SSBU Icon.png

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.


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.
Hitbox visualization showing Sephiroth's neutral special, Flare.
Hitbox visualization showing Sephiroth's neutral special, Megaflare.
Hitbox visualization showing Sephiroth's neutral special, Gigaflare.

OverviewEdit

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 Final Destination, 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.

HitboxesEdit

FlareEdit

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
Early fireball
0 0 0 3.0% -2.0   Forward 55 15 0   3.0 top 0.0 0.0 0.0 0.5× 0.0× 0%               Burn   All All            
Mid fireball
0 0 0 3.0% -2.0   Forward 55 15 0   3.5 top 0.0 0.0 0.0 0.5× 0.0× 0%               Burn   All All            
Late fireball
0 0 0 3.0% -2.0   Forward 55 15 0   4.0 top 0.0 0.0 0.0 0.5× 0.0× 0%               Burn   All All            
Latest fireball
0 0 0 3.0% -2.0   Forward 55 15 0   4.5 top 0.0 0.0 0.0 0.5× 0.0× 0%               Burn   All All            
Burst
0 0 0 10.5% -5.0   Forward 77 64 0   12.5 top 0.0 0.0 0.0 1.0× 1.0× 0%               Burn   All All            

MegaflareEdit

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
Fireball
0 0 0 3.5% -2.0   Forward 55 15 0   4.0 top 0.0 0.0 0.0 0.5× 0.0× 0%               Burn   All All            
Early multihits
0 0 3 3.7% -1.0   Standard 0 100 50   19.3 top 0.0 0.0 0.0 0.0× 0.0× -100%               Burn   All All            
Late multihits
0 0 3 3.7% -1.0   Standard 0 100 60   19.3 top 0.0 0.0 0.0 1.5× 0.0× -100%               Burn   All All            
Final hit
0 1 0 9.0% -5.0   Forward 84 96 0   19.8 top 0.0 0.0 0.0 1.0× 1.0× -100%               Burn   All All            

GigaflareEdit

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
Fireball
0 0 0 6.0% -3.0   Forward 55 15 0   2.5 top 0.0 0.0 0.0 0.7× 0.0× 0%               Burn   All All            
Early multihits
0 0 3 3.7% 0   Standard 0 100 50   12.5 top 0.0 0.0 0.0 0.5× 0.0× -100%               Burn   All All            
1 0 3 2.7% 0   Standard 0 100 35   22.5 top 0.0 0.0 0.0 0.7× 0.0× -100%               Burn   All All            
2 0 3 2.0% 0   Standard 0 100 35   30.0 top 0.0 0.0 0.0 0.7× 0.0× -100%               Burn   All All            
Late multihits
0 0 3 3.7% 0   Standard 0 100 75   12.5 top 0.0 0.0 0.0 0.5× 0.0× -100%               Burn   All All            
1 0 3 2.7% 0   Standard 0 100 65   22.5 top 0.0 0.0 0.0 0.7× 0.0× -100%               Burn   All All            
2 0 3 2.0% 0   Standard 0 100 65   30.0 top 0.0 0.0 0.0 0.7× 0.0× -100%               Burn   All All            
Final hit
0 1 0 11.0% 0   Forward 105 115 0   13.0 top 0.0 0.0 0.0 1.2× 1.0× -100%               Burn   All All            
1 1 0 8.0% 0   Forward 95 115 0   22.5 top 0.0 0.0 0.0 1.0× 1.0× -100%               Burn   All All            
2 1 0 4.0% 0   Forward 95 95 0   30.5 top 0.0 0.0 0.0 1.0× 1.0× -100%               Burn   All All            

TimingEdit

FlareEdit

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

Fireball (early, mid, late, latest) 22-27, 28-34, 35-39, 40-95
Burst 98-101
Interruptible 65
Animation length 102
                                                                                                                                                                                                           
                                                                                                                                                                                                           

MegaflareEdit

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

Fireball 21-48
Burst (early multi, late multi, final) 58-59, 60-66, 67-68
Interruptible 73
Animation length 97
                                                                                                                                                                                                 
                                                                                                                                                                                                 

GigaflareEdit

Bursts on frame 7 after contact.

Fireball 130-176
Burst (early multi, late multi, final) 183-184, 185-200, 201-202
Interruptible 182
Animation length 232
                                                                                                                                                                                                                                                                                                                                                                                                                                                                               
                                                                                                                                                                                                                                                                                                                                                                                                                                                                               
Legend (1 square = 1 frame)
 
Lag time
 
Hitbox
  
Hitbox change
  
Prop event
 
Interruptible