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Sora Unlocks His Way In

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aka. Smash Bros. Wishlist: Sora
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For the record, I can't draw Sora for crap. He has so much on him too. Jesus...
Anyway, I was thinking if Sora was in Smash Bros. which he did appear in Smash Flash 2, the Smash Bros. Fan Game. He's pretty good, but I wanted to change up some of his moves from that game. So, here's what I decided to put in:
Also just to note, this may be Kingdom Hearts II Sora, but I may include moves from past games, including sleights.
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-Normal Attacks-
Neutral: Keyblade Swings: Simple 1-2-3 combo. The third hit deals minor knockback.
Side: Keyblade Swing: A swing with the power of the third swing from the Normal Neutral. Deals minor knockback. You stop once the move finishes.
Down: Sliding Dash (CoM): Sora will do a breakdance before doing a quick slide. The breakdance will do minimal knockback, but the slide will do more.
Up: Up Stab: A small range, but can deal quite a bit of damage and minor knockback.
Dash: Sonic Blade: A quick dash to knock into foes. Deals decent damage and knockback. You stop once the move finishes.

-Aerial Attacks-
Neutral: Air Swing (KHII): You spin in the air attack from the sides for about a second. Each hit will deal minimal damage, but the final hit will deal more knockback. You lose momentum when this move is used, but you gain a bit of air.
Forward: Spin Swing (KHII): A spin that covers your entire body. A hit will deal decent knockback.
Back: Confuse (CoM): Can send a projectile backwards or flip the foe's direction. Will propel you slightly.
Up: Aero (CoM): Sora will send a gust of wind upwards. Each hit will deal minimal damage and knockback, but foes from the side may be blown away slightly.
Down: Blitz: Sora swings his Keyblade down to the ground on a slight angle though. Deals decent damage and good knockback. It does take a split second for the attack to start.

-Smash Attacks-
Side: Zantetsuken (CoM): A strong slice that will stun a foe for a while before the knockback starts. Deals okay damage, but great knockback. It takes a while before the charge happens though. The longer you charge, the longer the stun lasts.
Up: Magnet/Magnera/Magnega (KHII): A magnet placed above. Each hit will do minimal damage, but the knockback can be great depending on how long the foe stays in for. The attack can attract foes. The longer you charge, the larger the magnet itself is.
Down: Gravity/Gravira/Graviga (KH): A ball of gravity happening from above to below. If close enough, it can get you stuck in the ground on on the ground, but if in the air, it'll send you to the ground with the power of a pitfall seed. Deals okay damage. The longer you charge, the larger the ball of gravity is.

-Grab Attacks-
Pummel: Keyblade Swing: A swing. Deals minimal damage.
Forward: Mega Flare (CoM): Starts an explosion which sends the foe forwards. Deals good damage and great knockback.
Back: Warp (CoM): Teleports the foe behind Sora and hits him/her. Deals okay damage and good knockback.
Up: Overhand (KHII): Send the foe into the air and knocks him/her forwards. Deals minor damage and good knockback.
Down: Raging Storm (CoM): Burns the foe. Deals great damage, but okay knockback.

-Special Attacks-
Neutral: Fire/Fira/Firaga (KHII): Surround yourself with flames. The more you charge, the larger and stronger it'll be. Can deal great knockback. You may save the energy of the charge much like Samus' Charge Shot.
Side: Blizzard (KH): Shoot a projectile to freeze a foe. Once hit, it'll expand and other foes can get hurt from it. The foe initially hit will get the most knockback, but foes hurt from the lingering effect will recive very minor damage.
Up: Teleport (CoM): Teleport within somewhere. Controlled the same way Zelda's teleport works. Once you return, a split second of stop will occur. Anyone caught by it will be stunned for a moment.
Down: Reflega (KHII): Defend yourself for about a second. If a foe hits you while in those frames, they'll receive the damage they're supposed to deal along with the knockback.
Final Smash: Trinity Limit: An instant KO move provided that the foe's close by. It does take a second to start. A flash happens first which stuns everyone on the stage before the KO move happens.

-Other Attacks-
Get-Up: Breakdance Kick: Kicks to get foes away.
Ledge: Keyblade Swing: A swing with the power of the third swing from the Normal Neutral. Deals minor knockback.

-Taunts-
Up: Puts his hand on his heart as if he's reloading cards.
Side: Points Keyblade foward as if he's threatening someone or about to seal a keyhole.
Down: Stabs Keyblade into the ground and leans on it before taking it out again.

-After Match-
Victory: Swings Keyblade and puts it on his back.
Loss: Uses Curaga on himself and then sits down upset.
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Yeah, I really couldn't be bothered to draw Sora so many times. Sorry.
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1920x1080px 1.36 MB
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