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Who would win in a one on one?

Link 0.60008707009142 60.0% [ 6892 ]
Sora 0.39991292990858 40.0% [ 4593 ]
Total Votes:[ 11485 ]
Granstream Raven
L337_N1NJ4_M4573R
Granstream Raven
LovelyRayne90
Granstream Raven
So what you're saying is that in an ideal world, the two combatants would be too stupid to use their full potential against a threat?


oh plz they are just RPG characters, nothing is goin to happend anyway! rolleyes
Link isn't an RPG character.
And it still doesn't explain why you think they'd be stupid enough to not use their abilities.

Exactly, which is why Spell would win the match for Link.
One Link.
Out of what? 14 now?

True enough, this is just one Link. Although, it's not like I'm forced to pick all of them. The topic is "Link vs Sora" and not "Link from LoZ vs Sora; Link from LoZ II vs Sora; etc..."
L337_N1NJ4_M4573R
Granstream Raven
L337_N1NJ4_M4573R
Granstream Raven
LovelyRayne90
Granstream Raven
So what you're saying is that in an ideal world, the two combatants would be too stupid to use their full potential against a threat?


oh plz they are just RPG characters, nothing is goin to happend anyway! rolleyes
Link isn't an RPG character.
And it still doesn't explain why you think they'd be stupid enough to not use their abilities.

Exactly, which is why Spell would win the match for Link.
One Link.
Out of what? 14 now?

True enough, this is just one Link. Although, it's not like I'm forced to pick all of them. The topic is "Link vs Sora" and not "Link from LoZ vs Sora; Link from LoZ II vs Sora; etc..."
Yeah.
Too bad the majority of the matches between the various Soras and Links would end up being won by Sora, huh?
Granstream Raven
L337_N1NJ4_M4573R
Granstream Raven
L337_N1NJ4_M4573R
Granstream Raven
Link isn't an RPG character.
And it still doesn't explain why you think they'd be stupid enough to not use their abilities.

Exactly, which is why Spell would win the match for Link.
One Link.
Out of what? 14 now?

True enough, this is just one Link. Although, it's not like I'm forced to pick all of them. The topic is "Link vs Sora" and not "Link from LoZ vs Sora; Link from LoZ II vs Sora; etc..."
Yeah.
Too bad the majority of the matches between the various Soras and Links would end up being won by Sora, huh?

Well, since I don't have the patience in debate I used to have for this thread 1000 or so pages back I don't feel like arguing the point. Although, I do believe that the end result of the thread was in Link's favor. However, since I don't have anything to back up said point, it's mostly meaningless.

Now, if someone wanted to dig up Karasu's (hmm... I butchered the spelling... I think) old post, I think it'd be fun to see you counter the points. He always wanted some one to... Although, there is always the small chance that you are him, and just want to debate the other side of the argument and see if anyone can effectively counter you without falling back to that post.

my post = speculation
You mean

Karasu Gekido
It is time.

Quote:
Karasu Gekido uses Eyebleed!

Okay, I guess it’s time for me to create my own big, long post.

Table of Contents
Note: The Zelda games are in no particular order, just the order I’m gonna do ‘em in, i guess.

1. Link
-- A. Legend of Zelda
-- B. Adventure of Link
-- C. Link to the Past
-- D. Link’s Awakening
-- E. Ocarina of Time
-- F. Majora’s Mask
-- G. Oracle of Seasons/Ages
-- H. Minish Cap
-- I. Wind Waker
-- J. Twilight Princess
-- K. Four Swords Adventures
-- L. Phantom Hourglass
2. Sora
-- A. Kingdom Hearts
-- B. Kingdom Hearts 2
-- C. Kingdom Hearts: Chain of Memories
3. Misconceptions
4. Strategies
-- A. Links vs. Kingdom Hearts Sora
-- B. Links vs. Kingdom Hearts 2 Sora

Alright, let’s start off with the Hero of Hyrule (and other places), Link.

1. Link
Starting off with some information about Link as a recurring character...
In nearly every Legend of Zelda game, Link must solve numerous puzzles to complete his objective. Amongst those puzzles are the methods of defeating the bosses themselves. It is a rarity to see a Legend of Zelda boss that can be defeated by merely running up and repeatedly attacking with the sword. Even the ones where you don’t need special weaponry to defeat them will still require more strategy than “stand there and swing”. Most of the bosses, though, will require at least one special item to defeat them, and cannot be defeated without the item. Generally that item is the one found in the dungeon beforehand.
Due to the fact that in almost every game, Link must solve these puzzles and kill these bosses using his skills, abilities, and items to their ultimate potential, I believe it is safe to draw the assumption that Link would do everything in his power to win a fight as soon as possible, using anything in his inventory to its best potential, rather than just running in and hacking like a berserker.
That said, on to the inventories, by game. I will be listing ALL combat items here, with explanations of what they do, but will not explain which items will or won’t work. That will go in the Strategies section. I will not list items that do nothing in combat, because that would be just silly. LOL RODOFSEASONS FTW! Yeeeeeah.
Swords and shields will not be listed, as they’re pretty constant.

1A. Legend of Zelda
Rings – Link can acquire two different rings in his journey. The Blue Ring cuts damage taken by half, while the red ring cuts damage to only a quarter of what he’d normally take.
Boomerang – The first boomerang Link gets does not travel very far, but he can get an upgraded boomerang that can travel the length of the screen. The boomerang moves fairly slowly, but if it hits an enemy, it does minor damage and stuns the enemy.
Bomb – As expected, a bomb... blows up. It will explode after a couple seconds.
Bow and Arrows – Unlike later Zelda games, this bow will shoot arrows which do not come from a quiver. They use up rupees at a rate of 1 rupee per shot. The Silver Arrows acquirable in the game are slightly more powerful than the Wooden Arrows he begins with, and are necessary to beat Ganon.
Candles – These candles will throw a flame a short distance ahead, the size of Link. The blue candle can only be used once per screen, while the red candle may be used as many times as you wish. The flames cause damage to enemies, and can burn bushes and light rooms.
Water of Life – Heals Link completely. Red Water of Life may be used twice (turning into a Blue one after the first use), and when the Blue one is used, Link must return to the little old lady to buy a new one.
Magic Wand – Shoots a wave of magical energy directly ahead of Link. When combined with using the Magic Book, Link’s shots will also burst into flame upon contact, doing more damage.

1B. Adventure of Link
This game does not have any real combat ITEMS. Instead, Link learned several spells along the path of the game for combat. All spells with duration stay in effect until Link leaves the screen.
Shield Spell – Reduces damage taken by half.
Jump Spell – Increases how high and how far Link can jump to approximately two to three times.
Life Spell – Heals Link by a considerable amount, though not completely.
Fairy Spell – Turns Link into a fairy, so he can fly around and float through keyholes. He cannot attack in this form though, and cannot change back at will.
Fire Spell – Allows Link to shoot fireballs from his sword instead of the beam. The fireballs DO travel the entire distance of the screen.
Reflect Spell – Allows Link’s shield to reflect magic spells back at the caster.
Spell Spell – Although supposed to be used in the game to open a hidden cave, this spell also has the additional effect of turning most monsters into harmless slimes which can be defeated in one stab.
Thunder Spell – Causes immense damage to all monsters on the screen, usually resulting in an instant kill, except on bosses or enemies immune to damage.
Link also learns two special attacks with his sword in this game, the Up Thrust and the Down Thrust. These are used while jumping, allowing Link to stab up or down with his sword, respectively.

1C. Link to the Past
Armour – Link can wear 2 extra types of armour in addition to his green tunic. The blue mail cuts damage by one quarter, while the red mail cuts damage by one half.
Pegasus Shoes – Allows Link to sprint swiftly, straight forward.
Potions – The red potion refills Link’s health, the green potion refills Link’s MP, and the blue potion refills both. He may carry up to 4 bottles full.
Boomerang – Like in Legend of Zelda, the boomerang can stun enemies upon striking. Also like LoZ, the original boomerang does not travel very far, but the upgraded boomerang can travel the entire distance of the screen.
Bomb – Like all bombs, this explodes. Link may lift and throw these bombs, too.
Bow and Arrow – Link has an actual quiver this time, and this bow may shoot arrows, either Wooden or Silver. The Silver Arrows are far more powerful (they can kill the boss of the first temple in the Dark World in one shot) as well as being faster.
Magical Powder – This can turn enemies into slime-like creatures. Uses MP.
Magic Hammer – It’s a hammer. It hits things. It hurts. It is also capable of cracking the helmet of the boss in the first temple of the Dark World, so the striking power seems to be quite... powerful.
Hook Shot – Launches a hook on the end of a chain, which can also stun enemies it hits. In addition, the hook can attach itself to certain objects (mostly wood) and pull Link to that object.
Ice/Fire Rod – Magical wands that shoot Ice and Fire, respectively. When the Ice shot hits an enemy, it will either destroy it (weaker enemies) or turn it into a solid block of ice (stronger enemies). If the enemy is hit with the Fire rod, they will take high damage. If you combo the Ice blast, then follow up with the Fire blast, the enemy will melt. Uses MP.
Staff of Somaria – This staff creates a solid block of energy in front of Link, which he may move, lift, and throw. Use a second time will cause the block to explode into damaging fragments. Good for defence and offense. Uses MP.
Staff of Byrna – Put simply, this staff makes Link invincible, as well as the barrier swirling around Link can do damage to enemies if they get too close. Uses MP.
Magic Cape – This Cape makes Link invincible to damage, as well as invisible, AND makes him intangible (he may walk through enemies as well as the rubber bumper things without getting knocked back). He, on the other hand, may still attack while invisible. Uses MP.
Bombos Medallion – This Medallion causes a large amount of massive, powerful explosions to suddenly start bursting around the area, causing a large amount of damage to anything in range. Uses MP.
Ether Medallion – This Medallion causes an incredibly cold blast of polar wind from the upper atmosphere to come down and freeze everything in range. The effect is like the Ice Rod, but to everything on screen. Uses MP.
Quake Medallion – Causes an earthquake, which can have the same effect as the Magical Powder, turning enemies into slimes. Uses MP.

1D. Link’s Awakening
Magic Powder – I believe this can light things on fire, but its effects vary upon which enemy you use it on, I think.
Roc’s Feather – Allows Link to make soaring leaps.
Hook Shot – Like LttP, this hook shot can damage enemies, as well as bring Link to certain objects.
Magic Rod – Like the Fire Rod of LttP, but this rod requires no MP to use. Link may use it as much as he wishes.
Bow – Shoots arrows. It can be combined with the Bombs to make bomb-arrows, which explode on contact.
Bombs – They explode. See Bow for additional use.
Pegasus Boots – Like LttP’s, these allow Link to sprint forwards. If you combine these and the Roc’s Feather, Link can jump VERY far.
Secret Medicine – Cannot be used at will. When Link dies, he will automatically be healed.
Boomerang – It is possible to get a boomerang in this game, though it’s a hidden thing. It’s like the usual boomerangs.

1E. Ocarina of Time
Since some items can only be used as a child, and some as Adult, and some as both, I will put a (C), (A), or (B) to denote whether it’s as a child, adult, or both.
Tunics – Apart from the green tunic, Link may also get the Red and Blue tunics. These do not cut damage, but do allow Link to stay in the volcano for as long as he wants (red) or stay underwater as long as he wants (blue).
Boots – In addition to his normal boots, Link gets the Iron Boots, which weigh him down so he can walk underwater, and the Hover Boots, which allow him to float over empty space for a short while after running off a ledge.
Bombs (B) – Holy crap, they explode!!!
Bombchus (B) – These little rat-bombs skitter forwards, and THEN explode. They can also skitter up walls.
Boomerang (C) – Unlike other boomerangs, this ‘rang cannot be upgraded. It will stun enemies it hits, as well as doing minor damage.
Deku Nut (B) – Breaks against the ground and makes a blinding light which will stun enemies in range.
Deku Stick (C) – It’s... a stick. You can hit things with it, or light it on fire. It will break if you hit too many things with it.
Fairy Slingshot (C) – Shoots Deku Seeds for ranged damage.
Fairy Bow (A) – Shoots arrows. These arrows may be imbued with Fire (burns things for extra damage), Ice (freezes things in a block of ice), and Light (does major damage to all enemies).
Hook Shot(A) – Unlike the other hook shots, this one can be upgraded to the Long Shot, which can shoot twice as far. Still does the same things though, damaging enemies and pulling Link to objects.
Lens of Truth (B) – Allows you to see things that are otherwise invisible, like fake walls or floors, or allows you to un-see things that are visible, but shouldn’t be.
Megaton Hammer (A) – Hits things. It’s a hammer. Does decent damage, as well as able to move big blocks and hit rusted switches.
Din’s Fire (B) – Creates a dome of fire over Link which spreads out quickly, causing damage to anything hit by it.
Farore’s Wind (B) – First use creates a warp point, second use allows you to teleport to that warp point.
Nayru’s Love (B) – Creates a diamond-shaped barrier of light around Link, making him invulnerable to damage.

1F. Majora’s Mask
Bombchus – Same as OoT, they skitter forward and go boom.
Bombs – Hmmm... I think they explode. Not sure, though.
Deku Nuts – Same as OoT, with the blinding and the stunning and the hey hey, it hurts.
Deku Stick – Yep. Stick-like as ever, can be used to hit things, or to light on fire.
Hero’s Bow – Like the bow of OoT, the arrows can be imbued with Fire, Ice and Light, with the same effects.
Lens of Truth – Same effects as OoT. See things that aren’t there, unsee things that are.
Hook Shot – Once again, same deal as the other ones. Hook hits thing, thing gets hurt, or Link gets pulled to thing.
Potions – Same as OoT’s potions, except Link may carry up to SIX of them.
Great Fairy’s Sword – Acts like the Biggoron’s Sword of OoT, but is actually a C-button item, not an equippable sword. Two-handed, powerful hits.
MASKS! The focus of this game, you get plenty of masks. I will list the combat-useful ones only.
Deku – Turns Link into a Deku Scrub, which can attack enemies by shooting bubbles, as well as be able to fly around for a limited time with special Deku Flowers. Weak against fire, though, as well as falling from heights.
Goron – Turns Link into a Goron, which can roll around and through things at a significant speed, as well as do powerful punches. Makes Link weak against water though, as he cannot swim, being so heavy.
Zora – Turns Link into a Zora, making it easier to move in water, as well as making him able to make an electric barrier around himself and attack with his fins at a distance. Unfortunately susceptible to Fire AND Ice in this form, though.
Bunny Hood – Increases Link’s running speed significantly.
Blast Mask – Allows Link to explode himself if he’s out of bombs. Apparently he can avoid being damaged by protecting himself with his shield, though I haven’t personally tested it.
Stone Mask – Makes Link very unremarkable, like a stone, which makes him blend into the background and go unnoticed by most people or enemies.
Giant Mask – Turns Link into a giant! But can only be used against Twinmold, in Twinmold’s room.
Fierce Deity – Turns Link into the Fierce Deity, Oni-Link! Again, can only be used in boss rooms, barring glitches and cheats.

1G. Oracle of Seasons/Ages
Since these two games are somewhat similar in items, I will simply put an (S), (A), or (B) at the end of the item name to denote whether it’s Seasons, Ages, or Both.
Boomerang (B) – Does the normal boomerang stuff. Hits things, stuns them.
Roc’s Feather (B) – Like Link’s Awakening, the Roc’s Feather allows Link to jump high.
Seed Slingshot (S) or Seed Shooter (A) – Shoots magical seeds at enemies. The effects of the various seeds will be listed later.
Magnetic Gloves (S) – Pushes or pulls magnetic objects towards or away from oneself.
Cane of Somaria (A) – Creates blocks of energy, like the one from LttP. The blocks can be pushed, pulled, or lifted and thrown.
Bombs (B) – Boom.
Seeds! These are the various seeds usable with the slingshot/shooter. They’re all available in both games.
Ember – Without being shot, these seeds can create fire ahead of Link. When shot, they will burst into flame upon contact.
Mystery – Effect when shot will be a random choice from one of the other types of seeds.
Scent – When used normally, will attract enemies to your location. When shot, will just harm things.
Pegasus – When used normally, Link can dash like with the Pegasus Boots. When shot, the seeds will make an enemy unable to act when they get hit.
Gale – When used normally, it will create a tornado to warp link to a Mystical Tree. When shot at an enemy, the tornado will sweep the enemy away, never to return again!
Rings! There are way too many rings to list here, between the two games, but they do various effects, such as increasing the damage you deal, decreasing the damage you take, allowing you to breathe underwater, etc. Effective ones will be listed in the Strategy section, if needed.

1H. Minish Cap
Gust Jar – Can suck up enemies and then shoot them away, or shoot a powerful gust of wind to blow an enemy off its feet and stun it.
Bombs – Yay, Bombs! This one can actually be upgraded though, to remote bombs, which can explode on command.
Cane of Pacci – Can flip enemies over onto their head.
Boomerang – Normal boomerang activity.
Pegasus Boots – Allows Link to sprint.
Bow – Normal bow stuff. Shoots arrows.
Roc’s Cape – Like the Roc’s Feathers, allows Link to leap high in the air.
Special Sword attacks! Link can learn special sword moves in this game. They are as follows.
Spin Attack – Charge energy in the sword, then spin around.
Sword Beam – When at full health, can shoot beams from the sword.
Dash Attack – Can sprint with the sword held out ahead of you (with Pegasus Boots).
Peril Beam – When at only one heart left, can shoot beams.
Rock Breaker – Can break pots with his sword (Shouldn’t it be Pot Breaker?)
Roll Attack – Can stab and spin with his sword as he gets up from a roll.
Down Thrust – Can slash in the air in conjunction with the Roc’s Cape.
Great Spin Attack – Like the Spin Attack, but long and continuous.

1I. Wind Waker
Grappling Hook – A large claw on the end of a rope, which can be twirled like a lasso and tossed, to stun the opponent it strikes, as well as stealing items from them.
Deku Leaf – A big leaf that can be used in one of two ways. One, if Link is falling, he can use the Leaf to glide like a parachute. This costs MP. The other is that Link can use it like a large fan to blow enemies backwards. This does not consume MP.
Boomerang – It’s... The Boomerang! Like usual, stuns things that it hits.
Bombs – Yeeeeah, more bombs. More explodey goodness.
Hero’s Bow – As is the norm from a few games back, this bow’s arrows can be imbued with Fire, Ice, and Light. In the case of these Fire/Ice arrows though, they’re taken to extremes. Especially the ice, which freezes an entire volcano’s worth of lava completely solid with one shot.
Skull Hammer – A big hammer which causes painful hurts when bashed with it.
Hook Shot – Like the other hook shots, this will harm and stun an enemy it hits.
Potions – Link has the ability to get up to 4 bottles, which can be filled with potions, the most potent of which is the Elixir Soup, which fully restores Health and Magic, and doubles his attack power for a while. Each bottle of Elixir Soup is worth two servings.
Hero’s Charm – While it isn’t necessarily an attack item, this mask, when worn, will reveal to Link the health of the opponent, so he can know how close to defeat they are.
Magic Armor – A magical field surrounds Link which protects him from all damage. It can be activated or deactivated at will.

1J. Twilight Princess
Slingshot – Shoots seeds, does minimal damage with a relatively short range for a ranged weapon.
Gale Boomerang – A new version of the standard boomerang, this boomerang also carries a tornado with it, which means it not only can stun, but also carry light things and muss up hair.
Hero’s Bow – This bow does not have magically imbued arrows to shoot. Darn. What it does have, however, is the ability to combine with one of two items. Bombs, which will shoot bomb arrows that explode on contact, and the Hawkeye, which acts as a sniper scope.
Clawshot (and Double) – Like the usual Hook Shot, Link can use this to attack enemies or cling to certain surfaces. He can acquire a second Clawshot which allows him to zip between the clinging surfaces, or shoot from the clinging surfaces, but does not actually let him shoot two claws at an enemy at once. Darn.
Spinner – A strange little top-like device which Link can ride on to get over dangerous surfaces. He can also give the Spinner a quick little extra spin which will give him a minor boost in speed as well as cause some damage to things it hits.
Ball and Chain – A MASSIVE metal ball on the end of a chain. While it has limited range and can be slow to use, Link will automatically strike anything that comes in range while he’s spinning the ball above his head, and the ball is so heavy that throwing it can shatter huge blocks of ice, as well as knocking down opponents unlucky enough to get hit by it.
Bombs – There are three different types of bombs available. First is the normal bombs, second is Water Bombs (which can be used underwater), and the third is Bomblings, which is like the Bombchus, just a bit different.
Magic Armor – Like the Magic Armor of Wind Waker, this makes Link invulnerable to damage. Unlike the Magic Armor of Wind Waker though, this gets its power from Link’s Rupees, draining Rupees as it’s active and as Link gets struck. If he runs out of Rupees, the armor slows him down.
Potions – Once again, Link can acquire different potions for use. The best potion is the Fairy’s Tears, which refills Link’s health and increases his attack power. He can hold up to 4 bottles.

1K. Four Swords Adventures
In this game, Link has been split into 4 separate Links. They can act independent of each other, or work as a perfect team in perfect synchronization. The ultimate team. Each Link may hold up to one item in addition to the normal Sword. As well, the items have a first level and a powered up second level. Also note that all of these items have INFINITE AMMUNITION! Yep, even the bow!
Roc’s Feather – Allows Link to leap through the air with the greatest of ease. He can swing his sword in mid-jump for mid-air damage, and with the level 2 feather, he can perform a double jump, leaping into the air while already in the air.
Bombs – Woo! Bombs! Like usual, these explode. Level 2 bombs are more powerful.
Bow and Arrow – Like a standard bow, this shoots arrows. Charging up the bow will allow you to shoot a stronger arrow, which can even pierce enemies! A level 2 bow allows you to shoot three arrows at once.
Boomerang – Standard boomerang stuff. Stuns enemies, picks up items. Level 2 boomerang will fly farther and faster.
Fire Rod – Flamey magical goodness. This can either shoot fireballs, or it can be used like a flamethrower, shooting a constant stream of fire. The level 2 Fire Rod acts as the Cane of Somaria from Link to the Past, being able to create magical blocks which can explode, throwing fireballs, or be used as cover.
Slingshot – Ranged weapon, less powerful than the bow, but can also be charged for a stronger shot. The level 2 slingshot will also shoot three, stronger stones at the same time.
Magic Hammer – Normal hammer stuff, except this hammer will knock enemies into the ground if hit. If you miss, the vibrations of the hammer will stun the enemy for a short period. A level 2 hammer will cause even more powerful vibrations, and cause more damage.
Pegasus Boots – Allows Link to sprint. Level 2 boots will have him run so fast that he can even run over gaps about as large as he is!

1L. Phantom Hourglass
Boomerang – Like a normal boomerang, this will stun things it hits. Unlike a normal boomerang, Link can “draw” the path for the boomerang to follow, which means it can effectively be used as a shield (rotating around Link like a barrier), or something to strike at the same opponent multiple times!
Bow – Normal Bow stuff. Link shoots arrow, arrow hits enemy, enemy gets hurt.
Hammer - Normal Hammer stuff, except this is an odd little hammer. Link does not actually have to swing this in melee! He can strike any area in visible range with the hammer at will. This can also be charged up for a heavier hit!
Bombs – Bomby goodness!
Bombchus – Like usual bombchus, except (like the Boomerang of PH), Link can “draw” the path of the Bombchu, which, again, means he can use it in inventive ways!
Grappling Hook – Like the Grappling Hook of Wind Waker, Link may use this grappling hook to bash and harm enemies.

Now to move on to the keyblade guy, Sora...

2. Sora
Okay, like with Link, I’ll start off with some general information about Sora as a character.
Sora, at the beginning of his adventure, has had no actual sword training. He played around with wooden sticks against his friends on the island, while they countered with weapons ranging from wooden sticks to balls to skip ropes. Thus, his sword “style” remains basically the same throughout the games. That style is: Swing wildly, hope you hit something. Sure, he gains some extra combo moves and does some relatively impressive stuff, but if you actually WATCH the way he swings the keyblade, there is very little control to it. He just swings wildly because, well, most of his enemies don’t know how to block, or simply can’t. He doesn’t NEED style, because his enemies are stupid.
His magic is mostly basic, with a consistent fireball, blast of ice, lighting strike, and healing spell, ranging to a bit more advanced with a barrier of wind, the ability to freeze an opponent in time, and the ability to reflect attacks back at the attacker, amongst more which shall be listed later. The thing is, even with his more advanced magic such as Stop, he doesn’t actually USE them on his own. Every time he’s seen to fight, or to start a fight, or end a fight, in a cutscene, he simply goes for his keyblade. To Sora, the magic is a benefit, not a strategy. How many fights would have been so much easier if he just cast STOP during the cutscene at the start? Yeah. The only times when you’re forced to use magic is in the rare fight when it’s a necessity, like Ursula’s Cauldron or Stop on the clock in Neverland.
As such, Sora seems to me the kind of person who doesn’t think about what he can do to win, and is more the kind of person who just rushes in headfirst and hopes they come out on top. Sorry, but it’s true. Given his age, that’s not exactly far-fetched, either.

2A. Kingdom Hearts
Keyblade – There are PLENTY of keyblades to choose from for this game, but arguably his best keyblade (and the one most likely he’ll have equipped) is the Ultima Weapon, which increases his strength and available MP.

Magic
Fire – Shoots a fireball forward. Higher ranks of the spell increase the damage done.
Blizzard – Shoots a blast of ice forward. There are several “chunks” of ice that fly out, and they go farther with a higher rank of the spell.
Thunder – Lightning strikes from above. Higher ranks increases the amount of lightning bolts and the range it can hit.
Cure – Heals target. Higher ranks simply heal more. (Will heal more with higher Max MP)
Gravity – Deals damage to the enemy based on a percentage of their health. Higher ranks deal more of a percentage. (Will do more damage with higher Max MP)
Stop – Freezes the opponent in time, preventing them from doing anything. Higher ranks increase the effective range. (Will last longer with higher Max MP)
Aero – Creates a barrier of wind around the target, which absorbs damage. Aerora will also damage enemies in physical contact, and Aeroga will also deflect projectile attacks. (Will last longer with higher Max MP)

Attack Moves
Sonic Blade – Melee-Mid Range. Sora charges forward with his keyblade ahead of him. He can do this approximately 6 times per Sonic Blade “cast” by chaining “Rave” command and then “Blast” at the end for a more powerful charge. 2 MP.
Strike Raid – Long Range. Sora flings his keyblade at the enemy. He can do this multiple times per “cast” by selecting the “Raid” command, then “Judgement” at the end for a more powerful throw. 2 MP.
Ars Arcanum – Melee Range. Sora does a flurry of strikes with the keyblade, which can be extended by selecting “Bash” command until “Finis” appears at the end for a powerful slash. 3 MP.
Ragnarok – Melee Range, in the air only. Like Ars Arcanum, but Sora leaps into the air to do his flurry of slashes, with “Impact” command at the end to shoot out a bunch of homing lasers to do more damage. 3 MP.
Trinity Limit – Melee Range. Basically, Sora stabs his keyblade into the ground and makes a large energy wave come to crush his opponents. Uses up all of his MP, and requires at least 3 to start it.

Additional Abilities
These will be combat-based Abilities only, and only ones that apply to this fight.
Air Combo Plus – Increases the length of Sora’s combo in the air. Can get up to 2, for a total of 5 attacks in the air.
Berserk – When at low health, attack power is increased.
Combo Plus – Increases the length of Sora’s combo while on the ground. Can get up to 4 extra attacks for a total of 7 while on the ground.
Scan – Shows enemy’s health bar.
MP Rage – When hit, regains some MP. Can equip up to 2 for stronger effect.
Second Chance – When hit by an attack that would kill Sora, it puts him at 1 HP instead. Can only take effect ONCE per battle.
Critical Plus – Increases the chance for a critical hit. Can equip up to 3 for a high critical chance.
MP Haste – Increases the rate at which you gain MP for damaging enemies.
Dodge Roll – Sora can roll to dodge attacks.
Vortex – Sora will spin around and slash instead of doing the normal lunge while running at an enemy.
Aerial Sweep – Sora will spin around and slash instead of doing the normal uppercut when an enemy is above him.
Guard – Allows Sora to block attacks with his keyblade.
Counter Attack – After Guard, allows Sora to strike back at the enemy quickly. If Sora misses, or fails to follow up with a combo, there is a slow recovery time after the attack, leaving him open to more attacks.
High Jump – Allows Sora to jump higher.
Glide/Superglide – Allows Sora to fly in Neverland, and glide anywhere else. Superglide moves faster than Glide.

Items
While Sora can technically hold up to 99 of each item, he can only carry with him into battle a limited amount. Therefore, the only item worth mentioning is the only one worth bringing... The Elixir (or Megalixir, but that’s not necessary because it’s only him fighting). This restores all of his HP and MP.

2B. Kingdom Hearts 2
Keyblades – Again, there are plenty of keyblades to choose from here, but his most powerful, and most likely equipped, is the Ultima Weapon, which grants the MP Hastega Ability, which increases the speed of Sora’s MP regeneration when he runs out.

Magic
Fire – Instead of a fireball, this spell shoots a ring of flame around Sora. Higher ranks do more damage.
Blizzard – Instead of a bunch of chunks of ice, this spell shoots a single ice projectile forward. Higher ranks do more damage.
Thunder – Like the first game, this spell calls lightning down from above. Higher ranks increases damage and amount of lightning.
Cure – Heals Sora. Higher ranks do more healing.
Magnet – Creates a vortex in the air which sucks enemies up to it, leaving them vulnerable to chained combos. Also does damage. Higher ranks do more damage and has a higher radius.
Reflect – Creates a bubble around Sora which reflects attacks back at the attacker. Does not seem to actually shoot the same projectile back, just absorb the damage and send that much damage back in a special energy projectile.

Attack Moves
Sora does not really get special attacks in this one like he did in the previous. What he does get are Combo Moves, which require the assistance of his team and/or summon. However, since he gets no help in this fight, he cannot use these.
The only thing he particularly DOES get is Trinity Limit, but this is far less impressive in this game unless Sora has party members Donald and Goofy to assist him. Which he doesn’t.

Abilities
Guard – Like in Kingdom Hearts, allows Sora to block attacks coming at him with his keyblade.
Upper Slash - In the middle of a ground combo, Sora can knock the enemy into the air.
Horizontal Slash - In the middle of an air combo, hitting Square adds an attack to the combo.
Finisher Leap - At the end of a combo, instead of pressing Circle to do a finisher, pressing Square will send Sora's keyblade into the ground to launch enemies into the air.
Retaliating Slash - When hit into or while in the air, pressing Square will cause Sora to counterattack.
Slapshot - Sora rapidly attacks a target.
Dodge Slash - When an attack misses Sora, Sora returns with an Evade & Counter type attack.
Slide Dash - When the enemy is too far away to hit normally, Sora closes distance by dashing across and whacking the enemy.
Guard Break - Finisher Move. Sora pulls back his keyblade and thrusts it into the enemy, normally knocking them into the air.
Explosion - Finisher Move. Sora finishes his combo by creating balls of energy around him, and exploding them, causing multiple hits to the surrounding enemies.
Aerial Sweep - Sora attacks aerial enemies by spinning in the air, sweeping up surrounding enemies.
Aerial Spiral - Sora closes distance between enemies by flipping through the air to his target.
Aerial Finish - Finisher Move. While in the air, Sora finishes his combo by spinning his keyblade multiple times, knocking enemies nearby, and delivering a powerful blow to the enemy in front and back at the end.
Counterguard - After successfully guarding against an attack, hitting Circle swings the keyblade horizontally in front of Sora, hitting enemies.
High Jump – Sora jumps higher.
Quick Run – A quick dash in a direction on the ground.
Aerial Dodge – A spinning dodge in the air.
Glide – Like Glide from Kingdom Hearts, glides around.
Scan - Shows amount of HP enemy has.
Aerial Recovery - When hit in/into the air, pressing O will recover Sora, allowing for faster reactions.
Combo Plus - Adds 1 hit to a combo.
Air Combo Plus - Adds 1 hit to an air combo.
Combo Boost - Executing a finisher after a combo does more damage.
Air Combo Boost -Executing a finisher after an air combo does more damage.
Finishing Plus - After using a finisher successfully, pressing Circle again does another finisher.
Negative Combo - Takes one hit off an air and ground combo.
Berserk Charge - While MP is recharging, combos continue forever, until MP is recharged fully.
Leaf Bracer - Casting Cure will continue even when attacked.
Magic Lock-On - Automatically sends magic in direction of enemy, even if you don't manually lock-on.
Fire Boost - Fire damage is increased.
Blizzard Boost - Blizzard/Ice damage is increased.
Thunder Boost - Thunder damage is increased.
Item Boost - Items used on the field have a greater effect.
MP Rage - Receiving damage boosts recovering MP faster.
MP Haste - MP recovers faster.
Defender - When in critical health, DEF is increased.
Second Chance - Keeps HP at 1 after an attack that would normally kill you.
Once More - Keeps HP at 1 during a combo that would normally kill you.

Items
Once again, Sora can only carry a set amount of items into battle at once, so these are best taken up with Elixirs, which refill his HP and MP to full.

2C. Kingdom Hearts: Chain of Memories
I’m actually not going to go into detail with this one. Why? Because Sora’s abilities in this game stem from his use of specific cards which only work in Castle Oblivion, where they’re not. As well, Sora’s deck relies entirely upon the person playing, and the luck they have. It’s entirely possible to NEVER get any of his strongest cards, or it’s possible to ONLY get his strongest cards.
As well, he can only have a set number of cards in his deck at any given time, relying upon his CP, which is ALSO based upon the choices of the player, whether they want to increase his CP or not. Also throw in the fact that any attack or move can be interrupted if the opponent uses a card or combination of cards that have a higher value than the first move, and the fact that Link doesn’t use the cards, so what would we treat as his card value? We can’t ignore card value completely, because then that allows Sora to simply use ALL of his strongest attacks as much as he wants, without any penalty to MP or chance of interruption, which isn’t how it worked, even in the game. Could we treat Link’s attacks as a card value of zero? In that case, every time he does something, Sora would be interrupted, and that also wouldn’t be fair. Giving them each varying card values would then make it rely on luck, which can’t be measured, though I’d give it to Link for being lucky enough to find all the items he needs in the temples he needs them. That’s pretty lucky.
Regardless, I will not cover this game because I don’t feel like trying to make it work between the two game systems. Tough.

3. Misconceptions
This is a little bonus section to put some misconceptions to rest about the two. They may or may not be related to the fight. Oh well.

Misconception: Link cannot talk.
Fact: Link CAN talk. You just don’t see/hear it.
Proof: People ask him his name, or other questions. Somehow they get their answer. Is he telepathic? No. Neither are they. He answers them.

Misconception: Link’s Master Sword is the ultimate weapon against evil.
Fact: It’s not. All it is, is simply a weapon that’s effective against great evil magic.
Proof: The Biggoron Sword, which is simply a big sword, does more damage against evil things.

Misconception: Link’s Fierce Deity mask would rip Sora a new one.
Fact: It wouldn’t. Link wouldn’t even be able to use the Mask.
Proof: Sora’s not a boss. Regardless of that, Link’s ability to beat Sora relies heavily on his items. Sora could probably dodge anything that the Fierce Deity can throw at him.

Misconception: Sora’s Keyblade is all-powerful.
Fact: It is not all-powerful. In fact, it’s not even all that special.
Proof: Sora still needs to gain levels, gaining experience in combat, in order to fight harder enemies. Want more proof? Fight Demyx directly, ignoring his little water spectre guys. Can’t hurt him. Obviously cannot do EVERYTHING with it. As for why it’s not special... Well, Mickey gets one. Riku gets one. KAIRI gets one. Totally not unique.

Misconception: Sora’s keyblade is a dull pole.
Fact: It’s actually sharp.
Proof: Look at some of the other keyblades, specifically the Ultima Weapon (Here) Definitely sword-shaped.

Misconception: Sora can slice through buildings.
Fact: Sora cannot slice through all buildings.
Proof: Go slash a building. Notice how it seems to remain unsliced? The only place he can slash through a building is in a world where physics are all messed up, which isn’t even supposed to exist at all, and with the assistance of a reaction command. Okay? He can’t even slash through all enemies with once slice... or would you like to claim that every enemy is more resilient than a building? No.

Misconception: Sora can move at light speed.
Fact: Sora moves at normal speed for a human, with some boosts based on his Ability commands.
Proof: Run around. Notice how he completely fails to move at light speed? Even with the reaction commands where Sora “warps” over to where something’s shot a projectile, that doesn’t require light speed movement. Mach 1 is 340.29 m/s. Given that most of the rooms in the game are not likely to be over 340 meters in length, it’s highly possible that his top speed is, in fact, Mach 1, or less. It wouldn’t require faster-than-light speed to traverse a 50 meter room in a second. Sorry.

Misconception: Sora is super strong, evidenced by his deflection of Hercules’ punches.
Fact: Sora isn’t very strong.
Proof: There are many boxes or objects in Kingdom Hearts which Sora cannot move. Y’know that big boulder at the Coliseum which you can’t move until you get the proper colour Trinity mark, and then he needs Goofy and Donald’s assistance to move it? Yeah. That’s nothing to Hercules. Which means Sora is definitely NOT stronger than Hercules.

Misconception: Sora has super-speed reflexes.
Fact: Sora doesn’t.
Proof: Last fight, against Xemnas. Sure, with Riku’s help, he manages to block the laser dome. But afterwards? Xemnas knocks away Riku, and is about to deal a blow to Sora, when Riku jumps in the way to protect Sora. Why would Riku do that if Sora could actually dodge it with his super speed reflexes? Easy. Because Sora couldn’t.

Misconception: Sora can beat Sephiroth.
Fact: He cannot, he has not, and he never will.
Proof: The fight against Sephiroth in the first game was retconned in Final Mix that Sephiroth fled the fight because he sensed Cloud. The fight against Sephiroth in the second game was ended when Sephiroth told Sora that fighting him was a waste of time, as only Cloud could beat him. Sora is not powerful enough. Sephiroth ended the fight unharmed both times.

Misconception: “Play the game!” is an acceptable and valid reason for a character to win.
Fact: It’s not. It makes you look like an ignorant fool who can’t even think up reasons for your character to win, even though you think it’s so obvious. If it’s so obvious that just playing the game is proof, then you should have no trouble telling us why.

4. Strategies
You may recognize these as being from my Link vs Sora scorecard, since I simply took them from there with a few modifications.

4A. Links vs. KH1 Sora
Legend of Zelda - Bombs would take too long to explode. Bow and arrow? Maybe if Sora wasn't moving. Boomerang... same as Bow. The magic wand would actually be useful here, as even if it got blocked by Sora, it bursts into a huge flame. Good luck dodging that, kid. The only major problem with that is that it's not good for rapid fire, as only one shot can be on the screen at once. The Magical Shield would be sufficient to deflect frontal attacks, but Thunder would still work. Aero would also be a problem against Link if Sora gets in melee range, as this particular Link gets knocked around like a chump if something hits him. I'd give this one to Sora.

Adventure of Link - Two words. Spell, Stab. Yeah. Instant cast, instant hit, instant effect polymorph spell to turn Sora into a slime, which not only loses all of its previous abilities, but it also dies by one stab. This one's going to Link.

Link to the Past - Magic Cape would make Link invisible and immune to all attacks, and using the Ether Medallion would insta-freeze Sora into a big chunk of ice. Follow that up with a bomb or a Hammer attack, and Sora's ice cubes. This one's going to Link.

Link's Awakening - I can see a few things being particularly useful in this fight. Bomb + Arrows = Bomb Arrows! Even if Sora blocked it, he'd still be hurt by the explosion. Only problem? Would work maybe once. Then Sora wouldn't bother blocking, and just dodge 'em. Other useful thing? Magic Rod. But then again, Sora's taken plenty hits with magic like that before, and again once he's in melee range, this Link's pretty much lost it. Unless of course he manages to hit Sora with the magic powder and hopefully burst him into flames... But yeah, this one's going to Sora.

Ocarina of Time - This Link stands a pretty good chance, despite the fact that nobody really has touched upon one of his most useful items. What's that, you ask? DEKU NUTS. *BAM* Sora's blind and stunned. Screw Nayru's Love. Now Link has various different ways to deal damage to Sora, including the Ice Arrow + Bomb/Hammer combo. And as long as Link keeps throwing Deku Nuts, Sora cannot do anything to counter attack. This one’s going to Link.

Majora's Mask - I know, I know. "Hey, why doesn't he just use the Fierce Deity mask?!?!" Because Sora's not a smegging boss, that's why. Now that that's out of the way, let's continue. Hey, guess what Link gets in this game again? *points up* Yep. Deku Nuts. *BAM* Sora's blind and stunned. Free beats time! This time though, he has no hammer to follow up an Ice Arrow, but he does have the Goron Mask! Personally I’d just blow Sora up. This one’s going to Link.

Oracle of Ages - Slingshot + Gale Seeds = instant removal of Sora from the combat area = instant win. Because let's face it. Sora's not going to bother dodging or blocking a seed shot at him from a slingshot, especially if he's busy running up to attack. He is not that paranoid, and he doesn't know the effects of the Gale Seeds. Plus Link can hold up to 99 Gale Seeds, so he's got plenty to spam at Sora. One WILL hit. Link gets this.

Oracle of Seasons - See Oracle of Ages, same deal but with the seed-shooter instead of Slingshot. Link gets this one too.

Wind Waker – So, I have been corrected on this one. Apparently the Magic Armor takes instant effect when casting it, so it can be “feathered”, activated only when necessary. Including Link’s ability to roll around behind his opponent and slash them in the back, causing a minor stun, he could then hit Sora in the back with an Ice Arrow, freezing him solid. Follow that up with a Hammer hit, and Sora’s shattered. Again. Link gets it.

Four Swords Adventures - This one would be an interesting one. Give one Link the Hammer, one the Fire Rod, one the Bow, and one the Roc's Feather. When the Hammer hits the ground, the vibrations will stun enemies in range (Sora). While he's stunned, the ones with the Fire Rod and Bow can pelt him with shots while Hammer-Link continues stunning Sora with ground-pounds. If Sora manages to jump, the one with the Roc's Feather can meet him in mid-air and bring him back to the ground. Should defense be needed at any point, the one with the Fire Rod can create blocks like the Cane of Somaria in previous Zelda games, which can be used as cover, then exploded into fireballs. This is going to Link(s).

Minish Cap - I don't see this going well for Link. He's not got anything particularly powerful to do in Sora in this one. And no, he can't go small and enter Sora's nostril to find his brain and stab it. For one thing, it'd require a shrinking/growing portal, which wouldn't be there in a neutral battleground. For another, it requires Ezlo's help to do it. So, this one's to Sora.

Twilight Princess - Assuming Link starts with full Rupees for this fight, he could have this pretty easily. Magic Armor for invincibility, then get in close and Mortal Draw. This move's said in-game to be unblockable and cut through all defences. Use the Iron Boots to keep from getting knocked down, and he's pretty much got this. Mortal Draw, if that doesn't finish Sora off, it'll at least knock him down, and open to Ending Blow. If Sora’s Second Chance kicks in, Link just needs to smack him once more with anything. Link wins this one.

Phantom Hourglass - This one also doesn't look good for Link. Not much to hurt Sora with. Bombchus and bombs are easy enough to dodge, bow wouldn't do much, Boomerang would be easily blocked, only thing that might be considered is the Hammer, which seems to be a ranged attack for some reason, but it also means Link can't move. Sora gets this one.

So far: 4 to Sora, 9 to Link.

4B.Links vs. KH2 Sora
Legend of Zelda - Same deal with vs KH1 Sora, really. And Link goes down even harder since the magic wand is now more useless due to Reflect spell. Sora gets this.

Adventure of Link - Exact same deal with KH1 Sora. Spell is instant cast, instant hit. Sora's Reflect isn't. Spell would hit Sora and turn him into a Slime before he even realizes Link's casting Spell. Link gets this.

Link to the Past - Again, same deal with KH1 Sora. Doubt Reflect would work against Ether, as it's simply a big gust of really, really freaking cold wind to turn enemies into ice. Even if it did, the attack coming from an invisible Link makes it hard to judge when to Reflect. Link gets this.

Link's Awakening - Same deal as KH1 Sora. Link just doesn't have the arsenal in this game. Sora gets this.

Ocarina of Time - Still same deal. Sora's still not immune to Blinding, as far as I can see. And since Deku Nuts stun as well as Blind, he can't even cast Reflect because he's stunned. Link again could follow up with various different ways to destroy Sora while chain-stunning him. Link wins.

Majora's Mask - See above. Same deal. Link gets it.

Oracle of Ages - Same deal. Even if Sora was paranoid enough to try and Reflect a Gale Seed, it'd just turn it into a minor bit of energy and send like... 1/10th of a heart worth of damage back at Link. And Sora'd run out of MP from Reflects before Link runs out of Gale Seeds. Link gets it.

Oracle of Seasons - See above. Link gets it.

Wind Waker - Same as vs KH1 Sora, since Reflect isn’t a fast enough cast to prevent the back slice counter. Link gets it.

Four Swords Adventures - Same deal with vs KH1 Sora. Since Hammer-Link STUNS, Reflect can't be used on the projectile attacks. Link(s) get it.

Minish Cap - Same deal as KH1 Sora and more painful for Link. This one's for Sora.

Twilight Princess - See KH1 Sora strategy. Basically the same thing. Mortal Draw and Ending Blow are awesome. Link gets this one.

Phantom Hourglass - Even more so for KH1 Sora strategy. Not much to harm Sora, but Sora has oh-so-much to harm Link. Link loses this one. Sora gets it.

There's another 4 for Sora, 9 for Link.

So in total, Sora gets 8, Link gets 18.

If you think that I’m wrong with any of those strategies, feel free to prove them wrong. The reason I don’t call Stop and such into question is as I said earlier in the Sora section. He doesn’t use them as much as he really should in his cutscenes. He always seems to rely on his keyblade skills far more than he would even think of his magic. Link, on the other hand, lives through his games for the sole fact that he knows when to use his skills and items for the maximum benefit, which means he’d be FAR more likely to open up with something like Spell or Ether than Sora would be to start with Stop.
As well, items for Sora were basically negligible due to the fact that most of the Link strategies are instant kill, with no chance of recovery through Second Chance or Once More.

Link wins overall.

It’s super effective!

??
Which was later retconned into

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I guess since nobody has bothered to try and refute the exapost, I'll go ahead and do it.
I'll start by pointing out the bullshit.
I'll only copy the relevant points.

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1. Link
Starting off with some information about Link as a recurring character...
In nearly every Legend of Zelda game, Link must solve numerous puzzles to complete his objective. Amongst those puzzles are the methods of defeating the bosses themselves. It is a rarity to see a Legend of Zelda boss that can be defeated by merely running up and repeatedly attacking with the sword. Even the ones where you don’t need special weaponry to defeat them will still require more strategy than “stand there and swing”. Most of the bosses, though, will require at least one special item to defeat them, and cannot be defeated without the item. Generally that item is the one found in the dungeon beforehand.

Part of that is bullshit. There's a few bosses in the first game and a few later games that CAN be killed by just standing there and swinging repeatedly. Maybe dodge once or twice if you're already low on health, but that's about it.

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Due to the fact that in almost every game, Link must solve these puzzles and kill these bosses using his skills, abilities, and items to their ultimate potential, I believe it is safe to draw the assumption that Link would do everything in his power to win a fight as soon as possible, using anything in his inventory to its best potential, rather than just running in and hacking like a berserker.
This is a sort of bullshit. Technically, Link only ever needs to use the items he NEEDS to beat enemies or solve puzzles. There's nothing that suggests he'd do any more than that. For example, Deku Nuts. He never actually needs to use those. Or Nayru's Love. Or Magic Armor. There's no reason why he'd start off using them, rather than saving them for emergencies (at least in the case of the invincibility items).

The items are fine.

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2. Sora
Okay, like with Link, I’ll start off with some general information about Sora as a character.
Sora, at the beginning of his adventure, has had no actual sword training. He played around with wooden sticks against his friends on the island, while they countered with weapons ranging from wooden sticks to balls to skip ropes. Thus, his sword “style” remains basically the same throughout the games. That style is: Swing wildly, hope you hit something. Sure, he gains some extra combo moves and does some relatively impressive stuff, but if you actually WATCH the way he swings the keyblade, there is very little control to it. He just swings wildly because, well, most of his enemies don’t know how to block, or simply can’t. He doesn’t NEED style, because his enemies are stupid.
That was bullshit. Link has rarely ever had formal training at all either, and in most cases doesn't even start off with a sword in his hand. The most any has had, barring sequels, is Twilight Princess, where he's used a wooden stick to beat up dummies. Their relative sword skill is, therefore, irrelevant. They're both noobs.

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His magic is mostly basic, with a consistent fireball, blast of ice, lighting strike, and healing spell, ranging to a bit more advanced with a barrier of wind, the ability to freeze an opponent in time, and the ability to reflect attacks back at the attacker, amongst more which shall be listed later. The thing is, even with his more advanced magic such as Stop, he doesn’t actually USE them on his own. Every time he’s seen to fight, or to start a fight, or end a fight, in a cutscene, he simply goes for his keyblade. To Sora, the magic is a benefit, not a strategy. How many fights would have been so much easier if he just cast STOP during the cutscene at the start? Yeah. The only times when you’re forced to use magic is in the rare fight when it’s a necessity, like Ursula’s Cauldron or Stop on the clock in Neverland.
That was a LOAD of bullshit, and I'm upset that nobody ******** called me on it. Link isn't seen to use any of his special stuff either, and can only ever canonically be stated to use what he NEEDS to. Just like Sora.

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As such, Sora seems to me the kind of person who doesn’t think about what he can do to win, and is more the kind of person who just rushes in headfirst and hopes they come out on top. Sorry, but it’s true. Given his age, that’s not exactly far-fetched, either.
See above.

The following part was a massive load of bullshit, and just me being a bit biased, and lazy.

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2C. Kingdom Hearts: Chain of Memories
I’m actually not going to go into detail with this one. Why? Because Sora’s abilities in this game stem from his use of specific cards which only work in Castle Oblivion, where they’re not. As well, Sora’s deck relies entirely upon the person playing, and the luck they have. It’s entirely possible to NEVER get any of his strongest cards, or it’s possible to ONLY get his strongest cards.
Yet we assume that Link has acquired his optional stuff, like Nayru's Love, Deku Nuts, Magic Cape, etc. Yeah, that was bullshit. Sora would presumably have his best cards.

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As well, he can only have a set number of cards in his deck at any given time, relying upon his CP, which is ALSO based upon the choices of the player, whether they want to increase his CP or not.
Also bullshit. We could easily assume an average amount of CP, if it was balanced around his leveling choices, as well as assume he'd have his best possible combinations and cards in his deck.
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Also throw in the fact that any attack or move can be interrupted if the opponent uses a card or combination of cards that have a higher value than the first move, and the fact that Link doesn’t use the cards, so what would we treat as his card value? We can’t ignore card value completely, because then that allows Sora to simply use ALL of his strongest attacks as much as he wants, without any penalty to MP or chance of interruption, which isn’t how it worked, even in the game. Could we treat Link’s attacks as a card value of zero? In that case, every time he does something, Sora would be interrupted, and that also wouldn’t be fair. Giving them each varying card values would then make it rely on luck, which can’t be measured, though I’d give it to Link for being lucky enough to find all the items he needs in the temples he needs them. That’s pretty lucky.
That, too, was bullshit. We could just simply assume that if Sora is struck, he is interrupted, just like every other KH game.
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Regardless, I will not cover this game because I don’t feel like trying to make it work between the two game systems. Tough.
That was me actually admitting that I was lazy. Can't believe nobody caught on.

The misconception section was accurate. And fun.

A lot of the strategies are bullshit, based around the previous bullshit. I'll point out which are fine and unchanged, and which are inaccurate.

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4A. Links vs. KH1 Sora
Legend of Zelda - Bombs would take too long to explode. Bow and arrow? Maybe if Sora wasn't moving. Boomerang... same as Bow. The magic wand would actually be useful here, as even if it got blocked by Sora, it bursts into a huge flame. Good luck dodging that, kid. The only major problem with that is that it's not good for rapid fire, as only one shot can be on the screen at once. The Magical Shield would be sufficient to deflect frontal attacks, but Thunder would still work. Aero would also be a problem against Link if Sora gets in melee range, as this particular Link gets knocked around like a chump if something hits him. I'd give this one to Sora.
This one's fine. Link still doesn't have much to fight Sora.

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Adventure of Link - Two words. Spell, Stab. Yeah. Instant cast, instant hit, instant effect polymorph spell to turn Sora into a slime, which not only loses all of its previous abilities, but it also dies by one stab. This one's going to Link.
This one's semi-accurate. If Link goes first, he wins. If Sora triggers Sonic Blade or Strike Raid first though, he's invincible during those, which means Link would be wasting MP. I'd call this one a draw.

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Link to the Past - Magic Cape would make Link invisible and immune to all attacks, and using the Ether Medallion would insta-freeze Sora into a big chunk of ice. Follow that up with a bomb or a Hammer attack, and Sora's ice cubes. This one's going to Link.
This one's fine, provided Link uses Magic Cape first. If he tried to use anything else though, Sora could just use Stop to freeze Link in place, then thrash him to death or cast Graviga, doing 99% of Link's health in damage, then poke him to death. I'd say this one's Link's though, since he can go invisible while Sora's doing Strike Raid/Sonic Blade for invincibility, wait until Sora's done, then cast Ether from hiding.

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Link's Awakening - I can see a few things being particularly useful in this fight. Bomb + Arrows = Bomb Arrows! Even if Sora blocked it, he'd still be hurt by the explosion. Only problem? Would work maybe once. Then Sora wouldn't bother blocking, and just dodge 'em. Other useful thing? Magic Rod. But then again, Sora's taken plenty hits with magic like that before, and again once he's in melee range, this Link's pretty much lost it. Unless of course he manages to hit Sora with the magic powder and hopefully burst him into flames... But yeah, this one's going to Sora.
This one's fine. Link doesn't have much that can harm Sora before he gets Stopped and Bothered.

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Ocarina of Time - This Link stands a pretty good chance, despite the fact that nobody really has touched upon one of his most useful items. What's that, you ask? DEKU NUTS. *BAM* Sora's blind and stunned. Screw Nayru's Love. Now Link has various different ways to deal damage to Sora, including the Ice Arrow + Bomb/Hammer combo. And as long as Link keeps throwing Deku Nuts, Sora cannot do anything to counter attack. This one’s going to Link.
This one's mostly bullshit. Deku Nuts actually have a very limited range. If Link tried to get in that range, Sora could trigger Sonic Blade/Ars Arcanum, be invincible, and thrash Link while he tries to throw his Nuts.
If they're at farther range, Sora could just cast Stopga/Graviga while Link's trying to aim with his Arrows. But Link would take more time to aim than Sora would take to cast.
And if Sora casts Aeroga, it's irrelevant if he gets Deku Nutted, since Aeroga prevents projectile attacks.
I'd say this goes to Sora.

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Majora's Mask - I know, I know. "Hey, why doesn't he just use the Fierce Deity mask?!?!" Because Sora's not a smegging boss, that's why. Now that that's out of the way, let's continue. Hey, guess what Link gets in this game again? *points up* Yep. Deku Nuts. *BAM* Sora's blind and stunned. Free beats time! This time though, he has no hammer to follow up an Ice Arrow, but he does have the Goron Mask! Personally I’d just blow Sora up. This one’s going to Link.
See above. Another for Sora.

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Oracle of Ages - Slingshot + Gale Seeds = instant removal of Sora from the combat area = instant win. Because let's face it. Sora's not going to bother dodging or blocking a seed shot at him from a slingshot, especially if he's busy running up to attack. He is not that paranoid, and he doesn't know the effects of the Gale Seeds. Plus Link can hold up to 99 Gale Seeds, so he's got plenty to spam at Sora. One WILL hit. Link gets this.
This is close to being accurate, but if Sora uses Aeroga, which any good, careful player of KH would do, Gale Seeds would just be blocked. I'd say this goes to Sora, actually. Link doesn't have much apart from the Gale Seeds.

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Oracle of Seasons - See Oracle of Ages, same deal but with the seed-shooter instead of Slingshot. Link gets this one too.
See above. Another for Sora.

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Wind Waker – So, I have been corrected on this one. Apparently the Magic Armor takes instant effect when casting it, so it can be “feathered”, activated only when necessary. Including Link’s ability to roll around behind his opponent and slash them in the back, causing a minor stun, he could then hit Sora in the back with an Ice Arrow, freezing him solid. Follow that up with a Hammer hit, and Sora’s shattered. Again. Link gets it.
Again, Sora just casts Aeroga, and Ice Arrows get deflected. Sora casts Stopga, and Link can no longer use his Magic Armor while he gets thrashed. This would go to Sora.

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Four Swords Adventures - This one would be an interesting one. Give one Link the Hammer, one the Fire Rod, one the Bow, and one the Roc's Feather. When the Hammer hits the ground, the vibrations will stun enemies in range (Sora). While he's stunned, the ones with the Fire Rod and Bow can pelt him with shots while Hammer-Link continues stunning Sora with ground-pounds. If Sora manages to jump, the one with the Roc's Feather can meet him in mid-air and bring him back to the ground. Should defense be needed at any point, the one with the Fire Rod can create blocks like the Cane of Somaria in previous Zelda games, which can be used as cover, then exploded into fireballs. This is going to Link(s).
This is mostly accurate. Since Sora can only Stop one target at a time, he doesn't know that the one with the hammer is the most threatening. I'd give this one to Link.

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Minish Cap - I don't see this going well for Link. He's not got anything particularly powerful to do in Sora in this one. And no, he can't go small and enter Sora's nostril to find his brain and stab it. For one thing, it'd require a shrinking/growing portal, which wouldn't be there in a neutral battleground. For another, it requires Ezlo's help to do it. So, this one's to Sora.
Accurate.

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Twilight Princess - Assuming Link starts with full Rupees for this fight, he could have this pretty easily. Magic Armor for invincibility, then get in close and Mortal Draw. This move's said in-game to be unblockable and cut through all defences. Use the Iron Boots to keep from getting knocked down, and he's pretty much got this. Mortal Draw, if that doesn't finish Sora off, it'll at least knock him down, and open to Ending Blow. If Sora’s Second Chance kicks in, Link just needs to smack him once more with anything. Link wins this one.
Mostly accurate, although the ending would be different. Link can't use the Iron Boots, since then he wouldn't be able to catch up to Sora. Aeroga would prevent projectiles, and without the Iron Boots, Link can still be knocked around, if not hurt. Sora just needs to hit Link to keep him from attacking, which he can do with Strike Raid, Sonic Blade, Ars Arcanum, or Ragnarok, which see him invincible during the attacks, and since Mortal Draw can't be used while blocking, Link has to choose between attempting to Mortal Draw, or not getting knocked around. And if he does tag Sora with Mortal Draw, Sora just uses Curaga. Sora could easily last out the number of Rupees Link has. I'd give this one to Sora.

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Phantom Hourglass - This one also doesn't look good for Link. Not much to hurt Sora with. Bombchus and bombs are easy enough to dodge, bow wouldn't do much, Boomerang would be easily blocked, only thing that might be considered is the Hammer, which seems to be a ranged attack for some reason, but it also means Link can't move. Sora gets this one.
Accurate.

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So far: 4 to Sora, 9 to Link.
Recounted: Sora, 10, Link, 2, Draw, 1.

Chain of Memories, I'll shorten to this: Warp.
The only two that have anything to counter Warp are Adventure of Link (Spell) and Link to the Past (Magic Cape).
The rest would be Warped away before they could do anything.
I'd give 11 to Sora, 2 to Link.

Total's at 21 for Sora, 4 for Link, 1 Draw.

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4B.Links vs. KH2 Sora
Legend of Zelda - Same deal with vs KH1 Sora, really. And Link goes down even harder since the magic wand is now more useless due to Reflect spell. Sora gets this.
Accurate. +1 for Sora.

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Adventure of Link - Exact same deal with KH1 Sora. Spell is instant cast, instant hit. Sora's Reflect isn't. Spell would hit Sora and turn him into a Slime before he even realizes Link's casting Spell. Link gets this.
Accurate. +1 for Link.

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Link to the Past - Again, same deal with KH1 Sora. Doubt Reflect would work against Ether, as it's simply a big gust of really, really freaking cold wind to turn enemies into ice. Even if it did, the attack coming from an invisible Link makes it hard to judge when to Reflect. Link gets this.
Accurate. +1 for Link.

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Link's Awakening - Same deal as KH1 Sora. Link just doesn't have the arsenal in this game. Sora gets this.
Accurate. +1 for Sora.

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Ocarina of Time - Still same deal. Sora's still not immune to Blinding, as far as I can see. And since Deku Nuts stun as well as Blind, he can't even cast Reflect because he's stunned. Link again could follow up with various different ways to destroy Sora while chain-stunning him. Link wins.
Slightly bullshit. If they're at close range, I'd give this to Link. If they're at long range, I'd give this to Sora and his Magnega sucking Link into a single spot, then Thundagaing him to death.
Draw.

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Majora's Mask - See above. Same deal. Link gets it.
See above. Draw.

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Oracle of Ages - Same deal. Even if Sora was paranoid enough to try and Reflect a Gale Seed, it'd just turn it into a minor bit of energy and send like... 1/10th of a heart worth of damage back at Link. And Sora'd run out of MP from Reflects before Link runs out of Gale Seeds. Link gets it.
Bullshit. Sora casts Magnega, Link can no longer shoot the seeds, gets Thundaga'd to death. Sora gets this one.

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Oracle of Seasons - See above. Link gets it.
See above. Sora gets it.

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Wind Waker - Same as vs KH1 Sora, since Reflect isn’t a fast enough cast to prevent the back slice counter. Link gets it.
Actually, it is. Sora could easily reflect the back-slice. Although with Magic Armor on, it wouldn't do much, and Link could follow up with an Ice Arrow in the back. I'd give this one to Link, to be nice.

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Four Swords Adventures - Same deal with vs KH1 Sora. Since Hammer-Link STUNS, Reflect can't be used on the projectile attacks. Link(s) get it.
Accurate. +1 Link.

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Minish Cap - Same deal as KH1 Sora and more painful for Link. This one's for Sora.
Accurate. +1 Sora.

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Twilight Princess - See KH1 Sora strategy. Basically the same thing. Mortal Draw and Ending Blow are awesome. Link gets this one.
Bullshit. Sora reflects Mortal Draw. While this wouldn't kill Link, it'd put a strain on his rupees. And since this Link can still be knocked around while he has Magic Armor on, Magnega would still hold him, if not do any actual damage to him. And Sora can keep casting that until Link runs out of Rupees. +1 Sora.

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Phantom Hourglass - Even more so for KH1 Sora strategy. Not much to harm Sora, but Sora has oh-so-much to harm Link. Link loses this one. Sora gets it.
Accurate. +1 Sora.

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There's another 4 for Sora, 9 for Link.
Make that... 7 for Sora, 2 Draws, 2 Links.

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So in total, Sora gets 8, Link gets 18.
Recounted: 28 for Sora, 6 for Link, 3 Draws.

Sora won that easily.

And, also accurate from the original,
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If you think that I’m wrong with any of those strategies, feel free to prove them wrong.


Good luck.


because too many people relied on the bullshit in the original post and didn't bother actually arguing it?
Well, it seems that I am mistaken. Oh well, it was a good read.
It's also out of date because I haven't added Spirit Tracks to it yet.

And looking at the list of items...

Sora'd take all those as well.

So add on another 3 for Sora.
Yeah, the Spirit Tracks Link wasn't all that impressive, although it was far more fun to play than Phantom Hourglass.
twilight crucifix's avatar
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I haven't played SPirit Tracks... is it any good?
Link


Man in tights>Generic yaoi fanboy
I say Sora would destroy Link
Mystic Deadman's avatar
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Danielle344
Link


Man in tights>Generic yaoi fanboy
You now see dead people.


Except that Sora's never been (to my knowledge) a fanboy of anything.
User Image

I'm right here after all...
Danielle344
Link


Man in tights>Generic yaoi fanboy
Because Link is never in any Yaoi, amirite?

Also, he's only ever a man once. The rest of the time he's no older than a teenager.
The_lost_sage's avatar
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link 100,000,000,000,000,000,000 times over link sora has some magic and a dull key for a weapion link has a longsword and some magic uncludeing super str
sora: clothes
link: chainmail
extra stuff
sora: nothing i can think of
link: chain shot bombs bow+arrow
a helper (navi)
The_lost_sage
link 100,000,000,000,000,000,000 times over link sora has some magic and a dull key for a weapion link has a longsword and some magic uncludeing super str
sora: clothes
link: chainmail
extra stuff
sora: nothing i can think of
link: chain shot bombs bow+arrow
a helper (navi)
Sora: Warp
Link gets instantly sent into oblivion.
Sora wins.

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