Cloud Strife
Cloud SSB4
SSB Final Fantasy Series
Availability Unlockable
Series Final Fantasy
First Appearance Final Fantasy VII (1997)
Home Stage Midgar
Final Smash Omnislash


Cloud Strife is the main protagonist in Final Fantasy VII and Final Fantasy VII: Advent Children, and also appears in the spin-off games of the Compilation of Final Fantasy VII, including Dirge of Cerberus -Final Fantasy VII- and Crisis Core -Final Fantasy VII-, as a supporting character.

An arrogant and proud swordsman at first, Cloud introduces himself as a former member of an elite warrior unit called SOLDIER who has turned mercenary, and uninterested in anything beyond his hired task at hand. He later discovers the truth about his past and, with the help of his friends, learns there is more to being a hero than possessing physical strength and fame, developing compassion for the world and people he fights to protect.
Source: Final Fantasy Wiki


- : Blade Beam - Swings the Buster Sword forward to fire a green, crescent-shaped energy beam. Like a typical projectile, it disappears upon hitting anything. The projectile comes out and moves rather slowly, but travels a long distance overall, and its hitbox is extremely active. It is stronger if started on the ground and in the first few frames, while the aerial version is slower and deals less damage, but gives Cloud a slight amount of lift. Its Limit Break variant is colored blue and possesses transcendent priority, higher velocity, an increased damage output and hits multiple times, with the last hit having great KO potential near the edge, starting at 98%. Like the standard Blade Beam, the Limit Break variant is weaker when performed in midair. (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))

> : Cross Slash-  A series of slashes that are inputted by pressing the special button after each slash connects, similarly to Dancing Blade and Double-Edge Dance. It aesthetically spells the kanji 凶. 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. 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 as well as possessing noticeable increases to its damage output and KO potential, starting at 100%. It is also considered to be Cloud's best Limit Break move due to its speed and power, notably as a powerful stage spike and shield breaking option if used quickly with another follow-up attack. (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))

^ : Climhazzard -  A rising slash upward, which can be finished with a downwards slash that launches opponents. 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, though it only covers mediocre vertical distance while covering little to no horizontal distance. Additionally, the downwards slash cannot ledge sweetspot until Cloud falls a certain distance, making it unsuitable to use the second hit off-stage. Its Limit Break variant changes the blade's color from magenta to blue, the ascending (but not descending) hit deals more damage while sweetspotting ledges, Cloud gains much greater vertical and horizontal recovery distance, and it can begin KOing at 124% on the ground. (3% (hit 1), 4% (hit 2, 3), 3% (hit 4), 6% (Limit Break, hit 1), 7% (Limit Break, hit 2))

v : Limit Charge -  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 400 frames (6.667 seconds) to fully charge it by this method, during which a text box will appear above him that displays "Limit". It can be charge-canceled by rolling, sidestepping, grabbing, or pressing the special button again, which has an 8 frame delay. 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 his air speed and acceleration. During this time, he can also 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 only 1% but possesses tremendous knockback, enough to KO most opponents as early as 65%, even without rage. Rather slow, hitting on frame 16-17, though extremely powerful for its speed, and has high ending lag, making it punishable. KOs opponents later if Cloud hits the opponent from behind him rather than in front of him, hitting opponents 2 frames later and KOing around 10% later, and has further reduced knockback when performed in the air, KOing around 24% later if hitting in front, or around 36% later if hitting behind Cloud. 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. Canceling Limit Charge with the special button instead of the other methods has several applications; Limit Charge can be used in the middle of his jumps to keep Cloud on the move while still charging his limit, or, if inputted immediately after charging, to cancel his run quickly into any attack as a pseudo crouch-cancel. (1% (Finishing Touch))

F : Omnislash -  A multiple hitting series of powerful slashes, which functions similarly to Great Aether and 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 the series of slashes, Cloud charges up a final blow which sends him and his opponents careening to the ground and results in a huge explosion that launches the opponents. Can KO as early as 22%. Unlike Marth's Critical Hit, Cloud will dash off of the edges of platforms if the move is initiated next to one. (3% (hit 1), 2% (hits 2-14), 5% (hit 15), 4%-5% (hit 16), 10% (hit 17), 50% (total))

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