • Despite having an official English voice actor in his home series, Steve Burton, Cloud is the only non-Fire Emblem character to still speak Japanese in all versions of the game. This is similar to Mewtwo's situation, although its Japanese dialogue is removed in international versions.
  • Cloud is the only character to have a victory theme that plays continuously.
  • When Cloud completes Classic or All-Star mode, the "Congratulations" message will be written in the Final Fantasy font.