Sephiroth in Smash Is Uncharted Competitive Territory

Sephiroth has officially been released for Super Smash Bros. Ultimate, though many people had already gotten their hands on him thanks to the Sephiroth Challenge: a special boss fight with the new DLC character where the reward was early access. Having tried out the One-Winged Angel for a few days myself, I’d like to give my initial impressions of the character, and how I think he’ll pan out in more competitive play.

During this preview period, I’ve seen assessments of Sephiroth go anywhere from disappointingly mediocre to potential top tier. Based on personal experience, I can see why. Sephiroth seems to have qualities that are often death sentences for viability (large body easily prone to getting hit, slow and laggy attacks) but also ones that make for powerful characters (extremely large sword, high mobility, versatility, a built-in comeback factor). In other words, while Sephiroth is nowhere near as unorthodox as Steve from Minecraft, he still possesses a combination of qualities that have never really existed in Smash Bros. before. As #1 player in the world MKLeo puts it, he’s like Byleth (a similarly range-focused character), except Sephiroth trades attack speed for better movement. And in Smash, movement is generally king. 

The sheer size of Sephiroth’s Masamune changes everything. It goes without saying, but the sword is loooong. Cases where an opponent would otherwise be safe rolling away can still get them caught by the end of a sword swipe, and not even because of a particularly impressive read. Spacing both as and against Sephiroth is just different, especially if you factor in his other special moves, which are designed to scare opponents into making bad decisions. The ability to fake out with a Flare charge cancel, to get people to panic with Shadow Flare, or even catch someone slipping with a deadly Octoslash means that it’s easy for Sephiroth to fight on his terms.

That’s not to say Sephiroth’s aforementioned weaknesses are trivial. Like Mewtwo, he’s both tall and light, meaning it’s easy for him to take damage and die early. Sephiroth has issues with being smothered by quick and agile characters who can bait out his attacks and punish their endlag. His frame data is objectively lackluster, and his closest reliable option out of shield is a dismal neutral air with a frame-9 startup (though its utility on offense is much greater). His faster attacks also require a lot more precision, as they tend to be long but thin stabbing motions that don’t cover much space to the sides of the sword. However, Sephiroth in neutral generally looks to have an answer for everything, and it’s a matter of finding what works. I was playing online and losing games to a Fox—exactly the kind of character who can get in your face and stay there—but I managed to eventually win just by using my attacks differently. Down smash’s heavy shield damage can make defensive play unreliable, Scintilla’s ability to push back aggression, and up tilt’s generous scooping hitbox made charging in less free once I realized what to do.

On top of all this is Sephiroth’s One-Winged mode, which improves his stats across the board, as well as giving him super armor on smash attacks and a third jump. Activated when Sephiroth takes a certain amount of damage, it makes him scary in a manner akin to Limit Cloud, because the enhanced mobility makes possible things that would have been out of the question otherwise. Luckily for anyone facing him, he’s still light to the point that it won’t take much to KO him and remove his enhancements temporarily, but it can be like fighting (and using) a different character.

Speaking of Cloud, in comparison to his fated rival, Sephiroth is definitely not meant to be a beginner’s character. Whereas Cloud has extremely good mobility and hitboxes that are both safe and generous, Sephiroth can’t just throw things out willy nilly and hope for the best. Cloud can be played intelligently, but Sephiroth needs brains to function well if your opponent knows what to expect. He just has so many attacks with so many particular uses, it’s going to take a long while before even the best players know how to fully utilize everything he can do.

As for where I think Sephiroth will end up in terms of viability, I’m bullish on his future performance, and can see him at least in high tier. Slow attack speed is never a good thing, but imagine if you took Ganondorf and just gave him a sword as big as Sephiroth’s. It wouldn’t necessarily make Ganondorf a top tier, but it would open up possibilities on offense and defense in a big way. Thus, while Sephiroth has his fair share of pronounced flaws, he also possesses a unique combination of laggy yet powerful ranged attacks along with tricky movement and specials such that the drawbacks of the former can be mitigated by the latter with smart spacing. The very fact that MKLeo is interested in using Sephiroth might also very well give him a huge boost in visibility early on. 

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