User:Aidanzapunk/Sora

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Sora
in Super Smash Bros.
Sora
KingdomHeartsSymbol.svg
Universe Kingdom Hearts
Final Smash Trinity Limit
Stage Twilight Town
Sora Opens the Door!
—Introduction tagline

Sora (ソラ, Sora) has historically been a character that people wanted to see in Smash long before it ended up becoming a thing, so much so that practically everyone on the internet who was making fanmade Smash content made their own take on Sora. While I personally did not grow up with the Kingdom Hearts series, after I learned about its existence, it intrigued me, and eventually, I bit the bullet and dove headfirst into the series to make this moveset, as someone who had already been making fanmade Smash content for years by that point. This moveset was put up in July of 2020, a little over a year before Sora was announced for Ultimate, and, much like other fanmade movesets out there, is just one of many ways you could have approached the character (albeit with a little more legal freedom).

Attributes

Being a fellow character from Square Enix, Sora shares similarities with Hero, as both use an MP Gauge (with a maximum of 100 MP) and utilize a list of commands in one of their special moves to perform a variety of attacks. What sets Sora apart from Hero, however, is his usage of such. Sora utilizes a limited selection of spells that the player has access to at any given moment, rather than the randomly generated lists provided to Hero, and also uses them in his neutral special rather than his down special; his spell list is, in fact, the only move tied to his MP Gauge. Furthermore, his standard attacks do not increase the gauge; to counter this, Sora's MP Gauge will automatically turn pink and recharge over a set period of time after it has been depleted, similar to Robin's durability system, and reflecting a similar mechanic seen in Kingdom Hearts II and III. His other special moves and general attacks utilize his Keyblade in varying ways, allowing for combo strings, reflecting the combo-based combat of the Kingdom Hearts series. Overall, while his movement may overall be slow and floaty, when he gets in to an opponent, his quick attacks and multi-hitting combos allow him to deal plenty of damage.

Moveset

Name Damage Description
Neutral attack 3% Performs an arcing slash, followed by a stab forward, and finishing with an outward horizontal slash. Based on his standard combo in Kingdom Hearts.
3%
4%
Forward tilt 7% Swings the Keyblade outward. Based on the second hit of the far away standard combo in Kingdom Hearts, usable by the Combo Master ability.
Up tilt Slapshot
(スラップショット, Slapshot)
8% Performs a quick uppercut with the Keyblade.
Down tilt 8% Pokes the Keyblade downwards at the ground. Acts as a great combo starter.
Dash attack Sliding Dash
(スライドダッシュ, Slide Dash)
10.5% Propels himself forward, then swings the Keyblade to attack anyone within range.
Forward smash Blitz
(ファイナルブレイク, Final Break)
16% Performs a powerful overhead jump slash.
Up smash Ripple Drive
(リップルドライヴ, Ripple Drive)
13% Slashes upwards with the Keyblade, creating a sphere of aura in the air.
Down smash Vicinity Break
(ラウンドブレイク, Round Break)
13% (front), 15% (back) Performs a single 360° spin while swinging the Keyblade.
Neutral aerial 3% (first and second hits), 4% (final hit) Performs an arcing slash forward, followed by an upwards underhanded slash, and finishing with an outwards circular slash. Similar to Bayonetta's forward aerial, the combo only initiates with multiple presses of the button, and will also only activate if an opponent is hit by the first attack. The combo can also be interrupted with any of his aerials; should it be interrupted with his forward aerial, using this move again will continue from where the combo left off. Based on his aerial combo in Kingdom Hearts.
Forward aerial Horizontal Slash
(エアサイドスラッシュ, Air Side Slash)
1.5% (first and second hits), 3% (final hit) Quickly slashes horizontally in front of him three times.
Back aerial 10% Jabs the Keyblade behind him.
Up aerial Hurricane Winder
(ハリケーンピリオド, Hurricane Period)
3% (first and second hits), 6% (final hit) Flips and slashes upwards in the air three times.
Down aerial Aerial Slam
(エリアルスラム, Aerial Slam)
12% (sweetspot), 9% (sourspot) Flips and slashes his Keyblade down, meteor smashing anyone it hits within the sweetspot.
Grab Reaches with his left hand to grab an opponent.
Pummel 1.3% Hits the opponent with the hilt of the Keyblade.
Forward throw Ragnarok
(ラグナロク, Ragnarok)
5% (Keyblade), 10% (Ragnarok) Knocks the opponent away with the Keyblade, before pointing it at them and firing off beams of energy that home in on the opponent. While a slow throw, it is also one of the most damaging. The opponent is also knocked away with the first hit in such a way that they will always be hit by the beams of energy; however, the throw can be interrupted by other players, which will cause the combo to drop.
Back throw Blow-off
(ブロウオフ, Blowoff)
11% (throw), 8% (collateral) With the opponent on the Keyblade, Sora quickly spins around in a circle and tosses the opponent behind him.
Up throw 7% Performs a flip kick. A reference to an attack seen in the combo string while in Blitz Form in Kingdom Hearts III.
Down throw Finishing Leap
(フィニッシュライズ, Finish Rise)
9% Thrusts the Keyblade downwards towards the ground and creates an explosion of energy, launching both him and the opponent into the air.
Floor attack (front) 7% Slashes in front of himself and then behind himself.
Floor attack (back) 7% Slashes in front of himself and then behind himself.
Floor attack (trip) 5% Slashes in front of himself and then behind himself.
Edge attack 9% Climbs up and swings the Keyblade forward.
Neutral special Magic
(まほう, Magic)
(see below) Opens up a menu, and is able to use a spell out of a set list. If the player holds the L button and presses the B button along with pressing the control stick up, left, right, or down, he will instead perform a specific spell, set on the character select screen.
Side special Strike Raid
(ストライクレイド, Strike Raid)
9% (initial), 7% (returning) Throws the Keyblade forward and out of his hand, like a boomerang. Has super armor during startup and while the Keyblade is moving forward, but not upon the return.
Up special Aerial Sweep
(エリアルスイープ, Aerial Sweep)
5% (first and second hits), 7% (final hit) Rises upwards and spins the Keyblade around him, hitting three times. It also does not leave Sora helpless should he hit an opponent, allowing him to transition into other attacks, though he is unable to use the move repeatedly.
Down special Flowmotion
(フリーフローアクション, Freeflow Action)
0% (boost), 3% (hits 1-4, Kick Dive), 9% (final hit, Kick Dive) Becomes covered in a pink glow, and shoots off in a direction (diagonally upwards if he is on the ground, diagonally downwards if he is in the air). If he touches a platform, wall, or ceiling, he will bounce off and will only boost if the player presses the button again shortly after. While boosting, he can slightly shift his direction. If the player presses the attack button during a boost, he will perform the Kick Dive (キックダイブ, Kick Dive), a multihitting spin that homes in on an opponent that leads into a strike downwards.
Final Smash Trinity Limit
(トリニティリミット, Trinity Limit)
3% (trapping hit), 20% (Donald), 15% (Goofy), 2% (per hit, Sora), 3% (per hit, final attack), 5% (launcher) Catching any opponents within range in a gleam of light, Sora calls out to Donald or Goofy, before the opponent is transported to an open area, and either Donald or Goofy (depending on who was called first) will appear first to attack. Donald will attack by shooting fireworks at the opponent, and Goofy will attack by charging up and unleashing a shield bash attack; regardless of who hits first, both attacks will be used, before Sora attacks multiple times, and the attack finishes with the three of them attacking in unison by creating a multihitting orb of light, before launching the opponents away.

Unique to this move is the use of Reaction Commands. The B button will flash on-screen when Donald, Goofy, Sora, and the three of them together each appear; if the button is not pressed during the limited amount of time it is present, the Final Smash will prematurely end, with the character(s) reacting poorly.

Spell MP Cost Damage Description
Fire (ファイア, Fire) 10 3% (first two hits), 5% (final hit) Creates a rotating ring of flames surrounding Sora, hitting opponents three times.
Blizzard (ブリザド, Blizzard) 12 8% Fires a crystal of ice from the Keyblade that has the potential to freeze opponents. After usage close to the ground, the crystal will leave a trail of ice; if the player aims Flowmotion at it, Sora will ride on the trail.
Thunder (サンダー, Thunder) 15 9% (bolt), 5% (outside range) A bolt of lightning comes down from above, and a small sphere of electricity appears around it. Can home in on the nearest opponent, but will appear in front of Sora if no one is in immediate range.
Cure (ケアル, Cure) All Heals Sora by a percentage halving how much MP he has left. It heals him gradually during the animation (which lasts for 90 frames), but if he is hit in the middle of it, the animation and healing will stop.
Aero (エアロ, Aero) 13 6% (initial blast), 9% (launch) Creates a tornado of wind in front of Sora that traps opponents and spins them around, dealing damage at the end to launch them. The opponents can attack in the tornado, however. A non-damaging vortex is left over temporarily for six seconds, which Sora (and anyone else) can use to leap into the air, though once it is used, it will disappear.
Magnet (マグネ, Magnet) 30 5% Creates an orb of energy that knocks and pulls opponents in and spins them around for three seconds. While the orb itself deals no damage, knocking opponents into the orb with attacks will cause them to be damaged as they get sucked in again.
Reflect (リフレク, Reflec) 10 2% (activation), 1.5× (reflected projectiles) Creates a temporary barrier around Sora that only appears for two seconds, and reflects any projectiles outside of it. Sora cannot move while the barrier is active, much like Falco's Reflector. A projectile fired inside the barrier will not be reflected.
Water (ウォータ, Water) 11 6% (barrier), 7% (projectile) Creates a barrier of water that briefly appears around Sora and protects him from attacks, before firing off a projectile of water that homes in on opponents. If an opponent is not within immediate range, the projectile will simply fire in an arc (about as high as Sora) before landing and splashing on the ground.

Taunts

  • Up taunt: Tosses his Keyblade into the air, letting it spin vertically, before catching it and posing. Resembles his giant chest opening animation.
  • Side taunt: Flips and stands on his Keyblade, spinning around, before posing. Based on Trinity Limit's animation in the original Kingdom Hearts.
  • Down taunt: Holds his hand to his chest and shouts, "Give me strength!" (俺に力を!, Give power to me!) Based on his recurring Summon animation.

On-screen appearance

Dives onto the stage at an angle, before rolling into position.

Idle Poses

Uniquely, Sora has two different idle stances: one where he is standing upright, and one where he is more slouched over in a combat-ready stance. In the former, his idle animation will be placing his hands behind his head, while in the latter, his idle animation will be looking around. Sora enters the latter animation when an attack button is pressed, and will return to the former after remaining idle, with the Keyblade disappearing shortly after.

Crowd cheer

So - ra!

Victory Poses

  • Left: The ground shows a crown outlined in light surrounding Sora, and a Smash Ball shoots a beam of light into the sky to reveal a keyhole, and Sora leaps back and points his Keyblade up to the keyhole to shoot a beam of light from the Keyblade into it, and the screen flashes (in tandem with Sora's name appearing on-screen), before the camera returns to Sora, holding the pose of his Keyblade pointed upwards.
  • Up: Tosses his Keyblade up in the air, and then catches it and points it forward. Donald and Goofy appear alongside him, with Donald flipping before spinning and posing with his magic staff, and Goofy rolling his shield on his arms before grabbing it and posing. One of the three will speak during the victory pose, with whoever is speaking being chosen at random. Sora will say "That's the power of the Keyblade!" (キーブレードの力よ!, The power of the Keyblade!), Donald will say, "Take that!" (くらえ!, Take that!), and Goofy will say, "We did it!" (やった!, Hooray!).
  • Up: A swarm of Heartless cover the area, with Sora quickly disposing of them by use of the Sonic Blade attack, and his name shows when the last one is defeated. After this, the Keyblade disappears and he puts his hands behind his head.

Victory Fanfare

An excerpt from Simple and Clean, the main theme to the original Kingdom Hearts and a recurring theme throughout the series. It more closely resembles the orchestral version of the theme.

Classic Mode: Darkness, Darkness, Darkness

All of Sora's opponents are villains in their respective universes, referencing how Sora travels to different Disney worlds to defeat either the Heartless or the villains in each world to save the characters; he fights alongside the main protagonist from each world, referencing the fact that he can gain a party member from each world while in said world. The name is in reference to the memes surrounding the Kingdom Hearts series and its repeated use of the word "darkness".

Round Opponent Stage Music Notes
1 Bowser (SSBU) Bowser Mushroom Kingdom U The Grand Finale The music choice references the fact that Kingdom Hearts series composer Yoko Shimomura also composed for the Mario & Luigi games.

Mario (SSBU) Mario serves as a CPU ally.
2 Ganondorf (SSBU) Ganondorf Bridge of Eldin The Encounter Link (SSBU) Link serves as a CPU ally.
3 Ridley (SSBU) Ridley Norfair The Fight for My Friends Samus (SSBU) Samus serves as a CPU ally.
4 King K. Rool (SSBU) King K. Rool Kongo Jungle Rowdy Rumble Donkey Kong (SSBU) Donkey Kong serves as a CPU ally.
5 Wolf (SSBU) Wolf Lylat Cruise The Deep End Fox (SSBU) Fox serves as a CPU ally.
6 Sephiroth (SSBU) Sephiroth Northern Cave One-Winged Angel Cloud (SSBU) Cloud serves as a CPU ally.
Bonus Stage
Final Master Hand and Crazy Hand Final Destination A Fight to the Death References the fact that several Kingdom Hearts battles have either multiple opponents, or one opponent with different health bars for different parts of their body.

Duck Hunt (SSBU) Duck Hunt serves as a CPU ally, simultaneously representing Goofy (a dog) and Donald (a duck), Sora's party members and allies throughout the Kingdom Hearts series.

Credits roll after completing Classic Mode. Completing it as Sora has Simple and Clean accompany the credits.

Alternate costumes

  • Default — Based on his appearance in Kingdom Hearts II.
  • Red — Based on his Valor Form from Kingdom Hearts II.
  • Blue — Based on his Wisdom Form from Kingdom Hearts II.
  • Yellow — Based on his Master Form from Kingdom Hearts II.
  • White — Based on his Final Form from Kingdom Hearts II.
  • Black — Based on his AntiForm from Kingdom Hearts II.
  • Original — Based on his Limit Form from Kingdom Hearts II, which, in turn, is based on his appearance in the original Kingdom Hearts.
  • Gray — Based on Riku.

Kirby Hat

Kirby gains Sora's hair, and materializes a copy of the Kingdom Key upon using Magic.

Trivia

  • Sora carries a multitude of references to the Kingdom Hearts franchise even outside of his moveset:
    • Much like several other third-party characters, his attacks utilize the same sounds from throughout the Kingdom Hearts series.
    • He carries barrels vertically instead of horizontally, referencing how he does so in the original Kingdom Hearts.
      • He also carries both barrels and crates over his head, similar to Donkey Kong, referencing how he does the same in the original Kingdom Hearts as well.
    • His tagline references a line shown after the first boss fight in the original Kingdom Hearts: "You are the one who will open the door."
    • His forward rolling animation is a reference to his Dodge Roll technique, while his backwards rolling animation is a reference to Aqua's Cartwheel technique.
    • His air dodge animation, fittingly, uses his Aerial Dodge animation from the original Kingdom Hearts and Kingdom Hearts II.
    • His perfect shield animation replicates his blocking animation from Kingdom Hearts II.
    • His regular jumping animation replicates his jump animation from the original Kingdom Hearts, his double jump animation replicates his jumping animation from Kingdom Hearts III, and his backwards jump animation replicates his jumping animation from Kingdom Hearts II.
    • If he techs, the Aerial Recovery sound effect will accompany the action.
    • His on-screen appearance is based on a mechanic in Kingdom Hearts III, where, when falling from high distances, he will change to a skydiving position.
    • His unique idle animations reference his idle stances throughout the Kingdom Hearts series; both of his idle animations come directly from the series as well, with his looking around animation being a series staple, and his hands animation coming from Kingdom Hearts III.
    • His first victory pose is an abridged version of the keyhole unlocking animation from Kingdom Hearts II. It uses a Smash Ball to represent the Super Smash Bros. universe, much like each Disney world having its own item serving as its keyhole in disguise.
    • While his second victory pose is based on his chest opening animation, his quote, along with Donald and Goofy's poses and quotes, come from the various victory animations from the original Kingdom Hearts while in the Olympus Coliseum, the recurring world based on Hercules.
    • If he is touching a wall and uses any Keyblade-based attack, the Keyblade will clink against the wall and knock him back, and the attack will fail, a trait unique to him that replicates a similar occurrence in the Kingdom Hearts series. This will not occur, however, if he is touching an opponent who is touching a wall.
      • Furthermore, if he clangs with an attack, the action will be accompanied by the Kingdom Hearts clang sound effect, regardless of what type of attack he clangs with.