Super Smash Bros. Ultimate – Cloud amiibo Guide

We usually start off our Super Smash Bros. Ultimate veteran training guides by talking about the character’s performance in the previous title, Super Smash Bros. 4. Let’s continue that trend by stating that Cloud was insane in that game. He was one of two fighters to be completely banned from competitive play, though he was later allowed back under a strict set of equipment restrictions. Cloud isn’t quite as strong in Super Smash Bros. Ultimate, but he’s still pretty good — in fact, he’s a high mid-tier. Whether it’s as a tournament contender or a Raid Boss, Cloud’s got tons of potential. If you’d like to learn more about him, feel free to check out his wiki page. Otherwise, let’s jump right into today’s training!

Special thanks to Luckman for contributing Cloud’s training information!


If you’re looking for some Spirits to put on your Cloud amiibo, look no further! We’ve also got a full writeup on how Spirits work in this game, so head on over if you need more information before moving ahead. The article also includes even more build options in case the ones here don’t resonate with you!

Cloud has shown strong tournament results with both Super Armor and Slow Super Armor, though the former tends to produce the best outcome because it doesn’t have a movement speed penalty. Armor Knight is also a solid choice, and it can be paired with Trade-Off Ability ↑ for an especially deadly bonus combination! You can obtain the Super Armor effect from the summon-exclusive Gold Mario Support Spirit, while Armor Knight is obtained from the Halberd Support Spirit that can sometimes be found in Funky Kong’s shop.

The bonuses above are usually banned in tournaments, so if you want to enter a Spirits tourney that follows our ban list, you’ll need to consider some different Spirit effects instead. Cloud benefits most from Weapon Attack ↑, Hyper Smash Attacks, and Move Speed ↑, so you could use all three in tandem with each other for a strong setup. If you’re training a Raid Boss, you could try out more interesting options like Giant, Made of Metal, or Critical Healing and Metal. Keep the FP’s stats balanced, and make sure its Spirit-type is Neutral.

Competitive Training

If Cloud is the first FP you’re training to enter tournaments, there are three things you should never do: run, jump, taunt, or charge smash attacks. Yes, that’s four things, but they’re incredibly important ones! You’ll need to take it slow and walk during training, and this will give your FP more time to react to incoming attacks with a defensive option. Keep Cloud on-stage, too, as his recovery is highly exploitable. Here are all the moves you should use during training:

  • Forward smash: This is Cloud’s best move, and it’s easy to see why: it’s strong, it strikes multiple times, and it’s strong. Use lots of forward smashes, both to rack on damage and KO.
  • Up smash: When your FP is in the air, attack it with an up smash. This move doesn’t have much use outside of aerial punishes, so only use it against aerial opponents.
  • Forward tilt: It’s faster than forward smash, but noticeably weaker and only hits once. Still, you can mix it in every so often when your FP is at low percentages.
  • Cross Slash: Every once in a while, you can use all five hits of Cross Slash to rack up damage. For the most part, you’re going to want to use this move while grounded, but you can sprinkle in a little bit of aerial Cross Slash as well (which you’d use to land after your FP launches you upwards).
  • Down aerial: Off-stage down airs are a bit too risky for Cloud, but you can still use down air on-stage every so often to secure a safe landing.
  • Forward aerial: Same as above. Forward air is extra strong, but it also has a moment of startup. Don’t land with it too much, as its high startup lag could get Cloud in trouble.
  • Back aerial: Same deal here too. You should stay grounded whenever possible, but if you’re launched upwards you can choose to land with a back air instead.
  • Dash attack: As mentioned before, you should walk rather than run. But you’ll still have to use dash attack sometimes, so when you do, start running for a moment, use the move, and then go right back to walking.
  • Up tilt: When your FP is at low percentages, you can use an up tilt or two and then follow up with an up smash.
  • Climhazzard: You can use an up special out of shield for extra damage! Only attack with Climhazzard when you’re starting the move from the ground, and be sure to press the button again to use its descending hit.
  • Neutral aerial: Another potential landing option. FPs can get spammy with their neutral aerials, so this one is a bit lower on the list. It’s still strong when used infrequently though!
  • Down tilt: Use a small amount of down tilt as well. The FP can learn to spam this too, so only use the move a couple of times during training.
  • Blade Beam: When you’re far away from your FP, you can use Blade Beam once or twice to rack on some additional damage. Once again, the AI can go overboard with Blade Beam if left unchecked, so don’t use too many of them.
  • Down smash: Strikes on both sides, making it a decent option. Down smash is kind of situational in comparison to Cloud’s other smash attacks, but should still be used every once in a while!

There are four moves that you should stay away from during training: jab, up air, grabs, and Limit Charge / Finishing Touch. In the time that Cloud takes to attack with all three hits of his jab, he could just use a forward tilt or forward smash instead and wind up dealing more damage. The AI doesn’t juggle very well with its up air, and Cloud’s throws are nearly useless. In the case of Limit Charge, the AI can get carried away while charging and leave itself vulnerable. With a full Limit Charge, your highest priority should be connecting Cross Slash instead of Finishing Touch.

Raid Boss Training

To some, Cloud might be a slightly disappointing Raid Boss. As with most FPs, Cloud’s recovery patterns are predictable, and so a human player will almost certainly learn to gimp him, given time. This means you’ll have to keep him on-stage. FurthermoreCloud’s use of Limit Charge leaves much to be desired. He often wastes the charge on a Blade Beam that rarely hits, though this can be somewhat mitigated during training. To be clear, since you are training a Raid Boss (and not a competitive-format FP), you are free to dash and jump around as often as you’d like! Here are all the moves to use during training:

  • Forward tilt: One of Cloud’s most reliable grounded moves. Use forward tilt at close range to rack on damage!
  • Up tilt: Use an up tilt or two when your FP is at low damage, and then combo it into an up smash.
  • Up smash: This can be used after an up tilt, but it’s also solid on its own. Up smash is rather fast by smash attack standards, and it’s got respectable power to boot. Use it as an anti-air!
  • Climhazzard: Use both hits of Cloud’s up special out of shield. Try your best to use this move starting from the ground, and only use it after blocking an attack.
  • Neutral aerial: Use neutral air out of a short hop or to land. Its range isn’t as high as it was in the previous game, but it’s still quite useful!
  • Cross Slash: More rarely, you can use Cross Slash to deal extra damage or even KO. It’s effective when used at the ledge to potentially cover getup options. When your Limit Gauge is full, use a full-power Cross Slash.
  • Dash attack: A quick sword slash. It can KO at high percentages, so use this one often too.
  • Down tilt: Use down tilt every once in a while as well. Be careful, though — the FP might wind up spamming it if you use too many.
  • Neutral attack: Cloud’s jab is okay to use when training a Raid Boss. Utilize all three hits of the attack to swat opponents away!
  • Grab & throws: Cloud’s throws are nearly useless, but are necessary for a Raid Boss. Without them, Cloud can’t beat an opponent who relies on their shield. When grabbing, simply throw your FP towards the nearest ledge.

You can also mix in some forward and down smash, but you can’t spam them! If you do, the FP will become predictable and human players will have no problems avoiding the attacks and then punishing. You’ll also want to avoid up air, as the AI doesn’t juggle very well with it and often leaves itself wide open instead. Keep an eye on your Limit Gauge and refrain from charging it with your down special. If you want to learn even more about amiibo training, you can check out our general training guide for more information!


Thanks for reading all the way to the end! If you just scrolled through to get the good info, that’s fine too. Our guides consist of a thousand words or more, so we understand that that can get tiring. If you’re in the mood for reading even more words, feel free to join our Discord server and ask an amiibo training question — we guarantee you’ll have more words to read, in that case! If you’re ready to enter a tournament, be sure to check out our Powersaves guide or mobile backup guide. If you like what you read today, we appreciate any and all donations to help keep the site up and running. Until next time — happy training!

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