Ehrgeiz

Ehrgeiz

13.10.2013 13:45:40
Sepiroth FAQ
~B
SEPHIROTH FAQ
VERSION 1.1
4/17/99

Unpublished Work Copyright 1999 Mike Allen


FORWARD
-------

This is as an "easy reference" guide for Sephiroth players. The
strategies are from my Expert FAQ Version 1.33.

Send any tips/questions/comments to: Mallen1@csulb.edu

=======================================================================


TABLE OF CONTENTS
-----------------

I. COMPLETE MOVES LIST

II. STRATEGIES

III. V.S. SEPHIROTH

IV. WHY SHOULD I PLAY SEPHIROTH?

V. REVISION HISTORY


=======================================================================


KEY:
----

H: high
M: middle
L: low
G: guard
J: jump
S: special button
Basic: standard attack (not moving or using the directional pad)
Step: Step move
Ducking: a fully-ducked position
Rising: "while rising" attack
j(attack): just frame attack (exp. "jH" is a just-frame attack with H)


=======================================================================


I. COMPLETE MOVES LIST
----------------------

HHL
HHHHH
HLLH
HLjH
90-degree (either direction), H
H+S, jH
LLH
LjH
L+S
MjH
M+S, HHjH
Running H
Running M
Running L
Running G+H
Projectile-Evasion, H
G+H, HjH
G+L
Rising H
Step LHjHHH
J+H
J+L

Throws
------
front
front, hold (H or L)
left
right
back
360-degree

Specials
--------
S (normal -> "draw-position"; "draw-position" -> fully-drawn position)
Directional key up or down while in "draw-position" -> fully-drawn pos.
Running M while in fully-drawn position -> "draw-position"
S (hold)
J, S
S (white meter empty)

"Draw-Position" Attacks
-----------------------
HjH
G+H
L

Fully-Drawn Attacks
-------------------
G+H
Running G+H
(while side-stepping left or right), G+H
HHHjH
LLL
SHH


=======================================================================


II. STRATEGIES
--------------

Close-Range Fighting
--------------------

The LL and LjH mix-up is your best 2-choice. You can delay the LL.

2-choice the HHH and HHL. If opponents try and counter the HHH pull out
the HHHH to smack them down. If they try to counter the HHHH, extend it
to HHHHH.

The M+S, HH is a GREAT move, but the range is short so make sure you're
right next to your opponent. If the first hit connects they all hit. If
your opponent doesn't ground recover, you can extend it to M+S, HHjH.


The Rising H
--------------

Sephiroth's Rising H is arguably the best lifter in the game. It has
great range, comes out quick, and sets up NASTY air combos.

To win with Sephiroth you'll need to duck. When your duck a high attack
or block a low attack, pop the rising H.

Make a habit of sticking it on after a basic low.

Sephoroth's air combos are easy to input and do sweet damage. Always
start with the G+H, H. Follow up with just about anything. I generally
stick with HHHH (you'll need to slightly delay the last H).


Medium-Range Fighting
---------------------

The Step LH is perfect for exploiting openings after a back-step. Be
careful to start the step near the edge of your opponents attack range,
or else you'll be nailed during the Step. You might run into trouble if
your opponent is "trigger-happy."

The running G+H is a quick mid with GREAT range.


White Men Can Jump
------------------

Sephiroth has one of the BEST air attacks in the game. Use a HIGH jump
(hold J) to clear basic attacks, and just after the peak of the jump
press S to come down hard with an unblockable air attack that cannot be
sword-grabbed OR interrupted. This only works when you press the S
button EARLY. If you wait too long you won't do the attack until your
feet hit the floor, and an attack from here can be grabbed and
interrupted.

Use the jumping S to set up a "draw-position" attempt. Simply mix these
two moves up by varying the input timing of the S while airborne.


Countering Opponent's Mistakes
------------------------------

The rising H is your best counter after blocking low attacks. After
launching your opponent try G+H, HH for an easy combo. If this leaves
you with enough space, draw the sword.

If you block a high attack, M+S, HH is a safe counter.

Another GREAT counter included jumping straight-up. After inputting the
J hit the S button quickly to dish out the jumping S.

The basic M tends to miss the opponent when used as a counter after
blocking a low attack.

The M+S, HH makes a great counter after blocking large attacks.


"Draw-Position" Strategies:
---------------------------

The best time to draw the sword is when your opponent is on the floor
and far away.

A nice way to draw the sword is pushing S right before you land from a
jump. You'll go immediately into the draw-position, and can pop the G+H
before your opponent knows what hit him. If your opponent runs away
from the jumping sword and gives you plenty of room, hit S again to do
the full-draw. Mixed with the jumping S, this strategy works well.

If the above strategy doesn't work out for you, resort to pulling the
sword at random or after knocking your opponent down. The distance
between you and your opponent is a major factor. If you are too close,
you'll get hit with a quick jab or wake-up attack. If you are too far,
you'll be nailed with the J+L or projectile.

The best "draw-position" attack is the G+H. Knock `em down and push S
to draw the sword.

If your opponent rushes you when you enter the "draw-position," you can
use the H for a quick pop. If it hits as a counter they'll fall over in
pain. You can land the L after this, but we recommend drawing the sword
and taking a step back.

It is critical to spend time in the Practice Mode hitting S to enter
the draw position and unleashing the G+H as fast as possible.

Some people try to pull the sword out all the way after a rising H. You
simply don't have enough time, and they'll pop you with a wake-up
attack.


"Fully-drawn" Strategies:
-------------------------

Unlike Cloud, Sephiroth can stay in this stance for a long time safely
and effectively. The main difference between the two is Sephiroth's
ability to move with the sword drawn. And you WILL be moving if you
want to keep the sword out.

We only use the S and LLL sword-techniques.

If your opponent jumps at you to try and knock you out of the stance,
take a step back or to the side. When they land, do the LLL for 35%
damage.

The LLL is great because if the first slice hits, they ALL hit.
Unfortunately, you need to be relatively close to your opponent, and
it's weak against jumps.

Step back after using a sword LLL if you're too close. Otherwise, your
opponent will nail you with a wake-up kick. If they miss the wake-up
attack, step forward and do the LLL again.

The LLL can cancel the forward-step or sidestep motion at any time.


=======================================================================


III. V.S. SEPHIROTH
-------------------

Against the "Draw Position"
---------------------------

"Shoot me please!"

For projectile-impaired characters, J+L is your best counter against
the "draw-position."

Don't run away if Sephiroth enters the "draw-position." This will give
him time to enter a "fully-drawn" position and ruin your day.


Against the "Fully-Drawn" Position
----------------------------------

Jump at him--carefully! If you aim towards him in the air you should be
able to knock him down with a properly placed high kick.

Jump straight-up over the LLL and counter.

You can slide under the S with good timing.


=======================================================================


IV. WHY SHOULD I PLAY SEPHIROTH?
--------------------------------

Sephiroth's sword is "useable," and is a great way to pressure
opponents and counter their mistakes. His regular moves are below
average, but the fantastic rising H sets up air combos with ease.

To appreciate Sephoroth you'll need to master moving and evading with
the sword, and deciding when to attack with the sword (if your opponent
jumps over and around the LLL, you're in SERIOUS trouble).

He's not the greatest character in Ehrgeiz, but sword fans will like
him infinitely more than Cloud, who is played better without drawing
the sword once. Again, it depends on your fighting and playing style,
but in our opinion he's a TON of fun to play, and you should certainly
include him in your daily playing routine.


=======================================================================


V. REVISION HISTORY
-------------------

1.0- used Expert FAQ Version 1.3
1.1- used Expert FAQ Version 1.33

I'll be updating this FAQ infrequently. New strategies will appear in
my Expert FAQ first.

Send any tips/questions/comments to: Mallen1@csulb.edu

Unpublished Work Copyright 1999 Mike Allen


 
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