Editing Sora (SSBU)

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Up tilt functions much like {{SSBU|Palutena}}'s equivalent move, as it is a useful anti-air attack that hits multiple times and has overall decent range. Unlike hers, however, Sora's is also useful for setting up combos at low percentages. Down tilt is one of Sora's go-to combo starters, being able to combo into his aerial moves at low to medium percentages. In particular, its combo into up aerial combo can KO quite early if the opponent does not react correctly. Lastly, dash attack's very large area of effect makes it useful as both a burst option and a [[2 frame punish]]. Although situational, its clean hitbox is nevertheless capable of KOing at very high percentages while near the edge.
Up tilt functions much like {{SSBU|Palutena}}'s equivalent move, as it is a useful anti-air attack that hits multiple times and has overall decent range. Unlike hers, however, Sora's is also useful for setting up combos at low percentages. Down tilt is one of Sora's go-to combo starters, being able to combo into his aerial moves at low to medium percentages. In particular, its combo into up aerial combo can KO quite early if the opponent does not react correctly. Lastly, dash attack's very large area of effect makes it useful as both a burst option and a [[2 frame punish]]. Although situational, its clean hitbox is nevertheless capable of KOing at very high percentages while near the edge.


Sora's smash attacks are serviceable in their own right. Forward smash is the least reliable of his smash attacks due to its startup and ending lag leaving him vulnerable, but it is also the most powerful and can even negate other projectiles. Up smash has deceptively good range in front of him, and likewise has strong KO power, being one of the strongest up smashes in the game. Lastly, down smash functions like {{SSBU|Ridley}}, {{SSBU|King K. Rool}} and {{SSBU|Incineroar}}'s equivalent moves, as it involves him hopping before striking the ground. In doing so, he can vault over low profiling attacks, but unlike other moves, the move is also well suited for 2 frame punishing, since the move's hitbox goes well below him. Finally, down smash also grants Sora [[intangibility]] during some of its startup frames.  
Sora's smash attacks are serviceable in their own right. Forward smash is the least reliable of his smash attacks due to its startup and ending lag leaving him vulnerable, but it is also the most powerful and can even negate other projectiles. Up smash has deceptively good range in front of him, and likewise has strong KO power, being one of the strongest up smashes in the game. Lastly, down smash functions like {{SSBU|Ridley}}, {{SSBU|King K. Rool}} and {{SSBU|Incineroar}}'s equivalent moves, as it involves him hopping before striking the ground. In doing so, he can vault over low profiling attacks, but unlike other moves, the move is also well suited for 2 frame punishing, since the move's hitbox goes well below him.


While most swordfighters are traditionally burdened with ineffective grab games, Sora's grab game is atypically strong for his archetype. His standing grab is among the fastest in the game with only 7 frames of startup and his throws have good utility. Forward throw is unable to KO at realistic percentages, even near ledges, and thus it is mainly used for launching foes offstage and setting up edge trap situations. Up throw is also decently powerful and can set opponents up for juggles if they do not DI or react correctly but does not KO until over 180% for middleweights. In comparison, Sora's back and down throws are much more useful. Back throw is a useful KO option, thanks to it being able to KO middleweights at around 120% near the edge. Down throw is a useful combo starter due to neutral, forward and up aerials being reliable follow-ups, and it can position opponents for juggles and other aerial situations like up throw.
While most swordfighters are traditionally burdened with ineffective grab games, Sora's grab game is atypically strong for his archetype. His standing grab is among the fastest in the game with only 7 frames of startup and his throws have good utility. Forward throw is unable to KO at realistic percentages, even near ledges, and thus it is mainly used for launching foes offstage and setting up edge trap situations. Up throw is also decently powerful and can set opponents up for juggles if they do not DI or react correctly but does not KO until over 180% for middleweights. In comparison, Sora's back and down throws are much more useful. Back throw is a useful KO option, thanks to it being able to KO middleweights at around 120% near the edge. Down throw is a useful combo starter due to neutral, forward and up aerials being reliable follow-ups, and it can position opponents for juggles and other aerial situations like up throw.

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