This is as an "easy reference" for Cloud players. The strategies are
from my Expert FAQ Version 1.33.
For the most dedicated Cloud player on the face of the earth, check out
Dan GC's "Cloud FAQ" for Cloud background info, story info, and just
about everything else about Cloud you never thought you'd have a desire
to know. More Cloud stuff than you can shake a stick at! Not to mention
Dan's a cool guy who WILL respond to your e-mail requests, so drop him
a line.
Send any tips/questions/comments to: Mallen1@csulb.edu
H: high
M: middle
L: low
G: guard
J: jump
S: special button
Basic: standard attack (not moving or using the directional pad)
Step: Step move
Ducking: a fully-ducked position
Rising: "while rising" attack
j(attack): just frame attack (exp. "jH" is a just-frame attack with H)
HLjH
HLLH
HHHH
HHLjHH
90-degree (either direction), H
H+S, HH
H+S, HLjHH
LLH
LjH
L+S
M
M+S, H
Running H
Running M
Running L
Running G+H
Projectile-Evasion, H
G+H, HjH
G+L, jHH
Rising H
Step LH
J+H
J+L
Throws
------
front
front, hold (H or L)
left
right
back
360-degree
Specials
--------
S (draw sword)
S (hold)
S (white meter empty)
Sword-Drawn Techniques
----------------------
HHH
LLL
M, G+H
G+H, HH
M, HHH
M, LLL
M, HHjH
Running (enter direction key) G+H, H
Running G+H, jL
Mix the LL and LjH for a 2-choice. For variation you can start with the
jab (HLL and HLjH). The second low can be delayed. If you miss the
"just" timing in LjH, tap H repeatedly to do the rising H. If they
block the L you cannot do the jH, but you can get around this by
intentionally missing with the first L to set up a perfectly safe LL
and LjH mix-up. If they hassle you after the LL add the H to counter,
but be careful because an opponent who ducks the whole thing will have
enough free time to pop you up.
2-choice the HHH and HHL. If your opponent hassles you after the HHH,
extend the link to HHHH and knock them down. The L in HHL can be
delayed, and if you feel a counter coming with the HHL extend it to
HHLjHH.
You can HEAVILY DELAY the second and third hits in H+S, HH and H+S, HL
to mix-up you attack. The H+S, HH can be followed up with G+H, HjH. If
the low attack in the H+S, HL hits as a counter (try delaying it to
entice your opponent to attack), the continuation H+S, HLjHH will
connect for heavy damage.
If you "feel" a counter coming with the G+L, add on the jHH for a sweet
combo.
Medium-range fighting
---------------------
The running G+H is a MUST-USE attack with quick speed and great range,
and it knocks down your opponent. You can effectively use it at close
distances by pushing the directional pad a split second before G+H. It
is so long and fast it can counter your opponent's "safe" moves that
when blocked push you too far out of range. If your opponent misses a
wake-up attack, the running G+H is quick and long enough to mail him
every time.
The G+H, HjH is nice, but the running G+H works so well you'll never
use it.
Start with a Step BACK at medium range. If the opponent doesn't do
anything, nobody loses. If the opponent does ANY move, input LH in-
between/after their attack(s) to nail them. Be careful not to try the
Step too close to your opponent. The Step LH has GREAT range so step at
a distance to avoid your opponent's RANGED attacks. Careful with
gunners. You can mix a delayed Step LH with a Step L, Throw.
The basic M can be followed with HHHH, HHL or HLL for an air combo. If
the basic M is a counter the opponent will fly higher and you'll have
an easier time. If the opponent is next to a wall, you can air combo
with HHL, jHH for BIG damage.
The basic M has a tendency to miss after you block a low attack that
lowers your opponent's body. Watch out for these and don't hit air.
Sword Techniques
----------------
The jumping S has great range, is hard to jump around, takes off almost
no white meter, and is unblockable. However, it CAN be grabbed and
interrupted. Jump up and watch what your opponent's reaction. If your
opponent is in the middle of an attack, they CANNOT interrupt or sword-
grab, giving you an opportunity to input the S without fear of
retribution.
The best way to use the sword is to pull it out at random when you feel
your opponent will miss with an attack. If your opponent is in mid-
attack and you land the first hit of the LLL, all he can do is watch
his life bar go bye-bye.
If you stun the opponent, pull out your sword and wait for them to turn
their back. They can't interrupt or sword-grab from this position, so
use the MHHjH to take off a big chunk of health.
Don't pull out the sword from medium or long-range. Opponents will nail
you with a J+L or jumping attack.
If you are VERY far away from your opponent (i.e. if they can't hit you
with a J+L and can't shoot), go ahead and charge the S.
If you're charging the S, most opponents with guns will shoot you down.
However, opponents who can't shoot will probably run at you and slide.
If your opponent tried this, hit G at the last second, block the slide,
and counter.
First and foremost is the LLL sword slice when you're on the ground.
Push G to get up invincibly through the first hit, and jab, throw, or
perform the sword-grab. You must wake-up early through the first slice
so that you'll be recovered from the invincibility in time to grab the
second hit. If you wake-up too late, you'll pass through the first hit,
but will recover while Cloud's second blow is IN your body, and you'll
get nailed.
You can avoid the down-attack sword LLL all together by doing the quick
roll.
If Cloud misses with the first LLL slice while you're standing, do the
J+L, or jump up and counter.
You CAN grab every slice in his LLL sword attack, but if one slice
lands the rest hit clean.
Other Sword Techniques
----------------------
If Cloud jumps up to do the S, nail him with a J+H or uppercut before
he comes down. You can grab this attack but it isn't easy. Use the
Practice Mode and get the timing right.
J+L is an effective counter against a sword-drawn Cloud every time.
If he's charging the S, pull out the J+L for a perfect counter (he
can't do ANYTHING).
Counter G+L
-----------
Cloud players are always looking for a counter on the G+L to land the
jHH. If they pull out the jHH on a non-counter and you block the
attack, COUNTER HEAVILY or they'll keep doing it.
IV. WHY SHOULD I PLAY CLOUD?
----------------------------
I know you'd love to use the sword, but against top-level opponents you
can't. However, there's a lot more to Cloud than his lame-ass sword.
The H+S links are fun because you can 2-choice AND delay. The counter
G+L is something you always need to be on the lookout for, and the
jumping S is a great counter after a jump when your opponent misses.
The basic M sets up EASY air combos, and the 2-choice LL and LjH are
quick and nasty. Keep Cloud at close-range to your opponents and pound
them with your superior jab. When they start blocking low to avoid the
quick jabs and lows, pop the M for a combo. Maybe it's just me, but
these strategies are a LOT of fun, and Cloud can do it as well as
anyone.