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|unique_mechanic1_name = [[File:Sora Stock.png|40px]] Magic |
|unique_mechanic1_name = [[File:Sora Stock.png|40px]] Magic |
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|unique_mechanic1 = [[File:Sora_Magic.png|200px|thumb|All three of Sora's Spells.]] |
|unique_mechanic1 = [[File:Sora_Magic.png|200px|thumb|All three of Sora's Spells.]] |
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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 travelling fire projectile. The next time you press Neutral B, Thundaga, an attack of three thunder pillars. After that, the next attack with Blizzaga, a short ranged burst of ice that freeze's 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 make sure to understand when you have the time to change to a different spell!. |
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 travelling fire projectile. The next time you press Neutral B, Thundaga, an attack of three thunder pillars. After that, the next attack with Blizzaga, a short ranged burst of ice that freeze's 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 make sure to understand when you have the time to change to a different spell!. {{Clear}} |
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|weight = 85 |
|weight = 85 |
Revision as of 13:58, 25 September 2022
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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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![](http://static.miraheze.org/dragdownwiki/thumb/9/9f/Sora_Magic.png/200px-Sora_Magic.png)
Normal Moves
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To edit frame data, edit values in SSBU/Sora/Data. |