SSBU Icon.png

Sephiroth (SSBU)/Down special

This article is about the hitbox analysis of Sephiroth’s down special in Super Smash Bros. Ultimate. For the move itself, see Scintilla.

Hitbox visualization showing Sephiroth's down special, Scintilla.
Hitbox visualization showing Sephiroth's down special, Scintilla, when countering at minimum power.
Hitbox visualization showing Sephiroth's down special, Scintilla, when countering at maximum power.
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.

Overview

Update History

  11.0.0

  •   Scintilla's last hit has a larger hitbox (9u → 11u (not activated), 16-22u → 18-24u (activated)), allowing it to connect more reliably from the multi-hits.

Hitboxes

Miss

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 Rehit rate
Multihits
0 0 0 1.0% 0   Standard 40 65 60   9.5 top 0.0 0.0 0.0 0.8× 0.0× -100%               Slash   All All             5
Final hit
0 0 0 5.0% -2.0   Standard 66 75 0   11.0 top 0.0 0.0 0.0 0.7× 1.0× -100%               Slash   All All             0
The multihits use weight-independent knockback.

Hit

ID 0 is used for minimum and ID 1 is used for maximum, never at once.

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 Rehit rate
Multihits
0 0 0 2.0% -1.0   Standard 40 65 60   16.5 top 0.0 0.0 0.0 0.8× 0.0× -100%               Slash   All All             5
1 0 0 4.0% -2.0   Standard 40 65 60   22.5 top 0.0 0.0 0.0 0.8× 0.0× -100%               Slash   All All             5
Final hit
0 0 0 6.5% -3.0   Standard 80 70 0   18.0 top 0.0 0.0 0.0 0.7× 1.0× -100%               Slash   All All             0
1 0 0 18.0% -9.0   Standard 83 83 0   24.0 top 0.0 0.0 0.0 0.4× 1.0× -100%               Slash   All All             0
The multihits use weight-independent knockback.

Timing

Miss

Counter 7-27
Multihits 38-52
Final hit 53
Interruptible 87
Animation length 109
                                                                                                                                                                                                                         
                                                                                                                                                                                                                         

Hit

Intangibility 1-11
Multihits 7-21
Final hit 22
Interruptible 52
Animation length 78
                                                                                                                                                           
                                                                                                                                                           
                                                                                                                                                           
Legend (1 square = 1 frame)
 
Lag time
 
Hitbox
  
Hitbox change
 
Vulnerable
 
Counter
 
Intangible
  
Prop event
 
Interruptible