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======<span style="visibility:hidden;font-size:0">Overview</span>====== |
======<span style="visibility:hidden;font-size:0">Overview</span>====== |
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{{Overview |
{{Overview |
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|overview= {{StockIcon|SSBU|Sora}} is a versatile, '''floaty sword character''' who has the tools for almost every situation. He relies on his hitboxes, Magic spells, and disjointed normals in order to land one of his '''rewarding combos''', and then edgeguard the opponent with his superior offstage options. |
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|overview= {{StockIcon|{{PAGENAME}}}} is a character in SSBU. (Placeholder) |
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At long range, his Magic, '''Firaga''' and '''Thundaga''', can influence his opponents movement. His fast and long reaching '''Dash Attack''' is great for whiff punishing, while using Magic and Sonic Rave as a movement tool can keep opponents on their toes. In addition, his third spell, '''Blizzaga''', is useful in the mid range, as its wide area of coverage, high shield damage, potential follow ups, and transcendent hitboxes can shut down most challenges. Once up close to the opponent, the unique bounce property on {{clr|aerial|N-Air}} and {{clr|aerial|F-Air}}, as well as their low shieldstun and shieldlag forces the opponent into a guessing game on shield. Mixing in Fastfalling, {{clr|aerial|N-Air}}, and the direction Sora lands in can confuse opponents into picking a bad option that can be punished. |
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Once Sora wins an neutral exchange, his high execution combo strings rack up damage quickly, using '''dragdowns''', '''loops''', and more. Outside of combos, Sora can still juggle an opponent with his long lasting, disjointed {{clr|aerial|U-Air}}, or edgeguard them with his many options offstage. His high '''Double Jump''', '''Aerial Sweep''' and '''Sonic Blade''' all allow Sora to stay offstage and keep the opponent from getting back on stage. |
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Sora’s biggest flaw comes from his '''floatiness'''. Characters with strong projectiles, long reaching hitboxes that can also cover jump height, or fast movement speed can overwhelm Sora. Sora can struggle to approach characters that overwhelm him. His floatiness extends to his Double Jump, which deprives him from a movement tool and escape option that a majority of the roster can typically have access to. As a result, his disadvantage state can often be more difficult and harder to escape from compared to other characters. |
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If you enjoy having a strong neutral that can lead to '''high execution''', '''high damaging''' combos and having a '''constant offstage options''', Sora (ソラ) could be the character for you. |
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|summary= is an all-rounder sword character who uses projectiles and disjoints to harass his opponents, while having a very strong offstage presence and a high damage output |
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|pros= |
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* '''Strong Neutral:''' Sora's disjointed attacks coupled with his Magic allows him to easily control space |
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* '''High Combo Damage:''' Sora can put his opponents in almost inescapable loops at most percents with the use of {{aerial|N-Air}} and {{aerial|F-Air}}'s first two hits |
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* '''Recovers from Anywhere:''' Sora's double jump is a floaty one. Coupled with his aerial drift, Aerial Sweep ({{special|Up-B}}) and Sonic Rave ({{special|Side-B}}), Sora can recover from almost anywhere on the stage |
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* '''Edgeguarding:''' Sora's recovery coupled with his disjoints and Magic makes him one of the best edgeguarders in the game |
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* '''Versatile:''' Sora's kit grants him the ability to deal with almost anything |
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<!-- include info about his edge guarding as a strength, counter, 2 framing later --> |
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|cons= |
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* '''Low Mobility''': Due to a combination of raw stats and a floaty double jump (which hinders vertical movement), Sora has a rough time getting around projectiles and large hitboxes |
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* '''Struggles to Land:''' A combination of his aforementioned double jump, floaty movement and a lack of fast aerial moves makes landing as Sora a chore |
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* '''Lightweight''': Sora is very light and isn't good at escaping out of combos. This means that, on average, Sora will die earlier than average |
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* '''High Execution:''' Sora's high damage combos, on top of being tight and requiring techniques such as {{term|IDJ|}}s, are spacing-dependant and changes depending on how much rage Sora has |
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|unique_mechanic1_name = Magic |
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|unique_mechanic1 = [[File:Sora_Magic.png|200px|thumb|All three of Sora's Spells.]] |
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Sora's {{clr|special|Neutral Special}}, "Magic", is a move that rotates through three different spells. Sora starts the match with '''Firaga''', a medium-speed fire projectile. The next time you press {{clr|special|Neutral Special}}, you use '''Thundaga''', an downward travelling attack of three thunder pillars. Following Thundaga, Magic will cycle into '''Blizzaga''', a short ranged burst of ice that freezes the opponent on contact. The spells always follow this order, and upon death you keep the last spell you had loaded. Being able to rotate different spells for different situations is important, so be sure to keep track of when you are safe to switch your spells! {{Clear}} |
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|unique_mechanic2_name = Floaty Double Jump |
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|unique_mechanic2 = Sora sports an unusually slow and floaty double jump similar to {{StockIcon|SSBU|Ness}} and {{StockIcon|SSBU|Mewtwo}} that gradually accelerates him vertically, rather than a more typical immediate double jump like most of the roster. Sora's floaty jump enables him to catch characters almost anywhere on the screen in terms of vertical positioning, and pairs well with his specials to offer a great degree of flexible space control. It is also unique in terms of its acceleration, Sora is seemingly "stuck in place" when he uses double jump. <br> <br> |
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However, his double jump comes with its own downsides. Sora cannot readily double jump away from opponents, either defensively or as a bait if he wants to change positions more suddenly, and also makes him take longer to reactively juggle or catch high recoveries. |
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|summary= does things (Placeholder) |
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|pros=* Placeholder |
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|cons=* Placeholder |
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|weight = 85 |
|weight = 85 |
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|spotDodge = 25F (3~17F intangible) |
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|airdodgeFrame = 3 |
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|airDodge = 3~30F intangible (Neutral)<br>3~21F intangible (Directional) |
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|uro= Aerial Sweep, Sonic Blade |
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|uro = Sonic Blade |
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|fastestOOS = Aerial Sweep (9F),NAir, Grab(11F) |
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|fastestOOS = Aerial Sweep(9F)<br>{{clr|aerial|NAir}}, {{clr|smash|U-Smash}}, {{clr|grab|Grab}}(11F) |
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}} |
}} |
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==Normal Moves== |
==Normal Moves== |
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=== {{clr|tilt|Jab}} === |
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<big>{{Prompt|A}} </big> |
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{{SSBU Move Card |
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|attack=Jab |
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|specificHits=yes |
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|description= |
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* A frame 5 {{clr|tilt|Jab1}}. His quickest grounded option |
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* Can be used as a anti air and grounded approaches |
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* Can hit every ledgehang in the game with the tip hitbox |
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* Easy combo ender |
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{{clr|tilt|Jab}} is Sora's safest and easiest combo ender. The quickness and range helps to make up for inconsistencies, and the property of pulling in opponents helps ensuring that you setup a good situation as long as you hit the remaining jab moves. |
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}} |
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=== {{clr|tilt|Forward Tilt}} === |
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<big>{{Prompt|Analog Left}} / {{Prompt|Analog Right}} + {{Prompt|A}}</big> |
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{{SSBU Move Card |
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|attack=Forward Tilt |
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|specificHits=yes |
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|description= |
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* Grounded poking option with generous active frames. |
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* The single hit is useful for two framing, and will kill opponents off the side at around 130%. |
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* The autocombo version is useful for doing more damage, and as a timing mixup if you think the opponent will preemptively mash out of the gap. |
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* Inputting {{clr|tilt|F-tilt1}} (combo version) will always include {{clr|tilt|F-tilt2}}. |
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Sora will be using this move to cover the grounded space in front of him. If you want stronger stage positioning in combos, the move can also be used when ending combos early. |
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}} |
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=== {{clr|tilt|Up Tilt}} === |
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<big>{{Prompt|Analog Up}} + {{Prompt|A}}</big> |
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{{SSBU Move Card |
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|attack=Up Tilt |
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|specificHits=yes |
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|description= |
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* Combo filler and extender for low percent combos |
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* Possible but rarely gets used as a kill option when you need a lasting coverage option that kills. Lightweights die at 170% on FD. |
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* Will shieldpoke medium-tall height characters with little shield damage unless they tilt their shield |
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{{clr|tilt|U-tilt}} is often seenin early percent combos, as it sets the opponent up for {{clr|aerial|U-Air}} juggles. It can also be used as an anti air, albeit risky as if the move whiffs Sora will be stuck in endlag. |
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}} |
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=== {{clr|tilt|Down Tilt}} === |
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<big>{{Prompt|Analog Down}} + {{Prompt|A}}</big> |
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{{SSBU Move Card |
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|attack=Down Tilt |
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|specificHits= |
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|description= |
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* Solid grounded poke that provides a combo afterwards |
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This is a very important piece of Sora's neutral. It hits low, can be spaced to be safe on shield, and has solid reward at all but very high percents (160% + on midweights). At low percents, the move can go into {{clr|aerial|N-Air}}, {{clr|aerial|F-Air}}, {{clr|tilt|Jab 1}}, and even {{clr|grab|Pivot Grab}}. At mid to higher percents, {{clr|aerial|U-Air}}, {{clr|aerial|F-Air}} and {{clr|aerial|B-Air}} will be more relevant. The safest option is to do {{clr|aerial|U-Air}} since it is very consistent with its coverage and kill power. {{clr|smash|U- Smash}} can work, but is more percent specifi and is inconsistent vs great DI and fast escape options such as f2 airdodges. |
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}} |
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=== {{clr|tilt|Dash Attack}} === |
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<big>{{Prompt|A}} while dashing or running</big> |
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{{SSBU Move Card |
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|attack=Dash Attack |
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|specificHits=yes |
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|description= |
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* Great for closing distance. The fastest option with the most amount of space he can cover. |
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* Can two frame recoveries certain recoveries and hits most ledgehangs with the strong hitbox. Great for covering airdodge to ledge. |
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* Can cross up on shield |
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Another attack that's key for Neutral. The intangibility on Sora's legs means it can be used as a whiff punish on opponent's landings, this can even trade/clank with {{StockIcon|SSBU|Palutena}} and {{StockIcon|SSBU|Snake}} Dash attack in certain cases. Will reliably connect from Firaga in Neutral. Because Sora is slower on the ground, its important to use this move to make the opponent respect your burst range. Must be used sparingly because of it's bad shield safety. |
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}} |
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==Smash Attacks== |
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=== {{clr|smash|Forward Smash}} === |
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<big>{{Prompt|Analog Smash Left}} / {{Prompt|Analog Smash Right}} + {{Prompt|A}}</big> |
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{{SSBU Move Card |
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|attack=Forward Smash |
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|specificHits=yes |
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|description= |
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* Combo finisher, kills earlier than you may think |
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* Active for 4 frames, and puts out a big hitbox |
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* Sora reels back during the animation, and crouches while travelling, which can be used to dodge certain attacks. |
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* Can be safe if spaced and also charged. At half charge it is -12 on shield. |
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Sora's {{clr|smash|F-Smash}} is a strong kill tool that lasts long for a smash attack. This is Sora's strongest move knockback wise, and knowing what can confirm into {{clr|smash|F-Smash}} is very important to know. |
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}} |
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=== {{clr|smash|Up Smash}} === |
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<big>{{Prompt|Analog Smash Up}} + {{Prompt|A}}</big> |
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{{SSBU Move Card |
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|attack=Up Smash |
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|specificHits=yes |
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|description= |
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* Combo finisher and sometimes a decent Anti Air |
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* While the key portion of the attack has a sweetspot, the larger part of the hitbox can cover a large portion of a platform. With proper positioning at PS2, you can cover the entire platform and all tech options with few exceptions. |
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All though it doesn't have the same killpower as {{clr|smash|F-Smash}}, it is more consistent in sets since most of Sora's moves send the opponent vertically. Because of this, it can be easier to kill earlier with certain confirms than just landing it raw. The move can be used as an out of shield option, but has less range and less safety than his other out of shield options. |
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}} |
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=== {{clr|smash|Down Smash}} === |
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<big>{{Prompt|Analog Smash Down}} + {{Prompt|A}}</big> |
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{{SSBU Move Card |
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|attack=Down Smash |
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|specificHits=yes |
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|description= |
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* High-Profiles attacks due to intangibility frames on within startup frames, allowing avoidance of other moves. |
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* The attack portion of the move has a large hitbox that goes under the stage, it can 2 frame most recoveries with the correct timing. |
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* Can hit every ledgehang in the game, very useful against regrabs and can even contest certain sharking options. |
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* Has high shield damage. |
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This move can also be used to cover landings, but because of its slow startup and minimal coverage, it is often used sparingly. Has high variance of impact depending on the Matchup. |
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}} |
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==Aerials== |
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=== {{clr|aerial|Neutral Air 1}} === |
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<big>Airborne {{Prompt|A}}</big> |
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{{SSBU Move Card |
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|attack=Neutral Air 1 |
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|specificHits=yes |
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|description= |
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*Hits all around sora |
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*Has a tipper, middle, and inner hitbox, all of which are important to understand regarding his punish/combo game. See ''combos'' for more information |
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Has a use in every part of game state and situation, this move is very flexible in how it can be utilized. Sora's {{clr|aerial|N-Air1}} is a sword swing that covers his entire body and hurtbox shifts. Will combo into {{clr|aerial|N-Air2}} if A is tapped or held (Needs to press for grab, and can be held with Attack or Smash/tilt stick). Fastfalling before startup frames or not at all will cause Sora to bounce. If a fastfall is preformed within startup, you will not get the bounce even if you hit the opponent. |
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}} |
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=== {{clr|aerial|Neutral Air 2}} === |
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<big>Airborne {{Prompt|A}} after {{clr|aerial|Neutral Air 1}}</big> |
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{{SSBU Move Card |
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|attack=Neutral Air 2 |
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|specificHits=yes |
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|description= |
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Has the Same bounce properties as {{clr|aerial|N-Air1}}. It's very important for Sora players to not only understand when to fastfall with {{clr|aerial|N-Air2}}, but also when to start {{clr|aerial|N-Air2}} after hitting {{clr|aerial|N-Air1}}. It's way easier to input the fastfall and attack since the game forces you to use this move or wait out the total frames. |
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}} |
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=== {{clr|aerial|Neutral Air 3}} === |
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<big>Airborne {{Prompt|A}} after {{clr|aerial|Neutral Air 2}}</big> |
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{{SSBU Move Card |
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|attack=Neutral Air 3 |
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|specificHits= |
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|description= |
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* Useful ender whether you have low confidence for an extension |
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* Usually used as a true ender for IDJ {{clr|aerial|U-Air}} combos due to tight frame advantage |
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}} |
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=== {{clr|aerial|Forward Air 1}} === |
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<big>Airborne {{Prompt|Analog Right}} + {{Prompt|A}}</big> |
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{{SSBU Move Card |
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|attack=Forward Air 1 |
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|specificHits= |
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|description= |
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* Good option for pressuring the opponent |
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* Will hit most characters standing while rising |
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Has the same bounce properties as the aforementioned {{clr|aerial|N-Air1,2}} |
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Forward Air's main neutral application is to pressure with a forward hitbox, it is also flexible in pressure with how you choose to drift. All types of bouncing are unsafe, but very hard to react too out of shield. In some matchups, its unsafe for the opponent to directly attempt an punish because Sora can drift very far away from the opponent while still having a counterattack option. {{clr|aerial|F-Air1,2}} is also a fantastic combo extender, see ''Setplay'' and ''Combos'' for more info. This is also a better tool at edgeguarding than Nair in terms of its knockback angles. |
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}} |
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=== {{clr|aerial|Forward Air 2}} === |
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<big>Airborne {{Prompt|Analog Right}} + {{Prompt|A}} after {{clr|aerial|Forward Air 1}}</big> |
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{{SSBU Move Card |
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|attack=Forward Air 2 |
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|specificHits= |
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|description= |
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* Animation, hitbox size and hurtbox wise the same as Neutral air 2, but different hitstun values |
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* Important combo extender vs fastfallers |
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* Same bounce properties as {{clr|aerial|F-Air1}}, and {{clr|aerial|N-Air1,2}} |
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}} |
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=== {{clr|aerial|Forward Air 3}} === |
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<big>Airborne {{Prompt|Analog Right}} + {{Prompt|A}} after {{clr|aerial|Forward Air 2}}</big> |
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{{SSBU Move Card |
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|attack=Forward Air 3 |
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|specificHits= |
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|description= |
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* Combo ender |
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Same with Nair 3, no bounce, but better knockback for edgeguarding. Also a combo ender for inconsistency/skill issues. |
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}} |
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=== {{clr|aerial|Back Air}} === |
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<big>Airborne {{Prompt|Analog Left}} + {{Prompt|A}}</big> |
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{{SSBU Move Card |
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|attack=Back Air |
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|specificHits= |
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|description= |
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* Strong Bair that can kill very early when used for corner pressure or edgeguards. |
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Sora's {{clr|aerial|B-Air}} is a sword sweep similar to Cloud or Sephiroth's back air. Only with less range and safety. His {{clr|aerial|B-Air}} is fairly slow at frame 13, but because of the his floatyness along with low total frames, he can input more actions before hitting the ground, even when doing it shorthop rising. This includes {{clr|aerial|N-Air}} and DoubleJump before landing from SH, Double {{clr|aerial|B-Airs}} and {{clr|aerial|B-Air}} into {{clr|aerial|U-Air}} touching the ground. While being strong, it can be hard to hit due to its low active frames and slow double jump, but this is mostly vs quick recoveries. |
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}} |
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=== {{clr|aerial|Up Air}} === |
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<big>Airborne {{Prompt|Analog Up}} + {{Prompt|A}}</big> |
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{{SSBU Move Card |
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|attack=Up Air |
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|specificHits= |
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|description= |
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*Hits grounded opponents if timed |
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*IDJ {{clr|aerial|U-Air}} will combo into {{clr|special|Up-B}} {{clr|aerial|N-Air}}, or other follow ups |
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*The Key part of the Key is a hitbox, will scoop opponents |
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Sora's {{clr|aerial|U-Air}} is flexible. Not only does it have good knockback for killing, but also for combos at lower percent. It also covers a lot of space, lasts a long time and comes out at frame 10. {{clr|aerial|U-Air}} guarantees juggles on most characters. Because {{clr|aerial|U-Air}} hits grounded opponents, when spaced landing with {{clr|aerial|U-Air}} is typically uncontestable if the opponent doesn't anti air you first. Use this move often. |
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}} |
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=== {{clr|aerial|Down Air}} === |
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<big>Airborne {{Prompt|Analog Down}} + {{Prompt|A}}</big> |
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{{SSBU Move Card |
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|attack=Down Air |
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|specificHits=yes |
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|description= |
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*When Autocancelled, can be plus on Shield |
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*Autocancelling also helps with landing, as it will throw off the opponents punish timing |
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{{clr|aerial|D-Air}} is a mediocre tool in Sora's kit. Offstage, the move has some use as a way to quickly cover the area below in a circular motion. although the upward angle the opponent will be sent at can often help them recover if they still have a jump left. As a '''Stall and Fall''', {{clr|aerial|D-Air}} can also be used as a landing mixup, although it is very reactable and unsafe when not autocancelled. |
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}} |
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==Special Moves== |
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=== {{clr|special|Magic (Firaga)}} === |
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<big>{{Prompt|B}} with Firaga equipped</big> |
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{{SSBU Move Card |
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|attack=Magic (Firaga) |
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|specificHits=yes |
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|description= |
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* Travelling Projectile |
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* Has an early and late hitbox, important for combos |
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Firaga is an integral part of Sora's kit because of its flexibility. The projectile is relatively safe when spaced, and can confirm into combos, safest and quickest option being Dash attack. Can use multiple fireballs in succession, where the first has more hitstun than the ones after, meaning it is usually only the first one that can true combo into other parts of Sora's kit like Dash attack, grab and Sonic Blade. The projectile itself is important for controlling space in neutral, but its reward on hit means opponents will often be scared of running into it and will play passive.Firaga can also be used when edgeguarding to gimp or control space for easier edgeguarding. Can also be used for stalling in the air. Firaga is without a doubt the most flexible spell. |
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}} |
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=== {{clr|special|Magic (Thundaga)}} === |
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<big>{{Prompt|B}} with Thundaga equipped</big> |
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{{SSBU Move Card |
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|attack=Magic (Thundaga) |
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|specificHits=yes |
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|description= |
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* Shoots three pillars of lightning that can combo into each other |
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* If above ground within a certain timeframe of startup, the pillars will be closer to Sora. |
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Arguably the worst spell Sora has, it still has its uses. Thundaga can force the opponent to recover at certain angles and hits ledgehangs. The three pillars don't always connect into each other, the move has a lot of total frames and leaves Sora wide open if the opponent dodges them successfully. It can be + on hit with the final parts of the second pillar and the third pillar. |
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}} |
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=== {{clr|special|Magic (Blizzaga)}} === |
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<big>{{Prompt|B}} with Blizzaga equipped</big> |
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{{SSBU Move Card |
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|attack=Magic (Blizzaga) |
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|specificHits=yes |
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|description= |
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* A short ranged flurry of icicle spikes that freeze the opponent. |
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* Multiple hits increase freeze time. |
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* Usually safe with spacing |
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* Can be used to setup shield break scenarios |
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Blizzaga has a lot of use cases for different situations. Most often, in Neutral it acts as a stop sign that prevents the opponent from running at Sora, and on hit can often frame trap the opponent. It is hard to know exactly how long the opponent will be stuck in ice, but you can make educated guesses and do safe moves that doesn't compromise your advantage. Doing landing aerials is relatively safe, while {{clr|special|Up-B}} have a higher chance of connecting after they thaw out, if they are still frozen after the final hit they can do a reversal. Even if you can't score the kill, it is still a way to deal damage. Keep in mind while nothing is guaranteed, the opponent is still under pressure while in ice. |
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Firaga will thaw out the opponent more quickly due to its fire effect. |
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}} |
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=== {{clr|special|Sonic Blade}} === |
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<big>{{Prompt|Analog Left}} / {{Prompt|Analog Right}} + {{Prompt|B}}</big> |
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{{SSBU Move Card |
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|attack=Sonic Blade |
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|specificHits=yes |
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|description= |
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* Recovery tool, movement option, combo option. The most niche "Swiss Army Knife" of Specials. |
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* Gains more endlag and becomes more unsafe on shield the more you attack. |
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Sonic Blade is a three stage move that can be stopped at any point in time. After pressing forward or back with B for the first lunge, holding a direction afterwards will take you in that direction for a second lunge. Holding another direction will cause Sora to do a third and final lunge, after which he enters special fall. Although you cannot angle the first attack, because you can angle the follow ups and choose how many times you attack, the move can often be unpredictable for the opponent to catch. Holding B when an opponent is near you will cause you to auto target and fly towards them, giving you slightly more range but giving up control in where you go. If you have died with this move on accident before, most likely you were holding B instead of letting go to choose a direction. |
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}} |
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=== {{clr|special|Aerial Sweep}} === |
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<big>{{Prompt|Analog Up}} + {{Prompt|B}}</big> |
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{{SSBU Move Card |
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|attack=Aerial Sweep |
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|specificHits=yes |
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|description= |
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* Recovery tool and Combo Finisher |
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* Sora's fastest OOS (not counting foostool) at Frame 9 |
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* can go into Sonic Rave afterwards |
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{{clr|special|Up-B}} is a major factor as to why Sora's offstage game is so strong. A recovery tool that can double as an active hitbox that sends the opponent back offstage has strong use, but when coupled with Sora's high and long lasting Double Jump, and the fact he can Sonic Rave afterwards, often means you can go as far as you want and still make it back as long as you have two of those resources. {{clr|special|Up-B}} is also used for kill confirms, as it rises the opponent into the air and can kill sooner off the top. |
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}} |
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=== {{clr|special|Counterattack}} === |
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<big>{{Prompt|Analog Down}} + {{Prompt|B}}</big> |
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{{SSBU Move Card |
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|attack=Counterattack |
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|specificHits=yes |
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|description=* 1.4x Multiplier |
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* Cannot be B reversed |
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* Covers the area in front of Sora to scan for a hitbox |
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* If a hitbox hits this area and Sora's hurtbox at the exact same time, it will still activate |
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* '''Deflects''' projectiles and multiplies them. Claims the projectile just like a reflector |
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Sora's Counterattack is considered one of the strongest counters for the game. All though slow for a counter on startup, it can stun opponents before hitting them. Any aerial or normal attack will get stunned, and the opponent will be hurtbox shifted in favour of getting hit by Sora's counterattack. This move can deactivate invincibilty from moves like {{StockIcon|SSBU|Banjo & Kazooie}}'s Wonderwing, leaving them open for the attack. This is important for Sora's edgeguarding capabilities, as he can stop recoveries like aforementioned {{StockIcon|SSBU|Banjo & Kazooie}}, {{StockIcon|SSBU|King K. Rool}} and {{StockIcon|SSBU|Lucas}} who have recoveries that traditionally go through counters. In the case of {{StockIcon|SSBU|King K. Rool}}, Sora can stand on stage, counter and then hit him without going offstage. There are exceptions when it comes to certain angles, but it usually is more consistent with certain recoveries than others. {{StockIcon|SSBU|Sephiroth}}'s Octoslash at certain ranges is a prime example of the counter missing its mark even if you activate it. |
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}} |
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==Grabs & Throws== |
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=== {{clr|grab|Grab}} === |
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<big>{{Prompt|Z}}</big> |
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{{SSBU Move Card |
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|attack=Grab |
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|specificHits=yes |
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|description= |
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*Pretty standard grab |
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Regular Swordfighter grab. Nothing too special. |
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---- |
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;Standing Grab |
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---- |
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;Pivot Grab (While Dashing, {{Prompt|Analog Left}}/ > {{Prompt|Z}}) |
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---- |
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;Dash Grab (While Dashing, {{Prompt|Z}}) |
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---- |
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;Pummel (After grabbing, {{Prompt|A}}) |
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}} |
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=== {{clr|grab|Forward Throw}} === |
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<big>After grabbing, {{Prompt|Analog Right}}</big> |
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{{SSBU Move Card |
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|attack=Forward Throw |
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|specificHits=yes |
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|description= |
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* Forward Throw is useful for positioning the opponent offstage, as well as preforming Tech Chases at lower percents. |
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}} |
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=== {{clr|grab|Back Throw}} === |
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<big>After grabbing, {{Prompt|Analog Left}}</big> |
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{{SSBU Move Card |
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|attack=Back Throw |
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|specificHits=yes |
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|description= |
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* Stand back from this move in Free For All's |
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Useful for killing, will KO Opponents at around 135 near the ledge. |
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}} |
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=== {{clr|grab|Up Throw}} === |
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<big>After grabbing, {{Prompt|Analog Up}}</big> |
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{{SSBU Move Card |
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|attack=Up Throw |
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|specificHits= |
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|description= |
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*No Sakurai, this isn't a combo throw |
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Can be useful for positioning, will KO Opponents at around 182 percent. |
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}} |
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=== {{clr|grab|Down Throw}} === |
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<big>After grabbing, {{Prompt|Analog Down}}</big> |
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{{SSBU Move Card |
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|attack=Down Throw |
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|specificHits= |
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|description= |
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*Combo throw |
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Sora's most useful throw, Down Throw is one of his main combo starters at low percent. At 0, Sora cannot true combo into Fair, but both Nair, Fair, and Up Air will combo once the opponent gets to a higher percent. |
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}} |
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==Misc. Attacks== |
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=== Ledge Attack === |
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{{SSBU Move Card |
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|attack=Ledge Attack |
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|specificHits= |
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|description= |
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*Standard Ledge Attack with above average range |
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}} |
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=== Getup Attack === |
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{{SSBU Move Card |
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|attack=Getup Attack |
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|specificHits=yes |
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|description= |
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* Standard Getup ATtack |
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}} |
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=== Trip Attack === |
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{{SSBU Move Card |
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|attack=Trip Attack |
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|specificHits= |
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|description= |
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* |
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}} |
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==Alts== |
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<center> |
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<gallery widths="96px" heights="96px" mode="nolines"> |
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SSBU_Sora_Stock.png | '''Color 1''' |
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SSBU_Sora_Stock_2.png | '''Color 2''' |
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SSBU_Sora_Stock_3.png | '''Color 3''' |
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SSBU_Sora_Stock_4.png | '''Color 4''' |
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SSBU_Sora_Stock_5.png | '''Color 5''' |
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SSBU_Sora_Stock_6.png | '''Color 6''' |
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SSBU_Sora_Stock_7.png | '''Color 7''' |
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SSBU_Sora_Stock_8.png | '''Color 8''' |
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</gallery> |
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</center> |
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<pre> |
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Alt 1 is Sora's default appearance in KINGDOM HEARTS |
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Alt 2 is Sora's default appearance in KINGDOM HEARTS II |
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Alt 3 is Sora's default appearance in KINGDOM HEARTS 3D: DREAM DROP DISTANCE |
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Alt 4 is Sora's default appearance in KINGDOM HEARTS III |
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Alt 5 is Sora's appearance in "Timeless River", the 1930's inspired Disney World in KINGDOM HEARTS II |
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Alt 6 is Sora's appearance in "Valor Form", the Physical-based Drive Form powerup in KINGDOM HEARTS II |
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Alt 7 is Sora's appearance in "Wisdom Form", the Magic-based Drive Form powerup in KINGDOM HEARTS II |
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Alt 8 is Sora's appearance in "Ultimate Form", the strongest Keyblade Formchange in KINGDOM HEARTS III |
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</pre> |
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==Navigation== |
==Navigation== |
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{{notice|To edit frame data, edit values in [[{{PAGENAME}}/Data]].}} |
{{notice|To edit frame data, edit values in [[{{PAGENAME}}/Data]].}} |
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<center>{{StockIcon|{{ROOTPAGENAME}}| |
<center>{{StockIcon|{{ROOTPAGENAME}}|{{#titleparts:{{PAGENAME}}|1|2}}|50px}}</center> |
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{{#lst:{{PAGENAME}}/Data|Links}} |
{{#lst:{{PAGENAME}}/Data|Links}} |
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{{ |
{{#lst:SSBU/Navigation}} |
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[[Category:Super Smash Bros. Ultimate]] |
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[[Category:Sora]] |
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[[Category:Playable Character]] |
Latest revision as of 19:15, 15 July 2023
![](http://static.miraheze.org/dragdownwiki/thumb/b/b0/SSBU_Sora_Stock.png/25px-SSBU_Sora_Stock.png)
At long range, his Magic, Firaga and Thundaga, can influence his opponents movement. His fast and long reaching Dash Attack is great for whiff punishing, while using Magic and Sonic Rave as a movement tool can keep opponents on their toes. In addition, his third spell, Blizzaga, is useful in the mid range, as its wide area of coverage, high shield damage, potential follow ups, and transcendent hitboxes can shut down most challenges. Once up close to the opponent, the unique bounce property on N-Air and F-Air, as well as their low shieldstun and shieldlag forces the opponent into a guessing game on shield. Mixing in Fastfalling, N-Air, and the direction Sora lands in can confuse opponents into picking a bad option that can be punished.
Once Sora wins an neutral exchange, his high execution combo strings rack up damage quickly, using dragdowns, loops, and more. Outside of combos, Sora can still juggle an opponent with his long lasting, disjointed U-Air, or edgeguard them with his many options offstage. His high Double Jump, Aerial Sweep and Sonic Blade all allow Sora to stay offstage and keep the opponent from getting back on stage.
Sora’s biggest flaw comes from his floatiness. Characters with strong projectiles, long reaching hitboxes that can also cover jump height, or fast movement speed can overwhelm Sora. Sora can struggle to approach characters that overwhelm him. His floatiness extends to his Double Jump, which deprives him from a movement tool and escape option that a majority of the roster can typically have access to. As a result, his disadvantage state can often be more difficult and harder to escape from compared to other characters.
If you enjoy having a strong neutral that can lead to high execution, high damaging combos and having a constant offstage options, Sora (ソラ) could be the character for you.
![]() |
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Pros | Cons |
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![](http://static.miraheze.org/dragdownwiki/thumb/9/9f/Sora_Magic.png/200px-Sora_Magic.png)
![](http://static.miraheze.org/dragdownwiki/thumb/c/c4/SSBU_Ness_Stock.png/25px-SSBU_Ness_Stock.png)
![](http://static.miraheze.org/dragdownwiki/thumb/d/d2/SSBU_Mewtwo_Stock.png/25px-SSBU_Mewtwo_Stock.png)
However, his double jump comes with its own downsides. Sora cannot readily double jump away from opponents, either defensively or as a bait if he wants to change positions more suddenly, and also makes him take longer to reactively juggle or catch high recoveries.
Normal Moves
Jab
-
for some reason has a hitbox behind the key
Hit / HitboxWhich hit timing (such as early or late), or hitbox (such as sweetspot or sourspot) of this move that the data to the right is referring to. | DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. | Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. | Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". | AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. | Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. | ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has. |
---|---|---|---|---|---|---|
Jab 1 | 2.8 | 5-12 | 37 | 361/320 to 361/180frames 5-7/8-12 | -23 to -16 | N/A |
Jab 2 | 2.6 | 7-10 | 38 | 60/80/100/361/180 | -22 to -19 | N/A |
Jab 3 | 4.2 | 10-17 | 46 | 46 | -23 to -16 | N/A |
- A frame 5 Jab1. His quickest grounded option
- Can be used as a anti air and grounded approaches
- Can hit every ledgehang in the game with the tip hitbox
- Easy combo ender
Jab is Sora's safest and easiest combo ender. The quickness and range helps to make up for inconsistencies, and the property of pulling in opponents helps ensuring that you setup a good situation as long as you hit the remaining jab moves.
Hit / Hitbox | Base KB | Fixed KB | KB Growth | Landing Lag | Autocancel Window | Shieldstun | Shieldlag | Bonus Shield Damage | Direct Hitbox | Clang ReboundThe type of interaction when a hitbox interacts with another hitbox Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with. Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property. Transcendent cannot interact with other hitboxes. No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch. |
Rehit | Hitlag Multiplier | SDI Multiplier |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Jab 1 | 26 | 16 | N/A | N/A | 8 | ||||||||
Jab 2 | 42/26/24 | 12/16/22 | N/A | N/A | 8 | ||||||||
Jab 3 | 68 | 94 | N/A | N/A | 12 |
Forward Tilt
/
+
Hit / HitboxWhich hit timing (such as early or late), or hitbox (such as sweetspot or sourspot) of this move that the data to the right is referring to. | DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. | Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. | Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". | AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. | Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. | ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has. |
---|---|---|---|---|---|---|
Single Hit | 7.2 | 13-18 | 42 | 361 | -21 to -16 | N/A |
Combo,1st Hit | 5.2 | 13-18 | 41 | 361 | -16 to -11 | N/A |
Combo,2nd Hit | 3.6 | 7-10 | 36 | 65/80/95/361/180 | -18 to -15 | N/A |
Combo,3rd Hit | 6.4 | 10-14 | 46 | 42 | -21 to -17 | N/A |
- Grounded poking option with generous active frames.
- The single hit is useful for two framing, and will kill opponents off the side at around 130%.
- The autocombo version is useful for doing more damage, and as a timing mixup if you think the opponent will preemptively mash out of the gap.
- Inputting F-tilt1 (combo version) will always include F-tilt2.
Sora will be using this move to cover the grounded space in front of him. If you want stronger stage positioning in combos, the move can also be used when ending combos early.
Hit / Hitbox | Base KB | Fixed KB | KB Growth | Landing Lag | Autocancel Window | Shieldstun | Shieldlag | Bonus Shield Damage | Direct Hitbox | Clang ReboundThe type of interaction when a hitbox interacts with another hitbox Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with. Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property. Transcendent cannot interact with other hitboxes. No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch. |
Rehit | Hitlag Multiplier | SDI Multiplier |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Single Hit | 48 | 110 | N/A | N/A | 7 | ||||||||
Combo,1st Hit | 24/22/30 | 14 | N/A | N/A | 11 | ||||||||
Combo,2nd Hit | 50/25/23/24 | 12/15/22 | N/A | N/A | 10 | ||||||||
Combo,3rd Hit | 70 | 90 | N/A | N/A | 14 |
Up Tilt
+
Hit / HitboxWhich hit timing (such as early or late), or hitbox (such as sweetspot or sourspot) of this move that the data to the right is referring to. | DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. | Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. | Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". | AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. | Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. | ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has. |
---|---|---|---|---|---|---|
Scoop | 0.8 | 8-9 | 54 | 110 | -43 to -42 | N/A |
MultiHits | 0.8 | 12-13 | 54 | 88/366/260/354/186 | -39 to -38 | N/A |
Penultimate Hit | 1.2 | 28-29 | 54 | 88/366/76/104 | -23 to -22 | N/A |
Final Hit | 4.6 | 33-36 | 54 | 86 | -15 to -12 | N/A |
- Combo filler and extender for low percent combos
- Possible but rarely gets used as a kill option when you need a lasting coverage option that kills. Lightweights die at 170% on FD.
- Will shieldpoke medium-tall height characters with little shield damage unless they tilt their shield
U-tilt is often seenin early percent combos, as it sets the opponent up for U-Air juggles. It can also be used as an anti air, albeit risky as if the move whiffs Sora will be stuck in endlag.
Hit / Hitbox | Base KB | Fixed KB | KB Growth | Landing Lag | Autocancel Window | Shieldstun | Shieldlag | Bonus Shield Damage | Direct Hitbox | Clang ReboundThe type of interaction when a hitbox interacts with another hitbox Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with. Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property. Transcendent cannot interact with other hitboxes. No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch. |
Rehit | Hitlag Multiplier | SDI Multiplier |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Scoop | 100 FKB | 100 | N/A | N/A | 2 | ||||||||
MultiHits | 62 FKB/12 FKB/36 FKB/40 FKB | 100 | N/A | N/A | 2 | ||||||||
Penultimate Hit | 46 FKB/20 FKB/22 FKB | 100 | N/A | N/A | 2 | ||||||||
Final Hit | 52 | 132 | N/A | N/A | 5 |
Down Tilt
+
DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. | Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. | Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". | AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. | Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. | ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has. |
---|---|---|---|---|---|
5.2 | 9-10 | 32 | 98/104 | -16 to -15 | N/A |
- Solid grounded poke that provides a combo afterwards
This is a very important piece of Sora's neutral. It hits low, can be spaced to be safe on shield, and has solid reward at all but very high percents (160% + on midweights). At low percents, the move can go into N-Air, F-Air, Jab 1, and even Pivot Grab. At mid to higher percents, U-Air, F-Air and B-Air will be more relevant. The safest option is to do U-Air since it is very consistent with its coverage and kill power. U- Smash can work, but is more percent specifi and is inconsistent vs great DI and fast escape options such as f2 airdodges.
Base KB | Fixed KB | KB Growth | Landing Lag | Autocancel Window | Shieldstun | Shieldlag | Bonus Shield Damage | Direct Hitbox | Clang ReboundThe type of interaction when a hitbox interacts with another hitbox Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with. Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property. Transcendent cannot interact with other hitboxes. No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch. |
Rehit | Hitlag Multiplier | SDI Multiplier |
---|---|---|---|---|---|---|---|---|---|---|---|---|
62 | 64 | N/A | N/A | 6 |
Dash Attack
while dashing or running
Hit / HitboxWhich hit timing (such as early or late), or hitbox (such as sweetspot or sourspot) of this move that the data to the right is referring to. | DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. | Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. | Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". | AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. | Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. | ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has. |
---|---|---|---|---|---|---|
Early | 9.6 | 7-12 | 48 | 56 | -22 to -17 | N/A |
Late | 7.6 | 13-18 | 48 | 52 | -19 to -14 | N/A |
Latest | 7.2 | 19-24 | 48 | 52 | -14 to -9 | N/A |
- Great for closing distance. The fastest option with the most amount of space he can cover.
- Can two frame recoveries certain recoveries and hits most ledgehangs with the strong hitbox. Great for covering airdodge to ledge.
- Can cross up on shield
Another attack that's key for Neutral. The intangibility on Sora's legs means it can be used as a whiff punish on opponent's landings, this can even trade/clank with Palutena and
Snake Dash attack in certain cases. Will reliably connect from Firaga in Neutral. Because Sora is slower on the ground, its important to use this move to make the opponent respect your burst range. Must be used sparingly because of it's bad shield safety.
Hit / Hitbox | Base KB | Fixed KB | KB Growth | Landing Lag | Autocancel Window | Shieldstun | Shieldlag | Bonus Shield Damage | Direct Hitbox | Clang ReboundThe type of interaction when a hitbox interacts with another hitbox Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with. Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property. Transcendent cannot interact with other hitboxes. No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch. |
Rehit | Hitlag Multiplier | SDI Multiplier |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Early | 84 | 70 | N/A | N/A | 18 | ||||||||
Late | 84 | 56 | N/A | N/A | 15 | ||||||||
Latest | 84 | 56 | N/A | N/A | 14 |
Smash Attacks
Forward Smash
/
+
Hit / HitboxWhich hit timing (such as early or late), or hitbox (such as sweetspot or sourspot) of this move that the data to the right is referring to. | DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. | Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. | Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". | AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. | Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. | ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has. |
---|---|---|---|---|---|---|
Early Hit | 15.423.1 charged | 16-17 | 53 | 40 | -17 to -16-8 to -7 charged | N/A |
Late Hit | 13.820.700000000000003 charged | 18-20 | 53 | 40 | -16 to -14/-17 to -15-8 to -6 charged | N/A |
- Combo finisher, kills earlier than you may think
- Active for 4 frames, and puts out a big hitbox
- Sora reels back during the animation, and crouches while travelling, which can be used to dodge certain attacks.
- Can be safe if spaced and also charged. At half charge it is -12 on shield.
Sora's F-Smash is a strong kill tool that lasts long for a smash attack. This is Sora's strongest move knockback wise, and knowing what can confirm into F-Smash is very important to know.
Hit / Hitbox | Base KB | Fixed KB | KB Growth | Landing Lag | Autocancel Window | Shieldstun | Shieldlag | Bonus Shield Damage | Direct Hitbox | Clang ReboundThe type of interaction when a hitbox interacts with another hitbox Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with. Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property. Transcendent cannot interact with other hitboxes. No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch. |
Rehit | Hitlag Multiplier | SDI Multiplier |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Early Hit | 29/30 | 103/107 | N/A | N/A | 1915 charged | ||||||||
Late Hit | 32/35 | 106/109 | N/A | N/A | 18/17NaN/NaN charged |
Up Smash
+
Hit / HitboxWhich hit timing (such as early or late), or hitbox (such as sweetspot or sourspot) of this move that the data to the right is referring to. | DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. | Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. | Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". | AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. | Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. | ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has. |
---|---|---|---|---|---|---|
Scoop | 0.60.8999999999999999 charged | 11-12 | 53 | 115 | -40 to -39-40 to -39 charged | N/A |
Key | 14.621.9 charged | 16-19 | 53 | 84 | -26 to -23-22 to -19 charged | N/A |
- Combo finisher and sometimes a decent Anti Air
- While the key portion of the attack has a sweetspot, the larger part of the hitbox can cover a large portion of a platform. With proper positioning at PS2, you can cover the entire platform and all tech options with few exceptions.
All though it doesn't have the same killpower as F-Smash, it is more consistent in sets since most of Sora's moves send the opponent vertically. Because of this, it can be easier to kill earlier with certain confirms than just landing it raw. The move can be used as an out of shield option, but has less range and less safety than his other out of shield options.
Hit / Hitbox | Base KB | Fixed KB | KB Growth | Landing Lag | Autocancel Window | Shieldstun | Shieldlag | Bonus Shield Damage | Direct Hitbox | Clang ReboundThe type of interaction when a hitbox interacts with another hitbox Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with. Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property. Transcendent cannot interact with other hitboxes. No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch. |
Rehit | Hitlag Multiplier | SDI Multiplier |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Scoop | 170 FKB | 100 | N/A | N/A | 23 charged | ||||||||
Key | 52 | 88/78 | N/A | N/A | 105 charged |
Down Smash
+
Hit / HitboxWhich hit timing (such as early or late), or hitbox (such as sweetspot or sourspot) of this move that the data to the right is referring to. | DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. | Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. | Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". | AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. | Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. | ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has. |
---|---|---|---|---|---|---|
Sweetspot | 15.222.799999999999997 charged | 20-23 | 56 | 32 | -25 to -22-20 to -17 charged | all intangible 3-6/lower body intangible 7-10 |
Sourspot | 14.221.299999999999997 charged | 20-22 | 56 | 32 | -25 to -23-21 to -19 charged | all intangible 3-6/lower body intangible 7-10 |
- High-Profiles attacks due to intangibility frames on within startup frames, allowing avoidance of other moves.
- The attack portion of the move has a large hitbox that goes under the stage, it can 2 frame most recoveries with the correct timing.
- Can hit every ledgehang in the game, very useful against regrabs and can even contest certain sharking options.
- Has high shield damage.
This move can also be used to cover landings, but because of its slow startup and minimal coverage, it is often used sparingly. Has high variance of impact depending on the Matchup.
Hit / Hitbox | Base KB | Fixed KB | KB Growth | Landing Lag | Autocancel Window | Shieldstun | Shieldlag | Bonus Shield Damage | Direct Hitbox | Clang ReboundThe type of interaction when a hitbox interacts with another hitbox Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with. Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property. Transcendent cannot interact with other hitboxes. No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch. |
Rehit | Hitlag Multiplier | SDI Multiplier |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Sweetspot | 45 | 80 | N/A | N/A | 105 charged | ||||||||
Sourspot | 45 | 74 | N/A | N/A | 105 charged |
Aerials
Neutral Air 1
Airborne
Hit / HitboxWhich hit timing (such as early or late), or hitbox (such as sweetspot or sourspot) of this move that the data to the right is referring to. | DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. | Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. | Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". | AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. | Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. | ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has. |
---|---|---|---|---|---|---|
Early(Front) | 3.8 | 8-10 | 42 | 74/78/82 to 74/88/92frames 8 to 9-10 | -6 | N/A |
Middle(Below) | 3.8 | 11-13 | 42 | 58/76/92 to 58/72/76 to 50/52/54frames 11 to 12 to 13 | -6 | N/A |
Final(Behind) | 3.8 | 14-20 | 42 | 128 | -6 | N/A |
- Hits all around sora
- Has a tipper, middle, and inner hitbox, all of which are important to understand regarding his punish/combo game. See combos for more information
Has a use in every part of game state and situation, this move is very flexible in how it can be utilized. Sora's N-Air1 is a sword swing that covers his entire body and hurtbox shifts. Will combo into N-Air2 if A is tapped or held (Needs to press for grab, and can be held with Attack or Smash/tilt stick). Fastfalling before startup frames or not at all will cause Sora to bounce. If a fastfall is preformed within startup, you will not get the bounce even if you hit the opponent.
Hit / Hitbox | Base KB | Fixed KB | KB Growth | Landing Lag | Autocancel Window | Shieldstun | Shieldlag | Bonus Shield Damage | Direct Hitbox | Clang ReboundThe type of interaction when a hitbox interacts with another hitbox Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with. Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property. Transcendent cannot interact with other hitboxes. No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch. |
Rehit | Hitlag Multiplier | SDI Multiplier |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Early(Front) | 66/46/44 to 70/68/68frames 8 to 9-10 | 4 | N/A | N/A | 2 | ||||||||
Middle(Below) | 76/74/74 to 80/78/76 to 80/82/84frames 11 to 12 to 13 | 4 | N/A | N/A | 2 | ||||||||
Final(Behind) | 72 | 32 | N/A | N/A | 2 |
Neutral Air 2
Airborne after Neutral Air 1
Hit / HitboxWhich hit timing (such as early or late), or hitbox (such as sweetspot or sourspot) of this move that the data to the right is referring to. | DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. | Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. | Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". | AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. | Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. | ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has. |
---|---|---|---|---|---|---|
Low,Rising Hitbox | 3.5 | 6-7 | 34 | 84/86/88 | -23 to -22 | N/A |
Sword Hitbox | 3.5 | 8-10 | 34 | 84/88/92 to 48/64/92frames 8 to 9-10 | -8 | N/A |
Has the Same bounce properties as N-Air1. It's very important for Sora players to not only understand when to fastfall with N-Air2, but also when to start N-Air2 after hitting N-Air1. It's way easier to input the fastfall and attack since the game forces you to use this move or wait out the total frames.
Hit / Hitbox | Base KB | Fixed KB | KB Growth | Landing Lag | Autocancel Window | Shieldstun | Shieldlag | Bonus Shield Damage | Direct Hitbox | Clang ReboundThe type of interaction when a hitbox interacts with another hitbox Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with. Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property. Transcendent cannot interact with other hitboxes. No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch. |
Rehit | Hitlag Multiplier | SDI Multiplier |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Low,Rising Hitbox | 64/68/76 | 4 | N/A | N/A | 2 | ||||||||
Sword Hitbox | 46/48/50 to 42/44/46frames 8 to 9-10 | 6 | N/A | N/A | 2 |
Neutral Air 3
Airborne after Neutral Air 2
DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. | Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. | Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". | AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. | Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. | ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has. |
---|---|---|---|---|---|
6.8 | 9-13 | 42 | 68 | -8 | N/A |
- Useful ender whether you have low confidence for an extension
- Usually used as a true ender for IDJ U-Air combos due to tight frame advantage
Base KB | Fixed KB | KB Growth | Landing Lag | Autocancel Window | Shieldstun | Shieldlag | Bonus Shield Damage | Direct Hitbox | Clang ReboundThe type of interaction when a hitbox interacts with another hitbox Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with. Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property. Transcendent cannot interact with other hitboxes. No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch. |
Rehit | Hitlag Multiplier | SDI Multiplier |
---|---|---|---|---|---|---|---|---|---|---|---|---|
68 | 88 | N/A | N/A | 3 |
Forward Air 1
Airborne +
DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. | Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. | Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". | AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. | Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. | ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has. |
---|---|---|---|---|---|
4.8 | 10-11 | 44 | 55/35/30 | -9 | N/A |
4.8 | 12-13 | 44 | 60/76/88 | -9 | N/A |
4.8 | 14-15 | 44 | 62/74/82 | -9 | N/A |
- Good option for pressuring the opponent
- Will hit most characters standing while rising
Has the same bounce properties as the aforementioned N-Air1,2 Forward Air's main neutral application is to pressure with a forward hitbox, it is also flexible in pressure with how you choose to drift. All types of bouncing are unsafe, but very hard to react too out of shield. In some matchups, its unsafe for the opponent to directly attempt an punish because Sora can drift very far away from the opponent while still having a counterattack option. F-Air1,2 is also a fantastic combo extender, see Setplay and Combos for more info. This is also a better tool at edgeguarding than Nair in terms of its knockback angles.
Base KB | Fixed KB | KB Growth | Landing Lag | Autocancel Window | Shieldstun | Shieldlag | Bonus Shield Damage | Direct Hitbox | Clang ReboundThe type of interaction when a hitbox interacts with another hitbox Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with. Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property. Transcendent cannot interact with other hitboxes. No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch. |
Rehit | Hitlag Multiplier | SDI Multiplier |
---|---|---|---|---|---|---|---|---|---|---|---|---|
64/42/38 | 4 | N/A | N/A | 3 | ||||||||
68 | 4 | N/A | N/A | 3 | ||||||||
74 | 4 | N/A | N/A | 3 |
Forward Air 2
Airborne +
after Forward Air 1
DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. | Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. | Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". | AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. | Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. | ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has. |
---|---|---|---|---|---|
4.0 | 6-7 | 34 | 68/66/64 | -10 | N/A |
4.0 | 7-10 | 34 | 58/82 | -10 | N/A |
4.0 | 8-10 | 34 | 66/76/86 to 48/64/92frames 8-9 to 10 | -10 | N/A |
- Animation, hitbox size and hurtbox wise the same as Neutral air 2, but different hitstun values
- Important combo extender vs fastfallers
- Same bounce properties as F-Air1, and N-Air1,2
Base KB | Fixed KB | KB Growth | Landing Lag | Autocancel Window | Shieldstun | Shieldlag | Bonus Shield Damage | Direct Hitbox | Clang ReboundThe type of interaction when a hitbox interacts with another hitbox Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with. Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property. Transcendent cannot interact with other hitboxes. No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch. |
Rehit | Hitlag Multiplier | SDI Multiplier |
---|---|---|---|---|---|---|---|---|---|---|---|---|
58/74 | 4 | N/A | N/A | 3 | ||||||||
70/60 | 4 | N/A | N/A | 3 | ||||||||
58/66/70 to 48/52/58frames 8-9 to 10 | 6 | N/A | N/A | 3 |
Forward Air 3
Airborne +
after Forward Air 2
DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. | Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. | Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". | AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. | Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. | ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has. |
---|---|---|---|---|---|
6.8 | 9-13 | 42 | 52 | -11 | N/A |
- Combo ender
Same with Nair 3, no bounce, but better knockback for edgeguarding. Also a combo ender for inconsistency/skill issues.
Base KB | Fixed KB | KB Growth | Landing Lag | Autocancel Window | Shieldstun | Shieldlag | Bonus Shield Damage | Direct Hitbox | Clang ReboundThe type of interaction when a hitbox interacts with another hitbox Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with. Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property. Transcendent cannot interact with other hitboxes. No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch. |
Rehit | Hitlag Multiplier | SDI Multiplier |
---|---|---|---|---|---|---|---|---|---|---|---|---|
68 | 88 | N/A | N/A | 3 |
Back Air
Airborne +
DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. | Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. | Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". | AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. | Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. | ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has. |
---|---|---|---|---|---|
13.2 | 13-15 | 38 | 361 | -6 | N/A |
- Strong Bair that can kill very early when used for corner pressure or edgeguards.
Sora's B-Air is a sword sweep similar to Cloud or Sephiroth's back air. Only with less range and safety. His B-Air is fairly slow at frame 13, but because of the his floatyness along with low total frames, he can input more actions before hitting the ground, even when doing it shorthop rising. This includes N-Air and DoubleJump before landing from SH, Double B-Airs and B-Air into U-Air touching the ground. While being strong, it can be hard to hit due to its low active frames and slow double jump, but this is mostly vs quick recoveries.
Base KB | Fixed KB | KB Growth | Landing Lag | Autocancel Window | Shieldstun | Shieldlag | Bonus Shield Damage | Direct Hitbox | Clang ReboundThe type of interaction when a hitbox interacts with another hitbox Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with. Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property. Transcendent cannot interact with other hitboxes. No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch. |
Rehit | Hitlag Multiplier | SDI Multiplier |
---|---|---|---|---|---|---|---|---|---|---|---|---|
26 | 92 | 11 | ? | 5 |
Up Air
Airborne +
DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. | Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. | Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". | AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. | Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. | ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has. |
---|---|---|---|---|---|
12.2 | 10-18 | 42 | 80 | -5 | N/A |
- Hits grounded opponents if timed
- IDJ U-Air will combo into Up-B N-Air, or other follow ups
- The Key part of the Key is a hitbox, will scoop opponents
Sora's U-Air is flexible. Not only does it have good knockback for killing, but also for combos at lower percent. It also covers a lot of space, lasts a long time and comes out at frame 10. U-Air guarantees juggles on most characters. Because U-Air hits grounded opponents, when spaced landing with U-Air is typically uncontestable if the opponent doesn't anti air you first. Use this move often.
Base KB | Fixed KB | KB Growth | Landing Lag | Autocancel Window | Shieldstun | Shieldlag | Bonus Shield Damage | Direct Hitbox | Clang ReboundThe type of interaction when a hitbox interacts with another hitbox Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with. Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property. Transcendent cannot interact with other hitboxes. No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch. |
Rehit | Hitlag Multiplier | SDI Multiplier |
---|---|---|---|---|---|---|---|---|---|---|---|---|
44 | 86 | 10 | ? | 5 |
Down Air
Airborne +
Hit / HitboxWhich hit timing (such as early or late), or hitbox (such as sweetspot or sourspot) of this move that the data to the right is referring to. | DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. | Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. | Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". | AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. | Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. | ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has. |
---|---|---|---|---|---|---|
Falling | 9.8 | 15-44 | 58 | 58 | -17 | N/A |
Landing | 5.5 | 1-2 | 29 | 38 | -21 to -20 | N/A |
- When Autocancelled, can be plus on Shield
- Autocancelling also helps with landing, as it will throw off the opponents punish timing
D-Air is a mediocre tool in Sora's kit. Offstage, the move has some use as a way to quickly cover the area below in a circular motion. although the upward angle the opponent will be sent at can often help them recover if they still have a jump left. As a Stall and Fall, D-Air can also be used as a landing mixup, although it is very reactable and unsafe when not autocancelled.
Hit / Hitbox | Base KB | Fixed KB | KB Growth | Landing Lag | Autocancel Window | Shieldstun | Shieldlag | Bonus Shield Damage | Direct Hitbox | Clang ReboundThe type of interaction when a hitbox interacts with another hitbox Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with. Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property. Transcendent cannot interact with other hitboxes. No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch. |
Rehit | Hitlag Multiplier | SDI Multiplier |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Falling | 66 | 90 | 28 | ? | 11 | ||||||||
Landing | 54 | 82 | N/A | N/A | 6 |
Special Moves
Magic (Firaga)
with Firaga equipped
Hit / HitboxWhich hit timing (such as early or late), or hitbox (such as sweetspot or sourspot) of this move that the data to the right is referring to. | DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. | Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. | Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". | AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. | Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. | ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has. |
---|---|---|---|---|---|---|
Windbox | 0.0 | 14-15 | 56 | 361 | -36 to -35 | N/A |
Fireball | 5.6/5.2/4.8Active Frames 16-25/26-35/36-55 | 16-25 | 56 | 361 | -31 to 8 | N/A |
- Travelling Projectile
- Has an early and late hitbox, important for combos
Firaga is an integral part of Sora's kit because of its flexibility. The projectile is relatively safe when spaced, and can confirm into combos, safest and quickest option being Dash attack. Can use multiple fireballs in succession, where the first has more hitstun than the ones after, meaning it is usually only the first one that can true combo into other parts of Sora's kit like Dash attack, grab and Sonic Blade. The projectile itself is important for controlling space in neutral, but its reward on hit means opponents will often be scared of running into it and will play passive.Firaga can also be used when edgeguarding to gimp or control space for easier edgeguarding. Can also be used for stalling in the air. Firaga is without a doubt the most flexible spell.
Hit / Hitbox | Base KB | Fixed KB | KB Growth | Landing Lag | Autocancel Window | Shieldstun | Shieldlag | Bonus Shield Damage | Direct Hitbox | Clang ReboundThe type of interaction when a hitbox interacts with another hitbox Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with. Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property. Transcendent cannot interact with other hitboxes. No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch. |
Rehit | Hitlag Multiplier | SDI Multiplier |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Windbox | 55 FKB | 100 | N/A | N/A | 2 | ||||||||
Fireball | 42/36/32Active Frames 16-25/26-35/36-55 | 24/22/20Active Frames 16-25/26-35/36-55 | N/A | N/A | 3 |
Magic (Thundaga)
with Thundaga equipped
Hit / HitboxWhich hit timing (such as early or late), or hitbox (such as sweetspot or sourspot) of this move that the data to the right is referring to. | DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. | Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. | Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". | AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. | Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. | ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has. |
---|---|---|---|---|---|---|
Individual Lightning | 5.2 | 30/44/58Refers to frame each thunderbolt becomes active | 69 | - | - | N/A |
- Shoots three pillars of lightning that can combo into each other
- If above ground within a certain timeframe of startup, the pillars will be closer to Sora.
Arguably the worst spell Sora has, it still has its uses. Thundaga can force the opponent to recover at certain angles and hits ledgehangs. The three pillars don't always connect into each other, the move has a lot of total frames and leaves Sora wide open if the opponent dodges them successfully. It can be + on hit with the final parts of the second pillar and the third pillar.
Hit / Hitbox | Base KB | Fixed KB | KB Growth | Landing Lag | Autocancel Window | Shieldstun | Shieldlag | Bonus Shield Damage | Direct Hitbox | Clang ReboundThe type of interaction when a hitbox interacts with another hitbox Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with. Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property. Transcendent cannot interact with other hitboxes. No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch. |
Rehit | Hitlag Multiplier | SDI Multiplier |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Individual Lightning | 42/36/32Active Frames 16-25/26-35/36-55 | 24/22/20Active Frames 16-25/26-35/36-55 | N/A | N/A | 3 |
Magic (Blizzaga)
with Blizzaga equipped
Hit / HitboxWhich hit timing (such as early or late), or hitbox (such as sweetspot or sourspot) of this move that the data to the right is referring to. | DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. | Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. | Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". | AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. | Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. | ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has. |
---|---|---|---|---|---|---|
Individual Shard | 5.2 | 15/18/20/23/25/28/30/33/35Refers to frame each shard becomes active | 55 | - | -13 | N/A |
- A short ranged flurry of icicle spikes that freeze the opponent.
- Multiple hits increase freeze time.
- Usually safe with spacing
- Can be used to setup shield break scenarios
Blizzaga has a lot of use cases for different situations. Most often, in Neutral it acts as a stop sign that prevents the opponent from running at Sora, and on hit can often frame trap the opponent. It is hard to know exactly how long the opponent will be stuck in ice, but you can make educated guesses and do safe moves that doesn't compromise your advantage. Doing landing aerials is relatively safe, while Up-B have a higher chance of connecting after they thaw out, if they are still frozen after the final hit they can do a reversal. Even if you can't score the kill, it is still a way to deal damage. Keep in mind while nothing is guaranteed, the opponent is still under pressure while in ice. Firaga will thaw out the opponent more quickly due to its fire effect.
Hit / Hitbox | Base KB | Fixed KB | KB Growth | Landing Lag | Autocancel Window | Shieldstun | Shieldlag | Bonus Shield Damage | Direct Hitbox | Clang ReboundThe type of interaction when a hitbox interacts with another hitbox Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with. Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property. Transcendent cannot interact with other hitboxes. No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch. |
Rehit | Hitlag Multiplier | SDI Multiplier |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Individual Shard | 42/36/32Active Frames 16-25/26-35/36-55 | 24/22/20Active Frames 16-25/26-35/36-55 | N/A | N/A | -/-/2Shard/Final Shard/Final |
Individual Shard:
- this is what data i could find and scamper into this card, please dont destroy it unless you find more data
Sonic Blade
/
+
Hit / HitboxWhich hit timing (such as early or late), or hitbox (such as sweetspot or sourspot) of this move that the data to the right is referring to. | DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. | Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. | Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". | AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. | Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. | ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has. |
---|---|---|---|---|---|---|
Hit 1 | 5.2 | 3-10 | 13 | 72 | -3 to 4 | N/A |
Hit 2 | 5.2/3.0homing/manual | 3-10 | 13 | 108 | -3 to 4/-5 to 2 | N/A |
Hit 3 | 5.2/3.0homing/manual | 3-10 | 13 | 46 | -3 to 4/-5 to 2 | N/A |
- Recovery tool, movement option, combo option. The most niche "Swiss Army Knife" of Specials.
- Gains more endlag and becomes more unsafe on shield the more you attack.
Sonic Blade is a three stage move that can be stopped at any point in time. After pressing forward or back with B for the first lunge, holding a direction afterwards will take you in that direction for a second lunge. Holding another direction will cause Sora to do a third and final lunge, after which he enters special fall. Although you cannot angle the first attack, because you can angle the follow ups and choose how many times you attack, the move can often be unpredictable for the opponent to catch. Holding B when an opponent is near you will cause you to auto target and fly towards them, giving you slightly more range but giving up control in where you go. If you have died with this move on accident before, most likely you were holding B instead of letting go to choose a direction.
Hit / Hitbox | Base KB | Fixed KB | KB Growth | Landing Lag | Autocancel Window | Shieldstun | Shieldlag | Bonus Shield Damage | Direct Hitbox | Clang ReboundThe type of interaction when a hitbox interacts with another hitbox Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with. Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property. Transcendent cannot interact with other hitboxes. No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch. |
Rehit | Hitlag Multiplier | SDI Multiplier |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Hit 1 | 85 | 10 | N/A | N/A | 6 | ||||||||
Hit 2 | 80 | 8 | N/A | N/A | 6/4 | ||||||||
Hit 3 | 80 | 85/88 | N/A | N/A | 6/4 |
Aerial Sweep
+
Hit / HitboxWhich hit timing (such as early or late), or hitbox (such as sweetspot or sourspot) of this move that the data to the right is referring to. | DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. | Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. | Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". | AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. | Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. | ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has. |
---|---|---|---|---|---|---|
1st Hit | 3.8 | 9-11 | 85 | 86/88 to 110/108/94/92frames 9 to 10-11 | -70 to -68 | N/A |
2nd Hit | 2.1 | 17-19 | 85 | 80/82/106/108/94/92 | -64 to -62 | N/A |
3rd Hit | 2.1 | 20-22 | 85 | 76/78/108/106/92/90 | -61 to -59 | N/A |
4th Hit | 2.1 | 24-26 | 85 | 88/84/102/106/92/90 | -57 to -55 | N/A |
5th Hit | 2.1 | 27-29 | 85 | 74/72/98/96/94/92 | -54 to -52 | N/A |
6th Hit | 2.1 | 31-33 | 85 | 125/150/130 | -50 to -48 | N/A |
7th Hit | 4.6 | 41-43 | 85 | 62 | -38 to -36 | N/A |
- Recovery tool and Combo Finisher
- Sora's fastest OOS (not counting foostool) at Frame 9
- can go into Sonic Rave afterwards
Up-B is a major factor as to why Sora's offstage game is so strong. A recovery tool that can double as an active hitbox that sends the opponent back offstage has strong use, but when coupled with Sora's high and long lasting Double Jump, and the fact he can Sonic Rave afterwards, often means you can go as far as you want and still make it back as long as you have two of those resources. Up-B is also used for kill confirms, as it rises the opponent into the air and can kill sooner off the top.
Hit / Hitbox | Base KB | Fixed KB | KB Growth | Landing Lag | Autocancel Window | Shieldstun | Shieldlag | Bonus Shield Damage | Direct Hitbox | Clang ReboundThe type of interaction when a hitbox interacts with another hitbox Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with. Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property. Transcendent cannot interact with other hitboxes. No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch. |
Rehit | Hitlag Multiplier | SDI Multiplier |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|
1st Hit | 116 FKB/82 FKB to 120 FKB/86 FKB/130 FKB/76 FKBframes 9 to 10-11 | 100 | N/A | N/A | 5 | ||||||||
2nd Hit | 124 FKB/70 FKB/122 FKB/78 FKB/114 FKB/68 FKB | 100 | N/A | N/A | 3 | ||||||||
3rd Hit | 92 FKB/62 FKB/100 FKB/72 FKB/110 FKB/58 FKB | 100 | N/A | N/A | 3 | ||||||||
4th Hit | 92 FKB/46 FKB/88 FKB/48 FKB/90 FKB | 100 | N/A | N/A | 3 | ||||||||
5th Hit | 90 FKB/72 FKB/92 FKB/102 FKB/62 FKB | 100 | N/A | N/A | 3 | ||||||||
6th Hit | 130 FKB/110 FKB/150 FKB | 100 | N/A | N/A | 3 | ||||||||
7th Hit | 44 | 176 | N/A | N/A | 5 |
Counterattack
+
Hit / HitboxWhich hit timing (such as early or late), or hitbox (such as sweetspot or sourspot) of this move that the data to the right is referring to. | DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. | Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. | Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". | AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. | Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. | ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has. |
---|---|---|---|---|---|---|
Counter Detection | N/A | 8-25 | 52 | N/A | N/A | all intangible 7-8 |
Hit | 9.0 | 25-29 | 50 | 361 | -15 to -11 | all intangible 1-29 |
- 1.4x Multiplier
- Cannot be B reversed
- Covers the area in front of Sora to scan for a hitbox
- If a hitbox hits this area and Sora's hurtbox at the exact same time, it will still activate
- Deflects projectiles and multiplies them. Claims the projectile just like a reflector
Sora's Counterattack is considered one of the strongest counters for the game. All though slow for a counter on startup, it can stun opponents before hitting them. Any aerial or normal attack will get stunned, and the opponent will be hurtbox shifted in favour of getting hit by Sora's counterattack. This move can deactivate invincibilty from moves like Banjo & Kazooie's Wonderwing, leaving them open for the attack. This is important for Sora's edgeguarding capabilities, as he can stop recoveries like aforementioned
Banjo & Kazooie,
King K. Rool and
Lucas who have recoveries that traditionally go through counters. In the case of
King K. Rool, Sora can stand on stage, counter and then hit him without going offstage. There are exceptions when it comes to certain angles, but it usually is more consistent with certain recoveries than others.
Sephiroth's Octoslash at certain ranges is a prime example of the counter missing its mark even if you activate it.
Hit / Hitbox | Base KB | Fixed KB | KB Growth | Landing Lag | Autocancel Window | Shieldstun | Shieldlag | Bonus Shield Damage | Direct Hitbox | Clang ReboundThe type of interaction when a hitbox interacts with another hitbox Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with. Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property. Transcendent cannot interact with other hitboxes. No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch. |
Rehit | Hitlag Multiplier | SDI Multiplier |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Counter Detection | N/A | N/A | N/A | N/A | N/A | ||||||||
Hit | 74 | 67 | N/A | N/A | 9 |
Grabs & Throws
Grab
Hit / HitboxWhich hit timing (such as early or late), or hitbox (such as sweetspot or sourspot) of this move that the data to the right is referring to. | DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. | Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. | Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". | AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. | Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. | ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has. |
---|---|---|---|---|---|---|
Standing | N/A | 7-8 | 36 | N/A | N/A | N/A |
Dash | N/A | 10-11 | 42 | N/A | N/A | N/A |
Pivot | N/A | 11-12 | 38 | N/A | N/A | N/A |
Pummel | 1.3 | 1 | 7 | 361 | -2 | N/A |
- Pretty standard grab
Regular Swordfighter grab. Nothing too special.
- Standing Grab
- Pivot Grab (While Dashing,
/ >
)
- Dash Grab (While Dashing,
)
- Pummel (After grabbing,
)
Hit / Hitbox | Base KB | Fixed KB | KB Growth | Landing Lag | Autocancel Window | Shieldstun | Shieldlag | Bonus Shield Damage | Direct Hitbox | Clang ReboundThe type of interaction when a hitbox interacts with another hitbox Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with. Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property. Transcendent cannot interact with other hitboxes. No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch. |
Rehit | Hitlag Multiplier | SDI Multiplier |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Standing | N/A | N/A | N/A | N/A | N/A | ||||||||
Dash | N/A | N/A | N/A | N/A | N/A | ||||||||
Pivot | N/A | N/A | N/A | N/A | N/A | ||||||||
Pummel | 30 FKB | 100 | N/A | N/A | 3 |
Forward Throw
After grabbing,
Hit / HitboxWhich hit timing (such as early or late), or hitbox (such as sweetspot or sourspot) of this move that the data to the right is referring to. | DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. | Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. | Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". | AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. | Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. | ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has. |
---|---|---|---|---|---|---|
Hitbox | 5.0 | 16 | 42 | 45 | -19 | all invincible 1-17 |
Throw | 3.0 | 17 | 42 | 48 | N/A | all invincible 1-17 |
- Forward Throw is useful for positioning the opponent offstage, as well as preforming Tech Chases at lower percents.
Hit / Hitbox | Base KB | Fixed KB | KB Growth | Landing Lag | Autocancel Window | Shieldstun | Shieldlag | Bonus Shield Damage | Direct Hitbox | Clang ReboundThe type of interaction when a hitbox interacts with another hitbox Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with. Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property. Transcendent cannot interact with other hitboxes. No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch. |
Rehit | Hitlag Multiplier | SDI Multiplier |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Hitbox | 60 | 120 | N/A | N/A | 6 | ||||||||
Throw | 46 | 134 | N/A | N/A | N/A |
Back Throw
After grabbing,
Hit / HitboxWhich hit timing (such as early or late), or hitbox (such as sweetspot or sourspot) of this move that the data to the right is referring to. | DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. | Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. | Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". | AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. | Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. | ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has. |
---|---|---|---|---|---|---|
Hitbox | 7.6 | 11-31 | 58 | 48 | -38 to -18 | all invincible 1-34 |
Throw | 11.8 | 34 | 58 | 44 | N/A | all invincible 1-34 |
- Stand back from this move in Free For All's
Useful for killing, will KO Opponents at around 135 near the ledge.
Hit / Hitbox | Base KB | Fixed KB | KB Growth | Landing Lag | Autocancel Window | Shieldstun | Shieldlag | Bonus Shield Damage | Direct Hitbox | Clang ReboundThe type of interaction when a hitbox interacts with another hitbox Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with. Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property. Transcendent cannot interact with other hitboxes. No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch. |
Rehit | Hitlag Multiplier | SDI Multiplier |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Hitbox | 106 | 68 | N/A | N/A | 8 | ||||||||
Throw | 56 | 69 | N/A | N/A | N/A |
Up Throw
After grabbing,
DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. | Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. | Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". | AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. | Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. | ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has. |
---|---|---|---|---|---|
6.8 | 13 | 38 | 88 | N/A | all invincible 1-13 |
- No Sakurai, this isn't a combo throw
Can be useful for positioning, will KO Opponents at around 182 percent.
Base KB | Fixed KB | KB Growth | Landing Lag | Autocancel Window | Shieldstun | Shieldlag | Bonus Shield Damage | Direct Hitbox | Clang ReboundThe type of interaction when a hitbox interacts with another hitbox Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with. Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property. Transcendent cannot interact with other hitboxes. No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch. |
Rehit | Hitlag Multiplier | SDI Multiplier |
---|---|---|---|---|---|---|---|---|---|---|---|---|
66 | 88 | N/A | N/A | N/A |
Down Throw
After grabbing,
DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. | Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. | Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". | AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. | Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. | ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has. |
---|---|---|---|---|---|
4.6 | 19 | 40 | 78 | N/A | all invincible 1-19 |
- Combo throw
Sora's most useful throw, Down Throw is one of his main combo starters at low percent. At 0, Sora cannot true combo into Fair, but both Nair, Fair, and Up Air will combo once the opponent gets to a higher percent.
Base KB | Fixed KB | KB Growth | Landing Lag | Autocancel Window | Shieldstun | Shieldlag | Bonus Shield Damage | Direct Hitbox | Clang ReboundThe type of interaction when a hitbox interacts with another hitbox Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with. Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property. Transcendent cannot interact with other hitboxes. No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch. |
Rehit | Hitlag Multiplier | SDI Multiplier |
---|---|---|---|---|---|---|---|---|---|---|---|---|
64 | 74 | N/A | N/A | N/A |
Misc. Attacks
Ledge Attack
DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. | Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. | Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". | AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. | Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. | ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has. |
---|---|---|---|---|---|
9.0 | 20-22 | 56 | 45 | -26 to -24 | all intangible 1-22 |
- Standard Ledge Attack with above average range
Base KB | Fixed KB | KB Growth | Landing Lag | Autocancel Window | Shieldstun | Shieldlag | Bonus Shield Damage | Direct Hitbox | Clang ReboundThe type of interaction when a hitbox interacts with another hitbox Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with. Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property. Transcendent cannot interact with other hitboxes. No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch. |
Rehit | Hitlag Multiplier | SDI Multiplier |
---|---|---|---|---|---|---|---|---|---|---|---|---|
90 | 20 | N/A | N/A | 9 |
Getup Attack
Hit / HitboxWhich hit timing (such as early or late), or hitbox (such as sweetspot or sourspot) of this move that the data to the right is referring to. | DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. | Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. | Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". | AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. | Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. | ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has. |
---|---|---|---|---|---|---|
Up | 7.0 | 20-25 | 46 | 48 | -18 to -13 | all intangible 1-25 |
Down | 7.0 | 20-25 | 46 | 48 | -18 to -13 | all intangible 1-25 |
- Standard Getup ATtack
Hit / Hitbox | Base KB | Fixed KB | KB Growth | Landing Lag | Autocancel Window | Shieldstun | Shieldlag | Bonus Shield Damage | Direct Hitbox | Clang ReboundThe type of interaction when a hitbox interacts with another hitbox Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with. Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property. Transcendent cannot interact with other hitboxes. No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch. |
Rehit | Hitlag Multiplier | SDI Multiplier |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Up | 80 | 48 | N/A | N/A | 7 | ||||||||
Down | 80 | 48 | N/A | N/A | 7 |
Trip Attack
DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. | Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. | Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". | AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. | Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. | ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has. |
---|---|---|---|---|---|
5.0 | 20-25 | 50 | 361 | -23 to -18 | all intangible 1-7 |
Base KB | Fixed KB | KB Growth | Landing Lag | Autocancel Window | Shieldstun | Shieldlag | Bonus Shield Damage | Direct Hitbox | Clang ReboundThe type of interaction when a hitbox interacts with another hitbox Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with. Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property. Transcendent cannot interact with other hitboxes. No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch. |
Rehit | Hitlag Multiplier | SDI Multiplier |
---|---|---|---|---|---|---|---|---|---|---|---|---|
60 | 50 | N/A | N/A | 6 |
Alts
-
Color 1
-
Color 2
-
Color 3
-
Color 4
-
Color 5
-
Color 6
-
Color 7
-
Color 8
Alt 1 is Sora's default appearance in KINGDOM HEARTS Alt 2 is Sora's default appearance in KINGDOM HEARTS II Alt 3 is Sora's default appearance in KINGDOM HEARTS 3D: DREAM DROP DISTANCE Alt 4 is Sora's default appearance in KINGDOM HEARTS III Alt 5 is Sora's appearance in "Timeless River", the 1930's inspired Disney World in KINGDOM HEARTS II Alt 6 is Sora's appearance in "Valor Form", the Physical-based Drive Form powerup in KINGDOM HEARTS II Alt 7 is Sora's appearance in "Wisdom Form", the Magic-based Drive Form powerup in KINGDOM HEARTS II Alt 8 is Sora's appearance in "Ultimate Form", the strongest Keyblade Formchange in KINGDOM HEARTS III
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To edit frame data, edit values in SSBU/Sora/Data. |
![](http://static.miraheze.org/dragdownwiki/thumb/b/b0/SSBU_Sora_Stock.png/50px-SSBU_Sora_Stock.png)
Essentials
• Controls • FAQ •
The Basics
• Movement •
Offense •
Defense •
Detailed & Advanced Information
• Damage/Knockback • Frame Data Explanations • States of Play • Universal Strategy • Esoterica •
Archived Information
• Patch Notes • Tier Lists • Alternate Resources • Discords •
Placeholder