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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. | 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. | ||
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, but 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}}, | 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, but 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 his representation as many players could not get past his weaknesses. | ||
==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 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 | 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 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. | ||
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|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''. | ||
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|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, 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. | ||
|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) | ||
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If the special move button is held down for at least 18 frames, 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 for at least 18 frames, 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. | ||
|dsname=Scintilla | |dsname=Scintilla | ||
|dsdmg=1% (hits 1-3), 5% (hit 4)<br>2-4% (counterattack, hits 1-3), 6.5-18% (counterattack, hit 4) | |dsdmg=1% (hits 1-3), 5% (hit 4)<br>2-4% (counterattack, hits 1-3), 6.5-18% (counterattack, hit 4) | ||
|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 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. | ||
|fsname=Supernova | |fsname=Supernova | ||
|fspage= | |fspage= | ||
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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 | *'''Up taunt''': Uses his right hand to gesture to the opponent to approach him, saying {{ja|来るがいい|Kuru gaī.}} ("Come on at 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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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 | *'''Up:''' Slowly raises his head and glares at the camera, saying {{ja|何度でも導いてやろう。|Nando demo michibīte yarō.}} ("I will guide you as many times."). 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 | *'''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 wo omoidase.}} ("Remember me through that 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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''See also: [[:Category:Sephiroth players (SSBU)]]'' | ''See also: [[:Category:Sephiroth players (SSBU)]]'' | ||
*{{Sm|KEN|Japan}} - | *{{Sm|KEN|Japan}} - Though primarily a {{SSBU|Sonic}} player, KEN also played Sephiroth and used the character extensively in 2022. He is considered one of the greatest Sephiroth player of all time and notably won {{Trn|Battle of BC 4}} using Sephiroth for all of top 8; this was the only major won by a Sephiroth player. He eventually dropped Sephiroth following a string of underwhelming performances with the character, though he has since used Sephiroth as a rare counterpick for sets where his Sonic was struggling. | ||
*{{Sm|M4E|Italy}} - The best Sephiroth player in Europe | *{{Sm|M4E|Italy}} - The best Sephiroth player in Europe. He is best known for his performances in the first half of 2023, where he placed 3rd at {{Trn|ICARUS 2023}}, 5th at {{Trn|GLORY 3}}, and 25th at {{Trn|King Of Fields 95 3}}, notably defeating {{Sm|Bloom4Eva}} at both ICARUS and King Of Fields. These performances led him to rank 7th in [[European Ultimate Power Rankings 2023.01|Europe for the first half of 2023]], becoming the only Italian player to rank top 10 in Europe in any ''Smash'' game. Outside of these performances, he also dominated the Italian scene, winning many of their ranked events including {{Trn|Smash Masterclass 2}}. | ||
*{{Sm|Ned|USA}} - One of the earliest Sephiroth players to perform well offline, | *{{Sm|Ned|USA}} - One of the earliest Sephiroth players to perform well offline, placing 2nd at {{Trn|InfinityCON Tally 2021}} and 9th at {{Trn|Port Priority 6}}. He remained one of the best Sephiroth players in the world in the following year, most notably placing 5th at {{Trn|Rise 'N Grind}}, 7th at {{Trn|Let's Make Moves Miami}}, and 9th at {{Trn|Super Smash Con 2022}}. He was ranked 35th on the [[OrionRank 2022]], which was the only time a player who primarily mained Sephiroth was ranked in the top 50. Though he continued to play Sephiroth after 2022, he also picked up several other characters to act as a co-main or common secondary. | ||
*{{Sm|Sriks|Australia}} - Plays Sephiroth alongside {{SSBU|Roy}} and is | *{{Sm|Sriks|Australia}} - Plays Sephiroth alongside {{SSBU|Roy}} and is one of the best players from Australia. He is best known internationally for placing 4th at {{Trn|BOSS BATTLES: Phase 1}} with a win over {{Sm|Chag}}, placing 17th at {{Trn|Ultimate WANTED 4}} defeating {{Sm|Leon}}, and defeating {{Sm|Miya|p=Honshu}} to place 33rd at {{Trn|Kagaribi 9}}. In Australia, he often placed top 8 at their largest events, including winning {{Trn|The Action}} and placing 4th at {{Trn|Phantom 2022}}. He was ranked 105th on the [[OrionRank 2022]], becoming only the second Australian player to rank globally. | ||
*{{Sm|Tweek|USA}} - | *{{Sm|Tweek|USA}} - Though predominantly playing {{SSBU|Diddy Kong}} in the post-pandemic metagame, Tweek also has a noteworthy Sephiroth secondary that he often uses as a counterpick. He is considered one of the greatest Sephiroth players of all time, notably placing 5th at {{Trn|CEO 2022}} with solo-Sephiroth and placing 2nd at {{Trn|Mainstage 2022}}, {{Trn|Scuffed World Tour}} and {{Trn|Smash Ultimate Summit 6}} using Sephiroth successfully in matchups that did not favor Diddy Kong as much, such as the {{SSBU|Ice Climbers}} matchup. | ||
===Tier placement and history=== | ===Tier placement and history=== | ||
Initial reactions to Sephiroth were positive | Initial reactions to Sephiroth were incredibly positive, with many top players, such as {{Sm|MkLeo}}, {{Sm|Zackray}}, {{Sm|Dabuz}} and {{Sm|Tweek}}, believing that he was a top tier 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. Other players, most notably {{Sm|Marss}}, was less enthusiastic, believing that Sephiroth's frailty, poor disadvantage state, inconsistency, and generally slow frame data could prevent him from reaching such status. Sephiroth saw some early success in online play, thanks to players such as {{Sm|Ned}}; however, as Sephiroth was released during the [[COVID-19|COVID-19 pandemic]], Sephiroth's viability in the offline metagame remained unknown for some time. | ||
When offline competitive play returned, 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 perceived-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}}; | 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}}; KEN has since dropped Sephiroth, only pulling him out as an occasional counterpick. Sephiroth's smaller playerbase compared to other characters in his tier, as well as his general inconsistency at higher level play, has led many to reconsider his placement. Most players now agree that he is the weakest character of Fighters Pass Vol. 2, with some even believing that he belongs in mid-tier rather than high-tier. As such, Sephiroth fell to 37th on the second and current tier list, notably seeing one of the largest drops between the first and second tier list. | ||
=={{SSBU|Classic Mode}}: The Chosen Ones== | =={{SSBU|Classic Mode}}: The Chosen Ones== | ||
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{{Final Fantasy universe}} | {{Final Fantasy universe}} | ||
[[Category:Sephiroth (SSBU)]] | [[Category:Sephiroth (SSBU)| ]] | ||
[[Category:Third-party characters]] | [[Category:Third-party characters]] | ||
[[Category:Square Enix]] | [[Category:Square Enix]] | ||
[[Category:Downloadable content]] | [[Category:Downloadable content]] | ||
[[es:Sefirot (SSBU)]] | [[es:Sefirot (SSBU)]] |
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