SSBU/Sora

Overview
{{Overview
 * overview= {{StockIcon|SSBU|Sora}} is a versatile, floaty sword character who has tools for almost every situation. He relies on his hitboxes, Magic spells, and disjoint in order to land one of his rewarding combos, and then edge guard the opponent with his superior offstage options.

At long range, his Magic, Firaga and Thundaga, lock an opponent down, allowing him to approach. His fast and long reaching Dash Attack is great for whiff punishing, while movement mixups using B Reverse Magic and Sonic Rave can keep opponents on their toes. In addition, His third spell, Blizzaga, is useful in the mid range, as it’s wide area of coverage, high shield damage, potential follow ups, and transcendent hitboxes can shut down most challenges. Once up close to the opponent, Nair’s unique bounce property and low shield stun forces the opponent into a guessing game on shield. Mixing in bouncing with Nair, Fastfalling, and the direction Sora lands in can confuse opponents into picking an option that can be punished.

Once Sora wins an exchange, his high execution combo strings rack up damage quickly, with options such as dragdowns, loops, and more. Outside of combos, Sora can still juggle an opponent with his long lasting, disjointed Up Air, or edge guard them with his many options offstage, such as his disjointed aerials, space coverage with Magic, preventing recoveries with his Counter, and other options. His high Double Jump, Aerial Sweep and Sonic Blade all allow Sora to stay offstage and keep the opponent from getting back on stage.

Sora’s biggest flaw comes from his floatiness. With the use of projectiles, long reaching hitboxes that can also cover jump height, or speed, Sora can often become overwhelmed and struggle to get in. His floatiness extends to his Double Jump, which deprives him from a movement tool and escape option that a majority of the roster can typically have access to. As a result, his disadvantage state can often be more difficult and harder to escape from when compared to other characters.

If you enjoy having a strong neutral that can lead to high execution, high damaging combos and having a constant offstage presence, Sora is the character for you.


 * summary= is an all-rounder sword character who uses projectiles and disjoints to harass his opponents, while having a very strong offstage presence and a high damage output
 * pros=
 * Strong Neutral: Sora's disjointed attacks coupled with his Magic allows him to easily control space
 * High Combo Damage: Sora can put his opponents in almost inescapable loops at most percents with the use of {{aerial|Nair}} and {{aerial|Fair}}'s first two hits
 * Recovers from Anywhere: Sora's double jump is a floaty one. Coupled with his aerial drift, {{special|up-B}} and {{special|side-B}}, Sora can recover from almost anywhere on the stage
 * Edgeguarding: Sora's recovery coupled with his disjoints and Magic makes him one of the best edgeguarders in the game
 * Versatile: Sora's kit grants him the ability to deal with almost anything


 * cons=
 * Low Mobility: Due to a combination of raw stats and a floaty double jump (which hinders vertical movement), Sora has a rough time getting around projectiles and large hitboxes
 * Struggles to Land: A combination of his aforementioned double jump, floaty movement and a lack of fast aerial moves makes landing as Sora a chore
 * Lightweight: Sora is very light and isn't good at escaping out of combos. This means that, on average, Sora will die earlier than average
 * High Execution: Sora's high damage combos, on top of being tight and requiring techniques such as {{term|IDJ|}}s, are spacing-dependant and changes depending on how much rage Sora has

Sora's Neutral B, "Magic", is a move that rotates through three different spells. In order, you start the match with Firaga, a medium-speed fire projectile. The next time you press Neutral B, you use Thundaga, an downward travelling attack of three thunder pillars. After that, the next attack will cycle into Blizzaga, a short ranged burst of ice that freezes the opponent on contact. The spells always follow this order, and upon death you keep the last spell you had loaded. Being able to rotate different spells for different situations is important, so be sure to keep track of when you are safe to switch your spells! {{Clear}}
 * unique_mechanic1_name = Magic
 * unique_mechanic1 = Sora_Magic.png

However, his double jump comes with its own set of downsides. Sora cannot readily double jump away from opponents, either defensively or as a bait if he wants to change positions more suddenly, and also makes him take longer to reactively juggle or catch high recoveries.
 * unique_mechanic2_name = Floaty Double Jump
 * unique_mechanic2 = Sora sports an unusually slow and floaty double jump similar to {{StockIcon|SSBU|Ness} or {{StockIcon|SSBU|Mewtwo}} that gradually accelerates him vertically, rather than a more typical immediate double jump like most of the roster. Sora's floaty jump enables him to catch characters almost anywhere on the screen in terms of vertical positioning, and pairs well with his specials to offer a great degree of flexible space control.

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 * weight = 85
 * spotDodge = 25F (3~17F intangible)
 * airDodge = 3~30F intangible (Neutral) 3~21F intangible (Directional)
 * uro = Sonic Blade
 * fastestOOS = Aerial Sweep(9F) {{clr|aerial|NAir}}, {{clr|smash|Up Smash}}, {{clr|grab|Grab}}(11F)

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while dashing or running

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Airborne

Airborne after

Airborne after

Airborne +

Airborne +  after

Airborne +  after

Airborne +

Airborne +

Airborne +

with Firaga equipped

with Thundaga equipped

with Blizzaga equipped

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After grabbing,

After grabbing,

After grabbing,

After grabbing,