Sephiroth (Dissidia 012): Difference between revisions

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Thanks to good meter generation and high attack stat, Sephiroth works well with a variety of builds. The repeated use of Shadow Flare generates assist meter quickly and reliably, while Sudden Cruelty shreds through bravery with a respectable 87 EX Force output. He has access to a good wall rush HP in Heaven's Light that supports meter drain and additional damage. Sephiroth's combo game is good, if not basic and he works with most competitive assists.
Thanks to good meter generation and high attack stat, Sephiroth works well with a variety of builds. The repeated use of Shadow Flare generates assist meter quickly and reliably, while Sudden Cruelty shreds through bravery with a respectable 87 EX Force output. He has access to a good wall rush HP in Heaven's Light that supports meter drain and additional damage. Sephiroth's combo game is good, if not basic and he works with most competitive assists.


Sephiroth's weaknesses become more apparent once the opponent gets past the initial hurdle of his Shadow Flare pressure. While he has braveries with fast startup, good range and long active duration, he does not have a defacto quick low recovery close range ''poke'' such as [[Squall_Leonhart_(Dissidia_012)#Beat_Fang-1|'''Squall's Beat Fang''']]. Many of his attacks are telegraphed (HPs, Oblivion), linear (Godspeed, Sudden Cruelty) or don't protect him in close range (Shadow Flare). The reliance on dodge cancels also puts Sephiroth repeatedly in dodge punish situations and choosing poorly at any point can cause setbacks. He notoriously struggles against {{012lig}} who can comfortably poke him from below and dedicated Bravery Boost on Dodge builds will discourage constant Shadow Flare usage altogether. His mobility is below average overall and fighting grounded characters with good post-dodge defense at close range may prove to be a tad more difficult.
Sephiroth's weaknesses become more apparent once the opponent gets past the initial hurdle of his Shadow Flare pressure. While he has braveries with fast startup, good range and long active duration, he does not have a defacto quick low recovery close range ''poke'' such as [[Squall_Leonhart_(Dissidia_012)#Beat_Fang-1|'''Squall's Beat Fang''']]. Many of his attacks are telegraphed (HPs, Oblivion), linear (Godspeed, Sudden Cruelty) or don't protect him in close range (Shadow Flare). The reliance on dodge cancels also puts Sephiroth repeatedly in dodge punish situations and choosing poorly at any point can cause setbacks. Dedicated Bravery Boost on Dodge builds will discourage constant Shadow Flare usage, but outside of that, dodge tracking, mid / high priorities and relatively low risk can counter Sephiroth's gameplan when utilised well. His mobility is below average overall and fighting grounded characters with good post-dodge defense at close range may prove to be a tad more difficult.


In competitive play, Sephiroth has been consistently ranked as a high tier character. With an easy reliable gameplan and plenty of favorable matchups, he is a good choice for new and experienced players alike. His frame data and mobility often pushes players towards an action-heavy playstyle with attacks, dashes and dodges which is not necessarily bad in the context of Dissidia 012. In fact, he is one of the easiest characters to use in that way. But it ''does'' mean Sephiroth players have to be mindful against adept opponents, lest they get fooled themselves.
In competitive play, Sephiroth has been consistently ranked as a high tier character. With an easy reliable gameplan and plenty of favorable matchups, he is a good choice for new and experienced players alike. His frame data and mobility often pushes players towards an action-heavy playstyle with attacks, dashes and dodges which is not necessarily bad in the context of Dissidia 012. In fact, he is one of the easiest characters to use in that way. But it ''does'' mean Sephiroth players have to be mindful against adept opponents, lest they get fooled themselves.
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''[Dive] Freefall lunge. Hold button to keep falling. Aim with the analog stick.''
''[Dive] Freefall lunge. Hold button to keep falling. Aim with the analog stick.''
|-|Octaslash (midair)=
{{AbilityInfo
|damage=2 x 6, 4 (16)
|startup=43F
|type=Physical
|priority=Melee High
|ex=21
|effect=Wall Rush
|cp=30 (15)
}}
''[Mid] 8 violent slicing attacks. Strike foe with long reach.''


|-|Scintilla (midair)=
|-|Scintilla (midair)=

Latest revision as of 02:43, 9 June 2024

ddff-icon-sephi.png

General Matchups Resources Starter Guide Strategy
Info
Name Sephiroth (セフィロス)
Original game Final Fantasy VII
Weapon Greatswords, Katanas
Armor Chestplates, Gauntlets, Heavy Armor,
Helms, Light Armor, Shields
Base ATK (LV100) 111 (High)
Base DEF (LV100) 111 (Average)
Run Speed 9 (Slow)
Dash Speed 81 (Below Average)
Fall Speed 85 (Average)
Fall Speed Ratio After Dodge 41 (Below Average)
Exclusive weapons Masamune Blade, Masamune, One-Winged Angel
Strengths Weaknesses
  • Zoning. Shadow Flare can pressure the opponent into taking action and follow a pace that Sephiroth dictates.
  • Aerial combat lets Sephiroth fight comfortably without ground, or relying on it.
  • Damage output is great with high attack stat, damaging braveries and HP wall rushes. Sephiroth can shred through bravery with a single assist combo.
  • Meter generation, Sephiroth builds both EX and Assist meter reliably.
  • Builds provide ample room to optimize and adjust Sephiroth's strengths.
  • Flexible post-dodge defense with three midair HPs providing evasion or instant guard.
  • EX Mode amplifies Sephiroth's damage, but also lets reset the opponent's bravery to 0 with Heartless Angel with an assist.
  • Easy and reliable at all levels of play.
  • Anti-Zoning. Bravery Boost on Dodge and long range counters such as Firion's Shield Bash and Exdeath's block followups can limit the effectiveness of Sephiroth's zoning.
  • Linearity. Many of Sephiroth's attacks are either telegraphed or have average to poor tracking.
  • No quick air pokes. Sephiroth has attacks with early dodge cancel recovery and fast startup, but not both on a single move. The only exception is Transience which is ground only bravery.
  • Mobility is slightly worse on average overall, encouraging active use of attacks, dodges and dashes to stay on top of the competition.

Overview

Sephiroth is a defensive air-oriented character who operates between close and long range with projectiles and strong punishers. With the infamous Shadow Flare bravery, Sephiroth can execute competent zoning from a safe distance before capitalising on the opponent's mistakes. The utility on his attacks ensure that Sephiroth remains competitive at close range and he also reaps good rewards on hit.

This makes Sephiroth something of a powerhouse. His effective gameplan is easy to execute and difficult to shut down for many characters, especially at low and intermediate levels of play. He does not rely on ground and can often focus on adjusting to his opponent instead of his surroundings. Spellcasters like The Emperor, Kefka and Ultimecia can have a hard time establishing their own advantage due to having lackluster tools for quickly stopping Sephiroth from casting Shadow Flare. Even though Sephiroth dodge cancels frequently, he can fight well from above or below. Catching him requires a good understanding of positioning, dodge punishment and player habits. His HP attacks have defensive properties to dissuade approaches, which can then help him condition the opponent with bravery attacks.

Thanks to good meter generation and high attack stat, Sephiroth works well with a variety of builds. The repeated use of Shadow Flare generates assist meter quickly and reliably, while Sudden Cruelty shreds through bravery with a respectable 87 EX Force output. He has access to a good wall rush HP in Heaven's Light that supports meter drain and additional damage. Sephiroth's combo game is good, if not basic and he works with most competitive assists.

Sephiroth's weaknesses become more apparent once the opponent gets past the initial hurdle of his Shadow Flare pressure. While he has braveries with fast startup, good range and long active duration, he does not have a defacto quick low recovery close range poke such as Squall's Beat Fang. Many of his attacks are telegraphed (HPs, Oblivion), linear (Godspeed, Sudden Cruelty) or don't protect him in close range (Shadow Flare). The reliance on dodge cancels also puts Sephiroth repeatedly in dodge punish situations and choosing poorly at any point can cause setbacks. Dedicated Bravery Boost on Dodge builds will discourage constant Shadow Flare usage, but outside of that, dodge tracking, mid / high priorities and relatively low risk can counter Sephiroth's gameplan when utilised well. His mobility is below average overall and fighting grounded characters with good post-dodge defense at close range may prove to be a tad more difficult.

In competitive play, Sephiroth has been consistently ranked as a high tier character. With an easy reliable gameplan and plenty of favorable matchups, he is a good choice for new and experienced players alike. His frame data and mobility often pushes players towards an action-heavy playstyle with attacks, dashes and dodges which is not necessarily bad in the context of Dissidia 012. In fact, he is one of the easiest characters to use in that way. But it does mean Sephiroth players have to be mindful against adept opponents, lest they get fooled themselves.

Bravery Attacks

Some of Sephiroth's melee bravery attacks require two bravery inputs to complete them. The second input is a finisher which can be done early. Delaying this button press until all preceding hits have connected maximizes the damage dealt. This is what attack descriptions refer to when they say "delay combo to boost hit times."

Ground

Damage multiplier Startup frame Type Priority EX Force Effects CP (Mastered)
2, 1 x 5, 10, 2, 1 x 6, 10, 3, 1 x 5, 2 (45) 21F Physical Melee Low 93 Chase 30 (15)
[Close] Katana slash. Delay combo to boost hit times.

Damage multiplier Startup frame Type Priority EX Force Effects CP (Mastered)
5, 4 x 5, 1 x 3, 7 (35) 27F Physical Melee Low, Ranged Low 30 Wall Rush 30 (15)
[Long] Shockwaves from sword. Delay combo to boost hit times.

Damage multiplier Startup frame Type Priority EX Force Effects CP (Mastered)
each (3) 45F Magical Ranged Low 0 - 30 (15)

[Long] Generate 4 spheres of darkness surrounding opponent.

Shadow Flare is one of Sephiroth's character-defining braveries, but the grounded version is not used often. It leaves him airborne, which is great for builds with a Pre-Jump booster accessory_booster.png, but not ideal for repeated use on the ground. A decent, supplementary bravery to start off with, but not one to be relied on throughout a fight.

Damage multiplier Startup frame Type Priority EX Force Effects CP (Mastered)
1 x 7, 13 (20) 15F Physical (1st hit), Magical (other hits) Melee Low 30 Wall Rush 30 (15)
[Close] Quick upward sword slash. Short reach, but fast.

Aerial

Damage multiplier Startup frame Type Priority EX Force Effects CP (Mastered)
2 x 8, 9, 4, 1 x 5, 6 (40) 17F Physical Melee Low 87 Chase 30 (15)
[Mid] Nigh-instant slices. Delay combo to boost hit times.

Damage multiplier Startup frame Type Priority EX Force Effects CP (Mastered)
5, 4 x 5, 1, 2, 7 (35) 23F Physical Melee Low, Ranged Low 33 Wall Rush 30 (15)
[Long] Shockwaves from sword. Delay combo to boost hit times.

Damage multiplier Startup frame Type Priority EX Force Effects CP (Mastered)
6, 1 x 9, 10 (25) 27F Physical Melee Low 30 Wall Rush 30 (15)
[Mid] Light-speed movement continuously damaging foe.

Damage multiplier Startup frame Type Priority EX Force Effects CP (Mastered)
each (3) 45F Magical Ranged Low 0 - 30 (15)
[Long] Generate 4 spheres of darkness surrounding opponent.

HP Attacks

Ground

Damage multiplier Startup frame Type Priority EX Force Effects CP (Mastered)
3 x N (max charged) 63F, 101F, 201F Magical Ranged High 0, 0, 6 Wall Rush, Absorb (if max) 30 (15)

[Long] Summon meteors. Hold button to increase size.

Minimum charge time for LV2 is 90F, and 178F for LV3.

Damage multiplier Startup frame Type Priority EX Force Effects CP (Mastered)
2 x 6, 4 (16) 43F Physical Melee High 21 Wall Rush 30 (15)
[Mid] 8 violent slicing attacks. Strike foe with long reach.

Damage multiplier Startup frame Type Priority EX Force Effects CP (Mastered)
4, 1 x 6 (10) 45F, 1F-42F (block) Physical Block Mid, Melee High 30 Wall Rush, Block 30 (15)
[Block] Defends, then attacks. Attack even if block fails.

Aerial

Damage multiplier Startup frame Type Priority EX Force Effects CP (Mastered)
2 x N 55F Physical Melee High 60 + 3 x N - 30 (15)
[Dive] Freefall lunge. Hold button to keep falling. Aim with the analog stick.

Damage multiplier Startup frame Type Priority EX Force Effects CP (Mastered)
2 x 6, 4 (16) 43F Physical Melee High 21 Wall Rush 30 (15)
[Mid] 8 violent slicing attacks. Strike foe with long reach.

Damage multiplier Startup frame Type Priority EX Force Effects CP (Mastered)
4, 1 x 6 (10) 45F, 1F-42F (block) Physical Block Mid, Melee High 30 Wall Rush, Block 30 (15)
[Block] Defends, then attacks. Attack even if block fails.

Damage multiplier Startup frame Type Priority EX Force Effects CP (Mastered)
- 43F - Melee High 0 Wall Rush 30 (15)
Powerful rising lunge. Effective when below foe.

EX Mode: Reunion!

Effects:

  • Regen
  • Critical Boost
  • Glide
  • Heartless Angel

Glide

[Activate by holding x in midair.] Draws spiritual energy within to move freely through the air.

Heartless Angel

[Activate with R + square] Bravery cannot be gained, but opponent's bravery falls to 1.

Charge time = 5 seconds (297 frames). Early release cooldown time = 40 frames.

EX Burst: Super Nova

A blast of such despair that it can send destructioon even into other dimensions. Repeatedly press circle to raise the gauge.

Damage multiplier (initial) Damage multiplier (rest) Type
5 x 5 (25) 5 x 6, 9 x 5 (75) (100 total) Physical

Combos

Solo

Assist

Builds

Builds here.

Stats
HP 9644
CP 450
BRV 1175
ATK 180
DEF 182
LUK 60
Max Booster x3.5
Special Effect: Seal of Lufenia
Equipment
Assist Kuja
Weapon One-Winged Angel
Hand Lufenian Dirk (CP Glitch)
Head Lufenian Hairpin (CP Glitch)
Body Lufenian Vest
Accessory 1 accessory_basic.png Hyper Ring
Accessory 2 accessory_basic.png Muscle Belt
Accessory 3 accessory_basic.png Sniper Eye
Accessory 4 accessory_basic.png Battle Hammer
Accessory 5 accessory_booster.png Summon Unused
Accessory 6 accessory_booster.png Pre-EX Mode
Accessory 7 accessory_booster.png Aerial
Accessory 8 accessory_booster.png Opponent Summon Unused
Accessory 9 accessory_special.png Tenacious Attacker
Accessory 10 accessory_special.png Glutton
Summon Rubicante


Equip the Best Dresser extra ability.

Stats
HP
CP
BRV
ATK
DEF
LUK
Max Booster
Special Effect:
Equipment
Assist
Weapon
Hand
Head
Body
Accessory 1
Accessory 2
Accessory 3
Accessory 4
Accessory 5
Accessory 6
Accessory 7
Accessory 8
Accessory 9
Accessory 10
Summon

Assist

Sephiroth's assist data

Type Attack Startup Position Spawn Damage multiplier Effects
BRV Reaper 21F Ground Opponent 2, 1 x 5, 10, 2, 1 x 6, 10, 3, 1 x 5, 2 (45) Chase
BRV Sudden Cruelty 17F Air Opponent 2 x 8, 9, 4, 1 x 5, 6 (40) Chase
HP Octaslash 43F Ground Opponent 2 x 6, 4 (16) Wall Rush
HP Hell's Gate 55F Air Opponent 2 x N Chase

Assists

Sephiroth works well with most tournament viable assists.