Sephiroth (SSBU)/Forward aerial
Overview
Hitboxes
Uniquely to this move, hitting a wall allows Sephiroth to stick to it. This can be done up to three times before needing to land.
Timing
Attack
The move enables ledge grabs from both sides starting on frame 66.
Initial autocancel | 1-2 |
---|---|
Clean hit | 13-14 |
Late hit | 15-18 |
Ending autocancel | 39- |
Interruptible | 42 |
Animation length | 70 |
Wall stick
Upon sticking to a wall, Sephiroth can either jump or let go of it. The latter automatically happens if the wall stick's animation fully plays out.
Interruptible | 18 |
---|---|
Animation length | 120 |
Wall stick jump
Ledge grabs are enabled from the front starting on frame 27.
Jump start | 12 |
---|---|
Interruptible | 23 |
Animation length | 56 |
Wall stick cancel
Interruptible | 20 |
---|---|
Animation length | 45 |
Landing lag
Interruptible | 15 |
---|---|
Animation length | 44 |
Lag time |
Hitbox |
Hitbox change |
Autocancel |
Interruptible |
Wall stick parameters
Maximum wall sticks before landing | 3 |
---|---|
Jostle distance | 7u |
Jostle bone | swordl2 |
Initial vertical speed from jump | 6.9 |
Gravity during jump start | 1.05 |
Collision detection
When sticking to a wall, collisions are checked at specific distances in various angles relative to Sephiroth's position, determining the minimum distance at which he needs to be from nearby solid surfaces in order to stick to it. For example, one of the collision checks uses a 270° angle with 14 units, preventing Sephiroth from sticking to a wall if he is less than 14 units apart from the ground.
Collision length | Angle |
---|---|
14u | 270° |
14.5u | -75° |
16u | -60° |
14.5u | 255° |
16u | 240° |
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