nyuuzyou/wikis huggingface dataset:
Sector Z

Sector Z (, Sector Z) is a default stage appearing in Super Smash Bros. based on the Star Fox 64 level Sector Z. It is called "Sector Z" because of the red nebula in the background which resembles the letter "Z". This stage did not return in any later game, but a near-identically-shaped albeit much smaller stage also taking place on the Great Fox, Corneria, appeared in Super Smash Bros. Melee and later as a returning stage in Super Smash Bros. Brawl, and Super Smash Bros. Ultimate.
In the 1P Game, the player fights on this stage.
==Stage overview==
The Great Fox is the only platform on this stage but it has three different terrain levels. The front two-thirds of the ship are the first terrain with the tip of the wing acting as a good vantage point for projectile throwing. The back third of the ship near the engines and the Arwing bay is another terrain with the left wall being a good place to rack damage on another player.
Arwing fighters will occasionally fire at the players, dealing large amounts of damage and knockback. Also, a character standing on a fighter may be KO'd if the fighter flies offscreen to the top or side; however, the Arwings do tend to barrel roll or fly upside down, which essentially pushes the character off. 2D sprites of Arwings can alse be seen in the background from a distance. Unlike the Arwing fighters or the Great Fox's appearance in Corneria, though, the main guns of the Great Fox cannot be stood on and do not fire.
Sector Z is the largest stage in Super Smash Bros.
==Origin==
This stage is based on the level from (Lylat Wars in the PAL region), in which Invader III ships attempted to ambush the , Star Fox's mobile headquarters, by firing six Copperhead Missiles at it; however, Star Fox was able to destroy the missiles and drive away the enemy forces. Sector Z also appears as a multiplayer stage in Star Fox 64.
In this stage, the Great Fox acts as the main platform of the stage, and space junk and Copperhead Missiles occasionally fly past in the background. Also in this stage are s, Star Fox's signature aircraft, that occasionally fly above the stage and are based on their appearance in Star Fox 64. They also appear to have one as they fire two lasers at once as opposed to the standard one.
==Tournament legality==
The stage is banned throughout almost all rulesets due to the knockback of the lasers disrupting gameplay, and the excessive size of the stage allowing various types of camping and allowing characters to live up to unusually high percentages. The lower area of the stage also allows easy circle camping and wall combos.
==Names in other languages==
==Trivia==
*Sector Z and Planet Zebes are the only Smash 64 stages that do not return in any future game, having been functionally replaced by Corneria and Brinstar respectively. Because of this, is paired with during 's route in Super Smash Bros. Ultimate.
Category:Stages
es:Sector Z
Select button

The Select button is a button found on the Nintendo 3DS. It is located next to the Start and Home buttons. It is a small, rectangular button with the word "SELECT" written on it, and in most games is conceptually similar to the minus button on the Wii and Wii U controllers. In Smash 4, it acts identically to the Start button; it can pause the game and advance menus.
On the New Nintendo 3DS models, it is below the Start Button, the small, circular button under the face buttons, with Select also being a circular button, right next to the mic. However, it is not next to the mic on the New Nintendo 2DS XL, as the mic is on the hinge, similar to the DSi. The button does still have the same positioning on the New Nintendo 2DS XL.
Semi-spike

A semi-spike or pseudo-spike is a type of attack that does not send the opponent directly downward, but instead in a mostly horizontal trajectory which (due to gravity) will quickly turn into a vertical trajectory. This is distinct from a meteor smash, which sends the enemy downwards without a prior horizontal trajectory. Semi-spikes are dangerous as they send targets on the shortest possible path to the blast line, and characters who survive are left below and away from the edge, the worst possible position to recover from. When landing semi-spikes on inclines, there will usually be little to no audible reaction from the character or the audience due to the fact that, like a meteor smash/spike landing on a grounded opponent, the character being hit cannot travel at an angle due to the incline. When grabbed characters are hit by other characters, they will be semi-spiked.
==Lists of semi-spikes==
*List of semi-spikes (SSB)
*List of semi-spikes (SSBM)
*List of semi-spikes (SSBB)
*List of semi-spikes (SSB4)
*List of semi-spikes (SSBU)
==See also==
*Spike
*Stage spike
Category:Attacks
Category:Game mechanics
Category:Semi-spikes
Sephiroth (SSBU)/Back aerial

==Overview==
Sephiroth turns to perform a slash behind him in the air. Being one of many moves on Sephiroth's moveset where he performs a slash, this move possesses a sweet spot in the middle of the blade. Much like his forward aerial, back aerial boasts very high horizontal range, however trades off its hitbox duration for slightly more vertical range and higher knockback. Notably, it is one of the strongest back aerials in the game, especially when Winged Form is active, being able to KO middleweights around the ledge at 70% when sweetspotted. This also makes it a powerful finisher for combos off neutral aerial and back throw, allowing Sephiroth to claim stocks as low as 40% especially when near the ledge, provided the opponent incorrectly DIs the prior move. However, the move has high start-up (frame 15 when buffered out of a short hop) and noticeable end lag, further hindered by lacking a meaningful auto-cancel window, making reckless usage of this move very punishable if the Sephiroth's spacing is poor and the opponent is able to safely close the distance between swings. Regardless, it is one of the more feared moves on Sephiroth's moveset for its power and range, with it becoming even more dangerous with the added maneuverability and damage output provided by Winged form.
==Hitboxes==
|}
==Timing==
===Attack===
Initial autocancel	1-4
Hitboxes 	15-16
Ending autocancel 	46-
Interruptible 	47
Animation length 	65
|-
===Landing lag===
Interruptible 	17
Animation length	57
Category:Sephiroth (SSBU)
Category:Back aerials (SSBU)
Sephiroth (SSBU)/Back throw

Sephiroth back throw hurtbox and hitbox visualization	Sephiroth back throw hurtbox and hitbox visualization	Sephiroth back throw hurtbox and hitbox visualization	Sephiroth back throw hurtbox and hitbox visualization	Sephiroth back throw hurtbox and hitbox visualization
 	 	 	 	
==Overview==
==Throw and Hitbox Data==
|}
|}
==Timing==
Invincibility 	1-19
Hitbox 	18
Throw Release 	19
Interruptible 	32
Animation length	74
|-
Category:Sephiroth (SSBU)
Category:Back throws (SSBU)
Sephiroth (SSBU)/Down aerial

==Overview==
Sephiroth performs his iconic Hell's Gate move, being a stall-then-fall down aerial where he uses both hands to thrust Masamune downwards while falling at a high speed. Being a stabbing move, the sweet spot is situated around the tip of the blade but is only active during its initial frames, transitioning to dealing consistent damage across the entire blade after its spiking hitbox deactivates. Boasts impressive vertical range, being able to hit opponents who are below the ledge, or even below platforms on certain stages. This allows it to be used as a very consistent 2-frame punish move that can be safely performed on stage, made even more dangerous by the powerful meteor smash effect on the move's sweet spot. Additionally, Hell's Gate has a landing hitbox, visually indicated by small fissures forming beneath him. Masamune also briefly gets a hitbox upon landing, which can hit opponents beneath Sephiroth, however this hitbox lacks a meteor effect and is fairly weak knockback wise.
Due to the placement of its hitboxes, it is easier to land if Sephiroth has his back to the opponent. As such, a common set up for 2-framing recoveries is to roll to turn your back to ledge, and then perform Hell's Gate out of a short hop to allow time for the sweetspot to be active.
==Hitboxes==
===Down aerial===
|}
===Landing===
|}
==Timing==
===Attack===
The move resets Sephiroth's horizontal momentum and first sets his vertical speed to 1 on frames 1-18, then sets it to -4.2 from frame 19 onward. Manual horizontal movement is also disabled during frames 1-46.
Initial autocancel	1-4
Clean hit 	19-23
Late hit 	24-39
Ending autocancel 	55-
Interruptible 	61
Animation length 	73
|-
===Landing lag===
Clean hit 	1
Late hit 	2
Interruptible 	27
Animation length	68
==Trivia==
*The ID 0 and 1 hitboxes for the down aerial's clean hit are coded as extended hitboxes despite not actually extending, which prevents them from interpolating.
*Despite the down aerial's late hit possessing three hitboxes, all of them cover the exact same space and hit the same targets, making the distinction between them pointless. This is also the case with the clean landing hit's ID 1 and 2 hitboxes.
*This move and animation is a reference to when Sephiroth kills Aerith in Final Fantasy 7.
Category:Sephiroth (SSBU)
Category:Down aerials (SSBU)
Sephiroth (SSBU)/Down smash

==Hitbox visualizations==
Ground Hit 	Winged Ground Hit
 	
No Ground Hit	Winged No Ground Hit
 	
==Overview==
==Hitboxes==
|}
==Timing==
The Winged Form armor has a damage threshold of 20%.
Charges between 	8-9
Winged Form armor 	10-20
Hitboxes (ground contact) 	21-23
Hitboxes (no ground contact)	21-22
Interruptible 	54
Animation length 	89
!Ground contact 
|-
!No ground contact 
|-
!Winged Form armor 
==Collision detection parameters==
Bone 	top
X offset	0u
Y offset	4.5u to -2.5u
Z offset	16u to 32.5u
Category:Sephiroth (SSBU)
Category:Down smashes (SSBU)
Sephiroth (SSBU)/Down special

This article is about the hitbox analysis of Sephiroth’s down special in Super Smash Bros. Ultimate. For the move itself, see Scintilla.
==Overview==
==Update History==
 
*
==Hitboxes==
===Miss===
|}
===Hit===
ID 0 is used for minimum and ID 1 is used for maximum, never both at once.
|}
==Timing==
===Miss===
Counter 	7-27
Multihits 	38-52
Final hit 	53
Interruptible 	87
Animation length	109
|-
===Hit===
Intangibility 	1-11
Multihits 	7-21
Final hit 	22
Interruptible 	52
Animation length	78
|-
|-
Category:Sephiroth (SSBU)
Category:Down special moves (SSBU)
Category:Counterattacks (SSBU)
Sephiroth (SSBU)/Down throw

Sephiroth down throw hurtbox visualization	Sephiroth down throw hurtbox visualization	Sephiroth down throw hurtbox visualization	Sephiroth down throw hurtbox visualization	Sephiroth down throw hurtbox visualization
 	 	 	 	
==Overview==
==Throw Data==
|}
==Timing==
Invincibility 	1-40
Throw Release 	40
Interruptible 	48
Animation length	90
|-
Category:Sephiroth (SSBU)
Category:Down throws (SSBU)
Sephiroth (SSBU)/Edge attack

==Overview==
==Hitboxes==
|}
==Timing==
For each ledge grab without touching the ground or being hit, intangibility is reduced on subsequent ledge grabs, until it is lost entirely from the fourth grab onward. The hitbox visualization only shows intangibility for the first ledge grab.
Intangibility (1st grab)	1-26
Intangibility (2nd grab)	1-21
Intangibility (3rd grab)	1-13
Hitbox 	24-26
Interruptible 	56
Animation length 	70
!Hitbox 
|-
!1st grab 
|-
!2nd grab 
|-
!3rd grab 
Category:Sephiroth (SSBU)
Category:Edge attacks (SSBU)
Sephiroth (SSBU)/Final Smash

This article is about the hitbox analysis of Sephiroth’s Final Smash in Super Smash Bros. Ultimate. For the move itself, see Supernova.
==Overview==
==Hitboxes==
|}
==Timing==
Hitboxes (earliest, early, mid, late, latest)	59, 60, 61, 62, 63-64
Animation length 	152
Category:Sephiroth (SSBU)
Category:Final Smashes (SSBU)
Sephiroth (SSBU)/Forward aerial

==Overview==
Sephiroth stabs Masamune in front of him in the air. Being one of the moves where Sephiroth performs a stab, this move has a sweet spot on the tip of the blade. Has slow start-up but boasts impressive horizontal range, granting Sephiroth a reliable tool for spacing out opponents with decent kill power if the sweet spot is landed. However its hitbox is fairly narrow, making it somewhat difficult to land on more mobile opponents, especially if they are grounded. While it has its uses in the neutral game primarily for spacing, it is at its most dangerous in edgeguarding scenarios, thanks to its size and hitbox duration making it very difficult to contest or maneuver around offstage, additionally allowing it to beat out certain recovery moves.
This move also has the unique property of sticking Sephiroth to a wall if he stabs it with forward aerial, similarly to 's Dragon Lunge. Sephiroth can stab the wall to cling to it three times before he has to land, and from this position he can choose to jump out, drop down manually or wait a short time before detaching from the wall automatically. However, he cannot stab the wall if it is below the stage's camera bounds, if wall jumps are disabled on the wall he's stabbing or if it is too close to the ground, specifically if its less than 14 units above the ground.
==Hitboxes==
Uniquely to this move, hitting a wall allows Sephiroth to stick to it. This can be done up to three times before needing to land.
|}
==Timing==
===Attack===
The move enables ledge grabs from both sides starting on frame 66.
Initial autocancel	1-2
Clean hit 	13-14
Late hit 	15-18
Ending autocancel 	39-
Interruptible 	42
Animation length 	70
|-
===Wall stick===
Upon sticking to a wall, Sephiroth can either jump or let go of it. The latter automatically happens if the wall stick's animation fully plays out.
Interruptible 	18
Animation length	120
===Wall stick jump===
Ledge grabs are enabled from the front starting on frame 27.
Jump start 	12
Interruptible 	23
Animation length	56
===Wall stick cancel===
Interruptible 	20
Animation length	45
===Landing lag===
Interruptible 	15
Animation length	44
==Wall stick parameters==
Maximum wall sticks before landing	3
Jostle distance 	7u
Jostle bone 	swordl2
Initial vertical speed from jump 	6.9
Gravity during jump start 	1.05
===Collision detection===
When sticking to a wall, collisions are checked at specific distances in various angles relative to Sephiroth's position, determining the minimum distance at which he needs to be from nearby solid surfaces in order to stick to it. For example, one of the collision checks uses a 270° angle with 14 units, preventing Sephiroth from sticking to a wall if he is less than 14 units apart from the ground.
Collision length	Angle
14u 	270°
14.5u 	-75°
16u 	-60°
14.5u 	255°
16u 	240°
Category:Sephiroth (SSBU)
Category:Forward aerials (SSBU)
Sephiroth (SSBU)/Forward smash

==Overview==
==Hitboxes==
|}
==Timing==
The Winged Form armor has a damage threshold of 20%.
Charges between 	8-9
Winged Form armor	10-23
Hitboxes 	24-25
Interruptible 	68
Animation length 	103
!Hitboxes 
|-
!Winged Form armor 
Category:Sephiroth (SSBU)
Category:Forward smashes (SSBU)
Sephiroth (SSBU)/Forward throw

Sephiroth forward throw hurtbox and hitbox visualization	Sephiroth forward throw hurtbox and hitbox visualization	Sephiroth forward throw hurtbox and hitbox visualization	Sephiroth forward throw hurtbox and hitbox visualization	Sephiroth forward throw hurtbox and hitbox visualization
 	 	 	 	
==Overview==
==Throw and Hitbox Data==
|}
|}
==Timing==
Invincibility 	1-15
Hitbox 	14
Throw Release 	15
Interruptible 	35
Animation length	63
|-
Category:Sephiroth (SSBU)
Category:Forward throws (SSBU)
Sephiroth (SSBU)/Forward tilt

Sephiroth forward tilt hitbox visualizations.	Sephiroth forward tilt hitbox visualizations.	Sephiroth forward tilt hitbox visualizations.	Sephiroth forward tilt hitbox visualizations.	Sephiroth forward tilt hitbox visualizations.
↗ 	 	 	 	
→ 	 	 	 	
↘ 	 	 	 	
==Overview==
==Hitboxes==
|}
==Timing==
Hitboxes 	14-16
Interruptible 	38
Animation length	57
Category:Sephiroth (SSBU)
Category:Forward tilts (SSBU)
Sephiroth (SSBU)/Grab

==Overview==
==Grabbox Data==
===Standing Grab===
|}
===Dash Grab===
|}
===Pivot Grab===
|}
==Timing==
===Standing grab===
Grab 	7-8
Interruptible 	37
Animation length	69
===Dash grab===
Grab 	10-11
Interruptible 	45
Animation length	56
===Pivot grab===
Grab 	11-12
Interruptible 	40
Animation length	65
Category:Sephiroth (SSBU)
Category:Grabs (SSBU)
Sephiroth (SSBU)/Hitboxes

==Hitboxes==
Move 	Name 	Hitbox
Neutral attack 1 	 	
Neutral attack 2 	 	
Neutral attack 3 	 	
Forward tilt 	 	
Forward tilt (up) 	 	
Forward tilt (down) 	 	
Up tilt 	 	
Down tilt 	 	
Dash attack 	 	
Forward smash 	 	
Forward smash (winged) 	 	
Up smash 	 	
Up smash (winged) 	 	
Down smash (ground contact) 	 	
Down smash (ground contact, winged) 	 	
Down smash (no ground contact) 	 	
Down smash (no ground contact, winged)	 	
Neutral aerial 	 	
Forward aerial 	 	
Back aerial 	 	
Up aerial 	 	
Down aerial 	Hell's Gate 	
Down aerial (landing) 	Hell's Gate 	
Neutral special 1 	Flare 	
Neutral special 2 	Megaflare 	
Neutral special 3 	Gigaflare 	
Side special minimum charge 	Shadow Flare	
Side special maximum charge 	Shadow Flare	
Up special 1 	Blade Dash 	
Up special 2 	Octaslash 	
Down special 	Scintilla 	
Down special (hit, min range) 	Scintilla 	
Down special (hit, max range) 	Scintilla 	
Standing grab 	 	
Dash grab 	 	
Pivot grab 	 	
Pummel 	 	
Forward throw 	 	
Back throw 	 	
Up throw 	 	
Down throw 	 	
Getup attack front 	 	
Getup attack back 	 	
Getup attack trip 	 	
Ledge attack 	 	
Final Smash 	 Supernova 	
Category:Sephiroth (SSBU)
Category:Hitboxes (SSBU)
Sephiroth (SSBU)/Neutral aerial

==Overview==
Sephiroth snaps his fingers, causing a burst of dark energy around himself. Being among the faster moves on Sephiroth's moveset, this is one of his most important moves as it fulfills a number of roles. Firstly, its range all around him and its relative speed compared to his other out of shield options such as up smash and shield grab makes it one of his only viable offensive options against shield pressure. Its low landing lag makes it both quite safe to use on opponents shields and a potent move for setting up combos; notably, it combos into itself, forward aerial and back aerial, with the former working at very low percentages and the latter two for a surprisingly long time, typically until the opponent reaches high damage. Its confirm into back aerial is especially dangerous near the ledge, being able to kill as early as 40% depending on the opponent’s weight and directional influence.
A few noteworthy drawbacks are its start-up and lower disjoint compared to many of Sephiroth’s other moves. While the hitbox consists of a large circle covering Sephiroth's character model, it only lasts for 2 frames, and due to its frequent use in Sephiroth's neutral, it runs a higher risk of staling from overuse, causing it to become slightly less safe on shield. Furthermore, while it is his fastest option out of shield, it is still frame 12 when buffered out of a short hop, limiting its use as an immediate counterattack after blocking an opponents move.
==Hitboxes==
|}
==Timing==
===Attack===
Initial autocancel	1
Hitboxes 	9-10
Ending autocancel 	30-
Interruptible 	34
Animation length 	57
|-
===Landing lag===
Interruptible 	10
Animation length	36
Category:Sephiroth (SSBU)
Category:Neutral aerials (SSBU)
Sephiroth (SSBU)/Neutral attack

==Overview==
Sephiroth's neutral attacks consist of two kicks followed by a stab with the pommel of his sword. It deals 8.5% in total.
For the technical data of each individual hit, see:
*Sephiroth (SSBU)/Neutral attack/Hit 1
*Sephiroth (SSBU)/Neutral attack/Hit 2
*Sephiroth (SSBU)/Neutral attack/Hit 3
==Quickest loop==
Jab 1 	5-7
Jab 2 	14-16
Jab 3 	25-27
Interruptible 	29, 43, 54
Animation lengths	71, 67, 96
|-
|-
Category:Sephiroth (SSBU)
Category:Neutral attacks (SSBU)
Sephiroth (SSBU)/Neutral attack/Hit 1

==Overview==
==Hitboxes==
The scripts only specify hitstun modifiers for the ID 0, 1, and 2 hitboxes, but they also apply to the ID 3 hitbox due to a glitch.
!Hitstun
|+2 frames
|+2 frames
|+2 frames
|—
|}
==Timing==
Hitboxes 	Hitboxes 	5-7
Continuability 	Held on hit or tapped	10-28
Continuability 	Held without hitting 	19
Interruptible 	Interruptible 	29
Animation length	Animation length 	71
|-
Category:Sephiroth (SSBU)
Category:Neutral attacks (SSBU)
Sephiroth (SSBU)/Neutral attack/Hit 2

==Overview==
==Hitboxes==
!Hitstun
|+3 frames
|+3 frames
|+3 frames
|}
==Timing==
Hitboxes 	Hitboxes 	5-7
Continuability 	Held on hit or tapped	10-30
Continuability 	Held without hitting 	19
Interruptible 	Interruptible 	34
Animation length	Animation length 	58
|-
Category:Sephiroth (SSBU)
Category:Neutral attacks (SSBU)
Sephiroth (SSBU)/Side special

This article is about the hitbox analysis of Sephiroth’s side special in Super Smash Bros. Ultimate. For the move itself, see Shadow Flare.
==Overview==
==Hitboxes==
|}
==Timing==
Charges between 	8-9
Flare 	16-22
Interruptible 	39
Animation length	70
|-
Category:Sephiroth (SSBU)
Category:Side special moves (SSBU)
Sephiroth (SSBU)/Up aerial

==Overview==
Sephiroth performs an overhead slash with Masamune whilst backflipping. Being one of the moves where he performs a slash, the sweet spot is situated around the middle of the blade and as such, does the most damage and knockback in that area. With 16 frames of start-up (19 when buffered out of a short hop), it has the second highest start-up of any of Sephiroth's aerials, beaten only by down aerial, but compensates for this with its immense range, covering a large arc above Sephiroth, even covering the area in front and behind him.
While its sluggish start-up and landing lag prevents this move from being spammable and makes it generally unsafe to land with, it is regardless a very strong option for use in juggling situations, often forcing opponents to burn an option to land against it and being exceptionally hard to avoid otherwise. Also boasts high knockback especially if the move's sweet spot is landed, however due to the move's knockback angle it is susceptible to directional influence. A more niche use for this move is using it to shark from underneath the ledge, which requires the Sephiroth to carefully use his resources and not fast fall to avoid self-destructing.
==Hitboxes==
|}
==Timing==
===Attack===
Initial autocancel	1-4
Hitboxes 	16, 17, 18, 19-21
Ending autocancel 	52-
Interruptible 	54
Animation length 	72
|-
===Landing lag===
Interruptible 	22
Animation length	62
Category:Sephiroth (SSBU)
Category:Up aerials (SSBU)
Sephiroth (SSBU)/Up smash

==Overview==
==Hitboxes==
|}
==Timing==
The Winged Form armor has a damage threshold of 20%.
Charges between 	12-13
Winged Form armor	14-22
Hitboxes 	23, 24, 25, 26, 27-28
Interruptible 	64
Animation length 	100
!Hitboxes 
|-
!Winged Form armor 
Category:Sephiroth (SSBU)
Category:Up smashes (SSBU)
Sephiroth (SSBU)/Up special

This article is about the hitbox analysis of Sephiroth’s up special in Super Smash Bros. Ultimate. For the move itself, see Blade Dash / Octaslash.
==Overview==
==Update History==
 
*
==Hitboxes==
===Blade Dash===
!Shieldstun
|0.5x
|}
===Octaslash===
|}
==Timing==
===Blade Dash===
Hitbox 	25-28
Animation length	80
===Octaslash===
Hits 1-7 	36, 38, 40, 42, 44, 46, 48
Final hit 	50
Animation length	106
Category:Sephiroth (SSBU)
Category:Up special moves (SSBU)
Sephiroth (SSBU)/Up throw

Sephiroth up throw hurtbox and hitbox visualization	Sephiroth up throw hurtbox and hitbox visualization	Sephiroth up throw hurtbox and hitbox visualization	Sephiroth up throw hurtbox and hitbox visualization	Sephiroth up throw hurtbox and hitbox visualization
 	 	 	 	
==Overview==
==Throw and Hitbox Data==
|}
|}
==Timing==
Invincibility 	1-14
Hitbox (early, late)	13, 14
Throw Release 	14
Interruptible 	33
Animation length 	91
|-
|-
Category:Sephiroth (SSBU)
Category:Up throws (SSBU)
Sephiroth (SSBU)/Up tilt

==Overview==
==Hitboxes==
|}
==Timing==
The upper body intangibility affects Sephiroth's head, bust, and arms.
Upper body intangible	13-15
Hit 1 	10
Clean hit 2 	13-15
Late hit 2 	16-25
Interruptible 	45
Animation length 	84
!Hitboxes 
|-
!Upper body 
Category:Sephiroth (SSBU)
Category:Up tilts (SSBU)