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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 convert into large 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 Charge / Finishing Touch|Limit Gauge]] or [[Rebellion Gauge]], it will not disappear until Sephiroth is KO'd, which can potentially lead to him turning the tables on the opponent should they try to play around him carelessly. | 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 convert into large 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 Charge / Finishing Touch|Limit Gauge]] or [[Rebellion Gauge]], it will not disappear until Sephiroth is KO'd, 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 a fast falling lightweight. Much like {{SSBU|Mewtwo}}, these traits collectively results 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 edgeguarded or gimped, in spite of both of his recovery options having their perks. | 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 results 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 edgeguarded or gimped, in spite of both of his recovery options having their perks. | ||
Blade Dash is his quickest recovery option, but it doesn't cover as much distance and doesn't 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 edgeguarding Sephiroth because of its range and power resulting in him easy [[edge-guard breaking|edgeguard breaks]], but has the slowest startup, 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 doesn't give him too much airtime. | Blade Dash is his quickest recovery option, but it doesn't cover as much distance and doesn't 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 edgeguarding Sephiroth because of its range and power resulting in him easy [[edge-guard breaking|edgeguard breaks]], but has the slowest startup, 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 doesn't give him too much airtime. |
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