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{{recent release}}
{{disambig2|Sephiroth's appearance in ''[[Super Smash Bros. Ultimate]]''|the character in other contexts|Sephiroth}}
{{disambig2|Sephiroth's appearance in ''[[Super Smash Bros. Ultimate]]''|the character in other contexts|Sephiroth}}
{{Infobox Character
{{Infobox Character
|name        = Sephiroth
|name        = Sephiroth
|image        = {{tabber|title1=Coat|tab1=[[Image:Sephiroth SSBU.png|250px|Sephiroth]]|title2=Coatless|tab2=[[File:Sephiroth-Alt1 SSBU.png|250px]]}}
|image        = {{tabber|title1=Coat|content1=[[File:Sephiroth SSBU.png|250px|Sephiroth]]|title2=Coatless|content2=[[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+
|ranking = 37
}}
}}
{{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 third-party fighter from [[Square Enix]] after {{SSBU|Cloud}} and {{SSBU|Hero}}. He was confirmed as a playable character on December 10th, 2020 at {{s|wikipedia|The Game Awards 2020}}, and will be released on December 22nd, 2020 as the third downloadable character from {{h2|Downloadable content (SSBU)|Fighters Pass Vol. 2}}; however, he was playable as early as December 17th, 2020 by defeating him in the limited-time [[Sephiroth Challenge]] event that ran from December 17th-22nd. 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]].


{{s|wikipedia|Toshiyuki Morikawa}}, who has voiced Sephiroth since ''Final Fantasy VII: Advent Children'', reprises his role as the character in all regions, in place of his English voice actors, {{s|wikipedia|George Newbern}} from most of his appearances and {{s|wikipedia|Tyler Hoechlin}} from ''Final Fantasy VII Remake''.
{{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's base design for ''Ultimate'' is based on his design from ''Crisis Core: Final Fantasy VII'', while his Coatless design is from the final boss fight in the original ''Final Fantasy VII''.
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 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}}, however his often frustrating attributes led to a decline in 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'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 attributes are typical of a lightweight: while he is tied with Kirby, Pikachu, Mewtwo, and Olimar as the 7th-[[Weight|lightest]] fighter in the game, he boasts an above-average [[Dash|run speed]] (narrowly outrunning his fellow Square Enix rep, [[Hero (SSBU)|Hero]]) and the 11th-fastest [[falling speed]]. However, unlike his fellow lightweights, he notably sports among the longest range in ''Ultimate'' thanks to his signature weapon, Masamune, along with equally strong KO power. Altogether, these traits grant Sephiroth a strong ranged melee playstyle.
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.


One of Sephiroth's most important traits is his "high-risk, high-reward" [[#Winged Form|Winged Form]], which can only be activated when Sephiroth has taken enough damage (which in turn depends on how many stocks he has compared to his opponent(s)). When active, his wing unfurls and grants him a third jump, a 1.3× damage multiplier, and higher overall mobility, and his smash attacks gain [[super armor]] that can withstand up to 20% damage. However, this form dissipates when he is KO'ed, which means that compared to other "high-risk, high-reward" attributes, such as Lucario's [[Aura]], Little Mac's [[Power Meter]], or Joker's [[Rebellion Gauge]], more careful attack planning is usually necessary to take stocks easily.
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.


Unlike other swordfighters, Sephiroth's [[Sweet spot|sweetspots]] differ between his stab and slash attacks: his stab moves have sweetspots positioned along the tip of Masamune (much like Marth's and Simon's own tipper mechanics), while his slash attacks have sweetspots along the upper center of its blade (similar to Roy's inverse tipper mechanic, but with better range overall). This mechanic gives Sephiroth plenty of ranged options if opponents are reasonably within range of him. Another key trait of Masamune is that all of Sephiroth's smash attacks have some varying degrees of utility: forward smash is a very long-ranged punishment and spacing option, up smash is a very wide swing much like Ganondorf's own up smash (slower and weaker, but with more range overall), and down smash only hits in front of him, but deals immense [[shield damage]] that can [[Shield break|break]] [[shield]]s in one hit if spaced correctly.
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.


While Sephiroth's ground game is useful due to his range, smash attacks, and power, his aerial game also offers some interesting options. His neutral aerial is a very short-ranged finger snap that has fast startup and can be used flexibly. His forward and back aerials are good spacing options in the air, with the former coming out faster while the latter is stronger overall. However, of note is that his forward aerial can also be used to pierce solid walls and jump up off of them up to three times in a row before landing (a pseudo-[[wall jump]] that is very similar to what [[Byleth (SSBU)|Byleth]] can do with [[Sword of the Creator|their up special]]), which, alongside his recovery options gives him a strong vertical recovery. His up aerial, despite its very slow speed, covers a very wide arc around him, and his down aerial is a powerful stall-then-fall meteor smash if landed in the first few frames.
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.


Lastly, Sephiroth has a strong set of special moves. His neutral special can be [[Charge|charged]] between three different projectiles of different properties: Flare can be used the most flexibly, Megaflare charges from Flare rather fast, is stronger overall, and has a larger blast radius (at the cost of some range), and Gigaflare has the least range and the most charge time, but has the largest blast radius and deals the strongest knockback. His side special, Shadow Flare, is unique among projectiles in that, while the initial projectile does deal a small amount of damage and cause flinching, its main effect is to generate larger, spherical shadowy projectiles that do not immediately attack the opponent, but instead orbit around them and deal damage by homing in; one to three projectiles can be generated by a single Shadow Flare, depending on how much the attack is charged, and up to five projectiles can be orbiting a single opponent at a time. His up special is a dashing blade attack that depends on if the button was tapped or held: if tapped, it becomes Blade Dash, a single-hitting move that sweetspots edges easily. If held, it instead becomes Octaslash, which deals higher damage and knockback while traveling further, although it loses its ability to sweetspot edges. Lastly, 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 easily pressure shields.
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.


However, for as many strengths Sephiroth has, he has an equal number of weaknesses. Despite Sephiroth's Masamune having among the highest and most effective range of any weapon in ''Ultimate'', attacks involving them are equally sluggish in both startup and end lag, namely for his smash attacks. This also applies to his forward and up tilts as well as his non-neutral aerial attacks, which means that opponents can easily punish Sephiroth if certain moves are spammed or used carelessly. His sluggish frame data also applies to all variants of his neutral special, as even a standard Flare comes out relatively late for a projectile, while it takes over two seconds (120 frames) to fully charge the move, meaning that Gigaflare is only best used after a shield break or to [[edgeguard]].
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.


Another issue that Sephiroth has is the issues of properly using his special moves. Flare and Shadow Flare can easily be predicted as attacks, while their generally slow startup makes them easy to shield, [[Absorption|absorb]], or [[Reflection|reflect]]. Blade Dash/Octaslash covers only an average distance on its own, and Scintilla will break if the countered attack is too strong (though this does not cause damage to Sephiroth, it does briefly stagger Sephiroth and prevent the counterattack), while it cannot reflect projectiles whatsoever (although it can stop them with no effort). Scintilla is also flawed in that it does not protect Sephiroth from behind, making timing of the move crucial if opponents are ready to close in on him.
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 is surprisingly fragile as well. With an identical weight to Mewtwo and a similarly tall hitbox, Sephiroth can easily be both juggled and KOed. This is exacerbated when considering the sluggishness of his frame data. His poor endurance also weakens his one winged fighter ability, as he will more often than not be one hit away from being KOed when he finally gets the boost.  
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.


Sephiroth's [[grab]] game is also lackluster. Despite having a fast, effective pummel and three combo throws (up, back, and down), his grab is among the lowest-ranged in the game, while his throws deal very low damage (in particular, his up throw deals the most damage of his throws, but only a mere 7% damage) and are unsuited for KO's due to low knockback or bad throw angles, or both. Altogether, when combined with his possession of two tipper mechanics, his close-range game is very poor compared to most other swordfighters.
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.


Finally, perhaps Sephiroth's worst flaw is his inconsistent KO ability. He is only able to score KO's reliably when in his Winged Form, while being outside of his Winged Form makes it difficult for him to KO foes reliably due to his stab attacks having narrow range and his slash attacks having hard-to-land sweetspots. As a result, Sephiroth must be careful when it comes to being able to secure KO's despite having a strong damage racking capability.
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.


In the end, Sephiroth is arguably the most unique swordfighter in ''Ultimate'' due to his strong range, two tipper mechanics, effective projectiles, and the benefits offered from his Winged Form. However, his relative lack of reliable KO power and poor grab game leaves a much-to-be-desired offensive playstyle. How good Sephiroth is remains to be seen due to all USA players being online due to COVID-19. However both {{Sm|Tweek}} and {{Sm|MKLeo}} have shown desire to main the character.
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}}.
 
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.
 
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.
 
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 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.
 
==Update history==
Sephiroth was buffed slightly via update 11.0.0, in which [[Scintilla]]'s last hit was enlarged in order to link more reliably with its looping hits. Aside from this, [[Blade Dash]]'s angle was adjusted and a glitch involving [[Shadow Flare]] was fixed.
 
As a result, Sephiroth's competitive standing has been virtually unchanged since his release.
 
'''{{GameIcon|ssbu}} {{SSBU|11.0.0}}'''
{{UpdateList (SSBU)/11.0.0|char=Sephiroth}}


==Moveset==
==Moveset==
*Sephiroth wields his signature weapon, Masamune, which possesses extremely long reach but a relatively slow attack speed. It has different sweetspots depending on the attack used.
*Sephiroth has a unique [[fighter ability]] called the '''[[Winged Form]]'''. While active, it increases his overall damage output by applying a multiplier of 1.3×, improves his mobility by applying multipliers to his attributes, and grants him both a [[Double jump#Multiple double jumps|third jump]] and [[Armor#Damage-based armor|damage-based armor]] to his smash attacks. The following moveset list details the properties of all attacks when the Winged Form is not active. The conditions for the Winged Form to activate can be read [[Winged Form#Technical specifics|here]].
**For slashing attacks, the sweetspot is located approximately at the middle of the Masamune, while a sourspot covers the inner blade and handle, and a mediumspot at the tip.  
*Sephiroth's sword, the Masamune, possesses extremely long range, yet a generally slow attack speed. It has different sweetspots depending on the attack used.
**For stabbing attacks, the sweetspot is located at the tip of the Masamune, while the mediumspot is at the blade.
**For slashing attacks, the sweetspot is located approximately at the middle of the Masamune's blade, a sourspot covers the handle and inner portion of the blade, and a mediumspot covers the tip of the blade. The sweetspot for slashing attacks is signified by a glowing area in the middle of the swing.
**For simplicity if, for example, the handle deals 8.5%, the blade deals 10%, and the tip deals 11%, and that part of the attack has no other hitboxes, it is written as 8.5%/10%/11%.
**For stabbing attacks, the sweetspot covers the tip of the Masamune's blade, while a mediumspot covers the blade.
*Sephiroth has a unique [[fighter ability]] called '''Winged Form''' that, among other things, increases his overall damage output by 1.3x while it is active,consequently affecting his knockback as well. The following moveset list details the properties of all attacks when Sephiroth's Winged Form is not active.
***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.
''For a gallery of Sephiroth's hitboxes, see [[Sephiroth (SSBU)/Hitboxes|here]].''
 
{{MovesetTable
{{MovesetTable
|game=SSBU
|game=SSBU
Line 51: Line 78:
|neutralname=&nbsp;
|neutralname=&nbsp;
|neutral1dmg=2.5%
|neutral1dmg=2.5%
|neutral2dmg=2.0%
|neutral2dmg=2%
|neutral3dmg=4.0%
|neutral3dmg=4%
|neutraldesc=A low-level roundhouse kick, followed by a mid-level side kick, followed by a thrust forwards with the Masamune's pommel. Sephiroth's fastest attack. The third hit launches at a fairly low angle with decent knockback, which grants it tech-chasing capabilities.
|neutraldesc=A mid-level roundhouse kick, followed by a mid-level side kick, followed by a forward thrust with the Masamune's pommel. It is Sephiroth's overall fastest attack; when coupled with its third hit having slightly above-average knockback and launching at the [[Sakurai angle]], it is decent for setting up [[tech chase]]s and warding off pressure from a nearby opponent. It is based on some of Sephiroth's moves from ''Ehrgeiz'': the kicks resemble the second and third hits of his Jenova Linkage DEATH, while the pommel thrust is almost identical to his Hilt Attack.
|ftiltname=&nbsp;
|ftiltname=&nbsp;
|ftiltdmg=7.5%/12%/9%
|ftiltdmg=7.5%/12%/9%
|ftiltdesc=An outward slash with the Masamune. Has rather slow startup (the slowest of Sephiroth's tilt attacks), but great KO potential at the middle of the Masamune's blade. Can be angled.
|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)
|utiltdesc=Stabs upward with the Masamune. Its hitbox is very high, able to reach through the top platform of {{SSBU|Battlefield}}, although its very narrow range makes it difficult to land as an anti-air. It has a weak grounded hit that has transcendent priority and knocks into the main part of the attack, similarly to {{SSBU|Marth}}'s up smash. Its early hit has excellent KO potential; the tipper is even stronger than Snake's up tilt and KOs Mario at 85% from Battlefield's top platform, thus making it the 3rd strongest up tilt in the game, only losing to {{SSBU|Mega Man}} and {{SSBU|Ganondorf}}. It also lasts for a decent amount of time, making it surprisingly difficult to avoid if the opponent tries to challenge Sephiroth from above. Unique to Sephiroth's stab attacks, the tip and blade hitboxes have higher priority than the sourspot at the handle. Sephiroth's upper body is intangible while the clean hit is active.
|utiltdesc=An upward thrust. Its hitbox reaches very high, able to reach through the top platform of {{SSBU|Battlefield}}, although its very narrow range makes it difficult to land as an anti-air. It has a weak grounded hit that has [[transcendent priority]] and launches opponents into the Masamune's blade, similarly to {{SSBU|Marth}}'s up smash. Its [[tipper]] is stronger than even {{SSBU|Snake}}'s up tilt, and KOs {{SSBU|Mario}} at 85% from Battlefield's top platform, thus making it the 3rd strongest up tilt in the game (surpassed only by {{SSBU|Mega Man}} and {{SSBU|Ganondorf}}'s). It also has a decent number of active frames, making it surprisingly difficult to avoid if the opponent tries to challenge Sephiroth from above. Unique to Sephiroth's stab attacks, the tip and blade hitboxes have higher priority than the sourspot at the handle. Sephiroth's upper body is intangible while the clean hit is active. It is based on a rapid series of upward thrusts a flying Sephiroth performs against an airborne Cloud in ''Final Fantasy VII: Advent Children Complete''.
|dtiltname=&nbsp;
|dtiltname=&nbsp;
|dtiltdmg=8% (clean),<br>6% (late)
|dtiltdmg=8% (clean),<br>6% (late)
|dtiltdesc=A baseball slide, similar to {{SSBU|Cloud}}'s. Has the fastest startup of Sephiroth's tilt attacks, propels him a good distance forward, launches opponents vertically, and significantly lowers his hurtbox, allowing him to low-profile many projectiles and even mid-level attacks. However, its combo potential is limited due to the general slowness of Sephiroth's frame data; its only true combo is into up tilt if the opponent DIs in, although it is hard to set up due to the timing being specific.
|dtiltdesc=A [[Wikipedia:Dropkick#Baseball slide|baseball slide]]. Has the fastest start-up of Sephiroth's tilt attacks, propels him a good distance forward, launches opponents vertically, and significantly lowers his hurtbox, allowing him to low-profile many projectiles and even mid-level attacks. However, its combo potential is limited due to the general slowness of Sephiroth's frame data; its only true combos are into up tilt and neutral aerial, both of which often require reads due to requiring specific timing and being dependent on the opponent's DI. All of these traits make it very similar to {{SSBU|Cloud}}'s both aesthetically and mechanically, although its lower overall knockback makes it slightly more effective for setting up aerial pressure compared to Cloud's (especially while his Winged Form is active) at the cost of being slightly slower. It is almost identical to his Slide Charge from ''Ehrgeiz''.
|dashname=&nbsp;
|dashname=&nbsp;
|dashdmg=13% (clean),<br>7% (late)
|dashdmg=13% (clean),<br>7% (late)
|dashdesc=A lunging, dark energy-infused palm thrust, similar to {{SSBU|Mewtwo}}. Has somewhat slow startup and moderate ending lag, but it covers a decent distance. The clean sweetspot deals high knockback, which can KO at high percentages, especially in Winged Form.
|dashdesc=A lunging, energy-infused palm thrust. Has somewhat slow start-up and moderate ending lag, but it covers a decent distance. The clean hit deals respectable damage and can KO at reasonable percentages, especially while his Winged Form is active. Although it is very similar to {{SSBU|Mewtwo}}'s dash attack both aesthetically and mechanically, it is actually a {{b|magic|type}} attack instead of a [[darkness]] attack.
|fsmashname=&nbsp;
|fsmashname=&nbsp;
|fsmashdmg={{ChargedSmashDmgSSBU|13.5}}/{{ChargedSmashDmgSSBU|20}}/{{ChargedSmashDmgSSBU|15}}
|fsmashdmg={{ChargedSmashDmgSSBU|13.5}}/{{ChargedSmashDmgSSBU|20}}/{{ChargedSmashDmgSSBU|15}}
|fsmashdesc=Spins to perform an upwards side cut with the Masamune. Has the slowest startup of his smash attacks and very high ending lag, but the sweetspot in the middle of the blade is incredibly strong, KOing at medium percentages at the edge, and becoming one of the strongest smash attacks in the game in his Winged form, KOing even the heaviest characters at less than 30% at the ledge when fully charged. The tip hitbox is somewhat safe on hit, but the sourspot at the hilt has fairly low knockback, not KOing until around 80%. While in Winged Form, this move gains 20% [[Armor#Damage-based armor|damage-based armor]].
|fsmashdesc=Spins to perform an inward, horizontal slash. Has the slowest start-up of his smash attacks and considerable ending lag, but the sweetspot boasts powerful knockback and KOs at medium percentages at the edge. It also becomes one of the strongest smash attacks in the game in his Winged form, KOing even the heaviest characters at less than 30% at the edge when fully charged. The tip hitbox is somewhat safe on hit, but the sourspot at the hilt has below-average knockback, not KOing until around 80%. While in Winged Form, this move gains [[Armor#Damage-based armor|damage-based armor]] that has a maximum threshold of 20%. It resembles his Sudden Cruelty, which debuted in ''Ehrgeiz'' and is used throughout the ''Dissidia Final Fantasy'' series.
|usmashname=&nbsp;
|usmashname=&nbsp;
|usmashdmg={{ChargedSmashDmgSSBU|10}}/{{ChargedSmashDmgSSBU|15}}/{{ChargedSmashDmgSSBU|11}} (early),<br>{{ChargedSmashDmgSSBU|12}}/{{ChargedSmashDmgSSBU|17}}/{{ChargedSmashDmgSSBU|13}} (clean)
|usmashdmg={{ChargedSmashDmgSSBU|10.5}}/{{ChargedSmashDmgSSBU|15.5}}/{{ChargedSmashDmgSSBU|11.5}} (early),<br>{{ChargedSmashDmgSSBU|12}}/{{ChargedSmashDmgSSBU|17}}/{{ChargedSmashDmgSSBU|13}} (clean)
|usmashdesc=Twirls while performing a wide cleaving slash upwards with the Masamune. Similar to {{SSBU|Ganondorf}} and {{SSBU|Ike}} in terms of functionality. Has fairly slow startup, but covers an extremely wide area in front, above and behind Sephiroth, making it his best anti-air attack and giving him the ability to cover an entire platform with one move. Despite its incredible range, its endlag is only moderate, which may make it very hard to punish at farther ranges. While in Winged Form, this move gains 20% damage-based armor.
|usmashdesc=A spinning, overhead arcing slash. Similar to Ganondorf and {{SSBU|Ike}}'s up smashes in terms of functionality. Has fairly slow start-up, but covers an extremely wide area in front, above and behind Sephiroth, making it his best anti-air attack and giving him the ability to cover an entire platform with one move. Despite its incredible range, its relative ending lag is only moderate, which may make it very hard to punish at farther ranges. While in Winged Form, this move gains damage-based armor that has a maximum threshold of 20%. It resembles the second hit of his Heaven's Light from the ''Dissidia Final Fantasy'' series.
|dsmashname=&nbsp;
|dsmashname=&nbsp;
|dsmashdmg={{ChargedSmashDmgSSBU|16.5}} (tip, piercing),<br>{{ChargedSmashDmgSSBU|13.5}} (debris, piercing),<br>{{ChargedSmashDmgSSBU|10.5}} (handle),<br>{{ChargedSmashDmgSSBU|11.5}} (blade),<br>{{ChargedSmashDmgSSBU|13}} (tip, non-piercing)
|dsmashdmg={{ChargedSmashDmgSSBU|16.5}} (piercing tip),<br>{{ChargedSmashDmgSSBU|13.5}} (debris),<br>{{ChargedSmashDmgSSBU|10.5}} (handle),<br>{{ChargedSmashDmgSSBU|11.5}} (blade),<br>{{ChargedSmashDmgSSBU|13}} (non-piercing tip)
|dsmashdesc=Stabs at the ground in front of himself. This stab attack is unique, as Sephiroth will pierce the ground in front of himself should there be any, making the move larger, stronger and giving the more powerful hitboxes higher priority. Otherwise, the move's hitboxes will behave normally, with the tip being difficult to land and the hitbox being narrow. The tip and the debris, should the move pierce the ground, deal immense [[shield damage]]. It also has the fastest startup of Sephiroth's smash attacks, though still slow for a smash attack, and has moderate ending lag. While in Winged Form, this move gains 20% damage-based armour.
|dsmashdesc=A downward thrust. This stab attack is unique, as Sephiroth will pierce the ground in front of himself should there be any, making the move larger, stronger and giving the more powerful hitboxes higher priority. Otherwise, the move's hitboxes will behave normally, with the tip being difficult to land and the hitbox being narrow. Should the move pierce the ground, it deals immense [[shield damage]], having the capability to instantly break a damaged shield if the tip and the debris connect. It also has the fastest startup of Sephiroth's smash attacks, though still slow for a smash attack, although its ending lag is somewhat short in relation to its power and startup; this makes it hard to punish when spaced. While in Winged Form, this move gains damage-based armor that has a maximum threshold of 20%. It is almost identical to the last hit of his Hell Quake Slash from ''Ehrgeiz''. It also resembles the cutscene in ''Crisis Core: Final Fantasy VII'' in which Sephiroth stabs a downed Cloud.
|nairname=&nbsp;
|nairname=&nbsp;
|nairdmg=8.5%
|nairdmg={{ShortHopDmgSSBU|8.5}}
|nairdesc=Snaps his fingers, creating a circular burst of corrupted Lifestream around himself. Has the fastest startup and ending lag of Sephiroth's aerials, as well as the lowest landing lag, and its hitbox covers him all-around, though it's also his aerial with the lowest range and the hitbox lasts a very short time. It is one of Sephiroth's best combo starters; it can combo into forward aerial, up aerial, Shadow Flare and back aerial, with the lattermost being an effective KO confirm at around 50%-70% depending on the character's weight. It has very low interruptibility as well, which allows it to combo into itself multiple times without the need to even land on the ground, similarly to Terry's neutral aerial. Interestingly enough, it has a magic effect.
|nairdesc=Snaps his fingers to emit a circular burst of energy around himself. Has the fastest start-up and ending lag of Sephiroth's aerials, as well as the lowest landing lag, thus making it his safest aerial. Although its hitbox also covers the entirety of his body, it is his shortest ranged aerial and its hitbox only lasts for 2 frames. Thanks to its launching angle and its overall lag being reasonably low (especially in regard to interruptibility), it is one of Sephiroth's best combo starters: it can combo into forward aerial, up aerial, Shadow Flare and back aerial, with the lattermost being a reliable KO confirm at around 40%-80% depending on the character's weight and DI. It can also combo into itself multiple times without the need to even land on the ground, similarly to Mario's up aerial. It resembles a combination of Heartless Angel's depictions in ''Kingdom Hearts II'' and ''Final Fantasy Brave Exvius'', albeit surrounding Sephiroth instead of the opponent, and is fittingly magical both in [[Magic (type)|type]] and [[Magic (effect)|effect]].
|fairname=&nbsp;
|fairname=&nbsp;
|fairdmg=8.5%/10%/11% (clean),<br>5.5%/7%/8% (late)|fairdesc=A thrusting stab forwards with the Masamune. Has somewhat slow startup, but very long range in front of Sephiroth; as with other stab attacks, its hitbox is narrow. The tip can KO at high percentages at the edge. The move is also unique in that it lets Sephiroth pierce walls and cling to them, similarly to [[Dragon Lunge]]. After piercing a wall, Sephiroth can choose to jump, boosting his recovery (by moving up or pressing jump or attack); or let go of the wall (by pressing away or down, or waiting long enough). Sephiroth can pierce a wall this way up to three times before landing on the ground.
|fairdmg={{ShortHopDmgSSBU|8.5}}/{{ShortHopDmgSSBU|10}}/{{ShortHopDmgSSBU|11}} (clean),<br>{{ShortHopDmgSSBU|5.5}}/{{ShortHopDmgSSBU|7}}/{{ShortHopDmgSSBU|8}} (late)
|fairdesc=A forward thrust. Has somewhat slow start-up, but very long range in front of Sephiroth; as with other stab attacks, its hitbox is narrow. The tip can KO at high percentages at the edge. The move is also unique in that it lets Sephiroth pierce walls and cling to them, similarly to [[Dragon Lunge]]. After piercing a wall, Sephiroth can choose to jump by moving up or pressing jump or attack, or let go of the wall by pressing away or down or simply waiting long enough. Sephiroth can pierce a wall this way up to three times before landing on the ground, and the jump option does not use up his double jump. However, the move will fail to pierce a wall below a stage's camera bounds, or any wall that disables wall jumps, or is too close to a floor. It resembles his Sudden Strike from ''Ehrgeiz''.
|bairname=&nbsp;
|bairname=&nbsp;
|bairdmg=9.5%/14.5%/11.5%
|bairdmg={{ShortHopDmgSSBU|9.5}}/{{ShortHopDmgSSBU|14.5}}/{{ShortHopDmgSSBU|11.5}}
|bairdesc=Turns around to slash horizontally with the Masamune. Unlike other slash attacks, its hitbox is narrow, in a similar fashion to a stabbing attack. However, it is very powerful, especially in his Winged form; it has high base knockback and deals exceptionally high damage, often KOing very early offstage (it can potentially even KO heavyweights at around 60%). Its only average startup in relation to its power also makes it an excellent combo finisher, being able to almost consistently connect after a neutral aerial, back throw or down throw.
|bairdesc=Turns around to perform an outward slash behind himself. It has somewhat slow start-up and very high horizontal range like his forward aerial, while possessing more vertical range. Unlike forward aerial, it does not possess a lingering hitbox and its hitbox only lasts two frames. However, it is one of the strongest back aerials in the game, especially in his Winged form, often KOing very early when sweetspotted (it starts KOing middleweights at the edge at around 70%, and the KO confirms into it can happen potentially as low as 40%). However, it has an extremely strict auto-cancel window, only doing so on the first frame of Sephiroth's full hop without his Winged Form, and not at all with his Winged Form active, making it punishable to land with unless if spaced. It resembles his Flying Air Strike from ''Ehrgeiz''.
|uairname=&nbsp;
|uairname=&nbsp;
|uairdmg=7%/11%/8%
|uairdmg={{ShortHopDmgSSBU|7}}/{{ShortHopDmgSSBU|11}}/{{ShortHopDmgSSBU|8}}
|uairdesc=Backflips while performing a cleaving slash above himself. Very slow startup, but has immense range, covering a very wide arc above, in front of and even behind himself, making it exceptionally hard to avoid in the air if the opponent runs out of resources. It is also surprisingly strong, KOing at around 110% near the upper blast line due to its huge reach. However, it has the highest landing lag out of any up aerial in the game, and it cannot autocancel out of anything but a double jump, making it very punishable as a landing option.
|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
|dairname=Hell's Gate ({{ja|獄門|Gokumon}})
|dairdmg=15% (blade, clean),<br>10% (handle, clean),<br>10% (late),<br>5% (landing, ground),<br>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 downwards stab with the Masamune. 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 ledges to be hit by the move. It has excellent reach (being able to pierce through the edges of [[Battlefield form]] stages and even the entirety of [[Town and City]]), allowing it to almost consistently 2-frame opponents and 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, and it plays a unique stabbing sound on hit. References an infamous scene where he kills Aerith Gainsborough in ''Final Fantasy VII''.  
|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=&nbsp;
|grabname=Grab ({{ja|つかみ|Tsukami}})
|grabdesc=Reaches out with his right hand and telekinetically grabs the foe using dark magic. It has very poor range, with it often even missing near point-blank range. Additionally, it is very slightly slower than the average grab, which arguably makes it one of the worst grabs in the game.
|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=&nbsp;
|pummelname=Dark Shock ({{ja|ダークショック|Dāku Shokku}})
|pummeldmg=1.3%
|pummeldmg=1.3%
|pummeldesc=Blasts the opponent with corrupted Lifestream from his hand.
|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''.
|fthrowname=&nbsp;
|fthrowname=&nbsp;
|fthrowdmg=3% (hit 1), 3% (throw)
|fthrowdmg=3% (hit 1), 3% (throw)
|fthrowdesc=Thrusts his hand forward, blasting the opponent in front of himself away with corrupted Lifestream. Sends at a [[semi-spike]], making it usable for setting up an edgeguard or tech-chase.
|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.
|bthrowname=&nbsp;
|bthrowname=&nbsp;
|bthrowdmg=3% (hit 1), 3.5% (throw)
|bthrowdmg=3% (hit 1), 3.5% (throw)
|bthrowdesc=Teleports the opponent behind him then pumps his fist to send them away and behind himself. It is moderately weak, but it sends at a rather high angle and has low ending lag. This in turn makes it a surprisingly useful combo throw, being able to combo into back aerial and forward aerial; if in Winged form, its back aerial combo becomes a KO confirm impressively early, starting at around 35% for lightweights, around 48% for middleweights, and around 60% for heavyweights.
|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.
|uthrowname=&nbsp;
|uthrowname=&nbsp;
|uthrowdmg=4% (hit 1), 3% (throw)
|uthrowdmg=4% (hit 1), 3% (throw)
|uthrowdesc=Slashes the opponent upwards with the Masamune, which has a collateral hitbox useful for fights with multiple opponents. Sends the opponent upwards and behind Sephiroth, which can lead to an up tilt or neutral air at low percentages if the opponent does not react. It also has a 50/50 KO setup into up aerial; the opponent's only escape route out of this combo is to jump out of it, which then puts them further into disadvantage due to Sephiroth's huge reach being able to usually catch their landing afterwards.
|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.
|dthrowname=&nbsp;
|dthrowname=&nbsp;
|dthrowdmg=4%
|dthrowdmg=4%
|dthrowdesc=Telekinetically slams the opponent on the floor. Its extremely low ending lag grants it excellent combo potential at low-mid percentages; it can combo into all of his aerials (except down aerial) at low percentages, and at mid-percentages, if Sephiroth is in his Winged form, his back aerial combo becomes a KO confirm at nearly the same percentages as his aforementioned back throw KO confirm.
|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.
|floorfname=&nbsp;
|floorfname=&nbsp;
|floorfdmg=7%
|floorfdmg=7%
|floorfdesc=Kicks around himself with his left leg while getting up.
|floorfdesc=Performs a legsweep around himself while getting up.
|floorbname=&nbsp;
|floorbname=&nbsp;
|floorbdmg=7%
|floorbdmg=7%
|floorbdesc=Kicks around himself with his left leg while getting up.
|floorbdesc=Performs a legsweep around himself while getting up.
|floortname=&nbsp;
|floortname=&nbsp;
|floortdmg=7%
|floortdmg=5%
|floortdesc=Kicks around himself with his left leg while getting up.
|floortdesc=Performs a legsweep around himself while getting up.
|edgename=&nbsp;
|edgename=&nbsp;
|edgedmg=9%
|edgedmg=9%
|edgedesc=Kicks in front of himself while climbing up.
|edgedesc=Kicks in front of himself while climbing up.
|nsname=Flare / Megaflare / Gigaflare
|nsname=Flare / Megaflare / Gigaflare
|nsdmg=3% (Flare, hit 1),<br>10.5% (Flare, hit 2),<br>3.5% (Megaflare, hit 1),<br>3.7% (Megaflare, hits 2-5),<br>9% (Megaflare, hit 5),<br>6% (Gigaflare, hit 1),<br>3.7% (Gigaflare, hits 2-7),<br>11% (Gigaflare, 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 speed and distance. Tapping the button results in Flare, a scarlet red flame that is the quickest and travels the most distance, but has the smallest explosion. Charging it for some time results in Megaflare, a blue flame that is more powerful and has a larger explosion, but travels a shorter distance. Fully charging it results in Gigaflare, a small, yellow spark that 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 somewhat low ending lag, which can allow Sephiroth to follow up with another attack, most notably forward smash. However, it has extremely high startup across all versions, making it punishable if used as a conventional projectile. All three versions can be [[reflection|reflect]]ed and [[absorption|absorbed]]; it should be noted that despite Gigaflare's extreme power, it is relatively unrewarding to absorb due to its initial hit dealing very low damage.
|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. 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.
*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% (initial surge),<br>6.5% (dark sphere, homing),<br>7% (dark sphere, collateral)
|ssdmg=1.5%-4.5% (surge),<br>6.5% (sphere's explosion),<br>7% (sphere's orbit)
|ssdesc=Snaps his fingers, sending a thin, short-ranged surge of dark energy at the opponent. Should it connect, spheres of dark energy will orbit the opponent, then home in on them and explode after a set period of time. 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 may be orbiting an opponent at once. Sephiroth can quickly turn 180° before firing Shadow Flare by quickly flicking in the opposite direction. The spheres can also hit bystanders while they orbit around the opponent, causing collided orbs to disappear. The spheres can be reflected and absorbed. If [[Pocket|pocketed]], the dark sphere is thrown as a standard projectile. In comparison to Sephiroth's other moves, Shadow Flare is very spammable, allowing it to be used frequently without fear of retaliation, and allows him to set up followups into the orb's explosions. It is also excellent for conditioning the opponent into picking an option; if the opponent chooses to shield, Sephiroth can follow up with a grab, or even break their shield outright using down smash.
|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.
When using the move, Sephiroth may say {{ja|目障りだ|Mezawari da.}} ("Annoying."/"What an eyesore.")
 
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 move with a brief charge time, indicated by a directional arrow which points towards Sephiroth's travel direction before he begins moving. It travels similarly to moves like [[Fire Fox]]. Grounded versions of both moves will stop at ledges. 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 deals a single hit, travels less distance and can snap to the ledge. It deals low damage, but has moderately low 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 multi-hit dash that, true to its name, hits eight 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 unreliable at grabbing the ledge; however, its large hitbox can be used to deter opponents from camping a ledge. 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 bounces up slightly and the attack cancels. Octoslash's hits also slow down significantly on hit.  
 
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").
|dsname=Scintilla
|dsname=Scintilla
|dsdmg=1% (hits 1-3),<br>5% (hit 4)<br>1.-1.5× (Counter)
|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)
|dsdesc=A [[counterattack]] consisting of a honeycomb-like barrier that deals multiple hits upon counterattacking. It can only counterattack attacks in front of Sephiroth. It is unique for a counterattack in a few ways: for one, it will activate 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. Secondly, it has a damage cap, 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 [[reflection|reflect]] projectiles, as the barrier breaks and nullifies the projectile as if it hit the damage cap. It additionally stuns opponents for longer than the average counter, which makes it nearly impossible to avoid if the opponent attacks Sephiroth with a move that does not have a large disjoint. This in turn makes it a great edgeguarding tool, even against recoveries that do not have a hitbox due to its unique ability to activate without being triggered by an attack. It is one of the strongest counters in the game, with even countering moderately strong aerial attacks KOing opponents at mid-percentages, and even countering stronger smash attacks have the chance to instantly KO opponents at 0%.
|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.
 
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% (initial hit),<br>10% (cutscene),<br> 15% (launching hit)
|fsdmg=7% (slash),<br>10% (Supernova),<br> 15% (ending)
|fsdesc=Performs a wide slash while announcing {{ja|星に帰れ|Hoshi ni kaere}}("Return to the stars."/"Disintegrate into stardust."). Up to three 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 earth and causing random status effects to foes who survive the attack. 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), [[Flower|having a flower planted on the victim's head]], being put to [[sleep]], or a simple [[darkness]] effect, which is accompanied by more knockback than usual, albeit still on the lower end for a Final Smash. Fighters caught in the Final Smash face towards 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''.
|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.
}}
}}


===Winged Form===
===Stats===
Sephiroth possesses a unique [[fighter ability]] where he unfurls his single black wing (which takes on a purple glow) and enters his '''Winged Form''' while announcing {{ja|殺し|Koroshi}}("Kill"). As stated by Masahiro Sakurai, Winged Form activates when Sephiroth is "in danger"; specifically, Sephiroth's danger status is determined not only by his current damage percentage, but also the overall state of the match; If he has a stock or score advantage, his Winged Form will activate at later percents, and if he has a stock or score disadvantage, his Winged Form will activate at earlier percents. For example, if he has 3 stocks while his opponent has 1, it takes ~100% damage to unfurl his wing. If he has 1 stock while his opponent has 3, it only requires ~39% to enter Winged Form. Once Sephiroth's Winged Form is active, he gains a variety of benefits, including a third jump, [[Armor#Damage-based armor|damage-based armor]] on all his smash attacks that resists up to 20%, and a wide variety of stat buffs detailed in the table below. Sephiroth loses the form after being KO'd. This is inspired by Reunion, his EX Mode from ''Dissidia Final Fantasy''.
{{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
}}


====Winged Form Stat Buffs====
===[[Announcer]] call===
{|class="wikitable" style="text-align:center;"
{{audio|Needs announcer calls from other languages.}}
! Stat buff
<gallery>
! Multiplier
Sephiroth English Announcer SSBU.wav|English/Japanese/Chinese
|-
</gallery>
| Damage output || ×1.3
|-
| [[Walk]] acceleration || ×1.15
|-
| Walk speed || ×1.15
|-
| [[Initial Dash]] speed || ×1.2
|-
| [[Dash]] acceleration || ×1.2
|-
| Dash speed || ×1.25
|-
| [[Traction]] || ×1.3
|-
| [[Air acceleration]] (base) || ×1.15
|-
| Air acceleration (additional) || ×1.1
|-
| [[Air speed]] || ×1.2
|-
| [[Air friction]] || ×1.05
|-
| [[Gravity]] || ×1.03
|-
| [[Fall speed]] || ×1.05
|}


===[[On-screen appearance]]===
===[[On-screen appearance]]===
Slowly descends onto the stage while emitting a dark aura, which dissipates as he's about to land.
*Slowly descends onto the stage while emitting a blackish purple aura and losing a few feathers.
<gallery>
SephirothOnScreenAppearanceSSBU.gif|Sephiroth's on-screen appearance.
</gallery>


===[[Taunt]]s===
===[[Taunt]]s===
*'''Up taunt''': Gestures forward with an upward hand flick, saying {{ja|来るがいい|Kuru ga ī.}} ("Come on.").
*'''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''': Takes a stance with Masamune in both hands, held at face level and facing the opponent. This directly references 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 takes the stance against Cloud before being defeated by him (more so apparent with his Coatless costumes).
*'''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 with a sinister chuckle, emitting a dark aura as he does so.
*'''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''.
<gallery>
<gallery>
SSBUSephirothTaunt1.gif|Sephiroth's up taunt.
SSBUSephirothTaunt1.gif|Sephiroth's up taunt.
Line 188: Line 239:


===[[Idle pose]]s===
===[[Idle pose]]s===
*Holds his sword downwards with his opposite arm under it and his heel up.
*Holds the Masamune downward with his opposite arm under it and his heel up.
*Shifts his position to the other side.
*Shifts his position to the other side.
<gallery>
SSBUSephirothIdle1.gif|Sephiroth's first idle pose.
SSBUSephirothIdle2.gif|Sephiroth's second idle pose.
</gallery>
===[[Crowd cheer]]===
{| class="wikitable" border="1" cellpadding="4" cellspacing="1"
|-
!{{{name|}}}
!Cheer (International)
!Cheer (Japanese/Chinese)
!Cheer (Korean)
|-
! scope="row"|Cheer
|[[File:Sephiroth Cheer International SSBU.ogg|center]]||[[File:Sephiroth Cheer Japanese SSBU.ogg|center]]||[[File:Sephiroth Cheer Korean SSBU.ogg|center]]
|-
! scope="row"|Description
|Seph - i - roth! || Seph - i - roth! || Seph - i - roth!
|}


===[[Victory pose]]s===
===[[Victory pose]]s===
All of Sephiroth's victory screens take place in a fiery area instead of the standard area where most of the victory screens take place, a direct reference to the Nibelheim Incident from ''Final Fantasy VII''. If Sephiroth is the leader of a winning team, he will use his special victory screens without any of his teammates being seen, similar 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}}.
*'''Left:''' With his back turned, Sephiroth turns his head towards the camera while chuckling, then turns around and slowly walks deeper into the fire until he disappears.  
 
*'''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."). In team battles where Sephiroth is not the leader, he faces to the side while doing this pose, keeping his face away from the camera.
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''.
*'''Right:''' While turning his back to the camera, he swings the Masamune and sprouts his black wing, saying {{ja|その痛みで私を思い出せ。|Sono itami de watashi o omoidase.}} ("Remember me through your pain.").
 
If Cloud is present during the match, he 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.") in any of his three victory poses.
*'''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.  
[[File:SephirothVictoryThemeUltimate.ogg|thumb|The ending of "{{SSBUMusicLink|Final Fantasy|Advent: One-Winged Angel}}", taken directly from ''Final Fantasy VII: Advent Children''. Afterwards, a droning note plays; it is unknown if it is from any source in particular. Then, instead of the regular results theme, only the sound of flames is heard.]]
*'''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").
*'''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.]]
<Gallery>
<Gallery>
SephirothVictoryPose1SSBU.gif
SephirothVictoryPose2SSBU.gif
SephirothVictoryPose3SSBU.gif
SephirothTeamVictoryPoseSSBU.gif
</Gallery>
</Gallery>
{{clr}}
{{clr}}
==In [[competitive play]]==
===Most historically significant players===
<!--This character has a ten player limit for this section. Before adding and/or removing a player, read these guidelines: https://www.ssbwiki.com/SmashWiki:Notability#%22Most_historically_significant_players%22_guidelines -->
''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|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}} - 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|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 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. 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==
[[File:SSBU Congratulations Sephiroth.png|thumb|Sephiroth's congratulations screen.]]
[[File:SSBU Congratulations Sephiroth.png|thumb|Sephiroth's congratulations screen.]]
Uniquely, Sephiroth's route has him facing off against various bosses in the game in a Boss Rush, referencing his status as a final boss in ''Final Fantasy VII''. The title of his route references his leitmotif from the original game, "Those Chosen by the Planet".
Uniquely, Sephiroth's Classic Mode route functions similarly to ''[[Super Smash Bros. Brawl]]''{{'}}s [[Boss Battles Mode]]: each of his opponents are the [[boss]]es of ''Ultimate'' (excluding [[Galeem]] and [[Dharkon]]), referencing his status as the final boss in ''Final Fantasy VII''. The title of his route also references his leitmotif from ''Final Fantasy VII'', "Those Chosen by the Planet".


{|class="wikitable" style="text-align:center"
{|class="wikitable" style="text-align:center"
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|-
|-
|-
|-
|Final||[[Master Hand]] & [[Crazy Hand]]||[[Northern Cave]] (Ω Form)||''{{SSBUMusicLink|Final Fantasy|One-Winged Angel}}''|| References the final battle of ''Final Fantasy VII'' where multiple characters team up to defeat Sephiroth.
|Final||{{SSBU|Master Hand}} and {{SSBU|Crazy Hand}}||[[Northern Cave]] ([[Ω form]])||''{{SSBUMusicLink|Final Fantasy|One-Winged Angel}}''|| References the final battle of ''Final Fantasy VII'' where multiple characters team up to defeat Sephiroth.
|}
|}


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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. If loading an existing save file that meets this condition before downloading Sephiroth, he is 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 [[Hero (SSBU)|Erdrick]] and {{SSBU|Banjo & 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]].
{{clrl}}
{{clrl}}


==Spirit==
==[[Spirit]]==
Sephiroth's fighter spirit can be obtained by completing [[Classic Mode]]. It is also available periodically for purchase in the shop for 300 coins. Unlocking Sephiroth in World of Light allows the player to preview the first spirit below in the Spirit List under the name "???". As a fighter spirit, it cannot be used in Spirit Battles and is purely aesthetic. Each fighter spirit has an alternate version that replaces them with their artwork in ''Ultimate''.
Sephiroth's fighter spirit can be obtained by completing {{SSBU|Classic Mode}}. It is also available periodically for purchase in the shop for 300 Gold, but only after Sephiroth has been downloaded. Unlocking Sephiroth in World of Light allows the player to preview the spirit below in the Spirit List under the name "???". As a fighter spirit, it cannot be used in Spirit Battles and is purely aesthetic. His fighter spirit has an alternate version that replaces it with his artwork in ''Ultimate''.


<center>
<center>
<gallery>
<gallery>
SSBU spirit Sephiroth.png|1439. '''''Sephiroth'''''
SSBU spirit Sephiroth.png|1,439. '''''Sephiroth'''''
</gallery>
</gallery>
</center>
</center>
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|}
|}


==Reveal trailer==
==[[List of Super Smash Bros. Ultimate character trailers#Sephiroth|Reveal trailer]]==
{{#widget:YouTube|id=JPxcE1dMqL8}}
{{#widget:YouTube|id=JPxcE1dMqL8}}


==Gallery==
==Gallery==
<gallery>
<gallery>
Sephiroth Descends to Battle.png|Sephiroth's splash art.
Sephiroth Descends to Battle.png|Sephiroth's splash art.
Sephiroth unlock notice SSBU.jpg|Sephiroth's unlock notice after downloading him from the Nintendo eShop.
Sephiroth amiibo.png|Sephiroth's [[amiibo]].
Sephiroth unlock notice SSBU.jpg|Sephiroth's unlock notice after downloading him from the [[Nintendo eShop]].
Sephiroth Challenge title screen.jpg|Sephiroth's appearance in the [[Sephiroth Challenge]] title screen.
SSBUWebsiteSephiroth1.jpg|Sephiroth standing and holding Masamune on [[Northern Cave]].
SSBUWebsiteSephiroth1.jpg|Sephiroth standing and holding Masamune on [[Northern Cave]].
SSBUWebsiteSephiroth2.jpg|Attacking {{SSBU|Captain Falcon}} with [[Blade Dash|Octoslash]] on [[Umbra Clock Tower]].
SSBUWebsiteSephiroth2.jpg|Attacking {{SSBU|Captain Falcon}} with [[Blade Dash / Octaslash|Octaslash]] on [[Umbra Clock Tower]].
SSBUWebsiteSephiroth3.jpg|Casting [[Flare]] on [[Dracula's Castle]].
SSBUWebsiteSephiroth3.jpg|Casting [[Flare / Megaflare / Gigaflare|Flare]] on [[Dracula's Castle]].
SSBUWebsiteSephiroth4.jpg|In his coatless {{SSBU|alternate costume}} on [[Northern Cave]].
SSBUWebsiteSephiroth4.jpg|Using his coatless {{SSBU|alternate costume}} on Northern Cave.
SSBUWebsiteSephiroth5.jpg|Sephiroth using [[Supernova]] against {{SSBU|Ness}}, {{SSBU|Bowser}}, and {{SSBU|Robin}}.
SSBUWebsiteSephiroth5.jpg|Using [[Supernova]] against {{SSBU|Ness}}, {{SSBU|Bowser}}, and {{SSBU|Robin}}.
SSBUWebsiteSephiroth6.jpg|Fighting {{SSBU|Cloud}} in his ''Advent Children'' alternate costume on [[Midgar]].
SSBUWebsiteSephiroth6.jpg|Fighting {{SSBU|Cloud}} on [[Midgar]].
SephirothTW.jpg|Sephiroth with {{SSBU|Kazuya}} on Northern Cave.
SSBUWebsiteSora5.jpg|Fighting {{SSBU|Sora}} on [[Coliseum]].
SSBUSoraMarioCloudSephy.jpg|Fighting Cloud, Sora and {{SSBU|Mario}} on [[Hollow Bastion]].
SSBUSoraCloudSephy.jpg|Sephiroth alongside Sora and Cloud on Midgar.
All Fighters from Fighters Pass Vol 2.jpg|Sephiroth alongside all of the other DLC fighters of {{h2|Downloadable content (SSBU)|Fighters Pass Vol. 2}}.
</gallery>
</gallery>


==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|right|240px|The ''Super Smash Bros. Ultimate × Final Fantasy'' at the end of The Game Awards 2020 video.]]
*Sephiroth's internal codename is "edge".
*Sephiroth is the second character to be revealed at a non-Nintendo event/presentation, the first being {{SSBU|Joker}}. Both of them were revealed at {{s|wikipedia|The Game Awards}} (in 2018 and 2020, respectively).
*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).
**Unlike Joker's, however, Sephiroth's featured actual gameplay footage, was announced ahead of time, and was a standard world premiere trailer, rather than an "intruding" announcement.
**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 to Nintendo's official channels later: 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 Cloud's trailer for ''Super Smash Bros. 4''.
*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>
*Sephiroth's internal codename is "edge", a likely reference to his famously long sword Masamune in addition to the name of the city built on top of the ruins of [[Midgar]] in ''Advent Children''.
**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.
*All of Sephiroth's KO sounds (including his [[Star KO]] sound) are merely short grunts, presumably to fit with his personality.
*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>
*Sephiroth is the fourth enemy to be available as DLC, after {{SSBU|Piranha Plant}}, [[Steve (SSBU)|Zombie]], and Enderman, and the first to be the primary antagonist of his game.
*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 first:
*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."
**DLC character from a universe that was introduced as DLC in a previous installment.
*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''.
**Third-party playable antagonist (not counting Steve's Zombie and Enderman alternate costumes)
**His introduction tagline pose references his [[:File:SSBU spirit Sephiroth.png|official artwork]] from ''Final Fantasy VII''.
**To have a stage cinematic depicting their ending storyline.
*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.
**''Ultimate'' DLC character to not have their full Final Smash shown in their reveal trailer.
*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.
**''Ultimate'' character to be unlockable through an event before their official release.  
*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 second character whose trailer references [[World of Light]], the first being {{SSBU|Hero}}'s.
**Coincidentally, both are downloadable fighters from [[Square Enix]], and both fight opposing forces from the World of Light, as Hero fought [[Dharkon]] and its controlled puppet fighters and Sephiroth sliced through [[Galeem]]. Additionally, they each hail from one of the two companies that merged into Square Enix, as Sephiroth comes from Squaresoft and the Hero from Enix.
*Sephiroth's trailer makes several references to both the original ''Final Fantasy VII'' game, and the CGI-animated film ''Final Fantasy VII: Advent Children'', with much of his and Cloud's dialogue being adapted from the latter. Several shots in the trailer are [https://twitter.com/Kumatora4/status/1337193766973652994 direct recreations] of shots from ''Advent Children''.
*Sephiroth's trailer currently features the most playable characters in the animated portion of any reveal trailer (excluding himself), with 18 characters.
**Aside from Erdrick, Banjo, and Kazooie, who are DLC characters, [[Bowser Jr.]], [[Cloud]], and [[Richter]] are the only characters of these that do not appear in the [[World of Light]] opening cutscene.
***Sephiroth’s trailer marks the first time that Cloud has appeared in CGI in the ''Smash'' 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, ''Smash'' 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 is the third DLC fighter in ''Ultimate'' to hail from a series already represented by a fighter, with the first two being Piranha Plant and {{SSBU|Byleth}}. Out of these, he is the first to come from a third-party series.
*Sephiroth's render resembles a flipped version of his [https://finalfantasy.fandom.com/wiki/File:Sephiroth_Dissidia_Artwork.png original ''Dissidia'' render] (albeit in 3D and with his wing displayed).
**Sephiroth's coatless render uses his battle pose from his fight against Cloud in ''Final Fantasy VII'', similar to his taunt.
*Sephiroth's [[screen KO]] pose mimics the pose he makes after getting hit by [[Omnislash]] in his reveal trailer.
*Sephiroth is one of only five characters to predominantly use his left hand to wield his weapon, sharing this trait with {{SSBU|Young Link}}, {{SSBU|Toon Link}}, {{SSBU|Ice Climbers}}, and {{SSBU|Rosalina & Luma}}.
*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.  
**The is also the first time early access to the DLC was not in the form of a free promotion, unlike {{SSB4|Mewtwo}} in ''Smash 4'' and Piranha Plant.
*Sephiroth is the only fighter whose Classic Mode consists entirely of bosses and, by extension, lacks any fighters as opponents.
*Sephiroth is the first character whose Classic Mode consists entirely of bosses.
*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}}.
**As a result, Sephiroth is the first character whose Classic Mode does not contain fighters as opponents.
**Also, Sephiroth is the only character who does not show the other characters on the Victory Screen when he wins in a Team Battle.
**Because of this, Sephiroth is the only non-{{uv|The Legend of Zelda}} character to fight [[Ganon]] as a boss.
*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's Classic Mode is also one of only four to feature a fight against a boss outside of the final round, the others being Bowser, Mega Man, and Hero.
*Sephiroth's victory screens load much faster than other characters, likely due to the fiery background being pre-rendered instead of a modeled setting.
***It is also the only one that features multiple "traditional" bosses, not counting the fact that {{SSBU|Master Hand}} and {{SSBU|Crazy Hand}} can be fought simultaneously.
*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.
**[[Galeem]] and [[Dharkon]] are the only bosses in ''Ultimate'' not fought in Sephiroth's Classic Mode, likely due to their status as [[World of Light]] antagonists, thus being exclusive to it.
 
*Sephiroth, {{SSBU|Joker}}, and {{SSBU|Donkey Kong}} are the only characters to face Master Hand and Crazy Hand on a stage other than Final Destination.
==References==
*Sephiroth is the first DLC character to have a unique quote when winning against certain characters, much like the ''Star Fox'', ''Kid Icarus'', and ''Fire Emblem'' characters as well as {{SSBU|Simon}}. He is also the second third-party character with this distinction following Simon.
{{reflist}}
*With a [[weight]] value of 79, Sephiroth is the lightest newcomer to ''Ultimate'' in general as of his release, surpassing the previous record held by {{SSBU|Isabelle}} with 88.
**This trait also makes Sephiroth the lightest antagonist by a significant margin. The second-lightest antagonist/rival is Meta Knight with a comparable weight value of 80, then Wolf with a value of 92.
*In his Winged Form, Sephiroth is the only character with multiple midair jumps who cannot change his facing direction with them.
*Unlike Cloud, Sephiroth uses his official artwork from ''Final Fantasy VII'' for his spirit.


{{SSBUCharacters}}
{{SSBUCharacters}}
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[[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)]]

Latest revision as of 17:58, November 14, 2024

This article is about Sephiroth's appearance in Super Smash Bros. Ultimate. For the character in other contexts, see Sephiroth.
Sephiroth
in Super Smash Bros. Ultimate
Sephiroth
Sephiroth-Alt1 SSBU.png

FinalFantasySymbol.svg
Universe Final Fantasy
Availability Downloadable
Final Smash Supernova
Tier B+ (37)
Sephiroth (SSBU)
Sephiroth Descends to Battle!
—Introduction Tagline

Sephiroth (セフィロス, Sephiroth) is a playable character in Super Smash Bros. Ultimate, and the third fighter from Square Enix after Cloud and Hero. He was revealed on December 10th, 2020 at The Game Awards 2020, and was released as part of Challenger Pack 8 on December 22nd, 2020 as the third downloadable character of 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.[1] Sephiroth is classified as Fighter #78.

Toshiyuki Morikawa, who has voiced Sephiroth as of Final Fantasy VII: Advent Children, 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 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 attacks, 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 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 KEN, Ned, and Tweek, however his often frustrating attributes led to a decline in representation as many players could not get past his weaknesses.

Attributes[edit]

Sephiroth is a tall, lightweight fighter, tied with Kirby, Mewtwo, Pikachu and Olimar as the 7th lightest in the game. He has the 14th slowest walking speed, yet his dashing speed and traction are both above-average, with the former being marginally faster than Hero's. Despite his height, Sephiroth's crouch is deceptively low. In the air, Sephiroth's overall jumping 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 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 Moves, 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 Zero Suit Samus'), the highest traction (surpassing 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 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 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 Ganondorf and 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 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 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.

Sephiroth's side special, Shadow Flare, is unique among chargeable 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, 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, 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.

Lastly, his down special, Scintilla, is unique among counterattacks 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.

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 Min Min in this regard. This gives him a great advantage in terms of safety and pressure. Unlike other swordfighters, Sephiroth's sweetspot 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 Marth and Simon's own tippers) 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 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 Toon Link, 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.

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 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.

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 Captain Falcon or Pikachu.

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.

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.

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 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.

Update history[edit]

Sephiroth was buffed slightly via update 11.0.0, in which Scintilla's last hit was enlarged in order to link more reliably with its looping hits. Aside from this, Blade Dash's angle was adjusted and a glitch involving Shadow Flare was fixed.

As a result, Sephiroth's competitive standing has been virtually unchanged since his release.

Super Smash Bros. Ultimate 11.0.0

  • Change Blade Dash has an altered launch angle (73° → 107°), but forces knockback towards Sephiroth's front instead of his back. As such, its effective angle remains unaltered, but it launches opponents facing the direction Sephiroth hit them from instead of the opposite.
  • Buff Scintilla's last hit has a larger hitbox (9u → 11u (not activated), 16-22u → 18-24u (activated)), allowing it to connect more reliably from the multi-hits.
  • Bug fix A glitch involving Shadow Flare and Pokémon Trainer causing the visual effects of moves to not play was fixed.

Moveset[edit]

  • Sephiroth has a unique fighter ability called the Winged Form. While active, it increases his overall damage output by applying a multiplier of 1.3×, improves his mobility by applying multipliers to his attributes, and grants him both a third jump and damage-based armor to his smash attacks. The following moveset list details the properties of all attacks when the Winged Form is not active. The conditions for the Winged Form to activate can be read here.
  • Sephiroth's sword, the Masamune, possesses extremely long range, yet a generally slow attack speed. It has different sweetspots depending on the attack used.
    • For slashing attacks, the sweetspot is located approximately at the middle of the Masamune's blade, a sourspot covers the handle and inner portion of the blade, and a mediumspot covers the tip of the blade. The sweetspot for slashing attacks is signified by a glowing area in the middle of the swing.
    • 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%.
  • 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.

For a gallery of Sephiroth's hitboxes, see here.

Note: All numbers are listed as base damage, without the 1v1 multiplier.

  Name Damage Description
Neutral attack   2.5% A mid-level roundhouse kick, followed by a mid-level side kick, followed by a forward thrust with the Masamune's pommel. It is Sephiroth's overall fastest attack; when coupled with its third hit having slightly above-average knockback and launching at the Sakurai angle, it is decent for setting up tech chases and warding off pressure from a nearby opponent. It is based on some of Sephiroth's moves from Ehrgeiz: the kicks resemble the second and third hits of his Jenova Linkage DEATH, while the pommel thrust is almost identical to his Hilt Attack.
2%
4%
Forward tilt   7.5%/12%/9% 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.
Up tilt   1% (ground),
11%/12.5%/14% (clean),
7%/8.5%/10% (late)
An upward thrust. Its hitbox reaches very high, able to reach through the top platform of Battlefield, although its very narrow range makes it difficult to land as an anti-air. It has a weak grounded hit that has transcendent priority and launches opponents into the Masamune's blade, similarly to Marth's up smash. Its tipper is stronger than even Snake's up tilt, and KOs Mario at 85% from Battlefield's top platform, thus making it the 3rd strongest up tilt in the game (surpassed only by Mega Man and Ganondorf's). It also has a decent number of active frames, making it surprisingly difficult to avoid if the opponent tries to challenge Sephiroth from above. Unique to Sephiroth's stab attacks, the tip and blade hitboxes have higher priority than the sourspot at the handle. Sephiroth's upper body is intangible while the clean hit is active. It is based on a rapid series of upward thrusts a flying Sephiroth performs against an airborne Cloud in Final Fantasy VII: Advent Children Complete.
Down tilt   8% (clean),
6% (late)
A baseball slide. Has the fastest start-up of Sephiroth's tilt attacks, propels him a good distance forward, launches opponents vertically, and significantly lowers his hurtbox, allowing him to low-profile many projectiles and even mid-level attacks. However, its combo potential is limited due to the general slowness of Sephiroth's frame data; its only true combos are into up tilt and neutral aerial, both of which often require reads due to requiring specific timing and being dependent on the opponent's DI. All of these traits make it very similar to Cloud's both aesthetically and mechanically, although its lower overall knockback makes it slightly more effective for setting up aerial pressure compared to Cloud's (especially while his Winged Form is active) at the cost of being slightly slower. It is almost identical to his Slide Charge from Ehrgeiz.
Dash attack   13% (clean),
7% (late)
A lunging, energy-infused palm thrust. Has somewhat slow start-up and moderate ending lag, but it covers a decent distance. The clean hit deals respectable damage and can KO at reasonable percentages, especially while his Winged Form is active. Although it is very similar to Mewtwo's dash attack both aesthetically and mechanically, it is actually a magic attack instead of a darkness attack.
Forward smash   13.5%/20%/15% Spins to perform an inward, horizontal slash. Has the slowest start-up of his smash attacks and considerable ending lag, but the sweetspot boasts powerful knockback and KOs at medium percentages at the edge. It also becomes one of the strongest smash attacks in the game in his Winged form, KOing even the heaviest characters at less than 30% at the edge when fully charged. The tip hitbox is somewhat safe on hit, but the sourspot at the hilt has below-average knockback, not KOing until around 80%. While in Winged Form, this move gains damage-based armor that has a maximum threshold of 20%. It resembles his Sudden Cruelty, which debuted in Ehrgeiz and is used throughout the Dissidia Final Fantasy series.
Up smash   10.5%/15.5%/11.5% (early),
12%/17%/13% (clean)
A spinning, overhead arcing slash. Similar to Ganondorf and Ike's up smashes in terms of functionality. Has fairly slow start-up, but covers an extremely wide area in front, above and behind Sephiroth, making it his best anti-air attack and giving him the ability to cover an entire platform with one move. Despite its incredible range, its relative ending lag is only moderate, which may make it very hard to punish at farther ranges. While in Winged Form, this move gains damage-based armor that has a maximum threshold of 20%. It resembles the second hit of his Heaven's Light from the Dissidia Final Fantasy series.
Down smash   16.5% (piercing tip),
13.5% (debris),
10.5% (handle),
11.5% (blade),
13% (non-piercing tip)
A downward thrust. This stab attack is unique, as Sephiroth will pierce the ground in front of himself should there be any, making the move larger, stronger and giving the more powerful hitboxes higher priority. Otherwise, the move's hitboxes will behave normally, with the tip being difficult to land and the hitbox being narrow. Should the move pierce the ground, it deals immense shield damage, having the capability to instantly break a damaged shield if the tip and the debris connect. It also has the fastest startup of Sephiroth's smash attacks, though still slow for a smash attack, although its ending lag is somewhat short in relation to its power and startup; this makes it hard to punish when spaced. While in Winged Form, this move gains damage-based armor that has a maximum threshold of 20%. It is almost identical to the last hit of his Hell Quake Slash from Ehrgeiz. It also resembles the cutscene in Crisis Core: Final Fantasy VII in which Sephiroth stabs a downed Cloud.
Neutral aerial   8.5% Snaps his fingers to emit a circular burst of energy around himself. Has the fastest start-up and ending lag of Sephiroth's aerials, as well as the lowest landing lag, thus making it his safest aerial. Although its hitbox also covers the entirety of his body, it is his shortest ranged aerial and its hitbox only lasts for 2 frames. Thanks to its launching angle and its overall lag being reasonably low (especially in regard to interruptibility), it is one of Sephiroth's best combo starters: it can combo into forward aerial, up aerial, Shadow Flare and back aerial, with the lattermost being a reliable KO confirm at around 40%-80% depending on the character's weight and DI. It can also combo into itself multiple times without the need to even land on the ground, similarly to Mario's up aerial. It resembles a combination of Heartless Angel's depictions in Kingdom Hearts II and Final Fantasy Brave Exvius, albeit surrounding Sephiroth instead of the opponent, and is fittingly magical both in type and effect.
Forward aerial   8.5%/10%/11% (clean),
5.5%/7%/8% (late)
A forward thrust. Has somewhat slow start-up, but very long range in front of Sephiroth; as with other stab attacks, its hitbox is narrow. The tip can KO at high percentages at the edge. The move is also unique in that it lets Sephiroth pierce walls and cling to them, similarly to Dragon Lunge. After piercing a wall, Sephiroth can choose to jump by moving up or pressing jump or attack, or let go of the wall by pressing away or down or simply waiting long enough. Sephiroth can pierce a wall this way up to three times before landing on the ground, and the jump option does not use up his double jump. However, the move will fail to pierce a wall below a stage's camera bounds, or any wall that disables wall jumps, or is too close to a floor. It resembles his Sudden Strike from Ehrgeiz.
Back aerial   9.5%/14.5%/11.5% Turns around to perform an outward slash behind himself. It has somewhat slow start-up and very high horizontal range like his forward aerial, while possessing more vertical range. Unlike forward aerial, it does not possess a lingering hitbox and its hitbox only lasts two frames. However, it is one of the strongest back aerials in the game, especially in his Winged form, often KOing very early when sweetspotted (it starts KOing middleweights at the edge at around 70%, and the KO confirms into it can happen potentially as low as 40%). However, it has an extremely strict auto-cancel window, only doing so on the first frame of Sephiroth's full hop without his Winged Form, and not at all with his Winged Form active, making it punishable to land with unless if spaced. It resembles his Flying Air Strike from Ehrgeiz.
Up aerial   7%/11%/8% 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.
Down aerial Hell's Gate (獄門) 15% (clean blade),
10% (clean handle),
10% (late),
5% (landing ground),
7% (landing sword)
A downward thrust. A stall-then-fall aerial, it powerfully meteor smashes 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.
Grab Grab (つかみ) 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.
Pummel Dark Shock (ダークショック) 1.3% 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 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.
Forward throw   3% (hit 1), 3% (throw) 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.
Back throw   3% (hit 1), 3.5% (throw) 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.
Up throw   4% (hit 1), 3% (throw) 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.
Down throw   4% 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.
Forward roll
Back roll
Spot dodge
Air dodge
Techs
Floor attack (front)
Floor getups (front)
  7% Performs a legsweep around himself while getting up.
Floor attack (back)
Floor getups (back)
  7% Performs a legsweep around himself while getting up.
Floor attack (trip)
Floor getups (trip)
  5% Performs a legsweep around himself while getting up.
Edge attack
Edge getups
  9% Kicks in front of himself while climbing up.
Neutral special Flare / Megaflare / Gigaflare Flare:
3% (hit 1),
10.5% (hit 2)
Megaflare:
3.5% (hit 1),
3.7% (hits 2-5),
9% (hit 5)
Gigaflare:
6% (hit 1),
3.7%/2.7%/2.0% (hits 2-7),
11%/8%/4% (hit 8)
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 canceled (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. 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.
  • 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 reflected and absorbed. 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 行け ("Go"), and when releasing Gigaflare, he may say 焼き尽くす ("Burn to nothing").

Side special Shadow Flare 1.5%-4.5% (surge),
6.5% (sphere's explosion),
7% (sphere's orbit)
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 Pocketed, 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 目障りだ ("Pathetic"), 焼き付けろ ("Burn"), 跪け ("Kneel"), 滅びよ ("Perish"), くらえ ("Take this") or simply chuckle.

Up special Blade Dash / Octaslash 7% (Blade Dash),
2.3% (Octaslash hits 1-7),
7% (Octaslash hit 8)
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 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 消え去れ ("Disappear"), 愚かな ("Foolish"), or 恐怖を刻もう ("I shall carve terror").

Down special Scintilla 1% (hits 1-3), 5% (hit 4)
2-4% (counterattack, hits 1-3), 6.5-18% (counterattack, hit 4)
Erects a honeycomb-shaped barrier in front of himself. It hits multiple times upon counterattacking, 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 25%, 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 来い ("Come"). When performing the counterattack, he may say 目障りだ ("Pathetic"), 消え去れ ("Disappear"), 愚かな ("Foolish"), いい顔だ ("I like the look on your face"), 打ち砕く ("I will crush you"), 跪け ("Kneel"), or simply chuckle.

Final Smash Supernova 7% (slash),
10% (Supernova),
15% (ending)
Performs a diagonally upward slash while saying 星に帰れ ("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 slowed down, having reversed controls (indicated by a 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[edit]

Stats Weight Dash speed Walk speed Traction Air friction Air speed Air acceleration Gravity Falling speed Jumpsquat Jump height Double jump height
Value 79 1.92 – Initial dash
1.86 – Run
0.9 0.11 0.008 0.95 0.01 – Base
0.07 – Additional
0.108 1.84 – Base
2.944Fast-fall
3 30.5 - Base
10 - Short hop
34, 28.9

Announcer call[edit]

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On-screen appearance[edit]

  • Slowly descends onto the stage while emitting a blackish purple aura and losing a few feathers.

Taunts[edit]

  • Up taunt: Uses his right hand to gesture to the opponent to approach him, saying 来るがいい ("Come after me").
  • Side taunt: Assumes the kasumi-no-kamae, a stance in 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.

Idle poses[edit]

  • Holds the Masamune downward with his opposite arm under it and his heel up.
  • Shifts his position to the other side.

Crowd cheer[edit]

Cheer (International) Cheer (Japanese/Chinese) Cheer (Korean)
Cheer
Description Seph - i - roth! Seph - i - roth! Seph - i - roth!

Victory poses[edit]

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 Final Fantasy VII and 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 Joker.

If Cloud is present during the match, Sephiroth has a chance of saying 思い出にはならないさ ("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.
  • Up: Slowly raises his head and glares at the camera, saying 何度でも導いてやろう。 ("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 その痛みで私を思い出せ。 ("Remember me through your pain").
  • Team: In Team Battles 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.
The ending portion of "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.

In competitive play[edit]

Most historically significant players[edit]

See also: Category:Sephiroth players (SSBU)

  • Japan KEN - Began playing Sephiroth alongside in Sonic in 2022 and became one of the two best Sephiroth players of all-time. He won 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.
  • Italy M4E - 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 ICARUS 2023, where he placed 3rd and defeated Bloom4Eva; and King Of Fields 95 3, where he once again defeated Bloom4Eva to place 25th. Outside of those results, he has also placed 5th at GLORY 3 and 25th at VCA 2022.
  • USA Ned - One of the earliest Sephiroth players to perform well offline, most notably placing 2nd at InfinityCON Tally 2021. He remained one of the best Sephiroth players in the world in 2022, placing 5th at Rise 'N Grind and 9th at both Port Priority 6 and Super Smash Con 2022, but since then has been playing other characters alongside Sephiroth with less success.
  • Australia Sriks - Plays Sephiroth alongside 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 The Action and placing 4th at Phantom 2022 with solo-Sephiroth. Outside of Australia, he had notably placed 4th at BOSS BATTLES: Phase 1 defeating Chag and 33rd at Kagaribi 9 defeating Miya.
  • USA Tweek - Uses Sephiroth as a secondary or counterpick for Diddy Kong and is one of the two best Sephiroth players of all-time. He has placed 5th at CEO 2022 with solo-Sephiroth and 2nd at Mainstage 2022, Scuffed World Tour and Smash Ultimate Summit 6 with Sephiroth as a secondary.

Tier placement and history[edit]

Initial reactions to Sephiroth were positive overall; players such as MkLeo, Zackray, Dabuz and 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 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 pandemic, Sephiroth saw success in online play, thanks to players such as 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 KEN, Ned, and 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 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 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 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 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. 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.

Classic Mode: The Chosen Ones[edit]

Sephiroth's congratulations screen.

Uniquely, Sephiroth's Classic Mode route functions similarly to Super Smash Bros. Brawl's Boss Battles Mode: each of his opponents are the bosses of Ultimate (excluding Galeem and Dharkon), referencing his status as the final boss in Final Fantasy VII. The title of his route also references his leitmotif from Final Fantasy VII, "Those Chosen by the Planet".

Round Opponent Stage Music Notes
1 Rathalos Forest Hill Roar/Rathalos
2 Galleom Base Boss Battle - Super Smash Bros. Brawl
3 Marx Mysterious Dimension Vs. Marx
4 Dracula Dracula's Castle Phase 1: Nothing to Lose
Phase 2: Black Night
5 Ganon Sacred Land Calamity Ganon Battle - Second Form
6 Giga Bowser Final Destination Giga Bowser
Bonus Stage
Final Master Hand and Crazy Hand Northern Cave (Ω form) One-Winged Angel References the final battle of Final Fantasy VII where multiple characters team up to defeat Sephiroth.

Credits roll after completing Classic Mode. Completing it as Sephiroth has JENOVA accompany the credits.

Role in World of Light[edit]

The message that shows Sephiroth's availability in World of Light

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.

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.

Spirit[edit]

Sephiroth's fighter spirit can be obtained by completing Classic Mode. It is also available periodically for purchase in the shop for 300 Gold, but only after Sephiroth has been downloaded. Unlocking Sephiroth in World of Light allows the player to preview the spirit below in the Spirit List under the name "???". As a fighter spirit, it cannot be used in Spirit Battles and is purely aesthetic. His fighter spirit has an alternate version that replaces it with his artwork in Ultimate.

Alternate costumes[edit]

Alternate costume (SSBU)
Sephiroth (SSBU) Sephiroth (SSBU) Sephiroth (SSBU) Sephiroth (SSBU) Sephiroth (SSBU) Sephiroth (SSBU) Sephiroth (SSBU) Sephiroth (SSBU)

Reveal trailer[edit]

Gallery[edit]

Trivia[edit]

The Super Smash Bros. Ultimate × Final Fantasy at the end of The Game Awards 2020 video.
  • Sephiroth's internal codename is "edge".
  • Sephiroth is the second fighter to be revealed at a non-Nintendo event/presentation, the first being Joker. Both of them were revealed at 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 Cloud's trailer for Super Smash Bros. 4.
  • 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.[2]
    • 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.[3]
  • Sephiroth is one of three characters to fight Master Hand and Crazy Hand on a stage other than Final Destination in Classic Mode, with the others being Donkey Kong and Joker.
  • 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 direct recreations of shots from Advent Children.
    • His introduction tagline pose references his official artwork from Final Fantasy VII.
  • 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 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 Richter and Ken are echoes of Simon and 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 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 Simon.
    • Also, Sephiroth is the only character who does not show the other characters on the Victory Screen when he wins in a Team Battle.
  • Sephiroth, Meta Knight, 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'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 Piranha Plant and Terry. This makes him the only fighter in Fighters Pass Volume 2 not to be in a Spirit Battle.

References[edit]