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Sora 03 KHIII
My world was stolen, my heart was stolen, my connection to my friends was even broken, but even if that’s my fate, the road to walk, the way that will lead me home, I’ll always keep facing it.
~ Sora to himself at the end of KHIII
I've been having these weird thoughts lately, like, is any of this for real or not?
~ Sora to himself

KH3HD Sora
I know the Keyblade didn't choose me, and I don't care. I'm proud to be a small part of something bigger - The people it did choose. My friends... they are my power!
~ Sora to Xemnas and Xigbar

250px-Sora (KHIIFM) KHIIHD
Xemnas, there's more to a heart than just anger and hate. It's full of all kinds of feelings. Don't you remember?
~ Sora to Xemnas

Sora KHHD
That's not true! The heart may be weak, and sometimes it may even give in. But I've learned that deep down, there's a light that never goes out!
~ Sora to Ansem

Give me strength!
~ Sora upon calling upon the power of his friends

Summary

Sora is a cheerful, young boy hailing from the Destiny Islands and the main protagonist of the Kingdom Hearts series. Longing to see the worlds outside of his own, he and his friends Riku and Kairi pledged to build a raft and set out together. However, on their planned day of departure, a freak storm hit their home and their world was subsequently engulfed by the Darkness. It was at this time that Sora unlocked his ability to wield a Keyblade, a weapon of legend that is said to bring salvation or destruction but is thrown into a Corridor of Darkness despite his efforts to combat the shadows that were swarming his home. Awakening in Traverse Town, he soon sets out with Goofy and Donald Duck, attendants to King Mickey, to discover the mystery behind the darkness and reunite with his friends.

Powers and Stats

Tier: 9-B | 2-B | 2-B | 2-B in base, 2-B, eventually Low 1-C with summons, Drive Forms and Trinity Limit | Low 1-C | Low 1-C, higher with Formchanges

Key: Pre-Keyblade | KHI | KHCoM | KHII | KH3D | KHIII

Name: Sora

Origin: Kingdom Hearts

Gender: Male

Age: 14 (KHI-KHCoM), 15 (KHII-KHIII), 14 physically in KH3D, 16 (KHIII Secret Episode onwards)

Classification: Human, Keyblade Wielder, Chosen Wielder of the Kingdom Key, One of the Seven Guardians of Light, Child of Destiny

Powers and Abilities:

All previous, plus:

All previous, plus:

All previous, plus:

  • Damage Reduction (Instead of using Aero to reduce the damage he takes, Sora can reduce damage from physical attacks via the Defender card, Can halve the damage he takes from up to 5 Magic attacks via the Ursula card)
  • Further Healing (Via the Oogie Boogie card)
  • Further Time Stop (Via Lethal Frame)
  • Resistance Negation (Lethal Frame ignores Time Stop Resistance)
  • Invulnerability (Can become invulnerable to attacks via the Jafar card or the Platinum Card, also while using items via the Gargoyle card, can also passively deflect frontal attacks via the Large Body card)
  • Damage Transferal (Via the Synchro spell)
  • Teleportation (Via Teleport)
  • Additional Existence Erasure (Warp is described as erasing his enemies from existence, the Lexaeus card allows Sora to turn his finishing blow to often trigger Warp on the target)
  • Life Absorption (Via the Search Ghost card)
  • Power Mimicry (Can copy the abilities of the opponent with the Darkside card)
  • Power Nullification (Can break cards with the card break system by using cards with equal or higher values (This condition doesn't apply with the Luxord card), which includes attacks and Resistances, can also nullify an attack via the Parasite Cage card and Zantetsuken)
  • Status Effect Inducement (Capable of inducing fear in his enemies (Via Terror, This works on Heartless which have no minds) and scramble their motor controls (Via Confuse, Sora can also induce this status effect with Keyblade attacks with the Zexion card), can stun enemies via Strike Raid)
  • Paralysis Inducement (Can bind enemies in place with Bind)
  • Vibration Manipulation (Via Quake)
  • Further Statistics Amplification (Can make his first attack in a battle more powerful via the Bandit card, can make his attacks against enemies from behind more powerful via the Fat Bandit card, can increase the power of his Fire, Ice and Lightning based attacks via the Red Nocturne, the Blue Rhapsody and the Yellow Opera cards, can enhance the power of his combos via the Saïx card, can double his own AP with the Roxas card, can increase his movement speed via the Larxene card, can increase his attack speed via the Card Soldier card)
  • Invisibility (Via the Gargoyle card)
  • Passive Poison Manipulation (Via the Neoshadow card)
  • Resurrection (Instead of Tinker Bell, Sora can come back with half of his full health with the Vexen card)

All previous, plus:

  • Information Analysis (Can conceal his cards from enemies via the Darkball and the Ansem card)
  • Further Power Nullification (Can keep up with the Power Nullification of others in Castle Oblivion with his cards, further enhanceable regarding items via the Air Pirate card, also to physical attacks via the Jafar card, and to Healing spells via the Creeper Plant card)

All of the abilities in KHI but:

Plus:

Same as in KHI, plus:

Same as in KHII but:

Plus:

Same as before, plus:

Same as in KHII but:

  • Drive Forms and (Non-Link) Summons (Sora's dive into the depths of darkness made him lose most of his powers, and among them, these weren't recovered long-term in this era)
  • Multiple Selves (Type 1, all the foreign hearts Sora had within himself were released late-KHIII)

Plus:

  • Further Vehicular Mastery (Can proficently use the chariot the Hero's Origin Keyblade can transform into)
  • Summoning (Can summon attractions, also via Link Summons, allowing to call upon an ally's power from universes away)
  • Danmaku (Via Ariel)
  • Further Weapon Mastery (Can proficiently use the various weapons his Keyblade can transform into)
  • Damage Boost (His reprisals after blocking deal more damage via Critical Counter, his reprisals deal 50% more damage via Reprisal Boost, Can deal greater damage with increasingly longer Magic combos via Magic Galvanizer, can use less Magic in proportion to increasingly longer Magic combos via Magic Combo Thrift, the Full MP Blast ability (Which is available from the Happy Gear Keychain, the Junior Medal and the Force Ring) raises the power of his first spell by 50% if the user is at full magical capacity)
  • Transformation (Can transform his Keyblade into different weapons based on which Keychain he is currently using, Sora changes the form of his clothes when Formchanging)
  • Statistics Amplification and Reactive Power Level (Various dishes temporarily raise Sora's stats, all Formchanges have the Hidden Potential ability, which increases his strength the more powerful his foes)
  • Homing Attack (Via multiple Magic Spells and Shotlocks)
  • Rage Power (Via Rage Form)
  • KH Darkness Manipulation (Via Rage Form, Dark Form and Double Form)
  • Water Manipulation (Via Water magic)
  • Air Manipulation (Via Aero magic)
  • Resurrection (Via the Kupo Coin Sora can immediately resurrect at half (Full if he holds a M.O.G. Card) health and cured of all status ailments if he's defeated, and can and will bring himself back with the power of his friends)
  • Further Healing (Using a Link Summon immediately heals Sora by a notable amount, can also recover health by walking or running in Blitz Form or with the Forest Clasp accessory via HP Walker, also via the Grand Chef Keychain, the Star Medal and the Wisdom Ring which have the Wizard's Ruse ability that can recover his health when he expends Magic, also via the Top Condition ability obtained when eating certain meals, which restores his and his entire party's health every time they get into a battle)
  • Teleportation (Via Ultimate Form which has the Teleport ability, also with other certain techniques)
  • Life Absorption (Via the Drain Shock and the Shimmering Drops Shotlocks)
  • Self-Sustenance (Type 1. Can breathe and talk in space and underwater)
  • Surface Scaling, Adhesive Manipulation (Via Hunny Spout Formchanges' moves and Shotlocks, which apply honey that slows down enemies by a considerable amount as if time slowed down)
  • Aura and Acrobatics (Sora kept the Flowmotion from KH3D)
  • Plant Manipulation (Via the Fruit Crusher Shotlock, in which Sora attacks with sliced large fruits)
  • Resistance Negation (Via Formchanges, which have the Guardbreaker ability that allows the user to ignore physical and magical resistances)
  • Telepathy (Can feel Anna's heart being injured without being actually aware)
  • Power of Waking
  • Keyblade Master powers (While not formally a Keyblade Master, Sora has displayed the same attributes as one, including being above formally named ones like Aqua)
  • Sound Manipulation (Via Magic Carousel)
  • Nanotechnology (Via Nano Arms techniques and Shotlocks)
  • Time Manipulation (Clock Drill's Ultimate Finish stops time on the inflicted foes)
  • Small Size (Type 1) and Inorganic Physiology (Type 1) in Toy Box form (Sora is physiologically a toy)
  • Intangibility (Sonic Dodge allows Sora to merge with light or darkness to dodge attacks)
  • Forcefield Creation (In base and with several Formchanges)
  • Underground Mobility (With Diving Dodge while in the Drill Punch or Clock Drill Formchanges)

Same as in KHII, plus:

  • Air Manipulation (Certain equipment passively reduces damage of this kind)
  • Disease Manipulation (Via Formchanges, and the Mask Rosette which have the Sneeze Protection ability that allows the user to resist the Sneeze status effect)
  • Weather Manipulation (Via Formchanges, the Umbrella Rosette and the Junior Medal which have the Cloud Protection ability which allows the user to resist the Cloud status effect)
  • Stunning Inducement (Via Formchanges, the Nano Gear Keychain and the Master Medal which have Stun Protection)
  • Freezing Inducement (Via Formchanges, the Crystal Snow Keychain, the Snowman Rosette and the Junior Medal which have Freezing Protection)
  • Burning Inducement (Via Formchanges, the Firefighter Rosette and the Junior Medal which have Burn Protection)
  • Healing Negation (Xehanort, Xion and Yozora can reduce how much Sora can heal, which is resisted while in a Formchange or while under the effect of a Panacea, Elixir or Megalixir. The Kupo Coin ignores and removes these effects as well)
  • Further Electricity Manipulation (Sora still displays this aspect while in Flowmotion)

Attack Potency: Wall level+ (Can bust crates at this level) | Multiverse level (Sora's strength of heart, which directly correlates to the one of his Keyblade, significantly affected the KH of Worlds by making it unleash its true power and cause it to vanish shortly after, which sustained an infinite space with its own time axis. The existence of all worlds are tied to the KH of Worlds, which are universes and there's as many as stars) | Multiverse level (Fought Riku Replica, and so should be on the level of Dark Mode Riku) | Multiverse level in base (At the start of KHII, he merged back with Roxas, who had half of his power, and so should be twice as strong than Final Form Xion, can directly damage Genie Jafar unlike in KHI and KHCoM, Genie remarks that Data-Sora (Who's comparable to KHI Sora at the time) couldn't damage Genie Jafar, who was comparable to the real deal out of the manner Jiminy's Journal Datascape parallels the main universe), Multiverse level, eventually Low Complex Multiverse level with summons, Drive Forms and Trinity Limit (They rely on Drive Orbs, a power source, which becomes upgraded as Sora practices with them, which when combined with Stitch and Peter Pan scaling to Lingering Will at around the end of KHII results into them being consistently on this level) | Low Complex Multiverse level (KH3D Sora starts off on the level of Drive Form KHII Sora[2], comparable to Riku, who could fight Young Xehanort) | Low Complex Multiverse level (Sora became even stronger, could overpower Xehanort alongside Donald and Goofy), higher with Formchanges (Formchanges are considered as a more advanced and superior technique compared to Drive Forms[3])

Speed: Athletic Human (Sora is an athletic teenager) | Infinite (The Realm of Darkness parallels the Realm of Light, which in itself alongside the Realm Between make up the Ocean Between, an infinite 5-D structure. Is comparable to Aqua, who has endlessly wandered in it, and could reach by movement the furthest area of it in a finite timeframe)

Lifting Strength: Class 10 (Can push boulders) | At least Class M (Could overpower a huge beast made of solid stone while nerfed as a lion)

Striking Strength: Wall level+ | Multiverse level | Multiverse level | Multiverse level in base, Multiverse level, eventually Low Complex Multiverse level with Drive Forms | Low Complex Multiverse level | Low Complex Multiverse level, higher with Formchanges

Durability: Wall level+ (Can take hits from Riku) | Multiverse level (Has taken hits from the likes of Ansem and Riku), Low Complex Multiverse level with Second Chance (Such ability has displayed to still work even at this level[4]) | Multiverse level, Low Complex Multiverse level with Second Chance | Multiverse level in base, Multiverse level, eventually Low Complex Multiverse level with Drive Forms, Low Complex Multiverse level with Second Chance and Once More | Low Complex Multiverse level | Low Complex Multiverse level

Stamina: Above Average (Sora is an athletic teenager that plays sports all day with his friends) | Very high, can completely bulldoze through 1,000 Heartless and have long fights with equally powerful enemies, has been going from world to world for years doing pretty much nothing but fighting. Fought against Ansem and Xemnas in several battles in each of their final fights respectively.

Range: Standard Melee Range, Extended Melee Range with the wood sword | Extended Melee Range, Tens of Meters with Keyblade telepathy and with regular melee, Planetary with magic, Interdimensional with Keyholes (Sora can open portals to travel from reaching other worlds (universes), to reaching the other Low Complex Multiversal structure that is the Realm of Darkness), Low Complex Multiversal with the Χ-Blade.

Standard Equipment:

Note: Pre-Keyblade, Sora only holds as Standard Equipment his wood sword, Potions and the Protect Chain accessory, KHIII Sora also has the X-Blade as Standard Equipment.

Kingdom Key KH
(Kingdom Key): Through channeling one's strength of heart, the user can summon a Keyblade to use in battle. Sora's Keyblade is the Kingdom Key, a weapon from the realm of light. Through the use of the Keyblade, the user is granted increased strength, speed, durability, and increased magical power, as well as access to special abilities, like turning your Keyblade into a bike or whip. Thus far, Sora has not demonstrated such special abilities as of KHII but has finally obtained such in KHIII, implying his mastery of the ability after training under Yen Sid.

Keychain KH

Found among all Keyblades, Keychains allow the user's Keyblade to change shape and abilities, which vary a lot depending on the user and the Keychain itself.

Sora can quickly change the Keychain of his Keyblade by resummoning his own Keyblade with another Keychain, which is by default in its true form, the Kingdom Key.

The following are all the forms Sora's Keyblade can take from the respective Keychain:

KHI

KHII

KH3D

KHIII

KH Potion
A one-use item that allows to recover health by a decent amount quickly by casting it on himself or an ally.

Hi-Potion KH
A one-use item that allows to recover health by a noticeable amount quickly by casting it on himself or an ally.

Mega Potion KH
A one-use item that allows Sora and allies to recover health by a decent amount quickly by casting it on himself and allies.

KH Ether
A one-use item that allows to recover magic by a noticeable amount quickly by casting it on himself or an ally.

Hi-Ether KH
A one-use item that allows to recover magic back to peak quickly by casting it on himself or an ally.

Mega Ether KH
A one-use item that allows Sora and allies to recover magic back to peak quickly by casting it on himself and allies.

Refocuser KH
A one-use item that allows Sora to refill his focus a noticeable amount to be able to use Shotlocks by casting it on himself.

Hi-Refocuser KH
A one-use item that allows Sora to refill his focus back to peak to be able to use Shotlocks by casting it on himself.

KH Elixir
A one-use item that allows to recover health and magic back to peak quickly by casting it on himself or an ally, also rendering the one cast to with a resistance to multiple status effects for a while.

Megalixir KH
A one-use item that allows Sora and allies to recover health and magic back to peak quickly by casting it on himself and allies, also rendering the ones cast to with a resistance to multiple status effects for a while.

A one-use item that allows Sora to undo any negative status effects he is inflicted with.

As a wide variety of chains, belts, ribbons, bandannas, and armlets, among others, they grant Sora with a minor but still usable increase in stats, with some of the most noteworthy ones boosting his Resistances to most elemental attacks, with others like the Shock Charm+ boosting the power of his Thunder spell.

As rings, bands, belts, armlets, and badges, among others, they grant Sora with useful abilities for a fight, from boosting the power of his elemental attacks, increasing his Resistance to attacks and many others, also granting a minor but still usable increase in stats.

GummiShip
The Gummi Ship is the main way Sora travels across the Realm of Light, holding a wide variety of weapons, Sora can do many techniques with it when fighting in the middle of space.

Intelligence:

Average, while Sora has played with a wood sword to pass time with his friends for a while, he's still remarked on mainly swinging it like a toy, and lacks experience in general, but has still been able to keep pace with Riku (both in combat and on a race), somebody slightly older, at the time, and three kids of his age at once. Besides combat, while Sora has only been in Destiny Islands, and so is quite unaware of much else, the fact Kairi was confirmed to go to school a bit after the start of KHII implies Sora was subject to an educative system previously, Sora was also clever enough to find the items Kairi requested for the trip in the raft they were going to have, notably including swimming for fish and pushing a boulder for a mushroom.

Gifted, Sora has taught himself a variety of Keyblade techniques, magical spells, and supporting abilities that have served him well on his journeys in just a few months, even being compared to Keyblade Masters, which when trained formally normally take years to even be considered as such, while also having fought countless foes on a wide variety of environments such as while airbone, grounded and underwater, even having fought as a merman on the last one without much issue, and could make the most of his own abilities to counteract the Phantom's intangibility.

Above Average, likely Gifted, Sora could also eventually grasp how to drive the Gummi Ship, an inter-universal travel device to travel between the Worlds in the Ocean Between, while also dodging hostile ships and attacking back with proper aim of his own. Sora has also traveled across several Worlds alongside Donald Duck and Goofy, and so is experienced with several kinds of cultures and ways to blend in them without disrupting their order, although he forgets to do so at times regardless, and has a good memory on patterns as he can follow up the original Black Ballade from its clones, and repeat the jumping patterns of Tigger and Roo. Sora also managed to keep track of the ways Tigger was headed to to block him from stomping the carrots, and quickly learned how to swing himself on vines and slide on trees.

Gifted, even when Sora lost most of his memories as a side effect of Naminé messing with them at nearly the start, Sora managed to regain most of his former abilities by reinventing them from the start, even discovering more advanced techniques such as Lethal Frame and Ultimate-Class magic spells like Mega Flare, all while also mastering the unique card system all attacks are bound to in Castle Oblivion to his advantage, and learning to use large waves of homing attacks like Firaga Burst. Sora also managed to defeat some of the stronger members of Organization XIII like Marluxia and Larxene, the latter of which is regarded as one of the fastest characters in the series.

Above Average, likely Gifted, Sora retained his previous mental skills, and has displayed a quick grasp of sky-diving and sorting off vegetables while also keeping Pooh safe as well, Sora also redisplayed the capability to memorize the jumping patterns of Tigger.

Genius, Sora is remarked as a master swordman not long after the start of this journey even when he lost once again most of his powers at the start. Sora has also shown the ability to perfectly replicate attacks after seeing them a single time, showing heightened combat awareness and dynamic thinking skills, which is denoted in his capability to dual-wield Keyblades. He has even proven himself capable of using his opponent's weapons against them, utilizing Saïx's Claymore and copying his Berserk state, throwing Marluxia's own scythe at him while dealing with a death timer, backfiring Luxord's Law Manipulation-based "games", copying Xaldin's jumping attacks, using Demyx's clones against them, and stealing Roxas' Keyblades, notably triple-wielding Keyblades in the process. Sora has also shown a solid capability of teamwork, being able to consistently combine his strength with that of allies like Tron, Simba, Auron and Riku, most notably deflecting countless lasers at once from all directions alongside Riku. Sora could also keep up with Lingering Will, who had power directly comparable to Keyblade Masters and could defeat Braig, who had several generations of experience as formerly Luxu, and is stated to have used his Keyblade with more ease than Sora, even mastering the usage of several weapons from his transformed Keyblade, yet Sora could still keep up with Drive Forms and teamwork with summons.

Above Average, likely Gifted, Sora is so good at skating many even ask him to test skateboard prototypes, has done jobs like mail delivery to birds mid-flight with it, and could slide across the 100 Acre Wood with Pooh, Sora also has good timing for gambling, is well-trained on singing and dancing for spectacles underwater, and could follow the original Mushroom X apart of its clones, could ride the Magic Carpet and the Light Cycle without issue. Also, despite his kind nature, he is not easily swayed by his foes' sweet words. While Sora was fooled on Mulan pretending to be a boy early on, he quickly saw past Xemnas's attempts to paint himself as the victim (which was far more convincing than Mulan's disguise) and perceived him for the monster that he is and proceeded to defeat him alongside Riku.

Genius, while Sora lost most of his powers for the Mark of Mastery exam, he still quickly learned from the start how to use Flowmotion, allowing him to become considerably more acrobatic while also making the most of his environment (such as jumping on Xemnas' barriers to reach and hit him), while also eventually grasping even more advanced magic, going to the first time using -za level magic with Zero Graviza, and being capable to defeat Xemnas on his own, and react to Xigbar's lasers instinctively. Sora's sky-diving skills also got upgraded, as he can fight even while doing so.

Gifted, not only was Sora clever to use the same raft his past self left abandoned in Destiny Islands to leave it alongside Riku, Sora quickly learned on his own how to raise his own Dream Eaters, playing with them and managed to use the remains of Nightmares to create them. Sora also grasped a considerable amount of information from Yen Sid, such as the nature of Dream Eaters and Sleeping Worlds, the relation between the Princesses of Heart to Kingdom Hearts and the Keyblade War. Of note is that Sora is smart enough to reprogram his enemies and digital objects for several effects of variable complexity, going as far as ignoring password requirements, causing enemies to become allies or self destruct and limit their options.

Genius, not only has Sora quickly learned the usage of each Formchange of his Keyblade as soon as he got each one, Sora has mastered literally hundreds of techniques and is more than skilled to combine them for efficient and smooth results, ranging from close quarters combat to shooting and the usage of several kinds of large weapons and vehicles, often even dual-wielding and targeting tens of targets at once from all directions, from his Keyblade transformations, rendering him pretty unpredictable and adaptable to virtually any situation, with opponents often being unable to even escape a combo if they can't use significant mobility alternatives like Flight or Teleportation. People from the age of fairy tales consider the powers of beings of the future like Sora as "unimaginable forces", and with the medals, they call upon his power to copy his moves, thus rendering him as a prominent historical figure in Keyblade usage. After losing most of his powers again at the start, he eventually became even stronger than before, being capable of bringing down formally trained Keyblade Masters like Aqua in little time, Sora also eventually took down most of the new Organisation XIII, being capable to hold back even 13 opponents on his level at once while also having to worry about lasers targeting him at the same time in the final fight against Xehanort, who is stated to be arguably the most powerful Keyblade wielder, Sora could even continue standing against Xehanort while having to fight underwater or in the air, and could analyze Yozora's attack patterns to find unconventional openings to abuse even while being pressured by other constant attacks. A digital copy of Sora also managed to deflect Xemnas' laser dome on his own, which is a wave of lasers from all directions Sora previously had to synchronize with Riku to deflect together, even while also having to evade unblockable beams.

Gifted, after so many adventures, Sora has only been improving since then. Sora has easily danced with the folks of Kingdom of Corona, could skate along the ground as if it was ice with Blizzard Blades, piloted a ship across the Caribbean, has experience as a chef in a five star restaurant, and is so good of a photographer the Moogles request Sora to take pictures of miscellaneous things across the Worlds, can even take pictures while being pressured by the threat of opponents, and was praised by a Flantastic Seven member for taking pictures of them in the right moment even with a limited photo capability.

Standard Tactics:

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.

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 can turn himself with a degree of Invulnerability via passively nulling opposing 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.

Enemy Cards that have to be manually used are available 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.

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, which thanks to Second Chance he will do so if he doesn't have enough time to use a Potion or cast Curaga if he already ran out of magic.

Outside of that, Sora will try to attack his opponent with his basic combo then offensive magic as needed, other techniques, spells, summons and so on may be used depending on if the situation calls for it.

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 available options depending on what the situation calls for.

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 Flowmotion, 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, which 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 available 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.

Weaknesses: Sora's supply of magic is not infinite, forcing Sora to use his supply sparingly and thoughtfully (But it can recharge over time, he can also use an Ether or Elixir-family item to immediately refill it, summon Bambi (KHI), get himself hit so that it is recharged (KHII, KHIII), or by using a Drive Form (KHII)). Has not shown any skill in unarmed combat. Could be defenseless if one manages to disarm him (But this weakness is mitigated by the fact that Sora could either summon back his Keyblade to his hand right away, use his Anti-Form (KHII), or using his magic spells to fight (Possibly, Sora could only perform defensive actions to Yozora when he absorbed his Keyblade)). It's to be noted that magical spells do use the magic supply, while moves that are just magical in nature (Such as Ripple Drive and Stun Impact (KHI), Explosion and Magnet Burst (KHII), Magic Flash and Last Charge (KHIII)) don't, and so those can be used indefinitely just like regular physical techniques regardless of if there's enough magical supply or not, Sora's Resurrection takes place within the Final World until he time travels, rendering him vulnerable to those that can trace him to such place

Feats:

Show/Hide
  • Became the Kingdom Key's chosen wielder.
  • Took on and defeated Sephiroth... twice.
  • Fought Xemnas along with Donald, Goofy, and The Beast in KH: Final Mix when he only had half a heart (This means that, from a story and power standpoint, he was incomplete when he didn't have Roxas with him, meaning Sora was "half as powerful" at the time of said fight)
  • Overpowered a giant, solid stone heartless while nerfed as a small lion (Lifting Strength)
  • Fought and taken several god-like beings such as Genie Jafar, Hades, Sephiroth, Ansem, Xemnas, etc.
  • Responsible for the destruction of most of the Original Organization XIII.
  • Along with Riku, defeated Xemnas who had absorbed an incomplete Kingdom Hearts. A complete one being capable of restoring hundreds of worlds to normal.
  • Contended with and defeated/stalemated the Lingering Will, a being with power and mastery over the Keyblade far above that of Sora and even Terra himself (even though the Lingering Will is a suit of armor that contains Terra's mind within).
  • Took on an army of 1,000 Heartless by himself and without rest.
  • Has traveled to many worlds doing nothing but primarily fighting.

Notable Attacks/Techniques:

Note: For Trinity Limit, see the "Limits and Team Attacks" section.

  • Block: Sora puts the Keyblade in front of himself, blocking frontal attacks.
  • Ars Arcanum: One of his most powerful attacks, Sora charges the Keyblade with energy before unleashing a powerful flurry of up to thirteen strikes. He opens with Arcanum, stunning the target in preparation for Bash, two sets of five blows that are quickly chained into each other. He finishes the target with Finis, two overhead swings that knock the target away.
  • Sonic Blade/Rave: Sora unleashes seven powerful thrust attacks at the enemy, with the final attack being more powerful and damaging.
  • Ragnarok: Alternatively called Infinity. After finishing an aerial combo, Sora can charge energy in his Keyblade to unleash a powerful fusillade of homing beams of light, the number and power of it is directly proportional to the amount of time he spends charging.
  • Strike Raid: Also translated as Strike Judgement in KHII. Sora throws his Keyblade at the enemy four times, with a fifth and final throw being more powerful to the point of sending the target flying into the air.
  • Ripple Drive: A powerful finisher attacks that envelop Sora's surroundings with a pink lattice that deals damage to all foes nearby.
  • Stun Impact: Sora quickly gathers energy and then emits it from himself at all directions, forming a sphere that stuns foes caught in it.
  • Zantetsuken: A combo finisher that has Sora bring back his blade before dashing past his foes for an impossibly fast thrust, dealing massive damage to all unfortunate to be caught in the line of fire.
  • Sliding Dash: Sora quickly slides to attack a grounded target and follow up with other moves.
  • Blitz: A combo finisher in which Sora slams his keyblade downwards.
  • Hurricane Blast: An aerial combo finisher where Sora performs three moonsaults with his Keyblade while quickly falling downwards, striking enemies below him as well as his target.
  • Aerial Swing: If there's a target above Sora, he jumps and spins with the Keyblade.
  • Vortex: Sora performs a large horizontal swing with the Keyblade, can be done on the ground and on the air.
  • Gravity Break: Sora enhances his Keyblade with Gravity magic and slams it at the opponent multiple times.
  • Slapshot: Sora performs a quick uppercut with the Keyblade, generally used if the target is right next to him.

Note: Moves not mentioned from the previous list haven't changed at all, however, the following are the moves no longer available: Slapshot, Gravity Break, Aerial Sweep, Ripple Drive and Hurricane Blast.

  • Sliding Dash: Sora slides with his Keyblade on an straight line, being also able to get past multiple foes at once.
  • Zantetsuken: Same as before, but now it nullifies for the rest of the battle the card the target may have tried to use at that moment, if any.
  • Strike Raid: Sora throws his Keyblade once, then it comes back to him, this move is able to stun multiple enemies, rendering them vulnerable.
  • Blitz: Sora jumps to the target and slams his Keyblade downwards to it, thrice.

Note: Moves lost from this point onwards unless stated otherwise include the ones lost in CoM plus Blitz, Vortex and Stun Impact, however, Sora regains Aerial Sweep, Slapshot and Ripple Drive (This one being only available in Limit Form)

  • Explosion: A combo finisher in which Sora can make several magical spheres that surround him and explode magical bursts around him.
  • Guard Break: A combo finisher that's also called Lunge 'n' Launch. In this move Sora performs a quick thrust with the Keyblade to a target that pierces defenses.
  • Finishing Leap: A combo finisher that can be done at any time during a grounded combo, which involves Sora striking the floor beneath the target with his Keyblade, emitting a wave of light in the process that sends it upwards to then continue with aerial techniques.
  • Horizontal Slash: An aerial combo finisher that can be done at anytime should Sora feel like the target is going to break from the aerial combo, in which he quickly swings it horizontally to it multiple times.
  • Upper Slash: While assaulting his foe on the ground, Sora hits them with a powerful upward swing, leaving them open to aerial combos.
  • Vicinity Break: Unleashes a powerful spinning attack when surrounded.
  • Dodge Slash: Sora quickly swings his Keyblade left and right when surrounded just like Vicinity Break, but only if they are quite closer.
  • Retaliating Slash: After being knocked into the air from an attack, Sora can go back with this technique to a foe.
  • Flash Step: Sora quickly dashes to an opponent to attack, the stance in which he does so also allows to block attacks with the Keyblade on his path at the same time.
  • Aerial Finish: When finishing an aerial combo against a single target, Sora swings to the target multiple times with his Keyblade while it's enhanced by multiple lines of light.
  • Magnet Burst: When finishing an aerial combo, Sora pulls the foe(s) with a magical magnetical force around himself, then it fires to all directions they are rotating to a burst of magnetic orbs.
  • Counterguard: If Sora manages to block an attack, he can attack back immediately with an invisible wave of energy that often renders the foe vulnerable.

Sora's clothes can channel the power of his heart and amp his powers and abilities in different ways. The Drive forms also bring his health and magical energy back up to 100%, which can save him in certain critical times.

Drive-Formchanging-KHII

Note: While Sora in-game needs Donald and/or Goofy (Or other allies depending on the "world") to access any Drive Form bar Limit Form, this is a game mechanic for multiple reasons, among them Sora being able to stay in one during a cutscene with Donald and Goofy still being around, but most notably the first cutscene when they are introduced, Goofy is still around even after Sora uses Valor Form (Which Goofy is needed for per the Game Mechanics themselves).

Limit Form

A Drive Form that gives Sora access to the abilities that he lost during his time in Castle Oblivion, allowing him to access powerful moves like Ars Arcanum and Ragnarok at will, while also no longer being able to use spells, consumes four of Sora's Drive Bars. In addition, Ars Arcanum, Sonic Blade, Strike Raid and Ragnarok refill Sora's health with each successful hit on a foe.

Keyblade techniques kept from base form: Slapshot, Sliding Dash, Aerial Sweep

Other abilities kept from base form: Dodge Roll (Enhanced, further Invulnerability), Block (Enhanced, can be done almost instantly and even in the middle of a combo).

  • Ars Arcanum: Sora performs up to thirtheen slashes to a single target, each successful hit heals Sora by a notable amount.
  • Sonic Blade/Sonic Rave: Sora quickly dashes and thrusts his Keyblade to a target multiple times. Each successful hit heals Sora by a notable amount.
  • Strike Raid: Sora throws his Keyblade to a target multiple times, with the Keyblade itself being enhanced by magical beams of light, each successful hit heals Sora by a notable amount.
  • Ragnarok: Sora performs multiple slashes on the target as he goes upwards with it, then fires multiple homing beams of light. Each successful hit from this move heals Sora by a notable amount.
  • Hurricane Blast: An aerial combo finisher in which Sora spins on the air while also sending a beam of light at the end of the move to the target.
  • Zantetsuken: A grounded combo finisher on which Sora quickly thrusts his Keyblade to the target.
    • Zantetsu Counter: If Sora blocks an attack he can reliate back with Zantetsuken.
  • Ripple Drive: A grounded combo finisher on which Sora emits from his Keyblade a large wave of magic

Valor Form

A form that represents Sora's strength and courage, turning his clothes red and black upon activation. This form seals his ability to use magic but gives him an extra Keyblade to fight with and drastically increases his power and speed, effectively doubling the amount of damage he can deal in close combat. Consumes three of Sora's Drive bars.

Keyblade techniques kept from base form: Retaliating Slash

Other abilities kept from base form: Block (No enhancements), High Jump (Enhanced, Sora can jump higher than normal), Combo Plus, Air Combo Plus (Enhanced, allows Sora to perform even more combo finishers consecutively)

  • Brave Shot: A grounded combo finisher in which Sora slams his Keyblades to the floor the target is, emitting from there a wave of light that sends it upwards.
  • Brave Beat: A grounded combo finisher on which Sora performs multiple slashes to send the target(s) upwards.
  • Sonic Strike: An aerial move on which Sora quickly dashes to the target to pierce it with his Keyblades.
  • Sonic End: An aerial combo finisher in which Sora performs multiple slashes with his Keyblades to a target on the air, finishing with a large "X"-shaped slash from both of his Keyblades.
  • Over the Horizon: Sora jumps forwards to slash the opponent on an small "X" shaped swing from both of his Keyblades, from here Sora can continue with aerial techniques.

Wisdom Form

A form that represents Sora's skill with magic, turning his clothes blue and black. This form lowers his physical strength but drastically increases the power of his magic in addition to allowing him to fire energy blasts and glide along the floor at high speeds. Also consumes three of Sora's Drive bars.

Keyblade techniques kept from base form: Retaliating Slash

Other abilities kept from base form: Quick Run (Enhanced, Sora can dash on the floor faster than normal), Combo Plus (Enhanced, allows Sora to perform even more combo finishers consecutively, Magic Spells (Enhanced, can be performed faster, Sora is able to move while performing any of them and they are also turned stronger)

  • Wisdom Shot: Sora fires multiple homing blue bullets from his Keyblade to a target.

Master Form

A form that represents Sora's prowess in both physical and magical combat, turning his clothes yellow and black. This form combines the strengths of both Valor and Wisdom Form. Consumes four of Sora's Drive bars.

Keyblade techniques kept from base form: None

Other abilities kept from base form: Aerial Dodge (Enhanced, Sora can dodge on the air even faster and further), Combo Plus (Enhanced, allows Sora to perform even more combo finishers consecutively, Magic Spells (Enhanced, can be performed faster, Sora is able to move while performing any of them and they are also turned stronger)

  • Master Strike: A combo finisher in which Sora performs multiple "X" shaped slashes on an opponent with the Keyblades.
  • Disaster: A combo finisher that acts as an enhanced version of Magnet Burst, with longer range and Sora can move it around to grab even more targets, generally used when surrounded.

Final Form

Sora's ultimate Drive Form, representing Sora's completion after fully merging with Roxas, turning his clothes white and black. His powers dramatically increase in every regard, allowing him to telekinetically control two Keyblades at once, drastically increasing his strength, speed, and magical prowess, and even allowing him to fly. Also, his Keyblades will automatically seek out and attack foes who approach Sora, allowing him to remain on the offensive as he dodges/blocks his foe's attacks. Consumes five Drive bars.

Keyblade techniques kept from base form: None

Other abilities kept from base form: Block (Enhanced, can be used indefinitely and on the air), Glide (Enhanced, Sora can gilde around far faster), Magic Spells (Enhanced, can be performed faster, Sora is able to move while performing any of them and they are also turned stronger)

  • Final Arcana: Sora spins his Keyblades out like a saw, then strikes the opponent(s) with sparkles from the impact between them.
  • Final Arts: Sora spins his Keyblades out, then quickly uses them as platforms and jumps between them, tackling multiple foes in the process.
  • Final Strike: Sora inserts his Keyblades side to side to himself, the Keyblades then very quickly discharge a large wave of energy that stuns for a notable amount of damage the foe(s) caught in it as they shake vertically, then Sora performs two backflips upwards and falls to the foes with the Keyblades rotating like a drill in front of himself.
  • Auto Assault: The Keyblades will always do something everytime Sora performs an action, such as jumping, landing, using an item, gliding or performing Aerial Recovery.

Sora (Anti Form) KHII

A Drive Form that allows Sora to access augmented powers of his Heartless transformation. His attacks are feral and extremely quick, but somewhat weaker than normal. However, his Keyblade, magic, and items are sealed while using this form. He generally does not enter this form willingly and usually does so by accident while attempting to activate another Drive Form, also consumes all Drive bars.

Keyblade techniques kept from base form: None

Other abilities kept from base form: None

Note: Unlike the other forms, Sora doesn't have the Keyblade while this lasts, and can't deactivate it.

  • Scratch: Sora executes a double scratch, a rolling attack while holding his feet, finishing with a hammer-like attack with both hands.
  • Kick-Up: When the enemy is at long range, Sora scratches and repels the enemy with an upward kick.
  • Dance Kick: When numerous enemies are nearby, Sora spin-kicks repeatedly.
  • Side Spin: During a grounded combo, Sora is able to surround himself in sharp waves of dark energy to tackle foes.
  • Flash: A grounded combo finisher, when various enemies are nearby, Sora quickly scratches and repels them.
  • Air Dance Kick: On the air, Sora kicks an enemy, then does a dash attack through it.
  • Giant Wheel: On the air, Sora rapidly spins around an invisible axis, attacking with his feet.
  • Wild Dance: A grounded or aerial combo finisher where Sora scratches an enemy multiple times and finishes with a diving attack.
  • Midair Doom: An aerial combo finisher for multiple targets where Sora unleashes a wave of darkness downwards from his hands.
  • Anti-Glide Sora is able to fly around quickly to dodge attacks or get closer to a foe.

Sora PL KHII

A special form Sora enters to keep order while being in the Pride Lands "world", being the one of a lion.

Keyblade techniques kept from base form: None

Other abilities kept from base form: Combo Plus, Air Combo Plus (No enhancements)

Note: Unlike other forms, this is not a Drive Form, and so can be used indefinitely, however, he can't change back without Donald's magic, and can't use Drive Forms either.

  • Combo Upper: Sora quickly swings his Keyblade upwards, sending the target on the air in the middle of a combo.
  • Aerial Impulse: Sora dashes on the air to tackle an opponent with his Keyblade in the middle of a combo.
  • Finishing Blast: At the end of a combo, Sora vanishes his Keyblade and roars, in the process emitting from his body a large pulse of light.
  • Running Tackle: While running, Sora can do a quick slashing spin to harm nearby foes.
  • Retaliating Smash: If Sora is sent flying from an attack, Sora immediately tries to strike back with this move.

Note: Sora lost all Keyblade techniques from the previous eras that aren't mentioned here (Bar block), but regains Vortex.

  • Sliding Sidewinder: While air dashing on the air, Sora quickly spins to attack.
  • Spark Dive: Sora jumps and quickly thrusts his Keyblade to the floor, forming an electrical shockwave.
  • Poison Dive: Sora jumps and quickly thrusts his Keyblade to the floor, forming a wave of poison that may inflict poisoning on foes.
  • Drain Dive: Sora jumps and quickly thrusts his Keyblade to the floor, forming a wave of magic that absorbs the health of foes to heal him.
  • Sliding Dash: Sora quickly dashes and tackles an opponent with the Keyblade.
  • Thunder Dash: Sora quickly dashes and tackles an opponent with the Keyblade, which is also electrified.
  • Strike Raid: Sora throws his Keyblade, with the Keyblade itself moving on an spinning fashion, then goes back to him. This move stuns some foes.
  • Spark Raid: Sora throws his Keyblade, with the Keyblade itself moving on an spinning fashion, if it lands on a target, it'll convert into multiple beams of light that fly on all directions.
  • Circle Raid: Sora throws his Keyblade, which then spins outwards of him thrice, stuns some foes.
  • Aerial Slam: Sora does an uppercut with the Keyblade to a target, sending it to the air, then teleports right above it and slams it to the floor with the Keyblade.
  • Gravity Strike: Sora spins his Keyblade outwards while also unleashing with it a wave of Zero Gravity magic, those that are hit may be forced into zero gravity for a moment, rendering the foe vulnerable.
  • Confusing Strike: Sora spins his Keyblade outwards while also unleashing with it a wave of Confuse magic, those that are hit may suffer the Confuse status effect, which makes the foe to confuse ally and foe, while also hindering movement.
  • Tornado Strike: Sora spins his Keyblade outwards while also unleashing with it a wave of air magic, when does so once more to strike foes.
  • Prism Windmill: Sora telekinetically spins the Keyblade in front of him and dashes forward to attack foes.
  • Timestorm: Sora telekinetically spins the Keyblade in front of him and dashes forward to attack foes, the time magic in the Keyblade may inflict time slow or time stop on the target(s) it hits.
  • Fire Windmill: Sora telekinetically spins the Keyblade in front of him and dashes forward to attack foes, the fire magic in the Keyblade enhances damage output.
  • Magnet Spiral: Sora charges magnetic energy around himself, which pulls foes in, then sends them flying with an spin attack.
  • Collision Magnet: Sora creates a bond between the tip of his Keyblade and to a single target with a magnetic whip, then throws it to other foes.
  • Quick Blitz: Sora quickly jumps and attacks on a target with the Keyblade.
  • Blizzard Edge: Sora briefly jumps and swings the Keyblade to the floor, from the tip then a large shard of ice comes upwards.
  • Sonic Blade: Sora quickly dashes and thrusts his Keyblade to the target multiple times, also works in the air.
  • Ars Arcanum: Sora performs multiple slashes to a target with the Keyblade, while floating, can also be done on the air.
  • Slot Edge: Sora quickly jumps to a target to strike it with the Keyblade thrice, if all three hits land, with some luck certain prizes (Energy to heal with or money) will suddendly appear.
  • Blitz: Sora quickly jumps to a target to strike it with the Keyblade thrice.
  • Salvation: Sora charges his Keyblade for a moment with light magic and then quickly releases it around himself, forming a wave of light and large light pillars coming from crystals also made from it. This move also heals Sora while performed.
  • Break Time: Sora tosses his Keyblade upwards on the air, then starts spinning on the air alongside three blue orbs above him that emit blue light at him, after a few moments Sora will strike a slick pose, which will either have the same effect as Curaga, restore stamina or fully recharge link gauges for his own Dream Eaters. This move leaves Sora vulnerable for a noticeable amount of time, however, leading into it not being used much (If at all) against foes comparable to him in power or higher unless Sora has enough free time for it.
  • Shadowbreaker: Sora spins on the air swirling his Keyblade while it is being enhanced by darkness, then once more but with light instead.
  • Icebreaker: Sora spins on the air swirling his Keyblade while it is enhanced by ice, then once more but with fire instead.

In addition to the regular Block, Sora also holds the following variants:

Wake-Up Block: When blocking an attack, Sora also gets some stamina restored.

Link Block: Allows Sora to teleport in front of one of his ally Dream Eaters to block an attack for and fill the Link gauge to use Link System moves.

Sliding Block: When blocking a physical attack, the foe is immediately knocked into the air.

  • Steep Climb: Sora follows up with an horizontal swing to send them even further away.

Counter Rush: After blocking an attack, Sora quickly hits the foe thrice with the Keyblade.

Payback Raid: After performing Aerial Recovery, Sora performs Strike Raid to attack.

While exploring the Sleeping Worlds, Sora gained the ability to utilize Flowmotion to freely use the environment to his advantage, allowing him to easily leap off walls, grind rails, leap to great heights, and move in other unconventional ways to catch their foes off guard and dodge attacks, all while being covered in a pink aura.

  • Wall Kick: The most basic technique to perform other Flowmotion moves, Sora can jump from walls to travel faster, he can also aim directly to a target to fly to it quickly.
  • Shock Dive: Sora goes down to the floor and emits from his Keyblade a wide shockwave.
  • Kick Dive: While performing a Wall Kick, Sora can perform this move, rotating constantly on the air to then finish it off by drilling downwards.
  • Buzz Saw: Sora spins around a vertical pole and swings himself out to perform multiple slashes outwards to foes, while spinning on the pole, foes are pulled in.
  • Wheel Rush: Sora spins around an horizontal pole and swings himself out to then pierces a target with the Keyblade.
  • Sliding Dive: While sliding with Flowmotion, Sora can teleport from there to then quickly slash an opponent.
  • Blow-off: Sora spins on a somewhat large opponent, then sends it flying to potentially harm other foes too.

Armored Ventus Nightmare KH3D

Before Sora got completely absorbed by the darkness, Ventus' heart summoned his armor to shield him from it. While Sora is asleep on this form, the darkness that took over the armor does the moves for him. In addition, this form was only used in Station of Awakening, and so can only be reached with Immersion to dreams.

Its moveset is filled with darkness-based attacks, shockwaves and homing balls and pulses of it.

  • Speed Slash: A grounded or aerial combo finisher where Sora performs three spinning swings with the Keyblade.
  • Triple Rush: A grounded or aerial combo finisher where Sora quickly thrusts his Keyblade forward thrice.
  • Magic Flash: A grounded or aerial combo finisher where Sora flashes out a blast of magic around himself.
  • Rising Spiral: In the middle of a combo, Sora spins upwards, sending the foe to the air to continue with aerial techniques.
  • Groundbreaker: In the middle of a combo, Sora spins and slams the opponent to the floor to continue with grounded techniques.
  • Focus Syphon: When Sora has run out of focus (which is used for performing regular Shotlocks), he's able to use an special Shotlock that drains from foes their focus so he can refill his own.
  • Blaster: Sora is able to fire multiple homing magical bullets, generally used when moving on a rail or by someone else.

The following are only available if Donald or Goofy are nearby, depending on the case:

  • Unison Fire: A combo finisher where Sora and Donald spin out a wave of fire magic.
  • Unison Blizzard: A combo finisher where Sora and Donald spin out a wave of ice magic.
  • Unison Thunder: A combo finisher where Sora and Donald spin out a wave of electrical magic.
  • Fusion Spin: A combo finisher where Sora helps Goofy to spin around him.
  • Fusion Rocket: A combo finisher for enemies that are far away where Sora charges Goofy, who then goes flying to charge at foes.

Other moves: Sora is able to do an aerial combo finisher where he performs three spins on the air with the Keyblade, much like Hurricane Winder, slide with the Keyblade when sliding on an slope and underwater combat that includes the usage of the manipulation of current, slashes and the firing of homing watery orbs.

The following moves are only available in Re𝄌Mind onwards:

  • Quick Slash: Sora spins his Keyblade around himself, finishing with a pillar of energy.
  • Flash Step: Sora quickly rushes to the opponent to then perform an uppercut with the Keyblade, all while keeping his own guard up to block attacks on the way if needed.
  • Radial Blaster: Sora slams his Keyblade to the floor, creating a shockwave of multiple blades of light around himself.
  • Aerial Sweep: Sora spins himself with the Keyblade upwards to attack a foe that's above him.
  • Aerial Dive: Sora quickly dashes to a foe that's below himself yet at a considerable distance and hits it multiple times.
  • Last Charge: A grounded or aerial combo finisher for a single foe where Sora quickly slams his Keyblade on it, unleashing a large column of light on and below the Keyblade.

In addition to the regular block, Sora has multiple other alternatives.

  • Payback Strike: After being knocked into the air by an attack, Sora is able to immediately attack back with an sting of blows right after performing an Aerial Recovery.
  • Counter Slash: If Sora manages to block an attack, Sora can do a quick slash.
  • Counter Impact: If surrounded after managing to block an attack, Sora does a spinning attack
  • Counter Kick: If Sora manages to block an attack on the air, Sora goes to the target with a kick while being covered in magic that covers all of his body in drilling beams of light, with the Keyblade on his feet rotating.

Note: While in-game only one of the three Counter abilities can be equipped at once, that's Game Mechanics, and so Sora is able to use either option in a fight without issue.

  • Critical Counter: If Sora blocks an attack right before it lands on him, the respective used Counter gets a noticeable boost in damage output, with Sora himself also glowing in red.
  • Final Blow: After performing one of the Counter moves, Sora can teleport back to the target that has been sent flying to keep comboing it.
  • Risk Dodge: Should Sora's Block be broken, Sora can immediately dodge instead and perform a specific technique to the opponent.
    • Backslash: Sora quickly slides behind an opponent then strikes it thrice.
    • Rising Hook: Against a large opponent, Sora slides behind an opponent then strikes it.
    • Risk Raid: Sora jumps from the direction the opponent is going to and throws his Keyblade to the opponent in a similar fashion to Strike Raid once.
    • Teleport Slash: Sora teleports from the attack and immediately gets next to the opponent to attack it.

Unlike in KH3D, Flowmotion now emits a blue aura around Sora, in addition, the moveset has changed.

  • Wall Kick: The most basic technique to perform other Flowmotion moves, Sora can jump from walls or poles to travel faster, just like in KH3D.
  • Airstep: Sora aims for a target then immediately flies to it, he can also use the obstacles on his path to his advantage or to cancel a move.
  • Sonic Slash: Sora slashes a foe twice with the Keyblade.
  • Sonic Cleave: Sora slams the Keyblade on the floor, unleashing an small shockwave on impact.
  • Buzz Saw: Sora spins around a vertical pole or a foe and then distances a bit to then perform an spinning attack while creating a large wave of sparks, while spinning, foes are pulled in.
  • Somersault: Sora spins around a vertical pole and then distances a bit to then perform an spinning attack while creating a large wave of sparks, while spinning, foes are pulled in.
  • Rail Slide: Sora is able to slide across multiple sorts of rails.

A technique that allows Sora to summon with his Keyblade attractions as the name implies, which has the following variations:

  • Pirate Ship: Sora summons a big Pirate Ship. While it won't move from where it was originally summoned, it can still rotate to tackle stuff in its path, while also constantly shooting homing water to its opponents.
  • Mad Tea Cups: Sora summons teacups of his own size (One for himself, and two more for Donald and Goofy, three in total), which are then used to constantly tackle enemies on their path, finishing with the trie rotating onto each other, creating a lot of sparkles in the process to damage as many enemies as possible.
  • Blaster Blaze: Sora summons a mecha which he, Donald and Goofy (If available) enter quickly, then is used to shoot blasts of energy at the opponents.
  • Splash Run: Sora summons a round boat alongside Donald and Goofy (If available), which is used to ram on opponents as much as possible, leaving a trail of water that stays right where it has passed. At the end of it, it goes back until where it started, leaving a big splash that damages opponents.
  • Magic Carousel: Sora summons a carousel, which he, Donald and Goofy (If available) ride along, constantly leaving sound waves around itself to catch opponents to then leave them helpless telekinetically by forcing them being hit constantly by even more sound waves.
  • Big Magic Mountain: Sora summons a flying roller coaster, which he, Donald and Goofy (If available) ride along, shooting blasts of light to anything on their path constantly, with the finishing move being an even wider explosion of light magic.

Formchanging KHIII
Keychange Formchanging + Combo Cancel

An ability Sora has gained that allows him to change form and the capabilities of his Keyblade depending on its Keychain. Each form Sora takes emphasizes the abilities associated with it, as well as granting him new ways to combat his enemies through the forms his Keyblade changes into. It's to be noted that unlike Drive Forms, Formchanges can be immediatelly switched between even in the middle of a combo, by changing the respective Keychain while resummoning the Keyblade with the desired one. Formchanges are charged in the heat of a battle, and so Sora has to keep up a fight for a while before being able to use each one.

An Ultimate Finish, as the name implies, are the highest move each Formchange can do on their last level, unleashing the full potential of the Keyblade and performing an special move, however, after use, Sora is reverted back to his base form, and the same applies to the Keyblade to its respective Keychain.

Note: Only Second Form, Hyper Hammer, Drill Punch, Highwind and Storm Flag keep the default block Sora holds in his base form, as all other forms either can't even block attacks in the first place (Agile Claws, Twin Yo-Yos, Double Arrowguns, Magic Launcher, Mirage Staff, Blizzard Claws and Blizzard Blades) or have their own omnidirectional blocking option (Guardian Forms, Nano Arms, Frying Pan, Ultimate Form, Rage Form, Light Form, Dark Form and Double Form).

A form that allows Sora to utilize abilities he previously used in his previous adventures (KHI and KHII, similarly to the past Limit Form), and transforms his clothing to that of his Kingdom Hearts II outfit. All formchanges of this sort enhance magic recovery, Treasure Magnet and the amount of items enemies may drop when defeated. Unlike other Formchanges, Second Form holds multiple Ultimate Finish options.

Sora Second Form KHIII

Magic Style: Base.

Formchanges of this family: Second Form (Kingdom Key Keychain, enhances Treasure Magnet), Second Form S (Starlight Keychain, enhances Magic recovery), Second Form M (Midnight Blue Keychain, enhances Blizzard magic), Second Form P (Phantom Green Keychain, enhances Thunder magic), and Second Form D (Dawn Till Dusk Keychain, enhances Fire magic), Second Form E (Elemental Encoder Keychain, raises odds of -za level magic), Second Form A (Advent Red Keychain, raises odds of -za magic and increases MP recovery)

Note: Only Second Form S (Starlight Keychain) differs from the others in the Shotlocks it features and the last Ultimate Finish.

Shotlocks: King of Hearts (All of the above but Starlight, fires a burst of homing magical heart-shaped projectiles), Ragnarok (All of the above but Starlight. fires homing streams of light), Blades of the Round (Starlight-only, fires homing spinning blades of light), Union Ragnarok (Starlight-only, exactly like Ragnarok, but the streams are blue instead of white).

Keyblade Techniques kept from base form: Quick Slash, Flash Step, Radial Blaster, Aerial Sweep, Aerial Dive, Falling Slash

  • Explosion: Sora is surrounded by four balls of energy that leave trails of light on their path.
  • Guard Break/Lunge 'n' Launch: Sora thrusts his Keyblade forward, then performs an uppercut with the Keyblade.
  • Ripple Drive: Sora unleashes a wave of magic above himself.
  • Hurricane Winder: Sora spins on the air while being surrounded by beams of light as he spins, finishing with an uppercut that also emits a pillar of light.
  • Aerial Finish: Sora performs multiple slashes on the opponent, which are further enhanced by beams of light as the Keyblade moves.
  • Magnet Burst: Sora spins as he's charged with magnetic energy that pulls foes in, this energy then burst, sending foes flying away.
  • Stun Impact: The first Ultimate Finish option. Sora emits around himself a wave of electricity to all directions that stuns foes.
  • Sonic Blade: The second Ultimate Finish option. Sora quickly dashes and thrusts his Keyblade on a target mltiple times, being even faster on the air.
  • Ars Arcanum: The third and last Ultimate Finish option (All before-mentioned Keychains bar Starlight). Sora performs multiple slashes on a foe then finishes with a large shockwave from the Keyblade.
  • Ancient Light: The third and last Ultimate Finish option (Starlight-only). Sora calls power from five ancient pillars of light (Which he absorbs), then charges around himself an sphere that sucks foes in, then finishes them off with multiple Keyblades that strike them as they dive to the epicenter where Sora is.

Emphasizes Sora's physical techniques. Changes his outfit to a red color, similar to his Valor Drive Form. All formchanges of this sort allow Sora to immediately use the Combo Finisher after a single attack or more.

Sora Strike Form KHIII

Allows Sora to turn his Keyblade into a rocket-enhanced hammer (Hyper Hammer), then into a drill attached to his arm (Drill Punch).

Magic Styles: Proximity-Style (Hyper Hammer), Artillery-Style (Drill Punch).

Keychain: Favorite Deputy (Enhances the number of items an enemy may drop when defeated).

Shotlocks: Ghost Horde (Sora creates avatars that charge at targets repeatedly), Drill Dive (Sora warps around portals and flies at targets repeatedly while piercing them with his drill).

Hyper Hammer:

  • Ground Wallop: A grounded combo finisher where Sora greatly extends his hammer and slams it on the opponent, also making a large shockwave in the process.
  • Aerial Wallop: An aerial combo finisher where Sora greatly extends his hammer and slams it on the opponent, sending it to the floor.
  • Flying Clobber: A flowmotion technique that allows Sora to slam his hammer to the floor, acting as an enhanced variant of Sonic Cleave.

Drill Punch:

  • Dire Drill: An aerial combo finisher where Sora greatly extends his drill then dashes to pierce foes.
  • Corscrew Uppercut: A grounded combo finisher where Sora quickly digs to then quickly raise his widely enlarged drill to foes from below.
  • Drill Pillars: A grounded combo finisher for multiple foes where Sora slams his weapon to the floor, summoning in the process a large shockwave around him that summons multiple drills that pierce upwards.
  • Diving Dodge: To dodge moves, Sora is able to quickly dig down, when coming out the drill may also injure foes that are too close.
  • Ultimate Finish: Sora turns the drill into a claw that's fired and grabs a target, of which a whip extends, then proceeds to constantly slam it on the floor, finishing with a large shockwave.

Turns the Keyblade into a pair of claws that attach to his arms (Agile Claws), then into Yo-Yos with saw properties (Twin Yo-Yos).

Magic Styles: Proximity-Style (Agile Claws), Dual-Style (Twin Yo-Yos).

Keychain: Happy Gear (Enhances the power of the first use of Magic if it's fully refilled, and the quality of Focus Orbs dropped by opponents when defeated (If any)).

Shotlocks: Snakebite (Fires a burst of homing snake-like projectiles), Warp Trick (Summons a bunch of portals around the opponents, which then spawns saws that after reaching certain distance vanish into another portal).

Agile Claws:

  • Gear Maelstrom: A grounded or aerial combo finisher where Sora quickly spins and expands outwards his claws.
  • Offensive Dodge: When dashing for dodging purposes, Sora can also spin his claws to keep offensive presence at the same time.
  • Offensive Backslide: Sora can also dash backwards to dodge attacks in front of him while still keeping said offensive presence by spinning his claws.
  • Offensive Slide: Sora can attack while performing a dash on the air (Superslide) with Flowmotion.
  • Winding Strike: A flowmotion technique that allows Sora to drill to foes with his claws, acting as an enhanced variant of Sonic Slash.

Twin Yo-Yos:

  • Anchor Shot: Sora quickly closes the distance between him and a foe by throwing a Yo-Yo at it, he then uses the rope of it to pull himself to the target then kicks it.
  • Backspin: A grounded or aerial combo finisher where Sora quickly swings the Yo-Yos around himself vertically while slightly moving backwards.
  • Walk the Dog: A grounded or aerial combo finisher where Sora quickly throws both Yo-Yos frontwards as they drastically expand in size at the same time.
  • Backslide: Sora is able to dash backwards to dodge frontal attacks.
  • Ultimate Finish: Sora expands his Yo-Yos to rotate onto each other, creating a vortex of air that sucks in foes then shreds them.

Turns the Keyblade into a lance (Highwind), then into a long flag (Storm Flag), attacking opponents with slashes of light and air.

Magic Styles: Artillery-Style (Highwind), Proximity-Style (Storm Flag).

Keychain: Wheel of Fate (Enhances Water magic).

Shotlocks: Blade Storm (Fires a series of homing spinning wind blades toward targets), Flag Rampage (Sora does a lot of slashes with the Keyblade in Storm Flag form, slashing targets repeatedly with blades of wind in the process).

Highwind:

  • Spear Rush: A grounded or aerial combo finisher where Sora thrusts his weapon forwards as multiple spears are summoned around it and pierce to foes multiple times, Sora then follows with an uppercut with the weapon to send the foes upwards.
  • Spear Rain: A grounded or aerial combo finisher where Sora teleports above a target and falls to the floor to pierce it with his weapon as multiple other spears fall alongside him.
  • Spear Dive:A flowmotion technique that allows Sora to slam his spear to the floor, acting as an enhanced variant of Sonic Cleave.

Storm Flag:

  • Storm Spinner: A grounded or aerial combo finisher where Sora performs multiple somersaults on the air to tackle foes with his weapon.
  • Cyclone: A grounded or aerial combo finisher where Sora quickly thrusts his weapon forwards then spins it, forming a violent cylone in front of him to attack foes.
  • Ultimate Finish: Sora pierces the floor with his flag, then a pulse of water and tentacles appear around him, attacking all opponents around him.

Emphasizes Sora's magical abilities and long-range techniques. Changes his outfit to a blue color, similar to his Wisdom Drive Form. All formchanges of this sort enhance magic recovery and the power of magic spells.

Sora Element Form KHIII

Allows Sora to turn his Keyblade into twin arrowguns and assail enemies with homing projectiles (Double Arrowguns), then into a cannon to fire explosive magical orbs at enemies (Magic Launcher).

Magic Styles: Dual-Style (Double Arrowguns), Artillery-Style (Magic Launcher).

Keychain: Shooting Star (Enhances Treasure Magnet by a very noticeable degree).

Shotlocks: Meteor Shower (Fires a burst of homing star-shaped projectiles), Diving Barrage (Sora jumps above an opponent that's on the air and then fires homing projectiles while spinning downwards while formchanging to Double Arrowguns), Cluster Cannonade (Fires a rocket that upon impact or after reaching certain distance transforms into multiple smaller homing rockets that tackle foes).

Double Arrowguns:

  • Sliding Shot: Out of this form lacking blocking options, Sora is able to instead slide while firing homing magical bullets to dodge attacks while keeping an offensive presence.
  • Burst Shot: A grounded or aerial combo finisher where Sora fires a fast burst of homing magical bullets.
  • Auto-Shot: Sora is able to keep the triggers on to fire a continuous blast of bullets for as long as he desires within the timeframe the formchange lasts.

Magic Launcher:

  • Backslide: Sora is able to dash backwards to dodge frontal attacks.
  • Rising Blast: A grounded or aerial combo finisher where Sora quickly tackles a foe multiple times with his weapon, then finishes by piercing it with it and sending it away with a point blank shot.
  • Final Impact: Sora is able to fire magical orbs that do an explosion on impact.
  • Charged Shot: Sora is able to charge shots to fire stronger variants of Final Impact.
  • Ultimate Finish: Fires from the cannon a big orb of magic, which on impact does an extremely wide explosion.

Turns the Keyblade into an staff, which is used to attack using light magic.

Magic Style: Base.

Keychain: Ever After (Enhances Aero magic).

Shotlocks: Shimmering Drops (Just like the first shotlock of the Hero's Origin Keychain, Sora forces the opponents to drop homing healing beams to himself from foes, draining their health in the process), Spectral Rays (Sora creates light reflectors around himself, which then constantly redirect light beams that then bounce into the direction of the opponents, also holding homing properties).

  • Golden Rays: A grounded or aerial combo finisher where Sora fires a rotating glyph from which beams of light come from.
  • Revolving Rays: A grounded or aerial combo finisher where Sora quickly rotates to his back and creates a glyph behind himself that fires beams, while on his front also firing a large beam, then rotates once more to quickly increase the area of effect in the process.
  • Avatar Shift: When dodging, Sora creates an avatar of himself that's made of light.
  • Avatar Barrage: Sora and his avatars fire blasts of light to foes.
  • Ultimate Finish: Sora summons a long castle right below himself, which rotates upwards as it's being made, after which Sora, alongside two light-based replicas of himself, emit light magic from the top, which rotates and fires beams around his surroundings.

Emphasizes Sora's defensive abilities and techniques. It changes his outfit to that of a yellow color. All Formchanges of this sort enhance the Defender ability (Which allows to get noticeably less damage when low on health) and the ability to perform a forcefield around Sora when guarding for defensive purposes.

Sora Guard Form KHIII

All formchanges of this family have the following moves:

Barrier: Sora is able to make forcefield around himself to block conventional attacks from all directions.

Counter Blast: When blocking an attack, Sora is able to burst the barrier to attack foes.

Barrier - Counter Blast

Allows Sora to turn his Keyblade into an electrical shield, which can be used defensively and offensively.

Magic Style: Base.

Keychain: Hero's Origin (Enhances the Defender ability).

Shotlocks: Drain Shock (Sora steals health from the foes by forcing them with magic to drop homing healing beams to Sora, also restoring some of his own health in the process), Atomic Deluge (Summons a meteor which Sora blocks with the shield, creating a lot of sparks that damage surrounding foes).

  • Shield Spin: A grounded or aerial combo finisher where Sora spreads his arm and spins horizontally around foes with his shield.
  • Lightning Circle: A grounded or aerial combo finisher where Sora lifts his shield upwards to summon a wall of rotating lightning around himself.
  • Shield Charge: Whenever Sora blcoks an attack, the shield is charged in power, allowing for the usage of a Wrathful move depending on the amount of attacks blocked, such energy is stored until Sora unleashes it in the next attack of this Formchange (Meaning that Sora can store it for later by switching to another Keychain):
    • Wrathful Fist: Sora's shield emits a large electrical fist to punch foes.
    • Wrathful Flurry: If Sora has blocked enough attacks without using Wrathful Fist, this move is used instead. Sora's shield emits a barrage of large electrical fists to punch foes for a noticeable amount of damage.
  • Ultimate Finish: Transforms his shield into a chariot pulled by Pegasus, allowing Sora to tackle foes while riding it, while also striking opponents with Thunder magic for a while.

Allows Sora to turn his Keyblade into twin arrowguns and assail enemies with homing projectiles (Hunny Blasters), then into a cannon to fire explosive magical orbs at enemies (Hunny Launcher). Unlike other Formchanges, most moves slam honey on foes, which slows them down up to a drastic degree.

Magic Styles: Dual-Style (Hunny Blasters), Artillery-Style (Hunny Launcher).

Keychain: Hunny Spout (Enhances the ability to gather food from the surroundings).

Shotlocks: Hunny Burst (Fires a burst of homing honey projectiles), Hunny Drizzle (Sora jumps above an opponent that's on the air and then fires homing honey projectiles while spinning downwards while formchanging to Hunny Blasters), Sweet Surprise (Launches a giant glob of honey that splits into many smaller homing honey projectiles upon impact or after reaching certain distance).

Note: To avoid redundancy, Hunny Blasters holds the same moves as Double Arrowguns, while Hunny Launcher holds the same moves as Magic Launcher, for more information regarding those, please see the Element Form section.

  • Hunny Shot: All moves of Hunny Blasters and Hunny Launcher involve the firing of "Hunny" to foes, which can slow them down up to a very noticeable degree.
  • Ultimate Finish: Fires a big bee made of honey from his cannon, which then explodes into a lot of honey that slows down foes on impact.

Allows Sora to turn his Keyblade into a rocket-enhanced hammer (Boom Hammer), then into a drill attached to his arm (Clock Drill).

Magic Styles: Proximity-Style (Boom Hammer), Artillery-Style (Clock Drill).

Keychain: Classic Tone (Enhances magic recovery).

Shotlocks: Phantom Rush (Sora vanishes as he creates avatars that charge at targets repeatedly, while also changing the color of the enviroment to monochrome while it lasts), Noise Flux (Sora warps around and flies at targets repeatedly while piercing them with his drill, constantly crossing portals and changing the color of the enviroment to monochrome while it lasts).

Note: To avoid redundancy, Boom Hammer holds the same moves as Hyper Hammer, while Clock Drill holds the same moves as Drill Punch, for more information regarding those, please see the Strike Form section.

  • Ultimate Finish: Sora summons a clock on the ground and inserts the drill into its center, spinning the clock hands to 12:00, the foes caught in it are stunned and damaged, while also being inflicted with Time Slow if they don't resist it.

Emphasizes Sora's speed and movement. He changes his outfit to a green color. All formchanges of this sort grant Sora the ability to recover health and magic by walking or running and allow him to recover magic faster when it runs out.

Sora Blitz Form KHIII

Turns the Keyblade into a pair of icy claws that attach to his arms (Blizzard Claws), then into multiple blades attached to his arms and legs (Blizzard Blades).

Magic Style: Proximity-Style (Both)

Keychain: Crystal Snow (Enhances freezing resistance and enhances Blizzard magic).

Shotlocks: Diamond Dust (Sora fires homing spinning blades of ice to opponents), Frozen Crescents (Slashes at targets repeatedly with blades of ice, forming homing blades of icy wind in the process).

Note: To avoid redundancy, Blizzard Claws and Blizzard Blades hold the same moves as Agile Claws (With the only exception being Gear Maelstrom), for more information regarding those, please see the Strike Form section. In addition, each of the before-mentioned forms have the ice element (Unlike Agile Claws), while also having the following moves:

Blizzard Claws:

  • Ice Vortex A grounded or aerial combo finisher where Sora quickly expands his claws and spins them outwards while making an icy wind in the process.

Blizzard Blades:

Note: Blizzard Blades, unlike Blizzard Claws, doesn't have the Offensive Slide and Winding Strike moves.

  • Ice Slide: Sora is able to skate along the ground as if it was ice, allowing to quickly dash between places.
  • Winter Breeze: A grounded combo finisher where Sora quickly spins twice while unleashing sharp waves of ice.
  • Absolute Zero: A grounded combo finisher where Sora quickly does a backflip while also creating a wave of icicles from the floor.
  • Blizzard Storm: An aerial combo finisher where Sora quickly spins forwards then hits with a flip kick that leaves a sharp trail of ice.
  • Ultimate Finish: Sora makes an step on the floor, creating from there a large icicle of ice and an icy wave that freezes foes nearby, Sora quickly climbs it, then performs an slash on the top to let it fall and shatters, noticeably damaging all opponents nearby.

Sora's Keyblade turns into a larger sword. Unlike other Formchanges, it constantly transforms into different weapons based on his other Formchanges.

Magic Style: Base.

Keychain: Nano Gear (Enhances the resistance to being stunned).

Shotlocks: Cubic Stream (Sends homing black block-like streams to foes), Zone Connector (Quickly creates portals around an opponent, which then emit black block-like sticks that quickly expand to pierce the targets).

  • Rocket Fist: A grounded or aerial combo finisher where Sora fires a large homing rocket-propulsed fist to a foe.
  • Nano Shield: Sora forms a barrier around himself to block attacks from all diretions.
  • Nano Counter: After blocking an attack, Sora bursts out the barrier to attack foes.
  • Offensive Dodge: When dashing for dodging purposes, Sora can also spin claws to keep offensive presence at the same time.
  • Nano Transform: The unique properties of this Formchange allows Sora to transform his Keyblade into multiple other shapes from his other Formchanges and perform the following techniques:

Twin-Yo-Yos:

  • Anchor Shot: Sora quickly closes the distance between him and a foe by throwing a Yo-Yo at it, he then uses the rope of it to pull himself to the target then kicks it.
  • Backspin: An aerial combo finisher where Sora quickly swings the Yo-Yos around himself vertically while slightly moving backwards. Unlike the original variant, this move is exclusively an aerial combo finisher.

Hyper Hammer:

  • Ground Wallop: A grounded combo finisher where Sora greatly extends his hammer and slams it on the opponent, also making a large shockwave in the process.
  • Flying Clobber: When on the air and there's an opponent below, Sora quickly slams a hammer to the floor, unlike the original variant, it's not Flowmotion based.

Storm Flag:

  • Ascending Left Swing: Reminding of Aerial Sweep, when there's an opponent above Sora, this move allows him to quickly hit it by spinning with the flag upwards.

Blizzard Claws:

  • Winding Strike: Sora drills forwards with his claws, unlike the original variant, this move isn't Flowmotion based and isn't ice-based either.

Clock Drill:

  • Dire Drill: An aerial combo finisher where Sora greatly extends his drill then dashes to pierce foes.
  • Ultimate Finish: Sora summons and enters a portal, then multiple more appear while forming a spherical form, then multiple black block-like streams constantly expand and retract from them to pierce foes, after that, another portal appears where Sora comes back.

Allows Sora to turn his Keyblade into a fiery shield, which can be used defensively and offensively. Unlike Counter Shield, Frying Pan focuses more on offensive capabilities.

Magic Style: Base.

Keychain: Grand Chef (Enhances cooking ability and grants the ability to potentially recover health while casting any magic spell, in proportion to the magic spent).

Shotlocks: Steam Spiral (Fires homing fireworks to opponents), Fruit Crusher (Summons a bunch of large fruits that fall from above to foes, the ones that fall in Sora's shield are shredded to then unleash them in a brief yet fast explosion around himself.

  • Shield Spin: A grounded or aerial combo finisher where Sora spreads his arm and spins horizontally around foes with his shield.
  • Flame Circle: A grounded or aerial combo finisher where Sora lifts his shield upwards to summon a wall of rotating flames around himself.
  • Shield Charge: Whenever Sora blcoks an attack, the shield is charged in power, allowing for the usage of a Wrathful move depending on the amount of attacks blocked, such energy is stored until Sora unleashes it in the next attack of this Formchange (Meaning that Sora can store it for later by switching to another Keychain):
    • Flame Torrent: Sora's shield emits a large fire pillar to hit foes.
    • Flame Barrage: If Sora has blocked enough attacks without using Flame Torrent, this move is used instead. Sora's shield emits a barrage of large fire pillars that do a noticeable amount of damage on foes.
  • Ultimate Finish: Sora turns his shield into a big frying pan, which he then slams on foes while it is covered in flames.

Reminiscent of his Final Form, Sora can overwhelm his opponents with constant attacks of fast and powerful swipes of countless blades enhanced by the light while also keeping wide range. This form also enhances magic recovery when it runs out.

Ultimate Form Sora

Magic Style: Base.

Keychain: Ultima Weapon (Enhances the damage output of combos the longer they are).

Shotlocks: Infinity Circle (Unlike other Shotlocks, Sora has to keep an eye on his target for a moment to use it (As it has no second shotlock available when not charged), after which Sora summons glyphs around himself after doing a quick jump then stands still on the air, then charges magical energy onto himself and fires it from his chest, devastating the surrounding area with an extremely wide wave of light).

  • Spiral Drove: A grounded or aerial combo finisher where Sora summons a glyph above himself, from which multiple large blades spin downwards around him.
  • Radiant Brands: A grounded or aerial combo finisher where Sora quickly creates glyphs from which multiple blades appear, he then tackles them, making the blades slide away to slash foes.
  • Circle of Light: A grounded or aerial combo finisher where Sora breakdances on the air as multiple pillars of light spin outwards.
  • Blade Barrier: Sora creates a barrier of multiple blades around himself to block attacks of all directions.
  • Counter Blade: After blocking an attack, Sora pushes the blades away to harm foes.
  • Teleport: Sora is able to immediately teleport to a foe to attack or dodge.
  • Ultimate Finish: Sora quickly summons a circle-shaped glyph above and below himself, which then constantly emits giant light-enhanced blades which Sora reflects from himself while quickly spinning to hit all his surroundings, after which large pillars of light (Which remind of the Faith spell) come from the borders of the glyph, quickly rotating and doing damage to all opponents on a very wide area until they vanish.

Reminiscent of his Anti Form, it is manually activated at any time when Sora is under a state of rampage fueled by anger from entering an status of critical health, or having his light drained out from himself. Sora retains control of the Keyblade, yet still loses the usability of magic spells and Flowmotion beyond Rail Slide. In addition, it's the only Formchange that fully heals Sora when activated.

Sora Rage Form KHIII

Magic Style: None (Sora can't use magic spells in this form).

Keychain: None (Can be triggered with any Keychain, although if there was a Formchange active it is lost for that Keychain when this form is triggered).

Shotlocks: None (Sora can't focus to use such)

  • Riskcharge: Sora emits a roar enhanced by dark energy, which turns him stronger yet makes him lose health, can be used up to three times, unless Rage Form was triggered by having Sora's own light drained out by someone else, in which case it won't be available.
  • Ultimate Finish: Sora covers his surroundings with darkness, after which he creates multiple orbs of darkness and spins alongside them, firing beams of dark energy to all directions.

Allows Sora to enhance his moves further with light (Light Form, Oathkeeper) or enhance them with darkness instead (Dark Form, Oblivion), then into a perfect balance between both (Double Form). Double Form and Dark Form also lets Sora recover magic when taking dark-based attacks.

Magic Style: Base.

Keychain: Oathkeeper (Light Form then Double Form, enhances the quality of magic orbs from defeated opponents (If any), Oblivion (Dark Form then Double Form, enhances the quality of health orbs dropped from defeated opponents (If any)).

Shotlocks: Sunray Blast (Oathkeeper, sends homing blades of light to targets), Bladefury Eclipse (Oblivion, sends homing spinning blades of darkness to targets), Stellar Inception (Oathkeeper and Oblivion, Sora turns the place below him into resembling a miniature galaxy that can harm foes on contact, then fires from it multiple homing star shaped projectiles to opponents).

Keyblade Techniques kept from base form:

Light Form and Dark Form: Quick Slash, Flash Step, Radial Blaster, Aerial Sweep, Aerial Dive, Falling Slash, Rising Spiral, Groundbreaker

Double Form: Aerial Sweep

  • Zantetsuken: (Light Form, Dark Form). A grounded combo finisher where Sora quickly thrusts his Keyblade forward while it's covered with the respective element.
  • Finishing Leap: (Light Form, Dark Form). A grounded combo finisher where Sora thrusts his Keyblade to the floor, forming a shockwave of the respective element, sending the foe flying.
  • Black Hole: (Light Form). A grounded combo finisher where Sora quickly grabs the opponent with the Keyblade then summons in it five pillars of light that move outwards.
  • Dark Break: (Dark Form). A grounded combo finisher where Sora teleports above the foe then slams his Keyblade downwards, forming a large shockwave of darkness upon impact.
  • Triple Edge: (Light Form, Dark Form). An aerial combo finisher where Sora performs three slashes to an opponent with the respective element, finishing with a pillar of such from the tip of the Keyblade.
  • Spinning Rush: (Light Form, Dark Form). An aerial combo finisher where Sora performs multiple spinning slashes with the respective element.
  • Spiral Charge: (Light Form, Dark Form). An aerial combo finisher where Sora spins the Keyblade around himself with the respective element to drill past foes.
  • Light Guard: (Light Form). Sora forms a forcefield of light around himself to block attacks.
  • Light Burst: (Light Form). Sora shatters the forcefield outwards, attacking foes with a wave of light.
  • Dark Guard: (Dark Form). Sora forms a forcefield of darkness around himself to block attacks.
  • Dark Burst: (Dark Form). Sora shatters the forcefield outwards, attacking foes with a wave of darkness.
  • Sonic Dodge: (Light Form, Dark Form). Sora vanishes into the respective element to dodge attacks.

Double Form:

  • Double Blast: A grounded combo finisher where Sora slams his Keyblades in front of himself, unleashing multiple pillars of light and darkness.
  • Equilibrium Burst: An aerial combo finisher where Sora charges multiple sharp waves of light and darkness around himself to shred foes.
  • Flash Charge: A grounded or aerial combo finisher where Sora quickly dashes to a foe and strikes it, sending it flying.
  • Mirage Thrust: A grounded or aerial combo finisher where Sora charges his Keyblades and summons multiple fast beams of light and darkness to a foe.
  • Spinning Strike: Sora quickly performs multiple somersaults downwards, also rotating the Keyblades in the same fashon to attack a foe that's below himself.
  • Launching Thrust: Sora spins his Keyblades diagonally twice to send foes into the air then continue with aerial moves.
  • Dual Guard: Sora covers himself with light and dark energy, blocking attacks.
  • Dual Smasher: After blocking an attack, Sora quickly swings his Keyblades outwards while also moving forward.
  • Sonic Step: Sora quickly dashes forwards to dodge attacks, right at the end finishing with an spin while using both Keyblades.
  • Ultimate Finish: Sora charges the enviroment with light and dark energy, then quickly drops from the sky countless beams of light and darkness to foes, much like Roxas' Magic Hour.

  • Fire/Fira/Firaga: Sora shoots out a ball of fire with slight homing properties that sets his enemies ablaze. The higher the level of the spell, the larger the area of effect and damage output.
  • Blizzard/Blizzara/Blizzaga: Shoots a spreading burst of ice crystals in front of the caster. The higher the level of the spell, the larger the area of effect and damage output.
  • Thunder/Thundara/Thundaga: Sora calls down lightning bolts from the sky to strike his foes. The higher the level of the spell, the wider the area of effect and amount of lightning.
  • Cure/Cura/Curaga: A spell that heals Sora or a target of choice, reviving them if they had recently fallen to enemy attacks. The higher the level of the spell, the further the healing is, with Curaga often healing back to full health.
  • Aero/Aerora/Aeroga: Sora can conjure a barrier of wind currents around himself, halving any damage he receives while this is active. Aerora and Aeroga also inflicts damage to anyone that gets near Sora while it's active, acting as not only a defensive barrier but an offensive one as well, and only the latter can also deflect back to an opponent projectile-based attacks while it lasts.
  • Gravity/Gravira/Graviga: Sora fires a dark ball that crushes opponents to the floor with an increased gravity force, dealing more damage to topped off foes than weakened foes. The higher the level of the spell, the wider the size and damage output.
  • Stop/Stopra/Stopga: Sora stops time around his foes, rendering them incapable of action and leaving him to attack them as much as he pleases within the duration of the spell. The higher the level of the spell, the longer the effect lasts, although it can be redone as soon as the effect is weared off to keep the target vulnerable.

Note: All the before-mentioned spells bar the Aero and Blizzard family spells remain the exact same

  • Aero/Aerora/Aeroga: Sora creates around himself a wind vortex that blows away his enemies while dealing damage in the process, also creating a small gust of wind for him to bounce on for Flowmotion techniques.
  • Blizzard/Blizzara/Blizzaga: Sora fires a large chunk of ice, after it reaches a certain distance, it explodes, harming all opponents caught in it (KHCoM) or is the same as the KHI variant, but now each shard of ice explodes upon contact and holds wider range (KHRe:CoM).
  • Homing Blizzara: Blizzara, but now it homes to the target.
  • Firaga Burst: Sora creates a big flaming orb above himself, which will then emit homing balls of fire to the opponents downwards.
  • Mega Flare: Sore fires a large ball of fire that does an extremely wide explosion when it lands.
  • Warpinator/Warp: A spell that allows Sora to generate a spatial anomaly that sucks enemies in and erases them from existence, the former has a tendency to potentially fail unlike the latter.
  • Lethal Frame: Sora stops time around an enemy and slashes them several times before restarting the flow of time, destroying foes with the damage he accumulated while time was stopped. This ability's time-stopping mechanic is even more powerful than the normal Stop spell, working on foes who have displayed resistance to Time Manipulation.
  • Bind: Sora emits a shockwave from his Keyblade, those caught in it are stunned, rendering them unable to move from the place they currently are for a while, they can still do attacks from there, however.
  • Confuse: Sora emits a shockwave from his Keyblade, those caught in it are confused for a moment, turning into attacking their own allies (If any, otherwise just attacking without aiming properly) instead of Sora.
  • Fire Raid: Sora throws his Keyblade while it is fire-enhanced.
  • Blizzard Raid: Sora throws his Keyblade while it is ice-enhanced.
  • Thunder Raid: Sora throws his Keyblade while it is electricity-enhanced.
  • Gravity Raid: Sora throws his Keyblade, those hit by it also get Graviga summoned on them.
  • Stop Raid: Sora throws his Keyblade, those hit by it get their own time stopped.
  • Judgment: Sora throws his Keyblade similarly to Strike Raid once, but the Keyblade will constantly aim to the target(s) for a while.
  • Reflect Raid: Sora throws his Keyblade, with each thing it hits, the Keyblade will duplicate into three, which can also do the same and so on, after a moment they will just vanish and the Keyblade goes back to Sora.
  • Firaga Break: Sora summons an explosion of flames in front of him.
  • Aqua Splash: Sora fires a stream of melted ice to attack.
  • Shock Impact: Sora emits a wave of energy, those caught in it are damaged and may also get their time stopped.
  • Quake: Sora hits the floor with his Keyblade, forming a shockwave and an earthquake.
  • Terror: Sora summons a ball of darkness that haunts opponents, striking them in fear, this move works on Heartless, which are devoid of a mind.
  • Synchro: Sora turns the health of other opponents the same as the one of the specifically selected target.
  • Teleport: Sora instantly teleports behind an opponent, the selected opponent also becomes time-stopped for a moment, allowing Sora to freely follow up with an attack.]]
  • Raging Storm: Sora surrounds himself with three tornados of fire that rotate around himself, then goes floating to the opponents to harm them.
  • Tornado: Sora creates a tornado, which he telekinetically aims to grab opponents with it for a while until it vanishes.
  • Freeze: Sora charges energy, then jumps and spins in the air while a wave of cold air surrounds him, freezing all oponents nearby.
  • Holy/Faith: Sora summons multiple light pillars that send targets flying for a large amount of damage.
  • Gifted Miracle: Sora heals himself, fully refills his card deck and resets the card recharge counter (Allowing to recharge the card deck faster), however, the same also applies to foes.

Note: Spells will behave/be used differently if Sora is in a Drive Form, Valor, Limit and Anti Form don't let Sora use Magic spells.

  • Fire/Fira/Firaga: A rotating ring of fire centered around Sora incinerates nearby enemies, Wisdom Form allows Sora to charge to foes while using it, the same applies to Master Form, but the area of effect is wider and the movement is even faster, while Final Form allows Sora to also fill his Keyblades with fire and let them also damage enemies as they spin outwards alongside him. THe higher the level of the spell, the higher the damage output, area of effect and efficiency.
  • Blizzard/Blizzara/Blizzaga: Sora fires a single large ice shard to an opponent, Wisdom Form turns it into three shards at once, Master Form turns it into five at once, and Final Form turns allows Sora to quickly fire from both Keyblades two multiple times. The higher the level of the spell, the higher the damage output and efficiency.
  • Thunder/Thundara/Thundaga: Sora summons a single lightning bolt from upwards to a target, Wisdom Form allows Sora to move around while using it, Master Form allows Sora to also quickly summon three consecutively, and Final Form brings even more mobility. The higher the level of the spell, the higher the damage output, area of effect and efficiency.
  • Magnet/Magnera/Magnega: Sora creates a vortex of magnetic force that draws in his enemies and deals continuous damage in the process. Trapped in a tight group, Sora is free to attack foes who are restrained in this manner. Wisdom Form allows Sora to move while performing this move, Master Form also increases the damage output, and Final Form greatly reduces the duration to it becoming pretty brief, but in exchange the attraction force and damage output is far higher than the others. The higher the level of the spell, the higher the duration and efficiency.
  • Reflect/Reflera/Reflega: Sora creates a defensive barrier around him that completely blocks incoming attacks. If it successfully blocks an attack, the barrier explodes into bursts of light as it disperses, dealing damage to all foes nearby, in addition, this spell can be used right after the previous wears off (Reflega only), preventing vulnerability if needed. Wisdom Form allows Sora to move around while using it, Master Form allows Sora to use it consecutively indefinitely until he runs of magic, and Final Form instead lets Sora also attack further out of the Keyblades spinning outwards of the barrier.
  • Cure/Cura/Curaga: Quite similar to the KHI variant, but now it can not only heal Sora or an ally of choice, but multiple allies at once (Including himself) within a certain range. Unlike the other spells, this one isn't affected by Drive Forms directly.

Base:

Wisdom Form:

Master Form:

Final Form:

  • Fire/Fira/Firaga: Sora unleashes a ball of fire with noticeable homing to a target from the tip of the Keyblade. The higher the level of the spell, the larger and more powerful.
  • Firaga Burst: Sora charges from the tip of his Keyblade upwards a large ball of fire, from which multiple smaller homing ball of fire come out while this move lasts.
  • Mega Flare: Sora shoots a large ball of fire, which then does an extremely wide and powerful explosion.
  • Blizzard/Blizzara/Blizzaga: Sora unleashes a large chunk of ice with noticeable homing to a target from the tip of his Keyblade. The higher the level of the spell, the larger and more powerful.
  • Icicle Splitter: Sora fires a chunk of ice, then hits it, converting it into multiple smaller ice shards that harm foes.
  • Deep Freeze: Sora charges himself with cold air, then performs an spin attack that unleashes it, freezing foes.
  • Ice Barrage: Sora creates a large sharp chunk of ice below the target.
  • Thunder/Thundara/Thundaga: Sora emits from the tip of his Keyblade a shockwave of electricity, the higher the level of the spell, the higher the range and potency.
  • Triple Plasma: Sora fires thrice a ball of plasma to foes.
  • Esuna: Sora fills himself with healing magic that removes status effects from himself.
  • Zero Gravity/Zero Gravira/Zero Graviga/Zero Graviza: Sora creates a zero-gravity field that sends enemies drifting in the air where they lose health the longer they remain in it, and may also be confused when Sora takes advantage of their vulnerability to strike them, forcing them to spin far more in the air. The higher the level of the spell, the larger the range and duration of the effect inflicted. Zero Graviza, unlike the others, instead makes a black orb that pulls foes in similarly to Magnega for a noticeable while.
  • Balloon/Ballonra/Ballonga: Sora summons multiple homing balloons that do water explosions when touched by a foe, the higher the level of the spell, the higher the number of balloons, with Balloonga straight up starting with a large one that then extends into as many as Balloonra after exploding.
  • Spark/Sparkra/Sparkga: Sora summons a ring of revolving light crystals around himself, the higher the level of the spell, the higher the number of rings, damage output and the range (One in Spark, two in Sparkra, and three in Sparkga)
  • Faith: Sora summons multiple light pillars that then spin outwards, this move also heals the user while being used.
  • Tornado: Sora creates a tornado he telekinetically aims to attack foes.
  • Mini: Sora emits a wave of magic, those caught in it are drastically reduced in size, to the point he can harm them by just stepping on them.
  • Blackout: Sora emits a wave of magic from his Keyblade, those caught in it are rendered blind for a while.
  • Time Bomb: Sora uses magic to put a timer on the opponent, after a few seconds it will each 0, making an explosion right on the target.
  • Bind: Sora emits a wave of magic from his Keyblade, those caught in it are stunned, rendering them unable to move from the place they currently are for a while, they can still do attacks from there, however.
  • Confuse: Sora emits a wave of magic from his Keyblade, those caught in it are confused for a moment, turning into attacking their own allies (If any, otherwise just attacking without aiming properly) instead of Sora.
  • Poison: Sora fires a homing blast of poison, the foe it lands on is poisoned and thus slowly loses health for a while.
  • Slow: Sora emits a wave of time magic that slows down foes for a moment.
  • Sleep/Sleepra/Sleepga: Sora emits from the top of his Keyblade a swift misty wave around him, those caught in it besides Sora fall sleep. The higher the level of the spell, the higher the range and effectiveness.
  • Stop: Sora emits a wave of time magic around him, those caught in it are time stopped for a while, unlike in other cases, Sora only holds the basic Stop.
  • Vanish: Sora emits a light from his Keyblade to himself, which then turns him very transparent to the point he is not easy to be seen for a large while.

Unlike in past eras, Sora now is able to use "-za" level spells, which are above the level of "-ga" level spells, however, they aren't as usable. As all spells Sora has access to here are leveled spells, it goes without saying that the higher the level of the spell, the higher the range and damage output unless stated otherwise.

In addition, Sora now is able to use them consecutively indefinitely and can move around (be it on the ground or while flying) without issue.

  • Fire/Fira/Firaga/Firaza: Shoots a ball of fire.
  • Thunder/Thundara/Thundaga/Thundaza: Summons lightning bolts right above a target. Thundaza summons multiple lightning pillars that burst into a large electrical blast as an even larger beam of electricity falls from the sky.
  • Blizzard/Blizzara/Blizzaga/Blizzaza: Fires an icicle that explodes into a spiky ball of ice that pierces and freezes foes.
  • Aero/Aerora/Aeroga/Aeroza: Summons a tornado below the target to send it flying. Aeroza also features five other tornados around the main one to maximize range and damage output.
  • Water/Watera/Waterga/Waterza: Covers the user in a wave of water that shields from some projectiles then fires a ball of water that bursts upon impact.
  • Cure/Cura/Curaga/Curaza: Heals the user and allies. Curaga often heals back to peak, while Curaza only extends range for allies that are too far away otherwise.

Sea Magic: This magic style is available when being underwater, Water spells are unavailable for obvious reasons. Unlike other sorts of magic, this magic is locked to a single level, with the only exception being the Cure family spells, which remain the same.

Proximity-Style Magic: This magic style is available for certain Formchanges that focus on close quarters combat, involving the respective element spinning around the user.

Artillery-Style Magic: This magic style is available for certain Formchanges that focus on ranged combat, involving the firing of the respective element as a homing ball that bursts upon impact.

Dual-Style Magic: This magic style is available for certain Formchanges that focus on ranged combat with dual wielding of weapons, firing homing bullets of the respective element, the higher the level of the spell, the higher the number of bullets per dual shot (2 for base, 4 for "-ra" level spells, 6 for "-ga" level spells and 8 for "-za" level spells).

When in need of extra help in a fight, Sora can call upon the power of friends he made to lend him a hand.

  • Bambi: Bambi bounces around the field and drops magic orbs that Sora can gather to refill his "magic gauge". It can also drop a special item for Sora after he defeats a certain number of enemies on the field.
  • Dumbo: Sora shrinks and rides atop Dumbo and flies around the field, shooting jets of water from its trunk that can push back and damage the enemy.
  • Genie: Summons Genie to shoot a multitude of homing magic beams at foes and spells such as Stopga, Thundaga and Graviga.
  • Mushu: Spits fireballs at the enemy from a distance while atop Sora's head.
  • Simba: Charges alongside Sora a powerful, damaging roar within a certain range.
  • Tinker Bell: Continuously heals Sora and his allies (If any) in combat and can revive him back to full health should he fall in battle.

  • Bambi: Performs the Paradise technique, in which Bambi bounces around, leaving shockwaves that stun foes, while also dropping healing orbs for Sora to absorb. Can also perform the Idyll Romp technique, which is does the same as the Paradise technique, but doesn't include the drop of healing orbs.
  • Dumbo: Performs the Splash tehnique, in which Dumbo shoots jets of water from its trunk that can push back and damage the enemy.
  • Genie: Performs the Showtime technique, in which he casts spells such as Stopra, Thundara and Gravira.
  • Mushu: Performs the Flare Breath technique, in which he Spits fireballs at the enemy from a distance while atop Sora's head.
  • Simba: Performs the Proud Roar technique, in which he does a powerful, damaging roar within a certain range.
  • Tinker Bell: Performs the Twinkle technique, in which she charges healing energy on Sora for a moment. While this would normally leave him vulnerable out of the sheer timeframe, the card mechanics in Castle Oblivion render opposing attacks null if they are below the total card number of the move Sora does.
  • Cloud Strife: Performs the Cross-slash technique, in which he quickly slashes thrice foes, can also perform the Cross-slash+ variant that allows to immediately also teleport behind an enemy before ethe move itself, or Omnislash, in which he flies up above, then quickly goes below to slash foes multiple times.

  • Genie: Transforms into his own Drive Forms and uses his own versions of Sora's attacks from his Limit Form.
  • Chicken Little: Can heal Sora, whistle to stun enemies and bring them closer to Sora similar to the Magnet spell, and throw baseballs at enemies to damage them.
  • Stitch: Stitch breaks the fourth wall and enters the screen. From there he can shoot any incoming projectiles that may harm Sora as well as shooting enemies with his blaster, he can also heal Sora or refill his MP gauge by licking his icons, and stun enemies with his ukelele.
  • Peter Pan and Tinker Bell: For Peter Pan, he attacks enemies along with Sora while flying. With Tinker Bell, she continuously heals Sora and his allies (If any) in combat and can revive him back to full health should he fall in battle.

Dream Eaters: In the Sleeping Worlds, Sora has made a lot of friends of this sort that he can rely on, of which includes every single Spirit variant bar Chirithy and Riku, although he can only keep up to two around at a time.

Sora can join one of his Dream Eaters to do a special technique (Link Attacks):

  • Meow Wounce: Sora rides on either Meow Wow, Flowbermeow, Meowjesty or Catanuki to constantly slam on opponents, creating shockwaves of light.
  • Roll Call: Sora runs on top of a ball-shaped variant form of Cera Terror, Drill Sye, Escarglow or Tama Sheep to roll on opponents.
  • Whirling Bronco: Sora rides a Cyber Yog or Yoggy Ram to ram and spin on opponents to attack, the spin being electric-based if used with a Cyber Yog, or fire-based instead if on a Yoggy Ram.
  • Fly-By Knight: Sora grabs onto an Eaglider, Halbird, Komory Bat or Peepsta Hoo to ram on opponents on the air, also creating light shockwaves as it ends.
  • Hammer Throw: Sora grabs Pricklemane from the tail and swings it around to attack.
  • Flame Thrower: Sora tosses a Hebby Ripp or Sudo Neku while it is on a wheel shape with its own body, spinning around and dealing fire attacks.
  • Decussation: Sora and Chef Kyroo, Lord Kyroo, Sir Kyroo or Ryu Dragon team up together to do quicks slashes at the opponents, moving so fast they leave afterimages while doing it, the finishing blow also being fire-enhanced if performed with Ryu Dragon.
  • Poison Dash: Toximander forms a wide poisonous floating bubble that Sora rides on top, moving it around to absorb enemies in it, after a while or when Sora desires it will explode, doing damage to those caught in it and nearby.
  • Water Blaster: Sora grabs Fin Fatale or Fishbone to aim from it a stream of water at opponents.
  • Bubble Blaster: Sora grabs Tatsu Steed to aim from it bubbles to attack, this move also has a chance of trapping a foe in a bubble, which will then shortly after burst, doing even more damage.
  • Paw Groove: Sora and Necho Cat or Frootz Cat dance, creating sound shockwaves around themselves to attack.
  • Equestrian Raid: Sora rides on Electricorn, Pegaslick or Thunderaffe, charging at opponents, also being electrically enhanced if used with Electricorn.
  • Swing Fling: Kooma Panda, Ursa Circus, Majik Lapin or Me Me Bonny grab Sora from his feet, then swing him around to attack while Sora holds his Keyblade outwards.
  • Belly Raid: Sora rides on top of Iceguin Ace, charging at opponents while leaving a trail of ice.
  • Target Shot: Sora grabs and aims with Kab Kannon or KO Kabuto to fire bullets at enemies.
  • Trap Shot: Similar to Target Shot, Sora grabs and aims Staggerceps to fire bullets at enemies, unlike the previous one, fewer bullets are fired per second, but if one lands on a target, it will become binded for a moment, turning unable to move from its current place, allowing Sora to then aim more easily.
  • Cure Sun: Sora and Wheeflower cast an orb on the air nearby them, completely healing Sora and allies back to peak, eliminating negative status effects and also granting the ability recover health if some is lost later by enhancing regenerative capabilities for a while.
  • Vacuum Ghost: Sora grabs Ghostabocky or Jestabocky to aim with it enemies for the Dream Eater to absorb with its mouth, after that it will bite what it was absorbed then spit it out, dealing dark-based damage to them.
  • Berserker Bronco: Sora rides on top of Zoolephant or Beatalike to stamp on enemies.
  • Lucky Dice: Sora and Juggle Pup or R&R Seal toss a dice, depending on the results the following things can happen:
    • Sora's Die: If the result is Sora, the result will backfire on Sora and allies, if-else, it will target the opponents.
    • Dream Eater's Die: Six different things can happen depending on the face, the Dices may cast Firaga and Time Bomb, Blizzaga and freeze the ones cast to, cast Thundaga and bind the inflicted ones, cast Stop (A weaker and more basic variation of Stopga), cast Confuse or cast a Megalixir (which completely heals and refill magic back to peak, while also removing any active negative status effects).
  • Fire Blaster: Similar to Bubble Blaster, Sora grabs Tatsu Blaze to aim from it fire bubbles to attack, this move also has a chance of trapping a foe in a bubble, which will then shortly after burst, doing even more damage.
  • Poison Rain: Sora and Woeflower summon a poisonous rain, the rain will cause on all opponents the same effects as the Mini, Poison, Confuse or Slow spells for a while, while also losing a noticeable amount of health from the rain itself.
  • Flame Raid: Sora rides on top of Tyranto Rex and rams on their opponents while also Tyranto Rex fires a breath of fire.
  • Ice Raid: Similar to Flame Ride, Sora rides on top of Skelterwild and rams on their opponents while also Skeleterwild fires a breath of ice.
  • Tail Groove: Exactly the same as Paw Groove, but with Ducky Goose or Drak Quack instead.
  • Aura Raid: Sora rides on top of Aura Lion or Keeba Tiger to fire aura clones that are fire-enhanced of the Dream Eater to attack, Aura Lion can create up to three aura clones at once, while Keeba Tiger only one at a time, however, if another one is made, the first one vanishes, if it's used once more to call another one after reaching the limit, the aura clones vanish shortly after striking an opponent.
  • Unwind: Sora jumps into Tubguin Ace's tub and start spinning together with the tub itself to attack by ramming at opponents.

Dual Attacks:

Sora can work alongside two of his Dream Eaters at once to do alongside himself an even stronger special move, the move itself depends on which attributes of the respective participant Dream Eaters are used:

  • Whomperstomp: Meow Wow, Flowbermeow, Meowjesty or Catanuki suck in the other ally Dream Eater into their mouth, after which the Dream Eater will grow to very large sizes, after which a far stronger variation of Meow Wounce is performed, creating even bigger light shockwaves and light pillars with each bounce.
  • Comet: Sora and two Dream Eaters ride and summon a large fire-enhanced meteor to crash on the opponents
  • Unison Rush: Sora glides alongside two Dream Eaters that try to follow his speed behind, then turning into a flying drill of beams that charges on the opponents as much as possible.
  • Prism Light: Sora and two Dream Eaters charge a prism with light by firing beams of such at it, after that it will explode, firing homing rainbow-colored beams to attack in all directions.
  • Trinity Limit: Unlike the other original variation with Donald and Goofy, Sora and two Dream Eaters charge an orb with light between them, then Sora slashes it, unleashing a wide wave of light magic to all directions to attack.
  • Ragnarok: Unlike the original variation with Sora by himself, Sora and two Dream Eaters summon a glyph below themselves, after which they will start spinning towards each other, while doing so they will become covered in light and fire homing beams of light at all directions.

  • Ariel: Performs the Sea Spectacle technique, in which they dive through the ground and up into the air while damaging enemies by firing a danmaku of balls of water, then finishing by unleashing multiple streams of water from each place they jumped in.
  • Meow Wow: Performs the Meow Wow Balloon technique, in which it around the field while Sora rides atop, and finishes with a burst that releases multiple other Dream Eaters to drop and tackle onto enemies.
  • Simba: Performs the King's Flare technique, in which he enlarges himself on size by a notable degree with Sora riding him to either perform Firaga Roar (A wave of fire around himself) or Firaga Leap (Jumping to then land with a fiery shockwave), then finishing with Simba performing multiple somersaults on the air then exploding into an extremely wide wave of flames.
  • Stitch: Performs the Plasma Encounter technique, in which alongside Sora, they cover the field wth electrical panels that they then use to shock enemies with bolts of electricity from above.
  • Wreck-It Ralph: Performs the 8-Bit Blast technique, in which he tackles foes and creates blocks with lights that stuns enemies.
  • Pegasus: Unlike other summons, Pegasus is summoned in the Ultimate Finish move of the Hero's Origin Formchange, at which Sora's Keyblade (Which was turned into a shield beforehand) transforms into a chariot pulled by Pegasus himself, allowing Sora to roam around in the air while riding it, striking opponents with Thunder magic for a while.
  • Powerful combination attacks Sora can use when working alongside his friends, they deal immense damage and are extremely helpful in a pinch, but most of them can only be performed with others.

    Trinity Limit in KH: Re: CoM
    • Trinity Limit: A Limit used alongside Donald and Goofy, in which they release two orbs of light that enter Sora's Keyblade. After a series of somersaults, flips, and leaps, Sora then plunges his Keyblade into the ground, engulfing his surroundings in purifying light, dealing massive damage to all foes on a wide radius.

  • Trinity Limit: Unlike the original variant, this move is spearated in multiple different segments:
    • ​Major Drive: Sora and Donald support Goofy into using his shield to fire a large amount of Drive Orbs to the opponents at once.
    • Ultima: Sora and Goofy support Donald in summoning a barrage of firework explosions around themselves.
    • Break: Donald and Goofy support Sora slashing opponents on the air together.
      • Trinity Light: After the trio has done their attacks, they then stand in a triangle formation and all raise their weapons in the air where they summon a surge of powerful energy that attracts and damages noticeably the opponents caught in it.
    • Solo Version: The solo version of the limit is where Sora performs the break attack by himself, dealing 10 hits with the first 9 building up to the 10th and final attack that deals higher damage.
  • Flare Force: Donald rides Sora's back, at which he constantly summons homing firework rockets to the opponents, which explode on impact, after a while, Donald finishes it with Megaduck Flare, firing constantly homing rockets to the opponents, leaving them stunned enough for Sora to help by attacking them.
  • Eternal Session: A Limit used alongside Riku. The attack begins with Session, in which Sora and Riku perform a rapid flurry of Keyblade strikes. Afterward, they then stab foes as part of the Last Saber attack and blast them with dark orbs as part of the Dark Cannon attack. In the next phase of the attack, they turn their backs to one another and attack with Master Hearts, coating their Keyblades in energy while rapidly slashing at anyone nearby and XIII Blades, summoning thirteen magic swords around them while spinning around like buzzsaws, tearing apart their enemies while remaining on the move. Finally, they end the attack with All's End, tossing their Keyblades on either side of their foes which proceed to release a barrage of Light Energy and Dark Energy blasts, dealing massive damage in the process.
  • Fantasia: Donald floats on the air, creating firework explosions (Comet), helping Sora stunning opponents, after a while, Donald will finish it using Comet Rain, which involves a barrage of fireworks explosions across a wide space around him.
  • Tornado Fusion: Sora and Goofy spin around together, dealing damage to enemies on their path.
  • Teamwork: Sora and Goofy throw their weapons together, turning into a pair of light-bladed saws in the process, at the end of it, Sora lifts Goofy and then Goofy goes flying, charging to the opponents on his path, which he can also aim.
  • Howling Moon: Sora and Beast do shockwaves together, finishing with a howl that creates pillars of light around themselves.
  • Overdrive: Sora and Auron slash at opponents on the air, finishing with each other using their own swords together to create a wide tornado.
  • Dragonblaze: Sora, Mulan and Mushu charge at opponents with fire, finishing with Mushu firing balls of fire that land on the opponents, creating a burst of fire.
  • Trick Fantasy: Sora and Aladdin slash at opponents together in quick combinations, finishing with them jumping from each other on the air to slash even more the opponents.
  • Applause, Applause: Sora and Jack Skellington spin together in a dancing fashion, sending energy balls alongside ghosts and bats to attack, finishing with powerful ghosts and bats surround the duo, as Jack sends Sora flying into the air, releasing sparklers when he lands.
  • Treasure Isle: Jack Sparrow summons a chest which Sora opens, of which a magnetic white orb comes out, pulling in enemies for Sora and Jack to easily hit, finishing with Jack inserting a bomb in the chest as Sora closes it, closing opponents within the explosion for a noticeable amount of damage.
  • King's Pride: Sora (In Pride Lands form, a lion) and Simba spin together to attack enemies and charge on the air towards them, finishing with both of them doing a roar that also extends light pillars around them.
  • Complete Compilement: Sora and Tron summon a disk platform with keyboards which they ride, doing system commands to summon blocks to attack or electric shockwaves, finishing by summoning a homing variant of the blocks, spinning violently at targets for a while.
  • Neverland: Sora and Peter Pan slash together at enemies while remembering their past adventures.
  • Ohana!: Sora breaks the fourth wall by entering the in-game HUD alongside Stitch to strike opponents from there.
  • FPS Mode: Sora and Chicken Little toss balls and firecrackers at the opponents.
  • Sonic Rave, Strike Judgement, Final Arcana, Infinity: Thanks to Genie's Drive Forms copying the limits of Sora's Limit Form, together they can do variations from the original moves, constantly using bursts of magic to attack.
    • Flare Force: Donald teleports to the side of Sora to then quickly summon homing rockets to the opponents.
    • Donald Meteor: Alongside Donald summons a barrage of meteors to attack.
    • Goofy Bombardier: Sora and Goofy jump upwards together, then Sora grabs Goofy and throws him downwards, creating an explosion on impact.
    • Trinity Guard: Sora and Donald support Goofy in striking opponents with his fire-enhanced shield by charging at opponents.
    • Heroic Swing: Hercules grabs Sora from his feet and spins, creating a vortex of air while Sora also slashes opponents on their path, finishing by Hercules tossing Sora upwards, after which Sora does an explosion after landing just like Goofy Bombardier.
    • Rocket Ruckus: Sora, Woody and Buzz ride a rocket, which they use to charge constantly on the opponents, finishing by letting it go crash and explode on an opponent after jumping off from it.
    • Tangled Twist: Sora, Donald, and Goofy are grabbed by Rapunzel's hair, which she alongside Flynn use to then toss them upwards, each one of them (Sora, Donald and Goofy) creating an explosion on impact.
    • Scream Strike: Sora, Donald and Goofy team up with Sulley and Mike to do a wide roar that damages enemies, then Sora grabs Mike and throws him, sending him spinning to dash on opponents.
    • Mighty Avalanche: Sora rides Marshmallow, letting him claw at opponents and summon sharp ice from the floor to attack.
    • Never Fear: Sora and Jack Sparrow slash opponents by spinning while floating on the air, finishing with Jack dropping upwards a lot of bombs, which both strike outwards to hit as many opponents as possible with their explosions.
    • Interceptor Wing: Sora rides Baymax, striking enemies by either Sora using his Keyblade to fire magic projectiles or going close combat with Baymax, finishing with Baymax charging at the opponents quickly 3 times.

    Sora can also equip a variety of passive abilities to increase his overall fighting capabilities and provide additional protection during combat.

    • Scan: Sora can gauge the overall remaining fighting strength and health of his opponents.
    • Leaf Bracer: Sora is protected from all sources of damage (Invulnerability) while he's using one of the restorative Cure spells, such as Cure, Cura, and Curaga.
    • MP Rage: A portion of the damage Sora takes will be converted into MP, allowing him to cast more magic.
    • Second Chance: Sora will survive any attack that would otherwise kill him unless he is already on the verge of death before taking the attack.
    • Berserk: Sora's attack potency is increased when at low health.
    • Treasure Magnet: Automatically pulls to himself items such as healing orbs, magical orbs and money, can extend up to hundreds of items at the same time.

    Sora keeps all before-mentioned abilities bar MP Rage and Berserk. In addition, Leaf Bracer, Second Chance and Once More have to be manually activated first via Enemy Cards to then remain passive, for more details on those, please see the Other Abilities section.

    Sora keeps the same ones as in KHI plus the following:

  • Damage Drive: Whenever Sora takes damage, in proportion is also refilled his Drive Gauge, which is used for Drive Forms.
  • Drive Boost: While Sora has run out of magic, the Drive Gauge refills faster than normal when attacking.
  • Item Boost: Items Sora uses have a considerably higher effect than usual, can be enhanced with the Monchrome Keychain.
  • Defender: Sora's durability is increased thrice when at low health, can be enhanced with the Kingdom Key Keychain.
  • Damage Control: Halves damage taken when at low health, can be stacked with Defender.
  • Once More: Sora cannot be killed by a combo for as long as he was not already on his last legs before taking an attack, instead being left on critical health but still able to fight and defend himself.

  • Sora keeps Scan, Second Chance, Once More, Leaf Bracer, Treasure Magnet and Defender (This one now only increases the user's durability by 2 when at low health, however), plus the following:

  • Bind Block: Sora is protected from abilities that would root him in place, such as the Bind spell.
  • Blindness Block: Sora is protected from abilities that would take away his ability to see, such as the Blind spell.
  • Blizzard Screen: Sora has increased resistance against ice-based attacks.
  • Confusion Block: Sora is protected from abilities that would render him delirious and confused, such as the Confuse spell.
  • Damage Syphon: Sora can refill his Link Gauges as he takes damage, allowing him to use more special attacks with his Spirit allies.
  • Dark Screen: Sora has increased resistance against dark-based attacks.
  • Defender: Sora's defense increases as he becomes more and more injured.
  • Fire Screen: Sora has increased resistance against fire-based attacks.
  • Light Screen: Sora has increased resistance against light-based attacks.
  • Mini Block: Sora is protected from abilities that would forcibly shrink him against his consent, such as the Mini spell.
  • Sleep Block: Sora is protected from abilities that would put him to sleep against his consent, such as the Sleep spell.
  • Slow Block: Sora is further protected from time-slowing abilities such as the Slow spell.
  • Stop Block: Sora is further protected from the effects of time-freezing abilities like the Stop spell.
  • Thunder Screen: Sora has increased resistance against electricity-based attacks.
  • Waking Dream: Sora's Spirits will be able to survive attacks that would otherwise kill them for as long as they are not already on the verge of death.
  • Poison Block: Sora is protected from abilities that would poison him like the Poison spell.
  • Water Screen: Sora has increased resistance against water-based attacks.

  • Sora keeps Scan, Second Chance, Once More, Leaf Bracer, Treasure Magnet and Defender (Same as in KH3D), plus the following:

  • Damage Control: Halves damage taken when at low health, can be stacked with Defender.
  • HP Walker: Sora passively recovers health while walking or running, this ability is enhanced in Blitz Form.
  • MP Walker: Sora passively recovers magic while walking or running, this ability is enhanced in Blitz Form.
  • Top Condition: Sora starts every fight with health at peak (After a while of eating specific dishes).
  • Fire/Thunder/Blizzard/Dark/Water/Aero Syphon: Sora recovers magic when taking damage from attacks that are based on fire, electricity, ice, darkness, water or air. Dark Syphon is enhanced in Dark Form and in Double Form.
  • Item Boost: Items Sora uses have a considerably higher effect than usual, can be enhanced with the Hero's Glove accesory.
  • Burn Protection: Grants a resistance to being burned.
  • Cloud Protection: Grants a resistance to having an small cloud on himself.
  • Sneeze Protection: Grants a resistance to being put to sneeze.
  • Freeze Protection: Grants a resistance to being frozen.
  • Electric Protection: Grants a resistance to being electrified.
  • Stun Protection: Grants a resistance to being stunned.

  • This section will cover abilities that don't require a Keyblade on Sora's part and aren't passive either.

    • Superglide: Sora can glide in the air at high speeds.
    • Dodge Roll: Sora can perform a special somersault that allows him to dodge attacks, while being performed Sora has a degree of invulnerability.

    Sora keeps all previous, plus the following Enemy Cards:

    Sora has unique cards obtained from the past opponents he has fought, granting the following abilities to him that are useful outside the mechanics of Castle Oblivion, all of which only work for a few moments and are to be activated manually by Sora to take effect, the cards can't be stacked (If Sora tries to use another card of this sort, the new one will replace the one he already had):

    • Large Body: Allows Sora to passively deflect conventional frontal attacks without taking damage.
    • Fat Bandit: Allows Sora to deal more damage to opponents attacked from behind at the first moments of a fight.
    • Bandit: Turns the first attack performed in a fight more powerful.
    • Red Nocturne: Turns the power of Fire-based abilities more powerful.
    • Blue Rhapsody: Turns the power of Ice-based abilities more powerful.
    • Yellow Opera: Turns the power of Lightning-based abilities more more powerful.
    • Green Requiem: Enhances Healing.
    • Air Pirate: Prevents Power Nullification on the usage of items and also grants Invulnerability while using such.
    • Gargoyle: Casts Vanish on Sora right at the start of the fight, turning him very transparent to the point he is not easy to be seen.
    • Search Ghost: Sora will heal from each successful attack by draining the health of the opponent.
    • Creeper Plant: Prevents Power Nullification on the usage of healing spells and also grants Invulnerability while performing such, similarly to Air Pirate.
    • Defender: Decreases damage from physical attacks.
    • Neoshadow: Causes the opponents of Sora to eventually lose health.
    • Darkball: Prevents Sora from being victim of Information Analysis.
    • Jafar: Prevents Power Nullification on the usage of physical attacks and also grants Invulnerability while performing such, similarly to Air Pirate.
    • Ursula: Halves damage taken from up to 5 magical attacks.
    • Oogie Boogie: Allows Sora to passively recover health, also allowing for his Second Chance and Once More abilities working far more effectively if needed.
    • Parasite Cage: Allows Sora to nullify a single attack, has to be manually used and can only be used once, fails if the target didn't perform an attack yet, to begin with.
    • Darkside: Allows Sora to copy permanently a passive ability/skill of the target, fails if the target hasn't used one yet, to begin with, this card can only be used once.
    • Ansem: Enhances Resistance to Information Analysis and also enhances Resistance to Ice Manipulation, Fire Manipulation and Electricity Manipulation.
    • Xemnas: Allows Sora to quickly protect himself with his Keyblade while being comboed after the second consecutive hit landed on him.
    • Xigbar: Enhances the power of ranged attacks and Resistance to ice, electrical, fire and physical attacks.
    • Xaldin: Casts Aero on Sora, covering him in a whirlwind of air that harms opponents that get too close, the spell vanishes after Sora takes three hits.
    • Vexen: Grants an extreme Resistance to ice, a weakness to fire and automatically revives Sora back from being defeated should that happen, the last-mentioned effect only works once.
    • Lexaeus: Greatly enhances the power of a combo finisher, also granting an extreme Resistance to ice and enhances Resistance to physical attacks, but also grants a weakness to magical attacks, can be used after being activated up to 50 times.
    • Zexion: All of Sora's attacks may confuse the opponent, turning the inflicted ones with this status to attack their own allies (If any), otherwise just trying to attack without aiming properly for a while, also enhancing Resistance to fire, ice, electric and magical attacks, can be used after being activated up to 50 attacks.
    • Saïx: Enhances the power of chained attacks (combos), while also enhancing Resistances to fire, ice, electric and magical attacks, can be used after being activated up to 20 attacks.
    • Axel: Prevents flinching from damage (unless the attack received is ice or water-based), also grants an extreme Resistance to fire, can be used after being activated up to 10 times.
    • Demyx: Drastically boosts the power of Ice Manipulation and Water Manipulation, also granting an extreme Resistance to such and enhancing magical and electric Resistances.
    • Luxord: Allows Sora to nullify the move an opponent is doing by using any move that involves cards (See Keyblade Techniques, Magic and Summons), can be used after being activated up to 15 times.
    • Marluxia: Allows Sora to use an special technique twice in a row without having to use even more cards for such (Can be used up to three times), also enhances Resistance to fire, ice, electric and magical attacks, but also grants a weakness to physical attacks.
    • Larxene: Increases Sora's movement speed and grants an extreme Resistance to Electricity Manipulation, but also a weakness to magical attacks.
    • Roxas: Doubles the power of all of Sora's offensive moves, can be used after being activated on up to 20 attacks.
    • Riku Replica: Allows Sora to reload back on his deck cards lost by using sleights.

    Special Cards:

    • Gold Card: Allows Sora to restore Premium Cards (special variations of regular cards that take less space on deck in exchange for normally only being usable once) back on his deck after use.
    • Platinum Card: Passively nullifies oppossing attacks, effectively rendering Sora invulnerable while it lasts (Works up to 20 attacks).

    Sora keeps all previous bar Enemy Cards, plus the following:

    • Air Slide: Sora can dash on the floor while also harming opponents on the way, useful for dodging by traveling farther than what Dodge Roll does, although this move lacks invulnerability, unlike Dodge Roll.
    • Aerial Dodge: Sora can do a spinning jump on the air that reflects projectiles.
    • Aerial Recovery: If Sora is sent flying from an opposing attack taken, Sora can cancel momentum with this technique to avoid vulnerability.

    Sora keeps all previous bar Aerial Dodge, plus the following:

    • Slide Roll: A stronger variation of Dodge Roll, which also allows Sora to emit sparkles around himself to harm enemies on his way while also traveling a bit farther.
    • Air Slide: Unlike the previous variant, Sora dashes on the air while also harming opponents on the way, useful for dodging while on the air. Sora can also go to a wall while performing this technique to perform Flowmotion techniques, in addition, Sora can use Air Slide up to 3 times consecutively.

    Sora keeps all previous (Including Aerial Dodge, but not Slide Roll), plus the following:

    • Doubleflight: Sora can jump in the air.
    • Aerial Dodge: Unlike the KHII variant, it acts as a variant of Air Slide where Sora quickly dashes forward while spinning. While the traveled distance is lower, this move reflects projectiles.

    Gallery

    Others

    Notable Victories:

    Notable Losses:

    Inconclusive Matches:

    Gunvolt (Azure Striker Gunvolt) Gunvolt's Profile (KHII Sora and Moebius-Gunvolt were used. Speed was equalized)

    References

    1. Kingdom Hearts II, 2005, Theater Mode Scene 120 - A Lesson of What's to Come
    2. https://www.khinsider.com/news/More-KH3D-Details-From-Famitsu-Interview-1857 Famitsu said that Sora's actions in the trailer looked a bit like the actions during his Kingdom Hearts 2 form changes. Nomura agreed. And there's a reason: they want players to be able to experience dynamic form change-like actions even as normal actions here.
    3. https://archive.is/qZefV "The concept of transforming Keyblades was conceived during development on Kingdom Hearts II Final Mix," Nomura explained. "The Lingering Sentiment battle [between Sora and the abandoned Armor of Terra, a hero from Birth by Sleep] featured transforming armor, and the Keyblade itself transforms, and I wanted to recreate that and be able to incorporate that mechanic into Kingdom Hearts III's gameplay. As you train and become a more masterful Keyblade wielder, your style of fighting develops and you are able to transform your Keyblade."
    4. Kingdom Hearts Birth by Sleep Novel

      Now standing, the man said a name Sora didn’t expect. “Xe…ha…nort…Is that you? Xeha…nort…Xehanort!” Did this guy know Xehanort? Sora didn’t have any time to worry about that, though, as the man quickly closed the distance between them and attacked. He was strong! Almost impossibly so. Sora was instantly sent flying and hit the ground hard. Wait…Have I…done this before…? But this was no time for contemplation. The man dealt out blow after blow, left and right, driving Sora back. Donald immediately cast a healing spell. Sora managed to regain his composure and struck the armored figure.


      In other words, Second Chance and Once More could work from attacks taken by Lingering Will KHI and KHCoM Sora just happen to lack Once More, see Notable Attacks/Techniques -> Passive Abilities for more information

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