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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}} - 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 | *{{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. 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|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 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|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}} - Though predominantly playing {{SSBU|Diddy Kong}} in the post-pandemic metagame, Tweek also | *{{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=== |
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