Editing Sephiroth (SSBU)/Up throw

From SmashWiki, the Super Smash Bros. wiki
Jump to navigationJump to search
Warning You aren't logged in. While it's not a requirement to create an account, doing so makes it a lot easier to keep track of your edits and a lot harder to confuse you with someone else. If you edit without being logged in, your IP address will be recorded in the page's edit history.

The edit can be undone. Please check the comparison below to verify that this is what you want to do, and then publish the changes below to finish undoing the edit.

Latest revision Your text
Line 9: Line 9:


==Overview==
==Overview==
Launches the grabbed opponent into the air with an upward slash. Its low endlag combined with its low damage and vertical knockback angle makes this Sephiroth's best throw for combos and setting up juggle scenarios. At low percentages, it reliably combos into neutral aerial, which can be extended with another neutral aerial or forward/back aerial if [[Winged Form]] is active. At these same percents, Sephiroth can combo up throw into the tipper hitbox of up tilt, although this requires the opponent to DI in or have no DI on the throw.
Launches the grabbed opponent into the air with an upward slash. It's low endlag combined with its low damage and vertical knockback angle makes this Sephiroth's best throw for combos and setting up juggle scenarios. At low percentages, it reliably combos into neutral aerial, which can be extended with another neutral aerial or forward/back aerial if [[Winged Form]] is active. At these same percents, Sephiroth can combo up throw into the tipper hitbox of up tilt, although this requires the opponent to DI in or have no DI on the throw.


Due to its knockback growth, up throw loses its ability to true combo beyond mid percentages, where it instead starts to set opponents up into dangerous situations above Sephiroth - notably, ones where the Sephiroth player can more effectively use up aerial (or at least threaten its use) to take advantage of opponents attempting to land back on stage.
Due to its knockback growth, up throw loses its ability to true combo beyond mid percentages, where it instead starts to set opponents up into dangerous situations above Sephiroth - notably, ones where the Sephiroth player can more effectively use up aerial (or at least threaten its use) to take advantage of opponents attempting to land back on stage.

Please note that all contributions to SmashWiki are considered to be released under the Attribution-ShareAlike 4.0 International license (see SmashWiki:Copyrights for details). Your changes will be visible immediately. Please enter a summary of your changes above.

Do not submit copyrighted work without permission!

Cancel Editing help (opens in new window)

This page is a member of 1 meta category: