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|ssdmg=1.5%-4.5% (surge),<br>6.5% (sphere's explosion),<br>7% (sphere's orbit) | |ssdmg=1.5%-4.5% (surge),<br>6.5% (sphere's explosion),<br>7% (sphere's orbit) | ||
|ssdesc=Snaps his fingers to emit a thin, short-ranged surge of dark energy at the opponent. If it connects, spheres of dark energy will orbit the opponent, then home in on them and explode after the spheres make at least two revolutions around the character. The initial surge can be charged, increasing its damage and range while creating more spheres on hit. An uncharged surge creates only one sphere, charging for at least 17 frames creates two sphere, whereas a fully charged surge (charging for 26 to 34 frames) will create three spheres; up to five spheres can orbit an opponent at once. The surge appears 8 frames after releasing the charge. During the charge, Sephiroth can turn around and unleash the move by holding the control stick down in the opposite direction as soon as the charge is released; quickly flicking at the start allows the move to be used similarly to [[B-reversing]]. The spheres can also hit bystanders while they orbit around the opponent, with each sphere being able to collide twice before disappearing. The spheres can be reflected and absorbed. If [[Pocket]]ed, the sphere is thrown as a standard projectile. In comparison to Sephiroth's other moves, Shadow Flare is very spammable, thanks to its fairly low interruptibility, and it pierces through enemy projectiles without being destroyed, making it capable of negating any projectile within its priority range despite the initial hit's low damage. As a result, it can be used frequently without fear of retaliation, and allows him to set up follow-ups or condition the opponent into picking an option. However, the move has very low safety in close quarters even on hit due to it causing minimal hitstun and shield damage. | |ssdesc=Snaps his fingers to emit a thin, short-ranged surge of dark energy at the opponent. If it connects, spheres of dark energy will orbit the opponent, then home in on them and explode after the spheres make at least two revolutions around the character. The initial surge can be charged, increasing its damage and range while creating more spheres on hit. An uncharged surge creates only one sphere, charging for at least 17 frames creates two sphere, whereas a fully charged surge (charging for 26 to 34 frames) will create three spheres; up to five spheres can orbit an opponent at once. The surge appears 8 frames after releasing the charge. During the charge, Sephiroth can turn around and unleash the move by holding the control stick down in the opposite direction as soon as the charge is released; quickly flicking at the start allows the move to be used similarly to [[B-reversing]]. The spheres can also hit bystanders while they orbit around the opponent, with each sphere being able to collide twice before disappearing. The spheres can be reflected and absorbed. If [[Pocket]]ed, the sphere is thrown as a standard projectile. In comparison to Sephiroth's other moves, Shadow Flare is very spammable, thanks to its fairly low interruptibility, and it pierces through enemy projectiles without being destroyed, making it capable of negating any projectile within its priority range despite the initial hit's low damage. As a result, it can be used frequently without fear of retaliation, and allows him to set up follow-ups or condition the opponent into picking an option. However, the move has very low safety in close quarters even on hit due to it causing minimal hitstun and shield damage. | ||
|usname=Blade Dash / Octaslash | |usname=Blade Dash / Octaslash | ||
|usdmg=7% (Blade Dash),<br>2.3% (Octaslash hits 1-7),<br>7% (Octaslash hit 8) | |usdmg=7% (Blade Dash),<br>2.3% (Octaslash hits 1-7),<br>7% (Octaslash hit 8) | ||
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If the special move button is held down for at least 18 frames, it becomes '''Octaslash''', a dashing flurry of slashes that, true to its name, hits 8 times, gaining significantly more power and slightly increased travel distance. It deals high damage and is an effective combat move, but has high ending lag and extremely high landing lag (one of the highest for an up special). It is unable to grab the edge until the attack has ended; however, its large hitbox can be used to deter opponents from camping an edge. If Sephiroth starts a midair Octaslash and aims diagonally at the ground, he will travel along the ground as he moves, similarly to [[Fire Wolf]]. If he aims directly down towards the ground, however, Sephiroth will cancel the attack and enter landing lag. Octaslash's hits also have significant [[hitlag]] for visual effect when successful, causing the move to slow down and last longer. Octaslash has great range overall, not only extending far in front of Sephiroth, but also having great reach above and below him; when combining this with the fact that every successive hit has only a 1 frame gap, this makes the move excellent for 2 frame punishing nearly every character when timed correctly. | If the special move button is held down for at least 18 frames, it becomes '''Octaslash''', a dashing flurry of slashes that, true to its name, hits 8 times, gaining significantly more power and slightly increased travel distance. It deals high damage and is an effective combat move, but has high ending lag and extremely high landing lag (one of the highest for an up special). It is unable to grab the edge until the attack has ended; however, its large hitbox can be used to deter opponents from camping an edge. If Sephiroth starts a midair Octaslash and aims diagonally at the ground, he will travel along the ground as he moves, similarly to [[Fire Wolf]]. If he aims directly down towards the ground, however, Sephiroth will cancel the attack and enter landing lag. Octaslash's hits also have significant [[hitlag]] for visual effect when successful, causing the move to slow down and last longer. Octaslash has great range overall, not only extending far in front of Sephiroth, but also having great reach above and below him; when combining this with the fact that every successive hit has only a 1 frame gap, this makes the move excellent for 2 frame punishing nearly every character when timed correctly. | ||
|dsname=Scintilla | |dsname=Scintilla | ||
|dsdmg=1% (hits 1-3), 5% (hit 4)<br>2-4% (counterattack, hits 1-3), 6.5-18% (counterattack, hit 4) | |dsdmg=1% (hits 1-3), 5% (hit 4)<br>2-4% (counterattack, hits 1-3), 6.5-18% (counterattack, hit 4) | ||
|dsdesc=Erects a honeycomb-shaped barrier in front of himself. It hits multiple times upon [[counterattack]]ing, yet only counters an attack that is in front of Sephiroth. It is unique for a counterattack in a few ways: for one, it will activate and deal minimal damage even if an attack does not connect with it, though it still grows stronger like a normal counterattack depending on the damage it has taken. Second, rather than growing stronger by multiplying the damage dealt by the attack that triggers it, a successful Scintilla's damage output linearly increases on a range starting from 2% (multihits) and 6.5% (last) off of a hypothetical attack dealing 0% and caps out at 4% and 18% on attacks dealing 18% or more. Third, it has a damage cap of {{rollover|25%|effectively 30% under the 1v1 multiplier|y}}, after which the barrier will shatter, negating the damage and causing Sephiroth to stagger briefly. Finally, the counterattack is considered a projectile, meaning it can be reflected and absorbed. Despite its appearance suggesting so, Scintilla cannot [[reflect]] projectiles. Like most counterattacks, Scintilla freezes the opponent right before the retaliating hit. Its unique properties make it excellent for edge-guarding any sort of recovery due to its ability to automatically trigger. This move can deter most opponents from sharking with their recovery move, making it effective against attacks that do not snap the edge as quickly. | |dsdesc=Erects a honeycomb-shaped barrier in front of himself. It hits multiple times upon [[counterattack]]ing, yet only counters an attack that is in front of Sephiroth. It is unique for a counterattack in a few ways: for one, it will activate and deal minimal damage even if an attack does not connect with it, though it still grows stronger like a normal counterattack depending on the damage it has taken. Second, rather than growing stronger by multiplying the damage dealt by the attack that triggers it, a successful Scintilla's damage output linearly increases on a range starting from 2% (multihits) and 6.5% (last) off of a hypothetical attack dealing 0% and caps out at 4% and 18% on attacks dealing 18% or more. Third, it has a damage cap of {{rollover|25%|effectively 30% under the 1v1 multiplier|y}}, after which the barrier will shatter, negating the damage and causing Sephiroth to stagger briefly. Finally, the counterattack is considered a projectile, meaning it can be reflected and absorbed. Despite its appearance suggesting so, Scintilla cannot [[reflect]] projectiles. Like most counterattacks, Scintilla freezes the opponent right before the retaliating hit. Its unique properties make it excellent for edge-guarding any sort of recovery due to its ability to automatically trigger. This move can deter most opponents from sharking with their recovery move, making it effective against attacks that do not snap the edge as quickly. | ||
|fsname=Supernova | |fsname=Supernova | ||
|fspage= | |fspage= |
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