Sora Main
Sora Matchup Strategy
Published pages for each opponent from the perspective of Sora.
Use "☆Save" at the top-right to save your main.
Strategy Page List
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Sora vs Banjo & Kazooie
Page for checking the full move frame quick reference in Sora vs Banjo & Kazooie.
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Sora vs Bayonetta
Page for checking the full move frame quick reference in Sora vs Bayonetta.
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Sora vs Bowser
Page for checking the full move frame quick reference in Sora vs Bowser.
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Sora vs Bowser Jr.
Page for checking the full move frame quick reference in Sora vs Bowser Jr..
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Sora vs Byleth
Sora vs Byleth is about staying out of the direct spear-and-bow lane, then using air drift and magic to bait heavy swings and cashing out on weak landing and ledge defense.
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Sora vs Captain Falcon
Page for checking the full move frame quick reference in Sora vs Captain Falcon.
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Sora vs Charizard
Page for checking the full move frame quick reference in Sora vs Charizard.
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Sora vs Chrom
Page for checking the full move frame quick reference in Sora vs Chrom.
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Sora vs Cloud
Page for checking the full move frame quick reference in Sora vs Cloud.
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Sora vs Corrin
Page for checking the full move frame quick reference in Sora vs Corrin.
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Sora vs Daisy
Page for checking the full move frame quick reference in Sora vs Daisy.
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Sora vs Dark Pit
Page for checking the full move frame quick reference in Sora vs Dark Pit.
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Sora vs Dark Samus
Page for checking the full move frame quick reference in Sora vs Dark Samus.
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Sora vs Diddy Kong
Sora vs Diddy Kong turns on refusing Diddy's preferred banana-led ground scramble, then using Sora's air drift and ledge carry to make each punish matter more.
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Sora vs Donkey Kong
Sora vs Donkey Kong is about refusing DK's bair and grab pace head-on, then using magic and floaty air control to keep the big body airborne and finish at the ledge.
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Sora vs Dr. Mario
Page for checking the full move frame quick reference in Sora vs Dr. Mario.
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Sora vs Duck Hunt
Page for checking the full move frame quick reference in Sora vs Duck Hunt.
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Sora vs Falco
Page for checking the full move frame quick reference in Sora vs Falco.
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Sora vs Fox
Page for checking the full move frame quick reference in Sora vs Fox.
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Sora vs Ganondorf
Page for checking the full move frame quick reference in Sora vs Ganondorf.
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Sora vs Greninja
Page for checking the full move frame quick reference in Sora vs Greninja.
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Sora vs Hero
Page for checking the full move frame quick reference in Sora vs Hero.
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Sora vs Ice Climbers
Page for checking the full move frame quick reference in Sora vs Ice Climbers.
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Sora vs Ike
Page for checking the full move frame quick reference in Sora vs Ike.
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Sora vs Incineroar
Sora vs Incineroar is most stable when you stop playing directly into Incineroar's Neutral Air and Back Air, punish Jab 1 and Jab 2, and take the landing or ledge route first.
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Sora vs Inkling
Page for checking the full move frame quick reference in Sora vs Inkling.
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Sora vs Isabelle
Page for checking the full move frame quick reference in Sora vs Isabelle.
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Sora vs Ivysaur
Sora vs Ivysaur is a matchup about shifting around Razor Leaf and upward kill lanes with air drift, then cashing out on Ivysaur's weak landing and recovery before neutral resets.
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Sora vs Jigglypuff
Sora vs Jigglypuff is won by using magic and sword duration to control the aerial chase, then taking the lighter character out first through landing traps and ledge pressure.
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Sora vs Joker
Page for checking the full move frame quick reference in Sora vs Joker.
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Sora vs Kazuya
Page for checking the full move frame quick reference in Sora vs Kazuya.
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Sora vs Ken
Page for checking the full move frame quick reference in Sora vs Ken.
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Sora vs King Dedede
Page for checking the full move frame quick reference in Sora vs King Dedede.
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Sora vs King K. Rool
Page for checking the full move frame quick reference in Sora vs King K. Rool.
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Sora vs Kirby
Page for checking the full move frame quick reference in Sora vs Kirby.
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Sora vs Link
Page for checking the full move frame quick reference in Sora vs Link.
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Sora vs Little Mac
Page for checking the full move frame quick reference in Sora vs Little Mac.
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Sora vs Lucario
Sora vs Lucario is most stable when you stop playing directly into Lucario's Forward Tilt and Down Tilt, punish Jab 1 and Jab 2, and take the landing or ledge route first.
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Sora vs Lucas
Page for checking the full move frame quick reference in Sora vs Lucas.
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Sora vs Lucina
Page for checking the full move frame quick reference in Sora vs Lucina.
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Sora vs Luigi
Page for checking the full move frame quick reference in Sora vs Luigi.
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Sora vs Mario
Page for checking the full move frame quick reference in Sora vs Mario.
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Sora vs Marth
Page for checking the full move frame quick reference in Sora vs Marth.
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Sora vs Mega Man
Page for checking the full move frame quick reference in Sora vs Mega Man.
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Sora vs Meta Knight
Page for checking the full move frame quick reference in Sora vs Meta Knight.
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Sora vs Mewtwo
In Sora vs Mewtwo, the win condition is to avoid forcing immediate shield punishes into Shadow Ball and aerial whiff punishes, then use magic and lingering aerials to pre-cover landings and Teleport routes and cash out Mewtwo's light weight at the ledge.
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Sora vs Mii Brawler
Page for checking the full move frame quick reference in Sora vs Mii Brawler.
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Sora vs Mii Gunner
Page for checking the full move frame quick reference in Sora vs Mii Gunner.
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Sora vs Mii Swordfighter
Page for checking the full move frame quick reference in Sora vs Mii Swordfighter.
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Sora vs Min Min
Page for checking the full move frame quick reference in Sora vs Min Min.
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Sora vs Mr. Game & Watch
Page for checking the full move frame quick reference in Sora vs Mr. Game & Watch.
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Sora vs Mythra
Page for checking the full move frame quick reference in Sora vs Mythra.
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Sora vs Ness
Page for checking the full move frame quick reference in Sora vs Ness.
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Sora vs Olimar
Sora vs Olimar is most stable when you stop playing directly into Olimar's Jab 2 and Forward Smash, punish Jab 1 and Forward Tilt, and take the landing or ledge route first.
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Sora vs Pac Man
Sora vs Pac Man is most stable when magic and air drift break up Fruit charge and Hydrant timing, you punish Jab, Forward Tilt, Down Tilt, Bonus Fruit, Power Pellet, and Trampoline, and you push the real character to ledge.
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Sora vs Palutena
Sora vs Palutena is most stable when you stop playing directly into Palutena's Rapid Jab and Forward Air, punish Jab 1 and Rapid Jab Finisher, and take the landing or ledge route first.
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Sora vs Peach
Page for checking the full move frame quick reference in Sora vs Peach.
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Sora vs Pichu
Page for checking the full move frame quick reference in Sora vs Pichu.
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Sora vs Pikachu
Page for checking the full move frame quick reference in Sora vs Pikachu.
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Sora vs Piranha Plant
Page for checking the full move frame quick reference in Sora vs Piranha Plant.
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Sora vs Pit
Page for checking the full move frame quick reference in Sora vs Pit.
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Sora vs Pyra
Sora vs Pyra is most stable when you stop playing directly into Pyra's Rapid Jab and Up Air, punish Jab 1 and Jab 2, and take the landing or ledge route first.
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Sora vs R.O.B.
Sora vs R.O.B. is a matchup about shifting around Gyro and Robo Beam first, then keeping R.O.B.'s large hurtbox trapped through landing and ledge pressure.
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Sora vs Richter
Page for checking the full move frame quick reference in Sora vs Richter.
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Sora vs Ridley
Page for checking the full move frame quick reference in Sora vs Ridley.
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Sora vs Robin
Page for checking the full move frame quick reference in Sora vs Robin.
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Sora vs Rosalina and Luma
Page for checking the full move frame quick reference in Sora vs Rosalina and Luma.
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Sora vs Roy
Page for checking the full move frame quick reference in Sora vs Roy.
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Sora vs Ryu
Sora vs Ryu is most stable when you stop playing directly into Ryu's Forward Tilt (2) and Up Tilt (1), punish Jab 1 and Jab 2, and take the landing or ledge route first.
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Sora vs Samus
Page for checking the full move frame quick reference in Sora vs Samus.
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Sora vs Sephiroth
In Sora vs Sephiroth, the stable plan is to use magic and floaty air drift to interrupt Masamune spacing, get inside, and convert punishes on Jab, Up Tilt, Down Tilt, Dash Attack, Flare, Shadow Flare, and Up B into extended landing pressure.
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Sora vs Sheik
Page for checking the full move frame quick reference in Sora vs Sheik.
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Sora vs Shulk
Page for checking the full move frame quick reference in Sora vs Shulk.
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Sora vs Simon
Sora vs Simon is most stable when you stop playing directly into Simon's Rapid Jab and Forward Tilt, punish Jab 1 and Jab 2, and take the landing or ledge route first.
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Sora vs Snake
Page for checking the full move frame quick reference in Sora vs Snake.
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Sora vs Sonic
Sora vs Sonic is most stable when you stop playing directly into Sonic's Neutral Air and Side B, punish Jab 1 and Jab 2, and take the landing or ledge route first.
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Sora vs Sora
Page for checking the full move frame quick reference in Sora vs Sora.
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Sora vs Squirtle
Sora vs Squirtle centers on refusing a grounded scramble, then using magic and lingering aerials to stop approaches and turn hits into ledge pressure.
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Sora vs Steve
Page for checking the full move frame quick reference in Sora vs Steve.
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Sora vs Terry
Page for checking the full move frame quick reference in Sora vs Terry.
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Sora vs Toon Link
Page for checking the full move frame quick reference in Sora vs Toon Link.
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Sora vs Villager
Page for checking the full move frame quick reference in Sora vs Villager.
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Sora vs Wario
Page for checking the full move frame quick reference in Sora vs Wario.
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Sora vs Wii Fit Trainer
Page for checking the full move frame quick reference in Sora vs Wii Fit Trainer.
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Sora vs Wolf
Page for checking the full move frame quick reference in Sora vs Wolf.
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Sora vs Yoshi
Page for checking the full move frame quick reference in Sora vs Yoshi.
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Sora vs Young Link
Sora vs Young Link is about refusing to get pinned by projectile rhythm and spin attack checks, then using magic and floaty drift to force a stop and convert into aerial loops plus ledge pressure.
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Sora vs Zelda
Page for checking the full move frame quick reference in Sora vs Zelda.
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Sora vs Zero Suit Samus
Sora vs Zero Suit Samus is won by using floaty air drift and magic to hurry Zero Suit Samus into approach timing, then refusing to overfight Nair and Flip Jump head-on while closing stocks at the landing and ledge.