McLeodGaming Wiki
McLeodGaming Wiki
No edit summary
Line 254: Line 254:
 
NSoraRun.png|Sora running alongside {{SSF2|Naruto}}, on [[Lake of Rage]].
 
NSoraRun.png|Sora running alongside {{SSF2|Naruto}}, on [[Lake of Rage]].
 
RSoraDead.png|Sora at a knockdown state, while {{SSF2|Bowser}} [[taunt]]s off-screen.
 
RSoraDead.png|Sora at a knockdown state, while {{SSF2|Bowser}} [[taunt]]s off-screen.
RSoraStun.png|A [[stun]]ned Sora, at [[Sky Pillar]].
+
RSoraStun.png|A [[stun]]ned Sora, on [[Sky Pillar]].
 
SoraGD.png|Sora and {{SSF2|Kirby}} about to use [[Strike Raid]], on [[The World That Never Was]].
 
SoraGD.png|Sora and {{SSF2|Kirby}} about to use [[Strike Raid]], on [[The World That Never Was]].
 
Sora 1.png|Two Soras next to each other, on [[Devil's Machine]].
 
Sora 1.png|Two Soras next to each other, on [[Devil's Machine]].
Sora_2.png|Sora [[grab]]bing near [[Food|Sea-salt ice cream]], on [[Princess Peach's Castle]].
+
Sora 2.png|Sora [[grab]]bing near [[Food|Sea-salt ice cream]], on [[Princess Peach's Castle]].
Sora_3.png|Sora taunting, while {{SSF2|Peach}} and {{SSF2|Zelda}} stand, on Palutena's Shrine.
+
Sora 3.png|Sora taunting, while {{SSF2|Peach}} and {{SSF2|Zelda}} stand, on Palutena's Shrine.
  +
Sora 4.png|Sora being stunned and [[Poison]] while {{SSF2|Black Mage}} standing next to [[White Mage]], on Sky Pillar.
 
</gallery>
 
</gallery>
   

Revision as of 21:08, 14 February 2020

Outdated This article is outdated.

It may contain traces of some old data and statistics and requires an urgent update. You can help the McLeodGaming Wiki by updating it.

This article is about Sora's appearance in Super Smash Flash 2. For general information about the character, see Sora.

Sora is a newcomer starter character in Super Smash Flash 2. His sprites are custom-made and based on his appearance in KINGDOM HEARTS II.

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.

Attributes

MG icon 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. His neutral aerial is a fast combo extender or starter, as players can keep Sora's forward momentum on hit due to each hit giving him a slight upward boost. Forward aerial is a fast and reliable KO option which can be set up into from most of his aerials, and while his back aerial can do the same with a slightly earlier, it does have some startup. Finally, his up and down aerials can serve as viable combo extenders due to their vertical launch angle and low knockback, further compounded by the vertical boost they provide on hit. Sora's fast aerials, in addition to his fast air speed, 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 neutral attack is very quick, and has an above-average damage output, in addition to the first and second hit being capable of locking. All of his tilts serve as reliable combo starters due to their low knockback, vertical launch angles, and low ending lag. His most reliable KO moves, his forward smash and up smash, are very damaging, allowing Sora access to reliable finishers. HIs grab game also sports some utility, as his forward throw can set up a tech-chase situation due to its horizontal launch angle, while his up and down throws can set up combos

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. In addition, its hitboxes send the opponent towards Sora, allowing it to extend combos. 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 or extend his recovery with Flowmotion.

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 strings to rack up damage reliably; most of his attacks, including his aerials, have unimpressive damage outputs, which forces Sora to perform lengthy strings of combos to rack up amounts of damage that most other characters could achieve in far fewer hits. This is further exacerbated by Sora having only two aerial KO moves, in the form of his forward aerial and back aerial, and two reliable grounded KO moves, his forward smash and up smash, with the latter having mediocre KO potential despite its high damage output in comparison to the rest of his moveset. As such, this can prove problematic if Sora goes against opponents who perform good D.I., momentum canceling, or heavy characters like Donkey Kong. In addition, many of his grounded moves have punishable lag, which can leave Sora open to attack if he misses them, and all of his throws, while sporting good utility, cannot KO at reasonable 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 until the end of the move, has a very small edge grab range, and leaves Sora helpless when used in midair.

Overall, Sora is a combo-heavy character who sports a playstyle similar to Sheik; the objective of his playstyle is to rack up damage quickly, and finish them off when he gets an opening. However, his mediocre recovery, low weight, and overreliance on lengthy combo strings to rack up damage hold him back from the higher tiers, keeping him as a mid-tier character.

Moveset

Ground attacks

Attack Description Damage
Standard attack A downward vertical swipe with the Kingdom Key, followed by a forward thrust, then finished an outward horizontal swing. Based off his standard three-hit combo from KINGDOM HEARTS, with the finisher being similar to his standard strike against multiple targets. 3%, 3%, 5%
Down tilt Sharply jabs toward the ground with the Kingdom Key. A very viable combo starter due to its low knockback and vertical launch angle. Slightly slower than his up tilt, but viable when approaching because it can function as a safe poking tool. 4%
Down smash Slams the Kingdom Key into the ground, causing motes of light to circle him, dragging enemies towards him before launching them with the final hit. A very reliable out-of-shield option due to its fast startup, along with its multiple hitboxes. Additionally, the final hit has a sizable hitbox and considerable knockback, allowing it to reliably hit ledge hangs 11%-14%
Forward tilt An outward swing with the Kingdom Key. A very viable and versatile combo starter due to its low to moderate knockback and vertical launch angle. Based off his Upper Slash ability from KINGDOM HEARTS II. 8%
Forward smash A forward thrust with the Kingdom Key. It has a very fast startup and moderately high knockback, KOing at around 100% from center-stage. 12%-18%
Up tilt A spinning upward swing with the Kingdom Key. Extremely quick with wide coverage around Sora, while also being able to combo into itself and his 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. It is his most damaging ground attack, but it has mediocre KO potential. 21%-31%
Dash attack An inward horizontal sliding slash with the Kingdom Key before stopping with a spin. Based off his Slide Dash ability from KINGDOM HEARTS II. Unlike the previous dash attack, it is much weaker and can't set up combos as frequently. 9%

Aerial attacks

Attack Description Damage
Neutral aerial Two spinning outward slashes with the Kingdom Key. 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. or another aerial 5%, 5%
Forward aerial A one-handed, downward slash with the Kingdom Key. 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%, making it a powerful offstage KO option. 11%
Up aerial An uppercut slash 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 perform ladder combos. 9%
Down aerial An arc slash underneath himself with the Kingdom Key. Causes him to rise slightly if it connects. In addition, it has low ending lag, allowing it to combo into itself. 8%

Grab and throws

Attack Description Damage
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%

Other attacks

Attack Description Damage
Floor attack Gets up and sweeps around himself with the Kingdom Key. 6%
Ledge attack Climbs up while jabbing Kingdom Key forward. 3%

Special moves

Special move Name Description Damage
Standard special move Strike Raid Throws the Kingdom Key, spinning, forward, hitting opponents multiple times, before it boomerangs back to him. These multiple hits can lock, and the final hit's knockback send the opponent back to Sora 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 Gracefully rises into the air with a backflip while circles surround him. The move does not leave him helpless, and allows him to use any other attack at any time, except another Aerial Recovery. N/A
Down special move Command Deck Performs 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%

Misc.

Misc. Description
On-screen appearance 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.
Side TBA
Down/Up
Idle poses N/A
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

MG icon 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:

  • Buff Almost all attributes improved.
  • Nerf Less overall intangibility and KO power.
  • Buff Some aerials now have a slightly bounce to them when they hit, heavily improving Sora's combo game.
  • Buff Command Deck and Aerial Recovery were given quality-of-life changes, as well as directly buffed in some shape or form.

In competitive play

Match ups

Notable players

Active

Inactive

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.

Gallery

Costumes

Artworks

Screenshots

Early designs

Designs

Misc.

Trivia

  • 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.

External link