Sora abilties
Character abilities:
For Sora's abilities I will be splitting it up between his normal abilities and the forms of all of his Forms, as well as spells and keyblades.
Normal Sora Form
Base Abilities: Sora is a powerhouse of a melee fighter. He can wield a wonderful number of Keyblades of varying sizes and lengths. He is also able to wield a number of impromptu weapons like massive swords, buildings, axes, ect. The boy also can wield those keyblades in a variety of fashions thanks to all his other forms. He also is a pretty athletic boy thanks to all those years of playing with Riku and their competitions. He is also very acrobatic thanks to his adventures and can dodge effectively and flip in the air as he's knocked back to recover. He can also sing pretty well and can make some pretty funny faces. Most of his other abilities will be covered below as well as some not seen in at work so far in the games but are listed on the TVTropes page and spoken over several times in the games.
Action Abilities
Guard; Sora can use his keyblade to guard against attacks. Not a hard one to do. He can use this to reflect some projectile attacks but not all.
Guard Break; Sora can throw all of his weight into a finishing move and use his power to break through a person's guard.
Explosion; Sora finishes a ground-combo by summoning three glowing orbs of light that spin around him, knocking into enemies and knocking enemies away from him.
Counterguard; An extension off of Guard. Sora blocks an attack with his guard move and then starts in quickly with a combo attack.
Auto Valor, Wisdom, Master, Final; This is Sora's ability to enter any of this four forms spontaneously should his life be in danger. This would act as a safety measure for him should he be injured to a point of it being fatal. He would enter one of the four forms, whichever is most readily available to him and it would still have the change of activating Anti-form. All five forms will be covered later in the abilities section.
Growth Abilities
High Jump Lv2; This ability allows Sora to jump high, hence the name. With this skill Sora has the ability to jump about 10-12 feet in the air with an added front flip for lift. This is a standing jump for height and allows him to jump longer distances too. Gravity has little hold on this kid.
Quick Run Lv 1; This skill allows Sora to access some of his laden Wisdom Form power. He jumps off the ground, just a few inches and with a spin, seemingly hovers quick in any given direction about five feet. This is an effective dodge maneuver but one someone can still hit him during if they can learn to anticipate it. Also a great trick to do at parties.
Aerial Dodge Lv 1; With this skill Sora can spin while airborne and potentially dodge incoming attacks. It allows him to move in any given direction about three feet or so and he can only do it once per jump.
Limit Commands
For Limit Commands, Sora can join in and assist with other people's Limit Commands from the Kingdom Hearts verse. He also rendered tired from them and cannot access his magic for 5-10 minutes after using them. He can also only do them with another person once per battle but once he regains his energy can use his own in the same fight.
Trinity Limit;
Trinity Limit is a Limit attack that drains all of Sora's energy so he can only do it once in a battle and will be unable to access his magic for a duration of time afterwards; around 5-10 minutes and this move cannot be used again in a fight. Once activated, Sora has a very small window of opportunity to use all three of his moves with two others. Three seconds to be exact, not counting the time the moves are going off. When he is alone, he can only do one of the moves by himself in the same time limit. This can only be done with two other willing people and mun permission on both the participants and the receiver's part.
Break (3 heroes);This part of the combo is done when three people are initiating the Limit. All three heroes leap at an enemy and attack them with quick melee strikes that was difficult to block.
Break (1 hero); This is the one move Sora can activate if he is alone. He leaps at the enemy and strikes at them alone with a fast succession of blows.
Ultima; The three heroes put their hands together and unleash a cone blast of small energy orbs that strike enemies like a shotgun blast but they don't go far, maybe 5 feet at most before vanishing. This attack will only hit for a high level Adult Digimon attack.
Major Dive; The heroes spin around and pull in enemies with their spinning air currents and strike at them before jumping above the enemies and all coming down on them with a single strike.
Combo Start; The three heroes touch weapons and an orb of light appears. Nearby enemies are drawn in by forces of light before the orb explodes, dealing good damage to Adult digimon leveled people or less but does less damage to more powerful foes. Doing this will automatically end the Limit Command, even if the other ones have not been done.
Empathy;
Due to Sora's status as the 'unchosen' one of the Keyblade; the boy is obviously special. Though he has an ability even he isn't completely aware of; Empathy. Sora can connect his heart to anyone he comes in contact with and makes some connection with. He does this unconsciously and without meaning to. This also is what allowed him to feel Ventus's sadness when he was four and what allowed him when he was born to fix said blond's heart. As Sora has traveled, he's made a large number of connection. This is why everyone forgot him when his memories were shattered. They are all closely tied together by his heart.
Data Sora in Re;Coded expanded on this ability in stating if he wanted to Sora could take on the pain of others. Sora's empathy is powerful and is a two way street. He can take on and feel the emotions of his friends but at the same time emits this feel good aura that can help mend people's hearts. There is a reason people seem to get happy endings around them. With Sora nearby and with a connection in place he can help someone deal with any emotional problems they are having as well as give them a better clarity about their feelings. This is what spurred my matchmaker jokes back in the history. Sora can help connect others as well thanks to his connection. To be connected to Sora is to be connected to everyone he is also connected to; a giant feel good web of happy hearts. This could potentially backfire and a they can share emotions and happy emotions the darker emotions could also be theoretically shared. Any empathic interactions between Sora and friends will also need mun permission and most will be Sora unconsciously doing it as he has no idea he has this ability.
Valor Form
Valor Form is a form Sora can access by fusing with Goofy. He takes on the strength of his friend and has the ability to wield two of his keyblades at once. This form loses all potential of magic use but can still heal with healing items if he has any. This form has a variety of moves and is one hard hitting form. He can land very quick succession of hits and both aerial and ground combos end in powerful light energy enhances strikes. He has access to his High Jump Lv 3 that allows him to jump 16-18 feet in the air standing. This form will only last about three to five minutes total before reverting back to normal and Goofy returning with him. When entering this mode, Sora is rejuvenated thanks to the fusing with Goofy but will be quite tired and keep any damage sustained while in this form.
As a side note; this form can only be attained by fusing with Goofy so a Goofy must be in game and I must have mun permission before accessing this form. I must also have mun permission to use this form on an enemy.
Wisdom Form
Wisdom Form is a form Sora can access by fusing with Donald. This form is based off the magical strength of Donald and Sora reflects that. He can launch magical shots from his keyblade and no longer walks but floats. He can skate across the ground at a decent speed and all of his magic is more powerful. In this form he cannot actually strike an enemy with his keyblade and cannot guard. This form is far suited for ranged combat than anything else.
As a side note; this form cannot be accessed without fusing with Donald. So as long as Donald is not in game Sora cannot access Wisdom Form.
Master Form
Master form is the form Sora can take to access the powers of King Mickey. Only instead of fusing with Mickey he fuses with any two party members. In dive he will be able to fuse with any two people he has formed a connection with that are willing (mun approval). In this form Sora can wield two keyblades, one in hand and the other floating at his fingertips. This gives him both a physical attack boost and a magic boost. His floating keyblade gives him a slightly better reach with it while the other keyblade is wielded in reverse grip. He can preform great aerial combos and ground, and his attacks are often imbued with the power of light.
Final Form
This is Sora's last intentional form he can enter. In this form he is calling upon the power of Roxas and this form is much more adept at Aerial combat than the others. He hovers like in Wisdom forms and wields two keyblades like in the other forms though both keyblades spin and hover around him. He also has the Glide ability in form as well. This form is like the Master Form as he needs two people to fuse with to access it. Like with Master Form it will need mun permission from all parties to be able to be used.
Anti-Form
Anti-Form is a dud form that Sora can take when trying to access Valor, Wisdom, or Master forms. When Sora is feeling darker emotions or tries to use a form excessively, he becomes Anti-Sora. This form is the manifestation of all of Sora's negative abilities and one that he is truly a berserker. He will attack anything and everything he can until the form wears off or the enemies are destroyed. He uses no weapons, only attacking with his hands and feet. He is twice as fast as Sora is normally but also takes more damage. He cannot heal, use any magic, or revert until the form wears off and once he exits Anti-Form he will be exhausted. This form will once again require mun permission to use as an attempt at fusing is needed and those fused with Sora will pretty much be held in darkness until the transformation wears off and expelled back into reality. Fun times.
Magic
Sora is naturally gifted with the ability to use magic. This means as his keyblades help him channel his magic he doesn't need them to cast them. Thanks to Namine his magic is much more restricted than it was in the first game thanks to his memories being shattered. So I will go over what powers he will have as of his canon point.
Fire Magic; Sora learned up to Firaga during his travels. Firage was learned much differently in this version of the spell as it summons five fireballs around Sora that spin around him in a circle one full turn. He can cast it in a succession of three times at most before he has to wait a moment for the spell to recharge.
Blizzard Magic; Sora learned up to Blizzaga in KH2. He can launch large ice chunks from his keyblade that have the potential of freezing some enemies in ice. Again, he can launch the ice chunks in a quick succession of three and has to wait for the spell to recharge.
Thunder Magic; Sora learned Thundaga during his adventures. This spell calls down lighting upon an enemy and the five foot radius surrounding them. Where it doesn't do a whole lot of damage, it can be used in a secession of three and is great to dealing spread damage to a cluster of foes. He has to wait for the spell to recharge after using the succession of three though.
Cure Magic; Sora learned Curaga during his travels. He can heal himself, as well as anyone near him, with this spell but it completely drains his magic energy. This means he can't use any spells for a time after casting it once and will only be allowed to use this spell around 3 times per fight. It does heal substantial injuries so this will make Sora a challenging opponent. This spell cannot cure ailments or status affects however, only physical wounds.
Magnet Magic; Magnega is a tricky spell. It deals really little to no damage for foes until they knock into each other during the pull towards the magnet orb. The orb will hold them within it's proximity for about 10-15 seconds, long enough for Sora to get off some free hits with his keyblade or some spells. Note; the people trapped can still defend against attacks as they are only held near the orb but are not unable to move still. It will also be great for practical jokes.
Reflect Magic; Reflega is a pure defensive spell designed to reflect damage back at an opponent. This spell creates a small shield around Sora for a moment, reflecting physical strikes to projectiles away from it. It can be used in a quick succession of three but takes time to recharge. Also in Dive it will only be able to reflect attacks of Adult level power or less back at a foe and any physical strikes to not reflect the force put into them, just rebounds the weapon off the shield and away from Sora.
Keyblades
Throughout his travels Sora as accumulated a great number of keychains in his time. These keychains allow him to morph his keyblade into different shapes. Thanks to Roxas and Xion, he can summon two keyblades at once in his forms. He can also exchange keychains with others to morph their keyblades. I will list all his keychains here. The keychains won't give or subtract power persay, but they do change the girth, length, and size of his keyblade. That does factor into fights.
The keyblade DOES have a few set powers. It is a magical amplifier and conduit for magic. Those without the innate ability to cast magic can while holding a keyblade. The keyblade is also a great melee weapon as being smacked with a giant key would hurt. They are also very picky with their wielders and stealing them is exceptionally hard if not impossible. You can't take the keyblade from a wielder unless they are unconscious and even then it will go back to them once they awaken. You can steal a keyblade should your heart be stronger than the current wielder of the keyblade you want to steal it from but you also must be a keyblade wielder to do this; hence the problems with Riku and Sora.
The keyblade also has the ability to lock and unlock almost anything. Normal safes and locked doors are nothing compared to it's power. It can also unlock people's hearts or lock away the hearts of worlds. Do to anything to a person's heart it will need mun permission of course and it can't unlock or lock anything plot related as Yggdrasil would throw a fit. It may have the ability, now that it is data, to unlock lock posts for a keyblade wielder but again, plot reasons and mun permission are needed and it is a very hit or miss process.
For Sora's abilities I will be splitting it up between his normal abilities and the forms of all of his Forms, as well as spells and keyblades.
Normal Sora Form
Base Abilities: Sora is a powerhouse of a melee fighter. He can wield a wonderful number of Keyblades of varying sizes and lengths. He is also able to wield a number of impromptu weapons like massive swords, buildings, axes, ect. The boy also can wield those keyblades in a variety of fashions thanks to all his other forms. He also is a pretty athletic boy thanks to all those years of playing with Riku and their competitions. He is also very acrobatic thanks to his adventures and can dodge effectively and flip in the air as he's knocked back to recover. He can also sing pretty well and can make some pretty funny faces. Most of his other abilities will be covered below as well as some not seen in at work so far in the games but are listed on the TVTropes page and spoken over several times in the games.
Action Abilities
Guard; Sora can use his keyblade to guard against attacks. Not a hard one to do. He can use this to reflect some projectile attacks but not all.
Guard Break; Sora can throw all of his weight into a finishing move and use his power to break through a person's guard.
Explosion; Sora finishes a ground-combo by summoning three glowing orbs of light that spin around him, knocking into enemies and knocking enemies away from him.
Counterguard; An extension off of Guard. Sora blocks an attack with his guard move and then starts in quickly with a combo attack.
Auto Valor, Wisdom, Master, Final; This is Sora's ability to enter any of this four forms spontaneously should his life be in danger. This would act as a safety measure for him should he be injured to a point of it being fatal. He would enter one of the four forms, whichever is most readily available to him and it would still have the change of activating Anti-form. All five forms will be covered later in the abilities section.
Growth Abilities
High Jump Lv2; This ability allows Sora to jump high, hence the name. With this skill Sora has the ability to jump about 10-12 feet in the air with an added front flip for lift. This is a standing jump for height and allows him to jump longer distances too. Gravity has little hold on this kid.
Quick Run Lv 1; This skill allows Sora to access some of his laden Wisdom Form power. He jumps off the ground, just a few inches and with a spin, seemingly hovers quick in any given direction about five feet. This is an effective dodge maneuver but one someone can still hit him during if they can learn to anticipate it. Also a great trick to do at parties.
Aerial Dodge Lv 1; With this skill Sora can spin while airborne and potentially dodge incoming attacks. It allows him to move in any given direction about three feet or so and he can only do it once per jump.
Limit Commands
For Limit Commands, Sora can join in and assist with other people's Limit Commands from the Kingdom Hearts verse. He also rendered tired from them and cannot access his magic for 5-10 minutes after using them. He can also only do them with another person once per battle but once he regains his energy can use his own in the same fight.
Trinity Limit;
Trinity Limit is a Limit attack that drains all of Sora's energy so he can only do it once in a battle and will be unable to access his magic for a duration of time afterwards; around 5-10 minutes and this move cannot be used again in a fight. Once activated, Sora has a very small window of opportunity to use all three of his moves with two others. Three seconds to be exact, not counting the time the moves are going off. When he is alone, he can only do one of the moves by himself in the same time limit. This can only be done with two other willing people and mun permission on both the participants and the receiver's part.
Break (3 heroes);This part of the combo is done when three people are initiating the Limit. All three heroes leap at an enemy and attack them with quick melee strikes that was difficult to block.
Break (1 hero); This is the one move Sora can activate if he is alone. He leaps at the enemy and strikes at them alone with a fast succession of blows.
Ultima; The three heroes put their hands together and unleash a cone blast of small energy orbs that strike enemies like a shotgun blast but they don't go far, maybe 5 feet at most before vanishing. This attack will only hit for a high level Adult Digimon attack.
Major Dive; The heroes spin around and pull in enemies with their spinning air currents and strike at them before jumping above the enemies and all coming down on them with a single strike.
Combo Start; The three heroes touch weapons and an orb of light appears. Nearby enemies are drawn in by forces of light before the orb explodes, dealing good damage to Adult digimon leveled people or less but does less damage to more powerful foes. Doing this will automatically end the Limit Command, even if the other ones have not been done.
Empathy;
Due to Sora's status as the 'unchosen' one of the Keyblade; the boy is obviously special. Though he has an ability even he isn't completely aware of; Empathy. Sora can connect his heart to anyone he comes in contact with and makes some connection with. He does this unconsciously and without meaning to. This also is what allowed him to feel Ventus's sadness when he was four and what allowed him when he was born to fix said blond's heart. As Sora has traveled, he's made a large number of connection. This is why everyone forgot him when his memories were shattered. They are all closely tied together by his heart.
Data Sora in Re;Coded expanded on this ability in stating if he wanted to Sora could take on the pain of others. Sora's empathy is powerful and is a two way street. He can take on and feel the emotions of his friends but at the same time emits this feel good aura that can help mend people's hearts. There is a reason people seem to get happy endings around them. With Sora nearby and with a connection in place he can help someone deal with any emotional problems they are having as well as give them a better clarity about their feelings. This is what spurred my matchmaker jokes back in the history. Sora can help connect others as well thanks to his connection. To be connected to Sora is to be connected to everyone he is also connected to; a giant feel good web of happy hearts. This could potentially backfire and a they can share emotions and happy emotions the darker emotions could also be theoretically shared. Any empathic interactions between Sora and friends will also need mun permission and most will be Sora unconsciously doing it as he has no idea he has this ability.
Valor Form
Valor Form is a form Sora can access by fusing with Goofy. He takes on the strength of his friend and has the ability to wield two of his keyblades at once. This form loses all potential of magic use but can still heal with healing items if he has any. This form has a variety of moves and is one hard hitting form. He can land very quick succession of hits and both aerial and ground combos end in powerful light energy enhances strikes. He has access to his High Jump Lv 3 that allows him to jump 16-18 feet in the air standing. This form will only last about three to five minutes total before reverting back to normal and Goofy returning with him. When entering this mode, Sora is rejuvenated thanks to the fusing with Goofy but will be quite tired and keep any damage sustained while in this form.
As a side note; this form can only be attained by fusing with Goofy so a Goofy must be in game and I must have mun permission before accessing this form. I must also have mun permission to use this form on an enemy.
Wisdom Form
Wisdom Form is a form Sora can access by fusing with Donald. This form is based off the magical strength of Donald and Sora reflects that. He can launch magical shots from his keyblade and no longer walks but floats. He can skate across the ground at a decent speed and all of his magic is more powerful. In this form he cannot actually strike an enemy with his keyblade and cannot guard. This form is far suited for ranged combat than anything else.
As a side note; this form cannot be accessed without fusing with Donald. So as long as Donald is not in game Sora cannot access Wisdom Form.
Master Form
Master form is the form Sora can take to access the powers of King Mickey. Only instead of fusing with Mickey he fuses with any two party members. In dive he will be able to fuse with any two people he has formed a connection with that are willing (mun approval). In this form Sora can wield two keyblades, one in hand and the other floating at his fingertips. This gives him both a physical attack boost and a magic boost. His floating keyblade gives him a slightly better reach with it while the other keyblade is wielded in reverse grip. He can preform great aerial combos and ground, and his attacks are often imbued with the power of light.
Final Form
This is Sora's last intentional form he can enter. In this form he is calling upon the power of Roxas and this form is much more adept at Aerial combat than the others. He hovers like in Wisdom forms and wields two keyblades like in the other forms though both keyblades spin and hover around him. He also has the Glide ability in form as well. This form is like the Master Form as he needs two people to fuse with to access it. Like with Master Form it will need mun permission from all parties to be able to be used.
Anti-Form
Anti-Form is a dud form that Sora can take when trying to access Valor, Wisdom, or Master forms. When Sora is feeling darker emotions or tries to use a form excessively, he becomes Anti-Sora. This form is the manifestation of all of Sora's negative abilities and one that he is truly a berserker. He will attack anything and everything he can until the form wears off or the enemies are destroyed. He uses no weapons, only attacking with his hands and feet. He is twice as fast as Sora is normally but also takes more damage. He cannot heal, use any magic, or revert until the form wears off and once he exits Anti-Form he will be exhausted. This form will once again require mun permission to use as an attempt at fusing is needed and those fused with Sora will pretty much be held in darkness until the transformation wears off and expelled back into reality. Fun times.
Magic
Sora is naturally gifted with the ability to use magic. This means as his keyblades help him channel his magic he doesn't need them to cast them. Thanks to Namine his magic is much more restricted than it was in the first game thanks to his memories being shattered. So I will go over what powers he will have as of his canon point.
Fire Magic; Sora learned up to Firaga during his travels. Firage was learned much differently in this version of the spell as it summons five fireballs around Sora that spin around him in a circle one full turn. He can cast it in a succession of three times at most before he has to wait a moment for the spell to recharge.
Blizzard Magic; Sora learned up to Blizzaga in KH2. He can launch large ice chunks from his keyblade that have the potential of freezing some enemies in ice. Again, he can launch the ice chunks in a quick succession of three and has to wait for the spell to recharge.
Thunder Magic; Sora learned Thundaga during his adventures. This spell calls down lighting upon an enemy and the five foot radius surrounding them. Where it doesn't do a whole lot of damage, it can be used in a secession of three and is great to dealing spread damage to a cluster of foes. He has to wait for the spell to recharge after using the succession of three though.
Cure Magic; Sora learned Curaga during his travels. He can heal himself, as well as anyone near him, with this spell but it completely drains his magic energy. This means he can't use any spells for a time after casting it once and will only be allowed to use this spell around 3 times per fight. It does heal substantial injuries so this will make Sora a challenging opponent. This spell cannot cure ailments or status affects however, only physical wounds.
Magnet Magic; Magnega is a tricky spell. It deals really little to no damage for foes until they knock into each other during the pull towards the magnet orb. The orb will hold them within it's proximity for about 10-15 seconds, long enough for Sora to get off some free hits with his keyblade or some spells. Note; the people trapped can still defend against attacks as they are only held near the orb but are not unable to move still. It will also be great for practical jokes.
Reflect Magic; Reflega is a pure defensive spell designed to reflect damage back at an opponent. This spell creates a small shield around Sora for a moment, reflecting physical strikes to projectiles away from it. It can be used in a quick succession of three but takes time to recharge. Also in Dive it will only be able to reflect attacks of Adult level power or less back at a foe and any physical strikes to not reflect the force put into them, just rebounds the weapon off the shield and away from Sora.
Keyblades
Throughout his travels Sora as accumulated a great number of keychains in his time. These keychains allow him to morph his keyblade into different shapes. Thanks to Roxas and Xion, he can summon two keyblades at once in his forms. He can also exchange keychains with others to morph their keyblades. I will list all his keychains here. The keychains won't give or subtract power persay, but they do change the girth, length, and size of his keyblade. That does factor into fights.
The keyblade DOES have a few set powers. It is a magical amplifier and conduit for magic. Those without the innate ability to cast magic can while holding a keyblade. The keyblade is also a great melee weapon as being smacked with a giant key would hurt. They are also very picky with their wielders and stealing them is exceptionally hard if not impossible. You can't take the keyblade from a wielder unless they are unconscious and even then it will go back to them once they awaken. You can steal a keyblade should your heart be stronger than the current wielder of the keyblade you want to steal it from but you also must be a keyblade wielder to do this; hence the problems with Riku and Sora.
The keyblade also has the ability to lock and unlock almost anything. Normal safes and locked doors are nothing compared to it's power. It can also unlock people's hearts or lock away the hearts of worlds. Do to anything to a person's heart it will need mun permission of course and it can't unlock or lock anything plot related as Yggdrasil would throw a fit. It may have the ability, now that it is data, to unlock lock posts for a keyblade wielder but again, plot reasons and mun permission are needed and it is a very hit or miss process.