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LonelyGaruga
08-22-2011, 06:30 PM
Do not post on this thread. It will hinder further updates, should they become necessary. If you desire to post, do so in the discussion thread (http://dissidiaforums.com/showthread.php?10986-Cloud-of-Darkness-guide-discussion) instead. Thank you.

This is a Cloud of Darkness guide, as you may have observed when you read the title. The purpose it is intended for is to serve is to help introduce newer players to the Cloud of Darkness, provide anyone that desires to use it a means to improve themselves, and set basic guidelines for how to use it competitively. This will cover basic info, such as the character of the Cloud of Darkness in addition to its significance in the plot of its origin game, Final Fantasy III, information on its moves and other gameplay oriented details, and general strategy, among other assorted topics.

Table of Contents
Ctrl+F is your friend
Sections I-VI are detailed on page 1. Sections VII-IX are covered on the second page.

I. Denizen of the World of Darkness: Introduction to the Cloud of Darkness

II. Perfection of Death: Basic Info
~What’s so special about the Cloud of Darkness?
~Pros
~Cons
~Base stats
~Movement speed
~Available equipment

III. Insatiable Lust for Annihilation: Moves
~BRV moves
~HP moves
~Combos

IV. End of the Millennial Slumber: EX Mode
~My spirit seethes!: Flood of Darkness
~True darkness!: EX Burst: Ultra Particle Beam
~Impudence!: EX Revenge

V. Allies of Imbalance: Assists

VI. Nature of Light and Darkness: Ability Overview

VII. Unnatural Power of the Void: Equipment Builds

VIII. Devourer of Life: General Strategy
~Battle
~Stages

IX. Warriors of Light and Darkness: Credits



I. Denizen of the World of Darkness: Introduction to the Cloud of Darkness

http://oi52.tinypic.com/2rr0vg2.jpg

The Cloud of Darkness is an antagonist and the final boss in Final Fantasy III. Despite the female appearance, the Cloud of Darkness is actually an it. The tentacles attached to its body are all sentient, and the Cloud of Darkness speaks on their behalf as well as its own. Because of the gender confusion, it and her are interchangeably used to refer to the Cloud of Darkness.

The Cloud of Darkness is a destructive force that awakens when the balance between light and darkness is disrupted, and seeks to return the world to the void and destroy it completely. It will take on a different form depending on the nature of the imbalance.

In Final Fantasy III, the actions of Xande imbalanced the world enough that the Cloud of Darkness was able to prepare to return to the world and destroy it. The Warriors of Light attempt to defeat it, but are slain. However, they are revived by Doga and Unei, and with the help of the Warriors of Darkness that defeated it 1000 years ago, the Warriors of Light are able to defeat the Cloud of Darkness, forcing it back to sleep.

The Cloud of Darkness’ sole attack as the final boss of Final Fantasy III, the incredibly devastating Particle Beam (called Flare Wave in the NES version), forms the basis for nearly all of its HP moves in Dissidia, and the core of its fighting style stems from this concept: using the same basic move (tentacles/particle beams) in a variety of ways.

LonelyGaruga
08-22-2011, 06:35 PM
II. Perfection of Death: Basic Info

~What’s so special about the Cloud of Darkness?

The Cloud of Darkness is described ingame as “Bane of Life”. This is referring to the massive variety of HP moves at its disposal. The largest in the game, in fact! The few BRV moves it has are pretty unique as well. When used normally, the tentacles connected to the Cloud of Darkness’ body simply swipe three times, but a second press of the O button triggers an attack dependent on how many swipes the tentacles performed. Each of its tentacles are referred to by name, then by the number of tentacle swipes required to perform the move in question. For example, the move initiated by pressing O after the first tentacle swipe of Tentacles of Suffering is called Suffering 1. Because of this trait, the Cloud of Darkness effectively has three moves built in to every one of its BRV moves. This provides a unique advantage in that the Cloud of Darkness effectively has 6 BRV moves for ground and air, for a total of 12, and has access to them at the same time. All of the tentacles create a hitbox around the Cloud of Darkness that possesses a melee low priority, which can clash with attacks and protect from ranged low projectiles. However, the design of the hitboxes allow for precise attacks such as Rope Knife or Multi-Hit to hit the Cloud of Darkness anyway, if timed accurately. Additionally, it takes some precision to get the tentacles to protect the Cloud of Darkness from projectiles consistently.

The Cloud of Darkness is a ground oriented character, despite its slow falling speed. The Cloud of Darkness’ gameplay is relatively unique, as it resembles a combination of long ranged pressure and defensive close range combat. I suppose one can consider the Cloud of Darkness a combination of Terra/Ultimecia and Firion’s play styles, but as such inferior in comparison to each. The Cloud of Darkness’ primary strategy is to pressure the opponent with ranged attacks, and use its close range game to force them away by either nullifying their attempts to attack with higher priority moves, or by punishing the opponent’s actions with its wall rushing attacks, which possess powerful knockback that creates the space necessary for the Cloud of Darkness to resume pressuring the opponent. The Cloud of Darkness has a poor air game, so it is vital to stay on the ground whenever you can.

The Cloud of Darkness has a unique EX mode that allows it to cancel the lag of its attacks with an HP move. This opens up combo possibilities as well as increasing its ability to pressure. Combined with [Wrath], the Cloud of Darkness cannot be punished during the cool down of its attacks while in EX mode. Cloud of Darkness’ EX Burst has one of the highest base damage totals, at 106, but its low attack stat, combined with the fact that only 8 base is not subjected to EX Burst defense, makes it deal lower damage than average. Overall, EX is a pretty decent option for it, and the Cloud of Darkness does reasonably well with an EX oriented build because of the good amount of EX most of its attacks generate.

Assist-wise, the Cloud of Darkness is relatively poor at building assist. However, because it can pressure pretty well at the same time, this problem won’t be very noticeable. The Cloud of Darkness can assist combo off of any of her HP moves that don’t wall rush, as well as those if they do wall rush. Additionally, most of the Cloud of Darkness’ BRV moves are capable of starting assist combos. The bulk of the Cloud of Darkness’ HP hits will be off of assist combos, so make sure your assist allows you to land one consistently.

Because of the Cloud of Darkness’ reliance on spacing, it is a very difficult character to pick up. In order to play effectively, you must have a proper understanding on how to create, maintain, and use space between yourself and your opponent. You must also have a good sense of timing in order to utilize [Wrath] Particle Beam. That being said, those that enjoy the challenge of spacing will enjoy the Cloud of Darkness. If you want a character that’s capable of short range combat, long range pressure, and still has good spacing capabilities, the Cloud of Darkness is very likely to be a character you will enjoy.

~Pros

~Good range on melee BRV moves
~Good at pressuring both on the ground and in the air
~Capable at both short and long range combat
~Spite 2 and 3 are guard staggering BRV moves
~Excellent defensive moves
~[Wrath] Particle Beam prevents dodge punishment and has rare high priority
~Wide variety of HP moves with various uses
~Capable of BRV > HP combos without assists
~Useful EX mode that provides a variety of options while limiting the opponent’s own
~Tentacles have fast startup times
~Each tentacle move is basically 3 moves in 1, making a moveset that effectively comprises of 6 BRV moves on the ground and air
~Generates good amounts of EX with attacks
~Most moves can lead to assist combos without much timing involved
~Unique playstyle that can be enjoyable to play with

~Cons

~Average overall capabilities
~Can be difficult to use
~Low movement speed
~The long length of the tentacle startups makes building assist more difficult
~Tentacle startups can be easily blocked
~Tentacles allow for only limited movement
~Limited air game
~Slow HP moves, many with high cool down, making them easy to assist punish.
~Massive CP cost for moves, each BRV move costs 30 CP, a full moveset requires 210 CP
~Limited equipment choices, forcing more CP to be used for equip abilities for many types of equipment
~Has difficulty landing HP moves outside of assist combos
~Due to being a ground oriented character, has many disadvantageous stages
~Despite being a ground character, has a slow falling speed, making it difficult to get grounded when forced into the air

~Base Stats

The Cloud of Darkness’ base stats (and comparisons to the lowest/highest in the game) are as follows:

HP: 6999
BRV: 667
Attack: 109 (Lowest is 107, highest is 113)
Defense: 111 (Lowest is 109, highest is 114)
Luck: 60

~Movement Speed

Cloud of Darkness’ movement speed in comparison to the rest of the cast is as follows (Credit to Ujhbn)

Speed Ranking
Fastest
0 D.Chaos/F.Chaos (EX mode)
1.5 Tidus (EX mode)
2 Prishe (EX mode)
2.5 D.Chaos/F.Chaos > Onion Knight
4 Tifa = Zidane = Tidus (Normal) = Gabranth (EX mode)
5 Cecil (Paladin) = Squall = Jecht = Prishe (Normal)
6 WoL = Bartz = Shantotto = Vaan = Lightning
7 Golbez > Cloud = Yuna > Kuja
8 Emperor > Firion = Kain
9 CoD > Cecil (Dark Knight) = Sephiroth = Laguna
10.5 Garland = Gilgamesh > Terra
11.5 Kefka
12 Gabranth
13.5 Ultimecia
?? Exdeath
Slowest

~Available Equipment

The Cloud of Darkness can naturally equip the following equipment:

Weapon: Rod, Staff, Throwing, Pole
Hand: Bangle
Head: Hat, Hairpin
Body: Clothing, Robe

LonelyGaruga
08-22-2011, 06:36 PM
III. Insatiable Lust for Annihilation: Moves
Note: Frame data listed for the startups is the beginning of each part of the attack. For example, 33f on Tentacles of Pain = the soonest you can trigger Pain 2, which will take an additional 4 frames. Similarly, damage listed is each hit for the startup. To calculate damage with the startups included, just add the startup damage to the damage multiplier of the attack in question. For example, all 4 hits of Pain 2 on top of both startups = 62 base damage. Every startup has the same data.

Credit to Ujhbn for the data

~BRV Moves

Tentacles of Pain (Ground)
http://oi53.tinypic.com/20u8g1y.jpg
Omni-range tentacle attack. Change combo with input timing.
Startup Frames: 13/33/53f / Priority: Melee Low
Damage Multiplier: 7, 7, 7 / EX Force: Each 9

The Cloud of Darkness performs three tentacle swipes. Pressing O will trigger a followup depending on the timing.

The startup for Tentacles of Pain. Nothing much to say about it, or any other startup. Like with all tentacle startups, it can be used to clash with other low priority attacks, and will deflect projectiles. If you choose to use this while your opponent is too close, they can walk up to you between the swings and block the next startup, even if you’re moving away from them, so exercise caution if they get too close, and stick with Tentacles of Spite if the situation requires it.

Pain 1
http://oi51.tinypic.com/25ptw86.jpg
After a series of tentacle assaults, send foe flying.
Additional Effect: Chase
Startup Frames: 17f / Priority: Melee Low
Damage Multiplier: 8, 8, 14 (30) / EX Force: 90

The Cloud of Darkness jabs with its tentacles three times. Possesses excellent vertical tracking, to the point that the Cloud of Darkness will turn almost 90 degrees in an effort to reach the opponent. Possesses OK range, as well as the ability to go through walls.

This attack possesses limited usefulness due to the existence of similar moves, such as Spite 1 and Pain 2. The best use of its vertical tracking is punishing forward dodges, which is something [Anti-Air] Particle Beam does better. Generally, you won’t be using this move often. If your opponent tries to do a forward dodge while you start up Tentacles of Pain, that’s your perfect chance to land this move.

Pain 2
http://oi54.tinypic.com/2h563j8.jpg
Charge tentacles forward, shoving foe.
Additional Effect: Wall rush
Startup Frames: 37f / Priority: Melee Low
Damage Multiplier: 12 x4 (48) / EX Force: 0

The Cloud of Darkness thrusts its tentacles ahead of itself quickly. Deals the most damage out of all of the Cloud of Darkness’ moves. Also possesses excellent range, powerful wall rush, and the ability to go through walls. Weak vertical tracking, but has range comparable to Rope Knife because of the thicker hitbox. The attack does more hits the closer you are to your opponent when it connects.

Extremely useful attack. It possesses excellent speed and range, a powerful wall rush effect, and huge BRV damage. The range on this move beats out moves like Thunder Barret, and the excellent knock back on it is very beneficial to help maintain space between yourself and your opponent.

Pain 3
http://oi52.tinypic.com/21e85xx.jpg
Fire three mines at opponent’s position.
Startup Frames: 87f / Priority: Ranged Low
Damage Multiplier: 4 x3 (12) / EX Force: 0

The Cloud of Darkness generates 3 lightning strikes toward the opponent’s position using its tentacles. This has the longest startup frames of all of the Cloud of Darkness’ moves. Has good vertical range, and has enough hit stun to allow for a variety of combos.

As one of the Cloud of Darkness’ few ranged options, this is an important aspect to its ranged game. This one has the best vertical reach of all of its ground moves, and the hit stun on it gives ample time for assist combos. At close range, this move also allows you to combo other moves, such as [Anti-Air] Particle Beam and other BRV moves. This move is good for interrupting your opponent’s attacks as well, due to spawning at their location.

Tentacles of Spite (Ground)
http://oi55.tinypic.com/30axbp0.jpg
Omni-range tentacle attack. Change combo with input timing.
Startup Frames: 13/33/53f / Priority: Melee Low
Damage Multiplier: 7, 7, 7 / EX Force: Each 9

The startup for Tentacles of Spite. Nothing much to say about it, or any other startup. Like with all tentacle startups, it can be used to clash with other low priority attacks, and will deflect projectiles. While this startup is no different than Tentacles of Pain, and thus can easily be blocked if the opponent is too close, the threat of the guard staggering Spite 2 and 3 can punish those that attempt to block this move after the first startup initiates.

Spite 1
http://oi55.tinypic.com/2h2fgjb.jpg
Strongly pummel foe with tentacles, sending them flying.
Additional Effect: Wall rush
Startup Frames: 17f / Priority: Melee Low
Damage Multiplier: 28 (28) / EX Force: 0

The Cloud of Darkness sweeps its tentacles outward, covering a wide range. While the range is shorter than the animation may lead you to believe, it has surprising knock back for such a fast move. It also has similar tracking to Pain 1. Goes through walls.

Good speed, knockback, and range makes this one of the Cloud of Darkness’ more useful moves for when it becomes necessary to confront the opponent in close range. It’s also capable of dodge punishing because of the sweeping hitbox. The primary use for this move is punishing the opponent’s actions, as its high speed allows the Cloud of Darkness to interrupt many moves.

Spite 2
http://oi55.tinypic.com/2cqbhts.jpg
Quickly circle self with tentacles.
Additional Effect: Absorb
Startup Frames: 41f / Priority: Melee Mid
Damage Multiplier: 3 x8, 16 (40) / EX Force: 84

The Cloud of Darkness’ tentacles swirl around its body. Guard staggers and allows for (slow) movement, making this an excellent defensive tool. Goes through walls, but the short range prevents this from being useful. The absorb effect is weak, but when combined with the movement and guard staggering, allows the Cloud of Darkness to pull in the opponent unexpectedly if they fail to exercise caution around it.

Easily the best BRV move the Cloud of Darkness is in possession of, and one of the most important for its game. Absorb, melee mid priority, and the ability to move during the attack is a deadly combination with its large hitbox, long duration, and decent knockback. This move renders many attempts to attack the Cloud of Darkness futile, as the melee mid priority will stagger all low melee low priority attacks as well as staggering melee mid priority attacks, and reflecting any projectile that isn’t high priority. This allows the Cloud of Darkness to defend itself at close range, making it significantly more difficult for the opponent to land a hit between its pressure game and excellent spacing capability.

However, there are some weaknesses to it. High priority attacks are a threat, as the Cloud of Darkness, while mobile, will be unable to avoid most high attacks, such as Axe & Shield, Lord of Arms, and Blasting Zone. However, the absorb does help alleviate this issue, as the opponent will be pulled into the attack if they do not position themselves properly. Also, moves that can attack outside of the “danger zone”, such as Rope Knife, Shield Strike, and Bardiche can still land during the (pretty low) cool down of the attack, so it’s not a perfect defense even against low priority moves. Use Spite 2 wisely based on the situation, as the Cloud of Darkness has other tools that handle the above scenarios quite nicely.

Spite 3
http://oi52.tinypic.com/2w65btv.jpg
Send foe flying with a projectile attack.
Startup Frames: 65f / Priority: Ranged Mid
Damage Multiplier: 3 x6 (18) / EX Force: 0

The Cloud of Darkness launches a homing projectile from its tentacles. Possesses strong homing on top of guard staggering, but can be reflected. Has weak hit stun, but due to the multiple hits, immobilizes the opponent for a decent amount of time. This property makes it an excellent combo starter. Dissipates on contact with a wall, and sometimes has trouble hitting an opponent at point blank.

The second move Cloud of Darkness possesses in its pressure game, the ranged mid priority and homing of this attack makes it difficult to just dash toward the Cloud of Darkness. If it connects, you will easily be able to assist combo off of it, making it very threatening. If the opponent blocks it, you can followup with [Anti-Air] Particle Beam. Therefore, this move provides quite a threat, and will be your standard BRV projectile, providing a good amount of pressure at mid-long range.

LonelyGaruga
08-22-2011, 06:36 PM
Tentacles of Suffering (Air)
http://oi55.tinypic.com/23iw8ly.jpg
Omni-range tentacle attack. Change combo with input timing.
Startup Frames: 13/33/53f / Priority: Melee Low
Damage Multiplier: 7, 7, 7 / EX Force: each 9

The startup for Tentacles of Suffering. Nothing much to say about it, or any other startup. Like with all tentacle startups, it can be used to clash with other low priority attacks, and will deflect projectiles. The tentacle startups in the air are pretty safe, so being blocked is not a worry, unlike with the ground tentacles.

Suffering 1
http://oi56.tinypic.com/2cos8z9.jpg
Send foe flying with thrusting tentacles.
Additional Effect: Chase
Startup Frames: 15f / Priority: Melee Low
Damage Multiplier: 30 (30) / EX Force: 60

The Cloud of Darkness launches the opponent with its tentacles. The Cloud of Darkness’ fastest attack, it has good range and is capable of going through walls. Good for punishing cool down of moves thanks to its range and speed. Very good tracking, as the image demonstrates.

This is the primary move the Cloud of Darkness will be using if you have no choice but to fight in the air, along with Suffering 2. This is also the Cloud of Darkness’ fastest attack, and combined with the good range it possesses, it is excellent for punishing, but the cooldown can be dangerous. As such, try to stick with countering attacks with this move.

Suffering 2
http://oi54.tinypic.com/2nq3ybc.jpg
Quickly circle self with tentacles.
Startup Frames: 37f / Priority: Melee Low
Damage Multiplier: 3 x10, 10 (40) / EX Force: 90

The Cloud of Darkness uses its tentacles to surround its body in a swirling attack. Allows for movement during the attack, albeit the movement allowed is pretty slow. Excellent dodge punishing capabilities. Goes through walls, but the range on it isn’t very good.

An excellent dodge punisher, this move surrounds the Cloud of Darkness’ entire body in a melee low priority hitbox. If the opponent tries to keep close, this move is perfect to counter them. It’s also very good at clashing with other attacks because of the huge hitbox, which can create the distance you need to safely descend to the ground. However, if you miss, Suffering 2 is extremely easy to block, so be very careful with it, and if you do miss, move away from the opponent. This move will be one of your primary assist combo starters in the air. This is also the best choice to follow a successful [Wrath] or Aura Ball near the ceiling, as Suffering 2 is the Cloud of Darkness’ most damaging air move. Lastly, in EX mode, this move gives rise to a [0-form] combo near walls, which can potentially combo with itself if the opponent doesn’t have room to dodge (and can be theoretically an infinite). Easily the most versatile move the Cloud of Darkness has in the air.

Suffering 3
http://oi51.tinypic.com/23jk878.jpg
Fire two thunder balls.
Startup Frames: 65f / Priority: Ranged Low
Damage Multiplier: Each 8 / EX Force: 0

The Cloud of Darkness fires two energy projectiles from its tentacles. Bounces off walls, but the limited duration of the spheres, as well as the lack of usefulness in bouncing itself makes this a pointless property. Tracks the opponent during the startup for each projectile, but possesses no tracking once fired.

This move is more or less outclassed by Tentacles of Scorn 3. The only uses it has are pretty niche due to the small size of the projectiles and the ease of which they are avoided. It can be used to interrupt certain moves, but otherwise, I don’t really recommend using this move.

Tentacles of Scorn (Air)
http://oi51.tinypic.com/24bt6w2.jpg
Omni-range tentacle attack. Change combo with input timing.
Startup Frames: 13/33/53f / Priority: Melee Low
Damage Multiplier: 7, 7, 7 / EX Force: each 9

The startup for Tentacles of Scorn. Nothing much to say about it, or any other startup. Like with all tentacle startups, it can be used to clash with other low priority attacks, and will deflect projectiles. The tentacle startups in the air are pretty safe, so being blocked is not a worry, unlike with the ground tentacles.

Scorn 1
http://oi54.tinypic.com/2uj5s8p.jpg
Send foe flying with a series of tentacle assaults.
Additional Effect: Wall rush
Startup Frames: 23f / Priority: Melee Low
Damage Multiplier: 10, 20 (30) / EX Force: 30

The Cloud of Darkness jabs the opponent with its tentacles. Good downward tracking, as well as possessing good knock back, although not as strong as Pain 2 or Scorn 2. The first hit will drag the opponent into range for the second jab. Decent range, and goes through walls, but the slower startup makes Suffering 1 typically the preferable option.

This move is the Cloud of Darkness’ best option for wall rushing in the air. The range on the attack makes it good for punishing, and unlike Suffering 1, this can start an assist combo conveniently. If you see an opportunity to land this, go for it. Like Suffering 1, try to stick with punishing with this move, the length of the attack makes it risky to whiff.

Scorn 2
http://oi55.tinypic.com/fkxgnr.jpg
Thrust tentacles upwards/downwards toward foe, sending them flying.
Additional Effect: Wall rush
Startup Frames: 43f / Priority: Melee Low
Damage Multiplier: 28 (28) / EX Force: 0

The Cloud of Darkness thrusts its tentacles upwards or downwards, depending on whether the opponent is above or below it. Very poor horizontal tracking, but has massive vertical range and knock back. Goes through walls, making this useful when a wall separates you and your opponent vertically.

This move is hindered by slow speed, long cool down, and poor horizontal reach. However, it does have niche uses. It has a longer reach than any other melee move at the Cloud of Darkness’ disposal, which can prove useful for attacking through the ceiling or floor of an area. It’s also useful for punishing an opponent directly above or below the Cloud of Darkness because of this reach. Still, chances are, you will rarely, if ever, use this move in most matches.

Scorn 3
http://oi54.tinypic.com/2u8uuc1.jpg
Fire volley of projectiles at opponent.
Startup Frames: 63f / Priority: Ranged Low
Damage Multiplier: Each 3 / EX Force: 0

The Cloud of Darkness fires 6 projectiles from its tentacles, which proceed to travel downwards, bouncing on contact with the ground. Projectiles have long range and make for an excellent attack to use on a grounded opponent.

Good for pressuring the opponent from above. If the Cloud of Darkness cannot safely return to the ground, this will become your temporary replacement pressure tool, forcing them into the air so that you have a better chance of grounding yourself again. However, do be careful with using it, as it is easy to punish. This move is also useful against fellow ground oriented characters, allowing the Cloud of Darkness to force them to take the fight outside of their comfort zone at will. This will be your primary strategy if the opponent’s air game is even worse than the Cloud of Darkness’, and has no answer to Scorn 3.

LonelyGaruga
08-22-2011, 06:37 PM
~HP Moves

[Anti-Air] Particle Beam (Ground)
http://oi55.tinypic.com/25i8xlc.jpg
[Close] Fire columns of darkness around self. Short range, fast deployment.
Startup Frames: 39f / Priority: Ranged High
Damage Multiplier 1 x9 (9) / EX Force: 87

The Cloud of Darkness generates 4 particle beams with high vertical reach. Goes through walls, but the limited horizontal range makes this useless. The Cloud of Darkness’ fastest HP move. Because of the startup, it’s possible to combo [Anti-Air] from both Pain 3 and Spite 3 outside of EX mode. Long cool down, but the hitbox lingers briefly, potentially catching would-be punishers.

An important HP move for the Cloud of Darkness. Outside of assist combos, there will be two ways that the Cloud of Darkness will generally be landing HP moves: [Long-Range] Particle Beam pressure, and combos with this move. The high speed allows it to combo off of Pain 3 and Spite 3, and if the opponent ever blocks Spite 3, whether accidentally or intentionally, this move has the speed necessary to capitalize on it. Additionally, it has excellent anti-air properties, unsurprisingly, making it good to counter halo campers. However, if this misses, the cool down is pretty bad, so exercise caution in using this move.

[Wide-Angle] Particle Beam (Ground)
http://oi53.tinypic.com/ogxx1t.jpg
[Long] Fire wall of force straight ahead. Great versus flank attacks.
Additional Effect: Wall Rush
Startup Frames 61f / Priority: Ranged High
Damage Multiplier: --- / EX Force: 0

The Cloud of Darkness generates a particle beam in the shape of a wall, and launches it forward. Surprising range and speed, and has strong wall rush, but easy to dodge. Possesses good vertical range, and the ability to go through walls. Because it’s a single hitting HP move, it is impossible to assist change out of this move. Can be landed in a combo with Spite 3, and in EX mode, Pain 3 as well. Because of the width of the attack, it’s a pretty good dodge punisher. Easily punished, and has less vertical range than the attack would lead you to believe.

One of the Cloud of Darkness’ less appreciated moves, and with good reason. It is very, very easy to dodge by itself, and the startup and cool down make it dangerous to use. Its primary use is dodge punishing. Because of the huge range it covers horizontally, it’s pretty good for this. In matchups where [Anti-Air] is useless, you may get more mileage out of this move. If you do choose this move for general use, it is recommended to take [Anti-Air] Particle Beam out in exchange for this move, which is actually not a recommended course of action either, because of how useful [Anti-Air] Particle Beam is. Despite this, the other two HP slots are even more important, so it’s either [Anti-Air] or [Wide-Angle].

[Long-Range] Particle Beam (Ground)
http://oi54.tinypic.com/143gyvn.jpg
[Long] Fire force bursts at foe. Slow start, homes for long time.
Startup Frames 83f / Priority: Ranged High
Damage Multiplier: --- / EX Force: Each 30

The Cloud of Darkness fires a long wave of particle beams that track the foe. Possesses excellent vertical reach equal to [Anti-Air], and can go through walls. Allows for high movement speed during the startup, superior to the Cloud of Darkness’ normal speed. Weak tracking, combined with the very long duration of the attack, allows it to slowly double back toward the opponent, potentially blindsiding them. Single hitting HP attack, so it bypasses assist changes. If the opponent tries to assist punish at the wrong time, it will instead target their assist. Tracks the opponent during startup, and will occasionally change direction if the opponent is too close during the beginning of the attack, making it difficult for the opponent to halo camp and predict. Relatively easy to punish. Particle Beam travels in a straight line if not locked on.

A core element to the Cloud of Darkness’ gameplay. This move is the single most important aspect to the Cloud of Darkness’ pressure and spacing game by affording the Cloud of Darkness with superior mobility and a very dangerous pressure attack at the same time. [Long-Range] Particle Beam possesses great accuracy and vertical reach, surprising tracking and length, and allows for assist combos upon contact as well as inflicting HP damage, which is very important for the Cloud of Darkness, as outside of [Long-Range] Particle Beam pressure, the Cloud of Darkness often has difficulty landing HP hits.

Despite all of these benefits, this move has a bit of ending lag, and can be punished by moves like Firion‘s Thunder, and some HP moves, such as Revolver Drive and Shadow Bringer, will allow the opponent to cut right through the beams if timed correctly (although this offers very little threat to the Cloud of Darkness, it does make the pressure less effective against them), so it is important to use this move wisely and pay attention to the situation.

Using this move is highly recommended.

[Feint] Particle Beam (Ground)
http://oi54.tinypic.com/i6wpk8.jpg
[Dodge] Hide, then fire beam cannon. Evades on start.
Additional Effect: Dodge, Wall rush
Startup Frames 61f / Priority: Ranged High
Damage Multiplier: --- / EX Force: 0

The Cloud of Darkness sinks into darkness briefly, then returns to launch an explosive particle beam. Prevents dodge punishment, and can combo off of Spite 3, and in EX mode, Pain 3 as well. Projectile has high speed and is very accurate, but has somewhat short range, making it easy to dodge. Also possesses good vertical tracking. Single hitting HP attack, like [Long-Range] and [Wide-Angle], so it can’t be assist changed out of. Difficult to punish, and EX mode makes it even more useful.

This move’s most important aspect is the ability to dodge attacks. This move affords the Cloud of Darkness safety against dodge punishment, like [Wrath], but the two do so in different ways. While [Wrath] blocks, [Feint] dodges an attack. This can be more difficult to use, but it isn't affected by an attack's priority like [Wrath] is, so it can be used to avoid different attacks.

The most important factor for both are the defensive properties. Choose the one that will be most helpful to you based on the opponent.

[Wrath] Particle Beam (Ground/Air)
http://oi52.tinypic.com/35ivf5l.jpg
[Block] Create force shield. If block succeeds, attacks HP.
Additional Effects: Block
Startup Frames * / Priority: Ranged High
Damage Multiplier 1 x9 (9) / EX Force: 87
*Wrath’s block frames start at 1f, end on 13f, and, upon a successful counter, triggers 45f later.

The Cloud of Darkness protects itself using a particle beam in the shape of a barrier, and, upon blocking, will generate a particle beam underneath the opponent to attack. The block is high priority, allowing it to block anything up to mid priority. Allows the Cloud of Darkness to cover both ground and air dodges. The counterattack can be assist punished, but if the opponent times their assist incorrectly, it will be hit by the particle beam. If an assist is blocked by Wrath, the counterattack will still target the opponent. Very useful while in EX mode, allowing the Cloud of Darkness to protect itself from attempts at punishing its moves. If the ground version of [Wrath] is used, the Cloud of Darkness will rise into the air slightly, preventing ground dodges.

As the section for [Feint] already stated, [Wrath] can be used to prevent dodge punishment. [Wrath] accomplishes this with a high priority block, and unlike [Feint], [Wrath] is available for both the ground and the air. The retaliatory particle beam from a successful block is obviously impossible to dodge if the opponent was staggered, but for ranged attacks, it is very easy to dodge, and can be assist punished during the startup. It’s worth noting that [Wrath] has very little cool down, and has an excellent amount of histun, enough to allow the Cloud of Darkness to combo a BRV attack off of a successful [Wrath] near the ceiling.

Because [Wrath] can be used to block all low and mid priority attacks, it offers a more stable defense against attacks than [Feint], but is completely helpless against HP moves. For the ground, it’s up to you and your matchup which of the two to use. However, since the Cloud of Darkness has no other move to cover dodges with in the air, [Wrath] in the air should be considered a staple.

LonelyGaruga
08-22-2011, 06:38 PM
Aura Ball (Air)
http://oi52.tinypic.com/2hmez9t.jpg
[Close] Detonate force sphere. Charge to create multiple balls; can aim with the analog stick.
Startup Frames 63f / Priority: Ranged High
Damage Multiplier: --- / EX Force: Each 60

The Cloud of Darkness generates particle beams in the shape of spheres, which detonate when the [] button is released. Delay of 3f between button release and detonation. Automatically detonates if the Cloud of Darkness is damaged during the attack. Up to 5 spheres can be generated, and will detonate automatically shortly after the 5th one spawns. Allows for limited movement during the attack. Nearly impossible to punish. Like many of the HP moves listed prior, it is single hitting, and therefore cannot be assist changed to escape from. Hitbox lingers a bit upon detonation, making even the ending animation dangerous.

A deceptively useful move. While it may not seem useful at first, there are a few good reasons to use this. First, this is the single safest attack the Cloud of Darkness has in its HP game. Bordering on impossible to assist punish, the only possible way to punish it is during the startup, and even then the opponent’s assist risks being hit by the Aura Ball detonating. Attempts to assist punish the end of the attack will either result in the assist being hit by the detonating sphere, or will be too slow, as the cool down is almost nonexistent.

Aura Ball is also useful because of the defensive properties it possesses. It completely shuts out short ranged characters such as Jecht or Prishe, and can make approaching the Cloud of Darkness in the air very difficult. The most “obvious” way to get through it, with HP moves such as Rough Divide, quickly becomes apparent to be a bad idea because of the insanely low cool down that Aura Ball possesses, allowing the Cloud of Darkness to swiftly stop the attack, dodge, and punish the opponent for not thinking their actions through. The more a character relies on approaching, the more dangerous Aura Ball is to them. Aura Ball also covers a large amount of space, making it downright impossible to dodge in small stages.

Additionally, the ability to release Aura Ball at will is extremely useful, as it allows the Cloud of Darkness some control over the opponent’s actions by preventing them from coming too close, and then changing strategy and attempting to force them to approach it by resuming the standard pressure tactics. Lastly, like [Wrath], Aura Ball has massive hit stun and meager cool down, so it’s possible to combo BRV moves near the ceiling.

However, Aura Ball is pretty useless against opponents that don’t need to approach to attack, so it can be situational.

[0-form] Particle Beam (Air)
http://oi55.tinypic.com/fuau1h.jpg
[Mid] Fire huge particle beam. Very accurate and powerful.
Additional Effect: Wall rush
Startup Frames 63f / Priority: Melee High Priority
Damage Multiplier 2 x8 (16) / EX Force: 24

The Cloud of Darkness blasts the opponent with a powerful, short range particle beam. Excellent tracking allows it to dodge punish easily if the opponent is in range. Possesses one of the strongest wall rushes in the game, virtually guaranteed to wall rush on nearly any stage, in any direction. This is the Cloud of Darkness’ only melee high priority attack. Easily punished. Goes through walls, and has good tracking in every direction, so it serves well in attacking through walls.

[0-form] Particle Beam is one of the Cloud of Darkness' most reliable HP moves for assist combos. [0-form] is the fastest air HP it has, the most damaging, and has very, very strong wall rush, one of the strongest in the game. Outside of assist combos, [0-form] is capable of limited dodge punishing, as well as punishing a limited number of moves, such as the Emperor’s Flare.

Perhaps the most devastating feature of [0-form] is how it can be used in EX mode. Suffering 2 can lead to a combo with [0-form], and it’s almost impossible to escape from repeated [0-forms] in corners near the ceiling. It is important to note, however, that it is easy to punish [0-form] if it misses, so don’t just throw it out randomly.

It is recommended to use this move.

[Fusillade] Particle Beam (Air)
http://oi54.tinypic.com/2lx6p1v.jpg
[Long] Salvo of force bursts. Ends if they hit the ground.
Additional Effect: Wall rush
Startup Frames 83f / Priority: Ranged High Priority
Damage Multiplier: --- / EX Force: 0

The Cloud of Darkness releases a barrage of particle beams from its body. Allows for movement during the startup, and has excellent range, but is easily punished. Again, a single hitting HP move, so it cannot be bypassed by an assist change. Because of the startup, [Fusillade] is easy to punish, or exit the blast radius if punishing is impossible. Average wall rush strength. Particle Beams do not home in at all if not locked on.

This move has startup equivalent to [Long-Range], but is hardly anywhere nearly as useful, unfortunately. It allows for free movement, but the attack itself is the problem. The projectiles go outward a long distance before tracking the foe, and while they’re very difficult to avoid if the opponent is too close to the Cloud of Darkness, the attack serves almost no use at long range. Because of this, opponents will react in a way very similar to Aura Ball, except Aura Ball is significantly more difficult to punish than Fusillade, which can be assist punished quite easily.

~Combos
Please see this thread (http://dissidiaforums.com/showthread.php?9063-Cloud-of-Darkness-Combo-thread) for more information on combos
Note: Combos marked with * require extreme precision of mere frames and can become impossible if the opponent has Auto Recovery.

[Wrath] > Scorn 1 (Near ceiling)
[Wrath] > Scorn 2 (Near ceiling)
[Wrath] > Suffering 1 (Near ceiling)
[Wrath] > Suffering 2 (Near ceiling)
*Aura Ball > Scorn 1 (Near ceiling)
*Aura Ball > Scorn 2 (Near ceiling)
*Aura Ball > Suffering 1 (Near ceiling)
*Aura Ball > Suffering 2 (Near ceiling)
*Pain 3 > [Anti-Air]
Pain 3 > Spite 1
Spite 3 > [Anti-Air]
Spite 3 > [Feint]
Spite 3 > [Wide-Angle]
Spite 3 > Pain 1
Spite 3 > Pain 2
*Spite 3 > Pain 3
*Spite 3 > Pain 3 > [Anti-Air]
Spite 3 > Scorn 1
Spite 3 > Scorn 2
Spite 3 > Suffering 1
Spite 3 > Suffering 2
Spite 3 > Spite 1

LonelyGaruga
08-22-2011, 06:38 PM
IV. End of the Millennial Slumber: EX Mode

~My spirit seethes!: Flood of Darkness

http://oi55.tinypic.com/2zyhkp3.jpg
Regen: [Always active while in EX mode] Vigor and stamina recover little by little, restoring HP
Regen = 1.43% of your max HP. This amount is restored every 3 seconds. EX lasts a default of 20 seconds, so regen is a minimum of 8.58% of your health restored. Regen stops while taking damage.
Critical Boost: [Always active while in EX mode] Increases chance of bravery attacks dealing critical hits.
Critical boost is a 50% increase.
Null Particle Beam: [Always active while in EX mode] The recovery time after all attacks can be cancelled by performing an HP attack.
Pretty self descriptive, any move’s cool down can be canceled with an HP move, including other HP moves. Assist does not build when using the effect of Null Particle Beam.

The Cloud of Darkness’ EX mode allows it to pressure the opponent more effectively than normal by cancelling the cool down of its attacks with HP moves. This will generally be used so you can fire off additional [Long-Range] Particle Beams at a faster rate. However, it can also be used to surprise the opponent by entering EX in order to cancel out the lag of an attack that the opponent was going to punish and then retaliate with an HP. Perhaps the most dangerous risk one can take, and the most rewarding, is to use EX to prevent assist punishment by using [Wrath] to block the opponent’s assist when they attempt to assist punish you, netting an assist break and attacking the opponent unexpectedly with the counterattack. Also, while in EX mode, several combos become available to the Cloud of Darkness that are otherwise impossible to perform. The other combos involving HP moves become significantly easier to perform, as well.

Pain 3 > [Feint]
Pain 3 > [Wide-Angle]

It’s also important to note the most useful properties of EX mode: the ability to clear the opponent’s assist gauge at any moment. This is excellent for landing finishing blows, and, combined with the extra pressure EX mode provides the Cloud of Darkness, can be very useful outside of assist combos if used properly. Alternatively, save the EX mode, and use it when your opponent assist changes in order to get an assist break. Then, followup by pressuring the opponent by abusing Null Particle Beam.

Because the Cloud of Darkness is a ground oriented character, it is common for opponents to attempt to wait its EX mode out from the ceiling. Because of this, you will either have to follow your opponent into the air, where the Cloud of Darkness is disadvantaged, or play it safe and allow your opponent to ceiling camp. In order to avoid this problem, you must use your EX wisely and use it when you are certain to benefit the most, such as for assist breaks and finishing blows.

~True darkness!: EX Burst: Ultra Particle Beam
“A particle beam that leaves only dust in its wake. Fill the gauge by pressing O. Release when it reaches 120%”
http://oi55.tinypic.com/ny8tjl.jpg
Initial: 2x4 / Burst: 7x14 / Total: 106

The Cloud of Darkness’ EX Burst possesses a high base damage of 106, but is hindered by its low attack stat. Inflicts an average of 550+ BRV damage when perfected. In order to perform it, hold down the O button when prompted, and release it the moment the gauge fills to 120%.

Be sure you want to Burst when you choose to do so, as you sacrifice the increased pressure and defensive options it provides you with if you choose to perform this action. Consider the opponent’s health, BRV, and the amount of EX left in your gauge before making your decision. Of course, if it will be fatal, Burst right away.

~Impudence!: EX Revenge
Please read this thread (http://dissidiaforums.com/showthread.php?8315-CoD-EXR-Combos) for more information on EX Revenge combos.

The Cloud of Darkness has poor EXR options. Avoid using it unless you have no choice to prevent a loss.

LonelyGaruga
08-22-2011, 06:39 PM
V. Allies of Imbalance: Assists
Please read this thread (http://dissidiaforums.com/showthread.php?9063-Cloud-of-Darkness-Combo-thread) for more information on assist combos

The Cloud of Darkness has a difficult time building assist because of how slow its moves are. However, the ability to pressure while simultaneously building assist helps to mitigate the low speed that the Cloud of Darkness' suffers from in regards to building assist. Also, more importantly, the tentacle startups can’t be assist punished and have low cool down, making them difficult to punish. Most importantly, the Cloud of Darkness cannot be dodge punished in the air or on the ground, something shared by few characters, especially considering it has a high priority block.

The Cloud of Darkness has an easy time setting up assist combos thanks to its strong wall rushing options and the hit stun on a large number of its attacks. However, the lack of speed on its air HP moves make it difficult to consistently land HP hits, so while the Cloud of Darkness has many options to start assist combos, your choices for assist are limited by its poor air HP game.

#1: Kuja

http://images2.wikia.nocookie.net/__cb20101120015538/finalfantasy/images/9/91/Dissicon_ff9_kuj1.png

Ground BRV: Snatch Blow
Additional Effect: Chase
Startup Frames: 31 / Priority: Melee Low / Damage Multiplier: 47

Air BRV: Strike Energy
Additional Effect: Chase
Startup Frames: 17 / Priority: Melee Low / Damage Multiplier: 50

Ground HP: Flare Star
Additional Effect: Wall Rush
Startup Frames: 39f / Priority: Ranged High / Damage Multiplier: 15

Air HP: Force Symphony
Additional Effect: Chase
Startup Frames: 33f / Priority: Ranged High / Damage Multiplier: ---

Kuja is, effectively, the most efficient assist for the Cloud of Darkness. Snatch Blow/Strike Energy are the only assist chase attacks that have enough hitstun to land [0-form] Particle Beam off of. Because of that, Kuja practically automatically gets first place, due to being the only assist that allows the Cloud of Darkness to land an HP with 100% consistency, barring walls getting in the way of the assist chase.

Snatch Blow will be seeing very little use due to the Cloud of Darkness having almost no options for wall rushing on the ground. Chase and Scorn 2, as well as possibly [0-form] (depends on how it connects with the opponent), are the only ways the Cloud of Darkness can perform a downward wall rush. As a move for punishing, it's very slow, so the moves it can punish are a little limited, but the range and tracking are excellent, which can allow it to punish dodges and slower moves. Kuja is left very vulnerable to assist locks if the opponent assist changes, which is quite a hindrance, making it dangerous to use him when the opponent has assist.

Strike Energy, on the other hand, will be the assist attack you will be using most. It combos with nearly all of the Cloud of Darkness' moves, is quite useful for punishing dodges, and will usually bring the opponent to the ceiling, where you can land Aura Ball safely. Strike Energy has a tendency to miss if the opponent is wall rushed on a curving wall, however, which can be very annoying. Additionally, it's easy to assist lock Kuja after an assist change, like with Snatch Blow.

Flare Star, as an HP assist, will not see much use. It has very little use for combos due to its speed and can only be used to dodge punish or interrupt attacks. Since it has ranged priority, however, Kuja will not be locked if the opponent assist changes using 2 bars.

Force Symphony, however, is much more useful than Flare Star, as it can combo off of a couple of the Cloud of Darkness' moves. Despite that, it's still mostly impractical. The best way one can utilize Force Symphony is to combo into it off of Spite 2, which has a tendency to screw Strike Energy up because of its absorb properties, often making it impossible for Kuja to properly finish the attack. This would be best saved as a finishing blow, however, as it's quite inefficient to spend 2 bars in order to land an HP hit, and if your opponent has an assist bar or two, they can simply assist change and lock Kuja during Force Symphony. For those seeking stylish victories, however, this will definitely meet those expectations.

(Placeholder for combo video)

NOTE: Guide completion on indefinite standby.

LonelyGaruga
08-22-2011, 09:27 PM
VI. Nature of Light and Darkness: Ability Overview
A basic overview of various helpful abilities. With the exceptions of Glide, Glide Boost, and EX Glide Boost, all abilities are shared by each character. Not all of them will be listed, as many have particularly niche uses or are just a waste of CP. I won’t tell you what to equip, you’ll have to decide on that for yourself. Also, please keep in mind that just because I didn’t list an ability doesn’t mean it’s useless. You may or may not find it useful. Judge for yourself the worth of each ability, and equip yourself accordingly

~Recovery Attack
Allows the Cloud of Darkness to attack in place of recovering from attacks. While it could be used to retaliate during the opponent’s cool down of an attack, the Cloud of Darkness’ options in this regard are limited. If the opponent’s attack has weak knock back, Suffering 1 will be the optimal counterattack. This ability can also be used to attack the opponent if they enter chase and choose not to attack.

~Free Air Dash
Dash towards the opponent. The standard air dash ability. The Cloud of Darkness doesn’t have much use for OAD+, so Free Air Dash is the preferred dashing ability for it. Enables the Cloud of Darkness to approach an airborne opponent when necessary, so vital to matchups where the opponent doesn’t need to approach the Cloud of Darkness in order to attack.

~Omni Air Dash+
Allows the user free horizontal dashing ability, but prevents them from dashing vertically. Useful for ranged pressure, but the Cloud of Darkness lacks this trait in the air, mostly. If you can rely on Scorn 3 against your opponent, Omni Air Dash+ can be quite useful.

~Omni Ground Dash+
Allows the user to dash on the ground in any direction. As a ground oriented character, this is very useful for the Cloud of Darkness, as it allows greater freedom of movement on its primary domain.

~Multi Air Slide+
Allows the user to perform a dash similar to Omni Air Dash by pressing the X button while in the air, and out of jumps. Invaluable for creating space if you have Free Air Dash and you need to get away from the opponent, as the Cloud of Darkness has great difficulty with forcing an opponent away from itself in the air outside of Aura Ball, which has a long startup.

~Free Air Dash Boost
Boosts Free Air Dash and Omni Air Dash+ speed. No real reason not to use this, as this helps the Cloud of Darkness deal with its poor speed, albeit it doesn’t make it much faster.

~Assist Gauge Up Dash
Increases the assist gauge while dashing using Air Dash, Free Air Dash, or Ground Dash (and NOT Reverse or Omni Ground/Air Dash). Does not reset the assist gauge’s decay, but does prevent it from decreasing while you dash, making it very useful for characters that use Free Air Dash. Provides an interesting use for Ground Dash if your opponent assist camps in the air. A very useful ability for the Cloud of Darkness, unless you choose to use Omni Air Dash in combination with the recommended Omni Ground Dash+, in which case this ability does nothing.

~Speed Boost/+/++
Increases movement speed on the ground and in the air. The Cloud of Darkness has little use for it because most of the time you'll be moving with the use of its attacks, which are unaffected by Speed Boost.

The following is a list of characters the Cloud of Darkness' walking speed will tie with using each speed boost ability.

Speed Boost: The Emperor, Firion, Kain
Speed Boost+: Golbez, Cloud, Yuna, Kuja
Speed Boost++: Warrior of Light, Bartz, Shantotto, Vaan, Lightning

~Ground Evasion Boost
Increases the distance covered by Ground Evasion. Increase is equal to 2m. The Cloud of Darkness has a lot of ending lag on its ground attacks, and dodging is an important aspect to the Cloud of Darkness’ gameplay, more than other characters, as it allows it to create more distance between itself and the opponent while helping to deal with the ending lag of all of its ground moves, many of which have bad lag if left alone. In particular, [Long-Range] Particle Beam. More mobility is always nice, but it can also prevent you from punishing on the ground as effectively because you dodged too far away.

~Midair Evasion Boost
Identical to Ground Evasion Boost, but for the air. Since the Cloud of Darkness’ air gameplay revolves around punishing the opponent’s attacks, it will be necessary to allow you to manage the distance between yourself and your opponent to allow you to actually connect with your attacks, which is made harder with a dodge that covers more air. Additionally, the Cloud of Darkness typically should be aiming to get back on the ground if it finds itself airborne, and this ability will lengthen the airtime created by an air dodge, which makes this task more difficult.

~Evasion Boost
Despite the name similarity with the above two abilities, this one extends invincibility frames caused by evasion, and has nothing to do with distance. The Cloud of Darkness generally does not want to even let the opponent get close enough to threaten it with attacks, but obviously this is an impossible task to perfect. Should you find yourself being attacked, your normal evasion frames are generally enough, but this might come in handy. No downsides to equipping, so if you have some spare CP and think the evasion frames will come in handy, you may find this ability of some use.

~Descent Speed Boost
Once you are out of jumps, a press of the X button shall dramatically increase your falling speed. The Cloud of Darkness possesses a bizarrely slow falling speed for a ground oriented character, making this extremely useful for getting back on the ground. It can also be used to dodge attacks with the increased speed. The importance of this ability cannot be understated, as it helps cover one of the Cloud of Darkness’ most significant weaknesses.

~Auto Assist Lock On
Automatically lock on to the opponent’s assist when the opponent uses it for an attack. Helps with blocking the opponent’s assist with [Wrath] Particle Beam, and [Long-Range] Particle Beam will automatically lock on and attack the assist if the opponent calls it during the startup. It’s also very useful to have if your opponent times their assist incorrectly, making it significantly easier to attack it with Suffering 1 or Spite 1, as it takes away the awkwardness of locking on to it manually, especially if there is an EX Core present.

LonelyGaruga
08-22-2011, 09:28 PM
~Precision Evasion
Massively increases the evasion frames of an accurately timed dodge. Allows you to dodge a lot of moves you’d normally be unable to dodge, but this ability has a very high CP cost, at 45. The Cloud of Darkness already has a lot of CP issues, so think hard if you choose to use this.

~Achy+
Increases the percentage of health you need to enter “near death” from 21% to 31%. Being near death is very useful, as this state activates the Rebellious Soul accessory, a few booster accessories, and most importantly, allows you to get assist full charges upon countering an HP hit. That last one is incredibly useful, and the Cloud of Darkness is pretty good at punishing attacks, making this very, very handy.

~Counterattack
Increases your critical rate when countering an opponent’s attack during the startup or cool down, just like assist charges. Critical increase is 50%.

Basically everyone uses it because of how useful it is, and the Cloud of Darkness benefits from this when punishing attacks. However, the Cloud of Darkness is also an HP oriented character, so it might not be as useful as it would be on other characters, depending on how often you land HPs on the opponent.

~Sneak Attack
Increases your critical hit rate when attacking the opponent from behind. Automatically triggered during some attacks. Increase is 50%.

The Cloud of Darkness, overall, has quite a few attacks that can easily trigger this, such as Spite 2 and Suffering 2. More useful than Counterattack because it can be activated at will during combos that use [Wrath] or Aura Ball to begin, but it’s not like you can’t equip both.

~EX Critical Boost
Increases the critical rate in EX mode even further, now giving a 100% rate.

The Cloud of Darkness doesn’t have high damage output, limiting the effectiveness of using EX mode for damage dealing, so this ability has relatively limited use.

~Riposte
Increases the critical rate while attacking a staggering opponent by 25%, raising it to a total of 50%.

Because the Cloud of Darkness can stagger the opponent with [Wrath] Particle Beam and Spite 2, both being useful defensive moves, this ability can be pretty useful on it, although the critical increase isn’t a very big deal.

~Back to the Wall
Increases your critical rate while near death. Increase is 50%.

Useful in conjunction with Achy+, but the combination can put a considerable strain on your CP. This ability is noteworthy for how much it boosts your damage, as every single hit while near death gains this excellent increase in critical rate, and stacking with other critical boosters will virtually ensure that every hit you land while near death is a critical.

~Assist Critical Boost
Allows your assist to land critical hits. The critical rate is 25%.

Your assist is completely unaffected by any other factor that increases its critical hit rate, so this is the only way to land critical hits with your assist. Assists play an important part of the Cloud of Darkness’ BRV game, so this is a useful ability for it.

~Disable Counterattack
If your opponent has Counterattack equipped, it will be prevented from activating. Only one “Disable critical ability” can be equipped, so choose wisely. The Cloud of Darkness has to attack a lot to maintain pressure and prepare itself to punish the opponent’s attacks, so in theory it leaves itself open to counterattacks a lot, but because of the Cloud of Darkness‘ pressure game, defensive options, and the tentacles’ tendency to clash with an opponent’s attacks, triggering Counterattack on the Cloud of Darkness is more difficult than against many characters. Still, the tentacles cannot be relied on to interrupt attacks, and Counterattack will activate if the opponent is successful in attacking during a startup. You will need to be more cautious than normal if you choose not to use this, but a Cloud of Darkness player should aim to play safe anyway.

~Disable Sneak Attack
Another common disabling ability. Because Counterattack is less of a threat to the Cloud of Darkness than most characters, Sneak Attack is a viable option for it. This ability is much more dependent on opponent than Disable Counterattack, because not everyone can trigger it as reliably as others. Consider the pros and cons to both Disable abilities, and decide for yourself which to use.

~Job Gear (Equipment abilities)
As noted way back in section II, the Cloud of Darkness has a heavily limited equipment selection. It will be important to use equipment abilities to gain access to most equipment sets. This is a considerable obstacle not only because the Cloud of Darkness has one of the worst selections of equipment, but also one of the highest CP costs, making it even more of a handicap. Chances are, you’re going to need to equip at least one of these abilities for any equipment set you have in mind, so make sure to have a variety unlocked and mastered if you think it will be useful.

~Master Mage/Guardsman
Both abilities increase your maximum HP by 1000 when you equip the corresponding body armor. Master Guardsman is Light Armor, Heavy Armor, or Chestplates, while Master Mage is Clothing or Robes. More HP is always a nice thing, and other equivalent abilities for equipment are simply not as useful. Only 1 “mastery” ability can be equipped, so this is your best choice. Do note, the CP cost is pretty bad, and, as repeated, the Cloud of Darkness has one of the highest CP costs among the cast, so think carefully about whether this is worth it or not.

~Continued on the second page

LonelyGaruga
08-22-2011, 09:28 PM
VII. Unnatural Power of the Void: Equipment Builds
Please read this thread (http://dissidiaforums.com/showthread.php?8873-Equipment-Types-Effects-and-Extra-Abilities-Quick-Guide) for information on equipment in general.
Please read this thread (http://dissidiaforums.com/showthread.php?9801-Share-your-sexy-CoD-build-XP) for details on equipment builds.

As mentioned a few times prior, the Cloud of Darkness has a limited selection of equipment. The equipment it does have available to it don't provide much in the way of increasing max HP, but also provide above average base BRV, which aids in the Cloud of Darkness’ heavy HP oriented play style. The Cloud of Darkness also cannot equip Shields or Helms, which reduces the usefulness of its solid base defense. The majority of its weapons also provide low attack, but the Throwing type of weapon provides one of the highest attack increases in the game, which helps considerably to alleviate the Cloud of Darkness’ low base attack.

Getting the meaningless stat drivel out of the way, it is time to cover the Cloud of Darkness’ equipment options. First are the equipment sets that the Cloud of Darkness can naturally equip.

Judgment of Lufenia (Requires weapon slot)
Seal of Lufenia
Snowpetal
Ancient Weapon (Can be equipped by everyone naturally)

Not much variety going on, especially if you take the Judgment of Lufenia route. If you equip Knight’s Gear, you can use Lufenian Shield to take the place of the weapon slot, freeing it up for something more useful. Not a bad idea, considering it’s “only” 10 CP. Here are your options if you opt to do this.

Adamant Chains: Requires 3 of the following: Pestalt’s Gear, Knight’s Gear, Infantry Gear, or Cavalier Gear
Soul of Yamato: Requires 3 of the following: Pestalt’s Gear, Knight’s Gear, Infantry Gear, or Cavalier Gear
Succubus’s Soul: Requires all of the following: Pestalt’s Gear, Knight’s Gear, Infantry Gear, and Cavalier Gear
King of Tragedy: Requires all of the following: Pestalt’s Gear OR Hoplite’s Gear, Knight’s Gear, Infantry Gear, and Cavalier’s Gear
Final Strike: Requires all of the following: Pestalt’s Gear, Knight’s Gear, Infantry Gear, and Cavalier’s Gear
Super Rocket: Requires all of the following: Pestalt’s Gear, Thief’s Gear, Infantry Gear, and Cavalier’s Gear

As you can see, if you want to use anything else, it will cost you 30-40 more CP. Between the cost of the Cloud of Darkness' attacks and the limited variety of equipment, it may be necessary to consider sacrificing precious accessory slots for Hero’s Spirit/Essence.

Now, here are some examples for builds. Keep in mind that is all they are: examples, not recommendations.

~EX Build
Taking advantage of the Cloud of Darkness’ good EX production, this build intends to enter EX mode more quickly than normal. The key to this is your EX Intake range and EX Force Absorption. For weapon choices, you have two good choices. Cleaver, and Heaven’s Cloud. Cleaver can be equipped naturally, but Heaven’s Cloud will require you to use Pestalt’s Gear to equip. Cleaver gives EX Force Absorption+10%, while Heaven’s Cloud gives EX Intake Range+3m. The latter is best for general use, but against SbS users, Cleaver is preferable.

Next comes your other equipment slots. Generally, you want to use Judgment of Lufenia to deplete the opponent’s assist gauge, which is the greatest threat to your ability to get EX mode. Obviously, use whatever you feel is best, this is just a recommendation.

Lastly, accessories. White Gem gives EX Force Absorption+10%, and one of the only accessories to do so without negatively impacting assist charge%, making it a staple for EX builds. You can further supplement this with White Drops if you so desire. Tenacious Attacker enables you to absorb EX Force while attacking, which is not something normally possible, making it very useful. Glutton is identical, but for when you’re taking damage. The rest is up to you, but you basically must have some form of EX and assist depletion, unless your opponent has SbS (in which case skip the EX depletion).

Example: http://oi54.tinypic.com/xaxusp.jpg

~Side by Side build
Side by Side completely removes your ability to enter EX mode. In exchange, you gain roughly 40% of an assist bar with every HP hit you land outside of assist combos. Because [Long-Range] is easily capable of devastating an opponent that is unable to handle the pressure well, Side by Side isn’t a bad choice at all, but for opponents that have an easy time dodging it, it’s relatively inferior to an EX build. However, with the disabling of the EX mode comes several booster accessories that can easily be triggered, so there’s still that advantage.

If you’re using Side by Side, obviously weapons like Nirvana and Cleaver will be a waste. Instead, weapons like Everdark and Supreme Pole see some use. Everdark will double your BRV recovery rate, which will help you deal damage during assist combos started by [Long-Range] and other HP moves, while Supreme Pole provides 40% of an assist bar at the start of the fight, but also possesses a pathetic attack bonus of 66.

Next comes your other equipment slots. You’ll probably want Seal of Lufenia to deal with the fact that your opponent will have an easier time entering EX because of your inability to absorb it. On the other hand, EX depletion is useless against fellow SbS users, so another equipment set might be preferable, such as Judgment of Lufenia. You may also want to use Succubus’ Soul, which suits SbS very well. It allows you to regain 20% of your damage done by HP attacks as health. Succubus’ Soul will require you to give up your weapon slot for Blood Sword though.

For accessories, obviously you will need Side by Side. Pre-EX Revenge, Pre-EX Mode, and Empty EX gauge are your best boosters for this build, as they have high multipliers and will be reliable in a build like this. Together as One is an excellent booster to combine with Side by Side, as it starts you off with 40% of an assist gauge and has no applicable downside. Obviously, nothing’s changed in regards to depletion, so Battle Hammer and/or Dismay Shock are still recommended.

Example: http://oi52.tinypic.com/o9h95j.jpg

~BRV boost on Block/Dodge build
Yes, two sets in the same section. They have a very similar purpose: to help with bad matchups. What, exactly, does that mean? Well, if a character can attack from 1) the air and 2) from a distance, they’re usually a bad matchup for the Cloud of Darkness. Based on the projectile in question, equip yourself accordingly with one of these sets. If you can block it easily, BRV boost on Block is your best bet. Likewise for dodging. The BRV boost is calculated using your base BRV without equipment, so 10% = 66 BRV, 20% = 132 BRV, and so on. The accessories are basically the same for both types of build, and are very helpful to use.

For BRV boost on block, your options are the Snowpetal equipment set, Blurry Moon (Parrying), the Heart’s Ease basic accessory, and the Backbreaking Straw special accessory. Snowpetal keeps your weapon slot free and gives a 10% boost, while Blurry Moon costs you only your hand slot, and gives an excellent 5% boost. However, it requires Thief’s Gear to use.

If you choose to use Snowpetal, it would be best to equip something that benefits your ability to enter EX mode. Heaven’s Cloud, Cleaver, and Loki’s Lute are good options for this. The reason you want to be able to enter EX mode is to help deal with your opponent assist whoring, as EX, naturally, clears the opponent’s assist gauge, giving you an excellent advantage. You’ll need all the advantages you can get in a matchup where you’re forced to use a BRV boost on block/dodge build.

If you choose to use Blurry Moon, you have two choices. Equip a weapon of your choice, plus two random level 100 equips for head/body armor, or use an equipment set. Snowpetal has no weapon, so that’s out of the question. Judgment/Seal of Lufenia are options, however. You may prefer the Snowpetal set, due to the higher BRV boost, since it’s not like the head/body armor slots are important for a build like this.

Example: http://oi55.tinypic.com/1z4wyg6.jpg

For BRV boost on dodge, your options are the Adamant Chains equipment set, the Dueling Mask (Hat), the Zephyr Cloak basic accessory, and the Backbreaking Straw special accessory. Adamant Chains can take any 3 slots of your choice, but each one needs you to use the appropriate equip ability. It provides an 8% boost. The Dueling Mask provides a 3% boost and only uses your head armor slot, and can be naturally equipped. You can combine the two using Adamant Knife/Adamant Shield/Dueling Mask/Adamant Vest to get an 11% boost.

The tips for Snowpetal apply here as well. You want to be able to enter EX to deal with the opponent’s assist gauge, so the usual Heaven’s Cloud/Cleaver/Loki’s Lute will be quite useful. You’ll need to use Adamant Shield/Helm/Vest to get the Adamant set if you choose to do this.

Alternatively, if you feel the 3% BRV boost is vital enough, use the aforementioned set of Adamant Knife/Shield/Vest in combination with Dueling Mask. This isn’t really recommended though, as 3% is only 20 BRV, which isn’t really enough to offset the loss of a weapon to benefit your EX.

Your last option is to use only Dueling Mask. Again, not recommended because this is just 20 BRV, but it does free up your other equipment slots, like the Blurry Moon option for block builds. The same possibilities are open to it, but they’re less useful because Dueling Mask’s BRV boost is 2% less than Blurry Moon’s.

Example: http://oi51.tinypic.com/fku0x3.jpg

LonelyGaruga
08-22-2011, 09:29 PM
VIII. Devourer of Life: General Strategy
Basic guidelines to give players a general idea of what they’re doing. This is only to give a general idea of what you should be aiming for, it would be preferable for everyone to develop their own strategies using this section as a foundation.

~Battle
Basic combat strategies. These aren't based on matchup, but just a generic strategy to use based on a couple of situations.

~Basic Strategy
The Cloud of Darkness’ primary strategy in combat is to pressure the opponent with [Long-Range] Particle Beam while distancing itself from them simultaneously by utilizing the incredible mobility that [Long-Range] affords the Cloud of Darkness. Note how your opponent reacts to this. The opponent’s reaction to this form of pressure is important. If they approach, add Spite 3 to your list of options. If they’re higher in the air, Pain 3 is preferable. Stop using [Long-Range] once they get in range to punish it. Instead, rely more heavily on Spite and Pain 3, and watch your opponent to see if you can punish them, and do so when you find an opportunity. If your opponent gets too close, use Spite 2 to force them away. If you succeed in creating space between yourself and your opponent, resume the original tactic of using [Long-Range], Spite 3, and Pain 3 to pressure the opponent. If you are forced into the air, focus immediately on getting back onto the ground to minimize your disadvantage, unless it is unsafe. Your opponent will be attempting to take advantage of your vulnerability with either anti-air attacks or by following you into the air. If the former, utilize either Omni Air Dash+ or the movement provided by the Cloud of Darkness’ attacks to navigate away from the opponent’s attacks, then proceed to use Descent Speed Boost to quickly descend back to the ground. If the latter, focus heavily on defensive play, and the moment you find an opportunity, use Descent Speed Boost, quickly, so that you can retaliate with [Long-Range] or [Anti-Air] Particle Beam while they are unable to punish you, if they are in range for these attacks.

~Aerial Strategy
If your opponent relies on pressuring you from the air, you will be forced to fight them there, due to a lack of ways to deal with it. Free Air Dash will be necessary, and Assist Gauge Up Dash will be quite helpful in maintaining your assist gauge. [Wrath] is very easy to avoid, and just as easy to assist punish, so it will be necessary for you to rely on your air game, unless you can assist punish the primary projectile your opponent uses, such as Terra’s Holy (Combo). If you can do that, focus on that instead, unless they manage to gain 2 assist bars. If you find yourself unable to assist punish your opponent, you must switch to chasing down your opponent and fighting them in the air. Use the Cloud of Darkness’ good range well, and remember to assist punish whenever possible. Overall, the Cloud of Darkness has a terrible time against opponents in the air, and this strategy, while the best I can possibly recommend, is not actually very good…

~Anti-ground Strategy
This strategy is basically spamming Scorn 3 from a great distance in the air on a ground character that has an inferior air game to the Cloud of Darkness’. Constantly harass your opponent, then when they try to fight back switch to your defensive options and punish their attempts at offense. While it sounds good, this is much harder than it sounds, since regardless of the opponent, the Cloud of Darkness' air game is still pretty bad.

~Stages
Basic summary of each stage, and how the Cloud of Darkness does on each of them.

Because the Cloud of Darkness is a ground oriented character, it suffers on stages that lack said ground. Additionally, the Cloud of Darkness needs a lot of the stuff in order to space properly, and [Long-Range] has no downward tracking to speak of, so stages with uneven or elevated terrain can pose issues. Walls make spacing with [Long-Range] easier, however, providing a rare advantage. Stages with large amounts of flat ground, low ceilings, and walls are most beneficial for the Cloud of Darkness.

http://i56.tinypic.com/kcml1f.jpg ~Old Chaos Shrine
This stage is OK for the Cloud of Darkness, unless the ceiling is broken. The unevenness of the bottom side of the stage makes spacing very difficult, and the sides do not have enough room. The roof is good, but the walls and holes in the floor can cause issues with spacing properly. Additionally, if the ceiling is broken, there will be even less room to space with. Your goal on this stage is to stay on the ceiling and avoid doing anything that can break it, like Scorn 2. Speaking of which, if your opponent is foolish enough to attempt to attack through the ceiling, you have the advantage thanks to superior range.

~Old Chaos Shrine Omega
Identical to the former, with the Omega gimmick being a BRV drain on both players. Bravery loss is percentage based and added to the stage BRV. Because of the Cloud of Darkness’ spacing game, combined with a poor BRV game, this is even more beneficial for the Cloud of Darkness, as it becomes significantly easier to land a break here.

http://i53.tinypic.com/11snwux.jpg ~Pandaemonium
An excellent stage for the Cloud of Darkness. The low ceiling and the large number of walls provide [Long-Range] Particle Beam with the best possible conditions to be used in. This stage’s only downside is that there’s not much room for spacing, but the walls help deal mitigate this flaw.

~Pandaemonium Omega
There are spikes that will pop out of the floor in this version of the stage. They chip off 33% of your current BRV each time they hit, and possess a tremendous amount of hit stun, leaving you vulnerable if hit. They also have a tendency to interrupt attacks, and [Long-Range] Particle Beam has a long startup, making them particularly annoying. Being limited to a particular area also makes spacing much more difficult. The stage BRV is exceedingly low for this stage, but because the Cloud of Darkness has poor BRV damage output, it isn’t affected much.

http://i55.tinypic.com/21lsbdh.jpg~World of Darkness
The FFIII stage! Very favorable due to having both even ground and the space necessary for the Cloud of Darkness to perform properly. However, beware of ceiling campers.

~World of Darkness Omega
This stage is pretty bad in comparison to the standard version. The stage changes based on your location relative to your opponent. If you space your opponent, you’ll end up in an arena where there’s very little ground and no room to space. If you’re close, then the resulting room has too much vertical area, and not enough horizontal, putting the Cloud of Darkness at a disadvantage. The stage BRV rapidly increases in the alternate worlds, which can be problematic for the Cloud of Darkness.

http://i51.tinypic.com/f36smd.jpg~Lunar Subterrane
While it has a lot of ground for the Cloud of Darkness to space properly, much of it is uneven. Be aware of your environment so that you don’t end up running out of room while preparing a [Long-Range] and end up getting punished for it. Pretty bad stage because of the difficulty in finding smooth surfaces to move on.

~Lunar Subterrane Omega
Not much difference. Lower stage BRV. Many areas of the stage become destructible, and when destroyed the stage BRV increases. Somewhat more favorable than the ordinary Lunar Subterrane due to the lower stage BRV, which helps mitigate the downside of the Cloud of Darkness’ relatively poor BRV damage output.

http://i56.tinypic.com/qs7dk5.jpg~The Rift
The largest stage in the game, with lots of room on the ground and in the air. The central area is an excellent position to be in, as the Cloud of Darkness can attack through the walls of the castle-like structure in the center using [Long-Range], but the rest of the stage is unfavorable due to the massive ceiling and otherwise lack of ground. Whether this is a good stage for the Cloud of Darkness or not depends entirely on your opponent.

~The Rift Omega
Portions of the stage will occasionally vanish and rearrange themselves, forming unique structures. Overall, nothing much different from the normal Rift, but the stage BRV will increase whenever the stage is rearranging itself, so it can get pretty high.

http://i54.tinypic.com/m7uaoi.jpg~Kefka’s Tower
Terrible stage for the Cloud of Darkness, for the most part. There’s a distinct lack of ground to use for spacing, but the cramped nature of the stage increases the threat Spite 2 provides, and the low ceiling enables easy [Wrath] and Aura Ball combos. Whether this stage is advantageous or not depends on your opponent, but it’s almost always a bad stage for the Cloud of Darkness.

~Kefka’s Tower Omega
Similar to the normal stage, but with lower stage BRV. Magitek steam will emerge from the walls in the lower sections of the stage, wall rushing and reducing an opponent’s BRV on contact. Bizarrely, assist combos cannot land after this stage element wall rushes them. The steam also increases the stage BRV. Creates quite a bit of chaos if the player’s start at the bottom of the stage, so make reaching the top a priority. Still a bad stage.

LonelyGaruga
08-22-2011, 10:54 PM
http://i55.tinypic.com/2q8r8zb.jpg~Planet’s Core
Widely considered one of the worst stages in the game, the Cloud of Darkness‘ view is no different. It needs the ground, and with such a limited amount of it available, you will be heavily handicapped against opponents with ranged options. However, the Cloud of Darkness does have an advantage against other ground oriented characters in the form of Spite 2, which encompasses almost all of the stage’s ground, which is very helpful for gaining an advantage against them. Overall, this stage is atrocious.

~Planet’s Core Omega
Even worse than the normal stage, because of the rapidly increasing stage BRV. The Cloud of Darkness is more susceptible to getting broken due to its reliance on HP moves, so breaks can be fatal if the opponent manages to buy enough time for the stage BRV to rise high enough. Be cautious on this stage, and try to protect yourself from this threat by aiming to break the opponent yourself. Still an atrocious stage due to this extra obstacle. One of the worst possible stages for the Cloud of Darkness.

http://i53.tinypic.com/33e6gj7.jpg~Ultimecia’s Castle
Yet another awful stage with very little ground. The banish traps on the ceiling make things even worse by making it significantly more difficult to land HP hits off of assist combos. Try to stay on the floor with the gears, and use the Cloud of Darkness’ ability to attack through them to your advantage. The lack of room means your standard strategy is useless, and there will be virtually no means of spacing here. Fortunately, the vertical layout of the stage makes it somewhat easier to deal with enemies with ranged attacks, as Pain 3 is able to reach most of the stage from the recommended position.

~Ultimecia’s Castle Omega
Significantly better than the ordinary version. This stage’s gimmick, Time Compression, causes the stage BRV to randomize, the destructible portions of the stage to be restored, and most importantly, causes the gears in the room to spin wildly, posing a damaging obstacle. These “obstacles” can serve for protection for the Cloud of Darkness, making it safer to use attacks, while also providing little hindrance to the Cloud of Darkness due to its superior attack range.

http://i53.tinypic.com/2ntfrqq.jpg~Crystal World
A terrible stage for the Cloud of Darkness, due to the limited ground. Get to the center of the stage and defend yourself from there as well as you can. The limited ground, along with the vast amount of space, makes this stage a potential contender for the second worst stage for the Cloud of Darkness.

~Crystal World Omega
Nothing much is different. Crystals will form platforms in various locations, which can be broken, and are capable of regenerating. The stage BRV rises whenever this occurs. Otherwise, same basic idea.

http://i56.tinypic.com/2ik2se1.jpg~Dream’s End
Yet another bad stage. Not much ground, and what little there is isn't enough to space with, but the giant sword in the center platform can act as a shield against some ranged attacks. Obviously, as the center of the stage has the most ground available for movement, you’ll want to go there. One strategy you can use is to Quickmove between the center and the stadium, and use [Long-Range] Particle Beam to pressure the opponent as they try to approach. This should be done rarely though, if at all, due to the difficulty of finding a safe opportunity to Quickmove. Overall pretty bad, but it could be worse (barely).

~Dream’s End Omega
The stage BRV rises whenever an attack lands. This is one of those stages where a stage BRV of 9999 is plausible, so treat it much like Planet’s Core in that regard.

http://i51.tinypic.com/vy8tah.jpg~Order’s Sanctuary
Huge amount of room for both ground and air. Pretty good because the ground is very even, with almost no obstacles, and none that are even plausibly capable of hindering the Cloud of Darkness. However, it’s pretty annoying to deal with opponents that can attack from the air, due to how much space is available there.

~Order’s Sanctuary Omega
The only difference is that instead of having a normal amount of stage BRV, your BRV will double upon a break. Pretty lame for the Cloud of Darkness, due to its HP oriented game.

http://i56.tinypic.com/2ljtdh2.jpg~Edge of Madness
Small. Very small and crowded. Pain 3 is very useful here. You will be completely unable to space here, so give up on that strategy, and play entirely defensively, unless you find an opportunity to use Pain 3. Also, due to the small size of the stage, there is no escape from Aura Ball, so make good use of it. This stage requires a change of strategy, but it isn’t bad at all for the Cloud of Darkness.

~Edge of Madness Omega
The stage BRV will rapidly change throughout the match. Generally, it will be around 300-3000 in equip matches. Otherwise the same. Has its upsides and downsides, and is more or less luck based on whether it’s a good thing or not.

http://i55.tinypic.com/aoori9.jpg~Empyreal Paradox
Pretty average stage. Large amounts of even ground, but a high ceiling. This can be problematic, but the crystal in the center is capable of acting as a shield against some projectiles. Still, the huge vertical area of the stage can disadvantage the Cloud of Darkness in many matchups.

~Empyreal Paradox Omega
The crystal now drains BRV. The closer you are, the more is drained. BRV drained is added to the stage BRV. This is atrocious, as this once safe location is now a hazard to your BRV. Try to stay away from the center as much as possible.

http://i54.tinypic.com/2znwy2u.jpg~Sky Fortress Bahamut
Huge stage, both horizontally and vertically. The tremendous amount of ground is very useful, but, like many stages listed before it, there’s too much vertical space. Still, this is a great stage for spacing. Pretty decent overall.

~Sky Fortress Bahamut Omega
The wind blows on this stage, draining the BRV of those in the air and pushing them into the new banish trap at the back end of the stage. Stage BRV absorbs the BRV drained by the wind, and also continually increases throughout the fight. This is the air equivalent of Planet’s Core, and as such cripples those that rely on the air. Since the Cloud of Darkness wants opponents on the ground, this is an excellent stage for it. The wind also makes it more difficult to dodge [Long-Range] and other projectiles without being forced back by it. This is the best possible stage for the Cloud of Darkness’ spacing game, but it also removes the option of going into the air, should you desire it.

http://i56.tinypic.com/28vagwi.jpg~Orphan’s Cradle
Another subpar stage. Banish trap ceiling, lots of space, not a lot of ground, overall nothing very good. This is the second largest stage in the game, and is completely surrounded by banish traps. The little pedestal in the center can be useful for keeping a little bit of distance from your opponent, due to its size. Like with most stages similar to it, it is recommended to stay in the center.

~Orphan’s Cradle Omega
Some elements of the stage will move every once in a while, increasing the stage BRV. They will move back after a while, which will revert the stage BRV to normal. Doesn’t affect the Cloud of Darkness much, since these elements are more on the outer areas of the stage, and has nothing to do with the center.

http://i55.tinypic.com/242yetd.jpg~Pandemonium - Top Floor
Probably the best stage for the Cloud of Darkness. Excellent amount of room, combined with a ceiling that barely allows the opponent to avoid [Long-Range] by getting out of its vertical range. There are a lot of stage obstacles here, but they serve no issue for the Cloud of Darkness, as the Cloud of Darkness has a very easy time destroying them with nearly all of its attacks, especially [Long-Range] and Spite 2. This stage has no Omega version.

http://i53.tinypic.com/2zr1eol.jpg~Crystal Tower
The other FFIII stage, it is appropriately good for the Cloud of Darkness. The Crystal Tower in the center is so massive that it easily enables 2-3 [Long-Ranges] to be performed safely with just one side of the wall separating you from your opponent. Due to how massive these walls are, [Long-Range] is virtually invisible to the opponent until it emerges, at which point it can be very difficult to dodge, with only the sound effects giving the opponent any warning. However, this stage has a huge ceiling, which can make it easier to deal with [Long-Range], as well as enable ranged attackers to easily attack you. Pretty good overall. This stage has no Omega version.

http://i51.tinypic.com/24evwra.jpg~Phantom Train
An excellent stage for the Cloud of Darkness, despite the lack of room. Rather, it is because of this lack of room. Spite 2, normally an excellent defensive tool, becomes extremely threatening in this stage because it covers the entire horizontal range of the stage, as well as threatening the opponent with the absorption effect. Due to the small size of the stage though, a lot can happen, and this stage is like the wild card in a lot of matchups. Be certain you really want this stage if you choose to play on it. This stage has no Omega version.

http://i55.tinypic.com/314v4v9.jpg~M.S. Prima Vista
Probably the second best stage for the Cloud of Darkness. Low ceiling, even ground, but not much space to use. This stage's low ceiling makes ceiling camping to avoid [Long-Range] impossible, forcing the opponent to dodge or dash around it. The cramped nature of the stage does make spacing more difficult, however, but it's still very good for it. This stage has no Omega version.

LonelyGaruga
08-22-2011, 10:54 PM
IX. Warriors of Light and Darkness: Credits

Over the course of writing this guide, I was helped by several people, and to each of them a special shout out for helping me in this endeavor. Thanks you guys~

Kayarine, for setting an example for the guide layout with her superb guide on Firion, as well as helping me think of ideas to use for the title, informing me of how to take pictures in game, mentioning some things to correct as well as suggesting for me to resize the images, introducing me to BlazBlue, which provided an excellent form of entertainment throughout this project in the form of its music (<3 The Sword of Doom), and overall being invaluably helpful in this endeavor~

Hollowed, for giving me ideas on how to add to the basic guide layout (since he too used Kaya’s guide layout), as well as talking to me a bit about the guide and reminding me of a couple of things I missed with by just talking to me (like how Spite 2 makes blocking the tentacle startups risky).

ChaosMuramasa, for giving ideas for a name as well as pointing out some spelling errors and incorrect information during the posting of this guide.

NekoMizu, Hella-Bright, and UltimaFox, for also helping me think of a guide name along with Kaya, Hollowed, and Chaos. Among the unused names are “Sunny Skies Ahead!”, “Trap of Darkness: Should I be Ashamed to Fap?”, and “Love Sign: Master Spark”.

Kurayami, for being a cool friend, making an excellent Cloud of Darkness combo video, and confirming that the Aura Ball combos that I suspected I found were legitimate.

Vamper62, for allowing me to link his excellent equipment guide. His work serves as a useful reference for those interested in checking stat info.

Gray_Kaiser, for his work on EXR combos for the Cloud of Darkness. If you should find it necessary to EXR, the information provided by this will be very useful.

Yorunightcast, for giving me some ideas for questions to post in the discussion thread (namely the one regarding matchups)

Ujhbn, for providing movement speed and move data for public use. His hard work translating this information has proven time and again to be a great asset for those interested in game data.