Editing Sephiroth (SSBU)
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|fthrowname= | |fthrowname= | ||
|fthrowdmg=3% (hit 1), 3% (throw) | |fthrowdmg=3% (hit 1), 3% (throw) | ||
|fthrowdesc=A point-blank burst of energy | |fthrowdesc=A point-blank burst of energy. Due to being a [[semi-spike]], it is very useful as a setup into an edge-guard or a tech chase. At medium to high percentages against most characters, Sephiroth has the opportunity to follow up with Octaslash for a KO, which covers nearly every possible option when timed correctly. | ||
|bthrowname= | |bthrowname= | ||
|bthrowdmg=3% (hit 1), 3.5% (throw) | |bthrowdmg=3% (hit 1), 3.5% (throw) | ||
|bthrowdesc=Teleports the opponent behind himself, then pumps his fist to hit them with a burst of energy. Unlike the majority of back throws, it forgoes KO potential in favor of possessing combo potential | |bthrowdesc=Teleports the opponent behind himself, then pumps his fist to hit them with a burst of energy. Unlike the majority of back throws, it forgoes KO potential in favor of possessing combo potential until medium to high percentages. Due to it launching vertically instead of horizontally or diagonally, it can combo into neutral, forward and back aerials or Shadow Flare until around 70%. If the opponent fails to DI properly in time, Sephiroth can follow up with back aerial at around 50% for a true KO confirm. This combo is especially potent while the Winged Form is active, due to his higher air speed and damage output. It is based on Sephiroth's ability to teleport himself and others in ''Mobius Final Fantasy'' and ''Final Fantasy VII Remake'', although its visual effects resemble the former's depiction. | ||
|uthrowname= | |uthrowname= | ||
|uthrowdmg=4% (hit 1), 3% (throw) | |uthrowdmg=4% (hit 1), 3% (throw) | ||
|uthrowdesc=An upward slash. It has a collateral hitbox useful for fights with multiple opponents. Launches the opponent upward and behind Sephiroth, which | |uthrowdesc=An upward slash. It has a collateral hitbox useful for fights with multiple opponents. Launches the opponent upward and behind Sephiroth, which can reliably lead to an up tilt or neutral aerial at low to medium percentages. It also works as a 50/50 KO setup into up aerial at around 110%; the opponent's only escape route out of this combo is to jump out of it, which either gets caught by up aerial's hitbox, or it puts them further into a disadvantage state due to Sephiroth's huge range being able to usually catch their landing afterward. It is almost identical to the second hit of his Heaven's Light from the ''Dissidia Final Fantasy'' series. | ||
|dthrowname= | |dthrowname= | ||
|dthrowdmg=4% | |dthrowdmg=4% | ||
|dthrowdesc=Telekinetically slams the opponent onto the ground. Its low damage output and | |dthrowdesc=Telekinetically slams the opponent onto the ground. Its low damage output and ending lag collectively grant it excellent combo potential at low to medium percentages. It can combo into Shadow Flare and neutral, forward, back and up aerials at low percentages; at medium to high percentages, Sephiroth can perform a [[reverse aerial rush]] back aerial near the edge as a KO confirm, which is even more effective when the Winged Form is active due to his higher mobility and power. It is also Sephiroth's strongest throw overall, but remains moderately weak as it fails to KO until around 210%. It is based on the cinematic in ''Final Fantasy VII Remake'' at the beginning of phase 3 of the boss fight against Sephiroth, in which he uses his Boundless Void to pin down Cloud and [[Tifa Lockhart]]/Aerith. | ||
|floorfname= | |floorfname= | ||
|floorfdmg=7% | |floorfdmg=7% |