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|summary= is an all-rounder sword character who can use projectiles, disjoints, offstage prescence, and combos to harass his opponent. |
|summary= is an all-rounder sword character who can use projectiles, disjoints, offstage prescence, and combos to harass his opponent. |
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|pros=* '''Sword Character:''' As a {{term|swordie|}}, Sora's Keyblade attacks have a decent amount of range to them that he can use to keep his space and safely pressure opponents. As a bonus, Sora's attacks are typically longer lasting than other characters and thus can cover space more actively than other characters. |
|pros=* '''Sword Character:''' As a {{term|swordie|}}, Sora's Keyblade attacks have a decent amount of range to them that he can use to keep his space and safely pressure opponents. As a bonus, Sora's attacks are typically longer lasting than other characters and thus can cover space more actively than other characters. |
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* '''Strong Combo Game:''' Sora can use the hits of Nair 1, Nair 2, Fair 1, and Fair 2 in various ways to "loop" the opponent. As these moves typically do not send into tumble and have low SDI multipliers, if done correctly the opponent often can do nothing to escape them and they either lead into high damage or a stock, depending on the situation. Nair loops, Nair loops, and Ars Arcanum are examples of the different combo routes Sora can use. |
* '''Strong Combo Game:''' Sora can use the hits of Nair 1, Nair 2, Fair 1, and Fair 2 in various ways to "loop" the opponent. As these moves typically do not send into tumble and have low SDI multipliers, if done correctly the opponent often can do nothing to escape them and they either lead into high damage or a stock, depending on the situation. Nair loops, Nair loops, and Ars Arcanum are examples of the different combo routes Sora can use. Even without loop based combos, Sora's damage output per average hits is still fairly high when compared to other characters. |
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* '''Magic:''' Sora's rotation of spells serve both to keep the opponent out or forge a way in, depending on whatever the situation requires. As a result, Firaga, Thundaga, and Blizzaga are all versatile in use and can be used both for neutral and for extending combos or advantage. |
* '''Magic:''' Sora's rotation of spells serve both to keep the opponent out or forge a way in, depending on whatever the situation requires. As a result, Firaga, Thundaga, and Blizzaga are all versatile in use and can be used both for neutral and for extending combos or advantage. |
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* '''Versatile:''' Sora can be played in a multitude of ways, due to his All-Rounder nature. While certain strengths like Edgeguarding and his combos do help the character, focusing on his range and magic for simple but effective neutral and ledgetrapping can also see success. This allows Sora to play to multiple situations, and as a result, how the player chooses to use him. |
* '''Versatile:''' Sora can be played in a multitude of ways, due to his All-Rounder nature. While certain strengths like Edgeguarding and his combos do help the character, focusing on his range and magic for simple but effective neutral and ledgetrapping can also see success. This allows Sora to play to multiple situations, and as a result, how the player chooses to use him. |
Revision as of 14:34, 26 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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Pros | Cons |
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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. |