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{{Infobox Character | {{Infobox Character | ||
|name = Sora | |name = Sora | ||
|image = {{tabber|title1=Kingdom Hearts| | |image = {{tabber|title1=Kingdom Hearts|tab1=[[File:Sora SSBU.png|250px]]|title2=Kingdom Hearts II|tab2=[[File:Sora-Alt 1 SSBU.png|250px]]|title3=Dream Drop Distance|tab3=[[File:Sora-Alt 2 SSBU.png|250px]]|title4=Kingdom Hearts III|tab4=[[File:Sora-Alt 3 SSBU.png|250px]]|title5=Timeless River|tab5=[[File:Sora-Alt 4 SSBU.png|250px]]}} | ||
|game = SSBU | |game = SSBU | ||
|universe = Kingdom Hearts | |||
|availability = [[Downloadable content (SSBU)|Downloadable]] | |availability = [[Downloadable content (SSBU)|Downloadable]] | ||
}} | }} | ||
:{{Cquote|''Sora Is Finally Here!''|cite=Introduction tagline}} | :{{Cquote|''Sora Is Finally Here!''|cite=Introduction tagline}} | ||
'''Sora''' ({{ja|ソラ|Sora}}, ''Sora'') is a playable character in ''[[Super Smash Bros. Ultimate]]''. He was officially announced during ''[[Mr. Sakurai Presents#Battling with Sora|The Final Mr. Sakurai Presents]]'' on October 5th, 2021 as the sixth and final [[Downloadable content (SSBU)|downloadable character]] from {{h2|Downloadable content (SSBU)|Fighters Pass Vol. 2}}, and was released on October 18th, 2021 (October 19th in time zones east of the Americas) as part of Challenger Pack 11. | '''Sora''' ({{ja|ソラ|Sora}}, ''Sora'') is a playable character in ''[[Super Smash Bros. Ultimate]]''. He was officially announced during ''[[Mr. Sakurai Presents#Battling with Sora|The Final Mr. Sakurai Presents]]'' on October 5th, 2021 as the sixth and final [[Downloadable content (SSBU)|downloadable character]] from {{h2|Downloadable content (SSBU)|Fighters Pass Vol. 2}}, and was released on October 18th, 2021 (October 19th in time zones east of the Americas) as part of Challenger Pack 11. Sora is the fourth fighter from a [[Square Enix]] published/developed series (after {{SSBU|Cloud}}, {{SSBU|Hero}}, and {{SSBU|Sephiroth}}), as well as the first and only fighter from [[Disney]]. Sora is classified as [[Fighter number|Fighter #82]], the last fighter number of the [[newcomer]]s and the overall roster. | ||
{{iw|wikipedia|Haley Joel Osment}} and {{iw|wikipedia|Miyu Irino}}, Sora's main English and Japanese voice actors | {{iw|wikipedia|Haley Joel Osment}} and {{iw|wikipedia|Miyu Irino}}, Sora's main English and Japanese voice actors since the first ''Kingdom Hearts'' game, reprise their roles in the English and Japanese releases of ''Ultimate'' respectively, with their portrayals re-purposed from ''{{iw|khwiki|Kingdom Hearts Re:coded}}'' and ''{{iw|khwiki|Kingdom Hearts 3D: Dream Drop Distance}}''. | ||
==Attributes== | ==Attributes== | ||
Sora is a swordsman whose mobility attributes reference his movement in the ''Kingdom Hearts'' series. Although he is a [[Weight|lightweight]] that weighs the same as {{SSBU|Zelda}}, his aerial mobility is notable | Sora is a swordsman whose mobility attributes reference his movement in the ''Kingdom Hearts'' series. Although he is a [[Weight|lightweight]] that weighs the same as {{SSBU|Zelda}}, his aerial mobility is notable, due to having below-average [[fall speed]]s, extremely low [[gravity]] on par with {{SSBU|Kirby}}, a very poor initial [[jump]], but a very high, yet delayed [[double jump]]. Sora's [[air speed]] is lackluster due to it being the 24th slowest, but he has the 15th highest [[air acceleration]]. Comparatively, Sora's grounded mobility is poor: he has the 10th slowest [[walk]]ing speed, the 24th slowest [[dash]]ing speed, and the 11th lowest [[traction]]. | ||
Thanks to | Thanks to these aerial attributes, Sora can stay in the air for a long time to inflict damage, but has trouble closing in or escaping ground pressure through his mobility alone. Having said this, Sora has among the longest [[recoveries]] in the game, thanks to his aforementioned double jump, [[Sonic Blade]] (his side special move) granting up to three additional bursts of movement, and [[Aerial Sweep]] (his up special move) granting both extra vertical height and the ability to transition into Sonic Blade. Overall, especially compared to his fellow swordfighters, Sora struggles to apply and escape pressure on the ground given his poor mobility and laggy attacks, but fares much better in the air, where the combination of his floatiness and his attacks' lingering hitboxes allows him to perform combos and create havoc while staying airborne. | ||
The centerpiece of Sora's game plan is his aerial game, | The centerpiece of Sora's game plan is his aerial game, due to his aforementioned jumping abilities. Neutral and forward aerials are natural combos, similar to {{SSBU|Bayonetta}}'s forward aerial. Holding or repeatedly tapping the attack button for each move completes the full combo, whereas tapping the button once initiates only one hit. However, of note is that the first hit of his forward aerial during a fast fall negates his upward momentum, allowing for KO confirms upon landing well past mid percentages. Back aerial is strong enough to KO reliably, and it even has relatively low landing lag (at 11 frames), which makes it relatively safe on shield. Sora's down aerial, Hurricane Blast, works well as an edgeguarding tool due to its long duration, low ending lag, and Sora's aforementioned double jump. However, where Sora's air game shines is his up aerial: its respectable power enables it to carry opponents closer to the upper blast line or even KO them outright, while its lengthy active frames and decent landing lag (at 10 frames) make it a potent combo tool in the air or when [[SHFF]]'d. | ||
Sora | Sora's ground game also has its uses. Neutral attack and forward tilt are similar to his neutral aerial in that they are natural combos that either initiate only one hit on a single button press, or the full combo if the attack button is held or repeatedly tapped. In particular, his neutral attack comes out on frame 5, making it a good tool for close-range pressure. His forward tilt has a slow startup, but compensates with more versatility than his other moves; when single tapped, it has enough power to KO reliably despite dealing very low damage, and when held or repeatedly tapped, it deals much more damage but sacrifices some KO power (although it is still an effective KO tool regardless). | ||
Up tilt functions much like {{SSBU|Palutena}}'s equivalent move, as it is a useful anti-air attack that hits multiple times and has overall decent range. Unlike hers, however, Sora's is also useful for setting up combos at low percentages. Down tilt is one of Sora's go-to combo starters, being able to combo into his aerial moves at low to medium percentages. In particular, its combo into up aerial combo can KO quite early if the opponent does not react correctly. Lastly, dash attack's very large area of effect makes it useful as both a burst option and a [[2 frame punish]]. Although situational, its clean hitbox is nevertheless capable of KOing at very high percentages while near the edge. | Up tilt functions much like {{SSBU|Palutena}}'s equivalent move, as it is a useful anti-air attack that hits multiple times and has overall decent range. Unlike hers, however, Sora's is also useful for setting up combos at low percentages. Down tilt is one of Sora's go-to combo starters, being able to combo into his aerial moves at low to medium percentages. In particular, its combo into up aerial combo can KO quite early if the opponent does not react correctly. Lastly, dash attack's very large area of effect makes it useful as both a burst option and a [[2 frame punish]]. Although situational, its clean hitbox is nevertheless capable of KOing at very high percentages while near the edge. | ||
Sora's smash attacks are serviceable in their own right. Forward smash is the least reliable of his smash attacks due to its startup and ending lag | Sora's smash attacks are serviceable in their own right. Forward smash is the least reliable of his smash attacks due to its startup and ending lag, but it is also the most powerful and can even negate other projectiles (although he is left vulnerable when doing so). Up smash has deceptively good range in front of him, and likewise has strong KO power, being one of the strongest up smashes in the game. Lastly, down smash functions like {{SSBU|Ridley}}, {{SSBU|King K. Rool}} and {{SSBU|Incineroar}}'s equivalent moves, as it involves him hopping before striking the ground. In doing so, he can vault over low profiling attacks, but unlike other moves, the move is also well suited for two-framing since the move's hitbox goes well below him. | ||
Sora's grab game is also fairly good, especially for a swordsman. His standing grab is among the fastest in the game with only 7 frames of startup, and his pummel is among the best in ''Ultimate'' due to its fast speed supplementing its average damage output. Forward throw is unable to KO at realistic percentages, even near ledges, and thus it is mainly used for launching foes offstage. Up throw is also decently powerful and can set opponents up for juggles if they do not DI or react correctly, but does not KO until over 180% for middleweights. In comparison, Sora's back and down throws are much more useful. Back throw is a useful KO option, thanks to it being able to KO middleweights at around 120% near the edge. Down throw is a useful combo starter due to neutral, forward and up aerials being reliable follow-ups, and it can position opponents for juggles and other aerial situations like up throw. | |||
Sora has a useful kit of special moves. His neutral special, [[Magic]], cycles between three attacking spells (Firaga, Thundaga and then Blizzaga), each cycling after the previous one has been utilized. Firaga functions similarly to [[Breegull Blaster]], being able to launch fireballs by repeatedly pressing the attack button | Lastly, Sora has a useful kit of special moves. His neutral special, [[Magic]], cycles between three attacking spells (Firaga, Thundaga and then Blizzaga), each cycling after the previous one has been utilized. Firaga functions similarly to [[Breegull Blaster]], being able to launch fireballs by repeatedly pressing the attack button. After finishing, Firaga transitions to Thundaga, which drops several bolts of lightning that combo into each other. Notably, the last bolt has very strong KO power, making it the only spell that can outright KO reliably. Lastly, Thundaga transitions to Blizzaga, which lacks KO potential but freezes opponents starting at mid to high percentages, allowing him to catch up to deal extra damage. Casting each spell in the air stalls Sora's vertical momentum, allowing him to apply offensive pressure offstage, though Thundaga's lag causes him to fall comparatively faster than the other spells. | ||
Sora's side special, [[Sonic Blade]], functions similarly to [[Quick Attack]]: when it is initiated near an opponent, Sora faces them and performs a dashing thrust; otherwise, he continues to move in the direction the Control Stick is held in. If the special attack button is tapped, Sora dashes forward once, but if directions are continuously inputted, Sora strikes up to three times instead. | Sora's side special, [[Sonic Blade]], functions similarly to [[Quick Attack]]: when it is initiated near an opponent, Sora faces them and performs a dashing thrust; otherwise, he continues to move in the direction the Control Stick is held in. If the special attack button is tapped, Sora dashes forward once, but if directions are continuously inputted, Sora strikes up to three times instead. His up special, Aerial Sweep, functions very similarly to [[Spin Attack]]. However, it does have one key difference: Aerial Sweep propels Sora upward, regardless of whether it is used on the ground or in the air. It can also transition into Sonic Blade if the move input is performed near the jump's apex, which grants Sora a noticeably long-distanced recovery in the process. | ||
Sora's down special, {{b|Counterattack|Sora}}, is actually more than just a simple [[counterattack]]. Rather, it functions as both a counterattack and a [[reflector]], similarly to [[Counter/Reflect Barrier|Counter / Reflect Barrier]], [[Gut Check]], and [[Rebel's Guard / Tetrakarn / Makarakarn]]. Uniquely among said moves, however, is that projectiles that get reflected behind Sora instead of in front of him. While this makes the move ineffective as a direct reflector, it grants him some defense against characters with both reflectors and projectiles (such as {{SSBU|Mario}}, {{SSBU|Mewtwo}}, and {{SSBU|Hero}}). | |||
Sora's | One of Sora's most defining traits across his moveset are the presence of lingering hitboxes. Almost all of Sora's grounded moves and aerials, as well as select specials like Blizzaga, feature an extensive number of active frames, granting Sora a fair degree of safety when it comes to throwing out attacks and intercepting opponents. Many of these attacks also cover a plethora of angles, though they are perhaps most useful for his aerials, as a result of Sora's aforementioned ability to negate his upward momentum through fast falling, being able to cancel his attacks into longer combos or stronger attacks. As a result of these factors, Sora has a number of ways to cover multiple committal ground and aerial recovery options when pushing advantage, in particular sporting a strong edge-trapping game, and in many cases they may be the difference maker between an opponent's survival and them being KO'd. | ||
However, for as many strengths as Sora has, he also has several flaws. His low weight and below-average falling speed make him very susceptible to vertical KOs. Despite his high amount of active attack frames, he has below-average frame data on his moveset, making it hard for him to escape from combos. With all of these factors considered, he is particularly susceptible to wall of pain combos, as he has no realistic ways of defending himself. | |||
Sora's range is also another issue. Despite being a swordsman, the {{iw|khwiki|Kingdom Key}}'s range is among the shortest of any weapon in ''Ultimate''. This leaves Sora at a disadvantage against other fighters who sport disjointed ranges, 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-oriented 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 swordfighters, but to an even larger extent, being tied with Pikachu for one of the worst grab ranges in the entire cast. | |||
Despite Sora's fantastic air game, he is one of the very few characters who does not possess a meteor smash, which is a huge detriment for his KO power given the amount of time he spends juggling opponents in the air. Sora is forced to drag opponents towards the side or upper blast lines instead, whereas a meteor smash would make it much more efficient for him to land KOs. | |||
Sora's | 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 multi-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's aforementioned ineffectiveness against projectiles makes it infeasible for reflected projectiles to KO opponents. Like [[Scintilla]] and Gut Check, it also leaves the area directly behind Sora unprotected. | |||
Overall, Sora's playstyle is reminiscent of {{SSBU|Jigglypuff}} where his light weight and somewhat lackluster direct range force him play very patient in order to get the most out of his combos and strong air game. His ability to reliably edgeguard the majority of the cast alongside his wide array of combo routes give him the potential to KO at very early percentages, however he must be very careful to not overextend or whiff too much as he has the potential to be KO'd at very early percentages. | |||
Overall, Sora's playstyle is reminiscent of {{SSBU|Jigglypuff}} where his light weight and somewhat lackluster direct range force him | |||
==Update history== | ==Update history== | ||
Sora received no major changes in game updates by virtue of being the final [[DLC]] [[fighter]] and the | Sora has received no major changes via in-game updates by virtue of being the final [[DLC]] [[fighter]] and the developers not having enough time to properly observe player behavior and apply any necessary tweaks before sunsetting active development. The only change is in update 13.0.1, where his jab reset animation was changed to match the rest of the cast. | ||
'''{{GameIcon|ssbu}} {{SSBU|13.0.1}}''' | '''{{GameIcon|ssbu}} {{SSBU|13.0.1}}''' | ||
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*Sora has a [[Double jump#Delayed double jumps|special double jump]] that propels him in a floatier, curved trajectory with significantly more height. This trait is shared with {{SSBU|Ness}}, {{SSBU|Mewtwo}}, {{SSBU|Lucas}}, and {{SSBU|Kazuya}}. | *Sora has a [[Double jump#Delayed double jumps|special double jump]] that propels him in a floatier, curved trajectory with significantly more height. This trait is shared with {{SSBU|Ness}}, {{SSBU|Mewtwo}}, {{SSBU|Lucas}}, and {{SSBU|Kazuya}}. | ||
*The [[List of swords#Kingdom Key|Kingdom Key]]'s hits generate a cartoony star effect and a unique hit sound, emulating the {{iw|khwiki|Kingdom Key}}'s hit effects from the ''Kingdom Hearts'' series. The cartoony star effects are carried over for when Sora uses bladed battering items, such as [[Death's Scythe]]'s neutral and dash attacks, as well as all attacks that use the [[Beam Sword]] and [[Killing Edge]]. | *The [[List of swords#Kingdom Key|Kingdom Key]]'s hits generate a cartoony star effect and a unique hit sound, emulating the {{iw|khwiki|Kingdom Key}}'s hit effects from the ''Kingdom Hearts'' series. The cartoony star effects are carried over for when Sora uses bladed battering items, such as [[Death's Scythe]]'s neutral and dash attacks, as well as all attacks that use the [[Beam Sword]] and [[Killing Edge]]. | ||
*Upon Sora landing the final hit in [[Stamina Mode]], a slow | *Upon Sora landing the final hit in [[Stamina Mode]], a slow motion zoom effect occurs that fades the screen to white before the [[Announcer]] says "Game!" This is a callback to the visual effects seen when landing the finishing blow against a major enemy in the ''Kingdom Hearts'' games.<ref name=SakuraiPresents>[https://www.youtube.com/watch?v=L-q6Gz_4Yqc Super Smash Bros.™ Ultimate – Battling with Sora – Nintendo Switch]</ref> If Sora KOs more than one opponent for the final blow, the Announcer will instead say "Game!" much earlier while the slowdown takes place after. | ||
*When Sora holds an [[item]], he holds it and the Kingdom Key in the same stance used during his {{iw|khwiki|Valor Form}} in ''Kingdom Hearts II''. This also changes both his tiptoeing and [[walk]]ing animations to have him hold the Kingdom Key over his shoulder. The animations of Sora's neutral attack, forward tilt, dash attack, and forward smash when holding a battering item resemble various dual wielding attacks from the ''Kingdom Hearts'' series, namely attacks executed in Valor Form. | |||
''For a gallery of Sora's hitboxes, see [[Sora (SSBU)/Hitboxes|here]].'' | ''For a gallery of Sora's hitboxes, see [[Sora (SSBU)/Hitboxes|here]].'' | ||
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|neutral2dmg=2.6% | |neutral2dmg=2.6% | ||
|neutral3dmg=4.2% | |neutral3dmg=4.2% | ||
|neutraldesc=A lunging downward strike, followed by a forward thrust, followed by a spinning outward strike. Unlike other neutral attacks, holding the attack button will automatically transition into the second and third hits. | |neutraldesc=A lunging downward strike, followed by a forward thrust, followed by a spinning outward strike. Unlike other neutral attacks, holding the attack button will automatically transition into the second and third hits. It has moderate startup, as the first hit comes out at frame 5. It also has a hitbox that extends so high above Sora that it can even hit opponents on the lower platforms of {{SSBU|Battlefield}}. This perk also makes it useful for catching jumps. Although it deals respectable damage, the third hit is weak and the move's overall frame data is rather lacking. It resembles the standard attack combo as it appears in [[khwiki:Kingdom Hearts (game)|the original ''Kingdom Hearts'']]. | ||
|ftiltcount=3 | |ftiltcount=3 | ||
|ftiltname= | |ftiltname= | ||
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|ftilt2dmg=3.6% | |ftilt2dmg=3.6% | ||
|ftilt3dmg=6.4% | |ftilt3dmg=6.4% | ||
|ftiltdesc=An upward strike. Part of a 3-hit combo: if tapped or held, he then performs a forward thrust and a lunging downward strike. A bit slower than his neutral attack, but much stronger. Uniquely for a [[natural combo]], the first hit | |ftiltdesc=An upward strike. Part of a 3-hit combo: if tapped or held, he then performs a forward thrust and a lunging downward strike. A bit slower than his neutral attack, but much stronger. Uniquely for a [[natural combo]], the first hit knocks away opponents if it is canceled, but continuing with the second hit allows the rest of the hits to connect. When canceled, the first hit deals more damage and knockback, to the point that it KOs at high percentages while near the edge. Holding the attack button is recommended if the player wishes to use the three hit combo, as tapping is not as consistent and may stop on the first hit. Its first hit heavily resembles the {{iw|khwiki|Slapshot}}. | ||
|utiltname= | |utiltname= | ||
|utiltdmg=0.8% (hits 1-5), 1.2% (hit 6), 4.6% (hit 7) | |utiltdmg=0.8% (hits 1-5), 1.2% (hit 6), 4.6% (hit 7) | ||
|utiltdesc=Twirls the {{iw|khwiki|Kingdom Key}} overhead before catching it. Deals multiple hits, similarly to {{SSBU|Palutena}}'s up tilt. Although its vertical range is lacking, the first hit has a hitbox in front of Sora that launches an opponent into the subsequent hits, similarly to {{SSBU|Sephiroth}}'s up tilt. Its final hit's launching angle and knockback make it reliable for starting combos at low percentages, and decent for setting up aerial pressure beginning at | |utiltdesc=Twirls the {{iw|khwiki|Kingdom Key}} overhead before catching it. Deals multiple hits, similarly to {{SSBU|Palutena}}'s up tilt. Although its vertical range is lacking, the first hit has a hitbox in front of Sora that launches an opponent into the subsequent hits, similarly to {{SSBU|Sephiroth}}'s up tilt. Its final hit's launching angle and knockback make it reliable for starting combos at low percentages, and decent for setting up aerial pressure beginning at mid percentages. It resembles one of Sora's actions when performing the "Reflect" {{iw|khwiki|Reaction Command}} against Final {{iw|khwiki|Xemnas}} in ''{{iw|khwiki|Kingdom Hearts II}}'', the {{iw|khwiki|Tornado}} as it appears in ''{{iw|khwiki|Kingdom Hearts Re:Chain of Memories}}'', and the {{iw|khwiki|Chain Rave}}. | ||
|dtiltname= | |dtiltname= | ||
|dtiltdmg=5.2% | |dtiltdmg=5.2% | ||
|dtiltdesc=A kneeling inward swipe. Alongside down throw, it is one of Sora's most reliable combo starters. At low percentages, it can combo into neutral attack, forward | |dtiltdesc=A kneeling inward swipe. Alongside down throw, it is one of Sora's most reliable combo starters. At low percentages, it can combo into neutral attack, forward and up tilts, and forward and up smashes depending on DI. At mid to high percentages, it can combo into neutral, forward and up aerials. Its up smash combo is able to connect until KO percentages, though this can be avoided with inward DI. | ||
|dashname= | |dashname= | ||
|dashdmg=9.6% (clean), 7.6% (mid), 7.2% (late) | |dashdmg=9.6% (clean), 7.6% (mid), 7.2% (late) | ||
|dashdesc=A modified [[Wikipedia:Dropkick#Baseball slide|baseball slide]]. | |dashdesc=A modified [[Wikipedia:Dropkick#Baseball slide|baseball slide]]. Travels a good distance, which makes it effective both as a burst option and as a [[2 frame punish]]. Although situational, its clean hit can KO at very high percentages while near the edge. It heavily resembles the {{iw|khwiki|Sliding Dash}} as it appears in ''{{iw|khwiki|Kingdom Hearts Final Mix}}''. | ||
|fsmashname= | |fsmashname= | ||
|fsmashdmg={{ChargedSmashDmgSSBU|15.4}} (clean), {{ChargedSmashDmgSSBU|13.8}} (late) | |fsmashdmg={{ChargedSmashDmgSSBU|15.4}} (clean), {{ChargedSmashDmgSSBU|13.8}} (late) | ||
|fsmashdesc=A lunging, outward strike. Compared to the rest of Sora's moveset, it is very strong, thus making it a go-to finisher. Like {{SSBU|Toon Link}}'s forward smash, its range can be rather misleading; in Sora's case, it is because the clean hit lasts for only 2 frames, and its hitboxes have very mediocre horizontal range. KOs Mario at 74% at the edge. | |fsmashdesc=A lunging, outward strike. Compared to the rest of Sora's moveset, it is very strong, thus making it a go-to finisher. Like {{SSBU|Toon Link}}'s forward smash, its range is can be rather misleading; in Sora's case, it is because the clean hit lasts for only 2 frames, and its hitboxes have very mediocre horizontal range. KOs Mario at 74% at the edge. | ||
|usmashname= | |usmashname= | ||
|usmashdmg={{ChargedSmashDmgSSBU|0.6}} (hit 1), {{ChargedSmashDmgSSBU|14.6}} (hit 2) | |usmashdmg={{ChargedSmashDmgSSBU|0.6}} (hit 1), {{ChargedSmashDmgSSBU|14.6}} (hit 2) | ||
|usmashdesc=An upward thrust that emits a | |usmashdesc=An upward thrust that emits a flash of light at the tip of the Kingdom Key. Like up tilt, it has a hitbox in front of Sora that launches opponents into the main hit. However, this hitbox cannot hit prone opponents. The second hit is quite large and has a sweetspot at the tip of the Kingdom Key that deals more knockback. As a trade-off, the second hit does not have much horizontal range. In addition to having decent startup, hitting at frame 11, it is among the stronger up smashes in the game, KOing Mario at 100% from ground level, though it does possess considerable ending lag. It resembles the {{iw|khwiki|Magic Flash}}. | ||
|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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|nair2dmg={{ShortHopDmgSSBU|3.5}} | |nair2dmg={{ShortHopDmgSSBU|3.5}} | ||
|nair3dmg={{ShortHopDmgSSBU|6.8}} | |nair3dmg={{ShortHopDmgSSBU|6.8}} | ||
|nairdesc=A somersaulting strike. Part of a 3-hit combo: if tapped or held, he then performs an upward strike and a downward strike. Each hit causes him to float slightly, similarly to {{SSBU|Bayonetta}}'s forward aerial. The first hitbox has a wide, lasting hitbox, allowing it to be used out of a short hop to initiate aerial combos. While the first hit reaches all the way behind Sora, the back hit | |nairdesc=A somersaulting strike. Part of a 3-hit combo: if tapped or held, he then performs an upward strike and a downward strike. Each hit causes him to float slightly, similarly to {{SSBU|Bayonetta}}'s forward aerial. The first hitbox has a wide, lasting hitbox, allowing it to be used out of a short hop to initiate aerial combos. While the first hit reaches all the way behind Sora, the back hit does not chain properly into the second and third hits. Falling during either the first or second hit allows Sora to extend his combo using other moves, including forward smash for a KO combo at around 100%. Hitting all three hits usually requires Sora to stay in place, as the opponent may fall out if he drifts forward. Repeatedly using the first two hits can let Sora constantly juggle an opponent offstage, and thus exhaust their recovery options. Its first hit resembles the {{iw|khwiki|Air Spiral}}. | ||
|faircount=3 | |faircount=3 | ||
|fairname= | |fairname= | ||
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|fair2dmg={{ShortHopDmgSSBU|4}} | |fair2dmg={{ShortHopDmgSSBU|4}} | ||
|fair3dmg={{ShortHopDmgSSBU|6.8}} | |fair3dmg={{ShortHopDmgSSBU|6.8}} | ||
|fairdesc=A downward strike. Part of a 3-hit combo: if tapped or held, he then performs an upward strike and a somersaulting strike. Each hit causes him to float slightly, similarly to Bayonetta's forward aerial. Falling during the first two hits allow Sora to extend his combo using other moves. Hitting all | |fairdesc=A downward strike. Part of a 3-hit combo: if tapped or held, he then performs an upward strike and a somersaulting strike. Each hit causes him to float slightly, similarly to Bayonetta's forward aerial. Falling during the first two hits allow Sora to extend his combo using other moves. Hitting all three hits usually requires Sora to drift forward; this property easily allows it to drag opponents near the side blast lines. The third hit deals decent diagonal knockback, making it extremely effective as an offstage finisher. The first hit can be canceled by fast falling, which can combo into forward smash for a KO combo at around 100%. | ||
|bairname= | |bairname= | ||
|bairdmg={{ShortHopDmgSSBU|13.2}} | |bairdmg={{ShortHopDmgSSBU|13.2}} | ||
|bairdesc=Turns around to perform an outward strike. Its respectable damage output and decent knockback make it a useful KO option, as it KOs Mario at 104% at the edge. Its relatively low landing lag also allows it to be used for a [[wall of pain]] in some situations. | |bairdesc=Turns around to perform an outward strike. Its respectable damage output and decent knockback make it a useful KO option, as it KOs Mario at 104% at the edge. Its relatively low landing lag also allows it to be used for a [[wall of pain]] in some situations. | ||
|uairname= | |uairname= | ||
|uairdmg={{ShortHopDmgSSBU|12.2}} | |uairdmg={{ShortHopDmgSSBU|12.2}} | ||
|uairdesc= | |uairdesc=A backflipping, upward arcing strike. It has surprisingly high knockback, making it a strong KO option especially due to Sora's high aerial mobility, and allows it to KO out of a down throw or down tilt. Its hitbox remains active until the very end of the strike, similarly to {{SSBU|Roy}}'s up aerial. When coupled with its relatively low landing lag, its final frames can reliably and quite easily initiate combos while Sora is falling, such as into Aerial Sweep. | ||
|dairname=Hurricane Blast<ref name=SakuraiPresents/> ({{ja|ハリケーンピリオド|Harikēn Piriodo}}, ''Hurricane Period'') | |dairname=Hurricane Blast<ref name=SakuraiPresents/> ({{ja|ハリケーンピリオド|Harikēn Piriodo}}, ''Hurricane Period'') | ||
|dairdmg={{ShortHopDmgSSBU|9.8}} (hit), 5.5% (landing) | |dairdmg={{ShortHopDmgSSBU|9.8}} (hit), 5.5% (landing) | ||
|dairdesc=[[khwiki:Hurricane Winder| | |dairdesc=[[khwiki:Hurricane Winder|A buzzsaw-like series of slashes performed by backflipping repeatedly with the Kingdom Key in tow]]. 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 edgeguarding 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) | ||
|fthrowdesc=Swings the Kingdom Key downward teeth-first. | |fthrowdesc=Swings the Kingdom Key downward teeth-first, bouncing the opponent in front of him. KOs Mario at 200% at the edge, which makes it better suited for creating space and setting up edgeguards. | ||
|bthrowname= | |bthrowname= | ||
|bthrowdmg=11.8% (throw), 7.6% (collateral) | |bthrowdmg=11.8% (throw), 7.6% (collateral) | ||
|bthrowdesc=A [[wikipedia:Professional wrestling throws#Giant swing|giant swing]]. It can deal collateral damage to bystanders and | |bthrowdesc=A [[wikipedia:Professional wrestling throws#Giant swing|giant swing]]. It can deal collateral damage to bystanders and acts like most other back throws, being an effective KO option at reasonable percentages. It KOs Mario at 120% near the edge. It heavily resembles the {{iw|khwiki|Blow-off}}, and vaguely resembles the second portion of the "Merge" Reaction Command from ''{{iw|khwiki|Kingdom Hearts II Final Mix}}''. | ||
|uthrowname= | |uthrowname= | ||
|uthrowdmg=6.8% | |uthrowdmg=6.8% | ||
|uthrowdesc=Heaves the opponent upward with his free hand. KOs Mario at 182% | |uthrowdesc=Heaves the opponent upward with his free hand. KOs Mario at 182%, which makes it better suited for initiating juggles. It can also start reaction-based combos at low percentages, though these are not guaranteed. It resembles the first portion of the "Merge" Reaction Command from ''Kingdom Hearts II Final Mix''. | ||
|dthrowname= | |dthrowname= | ||
|dthrowdmg=4.6% | |dthrowdmg=4.6% | ||
|dthrowdesc=A one-handed body slam. Alongside down tilt, it is one of Sora's most reliable combo starters. It can combo into aerials at various | |dthrowdesc=A one-handed body slam. Alongside down tilt, it is one of Sora's most reliable combo starters. It can combo into aerials at various percents, and even dashing up smash at low percentages. It vaguely resembles the "Fail-Safe" Reaction Command in ''Kingdom Hearts II''. | ||
|floorfname= | |floorfname= | ||
|floorfdmg=7% | |floorfdmg=7% | ||
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|nsname=Magic | |nsname=Magic | ||
|nsdmg=Firaga: 5.6% (clean), 5.2% (mid), 4.8% (late)<br/>Thundaga: 5.2% (each hit)<br/>Blizzaga: 2.4%/3.6% (particle), 1.8% (melee) | |nsdmg=Firaga: 5.6% (clean), 5.2% (mid), 4.8% (late)<br/>Thundaga: 5.2% (each hit)<br/>Blizzaga: 2.4%/3.6% (particle), 1.8% (melee) | ||
|nsdesc=Casts | |nsdesc=Casts one of three different magic spells in sequence: {{iw|khwiki|Firaga}}, {{iw|khwiki|Thundaga}} and {{iw|khwiki|Blizzaga}}, with each use cycling through the spells in the list according to the command icon above his [[damage meter]]. The spell list does not reset upon Sora being KO'd, and each first midair use of each spell causes Sora to stall his descent, allowing for a maximum of three stalls before landing. Firaga is a fireball that moves horizontally, which can be tapped to fire continuously, and acts as a conventional projectile, though it does not have high knockback and doesn't travel very far. It is also capable of [[lock]]ing. Fire also has high hitstun and relatively low ending lag, allowing it to be used as part of combos. Thundaga generates three descending thunderbolts in front of Sora one at a time, which can combo into each other; they cover less distance in the air but are very effective for edgeguarding or coverage in front of Sora due to their vertical coverage and proximity to one another. The final bolt KOs Mario at the ledge at 155%, though it can potentially KO significantly earlier offstage if the victim is hit by the upper half of the first two bolts. Blizzaga fires a stream of short-ranged ice crystals similarly to [[Blizzard]], which has a very high chance of freezing opponents and granting an opening, even if only one segment of the attack connects. All three moves are counted as energy [[projectile]]s, and can thus be [[absorb]]ed, [[reflect]]ed and [[Pocket]]ed. However, all Pocketed versions are difficult to use, since they are either weak or possess vertical hitboxes. Blizzaga can also combo into Aerial Sweep and KO around 120%. | ||
|ssname=Sonic Blade | |ssname=Sonic Blade | ||
|ssdmg=5.2% (hit 1, lock-on hits 2-3), 3% (free aim hits 2-3) | |ssdmg=5.2% (hit 1, lock-on hits 2-3), 3% (free aim hits 2-3) | ||
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|dspage=Counterattack (Sora) | |dspage=Counterattack (Sora) | ||
|dsdmg=9% (minimum), 1.5× (counter) 1.4× (reflection) | |dsdmg=9% (minimum), 1.5× (counter) 1.4× (reflection) | ||
|dsdesc=[[khwiki:Counterattack|Parries]] and then [[counterattack]]s any incoming attacks with an upward strike. Against non-projectile attacks, Sora briefly rears back while the victim is momentarily thrown off balance in the form of their [[grab release]] animation (similarly to [[Blade Counter]]) before he retaliates with the upward swing. Against projectiles, Sora immediately retaliates and reflects the projectile with a 1.4× damage multiplier. However, it is unique as it deflects projectiles behind him, meaning it is mainly used to negate projectiles in 1-on-1 situations unless the opponent is close enough to get hit by the Kingdom Key's strike. Like [[Gut Check]] and [[Scintilla]], the counter detection for Counterattack is placed in front of Sora, which can leave him vulnerable to attacks from behind. However, unlike those moves, Counterattack does not check for the direction of the attack | |dsdesc=[[khwiki:Counterattack|Parries]] and then [[counterattack]]s any incoming attacks with an upward strike. Against non-projectile attacks, Sora briefly rears back while the victim is momentarily thrown off balance in the form of their [[grab release]] animation (similarly to [[Blade Counter]]) before he retaliates with the upward swing. Against projectiles, Sora immediately retaliates and reflects the projectile with a 1.4× damage multiplier. However, it is unique as it deflects projectiles behind him, meaning it is mainly used to negate projectiles in 1-on-1 situations unless the opponent is close enough to get hit by the Kingdom Key's strike. Like [[Gut Check]] and [[Scintilla]], the counter detection for Counterattack is placed in front of Sora, which can leave him vulnerable to attacks from behind. However, unlike those moves, Counterattack does not check for the direction of the attack, meaning that hitboxes that reach the detection box from behind can still trigger counterattack and will cause Sora to automatically turn around. The counterattack staggering enemies is a reference to gaining a {{iw|khwiki|Tech Point}} when {{iw|khwiki|Guard}}ing in the original ''Kingdom Hearts''. | ||
|fsname=Sealing the Keyhole | |fsname=Sealing the Keyhole | ||
|fsdmg=16% (initial | |fsdmg=16% (initial), 24% (cutscene), 10% (throw) | ||
|fsdesc=Fires a beam | |fsdesc=Fires a beam from the tip of the Kingdom Key that summons a huge {{iw|khwiki|Keyhole}}. Anyone trapped inside is locked behind by a ''Super Smash Bros.'' variant of the {{iw|khwiki|Door to Darkness}}, and Sora seals the Keyhole with the same beam, causing the Door to explode. Any opponents whose damage has accumulated to 100% by the time the explosion occurs is automatically KO'd. | ||
}} | }} | ||
===[[On-screen appearance]]=== | ===[[On-screen appearance]]=== | ||
*{{iw|khwiki|Glide}}s in from the background, lands, and hops happily while hoisting the Kingdom Key in the air before assuming his battle stance. | *{{iw|khwiki|Glide}}s in from the background, lands, and hops happily while hoisting the Kingdom Key in the air before assuming his battle stance. | ||
<gallery> | <gallery> | ||
SoraOnScreenAppearanceSSBU.gif|Sora's on-screen appearance | SoraOnScreenAppearanceSSBU.gif|Sora's on-screen appearance | ||
</gallery> | </gallery> | ||
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===[[Idle pose]]s=== | ===[[Idle pose]]s=== | ||
*Twirls the Kingdom Key around, adjusting his hands as necessary to hold it again. | *Twirls the Kingdom Key around, adjusting his hands as necessary to hold it again. | ||
*Looks around, referencing how he looks around when engaged in combat in the ''Kingdom Hearts'' | *Looks around, referencing how he looks around when engaged in combat in the ''Kingdom Hearts'' games, more specifically in ''Kingdom Hearts II'' and ''{{iw|khwiki|Kingdom Hearts III}}''. | ||
<gallery> | <gallery> | ||
SSBUSoraIdle1.gif|Sora's first idle pose | SSBUSoraIdle1.gif|Sora's first idle pose | ||
SSBUSoraIdle2.gif|Sora's second idle pose | SSBUSoraIdle2.gif|Sora's second idle pose | ||
</gallery> | </gallery> | ||
===[[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" | |||
|- | |||
!{{{name|}}} | |||
!Cheer (English) | |||
!Cheer (Japanese/Chinese) | |||
!Cheer (Italian) | |||
!Cheer (Dutch) | |||
!Cheer (French) | |||
|- | |||
! scope="row"|Cheer | |||
|[[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 | |||
|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" | {| class="wikitable" border="1" cellpadding="4" cellspacing="1" | ||
|- | |- | ||
!{{{name|}}} | !{{{name|}}} | ||
!Cheer ( | !Cheer (German) | ||
!Cheer (Spanish) | |||
!Cheer (Russian) | |||
!Cheer (Korean) | |||
|- | |- | ||
! scope="row"|Cheer | ! scope="row"|Cheer | ||
|[[File:Sora Cheer SSBU.ogg|center]] | |[[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 | ! scope="row"|Description | ||
|Soooo - ra! | |Soooo - ra! || Soooo - ra! || Soooo - ra! || Soooo - ra! | ||
|} | |} | ||
</div> | |||
</div> | |||
===[[Victory pose]]s=== | ===[[Victory pose]]s=== | ||
*'''Left:''' Hops while raising his fist in the air, similarly to his down taunt. Upon landing, he spins the Kingdom Key around, and then rests it on his shoulder while saying "Yes." ({{ja|良し|Yoshi}}, ''Alright.'') This is similar to one of his victory animations when he wins a round in one of the cups from the {{iw|khwiki|Olympus Coliseum}} area in the original ''Kingdom Hearts'', which in turn resembles [[Cloud Strife]]'s victory animation in ''Final Fantasy VII''. The pose at the end is similar to the one he assumes in [[:File:Sora KH1.png|Tetsuya Nomura's artwork]] from ''Kingdom Hearts'' and, by extension, his P1/P5 fighter renders. Uniquely, if Sora uses his Timeless River | *'''Left:''' Hops while raising his fist in the air, similarly to his down taunt. Upon landing, he spins the Kingdom Key around, and then rests it on his shoulder while saying "Yes." ({{ja|良し|Yoshi}}, ''Alright.'') This is similar to one of his victory animations when he wins a round in one of the cups from the {{iw|khwiki|Olympus Coliseum}} area in the original ''Kingdom Hearts'', which in turn resembles [[Cloud Strife]]'s victory animation in ''Final Fantasy VII''. The pose at the end is similar to the one he assumes in [[:File:Sora KH1.png|Tetsuya Nomura's artwork]] from ''Kingdom Hearts'' and, by extension, his P1/P5 fighter renders. Uniquely, if Sora uses his Timeless River render, he'll briefly close his eyes after resting his Kingdom Key on his shoulder. | ||
*'''Up:''' Swings the Kingdom Key forward once, then twirls it while turning around before resting it on his shoulder while showing his back toward the screen. This is also another one of his victory animations in the Coliseum, which in turn references {{iw|khwiki|Squall Leonhart}}'s victory pose in ''Final Fantasy VIII''. | *'''Up:''' Swings the Kingdom Key forward once, then twirls it while turning around before resting it on his shoulder while showing his back toward the screen. This is also another one of his victory animations in the Coliseum, which in turn references {{iw|khwiki|Squall Leonhart}}'s victory pose in ''Final Fantasy VIII''. | ||
*'''Right:''' Thrusts the Kingdom Key forward and turns it (as if locking/unlocking something), then quickly spins it around and points it upward while holding it with both hands. This slightly resembles the summoning animations in ''Kingdom Hearts''. | *'''Right:''' Thrusts the Kingdom Key forward and turns it (as if locking/unlocking something), then quickly spins it around and points it upward while holding it with both hands. This slightly resembles the summoning animations in ''Kingdom Hearts''. | ||
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==In [[competitive play]]== | ==In [[competitive play]]== | ||
Despite his recent release, Sora has already seen some notable results including {{Sm|Zackray}} winning {{Trn|Kagaribi 5}} with the character and {{Sm|Light|p=Connecticut}} has also used him to defeat other top players such as {{Sm|LingLing}}. Though time will tell how he fares in the long run, this has allowed him garner positive competitive reception early on. | |||
===Most historically significant players=== | ===Most historically significant players=== | ||
<!--This character has a | <!--This character has a five player limit for this section. It will be increased to ten on October 18th, 2022, a year after Sora's release. Before adding and/or removing a player, read these guidelines: https://www.ssbwiki.com/SmashWiki:Notability#%22Most_historically_significant_players%22_guidelines --> | ||
''See also: [[:Category:Sora professionals (SSBU)]]'' | |||
''There are currently no historically significant Sora players.'' | |||
=={{SSBU|Classic Mode}}: The Light That Clears the Darkness== | =={{SSBU|Classic Mode}}: The Light That Clears the Darkness== | ||
[[File:SSBU Congratulations Sora.png|thumb|Sora's congratulations screen.]] | [[File:SSBU Congratulations Sora.png|thumb|Sora's congratulations screen.]] | ||
Sora's route mostly consists of stamina battles against opponents based on various antagonists from the ''Kingdom Hearts'' series. | |||
{|class="wikitable" style="text-align:center" | {|class="wikitable" style="text-align:center" | ||
!Round!!Opponent!!Stage!!Music!!Notes | !Round!!Opponent!!Stage!!Music!!Notes | ||
|- | |- | ||
|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. | |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. Player: 100 HP. CPUs: 50 HP.<br>The fighters represent the two battles against {{iw|khwiki|Riku}} at {{iw|khwiki|Hollow Bastion}}, 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 | |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>Player: 100 HP. The normal-sized Mr. Game & Watches have 20 HP, the large ones have 50, and the giant one has 70.<br>The Mr. Game & Watches represent {{iw|khwiki|Shadow}}, {{iw|khwiki|Neoshadow}}, and {{iw|khwiki|Invisible}} Heartless. | ||
|- | |- | ||
|3||{{CharHead|Cloud|SSBU|hsize=20px|color=Advent}}||[[Coliseum]]||''{{SSBUMusicLink|Kingdom Hearts|Shrouding Dark Cloud}}''||Stamina battle. | |3||{{CharHead|Cloud|SSBU|hsize=20px|color=Advent}}||[[Coliseum]]||''{{SSBUMusicLink|Kingdom Hearts|Shrouding Dark Cloud}}''||Stamina battle. 100 HP.<br>The battle references Sora's own battle against {{iw|khwiki|Cloud}} at the Olympus Coliseum in the original ''Kingdom Hearts''. Cloud's alternate costume is that of his attire 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. | |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. Player: 100 HP. CPUs: 50 HP.<br>The battle reflects 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 Kalos Pokémon League resembles {{iw|khwiki|Castle Oblivion}}, where the game primarily takes place. | ||
|- | |- | ||
|5||Giant {{CharHead|Ganondorf|SSBU|hsize=20px|color=White}}||[[Find Mii]] ([[Ω form]])||''{{SSBUMusicLink|Kingdom Hearts|Destiny's Force}}''||Stamina battle. | |5||Giant {{CharHead|Ganondorf|SSBU|hsize=20px|color=White}}||[[Find Mii]] ([[Ω form]])||''{{SSBUMusicLink|Kingdom Hearts|Destiny's Force}}''||Stamina battle. 100 HP.<br>Giant Ganondorf represents the {{iw|khwiki|Darkside}} Heartless boss fight at the destruction of {{iw|khwiki|Destiny Islands}}, which is further referenced by the music being Destiny's Force like in the original ''Kingdom Hearts''. This alternate costume of Ganondorf also vaguely resembles {{iw|khwiki|Xehanort}}, the white-haired overarching antagonist of the [[khwiki:Kingdom Hearts (series)|''Kingdom Hearts'' series]], with Find Mii resembling the Keyblade Graveyard where he is fought in ''Birth by Sleep'' and ''Kingdom Hearts III''. | ||
|- | |- | ||
|6||Metal {{ | |6||Metal {{Head|Sora|g=SSBU|s=20px}} Sora||Hollow Bastion (Dive to the Heart, Sora's Station)||''{{SSBUMusicLink|Kingdom Hearts|Destati}}''||Stamina battle. 100 HP.<br>The battle represents Riku's battle against the {{iw|khwiki|Armored Ventus Nightmare}} from ''{{iw|khwiki|Kingdom Hearts 3D: Dream Drop Distance}}''. The Metal Sora reflects how {{iw|khwiki|Ventus}}' {{iw|khwiki|Keyblade Armor}} protected him before being turned into a {{iw|khwiki|Nightmare}}. The CPU will always have the default costume regardless of what costume the player has. | ||
|- | |- | ||
|colspan="5"|[[Bonus Stage]] | |colspan="5"|[[Bonus Stage]] | ||
|- | |- | ||
|Final||{{SSBU|Master Hand}} and {{SSBU|Crazy Hand}}||{{SSBU|Final Destination}}||''{{SSBUMusicLink|Kingdom Hearts|Destati}}'' ||Both Hands are fought | |Final||{{SSBU|Master Hand}} and {{SSBU|Crazy Hand}}||{{SSBU|Final Destination}}||''{{SSBUMusicLink|Kingdom Hearts|Destati}}'' ||Both Hands are fought in any difficulty. <!--Please DO NOT add a description of what the Hands represent unless you have a reliable source for the claim. SmashWiki is not speculative.--> | ||
|} | |} | ||
Note: Every stage plays a track from the ''Kingdom Hearts'' universe, no matter what universe the stage originates from. | |||
[[Credits]] roll after completing Classic Mode. Completing it as Sora has ''{{SSBUMusicLink|Kingdom Hearts|Blast Away! -Gummi Ship II-}}'' accompany the credits, in reference to the Gummi Ship sections in the | [[Credits]] roll after completing Classic Mode. Completing it as Sora has ''{{SSBUMusicLink|Kingdom Hearts|Blast Away! -Gummi Ship II-}}'' accompany the credits, in reference to the Gummi Ship sections in the franchise. | ||
{{clr}} | {{clr}} | ||
==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}} | ||
==[[Spirit]]s== | ==[[Spirit]]s== | ||
Sora's default fighter spirit can be obtained by completing {{SSBU|Classic Mode}} | Sora's default fighter spirit can be obtained by completing {{SSBU|Classic Mode}}. It is also available periodically for purchase in the shop for 300 Gold, but only after Sora has been downloaded. Unlocking Sora in World of Light allows the player to preview the first spirit below in the Spirit List under the name "???". As a fighter spirit, it cannot be used in Spirit Battles and is purely aesthetic. His ''Kingdom Hearts II'', ''Kingdom Hearts 3D: Dream Drop Distance'', ''Kingdom Hearts III'', and Timeless River outfits have fighter spirits of their own, available through the shop. Each fighter spirit has an alternate version that replaces them with their artwork in ''Ultimate''. | ||
<center> | <center> | ||
Line 331: | Line 292: | ||
</center> | </center> | ||
==In Spirit | ==In Spirit battles== | ||
===As the main opponent=== | ===As the main opponent=== | ||
{|class="wikitable sortable" style="width:100%;" | {|class="wikitable sortable" style="width:100%;" | ||
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|- | |- | ||
|1,507 | |1,507 | ||
|{{SpiritTableName|Roxas | |{{SpiritTableName|Roxas|size=64}} | ||
|''KINGDOM HEARTS'' Series | |''KINGDOM HEARTS'' Series | ||
|•{{SSBU|Sora}} {{Head|Sora|g=SSBU|s=20px|cl=White}} (160 HP) | |•{{SSBU|Sora}} {{Head|Sora|g=SSBU|s=20px|cl=White}} (160 HP) | ||
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|- | |- | ||
|1,511 | |1,511 | ||
|{{SpiritTableName|Ventus | |{{SpiritTableName|Ventus|size=64}} | ||
|''KINGDOM HEARTS'' Series | |''KINGDOM HEARTS'' Series | ||
|•{{SSBU|Sora}} {{Head|Sora|g=SSBU|s=20px|cl=White}} (100 HP)<br>•{{SSBU|Dark Samus}} {{Head|Dark Samus|g=SSBU|s=20px|cl=Red}} (80 HP) | |•{{SSBU|Sora}} {{Head|Sora|g=SSBU|s=20px|cl=White}} (100 HP)<br>•{{SSBU|Dark Samus}} {{Head|Dark Samus|g=SSBU|s=20px|cl=Red}} (80 HP) | ||
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|- | |- | ||
|1,506 | |1,506 | ||
|{{SpiritTableName|Kairi| | |{{SpiritTableName|Kairi||size=64}} | ||
|''KINGDOM HEARTS'' Series | |''KINGDOM HEARTS'' Series | ||
|•{{SSBU|Daisy}} {{Head|Daisy|g=SSBU|s=20px|cl=Purple}}<br>•{{SSBU|Sora}} {{Head|Sora|g=SSBU|s=20px}} | |•{{SSBU|Daisy}} {{Head|Daisy|g=SSBU|s=20px|cl=Purple}}<br>•{{SSBU|Sora}} {{Head|Sora|g=SSBU|s=20px}} | ||
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<gallery> | <gallery> | ||
Sora Is Finally Here.png|Sora's splash art. | Sora Is Finally Here.png|Sora's splash art. | ||
Sora unlock notice SSBU.jpg|Sora's unlock notice after downloading him from the Nintendo eShop. | |||
Sora unlock notice SSBU.jpg|Sora's unlock notice after downloading him from the | |||
Sora Trailer.png|Sora shaking hands with {{SSBU|Mario}} in front of the fiery [[Super Smash Bros. logo|''Super Smash Bros.'' logo]]. | Sora Trailer.png|Sora shaking hands with {{SSBU|Mario}} in front of the fiery [[Super Smash Bros. logo|''Super Smash Bros.'' logo]]. | ||
SSBUStainedGlass01.jpg|Sora's Station of Awakening. | SSBUStainedGlass01.jpg|Sora's Station of Awakening. | ||
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==Trivia== | ==Trivia== | ||
*Sora's | *Sora's internal codename is "trail", possibly referencing his status as the last fighter in ''Super Smash Bros. Ultimate''. | ||
*Sora | *According to [[Masahiro Sakurai]], Sora was the actual winner of the [[Smash Bros. Fighter Ballot]], aligning with the statement that {{SSB4|Bayonetta}} was the winner among "realizable and negotiable characters."<ref name=SakuraiPresents/> | ||
**Sakurai also revealed that Sora's inclusion was made possible thanks to an encounter with a representative of [[Disney]] at a "certain game awards venue" (possibly the 2019 Tokyo Game Show, though the interview does not mention it by name). As a result, the number of fighters in Fighters Pass Vol. 2 was increased from five to six to accommodate his addition.<ref>{{cite web|url=https://twitter.com/PushDustIn/status/1450855103473143809|title=PushDustIn on Twitter: "But, one day an opportunity came through. At a certain award venue, Sakurai had the chance to meet with a Disney representative. They said it would be great if Sora could get in!"}}</ref> | |||
***Coincidentally, the ''Kingdom Hearts'' series itself was kickstarted by a near-identical circumstance, as Shinji Hashimoto was able to pitch the idea of a crossover to Disney by stepping into an elevator with a Disney executive.<ref>[https://www.dualshockers.com/kingdom-hearts-3-shinji-hashimoto-fan-message/ Kingdom Hearts 3 Executive Producer Shinji Hashimoto Shares a Heartfelt Message to Fans at Launch]</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> | *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> | ||
<!--Do not add the references to the KH series that are present in Sora's trailer. Those are already covered on the "List of Super Smash Bros. Ultimate character trailers" page--> | |||
*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 | **Sora on [[Tortimer Island]] is a reference to his birthplace, the {{iw|khwiki|Destiny Islands}}. | ||
**Sora attacking [[Metal Face]] references the {{iw|khwiki|Guard Armor}}, a recurring {{iw|khwiki|Heartless}} boss. | **Sora attacking [[Metal Face]] references the {{iw|khwiki|Guard Armor}}, a recurring {{iw|khwiki|Heartless}} boss. | ||
**Sora fighting {{SSBU|Sephiroth}} | **Sora fighting {{SSBU|Sephiroth}} in [[Coliseum]] references their encounter in the {{iw|khwiki|Olympus Coliseum}}. However, Sora is wearing his ''Kingdom Hearts II'' outfit in the picture despite only fighting Sephiroth at the Olympus Coliseum in the original ''Kingdom Hearts''. | ||
**Sora standing next to {{SSBU|Duck Hunt}} references his allies {{iw|khwiki|Goofy}} and {{iw|khwiki|Donald Duck}}, who are also a dog and duck duo. | **Sora standing next to {{SSBU|Duck Hunt}} references his allies {{iw|khwiki|Goofy}} and {{iw|khwiki|Donald Duck}}, who are also a dog and duck duo. | ||
**Sora waking up next to {{SSBU|Jigglypuff}} is a reference to {{iw|khwiki|Meow Wow}}, a balloon-like monster known as a {{iw|khwiki|Dream Eater}} that features the characteristics of both a cat and a dog. Meow Wow was Sora's first companion in ''Kingdom Hearts 3D: Dream Drop Distance'', and even returned as a {{iw|khwiki|Summon}} in ''Kingdom Hearts III'', | ***Sora waking up next to {{SSBU|Jigglypuff}} is a reference to {{iw|khwiki|Meow Wow}}, a balloon-like monster known as a {{iw|khwiki|Dream Eater}} that features the characteristics of both a cat and a dog. Meow Wow was Sora's first companion in ''Kingdom Hearts 3D: Dream Drop Distance'', and even returned as a {{iw|khwiki|Summon}} in ''Kingdom Hearts III''. | ||
**Sora and {{SSBU|Link}} fighting each other while they each wield two swords is a reference to {{iw|khwiki|Roxas}}, who frequently wields two {{iw|khwiki|Keyblade}}s. The image specifically references their battle at the {{iw|khwiki|Station of Serenity}}. | |||
*Sora's various animations hold references to the ''Kingdom Hearts'' series as well: | *Sora's various animations hold references to the ''Kingdom Hearts'' series as well: | ||
**He hovers above the ground while [[dash]]ing, which is similar to his {{iw|khwiki|Glide}} ability | **He hovers above the ground while [[dash]]ing, which is similar to his {{iw|khwiki|Glide}} ability. | ||
** | **When holding [[crate]]s, he holds them above his head, as he does when carrying [[khwiki:Props|crates and barrels]] in the original ''Kingdom Hearts''. | ||
**His swimming and ladder climbing animations are effectively carried over from the original ''Kingdom Hearts''. | **His swimming and ladder climbing animations are effectively carried over from the original ''Kingdom Hearts''. | ||
**When holding one-handed [[item]]s, his stance changes so that he holds the Kingdom Key with his raised right arm and the item in his left, while tapping his left foot, resembling his {{iw|khwiki|Valor Form}}'s battle stance. Both his tiptoeing and [[walk]]ing animations are altered to match. | **When holding one-handed [[item]]s, his stance changes so that he holds the Kingdom Key with his raised right arm and the item in his left, while tapping his left foot, resembling his {{iw|khwiki|Valor Form}}'s battle stance. Both his tiptoeing and [[walk]]ing animations are altered to match. | ||
**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''. | ||
*{{SSBU|Mario}} tossing the {{iw|khwiki|Kingdom Key}} to summon Sora and both of them shaking hands 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 | |||
**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> | ||
*Sora's reveal trailer has different lip syncing between the English and Japanese versions. When he flies by the camera to chuckle in the Japanese version, [https://www.youtube.com/watch?v=Jqhp4M1lMTw&t=121s his mouth is already open]. In the English version, [https://www.youtube.com/watch?v=82Q2XTJ8jWk&t=121s he grins before chuckling]. This goes along with the lip | *Sora's reveal trailer has different lip syncing between the English and Japanese versions. When he flies by the camera to chuckle in the Japanese version, [https://www.youtube.com/watch?v=Jqhp4M1lMTw&t=121s his mouth is already open]. In the English version, [https://www.youtube.com/watch?v=82Q2XTJ8jWk&t=121s he grins before chuckling]. This goes along with the lip syncing changes in most English versions of ''Kingdom Hearts''. | ||
*Each of Sora's official renders resemble his official artworks from each respective iteration of ''Kingdom Hearts''. Said renders are also used for his fighter spirits. | *Each of Sora's official renders resemble his official artworks from each respective iteration of ''Kingdom Hearts''. Said renders are also used for his fighter spirits. | ||
** | *Sora's fighter tagline, "Sora Is Finally Here!", is a reference to both his massive and long-term popularity as a fighter candidate, and his status as the final fighter of ''Ultimate''{{'}}s roster. | ||
**It could also be a subtle nod to a few enhanced reissues of the ''Kingdom Hearts'' games having the byline ''{{iw|khwiki|Final Mix|disambiguation}}''. | |||
*The ''Kingdom Hearts'' series holds a strong connection to the numbers seven and thirteen. A full list can be found [[khwiki:Kingdom Hearts (series)#Trivia|here]], but as an example, a pivotal plot point established in ''Dream Drop Distance'' and ''Kingdom Hearts III'' is {{iw|khwiki|Xehanort}}'s goal of uniting seven "lights" and thirteen "darknesses" to forge the legendary {{iw|khwiki|χ-blade}}, with the {{iw|khwiki|Real Organization XIII}} as the thirteen darknesses and the {{iw|khwiki|Seven Guardians of Light}} as the seven lights. These numeric connections are heavily connected to and referenced in Sora's inclusion in ''Ultimate'': | |||
**The update Sora was released in is version 13.0.0, which was released thirteen days after his reveal, and included thirteen new spirits (five fighter spirits based on his incarnations, and eight from the rest of the ''Kingdom Hearts'' series). | |||
**When counting {{SSBU|Pyra}} and {{SSBU|Mythra}} as separate fighters, Sora is the seventh fighter of Fighters Pass Vol. 2 and ''Ultimate''{{'}}s thirteenth DLC fighter overall. | |||
**Sora's stage, Hollow Bastion, features seven different stained glass character portraits known as Stations. | |||
*If one counts {{SSBU|Bowser Jr.}} and the [[Koopalings]] as separate fighters, Sora has the most Fighter Spirits in the game, with five. | |||
*Despite having his proportions from the original ''Kingdom Hearts'', Sora's stance and crouch height resemble his battle pose from ''Kingdom Hearts II'' and ''Kingdom Hearts III''. | *Despite having his proportions from the original ''Kingdom Hearts'', Sora's stance and crouch height resemble his battle pose from ''Kingdom Hearts II'' and ''Kingdom Hearts III''. | ||
*Unlike in the ''Kingdom Hearts'' series, Sora's P1 and P5 renders have him hold the {{iw|khwiki|Kingdom Key}} so that the teeth face upward, in contrast to how the teeth face downward in his other renders and his P1 fighter spirit. This is to reflect [[:File:Sora KH1.png|his 2D artwork]] from the original ''Kingdom Hearts'', in which he holds the Kingdom Key similarly. | |||
*Sora is the third DLC character in ''Ultimate'' whose voice clips are repurposed from another game, following {{SSBU|Banjo & Kazooie}} and {{SSBU|Min Min}}. | *Sora is the third DLC character in ''Ultimate'' whose voice clips are repurposed from another game, following {{SSBU|Banjo & Kazooie}} and {{SSBU|Min Min}}. | ||
*When | *Sora and Mythra are the only DLC characters in ''Ultimate'' without a [[meteor smash]]. If counting Pyra's moveset, Sora is the only DLC character, as well as ''Ultimate'' newcomer in general, to completely lack a meteor smash in any capacity. | ||
*When KO'd by reaching 0 HP during his final stock in [[Stamina Mode]], Sora uses one of his heavy knockback voice clips instead of his standard KO voice clip. This trait is shared with Mario, {{SSBU|Dr. Mario}} and all vocal DLC fighters except for {{SSBU|Joker}}, Banjo & Kazooie, and the Japanese voice for {{SSBU|Byleth}}. | |||
*Sora, {{SSBU|Meta Knight}}, {{SSBU|Inkling | *Sora, {{SSBU|Meta Knight}}, {{SSBU|Inkling}}, {{SSBU|Hero}}, Banjo & Kazooie, Sephiroth, Pyra, and Mythra are the only fighters who use their walking animation when navigating through the map in [[World of Light]]. | ||
*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 and Pyra/Mythra in their respective {{SSBU|Classic Mode}} routes. | |||
==References== | ==References== |