Sephiroth (SSBU)/Neutral special

This article is about the hitbox analysis of Sephiroth’s neutral special in Super Smash Bros. Ultimate''. For the move itself, see Flare / Megaflare / Gigaflare.



Overview
Sephiroth begins charging a fiery projectile in his right hand. The longer the button is held, the more it charges, indicated by its charging effect changing colours and becoming increasingly more intense. The charge can be cancelled via jumping or shielding during the Flare and Megaflare stages, however unlike most chargeable neutral specials, cancelling the move does not retain its charge for its next use. All three charges release a horizontally travelling fireball, with its power, explosion size and range differing between charges.

Tapping neutral special, or while the fire effect in Sephiroth's hand is still red coloured, will release Flare, a red fireball which travels slowly through the air to about two-thirds the length of, having the highest range but the deals the least damage and knockback of each of the three charges. Its high base knockback but poor knockback growth makes KOing with this move only possible if the opponent is offstage. Outside of this, its sluggish frame data gives it very limited use in Sephiroth's neutral, only being effective if launched from a distance where Sephiroth can approach behind it, however its slow travel speed makes it very easy to avoid.

Holding the button for some time, or when the fire effect in Sephiroth's hand becomes blue coloured, will release Megaflare, a blue fireball which travels horizontally more quickly and has a much bigger explosion compared to Flare, but travels less distance before exploding automatically. This charge sees a great increase in damage and knockback when connecting with an opponent, being able to kill starting from 100% near the ledge. Notably the increase to its explosion size allows it to catch opponents recovering to ledge, aided by the explosion lingering for longer too. The time required to commit to this charge and release the projectile does put Sephiroth at risk of being punished however, unless used when the opponent is recovering offstage.

Charging the move all the way will unleash Gigaflare. At this stage Sephiroth becomes unable to cancel the charge with shield or jump, meaning he must commit to completing the move, which has its risks. Prior to releasing the move, the screen darkens dramatically and the volume of the music lowers for a brief time - Sephiroth then launches a small yellow fireball which travels the least distance of the three charges, but has the biggest explosion of the three. This explosion deals extreme damage and knockback to opponents, being able to KO as low as 20%, or even potentially 0% with Winged Form active. Sephiroth incurs only moderate end lag upon throwing the projectile out, allowing for potential follow-ups if the projectile is correctly spaced from the opponent, notably Forward Smash which can claim stocks at 0% assuming Sephiroth is able to get a shield break on his opponent. Additionally, the size of the explosion aids Sephiroth in ledge trap scenarios, being able to cover all options if correctly timed, and if the opponent possesses a reflector, Sephiroth can prematurely end the charge before reaching the charge required for Gigaflare and punish their reflect attempt.

It should be noted that all charges of Flare can be reflected and absorbed by opponents before they automatically explode, however doing this will not heal the opponent by a great amount due to each charges inital hits dealing low damage.

Flare

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Megaflare

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Gigaflare

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Flare
Data is from release. Bursts on frame 3 after contact.



Megaflare
Data is from release. Bursts on frame 10 after contact.



Gigaflare
Bursts on frame 7 after contact.