SSBU Icon.png

Sephiroth (SSBU)/Down aerial

Hitbox visualization showing Sephiroth's down aerial.
Hitbox visualization showing Sephiroth's down aerial, when landing.
Competitive.png This article or section may require competitive expertise.
You can discuss this issue on the talk page or edit this page to improve it.

OverviewEdit

Sephiroth performs his iconic Hell's Gate move, being a stall-then-fall down aerial where he uses both hands to thrust Masamune downwards while falling at a high speed. Being a stabbing move, the sweet spot is situated around the tip of the blade but is only active during its initial frames, transitioning to dealing consistent damage across the entire blade after its spiking hitbox deactivates. Boasts impressive vertical range, being able to hit opponents who are below the ledge, or even below platforms on certain stages. This allows it to be used as a very consistent 2-frame punish move that can be safely performed on stage, made even more dangerous by the powerful meteor smash effect on the move's sweet spot. Additionally, Hell's Gate has a landing hitbox, visually indicated by small fissures forming beneath him. Masamune also briefly gets a hitbox upon landing, which can hit opponents beneath Sephiroth, however this hitbox lacks a meteor effect and is fairly weak knockback wise.

Due to the placement of its hitboxes, it is easier to land if Sephiroth has his back to the opponent. As such, a common set up for 2-framing recoveries is to roll to turn your back to ledge, and then perform Hell's Gate out of a short hop to allow time for the sweetspot to be active.

HitboxesEdit

Down aerialEdit

ID Part Rehit rate Damage SD Angle Angle type BK KS FKV Set weight Radius Bone Offset SDI× T% Clang Rebound Effect Type G A Sound Direct Hit bits Hit part Blockable Reflectable Absorbable Flinchless No GFX Heedless
Clean hit
0 0 0 15.0% 0   Standard 75 65 0   5.5 swordl1 20.0 0.0 2.8 1.3× 1.0× 0%               Slash   All All            
1 0 0 15.0% 0   Standard 20 90 0   5.5 swordl1 20.0 0.0 2.8 1.3× 1.0× 0%               Slash   All All            
2 0 0 10.0% 0   Standard 58 73 0   6.0 swordl1 11.0 to 19.5 0.0 1.5 to 2.8 0.8× 1.0× 0%               Slash   All All            
Late hit
0 0 0 10.0% 0   Standard 58 73 0   4.0 swordl1 9.5 to 21.0 0.0 1.5 to 2.8 0.8× 1.0× 0%               Slash   All All            
1 0 0 10.0% 0   Standard 58 73 0   4.0 swordl1 9.5 to 21.0 0.0 1.5 to 2.8 0.8× 1.0× 0%               Slash   All All            
2 0 0 10.0% 0   Standard 58 73 0   4.0 swordl1 9.5 to 21.0 0.0 1.5 to 2.8 0.8× 1.0× 0%               Slash   All All            

LandingEdit

ID Part Rehit rate Damage SD Angle Angle type BK KS FKV Set weight Radius Bone Offset SDI× T% Clang Rebound Effect Type G A Sound Direct Hit bits Hit part Blockable Reflectable Absorbable Flinchless No GFX Heedless
Clean hit
0 0 0 5.0% 0   Standard 70 70 0   2.5 top 0.0 2.7 6.5 to -6.5 1.0× 1.0× 0%               Kick   All All            
1 0 0 7.0% 0   Standard 58 73 0   2.0 swordl1 3.0 to 24.0 -2.0 0.0 to 1.5 1.0× 1.0× 0%               Slash   All All            
2 0 0 7.0% 0   Standard 58 73 0   2.0 swordl1 3.0 to 24.0 -2.0 0.0 to 1.5 1.0× 1.0× 0%               Slash   All All            
Late hit
0 0 0 5.0% 0   Standard 70 70 0   2.5 top 0.0 2.7 6.5 to -6.5 1.0× 1.0× 0%               Kick   All All            

TimingEdit

AttackEdit

The move resets Sephiroth's horizontal momentum and first sets his vertical speed to 1 on frames 1-18, then sets it to -4.2 from frame 19 onward. Manual horizontal movement is also disabled during frames 1-46.

Initial autocancel 1-4
Clean hit 19-23
Late hit 24-39
Ending autocancel 55-
Interruptible 61
Animation length 73
                                                                                                                                                 
                                                                                                                                                 

Landing lagEdit

Clean hit 1
Late hit 2
Interruptible 27
Animation length 68
                                                                                                                                       
Legend (1 square = 1 frame)
 
Lag time
 
Hitbox
  
Hitbox change
 
Autocancel
 
Interruptible


TriviaEdit

  • The ID 0 and 1 hitboxes for the down aerial's clean hit are coded as extended hitboxes despite not actually extending, which prevents them from interpolating.
  • Despite the down aerial's late hit possessing three hitboxes, all of them cover the exact same space and hit the same targets, making the distinction between them pointless. This is also the case with the clean landing hit's ID 1 and 2 hitboxes.