Game:Sephiroth

Sephiroth is an optional boss in Kingdom Hearts and Kingdom Hearts II. He was originally the main antagonist from Final Fantasy VII.

In Kingdom Hearts, he appears in Olympus Coliseum's Platinum Match. In Kingdom Hearts II, he is the antagonist of Cloud's side story, and is fought in the Dark Depths.

Kingdom Hearts

 * Attacks
 * Quick Sweep (高速なぎ払い): Sephiroth's basic sword slash via an outward draw slash. Covers a long reach and has a wide arc, but can easily be deflected or jumped over.
 * Step Sweep (ステップなぎ払い): Sephiroth delays a bit and rushes forward with a wide draw (in a more pronounced turn) in a small hop, then leaps back a distance. Tends to be used alongside the first slash, throwing off the player's block-timing as the move comes out a bit more slower than the other slash.
 * Teleport: The second Sora delivers the finishing combo, Sephiroth will vanish and flashes behind Sora to deliver a Quick Sweep, or even a Step Sweep. Teleport period is approximately about 1~2 seconds. He also may even do random teleports when he's advancing towards Sora, and especially when running all around the field (when he enters the phase where he runs instead of walks).
 * Firaga Wall (ファイガウォール): Sephiroth conjures three flame pillars around him. Using a special move like Sonic Blade, Ars Arcanum or Strike Raid will make Sora invincible to this attack, so it is recommended to use such techniques if you get caught in it. Sephiroth in turn is highly vulnerable while performing this move, though he has super armor during it and will not flinch.
 * Heartless Angel (心ない天使): Sephiroth's trademark attack, used when around 70% of his first HP meter is shaved away. Drains Sora's HP to 1 and MP to 0. It can't be dodged, but it can be interrupted if Sephiroth is hit while casting this attack. Sephiroth will say "Descend, Heartless Angel!" (often misheard as "Sin Harvest Angel" by most players) before using this attack, so listen carefully for it. It is best to strike him before the halo around him completes, as this will interrupt the casting. If Sora happens to be too far away from Sephiroth while he is performing the Heartless Angel attack, use Superglide to get close to him pronto. You could also use the Trinity Limit. If damaged while performing this move, Sephiroth will immediately use Firaga Wall. Once the casting is complete, Sora will be inflicted with an aura that will then after a few seconds upon occurring, will cause the HP-to-1 and 0 MP effect to strike.
 * Wild Dance/Omnislash (乱舞/超究武神覇斬): After the screen darkens as Sephiroth yells out a quote, he does a frenzy of standing and leaping blows in mid-flight, then leaps up and does a finisher, much like the current version of the Omnislash from his home series. Be wary of the last blow, because it does a great deal of damage and sends a perpendicular blast of four shockwaves at once. However, the blows are not entirely consecutive, so Sora can avoid many of them with properly timed guards and dodge rolls. The final slash can also be blocked to also avoid damage from the shockwaves as well, but the shockwaves themselves cannot be blocked. It's also wise to use certain abilities during the attack, especially Ars Arcanum for not only a supposed "cool" clash, but to also damage Sephiroth during his attack (it is ill-advised depending on the timing of this tactic to execute the final commands, and as usual, Strike Raid and/or Sonic Blade works as well, and using Ragnarok carries too much risk). Sephiroth will also track Sora with a dash beforehand and will occasionally flank him from behind and front.
 * Shadow Flare (シャドウフレア): Sephiroth will conjure dozens of dark orbs to surround him. The orbs serves as his shield and a distraction for his Spin Attack. He often uses this move many times in succession.
 * Supernova (スーパーノヴァ): Sephiroth's ultimate attack, his body emits a glowing Dark Aura and he summons several Meteors, which surround and orbit around him. A mass of energy later appears above his head, which later falls upon where Sora is standing. The initial Meteors can be avoided by running around them, and the last attack requires quite a bit of timing to dodge.
 * Spin Attack (スピン攻撃): Sephiroth executes a spinning combo of three slashes while gracefully leaping into the air (though he remains rather stationary and only takes to the air after the attack, especially if blocked or if he hits Sora). Usually followed by a Quick Sweep, then another Spin Attack. Sephiroth begins to use this attack after Supernova, and is often the followup to a Shadow Flare diversion.

Sephiroth is easily one of the hardest bosses in the original Kingdom Hearts, and a great deal of preparation is needed. First, Strike Raid, Second Chance, Dodge Roll and MP Rage are absolutely essential. Sonic Blade is also a good alternative since like Strike Raid, as both of those abilities render Sora completely invincible, though Strike Raid compared Sonic Blade often deals more damage, and at least from a distance as well. If possible, equip two MP Rage, meaning, unless you chose the staff, you'll have to be at Level 66 to earn the second MP Rage. Otherwise, being above Level 55 is best. Do not equip any other special abilities like Ragnarok or Ars Arcanum (however, the latter is fine only if you don't perform the final inputs), mainly due to losing invincibility at their ending periods. Don't equip more than one "Combo Plus" and "Air Combo Plus" abilities. Equip any other abilities to boost Sora's power like Berserk and Critical Plus. Scan is useful, as it lets you see Sephiroth's HP and know when he's about to enter the next phase of the battle, but there are other signs to let you know this. If possible, equip the Ultima Weapon keychain, but otherwise equip weapons to boost Sora's MP and magic abilities. Oathkeeper, Lionheart or Lady Luck work for this by increasing Sora's max MP while still giving a strong attack. Also equip as many Elixirs as possible, or Megalixirs if you are out of Elixirs, and be sure to get Curaga from Aerith in Hollow Bastion. Be sure to have Curaga as one of the Spells equipped for Shortcut options when you need it. If you're not too confident with evading Sephiroth's attacks, you can equip whatever variation of Aero you have available as a Shortcut to reduce damage from Sephiroth's attacks. Finally, equip accessories to boost Sora's defense and HP. Gaia Bangles or Omega Arts work for this. Also note that all of Sephiroth's attacks except for Firaga Wall count as the dark element, so equipping armor to resist that element will help greatly. A good start would be a Crystal Crown, an Omega Arts, and a Gaia Bangle.

For the first part of the battle, Sephiroth walks around the arena performing his Quick Sweep and Firaga Wall attacks, usually using the former when you come close. It is possible, by leaping towards him to avoid his Quick Sweep, to hit Sephiroth with a combo. However, he may use his Step Sweep in tandem with his Quick Sweep, which may mess up your timing in intercepting him. After suffering three to four hits from a combo, Sephiroth will teleport and attempt a Quick Sweep on you. You can either jump away or use Dodge Roll to evade the attack. Also note that in the short period after he teleports and before he reappears, you can actually lock on to him and see where he is going to appear. At this time, simply chip away at Sephiroth's HP with normal attacks, and heal when needed as MP Rage will restore your MP when you are attacked. It is important to note that while Sephiroth has six health bars; only five will show up, so your first attacks will only appear to do no damage. Once Sephiroth's red health bar is depleted and the yellow bar is showing he holds out his hand and says "Come", signaling he is entering his second phase of attack.

Sephiroth will next begin dashing around the arena very quickly (and will run around onwards as opposed to walking), frequently using teleportation and Quick Sweep. His first move upon entering this phase is to teleport and cast Heartless Angel. It is vital to hit him with Strike Raid at this time. The casting animation for Heartless Angel involves a halo appearing around Sephiroth. If you can attack him before the halo completes, you can stop the casting. Even if he successfully starts to casts it, continue to attack him. If you are hit while casting Heartless Angel, Sephiroth will run up to you in an attempt to finish you off with an attack. If you can't hit Sephiroth in time to stop him, your only chance is to quickly heal yourself with an Elixir right before you are struck by Heartless Angel. If timed right, the Elixir will refill your HP and MP right after Heartless Angel damages you. Sephiroth uses this attack periodically during this phase, so listen carefully for him to call the attack and stop him. Alternatively, to stop Heartless Angel, use Superglide, get close to him and hit him before he can finish announcing the attack.

Sephiroth's other tactics are to simply run around the arena using teleportation and Quick Sweep frequently. His other new move, Wild Dance, hits very quickly and can be difficult to survive. You can cast Curaga during the attack, but he'll likely attack you and stop you before you can cast it. A better option is to hit him with Strike Raid when he calls out the attack, as you are invincible during Strike Raid and thus can become immune to his many slashes. Otherwise, repeatedly use Dodge Roll or well-timed Guards. His final attack in Wild Dance is to pierce the ground, sending a shockwave in every direction, but it can be avoided by Dodge Rolling directly away from his frontal area. After using Wild Dance, Sephiroth immediately teleports and uses Heartless Angel.

In general for Phase Two, always have at least two MP so you can use Strike Raid, and keep your HP high. With MP Rage, Sephiroth will be causing you so much damage, he'll be restoring your MP quickly so keeping your MP up should not be a problem. When Sephiroth is down to his yellow health bar, he will summon a green and black "Dark Aura", signaling the final phase of the battle.

Sephiroth's final phase begins with him casting Supernova. The Meteors can be dodged with moderate difficulty. When Sephiroth begins the attack's end, target him and use Strike Raid - this will not damage him as Sephiroth is invincible while using Supernova, but will make you immune to the attack's final hit. The final hit can also be dodged with proper timing by Dodge Rolling behind Sephiroth as he uses it. If you are hit, though, it won't do too much damage; nothing Curaga can't fix. Sephiroth will also begin using Shadow Flare quite often and start erratically teleporting while spinning and slashing, leaving Shadow Flares in his wake. Although this seems daunting to avoid, during this time, Sephiroth is vulnerable. Instead, you can use Strike Raid, both avoiding damage and hitting him at the same time. This is perhaps the opportune moment to hit Sephiroth.

Sephiroth also retains all the attacks from his previous two phases. He still casts Heartless Angel, but no longer calls out the name of the move, making it vital to keep him targeted to know when he's casting it. Sephiroth also still uses Wild Dance, and may even use it twice in a row. He still uses Firaga Wall when interrupted while casting Heartless Angel.

Although this is easily Sephiroth's most dangerous form, the damage all of his moves can be minimized with deft dodging and usage of Strike Raid to exploit its temporary invincibility. Since he may still be landing hits on you quite often, your MP should be high throughout the phase, and healing yourself and attacking should be no trouble. As long as you can react to Sephiroth's moves quickly with the appropriate counter, you can defeat him. Focus on getting in hits whenever possible, while surviving his attacks using Curaga and Strike Raid and he will eventually be defeated.

In the Final Mix version, there are more options, due to the new Leaf Veil/Leaf Bracer ability, you can time Curaga right to avoid most of Sepiroth's blows and powerful finishers. Thus you can also avoid and heal at the same time, so if you see a powerful attack coming, don't hesitate to heal if you have the chance, though make sure you time it right in order to phase through the said incoming attack. Ultima Weapon is an even more favorable choice due to the increase in attack compared to the original version, and having Diamond Dust can also be favorable if the player prefers effective use of magic for conserving and having enough MP along with a stronger Curaga. Equipping Hurricane Blast is also a solid choice so that your aerial combo finisher can hit Sephiroth on a vertical angle much more consistently. Sliding Dash is also great if you need a gap-closing attack to hit him out of moves like Heartless Angel, if Supergliding isn't enough for you.

Kingdom Hearts II

 * Attacks
 * Flash: The screen darkens, and Sephiroth says "That's enough." before dashing past you. Sora then is hit multiple times. It can be avoided quite easily by using the Reaction Command; otherwise it is virtually impossible to avoid except with deft jumping, or using Reflect, or simply blocking it with Guard. Sephiroth always opens the battle with this. It should be noted that you have a very short window of opportunity to activate the Reaction Command before Sephiroth executes the attack. You can't use the Reaction Command while jumping.
 * This attack provides the basis of his "Oblivion" attack from the Dissidia Final Fantasy games.
 * Cut Combo: Sephiroth charges forward, unleashing several quick damaging slash attacks that are up to eight in total. These can be avoided simply by keeping your distance, leaping over them, using Guard (the animation for blocking an attack can last through the whole move if done during his later slashes), or simply flying around with Glide (although you might get hit sometimes). Later in the battle, Sephiroth dashes behind Sora before starting the series of slashes. Counterguard can be used to reverse this assault, or Sora can quickly guard again after his blocking animation is almost finished.
 * This move provides the basis of his "Octaslash" (八刀一閃, Hattō Issen, Eight Blades in One Flash) from the Dissidia Final Fantasy games.
 * Aerial Cut Combo: Sephiroth only uses this move when Sora is in the air and attacks him multiple times, after which he teleports. Sephiroth often uses this attack three or more times in a row. They can be avoided by using Aerial Dodge and counter-attacking when Sephiroth re-appears. If this follows his teleport slash, it can also be countered with Retaliating Slash to prevent the combo and start your own if timed correctly, or Sora can use Aerial Recovery soon enough, and immediately hit Sephiroth when he reappears to perform this attack, interrupting him with a good combo.
 * Possibly the basis for his midair Octaslash in Dissidia.
 * Upward Slash: Sephiroth teleports behind Sora and attacks, knocking him high into the air. This is followed up with Aerial Cut Combo. This move is difficult to detect and avoid, but can be blocked with Guard and fast reflexes. Even if Sora is hit, the follow-up combo, as told above, can be countered easily.
 * The possible basis for his "Sudden Cruelty" and "Heaven's Light" moves in Dissidia Final Fantasy.
 * Shadow Flare: Sephiroth summons several dark orbs around Sora that follow him around briefly before hitting him. They can be deflected back at Sephiroth using the Keyblade or Reflega.
 * Heartless Angel: Sephiroth flies into the air, glows and calls out "Descend... Heartless... Angel!". A halo appears over Sora's head, which after a delay, depletes all of Sora's MP and leaves him with 1 HP. This can be stopped by attacking Sephiroth before the halo appears, or by timing Curaga to heal Sora just after the attack finishes casting (equip Leaf Bracer for better insurance). The MP depleting effect can be blocked by hitting Sephiroth with a well timed spell (Thundaga being the best option) just before the attack hits. At any rate, if it's successful, Sephiroth will immediately follow this with Flash. This attack often ends up as an instant death attack for most players since they're unable to heal themselves in time. However, once the casting is done, the HP-to-1 and 0 MP effect occurs much faster than the original version, and Sephiroth will take a while to attack Sora once that happens, so trying to bypass it with defensive exploits such as the Leaf Bracer Curaga and timing an item can be much more effective.
 * Firaga Wall: Sephiroth draws Sora via a vacuum effect towards him and summons many flame pillars around himself. These can be avoided by running away from Sephiroth, using Quick Run, or using Reflega if Sora is caught in them. Unlike the previous version, the fire pillars rise up and dissipate at an inconsistent rate as opposed to the same time.
 * Meteor: Sephiroth floats into the air in front of the chasm and summons many meteors to hit Sora. These can be avoided with a combination of Aerial Dodge, Reflega and deft moving.

Equip Sora with as much equipment to increase his defense as possible. Ribbons work well for this. The Ultima Weapon Keyblade is the best to use due to MP Hastega - otherwise, Circle of Life is a suitable substitute. Decisive Pumpkin is also a good choice. Also equip Sora with the following abilities; Guard, Counterguard, Aerial Recovery, High Jump, Aerial Dodge, Glide, Slide Dash, Combo Boost, Air Combo Boost, Finishing Plus, Leaf Bracer, Defender, Second Chance and Once More. If you are at a higher level, MP Haste, MP Rage, Berserk Charge and Retaliating Slash are also helpful. Also equip any other abilities to power up Sora's combos, such as Explosion, and give him as many Elixirs or Megalixirs as possible. Equip Reflega, Curaga, the Elixirs and Megalixirs to Sora's shortcut menu. Level-wise, you should be at least at Level 50, but being at a higher level naturally helps. For armor, equip Ribbons and Petit Ribbons, as they have high defense and elemental resistance and will greatly reduce the damage Sephiroth inflicts. Cosmic accessories are good for this fight, too. Accessories should be used to boost Sora's Strength for the fight. It should also be noted that Trinity Limit can be used alone and can be a great help to use in the fight if one wishes to use items to heal instead of magic.

Sephiroth always begins the battle with Flash, so hit the Triangle button as soon as the fight begins, then target Sephiroth. Flash leaves Sephiroth open for a while, so hit him with Slide Dash and unleash a combo until he teleports. It can also be helpful if you have Berserk Charge to use Trinity Limit on him right after he finishes the Flash attack, then hit him with as many hits as you can until he teleports. After this, Sephiroth will unleash a Cut Combo if you are in close range of him. Use Guard and Counterguard to deflect and interrupt the attack and counter with a combo. Sephiroth will only teleport once the finisher is used - if the player uses a combo but does not use the finisher, Sephiroth will leap back and perform Cut Combo again, which can be easily countered again. This is an effective way to defeat Sephiroth in his first phase without having to deal with his other attacks; as long as the player does not hit the finisher, Sephiroth will only use Cut Combo against them. As another counter, the player can use Reflega to block the attacks and deliver massive damage to Sephiroth. While using Guard to block the slashes, cast Reflega towards the last couple of slashes in Sephiroth's Ground Combo. While Sephiroth is receiving the backlash damage of Reflega, Slide Dash towards Sephiroth and follow up with a combo.

If you are a far distance from Sephiroth, he will usually hit you with his Upward Slash and follow up with Aerial Cut Combo multiple times. If you can time it quickly enough, you can use Guard or Reflega to block the Upward Slash. Be warned that doing this will result in Sephiroth going into either another Upward Slash or a Cut Combo so be prepared in both instances to defend and counterattack. If you do get hit by the Upward Slash, quickly use Aerial Recovery when he teleports and attack him when he reappears to minimize the damage. Or when he reappears, use Retaliating Slash to deal damage and open up an opportunity to use an aerial combo on him. If Sephiroth uses Flash again, simply use the Reaction Command to avoid it. If Sora is in the air and cannot use the Reaction Command, a well-timed Reflega can be used to avoid damage. Curaga should be the main method of healing in this phase. If you have it, the ability Berserk Charge will effectively disable Sora's finisher during MP charge, allowing you to attack Sephiroth more than you would with the finisher enabled, allowing your MP to charge while he is being attacked. Be aware though that Sephiroth will teleport away after you perform several combo strings on him with Berserk Charge. However, if he's on the ground, it is possible for Sora to miss an attack during "Berserk Charge", giving Sephiroth an opportunity to counterattack. If Sora's doing an aerial combo during "Berserk Charge", Sephiroth could teleport and use Flash.

Sephiroth's moves in this phase can all be easily countered if you can recognize the signs of which attack he is using. After losing four and a half bars of his health bar, Sephiroth will say "Know your place", signaling he is entering his second attack phase.

Next, Sephiroth will begin using Shadow Flare. You can beat the attacks back at Sephiroth with the Keyblade or Reflega - since the Shadow Flares appear surrounding you, the latter option is advised. Sephiroth will also sometimes use Shadow Flare, then follow up with Flash - using the Reaction command in this case will reflect both Sephiroth's attacks and the Shadow Flares. Sephiroth will still use his various slashing attacks from his first phase, so react accordingly. His Cut Combo has greater reach and speed in this phase so using Guard, Counter-Guard, and Reflega against him will be trickier during the attack. Sephiroth will also start utilizing his Firaga Wall, summoning multiple flame pillars around him while drawing you towards him. Run, jump and glide away to avoid them, or if you're caught in them, use Reflega to protect yourself and do heavy damage to Sephiroth. Sephiroth can be attacked with a combo as he finishes the attack, but it is difficult to do so.

Sephiroth also begins using his trademark Heartless Angel attack. Watch and listen for the signs he's casting it - he will rise into the air and say "Descend...Heartless Angel". Use High Jump and Aerial Dodge to reach and attack him before he completes the casting. If you have MP, you can also use Trinity Limit. Sephiroth floats high into the air while using this attack, so these two abilities are a must to reach him quickly and attack him, as it is impossible otherwise to stop him, barring you being close enough to him to hit him before he rises. If he casts it successfully, Sephiroth descends back to the ground and uses Flash or Upward Slash. You have the option to either quickly heal with an Elixir before the next attack is cast or defend and counterattack Sephiroth with a Reaction Command or Guard and ground combo before using an Elixir as Sephiroth recovers from the counterattack. Curaga's lag between casting it and it healing can also be exploited here; if the spell is cast so it starts before Sora's MP is depleted, but finishes after the attack, Heartless Angel can be neutralized at the cost of MP. Sometimes, Sephiroth will summon Shadow Flares then use Heartless Angel. If so, remember that the Shadow Flares are just a distraction so focus on getting to Sephiroth in time.

Sephiroth in general becomes much more aggressive in this stage, so you will need to heal more often. After losing nine and a half bars of health, Sephiroth will summon a Dark Aura and begin his final attack phase.

In the final phase, Sephiroth retains all his previous attacks, but performs them much more quickly and is much faster in general. Healing will be difficult this phase as Sephiroth's attacks come so fast that finding a safe opportunity can take some time. Typically, attacking after Sephiroth performs one of his moves from his first phase is a safe choice. However, his Cut Combo now involves him leaping erratically between slashes, so while it can still be blocked with Guard, it is unlikely that Counterguard will hit him. Sephiroth will also dash behind Sora and attack him before using Cut Combo, so if he zooms towards you be sure to leap away to avoid the attack. If you are quick enough to evade, you can also jump in on Sephiroth with an aerial combo while he is in the middle of his dash attack. Sephiroth's Shadow Flare also tends to summon more orbs of dark energy than it did in Phase Two, and Sephiroth will occasionally use Shadow Flare up to three times in a row.

Sephiroth's new attack this phase is to rise in front of the castle in the background, out of reach of the player's attacks, and use Meteor. Meteor hits many, many times, and although the damage is negligible individually, the sum damage of the attacks is potentially fatal. Through the use of High Jump, Aerial Dodge, and deft running, you should be able to avoid the majority, if not all, of the attack.

At this point, it is mostly the same as Sephiroth's second phase, except that he attacks faster, making counter-attacking harder. Nevertheless, all his moves still have a specific counter to avoid or minimize the damage, so you merely need to be patient until he is vulnerable to attack. Guard and Reflega will be very helpful to survival.

Trivia

 * There is a possible glitch in Kingdom Hearts II that leaves your MP as it is, but only if Sora has Heartless Angel casted on him with 1 HP. The attack will act as normal if Sora is above 1 HP.