Sora (SSBU): Difference between revisions

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Sora's range is also another issue. Despite being a swordfighter, Sora's Keyblade has among the shortest range of any weapon in ''Ultimate'', which leaves him at a disadvantage against other range-based fighters such as {{SSBU|Shulk}} and {{SSBU|Sephiroth}} (especially given their respective sword attacks). When combined with his aforementioned frame data, he is unable to keep maximum distance from other characters as effectively as other spacing-based characters (such as {{SSBU|Marth}} and {{SSBU|Simon}}) and can result in opponents being able to chase him down more easily. Despite his grab being quick, it also suffers from abysmal range like many other sword fighters, but to an even larger extent, being tied with Pikachu for one of the worst grab ranges in the entire cast.  
Sora's range is also another issue. Despite being a swordfighter, Sora's Keyblade has among the shortest range of any weapon in ''Ultimate'', which leaves him at a disadvantage against other range-based fighters such as {{SSBU|Shulk}} and {{SSBU|Sephiroth}} (especially given their respective sword attacks). When combined with his aforementioned frame data, he is unable to keep maximum distance from other characters as effectively as other spacing-based characters (such as {{SSBU|Marth}} and {{SSBU|Simon}}) and can result in opponents being able to chase him down more easily. Despite his grab being quick, it also suffers from abysmal range like many other sword fighters, but to an even larger extent, being tied with Pikachu for one of the worst grab ranges in the entire cast.  


Lastly, Sora's special moves all have certain flaws that force him to maintain a patient playstyle. Magic cannot freely swap between spells (unlike other three-weapon attacks, such as {{SSBU|Peach}}'s forward smash), forcing him to repeatedly use his spells to utilize one for particular situations. Transitioning also leaves Sora vulnerable since he cannot move until his current spell concludes, making him very vulnerable if opponents can get behind him, where he has limited defense options. Lastly, since all three spells are projectiles, they can easily be turned against him by reflectors.
Lastly, Sora's special moves all have certain flaws that force him to maintain a patient playstyle. Magic cannot freely swap between spells (unlike other three-weapon attacks, such as {{SSBU|Peach}}'s forward smash), forcing him to repeatedly use his spells to utilize one for particular situations. Transitioning also leaves Sora vulnerable since he cannot move on the ground until his current spell concludes, making him very vulnerable if opponents can get behind him, where he has limited defense options (though this is negated somewhat if used in the air). Lastly, since all three spells are projectiles, they can easily be turned against him by reflectors.


Sonic Blade also slows down slightly upon hitting a shield (although given the short amount of time it takes to transition between hits, punishing the move can prove to be difficult), while Sora cannot input any actions if the move concludes in the air, making him very vulnerable. Aerial Sweep does not hit behind Sora on startup, while Sora is vulnerable to meteor smashes since the move does not hit directly above him. Lastly, Counterattack shares one flaw with Sephiroth's [[Scintilla]] in that the area directly behind him is not protected, while the move's aforementioned ineffectiveness against projectiles makes it infeasible for reflected projectiles to KO opponents.
Sonic Blade also slows down slightly upon hitting a shield (although given the short amount of time it takes to transition between hits, punishing the move can prove to be difficult), while Sora cannot input any actions if the move concludes in the air, making him very vulnerable. Aerial Sweep does not hit behind Sora on startup, while Sora is vulnerable to meteor smashes since the move does not hit directly above him. Lastly, Counterattack shares one flaw with Sephiroth's [[Scintilla]] in that the area directly behind him is not protected, while the move's aforementioned ineffectiveness against projectiles makes it infeasible for reflected projectiles to KO opponents.