|This article is outdated.
- This article is about Sora's appearance in Super Smash Flash 2. For general information about the character, see Sora.
in Super Smash Flash 2
Sora's official pixel art.
|Final Smash||Trinity Limit|
Sora is currently ranked 22nd out of 40 on the tier list, placing him in the B tier, a small leap from his 25th-place position on the last tier list at the very bottom, but it is still a big drop from his 5th-place position on the tier list for the previous demo build, giving him having the third largest tier drop. Sora's strengths include a has great combo ability, good range in most of his attacks, solid, speedy aerials and reliable KO moves in his forward smash and up smash. He has a great air game with long range in his aerial attacks and little start up and ending lag in most of his aerial attacks. He is one of the best edgeguarders in the game so breaking his guard will be tough. Additionally, Aerial Recovery sports impressive maneuverability and does not leave Sora helpless, allowing for varied followups.
However, Sora's below average weight and being a below avaerage faller makes him easy to KO vertically and horizontally. Some of his recovery options leave him open while he is trying to get back to the stage, as Aerial Recovery covers an unimpressive vertical distance despite its maneuverability, and Flowmotion covers minimal vertical height when angled upwards. He has low priority for a fighter with a disjointed hitbox, and he has a hard time KOing his opponents due to having only two reliable KO moves which are needed to be kept fresh in order to net the KO, much like Yoshi.
Sora appears to have a low player base and lackluster representation in online tournaments. His tournament placings fluctuate, but are generally low and his results are incredibly inconsistent when compared to other characters.
- See also: Sora (Super Smash Flash 2)/Hard data
Sora is a medium-weight character heavily focused on damage racking and combos. His strongest aspect is his air game, which is where his combo ability shines the most, as his aerials have good range and priority. Additionally, if his aerials hit, Sora will be given a slight upward boost, which can help him extend his combos or give him more options to recover. Sora's fast aerials also give him a spectacular edgeguarding game, which opponents may have trouble breaking through.
This impressive air game is also mirrored in his ground game. He sports good ground mobility, allowing him to chase down his victims to start or extend combos reliably. HIs most reliable KO moves, his forward smash and up smash, are very damaging, allowing Sora to quickly rack up damage and prepare his victims for a finisher.
His special moveset is also very versatile. Strike Raid is a good damage-racking tool because of its duration, and this can also turn it into a good edgeguarding tool. Flowmotion can allow different attacks depending on the directional input, and like the rest of his attacks, is a good damage-racking tool. Command Deck is very useful as well: Blizzard can be used to freeze enemies for a short time, denying approaches; Thunder is an excellent anti-air move, and Fire is useful for its KO ability. Additionally, Aerial Recovery sports impressive maneuverability and does not leave Sora helpless, allowing him to extend his already-lengthy combo strings.
However, due to Sora's below average weight, and below average accelerated falling speed, he is very easy to KO vertically and horizontally. Additionally, he lacks reliable ways to deal with projectiles, as his main options are slow or require him to be on the ground, which gives him trouble breaking through fighters with a camping-heavy playstyle.
Arguably, his most crippling flaw is his overreliance on keeping his moves fresh, which is especially true with his forward smash and up smash, his only reliable KO moves. As such, this can prove problematic if Sora goes against opponents who perform good D.I., momentum canceling, or heavy characters like Donkey Kong, and forces him to rely on his combos more than ever. Additionally, despite his up smash being the most damaging of all his smash attacks, it will often not KO most characters until over 100%. To further add to this, most of his ground moves, including a few special moves, have punishable lag, which will leave Sora open to attack if he misses. Furthermore, his grab game is mediocre at best, as all of his throws, outside of his down throw, have little utility, are difficult to follow up with, and cannot KO until unrealistic percentages.
His recovery options leave him extremely open to gimping, further worsening his offstage survivability. Despite having a somewhat versatile recovery near the stage, once Sora is knocked far enough away from the stage, his chances of survival completely plummet, as Aerial Recovery, though it does not leave Sora helpless, is rather slow and does not grant a high vertical distance. Additionally, Flowmotion covers very minimal vertical height even when angled upwards, has a very slow startup, does not ledge snap, has a very small edge grab range, and leaves Sora helpless when used in midair.
Overall, Sora is a character who, if used correctly, can be a very rewarding and interesting character to play. However, his weak recovery and overreliance on keeping his KO moves fresh hold him back from the higher tiers, keeping him as a mid-tier character.
|Standard attack||Sora swipes with the Kingdom Key vertically downwards, performs a thrust, then swings horizontally outward. Based off his standard three-hit combo, with the finisher being similar to his standard strike against multiple targets.||3%, 3%, 5%|
|Down tilt||A sharp jab toward the ground with the Kingdom Key. A very viable combo starter. Slightly slower than his up tilt, but viable when approaching because it can function as a safe poking tool.||4%|
|Down smash||Sora stabs the Kingdom Key into the ground, causing motes of light to circle him, dragging enemies towards him.||11%-14%|
|Forward tilt||Sora swings the Kingdom Key in an outwards motion. Based off his Upper Slash ability from KINGDOM HEARTS II.||8%|
|Forward smash||Holds his Kingdom Key backwards, then thrusts it outward in front of him. Moderately high knockback, KOing at around 100% from center-stage.||12%-18%|
|Up tilt||Swings the Kingdom Key overhead in an arc while spinning. Extremely quick with a wide arc, being able to combo into itself and aerials at a variety of percentages.||7%|
|Up smash||Thrusts the Kingdom Key upwards in the air and casts "Aero", summoning a powerful wind around the blade.||21%-31%|
|Dash attack||Lunges forward with the Kingdom Key before stopping with a spin. Based off his Slide Dash ability from KINGDOM HEARTS II.||9%|
|Neutral aerial||Spins twice while extending the Kingdom Key outward. Based off his Aerial Sweep ability from KINGDOM HEARTS II. Sora stalls slightly when using the move, which allows it to potentially chain into itself.||5%, 5%|
|Forward aerial||Swings the Kingdom Key downward in a one-handed strike. Causes him to rise slightly if it connects. Based off his standard aerial attack. Moderately strong and functions well as an aerial combo finisher, KOing at around 120% near the ledge.||12%|
|Back aerial||Spins around and swings the Kingdom Key behind himself. Rather slow, but KOs at around 120%.||11%|
|Up aerial||Performs an uppercut with the Kingdom Key. Causes him to rise slightly if it connects. Based off his standard aerial attack against targets above him. A very effective juggling tool due to its overall low lag and knockback, allowing it to rack up damage easily and potentially preform ladder combos.||9%|
|Down aerial||Twists and swings underneath himself. Causes him to rise slightly if it connects. It combos into itself well, even at high percentages.||8%|
|Grab||Swipes his hand to grab the opponent. A mid-ranged grab.||N/A|
|Pummel||Hits the opponent with the hilt of the Kingdom Key.||1%|
|Forward throw||Hits the opponent three times with the Kingdom Key.||10%|
|Back throw||Swings the opponent behind him while striking them with an inward slash using the Kingdom Key.||7%|
|Up throw||Knocks the enemy into the air with the Kingdom Key. A great combo starter that can lead into any of his aerials at low percentages.||6%|
|Down throw||Pulls the opponent under him then thrusts the Kingdom Key into the ground while yelling "Take this!". This throw causes him to vault slightly into the air. It has extremely low ending lag, allowing it to chaingrab into itself at low-mid percentages.||6%|
|Floor attack||Gets up and sweeps around himself with the Kingdom Key.||6%|
|Ledge attack||Climbs up while jabbing Kingdom Key forward.||3%|
|Standard special move||Strike Raid||Sora throws the Kingdom Key spinning forward, hitting opponents multiple times, before it boomerangs back to him.||4% - 14%|
|Side special move||Flowmotion||Sora flies forward while surrounded by purple aura, performing one of five different attacks on opponents he makes contact with depending on the directional input.||Varies|
|Up special move||Aerial Recovery||Sora gracefully rises into the air with a back flip while circles surrounding him, and he is able to use any other attack at any time.||N/A|
|Down special move||Command Deck||Sora can perform one of three different spells: Fire, Blizzard, and Thunder. Fire summons a ring of fireballs around Sora that deal good damage and knockback, Blizzard summons multiple small projectiles in front of Sora that freezes opponents, and Thunder casts a lightning bolt from the Kingdom Key.||15%, 4%, 15%|
|Final Smash||Trinity Limit||Sora unleashes a barrage of multiple sword strikes while moving around the stage.||71%|
|On-screen appearance||Sora exits out of a keyhole shaped portal and summons the Kingdom Key.|
|Taunts||Standard||Sora puts his hands behind his head while giving a winking grin.|
|Victory theme||Short remix of the song Hikari, specifically the -KINGDOM Orchestra Instrumental Version- rearrangement, from KINGDOM HEARTS.|
|Victory pose||Sora twirls his Kingdom Key and poses with the Kingdom Key on his shoulder. This is a reference to Sora's animation for when he wins a round in the Olympus Coliseum.|
|Lose||Claps for the winner|
Changes and Revisions
- Main article: Sora (Super Smash Flash 2)/Changelog
In the latest version, Sora was mostly buffed. Below is a summary of the changes to Sora in demo 1.1:
- Almost all attributes improved.
- Less overall intangibility and KO power.
- Some aerials now have a slightly bounce to them when they hit, heavily improving Sora's combo game.
- Command Deck and Aerial Recovery were given quality-of-life changes, as well as directly buffed in some shape or form.
In competitive play
Tier placement history
In the tier lists for demo v0.6; Sora ranked 6th of C tier on the first list and ranked 8th of C tier on the second list where he was seen as a lower-mid tier character. On the tier lists for demo v0.7; Sora stayed a solid mid tier character due to him staying C tier for both lists. He ranked 9th of C tier on the first list and ranked 8th of C tier on the second list. Sora's tier position jumped in demo v0.8v; Sora ranked 4th of A tier where he was seen as top tier character. In demo v0.9a; Sora ranked 5th of what can be considered A tier where he is still seen as a top tier character. However, in demo v0.9b, whilst initially considered a Top 5 character by many, Sora dropped to 25th of C tier where he is now seen as a low tier character again. On the second tier list of V0.9b, he dropped once more to at 29th of C tier, dead last and is considered the worst character of the demo. However, in new tier list Sora raised from 29th tier to 27th, making him no longer the worst character of v0.9b.
- Throughout SSF2's development, Sora has gone through the most changes to his moveset out of all the characters in the game.
- From demos v0.6 to v0.7, Sora's voice clips were taken from KINGDOM HEARTS.