Super Smash Bros. Obliteration/Cloud

Cloud is the Main Protagonist/Mascot of Final Fantasy Vll and Final Fantasy V11: Advent Children, and an Unlockable Character in Super Smash Bros. Obliteration. Cloud starts off as an arrogant and proud swordsman who, has left an organization called SOLDIER and turned mercenary in the process, and with the help of his friends turns into a caring and humble man as Final Fantasy V11 progresses. Born in the mountain village of Nibelheim, Cloud was a neighbor of a girl named Tifa who was about a year younger than him. When he was fourteen he aspired to be like a hero named Sephiroth, he then said goodbye to Tifa in secret and set out for Midgar the metropolis that is the continent Shinra's seat of power. Eventually Sephiroth is corrupted to the dark side by the evil Professor Hojo, using an illusion of Jenova whom Sephiroth mistakingly believed to be his mother, Sephiroth then destroys Clouds home village killing many unarmed civilians including Cloud's Mother, fueled by his newfound hate for the "traitors" of the Ancients, the humans. Much later during the course of the game Sephiroth has lost all sanity and brutally kills Aeris, one of Cloud's friends in one of gaming's most truly horrific moments. Cloud then takes the fight directly to Sephiroth, defeats him in battle and puts an end to his and Jenova/Hojo's savage plans for good. Proud, Compassionate, and Rightous, Cloud is ready to ride the Storm of his Sword Fighting Skills all the way to the top of the Mountain of Smashers. Equipped with a moveset based around Kicks, Slashes, Hacks, Stabs, an a Devestating Signature Omnislash Final Smash, Cloud is ready to storm past any opponent who dares to cross him, in a true fight for the ages.
==Attacks==
Type 	Name	Damage 	Description
Neutral 	 	(2% = side kick, 2% = roundhouse, 4% = outward slash, 8% = total). 	A mid-level side kick, followed by a mid-level roundhouse kick, followed by an outward slash, in addition to possessing very good speed, both kicks have good range, each attack after the first hit
moves Cloud a step forward, further improving the move's range, although the sword strike has lower reachthan 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.
Forward Tilt 	 	(11%) 	An inward slash. It has quick start-up, 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, It is based on his generic attack in Final Fantasy VII,
Up Tilt 	 	(9%) 	An overhead arcing slice. 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, one of Cloud's most reliable combo starters, as it can chain into itself at 0% and into aerials at low percentages.
Down Tilt 	 	(6% = knee, 7% = leg, 13% = total). 	A baseball slide, a dropkick variation, which is very similar to Mega Man's Sliding, his legs are intangible while its hitbox is active, and it will sometimes deal less damage if landed early. It has very quick start-up, propelsCloud a good distance forward, launches opponents vertically and makes his hurtbox hard to hit. Altogether, these traits make it useful as a punishment option, as well as a capable set-up option into aerial attacks,
Forward Smash	 	(3% = hit 1, 2% = hit 2 center, 3% = hit 2 hilt, 4% = hit 2 tip, 12% = hit 3 tip, 13% = hit 3 non-tip).	A downward slash, followed by an upward slash, followed by a downward slash, 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%, it is immensely powerful for its amount of start-up (19 frames) and 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 shield-stun, it can sometimes miss during its second hit, causing the third and last hit to miss. 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.
Up Smash 	 	(13% = early/tip, 12% = mid/hilt, 8%= late). 	Crouches down and swings the Buster Sword upward. 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 and above Cloud, it can additionally hit foes behind Cloud due to its long arc, KOs middleweights
around 125%.
Down Smash 	 	(4% = hit 1, 12% = hit 2, 16% = total). 	Kneels and thrusts the Buster Sword's hilt forward before performing a reverse gripped thrust behind himself,the first hit will almost always stage spike due to its angle and it launches opponents into the second hit, although it is possible to tech after the first hit, causing the second hit to miss. In comparison, the second hit is a semi-spike, which makes it useful for launching opponents with weak horizontal recoveries off-stage, and it KOs middleweights at 140%. it is Cloud's fastest smash attack, as its first hitbox is active starting on frame 8.
==Aerial Attacks==
Type 	Name	Damage 	Description
Neutral	 	(8%) 	A circular slash around himself, similarly to Ike and Shulk's neutral aerials. It is long-ranged like Shulk's neutral aerial, yet also boasts respectable speed, which makes it very useful as an approach option or edgeguarding option, it autocancels 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.
Forward	 	(14% = clean sweetspot, 13% = clean sourspot, 11% = late). 	Briefly pauses and then slashes downward, similarly to Ike's forward aerial. It has the most start-up out of all his aerials (frame 18), 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 low for its range and
power, and it autocancels from a jump. The sweetspot can also be frame canceled, which allows for more follow-ups if done correctly due to its drastically increased hitlag and more vertical angle of its trajectory. It resembles his Braver Limit Break.
Back 	 	(15%) 	A reversed outward slash, , Has very long range and good knockback, making it most effective as a spacing KO option, it additionally has low landing lag (14 frames), autocancels from a short hop, and can also be used to perform a wall of pain at low to medium percentages depending on the opponent's weight. However, it has some startup, limited vertical range and a hitbox that lasts for only three frames (frames 11-13), making it somewhat ineffective at KO'ing opponents who are diagonally above or below Cloud. Regardless, it is arguably Cloud's best aerial due to the aforementioned strengths it has, while it is also easy to combo into from an up tilt, down tilt, neutral air, or down throw. KOs middleweights around 115% at the edge, it resembles the sword strike he does during his Meteorain
Limit Break.
Up 	 	(12% = clean, 9% = late). 	Thrusts the sharp edge of the Buster Sword's blade upward while holding it parallel to the ground. While powerful at the start of the animation, it also functions as a sex kick, as it deals less damage after its first few frames, the initial hitbox is notoriously big, having wide coverage due to the hitbox's high horizontal range, along with the animation givingit a deceptive vertical range. Its range allows Cloud to barely poke through the top platform of Battlefield just at the apex of his short hop and contest almost any down aerial and trade at worst, However, its 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. When combined with its fast start-up, 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. It otherwise KOs grounded middleweights around 160% when clean. Interestingly, it also shifts most of Cloud's hurtbox into the foreground (or background when facing left), which allows him to avoid certain moves, such as an uncharged Robo Beam, Villager's forward and back aerials, and even some up smashes, such as Yoshi's. It is commonly considered one of the best up aerials in the game due to its many positive traits, with its only drawback of having a smaller, weaker lingering hitbox, which is beneficial nonetheless thanks to it covering air dodges.
Down 	 	(13% = clean aerial sourspot/grounded opponent, 15% = aerial sweetspot, 8% = late).	A downward thrust, similar to Link's Down Thrust. Striking the first few frames directly below Cloud powerfully meteor smashes aerial opponents and deals more damage, it stays out for a while, allowing it 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 grounded middleweights around 135% when clean. The late hit of the move is an excellent combo starter when autocanceled, as 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. However, 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.
==Other Attacks==
Type 	Name	Damage 	Description
Floor Attack (Front)	 	(7%) 	Slashes The Buster Sword In Both Forward/Back Directions, While Getting Up.
Floor Attack (Back) 	 	(6%) 	Same As Front Attack, Just With Less Power
Floor Attack (Trip) 	 	(7%) 	Slashes The Buster Sword In Both Forward/Back Directions, Near The Ground.
Ledge Attack 	 	(8%) 	Performs An Inward Slash, While Climbing Up.
Dash Attack 	 	(12% = clean, 10% - 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.
==Grabs/Throws==
Type 	Name 	Damage 	Description
Grab 	 	(N/A) 	Grabs An Opponent.
Pummel 	 	(3.4%) 	A knee strike. Moderately slow, but one of the most damaging
pummels in the game,
Forward	 	(4% = hit 1, 3% = throw, 7% = total). 	A backflipping dropkick, similar to Wii Fit Trainer's back throw, it is also vaguely similar to the Somersault Limit Break used by Tifa Lockhart, one of Cloud's party members in Final Fantasy VII,
albeit being a dropkick rather than a backflip kick.
Back 	 	(5% = hit 1, 3% = throw, 8% = total). 	A reverse roundhouse kick, which is very similar to Ike's back throw. It is capable of
tech-chasing alongside Blade Beam or his dash attack, although this is only possible against 
middleweights and heavyweights until medium percentages.
Up 	540 Kick	(4% = hit 1, 3% = throw, 2.5% = hit 2, 9.5% = total).	A 540 kick, similar to Sonic's up tilt and 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 Tifa's Waterkick Limit Break, albeit kicking vertically instead of horizontally.
Down 	 	(7% = hit 1, 4% = throw, 11% = total). 	A one-handed body slam. It launches opponents them behind himself and due to its low base knockback,
it is Cloud's only, 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, or if the opponent is a heavyweight or a fast-faller. 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 Tifa's Meteor Strike Limit Break, albeit while grounded instead of being the used in the air, this is Cloud's strongest throw.
==Taunts==
Up = Twirls the Buster Sword in front of himself before positioning it on his shoulders while saying 興味ないね 
("Not interested"). A similar animation to his victory animation from Final Fantasy VII, albeit placing the 
Buster Sword on his shoulder rather than his back. Resembles more Cloud's official artwork for both SSB4 and
Final Fantasy VII.
Side = Places the Buster Sword on his back and cups his hands together in front of him in order to cast a spell, 
it is his spellcasting animation from Final Fantasy VII, complete with its original sound effect and glowing 
energy field.
Down = Places the Buster Sword on its tip and poses in a casual manner while scoffing, it resembles the cocky 
pose he assumes in many cutscenes throughout Final Fantasy VII.
==Special Moves==
Type 	Name 	Damage 	Description
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 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 (and therefore cannot cancelout projectiles), 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.
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). 	A series of slashes that are inputted by pressing the special button after each slash connects, similarly to Dancing Blade and Double-Edge Dance, with the finished series spelling the kanji 凶 ("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 considered to be Cloud's best Limit Break variant due to its speed, power and ability to act as both a powerful stage spike and shield breaking option if used quickly with another 
follow-up attack.
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, ascending reverse gripped slash, which can be followed by with a descending reverse gripped 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 can meteor smash when he descends. Cloud's primary recovery move, though it grants only mediocre vertical distance and extremely minimal horizontal distance. Additionally, the descending slash cannot edge sweetspot until Cloud falls a certain distance, making it unsuitable to use the second hit off-stage. Lastly, if Cloud gets hit at the apex of Climhazzard's first hit, he will not able to wall tech a single-hit moveregardless of its power or how far or near Cloud is to the wall (though he can still tech if he gets hit by a command grab like Dark Dive or a multiple hit move like Mewtwo's neutral aerial). Its fast start-up makes it a good 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, he can tech a stage spike even at the apex of the move, and the move begins to KO grounded opponents at 124%.
Down Special 	Limit Touch	(1% = Finishing Touch) 	Manually charges the Limit Gauge, an invisible meter which can alternatively be filled by dealing or receiving damage, similarly to 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-canceled 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-canceled 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, listed above. 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. The animation where Cloud spins around twice twirling his Buster sword may be based on an unused Tornado Limit Break. 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 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.
==Final Smash==
Type 	Name 	Damage 	Description
Final Smash	Omnislah (KO)	(10% = hit 1, 5% = hits 2-14, 5% = hit 15, 8% = hit 16, 17% = hit 17, 100% = total/all hits connect).	An animation which involves multiple hitting series of powerful slashes that concludes with a powerful, descending slash that triggers an explosion, similarly to Blessed Alondite and Great Aether. Cloud dashes forward at high speed, similar to Marth and Lucina's Final Smashes, 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, and automatically KO's them in the process.
Category:Characters
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