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SSBU/Sora: Difference between revisions

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* Covers the area in front of Sora
* Can counter from behind if the opponents attack goes all the way through Sora.
* Won't reflect projectiles, but still does a Counterrattack and the projectile is multiplied and Claimed by Sora
* Multiplier of 1.4x


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, 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.

Revision as of 23:05, 23 April 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, Up 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, 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 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 Nair and Fair, as well as their low shieldstun forces the opponent into a guessing game on shield. Mixing in Fastfalling, Nair, 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 Up Air, or edgeguard them with his many options offstage, such as his disjointed aerials, space coverage with Magic, 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. An opponent with a strong use of projectiles, long reaching hitboxes that can also cover jump height, or speed, can overwhelm Sora and he will 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 (ソラ) is 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 Nair and Fair's first two hits
  • Recovers from Anywhere: Sora's double jump is a floaty one. Coupled with his aerial drift, Aerial Sweep and Sonic Rave, 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 B, "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 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!
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.

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 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 combo into jab from most combos, 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 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.


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.

Use Up Tilt in early percent combos, as it sets the opponent up for an easy up air juggle.


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 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 Air, as well as a jumping Aerial Sweep and Up Smash as long as you position for DI. Players like Zackray have seen success by positioning themselves to hit 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 aware 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

Sora's Forward Smash is a strong kill tool that lasts long for a smash attack. Because you can combo into it from Nair and other combos, use this at high percents to kill of the side blastzone.


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 move 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
  • Has complete invulnerability for some frames and lower body invulnerability in the latter, allowing avoidance of other moves.
  • The attack portion of the move has a large hitbox, and can 2 frame the opponent fairly leniently, 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
  • Hits all around sora
  • Has a tipper, middle, and inner hitbox, all of which vary the kind of combos Sora can go for. See Advantage 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.


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 fastfall 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 of its own 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
  • Covers the area in front of Sora
  • Can counter from behind if the opponents attack goes all the way through Sora.
  • Won't reflect projectiles, but still does a Counterrattack and the projectile is multiplied and Claimed by Sora
  • Multiplier of 1.4x

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
  • 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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