Cloud Strife (Dissidia 012) and Sephiroth (Dissidia 012): Difference between pages

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(Changed character info to use the template instead. Added portrait.)
 
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[[Category:Dissidia 012 Final Fantasy]]
[[Category:Dissidia 012 Final Fantasy]]
{{012CharNav
{{012CharNav
|icon=https://resources.dissidia.wiki/ddff/chara-icon/ddff-icon-cloud.png
|icon=https://resources.dissidia.wiki/ddff/chara-icon/ddff-icon-sephi.png
|general=[[Cloud Strife (Dissidia_012)|'''General''']]
|general=[[Sephiroth (Dissidia_012)|'''General''']]
|matchups=Matchups
|matchups=Matchups
|resources=Resources
|resources=Resources
Line 10: Line 10:


{{CharacterInfo
{{CharacterInfo
|portrait=https://resources.dissidia.wiki/ddff/portraits/ddff-port-cloud.png
|portrait=https://resources.dissidia.wiki/ddff/portraits/ddff-port-sephi.png
|name=Cloud Strife (クラウド・ストライフ)
|name=Sephiroth (セフィロス)
|origin=Final Fantasy VII
|origin=Final Fantasy VII
|weapon=Sword, Greatsword, Katana, Spear
|weapon=Greatswords, Katanas
|armor=Shields, Bangles, Hats, Helms, Clothing,<br> Light Armor, Large Shields, Chestplates
|armor=Chestplates, Gauntlets, Heavy Armor,<br>Helms, Light Armor, Shields
|atk=110 (Average)
|atk=111 (High)
|def=112 (High)
|def=111 (Average)
|runspeed=7 (Average)
|runspeed=9 (Slow)
|dash=77F (Average / Good)
|dash=81 (Below Average)
|fall=87F (Below Average)
|fall=85 (Average)
|fallr=39 (Below Average)
|fallr=41 (Below Average)
|exclusives=Buster Sword, Force Stealer, Butterfly Edge, Fenrir
|exclusives=Masamune Blade, Masamune, One-Winged Angel
|}}
}}


{{ProConTable
{{ProConTable
|pros=
|pros=*'''Zoning'''. Shadow Flare can pressure the opponent into taking action and follow a pace that Sephiroth dictates.
* '''Solid, easy and straightforward gameplay''' with Double Cut pokes, Bravery to HP links and standard-fare movement speed.
*'''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.
* '''Ground combat'''. Firaga, Fire + Climhazzard combo, HP
*'''Meter generation''', Sephiroth builds both EX and Assist meter reliably and can be built for it
 
*'''Builds''' provide ample room to optimize and adjust Sephiroth's strengths.
* '''Damage''' assist combos, wall rush, bravery
*'''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.
* '''Good meter build''', with Double Cut rewarding good EX and HP links enabling assist meter gains on hit
*'''Easy and reliable''' at all levels of play.
 
|cons=*'''Anti-Zoning'''. Bravery Boost on Dodge and long range counters such as {{012fir}}'s Shield Bash and {{012exd}}'s block followups can limit the effectiveness of Sephiroth's zoning.
* '''Flexible assist synergy''' thanks to wall rush potential and Double Cut confirms (with either hit)
*'''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.
* '''EX Mode''' lets Cloud to power through guards with bravery ''Melee High'' priority and EX Burst deals more damage the more health he has, one of the most damaging bursts in the game.
*'''Mobility''' is slightly worse on average overall, encouraging active use of attacks, dodges and dashes to stay on top of the competition.
 
* '''High base defense''' of 112 at LV100, reducing bravery damage taken more than majority of the cast
 
 
|cons=
* '''Vulnerable HP links''' can limit Cloud's opportunities for HP damage against characters who can escape with Assist Change more often.
 
* '''LV2 Assist Change can also restrict" Cloud's follow-ups or moment-to-moment interactions.
 
* '''Floaty aerial dodges''' and lack of a potent '''dodge cover''' make air dodging risky for Cloud at higher levels of play
 
* '''Aerial gameplay more linear than grounded.''' While more than serviceable, optimising his air gameplay requires plenty of micro-optimisations and fundamental skills.
 
* '''Lackluster vertical braveries'''. While good at hitting from their designated angles, reward on hit, tracking and end lag leave something to be desired.
}}
}}


= Overview =
= Overview =
Cloud Strife is primarily a close-range fighter who utilises a variety of pokes, huge sword swings and projectiles to establish his advantage. When fighting on the ground, Cloud can apply standard fare movement to close gaps and engage with straightforward, yet effective braveries or attempt to sneak in damage from further away with four different projectiles. Keeping his opponent in check with Ranged Mid Firagas, poking with Double Cut, setting up extended combos with Fire and dodge punishing with Sonic Break, it's all here. In the air Cloud trades most ranged tools for melee attacks that cover different positions, lending to a more close-range oriented playstyle.


Regardless of where you play Cloud though, he has access to quick pokes with Double Cut to test waters, punish dodges and safely build assist meter with. Sonic Break (ground) and Slashing Blow (air) braveries can also branch out into a dedicated HP attack with great wall rush potential, enabling meter independent damage output that can grow exponentially ''with'' meter. Because of that, his great assist synergy and good base stats, Cloud has a lot of flexibility with builds, whether it's meter depletion, [[EX_(Dissidia_012)|'''EX''']] or [[Assist_(Dissidia_012)|'''assist''']] oriented [[Customisation_Guide_for_Online_Battles_(Dissidia_012)#Build_styles|'''builds''']] with [[Assist_(Dissidia_012)#Side_by_Side|'''Side by Side''']] {{accsp}}. And they're all worth investing in, as Side by Side enables big burst damage while his EX Mode allows him to guard crush with just bravery attacks alone, with increased damage multipliers on attacks that scale with more remaining health.


These traits make Cloud akin to an all-rounder much like {{012wol}}, with an emphasis on damage output instead of defense. But he is not without flaws. For one, his HP links from braveries are fairly long and punishable when [[Assist_(Dissidia_012)#Assist_Change|'''Assist Changed''']] out of, which can limit his damage output when the opponent has assist meter. Cloud's air dodges also pose a risk to him, as he is slow to fall after performing one and lacks effective guarding attacks to discourage dodge punishment. He often relies on clashing with Double Cut to make up for this, and if he cannot land braveries that lead to HP damage, he will rely on Double Cut even more to make ends meet.
= Bravery Attacks =
 
Cloud's horizontal tracking is good, though not top of the line. With above average movement speed, but below average travel speed and max range with Braver, Cloud can struggle to punish blocks and dodges from further away. While he has no problem whiff punishing with vertical attacks such as Rising Fang and Braver, they have more situational application and reward overall. Similiarly, lingering higher priority projectiles can be powered through with Braver, but will leave him wide open for whiff punishment. Cloud can generate a good amount of EX or Assist meter on hit, but he can also struggle to capitalise on them against characters such as {{012lig}}, {{012ulti}} and {{012seph}}.
 
Historically Cloud has been ranked at mid tier and high tier in competitive play. A fundamentally sound character, he has tools for many different situations. Verticality, post-dodge defense, Assist Change counterplay, as well as lack of aerial mid range attacks and utility for traps hurt him. However, his straightforward moveset is fairly easy to pick up and lends well to close-range duels such as against {{012squ}} and {{012vaan}}. A good character who can lay a solid foundation for understanding nuances in the metagame.


= 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 ==
== Ground ==


<tabber>
<tabber>
|-|Double Cut (ground)=
|-|Reaper=
{{AbilityInfo
{{AbilityInfo
|damage=7, 13 (20)
|damage=2, 1 x 5, 10, 2, 1 x 6, 10, 3, 1 x 5, 2 (45)
|startup=13F
|startup=21F
|type=Physical
|type=Physical
|priority=Melee Low
|priority=Melee Low
|ex=90
|ex=93
|effect=Chase
|effect=Chase
|cp=30 (15)
|cp=30 (15)
}}
}}
''[Close] Quick slash. Low power, fast execution.''
''[Close] Katana slash. Delay combo to boost hit times.''
 
|-|Sonic Break=
{{AbilityInfo
|damage=8, 12, 25 (45)
|startup=21F
|type=Physical
|priority=Melee Low
|ex=30
|effect=Wall Rush, Absorb
|cp=30 (15)
}}
''[Close] Strike with three powerful blows. Sends foe flying.''


|-|Climhazzard=
|-|Fervent Blow=
{{AbilityInfo
{{AbilityInfo
|damage=3 x 4, 8, 15 (35)
|damage=5, 4 x 5, 1 x 3, 7 (35)
|startup=27F
|startup=27F
|type=Physical
|type=Physical
|priority=Melee Low
|priority=Melee Low, Ranged Low
|ex=30
|ex=30
|effect=Wall Rush
|effect=Wall Rush
|cp=30 (15)
|cp=30 (15)
}}
}}
''[Mid] Charging attack. Slow strike, easy to wall rush.''
''[Long] Shockwaves from sword. Delay combo to boost hit times.''


|-|Blade Beam=
|-|Shadow Flare (ground)=
{{AbilityInfo
{{AbilityInfo
|damage=15, 5, 10 (30)
|damage=each (3)
|startup=37F
|startup=45F
|type=Magical
|type=Magical
|priority=Melee Mid (sword), Ranged Low (projectile)
|priority=Ranged Low
|ex=90
|effect=Chase
|cp=30 (15)
}}
''[Mid] Launch shockwave. Fast, but has weak homing.''
 
|-|Firaga=
{{AbilityInfo
|damage=each (7, 10)
|startup=25F
|type=Magical
|priority=Ranged Mid
|ex=0
|ex=0
|effect=-
|effect=-
|cp=30 (15)
|cp=30 (15)
}}
}}
''[Long] Shoot three fireballs. Short range, but can restrain opponent with explosions.''
''[Long] Generate 4 spheres of darkness surrounding opponent.''


|-|Fira=
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 {{accboo}}, 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.
{{AbilityInfo
|damage=5 x 3 (15)
|startup=25F
|type=Magical
|priority=Ranged Low
|ex=0
|effect=-
|cp=30 (15)
}}
''[Long] Hurl fireball. Faster than Fire.''


|-|Fire=
|-|Transience=
{{AbilityInfo
{{AbilityInfo
|damage=10
|damage=1 x 7, 13 (20)
|startup=25F
|startup=15F
|type=Magical
|type=Physical (1st hit), Magical (other hits)
|priority=Ranged Low
|priority=Melee Low
|ex=0
|ex=30
|effect=-
|effect=Wall Rush
|cp=30 (15)
|cp=30 (15)
}}
}}
''[Long] Hurl fireball. Slowly tracks opponent.''
''[Close] Quick upward sword slash. Short reach, but fast.''
 


</tabber>
</tabber>
Line 160: Line 105:
<tabber>
<tabber>


|-|Slashing Blow=
|-|Sudden Cruelty=
{{AbilityInfo
{{AbilityInfo
|damage=5, 10, 25 (40)
|damage=2 x 8, 9, 4, 1 x 5, 6 (40)
|startup=21F
|startup=17F
|type=Physical
|type=Physical
|priority=Melee Low
|priority=Melee Low
|ex=30
|ex=30
|effect=Wall Rush
|effect=Chase
|cp=30 (15)
|cp=30 (15)
}}
}}
''[Close] Powerful slashes. Change combo with analog stick.''
''[Mid] Nigh-instant slices. Delay combo to boost hit times.''


|-|Aerial Fang=
|-|Godspeed=
{{AbilityInfo
{{AbilityInfo
|damage=25
|damage=5, 4 x 5, 1, 2, 7 (35)
|startup=25F
|startup=23F
|type=Physical
|type=Physical
|priority=Melee Low
|priority=Melee Low, Ranged Low
|ex=0
|ex=33
|effect=Wall Rush
|effect=Wall Rush
|cp=30 (15)
|cp=30 (15)
}}
}}
''Diving attack, scooping foe with sword. Useful from above.''
''[Long] Shockwaves from sword. Delay combo to boost hit times.''


|-|Rising Fang=
|-|Oblivion=
{{AbilityInfo
{{AbilityInfo
|damage=3, 1 x 10, 17 (30)
|damage=6, 1 x 9, 10 (25)
|startup=21F
|startup=27F
|type=Physical
|type=Physical
|priority=Melee Low
|priority=Melee Low
|ex=33
|ex=30
|effect=Wall Rush
|effect=Wall Rush
|cp=30 (15)
|cp=30 (15)
}}
}}
''Powerful upward lunge. Effective near ceiling.''
''[Mid] Light-speed movement continuously damaging foe.''


|-|Double Cut (midair)=
|-|Shadow Flare (midair)=
{{AbilityInfo
{{AbilityInfo
|damage=7, 13 (20)
|damage=each (3)
|startup=13F
|startup=45F
|type=Physical
|type=Magical
|priority=Melee Low
|priority=Ranged Low
|ex=90
|ex=0
|effect=Chase
|effect=-
|cp=30 (15)
|cp=30 (15)
}}
}}
''[Close] Quick slash. Low power, fast execution.''
''[Long] Generate 4 spheres of darkness surrounding opponent.''


</tabber>
</tabber>
Line 215: Line 160:


<tabber>
<tabber>
|-|Cross-slash=
|-|Black Materia=
{{AbilityInfo
{{AbilityInfo
|damage=5, 5 (10)
|damage=3 x N (max charged)
|startup=41F
|startup=63F, 101F, 201F
|type=Physical
|type=Magical
|priority=Melee High
|priority=Ranged High
|ex=30
|ex=0, 0, 6
|effect=Wall Rush
|effect=Wall Rush, Absorb (if max)
|cp=30 (15)
|cp=30 (15)
}}
}}
''[Close] Break through defenses with cross-shaped slashes.''
''[Long] Summon meteors. Hold button to increase size.''
 
Minimum charge time for LV2 is 90F, and 178F for LV3.


|-|Meteorain (ground)=
|-|Octaslash (ground)=
{{AbilityInfo
{{AbilityInfo
|damage=each (10)
|damage=2 x 6, 4 (16)
|startup=21F (up), 81F (down)
|startup=43F
|type=Magical
|type=Physical
|priority=Ranged Mid (up), Ranged High (down)
|priority=Melee High
|ex=each 60
|ex=21
|effect=-
|effect=Wall Rush
|cp=30 (15)
|cp=30 (15)
}}
}}
''[Long] Send countless meteors towards opponent.''
''[Mid] 8 violent slicing attacks. Strike foe with long reach.''


|-|Finishing Touch=
|-|Scintilla (ground)=
{{AbilityInfo
{{AbilityInfo
|damage=1 x 4, 2 x 5 (+ = 34)
|damage=4, 1 x 6 (10)
|startup=?
|startup=45F, 1F-42F (block)
|type=Physical
|type=Physical
|priority=Melee High
|priority=Block Mid, Melee High
|ex=27
|ex=30
|effect=Wall Rush
|effect=Wall Rush, Block
|cp=30 (15)
|cp=30 (15)
}}
}}
''Branching from Sonic Break. [Combo] A whirlwind of attacks.''
''[Block] Defends, then attacks. Attack even if block fails.''


</tabber>
</tabber>
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<tabber>
<tabber>
|-|Braver=
|-|Hell's Gate=
{{AbilityInfo
{{AbilityInfo
|damage=2, 1 x N (4+)
|damage=2 x N
|startup=47F
|startup=55F
|type=Physical
|type=Physical
|priority=Melee High
|priority=Melee High
|ex=each 15
|ex=60 + 3 x N
|effect=Wall Rush
|effect=-
|cp=30 (15)
|cp=30 (15)
}}
}}
''[Close] Midair charge. Effective against any height.''
''[Dive] Freefall lunge. Hold button to keep falling. Aim with the analog stick.''


|-|Meteorain (midair)=
|-|Scintilla (midair)=
{{AbilityInfo
{{AbilityInfo
|damage=each (10)
|damage=4, 1 x 6 (10)
|startup=21F (up), 81F (down)
|startup=45F, 1F-42F (block)
|type=Magical
|type=Physical
|priority=Ranged Mid (up), Ranged High (down)
|priority=Block Mid, Melee High
|ex=each 60
|ex=30
|effect=-
|effect=Wall Rush, Block
|cp=30 (15)
|cp=30 (15)
}}
}}
''[Long] Send countless meteors towards opponent.''
''[Block] Defends, then attacks. Attack even if block fails.''
 
No horizontal tracking unlike the ground version.


|-|Omnislash Version 5=
|-|Heaven's Light=
{{AbilityInfo
{{AbilityInfo
|damage=2 x 4, 5, 7 (+ = 35)
|damage=-
|startup=?
|startup=43F
|type=Physical
|type=-
|priority=?
|priority=Melee High
|ex=36
|ex=0
|effect=Wall Rush
|effect=Wall Rush
|cp=30 (15)
|cp=30 (15)
}}
}}
''Branching from Slashing Blow. [Combo] Series of speedy slices.''
''Powerful rising lunge. Effective when below foe.''


</tabber>
</tabber>


= EX Mode: Equipped Ultima Weapon! / The power of mako! =
= EX Mode: Reunion! =
Effects:
Effects:
* Regen
* Regen
* Critical Boost
* Critical Boost
* Ultima Weapon (CRUSH)
* Glide
* Ultima Weapon (ATK)
* Heartless Angel
 
== Ultima Weapon (CRUSH) ==
''[Always active while in EX Mode]
Each attack becomes even heavier, crushing all attempts at blocking.''


All Melee attacks become Melee High priority.
== Glide ==
''[Activate by holding x in midair.] Draws spiritual energy within to move freely through the air.''


== Ultima Weapon (ATK) ==
== Heartless Angel ==
''[Always active while in EX Mode]
''[Activate with R + square]
The higher the user's HP, the sharper the weapon's blade.''
Bravery cannot be gained, but opponent's bravery falls to 1.''


Damage multiplier scales to x1~x2 accordingly to current HP%, round down to nearest integer.
Charge time = 5 seconds (297 frames). Early release cooldown time = 40 frames.


== EX Burst: Omnislash ==
=== EX Burst: Super Nova ===
''An attack slicing the opponent over and over. Repeatedly press circle to raise the gauge.''
''A blast of such despair that it can send destructioon even into other dimensions. Repeatedly press circle to raise the gauge.''


{{burst
{{burst
|damage1=14, 14 (28)
|damage1=5 x 5 (25)
|damage2=2 x 20 (40) (68 total)
|damage2=5 x 6, 9 x 5 (75) (100 total)
|type=Physical
|type=Physical
}}
}}
Line 327: Line 269:


== Solo ==
== Solo ==
Cloud has multiple solo combos due Climhazzard and Fire followups.
LL = Landing lag
{| class="wikitable sortable"
|-
! scope=col | Combo
! scope=col | Approximate damage (multipliers)
! scope=col | Approximate EX Force
! scope=col | Notes
! scope=col class=unsortable | Video
|-
|Climhazzard 2nd hit > Double Cut (midair) || '''40''' (3x4, 8, 7, 13) || 90+ (??, 90) || Cloud must recover from Climhazzard naturally without cancels to connect Double Cut. A consistent combo with good EX gain. || video
|-
|Climhazzard 2nd hit > Slashing Blow || '''60''' (3x4, 8, 5, 10, 25 + WR) || 30+ (??) || More difficult to time than Double Cut, but will inflict more bravery damage. || video
|-
|Climhazzard 2nd hit > Slashing Blow > Omnislash Version 5 || '''49 + HP WR''' (3x4, 8, 5, 10, 1x4, 2x5 + HP WR) || '''30+ (??)''' || More difficult to time than Double Cut, but higher reward on hit. || video
|-
|Double Cut (ground) 1st hit > LL > BRV / HP || 7 + 10~60+ || ?? || Anti-airing an opponent with Double Cut's first hit lets Cloud combo into most of his other ground attacks with the help of landing lag. Cross Slash is a common followup. || video
|-
|Fire > Climhazzard || '''45 + WR''' (10, 35 + WR) || 30 || Other ground braveries can combo into Fire as long as it does not hit immediately upon performing it. || video
|-
|Fire > Sonic Break || '''55 + WR''' (10, 45 + WR) || 30 || || video
|-
|Fire > Double Cut || '''30''' (10, 20) || 90 || || video
|-
|Sonic Break (2 hits) > LL > Double Cut (ground) || '''40''' (8, 12, 7, 13) || ?? || video
|-
|Meteorain (midair) > Slashing Blow || '''34~40 + WR''' || 60+ || Wall only. Position above the opponent to connect in time. || video
|}


== Assist ==
== Assist ==
Line 363: Line 274:
<tabber>
<tabber>
|-|Kuja=
|-|Kuja=
{| class="wikitable"
|-
! scope="row" colspan="3" | Combo structure
|-
! scope="col"| Type
! scope="col"| Damage
! scope="col"| Notes
|-
! scope="row" colspan="3" | Starters
|-
| Climhazzard (2nd hit) || 20 (3x4, 8) || Usually linked into Double Cut (midair) or Slashing Blow, but can work as is.
|-
| Sonic Break (2nd hit) || 20 (8, 12) || Usually followed up with wall rush or Finishing Touch.
|-
|Double Cut (1st hit, midair) || 7 || Staple. Aerial poke conversion.
|-
|Double Cut (2nd hit, ground) || 20 (7, 13) || Requires wall and chase.
|-
|Wall Rush (Climhazzard, Sonic Break, Slashing Blow,<br>Rising Fang, Aerial Fang, Cross Slash,<br>Finishing Touch, Braver, Omnislash Version 5) || Varies (10~45 + WR) || Staple.
|-
|Stagger (Firaga) || - || If opponent guarded Firaga, assist can be called.
|-
! scope="row" colspan="3" | Fillers
|-
| Firaga || max 51 || Max damage filler.
|-
| Slashing Blow (2 hits) || 15 (5, 10) || Air-to-ground.
|-
| Aerial Fang || 25 || Air-to-ground.
|-
| Double Cut (1st hit) || 7 || -
|-
! scope="row" colspan="3" | Enders
|-
|Slashing Blow || 40 (5, 10, 25) || Bravery damage + wall rush
|-
|Double Cut (midair) || 20 (7, 13) || EX gain (90)
|-
|Omnislash Version 5 || 35 || HP + wall rush, base bravery recovery
|-
|Braver || +4 (2, 1xN) || HP + wall rush, EX gain
|}


|-|Aerith=
|-|Aerith=
|-|Sephiroth=
|-|Tidus=


|-|Jecht=
|-|Jecht=
|-|Yuna=
|-|Onion Knight=
|-|Ultimecia=


</tabber>
</tabber>
Line 426: Line 285:


<tabber>
<tabber>
|-|Side by Side (High Base BRV)=
|-|Hybrid (Seal of Lufenia)=
{{Build
{{Build
|hp=9376
|hp=9644
|cp=480
|cp=450
|brv=1493
|brv=1175
|atk=177
|atk=180
|def=184
|def=182
|luk=60
|luk=60
|booster=x3.5
|booster=x3.5
|setbonus=None
|setbonus=Seal of Lufenia
|ast=Kuja
|ast=Kuja
|wpn=Piggy's Stick
|wpn=One-Winged Angel
|hand=Chainsaw ([[CP_Glitch_(Dissidia_012)|'''CP Glitch''']])
|hand=Lufenian Dirk ([[CP_Glitch_(Dissidia_012)|'''CP Glitch''']])
|head=Royal Crown ([[CP_Glitch_(Dissidia_012)|'''CP Glitch''']])
|head=Lufenian Hairpin ([[CP_Glitch_(Dissidia_012)|'''CP Glitch''']])
|armor=Maximillian ([[CP_Glitch_(Dissidia_012)|'''CP Glitch''']])
|armor=Lufenian Vest
|acc1={{accbas}} Hyper Ring
|acc1={{accbas}} Hyper Ring
|acc2={{accbas}} Sniper Eye
|acc2={{accbas}} Muscle Belt
|acc3={{accbas}} Dismay Shock
|acc3={{accbas}} Sniper Eye
|acc4={{accbas}} Battle Hammer
|acc4={{accbas}} Battle Hammer
|acc5={{accboo}} Empty EX Gauge
|acc5={{accboo}} Summon Unused
|acc6={{accboo}} Summon Unused
|acc6={{accboo}} Pre-EX Mode
|acc7={{accboo}} Pre-EX Mode
|acc7={{accboo}} Aerial
|acc8={{accboo}} Pre-EX Revenge
|acc8={{accboo}} Opponent Summon Unused
|acc9={{accsp}} Hero's Essence
|acc9={{accsp}} Tenacious Attacker
|acc10={{accsp}} Side by Side
|acc10={{accsp}} Glutton
|summon=Rubicante
|summon=Rubicante
}}
}}
Best Dresser extra ability equipped.
{| class="wikitable"
|+colspan="3"|Substitutes
! Equipment !! Replacement !! Notes
|-
|{{accbas}} Battle Hammer / {{accbas}} Dismay Shock || {{accsp}} Hero's Seal || Initial HP damage increase, raises initial bravery to '''2239'''. If opponent also uses Side by Side, replace Dismay Shock.
|-
|Maximillian || Auto Crossbow || Damage increase, with even lower max health. Instead of equipping Maximillian, Auto Crossbow adds another +79 base bravery and +15 % physical damage on top. Do CP glitch to equip this machine-category equipment.
|}


High burst damage with each wall rush assist combo. With First Strike extra ability, a single Slashing Blow > Omnislash Version 5 wall rush with Kuja assist can output 4,632 HP damage. Even Exdeath with Adamant Chains set at 187 defense can be left near bravery break and if enough critical hits are activated, will break him too. Which is to say, the damage potential is high.


Further investment into damage is possible at the expense of other abilities (equipping Assist Critical Boost instead of Counterattack, for example), maximum health or meter depletion. However, if the opponent uses the Disable First Attack extra ability, Cloud's critical hit rate can fall, greatly reducing the likelihood of reaching a bravery break with a single assist combo.
Equip the Best Dresser extra ability.


|-|Hybrid (EX)=
|-|Build #2=
{{Build
{{Build
|hp=9109
|hp=
|cp=450
|cp=
|brv=1115
|brv=
|atk=179
|atk=
|def=184
|def=
|luk=60
|luk=
|booster=x1.3
|booster=
|setbonus=None
|setbonus=
|ast={{012kuja}}
|ast=
|wpn=Fenrir
|wpn=
|hand=Chainsaw ([[CP_Glitch_(Dissidia_012)|'''CP Glitch''']])
|hand=
|head=Oath Veil ([[CP_Glitch_(Dissidia_012)|'''CP Glitch''']])
|head=
|armor=Auto Crossbow ([[CP_Glitch_(Dissidia_012)|'''CP Glitch''']])
|armor=
|acc1={{accbas}} Muscle Belt
|acc1=
|acc2={{accbas}} Sniper Eye
|acc2=
|acc3={{accbas}} Dismay Shock
|acc3=
|acc4={{accbas}} Battle Hammer
|acc4=
|acc5={{accboo}} Summon Unused
|acc5=
|acc6={{accsp}} White Drop
|acc6=
|acc7={{accsp}} White Drop
|acc7=
|acc8={{accsp}} White Gem
|acc8=
|acc9={{accsp}} Tenacious Attacker
|acc9=
|acc10={{accsp}} Glutton
|acc10=
|summon=Rubicante
|summon=
}}
}}
{| class="wikitable"
|+colspan="3"|Substitutes
! Equipment !! Replacement !! Notes
|-
| || ||
|}


</tabber>
</tabber>
Line 507: Line 348:
= Assist =
= Assist =


== Cloud's assist data ==
== Sephiroth's assist data ==


{{012Assist
{{012Assist
|type1=BRV
|type1=BRV
|attack1=Sonic Break
|attack1=Reaper
|startup1=21F
|startup1=21F
|position1=Ground
|position1=Ground
|spawn1=Opponent
|spawn1=Opponent
|damage1=8, 12, 25 (45)
|damage1=2, 1 x 5, 10, 2, 1 x 6, 10, 3, 1 x 5, 2 (45)
|effect1=Wall Rush
|effect1=Chase
|type2=BRV
|type2=BRV
|attack2=Slashing Blow
|attack2=Sudden Cruelty
|startup2=21F
|startup2=17F
|position2=Air
|position2=Air
|spawn2=Opponent
|spawn2=Opponent
|damage2=5, 10, 25 (40)
|damage2=2 x 8, 9, 4, 1 x 5, 6 (40)
|effect2=Wall Rush
|effect2=Chase
|type3=HP
|type3=HP
|attack3=Cross-slash
|attack3=Octaslash
|startup3=41F
|startup3=43F
|position3=Ground
|position3=Ground
|spawn3=Opponent
|spawn3=Opponent
|damage3=5, 5 (10)
|damage3=2 x 6, 4 (16)
|effect3=Wall Rush
|effect3=Wall Rush
|type4=HP
|type4=HP
|attack4=Braver
|attack4=Hell's Gate
|startup4=47F
|startup4=55F
|position4=Air
|position4=Air
|spawn4=Opponent
|spawn4=Opponent
|damage4=2, 1 x N (4+)
|damage4=2 x N
|effect4=Wall Rush
|effect4=Chase
}}
}}


== Assists ==
== Assists ==
One of Cloud's distinct strengths is his synergy with a myriad of assists in the game. In addition to powerhouse assists like Kuja, Aerith and Jecht, Cloud can also work with Onion Knight and Ultimecia.
Sephiroth works well with most tournament viable assists.
 
<tabber>
|-|Kuja=
 
|-|Aerith=
 
|-|Jecht=
 
|-|Sephiroth=
 
|-|Tidus=
 
|-|Yuna=
 
|-|Cecil=
 
|-|Onion Knight=
 
|-|Ultimecia=
 
</tabber>

Revision as of 17:16, 17 May 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 and can be built for it
  • 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

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 30 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)
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.