More actions
Sephiroth is a distance demon that uses setups to get an edge on the opponent. | |
Pros | Cons |
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Winged Form is Sephiroth's unique comeback mechanic. When Sephiroth is behind in percentage/stocks and has taken enough damage, his wing appears and Winged Form activates. Winged Form is lost when Sephiroth is KO'd, or has dealt enough damage to his opponent. Once lost, Sephiroth cannot regain it until he respawns.
Listed below is the benefits that Winged Form gives.
Benefits |
+ Gains an additional double jump + 20% Damage-based heavy armor on all Smash Attacks + ×1.3 Damage multiplier (all except for items and Supernova) + ×1.03 Gravity multiplier + ×1.3 Ground traction multiplier + ×1.05 Air traction multiplier + ×1.15 Walk speed multiplier + ×1.15 Walk acceleration multiplier + ×1.2 Initial dash multiplier + ×1.25 Run speed multiplier + ×1.2 Dash acceleration multiplier + ×1.05 Fall speed multiplier + ×1.1 Additional air acceleration multiplier + ×1.15 Maximum additional air acceleration multiplier |
Normal Attacks
Jab Sequence
Hit / HitboxWhich hit timing (such as early or late), or hitbox (such as sweetspot or sourspot) of this move that the data to the right is referring to. | DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. | Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. | Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". | AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. | Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. | ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has. |
---|---|---|---|---|---|---|
Close/Middle | 2.5% | 5-7 | 28 | 361 | -19 to -17-1 to +1 Transitioning into Jab 2 | - |
Far-1/Far-2 | 2.5% | 5-7 | 28 | 180/361Far-1 / Far-2 overlapping hitboxes. | -19 to -17-1 to +1 Transitioning into Jab 2 | - |
- Far 1 / Far 2 are separate hitboxes that overlap each other that serve two different purposes. Far 1 hitbox is meant to send the opponent back towards Sephiroth so he can more easily follow up into Jab 2 as the hitbox has more priority and can only hit fighter hurtboxes compared to their overlapping hitbox Far 2, which is to interact with anything besides a fighter, like items or stage elements.
Description
Hit / Hitbox | Base KB | Fixed KB | KB Growth | Landing Lag | Autocancel Window | Shieldstun | Shieldlag | Bonus Shield Damage | Direct Hitbox | Clang ReboundThe type of interaction when a hitbox interacts with another hitbox Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with. Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property. Transcendent cannot interact with other hitboxes. No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch. |
Rehit | Hitlag Multiplier | SDI Multiplier |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Close/Middle | 25 | 0 | 10 | - | - | 4 | 7 | 0 | Direct | Rebound | 0 | ×1.4 | ×1.0 |
Far-1/Far-2 | 25 | 0 | 15 | - | - | 4 | 7 | 0 | Direct | Rebound | 0 | ×1.4 | ×1.0 |
Close/Middle:
- Each hitbox has +2 additional frames of hitstun. Each hitbox launches the opponent facing the direction of Sephiroth.
<br/>Far-1/Far-2:
- Hitbox Far 1 has +2 additional frames of hitstun. Each hitbox launches the opponent facing the direction of Sephiroth.
Hit / HitboxWhich hit timing (such as early or late), or hitbox (such as sweetspot or sourspot) of this move that the data to the right is referring to. | DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. | Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. | Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". | AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. | Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. | ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has. |
---|---|---|---|---|---|---|
Close/Middle | 2.0% | 5-7 | 33 | 361 | -25 to -23-2 to ±0 Transitioning into Jab 3 | - |
Far | 2.0% | 5-7 | 33 | 361 | -25 to -23-2 to ±0 Transitioning into Jab 3 | - |
Description
Hit / Hitbox | Base KB | Fixed KB | KB Growth | Landing Lag | Autocancel Window | Shieldstun | Shieldlag | Bonus Shield Damage | Direct Hitbox | Clang ReboundThe type of interaction when a hitbox interacts with another hitbox Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with. Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property. Transcendent cannot interact with other hitboxes. No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch. |
Rehit | Hitlag Multiplier | SDI Multiplier |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Close/Middle | 35 | 0 | 20 | - | - | 3 | 6 | 0 | Direct | Rebound | 0 | ×1.3 | ×1.0 |
Far | 25 | 0 | 15 | - | - | 3 | 6 | 0 | Direct | Rebound | 0 | ×1.3 | ×1.0 |
Close/Middle:
- Each hitbox has +3 additional frames of hitstun. Each hitbox launches the opponent facing the direction of Sephiroth.
<br/>Far:
- Hitbox has +3 additional frames of hitstun. Hitbox launches the opponent facing the direction of Sephiroth.
Hit / HitboxWhich hit timing (such as early or late), or hitbox (such as sweetspot or sourspot) of this move that the data to the right is referring to. | DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. | Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. | Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". | AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. | Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. | ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has. |
---|---|---|---|---|---|---|
Hitboxes | 4.0% | 7-9 | 35 | 361 | -23 to -21 | - |
Description
Hit / Hitbox | Base KB | Fixed KB | KB Growth | Landing Lag | Autocancel Window | Shieldstun | Shieldlag | Bonus Shield Damage | Direct Hitbox | Clang ReboundThe type of interaction when a hitbox interacts with another hitbox Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with. Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property. Transcendent cannot interact with other hitboxes. No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch. |
Rehit | Hitlag Multiplier | SDI Multiplier |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Hitboxes | 70 | 0 | 80 | - | - | 5 | 8 | 0 | Direct | Rebound | 0 | ×1.5 | ×1.0 |
Hitboxes:
- Each hitbox launches the opponent facing the direction of Sephiroth.
Dash Attack
Hit / HitboxWhich hit timing (such as early or late), or hitbox (such as sweetspot or sourspot) of this move that the data to the right is referring to. | DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. | Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. | Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". | AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. | Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. | ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has. |
---|---|---|---|---|---|---|
Early Hits | 13.0% | 14-15 | 46 | 53 | -20 to -19 | - |
Late Hits | 7.0% | 16-19 | 46 | 361 | -23 to -20 | - |
Description
Hit / Hitbox | Base KB | Fixed KB | KB Growth | Landing Lag | Autocancel Window | Shieldstun | Shieldlag | Bonus Shield Damage | Direct Hitbox | Clang ReboundThe type of interaction when a hitbox interacts with another hitbox Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with. Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property. Transcendent cannot interact with other hitboxes. No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch. |
Rehit | Hitlag Multiplier | SDI Multiplier |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Early Hits | 67 | 0 | 82 | - | - | 12 | 12 | 0 | Direct | Rebound | 0 | ×1.3 | ×1.0 |
Late Hits | 66 | 0 | 82 | - | - | 7 | 7 | 0 | Direct | Rebound | 0 | ×1.0 | ×1.0 |
Early Hits:
- Each hitbox launches the opponent facing the direction of Sephiroth.
<br/>Late Hits:
- Each hitbox launches the opponent facing the direction of Sephiroth.
Tilt Attacks
Forward Tilt Attack
Hit / HitboxWhich hit timing (such as early or late), or hitbox (such as sweetspot or sourspot) of this move that the data to the right is referring to. | DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. | Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. | Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". | AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. | Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. | ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has. |
---|---|---|---|---|---|---|
Hilt | 7.5% | 14-16 | 37 | 361 | -15 to 13 | - |
Blade | 12.0% | 14-16 | 37 | 361 | -12 to -10 | - |
Tip | 9.0% | 14-16 | 37 | 361 | -14 to -12 | - |
Description (Neutral)
Hit / Hitbox | Base KB | Fixed KB | KB Growth | Landing Lag | Autocancel Window | Shieldstun | Shieldlag | Bonus Shield Damage | Direct Hitbox | Clang ReboundThe type of interaction when a hitbox interacts with another hitbox Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with. Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property. Transcendent cannot interact with other hitboxes. No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch. |
Rehit | Hitlag Multiplier | SDI Multiplier |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Hilt | 41 | 0 | 102 | - | - | 8 | 7 | 0 | Direct | Rebound | 0 | ×0.6 | ×1.0 |
Blade | 41 | 0 | 98 | - | - | 11 | 11 | 0 | Direct | Rebound | 0 | ×1.2 | ×1.0 |
Tip | 41 | 0 | 102 | - | - | 9 | 7 | 0 | Direct | Rebound | 0 | ×0.6 | ×1.0 |
Hilt:
- Hitbox launches the opponent facing the direction of Sephiroth.
<br/>Blade:
- Hitbox launches the opponent facing the direction of Sephiroth.
<br/>Tip:
- Hitbox launches the opponent facing the direction of Sephiroth.
Hit / HitboxWhich hit timing (such as early or late), or hitbox (such as sweetspot or sourspot) of this move that the data to the right is referring to. | DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. | Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. | Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". | AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. | Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. | ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has. |
---|---|---|---|---|---|---|
Hilt | 7.5% | 14-16 | 37 | 361 | -15 to 13 | - |
Blade | 12.0% | 14-16 | 37 | 361 | -12 to -10 | - |
Tip | 9.0% | 14-16 | 37 | 361 | -14 to -12 | - |
Description (Upward)
Hit / Hitbox | Base KB | Fixed KB | KB Growth | Landing Lag | Autocancel Window | Shieldstun | Shieldlag | Bonus Shield Damage | Direct Hitbox | Clang ReboundThe type of interaction when a hitbox interacts with another hitbox Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with. Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property. Transcendent cannot interact with other hitboxes. No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch. |
Rehit | Hitlag Multiplier | SDI Multiplier |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Hilt | 41 | 0 | 102 | - | - | 8 | 7 | 0 | Direct | Rebound | 0 | ×0.6 | ×1.0 |
Blade | 41 | 0 | 98 | - | - | 11 | 11 | 0 | Direct | Rebound | 0 | ×1.2 | ×1.0 |
Tip | 41 | 0 | 102 | - | - | 9 | 7 | 0 | Direct | Rebound | 0 | ×0.6 | ×1.0 |
Hilt:
- Hitbox launches the opponent facing the direction of Sephiroth.
<br/>Blade:
- Hitbox launches the opponent facing the direction of Sephiroth.
<br/>Tip:
- Hitbox launches the opponent facing the direction of Sephiroth.
Hit / HitboxWhich hit timing (such as early or late), or hitbox (such as sweetspot or sourspot) of this move that the data to the right is referring to. | DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. | Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. | Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". | AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. | Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. | ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has. |
---|---|---|---|---|---|---|
Hilt | 7.5% | 14-16 | 37 | 361 | -15 to 13 | - |
Blade | 12.0% | 14-16 | 37 | 361 | -12 to -10 | - |
Tip | 9.0% | 14-16 | 37 | 361 | -14 to -12 | - |
Description (Downward)
Hit / Hitbox | Base KB | Fixed KB | KB Growth | Landing Lag | Autocancel Window | Shieldstun | Shieldlag | Bonus Shield Damage | Direct Hitbox | Clang ReboundThe type of interaction when a hitbox interacts with another hitbox Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with. Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property. Transcendent cannot interact with other hitboxes. No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch. |
Rehit | Hitlag Multiplier | SDI Multiplier |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Hilt | 41 | 0 | 102 | - | - | 8 | 7 | 0 | Direct | Rebound | 0 | ×0.6 | ×1.0 |
Blade | 41 | 0 | 98 | - | - | 11 | 11 | 0 | Direct | Rebound | 0 | ×1.2 | ×1.0 |
Tip | 41 | 0 | 102 | - | - | 9 | 7 | 0 | Direct | Rebound | 0 | ×0.6 | ×1.0 |
Hilt:
- Hitbox launches the opponent facing the direction of Sephiroth.
<br/>Blade:
- Hitbox launches the opponent facing the direction of Sephiroth.
<br/>Tip:
- Hitbox launches the opponent facing the direction of Sephiroth.
Up Tilt Attack
Hit / HitboxWhich hit timing (such as early or late), or hitbox (such as sweetspot or sourspot) of this move that the data to the right is referring to. | DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. | Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. | Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". | AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. | Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. | ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has. |
---|---|---|---|---|---|---|
Launch Hits (G) | 1.0% | 10 | 37 | 368 | -25 | 13-15 Intangibility (Upper Body)The head, torso, right upper-arm, right lower-arm, left upper-arm, and left lower-arm hurtboxes are intangible during these frames. |
Early Hilt | 11.0% | 13-15 | 37 | 91 | -14 to -12 | - |
Early Blade | 12.5% | 13-15 | 37 | 91 | -12 to -10 | - |
Early Tip | 14.0% | 13-15 | 37 | 90 | -11 to -9 | - |
Late Hilt | 7.0% | 16-25 | 37 | 96 | -14 to -5 | - |
Late Blade | 8.5% | 16-25 | 37 | 96 | -13 to -4 | - |
Late Tip | 10.0% | 16-25 | 37 | 96 | -11 to -2 | - |
Description
Hit / Hitbox | Base KB | Fixed KB | KB Growth | Landing Lag | Autocancel Window | Shieldstun | Shieldlag | Bonus Shield Damage | Direct Hitbox | Clang ReboundThe type of interaction when a hitbox interacts with another hitbox Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with. Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property. Transcendent cannot interact with other hitboxes. No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch. |
Rehit | Hitlag Multiplier | SDI Multiplier |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Launch Hits (G) | 0 | 0 | 100 | - | - | 2 | 4 | 0 | Direct | Transcendent | 0 | ×0.4 | ×1.0 |
Early Hilt | 69 | 0 | 75 | - | - | 10 | 8 | 0 | Direct | Rebound | 0 | ×0.7 | ×1.0 |
Early Blade | 69 | 0 | 75 | - | - | 12 | 11 | 0 | Direct | Rebound | 0 | ×1.2 | ×1.0 |
Early Tip | 74 | 0 | 80 | - | - | 13 | 16 | 0 | Direct | Rebound | 0 | ×1.6 | ×1.0 |
Late Hilt | 60 | 0 | 73 | - | - | 7 | 7 | 0 | Direct | Rebound | 0 | ×0.6 | ×1.0 |
Late Blade | 60 | 0 | 73 | - | - | 8 | 7 | 0 | Direct | Rebound | 0 | ×0.6 | ×1.0 |
Late Tip | 60 | 0 | 73 | - | - | 10 | 8 | 0 | Direct | Rebound | 0 | ×0.6 | ×1.0 |
Launch Hits (G):
- Each hitbox can only hit grounded opponents. Each hitbox launches the opponent facing the direction they were before getting hit.
<br/>Early Hilt:
- Hitbox launches the opponent facing the direction they were before getting hit.
<br/>Early Blade:
- Each hitbox launches the opponent facing the direction they were before getting hit.
<br/>Early Tip:
- Hitbox launches the opponent facing the direction they were before getting hit.
<br/>Late Hilt:
- Hitbox launches the opponent facing the direction they were before getting hit.
<br/>Late Blade:
- Each hitbox launches the opponent facing the direction they were before getting hit.
<br/>Late Tip:
- Hitbox launches the opponent facing the direction they were before getting hit.
Down Tilt Attack
Hit / HitboxWhich hit timing (such as early or late), or hitbox (such as sweetspot or sourspot) of this move that the data to the right is referring to. | DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. | Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. | Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". | AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. | Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. | ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has. |
---|---|---|---|---|---|---|
Early Hits | 8.0% | 9-15 | 42 | 85 | -25 to -19 | - |
Late Hits | 6.0% | 16-22 | 42 | 75 | -20 to -14 | - |
Description
Hit / Hitbox | Base KB | Fixed KB | KB Growth | Landing Lag | Autocancel Window | Shieldstun | Shieldlag | Bonus Shield Damage | Direct Hitbox | Clang ReboundThe type of interaction when a hitbox interacts with another hitbox Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with. Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property. Transcendent cannot interact with other hitboxes. No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch. |
Rehit | Hitlag Multiplier | SDI Multiplier |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Early Hits | 84 | 0 | 60 | - | - | 8 | 7 | 0 | Direct | Rebound | 0 | ×1.0 | ×1.0 |
Late Hits | 79 | 0 | 60 | - | - | 6 | 6 | 0 | Direct | Rebound | 0 | ×1.0 | ×1.0 |
Early Hits:
- Each hitbox launches the opponent facing the direction of Sephiroth.
<br/>Late Hits:
- Each hitbox launches the opponent facing the direction of Sephiroth.
Smash Attacks
Forward Smash Attack
Hit / HitboxWhich hit timing (such as early or late), or hitbox (such as sweetspot or sourspot) of this move that the data to the right is referring to. | DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. | Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. | Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". | AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. | Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. | ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has. |
---|---|---|---|---|---|---|
Hilt | 13.5%18.9% Max Charge | 24-25 | 67 | 361 | -34 to -33-31 to -30 Max Charge | - |
Blade | 20.0%28.0% Max Charge | 24-25 | 67 | 361 | -30 to -29-25 to -24 Max Charge | - |
Tip | 15.0%21.0% Max Charge | 24-25 | 67 | 361 | -33 to -32-29 to -28 Max Charge | - |
Description
Hit / Hitbox | Base KB | Fixed KB | KB Growth | Landing Lag | Autocancel Window | Shieldstun | Shieldlag | Bonus Shield Damage | Direct Hitbox | Clang ReboundThe type of interaction when a hitbox interacts with another hitbox Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with. Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property. Transcendent cannot interact with other hitboxes. No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch. |
Rehit | Hitlag Multiplier | SDI Multiplier |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Hilt | 54 | 0 | 81 | - | - | 912 Max Charge | 912 Max Charge | 0 | Direct | Rebound | 0 | ×0.7 | ×1.0 |
Blade | 57 | 0 | 78 | - | - | 1318 Max Charge | 1621 Max Charge | 0 | Direct | Rebound | 0 | ×1.3 | ×1.0 |
Tip | 57 | 0 | 85 | - | - | 1014 Max Charge | 1013 Max Charge | 0 | Direct | Rebound | 0 | ×0.9 | ×1.0 |
Hilt:
- Each hitbox launches the opponent facing the direction of Sephiroth.
<br/>Blade:
- Each hitbox launches the opponent facing the direction of Sephiroth.
<br/>Tip:
- Hitbox launches the opponent facing the direction of Sephiroth.
Up Smash Attack
Hit / HitboxWhich hit timing (such as early or late), or hitbox (such as sweetspot or sourspot) of this move that the data to the right is referring to. | DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. | Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. | Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". | AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. | Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. | ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has. |
---|---|---|---|---|---|---|
Early Hilt | 10.5%14.7% Max Charge | 23 | 63 | 92 | -32-30 Max Charge | - |
Early Blade | 15.5%21.7% Max Charge | 23 | 63 | 92 | -30-26 Max Charge | - |
Early Tip | 11.5%16.1% Max Charge | 23 | 63 | 92 | -32-29 Max Charge | - |
Midway Hilt | 12.0%16.8% Max Charge | 24 | 63 | 97 | -31-28 Max Charge | - |
Midway Blade | 17.0%23.8% Max Charge | 24 / 26 | 63 | 97 | -28 / -26-24 / -22 Max Charge | - |
Midway Tip | 13.0%18.2% Max Charge | 24 / 26 | 63 | 97 | -30 / -27-28 / -25 Max Charge | - |
Late Hilt | 12.0%16.8% Max Charge | 25-28 | 63 | 83 | -30 to -27-27 to 24 Max Charge | - |
Late Blade | 17.0%23.8% Max Charge | 25-28 | 63 | 83 | -27 to -24-23 to -20 Max Charge | - |
Late Tip | 13.0%18.2% Max Charge | 25-28 | 63 | 83 | -29 to -26-26 to -23 Max Charge | - |
Description
Hit / Hitbox | Base KB | Fixed KB | KB Growth | Landing Lag | Autocancel Window | Shieldstun | Shieldlag | Bonus Shield Damage | Direct Hitbox | Clang ReboundThe type of interaction when a hitbox interacts with another hitbox Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with. Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property. Transcendent cannot interact with other hitboxes. No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch. |
Rehit | Hitlag Multiplier | SDI Multiplier |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Early Hilt | 62 | 0 | 79 | - | - | 810 Max Charge | 810 Max Charge | 0 | Direct | Rebound | 0 | ×0.9 | ×1.0 |
Early Blade | 62 | 0 | 79 | - | - | 1014 Max Charge | 1518 Max Charge | 0 | Direct | Rebound | 0 | ×1.4 | ×1.0 |
Early Tip | 62 | 0 | 79 | - | - | 811 Max Charge | 911 Max Charge | 0 | Direct | Rebound | 0 | ×0.9 | ×1.0 |
Midway Hilt | 62 | 0 | 79 | - | - | 811 Max Charge | 911 Max Charge | 0 | Direct | Rebound | 0 | ×0.8 | ×1.0 |
Midway Blade | 67 | 0 | 79 | - | - | 1115 Max Charge | 1520 Max Charge | 0 | Direct | Rebound | 0 | ×1.4 | ×1.0 |
Midway Tip | 67 | 0 | 79 | - | - | 912 Max Charge | 911 Max Charge | 0 | Direct | Rebound | 0 | ×0.8 | ×1.0 |
Late Hilt | 62 | 0 | 79 | - | - | 811 Max Charge | 911 Max Charge | 0 | Direct | Rebound | 0 | ×0.8 | ×1.0 |
Late Blade | 67 | 0 | 79 | - | - | 1115 Max Charge | 1520 Max Charge | 0 | Direct | Rebound | 0 | ×1.4 | ×1.0 |
Late Tip | 67 | 0 | 79 | - | - | 912 Max Charge | 911 Max Charge | 0 | Direct | Rebound | 0 | ×0.8 | ×1.0 |
Early Hilt:
- Each hitbox launches the opponent facing the direction of Sephiroth.
<br/>Early Blade:
- Each hitbox launches the opponent facing the direction of Sephiroth.
<br/>Early Tip:
- Each hitbox launches the opponent facing the direction of Sephiroth.
<br/>Midway Hilt:
- Hitbox launches the opponent facing the direction of Sephiroth.
<br/>Midway Blade:
- Hitbox launches the opponent facing the direction of Sephiroth.
<br/>Midway Tip:
- Hitbox launches the opponent facing the direction of Sephiroth.
<br/>Late Hilt:
- Hitbox launches the opponent facing away from Sephiroth.
<br/>Late Blade:
- Hitbox launches the opponent facing away from Sephiroth.
<br/>Late Tip:
- Hitbox launches the opponent facing away from Sephiroth.
Down Smash Attack
Hit / HitboxWhich hit timing (such as early or late), or hitbox (such as sweetspot or sourspot) of this move that the data to the right is referring to. | DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. | Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. | Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". | AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. | Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. | ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has. |
---|---|---|---|---|---|---|
Hilt | 10.5%14.7% Max Charge | 21-23 | 53 | 48 | -24 to -22-22 to -20 Max Charge | - |
Blade | 11.5%16.1% Max Charge | 21-23 | 53 | 48 | -24 to -22-21 to -19 Max Charge | - |
Tip | 13.0%18.2% Max Charge | 21-23 | 53 | 48 | -23 to -21-20 to -18 Max Charge | - |
Explosion Sweetspot | 16.5%23.1% Max Charge | 21-23 | 53 | 63 | -21 to -19-17 to -15 Max Charge | - |
Explosion Sourspot | 13.5%18.9% Max Charge | 21-23 | 53 | 63 | -23 to -21-20 to -17 Max Charge | - |
Description
Hit / Hitbox | Base KB | Fixed KB | KB Growth | Landing Lag | Autocancel Window | Shieldstun | Shieldlag | Bonus Shield Damage | Direct Hitbox | Clang ReboundThe type of interaction when a hitbox interacts with another hitbox Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with. Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property. Transcendent cannot interact with other hitboxes. No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch. |
Rehit | Hitlag Multiplier | SDI Multiplier |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Hilt | 80 | 0 | 68 | - | - | 810 Max Charge | 810 Max Charge | 0 | Direct | Trample | 0 | ×0.7 | ×1.0 |
Blade | 80 | 0 | 68 | - | - | 811 Max Charge | 911 Max Charge | 0 | Direct | Trample | 0 | ×0.7 | ×1.0 |
Tip | 80 | 0 | 68 | - | - | 912 Max Charge | 1114 Max Charge | 0 | Direct | Trample | 0 | ×1.2 | ×1.0 |
Explosion Sweetspot | 85 | 0 | 68 | - | - | 1115 Max Charge | 1418 Max Charge | 15 | Direct | Trample | 0 | ×1.3 | ×1.0 |
Explosion Sourspot | 85 | 0 | 68 | - | - | 912 Max Charge | 912 Max Charge | 10 | Direct | Transcendent | 0 | ×0.7 | ×1.0 |
Hilt:
- Hitbox launches the opponent facing the direction of Sephiroth.
<br/>Blade:
- Hitbox launches the opponent facing the direction of Sephiroth.
<br/>Tip:
- Hitbox launches the opponent facing the direction of Sephiroth.
<br/>Explosion Sweetspot:
- Hitbox launches the opponent facing the direction of Sephiroth.
<br/>Explosion Sourspot:
- Hitbox launches the opponent facing the direction of Sephiroth.
-
+ + No Contact
-
Normal Airborne Variant
Hit / HitboxWhich hit timing (such as early or late), or hitbox (such as sweetspot or sourspot) of this move that the data to the right is referring to. | DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. | Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. | Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". | AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. | Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. | ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has. |
---|---|---|---|---|---|---|
Hilt | 10.5%14.7% Max Charge | 21-22 | 53 | 48 | -24 to -23-22 to -21 Max Charge | - |
Blade | 11.5%16.1% Max Charge | 21-22 | 53 | 48 | -24 to -23-21 to -20 Max Charge | - |
Tip | 13.0%18.2% Max Charge | 21-22 | 53 | 48 | -23 to -22-20 to -19 Max Charge | - |
Description
Hit / Hitbox | Base KB | Fixed KB | KB Growth | Landing Lag | Autocancel Window | Shieldstun | Shieldlag | Bonus Shield Damage | Direct Hitbox | Clang ReboundThe type of interaction when a hitbox interacts with another hitbox Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with. Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property. Transcendent cannot interact with other hitboxes. No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch. |
Rehit | Hitlag Multiplier | SDI Multiplier |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Hilt | 75 | 0 | 63 | - | - | 810 Max Charge | 810 Max Charge | 0 | Direct | Trample | 0 | ×0.7 | ×1.0 |
Blade | 75 | 0 | 63 | - | - | 811 Max Charge | 911 Max Charge | 0 | Direct | Trample | 0 | ×0.7 | ×1.0 |
Tip | 75 | 0 | 63 | - | - | 912 Max Charge | 1114 Max Charge | 0 | Direct | Trample | 0 | ×1.2 | ×1.0 |
Hilt:
- Hitbox launches the opponent facing the direction of Sephiroth.
<br/>Blade:
- Hitbox launches the opponent facing the direction of Sephiroth.
<br/>Tip:
- Hitbox launches the opponent facing the direction of Sephiroth.
Air Attacks
Neutral Air Attack
Hit / HitboxWhich hit timing (such as early or late), or hitbox (such as sweetspot or sourspot) of this move that the data to the right is referring to. | DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. | Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. | Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". | AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. | Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. | ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has. |
---|---|---|---|---|---|---|
Hitbox | 8.5%7.225% Short Hop | 9-10 | 33 | 60 | -20 to -19-5 Landing -6 Short Hop Landing -21 to -20 Short Hop |
- |
Description
Hit / Hitbox | Base KB | Fixed KB | KB Growth | Landing Lag | Autocancel Window | Shieldstun | Shieldlag | Bonus Shield Damage | Direct Hitbox | Clang ReboundThe type of interaction when a hitbox interacts with another hitbox Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with. Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property. Transcendent cannot interact with other hitboxes. No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch. |
Rehit | Hitlag Multiplier | SDI Multiplier |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Hitbox | 64 | 0 | 72 | 9 | 1 / 30+ | 43 Short Hop | 77 Short Hop | 0 | Direct | Rebound | 0 | ×1.0 | ×1.0 |
Hitbox:
- Hitbox launches the opponent facing the direction they were before getting hit.
Forward Air Attack
Hit / HitboxWhich hit timing (such as early or late), or hitbox (such as sweetspot or sourspot) of this move that the data to the right is referring to. | DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. | Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. | Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". | AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. | Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. | ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has. |
---|---|---|---|---|---|---|
Early Hilt | 8.5%7.225% Short Hop | 13-14 | 41 | 361 | -24 to -23-10 Landing -11 Short Hop Landing -25 to -24 Short Hop |
12-13 Wall Cling |
Early Blade | 10.0%8.5% Short Hop | 13-14 | 41 | 361 | -24 to -23-10 Landing -10 Short Hop Landing -24 to -23 Short Hop |
- |
Early Tip | 11.0%9.35% Short Hop | 13-14 | 41 | 361 | -24 to -23-10 Landing -10 Short Hop Landing -24 to -23 Short Hop |
- |
Late Hilt | 5.5%4.675% Short Hop | 15-18 | 41 | 361 | -23 to -20-11 Landing -11 Short Hop Landing -23 to -20 Short Hop |
- |
Late Blade | 7.0%5.95% Short Hop | 15-18 | 41 | 361 | -23 to -20-11 Landing -11 Short Hop Landing -23 to -20 Short Hop |
- |
Late Tip | 8.0%6.8% Short Hop | 15-18 | 41 | 361 | -22 to -19-10 Landing -11 Short Hop Landing -23 to -20 Short Hop |
- |
Description
Hit / Hitbox | Base KB | Fixed KB | KB Growth | Landing Lag | Autocancel Window | Shieldstun | Shieldlag | Bonus Shield Damage | Direct Hitbox | Clang ReboundThe type of interaction when a hitbox interacts with another hitbox Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with. Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property. Transcendent cannot interact with other hitboxes. No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch. |
Rehit | Hitlag Multiplier | SDI Multiplier |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Early Hilt | 39 | 0 | 86 | 14 | 1-2 / 39+ | 43 Short Hop | 77 Short Hop | 0 | Direct | Rebound | 0 | ×0.8 | ×1.0 |
Early Blade | 39 | 0 | 86 | 14 | 1-2 / 39+ | 44 Short Hop | 87 Short Hop | 0 | Direct | Rebound | 0 | ×1.0 | ×1.0 |
Early Tip | 39 | 0 | 86 | 14 | 1-2 / 39+ | 44 Short Hop | 1110 Short Hop | 0 | Direct | Rebound | 0 | ×1.3 | ×1.0 |
Late Hilt | 39 | 0 | 86 | 14 | 1-2 / 39+ | 33 Short Hop | 66 Short Hop | 0 | Direct | Rebound | 0 | ×0.8 | ×1.0 |
Late Blade | 39 | 0 | 86 | 14 | 1-2 / 39+ | 33 Short Hop | 76 Short Hop | 0 | Direct | Rebound | 0 | ×0.8 | ×1.0 |
Late Tip | 39 | 0 | 86 | 14 | 1-2 / 39+ | 43 Short Hop | 76 Short Hop | 0 | Direct | Rebound | 0 | ×0.8 | ×1.0 |
Early Hilt:
- Hitbox launches the opponent facing the direction of Sephiroth.
<br/>Early Blade:
- Each hitbox launches the opponent facing the direction of Sephiroth.
<br/>Early Tip:
- Hitbox launches the opponent facing the direction of Sephiroth.
<br/>Late Hilt:
- Hitbox launches the opponent facing the direction of Sephiroth.
<br/>Late Blade:
- Each hitbox launches the opponent facing the direction of Sephiroth.
<br/>Late Tip:
- Hitbox launches the opponent facing the direction of Sephiroth.
-
Aerial State + + + Wall
-
He Needs It
Hit / HitboxWhich hit timing (such as early or late), or hitbox (such as sweetspot or sourspot) of this move that the data to the right is referring to. | DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. | Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. | Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". | AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. | Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. | ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has. |
---|---|---|---|---|---|---|
Hilt | 8.5% | 1 | 17-119 | 361 | -12 to -114 | - |
Blade | 10.0% | 1 | 17-119 | 361 | -12 to -114 | - |
Tip | 11.0% | 1 | 17-119 | 361 | -12 to -114 | - |
- Can stick to any wall up to 3 times before becoming grounded.
- Sticking to a wall counts as a ledge grab, even if the player has not grabbed ledge upon becoming airborne. Wall sticking will affect the ledge regrab limit, for every wall stick it'll take away 1 out of 6 total ledge regrabs. This will also affect Sephiroth's ledge options giving him less intangibility upon acting on a hanging ledge. However, wall sticking will not penalize the ledge hang intangibility upon grabbing ledge for the first time airborne. Be wary of this option and their affects!
- Attack does not suffer the short hop multiplier. Winged Form does affect this attack option.
Forward Air Attack can stick to walls. When the attack does, it'll have a 17 total frame stick animation. Sephiroth becomes actionable starting frame 18 and the auto-actionable frame is 120, which forces the fall animation. The fall animation takes 19 frames before Sephiroth can act, he can also fall from a wall stick by pressing down. In his wall stick state, he can also input jump which will take 22 total frames (cannot grab ledge until frame 26 onwards). Fun fact, there is a close and far variant of wall sticking (which are exactly the same data wise)!
Forward Air Attack can stick to a wall, but go into a failure animation for various reasons. The attack will still have its frame 1 active frame but will also go into a 22 total frame failure animation. Sephiroth can start grabbing ledges during the failure animation frames 21 and onwards. Sephiroth will keep his aerial drift momentum if he goes into the failure animation which may be used to the players advantage!
Hit / Hitbox | Base KB | Fixed KB | KB Growth | Landing Lag | Autocancel Window | Shieldstun | Shieldlag | Bonus Shield Damage | Direct Hitbox | Clang ReboundThe type of interaction when a hitbox interacts with another hitbox Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with. Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property. Transcendent cannot interact with other hitboxes. No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch. |
Rehit | Hitlag Multiplier | SDI Multiplier |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Hilt | 39 | 0 | 86 | - | - | 4 | 7 | 0 | Direct | Rebound | 0 | ×0.8 | ×1.0 |
Blade | 39 | 0 | 86 | - | - | 4 | 8 | 0 | Direct | Rebound | 0 | ×1.0 | ×1.0 |
Tip | 39 | 0 | 86 | - | - | 4 | 11 | 0 | Direct | Rebound | 0 | ×1.3 | ×1.0 |
Hilt:
- Hitbox launches the opponent facing the direction they were before getting hit.
<br/>Blade:
- Hitbox launches the opponent facing the direction they were before getting hit.
<br/>Tip:
- Hitbox launches the opponent facing the direction they were before getting hit.
Backward Air Attack
Hit / HitboxWhich hit timing (such as early or late), or hitbox (such as sweetspot or sourspot) of this move that the data to the right is referring to. | DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. | Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. | Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". | AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. | Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. | ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has. |
---|---|---|---|---|---|---|
Hilt | 9.5%8.075% Short Hop | 15-16 | 46 | 42 | -27 to -26-12 Landing -12 Short Hop Landing -27 to -26 Short Hop |
- |
Blade | 14.5%12.325% Short Hop | 15-16 | 46 | 42 | -26 to -25-11 Landing -11 Short Hop Landing -26 to -25 Short Hop |
- |
Tip | 11.5%9.775% Short Hop | 15-16 | 46 | 42 | -26 to -25-11 Landing -12 Short Hop Landing -27 to -26 Short Hop |
- |
Description
Hit / Hitbox | Base KB | Fixed KB | KB Growth | Landing Lag | Autocancel Window | Shieldstun | Shieldlag | Bonus Shield Damage | Direct Hitbox | Clang ReboundThe type of interaction when a hitbox interacts with another hitbox Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with. Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property. Transcendent cannot interact with other hitboxes. No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch. |
Rehit | Hitlag Multiplier | SDI Multiplier |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Hilt | 35 | 0 | 106 | 16 | 1-4 / 46+ | 44 Short Hop | 87 Short Hop | 0 | Direct | Rebound | 0 | ×0.8 | ×1.0 |
Blade | 47 | 0 | 91 | 16 | 1-4 / 46+ | 55 Short Hop | 1312 Short Hop | 0 | Direct | Rebound | 0 | ×1.3 | ×1.0 |
Tip | 39 | 0 | 104 | 16 | 1-4 / 46+ | 54 Short Hop | 98 Short Hop | 0 | Direct | Rebound | 0 | ×0.8 | ×1.0 |
Hilt:
- Hitbox launches the opponent facing away from Sephiroth.
<br/>Blade:
- Hitbox launches the opponent facing away from Sephiroth.
<br/>Tip:
- Hitbox launches the opponent facing away from Sephiroth.
Up Air Attack
Hit / HitboxWhich hit timing (such as early or late), or hitbox (such as sweetspot or sourspot) of this move that the data to the right is referring to. | DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. | Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. | Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". | AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. | Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. | ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has. |
---|---|---|---|---|---|---|
Early Hilt | 7.0%5.95% Short Hop | 16 | 53 | 106 | -34-18 Landing -18 Short Hop Landing -34 Short Hop |
- |
Early Blade | 11.0%9.35% Short Hop | 16-17 / 16-18 Close / Far | 53 | 106 | -33 to -32 / -33 to -31-17 Landing -17 Short Hop Landing -33 to -32 / -33 to -31 Short Hop |
- |
Early Tip | 8.5%7.225% Short Hop | 16-18 | 53 | 106 | -33 to -31-17 Landing -18 Short Hop Landing -34 to -32 Short Hop |
- |
Late Hilt | 7.0%5.95% Short Hop | 17-21 | 53 | 74 | -33 to -29-18 Landing -18 Short Hop Landing -33 to -29 Short Hop |
- |
Late Blade | 11.0%9.35% Short Hop | 18-21 / 19-21 Close / Far | 53 | 74 | -31 to -28 / -30 to -28-17 Landing -17 Short Hop Landing -31 to -28 / -30 to -28 Short Hop |
- |
Late Tip | 8.5%7.225% Short Hop | 19-21 | 53 | 74 | -30 to -28-17 Landing -18 Short Hop Landing -31 to -29 Short Hop |
- |
Description
Hit / Hitbox | Base KB | Fixed KB | KB Growth | Landing Lag | Autocancel Window | Shieldstun | Shieldlag | Bonus Shield Damage | Direct Hitbox | Clang ReboundThe type of interaction when a hitbox interacts with another hitbox Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with. Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property. Transcendent cannot interact with other hitboxes. No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch. |
Rehit | Hitlag Multiplier | SDI Multiplier |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Early Hilt | 55 | 0 | 96 | 21 | 1-4 / 52+ | 33 Short Hop | 76 Short Hop | 0 | Direct | Rebound | 0 | ×0.8 | ×1.0 |
Early Blade | 55 | 0 | 96 | 21 | 1-4 / 52+ | 44 Short Hop | 98 Short Hop | 0 | Direct | Rebound | 0 | ×1.1 | ×1.0 |
Early Tip | 55 | 0 | 96 | 21 | 1-4 / 52+ | 43 Short Hop | 77 Short Hop | 0 | Direct | Rebound | 0 | ×0.8 | ×1.0 |
Late Hilt | 55 | 0 | 96 | 21 | 1-4 / 52+ | 33 Short Hop | 76 Short Hop | 0 | Direct | Rebound | 0 | ×0.8 | ×1.0 |
Late Blade | 55 | 0 | 96 | 21 | 1-4 / 52+ | 44 Short Hop | 98 Short Hop | 0 | Direct | Rebound | 0 | ×1.1 | ×1.0 |
Late Tip | 55 | 0 | 96 | 21 | 1-4 / 52+ | 43 Short Hop | 77 Short Hop | 0 | Direct | Rebound | 0 | ×0.8 | ×1.0 |
Early Hilt:
- Hitbox launches the opponent facing the direction of Sephiroth.
<br/>Early Blade:
- Each hitbox launches the opponent facing the direction of Sephiroth.
<br/>Early Tip:
- Hitbox launches the opponent facing the direction of Sephiroth.
<br/>Late Hilt:
- Hitbox launches the opponent facing away from Sephiroth.
<br/>Late Blade:
- Each hitbox launches the opponent facing away from Sephiroth.
<br/>Late Tip:
- Each hitbox launches the opponent facing away from Sephiroth.
Down Air Attack
Hit / HitboxWhich hit timing (such as early or late), or hitbox (such as sweetspot or sourspot) of this move that the data to the right is referring to. | DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. | Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. | Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". | AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. | Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. | ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has. |
---|---|---|---|---|---|---|
(G) Early Sweetspot | 15.0%12.75% Short Hop | 19-23 | 61 | 58 | -37 to -33-21 Landing -21 Short Hop Landing -37 to -33 Short Hop |
- |
(A) Early Sweetspot | 15.0%12.75% Short Hop | 19-23 | 61 | 270 | Aerial Opp. Only | - |
Sourspot | 10.0%8.5% Short Hop | 19-39 | 61 | 48 | -38 to -18-22 Landing -22 Short Hop Landing -38 to -18 Short Hop |
- |
Description
Hit / Hitbox | Base KB | Fixed KB | KB Growth | Landing Lag | Autocancel Window | Shieldstun | Shieldlag | Bonus Shield Damage | Direct Hitbox | Clang ReboundThe type of interaction when a hitbox interacts with another hitbox Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with. Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property. Transcendent cannot interact with other hitboxes. No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch. |
Rehit | Hitlag Multiplier | SDI Multiplier |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|
(G) Early Sweetspot | 75 | 0 | 65 | 26 | 1-4 / 55+ | 55 Short Hop | 1312 Short Hop | 0 | Direct | Rebound | 0 | ×1.3 | ×1.0 |
(A) Early Sweetspot | 20 | 0 | 90 | 26 | 1-4 / 55+ | (A) | (A) | 0 | Direct | Rebound | 0 | ×1.3 | ×1.0 |
Sourspot | 58 | 0 | 73 | 26 | 1-4 / 55+ | 44 Short Hop | 87 Short Hop | 0 | Direct | Rebound | 0 | ×0.8 | ×1.0 |
(G) Early Sweetspot:
- Hitbox launches the opponent facing the direction they were before getting hit.
<br/>(A) Early Sweetspot:
- Hitbox launches the opponent facing the direction they were before getting hit.
<br/>Sourspot:
- Hitbox launches the opponent facing the direction they were before getting hit.
Hit / HitboxWhich hit timing (such as early or late), or hitbox (such as sweetspot or sourspot) of this move that the data to the right is referring to. | DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. | Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. | Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". | AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. | Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. | ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has. |
---|---|---|---|---|---|---|
Shockwave | 5.0% | 1-2 | 26 | 361 | -19 to -18 | - |
Sword | 7.0% | 1 | 26 | 53 | -18 | - |
Description
Hit / Hitbox | Base KB | Fixed KB | KB Growth | Landing Lag | Autocancel Window | Shieldstun | Shieldlag | Bonus Shield Damage | Direct Hitbox | Clang ReboundThe type of interaction when a hitbox interacts with another hitbox Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with. Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property. Transcendent cannot interact with other hitboxes. No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch. |
Rehit | Hitlag Multiplier | SDI Multiplier |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Shockwave | 70 | 0 | 70 | - | - | 6 | 6 | 0 | Indirect | Transcendent | 0 | ×1.0 | ×1.0 |
Sword | 58 | 0 | 73 | - | - | 7 | 7 | 0 | Direct | Transcendent | 0 | ×1.0 | ×1.0 |
Shockwave:
- Hitbox launches the opponent facing the direction they were before getting hit.
<br/>Sword:
- Hitbox launches the opponent facing the direction they were before getting hit.
Special Attacks
Flare/Megaflare/Gigaflare
Hit / HitboxWhich hit timing (such as early or late), or hitbox (such as sweetspot or sourspot) of this move that the data to the right is referring to. | DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. | Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. | Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". | AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. | Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. | ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has. |
---|---|---|---|---|---|---|
Spark Hit | 3.0% | 22-95 | 64 | 82 | +4 | 19-30 Charge FramesCan cancel charge on frames 20-102 with jump or shield making Sephiroth go into a 7 frame transition animation. Will not bring out shield if option is not buffered throughout transition animation. On the ground pressing directions down, left, or right will make Sephiroth do spotdodge, roll back, and roll forward respectively. |
Burst Hit | 10.5% | 3-6 | - | 62 | ? | - |
Description
Hit / Hitbox | Base KB | Fixed KB | KB Growth | Landing Lag | Autocancel Window | Shieldstun | Shieldlag | Bonus Shield Damage | Direct Hitbox | Clang ReboundThe type of interaction when a hitbox interacts with another hitbox Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with. Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property. Transcendent cannot interact with other hitboxes. No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch. |
Rehit | Hitlag Multiplier | SDI Multiplier |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Spark Hit | 55 | 0 | 15 | - | - | 2 | 5 | -2 | Indirect | Rebound | 0 | ×0.5 | ×0.0 |
Burst Hit | 77 | 0 | 64 | - | - | 4 | 8 | -5 | Indirect | Transcendent | 0 | ×1.0 | ×1.0 |
Spark Hit:
- Hitbox size increases by 0.5 from starting size 3.0 on frame 28, then again on frame 35, and finally on frame 40 ending on a 4.5 sized hitbox. Hitbox uses set weight to calculate knockback. Hitbox launches the opponent facing the direction of Sephiroth.
<br/>Burst Hit:
- Hitbox launches the opponent facing the direction of Sephiroth.
Hit / HitboxWhich hit timing (such as early or late), or hitbox (such as sweetspot or sourspot) of this move that the data to the right is referring to. | DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. | Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. | Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". | AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. | Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. | ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has. |
---|---|---|---|---|---|---|
Spark Hit | 3.5% | 21-48 | 72 | 82 | -3 | 31-102 Charge FramesCan cancel charge on frames 20-102 with jump or shield making Sephiroth go into a 7 frame transition animation. Will not bring out shield if option is not buffered throughout transition animation. On the ground pressing directions down, left, or right will make Sephiroth do spotdodge, roll back, and roll forward respectively. |
Burst 1 | 3.7% | 10-12 | - | 366 | ? | - |
Burst 2 | 3.7% | 13-18 | - | 366 | ? | - |
Final Burst | 9.0% | 19-20 | - | 58 | ? | - |
Description
Hit / Hitbox | Base KB | Fixed KB | KB Growth | Landing Lag | Autocancel Window | Shieldstun | Shieldlag | Bonus Shield Damage | Direct Hitbox | Clang ReboundThe type of interaction when a hitbox interacts with another hitbox Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with. Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property. Transcendent cannot interact with other hitboxes. No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch. |
Rehit | Hitlag Multiplier | SDI Multiplier |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Spark Hit | 55 | 0 | 15 | - | - | 2 | 5 | -2 | Indirect | Rebound | 0 | ×0.5 | ×0.0 |
Burst 1 | 0 | 50 | 100 | - | - | 2 | 5 | -1 | Indirect | Transcendent | 3 | ×0.0 | ×0.0 |
Burst 2 | 0 | 60 | 100 | - | - | 2 | 8 | -1 | Indirect | Transcendent | 3 | ×1.5 | ×0.0 |
Final Burst | 84 | 0 | 96 | - | - | 4 | 7 | -5 | Indirect | Transcendent | 0 | ×1.0 | ×1.0 |
Spark Hit:
- Hitbox uses set weight to calculate knockback. Hitbox launches the opponent facing the direction of Sephiroth.
<br/>Burst 1:
- Hitbox uses set weight to calculate knockback. Hitbox has a -1.0 trip bonus multiplier (cannot trip opponents). Hitbox launches the opponent facing the direction they were before getting hit
<br/>Burst 2:
- Hitbox uses set weight to calculate knockback. Hitbox has a -1.0 trip bonus multiplier (cannot trip opponents). Hitbox launches the opponent facing the direction they were before getting hit.
<br/>Final Burst:
- Hitbox has a -1.0 trip bonus multiplier (cannot trip opponents). Hitbox launches the opponent facing the direction of Sephiroth.
Hit / HitboxWhich hit timing (such as early or late), or hitbox (such as sweetspot or sourspot) of this move that the data to the right is referring to. | DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. | Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. | Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". | AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. | Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. | ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has. |
---|---|---|---|---|---|---|
Spark Hit | 6.0% | 130-176 | 181 | 82 | +2 | - |
Burst 1 | 3.7% | 7-8 | - | 115 | ? | - |
Burst 1 | 2.7% | 7-8 | - | 115 | ? | - |
Burst 1 | 2.0% | 7-8 | - | 115 | ? | - |
Burst 2 | 3.7% | 9-24 | - | 366 | ? | - |
Burst 2 | 2.7% | 9-24 | - | 366 | ? | - |
Burst 2 | 2.0% | 9-24 | - | 366 | ? | - |
Final Burst | 11.0% | 25-26 | - | 54 | ? | - |
Final Burst | 8.0% | 25-26 | - | 52 | ? | - |
Final Burst | 4.0% | 25-26 | - | 52 | ? | - |
Description
Hit / Hitbox | Base KB | Fixed KB | KB Growth | Landing Lag | Autocancel Window | Shieldstun | Shieldlag | Bonus Shield Damage | Direct Hitbox | Clang ReboundThe type of interaction when a hitbox interacts with another hitbox Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with. Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property. Transcendent cannot interact with other hitboxes. No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch. |
Rehit | Hitlag Multiplier | SDI Multiplier |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Spark Hit | 55 | 0 | 15 | - | - | 3 | 6 | -3 | Indirect | Rebound | 0 | ×0.7 | ×0.0 |
Burst 1 | 0 | 50 | 100 | - | - | 2 | 5 | 0 | Indirect | Transcendent | 3 | ×0.5 | ×0.0 |
Burst 1 | 0 | 35 | 100 | - | - | 2 | 5 | 0 | Indirect | Transcendent | 3 | ×0.7 | ×0.0 |
Burst 1 | 0 | 35 | 100 | - | - | 2 | 4 | 0 | Indirect | Transcendent | 3 | ×0.7 | ×0.0 |
Burst 2 | 0 | 75 | 100 | - | - | 2 | 5 | 0 | Indirect | Transcendent | 3 | ×0.5 | ×0.0 |
Burst 2 | 0 | 65 | 100 | - | - | 2 | 5 | 0 | Indirect | Transcendent | 3 | ×0.7 | ×0.0 |
Burst 2 | 0 | 65 | 100 | - | - | 2 | 4 | 0 | Indirect | Transcendent | 3 | ×0.7 | ×0.0 |
Final Burst | 105 | 0 | 115 | - | - | 4 | 10 | 0 | Indirect | Transcendent | 0 | ×1.2 | ×1.0 |
Final Burst | 95 | 0 | 115 | - | - | 3 | 7 | 0 | Indirect | Transcendent | 0 | ×1.0 | ×1.0 |
Final Burst | 95 | 0 | 95 | - | - | 2 | 5 | 0 | Indirect | Transcendent | 0 | ×1.0 | ×1.0 |
Spark Hit:
- Hitbox uses set weight to calculate knockback. Hitbox launches the opponent facing the direction of Sephiroth.
<br/>Burst 1:
- Hitbox uses set weight to calculate knockback. Hitbox has a -1.0 trip bonus multiplier (cannot trip opponents). Hitbox launches the opponent facing the direction they were before getting hit.
<br/>Burst 1:
- Hitbox uses set weight to calculate knockback. Hitbox has a -1.0 trip bonus multiplier (cannot trip opponents). Hitbox launches the opponent facing the direction they were before getting hit.
<br/>Burst 1:
- Hitbox uses set weight to calculate knockback. Hitbox has a -1.0 trip bonus multiplier (cannot trip opponents). Hitbox launches the opponent facing the direction they were before getting hit.
<br/>Burst 2:
- Hitbox uses set weight to calculate knockback. Hitbox has a -1.0 trip bonus multiplier (cannot trip opponents). Hitbox launches the opponent facing the direction they were before getting hit.
<br/>Burst 2:
- Hitbox uses set weight to calculate knockback. Hitbox has a -1.0 trip bonus multiplier (cannot trip opponents). Hitbox launches the opponent facing the direction they were before getting hit.
<br/>Burst 2:
- Hitbox uses set weight to calculate knockback. Hitbox has a -1.0 trip bonus multiplier (cannot trip opponents). Hitbox launches the opponent facing the direction they were before getting hit.
<br/>Final Burst:
- Hitbox has a -1.0 trip bonus multiplier (cannot trip opponents). Hitbox launches the opponent facing the direction of Sephiroth.
<br/>Final Burst:
- Hitbox has a -1.0 trip bonus multiplier (cannot trip opponents). Hitbox launches the opponent facing the direction of Sephiroth.
<br/>Final Burst:
- Hitbox has a -1.0 trip bonus multiplier (cannot trip opponents). Hitbox launches the opponent facing the direction of Sephiroth.
Shadow Flare
/ + (Hold OK)
Hit / HitboxWhich hit timing (such as early or late), or hitbox (such as sweetspot or sourspot) of this move that the data to the right is referring to. | DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. | Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. | Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". | AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. | Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. | ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has. |
---|---|---|---|---|---|---|
Min | 1.5/2.0 | 8-14 | 32 | 361 | -20 to -14 | N/A |
Max | 1.5/2.0 | 8-14 | 32 | 361 | -20 to -14 | N/A |
Hit / Hitbox | Base KB | Fixed KB | KB Growth | Landing Lag | Autocancel Window | Shieldstun | Shieldlag | Bonus Shield Damage | Direct Hitbox | Clang ReboundThe type of interaction when a hitbox interacts with another hitbox Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with. Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property. Transcendent cannot interact with other hitboxes. No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch. |
Rehit | Hitlag Multiplier | SDI Multiplier |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Min | 10 | 30/100 | N/A | N/A | 2 | ||||||||
Max | 10 | 30/100 | N/A | N/A | 2 |
Blade Dash/Octaslash
+ (Hold OK)
DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. | Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. | Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". | AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. | Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. | ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has. |
---|---|---|---|---|---|
7.0 | 25-28 | 81 | 107 | -51 to -48 | N/A |
Base KB | Fixed KB | KB Growth | Landing Lag | Autocancel Window | Shieldstun | Shieldlag | Bonus Shield Damage | Direct Hitbox | Clang ReboundThe type of interaction when a hitbox interacts with another hitbox Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with. Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property. Transcendent cannot interact with other hitboxes. No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch. |
Rehit | Hitlag Multiplier | SDI Multiplier |
---|---|---|---|---|---|---|---|---|---|---|---|---|
70 | 60 | N/A | N/A | 4 |
Hit / HitboxWhich hit timing (such as early or late), or hitbox (such as sweetspot or sourspot) of this move that the data to the right is referring to. | DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. | Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. | Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". | AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. | Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. | ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has. |
---|---|---|---|---|---|---|
First Hit, Catch Hitbox | 2.3 | 36 | 107 | 361/368 | -67 | N/A |
Multihits | 2.3 | 38/40/42/44/46 | 107 | 60 | NaN | N/A |
Final Hit | 7.0/2.3 | 50 | 107 | 361/60 | -49/-53 | N/A |
Hit / Hitbox | Base KB | Fixed KB | KB Growth | Landing Lag | Autocancel Window | Shieldstun | Shieldlag | Bonus Shield Damage | Direct Hitbox | Clang ReboundThe type of interaction when a hitbox interacts with another hitbox Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with. Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property. Transcendent cannot interact with other hitboxes. No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch. |
Rehit | Hitlag Multiplier | SDI Multiplier |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|
First Hit, Catch Hitbox | 0 | 100 | N/A | N/A | 3 | ||||||||
Multihits | 90 | 60 | N/A | N/A | 3 | ||||||||
Final Hit | 68/90 | 104/60 | N/A | N/A | 7/3 |
Scintilla
+
Hit / HitboxWhich hit timing (such as early or late), or hitbox (such as sweetspot or sourspot) of this move that the data to the right is referring to. | DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. | Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. | Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". | AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. | Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. | ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has. |
---|---|---|---|---|---|---|
Detect | - | 7-27 Detect | 86 | - | - | - |
Hit Min, Multihits | 2.0 | 7-21 | 51 | 366 | -38 to -24 | all intangible 1-11 |
Hit Min, Final Ht | 6.5 | 22 | 51 | 361 | -21 | all intangible 1-11 |
Hit Max, Multihits | 4.0 | 7-21 | 52 | 366 | -39 to -25 | all intangible 1-11 |
Hit Max, Final Hit | 18.0 | 22 | 52 | 361 | -19 | all intangible 1-11 |
Miss, Multihits | 1.0 | 38-52 | 86 | 366 | -43 to -29 | N/A |
Miss, Final Hit | 5.0 | 53 | 86 | 361 | -26 | N/A |
Hit / Hitbox | Base KB | Fixed KB | KB Growth | Landing Lag | Autocancel Window | Shieldstun | Shieldlag | Bonus Shield Damage | Direct Hitbox | Clang ReboundThe type of interaction when a hitbox interacts with another hitbox Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with. Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property. Transcendent cannot interact with other hitboxes. No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch. |
Rehit | Hitlag Multiplier | SDI Multiplier |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Detect | - | - | - | - | - | ||||||||
Hit Min, Multihits | 60 FKB | 65 | N/A | N/A | 2 | ||||||||
Hit Min, Final Ht | 80 | 70 | N/A | N/A | 3 | ||||||||
Hit Max, Multihits | 60 FKB | 65 | N/A | N/A | 2 | ||||||||
Hit Max, Final Hit | 83 | 83 | N/A | N/A | 6 | ||||||||
Miss, Multihits | 60 FKB | 65 | N/A | N/A | 2 | ||||||||
Miss, Final Hit | 66 | 75 | N/A | N/A | 3 |
Grabs & Pummel
Standing Grab
Hit / HitboxWhich hit timing (such as early or late), or hitbox (such as sweetspot or sourspot) of this move that the data to the right is referring to. | DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. | Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. | Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". | AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. | Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. | ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has. |
---|---|---|---|---|---|---|
(G)/(A) Grabboxes | - | 7-8 | 36 | - | - | - |
Description
Hit / Hitbox | Base KB | Fixed KB | KB Growth | Landing Lag | Autocancel Window | Shieldstun | Shieldlag | Bonus Shield Damage | Direct Hitbox | Clang ReboundThe type of interaction when a hitbox interacts with another hitbox Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with. Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property. Transcendent cannot interact with other hitboxes. No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch. |
Rehit | Hitlag Multiplier | SDI Multiplier |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|
(G)/(A) Grabboxes | - | - | - | - | - | - | - | - | - | - | - | - | - |
(G)/(A) Grabboxes:
- Changes status to grab state upon grabbing opponents.
Dash Grab
-
Dash/Run State +
Hit / HitboxWhich hit timing (such as early or late), or hitbox (such as sweetspot or sourspot) of this move that the data to the right is referring to. | DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. | Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. | Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". | AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. | Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. | ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has. |
---|---|---|---|---|---|---|
(G)/(A) Grabboxes | - | 10-11 | 44 | - | - | - |
Description
Hit / Hitbox | Base KB | Fixed KB | KB Growth | Landing Lag | Autocancel Window | Shieldstun | Shieldlag | Bonus Shield Damage | Direct Hitbox | Clang ReboundThe type of interaction when a hitbox interacts with another hitbox Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with. Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property. Transcendent cannot interact with other hitboxes. No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch. |
Rehit | Hitlag Multiplier | SDI Multiplier |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|
(G)/(A) Grabboxes | - | - | - | - | - | - | - | - | - | - | - | - | - |
(G)/(A) Grabboxes:
- Changes status to grab state upon grabbing opponents.
Pivot Grab
-
Dash/Run State + +
Hit / HitboxWhich hit timing (such as early or late), or hitbox (such as sweetspot or sourspot) of this move that the data to the right is referring to. | DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. | Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. | Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". | AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. | Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. | ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has. |
---|---|---|---|---|---|---|
(G)/(A) Grabboxes | - | 11-12 | 39 | - | - | - |
Description
Hit / Hitbox | Base KB | Fixed KB | KB Growth | Landing Lag | Autocancel Window | Shieldstun | Shieldlag | Bonus Shield Damage | Direct Hitbox | Clang ReboundThe type of interaction when a hitbox interacts with another hitbox Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with. Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property. Transcendent cannot interact with other hitboxes. No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch. |
Rehit | Hitlag Multiplier | SDI Multiplier |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|
(G)/(A) Grabboxes | - | - | - | - | - | - | - | - | - | - | - | - | - |
(G)/(A) Grabboxes:
- Changes status to grab state upon grabbing opponents.
Pummel
Hit / HitboxWhich hit timing (such as early or late), or hitbox (such as sweetspot or sourspot) of this move that the data to the right is referring to. | DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. | Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. | Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". | AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. | Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. | ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has. |
---|---|---|---|---|---|---|
Hitbox | 1.3% | 1 | 5 | 361 | -2 | - |
Description
Hit / Hitbox | Base KB | Fixed KB | KB Growth | Landing Lag | Autocancel Window | Shieldstun | Shieldlag | Bonus Shield Damage | Direct Hitbox | Clang ReboundThe type of interaction when a hitbox interacts with another hitbox Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with. Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property. Transcendent cannot interact with other hitboxes. No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch. |
Rehit | Hitlag Multiplier | SDI Multiplier |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Hitbox | 0 | 30 | 100 | - | - | 3 | 10 | 0 | Direct | Transcendent | 0 | ×2.2 | ×1.0 |
Throws
Forward Throw
Hit / HitboxWhich hit timing (such as early or late), or hitbox (such as sweetspot or sourspot) of this move that the data to the right is referring to. | DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. | Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. | Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". | AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. | Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. | ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has. |
---|---|---|---|---|---|---|
Throw Hit | 3.0% | 14 | 34 | 361 | -16 | 1-15 Invincibility |
Throw Release | 3.0% | 15 | 34 | 28 | - | - |
Catch Release | 3.0% | 1-15 | 34 | 361 | - | - |
yes Description
Hit / Hitbox | Base KB | Fixed KB | KB Growth | Landing Lag | Autocancel Window | Shieldstun | Shieldlag | Bonus Shield Damage | Direct Hitbox | Clang ReboundThe type of interaction when a hitbox interacts with another hitbox Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with. Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property. Transcendent cannot interact with other hitboxes. No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch. |
Rehit | Hitlag Multiplier | SDI Multiplier |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Throw Hit | 60 | 0 | 80 | - | - | 4 | 6 | 0 | Indirect | Transcendent | 0 | ×1.2 | ×1.0 |
Throw Release | 70 | 0 | 68 | - | - | - | - | - | - | - | - | ×0.0 | - |
Catch Release | 60 | 0 | 100 | - | - | - | - | - | - | - | - | ×0.0 | - |
Throw Hit:
- Hitbox disables hitlag. Hitbox launches the opponent facing the direction of Sephiroth.
<br/>Throw Release:
- Throw launches the opponent facing the direction of Sephiroth.
<br/>Catch Release:
- Throw launches the opponent facing the direction of Sephiroth.
Backward Throw
Hit / HitboxWhich hit timing (such as early or late), or hitbox (such as sweetspot or sourspot) of this move that the data to the right is referring to. | DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. | Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. | Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". | AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. | Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. | ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has. |
---|---|---|---|---|---|---|
Throw Hit | 3.0% | 18 | 31 | 361 | -9 | 1-19 Invincibility |
Throw Release | 3.5% | 19 | 31 | 58 | - | - |
Catch Release | 3.0% | 1-19 | 31 | 361 | - | - |
Description
Hit / Hitbox | Base KB | Fixed KB | KB Growth | Landing Lag | Autocancel Window | Shieldstun | Shieldlag | Bonus Shield Damage | Direct Hitbox | Clang ReboundThe type of interaction when a hitbox interacts with another hitbox Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with. Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property. Transcendent cannot interact with other hitboxes. No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch. |
Rehit | Hitlag Multiplier | SDI Multiplier |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Throw Hit | 60 | 0 | 80 | - | - | 4 | 7 | 0 | Indirect | Transcendent | 0 | ×1.4 | ×1.0 |
Throw Release | 60 | 0 | 105 | - | - | - | - | - | - | - | - | ×0.0 | - |
Catch Release | 40 | 0 | 100 | - | - | - | - | - | - | - | - | ×0.0 | - |
Throw Hit:
- Hitbox disables hitlag. Hitbox launches the opponent facing away from Sephiroth.
<br/>Throw Release:
- Throw launches the opponent facing away from Sephiroth.
<br/>Catch Release:
- Throw launches the opponent facing away from Sephiroth.
Upward Throw
Hit / HitboxWhich hit timing (such as early or late), or hitbox (such as sweetspot or sourspot) of this move that the data to the right is referring to. | DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. | Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. | Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". | AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. | Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. | ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has. |
---|---|---|---|---|---|---|
Throw Hit | 4.0% | 13 | 32 | 75 | -14 | 1-14 Invincibility |
Throw Release | 3.0% | 14 | 32 | 98 | - | - |
Catch Release | 3.0% | 1-14 | 32 | 361 | - | - |
Collateral Hit | 4.0% | 14 | 32 | 75 | -13 | - |
Description
Hit / Hitbox | Base KB | Fixed KB | KB Growth | Landing Lag | Autocancel Window | Shieldstun | Shieldlag | Bonus Shield Damage | Direct Hitbox | Clang ReboundThe type of interaction when a hitbox interacts with another hitbox Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with. Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property. Transcendent cannot interact with other hitboxes. No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch. |
Rehit | Hitlag Multiplier | SDI Multiplier |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Throw Hit | 50 | 0 | 90 | - | - | 5 | 5 | 0 | Direct | Transcendent | 0 | ×0.9 | ×1.0 |
Throw Release | 70 | 0 | 110 | - | - | - | - | - | - | - | - | ×0.0 | - |
Catch Release | 40 | 0 | 100 | - | - | - | - | - | - | - | - | ×0.0 | - |
Collateral Hit | 60 | 0 | 90 | - | - | 5 | 5 | 0 | Direct | Transcendent | 0 | ×0.4 | ×1.0 |
Throw Hit:
- Hitbox launches the opponent facing the direction of Sephiroth.
<br/>Throw Release:
- Throw launches the opponent facing the direction of Sephiroth.
<br/>Catch Release:
- Throw launches the opponent facing the direction of Sephiroth.
<br/>Collateral Hit:
- Hitbox launches the opponent facing the direction of Sephiroth.
Downward Throw
Hit / HitboxWhich hit timing (such as early or late), or hitbox (such as sweetspot or sourspot) of this move that the data to the right is referring to. | DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. | Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. | Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". | AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. | Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. | ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has. |
---|---|---|---|---|---|---|
Throw Release | 4.0% | 40 | 47 | 56 | - | 1-40 Invincibility |
Throw Release | 3.0% | 40 | 47 | 361 | - | - |
Description
Hit / Hitbox | Base KB | Fixed KB | KB Growth | Landing Lag | Autocancel Window | Shieldstun | Shieldlag | Bonus Shield Damage | Direct Hitbox | Clang ReboundThe type of interaction when a hitbox interacts with another hitbox Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with. Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property. Transcendent cannot interact with other hitboxes. No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch. |
Rehit | Hitlag Multiplier | SDI Multiplier |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Throw Release | 80 | 0 | 94 | - | - | - | - | - | - | - | - | ×0.0 | - |
Throw Release | 40 | 0 | 100 | - | - | - | - | - | - | - | - | ×0.0 | - |
Throw Release:
- Throw launches the opponent facing the direction of Sephiroth.
<br/>Throw Release:
- Throw launches the opponent facing the direction of Sephiroth.
Misc. Attacks
Ledge Attack
-
Ledge State +
Hit / HitboxWhich hit timing (such as early or late), or hitbox (such as sweetspot or sourspot) of this move that the data to the right is referring to. | DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. | Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. | Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". | AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. | Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. | ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has. |
---|---|---|---|---|---|---|
Hitbox | 9.0% | 24-26 | 55 | 45 | -24 to -22 | 1-26 Intangibility |
Description
Hit / Hitbox | Base KB | Fixed KB | KB Growth | Landing Lag | Autocancel Window | Shieldstun | Shieldlag | Bonus Shield Damage | Direct Hitbox | Clang ReboundThe type of interaction when a hitbox interacts with another hitbox Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with. Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property. Transcendent cannot interact with other hitboxes. No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch. |
Rehit | Hitlag Multiplier | SDI Multiplier |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Hitbox | 90 | 0 | 20 | - | - | 9 | 7 | 1 | Direct | Transcendent | 0 | ×1.0 | ×1.0 |
Hitbox:
- Hitbox launches the opponent facing the direction of Sephiroth.
Getup Attack
-
Floor State (Up) +
Hit / HitboxWhich hit timing (such as early or late), or hitbox (such as sweetspot or sourspot) of this move that the data to the right is referring to. | DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. | Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. | Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". | AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. | Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. | ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has. |
---|---|---|---|---|---|---|
Back Hit | 7.0% | 19-20 | 45 | 48 | -19 to -18 | 1-26 Intangibility |
Front Hit | 7.0% | 24-25 | 45 | 48 | -14 to -13 | - |
Always attacks from the back first then attacks to the front.
Hit / Hitbox | Base KB | Fixed KB | KB Growth | Landing Lag | Autocancel Window | Shieldstun | Shieldlag | Bonus Shield Damage | Direct Hitbox | Clang ReboundThe type of interaction when a hitbox interacts with another hitbox Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with. Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property. Transcendent cannot interact with other hitboxes. No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch. |
Rehit | Hitlag Multiplier | SDI Multiplier |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Back Hit | 80 | 0 | 48 | - | - | 7 | 7 | 8 | Direct | Transcendent | 0 | ×1.0 | ×1.0 |
Front Hit | 80 | 0 | 48 | - | - | 7 | 7 | 8 | Direct | Transcendent | 0 | ×1.0 | ×1.0 |
Back Hit:
- Hitbox launches the opponent facing the direction they were before getting hit.
<br/>Front Hit:
- Hitbox launches the opponent facing the direction they were before getting hit.
-
Floor State (Down) +
Hit / HitboxWhich hit timing (such as early or late), or hitbox (such as sweetspot or sourspot) of this move that the data to the right is referring to. | DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. | Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. | Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". | AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. | Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. | ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has. |
---|---|---|---|---|---|---|
Back Hit | 7.0% | 19-20 | 45 | 48 | -19 to -18 | 1-26 Intangibility |
Front Hit | 7.0% | 24-25 | 45 | 48 | -14 to -13 | - |
Always attacks from the back first then attacks to the front.
Hit / Hitbox | Base KB | Fixed KB | KB Growth | Landing Lag | Autocancel Window | Shieldstun | Shieldlag | Bonus Shield Damage | Direct Hitbox | Clang ReboundThe type of interaction when a hitbox interacts with another hitbox Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with. Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property. Transcendent cannot interact with other hitboxes. No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch. |
Rehit | Hitlag Multiplier | SDI Multiplier |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Back Hit | 80 | 0 | 48 | - | - | 7 | 7 | 8 | Direct | Transcendent | 0 | ×1.0 | ×1.0 |
Front Hit | 80 | 0 | 48 | - | - | 7 | 7 | 8 | Direct | Transcendent | 0 | ×1.0 | ×1.0 |
Back Hit:
- Hitbox launches the opponent facing the direction they were before getting hit.
<br/>Front Hit:
- Hitbox launches the opponent facing the direction they were before getting hit.
Trip Attack
-
Trip State +
Hit / HitboxWhich hit timing (such as early or late), or hitbox (such as sweetspot or sourspot) of this move that the data to the right is referring to. | DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. | Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. | Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". | AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. | Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. | ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has. |
---|---|---|---|---|---|---|
Back Hit | 5.0% | 19-20 | 49 | 361 | -24 to -23 | 1-7 Intangibility |
Front Hit | 5.0% | 31-32 | 49 | 361 | -12 to -11 | - |
Always attacks from the back first then attacks to the front.
Hit / Hitbox | Base KB | Fixed KB | KB Growth | Landing Lag | Autocancel Window | Shieldstun | Shieldlag | Bonus Shield Damage | Direct Hitbox | Clang ReboundThe type of interaction when a hitbox interacts with another hitbox Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with. Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property. Transcendent cannot interact with other hitboxes. No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch. |
Rehit | Hitlag Multiplier | SDI Multiplier |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Back Hit | 60 | 0 | 50 | - | - | 6 | 6 | 8 | Direct | Transcendent | 0 | ×1.0 | ×1.0 |
Front Hit | 60 | 0 | 50 | - | - | 6 | 6 | 8 | Direct | Transcendent | 0 | ×1.0 | ×1.0 |
Back Hit:
- Hitbox launches the opponent facing the direction they were before getting hit.
<br/>Front Hit:
- Hitbox launches the opponent facing the direction they were before getting hit.
To edit frame data, edit values in SSBU/Sephiroth/Data. |
Essentials
• Controls • FAQ •
The Basics
• Movement •
Offense •
Defense •
Detailed & Advanced Information
• Damage/Knockback • Frame Data Explanations • States of Play • Universal Strategy • Esoterica •
Archived Information
• Patch Notes • Tier Lists • Alternate Resources • Discords •
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