Cloud's major power in this incarnation of dissidia is his massive assist building. He also has some of the best synergy with the top assists in the game. Thus we have a thread dedicated to using assists with cloud.
Cloud Assists & Combos - Duodecim General Combos/Moves
Double Cut > Cross Slash still works as a combo.
Climhazzard > Wait > SB Omni V5 (and other branches, such as assist) now confirmed to work, but has odd timing. (check here for some examples, ā la Advent EVA)
DCFH > DC > DC works for a bit of extra damage, and an assist can be used on the first hit of the second DC for an even longer and more damaging combo.
*Always call for an assist (if possible) after WR, this gets in some extra damage and can keep you safe after potentially dangerous moves like Omni V5. It is also the best way to maximize damage. Best done when your opponent doesn't have assist themselves.
*If the WR on the ground or near a wall, after the assist, don't jump to do SB Omni V5, just go for the Sonic Break > Finishing Touch, the enemy is less likely to get out of it and it is easier to hit with, it is also slightly harder to punish.
*Firaga now guard staggers so it can be used as pressure as well, or simply as extra damage, plus it goes through low priorty moves and cannot be dashed through. It is also good for an extra bit of damage during an Assist that leads to AC, as seen here (video courtesy of Providence). It now has excellent damage potential.
*When using AC make sure to start the move as soon as you teleport or your opponent may have time to recover, although this may take some practice to do every time. Which move you choose should be based on your opponent's assist/ex guage.
*Sometimes it is possible to do either an Aerial Fang or Firaga during an assist. This boosts the damage by quite a hefty bit of brave and usually isn't too hard to pull off, you just have to attack quickly. (Examples at the bottom)
*Keep an eye on your opponent's assist guage, if they have 1 or more bars it is generally a bad idea to use SB Omni V5, instead use safer moves like Braver.
General Assist Combos
*(Near Wall) Double Cut > Cross Slash > Assist > SB Omni V5 (or w/ever)
*Double Cut's First Hit> Assist> *general attack here* (with this it helps to summon the assist immediately after you hit the opponent and Jecht and Cecil appear to be the best for this combo)
*When using Sephiroth, you can hit with the second strike of DC and Sephiroth will hold the enemy in place, meaning no chase (from the DC). (thanks to Hallowed for that bit of info)
*Any Move (preferably with WR)> Assist with AC > Firaga during assist > AC > Any Move. For example DCFH > Sephiroth Ground Assist > Firaga > AC > SB Omni V5 as seen here in Providence's excellent video.
*It is possible to use an assist twice during one combo. This can be done with an assist that leads to AC (for example Sephiroth) by hitting your opponent, during the assist, with SB Omni V5, timing it such that the Omni V5 hits just as the AC would occur. This resets the assist bar so another assist can be used straight away afterwards, so longer as you still have 1 bar of assist and obviously this trick can't be done several times in a row. An example: SB Omni V5 > Sephiroth Assist > SB Omni V5 (during assist) > Omni V5 finishes just after the assist > WR > Sephiroth Assist > AC > SB Omni V5. For a video check the bottom of the post. This is also possible with Kuja, again see the bottom for a video.
*With accurate timing it is possible to use an assist after the second hit of Sonic Break and after the final hit of Finishing Touch. This, along with the DCFH combos, are ways of doing assist combos without wallrushing, which can have certain advantages, especially on maps with little ground. (Examples at the bottom)
*Aerith's Seal Evil is guaranteed to hit if used after a DC thanks to chase. Basically, call the assist as you hit with DC and then press X to chase. In chase your opponent will be caught in the bubble eventually so even if they dodge a brave attack they will be stunned and can be combo'd.
*The Emperor's ground assist (Thunder Crest) has very high damage and unblockable priority. It also lasts for a long time giving Cloud plenty of opportunities for extra damage. His aerial assist does seem to have some odd absorb properties remains a pretty poor move. *Gabranth is one of the easiest to use on the ground as he has quite a long combo, giving you time to recover/think. His aerial assist though is again fairly useless.
*Zidane's ground assist lasts a reasonably long time and does quite good damage, plus it leads to AC. His aerial assist does less damage and ends with a horizontal WR, making it useful in smaller maps or maps with lots of walls.
*Gilgamesh's ground assist is fairly average, it can be used to combo off of a grounded DCFH and will most likely end with a WR just above the ground. His aerial assist will almost always end with a ground WR and can be pulled off during other moves (like Omni V5 or FT). His damage output has a 50-50 chance of being either the lowest (only around 5 or 6 in total) or by far the highest in the game. The only downside is that Excalipoor actually gives them EX.
*Cecil - Good for aerial, pretty good damage output, Soul Eater ground HP is excellent, has an easier time of comboing off of DC. But his ground brave is not great unless you are fighting close to a wall.
*Kain - High damage output, both wall rush and chase (aerial WR, ground Chase), great for punishing air campers, basically quite good all round. Not especially amazing at anything though.
*Jecht - He has high damage output, long combos (good for stressy fights and recovery/set up), also good for DC combos, great for use against aerial campers/general air-advantaged opponents. His ground brave does not always succeed for WR though. Lots of combo options. Can punish, but not reliably.
Top 5 Assists
5. Sephiroth - Great damage potential, excellent range and interruption capabilities, both brave attacks lead to chase, can do DC First Hit combos, allows for openings, great for strong aerial opponents, basically good for any situation and a sure way to get combos (mostly thanks to AC), his attacks are all long enough such that Cloud can pull of either an Aerial Fang (in the air) or Firaga (on the ground) for some extra damage. Only downside is it can be difficult to connect with Braver afterwards.
4. Kuja - Highest damage output (behind Gilgamesh), great range, good at interrupting the opponent (especially during their ranged attacks), both ground and aerial braves lead to chase (for easy SB Omni V5). Can be hard to hit after assist chase if enemy is too high/too close to the ceiling. Easy to connect Braver making it reasonably safe. Very easy to lock though on whiff or assist change.
3. Tidus -Very quick aerial assist making it great for dodge punishing and DCFH combos. Very difficult to assist lock and can lead into safe Braver and Meteorain combos, leaving you at a safe distance. Only real disadvantages are a fairly average ground assist and very low damage/ex depletion.
2. Yuna - Fastest assist in the game (her aerial attack). Almost impossible to lock after air assist. Reasonable damage/ex depletion. Very easy to combo (thanks to speed and length of attack). Only character in top 5 that can't be locked through HP assist change. Has usable/pretty good HP attacks.Only real downside is a very average ground brave attack.1. Aerith - Easy to use, has reliable combos off of DC (DC >Summon Aerith>Chase > Anything can go here).Basically just better at everything (besides damage). Only downside is that she can't really punish, in matchups where it is required she should not be considered.
*Bold DC is double cut not dodge cancel, DCFH is double cut's first hit