Sora Tokino is an idol who sets the stage with her musical lockdown. She orchestrates her array of musical projectiles to set up safe approach opportunities and enforce 'respect' from her kouhai.
Sora is capable of good keepout and space control through moves such as 5M, 6M, and the note projectiles. 6L and 2H are strong anti airs making it very hard to get in on her. Off of a HKD however, she turns into a setplay monster capable of opening you up with oppresive pressure and multiple high/low and left/right mixups anywhere on screen.
22H costs 1 Bar of meter, but summons A-chan to lock them down, giving you time to run a free 50/50 mixup anywhere on screen, or set notes so that you can run even more mixups after. A-chan can be destroyed if hit though, so just throwing out 22H isn't a very good idea.
j.L is also a 9 frame overhead which you can cancel into off of any jump cancelable move like 2M. It doesn't give a combo on hit, but there are setups off of a HKD that lets you confirm it off of a note detonate or certain assists.
All her oki leads to mixup/pressure and she is rewarded with loopable oki when guessing right.
She has the best control over her airdrift in the game which enables ambigous left/right mixups.
Soras combos grant both high Super Chat and Meter Gain, and since her resourceless combos already enable strong setups, most will go into assists for conversions, pressure and neutral utility.
In exchange for her good neutral and pressure, she is weak on defense due to her slow buttons and lack of access to an invincible reversal. When being pressured, she generally has to block and wait it out.
She has lower damage than the rest of the cast.
A lot of her strongest oki and combo routes are locked behind execution barriers.
Playstyle
Sora is a setplay zoner that locks down the opponent with her musical prowess.
Pick if you like
Avoid if you dislike
Anti-Airs: Has an incredibly large and safe anti-air with 6L that gatlings into 2H for an air unblockable.
Vortex: Can set up Re:Play on knockdown which forces the opponent to guess on every wakeup due to the variable detonation timing, instant overheads, and ambiguous cross-ups she can do.
Space Control: If Sora is able to set up Re:Play traps from afar she can control the pace of the game with On Stage!, detonations, and her amazing set of normals.
Reflect: 22M can reflect projectiles, forcing opponents to be wary of using them as counter-zoning.
Low Resourceless Damage Midscreen: Without meter, corner positioning, or a setup, her damage is on the lower end compared to the rest of the cast.
Limited Defensive Options: Sora's only invincible reversal is fairly slow and locked behind spending 2 meter, and her fastest buttons are 6F startup.
Some Assembly Required: Requires a knockdown to set up and get her gameplan going along with the situational awareness to know which set up to do and when. Her combos and how her projectiles are used per-matchup can vary wildly based on the opponent's position and her note placements.
Highest blockstun normal with an amazing disjointed hitbox
At max range can be -1 on block similar to how Korone's 5M works, but can be meatied to be extremely plus
Abnormally high amount of active frames with very low recovery relative to the rest of the cast
Confirms into 3H even at near max range
1.30 significantly reduced the pushback from this move; usable in blockstrings
This move has special properties that give it different pushback depending on what point in the active frames it made contact with the opponent:
Frames 1-2: Large pushback (-5~-4 on block)
Frames 3-7: Minimal pushback (-3~+1 on block)
Frames 8-9: Large pushback (+2~+3 on block)
The tip of this normal will always land on the "minimal pushback" frames and be -1 on block, other frame advantages are only achievable via meaty on oki. Effective startup is 13 frames for the "tip range" version of the move.
Crouching Normals
2L
2L
Damage
Guard
Startup
Active
Recovery
Adv. on Block
Adv. on Hit
Invulnerability
25
Low
6
2
10
-3
+3
None
Another stagger pressure normal and go-to starter
Slightly more minus than 5L
Slightly longer range than 5L
2M
2M
Damage
Guard
Startup
Active
Recovery
Adv. on Block
Adv. on Hit
Invulnerability
25x2
Mid
10
4(4)2
27
-6
-3
None
A multi-hitting normal
NOT a low
Both hits jump cancelable on block and hit
2H
2H
Damage
Guard
Startup
Active
Recovery
Adv. on Block
Adv. on Hit
Invulnerability
85
Air Unblockable
13
6
25
-14
+52
(5~18) Head
The God Button. This normal does it all.
Sora's main combo extension and is air-unblockable
Sora's best anti-air in conjunction with 6L
Head invuln early into startup
Jump cancelable on block or hit
3H
3H
Damage
Guard
Startup
Active
Recovery
Adv. on Block
Adv. on Hit
Invulnerability
95
Low
11
3
25
-14
+37
None
The universal sweep
Primarily used to end combos and set up 214x okizeme
Small vertical hitbox, making it hard to hit aerial opponents
Can confirm into 214x detonation post 1.30
Jumping Normals
j.L
j.L
Damage
Guard
Startup
Active
Recovery
Adv. on Block
Adv. on Hit
Invulnerability
30
High
6
5
Until Landing + 2
-22 to +13
-21 to +15
None
Sora's go-to instant overhead option with her note pressure
Prorates extremely well
Confirmable with certain collabs
j.M
j.M
Damage
Guard
Startup
Active
Recovery
Adv. on Block
Adv. on Hit
Invulnerability
70
High
10
4
Until Landing + 3
+10 to +12
+14 to +16
None
Sora's horizontally gigantic air-to-air
Vertically small and subject to being low-profiled
j.H
j.H
Damage
Guard
Startup
Active
Recovery
Adv. on Block
Adv. on Hit
Invulnerability
75
High
11
3
Until Landing + 4
+2 to +11
+11 to +20
None
Sora's staple cross-up button
Decent horizontal, cross-up, and vertical hitboxes
Knocks aerial opponents into a soft knockdown
Command Normals
6L
6L
Step and Go!
Step and Go!
Damage
Guard
Startup
Active
Recovery
Adv. on Block
Adv. on Hit
Invulnerability
40
Mid
6
3
16
-2
0
(6~24) Head
The second God Button
Heavily disjointed vertically
Head invulnerability that lasts from first active all the way through recovery
Jails aerial opponents into a 2H air-unblockable setup
Safest of all normals, tied with 5L, at -2
Whiffs on crouchers and standing Ayame
6M
6M
VFX-Calibur - Strike Air
VFX-Calibur - Strike Air
Damage
Guard
Startup
Active
Recovery
Adv. on Block
Adv. on Hit
Invulnerability
100
Mid
15
6
22
-10
+30
None
The third God Button
More disjointed than some characters entire movesets
Soft knockdown on hit
Confirms into a 22L safejump
Another great poking tool
More recovery than 5M and subject to being jumped over
6H
6H
Tokino Soda
Tokino Soda
Damage
Guard
Startup
Active
Recovery
Adv. on Block
Adv. on Hit
Invulnerability
50x2
High
21
4(6)2
26
-7
+1
None
Soda-chan is Sora's best starter and an overhead
Confirm with either collab or note
Insane 21 frame startup; faster than UOH and near-unreactable
Throw
Throw
Throw L+M
Damage
Guard
Startup
Active
Recovery
Adv. on Block
Adv. on Hit
Invulnerability
140
-
7
2
21
-
+40
None
Total Frames: 29
Sora's throw. Grants 236L okizeme.
Overhead
Overhead
Overhead M+H
Damage
Guard
Startup
Active
Recovery
Adv. on Block
Adv. on Hit
Invulnerability
60
High
25
3
22
0
+2
(6~33) Grab
Contender for Sora's most useless move
Outshone by j.L or 6H as other overhead options
Has niche applications throw-baiting
Has niche applications in corner combo routing
Confirm into 5L or 2L on counterhitting a grab tech only in the corner
Special Attacks
214X
Re:Play 214X
Go my children, and hold down the neutral.
Go my children, and hold down the neutral.
Version
Damage
Guard
Startup
Active
Recovery
Adv. on Block
Adv. on Hit
Invulnerability
L (Stationary)
-
-
-
-
42
-
-
None
When first inputted, Stationary Re:Play will travel a set distance quickly before stopping
Grants 2 superchats on use
Automatically detonates after ten seconds
Manually detonates with a second 214L input
Primarily used in combos and midscreen okizeme
Version
Damage
Guard
Startup
Active
Recovery
Adv. on Block
Adv. on Hit
Invulnerability
M (Travelling)
-
-
-
-
42
-
-
None
When first inputted, Travelling Re:Play will slowly travel across the stage until it auto-detonates after five seconds
Grants 2 superchats on use
Manually detonates with a second 214M input
Primarily used in corner okizeme
Some combo utility
Version
Damage
Guard
Startup
Active
Recovery
Adv. on Block
Adv. on Hit
Invulnerability
L or M (Detonate)
80
Mid
-
1
10
+33
+77
None
Grants 2 superchats on use
Projectile detonation happens exactly 5 frames after recovery, or 15 frames after input
The L and the M notes will only be detonated by their respective grounded L and M inputs
Version
Damage
Guard
Startup
Active
Recovery
Adv. on Block
Adv. on Hit
Invulnerability
H (Role:Play)
-
-
11
Until Expiration
31
-
-
None
When first inputted, Role:Play travels across the stage slowly until it reaches an opponent or auto-detonates after 180 frames
Grants 5 superchats on use
No manual detonation
Detonates on hit or block
Minus if done point blank
Version
Damage
Guard
Startup
Active
Recovery
Adv. on Block
Adv. on Hit
Invulnerability
H (Automatic Detonate)
12, 120
Mid
0~180
1(5)1
-
-1~
+56~
None
Projectile detonates upon reaching an opponent or automatically after 180 frames
Detonation hits twice
First hit inflicts 5 frames of blockstun and second hit inflicts 20 frames of blockstun
Frame advantage is based on point blank usage
236X
On Stage! 236X
Version
Damage
Guard
Startup
Active
Recovery
Adv. on Block
Adv. on Hit
Invulnerability
L (Low)
25 → 25x2 → 25x3
Mid
23
Until Expiration
20
-6~
-2~
None
On Stage! (Low) is a slow, horizontal, forward-moving projectile
Long startup projectile that spawns on frame 18 behind Sora, but will not reach the opponent at point blank until frame 23
Can gain two extra hits depending on how long it is active
Projectile expires once reaching around 85% of the screen length
Susceptible to being jumped over due to the startup
Grants 2 superchats on use
Disappears if Sora is hit
Projectile durability scales with how long the projectile has been on screen, similar to I-no from Guilty Gear:
At point blank and nearby (around 2 character lengths) has projectile durability of 1x1
At medium range has projectile durability of 1x2
At long range has projectile durability of 1x3
Version
Damage
Guard
Startup
Active
Recovery
Adv. on Block
Adv. on Hit
Invulnerability
M (High)
20x2 → 20x3
Mid
15
Until Expiration
25
-3~
+1~
None
On Stage! (High) is a fast forward-moving projectile that controls the space in front of Sora at a 45° angle as it travels upward
Shorter startup projectile that spawns on frame 15 in front of Sora
Can gain one extra hit depending on how long it is active
Projectile expires at around 70% of the screen if Sora's back is to the wall
Whiffs on crouching opponents aside from point-blank spacing
Grants 3 superchats on use
Disappears if Sora is hit
Projectile durability scales with how long the projectile has been on screen, similar to I-no from Guilty Gear:
At point blank and nearby (around 2 character lengths) has projectile durability of 1x2
At medium range to long range has projectile durability of 1x3
Version
Damage
Guard
Startup
Active
Recovery
Adv. on Block
Adv. on Hit
Invulnerability
H (Parallel Time)
35x3
Mid
14
Until Expiration
37
-3~
+1~
None
Parallel Time is a slow-moving multi-hitting projectile
Can be -12 on block when used at point blank in the corner as only 1 hit of the projectile lands
Projectile expires once reaching around 85% of the screen length
Used full-screen as a safe approach option
Grants 4 superchats on use
Does not disappear if Sora is hit
Has a projectile durability of 1x3
22X
22X
22L
22L
22M
22M
22H
22H
Version
Damage
Guard
Startup
Active
Recovery
Adv. on Block
Adv. on Hit
Invulnerability
L (A-ssist!)
-
-
-
-
21
-
-
None
Sora leaps into the air with the help of A-Chan
Grants 3 superchats on use
Recovers in the air
Can confirm off of 6M for a safejump
Can Superchat Cancel off of fullscreen 22S for a safejump
Some combo utility (CURRENTLY BUGGED, will always send Sora higher for the rest of a match if Sora jumps at any point)
Version
Damage
Guard
Startup
Active
Recovery
Adv. on Block
Adv. on Hit
Invulnerability
M (A-egis Reflector!)
30
Mid
9
6
10
0
+6
None
A-egis Reflector! is one of Sora's most unique moves
Grants 1 superchats on use
Acts as a projectile reflector
Safe blockstring ender with very little recovery
Has variable blockstun and hitstun values depending on what active frame A-chan makes contact with the opponent, which makes it consistently 0 on block at every possible range it can land
Utility in scramble situations
A-Chan disappears on hit post 1.30
Version
Damage
Guard
Startup
Active
Recovery
Adv. on Block
Adv. on Hit
Invulnerability
H (A-nnotations!)
-
-
-
-
15
-
-
None
A-nnotations! summons A-Chan with her trusty clipboard and pen. A-Chan slowly walks forward, travelling a preset distance if uninterrupted
Costs 1 Star Meter and grants 5 superchats on use
Sora's main and most ideal way to spend meter
A-chan appears on screen behind Sora the moment this move's recovery finishes, but takes an additional 23 frames to reach the opponent at point blank
Version
Damage
Guard
Startup
Active
Recovery
Adv. on Block
Adv. on Hit
Invulnerability
H (A-chan Girlboss Walk)
15x4
Mid
38
1(23)1(23)1(23)1
-
+107
+109
None
A-Chan is a constant hitbox, doing potentially 4 hits of 15 damage individually
A-Chan's individual hits have gaps inbetween them on block (5 frame gap) and do not combo into themselves on hit (3 frame gap)
A-Chan will disappear if she receives any damage whatsoever
Advantage based on Sora not acting until A-chan makes contact
214S
Rakka-Chan 22S
Damage
Guard
Startup
Active
Recovery
Adv. on Block
Adv. on Hit
Invulnerability
50
Low
10
4
22
-14~-10
+41
None
A decent-ranged disjointed faceplant attack that causes hard knockdown
Costs 1 Star Meter and grants 10 superchats on use
Can Superchat Cancel into 22L to safejump/approach
Confirmable off 6M at any range except the very tip, can then be Superchat Cancelled into 236M for a full combo
Super Star Attack
236S
Blue Sky Symphony 236S
Damage
Guard
Startup
Active
Recovery
Adv. on Block
Adv. on Hit
Invulnerability
285(12,24x13)
Mid
13
9
21
-20
44
None
Blue Sky Symphony is Sora's only invincible reversal and also Sora's main damage source
Minimum damage: 122
Costs 2 Star Meter and grants 5 superchats on use
Easily blocked hit-grab with relatively long startup
Has limited use as a reversal and is primarily used to end combos
Can follow-up with certain collabs or 214L auto-detonation