More actions
No edit summary |
|||
Line 33: | Line 33: | ||
|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} or {{StockIcon|SSBU|Mewtwo}} that gradually accelerates him vertically, rather than a more typical immediate double jump like most of the roster. Sora's floaty jump enables him to catch characters almost anywhere on the screen in terms of vertical positioning, and pairs well with his specials to offer a great degree of flexible space control. <br> <br> |
||
However, |
However, his double jump comes with its own set of downsides. Sora cannot readily double jump away from opponents, either defensively or as a bait if he wants to change positions more suddenly, and also makes him take longer to reactively juggle or catch high recoveries. |
||
|weight = 85 |
|weight = 85 |
Revision as of 13:03, 23 April 2023
![]() |
This page is missing significant information. You can help by editing it. |
{{Overview
|overview= Sora is a versatile, floaty sword character who has tools for almost every situation. He relies on his hitboxes, Magic spells, and disjoint in order to land one of his rewarding combos, and then edge guard the opponent with his superior offstage options.
At long range, his Magic, Firaga and Thundaga, lock an opponent down, allowing him to approach. His fast and long reaching Dash Attack is great for whiff punishing, while movement mixups using B Reverse Magic and Sonic Rave can keep opponents on their toes. In addition, His third spell, Blizzaga, is useful in the mid range, as it’s wide area of coverage, high shield damage, potential follow ups, and transcendent hitboxes can shut down most challenges. Once up close to the opponent, Nair’s unique bounce property and low shield stun forces the opponent into a guessing game on shield. Mixing in bouncing with Nair, Fastfalling, and the direction Sora lands in can confuse opponents into picking an option that can be punished.
Once Sora wins an exchange, his high execution combo strings rack up damage quickly, with options such as dragdowns, loops, and more. Outside of combos, Sora can still juggle an opponent with his long lasting, disjointed Up Air, or edge guard them with his many options offstage, such as his disjointed aerials, space coverage with Magic, preventing recoveries with his Counter, and other options. His high Double Jump, Aerial Sweep and Sonic Blade all allow Sora to stay offstage and keep the opponent from getting back on stage.
Sora’s biggest flaw comes from his floatiness. With the use of projectiles, long reaching hitboxes that can also cover jump height, or speed, Sora can often become overwhelmed and struggle to get in. His floatiness extends to his Double Jump, which deprives him from a movement tool and escape option that a majority of the roster can typically have access to. As a result, his disadvantage state can often be more difficult and harder to escape from when compared to other characters.
If you enjoy having a strong neutral that can lead to high execution, high damaging combos and having a constant offstage presence, Sora is the character for you.
|summary= is an all-rounder sword character who uses projectiles and disjoints to harass his opponents, while having a very strong offstage presence and a high damage output |pros=
- Strong Neutral: Sora's disjointed attacks coupled with his Magic allows him to easily control space
- High Combo Damage: Sora can put his opponents in almost inescapable loops at most percents with the use of Nair and Fair's first two hits
- Recovers from Anywhere: Sora's double jump is a floaty one. Coupled with his aerial drift, up-B and side-B, Sora can recover from almost anywhere on the stage
- Edgeguarding: Sora's recovery coupled with his disjoints and Magic makes him one of the best edgeguarders in the game
- Versatile: Sora's kit grants him the ability to deal with almost anything
|cons=
- Low Mobility: Due to a combination of raw stats and a floaty double jump (which hinders vertical movement), Sora has a rough time getting around projectiles and large hitboxes
- Struggles to Land: A combination of his aforementioned double jump, floaty movement and a lack of fast aerial moves makes landing as Sora a chore
- Lightweight: Sora is very light and isn't good at escaping out of combos. This means that, on average, Sora will die earlier than average
- High Execution: Sora's high damage combos, on top of being tight and requiring techniques such as 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
|unique_mechanic1_name = Magic
|unique_mechanic1 =
![](http://static.miraheze.org/dragdownwiki/thumb/9/9f/Sora_Magic.png/200px-Sora_Magic.png)
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!
|unique_mechanic2_name = Floaty Double Jump
|unique_mechanic2 = Sora sports an unusually slow and floaty double jump similar to [[File:SSBU_Ness} or 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.
However, his double jump comes with its own set of downsides. Sora cannot readily double jump away from opponents, either defensively or as a bait if he wants to change positions more suddenly, and also makes him take longer to reactively juggle or catch high recoveries._Stock.png|link=SSBU/Ness} or 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.
However, his double jump comes with its own set of downsides. Sora cannot readily double jump away from opponents, either defensively or as a bait if he wants to change positions more suddenly, and also makes him take longer to reactively juggle or catch high recoveries.|x25px|alt=]] [[SSBU/Ness} or 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.
However, his double jump comes with its own set of downsides. Sora cannot readily double jump away from opponents, either defensively or as a bait if he wants to change positions more suddenly, and also makes him take longer to reactively juggle or catch high recoveries.|Ness} or 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.
However, his double jump comes with its own set of downsides. Sora cannot readily double jump away from opponents, either defensively or as a bait if he wants to change positions more suddenly, and also makes him take longer to reactively juggle or catch high recoveries.]]
Normal Moves
Jab
-
for some reason has a hitbox behind the key
Hit / HitboxWhich hit timing (such as early or late), or hitbox (such as sweetspot or sourspot) of this move that the data to the right is referring to. | DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. | Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. | Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". | AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. | Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. | ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has. |
---|---|---|---|---|---|---|
Jab 1 | 2.8 | 5-12 | 37 | 361/320 to 361/180frames 5-7/8-12 | -23 to -16 | N/A |
Jab 2 | 2.6 | 7-10 | 38 | 60/80/100/361/180 | -22 to -19 | N/A |
Jab 3 | 4.2 | 10-17 | 46 | 46 | -23 to -16 | N/A |
- A frame 5 Jab. Often your 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 comboed into, and the first hit will send the opponent downwards as a slow semi-spike if offstage.
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 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.
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 |
- Primarily Combo filler 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.
- 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.
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 Combo options 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.
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 |
- Fastest Burst option, great for closing the distance
- Can two frame recoveries and hits many ledgehangs
- 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.
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, can catch moves easier
- Sora reels back during the animation, and crouches while travelling, so you may end up dodging certain attacks
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 potential 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
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.
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 while being an attack itself
- Has complete invulnerability and lower body invulnerability, allowing avoidance of other moves.
- The attack portion of the move has a large hitbox, and can 2 frame the opponent if timed correctly, leading to early kills.
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 |
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.
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 |
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.
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 |
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.
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 |
- Doesn't hit as far as you may think
- Will hit most characters standing while rising
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.
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 |
- Used for Ars Arcanum and other combos
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.
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
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.
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 |
- 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.
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 Up Air will combo into Up B Nair, or other follow ups
- 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.
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
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.
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 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.
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 typically combo into each other
- If jumping, the pillars will reach farther down and appear closer to each other.
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.
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 will freeze the opponent if enough make contact.
- Can be safe with spacing
- Can be used in shield break setups
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.
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
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.
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 |
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 King K. Rool and
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.
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 |
- PlaceHolder
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 |
![]() |
To edit frame data, edit values in SSBU/Sora/Data. |
![](http://static.miraheze.org/dragdownwiki/thumb/b/b0/SSBU_Sora_Stock.png/50px-SSBU_Sora_Stock.png)
Essentials
• Controls • FAQ •
The Basics
• Movement •
Offense •
Defense •
Detailed & Advanced Information
• Damage/Knockback • Frame Data Explanations • States of Play • Universal Strategy • Esoterica •
Archived Information
• Patch Notes • Tier Lists • Alternate Resources • Discords •
Placeholder