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Sora kingdom hearts 3
Sora kingdom hearts 3




sora kingdom hearts 3

Down tilt is one of Sora's go-to combo starters, being able to combo into his aerial moves at low to medium percentages. Unlike hers, however, Sora's is also useful for setting up combos at low percentages. Up tilt functions much like Palutena's equivalent move, as it is a useful anti-air attack that hits multiple times and has overall decent range. His forward tilt has a slow startup, but compensates with more versatility than his other moves when single tapped, it has enough power to KO reliably despite dealing very low damage, and when held or repeatedly tapped, it deals much more damage but sacrifices some KO power (although it is still an effective KO tool regardless). In particular, his neutral attack comes out on frame 5, making it a good tool for close-range pressure.

SORA KINGDOM HEARTS 3 FULL

Neutral attack and forward tilt are similar to his neutral aerial in that they are natural combos that either initiate only one hit on a single button press, or the full combo if the attack button is held or repeatedly tapped. However, where Sora's air game shines is his up aerial: its respectable power enables it to carry opponents closer to the upper blast line or even KO them outright, while its lengthy active frames and decent landing lag (at 10 frames) make it a potent combo tool in the air or when SHFF'd. Sora's down aerial, Hurricane Blast, works well as an edgeguarding tool due to its long duration, low ending lag, and Sora's aforementioned double jump. Back aerial is strong enough to KO reliably, and it even has relatively low landing lag (at 11 frames), which makes it relatively safe on shield.

sora kingdom hearts 3

However, of note is that the first hit of his forward aerial during a fast fall negates his upward momentum, allowing for KO confirms upon landing well past mid percentages. Holding or repeatedly tapping the attack button for each move completes the full combo, whereas tapping the button once initiates only one hit. Neutral and forward aerials are natural combos, similar to Bayonetta's forward aerial. The centerpiece of Sora's game plan is his aerial game, due to his aforementioned jumping abilities. Overall, especially compared to his fellow swordfighters, Sora struggles to apply and escape pressure on the ground given his poor mobility and laggy attacks, but fares much better in the air, where the combination of his floatiness and his attacks' lingering hitboxes allows him to perform combos and create havoc while staying airborne. Having said this, Sora has among the longest recoveries in the game, thanks to his aforementioned double jump, Sonic Blade (his side special move) granting up to three additional bursts of movement, and Aerial Sweep (his up special move) granting both extra vertical height and the ability to transition into Sonic Blade. Thanks to these aerial attributes, Sora can stay in the air for a long time to inflict damage, but has trouble closing in or escaping ground pressure through his mobility alone. Comparatively, Sora's grounded mobility is poor: he has the 10th slowest walking speed, the 24th slowest dashing speed, and the 11th lowest traction. Sora's air speed is lackluster due to it being the 24th slowest, but he has the 15th highest air acceleration. Although he is a lightweight that weighs the same as Zelda, his aerial mobility is notable, due to having below-average fall speeds, extremely low gravity on par with Kirby, a very poor initial jump, but a very high, yet delayed double jump. Sora is a swordsman whose mobility attributes reference his movement in the Kingdom Hearts series.

  • 5 Classic Mode: The Light That Clears the Darkness.
  • 4.1 Most historically significant players.





  • Sora kingdom hearts 3