Sephiroth (Dissidia 012)/Matchups
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Matchups
Prishe
| Prishe
Even
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Intro
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.
}} for HPs or filling assist gauge occasionally.
A situation where a player has several ways to attack, which require different actions from the defending player.
Neutral (In-Depth) Sephiroth's neutral game starts with Shadow Flare. Use it from a distance to fill assist gauge and {{#tooltip: convert |
}} to a combo if possible. Don't expect to rely on it for damage, though. Once Prishe gets close, dodge above her. The goal is to exploit lackluster vertical {{#tooltip: tracking |
Tracking refers to how effectively a move can follow the opponent once it is performed. Similar to "homing".
Why not Oblivion? Godspeed. It's not typically used, but it stops Prishe from recklessly rotating between Raging Fists and uncharged OIP. Whenever Prishe charges OIP, Godspeed's barrage of projectiles can interrupt it. [1] [2] This is great, because it creates consequences for Prishe in a situation where she's normally safe. Godspeed's {{#tooltip: active | The period of time when an attack is capable of doing damage.
Getting hits matters more in the end, and Godspeed is a good space control tool for doing that. This can cause Prishe to play more cautiously, or even more aggressively if she is trying to dash through Godspeed's projectiles. If Sephiroth reacts too late with Godspeed, Prishe can dodge next to Sephiroth and whiff punish with Raging Fists or OIP, the usual combo starters. Stay sharp when using Godspeed, so that Sephiroth has more control in the neutral. Then there is Sudden Cruelty. It works as a general purpose defensive attack. It stops Prishe from running in, punishes her for using HPs too early and most importantly, it catches her air dodges. Mainly, any air dodge that leaves Prishe close to Sephiroth. Dodging to make OIP and Raging Fists safe is a core Prishe strategy, but this is where Sudden Cruelty shines; The large {{#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.
What about the HP attacks, then? Scintilla, Heaven's Light and Hell's Gate all have merit (Hell's Gate moreso for EX), so they're recommended here. Scintilla stops Prishe from dashing into Sephiroth, as well as any Raging Fists or uncharged OIP. [5] Scintilla is risky to use due to its long recovery, but it's necessary to establish that Prishe cannot just run in and start swinging. It's a great answer to her instant attack timing, assuming Sephiroth has the {{#tooltip: read |
A read is an educated guess informed by some knowledge or context in a match. An extremely risky move that works in this manner is considered a "hard read".
Heaven's Light and Hell's Gate serve a different role. They can be used to occasionally {{#tooltip: mix up |
A situation where a player has several ways to attack, which require different actions from the defending player.
Hell's Gate has some evasion to it, but it's slower than Heaven's Light (55 frames instead of 43). If Prishe is {{#tooltip: auto piloting |
}} with Raging Fists, Hell's Gate can also hit Prishe. [8] Hell's Gate works against a block as well. If Prishe charges OIP, both her and Sephiroth can get staggered. A BRV assist can follow up afterwards, but it must be used before the clash happens. This can be done by holding Square
Defense (In-Depth) Sephiroth's defense is more or less tied to his neutral, but they're divided for educational purposes. This matchup is largely a mixture of neutral and defensive interactions, with Sephiroth being the defender in many situations.
Whenever Sephiroth uses Shadow Flare, he can blodge during the {{#tooltip: recovery |
}}. This isn't recommended for new players just starting out, but it's a great asset at intermediate and high levels of play. The idea is to stagger Prishe for dashing in, and respond appropriately. If Sephiroth did not air dodge too far away, Heaven's Light does consistent HP damage (and meter depletion). Braveries also work if Sephiroth remains close [13], but note that staying close opens up Sephiroth to charged OIP. Assists can also combo from the stagger, but make sure LV2 Assist Change does not block the assist. If Prishe is blocked during a dash, the natural meter decay can activate and increase the chance of avoiding LV2 Assist Change if her assist gauges were full before. Scintilla was already mentioned in the Neutral (In-Depth) section, but it bears repeating here: It counters Prishe's dashes and low priority braveries (instant timing, particularly). [14] [15] Prishe is encouraged to do both of these, since Sephiroth is running away with Shadow Flares and air dodges. She wants to stop him from doing that, so Scintilla establishes that Prishe cannot do it for free. Usually the best time to use Scintilla is after an air dodge, when Prishe is lining up her next attack. Even if Prishe escapes with Assist Change afterwards, only BRV damage is guaranteed. [16] The only way for Prishe to guarantee HP damage here is with Assist Storage Glitch, which is very rare. Unfortunately Scintilla also takes a long time to finish, which means a misplaced Scintilla opens up Sephiroth to attacks. [17] Scintilla does not protect against charged One Inch Punch (OIP) or Banishga, so be careful Prishe does not see it coming. [18] [19] Banishga can call out Sephiroth's ground dodges and air dodges that keep Sephiroth at the same altitude. Do not use Scintilla for protection there. Calling an assist like Tidus or Kuja early won't do any good either, since the surrounding blasts hits both Sephiroth and assist. This only works for Prishe if Sephiroth is caught dodging at the exact same time when Banishga comes out. Sephiroth can neutral dodge when it's about to hit and {{#tooltip: whiff punish |
}} with Sudden Cruelty / Reaper or assist. [20] Interrupting it with Sudden Cruelty or Reaper are also good options, if Sephiroth anticipates Banishga. Vertical air dodges evade Banishga consistently, so use them if Prishe is almost at same height. This also buys time for Sephiroth to fill assist gauge with Shadow Flare if it's needed. What to do if Sephiroth gets hit? Prishe is expected to have assist gauge depletion on her build, so it's often a good idea to use Assist Change to mitigate the damage. If Sephiroth only has 1 assist gauge, it's recommended to Assist Change after Prishe has used her assist first. LV1 Assist Change ( If Sephiroth suffers from Assist Lock, it's a good time to slow down the pace and focus on moving around. Quickmoves, Multi Air Slide and even air jumps can buy time for Sephiroth. Just like when playing neutral, dodging above Prishe can shake her off here. Ground Dash is also effective for going under Prishe, as long as Sephiroth doesn't get blocked along the way. He can still engage if he wants, but naturally the risk / reward is not in his favor. Meter depletion is useful, but depleting Prishe's gauges is not the main goal during Assist Lock. Take an opportunity to do damage if possible, but try not to force it every time. This is where Sephiroth is most vulnerable, and Prishe will try to capitalize on any mistakes he does.
A situation where a player has several ways to attack, which require different actions from the defending player.
The time it takes before an attack can do damage.
A situation where a player has no options to avoid losing a situation or a match. For example, hitting an opponent who has a full EX gauge and killing bravery can activate EX Revenge and guarantee a win.
Meter Management Sephiroth can fill assist gauge in the neutral thanks to Shadow Flare, but he has to stop it eventually and interact with Prishe.
Shadow Flare, Ground Dash and spot dashing are some of the safest ways to fill assist gauge. Just be careful to not get attacked when doing them. Many of Sephiroth's moves cannot be {{#tooltip: cancelled |
}} quickly, so there's no specific rotation of moves that always pulls ahead. Start with Shadow Flare, keep using it until Prishe gets close and work from there. Ground Dash into Transience or Shadow Flare (ground) is also ok if the match is going slow. It's recommended to use assist gauge for Assist Change whenever Sephiroth gets hit. Prishe is expected to have meter depletion, so a Banishga wall rush combo makes it harder to keep up. If you want to fill EX gauge faster, it's recommended to end assist combos with Sudden Cruelty or Hell's Gate. Sudden Cruelty is practical with most assists, while Hell's Gate has more requirements depending on assist.
About Builds Sephiroth benefits from EX and BRV damage builds, but he has to make choices with them. He can increase the reward he gets from each hit, or invest into other things outside of combos.
}} HP attacks with Aerith assist
Yuna air BRV assist can also bypass LV2 Assist Change block, but her combo routes aren't as flexible. |
Navigation
References
- ↑ Prishe MU: Godspeed stops One Inch Punch (1)
- ↑ Prishe MU: Godspeed stops One Inch Punch (2)
- ↑ Prishe MU: Godspeed misses (barely)
- ↑ Prishe MU: Sudden Cruelty punishes Prishe air dodge
- ↑ Prishe MU: Scintilla blocks uncharged One Inch Punch
- ↑ Prishe MU: Hell's Gate calls out Prishe's air dodge
- ↑ Prishe MU: Heaven's Light staggers uncharged One Inch Punch
- ↑ Prishe MU: Hell's Gate hits during Raging Fists
- ↑ Prishe MU: Hell's Gate lands on ground and hits Prishe
- ↑ Prishe MU: Varying Hell's Gate release timing 1
- ↑ Prishe MU: Varying Hell's Gate release timing 2
- ↑ Prishe MU: LV1 Assist Change counter against Banishga
- ↑ Prishe MU: Blodge into Sudden Cruelty
- ↑ Prishe MU: Scintilla blocks dash
- ↑ Prishe MU: Scintilla blocks low priority bravery
- ↑ Prishe MU: Scintilla vs. LV2 Assist Change only leads to BRV damage
- ↑ Prishe MU: Misplaced Scintilla gets punished
- ↑ Prishe MU: Scintilla loses to Banishga after dodge
- ↑ Prishe MU: Scintilla loses to charged One Inch Punch
- ↑ Prishe MU: Banishga punish (Reaper)
- ↑ Prishe MU: Heartless Angel
- ↑ Prishe MU: Hell's Gate works against side ground dodge
