-Sora Moveset-
Legend: Attack Cut Alt
• AAA – Standard 3-hit combo > Maybe add cancel to ^Smash @ AA> Press B @ end> Explosion-like attack - Stupid animation issues >:
• >Tilt – Chain rave
• ^Tilt – Aero
• vTilt – Ice Storm
• >Smash – Fire Edge >If you press B at the beginning>Firaga
• ^Smash – Rising Strike>Press B at beginning> Thunder• vSmash – Stun Impact> Press B at beginning>Blizzara (what? That doesn’t make sense? Tell me, what is gannon/Capt. Falcon’s vB?)AERIALS
• N-air – Single aerial strike>Press A at end> 2nd strike>Press A at end>3rd Strike
• <air – Same. I’m willing to take any suggestions, but I think it is okay.
• >air – Horizontal Slash
• ^air - Same. I’m willing to take any suggestions, but I think it is okay.
SPECIALS
• N-B – Strike Raid / Judgment Triad
• >B – Zantetsuken Slapshot - vExplosion
• vB – Retaliating slash (Anim. Edited)
• ^B - Aerial Spiral
• >B (air) – Glide
After finally playing it for a while, I've gotten enough playtime with it to feel comfortable giving a review of it. It may be a bit late, but forgive me.
Movement:
You should edit the Dash Start to look more like the Run because right now, it starts off as Marth's, and then changes to your custom one. As far as the custom run goes, its perfect. I wouldn't touch it.
The jumps... a bit high, but thats ok for Sora. However I would slow down the rotation of the second jump, mainly because the stop is a bit too sudden, so it makes the fluidity of the jump lose some luster. Its perfect as far as how Sora jumps in the game, but its a bit to fast on the spin. Either that, or add a few more frames to the end of it to make it seem not so sudden.
Back dodge: its fine for the most part, however you should fix the last couple of frames of it so that he doesn't assume Marth's standing pose at the end. If you slow it down, you'll notice he sheath's the key blade in the middle of it then rolls. This is probably due to you not editing the Guarding guard wait animation.
Forward dodge: similar problem with the this one as the back dodge. Looking closely at it, it looks like the animation for when Marth is getting up after being tripped. Which is fine and dandy, but you should edit the keyblade to where it stays in his hand. (Also, this may be a bit nit picky, but you' have a few frames missing in the middle of the roll making it look like his legs go through his body. It looks fine as long as you're not zoomed in. Feel free to ignore this part) The main issue is the last couple of frames of the roll. At the end of the roll, he ends standing like Marth does, just a few minor edits to make him go into your custom wait and that should be fixed right up.
Down dodge: similar to the above two as it seems to be using Marth's original animations for the first few frames. In this case, it seems to be all the frames. not so much a problem... but he sheath's the keyblade. Thats the only issue with it.
Blocking: This is a connecting problem to the dodging things i mentioned. Basically, its Marth's animations so he sheath's his keyblade. A custom animation for that would make it look much more like Sora. Its been a while since I played any KH game, the most recent being 365 and 1/4 days, but I do think you could block in that one. Perhaps checking that out for a reference (if you haven't already) would help.
Air Dodge: Its Marths. Keep it, change it, looks fine either way. It works for Sora too.
Attacks:
AAA: The last hit seems to be lacking something. Like you wanted him to do an extra attack, but he just stops. So far, the move reads like a 4 part attack, but the last hit, (the one where he turns around) I feel like it would be better extended a bit. Or even replaced all together with a move that looks like it follows up from the last attack (the dashing one)
>Tilt: Chain Rave really needs to be a multi hit move. The animation for it is really too good for it not to be one.
^Tilt: Its fine. It would be cool if it was multi hit though.
V Tilt: Oh how this has been my least favorite animation. Many things would be better then this... personally, a horozontal spin like Link's up-b would suit this just fine. But sorry, this is an ugly move.
>Smash: I like it. You have to position yourself just right or you could end up flying over your opponent too. Not a bad move. What would be cool is if the longer you charged it, the further he jumped. Just an idea.
^Smash: It doesn't look very 'up-smash' like. To be honest, it looks like Marth's side-tilt. As far as the hit boxes go, they start a bit too early. It literally starts before the swing. If someone is close enough, they could actually get hit by the elbow. The hitbox itself is actually the entire length of the swing. In my opinion it lasts to long and for an up smash its got horrible vertical knockback. It didn't send C-Falcon flying 2bodies high until 80-90 range damage. Perhaps switch the animation out with Link's up-tilt or make your own, but as far as this one goes, it looks like a second forward smash.
N-Air combo: The connection is two slow. The opponent is usually out of the combo by the time you can connect the other two hits. Holding the a button also seems to be the easiest way to use the move, because pressing it is to hard to time. That plus if you use the N-Air at the right time in the jump, you go higher up. Problematic for aiming. As far as the actual movement goes, the third hit ends to abruptly. Perhaps add a frame or two to make it look like a smoother transition into the falling.
< Air: How about a backward slash similar to Toon-Link's. That + perhaps a shot of magic shoots out, or the blade itself has a magic effect. Something not taken from the game exactly. The back hit could perhaps deal fire/lightning effect or freeze your opponent when hit. And the 'turning around' thing he has going is unique to brawl so thats cool. Only two characters that I know of have moves that turn them like that, and its Kid Buu and this Sora. Also, the same problem as the N-Air, the last couple of frames could look smoother in transition to the falling animation.
> Air: This slash is fine, but as long as you're taking suggestions, in my opinion, the VAir would be better suited for this. The hitboxes on it make it better suited for a forward air instead of a down air.
V Air: This move is a meteor correct? Majority of the move is not. A good portion of the move is a minor slash, the sweet spot for the meteor is really small, and the hit box for a lot of the move is actually very close to his body. Standing next to C.Falcon, the move didn't actually hit him until the blade was at Sora's Shoes. The hit box is actually really small, as standing half a body away from C.Falcon (the character i tested this on most of the time) it didn't hit him. The blade whooshed right passed him. My opinion on this is that it would be cool to have a downward stabbing move, or perhaps a move like his aerial finish, where he stabs his blade into the ground and balls of light pop up (except for without the balls of light.) It could even make him pop up a bit when he hist someone with it.
^ Air: If you're gonna change it, maybe a slight aerial twist that has multi-hits. Like 1/2-1/4 of link/toon links up b that just hits a few times while slightly going up. Not enough to make much of a difference movement wise, but just a little bit. Sora's a very mobile aerial fighter so it fits.
Specials:
NB: I like strike raid. its fast, and the end lag isn't bad. perhaps, changing it to where charging it makes it go further along side more damage.
>B: I think I was testing slap shot. (I know it wasn't explosion) If this is the one where he just sends the blade out horizontally in one strike, then increase the distance it has just a tiny bit. The range on is is horrid. Also, switch that, for his >Tilt because its terribly lack luster for a special. The side tilt would make an amazing looking special in comparison.
VB: Man... I'm sorry but that counter stance is just... not good. If you're going to have a counter, is it possible to change it to reflect? Instead of slashing, little shards of stuff come out and do the damage instead. Its a nice way to fit more of his magic in there.
>B Air: Gliding is fun, to bad he's not Pit so you can control it. Not a problem, however it would be GREAT if you could jump out of it. A misplaced Glide and you'll fly your way to your doom. I know you can attack out of it, but jumping should really come first. That or dodge out of it...
The taunts, his taunts are fine, but perhaps a special taunt? His up taunt could be made into using cure. Just +10HP back and some shiny effects and bam. More like Sora.
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All in all, I like it and I think it has a LOT of potential. Just a few things need to be worked on to make it more smooth looking. As it is now, its pretty stiff looking and a lot of the hit boxes could be fixed, but I believe it has great potential.
Please don't be upset with the critique I've given. I know you have put a lot of effort and hard work into this and some of what I said could be considered nit picky, but its the little things like a frame or two out of place that are the difference in professional looking, and just another PSA someone did.