Sephiroth vs Inkling

Inkling Matchup (Sephiroth)

Sephiroth vs Inkling

Sephiroth vs Inkling is most stable when Sephiroth refuses to challenge the low-profile dash head-on, forces timings with sword tip space, and cashes out on Roller and ledge landings.

This page is not in your favorites.

Matchup Summary (Win Condition and Game Plan)

Sephiroth wants to block Inkling’s Jab 1-3, Rapid Jab Finisher, tilts, Dash Attack, smash attacks, and Side B, then answer with Grab (10f), OOS Nair (12f), or OOS Fair (16f) so Inkling’s low-profile pressure never rolls straight into another scramble.
Inkling still has excellent movement, Nair, Bair, Roller, and low-profile dash timing, but the matchup shifts if Sephiroth keeps sword tip height and distance under control, because Inkling’s own range is short once the entry is denied.
The table shows real punish windows on Inkling’s jab string, tilts, Dash Attack, smash attacks, Roller, and the landing from Up B, so Sephiroth gets more from Shadow Flare, Flare, Dtilt, and aerial walls than from swinging directly into the dash line.
For kills, Sephiroth should not overfocus on a single Roller read and should instead spread Gigaflare, Shadow Flare attachment, and Bair pressure across the ledge so jump, roll, and Super Jump landing all stay covered.

Full Move Frame Quick Reference

Opponent MoveStartupOn ShieldSephiroth OOS Candidate MovesBarely Missed Moves
Jab 13-13
  • Grab (10f)
  • OOS Nair (12f)
  • OOS Fair (+3)
Jab 22-16
  • Grab (10f)
  • OOS Nair (12f)
  • OOS Fair (16f)
  • OOS Bair (+2)
  • OOS Uair (+3)
Jab 34-21
  • Grab (10f)
  • OOS Nair (12f)
  • OOS Fair (16f)
  • OOS Bair (18f)
  • OOS Uair (19f)
  • OOS Dair (+1)
  • Up Smash (+2)
Rapid Jab4/7/10…**
Rapid Jab Finisher6-38
  • Grab (10f)
  • OOS Nair (12f)
  • OOS Fair (16f)
  • OOS Bair (18f)
  • OOS Uair (19f)
  • OOS Dair (22f)
  • Up Smash (23f)
  • Up B (25f)
Forward Tilt8-17
  • Grab (10f)
  • OOS Nair (12f)
  • OOS Fair (16f)
  • OOS Bair (+1)
  • OOS Uair (+2)
Up Tilt7-16
  • Grab (10f)
  • OOS Nair (12f)
  • OOS Fair (16f)
  • OOS Bair (+2)
  • OOS Uair (+3)
Down Tilt5/12-13
  • Grab (10f)
  • OOS Nair (12f)
  • OOS Fair (+3)
Dash Attack8-16
  • Grab (10f)
  • OOS Nair (12f)
  • OOS Fair (16f)
  • OOS Bair (+2)
  • OOS Uair (+3)
Forward Smash16-25/-24
  • Grab (10f)
  • OOS Nair (12f)
  • OOS Fair (16f)
  • OOS Bair (18f)
  • OOS Uair (19f)
  • OOS Dair (22f)
  • Up Smash (23f)
  • Up B (+1)
Up Smash9/18-44/-29/-32
  • Grab (10f)
  • OOS Nair (12f)
  • OOS Fair (16f)
  • OOS Bair (18f)
  • OOS Uair (19f)
  • OOS Dair (22f)
  • Up Smash (23f)
  • Up B (25f)
Down Smash11/20-29/-21
  • Grab (10f)
  • OOS Nair (12f)
  • OOS Fair (16f)
  • OOS Bair (18f)
  • OOS Uair (19f)
  • OOS Dair (+1)
  • Up Smash (+2)
Neutral Air6-2
  • None
Forward Air10-8/-9
  • None
  • Grab (+2)
Back Air7-2/-3
  • None
Up Air12/17-3/-3
  • None
Down Air16-5/-6
  • None
Neutral B12/16/20/24-6
  • None
Side B16-15 to -12
  • Grab (10f)
  • OOS Nair (12f)
Up B12**/-29/-30
  • Grab (10f)
  • OOS Nair (12f)
  • OOS Fair (16f)
  • OOS Bair (18f)
  • OOS Uair (19f)
  • OOS Dair (22f)
  • Up Smash (23f)
  • Up B (25f)
Down B20—40**
Grab8
Dash Grab9
Pivot Grab10

Win Condition Checklist

  • After Sephiroth blocks Inkling’s Jab 1-3, Rapid Jab Finisher, tilts, Dash Attack, smash attacks, or Side B, punish first with Grab (10f), OOS Nair (12f), or OOS Fair (16f).
  • Do not challenge Inkling’s low-profile dash head-on every time; close the path first with Shadow Flare, Flare, Dtilt, and Fair.
  • Keep forcing Inkling to act before they can comfortably move, refill, or reset spacing, especially before Wing turns the pace further in Sephiroth’s favor.
  • At the ledge, show Gigaflare and Bair together so Roller getup, jump, and Super Jump landing all still have to pass through live coverage.

Actions to Avoid

  • Placing sword swings directly into Inkling’s low-profile dash route and letting them slip underneath into close range.
  • Freezing in shield only because of Roller and giving Inkling free access to grab and Nair pressure on top of that threat.
  • Chasing too greedily offstage and getting clipped by Super Jump landing hitboxes or a late Bair reversal.
  • Leaning too hard on slow Winged kill swings and giving Inkling time to outmaneuver the pace and restore control.

Reference Links

Related Pages