nyuuzyou/wikis huggingface dataset:
Sonic (SSBU)/Up smash

==Overview==
A jumping Spin Dash. It hits multiple times, with its last hit having extremely high knockback growth, but its last hit also has average base knockback, which makes it better suited for KO attempts later instead of earlier. However, it's also good at shield stabbing and will usually be able to shield stab any shield that isn't completely full. On top of this, Sonic is intangible during the first few frames of his spin dash animation, making the move harder to punish.
==Update history==
 
*
 
*
*
*
*
==Hitboxes==
|}
==Timing==
Charges between 	9-10
Intangibility 	14-18
Hit 1 	14
Hits 2-7 	17, 19, 21, 23, 25, 27
Hit 8 	29-30
Interruptible 	62
Animation length	78
|-
Category:Sonic (SSBU)
Category:Up smashes (SSBU)
Sonic (SSBU)/Up throw

Sonic up throw hurtbox visualization	Sonic up throw hurtbox visualization	Sonic up throw hurtbox visualization	Sonic up throw hurtbox visualization	Sonic up throw hurtbox visualization
 	 	 	 	
==Overview==
Heaves the opponent upward and sharpens his quills to stab them. It can be followed up with a neutral aerial, up aerial and inputted Homing Attack at low percentages. Like forward throw, it has KO potential, albeit only on with stages with highly positioned platforms, such as Battlefield's top platform.
==Throw and Hitbox Data==
|}
|}
==Timing==
Invincibility 	1-23
Hitbox 	22
Throw Release 	23
Interruptible 	43
Animation length	57
|-
Category:Sonic (SSBU)
Category:Up throws (SSBU)
Sonic (SSBU)/Up tilt

==Overview==
A 540 kick, similar to 's up smash. Its decent vertical range makes it a fairly useful anti-air attack, although it has poor horizontal range. It resembles the Skip Kick from Sonic the Fighters.
==Update history==
 
*
==Hitboxes==
|}
==Timing==
Hit 1 (early, late)	6, 7-8
Hit 2 	13-14
Interruptible 	36
Animation length 	52
Category:Sonic (SSBU)
Category:Up tilts (SSBU)
Sonic Blade

Sonic Blade (, Sonic Rave) is Sora's side special move.
==Overview==
Sora dashes forward with a quick thrusting attack of his Keyblade while saying "Take this!" (, Take this!). If the player makes no further input, the move ends. Inputting any direction causes Sora to do another dash in that direction, for a total of up to three dashes, though its range is decreased with each use. Pressing or holding the special button instead has Sora move directly towards the nearest opponent within range, indicated by the opponent having a blue targeting reticle on their person, regardless of what direction the stick is in. This homing dash does slightly more damage than the regular dash. Sora goes into helpless when the move is complete. Unlike many similar moves, Sonic Blade will not stop at ledges, making it easy to self destruct if not careful. 
When using it for recovery, holding the special button will cause the final charge to home in on the nearest ledge. It can also be canceled out of Aerial Sweep at the peak of the move, although the reverse is not possible.
==Instructional quote==
==Origin==
Sonic Blade is a recurring ability in the Kingdom Hearts series. It was introduced in the original game as one of Sora's special abilities, in which he dashes at enemies up to 6 times before finishing them off with a final thrust. Cloud Strife also uses Sonic Blade in his battle against Sora in Olympus Coliseum.
Sora obtains this ability by speaking to Cloud after defeating Cerberus in Olympus Coliseum's Preliminary Tournament. In later games and in the HD 1.5 ReMIX version, it is implemented as a Reaction Command. Early incarnations of the ability can only be executed on the ground, but its iterations from Kingdom Hearts: Dream Drop Distance and Kingdom Hearts III can be performed in mid-air, like in Ultimate. 
Lock-On is a targeting mechanism in the series, allowing the user to permanently target a single enemy or attackable object.
==Gallery==
SSBUWebsiteSora4.jpg|Sora using Sonic Blade towards Metal Face of Gaur Plain.
Sora SSBU Skill Preview Side Special.png|Sora using Sonic Blade as shown by the Move List in Ultimate.
==Names in other languages==
Category:Kingdom Hearts universe
Category:Side special moves
Category:Sora
Category:Sora (SSBU)
Category:Disney
es:Estocada veloz
Sonic Phantom (disambiguation)

Sonic Phantom is a vehicle in the series and appears as:
*a stage element.
**In Melee's , Big Blue, and the Adventure Mode stage, F-Zero Grand Prix.
**In Brawl's Port Town Aero Drive.
**In SSB4's .
*a trophy.
**Part of Melee's F-Zero Racers trophy.
**Part of Brawl's The Skull trophy.
**Part of 's The Skull trophy.
Category:Trophies (SSBM)
Category:Trophies (SSBB)
Category:Trophies (SSB4-Wii U)
Category:F-Zero universe
Sopo

Sopo, sometimes stylized as SoPo, is a term used to refer to playing as only the lead Ice Climber, often due to the partner being KO'd. The term comes as a portmanteau of "solo" and "Popo" (the lead of the default costume). It is sometimes known as Sona or SoNa for people who use Nana as the leader, though many will continue to use "Sopo" regardless of the costume selected.
Sopo is more of a legitimate character than the similar Nolimar, as Popo's regular moveset remains mostly effective when Nana is absent. That said, he does lose significant effectiveness, such as not being able to use a meteor smash or most chaingrabs, and is unlikely to recover from being launched a moderate distance offstage, due to lacking an effective recovery.
==Tournament play==
There have been some tournaments that allow a single Ice Climber to be used in low tier events, though this is more commonly found in Melee as it is significantly easier to self-destruct Nana by using the double jump before grabbing a ledge or Belaying too low. Some Ice Climbers mains are famous for their use of Sopo, such as in Melee and in Brawl. There also used to be a combo video on YouTube which only consisted of ChuDat's moments with Sopo. Some of the most famous Sopo matches include a match of 's Sopo vs. 's Diddy Kong during Apex 2013, where 9B took two stocks off of ADHD during game 3, and a match of 's Sopo vs. 's Fox during Kings of Cali 3, where Fly Amanita made a comeback using Sopo during game 5. At EVO 2015 ChuDat defeated with Sopo to advance to the top-8 bracket.
==See also==
*Nolimar
Category:Techniques (SSBM)
Category:Techniques (SSBB)
Category:Techniques (SSBU)
Category:Character-specific terminology
Category:Ice Climbers
Category:Ice Climbers (SSBM)
Category:Ice Climbers (SSBB)
Category:Ice Climbers (SSBU)
Sora (SSBU)/Back aerial

==Overview==
==Hitboxes==
|}
==Timing==
===Attack===
The move enables ledge grabs from the front starting on frame 51. It lacks a window for backward ledge grabs, so Sora cannot grab ledges from behind until a frame after the animation is over (frame 73 onward).
Initial autocancel	1-4
Hitboxes 	13-15
Ending autocancel 	37-
Interruptible 	38
Animation length 	71
|-
===Landing lag===
Interruptible 	12
Animation length	39
==Trivia==
*Alongside Sora's , this is the only aerial attack with an early ledge grab window that only allows ledge grabs from the front.
Category:Sora (SSBU)
Category:Back aerials (SSBU)
Sora (SSBU)/Back throw

==Overview==
==Throw and Hitbox Data==
|}
|}
==Timing==
Invincibility 	1-34
Collateral hit 	11-31
Turnaround 	34
Throw release 	34
Interruptible 	58
Animation length	74
|-
Category:Sora (SSBU)
Category:Back throws (SSBU)
Sora (SSBU)/Dash attack

==Overview==
==Hitboxes==
!Shieldstun
|2.2×
|2.2×
|2.2×
|2.2×
|2.2×
|2.2×
|2.2×
|2.2×
|2.2×
|}
==Timing==
During frames 22-39, Sora has an extra hurtbox between his legs to prevent low attacks from missing him, due to his legs going into the Z-axis.
Lower leg intangible	7-18
Extra hurtbox 	22-39
Clean hit 	7-12
Mid hit 	13-18
Late hit 	19-24
Interruptible 	48
Animation length 	60
!Hitboxes 
|-
!Lower leg 
|-
!Extra hurtbox 
Category:Sora (SSBU)
Category:Dash attacks (SSBU)
Sora (SSBU)/Down aerial

==Overview==
==Hitboxes==
!Shieldstun
|3.6×
|3.6×
|3.6×
|3.6×
|—
|}
==Timing==
===Attack===
The move resets Sora's horizontal momentum and first sets his vertical speed to 1.2 on frames 2-13, then sets it to -3.2 from frame 14 onward. Manual horizontal movement is also disabled during frames 1-44.
Initial autocancel	1-4
Hitboxes 	15-44
Ending autocancel 	46-
Interruptible 	58
Animation length 	75
|-
===Landing lag===
Hitbox 	1-3
Interruptible 	29
Animation length	52
==Trivia==
*The down aerial's ID 0 hitbox is coded as an extended hitbox despite not actually extending, which prevents it from interpolating.
*The move is actually coded to re-enable Sora's horizontal movement on frame 40, instead of frame 45 as in actual gameplay. However, after generating the hitboxes on frame 15, the scripts use an asynchronous timer of 30 frames before deleting them, causing any following lines (in this case, the function to re-enable horizontal movement) to not be read until the hitboxes are deleted on frame 45.
Category:Sora (SSBU)
Category:Down aerials (SSBU)
Sora (SSBU)/Down smash

==Overview==
==Hitboxes==
|}
==Timing==
Charges between 	2-3
Fully intangible 	3-6
Legs intangible 	3-10
Hitboxes (early, late)	20-22, 23
Interruptible 	56
Animation length 	82
!Hitboxes 
|-
!Full 
|-
!Legs 
Category:Sora (SSBU)
Category:Down smashes (SSBU)
Sora (SSBU)/Down special

==Overview==
==Hitboxes==
|}
==Timing==
===Counter===
Intangibility 	7-8
Counter 	8-25
Interruptible 	52
Animation length	64
|-
===Hit===
Intangibility 	1-29
Hitboxes 	25-27, 28, 29
Interruptible 	49
Animation length	88
|-
Category:Sora (SSBU)
Category:Down special moves (SSBU)
Category:Counterattacks (SSBU)
Sora (SSBU)/Down throw

==Overview==
==Throw Data==
|}
==Timing==
During frame 18, the move inflicts 3 frames of hitlag to both Sora and the opponent, during which the opponent is invincible. This section shows its timing without the hitlag.
Invincibility 	1-19
Throw Release 	19
Interruptible 	40
Animation length	51
|-
Category:Sora (SSBU)
Category:Down throws (SSBU)
Sora (SSBU)/Edge attack

==Overview==
==Hitboxes==
|}
==Timing==
For each ledge grab without touching the ground or being hit, intangibility is reduced on subsequent ledge grabs, until it is lost entirely from the fourth grab onward. The hitbox visualization only shows intangibility for the first ledge grab.
Intangibility (1st grab)	1-22
Intangibility (2nd grab)	1-18
Intangibility (3rd grab)	1-11
Hitbox 	20-22
Interruptible 	56
Animation length 	72
!Hitbox 
|-
!1st grab 
|-
!2nd grab 
|-
!3rd grab 
Category:Sora (SSBU)
Category:Edge attacks (SSBU)
Sora (SSBU)/Forward aerial

==Overview==
Sora's forward aerials consist of 3 swings of his Keyblade. It comes from the three hit combos in Kingdom Hearts. It does 15.6% in total.
For the technical data of each individual hit, see:
*Sora (SSBU)/Forward aerial/Hit 1
*Sora (SSBU)/Forward aerial/Hit 2
*Sora (SSBU)/Forward aerial/Hit 3
==Quickest loop==
Hit 1 	10-11, 12-13, 14-15
Hit 2 	28, 29, 30, 31-32
Hit 3 	50-54
Interruptible 	44, 56, 83
Animation lengths	59, 82, 100
|-
|-
Category:Sora (SSBU)
Category:Forward aerials (SSBU)
Sora (SSBU)/Forward aerial/Hit 1

==Overview==
==Hitboxes==
!Hitstun
|+4 frames
|+6 frames
|+8 frames
|—
|—
|—
|—
|—
|—
|}
==Timing==
===Attack===
The move can transition into the next hit by either holding the attack button or pressing it again within the continuability window. Upon hitting an opponent, the move sets Sora's vertical speed to 1 if not fast falling, reduces his previous horizontal momentum by 0.35×, and temporarily multiplies his air acceleration and air speed by 0.75× and 0.65×, respectively.
The move enables ledge grabs from both sides starting on frame 43.
Initial autocancel 	1-2
Hitboxes 	10-11, 12-13, 14-15
Continuability window 	16-42
Earliest continuable frame	23
Ending autocancel 	38-
Interruptible 	44
Animation length 	59
|-
|-
===Landing lag===
Interruptible 	13
Animation length	34
Category:Sora (SSBU)
Category:Forward aerials (SSBU)
Sora (SSBU)/Forward aerial/Hit 2

==Overview==
==Hitboxes==
|}
==Timing==
===Attack===
The move can transition into the next hit by either holding the attack button or pressing it again within the continuability window. Upon hitting an opponent, the move sets Sora's vertical speed to 1 if not fast falling, reduces his previous horizontal momentum by 0.35×, and temporarily multiplies his air acceleration and air speed by 0.75× and 0.65×, respectively.
Hitboxes 	6, 7, 8, 9-10
Continuability window 	12-33
Earliest continuable frame	20
Ending autocancel 	28-
Interruptible 	34
Animation length 	60
|-
|-
===Landing lag===
Interruptible 	14
Animation length	50
==Trivia==
*The ID 3 hitbox is coded as an extended hitbox despite not actually extending, which prevents it from interpolating.
Category:Sora (SSBU)
Category:Forward aerials (SSBU)
Sora (SSBU)/Forward aerial/Hit 3

==Overview==
==Hitboxes==
|}
==Timing==
===Attack===
Hitboxes 	9-13
Ending autocancel	36-
Interruptible 	42
Animation length 	59
|-
===Landing lag===
Interruptible 	15
Animation length	47
Category:Sora (SSBU)
Category:Forward aerials (SSBU)
Sora (SSBU)/Forward smash

==Overview==
==Hitboxes==
!Shieldstun
|2×
|2×
|2×
|2×
|2×
|2×
|2×
|1.9×
|2×
|2×
|1.9×
|2×
|2×
|1.9×
|2×
|}
==Timing==
Charges between 	5-6
Clean hit 	16-17
Late hit 	18, 19-20
Interruptible 	53
Animation length	77
Category:Sora (SSBU)
Category:Forward smashes (SSBU)
Sora (SSBU)/Forward tilt

==Overview==
Sora performs an uppercut with his Keyblade. This attack is unique in that pressing the button once will make it a single strong hit, while holding or repeatedly tapping the button will lead into a combo. It bears a resemblance to the Slapshot ability in the Kingdom Hearts games, with its unique property of being a strong hit if pressed once being a possible nod to Slapshot having a chance of landing a critical hit.
On its own, the first strike deals less damage than the full combo, but has more knockback potential than the combo finisher.
==Hitboxes==
! Shieldstun
|2.4×
|2.4×
|2.4×
|2.4×
|2.4×
|2.4×
|2.4×
|—
|}
==Timing==
Hitboxes (early, late)	13, 14-18
Interruptible 	42
Animation length 	61
==3-Hit Combo==
For the technical data of the 3-hit combo, see:
*Sora (SSBU)/Forward tilt/Hit 1
*Sora (SSBU)/Forward tilt/Hit 2
*Sora (SSBU)/Forward tilt/Hit 3
===Quickest loop===
Hit 1 	13, 14-15, 16-17
Hit 2 	34-37
Hit 3 	53-54, 55-57
Interruptible 	41, 63, 91
Animation lengths	60, 72, 100
|-
|-
Category:Sora (SSBU)
Category:Forward tilts (SSBU)
Sora (SSBU)/Forward tilt/Hit 1

==Overview==
Sora performs an uppercut with his Keyblade. From there, holding or tapping the button will cause the move to transition into a three-strike combo; otherwise, the move will become its single-hit variant.
==Hitboxes==
! Hitstun
! Shieldstun
|+13 frames
|3×
|+13 frames
|3×
|+12 frames
|3×
|+12 frames
|3×
|+13 frames
|3×
|+13 frames
|3×
|+12 frames
|3×
|+12 frames
|3×
|+13 frames
|3×
|+13 frames
|3×
|+12 frames
|3×
|+12 frames
|3×
|}
==Timing==
On frame 12, the move checks if the attack button is held or has been pressed again beforehand to continue into the second hit of the forward tilt; otherwise, the single-hit variant is used.
Hitboxes 	13, 14-15, 16-17
Continuation frame	28
Interruptible 	41
Animation length 	60
==Trivia==
*This move's continuability window into the second forward tilt is coded to be active from frame 28 to 44; however, as the input is checked during the move's startup to decide whether to use the single-hit or combo variant, it cannot transition into the second forward tilt any later than frame 28.
Category:Sora (SSBU)
Category:Forward tilts (SSBU)
Sora (SSBU)/Forward tilt/Hit 2

==Overview==
==Hitboxes==
! Hitstun
! Shieldstun
|+10 frames
|3×
|+10 frames
|3×
|+10 frames
|3×
|+10 frames
|3×
|+10 frames
|3×
|+10 frames
|3×
|}
==Timing==
The move can transition into the third hit of the forward tilt by either holding the attack button or pressing it again within the continuability window.
Hitboxes 	7-10
Continuability window	11-40
Continuation point 	17
Interruptible 	36
Animation length 	45
|-
Category:Sora (SSBU)
Category:Forward tilts (SSBU)
Sora (SSBU)/Forward tilt/Hit 3

==Overview==
Sora performs a downward slash that acts as the finishing strike of his forward tilt combo. It bears a slight resemblance to Blitz, a leaping attack from the Kingdom Hearts games and a combo finisher from the first game. It has less knockback than the first strike on its own.
==Hitboxes==
! Shieldstun
|2.4×
|2.4×
|2.4×
|2.4×
|2.4×
|2.4×
|2.4×
|—
|}
==Timing==
Hitboxes (early, late)	10-11, 12-14
Interruptible 	48
Animation length 	57
Category:Sora (SSBU)
Category:Forward tilts (SSBU)
Sora (SSBU)/Grab

==Overview==
==Grabbox Data==
===Standing Grab===
|}
===Dash Grab===
|}
===Pivot Grab===
|}
==Timing==
===Standing grab===
Grab 	7-8
Interruptible 	36
Animation length	55
===Dash grab===
Grab 	10-11
Interruptible 	43
Animation length	58
===Pivot grab===
Grab 	11-12
Interruptible 	38
Animation length	59
Category:Sora (SSBU)
Category:Grabs (SSBU)
Sora (SSBU)/Hitboxes

==Hitboxes==
Move 	Name 	Hitbox
Neutral attack 1 	 	
Neutral attack 2 	 	
Neutral attack 3 	 	
Forward tilt 1 	 	
Forward tilt 2 	 	
Forward tilt 3 	 	
Up tilt 	 	
Down tilt 	 	
Dash attack 	 	
Forward smash 	 	
Up smash 	 	
Down smash 	 	
Neutral aerial 1 	 	
Neutral aerial 2 	 	
Neutral aerial 3 	 	
Forward aerial 1 	 	
Forward aerial 2 	 	
Forward aerial 3 	 	
Back aerial 	 	
Up aerial 	 	
Down aerial 	Hurricane Blast 	
Down aerial landing 	Hurricane Blast 	
Neutral special Firaga 	Magic 	
Neutral special Thundaga (grounded)	Magic 	
Neutral special Thundaga (aerial) 	Magic 	
Neutral special Blizzaga 	Magic 	
Side special 1 	Sonic Blade 	
Side special 2 	Sonic Blade 	
Side special 3 	Sonic Blade 	
Up special 	Aerial Sweep 	
Down special 	Counterattack 	
Down special attack 	Counterattack 	
Standing grab 	 	
Dash grab 	 	
Pivot grab 	 	
Pummel 	 	
Forward throw 	 	
Back throw 	 	
Up throw 	 	
Down throw 	 	
Getup attack front 	 	
Getup attack back 	 	
Getup attack trip 	 	
Ledge attack 	 	
Final Smash 	Sealing the Keyhole	
Category:Sora (SSBU)
Category:Hitboxes (SSBU)
Sora (SSBU)/Neutral aerial

==Overview==
Sora's neutral aerials consist of 3 swings of his Keyblade. It comes from the three hit combos in Kingdom Hearts. It does 14.1% in total.
For the technical data of each individual hit, see:
*Sora (SSBU)/Neutral aerial/Hit 1
*Sora (SSBU)/Neutral aerial/Hit 2
*Sora (SSBU)/Neutral aerial/Hit 3
==Quickest loop==
Hit 1 	8, 9-10, 11, 12, 13, 14-20
Hit 2 	28, 29, 30, 31-32
Hit 3 	50-54
Interruptible 	42, 56, 83
Animation lengths	55, 82, 100
|-
|-
Category:Sora (SSBU)
Category:Neutral aerials (SSBU)
Sora (SSBU)/Neutral aerial/Hit 1

==Overview==
==Hitboxes==
!Hitstun
|+2 frames
|+4 frames
|+10 frames
|+1 frame
|+2 frames
|+4 frames
|—
|—
|—
|—
|—
|—
|—
|—
|—
|—
|—
|—
|}
==Timing==
===Attack===
The move can transition into the next hit by either holding the attack button or pressing it again within the continuability window. Upon hitting an opponent, the move sets Sora's vertical speed to 1 if not fast falling, reduces his previous horizontal momentum by 0.35×, and temporarily multiplies his air acceleration and air speed by 0.75× and 0.65×, respectively.
Initial autocancel 	1
Hitboxes 	8, 9-10, 11, 12, 13, 14-20
Continuability window 	16-41
Earliest continuable frame	23
Ending autocancel 	30-
Interruptible 	42
Animation length 	55
|-
|-
===Landing lag===
Interruptible 	10
Animation length	25
Category:Sora (SSBU)
Category:Neutral aerials (SSBU)
Sora (SSBU)/Neutral aerial/Hit 2

==Overview==
==Hitboxes==
|}
==Timing==
===Attack===
The move can transition into the next hit by either holding the attack button or pressing it again within the continuability window. Upon hitting an opponent, the move sets Sora's vertical speed to 1 if not fast falling, reduces his previous horizontal momentum by 0.35×, and temporarily multiplies his air acceleration and air speed by 0.75× and 0.65×, respectively.
Hitboxes 	6, 7, 8, 9-10
Continuability window 	12-33
Earliest continuable frame	20
Ending autocancel 	28-
Interruptible 	34
Animation length 	60
|-
|-
===Landing lag===
Interruptible 	11
Animation length	39
==Trivia==
*The ID 3 hitbox is coded as an extended hitbox despite not actually extending, which prevents it from interpolating.
Category:Sora (SSBU)
Category:Neutral aerials (SSBU)
Sora (SSBU)/Neutral aerial/Hit 3

==Overview==
==Hitboxes==
|}
==Timing==
===Attack===
Hitboxes 	9-13
Ending autocancel	36-
Interruptible 	42
Animation length 	59
|-
===Landing lag===
Interruptible 	12
Animation length	37
Category:Sora (SSBU)
Category:Neutral aerials (SSBU)
Sora (SSBU)/Neutral attack

==Overview==
Sora's neutral attacks consist of 3 swings of his Keyblade. It comes from the three hit combos in Kingdom Hearts. It does 9.6% in total.
For the technical data of each individual hit, see:
*Sora (SSBU)/Neutral attack/Hit 1
*Sora (SSBU)/Neutral attack/Hit 2
*Sora (SSBU)/Neutral attack/Hit 3
==Quickest loop==
Jab 1 	5-7, 8-10, 11, 12
Jab 2 	24-27
Jab 3 	43-50
Interruptible 	37, 55, 79
Animation lengths	46, 62, 95
|-
|-
Category:Sora (SSBU)
Category:Neutral attacks (SSBU)
Sora (SSBU)/Neutral attack/Hit 1

==Overview==
Sora swings his Keyblade from above. The first hit of neutral attack deals 2.8% damage.
==Hitboxes==
! Hitstun
! Shieldstun
|+11 frames
|3×
|+11 frames
|3×
|+11 frames
|3×
|+8 frames
|3×
|+8 frames
|3×
|+8 frames
|3×
|+8 frames
|3×
|+8 frames
|3×
|+8 frames
|3×
|+8 frames
|3×
|+8 frames
|3×
|+8 frames
|3×
|+8 frames
|3×
|+8 frames
|3×
|}
==Timing==
Hitboxes 	Hitboxes 	5-7, 8-10, 11, 12
Continuability 	Held on hit or tapped	18-38
Continuability 	Held without hitting 	20
Interruptible 	Interruptible 	37
Animation length	Animation length 	46
|-
==Trivia==
*Interestingly enough, Sora's first jab is one of the few jabs with a 180° angle hitbox that does not have a separate hitbox with a different angle for non-fighter targets, causing it to launch non-fighter targets (such as damageable items) towards the user rather than away when hit from afar. It shares this distinction with and 's first and second jabs, and 's first jabs, and 's second jab.
Category:Sora (SSBU)
Category:Neutral attacks (SSBU)
Sora (SSBU)/Neutral attack/Hit 2

==Overview==
Sora stabs his Keyblade directly in front of him. The second hit of neutral attack deals 2.6% damage.
==Hitboxes==
! Hitstun
! Shieldstun
|+10 frames
|3×
|+10 frames
|3×
|+10 frames
|3×
|+10 frames
|3×
|+10 frames
|3×
|+10 frames
|3×
|}
==Timing==
Hitboxes 	Hitboxes 	7-10
Continuability 	Held on hit or tapped	17-36
Continuability 	Held without hitting 	19
Interruptible 	Interruptible 	38
Animation length	Animation length 	45
|-
Category:Sora (SSBU)
Category:Neutral attacks (SSBU)
Sora (SSBU)/Neutral attack/Hit 3

==Overview==
Sora swings his Keyblade from below. The third hit of neutral attack deals 4.2% damage.
==Hitboxes==
! Shieldstun
|3×
|}
==Timing==
Hitboxes 	10-17
Interruptible 	46
Animation length	62
Category:Sora (SSBU)
Category:Neutral attacks (SSBU)
Sora (SSBU)/Neutral special

==Overview==
's neutral special is unique in that it cycles between three different moves in order.
==Hitboxes==
===Firaga===
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===Thundaga===
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===Blizzaga===
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==Timing==
===Firaga===
Clean hit	16-25
Mid hit 	26-35
Late hit 	36-55
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===Thundaga===
Grounded (hit 1, hit 2, hit 3)	30-52, 44-66, 58-80
Aerial (hit 1, hit 2, hit 3) 	29-52, 43-66, 58-80
===Blizzaga===
Category:Sora (SSBU)
Category:Neutral special moves (SSBU)
Sora (SSBU)/Up aerial

==Overview==
==Hitboxes==
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==Timing==
===Attack===
The move enables ledge grabs from the front starting on frame 51. It lacks a window for backward ledge grabs, so Sora cannot grab ledges from behind until a frame after the animation is over (frame 78 onward).
Initial autocancel	1
Hitboxes 	10-11, 12-13, 14-16, 17-18
Ending autocancel 	32-
Interruptible 	42
Animation length 	76
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===Landing lag===
Interruptible 	11
Animation length	34
==Trivia==
*Alongside Sora's , this is the only aerial attack with an early ledge grab window that only allows ledge grabs from the front.
Category:Sora (SSBU)
Category:Up aerials (SSBU)
Sora (SSBU)/Up special

==Overview==
==Hitboxes==
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==Timing==
Front hits 1-3 	9-11, 20-22, 27-29
Back hits 	17-19, 24-26, 31-33
Final hit 	41-43
Animation length	85
Category:Sora (SSBU)
Category:Up special moves (SSBU)