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 Move | Startup | On Shield | Sephiroth OOS Candidate Moves | Barely Missed Moves |
|---|---|---|---|---|
| Jab 1 | 3 | -13 |
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| Jab 2 | 2 | -16 |
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| Jab 3 | 4 | -21 |
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| Rapid Jab | 4/7/10… | ** | ||
| Rapid Jab Finisher | 6 | -38 |
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| Forward Tilt | 8 | -17 |
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| Up Tilt | 7 | -16 |
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| Down Tilt | 5/12 | -13 |
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| Dash Attack | 8 | -16 |
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| Forward Smash | 16 | -25/-24 |
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| Up Smash | 9/18 | -44/-29/-32 |
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| Down Smash | 11/20 | -29/-21 |
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| Neutral Air | 6 | -2 |
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| Forward Air | 10 | -8/-9 |
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| Back Air | 7 | -2/-3 |
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| Up Air | 12/17 | -3/-3 |
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| Down Air | 16 | -5/-6 |
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| Neutral B | 12/16/20/24 | -6 |
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| Side B | 16 | -15 to -12 |
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| Up B | 12 | **/-29/-30 |
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| Down B | 20—40 | ** | ||
| Grab | 8 | — | ||
| Dash Grab | 9 | — | ||
| Pivot Grab | 10 | — |
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.