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{{InvisibleHeader}}{{#lst:{{PAGENAME}}/Data|Links}}
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======<span style="visibility:hidden;font-size:0">Overview</span>======
======<span style="visibility:hidden;font-size:0">Overview</span>======
{{Overview
{{Overview
|overview= {{StockIcon|SSBU|Sora}} is a versatile, '''floaty sword character''' who has tools for almost every situation. He relies on his hitboxes, Magic spells, and disjoint in order to land one of his '''rewarding combos''', and then edge guard the opponent with his superior offstage options.
|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.


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


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


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


|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
|summary= is an all-rounder sword character who uses projectiles and disjoints to harass his opponents, while having a very strong offstage presence and a high damage output
|pros=
|pros=
* '''Strong Neutral:''' Sora's disjointed attacks coupled with his Magic allows him to easily control space
* '''Strong Neutral:''' Sora's disjointed attacks coupled with his Magic allows him to easily control space
* '''High Combo Damage:''' Sora can put his opponents in almost inescapable loops at most percents with the use of {{aerial|Nair}} and {{aerial|Fair}}'s first two hits
* '''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
* '''Recovers from Anywhere:''' Sora's double jump is a floaty one. Coupled with his aerial drift, {{special|up-B}} and {{special|side-B}}, Sora can recover from almost anywhere on the stage
* '''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
* '''Edgeguarding:''' Sora's recovery coupled with his disjoints and Magic makes him one of the best edgeguarders in the game
* '''Edgeguarding:''' Sora's recovery coupled with his disjoints and Magic makes him one of the best edgeguarders in the game
* '''Versatile:''' Sora's kit grants him the ability to deal with almost anything
* '''Versatile:''' Sora's kit grants him the ability to deal with almost anything
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|unique_mechanic1_name = Magic
|unique_mechanic1_name = Magic
|unique_mechanic1 = [[File:Sora_Magic.png|200px|thumb|All three of Sora's Spells.]]
|unique_mechanic1 = [[File:Sora_Magic.png|200px|thumb|All three of Sora's Spells.]]
Sora's Neutral B, "Magic", is a move that rotates through three different spells. In order, you start the match with '''Firaga''', a medium-speed fire projectile. The next time you press Neutral B, you use '''Thundaga''', an downward travelling attack of three thunder pillars. After that, the next attack will cycle into '''Blizzaga''', a short ranged burst of ice that freezes the opponent on contact. The spells always follow this order, and upon death you keep the last spell you had loaded. Being able to rotate different spells for different situations is important, so be sure to keep track of when you are safe to switch your spells! {{Clear}}
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}}


|unique_mechanic2_name = Floaty Double Jump
|unique_mechanic2_name = Floaty Double Jump
|unique_mechanic2 = Sora sports an unusually slow and floaty double jump 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. <br> <br>
|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>
However, it has a few problems. Sora cannot readily 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.
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.


|weight = 85
|weight = 85
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|airDodge = 3~30F intangible (Neutral)<br>3~21F intangible (Directional)
|airDodge = 3~30F intangible (Neutral)<br>3~21F intangible (Directional)
|uro = Sonic Blade
|uro = Sonic Blade
|fastestOOS = Aerial Sweep(9F)<br>{{clr|aerial|NAir}}, {{clr|smash|Up Smash}}, {{clr|grab|Grab}}(11F)
|fastestOOS = Aerial Sweep(9F)<br>{{clr|aerial|NAir}}, {{clr|smash|U-Smash}}, {{clr|grab|Grab}}(11F)
}}
}}


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|specificHits=yes
|specificHits=yes
|description=
|description=
* A frame 5 Jab. Often your quickest grounded option.
* A frame 5 {{clr|tilt|Jab1}}. His quickest grounded option
* While not the fastest, starts high up and can be used as a low reward anti air on the opponent
* Can be used as a anti air and grounded approaches
* Can hit every ledgehang in the game with the tip hitbox
* Can be comboed into, and the first hit will send the opponent downwards as a slow semi-spike if offstage.
* Easy combo ender

{{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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|description=
|description=
* Grounded poking option with generous active frames.
* 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 single hit is useful for two framing, and will kill opponents off the side at around 130%.
* The Combo version is useful for doing more damage, and as a timing mixup if you think the opponent will preemptively mash out of the Combo gap.
* 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 {{clr|tilt|F-tilt1}} (combo version) will always include {{clr|tilt|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.
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|specificHits=yes
|specificHits=yes
|description=
|description=
* Primarily Combo filler for low percent combos
* Combo filler and extender for low percent combos
* While it can be used as an anti air, the recovery frames mean you are likely to be punished if you are incorrect.
* 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
* Has a niche use of killing opponents at very high percents if they get hit by Blizzaga, as the multihit can often catch opponents while they attempt to break out of the ice.
{{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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|specificHits=
|specificHits=
|description=
|description=
* Solid grounded poke that provides Combo options afterwards
* Solid grounded poke that provides a combo afterwards


This is a very important piece of Sora's neutral. It hits low, can be safe and spaced, and has solid reward at almost all percents. At low percents, the move can go into NAir, FAir, Up tilt, and even grab. At mid to higher percents, in addition to the previous options, you can also do Up B, as well as Up B and Up Smash as long as you position for DI. Players like Zackray have seen success by positioning themselves for Down Tilts in neutral.
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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|specificHits=yes
|specificHits=yes
|description=
|description=
* Great for closing distance. The fastest option with the most amount of space he can cover.
* Fastest Burst option, great for closing the distance
* Can two frame recoveries and hits many ledgehangs
* 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
* 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, and will reliably connect from Firaga in Neutral. Because Sora is slower on the ground, this move is crucial to getting places fast. Just be crucial of if the opponent shields, as you will likely get punished.
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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|description=
|description=
* Combo finisher, kills earlier than you may think
* Combo finisher, kills earlier than you may think
* Active for 4 frames, can catch moves easier
* Active for 4 frames, and puts out a big hitbox
* Sora reels back during the animation, and crouches while travelling, so you may end up dodging certain attacks
* 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 {{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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|specificHits=yes
|specificHits=yes
|description=
|description=
* Combo finisher and potential Anti Air
* Combo finisher and sometimes a decent Anti Air
* While the key portion of the attack has a sweetspot, the overall hitbox is very large and often can cover most of a platform above you
* 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.
Up Smash is often used as a combo finisher due to its early kill potential if the sweetspot is landed. In addition, since most of Sora's combos are vertical, combos that raise Sora's elevation means Up Smash will kill easier. The move can be used as an Out of Shield option, but will only work on move that are -11 or unsafer. You are better off using Aerial Sweep, despite the latter killing later.
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.
}}
}}
=== {{clr|smash|Down Smash}} ===
=== {{clr|smash|Down Smash}} ===
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|specificHits=yes
|specificHits=yes
|description=
|description=
* High-Profiles attacks while being an attack itself
* 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.
* Has complete invulnerability and lower body invulnerability, allowing avoidance of other moves.
* Can hit every ledgehang in the game, very useful against regrabs and can even contest certain sharking options.
* The attack portion of the move has a large hitbox, and can 2 frame the opponent if timed correctly, leading to early kills.
* 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.
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|specificHits=yes
|specificHits=yes
|description=
|description=
*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


Neutral, Advantage, Ledgetrapping, this move will do it all. Sora's Neutral Air is a sword swing that covers his entire body. Coming out on frame 8, the move will combo into his Neutral Air 2 if the button is held or pressed. If a Fastfall is preformed prior to the attack, then the properties of the attack change, floating the opponent in hitstun instead of "bouncing" them up. Play around with this move and its combo timings, as you will need to get used to it to play Sora effectively.
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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|specificHits=yes
|specificHits=yes
|description=
|description=
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.
The second piece to the puzzle, Neutral Air 2 is used as a follow up after pressing Nair1. Coming out both on hit, shield, and whiff, this follow up is useful for automatically confirming a Nair1 if you cannot react, and going into a FF Nair combo if you can react. When landing, the move is relatively unsafe, so try to only Fastfall if you can react to the initial hit of Nair1. Like with Sora's other aerial auto combos, if Nair2 connects without a Fastfall Sora will bounce on the opponent. Nair2 enables his confirms into Forward and Up Smash, as well as his extensive combo game, so be sure to practice the timing for Nair1 into FF Nair 2.


}}
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|specificHits=
|specificHits=
|description=
|description=
* Useful ender whether you have low confidence for an extension
Neutral Air 3 is a niche move in Sora's toolkit, but it still has its uses. If you are not confident in landing a combo or cannot connect a fast fall Nair2, Nair3 can be useful as a finisher. The move sends diagonally up, so if you are very close to the top blast zone Nair3 may KO at high percents.
* Usually used as a true ender for IDJ {{clr|aerial|U-Air}} combos due to tight frame advantage


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|specificHits=
|specificHits=
|description=
|description=
* Good option for pressuring the opponent
*Doesn't hit as far as you may think
*Will hit most characters standing while rising
* Will hit most characters standing while rising
Has the same bounce properties as the aforementioned {{clr|aerial|N-Air1,2}}
Forward Air's main neutral application is to approach with a forward hitbox while still not being a full commitment, as you can still drift back out with the hitbox. Fair also sees use in combo extensions, so in combos practice spacing around the "dragdown" tipper hitbox. Forward Air is also one of Sora's best edgeguarding Aerials, as Nair will not knockback horizontally and the autocombo followups allows Sora to drag the opponent further offstage before killing them.
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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|specificHits=
|specificHits=
|description=
|description=
* Animation, hitbox size and hurtbox wise the same as Neutral air 2, but different hitstun values
*Used for Ars Arcanum and other combos
* Important combo extender vs fastfallers
While rising, you will only be able to get out Forward Air 2 before landing. Fair2 is essentially the same as Nair2 animation and hitbox wise, although Fair2 is more negative on Shield.
* Same bounce properties as {{clr|aerial|F-Air1}}, and {{clr|aerial|N-Air1,2}}

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|description=
|description=
* Combo ender
* Combo ender
Same with Nair 3, no bounce, but better knockback for edgeguarding. Also a combo ender for inconsistency/skill issues.
Unlike Nair3, Forward Air 3 will send the opponent out, which makes it useful as a kill option. Fair3 can also be used if you mess up Ars Arcanum, as if you aren't confident in landing the FF Fair2 into Nair1 extension, Fair3 acts as a consistent finisher while still netting damage and stage positioning.
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|specificHits=
|specificHits=
|description=
|description=
* Strong Bair that can kill very early when used for corner pressure or edgeguards.
*Can double jump out of short hop rising back air, and can do multiple back airs in 1 full hop.
Sora's Back Air is a sword sweep similar to Cloud or Sephiroth's back air. only with less range. His Back Air is fairly slow at frame 13, but because of the moves low endlag and Sora's ability to drift in and out, he makes up for this speed difference in his ability to space out the opponent. While this move is highly useful onstage, offstage Bair acts as a virtually lagless disjoint that will send the opponent deeper offstage, while also being able to quickly recover high recoveries with a rising Bair. When ledgetrapping, use Bair as a non committal attack that covers multiple ledge options at once.
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.
}}
}}
=== {{clr|aerial|Up Air}} ===
=== {{clr|aerial|Up Air}} ===
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|description=
|description=
*Hits grounded opponents if timed
*Hits grounded opponents if timed
*IDJ Up Air will combo into Up B Nair, or other follow ups
*IDJ {{clr|aerial|U-Air}} will combo into {{clr|special|Up-B}} {{clr|aerial|N-Air}}, or other follow ups
*The Key part of the Key is a hitbox, will scoop opponents
*The Key part of the Key is a hitbox, will scoop opponents
Sora's Up Air is almost in a league when compared to other Up Airs. Long Lasting, starting at frame 10, and covering a wide area above him, Up Air guarantees juggles on most characters. Because Up Air hits grounded opponents, when spaced landing with Up Air is typically uncontestable if the opponent doesn't anti air you first. Use this move often.
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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=== {{clr|aerial|Down Air}} ===
=== {{clr|aerial|Down Air}} ===
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*When Autocancelled, can be plus on Shield
*When Autocancelled, can be plus on Shield
*Autocancelling also helps with landing, as it will throw off the opponents punish timing
*Autocancelling also helps with landing, as it will throw off the opponents punish timing
Dair is a mediocre tool in Sora's kit. Offstage, the move has some use as a way to quickly cover the area below him if he goes high, 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, Dair can also be used as a landing mixup, although it is heavily unsafe when not autocancelled.
{{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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* Travelling Projectile
* Travelling Projectile
* Has an early and late hitbox, important for combos
* Has an early and late hitbox, important for combos
Firaga is an integral part of Sora's neutral and advantage state. The projectile is relatively safe when spaced apart, and at minimum can will lead into a dash attack on hit. In some cases, if you are close enough you can get a dash grab, Sonic Rave, or an Aerial for a combo. 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 the opponent, and at ledge has the possibility to combo to put the opponent back offstage. Of the three spells, Firaga has the most varied uses and almost always will have value.
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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|specificHits=yes
|specificHits=yes
|description=
|description=
* Shoots three pillars of lightning that typically combo into each other
* Shoots three pillars of lightning that can combo into each other
* If jumping, the pillars will reach farther down and appear closer to each other.
* If above ground within a certain timeframe of startup, the pillars will be closer to Sora.
While being the worst of the three spells, Thundaga is by no means terrible. The projectiles can hit opponents trying to return from offstage as well as opponents hugging the wall while recovering. At ledge, the move can force the opponent to get up as it hits ledge hang. However, the move has a fair amount of downsides. The three pillars don't always connect into each other, the move has a fair amount of endlag and can be punished heavily if the opponent manages to get in before the 2nd and third pillars have gone off. The spell being between Firaga and Blizzaga means you'll have to find a good time to cycle them if you want to use Blizzaga.
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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|specificHits=yes
|specificHits=yes
|description=
|description=
* A short ranged flurry of icicle spikes that will freeze the opponent if enough make contact.
* A short ranged flurry of icicle spikes that freeze the opponent.
* Multiple hits increase freeze time.
* Can be safe with spacing
* Usually safe with spacing
* Can be used in shield break setups
* Can be used to setup shield break scenarios
Rounding out the three spells, 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 into a combo or kill. Keep in mind that because the opponent is in frozen state, they can mash to escape and thus follow ups out of the ice are rarely if ever guaranteed, even if your timing is correct. However, you rarely will get punished for guessing, so there's no reason not to try. As a ledgetrap, even if all the hits don't hit the opponent, the potential to freeze the opponent means cycling through Blizzaga is an option to force the opponent to get an option at ledge, and you are able to use Firaga directly after for more coverage.
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.
Firaga will thaw out the opponent more quickly due to its fire effect.


}}
}}
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* can go into Sonic Rave afterwards
* can go into Sonic Rave afterwards


Aerial Sweep 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. Aerial Sweep is also used for kill confirms, as it rises the opponent into the air and can kill sooner off the top.
{{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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|attack=Counterattack
|attack=Counterattack
|specificHits=yes
|specificHits=yes
|description=
|description=* 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, and for good reason. Fairly slow at Frame 8, this counter is strong for it's ability to negate and stun any physical attack. Even if the opponent is invincible, Sora's Counterattack will go through and hit them. This is important for Sora's edgeguarding capabilities, as he can stop recoveries like {{StockIcon|SSBU|King K. Rool}} and {{StockIcon|SSBU|Lucas}} who have recoveries that traditionally go through counters. Although the move starts its counter at frame 8, because Sora does not have many fast options to mash out of disadvantage, you will see this move as a replacement. Try not to rely on Counterattack in disadvantage, however, as although the move is active for long and can be hard to punish, Sora will often get frame trapped if the opponent is wary of the option.
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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|specificHits=
|specificHits=
|description=
|description=
*Combo throw
*PlaceHolder
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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*
*
}}
}}

==Alts==
<center>
<gallery widths="96px" heights="96px" mode="nolines">
SSBU_Sora_Stock.png | '''Color 1'''
SSBU_Sora_Stock_2.png | '''Color 2'''
SSBU_Sora_Stock_3.png | '''Color 3'''
SSBU_Sora_Stock_4.png | '''Color 4'''
SSBU_Sora_Stock_5.png | '''Color 5'''
SSBU_Sora_Stock_6.png | '''Color 6'''
SSBU_Sora_Stock_7.png | '''Color 7'''
SSBU_Sora_Stock_8.png | '''Color 8'''


</gallery>
</center>
<pre>
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
</pre>


==Navigation==
==Navigation==

Latest revision as of 19:15, 15 July 2023


Overview

Sora
Weight:85
Spotdodge:The duration and intangibility of this character's on-spot dodges.25F (3~17F intangible)
Air Dodge:The intangibility of this character's air dodges, both neutral and directional.3~30F intangible (Neutral)
3~21F intangible (Directional)
Unique Recovery Options:Recovery options that this character may have other than their Up Special.Sonic Blade
Fastest OOS:Aerial Sweep(9F)
NAir, U-Smash, Grab(11F)
Overview
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.

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.

Summary
Sora is an all-rounder sword character who uses projectiles and disjoints to harass his opponents, while having a very strong offstage presence and a high damage output
Pros Cons
  • Strong Neutral: Sora's disjointed attacks coupled with his Magic allows him to easily control space
  • High Combo Damage: Sora can put his opponents in almost inescapable loops at most percents with the use of N-Air and F-Air's first two hits
  • Recovers from Anywhere: Sora's double jump is a floaty one. Coupled with his aerial drift, Aerial Sweep (Up-B) and Sonic Rave (Side-B), Sora can recover from almost anywhere on the stage
  • Edgeguarding: Sora's recovery coupled with his disjoints and Magic makes him one of the best edgeguarders in the game
  • Versatile: Sora's kit grants him the ability to deal with almost anything
  • Low Mobility: Due to a combination of raw stats and a floaty double jump (which hinders vertical movement), Sora has a rough time getting around projectiles and large hitboxes
  • Struggles to Land: A combination of his aforementioned double jump, floaty movement and a lack of fast aerial moves makes landing as Sora a chore
  • Lightweight: Sora is very light and isn't good at escaping out of combos. This means that, on average, Sora will die earlier than average
  • High Execution: Sora's high damage combos, on top of being tight and requiring techniques such as IDJShorthand for "Instant Double-Jump", a technique used to Double Jump as low to the ground as possible.s, are spacing-dependant and changes depending on how much rage Sora has
Magic
All three of Sora's Spells.
Sora's 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 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!
Floaty Double Jump
Sora sports an unusually slow and floaty double jump similar to Ness and 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.

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

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

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

Navigation

To edit frame data, edit values in SSBU/Sora/Data.
Sora


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