Editing Sephiroth (SSBU)
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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 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 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. | 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. | ||
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 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. |