Thread of Seph’s Shadow Flare:

I’ve seen too much misinformation everywhere and people spreading it around, hopefully this helps clear stuff up a bit.
Seph’s Shadow Flare lasts exactly 240 frames to activate no matter how many orbs you apply. 1, 2, 3, 4 or 5, always 240.

After the activations orbs last around ~10-15 frames to hit the opponent based on # of orbs around the opponent (the more orbs, the faster they hit).
# of orbs applied if dependent on the initial projectile damage, which is why it can apply 4 or 5 orbs if the move is reflected. It will still explode 240 frames (4 seconds later).
Hitlag actually pauses the timer and the visual on the orbs. Any time you hit the opponent the balls will pause for exactly the same amount of frames/time the opponent is in hitlag.

This can make counting inconsistent as just landing 2 hits will change the timing substantially
The easiest way to keep track, at least for 1 or 2 balls, is to actually look at the orbs themselves. 1 ball always starts at 0 degrees (3 o clock) and does 2 laps around the opponent and explodes at 0 degrees/3 o clock.
Balls travel faster the more you charge the move, even if you still apply the same # of orbs, which is why with 2 orbs they always start at 2 and 8 o clock and do 2.05 to 2.2 laps ending between 1 to 11 and 7 to 5 o clock.
While the exact ending position of the orbs for 2 orbs can change depending on charge level the difference in frames is ~5 frames max specially since charge level also makes the balls hit faster after activation which means that the visual cue is still 100% accurate
Just aim for the 1 o clock and 7 o clock and if it happens to activate 1-5 frames later it won’t make that much of a difference.
For max charge (3 orbs) this visual cue is still present, but it’s much much harder to keep track of because of the speed of the balls. I personally try to go for “8th time a ball reaches 6 o clock” but you can come up with your own technique
The reason why visual cue is better than counting is the hitlag I explained earlier

In this video you can see the ball visual pausing any time Lucina is hit, and the ball still explodes at 3 o clock. The balls timer got extended by about half a second but the visual was accurate
Reapplication of Shadow Flare extends the timer. This still needs to be labbed more and understood better but my current findings lead me to believe there is some rng factor in it.

Contrary to the first application, the amount of time it extends is dependent on charge level...
...and seems to be independent of the amount of time left of the first application (so reapplying it early or late seems to have the same results), but even when using min charge as early as possible I would get wildly different results.
Max charge seems to extend the timer by 170-180 frames (3 seconds) with small differences that could even just be human error.

Min charge however applied anywhere from 30-60 frames at seemingly random. I welcome anyone else to help me figure out if there is some other...
Variable I might not be thinking of, aside from charge and time remaining on original application, that might account for these varying results in added time.

If reapplication truly is rng in nature, then reapplying side-b is probably just not optimal in any scenario.
Orbs always knockback away from Seph independent of side, facing, side when applying or facing when applying. It’s just current Seph vs opponent location.
Oooh, another cool detail about Seph’s side-b is that it seems to have a unique trample-like property where it basically can’t be killed by other projectiles but it can still kill the other projectiles.
This follows the normal 9% (10.8% in 1v1) rule. As long as Side-B deals at least 10.8% less than the opponent’s projectile, it will kill it.

You can beat Samus Super Missile on Reaction by 3/4 charging side-b.
If the projectile deals more than 11% extra damage, Side-B won’t kill it, but it will still hit the opponent.
There are plenty of MU changing interactions you can do with this kike for example K Rool.
Canon Ball as well if you charge Side-B.
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