Game CMD 368

Guild on how to play Sephiroth in Super Smash Bros. Ultimate


Sephiroth has joined Super Smash Bros. Ultimate as the second agent from Final Fantasy VII and is putting another unique approach to a fencing character on the list.

He doesn’t break any new platforms with his move set, but the One-Winged Angel takes some elements from the other warriors in Ultimate and makes them his own ability, while also carrying the longest sword in the game.

Sephiroth Specials


Neutral B (Flare/ Megaflare/ Gigaflare)

He would not be complete without a super destructive bullet that could do a tremendous amount of damage while also covering different distances and ending up with different explosive radiations depending on the time you charge it.

Flare flies long distances but deals less damage. Megaflare shortens the distance and increases damage. Gigaflare will only be able to go a short distance after being shot but will result in a huge blast, sometimes able to KO opponents at as low as 20% if they get hit near the edge of the stage.

You can’t hoard charges for this move, but given the frequency with which Sephiroth will play at a long distance and knock the opponent back, there will be plenty of time to fire multiple explosions in a single match, especially when You can use it to protect the bezel.

Side B (Shadow Flare) – Sephiroth

The Shadow Flare is another type of projectile, but this one is more convenient than anything else and will primarily be used as a combination expander or a way to pressure your opponents to stay on stage.

If you connect with the short-ranged blast that he creates by snapping his fingers, your opponent will gain a sphere of dark energy traveling around their character. You can have up to five of these orbs spinning around them at once and after a few seconds, they will all regroup and deal damage.

This move can be charged and if the charged version hits, it will deal additional initial damage and create more orbs around your opponent with just one attack. The player can block them with shields, but if they are in the air and there are more than one orbs, chances are they will be hit.

Up B (Blade Dash/Octaslash)


In a weird mix of Firefox and Illusion, his Up B can be used as a short and fast dash to cover your face on stage, recover or strike simply against your opponent. When charged, it transforms into Octaslash, one of his signature moves and one that can easily KO an opponent if they get hit.

While charging, you can change the direction you plan to move in by simply pointing your control stick where you want him to travel before he beings moving. This is a great option for chasing opponents down and will also be your main method of recovery, which is good since it is a solid option for that too.

Be careful as there is some landing lag and other issues while using it on stage if you are not connected to your target and the reliability of the ledge grip is sometimes hit or miss.

Down B (Scintilla) – Sephiroth


Acting as a counter version of Sephiroth, Scintilla will take some work to master, as it is unique in some ways compared to the other counters in the game.

Even if he is not attacked, using Scintilla will still activate the attack and potentially deal light damage to the opponent. It can only block attacks made from his front and will be broken if a move on a certain power hits it. Though even if it breaks, he will not be stunned or take damage unless the move is a multi-hit attack.

Overall, it’s not bad but will be very situational like most other characters with a basic counterattack, such as Ike, Lucina, and Marth.