Spra Moveset
Stats
Weight: 6/10 (slightly less then Lucario)
Walk Speed: 7/10 (About Mario's)
Run Speed: 7/10 (Around Mario's)
Air Speed: 8/10 (Around Mario's)
Jump Height: 7/10 (Around Mario's)
Fall Speed: 4/10 (Around Pits)
Size: A bit shorter than Lucario due to his stance, a bit shorter than Marth in the air
Crawl: No
Jumps: 2
Wall Jump: Yes
Wall Cling: No
Game Play Plan: Combo Sword Fighter
While most Sword fighters fight with power or finesse, Sora chooses to focus on combos instead. Sora does have difficulty killing however, due to his focus on raw combo potential rather than pure killing power. He is meant to play a bit safe and then get huge punishes via keyblade combos. I chose this idea for his moveset because I wanted something like KH2FM+ combat to be the basis for his moveset.
A Moves
Jab 1 - Sora does a combo starting slash, 3%
Jab 2 - Sora does a horizontal slash 3%
Jab 3 - Sora uses Stun Impact to knock foes away, hits all around Sora in a short range 3%
F Tilt- Sora uses Arcs Arcanum and coats his keyblade in light, swings it three times (2,2,3%) good tool to lead to punishes
Up Tilt- Sora swipes up with the keyblade 6%
Down Tilt- Sora does a three hit combo in blitz that starts low, low , and then medium height swings, final swing has good knockback
Dash Attack- Sora uses Zantezuken, can cross people up and does decent shield damage, but poor damage and knockback 5%
U Smash - Sora casts Thundaga, one of his few kill moves, works like Palutena's Up Smash (13-18%)
F Smash - Sora shoots forward a Blizzaga blast, has good range and hitbox but low power or KO potential(10-15%)
D Smash- Sora Casts firaga as it surrounds him, good for combos (4 hits , 3-4% Each, 12-16% total)
N air- Sora does a vertical spin with Vortex, hitting all around him, (5%). A very fast move that is essential for him to lead to more combos
F air- Sora unleashes a short air combo from KH2, four hits that do 2,2,2,and 3 for the final hit (total 9%), useful for leading to end of combos or for pressure
B air - Identical to Fair, but with shorter range. Does not turn Sora Around
U Air- Sora Casts a quick magnet spell that draws opponents in and explodes, dealing about 7%, good combo ender but poor kill move.
Down Air- Sora plunges the Keyblade down like Cloud's Dair, does not linger as long but a good tool to pop people up for combos (8%)
Grabs and Throws
Grab- Sora grabs opponent, simple grab
Pummel- Sora kicks his opponent with his big boy feet, 2% per pummel.
F throw- Sora throws opponent forward at steep 60 degree angle and uses Strike Raid to hit the opponent (6%)
B throw- Same as F throw but in reverse (6%)
U throw- Sora uses wind magic to push opponents upward, good combo throw (4%)
D throw- Sora uses Graviga to slam opponents into the ground, good kill throw at around 145% (8%)
B Moves
Neutral B- Ragnarok
Sora charges up Ragnarok, leading to him to shoot out several projectiles of light that home in on the target. Should Sora hold Ragnarok in place and remain stationary for a 1.5 seconds, a second flurry of lights will fly out. Useful to help pressure opponents and scare them. 1st wave 6 lights and second wave 7, which each deal 1% Each, so total max output fresh is 13%.
Side B- Sonic Blade
Sora charges forward keyblade first that knocks opponents into the air. This move is the crux of Sora's pressure. It has low lag, so Sora can either follow up with another Sonic Blade or choose to go for air or ground combos. It crosses up shields as well, letting Sora have strong shield pressure. Each blade thrust does 5% fresh.
Up B- Aeroga
Sora surrounds himself with wind which gives him two full seconds of free aerial mobility. Should this run out Sora will have no jumps and his air speed is cut in half until he lands or is hit. Aeroga also can not be used again until Sora lands. This move is a decent albeit risky recovery tool, but its main strength is to pursue for combos. Aeroga does have a slight damage box near Sora where hits do 1% damage with light knockback.
Down B- Explosion
This move is important as it is literally one of Sora's only kill moves. Thankfully it has good range and is a great combo finisher. For large orbs emerge around sora and circle him, only going ~30 degrees above or below Sora for a short distance. The orbs do 8% but have strong knockback. The key to this move is to use it at the end of a combo or a few small hits to help get KOs. KOs Mario around 120%
Final Smash- Final Form Trinity Limit
Sora enters his final form, and his keyblades change to Oathkeeper and Oblivion. Sora enacts the Trinity limit light attack while Oathkeeper and Oblivion fly across the screen like Latios and Latias. The Keyblade hits each do 8% with mild knockback while the final light explosion does 30% with strong knockback.
Misc. Stuff
Taunt 1 - Sora enters deep sleep ala DDD, can be held indefinately.
Taunt 2- Sora does a funny face.
Taunt 3- Sora looks at the good luck charm Kairi gave him.
On Screen Appearance- Sora hops out of the Gummi Ship.
Victory 1- Sora spins the keyblade around and rests it on his shoulder.
Victory 2- Sora eats some sea salt ice cream.
Victory 3- Sora seals a keyhole.
Idle poses: Sora will sometimes kick the ground.