SSB4 Icon.png

Cloud (SSB4): Difference between revisions

From SmashWiki, the Super Smash Bros. wiki
Jump to navigationJump to search
(→‎Attributes: Here's the rewrite no one asked for.)
(Gah. Another mistake.)
Tag: Mobile edit
Line 16: Line 16:
Cloud is a swordsman with overall balanced mobility for his [[weight]] class, being one of the lightest heavyweights. He has average [[walking speed]], very fast [[dashing speed]], strong [[jump]]s and high [[air acceleration]], granting him quick ground mobility and resilient aerial mobility. However, he has low [[air speed]], above average [[falling speed]] and high [[gravity]], making his aerial mobility quite polarized and unrewarding.
Cloud is a swordsman with overall balanced mobility for his [[weight]] class, being one of the lightest heavyweights. He has average [[walking speed]], very fast [[dashing speed]], strong [[jump]]s and high [[air acceleration]], granting him quick ground mobility and resilient aerial mobility. However, he has low [[air speed]], above average [[falling speed]] and high [[gravity]], making his aerial mobility quite polarized and unrewarding.


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 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. 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 move. Forward aerial is very strong if hit clean, and is also a [[meteor smash]] on aerial opponents if sweetspotted. Back aerial is similar to {{SSB4|Ike}}'s in terms of animation, damage and range, allowing it to [[edgeguard]] effectively. Up aerial has high power, long duration and enormous overall range, discouraging most opponents from trying to challenge it. Down aerial is not only one of the strongest meteor smashes if sweetspotted, it's also one of the fastest in the game, hitting on frame 10. Its speed and range also make it great from breaking or outright preventing [[juggling]]. Finally, up and down aerials [[autocancel]] immediately after their hitbox ends, with the former also autocancelling in a [[short hop]], along with neutral aerial.
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 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. 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 move. Forward aerial is very strong if hit clean, and is also a [[meteor smash]] on aerial opponents if sweetspotted. Back aerial is similar to {{SSB4|Ike}}'s in terms of animation, damage and range, allowing it to [[edgeguard]] effectively. Up aerial has high power, long duration and enormous overall range, discouraging most opponents from trying to challenge it. Down aerial is not only one of the strongest meteor smashes if sweetspotted, it's also one of the fastest in the game, hitting on frame 10. Its speed and range also make it great for breaking or outright preventing [[juggling]]. Finally, up and down aerials [[autocancel]] immediately after their hitbox ends, with the former also autocancelling in a [[short hop]], along with neutral aerial.


His special moveset is also interesting. [[Blade Beam]] is a [[projectile]] with good range and high activity, making it useful for forcing approaches and good at edgeguarding. It also stalls Cloud in the air, giving it additional utility in [[guard breaking]]. [[Cross Slash]] is very similar to [[Dancing Blade]], requiring additional inputs from the player to initiate the remaining slashes. However, it is less demanding, having wider input windows and cancelling immediately if the first hit misses. [[Climhazzard]] is similar to [[Aether]] and [[Final Cutter]], as it is a rising slash followed by a descending slash. Unlike them, however, it is a great [[out of shield]] option, as it hits on frame 7. Its descending slash is optional, allowing Cloud to mix up his [[recovery]] and getaways. Lastly, [[Limit Charge]] is only a charging method for a mechanic that is unique to him: the Limit Breaks.
His special moveset is also interesting. [[Blade Beam]] is a [[projectile]] with good range and high activity, making it useful for forcing approaches and good at edgeguarding. It also stalls Cloud in the air, giving it additional utility in [[guard breaking]]. [[Cross Slash]] is very similar to [[Dancing Blade]], requiring additional inputs from the player to initiate the remaining slashes. However, it is less demanding, having wider input windows and cancelling immediately if the first hit misses. [[Climhazzard]] is similar to [[Aether]] and [[Final Cutter]], as it is a rising slash followed by a descending slash. Unlike them, however, it is a great [[out of shield]] option, as it hits on frame 7. Its descending slash is optional, allowing Cloud to mix up his [[recovery]] and getaways. Lastly, [[Limit Charge]] is only a charging method for a mechanic that is unique to him: the Limit Breaks.

Revision as of 17:54, January 16, 2016

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 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 Mega Man and Ryu, SEGA's Sonic and Bayonetta, and Bandai Namco's Pac-Man.

Similarly to Marth and Roy, Cloud in all regions of Super Smash Bros. 4 is voiced only in Japanese by Takahiro Sakurai, his official voice actor from Kingdom Hearts onwards.

Attributes

Cloud is a swordsman with overall balanced mobility for his weight class, being one of the lightest heavyweights. He has average walking speed, very fast dashing speed, strong jumps and high air acceleration, granting him quick ground mobility and resilient aerial mobility. However, he has low air speed, above average falling speed and high gravity, making his aerial mobility quite polarized and unrewarding.

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 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 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 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. 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 move. Forward aerial is very strong if hit clean, and is also a meteor smash on aerial opponents if sweetspotted. Back aerial is similar to Ike's in terms of animation, damage and range, allowing it to edgeguard effectively. Up aerial has high power, long duration and enormous overall range, discouraging most opponents from trying to challenge it. Down aerial is not only one of the strongest meteor smashes if sweetspotted, it's also one of the fastest in the game, hitting on frame 10. Its speed and range also make it great for breaking or outright preventing juggling. Finally, up and down aerials autocancel immediately after their hitbox ends, with the former also autocancelling in a short hop, along with neutral aerial.

His special moveset is also interesting. Blade Beam is a projectile with good range and high activity, making it useful for forcing approaches and good at edgeguarding. It also stalls Cloud in the air, giving it additional utility in guard breaking. Cross Slash is very similar to Dancing Blade, requiring additional inputs from the player to initiate the remaining slashes. However, it is less demanding, having wider input windows and cancelling immediately if the first hit misses. Climhazzard is similar to Aether and Final Cutter, as it is a rising slash followed by a descending slash. Unlike them, however, it is a great out of shield option, as it hits on frame 7. Its descending slash is optional, allowing Cloud to mix up his recovery and getaways. Lastly, Limit Charge is only a charging method for a mechanic that is unique to him: the Limit Breaks.

Though their appearance, use and naming is not the same across the Final Fantasy games, the concept of Limit Breaks has become a series staple. In this game, this mechanic is a direct reference to Cloud's game of origin, Final Fantasy VII. After the meter is full, Cloud gets a boost in almost all of his stats, allowing him to move even more quickly across the stage. 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. They are also granted brief intangibility upon startup. Each one is also granted additional properties, with Blade Beam being faster and having transcendent priority, Cross Slash striking five times immediately and having very low ending lag, and Climhazzard granting more vertical distance and much more horizontal momentum, as well as having the ability to edge sweetspot at any time. Limit Charge is also converted to Finishing Touch, a spinning slash with tremendous knockback, enough to KO any character at 70% from Final Destination floor level. It also causes a whirlwind that pushes away opponents, making it harder to punish and providing Cloud a means of gimping recoveries.

However, Cloud has some severe flaws. One of those is his terrible grab game. He possesses a slow pummel and the overall least useful set of throws, being even worse than those of Marth and Lucina. His forward and back throws cannot combo or KO before 300%. His up throw has misleading power, being too strong to pressure and too weak to KO before 240%. His down throw loses all combo potential past 30%, due to its power being the highest of Cloud's throws. Another weakness is his KOing ability. While he has an abundance of strong finishers, none of them are easy to land in the neutral game. Forward smash's immense power is counterbalanced by its slow startup and surprisingly low duration, as it is possible to dodge all three hits with a well-timed 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 also having relatively high ending lag. His neutral aerial has low power, while his back and up aerials require good positioning to KO before 130%. His Limit Break specials are also blockable, making it impossible for them to connect if not used at point-blank. While Blade Beam is an exception to that, reflection can be quite detrimental to Cloud. In addition, Cloud has no means of escaping pressure. His neutral attack and down tilt are extremely punishable if shielded, while none of his fast aerial attacks start from the front. As such, Cloud is easily comboed. His neutral game is also not particularly threatening, due to Blade Beam's low speed, to the point where Captain Falcon and Sonic can powershield the beam and grab Cloud, even if they start from the other side of the stage.

Another problem is the Limit Break mechanic itself. It acts as a double-edged sword, as it increases Cloud's falling speed at full charge, making recovery without the use of Climhazzard deceptively difficult. It also makes precise use of his special attacks mandatory, as it takes six seconds to fully charge a Limit Break. Its alternative methods of charging, dealing 250% damage or taking 100% damage, 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 doesn't work. Furthermore, as a DLC character, Cloud has access to zero custom moves. 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 no horizontal momentum. Its ascending hit is also completely incapable of edge sweetspotting, while its descending hit cannot edge sweetspot until it covers some prior distance.

Overall, while Cloud has all the tools required to be successful, none of them seem to work, due to their lackluster coordination. The player has to avoid edgeguarding and adopt a creative playstyle in order to maintain control of the match. Due to his release being recent, Cloud's tournament representation is currently low, with his results constantly fluctuating.

Moveset

  Name Damage Description
Neutral attack   2.5% 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.
2%
4%
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 130% 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 forward slide, similar to Mega Man's Slide. Acts like a reverse sex kick, dealing 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. Launches opponents vertically, leading into follow-ups with aerial attacks.
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% (hit 2 blade), 3% (hit 2 hilt), 12% (hit 3) A lightning-fast 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 18-19% damage. Somewhat long startup and high ending lag, but immensely powerful, KOing at 98%. Cloud's strongest move if his Limit Break specials are unavailable.
Up smash 13% (clean sweetspot), 12% (clean sourspot), 8% (late) 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. KOs at 123%.
Down smash 4% (hit 1), 12% (hit 2) Cloud crouches, then shoves the Buster Sword's hilt forwards before stabbing backwards in the same direction. The first hit carries opponents 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 will almost always stage spike, due to its angle. The back hit KOs at 140%.
Neutral aerial rowspan="1" 8% Swings the Buster Sword in a circular motion around him, 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. It autocancels in 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 behind him.
Forward aerial rowspan="1" 14% (clean sweetspot), 13% (clean sourspot), 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 in the middle of the sword as it comes down results in a powerful meteor smash on aerial opponents, while sending 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 offstage option, albeit easy to telegraph. Moderate ending lag, though its landing lag is decent for its power, and it autocancels in a full hop. Resembles the Braver Limit Break.
Back aerial 13% 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, and has low landing lag. It can also wall of pain at medium percentages if timed correctly. KOs at 120% at the edge.
Up aerial 13% (clean), 9.5% (late) Thrusts the blunt edge of the Buster Sword skyward with both hands, like his dash attack except upwards. While powerful at the start of the animation, it also functions as a sex kick, doing less damage after the first few frames. Surprisingly good horizontal range due to Cloud using the entire edge of his sword. It can autocancel from a short hop, and can be used at the last second before landing to catch grounded opponents with the move, making this a deceptively useful option in a neutral position due to its low landing lag. Its range and priority allows for very effective juggles, along with linking together easily with other combo moves like up tilt and neutral aerial. KOs at 150% on a grounded opponent when clean.
Down aerial 13% (clean aerial sourspot, grounded opponent), 15% (aerial sweetspot), 8% (late) A downwards stab similar in appearance to Link's Down Thrust aerial attack. Striking at the first few frames with the tip of the blade 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 at 135% on a grounded opponent when clean.
Grab Reaches out with his left hand. Short ranged.
Pummel 3% Knees the opponent. Moderately slow.
Forward throw 4% (hit 1), 3% (hit 2) Kicks the opponent forward while doing a backflip, similar to Wii Fit Trainer's back throw.
Back throw 3% (hit 1), 3% (hit 2) Turns around and reverse roundhouse kicks the opponent behind him, Similar to Captain Falcon's back throw.
Up throw 2% (hit 1), 2.5% (hit 2), 4% (hit 3) Two spinning kicks, sending the opponent flying upwards. Cloud's second strongest throw, though unable to KO at realistic percentages. The throw looks similar to Captain Falcon's up smash and Sonic's up tilt.
Down throw 7% Forcefully slams the opponent onto the ground with one hand, sending them behind him. Low base knockback and Cloud's primary combo throw, as it can lead into a reversed tilt or Cross Slash until middle percents, though this is not guaranteed if Cloud does not have a high level enough of rage. Surprisingly, 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) 5% Similar to other floor attacks.
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), 6% (hit 1, Limit Break), 2% (hits 2-6, Limit Break), 3% (hit 7, Limit Break) Sends a green beam of energy forwards, acting as a projectile that 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, deals less damage, and gives Cloud a slight amount of lift. Its Limit Break variant is a blue beam with transcendent priority with higher velocity and becomes a more damaging, multi-hit projectile, with the last hit having great KO potential near the edge, starting at 98%, 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), 3% (Limit Break, hits 2-4), 10% (Limit Break, hit 5), A series of slashes that are inputted by pressing the special button after each slash connects, similar to Marth's Dancing Blade. It aesthetically spells the kanji . Good damage and moderate knockback, but 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. Its Limit Break variant changes the kanji's colors from yellow to blue, Cloud instantly unleashes all five strikes and the move deals more damage while requiring no additional input for it, and has amazing KO potential for a special move, starting at 100%.
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. If the special button is inputted again, Cloud does a second hit that can meteor smash when he falls. Cloud's primary recovery move, only traveling a mediocre vertical distance with little to no horizontal movement. Additionally, the downwards slash cannot ledge sweetspot until Cloud falls a certain distance, making it unworthy to use the second hit offstage. Its Limit Break variant, however, changes the blade's color from red to blue, the ascending (but not descending) hit deals more damage while sweetspotting ledges, and Cloud leaps higher, gaining more recovery distance and much greater horizontal movement, and can begin KOing at 124% on the ground.
Custom 1 N/A
Custom 2 N/A
Down special Default Limit Charge 1% (Finishing Touch) Charges up the Limit Gauge, an invisible meter which can alternatively be filled by taking (100%) or dealing (250%) damage, similar to Little Mac's Power Meter. It takes 362 frames (6.033 seconds) to fully charge it by this method. It can be charge-canceled by rolling, sidestepping, grabbing, 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 68%. Quite slow, hitting on frame 16, though extremely powerful for its speed, and has high ending lag, making it punishable. KOs opponents earlier if Cloud faces the opponent rather than having his back turned to them. If whiffed, it generates a windbox that simply pushes opponents away. It stalls Cloud when used in the air, which can potentially aid his recovery. If the input for this move is done twice in very quick succession, the move doesn't charge, but the Limit Gauge is shown. This is helpful for checking the gauge to plan a strategy during a match.
Custom 1 N/A
Custom 2 N/A
Final Smash Omnislash 3% (hit 1), 2% (hits 2-14), 5% (hit 15), 4-5% (hit 16), 10% (hit 17), 50% (total) A powerful multi-hit Final Smash which functions similarly to Pair Up. Cloud dashes forward at high speed, with a text box appearing above him that displays "Omnislash", 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. It can KO as early as 22%.

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 his spellcasting animation from Final Fantasy VII, complete with the sound effect and glow.
  • Down taunt: Stands his Buster Sword on its tip and poses in a casual manner while scoffing.
Up taunt Side taunt Down taunt
Cloud's up taunt in Smash 4 Cloud's side taunt in Smash 4 Cloud's down taunt in Smash 4

Idle poses

  • Pulls the Buster Sword backwards and touches the edge of the blade, similar to one of Ike's and Roy's idle animations.
  • Holds his Buster Sword upwards in front of himself.
CloudIdlePose1WiiU.jpg CloudIdlePose2WiiU.jpg

Crowd cheer

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

Victory poses

A remix of the victory theme heard in Final Fantasy VII, which is itself a variant of the victory theme heard throughout the Final Fantasy series. Unlike other themes, it continuously plays, replacing the standard results theme.
  • Twirls the Buster Sword with one hand and places it on his back while looking away from the camera, and says 悪く思うな ("No hard feelings"). This victory pose originated from Dissidia Final Fantasy, where he does the exact same action with the sword and stays in the exact same pose after winning a match.
  • While turning away from the camera, he twirls the Buster Sword, places it on his back and then glares at the screen, while saying ついてないな ("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 ("I'm out of your league").
CloudPose1WiiU.gif CloudPose2WiiU.gif CloudPose3WiiU.gif

In competitive play

Notable Players

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 on 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 and Bayonetta are the only characters with alternate costumes that sport a change of weapon - in Cloud's case, he goes from wielding 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 newly added universe, succeeding Ryu, and preceding Bayonetta, and the only one from a newly represented company, Square Enix, as SEGA and Capcom were already represented by Sonic and Mega Man prior to the release of Ryu and Bayonetta.
  • Cloud and Ryu are the only characters in SSB4 with unique sound effects when their attacks connect.
  • Cloud is the only character in the Super Smash Bros. series to speak entirely in Japanese in all regional versions of the game despite also having non-Japanese-speaking voice actors for his home series.
  • Along with Little Mac, Cloud is one of the only two 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 victims.
    • Coincidentally, both of their attacks involve taking and dealing damage before use.
  • Cloud is the only character in SSB4 who poses differently in his artwork when wearing an alternate costume that only changes his outfit, being the second character in the series to do this following Wario in Brawl.
  • Cloud is one of the six characters to use different voice clips when using at least one smash attack, the other five being Wii Fit Trainer, Rosalina, Zero Suit Samus, Roy, and Ryu. In Cloud's case, he will use two different voice clips when performing the back strike of his down smash.
    • Additionally, Roy, Ryu, and Cloud are the only three characters to use different sound clips when using battering items.