Bobsican
He/Him- 21,162
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For real, it seems there may be issues with the proposed idea I had to add on Sora's page regarding his Standard Tactics, input on what to fix in the following is appreciated:
Standard Tactics:
KHI
Sora is quite limited in options here, as he only holds basic Keyblade attacks, the Firaga, Thundaga, Blizzaga, Graviga, Stopga, Aeroga (Defensive variant), Curaga, the summons Simba, Genie, Bambi, Dumbo, Tinker Bell and Mushu, and advanced Keyblade techniques like Ars Arcanum, Sonic Blade, Ragnarok and Strike Raid.
Sora will try to attack the opponent close combat with his Keyblade, a bit later using magic to keep his distance to not leave himself too vulnerable from just doing that. If the opponent is tough, Sora may summon Tinker Bell so that he can heal without much issue, or Bambi if he is running out of magic, if the opponent doesn't resist Stopga, Sora can abuse it to keep the target in place so he can attack freely.
Other summons may also be used if Sora thinks he can use them freely, the same also applies to the advanced Keyblade techniques.
Chain of Memories
Sora keeps all of his past abilities in KHI, but Simba, Genie, Bambi and Mushu do different things than before, with Cloud also being a summon now, however, Sora uses Sleights most of the time instead, allowing him to do techniques like Lethal Frame or Gravity Raid. Sora abuses the Power Nullification and mechanics of the cards to win, however, as each enemy card eventually wears down,, Sora will be weaker than when he started after a while.
Thanks to the Platinum Card, Jafar, Air Pirate and Creeper Plant cards, Sora basically starts every fight with a degree of Invulnerability via passively nulling oppossing attacks, allowing him to freely setup Sleights; the Darkball card prevents Sora from being a victim of Information Analysis, allowing Sora to surprise some foes with his techniques, and the Neoshadow Card also allows Sora to damage opponents regardless of what he may do in the meantime for a while at the start of a fight.
Enemy Cards that have to be manually used are avaiable to Sora for use depending on what he sees the foe using the most to attack, outside of that Sora keeps the same character as in KHI.
KHII
Sora forgot most of his previous abilities, of which he got a variant of Firaga that spins around himself, Blizzaga, Thundaga, Curaga and the new Magnega and Reflega, the summons Stitch, Chicken Little, Peter Pan (Tinker Bell included) and Genie.
Sora also gets the Drive Forms, allowing Sora to increase his own power and heal himself in the process, whcih thanks to Second Chance he will do so if he doesn't have neought time to use a Potion or cast Curaga if he already ran out of magic instead.
Because of how Drive Forms work, only Limit Form is the one that totally works with no issue when Sora is by himself (However, because of how he used Valor Form and Goofy was still around among other stuff, Sora being able to use other Drive Forms by himself is vague), for summons to be used conventionally Sora may also needs Donald and Goofy to be around to use their power for it.
Outside of that, Sora will try to attack his opponent with his basic combo then offensive magic as needed, other techniques, spells and so on may be used depending on if the situation calls for it.
Dream Drop Distance
Sora no longer has any of the summons of before, but he can use Link Attacks and Dual Attacks alongside two of his Dream Eaters (Which he can change as needed), Flowmotion is also a new trick for Sora here, allowing to perform a lot of aerial strategies as needed.
As Sora's basic combo is not as effective as in past games, Sora uses advanced Keyblade Techniques like Ars Arcanum or Magic spells like Zero Graviza to attack, Flowmotion is also the most used if the target is too tough, and as usual, Sora will use any of his avaiable options depending on what the situation calls for.
KHIII
Sora now holds only the Firaga, Blizzaga, Thundaga, Aeroga (Offensive variation), Curaga and the new Waterga (Also including their Grand Magic variations), the summons Stitch, Ariel, Simba, Wreck-It Ralph, Meow Wow and Pegasus. Sora also keeps Flwomotion, but it no longer is as good as before beyond now it being his main way to get closer to a target.
Sora also gets the new Formchanges, whcih allow Sora to change the form of his Keyblade and techniques depending on what the situation calls for, the same also applies to Shotlocks, homing attacks, some of which allow Sora to attack in more unique ways than others.
Just like other variations of Sora's character, Sora will lead with the basic Keyblade combo, then he will use Magic and other techniques to keep his distance, after a while he will be able to use a Formchange, which will empower all of his avaiable options, Sora can also switch Keychain at will to change Formchange as needed, including even in the middle of a combo.
Attraction Flow is also a new option, however, it is normally used when having to deal with a lot of opponents, rather than a single one unless Sora isn't really vulnerable while performing such.
Composite
Composite Sora will lead with the cards as they don't even need to be manually activated, rendering him with a degree of invulnerability at the start of a fight, Sora will still do the same as in KHIII, lead with the basic Keyblade combo (Similar to Second Form's in this case, however), then perform Magic to keep his distance, Sora will only use a technique such as Warp if he thinks the target deserves it for the greater good or if he's bloodlusted, outside of that, Sora's character remains practically the same as in other games. </tabber>