Sephiroth

107 moves42 changed by HDR65 vanillainternal edge
Notes ↓

Jabs

1 move
MoveActiveDamageAngleBKB / KBGOn shieldStartupFAFLand lagIDHitbox
hdr
Jab
6-97Sakurai45 / 80-156270, 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 / 85-2211430, 1, 2shoulderr, armr
13-207Sakurai38 / 116-240, 1, 2shoulderr, armr

Tilt Attacks

5 moves
MoveActiveDamageAngleBKB / KBGOn shieldStartupFAFLand lagIDHitbox
hdr
Forward Tilt
12-156Sakurai40 / 100-2312410, 1, 2arml, swordl1
12-1512Sakurai41 / 100-203, 4swordl1
12-159Sakurai41 / 102-225swordl1
hdr
Forward Tilt
12-156Sakurai40 / 100-2312410, 1, 2arml, swordl1
12-1512Sakurai41 / 100-203, 4swordl1
12-159Sakurai41 / 102-225swordl1
hdr
Forward Tilt
12-156Sakurai40 / 100-2312410, 1, 2arml, swordl1
12-1512Sakurai41 / 100-203, 4swordl1
12-159Sakurai41 / 102-225swordl1
hdr◆‡
Up Tilt
11-12988°69 / 75-2411420, 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 / 75-279420, 1, 2legl, kneel
15-23670°81 / 75-210, 1, 2legl, kneel

Smash Attacks

6 moves
MoveActiveDamageAngleBKB / KBGOn shieldStartupFAFLand lagIDHitbox
AttackS4Charge vanilla
Forward Smash
no hitboxes60
hdr
Forward Smash
24-2712Sakurai57 / 78-3624690, 1, 2arml, swordl1
24-2720Sakurai57 / 78-313, 4swordl1
24-2716Sakurai57 / 78-345swordl1
AttackHi4Charge vanilla
Up Smash
no hitboxes60
hdr
Up Smash
18-271292°67 / 79-3518620, 1, 2arml, swordl1
18-271792°67 / 79-323, 4swordl1
18-271392°67 / 79-345swordl1
AttackLw4Charge vanilla
Down Smash
no hitboxes60
hdr
Down Smash
21-2216.563°85 / 68-2521580top
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 / 86-11211200top
110Sakurai39 / 86-1111, 3swordl1
111Sakurai39 / 86-1102swordl1
AttackAirFWallEnd vanilla
Forward Air
no hitboxes20
vanilla
Forward Air
no hitboxes23
vanilla
Forward Air
18.5Sakurai39 / 86-151230top
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 / 70-141200top
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 hitboxes8
hdr➔‡
Neutral Special
spawns fire130182
hdr➔‡
Neutral Special
spawns fire1632
hdr➔‡
Neutral Special
spawns fire1648
SpecialAirNCancel vanilla
Neutral Special
no hitboxes8
SpecialSStart vanilla
Side Special
no hitboxes8
SpecialSHold vanilla
Side Special
no hitboxes
hdr
Side Special
spawns flare1831
SpecialAirSStart vanilla
Side Special
no hitboxes8
SpecialAirSHold vanilla
Side Special
no hitboxes
hdr
Side Special
spawns flare1831
vanilla
Up Special
no hitboxes35
hdr
Up Special
2-57107°70 / 60-42100rot
hdr
Up Special
no hitboxes26
hdr
Up Special
22.3368°0 / 100-92150, 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 / 104-381450, 1rot
vanilla
Up Special
12.360°90 / 60-401450top
vanilla
Up Special
no hitboxes35
hdr
Up Special
no hitboxes49
hdr※•
Up Special
17varies68 / 104-51158440, 1rot
hdr•‡
Down Special
no hitboxes15
hdr➔‡
Down Special
7-11430°75 / 20-197310, 1armr
vanilla
Down Special
no hitboxes42
hdr•‡
Down Special
no hitboxes15
hdr➔‡
Down Special
7-11430°75 / 20-197310, 1armr
vanilla
Down Special
no hitboxes42

Grabs

7 moves
MoveActiveDamageAngleBKB / KBGOn shieldStartupFAFLand lagIDHitbox
hdr
Grab
8-9– / –380grab
CatchPull vanilla
Grab
no hitboxes2
CatchWait vanilla
Grab
no hitboxes
vanilla
Pummel
11.3Sakurai30 fixed-251290top
CatchCut vanilla
Grab
no hitboxes30
hdr
Dash Grab
10-11– / –450grab
hdr
Pivot Grab
11-12– / –400grab

Throws

4 moves
MoveActiveDamageAngleBKB / KBGOn shieldReleaseFAFEndlagIDHitbox
vanilla
Forward Throw
1328°70 / 681535200
1-133Sakurai60 / 1000
143Sakurai60 / 80-170top
hdr
Back Throw
13.558°60 / 1051933140
1-173Sakurai40 / 1000
18-293Sakurai60 / 80-110top
hdr◆‡
Up Throw
1398°50 / 1381435210
1-123Sakurai40 / 1000
13-14475°60 / 90-170top
hdr
Down Throw
1967°77 / 603040100
1-393Sakurai40 / 1000

Defensive

39 moves
MoveActiveDamageAngleBKB / KBGOn shieldStartupFAFLand lagIDHitbox
EscapeN vanilla
Spot Dodge
intangible 3–1527
vanilla
Forward Roll
intangible 4–1334
EscapeB vanilla
Back Roll
intangible 4–1334
hdr
Air Dodge
intangible 4–265410
hdr
Air Dodge
intangible 4–265410
vanilla
Ledge Attack
24-26945°90 / 20-2524560top
vanilla
Get-Up Attack
19-20748°80 / 48-2919540top
24-25748°80 / 48-240top
vanilla
Get-Up Attack
19-20748°80 / 48-2919540top
24-25748°80 / 48-240top
DamageFall vanilla
DamageFall
no hitboxes
vanilla
DownBoundU
no hitboxes26
DownWaitU vanilla
DownWaitU
no hitboxes
DownDamageU vanilla
DownDamageU
no hitboxes14
DownDamageU3 vanilla
DownDamageU3
no hitboxes40
vanilla
DownEatU
no hitboxes30
DownStandU vanilla
Get-Up
no hitboxes31
DownForwardU vanilla
Get-Up Roll
no hitboxes36
DownBackU vanilla
Get-Up Roll
no hitboxes36
vanilla
DownBoundD
no hitboxes26
DownWaitD vanilla
DownWaitD
no hitboxes
DownDamageD vanilla
DownDamageD
no hitboxes14
DownDamageD3 vanilla
DownDamageD3
no hitboxes40
vanilla
DownEatD
no hitboxes30
DownStandD vanilla
Get-Up
no hitboxes31
DownForwardD vanilla
Get-Up Roll
no hitboxes36
DownBackD vanilla
Get-Up Roll
no hitboxes36
DownSpot vanilla
DownSpot
no hitboxes30
Passive vanilla
Tech
no hitboxes27
PassiveStandF vanilla
Tech
no hitboxes41
PassiveStandB vanilla
Tech
no hitboxes41
PassiveWall vanilla
Tech
no hitboxes27
PassiveWallJump vanilla
Tech
no hitboxes49
vanilla
Tech
no hitboxes27
Pass vanilla
Pass
no hitboxes30
vanilla
Ledge Grab
intangible 1–2921
CliffWait vanilla
Ledge Hang
no hitboxes
CliffClimb vanilla
Ledge Climb
no hitboxes35
CliffEscape hdr
Ledge Roll
no hitboxes50
CliffJump1 vanilla
Ledge Jump
no hitboxes13
CliffJump2 vanilla
Ledge Jump
no hitboxes58

Other

5 moves
MoveActiveDamageAngleBKB / KBGOn shieldStartupFAFLand lagIDHitbox
LandingLight vanilla
Landing
no hitboxes2
LandingHeavy vanilla
Landing
no hitboxes6
GuardOn vanilla
Shield
no hitboxes8
Guard vanilla
Shield
no hitboxes
GuardOff vanilla
Shield
no hitboxes12

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
  • FAF is HDR's runtime calculation rather than a param: the air dodge stalls for 28 frames and ends once the fighter has fallen 35 units, so it follows their gravity and fall speed.Air Dodge, Air Dodge (Directional)
  • 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
  • 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.