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.
| Condition
|
Combo
|
Base Damage
|
EX
|
Notes
|
|
Projectile starter Airborne, below opponent
|
Shadow Flare > DC > Sudden Cruelty
|
43~52
|
87
|
Video
|
| Base Damage (Breakdown): 3~12 > 40 |
Opponent Assist (Comrade's Vow): 78 |
EX Force (Breakdown): 0 > 87 |
|
|
Projectile starter Airborne, below or above opponent
|
Shadow Flare > DC > Oblivion
|
~28~37 + WR
|
30
|
Video
|
| Base Damage (Breakdown): 3~12 > 25 |
Opponent Assist (Comrade's Vow): 55 |
EX Force (Breakdown): 0 > 30 |
| If Sephiroth is close to opponent, but doesn't want to risk dropping dodge cancel > Sudden Cruelty, he can cancel Shadow Flare into Oblivion instead. Can start assist combos near ground. |
|
|
Projectile starter Airborne, similar height with opponent
|
Shadow Flare > Godspeed
|
38~47 + WR
|
30
|
Video
|
| Base Damage (Breakdown): 3~12 > 35 + WR |
Opponent Assist (Comrade's Vow): 73 |
EX Force (Breakdown): 0 > 30 |
| This can be done near ground or in the air, but Sephiroth cannot be below / above the opponent by much. Godspeed has next to no vertical tracking, so being at same height with opponent makes this more feasible. Cancel Shadow Flare into Godspeed instead of dodge, a dodge cancel isn't necessary. |
|
|
Projectile starter, HP combo Airborne, similar height with opponent
|
Shadow Flare > Octaslash
|
19~28 + HP WR
|
21
|
Video
|
| Base Damage (Breakdown): 3~12 > 16 + HP WR |
Opponent Assist (Comrade's Vow): 42 |
EX Force (Breakdown): 0 > 21 |
| Similar to Godspeed in practice, but deals HP damage instead. Octaslash has slightly better vertical tracking by comparison. Cancel Shadow Flare into Octaslash instead of dodge, a dodge cancel isn't necessary. |
|
|
| Projectile starter, HP combo
|
Shadow Flare > Heaven's Light
|
3~12 + HP WR
|
0
|
Video
|
| Base Damage (Breakdown): 3~12 > HP |
Opponent Assist (Comrade's Vow): 18 (all projectiles) |
EX Force (Breakdown): 0 > 0 |
| This is one of the more consistent combos for Sephiroth, especially after assist. It can work even when Sephiroth is above the opponent thanks to Heaven's Light's automatic movement.
Cancel Shadow Flare into Heaven's Light, a dodge cancel is not necessary. |
|
|
Projectile starter, HP combo Similar height with opponent.
|
Shadow Flare > Scintilla
|
13~22 + HP WR
|
30
|
Video
|
| Base Damage (Breakdown): 3~12 > 10 + HP WR |
Opponent Assist (Comrade's Vow): 33 |
EX Force (Breakdown): 0 > 30 |
| Practically similar to Godspeed and Octaslash versions of this combo. Try to be at roughly the same height with the opponent, accounting for Shadow Flare's small lift. This is also used as an assist combo ender. |
|
|
Projectile starter, HP combo Similar height with opponent.
|
Shadow Flare > Hell's Gate
|
3~12 + HP
|
60
|
Video
|
| Base Damage (Breakdown): 3~12 > HP |
Opponent Assist (Comrade's Vow): 18 |
EX Force (Breakdown): 0 > 60 |
| Same deal as with Scintilla ender, though this may be easier to do if Sephiroth is at the same height with opponent when starting this combo.
Not exactly an outstanding combo, but it does generate most EX out of Sephiroth's HP attacks. |
|
|
Projectile starter, HP combo Similar height with opponent.
|
Shadow Flare > Hell's Gate (hold)
|
3~14+
|
63
|
Video
|
| Base Damage (Breakdown): 3~12 > 2x N... |
Opponent Assist (Comrade's Vow): ~27+ |
EX Force (Breakdown): 0 > 63+ |
| Hell's Gate ender with more damage. The video example shows three BRV hits with Hell's Gate. If it lands at higher altitude, Sephiroth can get even more damage and EX with this. |
|
|
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.
| Condition
|
Combo
|
Base Damage
|
EX
|
Notes
|
|
EX Revenge, midair Full EX gauge
|
Shadow Flare (x5) > Heaven's Light
|
~54 + HP WR
|
0
|
Video
|
| Base Damage (Breakdown): 3~12 x5 > HP + WR |
Opponent Assist (Comrade's Vow): 81 |
EX Force (Breakdown): 0 > 0 |
| A staple for Sephiroth. Repeatedly press Shadow Flare until five of them have been cast, and then finish with Heaven's Light. Works anywhere, as long as opponent is within range for Shadow Flare.
If Sephiroth doesn't start casting Shadow Flare immediately, or his cancel timing is slightly off, the fifth Shadow Flare may miss some of its projectiles. The damage loss is usually negligible, but worth noting. If the opponent is at a ceiling, that can guarantee all five Shadow Flares don't miss. |
|
|
EX Revenge, midair Full EX gauge, airborne, near ground
|
Godspeed > WR > Shadow Flare x3 > Scintilla
|
67~76 + HP / WR
|
30
|
Video
|
| Base Damage (Breakdown): 30 + WR > 3~12 x2 > 3 > 10 + HP |
Opponent Assist (Comrade's Vow): 111 |
EX Force (Breakdown): 0 > 0 > 0 > 0 > 30 |
| EX Revenge combo with more BRV damage, but still ends with HP. Scintilla does not have high knockback, so this may not wall rush as easily as Heaven's Light. Ground is needed for Godspeed to wall rush, which greatly contributes to the overall damage. |
|
|
EX Revenge, midair Full EX gauge
|
Shadow Flare (x5) > Free Air Dash > Sudden Cruelty
|
100
|
87
|
Video
|
| Base Damage (Breakdown): 3~12 x5 > 87 |
Opponent Assist (Comrade's Vow): 150 |
EX Force (Breakdown): 0 x5 > 87 |
| All in on bravery damage. Cancel the fifth Shadow Flare into Free Air Dash to get close enough to do Sudden Cruelty. This can be a good way to rack up damage when using Aerith assist, but Shadow Flares into Heaven's Light / Hell's Gate usually gets the job done. |
|
|
Godspeed
Godspeed can force landing lag on a grounded opponent, but this can be challenging to capitalize on.
| Condition
|
Combo
|
Base Damage
|
EX
|
Notes
|
|
Airborne, near ground Grounded opponent
|
Godspeed > LL > DC > Sudden Cruelty
|
60
|
102
|
Video
|
| Base Damage (Breakdown): 20 > 40 |
Opponent Assist (Comrade's Vow): 90 |
EX Force (Breakdown): 15 > 87 |
| Strict timing, needs landing lag. Godspeed's dodge cancel timing is much later into the animation when it hits. Godspeed must hit from further away so Sephiroth gets enough frame advantage to combo off of landing lag.
While this is more damage than most of Sephiroth's Shadow Flare combos, this combo is also less common and harder to do. Godspeed is very linear and hitting with it can be difficult. Therefore this combo is recommended for dedicated Sephiroth players to optimize on the side. |
|
|
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.
| Condition
|
Combo
|
Base Damage
|
EX
|
Notes
|
|
|
|
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.
| Condition
|
Combo
|
Base Damage
|
EX
|
Notes
|
|
Ground, HP starter Airborne opponent, near Black Materia
|
Black Materia LV3 > Reaper
|
34 + HP
|
~93
|
Video
|
| Base Damage (Breakdown): 3x 7 + HP > 17 > 0 > 10 |
Opponent Assist (Comrade's Vow): ~103 |
EX Force (Breakdown): 6 > 87 |
| Strict timing, but Reaper works somewhat consistently thanks to its multi-hits. Reaper will not do bravery damage during the second part due to a sort of "cooldown" that landing an HP attack has. If Reaper is done with maximum delay for all hits, the finishing slashes can still do BRV damage. |
|
|
Ground, HP starter Airborne opponent, near Black Materia
|
Black Materia LV3 > Octaslash
|
24 + HP WR
|
~27
|
Video
|
| Base Damage (Breakdown): ~24 + HP > 0 + HP |
Opponent Assist (Comrade's Vow): ??? |
EX Force (Breakdown): 6 > 21 |
| Octaslash can wall rush and do more meter depletion, but this is generally harder to do and less reward compared to the Reaper follow-up. Depending on when Black Materia hits, it can deal slightly more hits (8 instead of 7). It's unlikely there is ever a pragmatic reason to go for this. |
|
|
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
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Basic Combos (Kuja AST)
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◆ 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.
| Condition
|
Combo
|
Base Damage
|
EX
|
Notes
|
|
Air poke starter Works anywhere
|
Sudden Cruelty (1st part) > AST BRV > AC > Heaven's Light
|
75 + HP WR
|
27
|
Video
|
| Base Damage (Breakdown): 25 > 50 (Assist) > HP + WR |
Opponent Assist (Comrade's Vow): 112 |
EX Force (Breakdown): 27 > 0 |
| A basic assist combo that can wall rush near the ceiling. Heaven's Light is a low-execution combo ender that works consistently. Sephiroth can add more damage during Kuja assist, but new players don't need to worry about that. |
|
|
Ground poke / punish starter Works anywhere.
|
Reaper (2 hits) > AST BRV > AC > Heaven's Light
|
85 + HP & WR
|
33
|
|
| Base Damage (Breakdown): 35 > 50 (Assist) > HP + WR |
Opponent Assist (Comrade's Vow): 127 |
EX Force (Breakdown): 33 > 0 |
| Basic combo off of Sephiroth's ground bravery. Delay the second part to increase Sephiroth's damage, then call the assist. |
|
|
| Ground projectile starter
|
Fervent Blow (1st part) > AST BRV > AC > Heaven's Light
|
70 + HP WR
|
15
|
|
| Base Damage (Breakdown): 20 > 50 > HP + WR |
Opponent Assist (Comrade's Vow): 105 |
EX Force (Breakdown): 15 > 0 |
| 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. |
|
|
Air punish starter Near ground
|
Oblivion > WR > AST BRV > AC > Scintilla
|
82 + HP & WR
|
60
|
Video
|
| Base Damage (Breakdown): 25 + WR > 47 (Assist) > 10 + HP WR |
Opponent Assist (Comrade's Vow): 156 |
EX Force (Breakdown): 30 > 30 |
| Oblivion may have a telegraphed animation, but it leads to a good assist combo with a ground wall rush. |
|
|
Air projectile starter Near ground
|
Godspeed > WR > AST BRV > AC > Heaven's Light
|
77 + HP WR
|
30
|
Video
|
| Base Damage (Breakdown): 30 + WR > 47 (Assist) > HP + WR |
Opponent Assist (Comrade's Vow): 124 |
EX Force (Breakdown): 30 > 0 |
|
|
| Ground projectile starter, Wall Rush
|
Fervent Blow > WR > AST BRV > AC > Heaven's Light
|
80 + HP & WR
|
15
|
|
| Base Damage (Breakdown): 30 + WR > 50 (Assist) > HP + WR |
Opponent Assist (Comrade's Vow): 133 |
EX Force (Breakdown): 15 > 0 > 0 |
| Basic combo, similar to other wall rush starters like Octaslash and Scintilla. Call assist after wall rush and follow up at your pace. |
|
|
| Ground poke starter, Wall Rush
|
Transience > WR > AST BRV > AC > Heaven's Light
|
70 + HP & WR
|
30
|
|
| Base Damage (Breakdown): 20 + WR > 50 > HP + WR |
Opponent Assist (Comrade's Vow): 121 |
EX Force (Breakdown): 30 > 0 |
| Basic combo, similar to other wall rush starters like Fervent Blow and Octaslash. Call assist after wall rush and follow up at your pace. |
|
|
Ground / Midair HP, Wall Rush Near wall
|
Octaslash > WR > AST BRV > AC > Scintilla
|
76 + HP WR x2
|
51
|
Video
|
| Base Damage (Breakdown): 16 + HP WR > 50 (Assist) > 10 + HP WR |
Opponent Assist (Comrade's Vow): 114 |
EX Force (Breakdown): 21 > 30 |
| Octaslash has higher base damage and better wall carry 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. |
|
|
Ground / Midair HP, Wall Rush Near wall
|
Scintilla > WR > AST BRV > AC > Scintilla
|
70 + HP WR (x2)
|
60
|
Video
|
| Base Damage (Breakdown): 10 + HP WR > 50 (Assist) > 10 + HP WR |
Opponent Assist (Comrade's Vow): 105 |
EX Force (Breakdown): 30 > 30 |
| 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. |
|
|
| Air HP starter, Wall Rush
|
Octaslash > WR > AST BRV > AC > Octaslash
|
82 + HP WR (x2)
|
42
|
Video
|
| Base Damage (Breakdown): 16 + HP WR > 50 (Assist) > 16 + HP WR |
Opponent Assist (Comrade's Vow): 120 |
EX Force (Breakdown): 21 > 21 |
| 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)
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◆ 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
| Condition
|
Combo
|
Base Damage
|
EX
|
Notes
|
|
| Air poke starter, no wall
|
Sudden Cruelty (1) > AST BRV > DC > Sudden Cruelty (1) > DC > AC > Sudden Cruelty
|
140
|
141
|
Video
|
| Base Damage (Breakdown): 25 > ~50 (Assist) + 25 > 40 |
Opponent Assist (Comrade's Vow): 210 |
EX Force (Breakdown): 27 > 27 > 87 |
Bravery damage focused combo, off of Sephiroth's main air poke. Scales very well with damage builds, and EX gain is more than with most HP enders. The damage varies depending on how Sephiroth positions himself for Sudden Cruelty (1) filler. Dodge cancel behind the opponent, so that Sudden Cruelty keeps the opponent in place for Kuja. The later Sephiroth calls assist, the more lenient the timing is for the Sudden Cruelty filler. This can maximize the damage dealt. |
|
|
| Air poke starter, no wall
|
Sudden Cruelty (1) > AST BRV > DC > Sudden Cruelty (1) > DC > Heaven's Light
|
100 + HP WR
|
54
|
Video
|
| Base Damage (Breakdown): 25 > ~50 (Assist) + 25 > HP + WR |
Opponent Assist (Comrade's Vow): 156 |
EX Force (Breakdown): 27 > 27 > 0 |
Sudden Cruelty combo that ends with HP instead. Sudden Cruelty (1) filler doesn't leave enough time for Shadow Flare > Heaven's Light, so the HP is done as is. A good, basic combo at mid level play. The linked video example exhibits slightly higher damage than what the listed base damage for Sudden Cruelty and Kuja assist would imply. Kuja's BRV damage is variable due to the way his multi-hit attacks work, but it doesn't affect the combo's damage too much. |
|
|
Air poke starter Ceiling
|
Sudden Cruelty (1) > AST BRV > DC > Shadow Flare > DC > AC > Shadow Flare > Heaven's Light
|
99 + HP WR
|
27
|
Video
|
| Base Damage (Breakdown): 25 > 50 (Assist) > 12 > 12 + HP WR |
Opponent Assist (Comrade's Vow): 148 |
EX Force (Breakdown): 27 > 0 > 0 > 0 |
A staple ceiling combo. Heaven's Light is often used as a combo ender, so the two Shadow Flares are done to increase damage. Shadow Flare projectiles don't track vertically once they become active, so a ceiling guarantees they all hit for max damage. Input Shadow Flare right before Kuja assist's last hit connects, then dodge cancel, assist chase etc. as soon as possible. |
|
|
Air punish starter Near ground
|
Oblivion > WR > AST BRV > Free Air Dash > Sudden Cruelty (1) > DC > AC > Scintilla
|
107 + HP & WR
|
87
|
Video
|
| Base Damage (Breakdown): 25 + WR > 47 (Assist) > 25 > 10 + HP WR |
Opponent Assist (Comrade's Vow): 156 |
EX Force (Breakdown): 30 > 27 > 30 |
| 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. |
|
|
Ground poke / punish starter Works anywhere.
|
Reaper (2 hits) > AST BRV > AC > Shadow Flare > Heaven's Light
|
88-97 + HP & WR
|
33
|
Video
|
| Base Damage (Breakdown): 35 > 50 (Assist) > 3~12 > HP + WR |
Opponent Assist (Comrade's Vow): 132 |
EX Force (Breakdown): 33 > 0 > 0 |
| 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. |
|
|
| Ground projectile starter
|
Fervent Blow (1st part) > AST BRV > AC > Shadow Flare > Heaven's Light
|
73~82 + HP WR
|
15
|
Video
|
| Base Damage (Breakdown): 20 > 50 > 3~12 > HP + WR |
Opponent Assist (Comrade's Vow): 109 |
EX Force (Breakdown): 15 > 0 > 0 |
| 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. |
|
|
| Ground projectile starter, Wall Rush
|
Fervent Blow > WR > AST BRV > AC > Shadow Flare > Heaven's Light
|
83-92 + HP & WR
|
15
|
Video
|
| Base Damage (Breakdown): 30 + WR > 50 (Assist) > 3~12 > HP + WR |
Opponent Assist (Comrade's Vow): 142 |
EX Force (Breakdown): 15 > 0 > 0 |
| Basic combo, similar to other wall rush starters like Octaslash and Scintilla. Call assist after wall rush and follow up at your pace. |
|
|
| Ground poke starter, Wall Rush
|
Transience > WR > AST BRV > AC > Shadow Flare > Heaven's Light
|
73-82 + HP & WR
|
30
|
Video
|
| Base Damage (Breakdown): 20 + WR > 50 > 3~12 > HP + WR |
Opponent Assist (Comrade's Vow): 130 |
EX Force (Breakdown): 30 > 0 > 0 |
| Basic combo, similar to other wall rush starters like Fervent Blow and Octaslash. Call assist after wall rush and follow up at your pace. |
|
|
| Air projectile starter
|
Godspeed (1) > AST BRV > AC > Shadow Flare > Heaven's Light
|
73-82 + HP & WR
|
15
|
Video
|
| Base Damage (Breakdown): 20 > 50 (Assist) > 3~12 > HP + WR |
Opponent Assist (Comrade's Vow): 114 |
EX Force (Breakdown): 15 > 0 > 0 |
| Mid-range combo starter, no wall needed. Not a complex combo, just be sure to call the assist in time and assist chase early when the button prompt appears. |
|
|
Projectile starter, Wall Rush Near ground
|
Godspeed > WR > AST BRV > Free Air Dash > Sudden Cruelty (1) > DC > AC > Scintilla
|
102 + HP & WR
|
72
|
Video
|
| Base Damage (Breakdown): 20 + WR > 47 (Assist) + 25 > 10 + HP & WR |
Opponent Assist (Comrade's Vow): 175 |
EX Force (Breakdown): 15 > 27 > 30 |
| Godspeed combo, but with more BRV damage. Scintilla and Octaslash both work as HP combo enders for BRV damage specifically. Dodge cancelling Sudden Cruelty early also makes it possible to do Shadow Flare > Heaven's Light after Assist Chase, if that's preferred. |
|
|
Midair HP starter, Wall Rush Near wall / ceiling
|
Heaven's Light > WR > AST BRV > AC > Shadow Flare > Heaven's Light
|
53-62 + HP WR (x2)
|
0
|
Video
|
| Base Damage (Breakdown): HP + WR > 50 (Assist) > 3~12 > HP + WR |
Opponent Assist (Comrade's Vow): 93 |
EX Force (Breakdown): 0 > 0 > 0 |
| 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. |
|
|
Air HP starter, Wall Rush Ceiling
|
Heaven's Light > WR > AST BRV > DC > Shadow Flare > DC > AC > Shadow Flare > Heaven's Light
|
74 + HP WR x2
|
0
|
Video
|
| Base Damage (Breakdown): HP + WR > 50 (Assist) > 12 > 12 > HP + WR |
Opponent Assist (Comrade's Vow): 123 |
EX Force (Breakdown): 0 > 0 > 0 > 0 |
| 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. |
|
|
| Air HP starter
|
Hell's Gate > AST BRV > AC > Shadow Flare > Heaven's Light
|
53-62 + HP & WR
|
60
|
Video
|
| Base Damage (Breakdown): HP > 50 (Assist) > 3~12 > HP + WR |
Opponent Assist (Comrade's Vow): 79 (in video) |
EX Force (Breakdown): 60 > 0 > 0 |
| Hell's Gate can evade attacks, so this is good for capitalizing on opponent's mistake. Not much time to call assist, but works without a wall. As usual, ceiling can increase Shadow Flare damage. |
|
|
Air HP starter Above opponent
|
Hell's Gate > AST BRV > DC (behind opponent) > Sudden Cruelty (1) > DC > AC > Scintilla
|
85 + HP & WR
|
117
|
Video
|
| Base Damage (Breakdown): HP > 50 (Assist) + 25 > 10 + HP & WR |
Opponent Assist (Comrade's Vow): 139 |
EX Force (Breakdown): 60 > 27 > 30 |
More damage with Sudden Cruelty (1) filler. Hell's Gate must hit from above, so opponent ends up at similar height with Sephiroth. This makes the Sudden Cruelty filler possible, since Sephiroth can reach the opponent with a dodge cancel. Once again, Kuja assist may deal more damage thanks to Sudden Cruelty holding the opponent in place. |
|
|
Air HP starter, air-to-ground Opponent on ground
|
Hell's Gate (land) > AST BRV > AC > Shadow Flare > Heaven's Light
|
49-58 + HP & WR
|
60
|
Video
|
| Base Damage (Breakdown): HP > 46 (Assist) > 3~12 > HP + WR |
Opponent Assist (Comrade's Vow): 73 |
EX Force (Breakdown): 60 > 0 > 0 |
Hell's Gate's area-of-effect crags can also start an assist combo. Good for overly confident grounded opponents, but can be difficult to do consistently without making landings ambigious. Kuja assist deals slightly less damage due to hitting the opponent from further distance. A wall can compensate by reducing Hell's Gate knockback. |
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|
Air HP starter, air-to-air Airborne opponent
|
Hell's Gate (drag, land) > AST BRV > AC > Scintilla
|
58+, + HP & WR
|
93+
|
Video
|
| Base Damage (Breakdown): 2 xN > HP > 46 (Assist) > 10 + HP & WR |
Opponent Assist (Comrade's Vow): 96+ |
EX Force (Breakdown): 63+ > 30 |
| If Sephiroth drags the opponent down, Hell's Gate can do more damage and generate more EX. Scintilla is used for EX and to recover the base bravery. |
|
|
| Air HP starter, Wall Rush
|
Scintilla > WR > AST BRV > DC (behind opponent) > Sudden Cruelty (1) > DC > AC > Scintilla
|
95 + HP WR (x2)
|
87
|
Video
|
| Base Damage (Breakdown): 10 + HP WR > 50+ (Assist) + 25 > 10 + HP WR |
Opponent Assist (Comrade's Vow): 154 |
EX Force (Breakdown): 30 > 27 > 30 |
| 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. |
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Specialized Combos (Kuja AST)
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◆ 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
| Condition
|
Combo
|
Base Damage
|
EX
|
Notes
|
|
Air projectile starter Hard commitment / BRV Break
|
Shadow Flare > AST BRV > AC > Shadow Flare > Heaven's Light
|
56-74 + HP WR
|
0
|
Video
|
| Base Damage (Breakdown): 3~12 > 50 (Assist) > 3~12 > HP + WR |
Opponent Assist (Comrade's Vow): 102 (in video) |
EX Force (Breakdown): 0 > 0 > 0 |
| 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. |
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|
Projectile starter Assist Storage Glitch
|
Shadow Flare > AST BRV > AC > Heaven's Light
|
53~62 + HP WR
|
0
|
Video
|
| Base Damage (Breakdown): 3~12 > 50 (Assist) > HP + WR |
Opponent Assist (Comrade's Vow): ?? |
EX Force (Breakdown): 0 > 0 |
| 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. |
|
|
Ground poke starter Ground, near wall
|
Reaper > AST BRV > Chase > AC > Shadow Flare > Heaven's Light
|
98-107 + HP WR
|
93
|
Video
|
| Base Damage (Breakdown): 45 > 50 (Assist) > 3~12 > HP + WR |
Opponent Assist (Comrade's Vow): 168 |
EX Force (Breakdown): 93 > 0 > 0 |
| 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. |
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|
Air HP starter, Wall Rush, base BRV reset Ceiling
|
Heaven's Light > WR > AST BRV > DC > Heaven's Light > WR > DC > AC > Scintilla
|
50 + HP & WR (x2)
|
30
|
Video
|
| Base Damage (Breakdown): HP + WR > 50 (Assist) + HP WR > HP & WR |
Opponent Assist (Comrade's Vow): 90 |
EX Force (Breakdown): 0 > 0 > 30 |
| 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. |
|
|
Air projectile starter, Wall Rush HP Assist, near ground
|
Godspeed > WR > AST HP > DC (up) > Sudden Cruelty
|
75 + HP & WR
|
117
|
Video
|
| Base Damage (Breakdown): 20 + WR > 15 + HP (Assist) > 40 |
Opponent Assist (Comrade's Vow): 138 |
EX Force (Breakdown): 30 > 87 |
| 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. |
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|
Air punish starter, Wall Rush HP Assist
|
Oblivion > WR > AST HP > DC (up) > DC (left/up, up) > Sudden Cruelty
|
80 + HP
|
117
|
Video
|
| Base Damage (Breakdown): 25 + WR > 15 + HP (Assist) > 40 |
Opponent Assist (Comrade's Vow): 120 |
EX Force (Breakdown): 30 > 87 |
| 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. |
|
|
Air punish starter, Wall Rush Back against wall
|
Oblivion > WR > AST BRV > DC (left) > Sudden Cruelty (1) > DC > AC > Heaven's Light
|
100 + HP & WR
|
57
|
Video
|
| Base Damage (Breakdown): 25 + WR > 50 (Assist) + ~25 > HP + WR |
Opponent Assist (Comrade's Vow): 171 |
EX Force (Breakdown): 30 > 27 > 0 |
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. Just like midscreen Sudden Cruelty (1) fillers, their damage here can vary. Sephiroth can get more or less damage depending on position and timing. |
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|
Air punish starter, Wall Rush Back against wall
|
Oblivion > WR > AST BRV > DC (left) > Sudden Cruelty (1) > DC > AC > Scintilla
|
110 + HP & WR
|
87
|
Video
|
| Base Damage (Breakdown): 25 + WR > ~50 (Assist) + 25 > 10 + HP & WR |
Opponent Assist (Comrade's Vow): 180 |
EX Force (Breakdown): 30 > 27 > 30 |
| 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. |
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◆ 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
| Condition
|
Combo
|
Base Damage
|
EX
|
Notes
|
|
Ground HP projectile starter Ground
|
Black Materia (LV1) > AST BRV > AC > Scintilla
|
HP > 50 (Assist) > 10 + HP & WR
|
30
|
Video
|
| Base Damage (Breakdown): ??? |
Opponent Assist (Comrade's Vow): 90 |
EX Force (Breakdown): 0 > 30 |
| Black Materia is not a practical combo starter, but it has enough hit stun for Kuja assist to follow up, if he is called early enough. |
|
|
| Ground HP projectile starter
|
Black Materia (LV2) > AST BRV > AC > Shadow Flare > Heaven's Light
|
49-62 + HP WR
|
0
|
Video
|
| Base Damage (Breakdown): HP > 46-50 (Assist) > 3~12 > HP + WR |
Opponent Assist (Comrade's Vow): 78 |
EX Force (Breakdown): 0 > 0 > 0 |
| Black Materia 2 gives more time for base bravery to recover. That's why Shadow Flare > Heaven's Light is used. |
|
|
| Ground HP projectile starter, Wall Rush
|
Black Materia (LV3) > WR > AST BRV > move > jump > Sudden Cruelty (1) > DC > AC > Scintilla
|
85-106 + HP WR
|
57
|
Video
|
| Base Damage (Breakdown): 3-24 + HP WR > 47 (Assist) + 25 > 10 + HP & WR |
Opponent Assist (Comrade's Vow): 157 (in video) |
EX Force (Breakdown): 6 > 27 > 30 |
| Black Materia LV3 works similarly to the Oblivion ground wall rush combo. The main difference here is that charging up Black Materia and landing it is not considered practical in competitive play. |
|
|
| Ground HP projectile starter, Knockback Cancel
|
Black Materia (LV3) > Reaper (2) > AST BRV > AC > Scintilla
|
68-89 + HP WR
|
69
|
Video
|
| Base Damage (Breakdown): 3-24 + HP > 5 (Reaper) > 50 (Assist) > 10 + HP & WR |
Opponent Assist (Comrade's Vow): 174 |
EX Force (Breakdown): 6 > 33 > 30 |
| Since Black Materia LV3 into Reaper is a true combo, it also works as an assist combo starter. This actually does less BRV damage than just wall rushing with Black Materia, so the in-game benefit is not that noteworthy by itself, considering the difficulty. |
|
|
Ground punish starter Assist Storage Glitch
|
Reaper > DC > AST BRV > AC > Shadow Flare > Heaven's Light
|
90 + HP WR
|
93
|
Video
|
| Base Damage (Breakdown): 40 > 50 (Assist) > HP + WR |
Opponent Assist (Comrade's Vow): 151 |
EX Force (Breakdown): 93 > 0 |
| Full Reaper, no wall needed. Good for EX. |
|
|
Ground HP projectile starter Assist Storage Glitch, Grounded
|
Black Materia LV1 > AST BRV > AC > Sudden's Cruelty
|
90 + HP
|
87
|
Video
|
| Base Damage (Breakdown): HP > 50 (Assist) > 40 |
Opponent Assist (Comrade's Vow): 147 |
EX Force (Breakdown): 0 > 87 |
| Faster assist startup means it is easier to react with assist after Black Materia hits. LV1 Black Materia doesn't have much hit stun, so this is useful in its own right. Unfortunately the glitch still does not make it easier to hit Black Materia. |
|
|
|
|
Heartless Angel Setup (Kuja AST)
| Condition
|
Combo
|
Base Damage
|
EX
|
Notes
|
|
EX Mode starter EX Mode
|
Heartless Angel > AST BRV > AC > Heaven's Light (> EX Burst)
|
50 + BREAK + HP & WR
|
0
|
Video
|
| Base Damage (Breakdown): BRV to 1, 50 (Assist) > BREAK + HP & WR (> EX Burst) |
Opponent Assist (Comrade's Vow): 75+ |
EX Force (Breakdown): 0 > 0 |
| A devastating combo starter if Sephiroth gets to use this. Bravery break into EX Burst is lots of guaranteed damage. Call Kuja assist before the opponent stops moving from the knockback. Since activating EX mode depletes the opponent's assist gauge, they usually cannot escape this with assist change. |
|
|
Air punish starter, Wall Rush EX Mode, 2 AST Gauges, near ground
|
Oblivion > WR > AST BRV > Heartless Angel (move away) > Heartless Angel HIT > AST BRV > AC >
|
122 + BREAK + HP & WR
|
30
|
Video
|
| Base Damage (Breakdown): 25 + WR > 47 (Assist) > BRV to 1 > 50 (Assist) > HP + WR (> EX Burst) |
Opponent Assist (Comrade's Vow): 145+ |
EX Force (Breakdown): 30 > 0 > 0 |
|
|
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,
| Condition
|
Combo
|
Base Damage
|
EX
|
Notes
|
|
Air poke starter, Chase, HP Assist, Near Wall
|
Sudden Cruelty > AST HP > Chase > Chase HP > Opponent Evades > AST HP HIT > AC > Sudden Cruelty
|
80 + HP
|
189
|
Video
|
| Base Damage (Breakdown): 40 > HP > 40 |
Opponent Assist (Comrade's Vow): 97+ |
EX Force (Breakdown): 87 > 15 (Chase Dodge) > 87 |
|
|
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.
| Condition
|
Combo
|
Base Damage
|
EX
|
Notes
|
|
Air poke starter 2 AST Gauges, Chase
|
Sudden Cruelty (1st part) > AST BRV > DC > AC > Sudden Cruelty > Chase > Chase BRV Down > Empty Chase > WR > AST BRV > DC > Sudden Cruelty (1) > DC > AC > Shadow Flare > Heaven's Light
|
220-229 + HP & WR
|
201
|
Video
|
| Base Damage (Breakdown): 25 > 50 (Assist) > 40 > 30 (Chase) > 47 (Assist) + 25 > 3~12 > HP & WR |
Opponent Assist (Comrade's Vow): 330 |
EX Force (Breakdown): 27 > 87 > 60 (Chase) > 27 > 0 > 0 |
| Assist combo into a chase 50/50, with a chance to do another assist combo. Sephiroth If chase is done high enough, a chase down BRV into late empty chase can force a wall rush reaction. This will unlock the assist gauge for use once more, and thus, give Sephiroth another assist combo. If Sephiroth does chase HP and the opponent dodges too early, they will get hit and assist gauge also unlocks again...
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. |
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References
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