Editing Sora (SSBU)

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**When teching on a wall, Sora performs a similar animation to when performing a wall bounce while utilizing {{iw|khwiki|Flowmotion}} in ''Dream Drop Distance''.
**When teching on a wall, Sora performs a similar animation to when performing a wall bounce while utilizing {{iw|khwiki|Flowmotion}} in ''Dream Drop Distance''.
**Sora's jumping animation replicates his jumping animation from the original ''Kingdom Hearts'', and his backwards double jump animation replicates his {{iw|khwiki|High Jump}} animation from ''Kingdom Hearts II''.
**Sora's jumping animation replicates his jumping animation from the original ''Kingdom Hearts'', and his backwards double jump animation replicates his {{iw|khwiki|High Jump}} animation from ''Kingdom Hearts II''.
*When Sora uses Blizzaga against an enemy at the edge of a stage, the frozen character will fall off the edge, with some effects being incorrrectly used as the character passes the stage's grabbable ledge.
*{{SSBU|Mario}} tossing the {{iw|khwiki|Kingdom Key}} to summon Sora and both of them shaking hands at the end of his reveal trailer are references to them being the first and last [[Fighter number|numbered fighters]] on ''Ultimate''{{'}}s roster, respectively.
*{{SSBU|Mario}} tossing the {{iw|khwiki|Kingdom Key}} to summon Sora and both of them shaking hands at the end of his reveal trailer are references to them being the first and last [[Fighter number|numbered fighters]] on ''Ultimate''{{'}}s roster, respectively.
**The connection between both characters is also much more intricate beyond this. According to Tetsuya Nomura, the director of the ''Kingdom Hearts'' series, the 3D graphics and sandbox-style gameplay of ''{{iw|mariowiki|Super Mario 64}}'' inspired him to create a game similar to it. Upon being told that the only characters that could rival [[Mario]] in regard to popularity would have to be from a company like Disney, Nomura took this to heart and sought to implement Disney characters into his game after Disney approved Squaresoft's usage of their characters for such a project. Ultimately, this turn of events led to the groundwork of the ''Kingdom Hearts'' series' gameplay and story.<ref>[https://www.nintendo.co.uk/Iwata-Asks/Iwata-Asks-Nintendo-3DS-Third-Party-Game-Developers/Vol-11-KINGDOM-HEARTS-3D-Dream-Drop-Distance-/1-The-Impact-of-Super-Mario-64/1-The-Impact-of-Super-Mario-64-839624.html Iwata Asks | 1. The Impact of Super Mario 64]</ref>
**The connection between both characters is also much more intricate beyond this. According to Tetsuya Nomura, the director of the ''Kingdom Hearts'' series, the 3D graphics and sandbox-style gameplay of ''{{iw|mariowiki|Super Mario 64}}'' inspired him to create a game similar to it. Upon being told that the only characters that could rival [[Mario]] in regard to popularity would have to be from a company like Disney, Nomura took this to heart and sought to implement Disney characters into his game after Disney approved Squaresoft's usage of their characters for such a project. Ultimately, this turn of events led to the groundwork of the ''Kingdom Hearts'' series' gameplay and story.<ref>[https://www.nintendo.co.uk/Iwata-Asks/Iwata-Asks-Nintendo-3DS-Third-Party-Game-Developers/Vol-11-KINGDOM-HEARTS-3D-Dream-Drop-Distance-/1-The-Impact-of-Super-Mario-64/1-The-Impact-of-Super-Mario-64-839624.html Iwata Asks | 1. The Impact of Super Mario 64]</ref>

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