SSBU/Sora/Combos

Intro
The purpose of this guide is to teach players the general combo tree of Sora's combos. Sora's combo structure relies on a few key moves, and he can follow up, extend, or shorten combos in multiple ways. Damage scales with how good your execution is. This page is an attempt of displaying Sora's combos in comprehensive manner regardless if they are simple or advanced. This is to make it easier to not only execute the combos, but also understand where you may fail.

If you are a novice or not confident in learning Sora because of his skill ceiling, don't concern yourself with what you should or shouldn't learn. Take things one step at a time, get comfortable with the character, and slowly develop how much you push your Advantage and combo/punish game. The character is flexible in playstyles, and many players with different playstyles have all seen success playing how they want to push the character.

Here is some common terminology you should familiarize yourself with:


 * This is referring to the first of three s
 * This refers to the second of the three
 * Refers to the third and final.


 * This is referring to the first of three s
 * This refers to the second of the three
 * Refers to the third and final.

For the sake of clarity, this page won't use this simplified term, and will be referring to using the term "fastfall" whenever it occurs. Just keep this in mind when discussing this with other Sora players and communicating through other forums, chats or discord. The exact same applies for: and
 * /: Refers to hitting both and . When these are coupled together like that in notation, it is often implied that you will be fast falling unless stated otherwise. It is very common to say "Nair12-> UpSmash". it impossible to gain enough frame advantage from doing  and  rising from a SH just to normal fall into an  for a true combo. You need proper timing from  too  and fast fall within a certain timeframe.

An example of the aforementioned combo "Nair12->UpSmash" It will be written as: >FF>


 * Aerial Sweep: Up B


 * Sonic Rave: Side B


 * IDJ: IDJ:, or Instant Double Jump. Very important to learn if you want to push this character to its limit.


 * FF: FastFall


 * FH: Full Hop


 * SH: Short hop

In addition, most combos will have difficulty levels. They range from Beginner, Easy, Medium, Hard, and Godlike difficulties. Some of these combos are very unintuitive to learn at first, but a lot of people have gotten these combos at least once or twice. The sky is the limit.

Starters
While the way you start combos will vary, Down Tilt and Nair are some of his most consistent combo starters and will be the moves you will be landing in Neutral.

Combo Theory

 * Nair is the key to Sora's Combos. Nair is one of Sora's 3 hit combos, where he can hold or press A for additional follow ups. Nair1 is an attack where he spins once, attacking with the Keyblade all around him. This move on its own is strong due to its generous hitbox, but what's truly notable about it is the moves properties and its follow up into Nair2. On hit, Sora's aerial 3 Hit Combos have a "bounce" property when they come in contact with something. Because of this, when you hit Nair or Fair you are suspended in the air for a little bit, making it easier to connect into the full Three Combo. on the other hand, this means it easier to hit confirm the initial hit, and land with Nair 2.


 * Nair has a pretty tricky hitbox when it comes to combo conversion. To summarize, Nair has 3 hitboxes to look out for. Nair has a hitbox on the handle of the Keyblade, the middle of the blade, and the tipper "key" portion of the blade. These hitboxes have a priority order from 1 to 3. The tipper, key hitbox has 10 extra frames of hitstun and make Nair combos consistent, as well as weak knockback. The middle hitbox has weak knockback but only 4 extra frames of hitstun, making combos that were true potentially weak to Airdodges and escape options. The handle hitbox has 2 frame of hitstun, but has a higher knockback value. In general, for any type of Nair Loop you want to hit the tipper hitbox, however the priority of the hitboxes moves from closest to farthest. This means that if you hit 2 hitboxes of Nair, the closer hitbox will win and thus can make Nair combos feel "inconsistent" as you have to space with the move for the best hitstun.


 * You can still do some Nair combos, but in general try to space most combos closer to the tip of the Keyblade. In a match, this is not always feasible and adjusting combo routing on the fly in recognition of the type of Nair hitbox you get is a skill that Sora players will typically attain overtime as you get more used to the character. Most simple combos wont be too specific on what Nair you hit, but for more complex Nair combos it's important to get the most hitstun possible. Here is a visual by WhyDo @WDBTHtGP on Twitter.



One of the strength's of Sora's Nair and Fair is that they typically do not send into Tumble at all. This means the attacks cannot be DI'ed, and since these moves have a hitlag multiplier of 0.25, this means they effectively cannot be SDI'ed. As a result, if the combo is 100% true on the combo counter, you effectively cannot escape out of the combo. However, often times a lot of Sora combos can be considered true without showing up as 100% true on the combo counter. This is because for most characters, the fastest option they have to escape is their Airdodge or a particularly fast attack. Although Airdodges are not standard across the cast, most characters have a Frame 3 Airdodge. Some characters have a frame 4 Airdodge, and some characters have a frame 2 or faster Airdodge. In addition, some characters have escape options that hit on Frame 1 or faster, such as  Cyclone,   Grenade,  Double Jump,   Switch, and others. While there are chart's that explain what characters are easier or harder to combo with Sora, here are two general charts for Airdodge speed and escape options across the cast.




 * Another factor is the ability to fast fall during a 3 Hit Combo. With this, the main structure of Nair combos is done with inputting a Nair1 into a FF Nair 2. Since Nair2 has extra frames of advantage and Sora on the ground, Sora can link into multiple attacks, most notably another Nair. This forms the basis of Sora's "Nair Loops", which is probably the primary term people will say when referring to Sora combos. Straight up looping the opponent is possible, but is often not required and requires practice and knowledge of the character beforehand.

Nair 1 into FF Nair 2 is the crux of Sora's combos, with some examples of combos using them being as follows.

When you start getting more comfortable with Sora's Nair and how to hit it, Sora can start going for slightly more advanced combos. These are still not fairly difficult, but they lead to more damage and kills at earlier percent's and should be prioritized if possible.

Nair is a key component of Sora's combo game, and should be treated as such. However, it's not the only thing that Sora can do in neutral, and will often prove inconsistent when fighting an opponent who can use projectiles or long ranged attacks to stuff it out. This is where Sora's spells come into play, and he can even get combos off some of them. Firaga in particular is very useful for Sora's air and ground game, as it can condition the opponent to either stay on the ground or jump at Sora. If they don't respect Firaga and get hit, Sora can do a couple options to follow up.


 * After a close ranged Firaga, Sora can dash and get a grab. This is useful at low percent, due to his low percent throw combos. In addition, if the opponent is at high percent, getting a dash grab can threaten a kill with back throw at around 135 near the ledge, or up throw at around 180.


 * After a close to mid range Firaga, Sora can do Dash Attack. Dash Attack is the most versatile of his options, combos the most reliably, sends offstage for a potential ledge trap or edge guard, and can even kill if you get the strong Dash Attack hitbox. Dash Attack is most likely the most common option to use after Firaga.


 * In the same vein as Dash Attack, Sora can also press Sonic Rave. The use of this is more limited, and its most useful when below a platform for a tech chase setup on the platform.


 * If Firaga connects in the air and Sora is close to him, he can press Aerial Sweep, Sonic Rave, or one of his aerials to follow up. In addition, if the opponent is grounded, doing Firaga into FF Nair or IDJ Nair can net a combo or kill confirm.

Thundaga does not typically have follow up options after it, but Blizzaga is an interesting case because you technically cannot get any true follow ups after it. Opponents can escape from frozen status quicker by mashing, similar to betting buried or shield broken. However, often times you will see Sora players go for Nair1, Nair2, Up smash, or up air or up b after the opponent is frozen and often the opponent can get hit. You can act out of being frozen on frame 1, however often Sora combos can frame trap the opponent's escape or Airdodge into netting a stock. Experiment with how the opponent deals with being frozen after Blizzaga, and try not to commit if they have an option that is quickly invulnerable and can reversal you into a disadvantageous situation.

Although Sora does not need IDJ for every combo, there is one particular combo that could be useful for getting early kills, and that is comboing into Aerial Sweep. Simple Nair loops or even Nair1, Nair2, Fair1, Fair2 into Aerial Sweep can work on a lot of characters at higher percents. However, you can also combo into Aerial Sweep using an IDJ Up Air.

Throws
Sora has a pretty good set of Throws. Down Throw can true combo into Nair at 0 and from low to middle percents, and Forward Throw can tech chase at middle percents and set up for offstage play at higher percents or near the ledge. When it comes to killing, his Back Throw and Up Throw are more useful, with Back Throw killing at the ledge at around 130 to 140 percent on Middle weights and lighter, and Up Throw killing most light to middle weights at around 180 percent.

Rage
Rage is a mechanic that changes how much knockback a move can do the more you increase damage taken. Although Sora is a light character, if he can live to a higher percent Sora can take advantage of this. Sora's moves get added hitstun with more rage which allows them to true combo easier. The added hitstun on Nair and Fair is the basis for a combo structure called "Ars Arcanum".

Ars Arcanum
Primarily optimized by Limon @Limon1211zzz, Ars Arcanum can potentially be one of Sora's more deadly tools and can make his loops very consistent and universal across most of the cast. The foundation of the combo falls yet again on Sora's Nair, but also in conjunction with his Fair and some use of IDJ. The easiest value to remember is 100%, however Ars Arcanum (which will also be referred to as Ars Arc, interchangeably) can work consistently at around 90 and is possible even without the use of Rage. It's just easier to preform when you have more rage, as the extra hitstun gives you more leeway.

Ars Arc can be used in a variety of ways. On stages with few platforms to interfere, you could horizontally loop your opponent across the stage. On stages with platforms, IDJ Nair can make it easier to rise with Nair1 onto a platform, and continue from there. This vertical approach can strongly benefit Sora, as comboing onto platforms gets him closer to top blastzones, where his Up Smash and Aerial Sweep can start killing earlier from confirms. Ars Arc can be used as a simple kill confirm, as if you hit a Rising Nair at 80 or 90 going into a quick IDJ Fair into IDJ Nair Up Smash can net a stock while also being a consistent conversion, and not have to worry about what hitbox of Nair you got if done right. The versatility of Ars Arc means that with practice it can become a very strong tool, but you can use it in different situations as you see fit. Although it can be hard to practice, it's recommended to learn Ars Arc and at least some simple applications of it as quickly as possible. For a more in depth guide into how to preform Ars Arcanum and some of it's intricacies, view the information in Resources.

Edgeguard

 * Naturally, a character than can go offstage as far as Sora can would be very strong at Edgeguarding. His Aerials all have general hitboxes and are good from stopping the opponent from getting back onto the stage. In particular, Back Air, Fair, and Nair are good because they have large hitboxes that send the opponent away from the stage. Back air can be done a numerous amount of times offstage due to its endlag, and Fair and Nair have auto followups in case the first attack hits. You can also use the initial hits of Fair and Nair and choose not to use the Finisher, as Sora can often drag opponents with worse recoveries offstage and end up gimping them.


 * Magic is also a tool that Sora can use. Thunder on the ground goes farther, however in the air it covers a space closer to him faster. All three spells suspend your air movement, allowing you to float in the air even more while sending out projectiles for the opponent to navigate around. All three spells can gimp the opponent, but Blizzaga and Firaga are particularly useful on characters with mediocre recoveries as it stops their horizontal momentum and in the case of Blizzaga, can freeze them in place and make them fall. Thundaga can sometimes not fully connect on all three hits and gimp the opponent, but it can also outright kill opponents off the top. Going offstage to use these in combination with your aerials can make offstage seem like a minefield for the opponent.


 * Counter is a tool that Sora can use quite liberally. It's recovery is not as much as other characters, like his Magic his momentum is stalled in the air, and because he is a floaty character with a large Double Jump he can whiff counter offstage numerous amounts of times before needing to recover back to stage. Unlike most counters, Sora's counter actually stops the opponents attack on contact and stuns them before attacking. This makes it much better at stopping moves that continue past other counters like  and  ,   , and   and   . The only caveat is that Sora's counter often does not activate behind him. Certain disjointed moves that can hit through him can activate it, but for the most part Sora must be facing the attack for the counter to activate. If countering a recovery that is hugging the ledge, Sora has to be right next to the stage in order to stop it.


 * Aerial Sweep can kill opponents that are close to the Blast Zone, so if Sora ends up burning his resources and needs to go back to the stage, using Aerial Sweep as one last chance to hit the opponent before using Sonic Rave after to go back to the stage can be useful.

Ledgetrap

 * Sora has many different options he can rotate while Ledgetrapping to force the opponent into picking certain options. Simply sitting at roll distance and rotating through spells can be enough to scare an opponent, as if spaced Thundaga can hit a ledge hang. Blizzaga and Firaga can be used to catch ledge drops, hit jumps if they run into the projectile, and keep Sora safe if they getup into the projectile and shield. Ftilt can be used to catch neutral getup on reaction. Back Air is also a strong option at ledge because it has a hitbox reminiscent of, just on a floatier character. The move is also safe when spaced, and because Sora has a longer airtime duration due to his floatiness, he can delay if or when he presses Back Air by a significant amount. Nair1 also has a hitbox behind him, so if you are ledgetrapping and they end up behind you, getting hit by Nair1 means they may be brought in front of you for a combo.

Notes on 2 Framing
 * Sora has a variety of options when it comes to 2 framing the opponent. His Dash Attack, Ftilt, and Down Smash are all grounded options that can hit the opponent while recovering to ledge if timed right. Down Smash in particular has a generous window and leaps into the air, making it difficult to counterpoke him. Ftilt and Dash Attack are quicker, and therefore can be done in reaction to opponents recovery easier and can be more ambiguous. Thundaga can also be used as an active pillar hitbox that prevents the opponent from grabbing the ledge of timed right, and will generally start threatening kills once aboe 100%. Landing Nair and Fair can also be used to catch ledge hangs or 2 frame, however they are much harder to use and time in comparison to Ftilt and Dash attack. Although they require you to be in the air and time a FastFall, if the attack connects you can go into Forward Smash for a very strong kill option at the ledge.

Common Set-ups

 * Sonic Rave is solid when the opponent is at middle to high percents, as hitting the first hit of Sonic Rave under a platform often forces them directly above it. This forces them into a tech scenario, and Sora in particular can cover most options extremely well. If they miss a tech, Up Smash has a big enough hitbox to cover most of the platform. If they tech, you can either try to cover their tech option with Up Smash and center yourself to where they are most likely to go, or can use Up Air to cover a majority of the platform