Editing Flare / Megaflare / Gigaflare

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All three versions of the move launch a [[projectile]] that travels horizontally. The projectile will explode upon hitting an opponent, the stage, or another projectile, or after traveling a certain distance. The charge can be cancelled during the Flare and Megaflare stages with the shield or jump button, but this simply stops the move; the charge cannot be stored for later and will automatically launch when fully charged.
All three versions of the move launch a [[projectile]] that travels horizontally. The projectile will explode upon hitting an opponent, the stage, or another projectile, or after traveling a certain distance. The charge can be cancelled during the Flare and Megaflare stages with the shield or jump button, but this simply stops the move; the charge cannot be stored for later and will automatically launch when fully charged.


'''Flare''' is a large red fireball that moves slowly and travels about two-thirds length of Final Destination. Its slow speed allows Sephiroth to combo into or off it, similar to King K. Rool's [[Blunderbuss]]. While Flare has fairly high base knockback, it has poor knockback scaling. This makes it difficult to KO onstage even at high percents, though it still has reasonable offstage KO capabilities. Aesthetically, the fireball visually swirls around while traveling in a straight trajectory.
Flare is a large red fireball that moves slowly and travels about two-thirds length of Final Destination. Its slow speed allows Sephiroth to combo into or off it, similar to King K. Rool's [[Blunderbuss]]. While Flare has fairly high base knockback, it has poor knockback scaling. This makes it difficult to KO onstage even at high percents, though it still has reasonable offstage KO capabilities.  


'''Megaflare''' is a stronger blue fireball that moves faster but covers just under half the distance as Flare. Unlike Flare, Megaflare boasts impressive kill power, being able to KO at the ledge starting at 100%, and even earlier offstage. The explosion is also a larger multi-hit and lingers for longer.  
Megaflare is a stronger blue fireball that moves faster but covers just under half the distance as Flare. Unlike Flare, Megaflare boasts impressive kill power, being able to KO at the ledge starting at 100%, and even earlier offstage. The explosion is also a larger multi-hit and lingers for longer.  


'''Gigaflare''' is a small sparkling projectile that results in a large and extremely powerful explosion, though barely traveling past melee range. The screen dramatically turns dark while the projectile is traveling; the ensuing explosion is large enough to hit opponents nearly halfway across Final Destination, though the explosion is the strongest at the center, being able to KO as low as 20%. Meanwhile, the outer edges typically will only kill at percents where Megaflare could have also done so. In [[Winged Form]], it is capable of KO'ing certain characters at 0% at ledge, as well as breaking a full shield. With proper spacing, Sephiroth is able to combo off Gigaflare's explosion, namely with grab, forward tilt and forward smash. The latter is notable for being able to potentially KO at 0%, making it a deadly shield break punish.
Gigaflare is a small sparkling projectile that results in a large and extremely powerful explosion, though barely traveling past melee range. The ensuing explosion is large enough to hit opponents nearly halfway across Final Destination, though the explosion is the strongest at the center, being able to KO as low as 20%, while the outer edges typically will only kill at percents where Megaflare could have also done so. In [[Winged Form]], it is capable of KO'ing certain characters at 0% at ledge, as well as breaking a full shield. With proper spacing, Sephiroth is able to combo off Gigaflare's explosion, namely with grab, forward tilt and forward smash. The latter is notable for being able to potentially KO at 0%, making it a deadly shield break punish.


Due to their long startup and ending lag, all three attacks are impractical as conventional projectiles, especially against opposing projectiles which will collide with them and detonate them early. Instead they are more useful as long range pressure, or used to bait opponents by cancelling the charge. Charging Flare at ledge is extremely potent at dealing with recoveries. Flare and Megaflare can be used against an offstage opponent to limit their mobility options, as they both travel a good distance and have strong kill power. When given time to set up, Gigaflare can cover a huge area at the ledge, allowing for early kills or launching them off stage again. Additionally Gigaflare can potentially cover every possible ledge option, though it can be avoided with good timing. The charge can also be cancelled if the opponent attempts to avoid the projectile for further pressure.
Due to their long startup and ending lag, all three attacks are impractical as conventional projectiles, especially against opposing projectiles which will collide with them and detonate them early. Instead they are more useful as long range pressure, or used to bait opponents by cancelling the charge. Charging Flare at ledge is extremely potent at dealing with recoveries. Flare and Megaflare can be used against an offstage opponent to limit their mobility options, as they both travel a good distance and have strong kill power. When given time to set up, Gigaflare can cover a huge area at the ledge, allowing for early kills or launching them off stage again. Additionally Gigaflare can potentially cover every possible ledge option, though it can be avoided with good timing. The charge can also be cancelled if the opponent attempts to avoid the projectile for further pressure.

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