Sora (SSBUDE)

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Sora () is a playable character in Super Smash Bros. Ultimate: Definitive Edition. He was the last DLC fighter in Fighters Pass 2 and the last fighter in the original release.
==Changes from Ultimate==
*Like the Mii Fighters, Sora can customize his Special Attacks for different effects.
**Because of this, his Spell taunt has been replaced with a new one.
*Like in Kingdom Hearts, Sora can actually glide by holding up, though he slowly ascends down rather than having Brawl's glide.
==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 (particulary a boss) in the Kingdom Hearts games.
*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.
=== Ground attacks ===
Attack 	Name	Description 	Damage
Standard attack	 	An overhead strike, a forward thrust, and a spinning, horizontal strike. It is fast but very weak. Resembles the standard attack combo in the original Kingdom Hearts. 	2.8%, 2.6%, 4.2%
Forward tilt 	 	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. Partially based on the Slapshot ability. 	7.2% (single), 5.2% (combo), 2.8%, 2.6%,
Up tilt 	 	Spins his Keyblade above his head before catching it with a swipe. Acts somewhat like Palutena's up tilt. 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.	0.8% (hits 1-5), 1.2% (hit 6), 4.6% (hit 7)
Down tilt 	 	Mega Man's signature sliding kick. The actual sliding ability introduced in Mega Man 3 is a non-damaging maneuver, though said ability becomes weaponized with the Charge Kick, Charge Man's weapon in Mega Man 5. Additionally, it could be based on the Leg Breaker maneuver Mega Man can use in the secret fighting game mode in Mega Man 7. 	8% (clean), 5% (late)
Dash attack 	 	A slide kick, similar to Mario's. Resembles the Sliding Dash ability, as it first appeared in the original Kingdom Hearts. 	9.6% (clean), 7.6% (mid), 7.2% (late)
Forward smash 	 	A powerful, horizontal swing. Compared to the rest of Sora's moveset, it is very strong 	(clean), (late)
Up smash 	 	Lifts his Keyblade upwards, emitting a brief flash of light. Resembles Magic Flash. 	(hit 1), (hits 2)
Down smash 	 	Does a small hop and stabs his Keyblade to 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. Resembles Finishing Leap. 	(near), (far)
=== Aerial attacks ===
Attack 	Name 	Description 	Damage
Neutral aerial	 	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. Resembles Air Spiral.	3.8%, 3.5%, 6.8%
Forward aerial	 	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. 	4.8%, 4%, 6.8%
Back aerial 	 	Turns around to perform a horizontal swing. 		13.2%
Up aerial 	 	Slashes upwards in an overhead motion while doing a backward flip, similar to Marth's up aerial. 	12.2%
Down aerial 	Hurricane Blast (, Hurricane Period)	Moonsaults downwards with the Keyblade multiple times. Upon landing, Sora poses with the Keyblade against his shoulder. Based on an ability introduced in Kingdom Hearts Final Mix. 	9.8% (hit), 5.5% (landing)
=== Grab and Throws ===
Attack 	Name	Description 	Damage
Grab 	 	Reaches out with one hand 	-
Pummel 	 	Smacks the target with the handle of his Keyblade 	1.3%
Forward throw	 	Swings his Keyblade downwards teeth-first, bouncing the opponent in front of him. 	5% (hit), 3% (throw)
Back throw 	 	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. 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.	11.8% (throw), 7.6% (collateral)
Up throw 	 	Lifts the opponent upwards. It resembles the first portion of the "Merge" Reaction Command from Kingdom Hearts II Final Mix. 	6.8%
Down throw 	 	Tosses the opponent to the ground. Somewhat resembles the "Fail-Safe" Reaction Command in Kingdom Hearts II. 	4.6%
=== Other attacks ===
Attack 	Name	Description 	Damage
Floor attack (front)	 	Spins around and slashes the Keyblade behind him, then in front of him while getting up.	7%
Floor attack (back) 	 	Spins around and slashes the Keyblade behind him, then in front of him while getting up.	7%
Floor attack (trip) 	 	Spins around and slashes the Keyblade behind him, then in front of him while getting up.	5%
Edge attack 	 	Sora crawls forward from the ledge, poking the Keyblade out at a low angle. 	9%
=== Special attacks ===
<tabber>Default=
Special move 	Name 	Description 	Damage
Standard special	Elemental Magic	Sora casts one of three different elemental spells: Firaga, Thundaga and Blizzaga, with each use cycling through the spells in the list. He starts with Firaga by default, then switches to Thundaga, then Blizzaga, and then back to Firaga again according to the command icon above his damage meter. 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. 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.	Firaga: 5.6% (clean), 5.2% (mid), 4.8% (late)Thundaga: 5.2% (each hit)Blizzaga: 2.4%/3.6% (particle), 1.8% (melee)
Side special 	Sonic Blade 	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. 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 aims towards them for the remainder of the move. 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. 	5.2% (hit 1, manual hit 2-3), 3% (aimed hit 2-3)
Up special 	Aerial Sweep 	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 can be also 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 	3.8% (hit 1), 2.1% (hits 2-6), 4.6% (hit 7)
Down special 	Counterattack 	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 them 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. 	9% (minimum), 1.4x (reflection)
|-|
Custom Set 1=
Special move 	Name 	Description 	Damage
Standard special	Offensive Magic	Sora casts one of three different offensive spells: Magnega, Graviga and Faith, with each use cycling through the spells in the list. He starts with Magnega by default, then switches to Graviga, then Faith, and then back to Magnega again. Magnega is a vortex of magnetic energy that acts pretty much similar to Rosalina's Down B, except that it draws for much longer and deals small amount of damage to trapped opponents. Graviga is a miniature event-horizon sphere that is generated forward, burying the opponent into the ground when it came in contact with. If used in the air, it will instantly meteor smash them. The side effect inflicted to them is that they can't use their Up Specials for 10 seconds. Faith has Sora floating in the air for a few seconds and summons a pillar of light around him while lifting his Keyblade upwards. Despite its short range, anyone who came contact with will be heavily damaged and receive high knockback.	0.66% (Magnega), 9.4% (ground Graviga), 6.1% (air Graviga), 19% (Faith)
Side special 	Strike Raid 	Throws the Keyblade forward. Once it reaches a set distance, it stops in place and spins, hitting opponents multiple times, before it boomerangs back to him. If you hold the button, he will throw multiple Keyblades up to five times in a medium range without the boomerang effect. 	1.2% (hits 1-7), 3.5% (hit 8), 18% (held)
Up special 	Ragnarok 	Performs a jump as he charges up a a sphere from the tip of the Keyblade while hovering before firing a fusillade of beams horizontally at a large range that drags the opponent into it. The longer you held the button, the more energy he will charge, which increases more beams to deal multiple hits. 	1.2% (each hit)
Down special 	Stun Impact 	Generates a spherical burst by stomping the ground. The range of the burst is short and whoever comes in contact with the opponent will receive huge hitstun that lasts for 3.5 seconds. 	2.9% (clear), 1.1% (late)
|-|
Custom Set 2=
Special move 	Name 	Description 	Damage
Standard special	Defensive Magic	Sora casts one of three different offensive spells: Stopga, Aeroga and Curaga, with each use cycling through the spells in the list. He starts with Stopga by default, then switches to Aerogo, then Curaga, and then back to Stopga again. Stopga freezes opponents in time at a short range that lasts for 4 seconds. If done, a timer will appear above their head, allowing Sora to attack the freezed opponent, the latter will receive all damage inflicted while stopped once the effect wears off. Aeroga has Sora casting a wind barrier on himself. For 12 seconds, Sora's damage and knockback will be decreased at 1.5x while inflicting damage to opponents on contact. Curaga just what it does, casts a quartet of floral bells that sprinkle light that heals Sora for 20%. Sora is entirely invincible during the move, a reference to the Leaf Bracer ability in his home series.	0% (Stopga), 1.4% (Aeroga, per hit)
Side special 	Ars Arcanum 	Rushes forwards, resembling the Air Slide ability. If it connects with the opponent, he unleashes a flurry of slashes up to 7 times. If you tap or holding the button, Sora will do 5 extra attacks, dealing extra damage. During the attack, his Keyblade will grow a golden aura. The initial dash can be cancelled into Aerial Sweep or Tornado. 	1.2% (hit 1-6), 4% (final, 7/12 hit), 2.3% (extra, hit 7-11)
Up special 	Tornado 	Lifts his Keyblade upwards as he summons a huge, green tornado in front of him that sucks up any opponent around. During the move, the player can control the movement of the tornado for 3 seconds before it dissapears, leaving them hitstunned. If used in the air, the tornado will suck Sora and shoots him upwards. It has a high horizontal recovery as Sora can move left or right while flipping. 	12%, 1.2% (hitstun)
Down special 	Reflect 	Generates a barrier of light that reflects any projectile attacks. The range is about the same as Stun Impact. If used in the air, he will slow his descent. If the opponent uses a melee attack while Reflect is activated, the barrier unleashes a series of small, random light explosions as it disperses, dealing multiple hits and damage. 	1.2x (Reflect), 2.3% (burst, hit 1-3), 5% (hit 4)
</tabber>
Final Smash	Sealing the Keyhole	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.	16% (initial), 24% (cutscene), 10% (throw)
=== Misc. ===
Misc. 	Description 	Description 	Description
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. 	Flies in from the background, lands, and happily does a short hop while hoisting the Keyblade in the air before assuming his battle stance. 	Flies in from the background, lands, and happily does a short hop while hoisting the Keyblade in the air before assuming his battle stance.
Idle Poses 	Twirls his Keyblade around, adjusting his hands as necessary to hold it again. 	Twirls his Keyblade around, adjusting his hands as necessary to hold it again. 	
Idle Poses 	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. 	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. 	
Taunts 	Standard 	Faces the screen and twirls his Keyblade in front of himself while grunting. This resembles one of his victory animations in the Olympus Coliseum. 	
Taunts 	Side 	Jiminy Cricket appears on Sora's shoulder and hops three times while Sora looks at him. 	
Taunts 	Down/Up 	Does a small hop while raising his fist in the air and says "Here we go!". This resembles his animation after successfully hitting star-marked notes in Kingdom Hearts Melody of Memory. 	
Victory theme 	An orchestrated rendition of "Hand in Hand", the second battle theme of Traverse Town from the original Kingdom Hearts. The arrangement was handled by Yoko Shimomura, the song's original composer. 	An orchestrated rendition of "Hand in Hand", the second battle theme of Traverse Town from the original Kingdom Hearts. The arrangement was handled by Yoko Shimomura, the song's original composer. 	An orchestrated rendition of "Hand in Hand", the second battle theme of Traverse Town from the original Kingdom Hearts. The arrangement was handled by Yoko Shimomura, the song's original composer.
Victory Standard 	Jumps in the air ceremoniously, spins his Keyblade around, and then rests it on his shoulder while saying "Yes." 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.	Jumps in the air ceremoniously, spins his Keyblade around, and then rests it on his shoulder while saying "Yes." 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.	Jumps in the air ceremoniously, spins his Keyblade around, and then rests it on his shoulder while saying "Yes." 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.
Side 	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. 	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. 	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.
Down/Up 	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. 	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. 	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.
==Trivia==
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Category:Characters
Category:Playable Characters
Category:Super Smash Bros. (series)
Category:Super Smash Bros. Characters
Category:Kingdom Hearts (series)
Category:Super Smash Bros. Ultimate: Definitive Edition