Editing Sora (SSBU)
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|game = SSBU | |game = SSBU | ||
|availability = [[Downloadable content (SSBU)|Downloadable]] | |availability = [[Downloadable content (SSBU)|Downloadable]] | ||
|tier = A | |tier = A- | ||
|ranking = | |ranking = 31 | ||
}} | }} | ||
:{{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 | 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. | ||
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. | ||
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}}. 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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|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 | |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}}. | ||
|naircount=3 | |naircount=3 | ||
|nairname= | |nairname= | ||
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|dairdmg={{ShortHopDmgSSBU|9.8}} (hit), 5.5% (landing) | |dairdmg={{ShortHopDmgSSBU|9.8}} (hit), 5.5% (landing) | ||
|dairdesc=[[khwiki:Hurricane Winder|Backflips rapidly and repeatedly while holding the Kingdom Key horizontally in front of himself in order to perform a buzzsaw-like series of strikes]]. Upon landing, Sora poses with the Kingdom Key against his shoulder. It is a [[stall-then-fall]] and has a long-lasting hitbox. Sora can recover if he uses the move offstage, so long as he does not initiate it at the edge. As a result, the move is an effective yet risky edge-guarding option, since Sora can go extremely deep offstage with it and then use his double jump, Aerial Sweep, and/or Sonic Blade in order to recover. KOs Mario at 154% while at ground level. | |dairdesc=[[khwiki:Hurricane Winder|Backflips rapidly and repeatedly while holding the Kingdom Key horizontally in front of himself in order to perform a buzzsaw-like series of strikes]]. Upon landing, Sora poses with the Kingdom Key against his shoulder. It is a [[stall-then-fall]] and has a long-lasting hitbox. Sora can recover if he uses the move offstage, so long as he does not initiate it at the edge. As a result, the move is an effective yet risky edge-guarding option, since Sora can go extremely deep offstage with it and then use his double jump, Aerial Sweep, and/or Sonic Blade in order to recover. KOs Mario at 154% while at ground level. | ||
|grabname= | |grabname= | ||
|grabdesc=Reaches out with one hand. Sora's grab range is poor, even compared to other swordfighters. However, it has quick startup. | |grabdesc=Reaches out with one hand. Sora's grab range is poor, even compared to other swordfighters. However, it has quick startup. | ||
|pummelname= | |pummelname= | ||
|pummeldmg=1.3% | |pummeldmg=1.3% | ||
|pummeldesc=Hits the opponent with the Kingdom Key's hilt | |pummeldesc=Hits the opponent with the Kingdom Key's hilt. | ||
|fthrowname= | |fthrowname= | ||
|fthrowdmg=5% (hit), 3% (throw) | |fthrowdmg=5% (hit), 3% (throw) | ||
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===[[Crowd cheer]]=== | ===[[Crowd cheer]]=== | ||
<div class="tabber"> | |||
<div class="tabbertab" title="English, Japanese/Chinese, Italian, Dutch, French"> | |||
{| class="wikitable" border="1" cellpadding="4" cellspacing="1" | {| class="wikitable" border="1" cellpadding="4" cellspacing="1" | ||
|- | |- | ||
!{{{name|}}} | !{{{name|}}} | ||
!Cheer ( | !Cheer (English) | ||
!Cheer (Japanese/Chinese) | |||
!Cheer (Italian) | |||
!Cheer (Dutch) | |||
!Cheer (French) | |||
|- | |- | ||
! scope="row"|Cheer | ! scope="row"|Cheer | ||
|[[File:Sora Cheer SSBU.ogg|center]] | |[[File:Sora Cheer Dutch & English SSBU.ogg|center]]||[[File:Sora Cheer Italian & Japanese SSBU.ogg|center]]||[[File:Sora Cheer Italian & Japanese SSBU.ogg|center]]||[[File:Sora Cheer Dutch & English SSBU.ogg|center]]||{{NTSC}} [[File:Sora Cheer French NTSC SSBU.ogg|center]] <br> {{PAL}} [[File:Sora Cheer French PAL & German SSBU.ogg|center]] | ||
|- | |- | ||
! scope="row"|Description | ! scope="row"|Description | ||
|Soooo - ra! | |Soooo - ra! || Soooo - ra! || Soooo - ra! || Soooo - ra! || Soooo - ra! | ||
|} | |} | ||
</div> | |||
<div class="tabbertab" title="German, Spanish, Russian, Korean"> | |||
{| class="wikitable" border="1" cellpadding="4" cellspacing="1" | |||
|- | |||
!{{{name|}}} | |||
!Cheer (German) | |||
!Cheer (Spanish) | |||
!Cheer (Russian) | |||
!Cheer (Korean) | |||
|- | |||
! scope="row"|Cheer | |||
|[[File:Sora Cheer French PAL & German SSBU.ogg|center]]||[[File:Sora Cheer Spanish SSBU.ogg|center]]||[[File:Sora Cheer Korean & Russian SSBU.ogg|center]]||[[File:Sora Cheer Korean & Russian SSBU.ogg|center]] | |||
|- | |||
! scope="row"|Description | |||
|Soooo - ra! || Soooo - ra! || Soooo - ra! || Soooo - ra! | |||
|} | |||
</div> | |||
</div> | |||
===[[Victory pose]]s=== | ===[[Victory pose]]s=== | ||
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''See also: [[:Category:Sora players (SSBU)]]'' | ''See also: [[:Category:Sora players (SSBU)]]'' | ||
*{{Sm|kameme|Japan}} - The best Sora player of all-time | *{{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|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}} - | *{{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}}. | ||
===Tier placement and history=== | ===Tier placement and history=== | ||
Initial perceptions towards Sora were rather positive, with many top players pointing out his potent combo potential from his neutral and forward aerials, as well as his versatile recovery. Initial results matched these perceptions thanks to the efforts of {{Sm|Zackray}}, who notably won {{Trn|Kagaribi 5}} two weeks after the character was released. As a result, many players were confident that Sora had the potential to be a high-tier fighter. | Initial perceptions towards Sora were rather positive, with many top players pointing out his potent combo potential from his neutral and forward aerials, as well as his versatile recovery. Initial results matched these perceptions thanks to the efforts of {{Sm|Zackray}}, who notably won {{Trn|Kagaribi 5}} two weeks after the character was released. As a result, many players were confident that Sora had the potential to be a high-tier fighter. | ||
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. | |||
=={{SSBU|Classic Mode}}: The Light That Clears the Darkness== | =={{SSBU|Classic Mode}}: The Light That Clears the Darkness== | ||
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==Role in [[World of Light]]== | ==Role in [[World of Light]]== | ||
[[File:WoL-82Sora.jpg|thumb|The message that shows Sora's availability in World of Light|left]] | [[File:WoL-82Sora.jpg|thumb|The message that shows Sora's availability in World of Light|left]] | ||
Due to his status as downloadable content, Sora does not have a legitimate role in World of Light. Instead, he is unlocked for use in the mode after freeing | Due to his status as downloadable content, Sora does not have a legitimate role in World of Light. Instead, he is unlocked for use in the mode after freeing ten fighters from [[Galeem]]'s control. If loading an existing save file that meets this condition before downloading Sora, he is immediately unlocked. | ||
{{clrl}} | {{clrl}} | ||
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*Sora is referred to within the game files with the codename "trail". | *Sora is referred to within the game files with the codename "trail". | ||
*Sora's moveset was designed primarily to emphasize the aerial combat and tightly timed combos within the ''Kingdom Hearts'' series.<ref>[https://twitter.com/KodyNOKOLO/status/1450859017685848067 Kody NOKOLO on Twitter: "Sora’s playstyle in his games emphasizes aerial combat and tight timing for combos. It doesn’t exactly translate 1 to 1, but you might be able to get some of that feeling in Smash."]</ref> | *Sora's moveset was designed primarily to emphasize the aerial combat and tightly timed combos within the ''Kingdom Hearts'' series.<ref>[https://twitter.com/KodyNOKOLO/status/1450859017685848067 Kody NOKOLO on Twitter: "Sora’s playstyle in his games emphasizes aerial combat and tight timing for combos. It doesn’t exactly translate 1 to 1, but you might be able to get some of that feeling in Smash."]</ref> | ||
*Several of Sora's promotional images contain references to the ''Kingdom Hearts'' series: | *Several of Sora's promotional images contain references to the ''Kingdom Hearts'' series: | ||
**Sora appearing on [[Tortimer Island]] is a reference to his birthplace, the {{iw|khwiki|Destiny Islands}}. | **Sora appearing on [[Tortimer Island]] is a reference to his birthplace, the {{iw|khwiki|Destiny Islands}}. | ||
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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. | ||
==References== | ==References== |