SSBU/Sephiroth

From Dragdown


Overview

Sephiroth
Weight:79
Spotdodge:The duration and intangibility of this character's on-spot dodges.25 TF (3-17F Intangibility)
Air Dodge:The intangibility of this character's air dodges, both neutral and directional.3-30F Intangibility (Neutral)
3-21F Intangibility (Directional)
Fastest OOS:Shield Grab (F11)
Overview
Sephiroth is a newcomer added to Super Smash Bros. Ultimate as paid DLC.
Summary
Sephiroth is a distance demon that uses setups to get an edge on the opponent.
Pros Cons
  • Dominant Midrange:Only beaten by Min Min, his Masamune sword boasts exceptional range. Most of Sephiroth's sword aerials are easily safe on shield when safe, being long and disjointed.
  • Winged Form: This unique comeback mechanic powers Sephiroth up when he is behind, meaning he's always in the fight.
  • Lightweight: Being the shared 7th lightest character in the game, Sephiroth dies easily.
  • Poor Frame Data: His fastest aerial, NAir comes out on frame 9, and his sword moves have 10 or more frames of startup.
  • Abyssmal Out Of Shield: Grab being the fastest counterattack OOS, but lacks the range to contest many moves. Scintilla is technically faster, at frame 10 OOS, but only useful if conditioned an opponent to be hyperaggressive. NAir is the tamest and most reliable option, but will still be a struggle to contend to shield pressure.
Winged Form
目障りだ(Eyesore)

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.


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.


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.


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.


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.


Blade:

  • Hitbox launches the opponent facing the direction of Sephiroth.


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.


Blade:

  • Hitbox launches the opponent facing the direction of Sephiroth.


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.


Blade:

  • Hitbox launches the opponent facing the direction of Sephiroth.


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.


Early Hilt:

  • Hitbox launches the opponent facing the direction they were before getting hit.


Early Blade:

  • Each hitbox launches the opponent facing the direction they were before getting hit.


Early Tip:

  • Hitbox launches the opponent facing the direction they were before getting hit.


Late Hilt:

  • Hitbox launches the opponent facing the direction they were before getting hit.


Late Blade:

  • Each hitbox launches the opponent facing the direction they were before getting hit.


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.


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.


Blade:

  • Each hitbox launches the opponent facing the direction of Sephiroth.


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.


Early Blade:

  • Each hitbox launches the opponent facing the direction of Sephiroth.


Early Tip:

  • Each hitbox launches the opponent facing the direction of Sephiroth.


Midway Hilt:

  • Hitbox launches the opponent facing the direction of Sephiroth.


Midway Blade:

  • Hitbox launches the opponent facing the direction of Sephiroth.


Midway Tip:

  • Hitbox launches the opponent facing the direction of Sephiroth.


Late Hilt:

  • Hitbox launches the opponent facing away from Sephiroth.


Late Blade:

  • Hitbox launches the opponent facing away from Sephiroth.


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.


Blade:

  • Hitbox launches the opponent facing the direction of Sephiroth.


Tip:

  • Hitbox launches the opponent facing the direction of Sephiroth.


Explosion Sweetspot:

  • Hitbox launches the opponent facing the direction of Sephiroth.


Explosion Sourspot:

  • 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 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.


Blade:

  • Hitbox launches the opponent facing the direction of Sephiroth.


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.


Early Blade:

  • Each hitbox launches the opponent facing the direction of Sephiroth.


Early Tip:

  • Hitbox launches the opponent facing the direction of Sephiroth.


Late Hilt:

  • Hitbox launches the opponent facing the direction of Sephiroth.


Late Blade:

  • Each hitbox launches the opponent facing the direction of Sephiroth.


Late 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 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.


Blade:

  • Hitbox launches the opponent facing the direction they were before getting hit.


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.


Blade:

  • Hitbox launches the opponent facing away from Sephiroth.


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.


Early Blade:

  • Each hitbox launches the opponent facing the direction of Sephiroth.


Early Tip:

  • Hitbox launches the opponent facing the direction of Sephiroth.


Late Hilt:

  • Hitbox launches the opponent facing away from Sephiroth.


Late Blade:

  • Each hitbox launches the opponent facing away from Sephiroth.


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.


(A) Early Sweetspot:

  • Hitbox launches the opponent facing the direction they were before getting hit.


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.


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.


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.


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


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.


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.


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.


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.


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.


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.


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.


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.


Final Burst:

  • Hitbox has a -1.0 trip bonus multiplier (cannot trip opponents). Hitbox launches the opponent facing the direction of Sephiroth.


Final Burst:

  • Hitbox has a -1.0 trip bonus multiplier (cannot trip opponents). Hitbox launches the opponent facing the direction of Sephiroth.


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

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

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.


Throw Release:

  • Throw launches the opponent facing the direction of Sephiroth.


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.


Throw Release:

  • Throw launches the opponent facing away from Sephiroth.


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.


Throw Release:

  • Throw launches the opponent facing the direction of Sephiroth.


Catch Release:

  • Throw launches the opponent facing the direction of Sephiroth.


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.


Throw Release:

  • Throw launches the opponent facing the direction of Sephiroth.


Misc. Attacks

Ledge 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 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

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.


Front Hit:

  • 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.
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.


Front Hit:

  • Hitbox launches the opponent facing the direction they were before getting hit.

Trip 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.
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.


Front Hit:

  • Hitbox launches the opponent facing the direction they were before getting hit.


Navigation

To edit frame data, edit values in SSBU/Sephiroth/Data.
Sephiroth


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