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'''Use the navigation/TOC on the right for convenience'''

= Intro =


== 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.
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.
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.


If you want a general overview of how Sora combos tend to operate, watch Dusty_Carpets combo video. It is a well made, cohesive piece of information on Sora's combo game that can give you a visual idea of where to start.
If you want a general overview of how Sora combos tend to operate in a video format, watch Dusty_Carpets combo video. It is a well made, cohesive piece of information on Sora's combo game that can give you a great idea of where to start.
You can find his video in the resource tab under "videos".
You can find his video in the '''resource''' page under "videos".


Lastly, it is recommended to read this page in chronological order. Some explanations are very important to not skip to understand important nuance. The goal of the reader does bypass this recommendation unless if it is to fully understand the depth of Sora's combo game.
Still here? Alright.

== Terminology ==


Here is some common terminology you should familiarize yourself with:
Here is some common terminology you should familiarize yourself with:


*{{clr|aerial|N-Air1}}: This is referring to the first of three {{clr|aerial|N-Air}}s
*{{clr|aerial|N-Air1}}: This is referring to the first of three {{clr|aerial|N-Airs}}
*{{clr|aerial|N-Air2}}: This refers to the second {{clr|aerial|N-Air}} of the three
*{{clr|aerial|N-Air2}}: This refers to the second {{clr|aerial|N-Air}} of the three
*{{clr|aerial|N-Air3}}: Refers to the third and final {{clr|aerial|N-Air}}.
*{{clr|aerial|N-Air3}}: Refers to the third and final {{clr|aerial|N-Air}}.


*{{clr|aerial|F-Air1}}: This is referring to the first of three {{clr|aerial|F-Air}}s
*{{clr|aerial|F-Air1}}: This is referring to the first of three {{clr|aerial|F-Airs}}
*{{clr|aerial|F-Air2}}: This refers to the second {{clr|aerial|F-Air}} of the three
*{{clr|aerial|F-Air2}}: This refers to the second {{clr|aerial|F-Air}} of the three
*{{clr|aerial|F-Air3}}: Refers to the third and final {{clr|aerial|F-Air}}.
*{{clr|aerial|F-Air3}}: Refers to the third and final {{clr|aerial|F-Air}}.


*{{clr|aerial|N-Air1,2}}/{{clr|aerial|N-Air12}}: Refers to hitting both {{clr|aerial|N-Air1}} and {{clr|aerial|N-Air2}}. 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 {{clr|aerial|N-Air1}} and {{clr|aerial|N-Air2}} rising from a SH just to normal fall into an {{clr|smash|U-Smash}} for a true combo. You need proper timing from {{clr|aerial|N-Air1}} too {{clr|aerial|N-Air2}} and fast fall within a certain timeframe.
*{{clr|aerial|N-Air1,2}}/{{clr|aerial|N-Air12}}: Refers to hitting both {{clr|aerial|N-Air1}} and {{clr|aerial|N-Air2}} in quick succession, akin to just holding down the attack button. {{clr|aerial|N-Air1}} and {{clr|aerial|N-Air2}} will be written separate when there is more timing, or for combo recipes. It is very common to say "Nair12-> UpSmash" when talking about Sora. What they are referring to is that there is a fastfall after {{clr|aerial|N-Air2}}. It is impossible to gain enough frame advantage from doing {{clr|aerial|N-Air1}} and {{clr|aerial|N-Air2}} rising from a SH just to normal fall into an {{clr|smash|U-Smash}} for a true combo. You need proper timing from {{clr|aerial|N-Air1}} too {{clr|aerial|N-Air2}} and fast fall within the startup frames.
For the sake of clarity, this page won't use this type notation. "Fastfall" will be mentioned whenever it occurs. Just keep this in mind when discussing this with other Sora players when communicating through other forums, chats or discord.
For clarity sake, "Fastfall" will be mentioned whenever it occurs. Just keep this in mind when discussing this with other Sora players when communicating through other forums, chats or discord.
The exact same applies for: {{clr|aerial|F-Air1,2}} and {{clr|aerial|F-Air12}}, including dragdowns
The exact same applies for {{clr|aerial|F-Air}}.


An example of the aforementioned combo "Nair12->UpSmash" It will be written as: {{clr|aerial|N-Air1,2}}>FF>{{clr|smash|U-Smash}}
An example of the aforementioned combo "Nair12->UpSmash" will be written as: {{clr|aerial|N-Air1}}>{{clr|aerial|N-Air2}}>FF>{{clr|smash|U-Smash}} in this page


* Aerial Sweep: Up B
* Aerial Sweep: {{clr|special|Up-B}}


* Sonic Rave: Side B
* Sonic Rave: {{clr|special|Side-B}}


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


* L: Refers to when landing normally without fastfall
* FF: FastFall, when using this symbol it is always assumed for this page that Sora will land before he can do anything else.

* FF: FastFall, when using this acronym it is always assumed for this page that Sora will land before he can do anything else.


* FS: Footstool. For this page, Phantom footstool will just be referred to as "Phantom-FS"
* FS: Footstool. For this page, Phantom footstool will just be referred to as "Phantom-FS"
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* SHA or FHA: Refers to when doing the move at the apex of a specific jump.
* SHA or FHA: Refers to when doing the move at the apex of a specific jump.

* SHL or FHL: Landing. Will mostly be used in regards to notations when landing occurs as a requisite. Fastfalls count as landing, and for the sake cluttering, combo notations will not include L and FF right next to eachother. '''L''' is used for cases when just normal landing. When landing from specific heights without fastfall, that's where SHL or FHL will come into play.





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.
Most combos will have difficulty levels. They range from '''{{clr|grab|Beginner}}, {{clr|grab|Easy}}, {{clr|tilt|Moderate}}, {{clr|smash|Difficult}} and {{clr|smash|Godlike}}''' . 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.


=== Combos ===
= Combos =


=== Core Moves ===
== Core Moves ==
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==== Combo Starters ====
=== Combo Starters ===


* <big>'''{{clr|aerial|N-Air}}'''</big>
* <big>'''{{clr|aerial|N-Air}}'''</big>
{{clr|aerial|N-Air}} is Sora's core combo tool. This move enables not only a great punish game, but also a great neutral game. Any part of {{clr|aerial|N-Air}} can start a combo, what combo you can start depends on a number of factors that will be covered later.
{{clr|aerial|N-Air}} is Sora's core combo tool. This move enables not only a great punish game, but also a great neutral game. Any part of {{clr|aerial|N-Air}} can start a combo, what combo you can start depends on a number of factors that will be covered.

* <big>'''{{clr|aerial|U-Air}}'''</big>
{{clr|aerial|U-Air}} while falling can lead into other aerials such as {{clr|aerial|N-Air}}, {{clr|aerial|F-Air}} or into {{clr|aerial|Uair}} itself. At high percents, this loses its combo potential and becomes a kill option instead.


* <big>'''{{clr|aerial|F-Air}}'''</big>
* <big>'''{{clr|aerial|F-Air}}'''</big>
{{clr|aerial|F-Air}} Is another important combo tool that helps to complete certain combos that would otherwise be impossible. It is less flexible than {{clr|aerial|N-Air}}, but that doesn't make it less impactful. Mastering this move is just as important as mastering {{clr|aerial|N-Air}}. This is the move Sora uses to dragdown his opponents for certain combos. This is also a common combo finisher that is very good for unstaling moves.
{{clr|aerial|F-Air}} Is another important combo tool that helps to complete certain combo routes that would otherwise be impossible. It is less flexible than {{clr|aerial|N-Air}} for combos, but that doesn't make it less impactful. Mastering this move is just as important as mastering {{clr|aerial|N-Air}}. This is the move Sora uses to dragdown his opponents for certain combos. Great for ending combos due to how effective it is at unstaling and damage output.

* <big>'''{{clr|aerial|U-Air}}'''</big>
{{clr|aerial|U-Air}} while falling can lead into other aerials such as {{clr|aerial|N-Air}}, {{clr|aerial|F-Air}} or into {{clr|aerial|Uair}} itself. At high percents, this loses its combo potential and becomes a kill/setup option instead. This is Sora's most reliable combo ender as well due to its consistency both in frames and hitbox wise.


* <big>'''{{clr|tilt|D-tilt}}'''</big>
* <big>'''{{clr|tilt|D-tilt}}'''</big>
{{clr|tilt|D-tilt}} like Nair, will often lead into the imagination. Low percent combos, Kill Confirms, this move can do it all. Just be wary of how the opponent DI's, as it will change what combos you can go for.
{{clr|tilt|D-tilt}} is Sora's main grounded combo starter or extender. It can also be a kill confirm. Just be wary of how the opponent DI's, as it will change what followups you can go for.


* <big>'''{{clr|grab|Grab}}'''</big>
* <big>'''{{clr|grab|Grab}}'''</big>
{{clr|grab|D-throw}} at low percents is useful as it pops the opponent up in place for a rising {{clr|aerial|N-Air}} or {{clr|aerial|F-Air}} at medium percents, which then can be extended upon as seen fit. At medium it can still consistently combo into {{clr|aerial|Uair}}. Will kill at high perecent if the opponent DI's in.
{{clr|grab|D-throw}} at low percentages is useful as it pops the opponent up in place for a rising {{clr|aerial|N-Air}} or {{clr|aerial|F-Air}}. At medium it can still consistently combo into {{clr|aerial|Uair}}.


* <big>'''Firaga'''</big>
* <big>'''Firaga'''</big>
Firaga's first hit leaves the opponent in significant amount of hitstun, enough for a {{clr|grab|Dash-Grab}} and {{clr|tilt|Dash-Attack}}. Sometimes you can even connect this into {{clr|aerial|U-Air}} or {{clr|smash|U-Smash}}. This is only true from the first fireball, since the second in succession will have significant less hitstun.
Firaga's first hit leaves the opponent in significant amount of hitstun, enough for a {{clr|grab|Dash-Grab}} and {{clr|tilt|Dash-Attack}}. Sometimes you can even connect this into {{clr|aerial|U-Air}} or {{clr|smash|U-Smash}}. This is only true from the first fireball, since the second in succession will have significant less hitstun, which will give the opponent enough time to shield.


==== Combo Finishers ====
=== High impact combo enders ===


* <big>'''{{clr|smash|U-Smash}}'''</big>
* <big>'''{{clr|smash|U-Smash}}'''</big>
Up Smash is one of Sora's most important combo finishers. A lot of extenders sends the opponent upwards, making this a good option for taking stocks.
Up Smash is one of Sora's most important combo finishers. A lot of extenders sends the opponent upwards, making this a flexible kill option for finishing many of his combos.


* <big>'''{{clr|smash|F-Smash}}'''</big>
* <big>'''{{clr|smash|F-Smash}}'''</big>
Sora's strongest knockback move. If you can confirm into this, you can take stocks earlier than usual.
Sora's strongest knockback move. {{clr|smash|F-Smash}} is the least flexible combo ender due to the routes setting the opponents hurtbox up and away from Sora.


* <big>'''{{clr|special|Up-B}}'''</big>
* <big>'''{{clr|special|Up-B}}'''</big>
Flexible confirm option. Although DI can make this move kill later, Aerial Sweep is a consistent Combo Ender that can be routed into easily.
The second most flexible kill confirm option after {{clr|aerial|U-Air}}. Although DI can make this move kill later, Aerial Sweep is a consistent Combo Ender which has a lot of routes that end into it. There are some routes that exclusively can only end with {{clr|special|Up-B}} due to its range and availability.

}}
}}


=== Combo Theory ===
== Combo Theory ==

* As mentioned above, {{clr|aerial|N-Air}} is one of Sora's core combo tools. You could almost say it is the "key" to his combos. {{clr|aerial|N-Air1}} spins his sword all around him, and it shines for a multitude of reasons. Because the move has a lot of hitstun, you can both rise and fall with {{clr|aerial|N-Air1}} and get a follow up afterwards. Second, because of the moves range and relative safety on shield along with mixups of how you land on the opponents shield, the can be used in neutral with below average risk. There are a lot of combo starters in this game that are not great neutral tools because of their lack of safety or inflexibility. Sora's {{clr|aerial|N-Air}} is able to satisfy both of these conditions.
* As mentioned above, {{clr|aerial|N-Air}} is one of Sora's core combo tools. One could almost say it is the "key" to his combos. {{clr|aerial|N-Air1}} spins his sword all around him with significant hitstun. Because the move has a lot of hitstun, you can both rise and fall with {{clr|aerial|N-Air1}} and get a follow up afterwards. There are a lot of combo starters in this game that are not great neutral tools because of their lack of safety or flexibility. Sora's {{clr|aerial|N-Air}} is able to satisfy both of these conditions. His {{clr|aerial|N-Air1}} both has good range, mixups on hit and on shield.
But to understand {{clr|aerial|N-Air}} more deeply, look at this image made by WhyDo (@WDBTHtGP on Twitter) that could make things easier to understand.

To understand {{clr|aerial|N-Air}} more deeply, look at this image made by WhyDo (@WDBTHtGP on Twitter) that could make things easier to understand.


[[File:Sora_Nair_Hitbox_(2).png]]
[[File:Sora_Nair_Hitbox_(2).png]]


For reference, "Nooping" is the art of looping someone with just {{clr|aerial|N-Air}} over and over again. "Foops" also exist, but are even more niche.
For reference, "Nooping" is the act of looping someone with just {{clr|aerial|N-Air1}} and {{clr|aerial|N-Air2}} over and over again. "Foops" also exist, but are even more niche.


The point of the image is that there is a world of difference between each hitbox.
The point of the image is that there is a world of difference between each hitbox.
Technically, there are way more hitboxes with different values in angles, hitstun and knockback other from just these. The hitboxes displayed have actually the least amount of hitstun out of any of the other hitboxes in {{clr|aerial|N-Air1}}, and that is 18 remaining hitboxes!
Technically, there are way more hitboxes with different values in angles, hitstun and knockback other from just these. The hitboxes displayed have actually the least amount of hitstun out of any of the other hitboxes in {{clr|aerial|N-Air1}}, which is 18 remaining hitboxes! The main reason this is highlighted is because it is the first frame which is very common to connect with.
WhyDo's image highlights a "garbage hitbox". This hitbox is typically unfavorable due to its low knockback angle and low hitstun preventing it from confirming into certain moves, like {{clr|smash|F-Smash}}.
WhyDo's image also highlights a "garbage hitbox". This hitbox is typically unfavorable due to its low knockback angle and low hitstun preventing it from confirming into certain moves, like {{clr|smash|F-Smash}}. This hitbox stands out from all other of Sora's {{clr|aerial|N-Air1}} hitboxes, the "garbage hitbox" gives significantly less hitstun, and puts the opponent in a weird angle, atleast relative to the other hitbox angles. There is a combo where this hitbox becomes important to hit, but it is the exception and not the norm. There is even exceptions to this when it comes to matchups and rage. Check the '''Ars Arcanum''' section for more.


In terms of hit advantage, at low percent (i.e having no rage), against an opponent with 0 percent, the hilt hitbox in WhyDo's visual is 18 frames, 17 frames at the tip, and 12 frames in the middle. The remaining hitboxes after the first frame of {{clr|aerial|N-Air1}} are between 19-23 frames. These values are hit advantage from landing right after you connect them. Even if you connect with the "garbage hitbox" you can still connect with {{clr|aerial|N-Air2}}, the question is if you can get the timing and spacing right, both for reacting properly with {{clr|aerial|N-Air2}} and connecting it so you can get the desired followup.
In terms of hit advantage, at low percent (i.e having no rage), against an opponent with 0 percent, the hilt hitbox in WhyDo's visual is 18 frames, 17 frames at the tip, and 12 frames in the middle. The remaining hitboxes after the first frame of {{clr|aerial|N-Air1}} are between 19-23 frames. These values are hit advantage from landing right after you connect them. Even if you connect with the "garbage hitbox" you can still connect with {{clr|aerial|N-Air2}}, the question is if you can get the timing and spacing right, both for reacting properly with {{clr|aerial|N-Air2}} and connecting it so you can get the desired followup.
As mentioned, how you land these hits will determine the followups.
How you land these hits will determine the followups. A core part of Sora's combo game is to delay the {{clr|aerial|N-Air2}} after connecting {{clr|aerial|N-Air1}}


There is also an important thing to consider regarding execution of the combos. Rage and opponent percent are equally important to consider. Some combos get easier and harder the higher these factors are. WhyDo is correct that you can't DI Sora's {{clr|aerial|N-Air1,2}} at frame 1. There are a lot of similarities with {{clr|aerial|F-Air1,2}} as well, there are exceptions though, since some parts of the move does send into tumble. Some, like the back hit of {{clr|aerial|N-Air1}} will always send into tumble, and others like parts of {{clr|aerial|F-Air1,2}} will only send into tumble at high percent and rage.
There is also an important thing to consider regarding execution of the combos. Rage and opponent percent are equally important to consider. Some combos get easier and harder the higher these factors are. WhyDo is correct that you can't DI Sora's {{clr|aerial|N-Air1,2}} at frame 1. There are a lot of similarities with {{clr|aerial|F-Air1,2}} as well, there are exceptions though, since some parts of the move does send into tumble. The back hit of {{clr|aerial|N-Air1}} will always send into tumble, and others like parts of {{clr|aerial|F-Air1,2}} will only send into tumble at high percent and rage.


As a general rule of thumb. Unless you are familiar with Sora, avoid hitting {{clr|aerial|N-Air1}} hitbox 2 as much as possible. There are cases where it can be useful, but they are not the norm. It is also not easy to avoid it at all times, since it is in a very convenient spot to hit with.
Now that we have learned some intricacies of {{clr|aerial|N-Air}}, it's time to move to its cousin, {{clr|aerial|F-Air}}
Now that we have learned some intricacies of {{clr|aerial|N-Air}}, it's time to move to its cousin, {{clr|aerial|F-Air}}


{{clr|aerial|F-Air}}, while not as versatile as {{clr|aerial|N-Air}}, it is still very important. It is because of it's ability to dragdown the opponent. When mentioning {{clr|aerial|F-Air}} dragdowns it's also very important to mention that '''not all hitboxes have the same angles''', and the one you are looking for is the tipper hitbox which is hard to hit against some characters. Sometimes it's okay to hit the middle hitbox of {{clr|aerial|F-Air1}} for some characters.
{{clr|aerial|F-Air}}, while not as versatile as {{clr|aerial|N-Air}}, is still very important. It is because of its ability to dragdown the opponent. When mentioning {{clr|aerial|F-Air}} dragdowns it's also very important to know that '''not all hitboxes have the same angles'''. The important hitbox for dragdowns is the tipper hitbox which can be hard to hit. Sometimes it's okay to hit the middle hitbox of {{clr|aerial|F-Air1}} for some characters due to their fallspeed and character model.
The reason why dragdowns are important for Sora, is that most of his moves send the opponent up. With a way to bring the opponent back down, you could almost "loop" the opponent in a way for extra damage. The most difficult, and high damaging combos Sora can do builds on this principle. A simple way is just to use {{clr|tilt|D-tilt}} after a dragdown, or even {{clr|grab|Dash-Grab}} them. Both of these leads into high damage. But what if you can do {{clr|aerial|N-Air1,2}}>FF after {{clr|aerial|F-Air}}? The most common way to get {{clr|aerial|F-Air1,2}}>DD>FF is from first landing {{clr|aerial|N-Air1,2}}>FF. So if we can somehow land {{clr|aerial|N-Air1,2}}>FF after {{clr|aerial|F-Air1,2}}>DD>FF, then it will be a neverending, non-DI'able combo, right?
The reason why dragdowns are important for Sora, is that most of his moves send the opponent up. With a way to bring the opponent back down, the possibilities for extending a combo game is there. The most difficult, and high damaging combos Sora can do; builds on this principle. A simple extender after a dragdown is to do {{clr|tilt|D-tilt}} or even {{clr|grab|Dash-Grab}}. Both of these leads into high damage, however managing to get {{clr|aerial|N-Air1}} > {{clr|aerial|N-Air2}} > FF after {{clr|aerial|F-Air2}} would be a be more beneficial due to {{clr|aerial|N-Air}} combo potential. The most common way to get {{clr|aerial|F-Air}} is from first landing {{clr|aerial|N-Air1}} > {{clr|aerial|N-Air2}} > FF.
That is correct, but there is one problem.
When Sora hits an opponent with his {{clr|aerial|F-Air1}} he does a bounce, and with a shorthop, his "lowest jump" he is still way to high to get any meaningful hit advantage after hitting {{clr|aerial|F-Air2}}.
When Sora hits an opponent with his {{clr|aerial|F-Air1}} he does a bounce, and with a shorthop, his "lowest jump" he is still way to high to get any meaningful hit advantage after hitting {{clr|aerial|F-Air2}}.
This would be a dead end if IDJ didn't exist, and it does. What's ironic is that Sora's DoubleJump, or "DJ" is better suited for combos rather than mobility. It's unsure if this is an oversight or not, but that's not why you are here.
This would be a dead end if IDJ didn't exist. The irony about Sora's DoubleJump, is that while it is a mobility tool, it makes his combo game exponentially better due to its mechanics.
If you employ an IDJ before {{clr|aerial|F-Air1}}, you will be just slightly above the ground. And if done correctly, you will have enough hitstun for a bunch of his options. This includes {{clr|aerial|N-Air1}}. As mentioned before, it isn't easy to land the tipper hitbox of {{clr|aerial|F-Air1}}, but with IDJ it becomes a lot easier. The only issue again is that you will be hitting "too high" with {{clr|aerial|N-Air1}} and will whiff in some cases. That's fine, because again, IDJ will remedy that issue. (IDJ){{clr|aerial|N-Air}} will be able to hit in most cases since then the startup of the {{clr|aerial|N-Air1}} is closer to the ground. Reason for that phrasing is because there are exceptions. This is the "peak" or most "godlike" thing you can do with Sora. Doesn't mean its the only thing.


Employing an IDJ before either {{clr|aerial|N-Air1}} or {{clr|aerial|F-Air1}} will allow Sora to hit the opponent with barely any vertical gain. IDJ solves the issue of extending Sora's combos due to hitboxes and hurtboxes not connecting in some scenarios.
To summarize:
Not only does IDJ help with getting the proper vertical height for {{clr|aerial|F-Air1}}, but also for hitting {{clr|aerial|N-Air1}} afterwards when done with an IDJ. Keep in mind that there are different situations where not doing IDJ is more beneficial due to hurtbox shifting.
* Certain hitboxes have different purposes
* {{clr|aerial|F-Air}} dragdown combos. IDJ {{clr|aerial|N-Air1}} for optimal dragdowns
* You need to adjust to certain timings and spacings
* Certain characters are more prone to certain combos than others.
* Despite DI being a non factor, not all combos will work on everyone.


Other than for connecting {{clr|aerial|N-Air}} into {{clr|aerial|F-Air}} and vice versa, IDJ can also be used with {{clr|aerial|N-Air}} to loop an opponent for an extension. This also referred as "nooping" an opponent, and isn't exclusive with just IDJ. The only limit for these "Noops" is that at some point the opponent will be too high up for extended noops. Inputting the noops are easy in comparison to getting the spacing. The hurtbox shifting from the opponent makes Noops difficult to get consistently on the entire cast. (There is still research to be had on which characters are optimal to be nooped). Noops are more effective against characters that have poor hurtbox shifting and poor escape options.


Earlier it was mentioned that {{clr|aerial|N-Air1}} had 18 other hitboxes not shown in the picture. The general "norm" of these hitboxes is that their knockback angle will usually center the opponent in front of Sora. The exceptions are the final hits of {{clr|aerial|N-Air1}} which send backwards with tumble. This is important to note regarding the ladder combo routes, which sometimes gets more mileage from the hitboxes not amongst the earliest {{clr|aerial|N-Air1}} frames.


All of Sora's {{clr|aerial|N-Air}} and {{clr|aerial|F-Air}} hitboxes with the exception of the third hits have very low hitlag, making it generally very hard to hit confirm. This isn't a issue with practice, but making frame perfect timings is very difficult with low hitlag. Some of the confirms Sora has are very difficult if the Sora player is just going to react on hit. Sora must in some cases, preemptively guess that he is going to hit before getting the actual hit. This isn't an issue usually with landing {{clr|aerial|N-Air1}}, but for {{clr|aerial|N-Air2}} without having connected with {{clr|aerial|N-Air1}}, makes it difficult to confirm at times. The amount of hitlag Sora has for these moves, are 2frames, which is less than a lot of the multihit moves in the game.


The Resource page has a google spreadsheet for {{clr|aerial|N-Air1,2}} and {{clr|aerial|F-Air1,2}} hit advantage. The most important observation is that {{clr|aerial|F-Air2}} only has 9 frames of hitstun (with optimal vertical spacing) with no additional rage or percent factoring in. This part is what necessitates Sora's need for IDJ's for getting true follow ups beyond this extension for more damaging combos. The spreadsheet can also give other ideas, one of them being the difficulty on the combos.






=== Short combo theory summary ===
* Sora's {{clr|aerial|N-Air}} and {{clr|aerial|F-Air}} does not send into tumble
* Certain hitboxes have different purposes
→ {{clr|aerial|N-Air}} and {{clr|aerial|F-Air}} function differently in terms of hitstun and knockback angles.
→ {{clr|aerial|F-Air2}} is important to consider for practice
* IDJ is an important component for optimizing Sora's combo game
→ Some routes become more consistent as a result due to positioning
→ Other routes can use IDJ as an extension for more damage
→ Not all combos are better with IDJ
* Certain characters are more prone to certain combos than others.
→ Fallspeed and character models along with their hurtbox shifting decides which followups are true other than percentages and rage.
* Sora's core combo moves have low hitlag. To be consistent, Sora players must use buffering to their advantage for consistency


== List of combos ==


=== BnB's ===


{{TheoryBox
=== List of combos ===
| Title = The easiest combo
| Oneliner = Simple and Clean
| Difficulty = {{clr|grab|Beginner}}
| Anchor =
| Video =
| Recipe = SHR {{clr|aerial|N-Air1,2,3}}
| content =
* Works at any percent.
* Works versus any character
* Very simple
* Auto combo
* {{clr|aerial|F-Air1,2,3}} can be used instead, few characters can mess this up though

Can just hold down the C-stick or Attack (big A button usually) to perform the combo. While it is easy to skip this as an actual combo for veteran players, it does help to get adjusted to the timings for how the auto combo works. Some of the more advanced combos can be done by just holding down the inputs instead of tapping them individually, but this is strictly down to player preference.
}}


These combos are relatively easy, and are excellent at teaching the timing of when to FF after using {{clr|aerial|N-Air2}}. Sora should fall for a while between {{clr|aerial|N-Air1}} and {{clr|aerial|N-Air2}} for more hit advantage. An animation cue is to watch the keyblade almost turning 450 Degrees (360 + 90) before inputting the {{clr|aerial|N-Air2}}>FF. Looking at his shoes, or where his head is, are also ways to figure out when to fast fall. These can help to build intuition for the timing.
==== BnB's ====
These combos are pretty easy, and are excellent at teaching you the timing of when to FF after using {{clr|aerial|N-Air2}}. You want to fall for a while, enough so that the keyblade has almost turned 450 Degrees (360 + 90) before inputting the {{clr|aerial|N-Air2}}>FF. You can also look at other part of Sora's animation and come up with your timing in response to an animation. Looking at his shoes, where his head is, are also ways to figure out when to fast fall.
When this becomes second nature, along with getting the {{clr|tilt|U-tilt}} and {{clr|aerial|U-Air}}, you can start implementing {{clr|aerial|F-Air1,2,3}} as a combo ender, or even extend with {{clr|aerial|F-Air1,2}} by dragging them down to the platform with the right spacing and timing. Floaties are harder, or impossible to dragdown on platforms.


{{TheoryBox
{{TheoryBox
| Title =
| Title = Reliable and intuitive combo out of a shorthop
| Oneliner =
| Oneliner = You will do this a lot in the beginning
| Difficulty = {{clr|grab|Easy}}
| Difficulty = {{clr|grab|Easy}}
| Anchor =
| Anchor =
| Video =
| Video =
| Recipe = SHR > {{clr|aerial|N-Air1}} > {{clr|aerial|N-Air2}} > FF > {{clr|tilt|U-tilt}} > SHR > {{clr|aerial|U-Air}}
| Recipe = SHR {{clr|aerial|N-Air1}} > {{clr|aerial|N-Air2}} > FF > {{clr|tilt|U-tilt}} > SHR {{clr|aerial|U-Air}}
| content =
| content =
* Works at low percent.
* Works at low percent.
* With good DI, {{clr|aerial|F-Air1,2,3}} is more inconsistent to hit than {{clr|aerial|U-Air}}
* With good DI, {{clr|aerial|F-Air1,2,3}} is more inconsistent to hit than {{clr|aerial|U-Air}}
* Can also be started with {{clr|grab|Grab}}>{{clr|grab|D-throw}} and then into SHR>{{clr|aerial|N-Air1}}
* Can also be started with {{clr|grab|Grab}}>{{clr|grab|D-throw}} and then into SHR>{{clr|aerial|N-Air1}}
* {{clr|grab|D-throw}} will not be send into tumble at 0 percent, unless you have rage. Making it true to connect into {{clr|aerial|N-Air1}}
* {{clr|grab|D-throw}} will not be send into tumble at 0 percent, unless Sora has rage. This will make it true to connect into {{clr|aerial|N-Air1}}
}}
}}


{{TheoryBox
{{TheoryBox
| Title =
| Title = Another reliable and intuitive combo
| Oneliner =
| Oneliner = The wiki editor still does this a lot
| Difficulty = {{clr|grab|Easy}}
| Difficulty = {{clr|grab|Easy}}
| Anchor =
| Anchor =
| Video =
| Video =
| Recipe = SHR>{{clr|aerial|N-Air1}}>{{clr|aerial|N-Air2}}>FF>SHR>{{clr|aerial|F-Air1,2,3}}
| Recipe = SHR {{clr|aerial|N-Air1}} > {{clr|aerial|N-Air2}} > FF > SHR {{clr|aerial|F-Air1,2,3}}
| content =
| content = Easy combo when you want to unstale certain moves in your kit. {{clr|aerial|F-Air1,2,3}}. Very useful to learn, make sure you practice the timings a little vs characters like {{StockIcon|SSBU|Fox}} and {{StockIcon|SSBU|Greninja}}, since the timing is different, you you actually have to incorporate Fastfall inbetween hits 2 and 3.
* Easy and effective for unstaling
* Works at any percent
Very useful to learn for practicing the timings a little vs characters like {{StockIcon|SSBU|Fox}} and {{StockIcon|SSBU|Greninja}}. The timing is different since sometimes Sora's must Fastfall inbetween {{clr|aerial|F-Air2}} and {{clr|aerial|F-Air3}} on occassion. Platforms can interfere with the combo. Other than that, it is an auto combo, making it easy to connect in stressful situations.
}}
}}




When the player piloting Sora start getting more comfortable with Sora's {{clr|aerial|N-Air}}, then it's time to add extensions. The entry level combos are still good for consistency sakes, but are not the ideal for optimized Sora play.






{{TheoryBox
{{TheoryBox
| Title = The easiest and most consistent kill confirm
| Title = Double {{clr|aerial|N-Air}} chain
| Oneliner = Double the {{clr|aerial|N-Airs}}!
| Difficulty = {{tilt|Moderate}}
| Anchor = Nair12Nair12uptilt
| Video =
| Recipe = SHR {{clr|aerial|N-Air1}} > {{clr|aerial|N-Air2}} > FF > SHR {{clr|aerial|N-Air1}} > {{clr|aerial|N-Air2}} > FF > {{clr|tilt|U-tilt}} > FHR {{clr|aerial|F-Air1,2,3}}
| content = This combo can fail more than the basic version of it since connecting the second chain of {{clr|aerial|N-Airs}} can be difficult, or sometimes impossible in certain scenarios. Factors include: Rage, hurtbox shifting and spacing. Matchups will play a big part on Sora's advanced combos. This combo is significantly easier against a big body characters. {{clr|aerial|U-Air}} can be used instead of {{clr|aerial|F-Air1,2,3}} for a consistent ender. While {{clr|tilt|U-tilt}} can make this combo more consistent in terms of hit advantage, it isn't consistent in terms of hitbox shifting. Going for a third {{clr|aerial|N-Air1}} or {{clr|aerial|F-Air1}} can be more consistent in terms of favourable hitboxes.

}}

=== Common Kill confirms ===

When rising, falling or fastfalling, Sora's {{clr|aerial|N-Air}} or {{clr|aerial|F-Air}} make him bounce on the opponent. However, when fast falling within startup, these moves don't bounce. '''Usually''' Falling {{clr|aerial|N-Air1}} has enough hitstun for either {{clr|smash|U-Smash}} or {{clr|smash|F-Smash}}, it mostly depends the angle they are being sent at. Establishing familiarity with the different knockback angles are important for optimizing all parts of Sora's combo game.
Uncertain hits can be remedied with {{clr|tilt|F-tilt}}. This move has a lot of coverage, and will still kill at high enough percent. {{clr|tilt|F-tilt1,2,3}} is the other option if one wants just damage from landing {{clr|aerial|N-Air1}}. It has respectable knockback and can setup a good situation for minimal effort. What
When landing with {{clr|aerial|N-Air1}}, it is important to mind the which hitbox one gets, since it is hard to properly react on the angle on hit. Getting the aforementioned: "Garbage hitbox" will not only result in different timings due to hit advantage, but also on the knockback angle. While {{clr|tilt|F-tilt}} can cover these shortcomings, it is better to focus due to lack of other opportunities provided within a set/game.

There are also confirms for starting with rising {{clr|aerial|N-Air1}} > FF > {{clr|aerial|N-Air2}}, which can also be started by fastfalling {{clr|aerial|N-Air1}}.

{{TheoryBox
| Title = The most consistent kill confirm
| Oneliner = Who said taking stocks were hard?
| Oneliner = Who said taking stocks were hard?
| Difficulty = {{clr|grab|Easy}}
| Difficulty = {{clr|grab|Easy}}
| Anchor =
| Anchor =
| Video =
| Video =
| Recipe = SHR > {{clr|aerial|N-Air1}} > {{clr|aerial|N-Air2}} > FF > SHR {{clr|aerial|U-Air}}
| Recipe = SHR {{clr|aerial|N-Air1}} > {{clr|aerial|N-Air2}} > FF > SHR {{clr|aerial|U-Air}}
| content = This Combo is also strong for when you aren't sure on whether you can get a good combo off of Nair due to getting a weird hitbox. It is one of the most reliable kill confirms due to how consistent it is. Will start killing midweights at around 140-150.
| content = This Combo is also strong for when it is uncertain in terms of hit advantages due to some of {{clr|aerial|N-Air2}}s low hitstun hitboxes. It is one of the most reliable kill confirms due to how consistent it is. Will start killing midweights at around 140-150.
* Can be done with a fullhop instead of a shorthop.
*
* Can also be done with FHR instead. This will deal extra damage and knockback.
* Very consistent due to ease of use and lack of any sourspots for {{clr|aerial|U-Air}}

The alternative to this confirm is the SHR > {{clr|aerial|N-Air1}} > {{clr|aerial|N-Air2}} > FF >FHR > {{clr|special|Up-B}} This confirm is harder to pull off due to a different timing, but not too different from doing it fullhop with {{clr|aerial|U-Air}}. The main reason one needs to do FH instead of SH is because Sora gains considerable height faster with FH than SH. It's preferable to have proper timing because of frame advantage, which transitions into the next confirm on this list
}}
}}




{{TheoryBox
{{TheoryBox
| Title = Confirming Rising {{clr|aerial|N-Air1}} and falling {{clr|aerial|N-Air2}} into smash attacks
| Title = Strong and simple confirm.
| Oneliner = Kill power at the ready
| Oneliner = Kill power at the ready
| Difficulty = {{tilt|Moderate}}
| Difficulty = {{tilt|Moderate}}/{{smash|Difficult}}
| Anchor = Nair12Upsmash
| Anchor = Nair12Upsmash
| Video =
| Video =
| Recipe = SHR>{{clr|aerial|N-Air1}}>{{clr|aerial|N-Air2}}>FF>{{clr|smash|U-Smash}}
| Recipe = SHR {{clr|aerial|N-Air1}} > {{clr|aerial|N-Air2}} > FF > {{clr|smash|U-Smash}}
| content = Is the cousin to the previous confirm. The reason why they are quite different is that this one requires the proper delay timing of {{clr|aerial|N-Air1}}>{{clr|aerial|N-Air2}} in addition to the fastfall too {{clr|smash|U-Smash}}. This confirm will teach you the proper timing of {{clr|aerial|N-Air}} comparison to the previous combos. You can get this on the combo counter if you add Rage. Preferably 100%.
| content = Is the cousin to the previous confirm. The reason why they are quite different is that this one requires the proper delay timing of {{clr|aerial|N-Air1}}>{{clr|aerial|N-Air2}} and proper timing of the fastfall. This confirm will teach the Sora player the proper timing of {{clr|aerial|N-Air}} comparison to the previous combos. It is possible to get this combo "true" on the combo counter in training mode. This combo gets easier with Rage.

There is also a possibility to use {{clr|smash|F-Smash}} instead, but the timing is stricter, and it is even more matchup dependant.
There is also a possibility to use {{clr|smash|F-Smash}} instead, but the timing is stricter, spacing is stricter and it is even more matchup dependant.
[[File:Sora_Up_Smash_hitbox.png|200px|thumb|A Visual of Sora's Up Smash Hitbox.]]

* Sometimes you will see players use FH>{{clr|special|Up-B}} instead. This is because it is faster
* This confirm scales with Rage and opponent percent in terms of difficulty. The higher those numbers, the easier it becomes.
* {{clr|special|Up-B}} is a faster alternative. Requires FH
* 100% Rage + opponent with 70%-130% (scales with weight) is an ideal way of practicing this in training mode for a true combo.

One example is {{StockIcon|SSBU|Wolf}} at 92%.


[[File:Sora_Up_Smash_hitbox.png|200px|thumb|Sora's Up Smash Hitbox.]]

}}
}}





{{TheoryBox
{{TheoryBox
| Title = Kill confirm, falling aerial style!
| Title = Landing N-Air > Kill confirm
| Oneliner = A solid Kill Confirm for landing Nair
| Oneliner = Classic Competitive Confirm
| Difficulty = {{clr|grab|Easy}}
| Difficulty = {{clr|grab|Easy}}
| Anchor = NairFsmash
| Anchor = NairFsmash
| Video =
| Video =
| Recipe = L>{{clr|aerial|N-Air1}}>{{clr|smash|U-Smash}}
| Recipe = L {{clr|aerial|N-Air1}} > {{clr|smash|U-Smash}}
L>{{clr|aerial|N-Air1}}>{{clr|smash|F-Smash}}
L>{{clr|aerial|N-Air1}}>{{clr|smash|F-Smash}}
| content =
| content = When rising, Sora's {{clr|aerial|N-Air}} or {{clr|aerial|F-Air}} bounce off the opponent. However, when fast falling, these moves don't bounce. '''Usually''' Falling {{clr|aerial|N-Air1}} has enough hitstun for either {{clr|smash|U-Smash}} or {{clr|smash|F-Smash}}, it mostly depends the angle they are being sent at. Get familiar with the angles! Front, low and back hit of {{clr|aerial|N-Air}}!
If you are unsure on hitting either, you can always use {{clr|tilt|F-tilt}}. This move has a lot of coverage, and will still kill, albeit later. If you land this and just want damage, {{clr|tilt|U-tilt1,2,3}} is another way of confirming for easy damage. It still sends far, so it can help setup a good situation for minimal effort.




* L>{{clr|aerial|N-Air1}} is also a combo starter for other combos.
* L>{{clr|aerial|N-Air1}} is also a combo starter for other combos.
* You can also use {{clr|aerial|U-Air}} and {{clr|special|Up-B}}. They kill later however.
* Can also use {{clr|aerial|U-Air}} and {{clr|special|Up-B}}.
* Because of low hitlag, player has to guess if it {{clr|aerial|N-Air1}} is going to connect on hit or on shield.


}}
}}


=== Platform extensions ===


Because Sora {{clr|aerial|N-Airs}} pops his opponents up, if Sora is under a platform the opponent will sometimes land on the platform in combos. This is not a problem, as Sora can continue the combo by Full Hopping with {{clr|aerial|N-Air1}} onto the platform. This allows Sora to threaten kills both on flat stages and on platform stages. Because of the added height, Finishers like {{clr|smash|U-Smash}}, {{clr|special|Up-B}} and {{clr|aerial|U-Air}} will kill earlier. Sometimes even {{clr|smash|F-Smash}} is possible. {{clr|tilt|U-tilt}} has a high successrate for extending or ending platform combos.
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'''.

What makes some of these combos more difficult than than grounded combos is the adjustment need for timing for FHR > {{clr|aerial|N-Air1}} or FHR > {{clr|aerial|F-Air1}}.


{{TheoryBox
{{TheoryBox
| Title = Double {{clr|aerial|N-Air}}
| Title = Simple Platform Combo (Nadder version)
| Oneliner = Optimizing the low percent
| Oneliner =
| Difficulty = {{tilt|Moderate}}
| Difficulty = {{tilt|Moderate}}
| Anchor = Nair12Nair12uptilt
| Anchor = Nair12Nair12
| Video =
| Video =
| Recipe = SHR>{{clr|aerial|N-Air1}}>{{clr|aerial|N-Air2}}>FF>SHR>{{clr|aerial|N-Air1}}>{{clr|aerial|N-Air2}}>FF>{{clr|tilt|U-tilt}}>{{clr|aerial|F-Air1,2,3}}
| Recipe = SHR {{clr|aerial|N-Air1}} > {{clr|aerial|N-Air2}} > FF > FHR {{clr|aerial|N-Air1}} > {{clr|aerial|N-Air2}} > FF > {{clr|tilt|U-tilt}}>
| content =
| content = This combo can fail more than the basic version of it since connecting the second chain of {{clr|aerial|N-Airs}} is difficult, or sometimes impossible in certain scenarios. Factors include: Rage, hurtbox shifting and spacing. Matchups will play a big part on Sora's advanced combos. If you play against a big body though, don't hold back.
* On some characters, its more consistent to get this combo when the opponent is not above the platform, but just slightly below
* The bottom part of {{clr|aerial|N-Air1}} will make it possible to get a platform extension even if they are not on the platform.
* {{clr|aerial|N-Air2}} helps with the previous point
* Instead of {{clr|tilt|U-tilt}}, {{clr|aerial|F-Air1,2,3}} can be utilized. While {{clr|tilt|U-tilt}}>{{clr|aerial|F-Air1,2,3}} works well at early percent, just {{clr|aerial|F-Air1,2,3}} becomes an easy alternative since it is an option at all percent and is free from Di mixups.
}}
}}


{{TheoryBox
| Title = Triplat extension
| Oneliner = More elaborate Nadder
| Difficulty = {{tilt|Moderate}}
| Anchor = Nair12Nair12
| Video =
| Recipe = SHR {{clr|aerial|N-Air1}} > {{clr|aerial|N-Air2}} > FF > FHR {{clr|aerial|N-Air1}} > {{clr|aerial|N-Air2}} WIP
| content =
}}

{{TheoryBox
| Title = Platform Dragdown combo
| Oneliner =
| Difficulty = {{tilt|Moderate}}
| Anchor = Nair12Nair12
| Video =
| Recipe = SHR {{clr|aerial|N-Air1}} > {{clr|aerial|N-Air2}} > FF > FHR {{clr|aerial|F-Air1}} > {{clr|aerial|F-Air2}} > FF >
| content = Similar to the previous combo, just with dragdown {{clr|aerial|F-Air}} instead. Works better characters with greater fall speed or big hurtboxes. A common followup option is to use {{clr|tilt|D-tilt}}, since it leads into more followup.
* A common combo is SHR > {{clr|aerial|N-Air1}}>{{clr|aerial|N-Air2}}>FF>FHR>{{clr|aerial|F-Air1}}>{{clr|aerial|F-Air2}}>FF>{{clr|tilt|D-tilt}}>{{clr|tilt|U-tilt}}>SHR>{{clr|aerial|U-Air}}. This deals significant damage.
* A kill option is SHR>{{clr|aerial|N-Air1}}>{{clr|aerial|N-Air2}}>FF>FHR>{{clr|aerial|F-Air1}}>{{clr|aerial|F-Air2}}>FF>{{clr|special|Up-B}} for a way of killing with with dragdown on platforms.
Alternatively, IDJ {{clr|aerial|U-Air}} is an option (which will be covered later below) after getting a {{clr|tilt|D-tilt}}. What Sora can get depends not only on execution, but heavily on the opponents DI. If they DI in so they end up behind Sora, his {{clr|aerial|U-Air}} will maximize in hit advantage, problem is that it can have a tight window of frames.

}}




{{TheoryBox
{{TheoryBox
| Title = Simple {{clr|aerial|N-Air}} chain
| Title = {{clr|aerial|U-Air}} Ladder
| Oneliner = Double the {{clr|aerial|N-Airs}}!
| Oneliner = When {{clr|aerial|N-Air}} is lacking
| Difficulty = {{tilt|Moderate}}
| Difficulty = {{tilt|Moderate}}
| Anchor = Nair12Nair12uptilt
| Anchor =
| Video =
| Video =
| Recipe = SHR>{{clr|aerial|N-Air1}}>{{clr|aerial|N-Air2}}>FF>SHR>{{clr|aerial|N-Air1}}>{{clr|aerial|N-Air2}}>FF>{{clr|tilt|U-tilt}}>{{clr|aerial|F-Air1,2,3}}
| Recipe = FF {{clr|aerial|U-Air}} > FHR {{clr|aerial|U-Air}} > FF > Imagination?
| content =
| content = This combo can fail more than the basic version of it since connecting the second chain of {{clr|aerial|N-Airs}} is difficult, or sometimes impossible in certain scenarios. Factors include: Rage, hurtbox shifting and spacing. Matchups will play a big part on Sora's advanced combos. If you play against a big body though, don't hold back. You can also use {{clr|aerial|U-Air}} instead of {{clr|aerial|F-Air1,2,3}} if you want a consistent ender.
* Better on stages where the platforms are very high up
* Kalos Pokemon League and Smashville are great stages for this combo
* Because of {{clr|aerial|U-Air}} creating tumble, has tighter percent windows as a result
}}
}}


=== Alternative options for combo starters/Extenders ===
So what about if they are on a platform? We got you covered.

==== Firaga ====

Sora's most versatile spell. It is also fantastic for combos. Firaga can both extend and start combos or confirms.
Most important thing to understand is that it mostly true combos with only the first fireball, each fireball in succession has the same, but less hitstun than the first.
To get the better hitstun back, Sora needs to rotate back to it through Thundaga and Blizzaga.

Firaga > {{clr|tilt|Dash attack}} is the fastest confirm Sora has from Firaga, and it is true at all percents. In terms of similar simplistic inputs, Firaga > {{clr|special|Side-B}} also works well and can be used while airborne. It is a true combo, deals more damage when connecting all hits, but is slower and has consistency issues for connecting all hits.
{{clr|aerial|U-Air}} or {{clr|aerial|N-Air}} are also if Sora is close enough, or if he dashes and jumps in after the Firaga. Sora can even get Firaga>{{clr|smash|U-Smash}}. Some of these combos become more or less possible due to being able to drift in the air while using Firaga. When Sora uses Firaga in the air, he can drift slightly back and forth. Some of these, like {{clr|smash|U-Smash}}, may require this drift in to work. There is also the case of initial dash, where Sora shouldn't dash in for more than 5 frames (where Sora will be stuck in the dash animation, and only able to jump or {{clr|tilt|Dash attack}}).


{{TheoryBox
{{TheoryBox
| Title = Simple Platform Combo (Nadder version)
| Title = Firaga into dash attack.
| Oneliner = Conversions for when pesky platforms get in your way
| Oneliner =
| Difficulty = {{grab|Easy}}
| Anchor = Nair12Nair12
| Video =
| Recipe =
| content =
}}

{{TheoryBox
| Title = Firaga as a combo/string extender
| Oneliner =
| Difficulty = {{tilt|Moderate}}
| Difficulty = {{tilt|Moderate}}
| Anchor = Nair12Nair12
| Anchor = Nair12Nair12
| Video =
| Video =
| Recipe =
| Recipe = SHR>{{clr|aerial|N-Air1}}>{{clr|aerial|N-Air2}}>FF>FHR>{{clr|aerial|N-Air1}}>{{clr|aerial|N-Air2}}>FF>{{clr|tilt|U-tilt}}>
| content =
| content = Because Sora {{clr|aerial|N-Airs}} pops his opponents up, if you are under a platform the opponent will sometimes land on the platform in combos. This is not a problem, as Sora can continue the combo by Full Hopping with {{clr|aerial|N-Air1}} onto the platform. This allows Sora to threaten kills both on flat stages and on platform stages. Because of the added height, Finishers like {{clr|smash|U-Smash}}, {{clr|special|Up-B}} and {{clr|aerial|U-Air}} will kill earlier. Sometimes even {{clr|smash|F-Smash}} is possible. These are done instead of {{clr|tilt|U-tilt}}.
* On some characters, its more consistent to get this combo when the opponent is not above the platform, but just slightly below
* The bottom part of {{clr|aerial|N-Air1}} will make it possible to get a platform extension even if they are not on the platform.
* {{clr|aerial|N-Air2}} helps with the previous point
* Instead of {{clr|tilt|U-tilt}}, you can use {{clr|aerial|F-Air1,2,3}}. While you can use {{clr|tilt|U-tilt}}>{{clr|aerial|F-Air1,2,3}} at early percent, {{clr|aerial|F-Air1,2,3}} becomes an easy alternative since it is an option at all percent.
}}
}}


{{TheoryBox
{{TheoryBox
| Title = Platform Dragdown combo
| Title = Firaga as a kill confirm
| Oneliner = No, saying "Fadders" is kind of weird
| Oneliner =
| Difficulty = {{tilt|Moderate}}
| Difficulty = {{tilt|Moderate}}
| Anchor = Nair12Nair12
| Anchor = Nair12Nair12
| Video =
| Video =
| Recipe =
| Recipe = SHR>{{clr|aerial|N-Air1}}>{{clr|aerial|N-Air2}}>FF>FHR>{{clr|aerial|F-Air1}}>{{clr|aerial|F-Air2}}>FF>
| content =
| content = Similar to the previous combo, just with dragdown {{clr|aerial|F-Air}} instead. Works better characters with greater fall speed or big hurtboxes. A common followup option is to use {{clr|tilt|D-tilt}}, since it leads into more followup.
}}
* A common combo is SHR>{{clr|aerial|N-Air1}}>{{clr|aerial|N-Air2}}>FF>FHR>{{clr|aerial|F-Air1}}>{{clr|aerial|F-Air2}}>FF>{{clr|tilt|D-tilt}}>{{clr|tilt|U-tilt}}>SHR>{{clr|aerial|U-Air}}. This deals significant damage.
* A kill option is SHR>{{clr|aerial|N-Air1}}>{{clr|aerial|N-Air2}}>FF>FHR>{{clr|aerial|F-Air1}}>{{clr|aerial|F-Air2}}>FF>{{clr|special|Up-B}} for a way of killing with with dragdown on platforms.
Alternatively, you could use IDJ {{clr|aerial|U-Air}} (which will be covered below) after getting a {{clr|tilt|D-tilt}}. What you will get depends not only on your execution, but heavily on the opponents DI. If they DI in so they end up behind you, your {{clr|aerial|U-Air}} will maximize in hit advantage, sometimes the problem is that it is very tight.


==== Throws ====
Sora has a pretty good set of Throws. '''Down Throw''' can true combo into Nair at 0 and from low to middle percents. {{clr|grab|F-throw}}can set up for offstage play near the ledge. DI matters against throws a lot, for example: Good DI for {{clr|grab|D-throw}} is poor DI for {{clr|grab|F-throw}} and vice versa. This is mostly specific to {{clr|grab|grabbing}} by ledge in particular (since then the option selects are less useful) {{clr|grab|D-throw}} will be a kill confirm when the opponent chooses to DI in with FHR>{{clr|aerial|U-Air}}. {{clr|grab|B-throw}} starts taking stocks by ledge at around 130 to 140 percent on Middle weights. {{clr|grab|U-throw}} killing most middle weights at around 180 percent.

{{TheoryBox
| Title = D-throw combo starter
| Oneliner =
| Difficulty = {{grab|Easy}}
| Anchor = Nair12Nair12
| Video =
| Recipe =
| content =
}}
}}


{{TheoryBox
| Title = {{grab|D-throw}} into {{clr|aerial|U-Air}}
| Oneliner =
| Difficulty = {{grab|Easy}}
| Anchor = Nair12Nair12
| Video =
| Recipe = {{grab|D-throw}} > SHR/FHR {{clr|aerial|U-Air}}
| content =
}}




==== Side B ====
Other options that can help with these combos or even start them include:


{{clr|special|Side-B}} can confirm into some interesting setups. All thought niche, it is also a combo starter at high percent at the late hit of {{clr|special|Side-B}}. It can also combo into the other parts of {{clr|special|Side-B}}, but sometimes will fail to connect because of a lack of range due to proper DI or improper spacing.
=== Firaga ===


{{TheoryBox
Sora's most versatile spell. It is also fantastic for combos. Firaga can both extend and start combos or confirms.
| Title = Side B > SHR {{clr|aerial|N-Air}}
Most important thing to understand is that it mostly true combos with only the first fireball, each fireball in succession has the same, but less hitstun than the first.
| Oneliner =
To get the better hitstun back, you need to rotate back to it through Thundaga and Blizzaga.
| Difficulty = {{smash|Difficult}}
| Anchor =
| Video =
| Recipe =
| content =
}}


=== Stage specific combos ===
Firaga>{{clr|tilt|Dash attack}} is the fastest confirm you have from Firaga, and it is true at all percents. In terms of similar simplistic inputs, Firaga>{{clr|special|Side-B}} is it's cousin which can be used while in the air. It does true combo, deals more damage when connecting all hits, but it is slower.
You can get {{clr|aerial|U-Air}} or {{clr|aerial|N-Air}} if you are close enough, or if you dash and jump in after the Firaga. You can even get Firaga>{{clr|smash|U-Smash}}. Some of these combos become more or less possible due to being able to drift in the air while using Firaga. When you use Firaga in the air, you can drift slightly back and forth. Some of these, like {{clr|smash|U-Smash}}, may require this drift in to work. There is also the case of initial dash, where you may only want to dash in for less than 5 frames and not 6 (where you will be stuck in the dash animation, and only able to jump or {{clr|tilt|Dash attack}}).


=== Throws ===
Sora has a pretty good set of Throws. '''Down Throw''' can true combo into Nair at 0 and from low to middle percents. {{clr|grab|F-throw}}can set up for offstage play near the ledge. DI matters against throws a lot, for example: Good DI for {{clr|grab|D-throw}} is poor DI for {{clr|grab|F-throw}} and vice versa. This is mostly specific to {{clr|grab|grabbing}} by ledge in particular (since then the option selects are less useful) {{clr|grab|D-throw}} will be a kill confirm when the opponent chooses to DI in with FHR>{{clr|aerial|U-Air}}. {{clr|grab|B-throw}} starts taking stocks by ledge at around 130 to 140 percent on Middle weights. {{clr|grab|U-throw}} killing most middle weights at around 180 percent.


=== IDJ Combos ===
=== IDJ Combos ===
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==== IDJ Up-Air ====
==== IDJ Up-Air ====


As mentioned earilier, Sora's {{clr|aerial|U-Air}} is a combination of kill power and a combo tool. No one thought it could be this versatile without the double jump. As you can see on the visual to the right, there are a bunch of combo enders. Some of these does vary from dealing damage, to actually killing depending on stage, characters and percent. The recipe above is the most consistent way of getting a hit after the IDJ {{clr|aerial|U-Air}}, but it will whiff in certain scenarios as shown. It is still the safest option since even if you do whiff the first hit, there is still chance for a followup.
As mentioned earlier, Sora's {{clr|aerial|U-Air}} is both a kill move and a combo tool. No one thought it could be this versatile without the double jump. As you can see on the picture to the right, there are a bunch of combo enders. Some of these does vary from dealing damage, to actually killing depending on stage, characters and percent. {{clr|aerial|N-Air}} is most consistent way of getting a hit after the IDJ {{clr|aerial|U-Air}}, but it will whiff in certain scenarios as shown. It is still the safest option since even if you do whiff the first hit because of chance for a followup on airdodges.


The other options are more tight. It is important to remember that {{clr|aerial|U-Air}} is active for 9 frames, and hitting the later parts will give you more hit advantage. DI also plays a very large role, if you mess up your drift in the initial stages of the double jump, you will get 0 true followups.
The other options are more tight. It is important to remember that {{clr|aerial|U-Air}} is active for 9 frames, and hitting the later parts will give you more hit advantage. DI also plays a very large role, if the player mess up the drift in the initial stages of the double jump, there will be no true followups.
Some of these confirms also become impossible if the opponent has competent DI. If you see the opponent mash SDI, and it is not away or in, you can try to exploit it by doing this combo instead of another combo.
Some of these confirms also become impossible if the opponent has competent DI, and others are impossible in certain matchups due to character attributes.


The simple variation, and a way of getting the kill confirms more consistently, is to hit the top or back hit of {{clr|aerial|U-Air}} by hitting a tech option after setting up a tech situation on a platform. When you do it this way, you are much more in control how much time you have, since doing SHR>{{clr|aerial|N-Air1}}>{{clr|aerial|N-Air2}}>FF>IDJ>{{clr|aerial|U-Air}} can often make you hit an unsuspecting hurtbox that can mess up your hit advantage and make your ender whiffing.
The simple variation, and a way of getting the kill confirms more consistently, is to hit the top or back hit of {{clr|aerial|U-Air}} by hitting a tech option after setting up a tech situation on a platform. When done it this way, there is more control on the hit advantage gained since doing SHR>{{clr|aerial|N-Air1}}>{{clr|aerial|N-Air2}}>FF>IDJ>{{clr|aerial|U-Air}} can often make the {{clr|aerial|U-Air}} hit an unsuspecting hurtbox that can mess up the hit advantage, potentially making the followup whiff.


For instance, you don't want to whiff {{clr|special|Up-B}}, especially at kill percent.
It is highly recommended to prioritize not whiffing {{clr|special|Up-B}}, especially at kill percent.


Alternatively, you can use {{clr|aerial|D-Air}} to get back to stage more quickly. Sometimes you can hit your opponent with it while they are airdodging and set up a strong presence after.
Alternatively, {{clr|aerial|D-Air}} can be used to get back to stage more quickly. Sometimes it can hit the opponent as they are airdodging and set up a strong presence after.


[[File:Sora_IDJ_Up_Air_sheet.png]]


[[Sora_IDJ_Up_Air_sheet.png]]


{{TheoryBox
{{TheoryBox
| Title = IDJ {{clr|aerial|U-Air}} / Double jump {{clr|aerial|U-Air}}
| Title = IDJ {{clr|aerial|U-Air}} / Double jump {{clr|aerial|U-Air}}
| Oneliner = A new way of dealing damage ( and killing )
| Oneliner = A new way of dealing damage ( and killing )
| Difficulty = {{tilt|Difficult}}
| Difficulty = {{smash|Difficult}}
| Anchor = IDJUpAirUpb
| Anchor = IDJUpAirUpb
| Video =
| Video =
| Recipe = SHR>{{clr|aerial|N-Air1}}>{{clr|aerial|N-Air2}}>FF>IDJ>{{clr|aerial|U-Air}}>{{clr|aerial|N-Air1,2,3}}
| Recipe = SHR {{clr|aerial|N-Air1}} > {{clr|aerial|N-Air2}} > FF> IDJ {{clr|aerial|U-Air}} > {{clr|aerial|N-Air1,2,3}}
| content
| content
}}
}}

==== IDJ F-Air Dragdown ====
There are caveats to this combo. The followups doesn't work on everyone, and the extensions and enders are character dependant. There is a chart in the '''Ars Arcanum''' section to show the limitations of dragdowns. IDJ>{{clr|aerial|F-Air}} needs rage or high percent for followups that are frame 11 or faster. Most of the followups depends on a characters hurtbox shifting and fall speed.


{{TheoryBox
{{TheoryBox
| Title = IDJ>{{clr|aerial|F-Air}} Dragdown Kill confirm
| Title = IDJ {{clr|aerial|F-Air}} Dragdown Kill confirm
| Oneliner = Flashy
| Oneliner = Flashy
| Difficulty = {{smash|Difficult}}
| Difficulty = {{smash|Difficult}}
| Anchor = ArsArcUpSmash
| Anchor = ArsArcUpSmash
| Video = Sora_Ars_Arc_Up_Smash.mp4
| Video = Sora_Ars_Arc_Up_Smash.mp4
| Recipe = SHR>{{clr|aerial|N-Air1}}>{{clr|aerial|N-Air2}}>FF>IDJ>{{clr|aerial|F-Air1}}>{{clr|aerial|F-Air2}}>FF>{{clr|smash|U-Smash}}
| Recipe = SHR {{clr|aerial|N-Air1}} > {{clr|aerial|N-Air2}} > FF > IDJ {{clr|aerial|F-Air1}} > {{clr|aerial|F-Air2}} > FF > {{clr|smash|U-Smash}}
| content =
| content = There are caveats to this combo. It does not work on everyone, and it requires Rage and a bit of percent to make it consistent and true. Some characters are easier than others that it also works on.
* {{clr|smash|U-Smash}} only works on a select few characters. Reliant on all relevant factors.
There is a chart in the '''Ars Arcanum''' section to show which characters this works on.
* Can use {{clr|tilt|D-tilt}} instead of {{clr|smash|U-Smash}} for an extension
That is only for {{clr|smash|U-Smash}}. Earlier it was covered that {{clr|special|Up-B}} can be done after a {{clr|aerial|F-Air}} dragdown on a platform. It is the same here, and it comes out a frame faster (2 frames if they are upclose). This extends the list, and will make it work on everyone. (Send us message wiki if it doesn't, we will figure out where the jank lies as long as you provide enough details. You can contact us through the discord).
* {{clr|special|Up-B}} can be confirmed on any character due to its range and startup frames.


}}
}}


=== Ars Arcanum ===
=== Ars Arcanum ===


Not discovered, but primarily explored and optimized by Limon (@Limon1211zzz at twitter). '''Ars Arcanum''' is Sora's deadliest combo route. There are technically 3 variations of Ars Arcanum:
*Version1: No IDJ's
*Version2: IDJ on {{clr|aerial|F-Air}}
*Version3: IDJ on both {{clr|aerial|N-Air}} and {{clr|aerial|F-Air}}
Mostly, when people refer to "Ars Arcanum, Ars, Ars Arc, Arshu Arcanum, or AA (this one is within Soracord mostly, since AA means Anti-Air otherwise)" they are referring to Version 3. All of the versions have their own place in terms of education, execution and development/discovery history. For the sake of continuiety and clarity, "Ars Arcanum" in this wiki page will be referring to the Version3 variation.


The reason for this is because that while harder, Version 3 has a higher chance of connecting if you are good at doing the combo. If you combine the percent, Rage and hitboxes together, it's sometimes harder to get the Version 2 right than Version 3. Version2 still works on some characters, but it's more encouraged to learn version 3 due to it's consistent nature.
{{TheoryBox
| Title = Ars Arcanum
| Oneliner = The stuff of legends
| Difficulty = {{smash|Godlike}}
| Anchor = ArsArc
| Video = Sora_Ars_Arcanum_Chart.png
| Recipe = SHR>{{clr|aerial|N-Air1}}>{{clr|aerial|N-Air}}>FF>IDJ>{{clr|aerial|F-Air1}}>{{clr|aerial|F-Air}}>IDJ>{{clr|aerial|N-Air1}}>{{clr|aerial|N-Air}}>... > ender
| content = Not discovered, but primarily explored and optimized by Limon (@Limon1211zzz at twitter). '''Ars Arcanum''' is Sora's deadliest combo route. There are technically 3 variations of Ars Arcanum:
*Ver1: No IDJ's
*Ver2: IDJ on {{clr|aerial|F-Air}}
*Ver3: IDJ on both {{clr|aerial|N-Air}} and {{clr|aerial|F-Air}}
Mostly, when people refer to "Ars Arcanum, Ars, Ars Arc, Arshu Arcanum, or AA (this one is within Soracord mostly, since AA means Anti-Air otherwise)" they are referring to Version 3. All of the versions have their own place in terms of education, execution and development/discovery history. For the sake of continuiety and clarity, "Ars Arcanum" in this wiki page will be referring to the version 3 variation.

The reason for this is because that while harder, Version 3 has a higher chance of connecting if you are good at doing the combo. If you combine the percent, Rage and hitboxes together, it's sometimes harder to get the Version 2 right than Version 3. Version 2 still works on some characters, but it's more encouraged to learn version 3 due to it's consistent nature.


What's more is that IDJ removes the SH multiplier. Meaning that more dealt will be dealt. So it is more rewarding to learn in terms of damage output for the same opportunities.
What's more is that IDJ removes the SH multiplier. Meaning that more dealt will be dealt. So it is more rewarding to learn in terms of damage output for the same opportunities.
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* The one above, are just characters with f1 escape options, and require the Sora player to be very precise. There are excersizes that are for non-trainingmodpack users that allow you to practice Ars Arcanum, even for characters with f1 escape options. There will be a link in the resources tab.
* The one above, are just characters with f1 escape options, and require the Sora player to be very precise. There are excersizes that are for non-trainingmodpack users that allow you to practice Ars Arcanum, even for characters with f1 escape options. There will be a link in the resources tab.


[[File:Sora_Ars_Arcanum_Chart.png]]

{{TheoryBox
| Title = Ars Arcanum
| Oneliner = The stuff of legends
| Difficulty = {{smash|Godlike}}
| Anchor = ArsArc
| Video =
| Recipe = SHR {{clr|aerial|N-Air1}} > {{clr|aerial|N-Air}} > FF > IDJ {{clr|aerial|F-Air1}} > {{clr|aerial|F-Air2}} > FF > IDJ {{clr|aerial|N-Air1}} > {{clr|aerial|N-Air2}} > ... > ender
| content =
* Sora


}}
}}
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{{TheoryBox
{{TheoryBox
| Title = Ars Arcanum - Smash attack variation
| Title = Ars Arcanum - Smash attack variation
| Oneliner = The stuff of twitter
| Oneliner =
| Difficulty = {{smash|Godlike}}
| Difficulty = {{smash|Godlike}}
| Anchor = ArsArc
| Anchor = ArsArc
Line 388: Line 537:
{{TheoryBox
{{TheoryBox
| Title = Ars Arcanum - Platform extension
| Title = Ars Arcanum - Platform extension
| Oneliner = The stuff of twitter
| Oneliner =
| Difficulty = {{smash|Godlike}}
| Difficulty = {{smash|Godlike}}
| Anchor = ArsArc
| Anchor = ArsArc
Line 398: Line 547:
{{TheoryBox
{{TheoryBox
| Title = Ars Arcanum - IDJ{{clr|aerial|N-Air}}
| Title = Ars Arcanum - IDJ{{clr|aerial|N-Air}}
| Oneliner = The stuff of twitter
| Oneliner =
| Difficulty = {{smash|Godlike}}
| Difficulty = {{smash|Godlike}}
| Anchor = ArsArc
| Anchor = ArsArc
Line 406: Line 555:
}}
}}


== Edgeguarding ==
* 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.


=== What about strings ? ===
*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.


Refer to the "setplay" page for more information. A lot of these combos does setup good situations for other types of reads and setups, whether they are after, or mid combo.
*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 {{StockIcon|SSBU|Marth}} and {{StockIcon|SSBU|Lucina}} {{clr|special|Dolphin Slash}}, {{StockIcon|SSBU|Banjo & Kazooie}} {{clr|special|Wonderwing}}, and {{StockIcon|SSBU|Ness}} and {{StockIcon|SSBU|Lucas}} {{clr|special|PK Thunder 2}}. 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 {{StockIcon|SSBU|Cloud}} {{clr|aerial|Back Air}}, 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 above 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


=== Escape options charts ===
=== Escape options charts ===


These charts are here just to provide a visual in terms of difficulty when it comes to executing combos/strings and


[[File:Smash_Ultimate_Airdodge_Chart.png]]
[[File:Smash_Ultimate_Airdodge_Chart.png]]
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WIP:
WIP:


List of videos required:
Firaga>Usmash and other Firaga confirms
Simple combo confirms.
IDJ uAir
More Ars Arcanum Variations
Ars Arcanum training mode video with no modpack


Need more video examples
Modifications:
Fix chart PNG's
Make Theory boxes prettier (like Pit or Kens page)
Check grammar
Finish edgeguard section
Make better headers/titles
Video examples for all combos
More Ars Arcanum Variations
Ars Arcanum training mode video with no modpack
Put Warios Ars Arcanum with slingshot extension in resources, but with a refrence to it from here
Make a new terminology that is called "combo factors" (CF?) And put it in here? Use it to replace wordyness?
Troubleshoot Ars Arc

Ken and Kazuya pages contain a lot of structured info on structure. Use those formats? What about others?


==Navigation==
==Navigation==

Latest revision as of 15:04, 23 June 2023

Sora


Use the navigation/TOC on the right for convenience

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.

If you want a general overview of how Sora combos tend to operate in a video format, watch Dusty_Carpets combo video. It is a well made, cohesive piece of information on Sora's combo game that can give you a great idea of where to start. You can find his video in the resource page under "videos".

Lastly, it is recommended to read this page in chronological order. Some explanations are very important to not skip to understand important nuance. The goal of the reader does bypass this recommendation unless if it is to fully understand the depth of Sora's combo game.

Terminology

Here is some common terminology you should familiarize yourself with:

  • N-Air1: This is referring to the first of three N-Airs
  • N-Air2: This refers to the second N-Air of the three
  • N-Air3: Refers to the third and final N-Air.
  • F-Air1: This is referring to the first of three F-Airs
  • F-Air2: This refers to the second F-Air of the three
  • F-Air3: Refers to the third and final F-Air.
  • N-Air1,2/N-Air12: Refers to hitting both N-Air1 and N-Air2 in quick succession, akin to just holding down the attack button. N-Air1 and N-Air2 will be written separate when there is more timing, or for combo recipes. It is very common to say "Nair12-> UpSmash" when talking about Sora. What they are referring to is that there is a fastfall after N-Air2. It is impossible to gain enough frame advantage from doing N-Air1 and N-Air2 rising from a SH just to normal fall into an U-Smash for a true combo. You need proper timing from N-Air1 too N-Air2 and fast fall within the startup frames.

For clarity sake, "Fastfall" will be mentioned whenever it occurs. Just keep this in mind when discussing this with other Sora players when communicating through other forums, chats or discord. The exact same applies for F-Air.

An example of the aforementioned combo "Nair12->UpSmash" will be written as: N-Air1>N-Air2>FF>U-Smash in this page

  • Aerial Sweep: Up-B
  • Sonic Rave: Side-B
  • IDJ: IDJShorthand for "Instant Double-Jump", a technique used to Double Jump as low to the ground as possible., or Instant Double Jump. Very important to learn if you want to push this character to its limit.
  • L: Refers to when landing normally without fastfall
  • FF: FastFall, when using this acronym it is always assumed for this page that Sora will land before he can do anything else.
  • FS: Footstool. For this page, Phantom footstool will just be referred to as "Phantom-FS"
  • FH: Full Hop
  • SH: Short hop
  • SHR or FHR: Refers to rising short hop or rising full hop.

Note for SHR: Most of the SHR starters can also be interpreted as just landing from a platform, or from doing grounded footstools. The most common timing to use are the SHR starters, and inconsistencies may lie in using the other two.

  • SHA or FHA: Refers to when doing the move at the apex of a specific jump.


Most combos will have difficulty levels. They range from Beginner, Easy, Moderate, Difficult and Godlike . 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.

Combos

Core Moves

Combo Tools to be Aware of

Combo Starters

  • N-Air

N-Air is Sora's core combo tool. This move enables not only a great punish game, but also a great neutral game. Any part of N-Air can start a combo, what combo you can start depends on a number of factors that will be covered.

  • F-Air

F-Air Is another important combo tool that helps to complete certain combo routes that would otherwise be impossible. It is less flexible than N-Air for combos, but that doesn't make it less impactful. Mastering this move is just as important as mastering N-Air. This is the move Sora uses to dragdown his opponents for certain combos. Great for ending combos due to how effective it is at unstaling and damage output.

  • U-Air

U-Air while falling can lead into other aerials such as N-Air, F-Air or into Uair itself. At high percents, this loses its combo potential and becomes a kill/setup option instead. This is Sora's most reliable combo ender as well due to its consistency both in frames and hitbox wise.

  • D-tilt

D-tilt is Sora's main grounded combo starter or extender. It can also be a kill confirm. Just be wary of how the opponent DI's, as it will change what followups you can go for.

  • Grab

D-throw at low percentages is useful as it pops the opponent up in place for a rising N-Air or F-Air. At medium it can still consistently combo into Uair.

  • Firaga

Firaga's first hit leaves the opponent in significant amount of hitstun, enough for a Dash-Grab and Dash-Attack. Sometimes you can even connect this into U-Air or U-Smash. This is only true from the first fireball, since the second in succession will have significant less hitstun, which will give the opponent enough time to shield.

High impact combo enders

  • U-Smash

Up Smash is one of Sora's most important combo finishers. A lot of extenders sends the opponent upwards, making this a flexible kill option for finishing many of his combos.

  • F-Smash

Sora's strongest knockback move. F-Smash is the least flexible combo ender due to the routes setting the opponents hurtbox up and away from Sora.

  • Up-B

The second most flexible kill confirm option after U-Air. Although DI can make this move kill later, Aerial Sweep is a consistent Combo Ender which has a lot of routes that end into it. There are some routes that exclusively can only end with Up-B due to its range and availability.


Combo Theory

  • As mentioned above, N-Air is one of Sora's core combo tools. One could almost say it is the "key" to his combos. N-Air1 spins his sword all around him with significant hitstun. Because the move has a lot of hitstun, you can both rise and fall with N-Air1 and get a follow up afterwards. There are a lot of combo starters in this game that are not great neutral tools because of their lack of safety or flexibility. Sora's N-Air is able to satisfy both of these conditions. His N-Air1 both has good range, mixups on hit and on shield.

To understand N-Air more deeply, look at this image made by WhyDo (@WDBTHtGP on Twitter) that could make things easier to understand.

For reference, "Nooping" is the act of looping someone with just N-Air1 and N-Air2 over and over again. "Foops" also exist, but are even more niche.

The point of the image is that there is a world of difference between each hitbox. Technically, there are way more hitboxes with different values in angles, hitstun and knockback other from just these. The hitboxes displayed have actually the least amount of hitstun out of any of the other hitboxes in N-Air1, which is 18 remaining hitboxes! The main reason this is highlighted is because it is the first frame which is very common to connect with. WhyDo's image also highlights a "garbage hitbox". This hitbox is typically unfavorable due to its low knockback angle and low hitstun preventing it from confirming into certain moves, like F-Smash. This hitbox stands out from all other of Sora's N-Air1 hitboxes, the "garbage hitbox" gives significantly less hitstun, and puts the opponent in a weird angle, atleast relative to the other hitbox angles. There is a combo where this hitbox becomes important to hit, but it is the exception and not the norm. There is even exceptions to this when it comes to matchups and rage. Check the Ars Arcanum section for more.

In terms of hit advantage, at low percent (i.e having no rage), against an opponent with 0 percent, the hilt hitbox in WhyDo's visual is 18 frames, 17 frames at the tip, and 12 frames in the middle. The remaining hitboxes after the first frame of N-Air1 are between 19-23 frames. These values are hit advantage from landing right after you connect them. Even if you connect with the "garbage hitbox" you can still connect with N-Air2, the question is if you can get the timing and spacing right, both for reacting properly with N-Air2 and connecting it so you can get the desired followup. How you land these hits will determine the followups. A core part of Sora's combo game is to delay the N-Air2 after connecting N-Air1

There is also an important thing to consider regarding execution of the combos. Rage and opponent percent are equally important to consider. Some combos get easier and harder the higher these factors are. WhyDo is correct that you can't DI Sora's N-Air1,2 at frame 1. There are a lot of similarities with F-Air1,2 as well, there are exceptions though, since some parts of the move does send into tumble. The back hit of N-Air1 will always send into tumble, and others like parts of F-Air1,2 will only send into tumble at high percent and rage.

Now that we have learned some intricacies of N-Air, it's time to move to its cousin, F-Air

F-Air, while not as versatile as N-Air, is still very important. It is because of its ability to dragdown the opponent. When mentioning F-Air dragdowns it's also very important to know that not all hitboxes have the same angles. The important hitbox for dragdowns is the tipper hitbox which can be hard to hit. Sometimes it's okay to hit the middle hitbox of F-Air1 for some characters due to their fallspeed and character model.

The reason why dragdowns are important for Sora, is that most of his moves send the opponent up. With a way to bring the opponent back down, the possibilities for extending a combo game is there. The most difficult, and high damaging combos Sora can do; builds on this principle. A simple extender after a dragdown is to do D-tilt or even Dash-Grab. Both of these leads into high damage, however managing to get N-Air1 > N-Air2 > FF after F-Air2 would be a be more beneficial due to N-Air combo potential. The most common way to get F-Air is from first landing N-Air1 > N-Air2 > FF. When Sora hits an opponent with his F-Air1 he does a bounce, and with a shorthop, his "lowest jump" he is still way to high to get any meaningful hit advantage after hitting F-Air2. This would be a dead end if IDJ didn't exist. The irony about Sora's DoubleJump, is that while it is a mobility tool, it makes his combo game exponentially better due to its mechanics.

Employing an IDJ before either N-Air1 or F-Air1 will allow Sora to hit the opponent with barely any vertical gain. IDJ solves the issue of extending Sora's combos due to hitboxes and hurtboxes not connecting in some scenarios. Not only does IDJ help with getting the proper vertical height for F-Air1, but also for hitting N-Air1 afterwards when done with an IDJ. Keep in mind that there are different situations where not doing IDJ is more beneficial due to hurtbox shifting.

Other than for connecting N-Air into F-Air and vice versa, IDJ can also be used with N-Air to loop an opponent for an extension. This also referred as "nooping" an opponent, and isn't exclusive with just IDJ. The only limit for these "Noops" is that at some point the opponent will be too high up for extended noops. Inputting the noops are easy in comparison to getting the spacing. The hurtbox shifting from the opponent makes Noops difficult to get consistently on the entire cast. (There is still research to be had on which characters are optimal to be nooped). Noops are more effective against characters that have poor hurtbox shifting and poor escape options.

Earlier it was mentioned that N-Air1 had 18 other hitboxes not shown in the picture. The general "norm" of these hitboxes is that their knockback angle will usually center the opponent in front of Sora. The exceptions are the final hits of N-Air1 which send backwards with tumble. This is important to note regarding the ladder combo routes, which sometimes gets more mileage from the hitboxes not amongst the earliest N-Air1 frames.

All of Sora's N-Air and F-Air hitboxes with the exception of the third hits have very low hitlag, making it generally very hard to hit confirm. This isn't a issue with practice, but making frame perfect timings is very difficult with low hitlag. Some of the confirms Sora has are very difficult if the Sora player is just going to react on hit. Sora must in some cases, preemptively guess that he is going to hit before getting the actual hit. This isn't an issue usually with landing N-Air1, but for N-Air2 without having connected with N-Air1, makes it difficult to confirm at times. The amount of hitlag Sora has for these moves, are 2frames, which is less than a lot of the multihit moves in the game.

The Resource page has a google spreadsheet for N-Air1,2 and F-Air1,2 hit advantage. The most important observation is that F-Air2 only has 9 frames of hitstun (with optimal vertical spacing) with no additional rage or percent factoring in. This part is what necessitates Sora's need for IDJ's for getting true follow ups beyond this extension for more damaging combos. The spreadsheet can also give other ideas, one of them being the difficulty on the combos.


Short combo theory summary

  • Sora's N-Air and F-Air does not send into tumble
  • Certain hitboxes have different purposes
N-Air and F-Air function differently in terms of hitstun and knockback angles.
    → F-Air2 is important to consider for practice
  • IDJ is an important component for optimizing Sora's combo game
    → Some routes become more consistent as a result due to positioning
    → Other routes can use IDJ as an extension for more damage
    → Not all combos are better with IDJ
  • Certain characters are more prone to certain combos than others.
    → Fallspeed and character models along with their hurtbox shifting decides which followups are true other than percentages and rage. 
  • Sora's core combo moves have low hitlag. To be consistent, Sora players must use buffering to their advantage for consistency

List of combos

BnB's

The easiest comboSimple and Clean
Beginner


SHR N-Air1,2,3
  • Works at any percent.
  • Works versus any character
  • Very simple
  • Auto combo
  • F-Air1,2,3 can be used instead, few characters can mess this up though

Can just hold down the C-stick or Attack (big A button usually) to perform the combo. While it is easy to skip this as an actual combo for veteran players, it does help to get adjusted to the timings for how the auto combo works. Some of the more advanced combos can be done by just holding down the inputs instead of tapping them individually, but this is strictly down to player preference.


These combos are relatively easy, and are excellent at teaching the timing of when to FF after using N-Air2. Sora should fall for a while between N-Air1 and N-Air2 for more hit advantage. An animation cue is to watch the keyblade almost turning 450 Degrees (360 + 90) before inputting the N-Air2>FF. Looking at his shoes, or where his head is, are also ways to figure out when to fast fall. These can help to build intuition for the timing.

Reliable and intuitive combo out of a shorthopYou will do this a lot in the beginning
Easy


SHR N-Air1 > N-Air2 > FF > U-tilt > SHR U-Air
  • Works at low percent.
  • With good DI, F-Air1,2,3 is more inconsistent to hit than U-Air
  • Can also be started with Grab>D-throw and then into SHR>N-Air1
  • D-throw will not be send into tumble at 0 percent, unless Sora has rage. This will make it true to connect into N-Air1


Another reliable and intuitive comboThe wiki editor still does this a lot
Easy


SHR N-Air1 > N-Air2 > FF > SHR F-Air1,2,3
  • Easy and effective for unstaling
  • Works at any percent

Very useful to learn for practicing the timings a little vs characters like Fox and Greninja. The timing is different since sometimes Sora's must Fastfall inbetween F-Air2 and F-Air3 on occassion. Platforms can interfere with the combo. Other than that, it is an auto combo, making it easy to connect in stressful situations.



When the player piloting Sora start getting more comfortable with Sora's N-Air, then it's time to add extensions. The entry level combos are still good for consistency sakes, but are not the ideal for optimized Sora play.


Double N-Air chainDouble the N-Airs!
Moderate


SHR N-Air1 > N-Air2 > FF > SHR N-Air1 > N-Air2 > FF > U-tilt > FHR F-Air1,2,3

This combo can fail more than the basic version of it since connecting the second chain of N-Airs can be difficult, or sometimes impossible in certain scenarios. Factors include: Rage, hurtbox shifting and spacing. Matchups will play a big part on Sora's advanced combos. This combo is significantly easier against a big body characters. U-Air can be used instead of F-Air1,2,3 for a consistent ender. While U-tilt can make this combo more consistent in terms of hit advantage, it isn't consistent in terms of hitbox shifting. Going for a third N-Air1 or F-Air1 can be more consistent in terms of favourable hitboxes.


Common Kill confirms

When rising, falling or fastfalling, Sora's N-Air or F-Air make him bounce on the opponent. However, when fast falling within startup, these moves don't bounce. Usually Falling N-Air1 has enough hitstun for either U-Smash or F-Smash, it mostly depends the angle they are being sent at. Establishing familiarity with the different knockback angles are important for optimizing all parts of Sora's combo game. Uncertain hits can be remedied with F-tilt. This move has a lot of coverage, and will still kill at high enough percent. F-tilt1,2,3 is the other option if one wants just damage from landing N-Air1. It has respectable knockback and can setup a good situation for minimal effort. What When landing with N-Air1, it is important to mind the which hitbox one gets, since it is hard to properly react on the angle on hit. Getting the aforementioned: "Garbage hitbox" will not only result in different timings due to hit advantage, but also on the knockback angle. While F-tilt can cover these shortcomings, it is better to focus due to lack of other opportunities provided within a set/game.

There are also confirms for starting with rising N-Air1 > FF > N-Air2, which can also be started by fastfalling N-Air1.

The most consistent kill confirmWho said taking stocks were hard?
Easy


SHR N-Air1 > N-Air2 > FF > SHR U-Air

This Combo is also strong for when it is uncertain in terms of hit advantages due to some of N-Air2s low hitstun hitboxes. It is one of the most reliable kill confirms due to how consistent it is. Will start killing midweights at around 140-150.

  • Can be done with a fullhop instead of a shorthop.
  • Can also be done with FHR instead. This will deal extra damage and knockback.
  • Very consistent due to ease of use and lack of any sourspots for U-Air

The alternative to this confirm is the SHR > N-Air1 > N-Air2 > FF >FHR > Up-B This confirm is harder to pull off due to a different timing, but not too different from doing it fullhop with U-Air. The main reason one needs to do FH instead of SH is because Sora gains considerable height faster with FH than SH. It's preferable to have proper timing because of frame advantage, which transitions into the next confirm on this list


Confirming Rising N-Air1 and falling N-Air2 into smash attacksKill power at the ready
Moderate/Difficult


SHR N-Air1 > N-Air2 > FF > U-Smash

Is the cousin to the previous confirm. The reason why they are quite different is that this one requires the proper delay timing of N-Air1>N-Air2 and proper timing of the fastfall. This confirm will teach the Sora player the proper timing of N-Air comparison to the previous combos. It is possible to get this combo "true" on the combo counter in training mode. This combo gets easier with Rage.

There is also a possibility to use F-Smash instead, but the timing is stricter, spacing is stricter and it is even more matchup dependant.

  • This confirm scales with Rage and opponent percent in terms of difficulty. The higher those numbers, the easier it becomes.
  • 100% Rage + opponent with 70%-130% (scales with weight) is an ideal way of practicing this in training mode for a true combo.

One example is Wolf at 92%.


Sora's Up Smash Hitbox.



Landing N-Air > Kill confirmClassic Competitive Confirm
Easy


L N-Air1 > U-Smash L>N-Air1>F-Smash
  • L>N-Air1 is also a combo starter for other combos.
  • Can also use U-Air and Up-B.
  • Because of low hitlag, player has to guess if it N-Air1 is going to connect on hit or on shield.


Platform extensions

Because Sora N-Airs pops his opponents up, if Sora is under a platform the opponent will sometimes land on the platform in combos. This is not a problem, as Sora can continue the combo by Full Hopping with N-Air1 onto the platform. This allows Sora to threaten kills both on flat stages and on platform stages. Because of the added height, Finishers like U-Smash, Up-B and U-Air will kill earlier. Sometimes even F-Smash is possible. U-tilt has a high successrate for extending or ending platform combos.

What makes some of these combos more difficult than than grounded combos is the adjustment need for timing for FHR > N-Air1 or FHR > F-Air1.

Simple Platform Combo (Nadder version)
Moderate


SHR N-Air1 > N-Air2 > FF > FHR N-Air1 > N-Air2 > FF > U-tilt>
  • On some characters, its more consistent to get this combo when the opponent is not above the platform, but just slightly below
  • The bottom part of N-Air1 will make it possible to get a platform extension even if they are not on the platform.
  • N-Air2 helps with the previous point
  • Instead of U-tilt, F-Air1,2,3 can be utilized. While U-tilt>F-Air1,2,3 works well at early percent, just F-Air1,2,3 becomes an easy alternative since it is an option at all percent and is free from Di mixups.


Triplat extensionMore elaborate Nadder
Moderate


SHR N-Air1 > N-Air2 > FF > FHR N-Air1 > N-Air2 WIP


Platform Dragdown combo
Moderate


SHR N-Air1 > N-Air2 > FF > FHR F-Air1 > F-Air2 > FF >

Similar to the previous combo, just with dragdown F-Air instead. Works better characters with greater fall speed or big hurtboxes. A common followup option is to use D-tilt, since it leads into more followup.

  • A common combo is SHR > N-Air1>N-Air2>FF>FHR>F-Air1>F-Air2>FF>D-tilt>U-tilt>SHR>U-Air. This deals significant damage.
  • A kill option is SHR>N-Air1>N-Air2>FF>FHR>F-Air1>F-Air2>FF>Up-B for a way of killing with with dragdown on platforms.

Alternatively, IDJ U-Air is an option (which will be covered later below) after getting a D-tilt. What Sora can get depends not only on execution, but heavily on the opponents DI. If they DI in so they end up behind Sora, his U-Air will maximize in hit advantage, problem is that it can have a tight window of frames.


U-Air LadderWhen N-Air is lacking
Moderate


FF U-Air > FHR U-Air > FF > Imagination?
  • Better on stages where the platforms are very high up
  • Kalos Pokemon League and Smashville are great stages for this combo
  • Because of U-Air creating tumble, has tighter percent windows as a result


Alternative options for combo starters/Extenders

Firaga

Sora's most versatile spell. It is also fantastic for combos. Firaga can both extend and start combos or confirms. Most important thing to understand is that it mostly true combos with only the first fireball, each fireball in succession has the same, but less hitstun than the first. To get the better hitstun back, Sora needs to rotate back to it through Thundaga and Blizzaga.

Firaga > Dash attack is the fastest confirm Sora has from Firaga, and it is true at all percents. In terms of similar simplistic inputs, Firaga > Side-B also works well and can be used while airborne. It is a true combo, deals more damage when connecting all hits, but is slower and has consistency issues for connecting all hits. U-Air or N-Air are also if Sora is close enough, or if he dashes and jumps in after the Firaga. Sora can even get Firaga>U-Smash. Some of these combos become more or less possible due to being able to drift in the air while using Firaga. When Sora uses Firaga in the air, he can drift slightly back and forth. Some of these, like U-Smash, may require this drift in to work. There is also the case of initial dash, where Sora shouldn't dash in for more than 5 frames (where Sora will be stuck in the dash animation, and only able to jump or Dash attack).

Firaga into dash attack.
Easy




Firaga as a combo/string extender
Moderate




Firaga as a kill confirm
Moderate




Throws

Sora has a pretty good set of Throws. Down Throw can true combo into Nair at 0 and from low to middle percents. F-throwcan set up for offstage play near the ledge. DI matters against throws a lot, for example: Good DI for D-throw is poor DI for F-throw and vice versa. This is mostly specific to grabbing by ledge in particular (since then the option selects are less useful) D-throw will be a kill confirm when the opponent chooses to DI in with FHR>U-Air. B-throw starts taking stocks by ledge at around 130 to 140 percent on Middle weights. U-throw killing most middle weights at around 180 percent.

D-throw combo starter
Easy




D-throw into U-Air
Easy


D-throw > SHR/FHR U-Air


Side B

Side-B can confirm into some interesting setups. All thought niche, it is also a combo starter at high percent at the late hit of Side-B. It can also combo into the other parts of Side-B, but sometimes will fail to connect because of a lack of range due to proper DI or improper spacing.

Side B > SHR N-Air
Difficult




Stage specific combos

IDJ Combos

IDJ Up-Air

As mentioned earlier, Sora's U-Air is both a kill move and a combo tool. No one thought it could be this versatile without the double jump. As you can see on the picture to the right, there are a bunch of combo enders. Some of these does vary from dealing damage, to actually killing depending on stage, characters and percent. N-Air is most consistent way of getting a hit after the IDJ U-Air, but it will whiff in certain scenarios as shown. It is still the safest option since even if you do whiff the first hit because of chance for a followup on airdodges.

The other options are more tight. It is important to remember that U-Air is active for 9 frames, and hitting the later parts will give you more hit advantage. DI also plays a very large role, if the player mess up the drift in the initial stages of the double jump, there will be no true followups. Some of these confirms also become impossible if the opponent has competent DI, and others are impossible in certain matchups due to character attributes.

The simple variation, and a way of getting the kill confirms more consistently, is to hit the top or back hit of U-Air by hitting a tech option after setting up a tech situation on a platform. When done it this way, there is more control on the hit advantage gained since doing SHR>N-Air1>N-Air2>FF>IDJ>U-Air can often make the U-Air hit an unsuspecting hurtbox that can mess up the hit advantage, potentially making the followup whiff.

It is highly recommended to prioritize not whiffing Up-B, especially at kill percent.

Alternatively, D-Air can be used to get back to stage more quickly. Sometimes it can hit the opponent as they are airdodging and set up a strong presence after.



IDJ U-Air / Double jump U-AirA new way of dealing damage ( and killing )
Difficult


SHR N-Air1 > N-Air2 > FF> IDJ U-Air > N-Air1,2,3

placeholder text


IDJ F-Air Dragdown

There are caveats to this combo. The followups doesn't work on everyone, and the extensions and enders are character dependant. There is a chart in the Ars Arcanum section to show the limitations of dragdowns. IDJ>F-Air needs rage or high percent for followups that are frame 11 or faster. Most of the followups depends on a characters hurtbox shifting and fall speed.

IDJ F-Air Dragdown Kill confirmFlashy
Difficult
SHR N-Air1 > N-Air2 > FF > IDJ F-Air1 > F-Air2 > FF > U-Smash
  • U-Smash only works on a select few characters. Reliant on all relevant factors.
  • Can use D-tilt instead of U-Smash for an extension
  • Up-B can be confirmed on any character due to its range and startup frames.


Ars Arcanum

Not discovered, but primarily explored and optimized by Limon (@Limon1211zzz at twitter). Ars Arcanum is Sora's deadliest combo route. There are technically 3 variations of Ars Arcanum:

  • Version1: No IDJ's
  • Version2: IDJ on F-Air
  • Version3: IDJ on both N-Air and F-Air

Mostly, when people refer to "Ars Arcanum, Ars, Ars Arc, Arshu Arcanum, or AA (this one is within Soracord mostly, since AA means Anti-Air otherwise)" they are referring to Version 3. All of the versions have their own place in terms of education, execution and development/discovery history. For the sake of continuiety and clarity, "Ars Arcanum" in this wiki page will be referring to the Version3 variation.

The reason for this is because that while harder, Version 3 has a higher chance of connecting if you are good at doing the combo. If you combine the percent, Rage and hitboxes together, it's sometimes harder to get the Version 2 right than Version 3. Version2 still works on some characters, but it's more encouraged to learn version 3 due to it's consistent nature.

What's more is that IDJ removes the SH multiplier. Meaning that more dealt will be dealt. So it is more rewarding to learn in terms of damage output for the same opportunities.

There are other variations in terms of what extensions or enders that come when you end a chain, and they will just share a common name right next to "Ars Arcanum". This are some examples: Ars Arcanum - Platform extension Ars Arcanum - Smash attack ender

There are also some characters, like Wario that allows you to slingshot>SHR>N-Air1 in order to not run out of space. You can go from one part of the stage to another part with this combo. This is not the same for most characters.

What makes this combo hard is a series of micro movements along with IDJ at every rising aerial. You always need to be moving forward in this combo. Sometimes you need to be precise depending on what extension you want to have and whatever is possible.

As explained before, The IDJ's are the glue that holds this combo together. It makes landing faster possible, and possible to hit certain hurtbox shifting.

Some finishers are:

  • F-Smash can be used after an IDJ N-Air>FF if the opponent is low enough to the ground
  • U-Smash can be used either after an IDJ N-Air1,2>FF or IDJ F-Air1,2>FF.
  • Up-B can be used after both N-Air>FF and will typically start killing at higher percents.
  • IDJ>U-Air>Up-B. While it is hard to get this true sometimes, and often is escapable with good DI, it is hard to DI properly since good DI vs F-Smash is terrible DI vs IDJ>U-Air>Up-B

Please refer to the chart for possibilities. It is mostly correct. Some possibilities, have yet to be experimented upon. The chart provided here created by Dusty_Carpet and Limon, two of the most prominent and impactful Sora labbers.

To elaborate on the tiers:

  • "No" refers to Characters that cannot be comboed with Ars Arcanum or IDJ>F-Air properly. You may be able to get other easy enders such as Jab or Up-B.
  • The one above, are just characters with f1 escape options, and require the Sora player to be very precise. There are excersizes that are for non-trainingmodpack users that allow you to practice Ars Arcanum, even for characters with f1 escape options. There will be a link in the resources tab.

Ars ArcanumThe stuff of legends
Godlike


SHR N-Air1 > N-Air > FF > IDJ F-Air1 > F-Air2 > FF > IDJ N-Air1 > N-Air2 > ... > ender
  • Sora


Ars Arcanum - Smash attack variation
Godlike


Ars Arcanum... >


Ars Arcanum - Platform extension
Godlike


Ars Arcanum... >


Ars Arcanum - IDJN-Air
Godlike


Ars Arcanum... >


What about strings ?

Refer to the "setplay" page for more information. A lot of these combos does setup good situations for other types of reads and setups, whether they are after, or mid combo.

Escape options charts

These charts are here just to provide a visual in terms of difficulty when it comes to executing combos/strings and


WIP:


Need more video examples Fix chart PNG's Check grammar Make better headers/titles Video examples for all combos More Ars Arcanum Variations Ars Arcanum training mode video with no modpack Put Warios Ars Arcanum with slingshot extension in resources, but with a refrence to it from here Make a new terminology that is called "combo factors" (CF?) And put it in here? Use it to replace wordyness? Troubleshoot Ars Arc

Ken and Kazuya pages contain a lot of structured info on structure. Use those formats? What about others?

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