Sephiroth (Dissidia 012)
| General | Starter Guide | Combos | Strategy | Frame Data |
|---|---|---|---|---|
| Matchups | Builds | Match Videos | Gallery | Resources |
| Info | |
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<img style="width: 239px; height: 256px; object-fit: cover; display:block; margin:0 auto;" src=" " alt="">
| |
| Name | Sephiroth (セフィロス) |
| Original game | Final Fantasy VII |
| 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) |
| Fastest BRV | 15F (Transience) |
| Fastest HP | 43F (Octaslash, Heaven's Light) |
| 1-Hit HP | Yes (Multiple) |
| HP Links | Yes (Combos only) |
| Command Block | Yes (Scintilla) |
| Weapon | Greatswords, Katanas |
| Armor | Chestplates, Gauntlets, Heavy Armor, Helms, Light Armor, Shields |
| Exclusive weapons | Masamune Blade, Masamune, One-Winged Angel |
| Unlock | |
| Alignment | Chaos |
| Voice Actor (JP) | Toshiyuki Morikawa |
| Voice Actor (ENG) | George Newbern |
Overview
Sephiroth is a defensive air fighter who can fight close and from afar. His main strategy revolves around {{#tooltip: zoning |
The act of using long-range attacks to try and prevent the opponent from approaching. Usually achieved with projectiles, such as Sephiroth's Shadow Flare. }} with Shadow Flare, with the goal of forcing mistakes. {{#tooltip: Dodge cancelling |
Dodge cancel refers to an action that is interrupted with a dodge. Abbreviated as DC.
}} lets Sephiroth cast Shadow Flares quickly, which makes it hard for his opponents to move. This encourages them to approach, and in turn, lets Sephiroth utilize his other moves.
Sephiroth is versatile; He synergizes well with system mechanics and thrives when the opponent has to approach him. Shadow Flare pressures both melee fighters and spell casters, and it also fills assist gauge at a steady pace. Sudden Cruelty complements the projectiles in close-range with a {{#tooltip: disjointed |
A part of an attack that isn't close to the character's hurtbox. If this part of an attack gets hit by opponent's attack, the character using it will not take damage.
}} {{#tooltip: hitbox |
An invisible predefined area that determines how an attack can come into contact with a character. If this makes contact with a character, the attack connects. Bigger hitbox means it's easier to land the attack.
}} and high potential for damage and EX. His combos are well-rounded due to his assist synergy (Kuja & Aerith). Sephiroth works with many builds, with bravery damage and EX being his bread-and-butter. His defensive options after air dodging are also powerful; Heaven's Light and Hell's Gate are evasive, vertical HP attacks. Scintilla blocks attacks instantly on frame 1, staggering dashes and low priority melee attacks. And if Sephiroth needs to escape with LV2 Assist Change, Heaven's Light also guarantees HP damage for him.
Sephiroth is not without weaknesses, though. Bravery Boost on Dodge builds discourage repeated Shadow Flare use. Many of his attacks are telegraphed (HPs, Oblivion) or linear (Godspeed, Sudden Cruelty). Sephiroth has braveries with fast {{#tooltip: startup |
The time it takes before an attack can do damage.
}} speed, but he takes longer to recover from them on average. His mobility is below average. Although Sephiroth can defend after dodging, he still takes a risk on picking the right move. Sephiroth also needs to watch out for vertical tracking, Precision Evasion and {{#tooltip: command blocks |
An attack that has block properties. Most of them block instantly and attack after a moment, e.g. Sephiroth's Scintilla.
}}, so he doesn't overextend himself.
In competitive play, Sephiroth has been consistently ranked at high tier. He is great for new and experienced players alike thanks to his low skill floor and reliable air combat. He can be particularly challenging to beat at low and intermediate levels of play. His action-heavy play style helps him more than it hurts him, but players should be careful not to fall victim to their own habits. A strong character all around.
| Strengths | Weaknesses |
|---|---|
The attack's baseline damage value before equipment and stats are considered.
|
|
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
<tabber> |-|Reaper=
<img src=" " style="width:250px; height:270px; object-fit: none; object-position: 55%; border:3px solid RGB(105,86,160); inline-table;"></img>
| ||
|---|---|---|
| The attack's baseline damage value before equipment and stats are considered. }} | 45 (2, 1 x 5, 10 > 2, 1 x 6, 10 > 3, 1 x 5, 2) | |
| The time it takes for this attack to do damage. Currently this is measured at 60 frames per second (30F would be 0.5 seconds).}} | 21F | |
| Damage Type | Physical | |
| Priority | Melee Low | |
| The amount of EX that can be gained from EX Force. 1000 = Full EX gauge.}} | 93 | |
| Effects | Chase | |
| What this move can be cancelled into.}} | Dodge | |
| Assist Gain {{#tooltip: (Hit) | The amount of assist gauge filled if this attack hits. 5000 = 1 assist gauge.}} | ||
| CP (Mastered) | 30 (15) | |
| [Close] Katana slash. Delay combo to boost hit times. |
Unlocked at level 1 |
Mastered at 100 AP |
Reaper is a three-stage combo attack, and Sephiroth's high damaging ground {{#tooltip: punish |
Attacking someone when they are recovering from a move and are unable to defend. This is typically guaranteed damage when done right.
}} move. It starts up quickly and has decent {{#tooltip: active |
The period of time when an attack is capable of doing damage.
}} frames on the first part, but Sephiroth can only transition into the two follow-ups on hit. Sephiroth transitions into the next follow-up whenever Circle <img>
</img> is pressed. Pressing the button early reduces the number of hits and thus, the damage dealt. To ensure Sephiroth gets the maximum number of hits, it's recommended to press Circle <img>
</img> after a barrage of hits ends. The input window for a maximum delay is not very long, but can be done consistently with a bit of practice.
Reaper leads to assist combos when stopped at the second part. Sephiroth can also use walls to reduce Reaper's knockback when finished for an assist combo. Although Reaper is fairly fast, Sephiroth has to {{#tooltip: dodge cancel |
Dodge cancel refers to an action that is interrupted with a dodge. Abbreviated as DC.
}} it to make it safer on {{#tooltip: whiff |
A missed attack that doesn't make any contact.
}}. Sephiroth is stationary during this move, but the {{#tooltip: hitbox |
An invisible predefined area that determines how an attack can come into contact with a character. If this makes contact with a character, the attack connects. Bigger hitbox means it's easier to land the attack.
}} reaches its maximum range quickly once active.
In practice, Reaper is a serviceable close-range punish move with decent reward, and it may work occasionally as an offensive {{#tooltip: poke |
A fast attack that is used to occupy space, start offense and fill assist gauge.
}}. Sephiroth fights in the air most of the time, so Reaper may not see much use purely for that reason.
|-|Fervent Blow=
<img src=" " style="width:250px; height:270px; object-fit: none; object-position: ; border:3px solid RGB(105,86,160); inline-table;"></img>
| ||
|---|---|---|
| The attack's baseline damage value before equipment and stats are considered. }} | 35 (5, 4 x 5 > 1 x 3, 7) | |
| The time it takes for this attack to do damage. Currently this is measured at 60 frames per second (30F would be 0.5 seconds).}} | 27F | |
| Damage Type | Physical | |
| Priority | Melee Low, Ranged Low | |
| The amount of EX that can be gained from EX Force. 1000 = Full EX gauge.}} | 30 | |
| Effects | Wall Rush | |
| What this move can be cancelled into.}} | Dodge | |
| Assist Gain {{#tooltip: (Hit) | The amount of assist gauge filled if this attack hits. 5000 = 1 assist gauge.}} | ||
| CP (Mastered) | 30 (15) | |
| [Long] Shockwaves from sword. Delay combo to boost hit times. |
Unlocked at level 32 |
Mastered at 100 AP |
A linear stream of projectiles. Fervent Blow can be used sparingly as a mid-range {{#tooltip: whiff punish |
Hitting an opponent who missed (whiffed) their attack.
}} tool, whether its reactively or as a callout. Its {{#tooltip: active |
The period of time when an attack is capable of doing damage.
}} duration covers attacks that have gaps between their hits, such as Prishe's Raging Fists. Fervent Blow can start an assist combo with the projectiles or after confirming a wall rush, which is good for a {{#tooltip: punish |
Attacking someone when they are recovering from a move and are unable to defend. This is typically guaranteed damage when done right.
}} move.
However, Sephiroth may not get many opportunities to capitalize on this move because he fights in the air often. Also, Fervent Blow's long {{#tooltip: recovery |
The period of time that occurs after an action has finished, but before gaining full control of the character again. For example, many HP attacks in Dissidia 012 have long recovery. This may be occasionally referred to as "endlag".
}}, Ranged Low priority and lack of tracking make it vulnerable to sideways movement, Ground Dash and Free Air Dash. Only the close-range sword swing has melee priority, but it has a tendency to cross-up when blocked very close. If the opponent faces away from Sephiroth and blocks it, Sephiroth can get staggered from it. Due to the nature of lock on, this is not easily replicated in an online match. That means Sephiroth could potentially use Fervent Blow as a {{#tooltip: mixup |
A situation where a player has several ways to attack, which require different actions from the defending player.
}} against guarding opponents.
Generally speaking, Fervent Blow is not known to be very effective as a {{#tooltip: poke |
A fast attack that is used to occupy space, start offense and fill assist gauge.
}} or as a close-range attack. Sephiroth has a functionally similar move in the air, which is Godspeed. It may see more use just because of its nature as an aerial attack.
|-|Shadow Flare (ground)=
<img src=" " style="width:250px; height:270px; object-fit: none; object-position: 45%; border:3px solid RGB(105,86,160); inline-table;"></img>
| ||
|---|---|---|
| The attack's baseline damage value before equipment and stats are considered. }} | each (3) | |
| The time it takes for this attack to do damage. Currently this is measured at 60 frames per second (30F would be 0.5 seconds).}} | 45F | |
| Damage Type | Magical | |
| Priority | Ranged Low | |
| The amount of EX that can be gained from EX Force. 1000 = Full EX gauge.}} | 0 | |
| Effects | - | |
| What this move can be cancelled into.}} | Dodge, Block, Attack | |
| Assist Gain {{#tooltip: (Hit) | The amount of assist gauge filled if this attack hits. 5000 = 1 assist gauge.}} | ||
| CP (Mastered) | 30 (15) | |
| [Long] Generate 4 spheres of darkness surrounding opponent. |
Unlocked at level 1 |
Mastered at 80 AP |
Shadow Flare is one of Sephiroth's character-defining braveries for its {{#tooltip: zoning |
The act of using long-range attacks to try and prevent the opponent from approaching. Usually achieved with projectiles, such as Sephiroth's Shadow Flare.
}} capabilities. However, its grounded version is flawed in a few ways the aerial version is not; This version leaves Sephiroth airborne, so it cannot be repeated ad nauseam to harass opponents and build assist gauge. That creates a niche for the Pre-Jump booster <img>
</img> (x1.5 multiplier), because Sephiroth can safely leave the ground without deactivating it.
Grounded Shadow Flare shares many of its traits with the midair variant, including the early {{#tooltip: cancel |
An action that is interrupted early by doing another action.
}} window for various actions. A ground Shadow Flare can be cancelled into an aerial Shadow Flare, while aerial Shadow Flare cannot be cancelled into itself. It's a small footnote in Sephiroth's overall strategy, but worth noting regardless.
Overall, this version of Shadow Flare is not used often, but it's great for builds with a Pre-Jump booster <img>
</img>.
|-|Transience=
<img src=" " style="width:250px; height:270px; object-fit: none; object-position: ; border:3px solid RGB(105,86,160); inline-table;"></img>
| ||
|---|---|---|
| The attack's baseline damage value before equipment and stats are considered. }} | 20 (1 x 7, 13) | |
| The time it takes for this attack to do damage. Currently this is measured at 60 frames per second (30F would be 0.5 seconds).}} | 15F | |
| Damage Type | Physical (1st hit) Magical (other hits) | |
| Priority | Melee Low | |
| The amount of EX that can be gained from EX Force. 1000 = Full EX gauge.}} | 30 | |
| Effects | Wall Rush | |
| What this move can be cancelled into.}} | Dodge (hit / whiff) Block & Attack (whiff only) | |
| Assist Gain {{#tooltip: (Hit) | The amount of assist gauge filled if this attack hits. 5000 = 1 assist gauge.}} | ||
| CP (Mastered) | 30 (15) | |
| [Close] Quick upward sword slash. Short reach, but fast. |
Unlocked at level 8 |
Mastered at 80 AP |
Transience acts as a close-range {{#tooltip: poke |
A fast attack that is used to occupy space, start offense and fill assist gauge.
}} for Sephiroth. It has the hallmarks of a conventional, effective poke in Dissidia 012; Fast startup, decent base damage and short recovery that can be {{#tooltip: cancelled |
An action that is interrupted early by doing another action.
}} quickly. This is great for Sephiroth in theory, because these kinds of moves form the basis for offense and defense alike, including filling assist gauge safely.
However, Sephiroth's air-centric gameplay means that Transience is often unavailable. His other moves usually work better just outside Transience's range, so Sephiroth may struggle to find opportunities to use Transience specifically. Transience also has low reward on hit, but it can be converted into an {{#tooltip: assist combo |
A combo involving an assist character.
}} if it wall rushes. It has decent knockback, so it could theoretically work as a physical keepout move.
If Sephiroth is on the ground, Transience can be {{#tooltip: whiffed |
A missed attack that doesn't make any contact.
}} repeatedly to build assist gauge faster. Sephiroth doesn't have two fast pokes he can quickly rotate to keep assist gain fresh, but having one move for this purpose is better than nothing.
</tabber>
Aerial
<tabber>
|-|Sudden Cruelty=
<img src=" " style="width:250px; height:270px; object-fit: none; object-position: ; border:3px solid RGB(105,86,160); inline-table;"></img>
| ||
|---|---|---|
| The attack's baseline damage value before equipment and stats are considered. }} | 40 (2 x 8, 9, 4, 1 x 5, 6) | |
| The time it takes for this attack to do damage. Currently this is measured at 60 frames per second (30F would be 0.5 seconds).}} | 17F | |
| Damage Type | Physical | |
| Priority | Melee Low | |
| The amount of EX that can be gained from EX Force. 1000 = Full EX gauge.}} | 87 | |
| Effects | Chase | |
| What this move can be cancelled into.}} | Dodge | |
| Assist Gain {{#tooltip: (Hit) | The amount of assist gauge filled if this attack hits. 5000 = 1 assist gauge.}} | ||
| CP (Mastered) | 30 (15) | |
| [Mid] Nigh-instant slices. Delay combo to boost hit times. |
Unlocked at level 1 |
Mastered at 100 AP |
Sudden Cruelty is a two-stage combo attack, and Sephiroth's high damaging aerial {{#tooltip: punish |
Attacking someone when they are recovering from a move and are unable to defend. This is typically guaranteed damage when done right.
}} move. It's similar to Reaper in a few ways, including the delayable follow-up and the {{#tooltip: disjointed |
A part of an attack that isn't close to the character's hurtbox. If this part of an attack gets hit by opponent's attack, the character using it will not take damage.
}} {{#tooltip: hitbox |
An invisible predefined area that determines how an attack can come into contact with a character. If this makes contact with a character, the attack connects. Bigger hitbox means it's easier to land the attack.
}} quickly extending to its max reach. This is Sephiroth's go-to offensive {{#tooltip: poke |
A fast attack that is used to occupy space, start offense and fill assist gauge.
}} in close-range, and it's good for starting assist combos and racking up damage during them. He can even poke through high priority projectiles, given the right positioning. If the opponent gets hit by Shadow Flare, Sudden Cruelty is a consistent way to convert that into a combo in close-range.
The startup is fast enough to be unreactable, but Sephiroth remains stationary for a moment before he can {{#tooltip: dodge cancel |
Dodge cancel refers to an action that is interrupted with a dodge. Abbreviated as DC.
}} the move. The hitbox also stays active during this time, which can make it difficult to punish him without moving into it and using a {{#tooltip: command block |
An attack that has block properties. Most of them block instantly and attack after a moment, e.g. Sephiroth's Scintilla.
}}. This is generally good for Sephiroth, since command blocks are not very common in the roster. But it also has a weakness, which is the tracking; Sephiroth does not move much towards the opponent during {{#tooltip: start-up |
The time it takes before an attack can do damage.
}}, and completely stops when the move is out. As a result, Sudden Cruelty is not very consistent at catching evasive movement, namely Ground Dashes. But if opponents attack or dodge into Sephiroth with no coverage, Sudden Cruelty can punish them for doing so.
|-|Godspeed=
<img src=" " style="width:250px; height:270px; object-fit: none; object-position: ; border:3px solid RGB(105,86,160); inline-table;"></img>
| ||
|---|---|---|
| The attack's baseline damage value before equipment and stats are considered. }} | 35 (5, 4 x 5, 1, 2, 7) | |
| The time it takes for this attack to do damage. Currently this is measured at 60 frames per second (30F would be 0.5 seconds).}} | 23F | |
| Damage Type | Physical | |
| Priority | Melee Low, Ranged Low | |
| The amount of EX that can be gained from EX Force. 1000 = Full EX gauge.}} | 33 | |
| Effects | Wall Rush | |
| What this move can be cancelled into.}} | Dodge | |
| Assist Gain {{#tooltip: (Hit) | The amount of assist gauge filled if this attack hits. 5000 = 1 assist gauge.}} | ||
| CP (Mastered) | 30 (15) | |
| [Long] Shockwaves from sword. Delay combo to boost hit times. |
Unlocked at level 16 |
Mastered at 100 AP |
A linear stream of projectiles. To maximize damage, Sephiroth can delay the follow-up by pressing Circle <img>
</img> after all projectiles have connected. Just like Fervent Blow, Godspeed can be used as a mid-range {{#tooltip: whiff punish |
Hitting an opponent who missed (whiffed) their attack.
}} tool, whether its reactively or as a callout. This works because of Godspeed's startup speed and {{#tooltip: active |
The period of time when an attack is capable of doing damage.
}} frames. It can contest moves with gaps in them, such as Tifa's feints, but this must be done from a distance. Once Godspeed hits, Sephiroth can wall rush on the ground and start an assist combo.
Godspeed is also linear like Fervent Blow. When Sephiroth performs this move, it has no horizontal or vertical tracking whatsoever. The projectiles will continue to go in a straight line whether they hit or miss. That makes Sephiroth vulnerable to {{#tooltip: assist punishes |
Using assist to hit the opponent who missed an attack, before they can defend.
}}, but this is not a huge concern when Sephiroth often builds assist gauge reliably with Shadow Flare. Furthermore, Godspeed competes with Oblivion for the third bravery slot, which boils down to the {{#tooltip: matchup |
Two specific characters matched against each other. Also refers to the strategy and knowledge surrounding it.
}} and player preference. Oblivion has better vertical range and lower damage, whereas Godspeed has better lateral range and more damage.
The close-range sword swing is melee priority, while the projectiles are ranged low priority. These can be dashed through and it cannot be cancelled early, so it's not as effective for zoning as Shadow Flare is. However, if the projectiles hit from a distance on a grounded opponent, Sephiroth can attempt to combo with landing lag by {{#tooltip: dodge cancelling |
Dodge cancel refers to an action that is interrupted with a dodge. Abbreviated as DC.
}} into Sudden Cruelty. The dodge cancel timing is much later into the animation on hit though, which can make it difficult to use without practice.
|-|Oblivion=
<img src=" " style="width:250px; height:270px; object-fit: none; object-position: ; border:3px solid RGB(105,86,160); inline-table;"></img>
| ||
|---|---|---|
| The attack's baseline damage value before equipment and stats are considered. }} | 25 (6, 1 x 9, 10) | |
| The time it takes for this attack to do damage. Currently this is measured at 60 frames per second (30F would be 0.5 seconds).}} | 27F | |
| Damage Type | Physical | |
| Priority | Melee Low | |
| The amount of EX that can be gained from EX Force. 1000 = Full EX gauge.}} | 30 | |
| Effects | Wall Rush | |
| What this move can be cancelled into.}} | Dodge | |
| Assist Gain {{#tooltip: (Hit) | The amount of assist gauge filled if this attack hits. 5000 = 1 assist gauge.}} | ||
| CP (Mastered) | 30 (15) | |
| [Mid] Light-speed movement continuously damaging foe. |
Unlocked at level 4 |
Mastered at 100 AP |
Sephiroth passes through the opponent and inflicts a series of blows afterwards. This move wall rushes the opponent downwards, which is good for assist combos on the ground, but the reward on hit isn't outstanding otherwise. Oblivion is Sephiroth's melee bravery with longest vertical reach, as it moves him closer to the opponent during its startup. This is good for punishing careless opponents below or above Sephiroth, and poorly placed assists, but it is reactable otherwise.
If the opponent gets hit by Shadow Flare, Oblivion has an easier time following up compared to other braveries. In that sense, Oblivion supports Sephiroth's gameplan, but it doesn't serve as the endpoint. When used appropriately, Sephiroth can get more damage in situations that required a bigger risk or where he could've missed the extra damage entirely. Due to its slow {{#tooltip: start-up |
The time it takes before an attack can do damage.
}} and average reward without wall rush, it is not well suited for starting offense. The audio cue is somewhat subtle, but the move can be easier to see if Oblivion is done from a distance due to its movement. If Sephiroth is already at equal height when using Oblivion, he won't move nearly as much during startup.
If Sephiroth is locked off and Oblivion is set to Circle <img>
</img>, he can use Oblivion to move in any direction he faces. This can be done to build assist gauge more safely.
|-|Shadow Flare (midair)=
<img src=" " style="width:250px; height:270px; object-fit: none; object-position: 45%; border:3px solid RGB(105,86,160); inline-table;"></img>
| ||
|---|---|---|
| The attack's baseline damage value before equipment and stats are considered. }} | each (3) | |
| The time it takes for this attack to do damage. Currently this is measured at 60 frames per second (30F would be 0.5 seconds).}} | 45F | |
| Damage Type | Magical | |
| Priority | Ranged Low | |
| The amount of EX that can be gained from EX Force. 1000 = Full EX gauge.}} | 0 | |
| Effects | - | |
| What this move can be cancelled into.}} | Dodge, Block, Attack | |
| Assist Gain {{#tooltip: (Hit) | The amount of assist gauge filled if this attack hits. 5000 = 1 assist gauge.}} | ||
| CP (Mastered) | 30 (15) | |
| [Long] Generate 4 spheres of darkness surrounding opponent. |
Unlocked at level 24 |
Mastered at 80 AP |
Sephiroth's character-defining projectile. Shadow Flare comprises of four long-range projectiles that surround the opponent and then hit at the center. It has good reach, it can be quickly {{#tooltip: cancelled |
An action that is interrupted early by doing another action.
}} into other actions and it can even start combos. This move is at the core of Sephiroth's {{#tooltip: zoning |
The act of using long-range attacks to try and prevent the opponent from approaching. Usually achieved with projectiles, such as Sephiroth's Shadow Flare. }}, where it represents a threat and encourages the opponent to approach and stop it. Sephiroth has excellent HP attacks and whiff punish tools to work with afterwards, which round out his core defensive strategy.
Because of Shadow Flare's short recovery and cancel options, Sephiroth can repeatedly use this move to quickly harass opponents from a distance. It can be effectively used to hinder characters who need time to set up their gameplan, like Kefka and Ultimecia. As an attack, Shadow Flare also builds assist gauge faster. If the opponent cannot respond to Shadow Flare on a moment's notice, it can overwhelm them in no time. The projectiles have a bit of tracking before they start closing on the opponent, so poorly timed dodges can create more trouble for them instead. Each projectile's damage is low and the {{#tooltip: hit stun |
The period of time when a character cannot do an action after getting hit by an attack.
}} is short, but it's just enough for Sephiroth to follow up on a combo if he knows Shadow Flare will hit. That makes Shadow Flare a relatively dangerous move to get hit by, as the situation can escalate depending on Sephiroth's positioning.
Shadow Flare has a few weaknesses. For one, it is a Ranged Low priority move, which means opponents can dash through it. Even though the projectiles have tracking, it stops once the projectiles become {{#tooltip: active |
The period of time when an attack is capable of doing damage.
}}. The travel speed during its active period is not instant either, so opponents can move vertically with jumps and fall speed to avoid it. Furthermore, Shadow Flare does not protect Sephiroth's body, so it is not well suited for close-range keepout. And lastly, Shadow Flare is a telegraphed projectile, which makes certain counter moves (Firion's Shield Bash, Exdeath's Omni Block) easier to use against Sephiroth. Bravery Boost on Dodge builds can greatly impact Shadow Flare's effectiveness, as using it frequently gives the opponent bravery without risk.
Overall, Shadow Flare is a staple move for Sephiroth that synergizes well with his other moves and the game's mechanics in general.
</tabber>
HP Attacks
Ground
<tabber> |-|Black Materia=
<img src=" " style="width:250px; height:270px; object-fit: none; object-position: ; border:3px solid RGB(105,86,160); inline-table;"></img>
| ||||
|---|---|---|---|---|
| Level 1 | Level 2 | Level 3 | ||
| The attack's baseline damage value before equipment and stats are considered. }} | - | - | 3 x N | |
| The time it takes for this attack to do damage. Currently this is measured at 60 frames per second (30F would be 0.5 seconds).}} | 63F | 90F (Min. charge) 101F (Release) |
178F (Min. charge) 201F (Release) | |
| Damage Type | - | - | Magical | |
| Priority | Ranged High | Ranged High | Ranged High | |
| The amount of EX that can be gained from EX Force. 1000 = Full EX gauge.}} | 0 | 0 | 6 | |
| Effects | - | - | Wall Rush, Absorb | |
| What this move can be cancelled into.}} | Dodge | Dodge | Dodge | |
| Assist Gain {{#tooltip: (Hit) | The amount of assist gauge filled if this attack hits. 5000 = 1 assist gauge.}} | ||||
| CP (Mastered) | 30 (15) | |||
| [Long] Summon meteors. Hold button to increase size. |
Unlocked at level 28 |
Mastered at 150 AP | ||
Black Materia is a projectile that can be charged to increase some of its properties. At level 1, Black Materia is a small sized meteor that comes down at a diagonal angle from above Sephiroth. Level 2 is similar, except much larger. Level 3 comes straight down from above the opponent, and it is the only one to deal bravery damage and wall rush. Sephiroth can also move while the LV3 meteor is falling down, which let's Sephiroth reposition closer to the opponent. LV3 can even enable a solo follow-up with Reaper or Octaslash, though this is impractical and it has no consistent setups for it without EX Revenge.
This is not a move that is commonly used in competitive play. Aside from the slow {{#tooltip: start-up |
The time it takes before an attack can do damage.
}}, Sephiroth is completely stationary when using Black Materia. He has no innate protection around him during this move either; The angle at which projectiles come from leave him open to dashes and interruptions at close range or long range. If the opponent is above Sephiroth, the LV1 / LV2 meteors can protect him the moment it is fired. The long startup for any version of Black Materia provides diminishing returns at best for the risk Sephiroth takes. If he is at a long distance, he can try to charge this move to temporarily stall the next interaction. Lower levels of Black Materia do not occupy much space for long, and even the max charged version has a height limit on its spawn position.
Overall, Black Materia is a move that can be easily avoided, interrupted and does not provide notable benefits to Sephiroth's {{#tooltip: neutral |
The stage of a fight where neither player is blocking or getting hit by anything. Both players are trying to figure out how to approach, or trying to hit each other.
}} game. Sephiroth's playstyle revoles more around air combat, so Black Materia can be difficult to justify for that alone.
|-|Octaslash (ground)=
<img src=" " style="width:250px; height:270px; object-fit: none; object-position: ; border:3px solid RGB(105,86,160); inline-table;"></img>
| ||
|---|---|---|
| The attack's baseline damage value before equipment and stats are considered. }} | 2 x 6, 4 (16) | |
| The time it takes for this attack to do damage. Currently this is measured at 60 frames per second (30F would be 0.5 seconds).}} | 43F | |
| Damage Type | Physical | |
| Priority | Melee High | |
| The amount of EX that can be gained from EX Force. 1000 = Full EX gauge.}} | 21 | |
| Effects | Wall Rush | |
| What this move can be cancelled into.}} | Dodge | |
| Assist Gain {{#tooltip: (Hit) | The amount of assist gauge filled if this attack hits. 5000 = 1 assist gauge.}} | ||
| CP (Mastered) | 30 (15) | |
| [Mid] 8 violent slicing attacks. Strike foe with long reach. |
Unlocked at level 1 |
Mastered at 130 AP |
An advancing multi-hit combo. Octaslash works as a callout tool against grounded {{#tooltip: whiffs |
A missed attack that doesn't make any contact.
}} and dodges. It has decent horizontal coverage and plenty of lateral tracking compared to his other melee HP Scintilla. Octaslash occupies space for a good moment, which can make it effective in enclosed spaces, such as corners or stages like Pandaemonium. It has weak vertical tracking though, so opponents who dodge above Sephiroth can avoid it easily. Sephiroth follows through the whole animation even if it misses, which makes it riskier to use Octaslash in the {{#tooltip: neutral |
The stage of a fight where neither player is blocking or getting hit by anything. Both players are trying to figure out how to approach, or trying to hit each other.
}}.
Octaslash is Sephiroth's highest damaging HP attack in terms of bravery damage. It can start assist combos with a wall rush, so Sephiroth gets good reward for using this move well. Sephiroth will be considered airborne after Octaslash ends.
|-|Scintilla (ground)=
<img src=" " style="width:250px; height:270px; object-fit: none; object-position: ; border:3px solid RGB(105,86,160); inline-table;"></img>
| ||
|---|---|---|
| The attack's baseline damage value before equipment and stats are considered. }} | 4, 1 x 6 (10) | |
| The time it takes for this attack to do damage. Currently this is measured at 60 frames per second (30F would be 0.5 seconds).}} | 45F, 1F-42F (block) | |
| Damage Type | Physical | |
| Priority | Block Mid, Melee High | |
| The amount of EX that can be gained from EX Force. 1000 = Full EX gauge.}} | 30 | |
| Effects | Wall Rush, Block | |
| What this move can be cancelled into.}} | Dodge | |
| Assist Gain {{#tooltip: (Hit) | The amount of assist gauge filled if this attack hits. 5000 = 1 assist gauge.}} | ||
| CP (Mastered) | 30 (15) | |
| [Block] Defends, then attacks. Attack even if block fails. |
Unlocked at level 1 |
Mastered at 130 AP |
Scintilla is a {{#tooltip: command block |
An attack that has block properties. Most of them block instantly and attack after a moment, e.g. Sephiroth's Scintilla.
}}, that guards instantly and then attacks afterwards. It's a strong move due to its defensive applications, but high risk for Sephiroth if it doesn't stagger the opponent. Sephiroth moves forward a little bit with the first hit. Scintilla is best used after a ground dodge to protect Sephiroth from incoming attacks (or dashes), but it can also be used aggressively with a good read. It doesn't have high {{#tooltip: knockback |
The distance travelled after getting hit by an attack. The exact distance varies depending on the attack.
}}, but it can wall rush and lead to an assist combo afterwards.
Sephiroth can block low priority attacks and dashes with Scintilla. If Scintilla blocks a mid priority attack, Sephiroth will be staggered.
Scintilla's aerial version is used more often in competitive play, which works like the ground version. Sephiroth will be considered airborne after Scintilla ends.
</tabber>
Aerial
<tabber> |-|Hell's Gate=
<img src=" " style="width:250px; height:270px; object-fit: none; object-position: ; border:3px solid RGB(105,86,160); inline-table;"></img>
| ||
|---|---|---|
| The attack's baseline damage value before equipment and stats are considered. }} | 2 x N | |
| The time it takes for this attack to do damage. Currently this is measured at 60 frames per second (30F would be 0.5 seconds).}} | 55F | |
| Damage Type | Physical | |
| Priority | Melee High | |
| The amount of EX that can be gained from EX Force. 1000 = Full EX gauge.}} | 60 + 3 x N | |
| Effects | - | |
| What this move can be cancelled into.}} | Dodge | |
| Assist Gain {{#tooltip: (Hit) | The amount of assist gauge filled if this attack hits. 5000 = 1 assist gauge.}} | ||
| CP (Mastered) | 30 (15) | |
| [Dive] Freefall lunge. Hold button to keep falling. Aim with the analog stick. |
Unlocked at level 1 |
Mastered at 130 AP |
Hell's Gate is a flexible diving attack that Sephiroth can use to threaten space on the ground, defend after air dodging, or to finish assist combos.
By default, Sephiroth will stop and do 1 HP hit. If Square <img>
</img> is held, Hell's Gate turns into a diving multi-hit attack that drags the opponent down. If Square <img>
</img> is released at any point, Sephiroth will transition into the single hit HP hit that he would do by just pressing the button. If the button is held and Sephiroth lands on the ground, he will finish the move and cause earth to shatter around him which also have an HP {{#tooltip: hitbox |
An invisible predefined area that determines how an attack can come into contact with a character. If this makes contact with a character, the attack connects. Bigger hitbox means it's easier to land the attack.
}}.
Hell's Gate is a good secondary HP for Sephiroth. It has some evasion to it thanks to the ascension on start-up, but he can also move manually during the entire attack, including its start-up. This works well as a defensive post-dodge action against some attacks. Sephiroth can convert any version of Hell's Gate into an assist combo, and he can even extend it further with Aerith assist.
A held Hell's Gate can also be an infinite combo in Phantom Train by moving Sephiroth towards one of the windows while hitting the opponent.
Further reading: Hell's Gate Infinite Combo
|-|Octaslash (midair)=
<img src=" " style="width:250px; height:270px; object-fit: none; object-position: ; border:3px solid RGB(105,86,160); inline-table;"></img>
| ||
|---|---|---|
| The attack's baseline damage value before equipment and stats are considered. }} | 2 x 6, 4 (16) | |
| The time it takes for this attack to do damage. Currently this is measured at 60 frames per second (30F would be 0.5 seconds).}} | 43F | |
| Damage Type | Physical | |
| Priority | Melee High | |
| The amount of EX that can be gained from EX Force. 1000 = Full EX gauge.}} | 21 | |
| Effects | Wall Rush | |
| What this move can be cancelled into.}} | Dodge | |
| Assist Gain {{#tooltip: (Hit) | The amount of assist gauge filled if this attack hits. 5000 = 1 assist gauge.}} | ||
| CP (Mastered) | 30 (15) | |
| [Mid] 8 violent slicing attacks. Strike foe with long reach. |
Unlocked at level 12 |
Mastered at 130 AP |
Octaslash's aerial version functions similarly to its ground version, lateral tracking, multi-hits and all. What makes it less appealing here is due to Sephiroth's other aerial HPs having more utility in combos and in the {{#tooltip: neutral |
The stage of a fight where neither player is blocking or getting hit by anything. Both players are trying to figure out how to approach, or trying to hit each other.
}}. Even so, Octaslash is one of Sephiroth's strongest assist combo enders in terms of bravery damage.
|-|Scintilla (midair)=
<img src=" " style="width:250px; height:270px; object-fit: none; object-position: ; border:3px solid RGB(105,86,160); inline-table;"></img>
| ||
|---|---|---|
| The attack's baseline damage value before equipment and stats are considered. }} | 4, 1 x 6 (10) | |
| The time it takes for this attack to do damage. Currently this is measured at 60 frames per second (30F would be 0.5 seconds).}} | 45F, 1F-42F (block) | |
| Damage Type | Physical | |
| Priority | Block Mid, Melee High | |
| The amount of EX that can be gained from EX Force. 1000 = Full EX gauge.}} | 30 | |
| Effects | Wall Rush, Block | |
| What this move can be cancelled into.}} | Dodge | |
| Assist Gain {{#tooltip: (Hit) | The amount of assist gauge filled if this attack hits. 5000 = 1 assist gauge.}} | ||
| CP (Mastered) | 30 (15) | |
| [Block] Defends, then attacks. Attack even if block fails. |
Unlocked at level 20 |
Mastered at 130 AP |
Scintilla's aerial version works like the grounded version. Short forward movement, it guards and it wall rushes. But because it can be done in the air, it serves an important role in Sephiroth's defense; As a frame 1 {{#tooltip: command block |
An attack that has block properties. Most of them block instantly and attack after a moment, e.g. Sephiroth's Scintilla.
}}, Scintilla can stop many dodge punish attempts dead in their tracks, especially Free Air Dash. Since Evasion Boost doubles the invincibility for all dodges, Sephiroth can block with Scintilla without any gaps between it and the dodge. This is powerful against close-range characters who rely on melee low moves, but if it's avoided, Sephiroth is left wide open. Sephiroth always completes this attack even if it misses, so careful usage of Scintilla is advised.
This is a staple move for Sephiroth, as it supports his defensive gameplay. It deals less bravery damage compared to Octaslash, but its value as a defensive move is worth the inclusion.
|-|Heaven's Light=
<img src=" " style="width:250px; height:270px; object-fit: none; object-position: ; border:3px solid RGB(105,86,160); inline-table;"></img>
| ||
|---|---|---|
| The attack's baseline damage value before equipment and stats are considered. }} | - | |
| The time it takes for this attack to do damage. Currently this is measured at 60 frames per second (30F would be 0.5 seconds).}} | 43F | |
| Damage Type | - | |
| Priority | Melee High | |
| The amount of EX that can be gained from EX Force. 1000 = Full EX gauge.}} | 0 | |
| Effects | Wall Rush | |
| What this move can be cancelled into.}} | Dodge | |
| Assist Gain {{#tooltip: (Hit) | The amount of assist gauge filled if this attack hits. 5000 = 1 assist gauge.}} | ||
| CP (Mastered) | 30 (15) | |
| Powerful rising lunge. Effective when below foe. |
Unlocked at level 36 |
Mastered at 130 AP |
Heaven's Light is an evasive 1-hit HP attack with good knockback for ceiling wall rushes. Sephiroth will attempt to position below the opponent and then quickly move upwards with a rising slash. This is a good move for {{#tooltip: punishes |
Attacking someone when they are recovering from a move and are unable to defend. This is typically guaranteed damage when done right.
}}, ending assist combos, protecting Sephiroth after air dodging or simply calling out {{#tooltip: whiffs. |
A missed attack that doesn't make any contact.
}} The downward movement is strong enough to make many attacks miss, but this should not be confused with invincibility. Sephiroth can still be hit out of Heaven's Light's {{#tooltip: start-up |
The time it takes before an attack can do damage.
}}, but it usually requires a move with good tracking. If Heaven's Light is done near the ground, Sephiroth cannot take advantage of its movement as much, and he has a hard time hitting a grounded opponent.
Heaven's Light's effective range is quite good. It can be used reliably after a LV2 Assist Change stagger to secure HP damage. It's also difficult to punish because of its relatively long travel distance and short recovery for an HP. Assists can still punish Sephiroth, but not many characters have reliable {{#tooltip: anti-air |
Attacking an airborne opponent from below, usually on the ground.
}} moves they could use for this purpose. Sephiroth can make Heaven's Light safer by making sure the opponent is not positioned at the end of the rising lunge.
This is a staple move for Sephiroth. It has good range, utility as a defensive move, and the wall rush damage complements his damage output well. As a wall rush move, it is also good for HP damage and meter depletion.
</tabber>
EX Mode: Reunion!
Effects:
- Regen
- Critical Boost
- Glide
- Heartless Angel
Sephiroth has a good EX mode, with Heartless Angel being the notable threat. If Sephiroth has full assist and EX gauges, he can create huge momentum with a single assist combo and EX mode activation. His bravery damage output is already good, so he naturally benefits from the critical hits and any Heartless Angel setups he can pull off.
Glide
<img src="
" style="object-fit: none; object-position: 0% 0%; border:3px solid RGB(105,86,160);></img>
[Activate by holding Cross in midair.] Draws spiritual energy within to move freely through the air.
Heartless Angel
<img src="
" style="object-fit: none; object-position: 0% 0%; border:3px solid RGB(105,86,160);></img>
[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 (roughly 0.6 seconds).
Sephiroth charges up an unblockable attack that reduces opponent's bravery to 1. This puts the opponent at great risk of being broken. Assists can follow up after Heartless Angel, which usually guarantees a bravery break. Its main downside is the long charge time, but assists that {{#tooltip: hold |
Holding an opponent in place with an attack, usually to set up an assist combo. In Dissidia NT, other players can follow up instead of assists.
}} for a long time such as Jecht and Kuja can get around this. Even if Sephiroth does not have time to fully charge Heartless Angel, using it can encourage his opponent to approach in case he actually casts it.
If the opponent's bravery is already at 1, it won't be reduced further.
EX Burst: Super Nova
<img src="
" style="object-fit: none; object-position: 0% 0%; border:3px solid RGB(105,86,160);></img>
A blast of such despair that it can send destruction even into other dimensions. Repeatedly press Circle to raise the gauge.
|
The attack's baseline damage value before equipment and stats are considered.
The attack's baseline damage value before equipment and stats are considered.
| ||
|---|---|---|
| 5 x 5 (25) | 5 x 6, 9 x 5 (75) (100 total) | Physical |
Super Nova requires filling a gauge by repeatedly pressing Circle <img>
</img>. Once the gauge is filled, Sephiroth follows through with the complete attack. Fairly simple execution and one of the higher damaging EX Bursts in the game.
Combos
Main article: Sephiroth (Combos)
Sephiroth has a plethora of solo combos, most of which revolve around Shadow Flare. He works well with assists both in close-range and in midrange, and he even has an infinite in Phantom Train. [1]
Solo
EX Revenge
Assist (Kuja)
Main article: Sephiroth Combos (Kuja Assist)
Builds
Builds here.
<tabber> |-|Hybrid (Seal of Lufenia)=
| Stats | |
|---|---|
| HP | 9644 |
| CP | 450 |
| BRV | 1175 |
| ATK | 180 |
| DEF | 182 |
| LUK | 60 |
| Max Booster | x3.5 |
| Equipment | |
|---|---|
| Assist | Kuja |
| Weapon <img> |
One-Winged Angel |
| Hand <img> |
Lufenian Dirk <img> |
| Head <img> |
Lufenian Hairpin <img> |
| Body <img> |
Lufenian Vest |
| Accessory 1 | <img> </img> Hyper Ring
|
| Accessory 2 | <img> </img> Muscle Belt
|
| Accessory 3 | <img> </img> Sniper Eye
|
| Accessory 4 | <img> </img> Battle Hammer
|
| Accessory 5 | <img> </img> Summon Unused
|
| Accessory 6 | <img> </img> Pre-EX Mode
|
| Accessory 7 | <img> </img> Aerial
|
| Accessory 8 | <img> </img> Opponent Summon Unused
|
| Accessory 9 | <img> </img> Tenacious Attacker
|
| Accessory 10 | <img> </img> Glutton
|
| Summon <img> |
Rubicante |
| Bravery attacks | |
|---|---|
| Ground | Aerial |
| HP attacks | |
| Ground | Aerial |
<img>
</img> indicates a "Gear" extra ability or the use of Equip Glitch. The total Capacity Point cost assumes the equip glitch is done.
Equip the Best Dresser extra ability.
|-|Build #2=
| Stats | |
|---|---|
| HP | |
| CP | |
| BRV | |
| ATK | |
| DEF | |
| LUK | |
| Max Booster | |
| Equipment | |
|---|---|
| Assist | |
| Weapon <img> |
|
| Hand <img> |
|
| Head <img> |
|
| Body <img> |
|
| Accessory 1 | |
| Accessory 2 | |
| Accessory 3 | |
| Accessory 4 | |
| Accessory 5 | |
| Accessory 6 | |
| Accessory 7 | |
| Accessory 8 | |
| Accessory 9 | |
| Accessory 10 | |
| Summon <img> |
|
| Bravery attacks | |
|---|---|
| Ground | Aerial |
| HP attacks | |
| Ground | Aerial |
<img>
</img> indicates a "Gear" extra ability or the use of Equip Glitch. The total Capacity Point cost assumes the equip glitch is done.
</tabber>
Assist
Sephiroth's assist data
| Type | Attack |
The time it takes before an attack can do damage.
}} !! {{#tooltip: Spawn |
}} !! {{#tooltip: Base Damage |
The attack's baseline damage value before equipment and stats are considered.
| ||||
|---|---|---|---|---|---|---|
| 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 |
Synergies
Sephiroth works well with most tournament viable assists.
References
- ↑ https://www.youtube.com/watch?v=doDji0EBSjI&t=72 Sephiroth Hell's Gate infinite in Phantom Train
Navigation
Wiki Roadmap (012 Sephiroth)
Please edit this page's roadmap template when relevant additions and changes are made.
29,06 % done
| Page | Completed | In progress | To-do | Score |
|---|---|---|---|---|
| General | 25 / 86 | |||
| Pros / Cons | Done. | Edit if necessary. | / ? | |
| Overview / Character Data | Done. | Edit if necessary. | 2 / 2 | |
| Bravery Attacks | Ability info. Short description for Shadow Flare (ground). | 5 / 5 | ||
| HP Attacks | 5 / 5 | |||
| EX Mode | Basic info. | 3 / 3 | ||
| Combos | Add more combos with different assists and video examples | 7 / 7 | ||
| Builds | 1 build. | Add more builds with overviews, attack loadouts and capacity point allocation (see Cloud's page). | 1 / 10 | |
| Assist | Assist data. | Assist synergies and Sephiroth assist overview. | 1 / 3 | |
| Matchups | Prishe matchup. | More matchup tips. | 1 / 32 | |
| Frame Data | Create page. | 0 / 1 | ||
| Starter Guide | Create page. Concise pvp guide with core concepts and essentials. | 0 / 8 | ||
| Strategy | Strategies and counterplays. | 0 / 10 |
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</img> Hyper Ring
</img> Tenacious Attacker