Sora (SSBU): Difference between revisions

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Undid edit by 124.182.67.249: currently resides in France and became known while playing in France. I think it makes more sense to have the French flag in this regard
m (Undid edit by 124.182.67.249: currently resides in France and became known while playing in France. I think it makes more sense to have the French flag in this regard)
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|game = SSBU
|game = SSBU
|availability = [[Downloadable content (SSBU)|Downloadable]]
|availability = [[Downloadable content (SSBU)|Downloadable]]
|tier = A-
|tier = A
|ranking = 31
|ranking = 18
}}
}}
:{{Cquote|''Sora Is Finally Here!''|cite=Introduction tagline}}
:{{Cquote|''Sora Is Finally Here!''|cite=Introduction tagline}}
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{{iw|wikipedia|Haley Joel Osment}} and {{iw|wikipedia|Miyu Irino}}, Sora's main English and Japanese voice actors as of the original ''Kingdom Hearts'', reprise their roles in the English and Japanese releases of ''Ultimate'' respectively, with their portrayals being re-purposed from ''{{iw|khwiki|Kingdom Hearts Re:coded}}'' and ''{{iw|khwiki|Kingdom Hearts 3D: Dream Drop Distance}}''.
{{iw|wikipedia|Haley Joel Osment}} and {{iw|wikipedia|Miyu Irino}}, Sora's main English and Japanese voice actors as of the original ''Kingdom Hearts'', reprise their roles in the English and Japanese releases of ''Ultimate'' respectively, with their portrayals being re-purposed from ''{{iw|khwiki|Kingdom Hearts Re:coded}}'' and ''{{iw|khwiki|Kingdom Hearts 3D: Dream Drop Distance}}''.


Sora is ranked 31st out of 82 on the current [[tier list]], placing him in the upper end of the A- tier. Sora possesses a highly dominant aerial game, characterized by an extremely long-distanced [[double jump]] that allows him to chase opponents above him, and a number of aerial attacks that sport great power and [[hitbox]] coverage. Most distinct among Sora's combat prowess is his possession of an array of [[natural combo]]s that, when used in conjunction with his unique double jump, allow Sora to perform extensively damaging combo loops via the [[instant double jump]] and [[SHFF]] techniques. Sora can initiate these combo loops reliably thanks to a host of great combo starters both in the air and on the ground, and many of them also have routes that lead into KOs. A prevalent trait among all of Sora's attacks is their high amount of active frames, granting him considerable leniency in regard to being precise while performing attacks in advantageous situations, and also allows him to [[tech-chase]] and cover [[edge]] options with relative ease. His special moves grant him a considerable amount of utility; [[Magic]] cycles through multiple projectiles that offer him pressure tools in the neutral game, {{b|Counterattack|Sora}} allows Sora to interrupt any melee attack, and [[Aerial Sweep]] functions as a potent high-rising KO option. He sports an immaculate recovery that complements his flexible off-stage presence, and can mix up his approaches through the use of [[Sonic Blade]]. In contrast to the majority of his fellow swordfighters, Sora also possesses a great grab game: each of his grabs are fast, while his down throw and back throw are reliable for starting combos and KOing outright, respectively.
Sora is ranked 18th out of 82 on the current [[tier list]], placing him in the A tier. Sora possesses a highly dominant aerial game, characterized by an extremely long-distanced [[double jump]] that allows him to chase opponents above him, and a number of aerial attacks that sport great power and [[hitbox]] coverage. Most distinct among Sora's combat prowess is his possession of an array of [[natural combo]]s that, when used in conjunction with his unique double jump, allow Sora to perform extensively damaging combo loops via the [[instant double jump]] and [[SHFF]] techniques. Sora can initiate these combo loops reliably thanks to a host of great combo starters both in the air and on the ground, and many of them also have routes that lead into KOs. A prevalent trait among all of Sora's attacks is their high amount of active frames, granting him considerable margin of error when timing precise attacks in advantageous situations, and also allows him to [[tech-chase]] and cover [[edge]] options with relative ease. His special moves grant him a considerable amount of utility; [[Magic]] cycles through multiple projectiles that offer him pressure tools in the neutral game, {{b|Counterattack|Sora}} allows Sora to interrupt any melee attack, and [[Aerial Sweep]] functions as a potent high-rising KO option. He sports an immaculate recovery that complements his flexible off-stage presence, and can mix up his approaches through the use of [[Sonic Blade]]. In contrast to the majority of his fellow swordfighters, Sora also possesses a great grab game: each of his grabs are fast, while his down throw and back throw are reliable for starting combos and KOing outright, respectively.


However, Sora is not without flaws. His biggest weakness is his range; while swordsmen are typically characterized by sacrificing frame data in favor of having more range, Sora possesses one of the shortest effective ranges for a swordsman in the roster while still maintaining typical swordsman flaws, which makes spacing much harder for him than other characters of his archetype. This is compounded by his suboptimal air speed, floatiness, and slow double jump, making it challenging for him to weave in and out of enemy threat range while throwing out attacks, as well as escaping disadvantage. Sora is also a [[Weight|lightweight]], and thus susceptible to being KO'd at early percentages by stronger characters. His special attacks, despite their well-rounded traits, have a few inconvenient quirks that the player has to circumvent; these include Magic needing to cycle through each of its spells instead being able to be used freely (with Thundaga in particular being a weaker move to use in neutral), Counterattack not being able to be [[B-reverse|B-reversed]] or detect attacks behind Sora (outside of an incoming hitbox overshooting and thus activating it) and its reflector being situational, and Sonic Blade losing range when it is shielded.
However, Sora is not without flaws. His biggest weakness is his range; while swordsmen are typically characterized by sacrificing frame data in favor of having more range, Sora possesses one of the shortest effective ranges for a swordsman in the roster while still maintaining typical swordsman flaws, which makes spacing much harder for him than other characters of his archetype. This is compounded by his suboptimal air speed, floatiness, and slow double jump, making it challenging for him to weave in and out of enemy threat range while throwing out attacks, as well as escaping disadvantage. Sora is also a [[Weight|lightweight]], and thus susceptible to being KO'd at early percentages by stronger characters. His special attacks, despite their well-rounded traits, have a few inconvenient quirks that the player has to circumvent; these include Magic needing to cycle through each of its spells instead being able to be used freely (with Thundaga in particular being a weaker move to use in neutral), Counterattack not being able to be [[B-reverse|B-reversed]] or detect attacks behind Sora (outside of an incoming hitbox overshooting and thus activating it) and its reflector being situational, and Sonic Blade losing range when it is shielded.


Although Sora's early representation was sporadic, he saw a rise in results courtesy of significant placements by top players, such as {{Sm|Kameme}}. Overall, Sora is considered a respectable fighter at a competitive level who must exercise care in his defensive play to reap the rewards of his high overall damage output, extensive combo potential, and potent KO potential.
Although Sora's early representation was sporadic, he saw a rise in results courtesy of significant placements by top players, such as {{Sm|Kameme}}, {{Sm|HIKARU}} and {{Sm|Raarchyor}}. Overall, Sora is considered a respectable fighter at a competitive level who must exercise care in his defensive play to reap the rewards of his high overall damage output, extensive combo potential, and potent KO potential.


==Attributes==
==Attributes==
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==Update history==
==Update history==
Sora received no major changes via in-game updates by virtue of being the final [[DLC]] [[fighter]] and the development team not having enough time to properly observe player behavior and apply any necessary tweaks before sunsetting active development. The only change he received was in update 13.0.1, where his jab reset animation was adjusted to match the rest of the cast.
Sora received no major changes in game updates by virtue of being the final [[DLC]] [[fighter]] and the development team not having enough time to properly observe player behavior and apply any necessary tweaks before sunsetting active development. The only change he received was in update 13.0.1, where his jab reset animation was adjusted to match the rest of the cast.


'''{{GameIcon|ssbu}} {{SSBU|13.0.1}}'''
'''{{GameIcon|ssbu}} {{SSBU|13.0.1}}'''
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|dsmashname= 
|dsmashname= 
|dsmashdmg={{ChargedSmashDmgSSBU|15.2}} (near), {{ChargedSmashDmgSSBU|14.2}} (far)
|dsmashdmg={{ChargedSmashDmgSSBU|15.2}} (near), {{ChargedSmashDmgSSBU|14.2}} (far)
|dsmashdesc=Hops and then thrusts the Kingdom Key into the ground, emitting a shockwave. The sweetspot is near the Kingdom Key, whereas the sourspot is the remainder of the shockwave. Like {{SSBU|King K. Rool}}, {{SSBU|Ridley}} and {{SSBU|Incineroar}}'s down smashes, Sora's hurtbox shifts upward during his hop, allowing him to evade attacks with low hitboxes. It also renders Sora [[intangible]] upon startup, making it even easier to evade opposing attacks. However, the hop makes the attack slow to start, thus making it more effective for edge getups or reads. The sweetspot is powerful enough to KO Mario at 82% while near the edge and inflicts considerable shield damage. To match its animation, the Kingdom Key's hitbox actually enters the ground upon hitting it, which allows it to hit through shallow surfaces. On the other hand, the sourspot is less effective for KOing. It heavily resembles the {{iw|khwiki|Finishing Leap}}.
|dsmashdesc=Hops and then thrusts the Kingdom Key into the ground, emitting a shockwave. The sweetspot is near the Kingdom Key, whereas the sourspot is the remainder of the shockwave. Like {{SSBU|King K. Rool}}, {{SSBU|Ridley}} and {{SSBU|Incineroar}}'s down smashes, Sora's hurtbox shifts upward during his hop, allowing him to evade attacks with low hitboxes. It also renders Sora [[intangible]] upon startup, making it even easier to evade opposing attacks. However, the hop makes the attack slow to start, thus making it more effective for edge getups or reads. The sweetspot is powerful enough to KO Mario at 82% while near the edge and inflicts considerable shield damage. To match its animation, the Kingdom Key's hitbox actually enters the ground upon hitting it, which allows it to hit through shallow surfaces. On the other hand, the sourspot is less effective for KOing. It heavily resembles two similar downward plunging attacks from his home series, namely {{iw|khwiki|Finishing Leap}} and {{iw|khwiki|Land Crash}}.
|naircount=3
|naircount=3
|nairname= 
|nairname= 
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*{{Sm|kameme|Japan}} - The best Sora player of all-time who has came closest to winning a major, most notably placing 2nd at both {{Trn|Seibugeki 13}} and {{Trn|Wave 4}} and 3rd at {{Trn|Maesuma TOP 13}}.
*{{Sm|kameme|Japan}} - The best Sora player of all-time who has came closest to winning a major, most notably placing 2nd at both {{Trn|Seibugeki 13}} and {{Trn|Wave 4}} and 3rd at {{Trn|Maesuma TOP 13}}.
*{{Sm|komorikiri|Japan}} - The second-best Sora player in Japan, though his tournament activity remains largely in Kansai due to his studies. He has a string of strong superregionals, including 3rd at {{Trn|Sumabato SP 22}}, 4th at {{Trn|Sumabato SP 27}}, and 5th at {{Trn|Sumabato SP 35}}.
*{{Sm|komorikiri|Japan}} - The second-best Sora player in Japan, though his tournament activity remains largely in Kansai due to his studies. He has a string of strong superregionals, including 3rd at {{Trn|Sumabato SP 22}}, 4th at {{Trn|Sumabato SP 27}}, and 5th at {{Trn|Sumabato SP 35}}.
*{{Sm|Raarchyor|France}} - The best Sora player in Europe, co-maining the character alongside {{SSBU|Greninja}}. He notably won {{Trn|Cora Smash Cup @Massy}} after double-eliminating {{Sm|Glutonny}}, and has also placed 9th at {{Trn|Ultimate Fighting Arena 2023}}.
*{{Sm|Zackray|Japan}} - Although having only played Sora for a few weeks after the character's release, he is currently the only Sora player to win a major, doing so at {{Trn|Kagaribi 5}}.
*{{Sm|Zackray|Japan}} - Although having only played Sora for a few weeks after the character's release, he is currently the only Sora player to win a major, doing so at {{Trn|Kagaribi 5}}.


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However, no other Sora player has yet to match Zackray's achievement. In fact, most of Zackray's other results with Sora were more mixed, while a couple of other players who tried to main Sora, including {{Sm|Aaron|p=Florida}}, saw limited success; both players have since dropped Sora. In North America, despite confidence from players such as {{Sm|Maister}} and {{Sm|Dabuz}}, Sora garnered a reputation for being pulled out and used unsuccessfully in last-ditch efforts at majors, and both players have since saw little success when using the character.  
However, no other Sora player has yet to match Zackray's achievement. In fact, most of Zackray's other results with Sora were more mixed, while a couple of other players who tried to main Sora, including {{Sm|Aaron|p=Florida}}, saw limited success; both players have since dropped Sora. In North America, despite confidence from players such as {{Sm|Maister}} and {{Sm|Dabuz}}, Sora garnered a reputation for being pulled out and used unsuccessfully in last-ditch efforts at majors, and both players have since saw little success when using the character.  


On the other hand, despite Zackray dropping the character, Sora saw continued success in Japan thanks to the efforts of {{Sm|kameme}}, who by mid-2022 had achieved multiple top 8 placements with the character, and {{Sm|komorikiri}}, who has achieved respectable placements regionally despite being semi-active. kameme especially was able to travel to North America for several tournaments and placed top 8 at almost all of them. kameme's success with the character helped improve Sora's reputation in North America: currently, the general perception of Sora is that he is a viable, yet unpopular character in the metagame with {{Sm|ESAM}} and kameme both ranking him in top tier, though time will tell how he fares in the long run. Regardless, he is ranked 31st on the first and current tier list.
On the other hand, despite Zackray dropping the character, Sora saw continued success in Japan thanks to the efforts of {{Sm|kameme}}, who by mid-2022 had achieved multiple top 8 placements with the character, and {{Sm|komorikiri}}, who has achieved respectable placements regionally despite being semi-active. kameme especially was able to travel to North America for several tournaments and placed top 8 at almost all of them. kameme's success with the character helped improve Sora's reputation in North America: currently, the general perception of Sora is that he is a viable, yet unpopular character in the metagame with {{Sm|ESAM}} and kameme both ranking him in top tier, though time will tell how he fares in the long run. He was ranked 31st on the first tier list, but thanks to the efforts of his playerbase, Sora rose to 18th on the second and current tier list, landing in the A Tier.


=={{SSBU|Classic Mode}}: The Light That Clears the Darkness==
=={{SSBU|Classic Mode}}: The Light That Clears the Darkness==
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|1||{{CharHead|Link|SSBU|hsize=20px|color=Black}} and {{CharHead|Young Link|SSBU|hsize=20px|color=Black}}||[[Hollow Bastion]]||''{{SSBUMusicLink|Kingdom Hearts|Fragments of Sorrow}}''||Stamina battle. Sora has 100 HP, whereas [[Dark Link]] and Dark Young Link have 50 HP apiece.<br>Dark Link and Dark Young Link represent the two battles against {{iw|khwiki|Riku}} at {{iw|khwiki|Hollow Bastion}} in the original ''Kingdom Hearts'', the second of which saw Riku possessed by the game's antagonist, {{iw|khwiki|Ansem, Seeker of Darkness}}.
|1||{{CharHead|Link|SSBU|hsize=20px|color=Black}} and {{CharHead|Young Link|SSBU|hsize=20px|color=Black}}||[[Hollow Bastion]]||''{{SSBUMusicLink|Kingdom Hearts|Fragments of Sorrow}}''||Stamina battle. Sora has 100 HP, whereas [[Dark Link]] and Dark Young Link have 50 HP apiece.<br>Dark Link and Dark Young Link represent the two battles against {{iw|khwiki|Riku}} at {{iw|khwiki|Hollow Bastion}} in the original ''Kingdom Hearts'', the second of which saw Riku possessed by the game's antagonist, {{iw|khwiki|Ansem, Seeker of Darkness}}.
|-
|-
|2||{{CharHead|Mr. Game & Watch|SSBU|hsize=20px}} (normal-sized ×5, large ×2, giant ×1)||[[Skyworld]] ([[Battlefield form]])||''{{SSBUMusicLink|Kingdom Hearts|Night of Fate}}''||Horde battle.<br>Sora has 100 HP, whereas the normal-sized Mr. Game & Watches have 20 HP, the large ones have 50 HP, and the giant one has 70 HP.<br>The Mr. Game & Watches represent {{iw|khwiki|Shadow}}, {{iw|khwiki|Neoshadow}}, and {{iw|khwiki|Invisible}} Heartless.
|2||{{CharHead|Mr. Game & Watch|SSBU|hsize=20px}} (normal-sized ×5, large ×2, giant ×1)||[[Skyworld]] ([[Battlefield form]])||''{{SSBUMusicLink|Kingdom Hearts|Night of Fate}}''||Horde battle.<br>Sora has 100 HP, whereas the normal-sized Mr. Game & Watches have 20 HP, the large ones have 50 HP, and the giant one has 70 HP.<br>The Mr. Game & Watches represent {{iw|khwiki|Shadow}}, {{iw|khwiki|Neoshadow}}, and {{iw|khwiki|Invisible}} Heartless. The stage references {{iw|khwiki|Olympus}} in ''Kingdom Hearts III''.
|-
|-
|3||{{CharHead|Cloud|SSBU|hsize=20px|color=Advent}}||[[Coliseum]]||''{{SSBUMusicLink|Kingdom Hearts|Shrouding Dark Cloud}}''||Stamina battle. Sora and Cloud have 100 HP apiece.<br>This Round references Sora's battle against {{iw|khwiki|Cloud}} at the Olympus Coliseum in the original ''Kingdom Hearts''. Cloud uses his "Cloudy Wolf" alternate costume from ''Final Fantasy VII: Advent Children'', which he also wears for his appearance in ''Kingdom Hearts II''.
|3||{{CharHead|Cloud|SSBU|hsize=20px|color=Advent}}||[[Coliseum]]||''{{SSBUMusicLink|Kingdom Hearts|Shrouding Dark Cloud}}''||Stamina battle. Sora and Cloud have 100 HP apiece.<br>This Round references Sora's battle against {{iw|khwiki|Cloud}} at the {{iw|khwiki|Olympus Coliseum}} in the original ''Kingdom Hearts''. Cloud uses his "Cloudy Wolf" alternate costume from ''Final Fantasy VII: Advent Children'', which he also wears for his appearance in ''Kingdom Hearts II''.
|-
|-
|4||{{CharHead|Robin|SSBU|hsize=20px}} (normal-sized ×1, large ×1) and {{Head|Robin|g=SSBU|s=20px|cl=Female}} Robin||[[Kalos Pokémon League]]||''{{SSBUMusicLink|Kingdom Hearts|Hollow Bastion}}''||Stamina battle. Sora has 100 HP, whereas the Robins have 50 HP apiece.<br>This Round references the events of ''{{iw|khwiki|Kingdom Hearts Chain of Memories}}''. The Robins represent {{iw|khwiki|Organization XIII}}, with the female representing {{iw|khwiki|Larxene}}, the normal-sized male representing {{iw|khwiki|Vexen}}, and the large male representing {{iw|khwiki|Marluxia}}. The stage references {{iw|khwiki|Castle Oblivion}}, which is the game's primary setting.
|4||{{CharHead|Robin|SSBU|hsize=20px}} (normal-sized ×1, large ×1) and {{Head|Robin|g=SSBU|s=20px|cl=Female}} Robin||[[Kalos Pokémon League]]||''{{SSBUMusicLink|Kingdom Hearts|Hollow Bastion}}''||Stamina battle. Sora has 100 HP, whereas the Robins have 50 HP apiece.<br>This Round references the events of ''{{iw|khwiki|Kingdom Hearts Chain of Memories}}''. The Robins represent {{iw|khwiki|Organization XIII}}, with the female representing {{iw|khwiki|Larxene}}, the normal-sized male representing {{iw|khwiki|Vexen}}, and the large male representing {{iw|khwiki|Marluxia}}. The stage references {{iw|khwiki|Castle Oblivion}}, which is the game's primary setting.
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*When fighting both Master Hand and Crazy Hand in Classic Mode, Sora will start on the far-left side of the stage instead of in the center. This also occurs with Sephiroth, Pyra and Mythra in their respective {{SSBU|Classic Mode}} routes.
*When fighting both Master Hand and Crazy Hand in Classic Mode, Sora will start on the far-left side of the stage instead of in the center. This also occurs with Sephiroth, Pyra and Mythra in their respective {{SSBU|Classic Mode}} routes.
*When facing to the left, Sora's up and side taunts feature him smoothly turning towards the screen for the animation; when facing to the right, he instead snaps into position.
*When facing to the left, Sora's up and side taunts feature him smoothly turning towards the screen for the animation; when facing to the right, he instead snaps into position.
*Sora, {{SSBU|Meta Knight}}, {{SSBU|Inkling}}, {{SSBU|Joker}}, {{SSBU|Hero}}, {{SSBU|Banjo & Kazooie}}, {{SSBU|Sephiroth}}, {{SSBU|Pyra}}, and {{SSBU|Mythra}} are the only fighters who use their walking animation when navigating through the map in [[World of Light]].


==References==
==References==