Sephiroth vs Hero

Hero Matchup (Sephiroth)

Sephiroth vs Hero

Sephiroth vs Hero is most stable when you refuse to let the matchup stay only about projectile trades and instead force body contact while stacking clean punishes.

This page is not in your favorites.

ChatGPT Matchup Summary (Win Condition and Game Plan)

Sephiroth is strongest at speedy movement, whiff punishing, and landing pressure, while Hero is strongest at midrange disjoints backed by projectile support.
The more this stays only about projectile trades, the more both sides get to set their preferred pace. The side that steps forward first after forcing hesitation usually takes control.
The table shows reliable shield punishes on Down Smash, Forward Smash, Forward Tilt (2), Up Smash, and Side B, with Grab, OOS Nair, OOS Fair, and OOS Bair showing up most often as the clean ways to take the turn back.
Do not force shield punishes on the relatively safer choices like Neutral Air, Forward Air, and Back Air. It is usually better to read the landing or ledge route and punish the next action.

Full Move Frame Quick Reference

Opponent MoveStartupOn ShieldSephiroth OOS Candidate MovesBarely Missed Moves
Jab 16-15
  • Grab (10f)
  • OOS Nair (12f)
  • OOS Fair (+1)
  • OOS Bair (+3)
Jab 26-15
  • Grab (10f)
  • OOS Nair (12f)
  • OOS Fair (+1)
  • OOS Bair (+3)
Jab 37-25
  • Grab (10f)
  • OOS Nair (12f)
  • OOS Fair (16f)
  • OOS Bair (18f)
  • OOS Uair (19f)
  • OOS Dair (22f)
  • Up Smash (23f)
  • Up B (25f)
Forward Tilt (1)9-21
  • Grab (10f)
  • OOS Nair (12f)
  • OOS Fair (16f)
  • OOS Bair (18f)
  • OOS Uair (19f)
  • OOS Dair (+1)
  • Up Smash (+2)
Forward Tilt (2)8-31
  • Grab (10f)
  • OOS Nair (12f)
  • OOS Fair (16f)
  • OOS Bair (18f)
  • OOS Uair (19f)
  • OOS Dair (22f)
  • Up Smash (23f)
  • Up B (25f)
Up Tilt8-23
  • Grab (10f)
  • OOS Nair (12f)
  • OOS Fair (16f)
  • OOS Bair (18f)
  • OOS Uair (19f)
  • OOS Dair (22f)
  • Up Smash (23f)
  • Up B (+2)
Down Tilt6-19
  • Grab (10f)
  • OOS Nair (12f)
  • OOS Fair (16f)
  • OOS Bair (18f)
  • OOS Uair (19f)
  • OOS Dair (+3)
Dash Attack21-16
  • Grab (10f)
  • OOS Nair (12f)
  • OOS Fair (16f)
  • OOS Bair (+2)
  • OOS Uair (+3)
Forward Smash17-36 (-26)
  • Grab (10f)
  • OOS Nair (12f)
  • OOS Fair (16f)
  • OOS Bair (18f)
  • OOS Uair (19f)
  • OOS Dair (22f)
  • Up Smash (23f)
  • Up B (25f)
Up Smash13-29 (-19)
  • Grab (10f)
  • OOS Nair (12f)
  • OOS Fair (16f)
  • OOS Bair (18f)
  • OOS Uair (19f)
  • OOS Dair (+3)
Down Smash9/20-37/-26 (-29/-18)
  • Grab (10f)
  • OOS Nair (12f)
  • OOS Fair (16f)
  • OOS Bair (18f)
  • OOS Uair (+1)
Neutral Air8-6
  • None
Forward Air14-7
  • None
  • Grab (+3)
Back Air18-9
  • None
  • Grab (+1)
  • OOS Nair (+3)
Up Air6-5
  • None
Down Air16-12
  • Grab (10f)
  • OOS Nair (12f)
Neutral B[10(+7)] [11(+25)] [16(2/8/14/20)]-22/-28/-24
  • Grab (10f)
  • OOS Nair (12f)
  • OOS Fair (16f)
  • OOS Bair (18f)
  • OOS Uair (19f)
  • OOS Dair (22f)
  • Up Smash (+1)
  • Up B (+3)
Side B[9/13(+7)] [10/15(+16)] [43/50/72/75/81]-12/-25/-29
  • Grab (10f)
  • OOS Nair (12f)
Up B[4(+3)] [6/13/20/27(+13)] [39/49/59/69/79/89]**
Down B
Grab6
Dash Grab9
Pivot Grab10

Win Condition Checklist

  • Do not settle for projectile trades alone; step forward and touch the body as soon as you make the opponent pause.
  • After blocking Down Smash, Forward Smash, Forward Tilt (2), Up Smash, and Side B, answer immediately with Grab, OOS Nair, OOS Fair, and OOS Bair so the opponent cannot keep the turn.
  • Do not force immediate retaliation on Neutral Air, Forward Air, and Back Air; take the landing route, escape route, or ledge direction first.
  • Prioritize kills through landing traps and ledge pressure while keeping your positional advantage intact.

Actions to Avoid

  • Drifting back forever around projectile trades, then giving up the time needed to pressure the body.
  • Swinging after every blocked Neutral Air, Forward Air, and Back Air and feeding the whiff punish or reset the opponent wants.
  • Chasing too deep for the kill and exposing Sephiroth’s own recovery or defensive weakness.
  • Panic-jumping or panic-rolling from the ledge and making the opponent’s ledge trap too simple.

Reference Links

Related Pages