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This subpage contains any edits of YAMAKICHI's version of Cloud Strife. What is listed here is limited to what the edits change, meaning information should not be duplicated from the article about the original version outside of the idle animation and portrait, even if they haven't changed.
This edit changes Cloud's gameplay style to a custom gameplay style, changing the button layout to only use Ⓐ, Ⓑ, Ⓧ and Ⓨ without using shortcuts and retaining the sprites, sound effects and most of the animations but changing the hitboxes and properties of the moves. It uses a localcoord, changes the portrait and adds victory quotes, but removes the two EX Moves, Power Charge, Guard Cancel and Super Jump.
The Hypers are changed so that Cloud has two versions of three of his Hypers, a level 1 and level 2 version, as well as a single powerful level 3 Hyper, and Cross Slash has been made into a Hyper. The hitboxes of the Normals are changed so that their priority is lowered and some of them no longer have infinite priority. The changed gameplay style only allows for standing light punches and kicks to chain into standing heavy punches and kicks, lowering Cloud's overall comboability, although almost every standing and crouching Normal can be linked into a Special or Hyper, and Blade Beam can link into level 1 or 2 Hypers; in addition, Cloud's damage output is increased, which is primarily noticable in the damage output of the Specials and Hypers. The edit also adds a damage dampener, however, which can drastically lower the damage of Hypers if they're incorporated in combos, which can cause a standalone Hyper to deal even more damage than one or two moves linked into a Hyper combined.
The A.I. was also changed, and it now leaves itself open to attacks more often but makes frequent use of Specials and Hypers. The edit only works in M.U.G.E.N 1.0 and above.
Stats[]
Unchanged from original version.
Movelist[]
Hovering the mouse cursor over the Command Input icons will display text that refers to the inputs set in M.U.G.E.N's Key Config.
Icons encased in square brackets [ ] require the respective button(s) to be held down. Hovering the mouse cursor over the icon displays the hold duration if applicable.
Original names, activation methods and properties for moves that have been modified are faded. Only animations that have changed are shown. Moves that have only been renamed are not listed.
Removed Specials[]
Cross Slash
Command Input
Properties
Ⓐ+Ⓑ / Ⓒ
Uses 330 Power
High Speed Climhazzard
Command Input
Properties
Ⓧ+Ⓨ / Ⓩ
Uses 330 Power
ガード中
Command Input
Properties
Ⓑ+Ⓨ while guarding
Uses 1000 Power
Removed others[]
Power Charge
Command Input
Properties
[ Ⓑ+Ⓨ ]
Gradually increases Power while held Power must be less than 3000
Modified Specials[]
Jump Slash
Braver
Command Input
Properties
Ⓐ / Ⓑ
Ⓐ / Ⓑ
Height and distance vary depending on button pressed
Blade Beam
Command Input
Properties
Ⓧ / Ⓨ
Projectile velocity varies depending on button pressed Ⓨ version: *, blade slash can deal damage
Crimhazard
Climhazzard
Command Input
Properties
Ⓧ / Ⓨ
Height and distance vary depending on button pressed
*
Modified Hypers[]
Finishing Touch
Command Input
Properties
Ⓧ or Ⓨ
Ⓧ / Ⓨ / Ⓧ+Ⓨ / Ⓩ
Ⓧ version: uses 1000 Power Ⓨ version: moves forward slightly, uses 2000 Power
Uses 1000 Power
Braver
Command Input
Properties
Ⓐ or Ⓑ
Ⓐ / Ⓑ / Ⓐ+Ⓑ / Ⓒ
** Ⓐ version: uses 1000 Power Ⓑ version: leaps forward, uses 2000 Power
Uses 1000 Power
Limit Break: Omnislash
Omnislash
Command Input
Properties
Ⓑ+Ⓨ
Ⓐ / Ⓑ
Uses 3000 Power
Distance varies depending on button pressed Uses 1000 Power
Added Hypers[]
Cross-Slash
Command Input
Properties
Ⓧ or Ⓨ
* Ⓧ version: uses 1000 Power Ⓨ version: moves forward, uses 2000 Power