Matchup Summary (Win Condition and Game Plan)
Sephiroth wants to block Young Link’s Jab 3, Rapid Jab Finisher, Dash Attack, smash attacks, and Up B (1), then answer with Grab (10f) or OOS Nair (12f) so the projectile starter does not get to flow straight into another close-range turn.
Young Link still controls pace well with arrows, boomerang, bombs, and fast aerials, but Sephiroth owns the range battle once Masamune is already placed and Young Link is forced to land or recover through that space.
The table shows punish windows on Young Link’s jab endings, Dash Attack, every smash attack, and grounded Spin Attack, so Sephiroth should use Shadow Flare and Flare charge to rush Young Link’s decisions, then catch the body with Fair, Bair, and Down Tilt.
For kills, Sephiroth should not rely only on a Winged hard read and should instead scatter ledge options with Shadow Flare and Gigaflare, then keep pressuring the slim recovery path with Fair, Bair, and Dair.
Full Move Frame Quick Reference
| Opponent Move | Startup | On Shield | Sephiroth OOS Candidate Moves | Barely Missed Moves |
|---|---|---|---|---|
| Jab 1 | 4 | -10 |
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| Jab 2 | 6 | -7 |
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| Jab 3 | 6 | -25 |
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| Rapid Jab | 3/5/7 | — | ||
| Rapid Jab Finisher | 4 | -37 |
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| Forward Tilt | 10 | -12/-13 |
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| Up Tilt | 9 | -14 |
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| Down Tilt | 8 | -7/-8/-10 |
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| Dash Attack | 8 | -16 |
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| Forward Smash (1) | 15 | -27 |
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| Forward Smash (2) | 11 | -30 |
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| Up Smash | 10/25/41 | -22 |
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| Down Smash | 9/21 | -31/-33/-20/-21 |
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| Neutral Air | 4 | -2/-3 |
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| Forward Air | 14/24 | -3/-2 |
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| Back Air | 6/18 | -3/-3 |
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| Up Air | 5 | -9 |
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| Down Air | 13 | Bounce: ** | Fast Fall: -11/-12 |
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| Z Air | 9 | -3 |
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| Neutral B | 14—47 | -16 to -10 |
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| Side B | 27 | -8 to -4 |
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| Up B (1) | 9… | -17 |
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| Up B (2) | 8/12/16/19/22/26/31/39/47 | — | ||
| Down B | 17 | — | ||
| Grab | 12 | — | ||
| Dash Grab | 14 | — | ||
| Pivot Grab | 15 | — |
Win Condition Checklist
- After Sephiroth blocks Young Link’s Jab 3, Rapid Jab Finisher, Dash Attack, smash attacks, or Up B (1), punish immediately with Grab (10f) or OOS Nair (12f) first.
- Do not keep taking arrows, boomerang, and bombs in a straight line; use Shadow Flare or Flare to force Young Link to act, then catch the landing route with Fair, Bair, and Down Tilt.
- Respect Young Link’s Spin Attack out of shield and fast Nair scrambles, and keep spacing where the sword tip can hit without giving up the escape route.
- At the ledge, show Gigaflare, Shadow Flare attachment, and Bair together so bomb recovery and tether recovery both have to pass through active coverage.
Actions to Avoid
- Retreating too much because of Young Link’s projectile cycle and letting him repeat arrows, boomerang, and bombs without ever being rushed into a bad decision.
- Swinging slow moves at point-blank range and feeding Young Link a free Spin Attack out of shield or Nair scramble.
- Guarding only the ledge top and giving Young Link enough time to come back through bomb recovery or tether recovery.
- Leaning on Scintilla too often in obvious spots and getting baited by projectile feints into grab or movement checks.