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{{Infobox Character
{{Infobox Character
|name        = Sephiroth
|name        = Sephiroth
|image        = {{tabber|title1=Coat|content1=[[File:Sephiroth SSBU.png|250px|Sephiroth]]|title2=Coatless|content2=[[File:Sephiroth-Alt1 SSBU.png|250px]]}}
|image        = {{tabber|title1=Coat|tab1=[[File:Sephiroth SSBU.png|250px|Sephiroth]]|title2=Coatless|tab2=[[File:Sephiroth-Alt1 SSBU.png|250px]]}}
|game        = SSBU
|game        = SSBU
|universe    = Final Fantasy
|universe    = Final Fantasy
|availability = [[Downloadable content (SSBU)|Downloadable]]
|availability = [[Downloadable content (SSBU)|Downloadable]]
|tier = B+
|tier = A+
|ranking = 37
|ranking = 27
}}
}}
{{Cquote|''Sephiroth Descends to Battle!''|cite=Introduction Tagline}}
{{Cquote|Sephiroth Descends to Battle!|cite=Introduction Tagline}}
'''Sephiroth''' ({{ja|セフィロス|Sefirosu}}, ''Sephiroth'') is a playable character in ''[[Super Smash Bros. Ultimate]]'', and the third fighter from [[Square Enix]] after {{SSBU|Cloud}} and {{SSBU|Hero}}. He was revealed on December 10th, 2020 at {{s|wikipedia|The Game Awards 2020}}, and was released as part of Challenger Pack 8 on December 22nd, 2020 as the third downloadable character of {{h2|Downloadable content (SSBU)|Fighters Pass Vol. 2}}. However, Sephiroth could also become playable as early as December 17th, 2020 by defeating him in the limited-time [[Sephiroth Challenge]] that was made available from December 17th-22nd.<ref name=Presents>[https://www.youtube.com/watch?v=AwzW9_pTO54 Super Smash Bros. Ultimate - Mr. Sakurai Presents "Sephiroth"]</ref> Sephiroth is classified as [[Fighter number|Fighter #78]].
'''Sephiroth''' ({{ja|セフィロス|Sefirosu}}, ''Sephiroth'') is a playable character in ''[[Super Smash Bros. Ultimate]]'', and the third fighter from [[Square Enix]] after {{SSBU|Cloud}} and {{SSBU|Hero}}. He was revealed on December 10th, 2020 at {{s|wikipedia|The Game Awards 2020}}, and was released as part of Challenger Pack 8 on December 22nd, 2020 as the third downloadable character of {{h2|Downloadable content (SSBU)|Fighters Pass Vol. 2}}. However, Sephiroth could also become playable as early as December 17th, 2020 by defeating him in the limited-time [[Sephiroth Challenge]] that was made available from December 17th-22nd.<ref name=Presents>[https://www.youtube.com/watch?v=AwzW9_pTO54 Super Smash Bros. Ultimate - Mr. Sakurai Presents "Sephiroth"]</ref> Sephiroth is classified as [[Fighter number|Fighter #78]].


{{iw|wikipedia|Toshiyuki Morikawa}}, who has voiced Sephiroth as of ''Final Fantasy VII: Advent Children''<!--Do not replace with Kingdom Hearts, as Sephiroth was not present in the original Japanese version, and when the Final Mix version, based on the international version, was released, the game used the English voice cast, so he too used his English voice actor. While Morikawa did eventually voice Sephiroth in the first Kingdom Hearts game, this was in Kingdom Hearts HD 1.5 ReMIX, an HD port of Final Mix which did include the Japanese voices; Advent Children was the first time Morikawa voiced Sephiroth.-->, reprises his role as the character in all regions.
{{iw|wikipedia|Toshiyuki Morikawa}}, who has voiced Sephiroth as of ''Final Fantasy VII: Advent Children''<!--Do not replace with Kingdom Hearts, as Sephiroth was not present in the original Japanese version, and when the Final Mix version, based on the international version, was released, the game used the English voice cast, so he too used his English voice actor. While Morikawa did eventually voice Sephiroth in the first Kingdom Hearts game, this was in Kingdom Hearts HD 1.5 ReMIX, an HD port of Final Mix which did include the Japanese voices; Advent Children was the first time Morikawa voiced Sephiroth.-->, reprises his role as the character in all regions.


Sephiroth is ranked 37th out of 82 on the current [[tier list]], placing him in the B+ tier. Sephiroth's greatest strength is his unrivaled range and mixing game, the former of which is courtesy of the [[Masamune]] which grants him the ability to reach farther than most fighters. He can pressure against his opponents without having to risk getting up close while still having the option to with high grounded burst and a long dash-grab. This range is complemented by Masamune's sweetspots which deal high damage and possess incredible KO power. Using his respectable base-form ground speed and quick falling he can maneuver around opponents while still threatening attacks with his range. He also, unlike many swordies, has a solid grab game into combos and advantage states. Considering his mobility and strong disjoints he is an effective edgeguarder, especially once he has wing. Furthermore, Sephiroth has a strong set of special attacks, with [[Flare / Megaflare / Gigaflare|Flare Variations]] helping his ledgetrapping abilities and [[Shadow Flare]] being an excellent poking tool that can be helpful in maintaining momentum once hit. His wing form along with his top 3 ledge hang allow for effective planking, allowing him to avoid KO's where other characters struggle. Finally, at higher percents, Sephiroth will gain access to his unique [[Winged Form]], which grants him increased attack power, much higher mobility, [[armor]] on his [[smash attack]]s, and a second [[double jump]] throughout the form's duration.  
Sephiroth is ranked 27th out of 82 on the current [[tier list]], placing him at the end of the A+ tier. Sephiroth's greatest strengths are his great KO power and long range; the latter of which is courtesy of his [[Masamune]], which grants him the ability to apply constant pressure to his opponents without having to risk fighting in close-quarters combat. Sephiroth's [[Winged Form]] also grants him increased attack power, higher mobility, [[super armor]] on his [[smash attack]]s, and a second [[double jump]] throughout the form's duration.


Sephiroth also has some glaring weaknesses, the most prominent being his difficulty and slow frame data. He is a [[weight|lightweight]], and paired with a relatively tall hurtbox, which makes him easier to hit and KO than other characters. Furthermore, a large portion of Sephiroth's kit is afflicted by slow frame data, with most of his attacks aside from his neutral attack coming out at frame 14 or more, making his attacks very predictable if you rely on a certain tool too much. This slow frame data also affects Masamune, which combined with its precise, narrow hitbox, means Sephiroth has more trouble when fighting up close or against smaller opponents. Lastly, due to being a percent-oriented mechanic, Sephiroth's Winged From requires him to be in disadvantage and at high percent, or otherwise in an incredible disadvantage in order to be accessed. Upon dissipating it can only be reactivated after Sephiroth is KO'd.
However, Sephiroth has some glaring weaknesses. His very light [[weight]] and tall hurtbox collectively make him easy to hit and KO in a similar vein to {{SSBU|Mewtwo}}. Sephiroth's long range also comes at the cost of sluggish frame data and the Masamune's hitboxes being very narrow to compensate for their long range. Lastly, the Winged Form is a high-risk, high-reward [[fighter ability]]: due to being a comeback-oriented mechanic, it requires Sephiroth to be at a noticeable disadvantage in order to be accessed, and upon dissipating, it will be able to be reactivated only after Sephiroth is KO'd.


Overall, Sephiroth's range, power, speed, and multitude of options allow him to pressure and mix in and out of a farther range than most fighters can deal with. His difficulties when fighting up close combined with his weight means he is also rather susceptible to the opponent's pressure and can feel quite punishing. He saw above-average representation in his earlier years in competitive play thanks to the efforts of players such as {{Sm|KEN}}, {{Sm|Ned}}, and {{Sm|Tweek}}, however his often frustrating attributes led to a decline in representation as many players could not get past his weaknesses.
Despite his shortcomings, Sephiroth is seen as a high tier in the current metagame, with players such as {{Sm|KEN}} and {{Sm|Ned}} showing what he is capable of.


==Attributes==
==Attributes==
Sephiroth is a tall, lightweight fighter, tied with {{SSBU|Kirby}}, {{SSBU|Mewtwo}}, {{SSBU|Pikachu}} and {{SSBU|Olimar}} as the 7th [[Weight|lightest]] in the game. He has the 14th slowest [[walk]]ing speed, yet his [[dash]]ing speed and [[traction]] are both above-average, with the former being marginally faster than {{SSBU|Hero}}'s. Despite his height, Sephiroth's [[crouch]] is deceptively low. In the air, Sephiroth's overall [[jump]]ing force and [[air acceleration]] are both average, he has slow [[air speed]] and below-average [[air friction]], and yet he has the 11th fastest [[falling speed]] and above-average [[gravity]]. Notably, Sephiroth's short hop is tied with {{SSBU|Steve}}'s for the lowest in the game, which aids him very well in the neutral game.
Sephiroth's attributes are fairly polarized; he is a tall fighter, but is tied with {{SSBU|Kirby}}, {{SSBU|Mewtwo}}, {{SSBU|Pikachu}} and {{SSBU|Olimar}} as the 7th [[Weight|lightest]] fighter in the game. He has the 14th slowest [[walk]]ing speed, yet his [[dash]]ing speed and [[traction]] are both above-average, with the former being marginally faster than {{SSBU|Hero}}'s. Despite his height, Sephiroth's [[crouch]] is deceptively low. In the air, Sephiroth's overall [[jump]]ing force and [[air acceleration]] are both average, he has slow [[air speed]] and below-average [[air friction]], and yet he has the 11th fastest [[falling speed]] and above-average [[gravity]]. Notably, Sephiroth's short hop is tied with {{SSBU|Steve}}'s for the lowest in the game, which aids him very well in the neutral game.


Sephiroth's possesses a unique [[fighter ability]]: the [[Winged Form]]. Like [[Aura]] and [[Super Special Move]]s, it is a comeback mechanic that activates when Sephiroth has received sufficient damage. This threshold is influenced by the score count/stock count; it activates at ≈90% when the score/stock count is even and will activate earlier or later if Sephiroth's score/stock count is behind or above the opponent's, respectively. Upon activation, Sephiroth's wing unfurls and grants him a third jump, a 1.3× damage multiplier, and much higher mobility overall. In particular, Sephiroth gains the 7th fastest dashing speed (tied with {{SSBU|Zero Suit Samus}}'), the highest traction (surpassing {{SSBU|Sonic}}'s), as well as higher air speed, air acceleration and air friction. Sephiroth's smash attacks also gain damage-based [[armor]] that can withstand up to 20%, making them incredibly risky to challenge, save for a few exceptions. Winged Form deactivates after a cetain amount of time based on attacking and especially KOing opponents.
One of Sephiroth's most defining traits is his [[range]]. He notably sports among the longest overall range in ''Ultimate'', thanks to his signature weapon, the Masamune, and surpassed only by {{SSBU|Min Min}} in this regard. Unlike other swordfighters, Sephiroth's {{b|sweetspot|hitbox}} hitboxes differ between his stabbing and slashing attacks: his stabs (up tilt, down smash, forward aerial, and down aerial) have sweetspots positioned along the tip of Masamune (very much like {{SSBU|Marth}} and {{SSBU|Simon}}'s own [[tipper]]s) with a mediumspot at the center of the blade, whereas his slashes (forward tilt, forward smash, up smash, back aerial, and up aerial) have sweetspots positioned along the upper center of its blade (similarly to {{SSBU|Roy}}'s inverse tipper, but with better range overall) with mediumspots at the tip. This gives Sephiroth plenty of ranged options if opponents are reasonably within range of him. On the other hand, the handle of the Masamune also has sourspots, which means Sephiroth needs to be careful when spacing his attacks.


Sephiroth's ground game offers him fairly crucial tools, with a moveset reminiscent of {{SSBU|Cloud}} to similar effects. Neutral attack, despite having the shortest range of his grounded moves, is Sephiroth's fastest move while having decent melee range for a neutral attack, making it one of his few reliable tools to quickly ward off an opponent. Forward tilt has incredibly long range (comparable to Simon's) and can be angled, making it a superb spacing option and a viable KO option at high percentages when fresh, especially in Winged Form. Up tilt boasts incredible vertical range, a decently long duration, can scoop opponents in front of him and renders his upper body [[intangible]] for a brief period. Down tilt is Sephiroth's fastest tilt attack and, although it is slightly slower than Cloud's down tilt, it functions almost identically to his: it boasts great range by propelling Sephiroth forward and significantly lowers his hurtbox, giving him a way to punish more ranged attacks. Dash attack, despite being fairly punishable due to being his slowest melee attack, covers a lot of ground and has respectable power, making it useful as both a burst option and a situational but potent KO option.
Sephiroth's other most defining trait is his unique [[fighter ability]]: the [[Winged Form]]. Like [[Aura]] and [[Super Special Move]]s, it is a comeback mechanic that activates when Sephiroth has received sufficient damage. However, the Winged Form's activation is also influenced by the score count/stock count; it activates at ≈90% when the score/stock count is even, though it will activate earlier or later if Sephiroth's score/stock count is behind or above the opponent's, respectively. Upon activation, Sephiroth's wing unfurls and grants him a third jump, a 1.3× damage multiplier, and much higher mobility overall. In particular, Sephiroth gains the 7th fastest dashing speed (tied with {{SSBU|Zero Suit Samus}}'), the highest traction (surpassing {{SSBU|Sonic}}'s), as well as higher air speed, air acceleration and air friction.


Sephiroth's smash attacks also boast varying degrees of utility. Forward smash is a very long-ranged slash that is potent at punishing and spacing, especially in Winged Form, and boasts excellent KO potential at the middle of the blade, but is very slow and easily punishable. Up smash is an overhead arcing slash, much like {{SSBU|Ganondorf}} and {{SSBU|Ike}}'s up smashes. Although it is weaker than theirs and slower than Ganondorf's, it is Sephiroth's best anti-air option due to sporting more range overall, to the point that it allows him to cover an area wider than an entire platform of [[Town and City]]. Down smash only hits in front of Sephiroth, but it is faster than his forward smash and has the unique property of becoming even stronger if the Masamune's blade hits the ground, dealing immense [[shield damage]]. This makes it a good mix up tool to break shields and a niche [[edgeguarding]] option due to how low the hitbox extends.
Sephiroth's smash attacks also gain damage-based [[armor]] that can withstand up to 20%, making them incredibly risky to challenge, save for a few exceptions. However, the Winged Form dissipates when he gains a decisive lead against an opponent or is KO'd outright. This means that, compared to other comeback mechanics, more careful attack planning is usually necessary to score KOs easily. Regardless, the Winged Form's damage multiplier allows even mediumspotted attacks to become quite deadly under the right percentages.


Sephiroth's air game also comprised of long ranged options. Neutral aerial has the shortest range, but is his fastest option in the air, covers his entire body, and its overall low lag allows it to be used very flexibly, such as for warding off close-ranged opponents, including from [[out of shield]], or for starting or continuing combos. Forward and back aerials serve similar purposes as spacing options in the air. Forward aerial comes out faster and is a stabbing attack with a tipper sweetspot and has a unique property where it can be used to pierce solid walls and perform a pseudo-[[wall cling]] up to three times in a row before landing. Back aerial is Sephiroth's strongest aerial and is a slashing attacking with a middle sweetspot, making it incredibly deadly in Winged Form, even if used from a short hop. Up aerial, like up smash, covers a wide arc above Sephiroth, though its sluggish frame data makes it punisable if used recklessly. Sephiroth's down aerial, Hell's Gate, is a powerful [[stall-then-fall]] that is a [[meteor smash]] at the start; when combined with its massive range, going an incredible distance underneath surfaces, it can reliably [[2 frame punish]] an opponent.
Sephiroth's ground game offers him fairly crucial tools, and his sword attacks in particular are prime examples of long ranged attacks. Neutral attack, despite having the shortest range of his grounded moves, is Sephiroth's fastest move while having decent melee range for a neutral attack, making it one of his few reliable tools to quickly ward off an opponent. Forward tilt has incredibly long range (comparable to Simon's) and can be angled, making it a superb spacing option and a viable KO option at high percentages when fresh, especially in Winged Form.


Sephiroth's grab game is surprisingly effective compared to other sword users. He holds the distinction of having three combo throws, though each gradually becomes less effective the more damaged the opponent is. Down throw is Sephiroth's most varied combo throw until mid-percentages, as it can lead into neutral, forward, back and up aerials, or be used for mix-ups. It also becomes even more effective in Winged Form in spite of [[rage]], as Sephiroth's enhanced mobility can allow him to catch up to the opponent faster. At low percentages, up throw can set the opponent up for a neutral aerial or up tilt, the former of which can lead to longer combos and the latter of which can lead to juggling. Back throw launches at a favorable angle while having low ending lag. This makes it notable for leading into follow-ups until high percentages, including an infamous KO confirm into back aerial, which becomes especially dangerous when he is in Winged Form. In stark contrast to his other throws, forward throw lacks combo potential, but is nevertheless useful. Thanks to being a [[semi-spike]], it can be used to set up an edge-guard or a tech chase, which could potentially allow him to score an early KO.
Up tilt boasts incredible vertical range, a decently long duration, and renders his upper body [[intangible]] for a brief period. Although it can be difficult to land, it also sports a hitbox in front of him that launches opponents into the rest of the blade, much like Marth's up smash. Down tilt is Sephiroth's fastest tilt attack and, although it is slightly slower than {{SSBU|Cloud}}'s down tilt, it functions almost identically to his: it boasts great range by propelling Sephiroth forward and significantly lowers his hurtbox, giving him a way to punish more ranged attacks. Dash attack, despite being fairly punishable due to being his slowest melee attack, covers a lot of ground and has respectable power; as a result, it is useful as both a burst option and, when clean, a KO option.


Sephiroth's [[side special]], [[Shadow Flare]], is unique among [[charge]]able projectiles in that, while the initial projectile deals little damage and cause flinching, it generates larger, darkness projectiles that do not immediately attack the opponent, but instead orbit around them and deal damage by homing in. Depending on how long it is charged, one to three projectiles can be generated by a single Shadow Flare, and up to five projectiles can be orbiting a single opponent at a time. Its range is also comparable to his sword attacks on top of having low lag all around, making it easily spammable and useful for spacing.
Sephiroth's smash attacks also boast varying degrees of utility. Forward smash is a very long-ranged slash that is potent at punishing and spacing, yet also boasts excellent KO potential at the middle of the blade and, to a lesser degree, at the tip. Up smash is an overhead arcing slash, much like {{SSBU|Ganondorf}} and {{SSBU|Ike}}'s up smashes. Although it is weaker than theirs and slower than Ganondorf's, it is Sephiroth's best anti-air option due to sporting more range overall, to the point that it allows him to cover an area wider than an entire platform of [[Town and City]]. Down smash only hits in front of Sephiroth, but it is faster than his forward smash and has the unique property of becoming even stronger if the Masamune's blade hits the ground. On an extended note, the combination of the Masamune's tipper and the debris that erupts when its blade hits the ground collectively enables down smash to deal immense [[shield damage]]. Thus, while it is somewhat outclassed by forward smash as a KO option, it has better [[shield break]]ing capabilities.
 
Sephiroth's air game also offers a similar repertoire of long-ranged options. Neutral aerial, in a similar manner to neutral attack, has the shortest range, but is his fastest option in the air, covers his entire body, and its overall low lag allows it to be used very flexibly, such as for warding off close-ranged opponents, including from [[out of shield]], or for starting or continuing combos. Forward and back aerials serve similar purposes as spacing options in the air. Forward aerial comes out faster and is most useful when the opponent is farthest from Sephiroth, and it has a unique property where it can be used to pierce solid walls and perform a pseudo-[[wall jump]] up to three times in a row before landing, similarly to how [[Sword of the Creator]] functions. Back aerial, on the other hand, is Sephiroth's strongest aerial, making it incredibly deadly in Winged Form, even if used from a short hop. Up aerial, like up smash, covers a wide arc above Sephiroth, though its overall poor frame data means it should be used sparingly. Lastly, Sephiroth's down aerial, Hell's Gate, is a powerful [[stall-then-fall]] that is a [[meteor smash]] at the start; when combined with its massive range, it can reliably [[2 frame punish]] an opponent.
 
While swordfighters generally have poor grab games, Sephiroth's grab game can be surprisingly effective. He holds the distinction of having three combo throws, all of which have their uses. Down throw is Sephiroth's most varied combo throw until mid-percentages, as it can lead into neutral, forward, back and up aerials, or be used for mix-ups. It also becomes even more effective in Winged Form in spite of [[rage]], as Sephiroth's enhanced mobility can allow him to catch up to the opponent faster. At low percentages, up throw can set the opponent up for a neutral aerial or up tilt, the former of which can lead to longer combos and the latter of which can lead to juggling.
 
While both throws can lose their combo potential quickly after mid-percentages, especially with rage factoring in, back throw launches at a favorable angle while having low ending lag. This makes it notable for leading into follow-ups until high percentages, including an infamous KO confirm into back aerial, which becomes especially dangerous when he is in Winged Form. In stark contrast to his other throws, forward throw lacks combo potential, but is nevertheless useful. Thanks to being a [[semi-spike]], it can be used to set up an edge-guard or a tech chase, which could potentially allow him to score an early KO.
 
Finally, Sephiroth has a strong set of special moves. His [[side special]], [[Shadow Flare]], is arguably his best special move: it is unique among [[charge]]able projectiles in that, while the initial projectile deals little damage and cause flinching, it generates larger, darkness projectiles that do not immediately attack the opponent, but instead orbit around them and deal damage by homing in. Depending on how long it is charged, one to three projectiles can be generated by a single Shadow Flare, and up to five projectiles can be orbiting a single opponent at a time. Its range is also comparable to his sword attacks on top of having low lag all around, making it easily spammable and useful for spacing.


Sephiroth's [[neutral special]], [[Flare / Megaflare / Gigaflare|Flare]], is a more traditional projectile that can be charged between three different projectiles of different properties: Flare is the quickest and travels slow but has the longest range; Megaflare is stronger overall and has a larger blast radius, at the cost of some range; and Gigaflare has the shortest range and the longest charge time, but has the largest blast radius and deals the most damage (enough to instantly break a shield while in Winged Form) and the strongest knockback, making it an effective way of pressuring at the edge for an edge-guard, or as a way to extend the damage the opponent takes as punishment from a shield break.
Sephiroth's [[neutral special]], [[Flare / Megaflare / Gigaflare|Flare]], is a more traditional projectile that can be charged between three different projectiles of different properties: Flare is the quickest and travels slow but has the longest range; Megaflare is stronger overall and has a larger blast radius, at the cost of some range; and Gigaflare has the shortest range and the longest charge time, but has the largest blast radius and deals the most damage (enough to instantly break a shield while in Winged Form) and the strongest knockback, making it an effective way of pressuring at the edge for an edge-guard, or as a way to extend the damage the opponent takes as punishment from a shield break.


Sephiroth's [[up special]], [[Blade Dash / Octaslash|Blade Dash]], is a dashing blade attack that functions differently depending on if the button was tapped or held. Tapped Blade Dash is a single-hitting move that sweetspots edges easily. When held, the move becomes Octaslash, which travels slightly farther, has huge range and hits multiple times, dealing higher damage and knockback at the cost of sweetspotting edges.  
Sephiroth's [[up special]], [[Blade Dash / Octaslash|Blade Dash]], is a dashing blade attack that functions differently depending on if the button was tapped or held. When tapped, Blade Dash is a single-hitting move that sweetspots edges easily. However, when held, it instead becomes Octaslash, which travels slightly farther, has huge range and hits multiple times, dealing higher damage and knockback at the cost of sweetspotting edges. Octaslash's large range particularly makes it a high risk, high reward combat option that can break the opponent's zone. Lastly, his [[down special]], [[Scintilla]], is unique among [[counterattack]]s in that it will always produce a hitbox regardless of whether or not any attacks were countered, while its multi-hitting nature allows it to pressure shields, and is one of the strongest counters in the game with a 1.5× damage multiplier. Although Scintilla only covers in front of Sephiroth and has a cap of 25%, breaking the cap will not damage Sephiroth and instead simply cause him to stagger. If his shield is heavily damaged, these traits can grant him a brief reprieve from exhausting his shield any further.
 
Thanks to his numerous ranged attacks, Sephiroth can play at a long range very effectively. By using said range to his advantage, he can gradually deter an opponent from approaching, and his attacks' various range and sweetspots also mean the opponent has to take care of how they approach Sephiroth. Sephiroth's extremely low short hop also helps him in the neutral game, as it allows him to mix up whichever attack he will use, allowing his other attacks to be kept fresh until he is in a prime position to use them. Said tools, combined with his grounded mobility, can sometimes even help him counteract opponents with good zoning games, such as {{SSBU|Toon Link}}, {{SSBU|Villager}}, or Simon.
 
Should the opponent be put on the defensive, Sephiroth's range can also allow him to gradually poke at the opponent's defense from afar until they are eventually put at a disadvantageous position from which he can easily go on the offensive to deal considerable amounts of damage, thanks to his highly damaging moves and his simple, yet effective combo game. Thanks to Shadow Flare, the opponent can also eventually be put into said disadvantage more easily at best, or simply force them to avoid the damage and thus reset the neutral game at worst. His Winged Form helps significantly on both regards, as his increased mobility allows Sephiroth to reposition himself more easily while also increasing the damage he can deal and, unlike other fighter abilities like [[Limit Gauge]] or [[Rebellion Gauge]], it will not disappear until Sephiroth is KO'd or has inflicted a lot of damage, which can potentially lead to him turning the tables on the opponent should they try to play around him carelessly.
 
However, for as many strengths as he has, Sephiroth also possesses a notable amount of weaknesses. Perhaps the most notable of them is his frailty: Sephiroth's tall frame results in him being prone to get hit by most attacks, which is further compounded by him being a fast falling lightweight. Much like {{SSBU|Mewtwo}}, these traits collectively result in Sephiroth being easy to combo and KO compared to many other characters of his size and/or weight. Adding to this is Sephiroth's recovery: his polarized air physics result in him covering a mediocre distance midair, meaning that careless use of his resources can lead Sephiroth to be easily edge-guarded or gimped, in spite of both of his recovery options having their perks.
 
Blade Dash is his quickest recovery option, but it does not cover as much distance and does not fully protect Sephiroth other than from the front, which can leave him vulnerable to sufficiently disjointed moves. On the other hand, Octaslash offers excellent protection that can deter opponents from edge-guarding Sephiroth because of its range and power making it useful for [[edge-guard breaking]], but has the slowest start-up, leaving Sephiroth vulnerable to being put at a worse position in the air. Semi-spikes can also be especially deadly for Sephiroth, as his air physics do not give him too much air time.
 
Furthermore, Sephiroth's overall frame data is unimpressive, since his moveset possesses very few moves that start before frame 10. Even his fastest aerial attack, neutral aerial, has mediocre start-up for an attack of its kind. Despite the Masamune having among the longest and most effective range of any weapon in ''Ultimate'', attacks involving it are also equally sluggish in both start-up and ending lag, especially in regard to his smash attacks, up tilt, back aerial, and up aerial. This means that opponents can easily punish Sephiroth if certain moves are spammed or used carelessly. On top of this, Sephiroth's sword moves at the base of the Masamune all deal poor damage, knockback, and pushback, meaning that if improperly spaced, Sephiroth's moves can be easily punished at close range.
 
Outside of neutral aerial, Sephiroth's melee-based moves also tend to have high ending lag, which results in him not having much in the way of mixing up his pressure at close range. Adding to this is Sephiroth's grab game, which is polarized in spite of its respectable utility; his grabs are short-ranged, his pummel is merely average, and his throws lack KO potential due to their meager damage outputs, average knockback, and/or unsuitable launching angles. All of these issues result in a poor close-quarters game that, when combined with his frailty, collectively culminates in Sephiroth being vulnerable to rushdown-based pressure if the opponent is able to keep up with his defense, such as {{SSBU|Captain Falcon}} or {{SSBU|Pikachu}}.


Lastly, his [[down special]], [[Scintilla]], is unique among [[counterattack]]s in that it will always produce a hitbox regardless of whether or not any attacks were countered, while its multi-hitting nature allows it to pressure shields, and is one of the strongest counters in the game with a 1.5× damage multiplier. However, Scintilla only covers in front of Sephiroth and has a damage cap of 25%; any attack that exceeds this cap will break the move, doing no damage but putting Sephiroth in a flinching animation and pushing him slightly backwards.
Another prominent issue on Sephiroth's moveset is his inconsistent KO potential. Due to his moves' sourspots, Sephiroth must always be at a distance from the opponent in order for them to KO reliably. His differing sweetspot mechanics can also work against him, due to how varied their locations are. His stab attacks possess narrow ranges and require the opponent to be at their longest range in order to be effective, which can result in them missing. On the other hand, his slash attacks do not require perfect spacing at long range to be effective, but their sweetspots are harder to land as a result of being located between the weaker sourspots and mediumspots. In regard to sword attacks, Octaslash should also be noted in that it only becomes consistently reliable for KOing while the Winged Form is active.


One of Sephiroth's most defining traits is his [[range]]. He notably sports among the longest overall range in ''Ultimate'', thanks to his signature weapon, the Masamune, and surpassed only by {{SSBU|Min Min}} in this regard. This gives him a great advantage in terms of safety and pressure. Unlike other swordfighters, Sephiroth's {{b|sweetspot|hitbox}} hitboxes differ between his stabbing and slashing attacks: his stabs (up tilt, down smash, forward aerial, and down aerial) have sweetspots positioned along the tip of Masamune (very much like {{SSBU|Marth}} and {{SSBU|Simon}}'s own [[tipper]]s) with a mediumspot at the center of the blade, whereas his slashes (forward tilt, forward smash, up smash, back aerial, and up aerial) have sweetspots positioned along the upper center of its blade (similarly to {{SSBU|Roy}}'s inverse tipper, but with better range overall) with mediumspots at the tip. Opponents can be deterred from approaching over fear of being hit at any time, and the various sweet spots force opponents into certain positions to avoid the most damage, which Sephiroth can use to trap and punish them. Sephiroth's extremely low short hop also helps him in the neutral game, as it allows him to mix up whichever attack he will use, allowing his other attacks to be kept fresh until he is in a prime position to use them. Said tools, combined with his grounded mobility, can sometimes even help him counteract opponents with good zoning games, such as {{SSBU|Toon Link}}, {{SSBU|Villager}}, or Simon. Sephiroth's range can also allow him to effectively poke opponents, gradually whittling away at both their health and patience until they are forced to take drastic actions that could easily backfire. Thanks to Shadow Flare, the opponent can also eventually be put into said disadvantage more easily at best, or simply force them to avoid the damage and thus reset the neutral game at worst. His Winged Form helps significantly on both regards, as his increased mobility allows Sephiroth to reposition himself more easily while also increasing the damage he can deal and, unlike other fighter abilities like [[Limit Gauge]] or [[Rebellion Gauge]], it will not disappear until Sephiroth is KO'd or has inflicted a lot of damage, which can potentially lead to him turning the tables on the opponent should they try to play around him carelessly.
Outside of his sweetspotted sword attacks, Sephiroth does not have many reliable ways to KO an opponent. Although dash attack's clean hit KOs at reasonable percentages, its slow start-up can make it easily predictable. Flare's decent damage output is mostly counterbalanced by its middling knockback, which results in it failing to KO at reasonable percentages like Megaflare and Gigaflare. As a result, Sephiroth must be careful when it comes to being able to secure KOs in spite of his impressive damage racking potential.


However, Sephiroth also possesses a notable amount of weaknesses. The most notable is his frailty: Sephiroth's tall frame results in him being prone to get more easily hit by most attacks, which is further compounded by him being a fast falling lightweight. Much like {{SSBU|Mewtwo}}, these traits collectively result in Sephiroth being easy to combo and KO compared to many other characters of his size and/or weight. Adding to this is Sephiroth's recovery: his polarized air physics result in him covering a mediocre distance midair, meaning that careless use of his resources can lead Sephiroth to be easily edge-guarded or gimped, in spite of both of his recovery options having their perks. Blade Dash, his quickest recovery option, does not cover as much distance as other recovery moves and does not fully protect Sephiroth other than from the front, which can leave him vulnerable to sufficiently disjointed moves. On the other hand, Octaslash offers excellent protection that can deter opponents from edge-guarding Sephiroth because of its range and power making it useful for [[edge-guard breaking]], but has the slowest start-up, leaving Sephiroth vulnerable to being put at a worse position in the air. Semi-spikes can also be especially deadly for Sephiroth, as his air physics do not give him too much air time.
Although Sephiroth's moveset remains solid overall, some of his moves are either highly risky or have notable flaws. Up tilt's incredible vertical range is counterbalanced by its extremely narrow horizontal range, even in spite its point-blank grounded hitbox, while its sourspots have minimal KO potential. Up aerial, on top of being Sephiroth's slowest aerial by a wide margin, sends at an unreliable angle for KOing due to being vulnerable to [[LSI]], is notoriously difficult to properly sweetspot, and cannot auto-cancel other than from a double jump, making it a lackluster juggling tool if the opponent knows how to deal with it. Down aerial, due to being a stall-then-fall, is risky to use offstage, so careful positioning must be had to edge-guard opponents with it onstage to avoid inadvertently [[self-destruct]]ing.


Furthermore, Sephiroth's overall frame data is unimpressive to compensate for his long range. Even his fastest aerial attack, neutral aerial, has mediocre start-up for an attack of its kind. This means that opponents can easily punish Sephiroth if certain moves are spammed or used carelessly. On top of this, Sephiroth's sword moves at the base of the Masamune all deal poor damage, knockback, and pushback, meaning that if improperly spaced, Sephiroth's moves can be easily punished at close range. Moves like up tilt and forward aerial have narrow ranges that can easily be avoided or shielded, while up aerial and down aerial are highly commital attacks that are sometimes difficult to reliably connect. Outside of neutral aerial, Sephiroth's melee-based moves also tend to have high ending lag, which results in him not having much in the way of mixing up his pressure at close range. Adding to this is Sephiroth's grab game, which is polarized in spite of its respectable utility; his grabs are short-ranged, his pummel is merely average, and his throws lack KO potential due to their meager damage outputs, average knockback, and/or unsuitable launching angles. All of these issues result in a poor close-quarters game that, when combined with his frailty, collectively culminates in Sephiroth being vulnerable to rushdown-based pressure if the opponent is able to keep up with his defense, such as {{SSBU|Captain Falcon}} or {{SSBU|Pikachu}}.
As for his special moves, Flare and Megaflare's generally slow start-up and speed makes them easy to shield, [[absorb]], or [[reflect]]. Although Shadow Flare has low overall lag, it still must be used wisely, especially if used by a character with a reflector, as it can result in Sephiroth being struck for high damage himself and allow the opponent to capitalize on it. While Octaslash covers a great distance on its own and is risky to edge-guard, characters with counterattacks can easily use this to their advantage, which can leave Sephiroth at an even worse spot for recovering. Finally, despite its animation suggesting otherwise, Scintilla cannot reflect projectiles whatsoever (although it can stop them without effort). It also does not directly protect Sephiroth (especially from behind) and its damaging hitbox is treated as a projectile, making it a double-edged sword if reflected.


Another prominent issue on Sephiroth's moveset is his inconsistent KO potential. Due to his moves' sourspots, Sephiroth must always be at a distance from the opponent in order for them to KO reliably. His differing sweetspot mechanics can also work against him, due to how varied their locations are. His stab attacks possess narrow ranges and require the opponent to be at their longest range in order to be effective, which can result in them missing. On the other hand, his slash attacks do not require perfect spacing at long range to be effective, but their sweetspots are harder to land as a result of being located between the weaker sourspots and mediumspots. In regard to sword attacks, Octaslash should also be noted in that it only becomes consistently reliable for KOing while the Winged Form is active. Outside of his sweetspotted sword attacks, Sephiroth does not have many reliable ways to KO an opponent. Although dash attack's clean hit KOs at reasonable percentages, its slow start-up can make it easily predictable.  
Last but not least, Sephiroth's Winged Form suffers from its own limitations. Despite the wide array of benefits it grants, it only activates whenever Sephiroth receives damage, and is further dependent on his standing against an opponent. While the Winged Form can activate as low as 30% if Sephiroth is 2 stocks behind the opponent, it conversely activates as late as 110% if Sephiroth is 2 stocks ahead. Thus, the Winged Form suffers from consistency issues similarly to [[Aura]] in that Sephiroth will have to play very carefully if he is to keep his advantage, which is easier said than done due to his noticeable frailty.


Flare's decent damage output is mostly counterbalanced by its middling knockback and slow start-up and speed, making them easy to shield, [[absorb]], or [[reflect]]. This results in it failing to KO at reasonable percentages like Megaflare and Gigaflare, which themselves are compensated by even less range and even slower start-up. As a result, Sephiroth must be careful when it comes to being able to secure KOs in spite of his impressive damage racking potential. Although Shadow Flare has low overall lag, it still must be used wisely, especially if used by a character with a reflector, as it can result in Sephiroth being struck for high damage himself and allow the opponent to capitalize on it. While Octaslash covers a great distance on its own and is risky to edge-guard, characters with counterattacks can easily use this to their advantage, which can leave Sephiroth at an even worse spot for recovering. Finally, despite its animation suggesting otherwise, Scintilla cannot reflect projectiles whatsoever (although it can stop them without effort). It also does not directly protect Sephiroth (especially from behind) and its damaging hitbox is treated as a projectile, making it a double-edged sword if reflected.
Although the Winged Form's damage-based armor on Sephiroth's smash attacks can definitely help him power through incoming offense, reckless usage of his smash attacks can render him predictable. Additionally, Sephiroth cannot regain the Winged Form until he gets KO'd. As a result, if Sephiroth is not able to capitalize on its benefits properly, it can become harder for him later on to level the playing field when he is at a stock deficit, as it forces him to contest with his moveset's flaws. This also means that Sephiroth should actively avoid gaining the Winged Form when at a 2 stock deficit, as he will otherwise have no reliable way of turning the tide to his complete favor.


Last but not least, Sephiroth's Winged Form suffers from its own limitations. Despite the wide array of benefits it grants, including being able to mitigate the previously mentioned weaknesses, it only activates whenever Sephiroth receives damage, and is further dependent on his standing relative to the opponent. While the Winged Form can activate as low as 30% if Sephiroth is 2 stocks behind the opponent, it conversely activates as late as 110% if Sephiroth is 2 stocks ahead. Thus, the Winged Form suffers from consistency issues similarly to [[Aura]] in that Sephiroth will have to play very carefully if he is to keep his advantage, which is easier said than done due to his noticeable frailty. Although the Winged Form's damage-based armor on Sephiroth's smash attacks can definitely help him power through incoming offense, reckless usage of his smash attacks can render him predictable and open to being punished. Additionally, Sephiroth cannot regain the Winged Form until he gets KO'd, which can result in Winged form going to waste if Sephiroth is not able to capitalize on its benefits properly.
In the end, Sephiroth is arguably the most unique swordfighter in ''Ultimate'', as his playstyle is a hybrid of the glass cannon and turtle archetypes, resulting in a high learning curve. His high overall damage output, immense range, varied sweetspots and effective projectiles grant him a respectably solid ranged melee playstyle, as it can become difficult for the opponent to approach Sephiroth should he consistently make the right choices, and it is equally difficult to surmount him should he break through the opponent's zone or defense.


In the end, Sephiroth is arguably the most unique swordfighter in ''Ultimate'', as his playstyle is a polarizing hybrid of the glass cannon and turtle archetypes, resulting in a high learning curve. His high overall damage output, immense range, varied sweetspots and effective projectiles grant him a respectably solid ranged melee playstyle, as it can become difficult for the opponent to approach Sephiroth should he consistently make the right choices, and it is equally difficult to surmount him should he break through the opponent's zone or defense. However, Sephiroth's inconsistent KO potential, polarized grab game, and poor close-quarters game can leave a much-to-be-desired offensive playstyle, and he is just as susceptible to pressure as much as he can dish it out himself. The benefits offered from his Winged Form can seriously help him on this regard, as it can help him greatly recover from a deficit should he be able to survive long enough, but his frailty means he also must play carefully in order to retain this advantage.
However, Sephiroth's inconsistent KO potential, polarized grab game, and poor close-quarters game can leave a much-to-be-desired offensive playstyle, and he is just as susceptible to pressure as much as he can dish it out himself. The benefits offered from his Winged Form can seriously help him on this regard, as it can help him greatly recover from a deficit should he be able to survive long enough, but his frailty means he also must play carefully in order to retain this advantage.
 
Opinions on Sephiroth's viability were initially somewhat unclear due to the [[COVID-19 pandemic and its impact on competitive Smash]], but his competitive reception has been mostly positive, and he is commonly considered to rest on a favorable spot. {{Sm|Zackray}} and {{Sm|Rizeasu}} have used him at offline Japanese tournaments to great success, and his reception further improved when {{Sm|Ned}} notably placed 2nd using mostly Sephiroth at {{Trn|InfinityCON Tally 2021}}, the first offline national in North America in over a year.


==Update history==
==Update history==
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**For stabbing attacks, the sweetspot covers the tip of the Masamune's blade, while a mediumspot covers the blade.
**For stabbing attacks, the sweetspot covers the tip of the Masamune's blade, while a mediumspot covers the blade.
***For simplicity, if the handle deals 8.5%, the blade deals 10%, the tip deals 11%, and that part of the attack has no other hitboxes, it is formatted on the table as 8.5%/10%/11%.
***For simplicity, if the handle deals 8.5%, the blade deals 10%, the tip deals 11%, and that part of the attack has no other hitboxes, it is formatted on the table as 8.5%/10%/11%.
*Sephiroth's forward aerial can pierce walls and cling to them, similarly to [[Dragon Lunge]] and a misfired [[Green Missile]]. After piercing a wall, Sephiroth can choose to jump and thus boost his recovery by moving up or pressing the jump button/attack button, or let go of the wall by pressing away/down or waiting long enough.
*Sephiroth's forward aerial can pierce walls and cling to them, similarly to [[Dragon Lunge]]. After piercing a wall, Sephiroth can choose to jump and thus boost his recovery by moving up or pressing the jump button/attack button, or let go of the wall by pressing away/down or waiting long enough.
''For a gallery of Sephiroth's hitboxes, see [[Sephiroth (SSBU)/Hitboxes|here]].''
''For a gallery of Sephiroth's hitboxes, see [[Sephiroth (SSBU)/Hitboxes|here]].''


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|ftiltname=&nbsp;
|ftiltname=&nbsp;
|ftiltdmg=7.5%/12%/9%
|ftiltdmg=7.5%/12%/9%
|ftiltdesc=An outward slash. The move can be angled up and down. Has rather slow start-up (the slowest of Sephiroth's tilt attacks), but great KO potential at the middle of the Masamune's blade. Thanks to a combination of long range and its ability to be angled, as well as being safe on shield when connecting with the sweetspot, it is one of Sephiroth's most reliable spacing tools. It is almost identical to his Cruel Strike from ''Ehrgeiz''.
|ftiltdesc=An outward slash. The move can be angled up and down. Has rather slow start-up (the slowest of Sephiroth's tilt attacks), but great KO potential at the middle of the Masamune's blade. Thanks to a combination of long range and its ability to be angled, as well as being safe on shield when connecting with the sweetspot, it is one of Sephiroth's most reliable spacing tools. It is almost identical to his Cruel Strike from ''Ehrgeiz''.  
|utiltname=&nbsp;
|utiltname=&nbsp;
|utiltdmg=1% (ground),<br>11%/12.5%/14% (clean),<br>7%/8.5%/10% (late)
|utiltdmg=1% (ground),<br>11%/12.5%/14% (clean),<br>7%/8.5%/10% (late)
Line 113: Line 135:
|uairname=&nbsp;
|uairname=&nbsp;
|uairdmg={{ShortHopDmgSSBU|7}}/{{ShortHopDmgSSBU|11}}/{{ShortHopDmgSSBU|8}}
|uairdmg={{ShortHopDmgSSBU|7}}/{{ShortHopDmgSSBU|11}}/{{ShortHopDmgSSBU|8}}
|uairdesc=A backflipping overhead slash. Very slow start-up at frame 16, but its immense range covers a very wide arc above, in front of and even behind himself, making it exceptionally hard to avoid in the air if the opponent exhausts their landing options. It also possesses high knockback, with the sweetspot KOing at around 110% on Battlefield's top platform. However, it has the highest landing lag out of any up aerial in the game (22 frames), and it cannot autocancel out of anything but a double jump. As a result, while its early and late hitboxes can hit opponents while Sephiroth is landing, it is very punishable as a landing option compared to other aerials.
|uairdesc=A backflipping overhead slash. Very slow start-up at frame 16, but its immense range covers a very wide arc above, in front of and even behind himself, making it exceptionally hard to avoid in the air if the opponent exhausts their landing options. It also possesses high knockback, with the sweetspot KOing at around 110% on Battlefield's top platform. However, it has the highest landing lag out of any up aerial in the game (22 frames), and it cannot autocancel out of anything but a double jump. As a result, while its early and late hitboxes can hit opponents while Sephiroth is landing, it is very punishable as a landing option compared to other aerials.  
|dairname=Hell's Gate ({{ja|獄門|Gokumon}})
|dairname=Hell's Gate ({{ja|獄門|Gokumon}}, ''Prison Gate'')
|dairdmg={{ShortHopDmgSSBU|15}} (clean blade),<br>{{ShortHopDmgSSBU|10}} (clean handle),<br>{{ShortHopDmgSSBU|10}} (late),<br>{{ShortHopDmgSSBU|5}} (landing ground),<br>{{ShortHopDmgSSBU|7}} (landing sword)
|dairdmg={{ShortHopDmgSSBU|15}} (clean blade),<br>{{ShortHopDmgSSBU|10}} (clean handle),<br>{{ShortHopDmgSSBU|10}} (late),<br>{{ShortHopDmgSSBU|5}} (landing ground),<br>{{ShortHopDmgSSBU|7}} (landing sword)
|dairdesc=A downward thrust. A [[stall-then-fall]] aerial, it powerfully [[meteor smash]]es aerial opponents during its initial frames. The blade extends through the ground, allowing for opponents under platforms and edges to be hit by the move. It has excellent vertical range below Sephiroth, as it is able to pierce through the edges of [[Battlefield form]] stages, and even the entirety of [[Town and City]]. As a result, it can consistently [[2 frame punish]] opponents with good timing and often KO them very early, even without the need to go offstage to land the move. Unlike other stab moves, it deals the same damage at the blade and the tip, making it more consistent. It also emits a unique stabbing sound on hit. Conversely, its landing hitbox is located at Sephiroth's legs and is indicated visually by small fissures of dark energy. It is based on his infamous murder of [[Aerith Gainsborough]] in ''Final Fantasy VII'', while the landing hitbox's fissures are based on the massive fissures of energy that Hell's Gate emits upon hitting the ground in the ''Dissidia Final Fantasy'' series and ''Final Fantasy VII Remake''.
|dairdesc=A downward thrust. A [[stall-then-fall]] aerial, it powerfully [[meteor smash]]es aerial opponents during its initial frames. The blade extends through the ground, allowing for opponents under platforms and edges to be hit by the move. It has excellent vertical range below Sephiroth, as it is able to pierce through the edges of [[Battlefield form]] stages, and even the entirety of [[Town and City]]. As a result, it can consistently [[2 frame punish]] opponents with good timing and often KO them very early, even without the need to go offstage to land the move. Unlike other stab moves, it deals the same damage at the blade and the tip, making it more consistent. It also emits a unique stabbing sound on hit. Conversely, its landing hitbox is located at Sephiroth's legs and is indicated visually by small fissures of dark energy. It is based on his infamous murder of [[Aerith Gainsborough]] in ''Final Fantasy VII'', while the landing hitbox's fissures are based on the massive fissures of energy that Hell's Gate emits upon hitting the ground in the ''Dissidia Final Fantasy'' series and ''Final Fantasy VII Remake''.  
|grabname=Grab ({{ja|つかみ|Tsukami}})
|grabname=&nbsp;
|grabdesc=Reaches out with his right hand, which is infused with energy. It has poor range despite Sephiroth's tall height, and its speed in comparison to other non-tether grabs is slightly below-average.
|grabdesc=Reaches out with his right hand, which is infused with energy. It has poor range despite Sephiroth's tall height, and its speed in comparison to other non-tether grabs is slightly below-average.
|pummelname=Dark Shock ({{ja|ダークショック|Dāku Shokku}})
|pummelname=&nbsp;
|pummeldmg=1.3%
|pummeldmg=1.3%
|pummeldesc=A point-blank burst of dark energy. Average power, but it is marginally slower than other similar pummels due to its higher hitlag. He shares this distinction with {{SSBU|Hero}}. Although it is very similar to Mewtwo's pummel, it is actually a magic attack instead of a darkness attack. It resembles a spark of energy Sephiroth uses to render Cloud unconscious during a cutscene in ''Mobius Final Fantasy''.
|pummeldesc=A point-blank burst of energy. Although it is very similar to Mewtwo's pummel, it is actually a magic attack instead of a darkness attack. It resembles a spark of energy Sephiroth uses to render Cloud unconscious during a cutscene in ''Mobius Final Fantasy''.
|fthrowname=&nbsp;
|fthrowname=&nbsp;
|fthrowdmg=3% (hit 1), 3% (throw)
|fthrowdmg=3% (hit 1), 3% (throw)
|fthrowdesc=A point-blank burst of energy. It gives 13 frames of advantage as well as sending opponents far away, meaning it is not a combo tool. 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.
|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=&nbsp;
|bthrowname=&nbsp;
|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 until utilising its 19 frames of advantage and a close proximity until medium to high percentages. Due to it launching vertically instead of horizontally or diagonally, it can combo into 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.
|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=&nbsp;
|uthrowname=&nbsp;
|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 using its 16 frames of advantage and close proximity 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.
|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=&nbsp;
|dthrowname=&nbsp;
|dthrowdmg=4%
|dthrowdmg=4%
|dthrowdesc=Telekinetically slams the opponent onto the ground. Its low damage output and frame advantage of 25 collectively grant it excellent combo potential at low to medium percentages. It can combo into Shadow Flare and 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.
|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=&nbsp;
|floorfname=&nbsp;
|floorfdmg=7%
|floorfdmg=7%
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|nsname=Flare / Megaflare / Gigaflare
|nsname=Flare / Megaflare / Gigaflare
|nsdmg=Flare:<br>3% (hit 1),<br>10.5% (hit 2)<br>Megaflare:<br>3.5% (hit 1),<br>3.7% (hits 2-5),<br>9% (hit 5)<br>Gigaflare:<br>6% (hit 1),<br>3.7%/2.7%/2.0% (hits 2-7),<br>11%/8%/4% (hit 8)
|nsdmg=Flare:<br>3% (hit 1),<br>10.5% (hit 2)<br>Megaflare:<br>3.5% (hit 1),<br>3.7% (hits 2-5),<br>9% (hit 5)<br>Gigaflare:<br>6% (hit 1),<br>3.7%/2.7%/2.0% (hits 2-7),<br>11%/8%/4% (hit 8)
|nsdesc=Charges Flare, an explosive fireball, in his right hand that travels slowly when fired. A chargeable projectile as long as the special button is kept pressed, it can be [[charge cancel]]ed (but the charge is not stored). It has three different variations, each producing incrementally stronger projectiles with larger explosions, but also significantly lowers their travel distance.
|nsdesc=Charges Flare, an explosive fireball, in his right hand that travels slowly when fired. A chargeable projectile as long as the special button is kept pressed, it can be [[charge cancel]]ed (but the charge is not stored). It has three different variations, each producing incrementally stronger projectiles with larger explosions, but also significantly lowers their travel distance. Tapping the button results in Flare, a scarlet flame that travels the most distance, but has the smallest explosion. Charging it for some time results in Megaflare, a blue flame that is more powerful, travels faster, and has a larger lingering explosion, but travels a shorter distance. Fully charging it results in Gigaflare, which causes the background to darken dramatically, and the music's volume to lower; the small, yellow spark fired travels an extremely short distance, but results in an immense explosion with extreme knockback, being capable of KOing most characters as low as 20% near a ledge, or even potentially KOing at 0% if in Winged form. Gigaflare has moderate ending lag, but when it explodes at its farthest ranges, Sephiroth has enough time to follow up with another attack, most notably forward smash which can most likely KO at 0%. However, it has extremely high startup across all versions, making it punishable if used as a conventional projectile. Despite Gigaflare being extremely slow to start, its very large hitbox makes it a notoriously effective edge trapping tool, allowing it to simultaneously cover nearly every option when timed correctly; against opponents with a reflector, Sephiroth can simply cancel the charge and punish the attack. All three versions can be [[reflect]]ed and [[absorb]]ed; it should be noted that despite Gigaflare's extreme power, all three are relatively unrewarding to absorb due to their initial hits dealing very low damage.
*Tapping the button results in Flare, a scarlet flame that travels the most distance, but has the smallest explosion. It has average travel speed and mediocre KO potential, although its high base knockback makes it capable of KOing offstage. Flare is the closest to a "standard projectile" equivalent like [[Fireball]], although its overall lag makes it more effective to use at a distance while approaching a vulnerable opponent.
When releasing Megaflare, Sephiroth may say {{ja|行け|Ike.}} ("Go."), and when releasing Gigaflare, he may say {{ja|焼き尽くす|Yakitsukusu.}} ("Burn to nothing.")
*Charging for some time results in Megaflare, a blue flame that is more powerful, travels faster, and has a larger lingering explosion, but travels a shorter distance. It is much better at KOing than Flare, at the cost of more risk due to its slow charge.
*Fully charging results in Gigaflare, which causes the background to darken dramatically, and the music's volume to lower; the small, yellow spark fired travels an extremely short distance, but results in an immense explosion with extreme knockback, being capable of KOing most characters as low as 20% near a ledge, or even potentially KOing at 0% if in Winged form. Gigaflare has moderate ending lag, but when it explodes at its farthest ranges, Sephiroth has enough time to follow up with another attack, most notably forward smash which can most likely KO at 0%. Despite Gigaflare being extremely slow to start, its very large hitbox makes it a notoriously effective edge trapping tool, allowing it to simultaneously cover nearly every option when timed correctly; against opponents with a reflector, Sephiroth can simply cancel the charge and punish the attack.
 
All three versions can be [[reflect]]ed and [[absorb]]ed. It should be noted that despite Gigaflare's extreme power, all three are relatively unrewarding to absorb due to their initial hits dealing very low damage.
 
When releasing Megaflare, Sephiroth may say {{ja|行け|Ike}} ("Go"), and when releasing Gigaflare, he may say {{ja|焼き尽くす|Yakitsukusu}} ("Burn to nothing").
|ssname=Shadow Flare
|ssname=Shadow Flare
|ssdmg=1.5%-4.5% (surge),<br>6.5% (sphere's explosion),<br>7% (sphere's orbit)
|ssdmg=1.5%-4.5% (surge),<br>6.5% (sphere's explosion),<br>7% (sphere's orbit)
|ssdesc=Snaps his fingers to emit a thin, short-ranged surge of dark energy at the opponent. If it connects, spheres of dark energy will orbit the opponent, then home in on them and explode after the spheres make at least two revolutions around the character. The initial surge can be charged, increasing its damage and range while creating more spheres on hit. An uncharged surge creates only one sphere, charging for at least 17 frames creates two sphere, whereas a fully charged surge (charging for 26 to 34 frames) will create three spheres; up to five spheres can orbit an opponent at once. The surge appears 8 frames after releasing the charge. During the charge, Sephiroth can turn around and unleash the move by holding the control stick down in the opposite direction as soon as the charge is released; quickly flicking at the start allows the move to be used similarly to [[B-reversing]]. The spheres can also hit bystanders while they orbit around the opponent, with each sphere being able to collide twice before disappearing. The spheres can be reflected and absorbed. If [[Pocket]]ed, the sphere is thrown as a standard projectile. In comparison to Sephiroth's other moves, Shadow Flare is very spammable, thanks to its fairly low interruptibility, and it pierces through enemy projectiles without being destroyed, making it capable of negating any projectile within its priority range despite the initial hit's low damage. As a result, it can be used frequently without fear of retaliation, and allows him to set up follow-ups or condition the opponent into picking an option. However, the move has very low safety in close quarters even on hit due to it causing minimal hitstun and shield damage.
|ssdesc=Snaps his fingers to emit a thin, short-ranged surge of dark energy at the opponent. If it connects, spheres of dark energy will orbit the opponent, then home in on them and explode after the spheres make at least two revolutions around the character. The initial surge can be charged, increasing its damage and range while creating more spheres on hit. An uncharged surge creates only one sphere, whereas a fully charged surge will create three spheres; up to five spheres can orbit an opponent at once. Sephiroth can also quickly turn 180° before firing Shadow Flare by quickly flicking the control stick in the opposite direction, similarly to [[B-reversing]]. The spheres can also hit bystanders while they orbit around the opponent, with each sphere being able to collide twice before disappearing. The spheres can be reflected and absorbed. If [[Pocket]]ed, the sphere is thrown as a standard projectile. In comparison to Sephiroth's other moves, Shadow Flare is very spammable, thanks to its fairly low interruptibility, and it pierces through enemy projectiles without being destroyed, making it capable of negating any projectile within its priority range despite the initial hit's low damage. As a result, it can be used frequently without fear of retaliation, and allows him to set up follow-ups or condition the opponent into picking an option. However, the move has very low safety in close quarters even on hit due to it causing minimal hitstun and shield damage.
 
When using the move, Sephiroth may say {{ja|目障りだ|Mezawari da.}} ("Pathetic."), {{ja|焼き付けろ|Yakitsukero.}} ("Burn."), {{ja|跪け|Hizamazuke.}} ("Kneel."), {{ja|滅びよ|Horobiyo.}} ("Perish."), {{ja|くらえ|Kurae.}} ("Take this.") or simply chuckle.
When using the move, Sephiroth may say {{ja|目障りだ|Mezawari da}} ("Pathetic"), {{ja|焼き付けろ|Yakitsukero}} ("Burn"), {{ja|跪け|Hizamazuke}} ("Kneel"), {{ja|滅びよ|Horobiyo}} ("Perish"), {{ja|くらえ|Kurae}} ("Take this") or simply chuckle.
|usname=Blade Dash / Octaslash
|usname=Blade Dash / Octaslash
|usdmg=7% (Blade Dash),<br>2.3% (Octaslash hits 1-7),<br>7% (Octaslash hit 8)
|usdmg=7% (Blade Dash),<br>2.3% (Octaslash hits 1-7),<br>7% (Octaslash hit 8)
|usdesc=An omnidirectional slash with a brief charge time, indicated by a pair of arrowheads that point toward Sephiroth's travel direction before he begins moving. It travels similarly to moves like [[Fire Fox]]. Grounded versions of both moves will stop at edges, and the aerial versions can pass through platforms if down is held on the control pad. Its functionality changes based on whether the special move button is tapped or held.
|usdesc=An omnidirectional slash with a brief charge time, indicated by a pair of arrowheads that point toward Sephiroth's travel direction before he begins moving. It travels similarly to moves like [[Fire Fox]]. Grounded versions of both moves will stop at edges, and the aerial versions can pass through platforms if down is held on the control pad. Its functionality changes based on whether the special move button is tapped or held.
If the special move button is tapped, Sephiroth performs '''Blade Dash''', which is an outward slash that deals a single hit, travels a fairly short distance and can snap to the edge. It deals low damage, but has moderately low ending and landing lag, allowing it to be used as a movement option.
If the special move button is tapped, Sephiroth performs '''Blade Dash''', which is an outward slash that deals a single hit, travels a fairly short distance and can snap to the edge. It deals low damage, but has moderately low ending and landing lag, allowing it to be used as a movement option.
If the special move button is held down, it becomes '''Octaslash''', a dashing flurry of slashes that, true to its name, hits 8 times, gaining significantly more power and slightly increased travel distance. It deals high damage and is an effective combat move, but has high ending lag and extremely high landing lag (one of the highest for an up special). It is unable to grab the edge until the attack has ended; however, its large hitbox can be used to deter opponents from camping an edge. If Sephiroth starts a midair Octaslash and aims diagonally at the ground, he will travel along the ground as he moves, similarly to [[Fire Wolf]]. If he aims directly down towards the ground, however, Sephiroth will cancel the attack and enter landing lag. Octaslash's hits also have significant [[hitlag]] for visual effect when successful, causing the move to slow down and last longer. Octaslash has great range overall, not only extending far in front of Sephiroth, but also having great reach above and below him; when combining this with the fact that every successive hit has only a 1 frame gap, this makes the move excellent for 2 frame punishing nearly every character when timed correctly.
If the special move button is held down, it becomes '''Octaslash''', a dashing flurry of slashes that, true to its name, hits 8 times, gaining significantly more power and slightly increased travel distance. It deals high damage and is an effective combat move, but has high ending lag and extremely high landing lag (one of the highest for an up special). It is unable to grab the edge until the attack has ended; however, its large hitbox can be used to deter opponents from camping an edge. If Sephiroth starts a midair Octaslash and aims diagonally at the ground, he will travel along the ground as he moves, similarly to [[Fire Wolf]]. If he aims directly down towards the ground, however, Sephiroth will cancel the attack and enter landing lag. Octaslash's hits also have significant [[hitlag]] for visual effect when successful, causing the move to slow down and last longer. Octaslash has great range overall, not only extending far in front of Sephiroth, but also having great reach above and below him; when combining this with the fact that every successive hit has only a 1 frame gap, this makes the move excellent for 2 frame punishing nearly every character when timed correctly.
When using Octaslash, Sephiroth may say {{ja|消え去れ|Kiesare}} ("Disappear"), {{ja|愚かな|Oroka na}} ("Foolish"), or {{ja|恐怖を刻もう|Kyoufu o kizamou}} ("I shall carve terror").
When using Octaslash, Sephiroth may say {{ja|消え去れ|Kiesare.}} ("Disappear."), {{ja|愚かな|Oroka na.}} ("Foolish."), or {{ja|恐怖を刻もう|Kyoufu o kizamou.}} ("I shall carve terror.")
|dsname=Scintilla
|dsname=Scintilla
|dsdmg=1%&nbsp;(hits 1-3), 5%&nbsp;(hit 4)<br>2-4%&nbsp;(counterattack, hits 1-3), 6.5-18%&nbsp;(counterattack, hit 4)
|dsdmg=1% (hits 1-3),<br>5% (hit 4)<br>13.4%-30% (counterattack)
|dsdesc=Erects a honeycomb-shaped barrier in front of himself. It hits multiple times upon [[counterattack]]ing, yet only counters an attack that is in front of Sephiroth. It is unique for a counterattack in a few ways: for one, it will activate and deal minimal damage even if an attack does not connect with it, though it still grows stronger like a normal counterattack depending on the damage it has taken. Second, rather than growing stronger by multiplying the damage dealt by the attack that triggers it, a successful Scintilla's damage output linearly increases on a range starting from 2% (multihits) and 6.5% (last) off of a hypothetical attack dealing 0% and caps out at 4% and 18% on attacks dealing 18% or more. Third, it has a damage cap of {{rollover|25%|effectively 30% under the 1v1 multiplier|y}}, after which the barrier will shatter, negating the damage and causing Sephiroth to stagger briefly. Finally, the counterattack is considered a projectile, meaning it can be reflected and absorbed. Despite its appearance suggesting so, Scintilla cannot [[reflect]] projectiles. Like most counterattacks, Scintilla freezes the opponent right before the retaliating hit. Its unique properties make it excellent for edge-guarding any sort of recovery due to its ability to automatically trigger. This move can deter most opponents from sharking with their recovery move, making it effective against attacks that do not snap the edge as quickly.
|dsdesc=Erects a honeycomb-shaped barrier in front of himself. It hits multiple times upon [[counterattack]]ing, yet only counters an attack that is in front of Sephiroth. It is unique for a counterattack in a few ways: for one, it will activate and deal minimal damage even if an attack does not connect with it, though it still grows stronger like a normal counterattack depending on the damage it has taken. Second, rather than growing stronger by multiplying the damage dealt by the attack that triggers it, a successful Scintilla's damage output increases on a range starting from 13.4% off of an attack dealing 1% and caps out at 30% on attacks dealing 18% or more. Third, it has a damage cap of {{rollover|25%|effectively 30% under the 1v1 multiplier|y}}, after which the barrier will shatter, negating the damage and causing Sephiroth to stagger briefly. Finally, the counterattack is considered a projectile, meaning it can be reflected and absorbed. Despite its appearance suggesting so, Scintilla cannot [[reflect]] projectiles. Like most counterattacks, Scintilla freezes the opponent right before the retaliating hit. Its unique properties make it excellent for edge-guarding any sort of recovery due to its ability to automatically trigger. This move can deter most opponents from sharking with their recovery move, making it effective against attacks that do not snap the edge as quickly.
 
When using the move, Sephiroth may say {{ja|来い|Koi.}} ("Come."). When performing the counterattack, he may say {{ja|目障りだ|Mezawari da.}} ("Pathetic."), {{ja|消え去れ|Kiesare.}} ("Disappear."), {{ja|愚かな|Oroka na.}} ("Foolish."), {{ja|いい顔だ|Ii kao da.}} ("I like the look on your face."), {{ja|打ち砕く|Uchikudaku.}} ("I will crush you."), {{ja|跪け|Hizamazuke.}} ("Kneel."), or simply chuckle.
When using the move, Sephiroth may say {{ja|来い|Koi}} ("Come"). When performing the counterattack, he may say {{ja|目障りだ|Mezawari da}} ("Pathetic"), {{ja|消え去れ|Kiesare}} ("Disappear"), {{ja|愚かな|Oroka na}} ("Foolish"), {{ja|いい顔だ|Ii kao da}} ("I like the look on your face"), {{ja|打ち砕く|Uchikudaku}} ("I will crush you"), {{ja|跪け|Hizamazuke}} ("Kneel"), or simply chuckle.
|fsname=Supernova
|fsname=Supernova
|fspage=
|fspage=
|fsdmg=7% (slash),<br>10% (Supernova),<br> 15% (ending)
|fsdmg=7% (slash),<br>10% (Supernova),<br> 15% (ending)
|fsdesc=Performs a diagonally upward slash while saying {{ja|星に帰れ|Hoshi ni kaere}} ("Return to the Planet" or "Return to the stars"). Up to 3 opponents hit by the slash will be put in a cutscene where Sephiroth transforms into Safer∙Sephiroth (his final boss form) to summon Meteor and trigger a supernova, wiping out the world and causing random status effects to foes who are not KO'd. These status effects include an automatic [[shield break]], being [[timer|slowed down]], having reversed controls (indicated by a [[Ramblin' Evil Mushroom|mushroom]] on the victim's head), having a [[flower]] planted on the victim's head, being put to [[sleep]], or simply using the darkness effect alongside more knockback than usual (albeit still below-average for a Final Smash). Fighters caught in the Final Smash face toward him with their backs to the camera, much like Cloud and his party do in his final boss battle in ''Final Fantasy VII''. The attack is also based on the attack of the same name in ''Final Fantasy VII''. Once the move successfully concludes, Sephiroth assumes his fighting stance from ''Final Fantasy VII'' and then performs an animation based on his victory pose as a guest party member during the Nibelheim flashback.
|fsdesc=Performs a diagonally upward slash while saying {{ja|星に帰れ|Hoshi ni kaere.}} ("Return to the Planet.") Up to 3 opponents hit by the slash will be trapped in a cutscene where Sephiroth transforms into Safer∙Sephiroth (his final boss form) to summon Meteor and trigger a supernova, wiping out the world and causing random status effects to foes who are not KO'd. These status effects include an automatic [[shield break]], being [[timer|slowed down]], having reversed controls (indicated by a [[Ramblin' Evil Mushroom|mushroom]] on the victim's head), having a [[flower]] planted on the victim's head, being put to [[sleep]], or simply using the darkness effect alongside more knockback than usual (albeit still below-average for a Final Smash). Fighters caught in the Final Smash face toward him with their backs to the camera, much like Cloud and his party do in his final boss battle in ''Final Fantasy VII''. The attack is also based on the attack of the same name in ''Final Fantasy VII''. Once the move successfully concludes, Sephiroth assumes his fighting stance from ''Final Fantasy VII'' and then performs an animation based on his victory pose as a guest party member during the Nibelheim flashback.
}}
 
===Stats===
{{Attributes
|cast = 89
|weight = 79
|rweight = 79-83
|dash = 1.92
|rdash = 43
|run = 1.86
|rrun = 31
|walk = 0.9
|rwalk = 73
|trac = 0.11
|rtrac = 39-47
|airfric = 0.008
|rairfric = 57-66
|air = 0.95
|rair = 67-68
|baseaccel = 0.01
|rbaseaccel = 15-87
|addaccel = 0.07
|raddaccel = 26-37
|gravity = 0.108
|rgravity = 27-29
|fall = 1.84
|rfall = 12
|ff = 2.944
|rff = 12
|jumpsquat = 3
|rjumpsquat = 1-88
|jumpheight = 30.5
|rjumpheight = 64-65
|shorthop = 10
|rshorthop = 88-89
|djump = 34, 28.9
|rdjump = 71
}}
}}


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===[[Taunt]]s===
===[[Taunt]]s===
*'''Up taunt''': Uses his right hand to gesture to the opponent to approach him, saying {{ja|来るがいい|Kuru ga ī}} ("Come after me").
*'''Up taunt''': Uses his right hand to gesture to the opponent to approach him, saying {{ja|来るがいい|Kuru ga ī.}} ("Come after me.")
*'''Side taunt''': Assumes the kasumi-no-kamae, a stance in {{iw|wikipedia|kendo}}. It is based on his fighting stance as a guest party member in ''Final Fantasy VII'', as well as the climax of the game in which the metaphysical Sephiroth assumes the stance against Cloud before being defeated by him.
*'''Side taunt''': Assumes the kasumi-no-kamae, a stance in {{iw|wikipedia|kendo}}. It is based on his fighting stance as a guest party member in ''Final Fantasy VII'', as well as the climax of the game in which the metaphysical Sephiroth assumes the stance against Cloud before being defeated by him.
*'''Down taunt''': Shifts the side of his body forward and chuckles sinisterly while emitting a blackish purple aura. The pose heavily resembles the one he assumed during the cutscene in ''Final Fantasy VII'' where he destroyed Nibelheim, while the aura is based on the one he emits during his entry cutscene before his boss fight in ''Final Fantasy VII Remake''.
*'''Down taunt''': Shifts the side of his body forward and chuckles sinisterly while emitting a blackish purple aura. The pose heavily resembles the one he assumed during the cutscene in ''Final Fantasy VII'' where he destroyed Nibelheim, while the aura is based on the one he emits during his entry cutscene before his boss fight in ''Final Fantasy VII Remake''.
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===[[Crowd cheer]]===
===[[Crowd cheer]]===
<div class="tabber">
<div class="tabbertab" title="English, Japanese/Chinese, Italian, Dutch, French">
{| class="wikitable" border="1" cellpadding="4" cellspacing="1"
{| class="wikitable" border="1" cellpadding="4" cellspacing="1"
|-
|-
!{{{name|}}}
!{{{name|}}}
!Cheer (International)
!Cheer (English)
!Cheer (Japanese/Chinese)
!Cheer (Japanese/Chinese)
!Cheer (Italian)
!Cheer (Dutch)
!Cheer (French)
|-
! scope="row"|Cheer
|[[File:Sephiroth Cheer English & French NTSC SSBU.ogg|center]]||[[File:Sephiroth Cheer Japanese SSBU.ogg|center]]||[[File:Sephiroth Cheer Italian SSBU.ogg|center]]||[[File:Sephiroth Cheer Dutch SSBU.ogg|center]]||{{NTSC}} [[File:Sephiroth Cheer English & French NTSC SSBU.ogg|center]] <br> {{PAL}} [[File:Sephiroth Cheer French PAL & German SSBU.ogg|center]]
|-
! scope="row"|Description
|Seph - i - roth! || Seph - i - roth! || Seph - i - roth! || Seph - i - roth! || Seph - i - roth!
|}
</div>
<div class="tabbertab" title="German, Spanish, Russian, Korean">
{| class="wikitable" border="1" cellpadding="4" cellspacing="1"
|-
!{{{name|}}}
!Cheer (German)
!Cheer (Spanish)
!Cheer (Russian)
!Cheer (Korean)
!Cheer (Korean)
|-
|-
! scope="row"|Cheer
! scope="row"|Cheer
|[[File:Sephiroth Cheer International SSBU.ogg|center]]||[[File:Sephiroth Cheer Japanese SSBU.ogg|center]]||[[File:Sephiroth Cheer Korean SSBU.ogg|center]]
|[[File:Sephiroth Cheer French PAL & German SSBU.ogg|center]]||[[File:Sephiroth Cheer Spanish SSBU.ogg|center]]||[[File:Sephiroth Cheer Russian SSBU.ogg|center]]||[[File:Sephiroth Cheer Korean SSBU.ogg|center]]
|-
|-
! scope="row"|Description
! scope="row"|Description
|Seph - i - roth! || Seph - i - roth! || Seph - i - roth!
|Seph - i - roth! || Seph - i - roth! || Seph - i - roth! || Seph - i - roth!  
|}
|}
</div>
</div>


===[[Victory pose]]s===
===[[Victory pose]]s===
All of Sephiroth's victory screens occur in a fiery area instead of the standard area where most of the victory screens occur. This is a direct reference to the Nibelheim Incident from [https://youtu.be/sVXuq8HKGJA ''Final Fantasy VII''] and [https://youtu.be/feJZBYtJQXM ''Crisis Core: Final Fantasy VII'']. Instead of having a colored background behind him when his name appears, the screen will be tinted red. If Sephiroth is the leader of a winning team, he will use his special victory screens without any of his teammates being seen, similarly to {{SSBU|Joker}}.
All of Sephiroth's victory screens occur in a fiery area instead of the standard area where most of the victory screens occur. This is a direct reference to the Nibelheim Incident from [https://youtu.be/sVXuq8HKGJA ''Final Fantasy VII''] and [https://youtu.be/feJZBYtJQXM ''Crisis Core: Final Fantasy VII'']. Instead of having a colored background behind him when his name appears, the screen will be tinted red. If Sephiroth is the leader of a winning team, he will use his special victory screens without any of his teammates being seen, similarly to {{SSBU|Joker}}.


If Cloud is present during the match, Sephiroth has a chance of saying {{ja|思い出にはならないさ|Omoide ni wa naranai sa}} ("I will never be a memory") during any of his three victory poses. This is a reference to his final line of dialogue from ''Final Fantasy VII: Advent Children'' and, by proxy, his reveal trailer for ''Ultimate''.
If Cloud is present during the match, Sephiroth has a chance of saying {{ja|思い出にはならないさ|Omoide ni wa naranai sa.}} ("I will never be a memory.") during any of his three victory poses. This is a reference to his final line of dialogue from ''Final Fantasy VII: Advent Children'' and, by proxy, his reveal trailer for ''Ultimate''.


*'''Left:''' With his back turned, Sephiroth turns his head toward the camera while chuckling. He then turns around and slowly walks deeper into the flames until he disappears. It is based on the second scene of the Nibelheim Incident cutscene.  
*'''Left:''' With his back turned, Sephiroth turns his head toward the camera while chuckling. He then turns around and slowly walks deeper into the flames until he disappears. It is based on the second scene of the Nibelheim Incident cutscene.  
*'''Up:''' Slowly raises his head and glares at the camera, saying {{ja|何度でも導いてやろう。|Nando demo michibiite yarou}} ("I will usher you as many times as you want"). It references the first scene of the Nibelheim Incident cutscene.
*'''Up:''' Slowly raises his head and glares at the camera, saying {{ja|何度でも導いてやろう。|Nando demo michibiite yarou.}} ("I will usher you as many times as you want.") It references the first scene of the Nibelheim Incident cutscene.
*'''Right:''' While turning his back to the camera, he swings the Masamune and assumes his Winged Form, saying {{ja|その痛みで私を思い出せ。|Sono itami de watashi o omoidase}} ("Remember me through your pain").
*'''Right:''' While turning his back to the camera, he swings the Masamune and assumes his Winged Form, saying {{ja|その痛みで私を思い出せ。|Sono itami de watashi o omoidase.}} ("Remember me through your pain.")
*'''Team:''' In [[Team Battle]]s where Sephiroth is not the leader, he faces to the side in the same pose as his up-inputted victory pose, keeping his face away from the camera. This resembles his victory animation in ''Dissidia Final Fantasy Opera Omnia''.
*'''Team:''' In [[Team Battle]]s where Sephiroth is not the leader, he faces to the side in the same pose as his up-inputted victory pose, keeping his face away from the camera. This resembles his victory animation in ''Dissidia Final Fantasy Opera Omnia''.
[[File:SephirothVictoryThemeUltimate.ogg|thumb|The ending portion of "{{SSBUMusicLink|Final Fantasy|Advent: One-Winged Angel}}", taken directly from ''Final Fantasy VII: Advent Children''. Afterward, a droning note plays; it is unknown if it is from any source in particular, though it references the same droning sound that plays during the fiery cutscene from the Nibelheim Incident. Then, instead of the regular results theme, another droning note plays continuously, although it can be difficult to hear due to the sound of the flames.]]
[[File:SephirothVictoryThemeUltimate.ogg|thumb|The ending portion of "{{SSBUMusicLink|Final Fantasy|Advent: One-Winged Angel}}", taken directly from ''Final Fantasy VII: Advent Children''. Afterward, a droning note plays; it is unknown if it is from any source in particular, though it references the same droning sound that plays during the fiery cutscene from the Nibelheim Incident. Then, instead of the regular results theme, another droning note plays continuously, although it can be difficult to hear due to the sound of the flames.]]
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==In [[competitive play]]==
==In [[competitive play]]==
===Tier placement and history===
Initial reactions to Sephiroth were positive overall; players such as {{Sm|MkLeo}}, {{Sm|Zackray}}, {{Sm|Dabuz}} and {{Sm|Tweek}} believed him to be a top tier fighter. Dabuz and Tweek, in particular, claimed that Sephiroth could potentially be a top 5 fighter, citing his incredible range, his unique and powerful projectiles, [[Scintilla]] bolstering his advantage state, and his Winged Form being a very strong comeback tool when mastered. However, other players (such as {{Sm|Marss}}) believed that Sephiroth's frailty, poor disadvantage state, inconsistency and generally slow frame data could prevent him from reaching such status. Although he was released during the [[COVID-19|COVID-19 pandemic]], Sephiroth saw success in online play, thanks to players such as {{Sm|Ned}}.
Following the return of offline competitive play, opinions on Sephiroth mellowed a bit; players have noted his light weight and tall stature being notable downsides, as well as the fact that he is far more difficult to consistently play at a top level than most fighters. This perception has been reflected in Sephiroth garnering a rather small playerbase compared to other fighters who are popular in competitive play. Despite his sparse playerbase, {{Sm|KEN}} and {{Sm|Ned}} have achieved respectable placements at majors while using Sephiroth; this was most notably demonstrated by KEN's win at {{Trn|Battle of BC 4}} where he used only Sephiroth throughout the top 8. Overall, Sephiroth's notably smaller playerbase outside of online play, along with his general inconsistency at higher level play, has caused him to be perceived generally as a lower end high tier fighter, although KEN believes Sephiroth to be a top 10 fighter. Regardless, Sephiroth is ranked 27th on the first and current tier list.
===Most historically significant players===
===Most historically significant players===
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''See also: [[:Category:Sephiroth players (SSBU)]]''
''See also: [[:Category:Sephiroth players (SSBU)]]''


*{{Sm|KEN|Japan}} - Began playing Sephiroth alongside in {{SSBU|Sonic}} in 2022 and became one of the two best Sephiroth players of all-time. He won {{Trn|Battle of BC 4}} exclusively using Sephiroth in top 8, which remains the only major win for the character. Following a string of inconsistent performances, Sephiroth became a rare counterpick.
*{{Sm|KEN|Japan}} - Co-mains Sephiroth alongside {{SSBU|Sonic}} and is the best Sephiroth player in the world. Placed 1st at both {{Trn|Battle of BC 4}} and {{Trn|Sumabato SP 25}}, 5th at both {{Trn|Crown 2}} and {{Trn|Double Down 2022}}, and 7th {{Trn|Maesuma TOP 7}}, with wins over {{Sm|Shuton}}, {{Sm|Tea}}, and {{Sm|Nietono}}.
*{{Sm|M4E|Italy}} - The best Sephiroth player in Europe and a top 10 player in Europe for the first half of 2023, best known for his runs at {{Trn|ICARUS 2023}}, where he placed 3rd and defeated {{Sm|Bloom4Eva}}; and {{Trn|King Of Fields 95 3}}, where he once again defeated Bloom4Eva to place 25th. Outside of those results, he has also placed 5th at {{Trn|GLORY 3}} and 25th at {{Trn|VCA 2022}}.
*{{Sm|Ned|USA}} - Co-mains Sephiroth alongside {{SSBU|Pokémon Trainer}} and is one of the best Sephiroth players in the world. Placed 1st at {{Trn|Warp Zone}}, 2nd at both {{Trn|InfinityCON Tally 2021}} and {{Trn|Mega Smash Mondays 240}}, 5th at {{Trn|Rise 'N Grind}}, and 9th at {{Trn|Super Smash Con 2022}} with wins over players such as {{Sm|Onin}}, {{Sm|sisqui}}, and {{Sm|Elegant}}.
*{{Sm|Ned|USA}} - One of the earliest Sephiroth players to perform well offline, most notably placing 2nd at {{Trn|InfinityCON Tally 2021}}. He remained one of the best Sephiroth players in the world in 2022, placing 5th at {{Trn|Rise 'N Grind}} and 9th at both {{Trn|Port Priority 6}} and {{Trn|Super Smash Con 2022}}, but since then has been playing other characters alongside Sephiroth with less success.
*{{Sm|Tweek|USA}} - Uses Sephiroth as a secondary alongside {{SSBU|Diddy Kong}}, and is one of the best Sephiroth players in the world. Placed 5th at {{Trn|CEO 2022}} with solo-Sephiroth; he also placed 2nd at {{Trn|Mainstage 2022}}, {{Trn|Scuffed World Tour}} and {{Trn|Smash Ultimate Summit 6}} as well as 4th at {{Trn|MomoCon 2022}} with Sephiroth as a secondary, with wins on players such as {{Sm|Light|p=Connecticut}}, {{Sm|Sonix}}, and {{Sm|Maister}}.
*{{Sm|Sriks|Australia}} - Plays Sephiroth alongside {{SSBU|Roy}} and is the best Sephiroth player in Australia and one of the best players in Australia, placing highly at many Australian events including winning {{Trn|The Action}} and placing 4th at {{Trn|Phantom 2022}} with solo-Sephiroth. Outside of Australia, he had notably placed 4th at {{Trn|BOSS BATTLES: Phase 1}} defeating {{Sm|Chag}} and 33rd at {{Trn|Kagaribi 9}} defeating {{Sm|Miya|p=Honshu}}.
*{{Sm|Tweek|USA}} - Uses Sephiroth as a secondary or counterpick for {{SSBU|Diddy Kong}} and is one of the two best Sephiroth players of all-time. He has placed 5th at {{Trn|CEO 2022}} with solo-Sephiroth and 2nd at {{Trn|Mainstage 2022}}, {{Trn|Scuffed World Tour}} and {{Trn|Smash Ultimate Summit 6}} with Sephiroth as a secondary.
 
===Tier placement and history===
Initial reactions to Sephiroth were positive overall; players such as {{Sm|MkLeo}}, {{Sm|Zackray}}, {{Sm|Dabuz}} and {{Sm|Tweek}} believed him to be a top tier fighter. Dabuz and Tweek, in particular, claimed that Sephiroth could potentially be a top 5 fighter, citing his incredible range, his unique and powerful projectiles, [[Scintilla]] bolstering his advantage state, and his Winged Form being a very strong comeback tool when mastered. However, other players (such as {{Sm|Marss}}) believed that Sephiroth's frailty, poor disadvantage state, inconsistency and generally slow frame data could prevent him from reaching such status. Although he was released during the [[COVID-19|COVID-19 pandemic]], Sephiroth saw success in online play, thanks to players such as {{Sm|Ned}}.
 
Following the return of offline competitive play, opinions on Sephiroth mellowed out as players identified how his light weight, tall stature, and unimpressive frame data were noticeable weaknesses. In addition, many players believed Sephiroth was more difficult to consistently play at a top level than most fighters, which led Sephiroth to garner a rather small playerbase compared to other top-tier fighters. Despite this, Sephiroth's overall representation remained strong thanks to performances from players such as {{Sm|KEN}}, Ned, and {{Sm|Tweek}}, all of whom have achieved respectable placements and wins at majors while using Sephiroth; this was most notably demonstrated by KEN's win at {{Trn|Battle of BC 4}} where he used only Sephiroth throughout the top 8. These results helped general impressions of Sephiroth, and he would end up placing 27th on the first tier list, ranking in the high tier.
 
However, these results were either set back by the players' inconsistency with the character or were complemented with other characters. For example, KEN mostly played {{SSBU|Sonic}} at Battle of BC 4 prior to top 8, while his Sephiroth became less consistent as time went on, including going 1-2 at the invitational {{Trn|L'Odyssée - Chant I}}; he has since regulated Sephiroth to an occasional counterpick. Sephiroth's smaller playerbase compared to other top-tier characters, as well as his general inconsistency at higher level play, has led many to reconsider his placement. Most players generally started to agree he was the weakest of the Fighters Pass Vol. 2 characters, some even believing Sephiroth might belong in mid-tier rather than being in high-tier. He would fall to 37th on the second and current tier list, notably seeing one of the largest drops between the first and second list.


=={{SSBU|Classic Mode}}: The Chosen Ones==
=={{SSBU|Classic Mode}}: The Chosen Ones==
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==Role in [[World of Light]]==
==Role in [[World of Light]]==
[[File:WoL-78Sephiroth.jpg|thumb|The message that shows Sephiroth's availability in World of Light|left]]
[[File:WoL-78Sephiroth.jpg|thumb|The message that shows Sephiroth's availability in World of Light|left]]
Due to his status as downloadable content, Sephiroth does not have a legitimate role in World of Light. Instead, he is unlocked for use in the mode after freeing 10 fighters from [[Galeem]]'s control. If loading an existing save file that meets this condition before downloading Sephiroth, he is immediately unlocked.
Due to his status as downloadable content, Sephiroth does not have a legitimate role in World of Light. Instead, he is unlocked for use in the mode after freeing 10 fighters from [[Galeem]]'s control. Loading an existing save file that meets this condition before downloading Sephiroth will result in him being immediately unlocked.


Interestingly, Sephiroth's trailer takes place during World of Light, where he makes his presence known by slicing [[Galeem]] in half and fighting the heroes himself. Additionally, other DLC characters that have no role in World of Light are present fighting Galeem before Sephiroth makes his entrance, including [[Erdrick]], [[Banjo]] and [[Kazooie]].
Interestingly, Sephiroth's trailer takes place during World of Light, where he makes his presence known by slicing [[Galeem]] in half and fighting the heroes himself. Additionally, other DLC characters that have no role in World of Light are present fighting Galeem before Sephiroth makes his entrance, including [[Erdrick]], [[Banjo]] and [[Kazooie]].
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==Trivia==
==Trivia==
{{trivia}}
[[File:SephirothGameAwards2020.png |thumb|240px|The ''Super Smash Bros. Ultimate × Final Fantasy'' at the end of The Game Awards 2020 video.]]
[[File:SephirothGameAwards2020.png |thumb|240px|The ''Super Smash Bros. Ultimate × Final Fantasy'' at the end of The Game Awards 2020 video.]]
*Sephiroth's internal codename is "edge".
*Sephiroth's internal codename is "edge".
*Sephiroth is the second fighter to be revealed at a non-Nintendo event/presentation, the first being {{SSBU|Joker}}. Both of them were revealed at {{iw|wikipedia|The Game Awards}} (Joker in 2018 and Sephiroth in 2020).
*Sephiroth is the second fighter to be revealed at a non-Nintendo event/presentation, the first being {{SSBU|Joker}}. Both of them were revealed at {{iw|wikipedia|The Game Awards}} (Joker in 2018 and Sephiroth in 2020).
**Oddly, Sephiroth's English trailer shown during The Game Awards is slightly different from the one uploaded subsequently to Nintendo's official channels: the crossover card states ''Super Smash Bros. Ultimate × Final Fantasy'' during The Game Awards, whereas in later uploads it displays ''Super Smash Bros. Ultimate × Final Fantasy VII'', in line with {{SSB4|Cloud}}'s trailer for ''[[Super Smash Bros. 4]]''.
**Oddly, Sephiroth's English trailer shown during The Game Awards is slightly different from the one uploaded subsequently to Nintendo's official channels: the crossover card states ''Super Smash Bros. Ultimate × Final Fantasy'' during The Game Awards, whereas in later uploads it displays ''Super Smash Bros. Ultimate × Final Fantasy VII'', in line with {{SSB4|Cloud}}'s trailer for ''[[Super Smash Bros. 4]]''.
*If the [[Sephiroth Challenge]] is counted, Sephiroth has the shortest gap between his reveal and release of any DLC fighter in ''Ultimate'', with only 7 days.
**If {{SSBU|Min Min}}'s reveal trailer is counted separately from the announcement of an ''ARMS'' character, then she ties with Sephiroth for the shortest gap.
**Additionally, if neither are counted, then he ties with {{SSBU|Byleth}} and {{SSBU|Steve}}, both of whom are at 12 days.
*According to [[Masahiro Sakurai]], Sephiroth was developed to feel like a [[boss]] character while having boss-like strength for players to enjoy when using him.<ref name=SephBoss>[https://nintendoeverything.com/sakurai-on-implementing-sephiroth-into-smash-bros-ultimate-reveal-trailer-more Sakurai on implementing Sephiroth into Smash Bros. Ultimate, reveal trailer, more]</ref>
*According to [[Masahiro Sakurai]], Sephiroth was developed to feel like a [[boss]] character while having boss-like strength for players to enjoy when using him.<ref name=SephBoss>[https://nintendoeverything.com/sakurai-on-implementing-sephiroth-into-smash-bros-ultimate-reveal-trailer-more Sakurai on implementing Sephiroth into Smash Bros. Ultimate, reveal trailer, more]</ref>
**Sakurai also mentioned that the incorporation of the Masamune and making Sephiroth's attacks easy to use were two problems that occurred during Sephiroth's development.
**Sakurai also mentioned that the incorporation of the Masamune and making Sephiroth's attacks easy to use were two problems that occurred during Sephiroth's development.
*According to Naoki Hamaguchi, Sephiroth's inclusion was extremely confidential. Neither he nor the ''Final Fantasy VII Rebirth'' dev team knew about this until Sephiroth's reveal trailer.<ref>https://nintendoeverything.com/final-fantasy-vii-rebirth-director-says-sephiroth-in-smash-bros-ultimate-was-extremely-confidential/</ref>
*When KO'd by reaching 0 HP during his final stock in [[Stamina Mode]], Sephiroth uses one of his heavy knockback voice clips instead of his standard KO voice clip. He shares this trait with {{SSBU|Mario}}, {{SSBU|Dr. Mario}} and all vocal DLC fighters except for Joker, {{SSBU|Banjo & Kazooie}}, and Byleth's Japanese voice.
*Sephiroth is the second character whose trailer references [[World of Light]], the first being {{SSBU|Hero}}'s.
*Sephiroth is one of three characters to fight Master Hand and Crazy Hand on a stage other than {{SSBU|Final Destination}} in Classic Mode, with the others being {{SSBU|Donkey Kong}} and Joker.
*Sephiroth is one of three characters to fight Master Hand and Crazy Hand on a stage other than {{SSBU|Final Destination}} in Classic Mode, with the others being {{SSBU|Donkey Kong}} and Joker.
**Sephiroth is the only one of the three who fights both Master Hand and Crazy Hand regardless of intensity level.
*Sephiroth's introduction tagline is a reference to his leitmotif, "One-Winged Angel". It may also reference one of his battle quotes in ''Kingdom Hearts'' and ''Kingdom Hearts II'' in which he says, "Descend, heartless angel."
*Sephiroth's introduction tagline is a reference to his leitmotif, "One-Winged Angel". It may also reference one of his battle quotes in ''Kingdom Hearts'' and ''Kingdom Hearts II'' in which he says, "Descend, heartless angel."
*Sephiroth's trailer makes several references to both the original ''Final Fantasy VII'' game, the game's remake, and the CGI-animated film ''Final Fantasy VII: Advent Children'', with much of his and Cloud's dialogue being adapted from the latter, including him nearly impaling Mario using his Masamune. Several shots in the trailer are [https://twitter.com/Kumatora4/status/1337193766973652994 direct recreations] of shots from ''Advent Children''.
*Sephiroth's trailer makes several references to both the original ''Final Fantasy VII'' game, the game's remake, and the CGI-animated film ''Final Fantasy VII: Advent Children'', with much of his and Cloud's dialogue being adapted from the latter, including him nearly impaling Mario using his Masamune. Several shots in the trailer are [https://twitter.com/Kumatora4/status/1337193766973652994 direct recreations] of shots from ''Advent Children''.
**His introduction tagline pose references his [[:File:SSBU spirit Sephiroth.png|official artwork]] from ''Final Fantasy VII''.
**His introduction tagline pose references his [[:File:SSBU spirit Sephiroth.png|official artwork]] from ''Final Fantasy VII''.
**His trailer also marks the first time that Cloud has appeared in CGI in the ''Super Smash Bros.'' series, with all of his other appearances in trailers and cutscenes using his in-game model. Cloud's CGI model is, notably, based on his ''Advent Children'' design.
*Like Cloud, the ''Super Smash Bros.'' series marks the third time that Sephiroth has been playable in a fighting game/series, with the first two being ''Ehrgeiz'' and the ''Dissidia Final Fantasy'' series.
*Like Cloud, the ''Super Smash Bros.'' series marks the third time that Sephiroth has been playable in a fighting game/series, with the first two being ''Ehrgeiz'' and the ''Dissidia Final Fantasy'' series.
*Sephiroth's render resembles a flipped version of his [https://finalfantasy.fandom.com/wiki/File:Sephiroth_Dissidia_Artwork.png original ''Dissidia Final Fantasy'' render], albeit in 3D and with his wing displayed.
*Sephiroth's render resembles a flipped version of his [https://finalfantasy.fandom.com/wiki/File:Sephiroth_Dissidia_Artwork.png original ''Dissidia Final Fantasy'' render], albeit in 3D and with his wing displayed.
*Sephiroth is the only character from an already-represented third-party universe to not be an [[Echo Fighter]] of the former, as {{SSBU|Richter}} and {{SSBU|Ken}} are echoes of {{SSBU|Simon}} and {{SSBU|Ryu}} respectively.
*Sephiroth is the first DLC character who must be unlocked through fighting him, although this is only for early access and not a permanent feature.  
*Sephiroth is the first DLC character who must be unlocked through fighting him, although this is only for early access and not a permanent feature.  
*Sephiroth is the only fighter whose Classic Mode consists entirely of bosses and, by extension, lacks any fighters as opponents.
*Sephiroth is the only fighter whose Classic Mode consists entirely of bosses and, by extension, lacks any fighters as opponents.
*Sephiroth is the only DLC character to have a unique quote when winning against certain characters. He is also the second third-party character with this distinction, following {{SSBU|Simon}}.
**His Classic Mode route is also one of only four to feature him fighting a boss outside of the Boss Round, with the others being {{SSBU|Bowser}}, {{SSBU|Mega Man}} and Hero.
**Also, Sephiroth is the only character who does not show the other characters on the Victory Screen when he wins in a Team Battle.
*When fighting both Master Hand and Crazy Hand in Classic Mode, Sephiroth will start on the far left side of the stage instead of at center stage. This also occurs with {{SSBU|Pyra}}, {{SSBU|Mythra}} and {{SSBU|Sora}} in their respective Classic Mode routes.
*Sephiroth, {{SSBU|Meta Knight}}, {{SSBU|Inkling}}, Joker, Hero, Banjo & Kazooie, Pyra, Mythra, and Sora are the only fighters who use their walking animation when navigating through the map in [[World of Light]].
*Sephiroth is the only DLC character to have a unique quote when winning against certain characters. He is also the second third-party character with this distinction, following Simon.
*Sephiroth, {{SSBU|Meta Knight}}, {{SSBU|Inkling}}, Hero, Banjo & Kazooie, Pyra, Mythra, and Sora are the only fighters who use their walking animation when navigating through the map in [[World of Light]].
*Sephiroth's victory screens load much faster than other characters, likely due to the fiery background being pre-rendered instead of a modeled setting.
*Sephiroth's victory screens load much faster than other characters, likely due to the fiery background being pre-rendered instead of a modeled setting.
*Sephiroth is one of three fighters who are not featured in any Spirit Battles whatsoever, with the other two being {{SSBU|Piranha Plant}} and {{SSBU|Terry}}. This makes him the only fighter in Fighters Pass Volume 2 not to be in a Spirit Battle.
*Sephiroth is one of three fighters who are not featured in any Spirit Battles whatsoever, with the other two being {{SSBU|Piranha Plant}} and {{SSBU|Terry}}. This makes him the only fighter in Fighters Pass Volume 2 not to be in a Spirit Battle.

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