- Nov 14, 2007
Welcome to the Sora support thread!
Sora is the optimistic main protagonist of the long-lived, bestselling action RPG series known as Kingdom Hearts. He possesses the Keyblade of Light, a mystical weapon that grants its wielder great magical power as well as the ability to open any lock. Though originally a Sony-exclusive series, Kingdom Hearts has so far made its way on three different Nintendo systems. As a third-party character, Sora's sheer uniqueness would make him an excellent candidate for Smash 4 DLC.
For fans of the Kingdom Hearts series as well as newcomers, all support is welcome and appreciated. Who knows? Sora's inclusion in Smash 4 title might just increase the chances of the long-awaited Kingdom Hearts III coming to the Wii U or the NX.
With that, feel free to discuss in this thread anything concerning Sora or his game series, Kingdom Hearts. All ideas--move sets, stage and song suggestions, assist trophies, you name it--are welcome.
Credit to RhymesWithEmpty for the emblem design.
For those whom are unfamiliar with Kingdom Hearts, here is a full list of the currently released games in the series:
Kingdom Hearts (Playstation 2, 2002)
Kingdom Hearts Final Mix (Playstation 2, 2002)
Kingdom Hearts: Chain of Memories (Gameboy Advance, 2004)
Kingdom Hearts II (Playstation 2, 2005)
Kingdom Hearts: Re: Chain of Memories (Playstation 2, 2007)
Kingdom Hearts II Final Mix+ (Playstation 2, 2007)
Kingdom Hearts: Coded (Mobile, 2008)
Kingdom Hearts: 358/2 Days (Nintendo DS, 2009)
Kingdom Hearts: Birth by Sleep (Playstation Portable, 2010)
Kingdom Hearts: Re:Coded (Nintendo DS, 2010)
Kingdom Hearts: Birth by Sleep Final Mix (Playstation Portable, 2011)
Kingdom Hearts 3D: Dream Drop Distance (Nintendo 3DS, 2012)
Kingdom Hearts X (PC, 2013)
Kingdom Hearts HD 1.5 Remix (Playstation 3, 2013)
Kingdom Hearts HD 2.5 Remix (Playstation 3, 2014)
Kingdom Hearts Unchained X (Android, Release TBA)
Kingdom Hearts III (Playstation 4, Xbox One, Release TBA)
Below, the upper-left image is Sora as he appeared in the very first Kingdom Hearts--he has also appeared in this form in many other titles in his respective series. The upper-right image is Sora as he appears in Kingdom Hearts II, which takes place about a year after the events of the first Kingdom Hearts--he has also appeared in this costume in Kingdom Hearts: Re:Coded and Kingdom Hearts 3D: Dream Drop Distance, albeit only during cutscenes. The lower-left image is Sora as he appears in his most recent game, Kingdom Hearts 3D: Dream Drop Distance. The lower-right image is Sora as he appears in the upcoming Kingdom Hearts III.
Khinsider.com | KH3 Nomura Interview with Dengeki: Mt. Olympus, Happy Ending, Post-KH3 Direction Undecided
Gamespot.com | Kingdom Hearts 3 Has Big Hero 6 WorldNomura: In November, Disney will be holding “D23 Japan Expo 2015” and within the event, there will be a KINGDOM HEARTS fan event in November 3rd. Here, we plan to issue new information. Although voice actors have appeared for the event in 2013, this year’s content has been undecided. For more information, please wait for further announcement.
Gamespot.com | Kingdom Hearts 2.9 Leak Shows PS3/PS4 Release Planned - Report
Gamespot.com | Kingdom Hearts HD 2.8 Announced For PS4
Confirmed worlds for KH3:
Big Hero 6
[collapse="Why Should Sora be in Smash?"]
In the Smash Ballot I said:Just like Robin, Sora has much more to offer than the typical swordsmen like Marth and Roy. The countless magickal powers at Sora's disposal give him endless possibilities for a unique moveset. Kingdom Hearts has a long history with Nintendo, and is a best-selling series to boot. Sora's inclusion in Smash would be an excellent way of promoting the KH games already on Nintendo platforms, and increasing the likelihood of more to come--particularly Kingdom Hearts 3, which could be ported to the NX.
[/collapse]Alright guys, I'm gonna do something I should've done a month ago and post the core arguments being used against Sora and my counter-arguments against them. This will contain info that has already been stated in this thread though( for the most part) So you can choose to utterly ignore it. If you do read it though and feel that some points need to either be argued against or hae certian things added to the over all argument, feel free to post a response. I'm trying to cut off as much of the fat as possible from this:
"Sora is owned by Square Enix and Disney, even if they weren't strict with their IPs, Nintendo wouldn't want to pay two different organizations for just one character"
- This is a simple enough mistake to make as the Kingdom Hearts series has always been promoted to be a crossover between Disney's multiple franchises and the Final Fantasy series. But Sora is indeed owned by just Disney. Evidence of this are as follows:
1. "© Disney Developed by SQUARE ENIX" a copyright claim that can be found on both the official case for every Kingdom Hearts game( specifically on the back near the bottom) and in all of the official web pages for the series. For those of you who don't know, this simply means that Kingdom Hearts is a series that Square Enix is allowed to develop, but doesn't own( much like how Koie Tecmo and Capcom were allowe to develop Legend of Zelda games).
2. Tetsuya Nomura himself has stated that Kingdom Hearts is a Disney title.
3.Disney had a Kingdom Hearts game made called "Kingdom Hearts V-cast". This game starred Sora, had no Final Fantasy characters featured, and
Square Enix was completely unaware of it's development, further proving that Sora is their character.
"Disney is extremely strict with their IPs, they'd charge alot of money for his inclusion."
- This is an argument that was spawned due to previous transactions involving Disney and their far more popular characters! In the grand scheme of things, the reasons as to why companies like Disney keeps close tabs on their IPs is because they can make alot of money off of their popularity. To be clear, Sora is fairly popular within the gaming community, but when you compare his popularity to the likes of Mickey Mouse, the little mermaid( a.k.a Ariel), Simba, Tarzan, Alice, Hercules, Aladdin, or even Jack Sparrow( to name a few) then it's simply no contest, he's just not well known to a majority of non-gamers. Anybody who makes this claim is literally making a mountain out of a molehill and to further prove this:
Yes, you're looking at this correctly, Sega was able to get the rights to a lesser known Disney character, and if Sega of all companies can get the rights to use a Disney character in their game, then I'm not putting anything over Nintendo.
"Disney wouldn't wan't any of their characters in a fighting game, they prevented Square Enix from making Kingdom Hearts Dissidia."
-No they didn't, I've thoroughly searched high and low for an article that verifies this and the only one I've ever found that "confirmed" the info sourced another article that didn't make that claim. As it stands, this is just a false statement.
Even IF( and this is a bigger "if" than I'm implying) they did shut that concept down, there are way too many factors to put into consideration when thinking about why they would do it, and Sora being one of those factors is an impossibility considering the the type of game he comes from.
"Kingdom Hearts 3 isn't coming to the Wii U"
- Neither is street fighter V. As of this point Ryu makes this and any other related argument irrelevant.
[COLLAPSE="Costume/Colour Change Ideas"][COLLAPSE="Drive Forms"]If Sora gets to be in the new Smash Bros, however unlikely that may be, I think his colour changes should be based on his Drive Forms, all of which were available in Kingdom Hearts II. Although, Sora has never had a green costume in his respective games--and green is pretty much a necessary colour in Smash Bros, what with the Team Mode (Green Team, Red Team, Blue Team).
This is Sora's Valour Form, the first Drive Form he attains:
This is Sora's Wisdom Form, the second Drive Form he attains:
This is Sora's Master Form, the third Drive Form he attains:
This is Sora's Final Form, the last Drive Form he attains:
This is Sora's Limit Form, which is based on his original outfit in the first Kingdom Hearts. This Drive Form is available exclusively for Kingdom Hearts II: Final Mix:
This is Sora's Anti Form, which, in his game, does more harm than good. It is randomly activated when the player attempts to enter a Drive Form. The more times the player activates Sora's Drive Forms, the higher the chance Sora has of entering Anti Form.
[COLLAPSE="Sora Palette Swaps by Venus of the Desert Bloom"]
[COLLAPSE="Assist Trophy Ideas"] Riku:
Riku is Sora's best friend and greatest rival. Though he was briefly an antagonist in the first Kingdom Hearts, he now fights alongside Sora for the greater good. He is a playable character in Kingdom Hearts: Chain of Memories, Kingdom Hearts II (albeit very briefly), Kingdom Hearts: 358/2 Days, and Kingdom Hearts 3D: Dream Drop Distance. He wields Way to the Dawn, a Keyblade of Light. The above image is Riku as he appears in the latest Kingdom Hearts game, Dream Drop Distance.
As an Assist Trophy, Riku could do one of the following:
1). Riku runs and jumps around the stage, attacking any enemy he encounters. Riku has three different attacks that he uses randomly. His first attack is a strong swing of his Keyblade that has good knockback. For his second attack, Riku hurls a ball of purplish-white flame at the opponent(s). For his third attack, Riku leaps high into the air, right above an unlucky opponent, and dives down with his Keyblade thrusted downward--this move is about as powerful as Link's downward aerial. If an opponent attacks Riku, Riku will block their attack with a wall of transparent hexagons, then respond with a devastating counter attack that can kill at high percentages. When Riku is summoned, he says, "My turn!" If Sora is on the battlefield, he will say, "C'mon, Sora! I thought you were stronger than that!"
2). Riku levitates whilst raising his Keyblade with both hands--as he does so, he says, "Just try to keep up!" or if Sora is present he will say, "C'mon, Sora! I thought you were stronger than that!" Riku then abruply disappears. Soon after, Riku will repeatedly teleport near an opponent and dash across the screen with his Keyblade thrusted forward. This attack is about as powerful as Latios and Latias's attack in Brawl. Before Riku disappears, as a final attack he will teleport above an unlucky opponent and slam into the ground feet first, creating a high, wide burst of purplish-white flame that can kill at medium-high percentages.[/COLLAPSE]
[COLLAPSE="Stage and Song Ideas"] The World That Never Was:
The World That Never Was is one of the many worlds in the Kingdom Hearts universe. It is the stronghold of Organization XIII, a villainous group that tries to use Sora for their master plan, but is ultimately defeated. This world first appeared in Kingdom Hearts II; it also appears in Kingdom Hearts: 358/2 Days and Kingdom Hearts 3D: Dream Drop Distance.
In this stage, players fight in front of a skyscraper bearing multiple television-like screens on its roof. The match starts at the ground, where only side-screen and star KO's are possible. At this point, only the neon lights at the skyscraper's base are seen. The buildings surrounding the skyscraper can be seen as well, if the player pauses and looks around.
After about a minute or two, the camera will begin to slowly scroll upwards--when this happens, a red warning arrow pointing upwards briefly flashes on the screen. The players must keep up with the camera by leaping atop floating platforms that are stationed in front of the skyscraper. Eventually, the camera will stop at the top of the skyscraper. The players then spend the rest of the match atop the skyscraper, where falls and meteor KO's are now possible. In the background a large, floating white castle can be seen. Over the castle looms a gargantuous heart-shaped moon--Kingdom Hearts--surrounded by dark thunder clouds.
Possible songs for this stage (click on the tracks to listen to them via YouTube):
♪ Another Side, Another Story
♪ Simple and Clean Remix
♪ Simple and Clean
♪ Shrouding Dark Cloud
♪ Guardando Nel Buio
♪ Forgotten Challenge
♪ Sacred Moon
♪ The 13th Struggle
♪ The 13th Dilemma
♪ Hazardous Highway
♪ Critical Drive
♪ Enter the Darkness
♪ Dark Impetus[/COLLAPSE]
[EDIT] Oh, and one more thing: try to avoid posting any plot spoilers in the Kingdom Hearts series. If you wish to discuss the plots, characters, etc in depth and you think your message might reveal any major plot details, be sure to conceal or compress the details with a spoiler warning.
Anyway, I randomly made this move set when I was bored. I actually put a lot of thought into it. Maybe a little too much thought. Every one of these moves derives solely from the Kingdom Hearts series, except for Sora's pummel and his ground and edge attacks, which I, for the most part, made up. That being said, anybody here whom has played every Kingdom Hearts game, including Re: Coded, should recognize most, if not all, of these.
[COLLAPSE="Move Set"] Index:
1). Regular Attack
2). Other Moves & Actions
3). Tilt Attacks
4). Smash Attacks
5). Aerial Attacks
6). Special Moves
7). Grab Attacks
8). Taunts, Poses, Etc.
9). Final Smash
[COLLAPSE="1). Regular Attack (or "jab")"]• Jab 1: Sora performs a swift vertical swing of his Keyblade.
• Jab 2: Sora thrusts his Keyblade into the opponent.
• Jab 3: Sora whirls around and finishes the combo with a strong horizontal slash, sending the opponent flying a medium-short distance.
• Regular Attack (with item): Sora performs a quick horizontal slash with whatever item he is wielding. Damage and knockback depends on what item Sora is wielding.[/COLLAPSE]
[COLLAPSE="2). Other Moves & Actions"]Note: In terms of weight and travel speed, Sora is very much like Mario, except he is a tad more “floaty”, and he runs a little bit faster. In terms of attack speed, Sora is generally similar to Pit, except he has more options when it comes to finishing off an opponent.
• Initial Jump Animation & Height: Sora leaps into the air with his forearms raised over his head. He then descends in a squatting pose. Though this jump is not too high (roughly as high as Mario's jump), it can cover more horizontal distance than most characters.
• Initial Jump Animation & Height (backward): Sora leaps backward with his arms spread outward and his feet close together. Not too high, but good horizontal distance.
• Secondary Jump Animation & Height: Sora performs a somersault. Much like his initial jump, it is not too high, but covers good horizontal distance.
• Secondary Jump Animation & Height (backward): Sora performs a back flip with his arms spread and his feet together. Not too high, but travels fairly far, horizontally.
• Shield pose: With both hands on the hilt, Sora holds his Keyblade in front of him defensively.
• Spot-Dodge Animation & Duration: Sora briefly leans to the side with his free hand held out in front of him and his sword hand held out behind him. A tiny bit slower than Link's spot dodge.
• Air-Dodge Animation & Duration: With his Keyblade raised over his head and his free hand relaxed, Sora slowly spins his body. About as long as R.O.B./Robot's spot dodge.
• Glide Animation & Speed: Using fey magic, Sora will enter a glide that is long but hard to control. His glide is both faster and much longer than Pit and Metaknight's, but his trajectory is harder to control; if the control stick is tilted too far, Sora's dive will be too steep, resulting in a potential self-destruct KO--thus, the player must handle the joystick very carefully when gliding with Sora. Sora is also left open longer when he hits the ground, depending on how steep the dive was. Sora's glide can be initiated after either of his jumps. If the glide is stopped in any way (i.e. by attacking or getting hit), Sora cannot glide again, nor double-jump, nor can he use any of his special moves, until he lands or grabs onto a ledge. As he glides, Sora will leave a trail of sparkles.
• Glide Attack: Sora dashes through the air a medium distance in a downward arc with his Keyblade thrusted forward. At the same time, a red cross can be seen in front of him. This attack slashes opponents a few times whilst carrying them with Sora. Though useful for recovery, this move can backfire if used predictably or without care. Slightly slow startup.
• Dash Attack: With both hands, Sora performs a swift horizontal slash whilst travelling forward. He then brings his Keyblade back around for another horizontal slash, spins around, and finishes the combo with a third horizontal slash. All of these slashes pull the enemy toward Sora when or if they connect, save the third slash, which knocks the opponent upward a tiny bit.
• Dash Attack (with item): Sora spins his body, slashing the opponent three or four times. Very slightly slow startup. Damage depends on what item Sora is wielding.
• Get-up Attack (face-up): Sora performs a quick, but weak, spin-slash as he rises.
• Get-up Attack (face-down): As Sora rises, he will thrust his Keyblade out behind him and then bring it around in front of him in a low vertical slash.
• Edge-climb Attack: Sora performs a quick, but weak, horizontal slash as he climbs back onto the stage.
• Second Edge-climb Attack (when his damage percent is high): Sora performs a slightly slow vertical slash as he climbs onto the ledge. Knocks away the opponent a tiny bit.[/COLLAPSE]
[COLLAPSE="3). Tilt Attacks"]• Forward Tilt: Sora thrusts his palm at the opponent whilst twirling his Keyblade with psychokinesis, slashing him/her several times. Quick, almost instant startup. Good vertical range, but poor horizontal range. This move is also easy to escape via DI (or Directional Influence).
• Forward Tilt (with item): Sora crosses his arms and then brings both weapons forward in a moderately strong horizontal slash. Has good range, horizontally. Damage, startup, and knockback depend on what item Sora is wielding.
• Upward Tilt: Sora knocks the opponent straight up in the air with a backhand vertical slash, setting him/her up for an aerial combo. The opponent immediately enters a fairly long "hit stun" phase when this attack connects, preventing him/her from retaliating right away. Very slightly slow start up. Can be "jab-cancelled" into. Has rather low knockback, even at higher damage percentages.
• Downward Tilt: Sora enters a handstand and performs a flurry of lightning-fast spin kicks that push nearby opponents sideways. Has good horizontal range, but poor vertical range. Quick startup. Can be “jab-cancelled” into. Good for "spacing".[/COLLAPSE]
[COLLAPSE="4). Smash Attacks"]• Forward Smash: Sora hurls his Keyblade at the opponent. The Keyblade spins through the air and comes back to Sora like a boomerang. Unlike Link's boomerang, however, Sora's Keyblade will keep going even if it hits someone or something--it also never alters its trajectory; it always flies perfectly sideways. Anyone hit by the attack will be momentarily stunned; if they get hit while in the air, they will be knocked away. The longer the move is charged, the farther the Keyblade will fly and the more powerful the attack will be. Can kill at high percentages if charged. If used without charging, the Keyblade will only fly a short distance--if fully charged, it will fly across any medium-sized stage (such as Battle Field) or even past the edge. Deals a good amount of damage, especially when charged. Can also weaken other players' shields significantly, making this attack better off dodged than blocked. Somewhat slow startup, moderate ending lag. Great for "edge guarding", though probably not a good idea to be predictable with it. If Sora gets hit while the attack is in motion, the attack will be cancelled and his Keyblade will instantly teleport back to his hand. Unless this move is initiated via the right-hand analog stick, Sora will always say "Gotcha!" at the beginning of the move.
• Forward Smash (with item): Sora raises both hands straight up in the air whilst hopping upward a little and then brings both weapons down simultaneously in a strong vertical slash. Has decent horizontal and vertical range. Brings Sora forward a tiny bit. Damage, startup, and knockback depend on what item Sora is wielding.
• Upward Smash: With his hands raised and feet apart, Sora, with telekinesis, levitates his Keyblade over his head, which then explodes into a ball of electricity. Similar to Zelda's up-smash, it will shock opponents several times before finally sending them flying. Like Lucas’s upward smash, it has very high knockback, but slow start up. Hit box covers some of Sora's upper body and a large area above him. At the beginning of the move, Sora shouts "Thunder!"
• Downward Smash: Sora leaps in the air a little whilst whirling his body in a complete circle, then brings his Keyblade to the ground with bone-breaking force. Good knockback, but slightly slow startup. Can be "jab-cancelled" into. The attack will bring Sora forward a tiny bit.[/COLLAPSE]
[COLLAPSE="5). Aerial Attacks"]Note: Every one of Sora's aerial attacks, except for his downward aerial, can immediately be followed up by another, giving him a good variety of options in the air.
• Neutral Aerial: Sora spins in the air, performing a propeller-fast vertical windmill slash that pulls enemies into him, slashing them several times. Sora's descent is all but halted whilst using this move, but he will not be able to move left or right as easily. Though this move is quick, there is a three-second interval in which Sora cannot use the move again before he lands or grabs a ledge.
• Forward Aerial: Sora performs three swift horizontal slashes, all of which cut through the opponent whilst keeping them pulled in. Similar to Jigglypuff's "Pound", each slash of Sora's forward aerial will propel him slightly forward, keeping him afloat. However, there is a three-second interval in which Sora cannot use this move again before he lands or grabs a ledge.
• Backward Aerial: Sora performs a weak spin-kick that inflicts little damage, but pushes any opponents whom are directly behind him well out of arm's reach. Knockback is always the same, no matter the damage percentage. Similar to Ike's back-aerial, Sora will continue to face the direction he was originally facing even after using this move.
• Upward Aerial: Sora twirls his body in a complete circle whilst performing two swift upward slashes. The first slash cuts through the opponent(s) whilst pulling them in, while the second slash knocks them straight upwards. If this move is used right after jumping or double-jumping, Sora will continue to ascend, though he will not go as high or far as he would with a regular jump. Good for "juggling".
• Downward Aerial: Sora raises his Keyblade above his head and performs a skull-shattering downward slash whilst doing a somersault. Damages opponents both in front of and below him. Capable of Meteor Smashing (or spiking) if "sweet-spotted". Like Mario's forward aerial, Sora's downward aerial is a little bit on the slow side. This move will propel Sora forward a little bit, keeping him afloat.[/COLLAPSE]
[COLLAPSE="6). Special Moves"]• Standard Special (Fire Ball): Sora points his Keyblade ahead and shoots a fire ball from the tip, which travels fairly far at a moderately high speed (faster than Wolf's laser, but a tad slower than Falco's laser). Occasionally, he will shoot an ice ball that will briefly freeze the opponent(s). If used on the ground, Sora will be sent backward very slightly; if used in the air, Sora will be propelled backward a little farther than on ground. Very slightly slow startup. Can be used in succession. When Sora performs this move, every now and then he will shout "Ha!" or "Fire!" or "Freeze!"
• Side Special (Sonic Dash): Encroached in a field of wind and light, Sora dashes across the stage or through the air at sonic speed with his Keyblade thrusted forward. At the beginning of the move, Sora says, "Take THIS!" This move travels farther than Fox's side special move, but a bit slower. Initial hit box (while he is travelling) will cut through opponents and send them flying upward, while second hit box (right when he finishes the dash) will send opponents flying diagonally a little. Slightly slow startup. Can be followed up with an aerial attack, and vice versa. Sora will not be able to glide after using this move, nor will he be able to double-jump or use another special move. If Sonic Dash is used while on the ground, Sora will have a short ending lag. If Sora gets hit during the dash, he will still take damage, but he will not flinch in the slightest.
• Upward Special (Aerial Sweep): Sora leaps strait upward a short distance (farther than Wario's up-special, but not quite as far as Link's up-special) with a spinning slash. Like Young Link and Toon Link's up-special, Aerial Sweep will pull nearby enemies into Sora, slashing them several times. Instant startup. Can be followed up with an aerial attack, and vice versa. Sora cannot glide or double-jump or use another special move after using this.
• Downward Special (Parry): Sora half-spins his body, then with one hand briefly thrusts his Keyblade out in front of him defensively. If the opponent hits him from the front, his/her attack will be deflected and he/she will be momentarily disoriented and open for a devastating counter attack that can kill at high percentages. When Sora performs his counter attack, which is a swift horizontal slash accompanied by a shockwave with a "wind effect", he will either say "Back off!" or "It's over!" If instead a projectile makes contact with Sora's Keyblade, it will be reflected, and Sora will not counter. Sora's counter strike can be cancelled by shielding. Like all other counter moves, Sora's Parry can be overcome with a grab. This move cannot be used while airborne. Lastly, though this move is powerful, it has a slightly slow startup, and thus requires timing and prediction in order to be used effectively.[/COLLAPSE]
[COLLAPSE="7). Grab Attacks"]• Grab Range, Speed, and Animation: Sora grabs at the opponent whilst leaping forward a little. His standard grab is medium-fast and has medium range with a tiny bit of ending lag. His dash-grab has better range but longer ending lag. His pivot-grab has the fastest speed, but shortest range.
• Pummel: Sora zaps the opponent by channeling light energy through his arm and into the opponent’s body. About half as fast as Lucario’s pummel.
• Forward Throw: With one hand, Sora swings the opponent over his head by his/her ankle two times before finally releasing the opponent, flinging him/her sideways. The opponent does not fly too far, especially at low percentages; however, nearby enemies will be damaged and knocked away by the opponent whilst Sora is swinging him/her as well as after he throws him/her. Sora travels forward a little whilst doing this.
• Backward Throw: Sora uses the end of his Keyblade like hook to latch onto the opponent, levitates, and then spins very fast before finally releasing the opponent, sending him/her flying. Can kill at high percentages, especially when used near the edge of the stage.
• Upward Throw: Sora slides underneath the opponent feet first, tripping him/her, then with a strong swing of his Keyblade sends him/her flying into the air. Good for setting up various air combos, depending on the opponent's weight and damage percentage.
• Downward Throw: Sora puts away his Keyblade, magically rolls his enemy into a ball, jumps, then with both hands launches him/her into the floor. The opponent bounces upward a little. Can be used for "chain grabbing".[/COLLAPSE]
[COLLAPSE="8). Taunts, Poses, Etc."]• Up-Taunt: Sora leans toward the screen with his head bowed, then throws his head up with a wide, silly smile, his eyes rolled upward, saying "Yeeeee...!" At the same time, a "boing" sound can be heard.
• Side-Taunt: While facing the screen, Sora casually swings his Keyblade two times before turning around and resting it over his shoulder, saying "Nothing to it!" After turning around, Sora will look over his shoulder at the screen with a grin.
• Down-Taunt: Sora briefly levitates his body in a sitting posture. As he hovers, he flashes a hand of strangely-shaped cards, grinning at the screen placidly.
• Victory Pose 1: Sora twirls his Keyblade several times before finally resting it over his shoulder, one fist on his hip. At the same time he says with a big smile, "That's the power of the Keyblade!"
• Victory Pose 2: Sora deftly swings his Keyblade four times whilst leaping backwards, the fourth slash ending with him pointing his Keyblade at the screen with one hand, his feet apart. He then says with a serious expression and triumphant tone, "My friends are my power!"
• Victory Pose 3: Sora zooms across the screen on a unique-looking skateboard. As he comes back around, he slows down and then dismounts. With his arms crossed and one foot still on the skateboard, he says with a grin, "Piece of cake."
• Idle Pose 1: Sora puts away his Keyblade and briefly stands erect with his hands folded behind his head, swaying left and right very slightly.
• Idle Pose 2: Sora tosses his Keyblade into the air. As it descends, he deftly catches it by the hilt.
• Trophy Pose: Sora stands erect with his feet slightly apart, his hands rested on the hilt of his Keyblade, which is propped up like a cane, smiling contently.
• Onscreen Appearance (when the match begins): A thin beam of light strikes the ground from above--at the same time, a "sheen" sound is heard. From the light, Sora, with his eyes closed and arms spread outward and his body slightly afloat, materializes within a cylindrical force field composed of transparent hexagons and holographic digits. As the holographic digits circle around Sora, a myriad of various beeps are heard. The hexagons briefly reflect some light, but quickly disappear. Once Sora completely materializes, he lands on the ground, conjures and readies his Keyblade, and says with a calm confidence, "Bring it on!"[/COLLAPSE]
[COLLAPSE="9). Final Smash"]Final Smash (Ragnarok): Sora levitates into the air, and his body is encroached in an aura of light. At the same time, he says, "Give me strength!" For a limited amount of time, Sora is able to fly freely in the air, completely invulnerable to attacks. When the "special" button is pressed, Sora will point his Keyblade ahead, conjuring a large, reddish-orange orb of energy at the tip. While the orb is charging, any opponent whom makes contact with it will be zapped repeatedly. Very soon after, Sora will release the charge, shooting a barrage of orange lasers, none of which can be blocked or reflected. The lasers home in on nearby enemies as they travel, and have very high knockback, killing at medium percentages. This process can be repeated over and over again until Sora's aura disappears, ending the Final Smash session.[/COLLAPSE]