Sephiroth (Dissidia 012)/Combos: Difference between revisions
Muggshotter (talk | contribs) (→Intermediate Combos (Kuja AST): Added a note on SF > Heaven's Light in "godspeed wall rush > sudden cruelty 1 filler > scintilla" combo.) |
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These are not just solo combos for Sephiroth. They are also assist combo starters, and Sephiroth can end assist combos with one of these Shadow Flare combos to fit his needs. | These are not just solo combos for Sephiroth. They are also assist combo starters, and Sephiroth can end assist combos with one of these Shadow Flare combos to fit his needs. | ||
{{ComboLegend-012}} | |||
{{Combo-012 | {{Combo-012 | ||
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== Assist Combos (Kuja) == | == Assist Combos (Kuja) == | ||
Sephiroth with Kuja assist is a classic staple in competitive play. Kuja enables combos for Sephiroth anywhere, and wall rushes only increase Sephiroth's damage output. Whether it's picking up from braveries or enabling {{keyword|fillers|filler}}, Kuja can get the job done. This is a very well-rounded synergy, with good damage output and flexibility in areas where Sephiroth needs it. | Sephiroth with Kuja assist is a classic staple in competitive play. Kuja enables combos for Sephiroth anywhere, and wall rushes only increase Sephiroth's damage output. Whether it's picking up from braveries or enabling {{keyword|fillers|filler=1}}, Kuja can get the job done. This is a very well-rounded synergy, with good damage output and flexibility in areas where Sephiroth needs it. | ||
=== Sephiroth's Combo Enders === | === Sephiroth's Combo Enders === | ||
| Line 278: | Line 280: | ||
;Heaven's Light | ;Heaven's Light | ||
:Ceiling Wall Rush for damage and meter depletion, but doesn't generate EX. Heaven's Light often leaves Sephiroth in a good position and {{keyword|frame advantage| | :Ceiling Wall Rush for damage and meter depletion, but doesn't generate EX. Heaven's Light often leaves Sephiroth in a good position and {{keyword|frame advantage|frameadvantage=1}}. Works anywhere. Heaven's Light deals HP damage quickly, but this is only a downside if an assist combo started with an HP attack. Sephiroth can get punished for using this if Assist Change is used near ceiling. This is because opponent is sent upwards after Assist Change, so they can follow Sephiroth and punish him more consistently. However, if Sephiroth is already at the ceiling, Heaven's Light becomes much safer against Assist Change counter attempts. This is because Assist Change will send opponent downward at the ceiling. | ||
;Shadow Flare > Heaven's Light | ;Shadow Flare > Heaven's Light | ||
| Line 284: | Line 286: | ||
;Scintilla / Octaslash | ;Scintilla / Octaslash | ||
:These are HPs with highest bravery damage, great for bravery breaks. Both can also wall rush, so if the position allows it, they are pretty good combo enders. Scintilla and Octaslash also take a moment before they deal HP damage, which lets | :These are HPs with highest bravery damage, great for bravery breaks. Both can also wall rush, so if the position allows it, they are pretty good combo enders. Scintilla and Octaslash also take a moment before they deal HP damage, which lets base bravery recover more. Octaslash is stronger both in damage and base BRV recovery, but it may not be prioritized since his other HPs have more utility. Scintilla ends faster by comparison, but also has less knockback for wall rush. Both moves generate EX, but if they wall rush, the opponent can grab some of it with Glutton {{accsp}}. | ||
=== Basic Combos (Kuja AST) === | |||
{{ComboDefBasic}} | |||
These combos have a basic structure to them; Stop an attack or wall rush the opponent, then call Kuja assist and follow up after Assist Chase. This fundamental combo route works for most of Sephiroth's moves, so players can focus on getting comfortable with the character. | |||
Sudden Cruelty's 1st part and wall rushes are common ways for Sephiroth to start combos. Damage and EX gain may vary depending on which attack wall rushes first. | |||
{{ComboLegend-012}} | |||
{{Combo-012 | {{Combo-012 | ||
| Line 308: | Line 314: | ||
}} | }} | ||
{{Combo-012Data | {{Combo-012Data | ||
|combo='''Reaper (2 hits)''' > {{clr|astbrv=1}} > {{clr|ac=1}} | |combo='''Reaper (2 hits)''' > {{clr|astbrv=1}} > {{clr|ac=1}} > Heaven's Light | ||
|condition=Ground poke / punish starter | |condition=Ground poke / punish starter | ||
|requirement=Works anywhere. | |requirement=Works anywhere. | ||
|characters= | |characters= | ||
|damagehits=35 > 50 (Assist) | |damagehits=35 > 50 (Assist) > HP + WR | ||
|damage= | |damage=85 + HP & WR | ||
|exhits=33 | |exhits=33 > 0 | ||
|ex=33 | |ex=33 | ||
|meteropp= | |meteropp=127 | ||
|video= | |video= | ||
|notes=Basic combo off of Sephiroth's ground bravery. Delay the second part to increase Sephiroth's damage, then call the assist | |notes=Basic combo off of Sephiroth's ground bravery. Delay the second part to increase Sephiroth's damage, then call the assist. | ||
}} | }} | ||
{{Combo-012Data | {{Combo-012Data | ||
|combo='''Fervent Blow (1st part)''' > {{clr|astbrv=1}} > {{clr|ac=1}} | |combo='''Fervent Blow (1st part)''' > {{clr|astbrv=1}} > {{clr|ac=1}} > Heaven's Light | ||
|condition=Ground projectile starter | |condition=Ground projectile starter | ||
|requirement= | |requirement= | ||
|characters= | |characters= | ||
|damagehits=20 > 50 | |damagehits=20 > 50 > HP + WR | ||
|damage= | |damage=70 + HP WR | ||
|exhits=15 | |exhits=15 > 0 | ||
|ex=15 | |ex=15 | ||
|meteropp= | |meteropp=105 | ||
|video= | |video= | ||
|notes=Mid-range combo starter, no wall rush needed. Since only Fervent Blow's projectiles hit at the beginning, Sephiroth loses out on 5 base damage from the close-range sword swing. Not a huge damage loss, considering the sword swing is hard to hit even in close-range. | |notes=Mid-range combo starter, no wall rush needed. Since only Fervent Blow's projectiles hit at the beginning, Sephiroth loses out on 5 base damage from the close-range sword swing. Not a huge damage loss, considering the sword swing is hard to hit even in close-range. | ||
}} | }} | ||
{{Combo-012Data | {{Combo-012Data | ||
|combo='''Oblivion''' > {{clr|wr=1}} > {{clr|astbrv | |combo='''Oblivion''' > {{clr|wr=1}} > {{clr|astbrv=1}} > {{clr|ac=1}} > Scintilla | ||
|condition=Air punish starter | |condition=Air punish starter | ||
|requirement=Near ground | |requirement=Near ground | ||
|characters= | |characters= | ||
|damagehits=25 + WR > 47 (Assist) | |damagehits=25 + WR > 47 (Assist) > 10 + HP WR | ||
|damage= | |damage=82 + HP & WR | ||
|exhits=30 | |exhits=30 > 30 | ||
|ex= | |ex=60 | ||
|meteropp=156 | |meteropp=156 | ||
|video=https://www.youtube.com/watch?v=wGNqtkWnLgE&t=45s | |video=https://www.youtube.com/watch?v=wGNqtkWnLgE&t=45s | ||
|notes=Oblivion may have a telegraphed animation, but it leads to a good assist combo with a ground wall rush. | |notes=Oblivion may have a telegraphed animation, but it leads to a good assist combo with a ground wall rush. | ||
}} | |||
{{Combo-012Data | |||
|combo='''Godspeed''' > {{clr|wr=1}} > {{clr|astbrv=1}} > {{clr|ac=1}} > Heaven's Light | |||
|condition=Air projectile starter | |||
|requirement=Near ground | |||
|characters= | |||
|damagehits=30 + WR > 47 (Assist) > HP + WR | |||
|damage=77 + HP WR | |||
|exhits=30 > 0 | |||
|ex=30 | |||
|meteropp=124 | |||
|video=https://www.youtube.com/watch?v=wGNqtkWnLgE&t=255 | |||
|notes= | |||
}} | |||
{{Combo-012Data | |||
|combo='''Fervent Blow''' > {{clr|wr=1}} > {{clr|astbrv=1}} > {{clr|ac=1}} > Heaven's Light | |||
|condition=Ground projectile starter, Wall Rush | |||
|requirement= | |||
|characters= | |||
|damagehits=30 + WR > 50 (Assist) > HP + WR | |||
|damage=80 + HP & WR | |||
|exhits=15 > 0 > 0 | |||
|ex=15 | |||
|meteropp=133 | |||
|video= | |||
|notes=Basic combo, similar to other wall rush starters like Octaslash and Scintilla. Call assist after wall rush and follow up at your pace. | |||
}} | |||
{{Combo-012Data | |||
|combo='''Transience''' > {{clr|wr=1}} > {{clr|astbrv=1}} > {{clr|ac=1}} > Heaven's Light | |||
|condition=Ground poke starter, Wall Rush | |||
|requirement= | |||
|characters= | |||
|damagehits=20 + WR > 50 > HP + WR | |||
|damage=70 + HP & WR | |||
|exhits=30 > 0 | |||
|ex=30 | |||
|meteropp=121 | |||
|video= | |||
|notes=Basic combo, similar to other wall rush starters like Fervent Blow and Octaslash. Call assist after wall rush and follow up at your pace. | |||
}} | }} | ||
{{Combo-012Data | {{Combo-012Data | ||
| Line 357: | Line 402: | ||
|meteropp=114 | |meteropp=114 | ||
|video=https://www.youtube.com/watch?v=wGNqtkWnLgE&t=57s | |video=https://www.youtube.com/watch?v=wGNqtkWnLgE&t=57s | ||
|notes=Octaslash has higher base damage and better {{keyword|wall carry| | |notes=Octaslash has higher base damage and better {{keyword|wall carry|wallcarry=1}} than Scintilla, but it's not always equipped in the air, where Sephiroth fights the most. This is a pretty basic combo in general, but if Sephiroth has aerial Octaslash equipped, he can start an assist combo with it and then use it as a finisher for more BRV damage. | ||
}} | }} | ||
{{Combo-012Data | {{Combo-012Data | ||
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|video=https://www.youtube.com/watch?v=wGNqtkWnLgE&t=69s | |video=https://www.youtube.com/watch?v=wGNqtkWnLgE&t=69s | ||
|notes=Sephiroth must be closer to a wall compared to Octaslash. Scintilla is more commonly used in competitive play, so if Sephiroth has a good read on a situation, Scintilla can establish momentum quickly. Delay the second Scintilla after assist chase so base BRV recovers more. | |notes=Sephiroth must be closer to a wall compared to Octaslash. Scintilla is more commonly used in competitive play, so if Sephiroth has a good read on a situation, Scintilla can establish momentum quickly. Delay the second Scintilla after assist chase so base BRV recovers more. | ||
}} | }} | ||
{{Combo-012Data | {{Combo-012Data | ||
| Line 397: | Line 429: | ||
|video=https://www.youtube.com/watch?v=wGNqtkWnLgE&t=296s | |video=https://www.youtube.com/watch?v=wGNqtkWnLgE&t=296s | ||
|notes=Basic wall rush combo with only 1 HP move. Octaslash holds long enough for base BRV to recover, while dealing more damage than Scintilla. | |notes=Basic wall rush combo with only 1 HP move. Octaslash holds long enough for base BRV to recover, while dealing more damage than Scintilla. | ||
}} | }} | ||
}} | }} | ||
=== | === Core Combos (Kuja AST) === | ||
{{ComboDefCore}} | |||
{{Combo-012 | {{Combo-012 | ||
|data= | |data= | ||
{{Combo-012Data | {{Combo-012Data | ||
|combo='''Sudden Cruelty (1)''' > {{clr|astbrv=1}} > {{clr|dc=1}} > Sudden Cruelty (1) > {{clr|dc=1}} > {{clr|ac=1}} > Sudden Cruelty | |combo='''Sudden Cruelty (1)''' > {{clr|astbrv=1}} > {{clr|dc=1}} > Sudden Cruelty (1) > {{clr|dc=1}} > {{clr|ac=1}} > Sudden Cruelty | ||
| Line 484: | Line 466: | ||
{{Combo-012Data | {{Combo-012Data | ||
|combo='''Sudden Cruelty (1)''' > {{clr|astbrv=1}} > {{clr|dc=1}} > Shadow Flare > {{clr|dc=1}} > {{clr|ac=1}} > Shadow Flare > Heaven's Light | |combo='''Sudden Cruelty (1)''' > {{clr|astbrv=1}} > {{clr|dc=1}} > Shadow Flare > {{clr|dc=1}} > {{clr|ac=1}} > Shadow Flare > Heaven's Light | ||
|condition=Air poke starter | |condition=Air poke starter | ||
|requirement= | |requirement=Ceiling | ||
|characters= | |characters= | ||
|damagehits=25 > 50 (Assist) > 12 > 12 + HP WR | |damagehits=25 > 50 (Assist) > 12 > 12 + HP WR | ||
| Line 496: | Line 478: | ||
}} | }} | ||
{{Combo-012Data | {{Combo-012Data | ||
|combo='''Oblivion''' > {{clr|wr=1}} > {{clr| | |combo='''Oblivion''' > {{clr|wr=1}} > {{clr|astbrv=1}} > Free Air Dash > Sudden Cruelty (1) > {{clr|dc=1}} > {{clr|ac=1}} > Scintilla | ||
|condition= | |condition=Air punish starter | ||
|requirement= | |requirement=Near ground | ||
|characters= | |||
|damagehits=25 + WR > 47 (Assist) > 25 > 10 + HP WR | |||
|damage=107 + HP & WR | |||
|exhits=30 > 27 > 30 | |||
|ex=87 | |||
|meteropp=156 | |||
|video=https://www.youtube.com/watch?v=wGNqtkWnLgE&t=45s | |||
|notes=Oblivion may have a telegraphed animation, but it leads to a good assist combo with a ground wall rush. Plenty of time to fit in a Sudden Cruelty (1) before dodge cancelling into another follow-up with assist chase. The combo works without it too, but obviously deals less damage. | |||
}} | |||
{{Combo-012Data | |||
|combo='''Reaper (2 hits)''' > {{clr|astbrv=1}} > {{clr|ac=1}} > Shadow Flare > Heaven's Light | |||
|condition=Ground poke / punish starter | |||
|requirement=Works anywhere. | |||
|characters= | |||
|damagehits=35 > 50 (Assist) > 3~12 > HP + WR | |||
|damage=88-97 + HP & WR | |||
|exhits=33 > 0 > 0 | |||
|ex=33 | |||
|meteropp=132 | |||
|video=https://www.youtube.com/watch?v=wGNqtkWnLgE&t=23s | |||
|notes=Basic combo off of Sephiroth's ground bravery. Delay the second part to increase Sephiroth's damage, then call the assist. The Shadow Flare extension is extra damage, but not essential for new players. | |||
}} | |||
{{Combo-012Data | |||
|combo='''Fervent Blow (1st part)''' > {{clr|astbrv=1}} > {{clr|ac=1}} > Shadow Flare > Heaven's Light | |||
|condition=Ground projectile starter | |||
|requirement= | |||
|characters= | |characters= | ||
|damagehits= | |damagehits=20 > 50 > 3~12 > HP + WR | ||
|damage= | |damage=73~82 + HP WR | ||
|exhits= | |exhits=15 > 0 > 0 | ||
|ex= | |ex=15 | ||
|meteropp= | |meteropp=109 | ||
|video=https://www.youtube.com/watch?v=wGNqtkWnLgE&t= | |video=https://www.youtube.com/watch?v=wGNqtkWnLgE&t=34s | ||
|notes= | |notes=Mid-range combo starter, no wall rush needed. Since only Fervent Blow's projectiles hit at the beginning, Sephiroth loses out on 5 base damage from the close-range sword swing. Not a huge damage loss, considering the sword swing is hard to hit even in close-range. | ||
}} | }} | ||
{{Combo-012Data | {{Combo-012Data | ||
|combo=''' | |combo='''Fervent Blow''' > {{clr|wr=1}} > {{clr|astbrv=1}} > {{clr|ac=1}} > Shadow Flare > Heaven's Light | ||
|condition= | |condition=Ground projectile starter, Wall Rush | ||
|requirement= | |requirement= | ||
|characters= | |characters= | ||
|damagehits= | |damagehits=30 + WR > 50 (Assist) > 3~12 > HP + WR | ||
|damage= | |damage=83-92 + HP & WR | ||
|exhits= | |exhits=15 > 0 > 0 | ||
|ex= | |ex=15 | ||
|meteropp= | |meteropp=142 | ||
|video=https://www.youtube.com/watch?v=wGNqtkWnLgE&t= | |video=https://www.youtube.com/watch?v=wGNqtkWnLgE&t=108s | ||
|notes= | |notes=Basic combo, similar to other wall rush starters like Octaslash and Scintilla. Call assist after wall rush and follow up at your pace. | ||
}} | }} | ||
{{Combo-012Data | {{Combo-012Data | ||
|combo=''' | |combo='''Transience''' > {{clr|wr=1}} > {{clr|astbrv=1}} > {{clr|ac=1}} > Shadow Flare > Heaven's Light | ||
|condition= | |condition=Ground poke starter, Wall Rush | ||
|requirement= | |requirement= | ||
|characters= | |characters= | ||
|damagehits= | |damagehits=20 + WR > 50 > 3~12 > HP + WR | ||
|damage= | |damage=73-82 + HP & WR | ||
|exhits=30 > | |exhits=30 > 0 > 0 | ||
|ex= | |ex=30 | ||
|meteropp= | |meteropp=130 | ||
|video=https://www.youtube.com/watch?v=wGNqtkWnLgE&t= | |video=https://www.youtube.com/watch?v=wGNqtkWnLgE&t=119s | ||
|notes= | |notes=Basic combo, similar to other wall rush starters like Fervent Blow and Octaslash. Call assist after wall rush and follow up at your pace. | ||
}} | }} | ||
{{Combo-012Data | {{Combo-012Data | ||
| Line 561: | Line 569: | ||
}} | }} | ||
{{Combo-012Data | {{Combo-012Data | ||
|combo=''' | |combo=''' Heaven's Light''' > {{clr|wr=1}} > {{clr|astbrv=1}} > {{clr|ac=1}} > Shadow Flare > Heaven's Light | ||
|condition= | |condition=Midair HP starter, Wall Rush | ||
|requirement=Near | |requirement=Near wall / ceiling | ||
|characters= | |characters= | ||
|damagehits= | |damagehits=HP + WR > 50 (Assist) > 3~12 > HP + WR | ||
|damage= | |damage=53-62 + HP WR (x2) | ||
|exhits= | |exhits=0 > 0 > 0 | ||
|ex= | |ex=0 | ||
|meteropp= | |meteropp=93 | ||
|video=https://www.youtube.com/watch?v=wGNqtkWnLgE&t= | |video=https://www.youtube.com/watch?v=wGNqtkWnLgE&t=81s | ||
|notes= | |notes=No EX with this combo, but Heaven's Light can evade moves, so it's good to have a combo ready. Shadow Flare adds damage, but all projectiles hit consistently if the opponent is at the ceiling. Not necessary when learning the game at first, but will be used for more damage later on. | ||
}} | }} | ||
{{Combo-012Data | {{Combo-012Data | ||
|combo=''' | |combo='''Heaven's Light''' > {{clr|wr=1}} > {{clr|astbrv=1}} > {{clr|dc=1}} > Shadow Flare > {{clr|dc=1}} > {{clr|ac=1}} > Shadow Flare > Heaven's Light | ||
|condition=Air | |condition=Air HP starter, Wall Rush | ||
|requirement= | |requirement=Ceiling | ||
|characters= | |characters= | ||
|damagehits= | |damagehits=HP + WR > 50 (Assist) > 12 > 12 > HP + WR | ||
|damage= | |damage=74 + HP WR x2 | ||
|exhits=0 > 0 > 0 | |exhits=0 > 0 > 0 > 0 | ||
|ex=0 | |ex=0 | ||
|meteropp= | |meteropp=123 | ||
|video=https://www.youtube.com/watch?v=wGNqtkWnLgE&t= | |video=https://www.youtube.com/watch?v=wGNqtkWnLgE&t=366s | ||
|notes= | |notes=No EX, but this is how Sephiroth maximizes Heaven's Light enders at the ceiling. Shadow Flare fillers are in full swing here. Since the ceiling keeps the opponent in place after assist, Sephiroth can comfortably go for two Shadow Flares to increase damage for Heaven's Light wall rush. Do the first Shadow Flare when Kuja's spheres have hit once (they'll weave three times), then dodge cancel and assist chase as soon as possible. The second Shadow Flare will combo after the first SF if done right. | ||
}} | }} | ||
{{Combo-012Data | {{Combo-012Data | ||
| Line 601: | Line 609: | ||
{{Combo-012Data | {{Combo-012Data | ||
|combo='''Hell's Gate''' > {{clr|astbrv=1}} > {{clr|dc=1}} (behind opponent) > Sudden Cruelty (1) > {{clr|dc=1}} > {{clr|ac=1}} > Scintilla | |combo='''Hell's Gate''' > {{clr|astbrv=1}} > {{clr|dc=1}} (behind opponent) > Sudden Cruelty (1) > {{clr|dc=1}} > {{clr|ac=1}} > Scintilla | ||
|condition=Air HP starter | |condition=Air HP starter | ||
|requirement=Above opponent | |requirement=Above opponent | ||
|characters= | |characters= | ||
| Line 614: | Line 622: | ||
{{Combo-012Data | {{Combo-012Data | ||
|combo='''Hell's Gate (land)''' > {{clr|astbrv=1}} > {{clr|ac=1}} > Shadow Flare > Heaven's Light | |combo='''Hell's Gate (land)''' > {{clr|astbrv=1}} > {{clr|ac=1}} > Shadow Flare > Heaven's Light | ||
|condition=Air HP starter | |condition=Air HP starter | ||
|requirement=Opponent on ground | |requirement=Opponent on ground | ||
|characters= | |characters= | ||
| Line 650: | Line 658: | ||
|video=https://www.youtube.com/watch?v=wGNqtkWnLgE&t=353s | |video=https://www.youtube.com/watch?v=wGNqtkWnLgE&t=353s | ||
|notes=Similar to the Oblivion wall combo with Sudden Cruelty filler. Kuja can do more damage if Sephiroth holds the opponent in place with Sudden Cruelty. | |notes=Similar to the Oblivion wall combo with Sudden Cruelty filler. Kuja can do more damage if Sephiroth holds the opponent in place with Sudden Cruelty. | ||
}} | |||
}} | |||
=== Specialized Combos (Kuja AST) === | |||
{{ComboDefSpecial}} | |||
{{Combo-012 | |||
|data= | |||
{{Combo-012Data | |||
|combo='''Shadow Flare''' > {{clr|astbrv=1}} > {{clr|ac=1}} > Shadow Flare > Heaven's Light | |||
|condition=Air projectile starter | |||
|requirement=Hard commitment / BRV Break | |||
|characters= | |||
|damagehits=3~12 > 50 (Assist) > 3~12 > HP + WR | |||
|damage=56-74 + HP WR | |||
|exhits=0 > 0 > 0 | |||
|ex=0 | |||
|meteropp=102 (in video) | |||
|video=https://www.youtube.com/watch?v=wGNqtkWnLgE&t=286s | |||
|notes=Assist must be called early to combo off of Shadow Flare. If Shadow Flare is expected to hit, this is a good way to capitalize on Sephiroth's zoning. Bravery Break makes it much easier to react with assist, so if that happens, assist can be pressed repeatedly. | |||
}} | }} | ||
{{Combo-012Data | {{Combo-012Data | ||
|combo=''' | |combo='''Shadow Flare''' > {{clr|astbrv=1}} > {{clr|ac=1}} > Heaven's Light | ||
|condition= | |condition=Projectile starter | ||
|requirement= | |requirement='''[[Assist_Storage_Glitch|Assist Storage Glitch]]''' | ||
|characters= | |characters= | ||
|damagehits= | |damagehits=3~12 > 50 (Assist) > HP + WR | ||
|damage= | |damage=53~62 + HP WR | ||
|exhits= | |exhits=0 > 0 | ||
|ex=0 | |ex=0 | ||
|meteropp= | |meteropp=?? | ||
|video=https://www.youtube.com/watch?v=wGNqtkWnLgE&t= | |video=https://www.youtube.com/watch?v=wGNqtkWnLgE&t=533s | ||
|notes= | |notes=Faster assist startup means it is easier to react with assist after Shadow Flare hits. This may be one of the more useful applications of the glitch for Sephiroth. | ||
}} | |||
{{Combo-012Data | |||
|combo='''Reaper''' > {{clr|astbrv=1}} > {{clr|chase=1}} > {{clr|ac=1}} > Shadow Flare > Heaven's Light | |||
|condition=Ground poke starter | |||
|requirement=Ground, near wall | |||
|characters= | |||
|damagehits=45 > 50 (Assist) > 3~12 > HP + WR | |||
|damage=98-107 + HP WR | |||
|exhits=93 > 0 > 0 | |||
|ex=93 | |||
|meteropp=168 | |||
|video=https://www.youtube.com/watch?v=wGNqtkWnLgE&t=96s | |||
|notes=Situational, but useful if the chance arises. Reaper into chase lets Sephiroth maximize Reaper's damage and EX gain from it. A chase BRV can add more damage if the opponent is not willing to dodge during Kuja assist. | |||
}} | }} | ||
{{Combo-012Data | {{Combo-012Data | ||
|combo='''Heaven's Light''' > {{clr|wr=1}} > {{clr|astbrv=1}} > {{clr|dc=1}} > Heaven's Light > {{clr|wr=1}} > {{clr|dc=1}} > {{clr|ac=1}} > Scintilla | |combo='''Heaven's Light''' > {{clr|wr=1}} > {{clr|astbrv=1}} > {{clr|dc=1}} > Heaven's Light > {{clr|wr=1}} > {{clr|dc=1}} > {{clr|ac=1}} > Scintilla | ||
|condition=Air HP starter, Wall Rush, base BRV reset | |condition=Air HP starter, Wall Rush, base BRV reset | ||
|requirement=Ceiling | |requirement=Ceiling | ||
|characters= | |characters= | ||
|damagehits=HP + WR > 50 (Assist) + HP WR > HP & WR | |damagehits=HP + WR > 50 (Assist) + HP WR > HP & WR | ||
| Line 676: | Line 718: | ||
|video=https://www.youtube.com/watch?v=wGNqtkWnLgE&t=376s | |video=https://www.youtube.com/watch?v=wGNqtkWnLgE&t=376s | ||
|notes=If Sephiroth deals high HP damage with Heaven's Light starter, he can fit in another Heaven's Light during assist to reset back to base BRV faster. This way the next HP deals more damage after Kuja assist. Scintilla is used here, but Octaslash also works. | |notes=If Sephiroth deals high HP damage with Heaven's Light starter, he can fit in another Heaven's Light during assist to reset back to base BRV faster. This way the next HP deals more damage after Kuja assist. Scintilla is used here, but Octaslash also works. | ||
}} | |||
{{Combo-012Data | |||
|combo='''Godspeed''' > {{clr|wr=1}} > {{clr|asthp=1}} > {{clr|dc=1}} (up) > Sudden Cruelty | |||
|condition=Air projectile starter, Wall Rush | |||
|requirement=HP Assist, near ground | |||
|characters= | |||
|damagehits=20 + WR > 15 + HP (Assist) > 40 | |||
|damage=75 + HP & WR | |||
|exhits=30 > 87 | |||
|ex=117 | |||
|meteropp=138 | |||
|video=https://www.youtube.com/watch?v=wGNqtkWnLgE&t=276s | |||
|notes=HP assist to bypass LV2 Assist Change. If opponent uses LV2 Change, Kuja won't stagger and this combo ends right there. If not, Sephiroth can follow up with Sudden Cruelty. Cancelling the knockback is key, but this can be done above opponent, or at the same height as them. Dodge cancel Godspeed early to have more time to reposition Sephiroth. | |||
}} | |||
{{Combo-012Data | |||
|combo='''Oblivion''' > {{clr|wr=1}} > {{clr|asthp=1}} > {{clr|dc=1}} (up) > {{clr|dc=1}} (left/up, up) > Sudden Cruelty | |||
|condition=Air punish starter, Wall Rush | |||
|requirement=HP Assist | |||
|characters= | |||
|damagehits=25 + WR > 15 + HP (Assist) > 40 | |||
|damage=80 + HP | |||
|exhits=30 > 87 | |||
|ex=117 | |||
|meteropp=120 | |||
|video=https://www.youtube.com/watch?v=wGNqtkWnLgE&t=212s | |||
|notes=This is for opponents who can use LV2 Assist Change. Kuja's HP is ranged priority, so even if Assist Change happens, Kuja won't get staggered. If the opponent doesn't escape this, then Sephiroth can catch them with Sudden Cruelty afterwards. Not a particularly high damaging combo, but it can be useful if the opponent is sitting with full assist gauges. | |||
}} | |||
{{Combo-012Data | |||
|combo='''Oblivion''' > {{clr|wr=1}} > {{clr|astbrv=1}} > {{clr|dc=1}} (left) > Sudden Cruelty (1) > {{clr|dc=1}} > {{clr|ac=1}} > Heaven's Light | |||
|condition=Air punish starter, Wall Rush | |||
|requirement=Back against wall | |||
|characters= | |||
|damagehits=25 + WR > 50 (Assist) + ~25 > HP + WR | |||
|damage=100 + HP & WR | |||
|exhits=30 > 27 > 0 | |||
|ex=57 | |||
|meteropp=171 | |||
|video=https://www.youtube.com/watch?v=wGNqtkWnLgE&t=223s | |||
|notes=Side switch combo near wall. Good for turning a poor position into Sephiroth's advantage. The wall rush(es) make this more damaging than the midscreen Sudden Cruelty combo, but Sephiroth needs to be very close to the wall to even get the wall rush. <br>Just like midscreen Sudden Cruelty (1) fillers, their damage here can vary. Sephiroth can get more or less damage depending on position and timing. | |||
}} | |||
{{Combo-012Data | |||
|combo='''Oblivion''' > {{clr|wr=1}} > {{clr|astbrv=1}} > {{clr|dc=1}} (left) > Sudden Cruelty (1) > {{clr|dc=1}} > {{clr|ac=1}} > Scintilla | |||
|condition=Air punish starter, Wall Rush | |||
|requirement=Back against wall | |||
|characters= | |||
|damagehits=25 + WR > ~50 (Assist) + 25 > 10 + HP & WR | |||
|damage=110 + HP & WR | |||
|exhits=30 > 27 > 30 | |||
|ex=87 | |||
|meteropp=180 | |||
|video=https://www.youtube.com/watch?v=wGNqtkWnLgE&t=234s | |||
|notes=Scintilla is a more damaging ender than Heaven's Light, but also leaves Sephiroth closer to the opponent. Octaslash also works here as an ender, but it's not commonly equipped due to Scintilla / Heaven's Light / Hell's Gate providing more utility on average. | |||
}} | }} | ||
}} | }} | ||
| Line 681: | Line 775: | ||
=== Extra Combos (Kuja AST) === | === Extra Combos (Kuja AST) === | ||
{{ComboDefExtra}} | |||
{{Combo-012 | {{Combo-012 | ||
| Line 740: | Line 834: | ||
|combo='''Reaper''' > {{clr|dc=1}} > {{clr|astbrv=1}} > {{clr|ac=1}} > Shadow Flare > Heaven's Light | |combo='''Reaper''' > {{clr|dc=1}} > {{clr|astbrv=1}} > {{clr|ac=1}} > Shadow Flare > Heaven's Light | ||
|condition=Ground punish starter | |condition=Ground punish starter | ||
|requirement=Assist Storage Glitch | |requirement='''[[Assist_Storage_Glitch|Assist Storage Glitch]]''' | ||
|characters= | |characters= | ||
|damagehits=40 > 50 (Assist) > HP + WR | |damagehits=40 > 50 (Assist) > HP + WR | ||
| Line 749: | Line 843: | ||
|video=https://www.youtube.com/watch?v=wGNqtkWnLgE&t=522s | |video=https://www.youtube.com/watch?v=wGNqtkWnLgE&t=522s | ||
|notes=Full Reaper, no wall needed. Good for EX. | |notes=Full Reaper, no wall needed. Good for EX. | ||
}} | }} | ||
{{Combo-012Data | {{Combo-012Data | ||
| Line 828: | Line 909: | ||
Sephiroth can use Reaper or Sudden Cruelty and Kuja's Force Symphony HP to enforce HP damage. This is best done near a wall, where the opponent won't be sent too far from Kuja. | Sephiroth can use Reaper or Sudden Cruelty and Kuja's Force Symphony HP to enforce HP damage. This is best done near a wall, where the opponent won't be sent too far from Kuja. | ||
Both Reaper and Sudden Cruelty setups work similarly. Sephiroth can comfortably use either chase attack and get good results. Reaper has slightly higher base damage than Sudden Cruelty, but it's not as commonly used due to Sephiroth's aerial playstyle. Unless Sephiroth invests into base BRV recovery, it may be better to follow up with Sudden Cruelty after Assist Chase | Both Reaper and Sudden Cruelty setups work similarly. Sephiroth can comfortably use either chase attack and get good results. Reaper has slightly higher base damage than Sudden Cruelty, but it's not as commonly used due to Sephiroth's aerial playstyle. Unless Sephiroth invests into base BRV recovery, it may be better to follow up with Sudden Cruelty after Assist Chase. | ||
{{Combo-012 | {{Combo-012 | ||
| Line 877: | Line 958: | ||
If Sephiroth is already at 2 jumps height, then he has to Assist Chase very early and Sudden Cruelty immediately to get a good position for this reset. | If Sephiroth is already at 2 jumps height, then he has to Assist Chase very early and Sudden Cruelty immediately to get a good position for this reset. | ||
}} }} | }} }} | ||
== Assist Combos (Aerith) == | |||
=== Basic Combos (Aerith AST) === | |||
{{ComboDefBasic}} | |||
{{ComboLegend-012}} | |||
{{Combo-012 | |||
| data = | |||
{{Combo-012Data | |||
|combo='''Oblivion''' > {{clr|astbrv=1}} > {{clr|wr=1}} > Free Air Dash > Scintilla | |||
|condition=Air BRV {{keyword|Punish|punish=1}} Starter | |||
|requirement=Near Ground, Wall Rush (Ground) | |||
|purpose=Beginner Combo | |||
|damage=35 + HP & Wall Rush | |||
|damagehits=25 + WR > 0 (Assist) > 10 + HP & WR | |||
|ex=60 | |||
|exhits=30 > 30 | |||
|meteropp=67 | |||
|video=https://www.youtube.com/watch?v=FQHJuqa39zo&t=16 | |||
|notes=This can only be done near ground. Since Oblivion keeps opponent in place for a moment, it lets less experienced players get a feel for when to call Aerith assist. With Oblivion, Aerith should be called as the opponent is knocked away. Aerith's Seal Evil has slow {{keyword|startup|startup=1}} compared to other competitive air assists, so having confidence in the wall rush is important. | |||
<br><br>Sephiroth can substitute Scintilla with other attacks as a finisher. Hell's Gate, Octaslash and Sudden Cruelty are all beneficial to Sephiroth for damage or EX. | |||
}} | |||
}} | |||
=== Core Combos (Aerith AST) === | |||
{{ComboDefCore}} | |||
{{ComboLegend-012}} | |||
{{Combo-012 | |||
| data = | |||
{{Combo-012Data | |||
|combo='''Sudden Cruelty''' > {{clr|astbrv=1}} > {{clr|chase=1}} HP > (HP Miss) > Free Air Dash > Shadow Flare > Heaven's Light | |||
|condition=Air BRV Starter | |||
|requirement=Air | |||
|purpose=Staple Combo | |||
|damage=52 + HP & Wall Rush | |||
|damagehits=40 > 0 (Assist) > 12 > HP & WR | |||
|ex=102 | |||
|exhits=87 > 15 (Chase Dodge) | |||
|meteropp=78 | |||
|video=https://www.youtube.com/watch?v=FQHJuqa39zo&t=33 | |||
|notes=A staple combo for Sephiroth. This chase setup works without walls. It forces opponent to take HP damage or use Assist / EX gauge to escape. Since Sephiroth enters Chase, he also gets any EX Force floating in the stage. | |||
}} | |||
{{Combo-012Data | |||
|combo='''Sudden Cruelty''' > {{clr|astbrv=1}} > {{clr|chase=1}} & HP > (HP Miss) > Free Air Dash > Dodge > Sudden Cruelty | |||
|condition=Air BRV Starter | |||
|requirement=Air | |||
|purpose=BRV Damage | |||
|damage=92 | |||
|damagehits=40 > 0 (Assist) > 12 > 40 | |||
|ex=189 | |||
|exhits=87 > 15 > 87 | |||
|meteropp=138 | |||
|video=https://www.youtube.com/watch?v=FQHJuqa39zo&t=45 | |||
|notes=Sudden Cruelty chase setup that ends with another Sudden Cruelty. This is for more bravery damage and EX. If Sephiroth has Sneak Attack extra ability equipped, he can use Shadow Flare, dodge behind opponent and do Sudden Cruelty for more critical hits. | |||
}} | |||
{{Combo-012Data | |||
|combo='''Sudden Cruelty''' > {{clr|astbrv=1}} > {{clr|chase=1}} & BRV > {{clr|wr=1}} > Free Air Dash > Shadow Flare > Heaven's Light | |||
|condition=Air BRV Starter | |||
|requirement=Air, Wall Rush | |||
|purpose=Staple Combo, Extra BRV Damage | |||
|damage=82 + HP & Wall Rush | |||
|damagehits=40 > 30 > 0 (Assist) > 12 > HP & WR | |||
|ex=147 | |||
|exhits=87 > 60 | |||
|meteropp=163 | |||
|video=https://www.youtube.com/watch?v=FQHJuqa39zo&t=57 | |||
|notes=Chase setup where Sephiroth can deal extra bravery damage. The opponent can dodge chase bravery, but the combo will work regardless. In that sense, Sephiroth takes little risk for a notable damage increase. This theory remains true for any character who uses chase with Aerith. | |||
}} | |||
{{Combo-012Data | |||
|combo='''Sudden Cruelty''' > {{clr|astbrv=1}} > {{clr|chase=1}} & HP > {{clr|wr=1}} > Shadow Flare > Scintilla | |||
|condition=Air BRV Starter | |||
|requirement=Air, Wall Rush | |||
|purpose=Staple Combo, Extra HP Damage | |||
|damage=62 + HP & Wall Rush x2 | |||
|damagehits=40 > HP + 0 (Assist) > 12 > 10 + HP & WR | |||
|ex=179 | |||
|exhits=87 > 62 > 30 | |||
|meteropp=93 | |||
|video=https://www.youtube.com/watch?v=FQHJuqa39zo&t=67 | |||
|notes=If the opponent does not dodge for some reason, this combo allows 2 HP attacks. This is not something Sephiroth will get to do often, but if it works, it can be taken as a sign of human conditioning. | |||
<br><br>Scintilla is listed as the combo ender, because it allows base BRV to recover before dealing HP damage. If Sephiroth dealt a lot of HP damage, his base BRV may not recover quickly. In those cases, Hell's Gate is a serviceable alternative. | |||
}} | |||
{{Combo-012Data | |||
|combo='''Oblivion''' > {{clr|astbrv=1}} > {{clr|wr=1}} > {{clr|dc=1}} > Free Air Dash x2 > Shadow Flare > Heaven's Light | |||
|condition=Air BRV {{keyword|Punish|punish=1}} Starter | |||
|requirement=Near Ground, Wall Rush (Ground) | |||
|purpose=Assist Meter Gain | |||
|damage=34-37 + HP & Wall Rush | |||
|damagehits=25 + WR > 0 (Assist) > 9-12 > HP & WR | |||
|ex=30 | |||
|exhits=30 > 0 > 0 | |||
|meteropp=51 | |||
|video=https://www.youtube.com/watch?v=FQHJuqa39zo&t=80 | |||
|notes=This is a slightly more optimized version of the basic Aerith assist combo. Sephiroth can fill Assist gauge by Free Air Dashing towards opponent. This is possible due to the Assist Gauge Up Dash basic ability. The goal with this combo is to get a bit of Assist gauge back to mitigate the cost. Sephiroth can also do this with air combos, but ground wall rushes provide more time to do this. Thus, this can fill the assist gauge more. | |||
}} | |||
{{Combo-012Data | |||
|combo='''Scintilla''' > {{clr|astbrv=1}} > {{clr|wr=1}} > {{clr|dc=1}} > Free Air Dash > Shadow Flare > Heaven's Light | |||
|condition=HP Starter ({{keyword|Command Block|commandblock=1}}) | |||
|requirement=Air, Wall Rush | |||
|purpose= | |||
|damage=22 + HP & Wall Rush x2 | |||
|damagehits=10 + HP & WR > 0 (Assist) > 12 > HP & WR | |||
|ex=30 | |||
|exhits=30 > 0 > 0 | |||
|meteropp=33 | |||
|video=https://www.youtube.com/watch?v=FQHJuqa39zo&t=92 | |||
|notes=A basic wall rush combo structure with a high risk combo starter. Scintilla can block opponents who attack him with low priority melee braveries, or dash into him. Scintilla doesn't have much {{keyword|knockback|knockback=1}}, so this must be done pretty close to a wall. | |||
<br><br>Free Air Dash is used to fill Assist gauge with Assist Gauge Up Dash basic ability. | |||
}} | |||
{{Combo-012Data | |||
|combo='''Heaven's Light''' > {{clr|astbrv=1}} > {{clr|wr=1}} > {{clr|dc=1}} > Free Air Dash > Shadow Flare > Heaven's Light | |||
|condition=Air HP Starter | |||
|requirement=Air, Wall Rush (Ceiling) | |||
|purpose=HP Damage | |||
|damage=12 + HP & Wall Rush x2 | |||
|damagehits=HP + WR > 0 (Assist) > 12 > HP + WR | |||
|ex=0 | |||
|exhits=0 > 0 > 0 | |||
|meteropp=18 | |||
|video=https://www.youtube.com/watch?v=FQHJuqa39zo&t=102 | |||
|notes=Heaven's Light works well as an evasive attack, and punishing blocked bravery attacks. It leads to a wall rush combo at the ceiling, which Sephiroth can tailor to his needs. | |||
<br><br>In this example, Sephiroth opts for a second Heaven's Light. The BRV damage and EX generation are very low because of this, but the HP Wall Rush damage & meter depletion are the main attractions here. | |||
}} | |||
{{Combo-012Data | |||
|combo='''Hell's Gate''' > {{clr|astbrv=1}} > Hell's Gate (Release) > Free Air Dash > Shadow Flare > Hell's Gate | |||
|condition=Air HP Starter | |||
|requirement=Air | |||
|purpose={{keyword|Midscreen|midscreen=1}} HP Combo | |||
|damage=16+ & HP | |||
|damagehits=2x? + HP > 0 (Assist) > 12 > 2x? + HP | |||
|ex=120+ | |||
|exhits=60+ > 0 > 60+ | |||
|meteropp=42+ | |||
|video=https://www.youtube.com/watch?v=FQHJuqa39zo&t=113 | |||
|notes=Hell's Gate functions as an evasive HP attack in {{keyword|neutral|neutral=1}}, but it also leads to combos. Aerith assist must be called before releasing Hell's Gate due to Aerith's relatively slow speed. | |||
<br><br>Hell's Gate combos have variable damage and EX generation because Sephiroth can hold Hell's Gate until he lands on the ground. | |||
}} | |||
}} | |||
=== Specialized Combos (Aerith AST) === | |||
{{ComboDefSpecial}} | |||
{{ComboLegend-012}} | |||
{{Combo-012 | |||
| data = | |||
{{Combo-012Data | |||
|combo='''Heartless Angel''' > {{clr|astbrv=1}} > H. Angel HIT > Free Air Dash > Shadow Flare > Heaven's Light | |||
|condition=EX Mode Starter | |||
|requirement=Air, EX Mode | |||
|purpose={{keyword|Midscreen|midscreen=1}} BRV Break | |||
|damage=12 + HP, WR & BRV Break | |||
|damagehits=H. Angel > 0 (Assist) > 12 > HP & WR (+ EX Burst) | |||
|ex=0 | |||
|exhits=0 > 0 > 0 | |||
|meteropp=18 (+ EX Burst) | |||
|video=https://www.youtube.com/watch?v=FQHJuqa39zo&t=155 | |||
|notes=EX Mode combo. No wall needed, but Aerith must be called before Heartless Angel hits. Since Heartless Angel reduces opponent's BRV to 1, this combo has very high reward. | |||
}} | |||
{{Combo-012Data | |||
|combo='''Oblivion''' > {{clr|astbrv=1}} > EX Mode > {{clr|wr=1}} > {{clr|dc=1}} (Away) > Heartless Angel > {{clr|astbrv=1}} > H. Angel HIT > Free Air Dash > Shadow Flare > Heaven's Light (+ EX Burst) | |||
|condition=Air BRV {{keyword|Punish|punish=1}} Starter | |||
|requirement=Air, EX Mode, 2 Assist Gauges | |||
|purpose=Double Assist EX Mode Combo | |||
|damage=37 + HP & Wall Rush (& EX Burst) | |||
|damagehits=25 + WR > 0 (Assist) > H. Angel > 0 (Assist) > 12 > HP & WR > EX Burst | |||
|ex=30 | |||
|exhits=30 > 0 > 0 > 0 | |||
|meteropp= | |||
|video=https://www.youtube.com/watch?v=FQHJuqa39zo&t=168 | |||
|notes=Heartless Angel setup. Aerith's Seal Evil forces ground wall rush reaction once it ends, which gives Sephiroth enough time to cast Heartless Angel. Since this starts with Oblivion, it's only practical near the ground. It is very high reward for Sephiroth if it connects, though. | |||
}} | |||
{{Combo-012Data | |||
|combo='''Sudden Cruelty''' > {{clr|astbrv=1}} > {{clr|chase=1}} HP > (HP Miss) > {{clr|dc=1}} > Hell's Gate (Hold) > {{clr|astbrv=1}} > Hell's Gate (Release) > Free Air Dash > Shadow Flare > Scintilla | |||
|condition=Air BRV Starter | |||
|requirement=Air, 2 Assist Gauges | |||
|purpose=Double Assist, HP Damage | |||
|damage=64 + HP (& Wall Rush) | |||
|damagehits=40 > 0 (Assist) > 2x? + HP > 0 (Assist) > 12 > 10 + HP (& WR) | |||
|ex=198+ | |||
|exhits=87 > 15 (Chase Dodge) > 66+ > 30 | |||
|meteropp=99 | |||
|video=https://www.youtube.com/watch?v=FQHJuqa39zo&t=185 | |||
|notes=Double Assist combo for more EX and HP damage. Hell's Gate cannot drag the opponent down too much, or Aerith cannot be called a second time. This combo is listed to end with Scintilla, which is for ensuring base BRV damage. Hell's Gate is also OK if Sephiroth wants more EX. | |||
}} | |||
{{Combo-012Data | |||
|combo='''Sudden Cruelty''' > {{clr|astbrv=1}} > {{clr|chase=1}} & HP > (HP Miss) > {{clr|dc=1}} > Shadow Flare > {{clr|astbrv=1}} > {{clr|dc=1}} > Shadow Flare > Sudden Cruelty | |||
|condition=Air BRV Starter | |||
|requirement=Air, 2 Assist Gauges | |||
|purpose=Double Assist, BRV Damage | |||
|damage=129 | |||
|damagehits=40 > 0 (Assist) > 12 > 25 > 0 (Assist) > 12 > 40 | |||
|ex=216 | |||
|exhits=87 > 15 > 27 > 87 | |||
|meteropp=193 | |||
|video=https://www.youtube.com/watch?v=FQHJuqa39zo&t=201 | |||
|notes=Double Assist combo featuring even more Sudden Cruelty. If Sneak Attack extra ability is equipped, Sephiroth can dodge behind opponent for critical hits. | |||
}} | |||
{{Combo-012Data | |||
|combo='''Heaven's Light''' > {{clr|astbrv=1}} > {{clr|wr=1}} > {{clr|dc=1}} x2 > Shadow Flare > {{clr|astbrv=1}} > Heaven's Light > {{clr|wr=1}} > {{clr|dc=1}} > Shadow Flare > Scintilla | |||
|condition=Air HP Starter | |||
|requirement=Air, Wall Rush (Ceiling) | |||
|purpose=Double Assist, HP Damage | |||
|damage=34 + HP & Wall Rush x2 | |||
|damagehits=HP & WR > 0 (Assist) > 12 > HP & WR > 0 (Assist) > 12 > 10 + HP | |||
|ex=30 | |||
|exhits=0 > 0 > 0 > 30 | |||
|meteropp=51 | |||
|video=https://www.youtube.com/watch?v=FQHJuqa39zo&t=216 | |||
|notes=An amplified Heaven's Light ceiling combo. Call Aerith after doing Shadow Flare, but before the projectiles connect. Heaven's Light's speed and single hit wall rush lets Sephiroth combo from Aerith a second time. Effective for HP damage, and especially for meter depletion, since it activates from every wall rush as well. Scintilla is used to end this combo for ensuring base BRV damage. Other combo enders also work, but Sephiroth may lose a bit of HP damage in the process. | |||
}} | |||
{{Combo-012Data | |||
|combo='''Oblivion''' > {{clr|astbrv=1}} > {{clr|wr=1}} > {{clr|dc=1}} > Free Air Dash > Land > {{clr|astbrv=1}} > Dodge (↑) > Shadow Flare > Scintilla | |||
|condition=Air BRV Starter | |||
|requirement=Air, Wall Rush (Ground) | |||
|purpose=Double Assist, BRV Damage | |||
|damage=41 + HP, Wall Rush & Cure | |||
|damagehits=25 + WR > 0 (Assist) > CURE > 6-12 > 10 + HP | |||
|ex=60 | |||
|exhits=30 > 30 | |||
|meteropp=61 | |||
|video=https://www.youtube.com/watch?v=FQHJuqa39zo&t=231 | |||
|notes=Double assist combo for BRV damage, Aerith version. Aerith's Cure can only be used when Sephiroth is on the ground, but it provides 400 BRV at LV100. It's pretty situational, but it can be useful for finishing a match without risking critical hits or dropping the second Aerith Seal Evil. | |||
}} | |||
}} | |||
=== Extra Combos (Aerith AST) === | |||
{{ComboDefExtra}} | |||
{{ComboLegend-012}} | |||
{{Combo-012 | |||
| data = | |||
{{Combo-012Data | |||
|combo='''Godspeed''' > {{clr|astbrv=1}} > {{clr|wr=1}} > {{clr|dc=1}} > Dodge > Free Air Dash > Shadow Flare > Heaven's Light | |||
|condition=Air BRV Starter | |||
|requirement=Air, Wall Rush (Ground) | |||
|purpose=Midrange Combo | |||
|damage=36~42 + HP & Wall Rush | |||
|damagehits=4x5, 1,2,7 + WR > 0 (Assist) > 6-12 > HP (& WR) | |||
|ex=~33 | |||
|exhits=~33 > 0 > 0 | |||
|meteropp=64 | |||
|video=https://www.youtube.com/watch?v=FQHJuqa39zo&t=253 | |||
|notes=Godspeed combos work similarly to Oblivion Wall Rush combos. Free Air Dash fills Assist gauge with Assist Gauge Up Dash basic ability. | |||
}} | |||
{{Combo-012Data | |||
|combo='''Fervent Blow''' > {{clr|wr=1}} > {{clr|astbrv=1}} > Free Air Dash > Dodge > Shadow Flare > Heaven's Light | |||
|condition=Ground BRV Starter | |||
|requirement=Ground, Wall Rush | |||
|purpose=Midrange Combo | |||
|damage=42-47 + HP & Wall Rush | |||
|damagehits=30 + WR > 0 (Assist) > 12 > HP & WR | |||
|ex=30 | |||
|exhits=30 > 0 > 0 | |||
|meteropp=73 | |||
|video=https://www.youtube.com/watch?v=FQHJuqa39zo&t=265 | |||
|notes=Fervent Blow causes a regular Wall Rush, similar to Octaslash and Scintilla. The damage isn't particularly high, but if Sephiroth hits in {{keyword|point blank|pointblank=1}} range, the sword can deal extra 5 base damage (35 total instead of 30). | |||
}} | |||
{{Combo-012Data | |||
|combo='''Octaslash''' > {{clr|astbrv=1}} > {{clr|wr=1}} > {{clr|dc=1}} > Free Air Dash > Shadow Flare > Heaven's Light | |||
|condition=HP Starter | |||
|requirement=Wall Rush | |||
|purpose=HP Damage | |||
|damage=28 + HP & Wall Rush x2 | |||
|damagehits=16 + HP & WR > 0 (Assist) > 12 > HP & WR | |||
|ex=21 | |||
|exhits=21 > 0 > 0 | |||
|meteropp=42 | |||
|video=https://www.youtube.com/watch?v=FQHJuqa39zo&t=277 | |||
|notes=Octaslash deals the most BRV damage (barring extreme Hell's Gate extensions), but otherwise functions similar to Scintilla as a combo starter. The video example shows Octaslash's ground version. If Sephiroth has Octaslash equipped midair, this combo can be done in the air as well. In that case, Octaslash serves both as a combo starter and a combo ender. | |||
}} | |||
{{Combo-012Data | |||
|combo='''Hell's Gate''' > {{clr|astbrv=1}} > Hell's Gate (Landing) > Jump > Free Air Dash > Shadow Flare > Hell's Gate | |||
|condition=Air HP Starter | |||
|requirement=Ground | |||
|purpose=Extended Hell's Gate | |||
|damage=26 + HP x2 | |||
|damagehits=2x5 + HP > 0 (Assist) > 12 > 2x3 + HP | |||
|ex=144 | |||
|exhits=75 > 0 > 69 | |||
|meteropp=42 | |||
|video=https://www.youtube.com/watch?v=FQHJuqa39zo&t=289 | |||
|notes=Hell's Gate can combo into Aerith's Seal Evil even if Sephiroth lands. Be sure to call Aerith before landing with Hell's Gate. | |||
}} | |||
{{Combo-012Data | |||
|combo='''Godspeed (1)''' > {{clr|astbrv=1}} > Free Air Dash > Shadow Flare > Heaven's Light | |||
|condition=Air BRV Starter | |||
|requirement=Air | |||
|purpose={{keyword|Midscreen|midscreen=1}} Combo | |||
|damage=32 + HP (& Wall Rush) | |||
|damagehits=20 > 0 (Assist) > 12 > HP (& WR) | |||
|ex=15 | |||
|exhits=15 > 0 > 0 | |||
|meteropp=48 | |||
|video=https://www.youtube.com/watch?v=FQHJuqa39zo&t=300 | |||
|notes=Godspeed's projectiles can combo into Aerith as well. Aerith must be called early, but if Sephiroth has the right read on a situation, this combo works without walls. The damage is not particularly high, though. | |||
}} | |||
{{Combo-012Data | |||
|combo='''Sudden Cruelty''' > {{clr|astbrv=1}} > {{clr|chase=1}} > Dodge > Shadow Flare > Heaven's Light | |||
|condition=Air BRV Starter | |||
|requirement=Air, Wall | |||
|purpose=Combo Without Chase {{keyword|Mixups|mixup=1}} | |||
|damage=52 + HP & Wall Rush | |||
|damagehits=40 > 0 (Assist) > 12 + HP & WR | |||
|ex=87 | |||
|exhits=87 > 0 > 0 | |||
|meteropp=78 | |||
|video=https://www.youtube.com/watch?v=FQHJuqa39zo&t=309 | |||
|notes=Sudden Cruelty with {{keyword|empty chase|emptychase=1}}. Wall reduces knockback, so Sephiroth can go for an assist combo without enforcing chase mixups. This lowers the damage potential, but makes it more consistent. | |||
}} | |||
{{Combo-012Data | |||
|combo='''Sudden Cruelty''' > {{clr|chase=1}} BRV > {{clr|wr=1}} > {{clr|astbrv=1}} > Free Air Dash x2 > Shadow Flare > Heaven's Light | |||
|condition=Air BRV Starter | |||
|requirement=Chase, Wall Rush | |||
|purpose=Chase | |||
|damage=79 + HP & Wall Rush | |||
|damagehits=40 > 30 (Chase) + WR > 0 (Assist) > 9 > HP & WR | |||
|ex=147 | |||
|exhits=87 > 60 (Chase) > 0 > 0 | |||
|meteropp=163 | |||
|video=https://www.youtube.com/watch?v=FQHJuqa39zo&t=319 | |||
|notes=This is not exclusive to Sephiroth, but worth mentioning. Aerith's Seal Evil can combo off of Chase Wall Rushes if she is called as soon as chase ends. This is universal for all characters. Since this requires an additional interaction, it's not exactly a true combo. However, Sephiroth may want to consider this occasionally to push the advantage. | |||
}} | |||
}} | |||
= References = | = References = | ||
Latest revision as of 02:07, 24 January 2026
| General | Starter Guide | Combos | Strategy | Frame Data |
|---|---|---|---|---|
| Matchups | Builds | Match Videos | Gallery | Resources |
Overview
Sephiroth has a competent combo game in close-range and midrange. He can start assist combos with most of his moves, including Sudden Cruelty and Shadow Flare. Sephiroth can also wall rush with many moves and start combos that way, though he is not as consistent with it as Cloud.
Solo combo routes are mostly limited to Shadow Flare. A Hell's Gate infinite combo also exists on Phantom Train specifically. With the help of assists, Sephiroth can add more damage with Sudden Cruelty and Shadow Flare fillers. Sephiroth does not rely on walls, but he benefits from them greatly. His EX generation depends on what move he ends combos with, so he always has to make some sort of trade-off with it. Regardless, Sephiroth can do a lot of damage with assist combos and optimizing them does not involve very complex routes or techniques most of the time.
Solo
Shadow Flare
Shadow Flare can combo into most attacks, despite its relatively short hit stun.
Even one projectile is enough to start a combo, but Sephiroth needs to commit to it. He needs to be close enough to the opponent to follow up, so anywhere within 1 air dodge distance (with Midair Evasion Boost) is usually enough.
Shadow Flare's damage can vary depending on how it connects. A stationary opponent has the highest chance of landing all four projectiles, but their damage is low regardless. At minimum, one projectile has base damage of 3, and Sephiroth can be expected to get at least that much from Shadow Flare starters.
These are not just solo combos for Sephiroth. They are also assist combo starters, and Sephiroth can end assist combos with one of these Shadow Flare combos to fit his needs.
| Notation Info | |
|---|---|
| AC | Assist Chase |
| AST BRV | Assist (Bravery) |
| AST HP | Assist (HP) |
| Chase | Chase |
| Empty Chase | Begins Chase, then nothing. |
| DC | Dodge Cancel |
| LL | Landing Lag |
| WR | Wall Rush |
EX Revenge
Sephiroth's practical EX Revenge combos revolve around using Shadow Flare repeatedly. His other braveries often work better at the end of EX Revenge due to their recovery and knockback; Sudden Cruelty's knockback is not immediately affected by EX Revenge, so it cannot be rapidly combo'd into itself.
Godspeed
Godspeed can force landing lag on a grounded opponent, but this can be challenging to capitalize on.
Infinite Hell's Gate
Sephiroth has a somewhat situational infinite combo in Phantom Train specifically. If Sephiroth moves towards one of the windows in Phantom Train, he can remain in Hell's Gate indefinitely.
Infinite combos may be banned in online tournaments and Phantom Train is not considered a legal stage under standard community tournament rules. Therefore the Hell's Gate infinite is not usually relevant in competitive play.
Black Materia LV3
A max charged Black Materia can combo into two of Sephiroth's multi-hits, Reaper and Octaslash. Sephiroth can move freely while the projectile is coming down, so he can knockback cancel the HP hit that would normally wall rush.
This is not a practical combo with notable benefits. Since there is no known setup to guarantee a LV3 Black Materia outside of extended EX Revenge (and assist), Sephiroth cannot reliably combo into this unless the opponent accidentally gets hit by it.
Assist Combos (Kuja)
Sephiroth with Kuja assist is a classic staple in competitive play. Kuja enables combos for Sephiroth anywhere, and wall rushes only increase Sephiroth's damage output. Whether it's picking up from braveries or enabling fillers, Kuja can get the job done. This is a very well-rounded synergy, with good damage output and flexibility in areas where Sephiroth needs it.
Sephiroth's Combo Enders
Sephiroth can end assist combos with many moves, but they all have their strengths and weaknesses.
- Sudden Cruelty
- Fast bravery, great for its damage and EX gain. Commonly used to get bravery breaks faster, or to follow up after Kuja's HP assists.
- Heaven's Light
- Ceiling Wall Rush for damage and meter depletion, but doesn't generate EX. Heaven's Light often leaves Sephiroth in a good position and frame advantage. Works anywhere. Heaven's Light deals HP damage quickly, but this is only a downside if an assist combo started with an HP attack. Sephiroth can get punished for using this if Assist Change is used near ceiling. This is because opponent is sent upwards after Assist Change, so they can follow Sephiroth and punish him more consistently. However, if Sephiroth is already at the ceiling, Heaven's Light becomes much safer against Assist Change counter attempts. This is because Assist Change will send opponent downward at the ceiling.
- Shadow Flare > Heaven's Light
- A staple in competitive play. Shadow Flare adds a little bit of damage to Heaven's Light, which is good when Sephiroth benefits from HP Wall Rush. This works without a wall, but if Sephiroth opts for a Sudden Cruelty filler, he cannot end combos with this. In a sense, this may be better suited for base BRV recovery and as a general purpose combo ender.
- Scintilla / Octaslash
- These are HPs with highest bravery damage, great for bravery breaks. Both can also wall rush, so if the position allows it, they are pretty good combo enders. Scintilla and Octaslash also take a moment before they deal HP damage, which lets base bravery recover more. Octaslash is stronger both in damage and base BRV recovery, but it may not be prioritized since his other HPs have more utility. Scintilla ends faster by comparison, but also has less knockback for wall rush. Both moves generate EX, but if they wall rush, the opponent can grab some of it with Glutton
.
Basic Combos (Kuja AST)
◆ Basic Combos
Basic combos are simple combos with fewest conditions.
- Can be performed from most positions, or with Wall Rush
- Require no adjustments, or very few simple adjustments
- Intended for players new to the game, or the character
These combos have a basic structure to them; Stop an attack or wall rush the opponent, then call Kuja assist and follow up after Assist Chase. This fundamental combo route works for most of Sephiroth's moves, so players can focus on getting comfortable with the character.
Sudden Cruelty's 1st part and wall rushes are common ways for Sephiroth to start combos. Damage and EX gain may vary depending on which attack wall rushes first.
| Notation Info | |
|---|---|
| AC | Assist Chase |
| AST BRV | Assist (Bravery) |
| AST HP | Assist (HP) |
| Chase | Chase |
| Empty Chase | Begins Chase, then nothing. |
| DC | Dodge Cancel |
| LL | Landing Lag |
| WR | Wall Rush |
Core Combos (Kuja AST)
◆ Core Combos
Core combos balance potency with consistency.
- They work against most characters in the game
- May require adjustments due to position, assist, resources or builds
- May require combo fillers during assist
- May require different combo enders from basic combos
- Are expected to be consistently performable by most intermediate and advanced players who main the character
Specialized Combos (Kuja AST)
◆ Specialized Combos
Specialized combos are advanced routes which require more knowledge and awareness, but offer advantages over core combos.
- Can have any number or combination of requirements and conditions; Character, position, resource, or specific situation
- Offers some advantage over core combos; Damage, wall carry, meter gain, more lenient positioning, safety against LV2 Assist Change etc.
- Might not necessarily be harder than core combos, but require more specific circumstances and knowledge to execute
Extra Combos (Kuja AST)
◆ Extra Combos
Extra combos are miscellaneous routes that are possible, but are not necessarily stronger or easier than other combos.
- May have any number or combination of requirements and conditions; Character, position, resource, or specific situation
- May provide more advantage, or less advantage than other combos
- May be more difficult than other combos
- May require more specific circumstances execute
Heartless Angel Setup (Kuja AST)
Chase Setups (Kuja AST)
Sephiroth can use Reaper or Sudden Cruelty and Kuja's Force Symphony HP to enforce HP damage. This is best done near a wall, where the opponent won't be sent too far from Kuja.
Both Reaper and Sudden Cruelty setups work similarly. Sephiroth can comfortably use either chase attack and get good results. Reaper has slightly higher base damage than Sudden Cruelty, but it's not as commonly used due to Sephiroth's aerial playstyle. Unless Sephiroth invests into base BRV recovery, it may be better to follow up with Sudden Cruelty after Assist Chase.
If the opponent...
- Evades Chase HP
- Gets hit by Kuja before they can act.
- Evades Chase BRV
- Gets hit by Kuja before they can act.
- Takes Chase BRV
- Gets hit, wall rushed. If Kuja didn't spawn too far, he can hit the opponent and Sephiroth can follow up as usual.
Chase Assist Gauge Reset
Sephiroth can also reset the available assist gauge by going into chase after Kuja assist, and forcing a wall rush with empty chase. This is not exclusive to Sephiroth by any means, but it is worth knowing regardless.
Assist Combos (Aerith)
Basic Combos (Aerith AST)
◆ Basic Combos
Basic combos are simple combos with fewest conditions.
- Can be performed from most positions, or with Wall Rush
- Require no adjustments, or very few simple adjustments
- Intended for players new to the game, or the character
| Notation Info | |
|---|---|
| AC | Assist Chase |
| AST BRV | Assist (Bravery) |
| AST HP | Assist (HP) |
| Chase | Chase |
| Empty Chase | Begins Chase, then nothing. |
| DC | Dodge Cancel |
| LL | Landing Lag |
| WR | Wall Rush |
Core Combos (Aerith AST)
◆ Core Combos
Core combos balance potency with consistency.
- They work against most characters in the game
- May require adjustments due to position, assist, resources or builds
- May require combo fillers during assist
- May require different combo enders from basic combos
- Are expected to be consistently performable by most intermediate and advanced players who main the character
| Notation Info | |
|---|---|
| AC | Assist Chase |
| AST BRV | Assist (Bravery) |
| AST HP | Assist (HP) |
| Chase | Chase |
| Empty Chase | Begins Chase, then nothing. |
| DC | Dodge Cancel |
| LL | Landing Lag |
| WR | Wall Rush |
Specialized Combos (Aerith AST)
◆ Specialized Combos
Specialized combos are advanced routes which require more knowledge and awareness, but offer advantages over core combos.
- Can have any number or combination of requirements and conditions; Character, position, resource, or specific situation
- Offers some advantage over core combos; Damage, wall carry, meter gain, more lenient positioning, safety against LV2 Assist Change etc.
- Might not necessarily be harder than core combos, but require more specific circumstances and knowledge to execute
| Notation Info | |
|---|---|
| AC | Assist Chase |
| AST BRV | Assist (Bravery) |
| AST HP | Assist (HP) |
| Chase | Chase |
| Empty Chase | Begins Chase, then nothing. |
| DC | Dodge Cancel |
| LL | Landing Lag |
| WR | Wall Rush |
Extra Combos (Aerith AST)
◆ Extra Combos
Extra combos are miscellaneous routes that are possible, but are not necessarily stronger or easier than other combos.
- May have any number or combination of requirements and conditions; Character, position, resource, or specific situation
- May provide more advantage, or less advantage than other combos
- May be more difficult than other combos
- May require more specific circumstances execute
| Notation Info | |
|---|---|
| AC | Assist Chase |
| AST BRV | Assist (Bravery) |
| AST HP | Assist (HP) |
| Chase | Chase |
| Empty Chase | Begins Chase, then nothing. |
| DC | Dodge Cancel |
| LL | Landing Lag |
| WR | Wall Rush |
References
won't generate a full assist gauge even after two minutes, so Sephiroth doesn't have to worry about the opponent getting much assist from this quickly.