Sephiroth

107 moves42 changed by HDR65 vanillainternal edge
Notes ↓

Jabs

1 move
MoveActiveDamageAngleBKB / KBGOn shieldStartupFAFLand lagIDHitbox
hdr‡
Jab
6-97Sakurai45 / 80-15627–0, 1, 4swordl1
6-99Sakurai45 / 80-142swordl1
6-97Sakurai20 / 10-153top

✕Jab 2 — removed in HDR. The combo ends after 1 hit.

✕Jab 3 — removed in HDR. The combo ends after 1 hit.

Dash Attack

1 move
MoveActiveDamageAngleBKB / KBGOn shieldStartupFAFLand lagIDHitbox
hdr‡
Dash Attack
11-1213Sakurai50 / 85-221143–0, 1, 2shoulderr, armr
13-207Sakurai38 / 116-240, 1, 2shoulderr, armr

Tilt Attacks

5 moves
MoveActiveDamageAngleBKB / KBGOn shieldStartupFAFLand lagIDHitbox
hdr‡
Forward Tilt
12-156Sakurai40 / 100-231241–0, 1, 2arml, swordl1
12-1512Sakurai41 / 100-203, 4swordl1
12-159Sakurai41 / 102-225swordl1
hdr‡
Forward Tilt
12-156Sakurai40 / 100-231241–0, 1, 2arml, swordl1
12-1512Sakurai41 / 100-203, 4swordl1
12-159Sakurai41 / 102-225swordl1
hdr‡
Forward Tilt
12-156Sakurai40 / 100-231241–0, 1, 2arml, swordl1
12-1512Sakurai41 / 100-203, 4swordl1
12-159Sakurai41 / 102-225swordl1
hdr◆‡
Up Tilt
11-12988°69 / 75-241142–0, 1, 2, 3, 4, 5top, swordl1
13988°69 / 75-220, 1, 2shoulderl, swordl1
131288°69 / 75-203, 4swordl1
1310.588°69 / 75-215swordl1
14-16988°69 / 75-210, 1, 2shoulderl, swordl1
14-161288°69 / 75-193, 4swordl1
14-1610.588°69 / 75-205swordl1
hdr
Down Tilt
9-14780°81 / 75-27942–0, 1, 2legl, kneel
15-23670°81 / 75-210, 1, 2legl, kneel

Smash Attacks

6 moves
MoveActiveDamageAngleBKB / KBGOn shieldStartupFAFLand lagIDHitbox
AttackS4Charge vanilla•
Forward Smash
no hitboxes–60––
hdr‡
Forward Smash
24-2712Sakurai57 / 78-362469–0, 1, 2arml, swordl1
24-2720Sakurai57 / 78-313, 4swordl1
24-2716Sakurai57 / 78-345swordl1
AttackHi4Charge vanilla•
Up Smash
no hitboxes–60––
hdr‡
Up Smash
18-271292°67 / 79-351862–0, 1, 2arml, swordl1
18-271792°67 / 79-323, 4swordl1
18-271392°67 / 79-345swordl1
AttackLw4Charge vanilla•
Down Smash
no hitboxes–60––
hdr
Down Smash
21-2216.563°85 / 68-252158–0top
21-2210.548°75 / 63-290swordl1
21-221363°85 / 68-271top
21-2211.548°75 / 63-281swordl1
21-221048°80 / 68-292, 3swordl1
21-2213315°75 / 63-272swordl1
21-221348°75 / 63-273swordl1
21-221348°80 / 68-274swordl1

Aerial Attacks

10 moves
MoveActiveDamageAngleBKB / KBGOn shieldStartupFAFLand lagAuto cancelIDHitbox
hdr‡
Neutral Air
9-118.560°64 / 77-393691, 32–0, 1, 2, 3top
12-206.550°65 / 70-40, 1, 2, 3armr, legl, kneel, kneer
hdr‡
Forward Air
12-147.5Sakurai34 / 86-61242121-2, 37–0, 1arml, swordl1
12-1410Sakurai39 / 86-52swordl1
12-1412Sakurai39 / 86-43swordl1
15-205Sakurai39 / 81-80, 1arml, swordl1
15-207Sakurai39 / 81-72swordl1
15-208Sakurai39 / 81-63swordl1
vanilla
Forward Air
18.5Sakurai39 / 86-1121120––0top
110Sakurai39 / 86-1111, 3swordl1
111Sakurai39 / 86-1102swordl1
AttackAirFWallEnd vanilla
Forward Air
no hitboxes–20–––
vanilla
Forward Air
no hitboxes–23–––
vanilla
Forward Air
18.5Sakurai39 / 86-15123––0top
110Sakurai39 / 86-141, 3swordl1
111Sakurai39 / 86-132swordl1
hdr‡
Back Air
12-15845°39 / 104-91242151-3, 35–0, 1, 2arml, swordl1
12-1514.542°45 / 87-63, 4swordl1
12-1511.542°39 / 104-75swordl1
hdr‡
Up Air
16-21664°55 / 96-91649141-3, 50–0, 1, 2arml, swordl1
16-1811106°55 / 96-63, 4swordl1
16-188.5106°55 / 96-85swordl1
19-211174°55 / 96-63, 4swordl1
19-218.574°55 / 96-85swordl1
hdr‡
Down Air
19-231252°58 / 76-221961301-4, 55–0, 1, 2swordl1
19-2315270°58 / 56-203swordl1
19-2315270°15 / 56-204swordl1
24-391048°58 / 76-230, 1, 2, 3swordl1
vanilla
Down Air
15Sakurai70 / 70-14120––0top
1753°58 / 73-131, 2swordl1

Special Attacks

29 moves
MoveActiveDamageAngleBKB / KBGOn shieldStartupFAFLand lagIDHitbox
hdr➔‡
Neutral Special
spawns fire130182––
hdr➔‡
Neutral Special
spawns fire1632––
hdr➔‡
Neutral Special
spawns fire1648––
SpecialNCancel vanilla
Neutral Special
no hitboxes–8––
hdr➔‡
Neutral Special
spawns fire130182––
hdr➔‡
Neutral Special
spawns fire1632––
hdr➔‡
Neutral Special
spawns fire1648––
SpecialAirNCancel vanilla
Neutral Special
no hitboxes–8––
SpecialSStart vanilla•
Side Special
no hitboxes–8––
SpecialSHold vanilla•
Side Special
no hitboxes––––
hdr➔
Side Special
spawns flare1831––
SpecialAirSStart vanilla•
Side Special
no hitboxes–8––
SpecialAirSHold vanilla•
Side Special
no hitboxes––––
hdr➔
Side Special
spawns flare1831––
vanilla•
Up Special
no hitboxes–35––
hdr
Up Special
2-57107°70 / 60-4210–0rot
hdr‡
Up Special
no hitboxes–26––
hdr
Up Special
22.3368°0 / 100-9215–0, 2rot
2-14 (every 2)2.3367°0 / 100-91, 3rot
4-14 (every 2)2.3368°0 / 100-70, 2rot
hdr‡
Up Special
17Sakurai68 / 104-38145–0, 1rot
vanilla
Up Special
12.360°90 / 60-40145–0top
vanilla•
Up Special
no hitboxes–35––
hdr•
Up Special
no hitboxes–49––
hdr※•
Up Special
17varies68 / 104-51158440, 1rot
hdr•‡
Down Special
no hitboxes–15––
hdr➔‡
Down Special
7-11430°75 / 20-19731–0, 1armr
vanilla
Down Special
no hitboxes–42––
hdr•‡
Down Special
no hitboxes–15––
hdr➔‡
Down Special
7-11430°75 / 20-19731–0, 1armr
vanilla
Down Special
no hitboxes–42––

Grabs

7 moves
MoveActiveDamageAngleBKB / KBGOn shieldStartupFAFLand lagIDHitbox
hdr‡
Grab
8-9––– / –––38–0grab
CatchPull vanilla
Grab
no hitboxes–2––
CatchWait vanilla•
Grab
no hitboxes––––
vanilla
Pummel
11.3Sakurai30 fixed–18–0top
CatchCut vanilla
Grab
no hitboxes–30––
hdr
Dash Grab
10-11––– / –––45–0grab
hdr
Pivot Grab
11-12––– / –––40–0grab

Throws

4 moves
MoveActiveDamageAngleBKB / KBGOn shieldReleaseFAFEndlagIDHitbox
vanilla
Forward Throw
1328°70 / 68–1535200–
1-133Sakurai60 / 100–0–
143Sakurai60 / 80–0top
hdr
Back Throw
13.558°60 / 105–1933140–
1-173Sakurai40 / 100–0–
18-293Sakurai60 / 80–0top
hdr◆‡
Up Throw
1398°50 / 138–1435210–
1-123Sakurai40 / 100–0–
13-14475°60 / 90–0top
hdr‡
Down Throw
1967°77 / 60–3040100–
1-393Sakurai40 / 100–0–

Defensive

39 moves
MoveActiveDamageAngleBKB / KBGOn shieldStartupFAFLand lagIDHitbox
EscapeN vanilla•
Spot Dodge
intangible 3–15–27––
vanilla•
Forward Roll
intangible 4–13–34––
EscapeB vanilla•
Back Roll
intangible 4–13–34––
hdr•
Air Dodge
intangible 4–26–5510–
hdr•
Air Dodge
intangible 4–26–5510–
vanilla
Ledge Attack
24-26945°90 / 20-272458–0top
vanilla
Get-Up Attack
19-20748°80 / 48-271952–0top
24-25748°80 / 48-220top
vanilla
Get-Up Attack
19-20748°80 / 48-271952–0top
24-25748°80 / 48-220top
DamageFall vanilla•
DamageFall
no hitboxes––––
vanilla
DownBoundU
no hitboxes–26––
DownWaitU vanilla•
DownWaitU
no hitboxes––––
DownDamageU vanilla•
DownDamageU
no hitboxes–14––
DownDamageU3 vanilla•
DownDamageU3
no hitboxes–40––
vanilla
DownEatU
no hitboxes–30––
DownStandU vanilla
Get-Up
no hitboxes–33––
DownForwardU vanilla
Get-Up Roll
no hitboxes–38––
DownBackU vanilla
Get-Up Roll
no hitboxes–38––
vanilla
DownBoundD
no hitboxes–26––
DownWaitD vanilla•
DownWaitD
no hitboxes––––
DownDamageD vanilla•
DownDamageD
no hitboxes–14––
DownDamageD3 vanilla•
DownDamageD3
no hitboxes–40––
vanilla
DownEatD
no hitboxes–30––
DownStandD vanilla
Get-Up
no hitboxes–33––
DownForwardD vanilla
Get-Up Roll
no hitboxes–38––
DownBackD vanilla
Get-Up Roll
no hitboxes–38––
DownSpot vanilla
DownSpot
no hitboxes–30––
Passive vanilla
Tech
no hitboxes–29––
PassiveStandF vanilla
Tech
no hitboxes–43––
PassiveStandB vanilla
Tech
no hitboxes–43––
PassiveWall vanilla•
Tech
no hitboxes–27––
PassiveWallJump vanilla•
Tech
no hitboxes–49––
vanilla
Tech
no hitboxes–27––
Pass vanilla•
Pass
no hitboxes–30––
vanilla
Ledge Grab
intangible 1–29–21––
CliffWait vanilla•
Ledge Hang
no hitboxes––––
CliffClimb vanilla
Ledge Climb
no hitboxes–37––
CliffEscape hdr✕
Ledge Roll
no hitboxes–52––
CliffJump1 vanilla•
Ledge Jump
no hitboxes–13––
CliffJump2 vanilla•
Ledge Jump
no hitboxes–58––

Other

5 moves
MoveActiveDamageAngleBKB / KBGOn shieldStartupFAFLand lagIDHitbox
LandingLight vanilla
Landing
no hitboxes–2––
LandingHeavy vanilla
Landing
no hitboxes–6––
GuardOn vanilla
Shield
no hitboxes–8––
Guard vanilla•
Shield
no hitboxes––––
GuardOff vanilla
Shield
no hitboxes–12––

Projectiles & Articles

4 articles

Spawned objects carry their own hitboxes. Some moves put all of their damage here and none on the fighter, so this is where their numbers live. Frames count from the article appearing, not from the input.

Fire

6 actions
ActionActiveDamageAngleBKB / KBGIDHitbox
hdr
Neutral Special (1)
1+3Sakurai0 / 00top
hdr
Neutral Special (2)
1+2.582°55 / 150top
hdr
Neutral Special (3)
1+482°55 / 150top
hdr
BurstS
2+1170°77 / 640top
hdr
BurstM
9-103.5366°50 fixed0top
11-173.5366°60 fixed0top
18+958°84 / 960top
hdr
BurstL
6-73115°50 fixed0top
6-72115°35 fixed1top
6-71115°35 fixed2top
8-233366°75 fixed0top
8-232366°65 fixed1top
8-231366°65 fixed2top
24-251154°85 / 1050top
24-25852°75 / 1051top
24-25452°75 / 852top

Flare1

1 action
ActionActiveDamageAngleBKB / KBGIDHitbox
hdr⇥
Fly
1-71.5Sakurai10 / 300, 2top
1-72Sakurai10 / 1001, 3top

Flare2

3 actions
ActionActiveDamageAngleBKB / KBGIDHitbox
hdr
Fly
1+750°65 / 750top
hdr
Try
1+6.553°50 / 750top
hdr
Exp
1+375°50 / 750top

Flash

1 action
ActionActiveDamageAngleBKB / KBGIDHitbox
hdr
Attack
1-142366°60 fixed0top
15+6.560°80 / 700top

Attributes

Weight & Size

Weight
80
Jostle Weight
5
Shield Radius
13.9

Ground Movement

Walk Speed
1.105
Walk Accel (mul)
0.08
Walk Accel (add)
0.02
Initial Dash
1.625
Run Speed
1.7
Run Accel (mul)
0.06
Run Accel (add)
0.02
Traction
0.079

Jumps

Jumpsquat
5
Jump Initial Y
9.975
Full Hop Height
30.5
Short Hop Height
10
Air Jump Height
34
Jump Count
2
Horizontal Jump Speed
1.325

Air Movement

Air Speed
0.911
Air Accel (add)
0.01
Air Accel (mul)
0.03
Air Friction
0.008
Gravity
0.109
Fall Speed
2.33

Landing Lag

Nair
9
Fair
12
Bair
15
Uair
14
Dair
30
Empty Landing
5
Heavy Landing
4

Notes

◆HDR replaces the vanilla animation, which changes when the move ends.
  • HDR replaces the animation (92 -> 100 frames).Up Tilt
  • HDR replaces the animation (100 -> 92 frames).Up Throw
‡Animation speed changes mid-move. Frames shown are real game frames, not animation frames.
  • Jab 1, Dash Attack, Forward Tilt, Forward Tilt (Up), Forward Tilt (Down), Up Tilt, Forward Smash, Up Smash, Neutral Air, Forward Air, Back Air, Up Air, Down Air, Neutral Special (Start), Neutral Special (1), Neutral Special (2), Neutral Special (Air, Start), Neutral Special (Air, 1), Neutral Special (Air, 2), Up Special (1End), Up Special (2End), Down Special, Down Special (Hit), Down Special (Air), Down Special (Air, Hit), Grab, Up Throw, Down Throw
Some hits only apply under a condition the generator cannot evaluate. Hover a damage value to see the condition on that hit.
  • Down Smash
※Some values are computed at runtime and cannot be read from the script.
  • Computed at runtime, not shown: angle.Up Special (Air, 2End)
✕HDR removes this move’s hitboxes.
  • CliffEscape
⇥The hit lasts as long as the object carrying it does. Its script never closes the hitbox, so the active frames end where the article’s life runs out.
  • Flare1 is on the field for up to 7 frames (param_flare1.life), which is what ends the hit -- its script never does. Hitting something usually ends it sooner.Flare1: Fly
➔Damage comes from a spawned article, listed under Projectiles & Articles.
  • Damage comes from Fire — see Projectiles & Articles below.Neutral Special (Start), Neutral Special (1), Neutral Special (2), Neutral Special (Air, Start), Neutral Special (Air, 1), Neutral Special (Air, 2)
  • Damage comes from Flare1 — see Projectiles & Articles below.Side Special, Side Special (Air)
  • Also spawns Flash — see Projectiles & Articles below.Down Special (Hit), Down Special (Air, Hit)
•Other notes.
  • FAF here is the animation's length: the motion list sets no cancel frame for this action, so the true actionable frame may be earlier.AttackS4Charge, AttackHi4Charge, AttackLw4Charge, Side Special (Start), Side Special (Air, Start), Up Special (Start), Up Special (Air, Start), Up Special (Air, 1End), Down Special, Down Special (Air), DownDamageU, DownDamageU3, DownDamageD, DownDamageD3, PassiveWall, PassiveWallJump, Pass, CliffJump1, CliffJump2
  • Held: the animation loops, so this ends on release or on a state change rather than on a fixed frame.Side Special (Hold), Side Special (Air, Hold), CatchWait, DamageFall, DownWaitU, DownWaitD, CliffWait
  • Land cancels: touching the ground during this move ends it in Up Special (2Landing), which recovers in 44 frames rather than the 57 this move would otherwise run.Up Special (Air, 2End)
  • Timing from fighter_param_motion (escape_n_cancel_frame), not the animation.Spot Dodge
  • Intangible on frames 3-15.Spot Dodge
  • Timing from fighter_param_motion (escape_f_cancel_frame), not the animation.Forward Roll
  • Intangible on frames 4-13.Forward Roll, Back Roll
  • Timing from fighter_param_motion (escape_b_cancel_frame), not the animation.Back Roll
  • Timing from fighter_param_motion (escape_air_cancel_frame), not the animation.Air Dodge
  • Intangible on frames 4-26.Air Dodge, Air Dodge (Directional)
  • Landing lag is 10 frames, from common's `landing_frame_escape_air` — the param HDR's air dodge status hands the landing when the dodge ends on the ground.Air Dodge
  • Timing from fighter_param_motion (escape_air_slide_cancel_frame), not the animation.Air Dodge (Directional)
  • Landing lag is 10 frames, from param_motion's `landing_frame_escape_air_slide_max` — the param HDR's air dodge status hands the landing when the dodge ends on the ground.Air Dodge (Directional)
  • Held: the animation is a hold placeholder, so this ends on release or on a state change rather than on a fixed frame.Shield

ACMD

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The animation command script the frame data on this page was read from. frame and wait move the animation on; ATTACK, CATCH and hitbox! create the hitboxes; clear_all ends them.