Super Smash Bros. Ultimate

Sora (SSBU)

From SmashWiki, the Super Smash Bros. wiki
Revision as of 02:23, October 24, 2021 by 112.137.84.74 (talk)
Jump to navigationJump to search
Current.png This page documents information about recently released content.
Information may change rapidly as it becomes available. All information in this article must be verifiable.
This article is about Sora's appearance in Super Smash Bros. Ultimate. For the character in other contexts, see Sora.
Sora
in Super Smash Bros. Ultimate
{{{content1}}}
{{{content2}}}
{{{content3}}}
{{{content4}}}
{{{content5}}}

KingdomHeartsSymbol.svg
Universe Kingdom Hearts
Availability Downloadable
Final Smash Sealing the Keyhole
Sora (SSBU)
Sora Is Finally Here!
—Introduction tagline

Sora (ソラ, Sora) is a playable character in Super Smash Bros. Ultimate. He was officially announced during The Final Mr. Sakurai Presents on October 5th, 2021 as the sixth and final downloadable character from 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. He is the fourth Fighter from a Square Enix published/developed series (after Cloud, Hero, and Sephiroth), as well as the first and only Fighter from Disney. Sora is classified as Fighter #82, the last fighter number of the newcomers and Fighters as a whole.

Haley Joel Osment and Miyu Irino, Sora's main English and Japanese voice actors since the first Kingdom Hearts game, reprise their respective roles as Sora, with their portrayals from Kingdom Hearts Re:coded and Kingdom Hearts 3D: Dream Drop Distance being repurposed for Ultimate.

Attributes

Sora is a swordfighter whose mobility attributes reference his movement in the Kingdom Hearts series. Although he is of light weight and weighs the same as Zelda, his aerial mobility is notable, due to having below-average fall speeds, extremely low gravity on par with Kirby, a relatively high ground jump and a very high delayed double jump. Sora's air speed is lackluster, the 24th slowest, but he has the 15th highest air acceleration. Comparatively, Sora's ground speed is poor, with the tenth slowest walk speed and a surprisingly slow dash, again being the 24th slowest. Sora can stay in the air for a long time to dish out 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, with his high, slow double jump, Aerial Sweep for extra height which can also transition to Sonic Blade for three additional bursts of movement.

The centerpiece of Sora's game plan is his aerial prowess, due to his aforementioned jumping abilities. His neutral and forward aerials are similar to Bayonetta's forward aerial in that they are both natural combos. Holding or repeatedly tapping the attack button for each move completes the full combo while tapping the button once only initiates 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 on landing well past mid percentages. His back aerial has relatively low landing lag (at roughly twelve frames), making it relatively safe on shield, and his down aerial works well as an edgeguarding tool due to its long duration, low ending lag and Sora's aforementioned double jump. However, where his air game shines is his up aerial, which can carry opponents closer to the upper blast line due to its high overall knockback, putting them in an unfavorable position where Sora can potentially KO them with his up special, Aerial Sweep.

Sora's ground game also has its uses. His 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 4, 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). His up tilt functions much like Palutena's equivalent move in that it hits multiple times and has solid KO power while being an effective anti-air to its overall good range and multi-hit properties. His down tilt is his go-to combo starter, being able to combo into his aerial moves at low to medium percentages, while it can also combo into his up aerial for a KO if the opponent does not react correctly. Lastly, his dash attack covers a very large area of effect and can also KO at very high percentages.

His smash attacks are serviceable in their own right. His forward smash is the least reliable of his smash attacks due to its startup and end lag, but is the most powerful, and can negate other projectiles (although he is left vulnerable when doing so). His 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, his down smash functions like the equivalent moves of Ridley, King K. Rool and Incineroar, jumping upwards 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 very good. His standing grab is among the fastest in the game with only seven frames of startup, his pummel is among the best in Ultimate due to its damage and speed, and he has three KO throws. His forward throw is mainly used for getting foes offstage, but can KO at high percentages near ledges. His up throw is also decently powerful and can set opponents up for juggles if they do not DI or react correctly. His back throw, however, is his primary KO throw, being able to KO at around 130% near the edge. His down throw lacks the KO power his other throws have, but like up throw, can still position opponents for juggles and other aerial situations.

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 Banjo & Kazooie's 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 has no KO power but freezes opponents starting at mid-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.

His side special, Sonic Blade, is a charging attack that functions similarly to Pikachu's Quick Attack. When the move is initiated near an opponent, Sora faces towards them and charge; otherwise, he continues to move in the direction the Control Stick is held in. If the special attack button is tapped, Sora charges forward once, but if directions are continuously inputted, Sora strikes up to three times instead. His up special, Aerial Sweep, is a spinning sword strike much like the Spin Attacks utilized by the three Links; however, unlike said move, the grounded version causes Sora to rise upwards, making it identical to said move's aerial version. It can also transition into Sonic Blade if the move input is performed near the jump's apex. His down special, Counterattack is a counterattack that almost uniquely functions as both a reflector and a counter, alongside the down specials used by Palutena, King K. Rool, and Joker. 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 allows him some defense against characters with both reflectors and projectiles (such as Mario, Mewtwo and Hero).

One of Sora's most defining traits across his moveset are the presence of lingering hitboxes. Almost all of Sora's normals 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 ledgetrapping game, and in many cases they may be the difference maker between an opponent's survival and them losing a stock.

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

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

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

Overall, Sora's playstyle is reminiscent of 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 kill at very early percents, however he must be very careful to not overextend or whiff too much as he has the potential to die at very early percents.

Moveset

  • Sora can crawl.
  • Sora possesses a special midair jump. When jumping in midair, Sora ascends in a floatier, curved trajectory with significantly more height, similar to the midair jumps of Ness, Mewtwo, Lucas, and Kazuya.
  • Sora hovers above the ground during his dash, similarly to Cloud and Sephiroth. The animation is similar to his Glide ability in his home series.
  • Each of Sora's Keyblade hits generate a cartoony star effect and a unique hit sound, emulating the 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 with the Beam Sword and Killing Edge.
  • Upon Sora landing the final hit in a stamina battle, a special slow-motion zoom plays that fades the screen to white before the Announcer says "Game!". This is reminiscent of the visual effects of landing the finishing blow against a major enemy in the Kingdom Hearts games. If Sora KO's 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 his Keyblade in the same manner as his Valor Form in Kingdom Hearts II. This also changes both his slow and mid walking animations to have him hold the Keyblade over his shoulder.

For a gallery of Sora's hitboxes, see here.

Note: All numbers are listed as base damage, without the 1v1 multiplier.

  Name Damage Description
Neutral attack   2.8% An overhead strike, a forward thrust, and a spinning, horizontal strike. Unlike other neutral attacks, holding the attack button will automatically transition into the second and third hits. It is very weak but fast, as the first hit comes out at frame 4 and has an impressive hitbox, extending so high above Sora that it can even hit opponents on the lower platforms of Battlefield. This perk makes it useful for catching jumps, though the move's overall frame data is rather lacking. Resembles the standard attack combo in the original Kingdom Hearts.
2.6%
4.2%
Forward tilt   7.2% (single), 5.2% (combo) An upward swing. If tapped or held, he does a forward thrust and an overhead strike. A bit slower than his neutral attack, but much stronger. Uniquely for a natural combo, the first hit knocks away opponents if cancelled, but continuing with the second hit allows the rest of the hits to connect; the first hit itself deals more damage and knockback and is a capable KO option. 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. Partially based on the Slapshot ability.
2.8%
2.6%
Up tilt   0.8% (hits 1-5), 1.2% (hit 6), 4.6% (hit 7) Spins his Keyblade above his head before catching it with a swipe. Acts somewhat like Palutena's up tilt. Deals multiple hits and lacks vertical range, though the first hit has a scooping hitbox that can connect against nearby opponents. Starts combos at low to mid percents due to its launch angle. Resembles one of Sora's actions when performing the "Reflect" Reaction Command against Final Xemnas in Kingdom Hearts II, the Chain Rave Deck Command from Kingdom Hearts: Re:coded, and the Tornado ability as it appears in Kingdom Hearts Re:Chain of Memories.
Down tilt   5.2% A vertical swipe while crouching. Launches an opponent in a diagonal trajectory towards Sora and is a very effective combo tool. At low percents, it can combo into various moves like up tilt, up smash and forward smash depending on DI, while at higher percents it can combo into aerials. Up smash is able to connect till KO percents, though this can be avoided with inwards DI.
Dash attack   9.6% (clean), 7.6% (mid), 7.2% (late) A slide kick, similar to Mario's. Travels a good distance, making it an effective burst option, and can KO at 150% near the edge. Resembles the Sliding Dash ability, as it first appeared in the original Kingdom Hearts.
Forward smash   15.4% (clean), 13.8% (late) A powerful, horizontal swing. Compared to the rest of Sora's moveset, it is very strong, thus making it a go-to finisher. Its reach is can be rather misleading, as Sora winds up and doesn't reach out much during the swing. It KOs at 67% at the ledge.
Up smash   0.6% (hit 1), 14.6% (hit 2) Lifts his Keyblade upwards, emitting a brief flash of light. There is a hitbox in front of him that launches opponents into the main hit. The second hitbox is quite large, though it does not have much horizontal reach, and the first hit cannot hit prone opponents. It has a sweetspot at the end of the Keyblade that deals more knockback. The sweetspot KOs at around 83%. Resembles Magic Flash.
Down smash   15.2% (near), 14.2% (far) Does a small hop and slams his Keyblade against the ground, emitting a shockwave. The sweetspot is near the blade, while the rest of the shockwave is a sourspot. Like King K. Rool, Ridley and Incineroar's down smashes, Sora's hurtbox shifts upwards during his hop, allowing him to evade attacks with low hitboxes; during the startup, Sora is intangible, making it even easier to evade opposing attacks. However, the jump makes the attack slow to start, thus making it more effective for ledge getups or reads. The sweetspot KOs at 75% near the ledge. Resembles Finishing Leap.
Neutral aerial   3.8% Spins vertically with his Keyblade. Part of a three-hit combo: if tapped or held, he does an upward strike and a downward strike. Each hit causes him to float slightly, similar to 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 the first two hits allow Sora to extend his combo using other moves. Hitting all three hits usually requires Sora to stay in place, as the opponent may fall out if he drifts forward. Resembles Air Spiral. Repeatedly using the first two hits can let Sora constantly juggle an opponent offstage, burning their recovery options. Fastfalling after the first hit can combo into a ground move, including KO combos such as a forward smash at around 100%.
3.5%
6.8%
Forward aerial   4.8% A downward strike. Part of a three-hit combo: if tapped or held, he does an upward strike and a spinning attack. Each hit causes him to float slightly, similar 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 at around 100%.
4%
6.8%
Back aerial   13.2% Turns around to perform a horizontal swing. Deals good damage and can be used as a finisher, and can be used as a wall of pain in some situations.
Up aerial   12.2% Slashes upwards in an overhead motion while doing a backward flip, similar to Marth's up aerial. 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. Like Roy's up aerial, the hitbox lasts till the very end of the move, which lets the late hit act as a combo initiator while falling, including into Aerial Sweep.
Down aerial Hurricane Blast (ハリケーンピリオド, Hurricane Period) 9.8% (hit), 5.5% (landing) A stall-then-fall where Sora moonsaults downwards with the Keyblade multiple times. Upon landing, Sora poses with the Keyblade against his shoulder. The hitbox lasts for a long time and Sora can recover if he uses the move offstage, so long as he does not initiate it at the ledge. As a result, the move is an effective yet risky edgeguarding option, since Sora can go extremely deep offstage with it. Based on an ability introduced in Kingdom Hearts Final Mix.
Grab   Reaches out with one hand. Sora's grab range is poor, even compared to other sword fighters. However, it has quick startup.
Pummel   1.3% Sora smacks the target with the handle of his Keyblade.
Forward throw   5% (hit), 3% (throw) Swings his Keyblade downwards teeth-first, bouncing the opponent in front of him.
Back throw   11.8% (throw), 7.6% (collateral) Spins twice to throw his opponent backwards, similar to Mario's. It can deal collateral damage to bystanders and acts like most other back throws, being an effective KO option at high percents. It KOs at 150%. Resembles Blow-off, a Flowmotion-based ability in Kingdom Hearts 3D: Dream Drop Distance. It also could resemble the second portion of the "Merge" Reaction Command from Kingdom Hearts II Final Mix.
Up throw   6.8% Lifts the opponent upwards. It can initiate reaction-based combos at low percents, though these are not guaranteed. It resembles the first portion of the "Merge" Reaction Command from Kingdom Hearts II Final Mix.
Down throw   4.6% Tosses the opponent to the ground. Sora's main combo starter, which can start combos into aerials or dashing up smash. Somewhat resembles the "Fail-Safe" Reaction Command in Kingdom Hearts II.
Forward roll
Back roll
Spot dodge
Air dodge
Techs
Floor attack (front)
Floor getups (front)
  7% Spins around and slashes the Keyblade behind him, then in front of him while getting up.
Floor attack (back)
Floor getups (back)
  7% Spins around and slashes the Keyblade behind him, then in front of him while getting up.
Floor attack (trip)
Floor getups (trip)
  5% Spins around and slashes the Keyblade behind him, then in front of him while getting up.
Edge attack
Edge getups
  9% Sora crawls forward from the ledge, poking the Keyblade out at a low angle.
Neutral special Magic Firaga: 5.6% (clean), 5.2% (mid), 4.8% (late)
Thundaga: 5.2% (each hit)
Blizzaga: 2.4%/3.6% (particle), 1.8% (melee)
Sora casts one of three different spells in sequence: Firaga, Thundaga and 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 on KO, and each first midair use of each spell causes Sora to stall, allowing for a maximum of three. 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 locking. Thundaga generates three vertical 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. Blizzaga fires a stream of short-ranged ice crystals similar to Ice Climbers' 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 projectiles and can thus be absorbed, Pocketed and reflected, though all versions are difficult to use if Pocketed since they are either weak or possess vertical hitboxes. Blizzaga can also combo into Aerial Sweep and KO around 120%.
Side special Sonic Blade 5.2% (hit 1, lock-on hit 2-3), 3% (free-aim hit 2-3) Performs a high-speed thrusting attack. Like Quick Attack, Sora can change directions multiple times during use to increase travel distance by moving in the chosen direction, with a maximum of three thrusts. The first thrust will always travel horizontally. Holding different buttons lets Sora control his travel: If the directional keys are held, Sora aims towards that direction. If the special button is held, the move automatically locks onto the nearest enemy with a target and automatically tracks them, while slightly increasing the knockback of the final hit. Letting go of the directional keys and special buttons cancels the move early. Each thrust travels less distance and increases the endlag, though its combined distance grants Sora a good recovery. However, it is rather slow, making it interruptible by opponents. Sora becomes helpless at the end of the move.
Up special Aerial Sweep 3.8% (hit 1), 2.1% (hits 2-6), 4.6% (hit 7) A series of spinning, inward slashes while jumping, similar to Spin Attack. Unlike similar moves, Sora still jumps and leave the ground if it is initiated while standing. It deals surprisingly high knockback, and when combined with Sora's effective aerial prowess makes it an excellent finisher, as it is able to act as a combo finisher which can KO as early as 85%. However, its hitboxes are not guaranteed to link together, and opponents can fall out of it. Aerial Sweep grants Sora a strong recovery, as it can be canceled into Sonic Blade to maximize recovery distance if done right before Sora goes into special freefall, though it causes Sora to become helpless otherwise.
Down special Counterattack 9% (minimum), 1.5x (counter) 1.4x (reflection) A counterattack in which Sora retaliates with an upward swing. Like Mii Swordfighter's Blade Counter, the opponent is momentarily be thrown off balance in their grab release animation before they are hit by the counterattack (which references to gaining a 'Tech Point' when guarding in the original Kingdom Hearts). The counter does not cover his back effectively, meaning attacks behind him may end up connecting. He can also counter projectiles and reflect with a 1.4x damage multiplier; however, it is unique as it deflects projectiles behind him, making it function more like a "parry" in 1v1 situations.
Final Smash Sealing the Keyhole 16% (initial), 24% (cutscene), 10% (throw) Sora fires a beam that summons a huge keyhole. Anyone trapped inside is locked behind by a Smash variant of the Door to Darkness, and Sora seals the keyhole with the same beam, causing an explosion. Any opponents' whose damage has accumulated to 100% by the time the explosion occurs is automatically KO'd.

On-screen appearance

  • Flies in from the background, lands, and happily does a short hop while hoisting the Keyblade in the air before assuming his battle stance.

Taunts

  • Up taunt: Casts Stopga, Aeroga, or Curaga, which cycle similarly to Magic. However, these spells are only aesthetic and do not have any effect on gameplay. Sora calls out "Time!" (時よ!, O' Time!), "Wind!" (風よ!, O' Wind!), and "Heal!" (癒しよ!, O' Healing!) for each respective spell.
  • Side taunt: Faces the screen and twirls his Keyblade in front of himself while grunting. This resembles one of his victory animations in the Olympus Coliseum.
  • Down taunt: Does a small hop while raising his fist in the air and says "Here we go!" (行くよ!, Let's go!). This resembles his animation after successfully hitting star-marked notes in Kingdom Hearts Melody of Memory.

Idle poses

  • Twirls his Keyblade 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 games, more specifically in Kingdom Hearts II and Kingdom Hearts III.

Crowd cheer

Cheer (English) Cheer (Japanese/Chinese) Cheer (Italian) Cheer (Dutch) Cheer (French)
Cheer
NTSC

PAL
Description Soooo - ra! Soooo - ra! Soooo - ra! Soooo - ra! Soooo - ra!
Cheer (German) Cheer (Spanish) Cheer (Russian) Cheer (Korean)
Cheer
Description Soooo - ra! Soooo - ra! Soooo - ra! Soooo - ra!

Victory poses

  • Left: Jumps in the air ceremoniously, spins his Keyblade around, and then rests it on his shoulder while saying "Yes." (良し, Alright.) This is similar to one of his victory animations when he wins a round in one of the cups from the Olympus Coliseum area in the original Kingdom Hearts, which, in turn, resembles Cloud's victory animation in Final Fantasy VII. The pose at the end is similar to his Tetsuya Nomura artwork from Kingdom Hearts and, by extension, his P1/P5 render pose.
  • Up: Swings the Keyblade forwards twice, then turns around and rests it on his shoulder while facing his back towards the player. This is also another one of his victory animations in the Coliseum, which in turn, references Squall Leonhart's victory pose in Final Fantasy VIII.
  • Right: Thrusts his Keyblade forwards, then spins it around (as if locking/unlocking something), and points it upwards while holding it with both hands. Slightly resembles the summoning animations in Kingdom Hearts.
An orchestrated rendition of "Hand in Hand", the second battle theme of Traverse Town from the original Kingdom Hearts. It was confirmed in the Battling with Sora presentation that the arrangement for the victory theme was handled by Yoko Shimomura, the song's original composer.


Classic Mode: The Light That Clears the Darkness

Sora's congratulations screen.

Sora's route mostly consists of stamina battles against opponents based on various antagonists from the original games.

Round Opponent Stage Music Notes
1 Link (SSBU) Link and Young Link (SSBU) Young Link Hollow Bastion Fragments of Sorrow Stamina battle. Player: 100 HP. CPUs: 50 HP.
Both fighters represent Soldier Heartless. The fighters may also represent the two battles against Riku at Hollow Bastion, the second of which saw Riku be possessed by the game's antagonist, Ansem Seeker of Darkness.
2 Mr. Game & Watch (SSBU) Mr. Game & Watch (normal-sized x5, large x2, giant x1) Skyworld (Battlefield form) Night of Fate Horde Battle.
Player: 100 HP. The normal-sized Mr. Game & Watches have 20 HP, the large ones have 50, and the giant one has 70.
The Mr. Game & Watches represent Shadow, Neoshadow, and Invincible Heartless.
3 Cloud (SSBU) Cloud Coliseum Shrouding Dark Cloud Stamina battle. 100 HP.
The battle references Sora's own battle against Cloud at the Olympus Coliseum in Kingdom Hearts.
4 Robin (SSBU) Robin (normal-sized x1, large x1) and Robin (SSBU) Robin Kalos Pokémon League Hollow Bastion Stamina battle. Player: 100 HP. CPUs: 50 HP.
The battle reflects the events of Kingdom Hearts: Chain of Memories. The Robins represent Organization XIII, with the female representing Larxene, the normal-sized male representing Vexen, and the large male representing Marluxia; the Kalos Pokémon League resembles Castle Oblivion, where the game primarily takes place.
5 Giant Ganondorf (SSBU) Ganondorf Find Mii (Ω form) Destiny's Force Stamina battle. 100 HP.
Giant Ganondorf represents the Darkside Heartless boss fight at the destruction of Destiny Islands, further referenced by the music being Destiny's Force, as it was in the original game.
6 Metal Sora (SSBU) Sora Hollow Bastion (Dive to the Heart, Sora's Station) Destati Stamina battle. 100 HP.
The battle represents Riku's battle against the Armored Ventus Nightmare from Kingdom Hearts 3D: Dream Drop Distance. The Metal Sora reflects how Ventus's Keyblade armor protected him before being turned into a nightmare.
Bonus Stage
Final Master Hand and Crazy Hand Final Destination Destati Both Hands are fought in any difficulty.

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 Blast Away! -Gummi Ship II- accompany the credits.

Role in World of Light

The message that shows Sora's availability in World of Light

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.

Spirits

Sora's default fighter spirit can be obtained by completing 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.

In Spirit battles

As the main opponent

Spirit Battle parameters
No. Image Name Series Enemy Fighter(s) Type Power Stage Rules Conditions Music
1,507
SSBU spirit Roxas.png
Roxas KINGDOM HEARTS Series Sora Sora (SSBU) (160 HP)
Neutral
13,800 Hollow Bastion (Dive to the Heart, Roxas) •Health Recovery
•Move Speed ↑
•Attack Power ↑
Stamina battle
•The enemy has increased attack power after a little while
•The enemy has increased move speed after a little while
The enemy starts the battle with a Killing Edge
Fragments of Sorrow
1,511
SSBU spirit Ventus.png
Ventus KINGDOM HEARTS Series Sora Sora (SSBU) (100 HP)
Dark Samus Dark Samus (SSBU) (80 HP)
Grab
3,900 Gerudo Valley (Battlefield form) N/A •Defeat the main fighter to win
Stamina battle
•Reinforcements will appear during the battle
Shrouding Dark Cloud

As a minion

Spirit Battle parameters Inspiration
No. Image Name Series Enemy Fighter(s) Type Power Stage Rules Conditions Music Character
1,506
SSBU spirit Kairi.png
Kairi KINGDOM HEARTS Series Daisy Daisy (SSBU)
Sora Sora (SSBU)
Shield
2,100 Tortimer Island N/A •Defeat the main fighter to win
•The enemy starts the battle with a Lip's Stick
Hand in Hand Sora

Conditions in italic are not listed on the Spirit Battle preview screen.

Alternate costumes

Alternate costume (SSBU)
Sora (SSBU) Sora (SSBU) Sora (SSBU) Sora (SSBU) Sora (SSBU) Sora (SSBU) Sora (SSBU) Sora (SSBU)

Reveal trailer

Gallery

Trivia

  • Sora's internal codename is "trail", possibly referencing his status as the last fighter.
  • According to Masahiro Sakurai, Sora was the actual winner of the Smash Bros. Fighter Ballot, aligning with the statement that Bayonetta was the winner among "realizable and negotiable characters".
    • Sakurai revealed 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 the addition.[1]
      • 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.
    • Sora's moveset was meant to represent the aerial combat and tight timing combos from the series Sora originated from.[2].
  • Several of Sora's promotional images contain references to the Kingdom Hearts series:
    • Sora on Tortimer Island is a reference to his birthplace, Destiny Islands.
    • Sora attacking Metal Face references the Guard Armor, a recurring Heartless boss.
    • Sora fighting Sephiroth in Coliseum references their encounter in the Olympus Coliseum area in Kingdom Hearts.
    • Sora standing next to Duck Hunt references his allies Goofy and Donald Duck from the Kingdom Hearts series (who are also a dog and duck duo).
      • Sora waking up next to Jigglypuff is a reference to Meow Wow, a balloon-like monster known as a Dream Eater that contains the characteristics of both a cat and a dog. Meow Wow was Sora's first companion in Dream Drop Distance, and even returned as a Summon in Kingdom Hearts 3.
    • Mario and Sora together is a reference to both being the first and last fighters on the roster respectively and Mario being a major inspiration for the Kingdom Hearts series as a whole.
    • Both Sora and Link fighting each other with two swords is a reference to Roxas, who frequently wields two Keyblades. The image specifically references their battle at the Station of Serenity.
  • Sora's various animations hold references to the Kingdom Hearts series as well:
    • When holding crates, Sora holds them above his head, as he does when carrying crates and barrels in the original Kingdom Hearts.
    • Sora's swimming and ladder animations match the same animations for the respective animations in the original Kingdom Hearts.
    • When holding one-handed items, Sora's stance changes so that he holds the Keyblade with his raised right arm and the item in his left, while tapping his left foot, resembling his battle stance in Valor Form. Both his slow and mid walking animations are altered to match.
  • His reveal trailer has different lip-syncing between the English and Japanese versions; when he flies by the camera to chuckle in the Japanese version, his mouth is already open. In the English version, 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 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 Ultimate fighter on the roster. It could also be a subtle nod to the definitive versions of the Kingdom Hearts games having the subtitle Final Mix.
  • The Kingdom Hearts series holds a strong connection to the numbers seven and thirteen. A pivotal plot point established in Dream Drop Distance and Kingdom Hearts III is Xehanort's goal of uniting seven "lights" and thirteen "darknesses" to forge the legendary χ-blade, with the Real Organization XIII as the thirteen darknesses and the 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 Pyra and Mythra as separate fighters, Sora is the seventh fighter in the Fighters Pass Vol. 2 and is the thirteenth DLC fighter overall added in Ultimate.
    • Sora's stage, Hollow Bastion, features seven different stained glass portraits of characters from Kingdom Hearts.
  • If one counts Bowser Jr. and the Koopalings as separate characters, 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 III.
  • Unlike in the Kingdom Hearts series, Sora's P1 and P5 renders have him hold the Keyblade such 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 his 2D artwork from the original Kingdom Hearts, in which he holds the Keyblade similarly.
  • Sora is the third DLC character in Ultimate whose voice clips are repurposed from another game, following Banjo & Kazooie and Min Min.
  • Not counting Mythra as a separate character, Sora is the only DLC character in Ultimate to lack a meteor smash.
  • 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, Dr. Mario and all vocal DLC fighters except for Joker, Banjo & Kazooie, and Byleth's Japanese voice.
  • Sora, Meta Knight, Inkling, 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 rather than in the center. This also occurs with Sephiroth and Pyra/Mythra in their respective Classic Mode routes.

References