My overall thoughts on his gameplay. I can gush about what he brings as a whole and how happy I am, but that is a story for later.
Sora seems... kinda average to above-average right now viability-wise? He does seem have defined strengths and weaknesses, but nothing about him seems particularly crazy.
His combo capabilities seems fairly potent, especially when it comes to using up air -> Aerial Sweep, and anything that comes from down tilt or down throw. In general, this seems to have pretty good damage racking capabilities somewhat similar to Bayonetta.
His KO power seems to be surprisingly good, with a collection of solid finishers.
- Down smash seems to send at a generous angle, while it's extra jump a nice addition as well, although the jump seems to be toned down in comparison to Incineroar, K. Rool, and Ridley's down smashes.
- Up smash seems to lack a scoop hitbox, similar to Hero's. However, in comparison to Hero's, Sora's up smash has a very generous hitbox with a sweetspot (that doesn't seem to differ too much from sourspot interestingly).
- Aerial Sweep seems like a nice KO option. It seems to send more vertically than the Link's, but that is shown with no DI, so more testing is required for this.
- Back throw is a KO throw. Might be identical to Mario's, but we will see.
- He also has a plethora of edgeguarding options, further aiding this.
He also has some form of keepaway in the form of spells. FYI: I also like how SSF2 Sora also have this, even having this order of spells at one point.
- Firaga seems solid when only shot once, since it seems that he can combo into dash attack or apply pressure. Shooting a single fireball seems to be fairly safe to do at most ranges. However, shooting multiple Firagas doesn't seem to be all that good, since there is a glaring gap between the shots where you can pull up your shield on-hit. From there, you can easily shield jump out of it. Might be good vs Kazuya since he leaves the ground later than everyone else, but outside of that, I think only shooting one is the best course of action. Also, the distance of the fireballs is honestly not super great? It seems to be about the range of Zapple, but you will not be counter-zoning with this move in the slightest.
- Thundaga is easily the best one. Covers very good area, especially against aerial opponents, and couples as an edgeguarding option. Likely his most important spell. Note that the grounded version has a large blindspot on front of Sora, and while the aerial version fixes that blindspot, it comes at the cost of its range. Note that in the Sora vs FF fight, it is shown that if Sora gets hit in the middle of Thundaga, no more lightning bolts will spawn after the fact.
- Blizzaga is kinda weak imo. Seems like a worse version of ICs Blizzard (and even that move is a shell of its Brawl version), due to its very low duration. Freeze is kinda situational as well, only really being useful at high percents, but borderline useless at low percents. The SSF2 version of this move is similar but significantly better.
He, above all else, excels offstage.
- Amazing recovery coming from his Mewtwo/Ness/Lucas like jump, solid distance and protection from Aerial Sweep, and can be follow-up with Sonic Blade.
- Bayonetta-esque forward air, alongside other tools like Thundaga and down air, makes his edgeguard fairly potent as well.
His buttons are have both a strong point and a weak point. The strong point is the active frames, as it is addressed as pretty good in the showcase.
- This helps particularly in the ledge trapping department, and stuffing out buttons that are pressed after yours.
However, as shown in ESAM's post on his frame data, his frame data on startup is very lackluster, nearing Ganondorf/Kazuya levels of poor startup.
- According to ESAM, Aerial Sweep is frame 10. Not the worst OoS in the world, but he will struggle in terms of OoS against characters with mashable buttons on block.
- In general, his buttons will be stuffed out by characters with faster startup frames. His disjoint size seems to about on par with Mythra, so only about average. Due to this and his general floaty nature, approaching as Sora may be fairly troublesome. He thankfully does have his spells to help out with that, but he will eventually have to approach.
His other main flaw is being a floaty lightweight.
- This does provide benefits, as seen with Ness, in the fact that he has high aerial presence, so stuffing him out may be tricky for certain characters. This, imo, may give him an edge against characters like Pikachu or Olimar.
- Unfortunately, floaty and light are not desirable traits to have overall in a Smash game, especially in a game like Ultimate where you have the laggy directional airdodges so characters can juggle you forever. DAirdodge frame data is more tied to the fall speed of a character, so I don't know how laggy Sora's airdodge is, but I can imagine it being not great. Of course, being light is not good since you get KO'd earlier, and he doesn't seem to have anything particularly crazy to compensate. That is part on why they made Sephiroth so light.
- Ness-esque double jump means that he cannot apply juggle pressure as well as other swordies. Up air doesn't seem to have the range as say Marthcina's or Corrin's.
His disadvantage seems to be VERY lopsided.
- With the reasons said above, his offstage disadvantage seems great. He can hang around offstage for so long, has one of the higher double jumps in the game, an up special with solid distance and protection that can be followed up with his side special. Note that he can only do this at the peak of his up special, otherwise he is put into freefall.
- Conversely his disadvantage when put in a juggle scenario seems pretty bad. With his floaty nature and stall-then-fall down air, he seems pretty susceptible to juggles. If his side special could change direction instantly with the first dash, then this would be a different story, but that is not the case: he is forced to do the first dash horizontally, and the more dashes he does, the laggier it becomes. If you try to do so, then the opponent can simply fastfall on reaction to the first dash, and punish his landing.
Sonic Blade is such a wild move. It is shown to be similar to Pikachu's QA and Greninja's HP, but honestly the most opt comparison is to Bayonetta's ABK.
- The homing function is fairly unique. From the second dash onwards, he is able to home into the opponent, making the move connect consistently. Be aware that this can lead to accidental SDs, but a player aware of this would abort.
- It is able to cross-up shields! This can make it tricky to pin down, especially online. He also doesn't lose the ability to use another dash after it hits an opponent's shield, making it especially tricky to pin down. Sonic Blade gains on what ABK lost in the transition from SSB4 to Ultimate.
- The above point is compensated by the move being a lot slower than Bayo's ABK, while also retaining the additional landing lag per special move use. The move also has less immediate distance than ABK, overall making the move a less effective burst/mobility option than ABK.
- The third dash seems to have solid knockback, although the extent of this is unknown. However, it seems to be purely horizontal knockback, which means that you virtually need to be right below or inside the vertical blastzone in order for this move to KO. The dev team definitely made many precautions to make sure SSB4's latter nonsense doesn't happen again.
- Honestly, the fact that the first dash is forced to be from left to right limits the move more than it seems at first. It could be a huge utility move in a similar vein to QA, while also possessing true lattering capabilities, but that is not the case.
From my observations, Sora seems fairly comparable to
in terms of strengths and weaknesses. They are both combo focused characters that excel offstage.
In comparison to Bayo, Sora's combo capabilities doesn't seem to be nearly as potent and Sonic Blade seems to pale in comparison to After Burner Kick in terms of a fast burst option, but Sora in return has stronger overall KO power and stronger keepaway thanks to his spells (mostly Thundaga). That is a very rudimentary and somewhat vague comparison, as of course there are many other differences between the two, but the two do have quite a lot in common.
If I am going to have my pre-release, very easily susceptible to change, opinion on him viability-wise, maybe average to above-average?
That is funnily enough how SSF2 Sora is commonly viewed viability-wise, and in that game he has TRUE latter combo-to-death capabilities.
We never had a floaty sword character before, so Sora is a going to be a unique experience in that front. We will see how he cooks up in competitive play.
It is nice to a simple, straightforward character after Kazuya, who is a viability-talk nightmare of the most absurd strengths and crippling weaknesses all at once.
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Now the gushing begins.
First off: GOD TIER ALT COSTUMES. The fact that the four iterations of Sora have their own separate renders that mimic the original artwork is the cherry-on-top.
Second off: GREAT STAGE. Sure it doesn't have the casual fun of KoF Stadium (a god tier stage), but its competitive layout (seems to be bigger sides but smaller platform in comparison to Smashville) and amazing background visuals are a sight to behold, especially when we get to the Dive to the Heart part.
By the way, I am glad I managed to stop myself from getting spoiled from the reveal (I had an exam when the presentation happened), and I popped off hard when it happened. I never played a KH game aside from Days (mostly due to lacking any PlayStation consoles), but I have been following the series for many years (including binge watching KH2 GoA randomizers).