Sephiroth vs Hero

Hero Matchup (Sephiroth)

Sephiroth vs Hero

Sephiroth vs Hero is most stable when you stop playing directly into Hero's Neutral Air and Forward Air, punish Jab 1 and Jab 2, and take the landing or ledge route first.

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Matchup Summary (Win Condition and Game Plan)

Sephiroth wants to stop Hero’s Jab 1, Jab 2, and Jab 3 with Grab (10f), OOS Nair (12f), OOS Fair (16f), and OOS Bair (18f), then force Hero back outside Neutral Air and Forward Air to keep stage control.
In Sephiroth vs Hero, the stable plan is to avoid playing directly into Hero’s Neutral Air and Forward Air and take the landing or ledge route before Hero can reset.
The table shows that Hero’s Jab 1, Jab 2, and Jab 3 can be answered by Sephiroth’s Grab (10f), OOS Nair (12f), OOS Fair (16f), and OOS Bair (18f), so those overcommitments should be cashed out immediately.
For Sephiroth, Hero’s Neutral Air and Forward Air are still hard to hit immediately out of shield, so reading the landing spot or ledge route matters more than forcing an early swing.

Full Move Frame Quick Reference

Opponent MoveStartupOn ShieldSephiroth OOS Candidate MovesBarely Missed Moves
Jab 16-15
  • Grab (10f)
  • OOS Nair (12f)
  • OOS Fair (+1)
  • OOS Bair (+3)
Jab 26-15
  • Grab (10f)
  • OOS Nair (12f)
  • OOS Fair (+1)
  • OOS Bair (+3)
Jab 37-25
  • Grab (10f)
  • OOS Nair (12f)
  • OOS Fair (16f)
  • OOS Bair (18f)
  • OOS Uair (19f)
  • OOS Dair (22f)
  • Up Smash (23f)
  • Up B (25f)
Forward Tilt (1)9-21
  • Grab (10f)
  • OOS Nair (12f)
  • OOS Fair (16f)
  • OOS Bair (18f)
  • OOS Uair (19f)
  • OOS Dair (+1)
  • Up Smash (+2)
Forward Tilt (2)8-31
  • Grab (10f)
  • OOS Nair (12f)
  • OOS Fair (16f)
  • OOS Bair (18f)
  • OOS Uair (19f)
  • OOS Dair (22f)
  • Up Smash (23f)
  • Up B (25f)
Up Tilt8-23
  • Grab (10f)
  • OOS Nair (12f)
  • OOS Fair (16f)
  • OOS Bair (18f)
  • OOS Uair (19f)
  • OOS Dair (22f)
  • Up Smash (23f)
  • Up B (+2)
Down Tilt6-19
  • Grab (10f)
  • OOS Nair (12f)
  • OOS Fair (16f)
  • OOS Bair (18f)
  • OOS Uair (19f)
  • OOS Dair (+3)
Dash Attack21-16
  • Grab (10f)
  • OOS Nair (12f)
  • OOS Fair (16f)
  • OOS Bair (+2)
  • OOS Uair (+3)
Forward Smash17-36 (-26)
  • Grab (10f)
  • OOS Nair (12f)
  • OOS Fair (16f)
  • OOS Bair (18f)
  • OOS Uair (19f)
  • OOS Dair (22f)
  • Up Smash (23f)
  • Up B (25f)
Up Smash13-29 (-19)
  • Grab (10f)
  • OOS Nair (12f)
  • OOS Fair (16f)
  • OOS Bair (18f)
  • OOS Uair (19f)
  • OOS Dair (+3)
Down Smash9/20-37/-26 (-29/-18)
  • Grab (10f)
  • OOS Nair (12f)
  • OOS Fair (16f)
  • OOS Bair (18f)
  • OOS Uair (+1)
Neutral Air8-6
  • None
Forward Air14-7
  • None
  • Grab (+3)
Back Air18-9
  • None
  • Grab (+1)
  • OOS Nair (+3)
Up Air6-5
  • None
Down Air16-12
  • Grab (10f)
  • OOS Nair (12f)
Neutral B[10(+7)] [11(+25)] [16(2/8/14/20)]-22/-28/-24
  • Grab (10f)
  • OOS Nair (12f)
  • OOS Fair (16f)
  • OOS Bair (18f)
  • OOS Uair (19f)
  • OOS Dair (22f)
  • Up Smash (+1)
  • Up B (+3)
Side B[9/13(+7)] [10/15(+16)] [43/50/72/75/81]-12/-25/-29
  • Grab (10f)
  • OOS Nair (12f)
Up B[4(+3)] [6/13/20/27(+13)] [39/49/59/69/79/89]**
Down B
Grab6
Dash Grab9
Pivot Grab10

Win Condition Checklist

  • Sephiroth should not play directly into Hero’s Neutral Air and Forward Air; wait for Hero’s Jab 1, Jab 2, and Jab 3 and answer with Grab (10f), OOS Nair (12f), OOS Fair (16f), and OOS Bair (18f).
  • After Sephiroth blocks Hero’s Jab 1, Jab 2, and Jab 3, pick the reachable option from Grab (10f), OOS Nair (12f), OOS Fair (16f), and OOS Bair (18f) immediately.
  • Sephiroth should not mash after Hero’s Neutral Air and Forward Air; take the landing route, escape route, or ledge route first.
  • Sephiroth should finish stocks by breaking Hero’s landing and recovery routes so Neutral Air and Forward Air does not get more neutral reps.

Actions to Avoid

  • Letting Hero start the exchange on Neutral Air and Forward Air terms and giving Sephiroth’s stage control away for free.
  • Having Sephiroth block Hero’s Jab 1, Jab 2, and Jab 3 but never answer with Grab (10f), OOS Nair (12f), OOS Fair (16f), and OOS Bair (18f).
  • Sending Sephiroth too deep after Hero’s Neutral Air and Forward Air and letting the reset punish the chase back.
  • Panicking at the ledge as Sephiroth and simplifying Hero’s Neutral Air and Forward Air-driven advantage sequence.

Reference Links

Related Pages