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) |
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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. | 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)= |
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 |
---|---|
|
|
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.
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."
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) |
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) |
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 , 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) |
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) |
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) |
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) |
Damage multiplier | Startup frame | Type | Priority | EX Force | Effects | CP (Mastered) |
---|---|---|---|---|---|---|
each (3) | 45F | Magical | Ranged Low | 0 | - | 30 (15) |
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) |
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) |
Damage multiplier | Startup frame | Type | Priority | EX Force | Effects | CP (Mastered) |
---|---|---|---|---|---|---|
2 x N | 55F | Physical | Melee High | 60 + 3 x N | - | 30 (15) |
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) |
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) |
Damage multiplier | Startup frame | Type | Priority | EX Force | Effects | CP (Mastered) |
---|---|---|---|---|---|---|
- | 43F | - | Melee High | 0 | Wall Rush | 30 (15) |
Effects:
[Activate by holding x in midair.] Draws spiritual energy within to move freely through the air.
[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.
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 |
Builds here.
Stats | |
---|---|
HP | 9644 |
CP | 450 |
BRV | 1175 |
ATK | 180 |
DEF | 182 |
LUK | 60 |
Max Booster | x3.5 |
Equipment | |
---|---|
Assist | Kuja |
Weapon | One-Winged Angel |
Hand | Lufenian Dirk (CP Glitch) |
Head | Lufenian Hairpin (CP Glitch) |
Body | Lufenian Vest |
Accessory 1 | Hyper Ring |
Accessory 2 | Muscle Belt |
Accessory 3 | Sniper Eye |
Accessory 4 | Battle Hammer |
Accessory 5 | Summon Unused |
Accessory 6 | Pre-EX Mode |
Accessory 7 | Aerial |
Accessory 8 | Opponent Summon Unused |
Accessory 9 | Tenacious Attacker |
Accessory 10 | Glutton |
Summon | Rubicante |
Stats | |
---|---|
HP | |
CP | |
BRV | |
ATK | |
DEF | |
LUK | |
Max Booster |
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 |
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 |
Sephiroth works well with most tournament viable assists.