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If you enjoy having a strong neutral that can lead to high execution, high damaging combos and having a constant offstage presence, Sora is the character for you. |
If you enjoy having a strong neutral that can lead to high execution, high damaging combos and having a constant offstage presence, Sora is the character for you. |
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|summary= does things (Placeholder) |
|summary= does things (Placeholder) |
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|cons=* '''Floatiness:''' Sora is one of the most floaty characters in the game. While this can improve things such as his edge guarding, it also serves as a double edge sword as it means getting to the ground takes longer when compared to other characters. His general movement speed in combination with his floatiness means that getting around projectiles and big hitboxes can serve as a challenge. |
|cons=* '''Floatiness:''' Sora is one of the most floaty characters in the game. While this can improve things such as his edge guarding, it also serves as a double edge sword as it means getting to the ground takes longer when compared to other characters. His general movement speed in combination with his floatiness means that getting around projectiles and big hitboxes can serve as a challenge. |
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* '''Disavantage:''' Since Sora's Double Jump cannot be used to escape disadvantage, in combination with his floaty nature, escaping pressure from the opponent can be difficult. Particularly in the air, Sora can often be forced into situations where he has to gamble on an airdodge or some other form of defensive option to fight his way out of juggles or combos. Tying with Zelda for the 10th lightest character on the roster also means that he will be KO'ed earlier compared to other characters. |
* '''Disavantage:''' Since Sora's Double Jump cannot be used to escape disadvantage, in combination with his floaty nature, escaping pressure from the opponent can be difficult. Particularly in the air, Sora can often be forced into situations where he has to gamble on an airdodge or some other form of defensive option to fight his way out of juggles or combos. Tying with Zelda for the 10th lightest character on the roster also means that he will be KO'ed earlier compared to other characters. |
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* '''Execution:''' To preform some of Sora's high damaging combos, getting the right hitbox of Nair and Fair as well as knowledge on techniques such as {{term|IDJ|}} are recommended. Include factoring in rage, various frame 1 and 2 escape options that the opponent can have, and you have a character that requires a decent amount of work to truly optimize. |
* '''Execution:''' To preform some of Sora's high damaging combos, getting the right hitbox of Nair and Fair as well as knowledge on techniques such as {{term|IDJ|}} are recommended. Include factoring in rage, various frame 1 and 2 escape options that the opponent can have, and you have a character that requires a decent amount of work to truly optimize. |
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|unique_mechanic1_name = Magic |
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|unique_mechanic1 = Sora Does Magic (Placeholder) |
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|weight = 85 |
|weight = 85 |
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|spotDodge = |
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|airdodgeFrame = 3 |
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|airDodge = |
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|uro= Aerial Sweep, Sonic Blade |
|uro = Aerial Sweep, Sonic Blade |
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|fastestOOS = Aerial Sweep (9F),NAir, Grab(11F) |
|fastestOOS = Aerial Sweep (9F),NAir, Grab(11F) |
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}} |
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Revision as of 03:48, 21 September 2022
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This page is missing significant information. You can help by editing it. |
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 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.
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Pros | Cons |
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Normal Moves
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To edit frame data, edit values in SSBU/Sora/Data. |