Sephiroth (SSBU): Difference between revisions

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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.
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 dmage output is mostly counterbalanced by its middling knockback, which results in it failing to KO at reasonable percentages like Megaflare and Gigaflare. As a result, Sephiroth must be careful when it comes to being able to secure KOs in spite of his impressive damage racking potential.
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, which results in it failing to KO at reasonable percentages like Megaflare and Gigaflare. 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 Sephiroth's moveset remains solid overall, some of his moves are either highly risky or have notable flaws. Up tilt's incredible vertical range is counterbalanced by its extremely narrow horizontal range, even in spite its point-blank grounded hitbox, while its sourspots have minimal KO potential. Up aerial, on top of being Sephiroth's slowest aerial by a wide margin, sends at an unreliable angle for KOing due to being vulnerable to [[LSI]], is notoriously difficult to properly sweetspot, and cannot auto-cancel other than from a double jump, making it a lackluster juggling tool if the opponent knows how to deal with it. Down aerial, due to being a stall-then-fall, is risky to use offstage, so careful positioning must be had to edge-guard opponents with it onstage to avoid inadvertently [[self-destruct]]ing.<ref name=Presents/>
Although Sephiroth's moveset remains solid overall, some of his moves are either highly risky or have notable flaws. Up tilt's incredible vertical range is counterbalanced by its extremely narrow horizontal range, even in spite its point-blank grounded hitbox, while its sourspots have minimal KO potential. Up aerial, on top of being Sephiroth's slowest aerial by a wide margin, sends at an unreliable angle for KOing due to being vulnerable to [[LSI]], is notoriously difficult to properly sweetspot, and cannot auto-cancel other than from a double jump, making it a lackluster juggling tool if the opponent knows how to deal with it. Down aerial, due to being a stall-then-fall, is risky to use offstage, so careful positioning must be had to edge-guard opponents with it onstage to avoid inadvertently [[self-destruct]]ing.<ref name=Presents/>
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