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Pk-chiptune (talk | contribs) |
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|data= | |data= | ||
{{AttackData-NickBrawl2 | {{AttackData-NickBrawl2 | ||
|Damage= | |Damage=1% / 8% | ||
|Startup= | |Startup=6 / 25 | ||
|Active= | |Active=6-15 / 25-27 | ||
|Total Frames= | |Total Frames=49 or 44 (?) | ||
|Safety=- | |Safety=-13 | ||
|description= | |description= | ||
* Korra surrounds herself with a water ring, then sends it down. | * Korra surrounds herself with a water ring, then sends it down. | ||
* Leaves a bed of ice on the ground that heavily reduces traction for anyone (or thing) on it. | * Leaves a bed of ice on the ground that heavily reduces traction for anyone (or thing) on it. | ||
* At low percents, leads to Grab if Korra hits an opponent behind her | |||
* Has fewer total frames on hit; can act sooner if she hits an opponent | |||
}} | }} | ||
}} | }} | ||
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|data= | |data= | ||
{{AttackData-NickBrawl2 | {{AttackData-NickBrawl2 | ||
|Damage= | |Damage=1% / 10% | ||
|Startup= | |Startup=6 / 26 | ||
|Active= | |Active=6-21 / 26-39 | ||
|Total Frames= | |Total Frames=54 or (?) | ||
|Safety=-0 | |Safety=-46 / -29 / (+0) | ||
|description= | |description= | ||
* | * Korra surrounds herself with a water ring, then sends it forward. | ||
* '''Jump Cancelable''' | * '''Jump Cancelable''' from frames 20-22 if Korra is standing on the ground. +0 safety | ||
* Good for killing off the side of the screen when you don't want to risk/don't have the time to follow up. | * Good for killing off the side of the screen when you don't want to risk/don't have the time to follow up. | ||
* Has fewer total frames if the early frames of the water ring hits an opponent. | |||
}} | }} | ||
}} | }} | ||
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|data= | |data= | ||
{{AttackData-NickBrawl2 | {{AttackData-NickBrawl2 | ||
|Damage= | |Damage=2%/ 12% / 8% | ||
|Startup= | |Startup=6 / 25 | ||
|Active= | |Active=6-15 / 25-44 | ||
|Total Frames= | |Total Frames= (?) | ||
|Safety=- | |Safety=-13 to +19 | ||
|description= | |description= | ||
* The '''Slime''' version, sends the water up and then crashing down. | * The '''Slime''' version, sends the water up and then crashing down. | ||
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|data= | |data= | ||
{{AttackData-NickBrawl2 | {{AttackData-NickBrawl2 | ||
|Damage= | |Damage=0% | ||
|Startup=0 | |Startup=0 | ||
|Active=0-0 | |Active=0-0 | ||
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|Safety=-0 | |Safety=-0 | ||
|description= | |description= | ||
* | * Korra bursts forward with Fire | ||
* | * The move can be interrupted by pressing Block | ||
}} | }} | ||
}}<br> | }}<br> | ||
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|data= | |data= | ||
{{AttackData-NickBrawl2 | {{AttackData-NickBrawl2 | ||
|Damage= | |Damage=9% / 5% | ||
|Startup= | |Startup=16 | ||
|Active= | |Active=16-18 | ||
|Total Frames= | |Total Frames=57 | ||
|Safety=- | |Safety=-33 / -22 | ||
|description= | |description= | ||
* Korra performs a frontal attack with a metal wire. | * Korra performs a frontal attack with a metal wire. | ||
* If the tip connects, she drags her opponent back to her. | * If the tip connects, she drags her opponent back to her. | ||
* The Slime version will even pull Blocking opponents toward her. | |||
* Grounded version is useful for clashing with/calling out your opponent using grounded projectiles, it functions as inconsistent combo starter however. | * Grounded version is useful for clashing with/calling out your opponent using grounded projectiles, it functions as inconsistent combo starter however. | ||
}} | }} | ||
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|data= | |data= | ||
{{AttackData-NickBrawl2 | {{AttackData-NickBrawl2 | ||
|Damage= | |Damage=9% / 5% | ||
|Startup= | |Startup=16 | ||
|Active= | |Active=16-18 | ||
|Total Frames= | |Total Frames=56 / (?) | ||
|Safety=- | |Safety=-8 | ||
|description= | |description= | ||
* Combos into literally everything on a good connect, '''Up Air Light''' for combo extension, '''Air Strong''' for killing. | * Combos into literally everything on a good connect, '''Up Air Light''' for combo extension, '''Air Strong''' for killing. | ||
* Fantastic tool for catching recovering opponents since it reaches through the stage and pulls them around the ledge into your loving arms. | * Fantastic tool for catching recovering opponents since it reaches through the stage and pulls them around the ledge into your loving arms. | ||
* Has fewer total frames on hit; can act sooner if she hits an opponent | |||
}} | }} | ||
}}<br> | }}<br> | ||
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|Damage= 6% | |Damage= 6% | ||
|Startup= 13 | |Startup= 13 | ||
|Active= 13-32 | |Active= 13-20 / 15-32 | ||
|Total Frames= 32 | |Total Frames= 32 | ||
|Safety= +20 | |Safety= +20 / +7 | ||
|description= | |description= | ||
* Korra propels herself upwards with | * Korra propels herself upwards with an Earth pillar while on the ground. | ||
* Earth pillar has a hitbox, and Korra herself becomes a hitbox from 15-32 | |||
* Cancellable into any action as early as '''Frame 15'''. | * Cancellable into any action as early as '''Frame 15'''. | ||
* Fantastic combo tool when used after a '''Slime Cancel'''. | * Fantastic combo tool when used after a '''Slime Cancel'''. | ||
* Massively plus on block if Korra cancels as soon as she can. By | * Massively plus on block if Korra cancels as soon as she can. By airdodging downwards, Korra can perform another Earth Impulse on an opponents shield with as little as a '''3 Frame''' gap in pressure. | ||
}} | }} | ||
}} | }} | ||
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|data= | |data= | ||
{{AttackData-NickBrawl2 | {{AttackData-NickBrawl2 | ||
|Damage= | |Damage=2% / 7% | ||
|Startup= | |Startup=10 | ||
|Active= | |Active=10-33 / 34-37 | ||
|Total Frames= | |Total Frames=40 | ||
|Safety=- | |Safety=-112 | ||
|description= | |description= | ||
* Korra propels herself upwards with a gust of wind while in the air. '''Slime''' Version | * Korra propels herself upwards with a gust of wind while in the air. | ||
* '''Slime''' Version carries less horizontal momentum, but travels further and faster upward | |||
* Leaves her in special fall. | * Leaves her in special fall. | ||
* Does not snap to ledge. | * Does not snap to ledge. | ||
* Inconsistent | * Inconsistent for KO's off the top. Slime makes it much more consistent | ||
}} | }} | ||
}}<br> | }}<br> | ||
=== Grab/Throws === | === Grab/Throws === |
Revision as of 15:06, 9 July 2024
About
The powerful Avatar of a new generation.
Playstyle
Korra is a fast, heavy, strong and incredibly versatile character, capable of controlling the pace of the match like almost nobody else. Korra's suite of disjointed aerials and nigh unmatched aerial mobility between Air Side Special and her incredible fall speed enable some of the most non-linear and difficult to assess approach options in the game; this combined with solid grounded spacing tools in Forward Light and Forward Strong allow her to apply pressure in a variety of ways. Alongside these traditionally strong traits exists a smorgasbord of more situational options, such as her grounded Neutral Special laying a bed of traction reducing ice on the ground, Grounded Up Special, a strong shield pressure tool and "Shine"-like attack on hit. Her primary weaknesses lie within her well-above average Fall Speed leading to her being combo food versus a skilled opponent, and her exploitable, linear recovery from below causing her to struggle to return to the stage when spiked.
Franchise |
The Legend of Korra |
---|---|
Home Stage |
Harmonic Convergence |
Weight |
0.97 |
Fall Speed |
1.48 |
Gravity |
1.17 |
Run Speed |
1.35 |
Air Speed |
0.93 |
Charactercord |
Strengths | Weaknesses |
---|---|
|
|
Moveset
Ground Light Attacks
Damage | Startup | Active Frames | Total Frames | Safety | |
---|---|---|---|---|---|
3% | 4 | 4-5 | 21 | -5 | |
|
Damage | Startup | Active Frames | Total Frames | Safety | |
---|---|---|---|---|---|
10% | 10 | 10-17 | 32 | -14 | |
|
Damage | Startup | Active Frames | Total Frames | Safety | |
---|---|---|---|---|---|
10% / 7% | 9 / 10 | 9-16 / 10-21 | 32 | -13 | |
|
Damage | Startup | Active Frames | Total Frames | Safety | |
---|---|---|---|---|---|
6% / 10% | 10 | 10-12 / 10-13 | 37 | -22 | |
|
Damage | Startup | Active Frames | Total Frames | Safety | |
---|---|---|---|---|---|
10% / 3% | 8 / 18 | 8-18 / 18-38 | 50 | -25 | |
|
Air Light Attacks
Damage | Startup | Active Frames | Total Frames | Safety | |
---|---|---|---|---|---|
10% | 8 | 8-37 | 45 | +0 | |
|
Damage | Startup | Active Frames | Total Frames | Safety | |
---|---|---|---|---|---|
8% | 8 | 8-37 | 45 | +3 | |
|
Damage | Startup | Active Frames | Total Frames | Safety | |
---|---|---|---|---|---|
10% | 8 | 8-37 | 45 | -6 | |
|
Damage | Startup | Active Frames | Total Frames | Safety | |
---|---|---|---|---|---|
7% | 8 | 8-37 | 45 | -2 | |
|
Damage | Startup | Active Frames | Total Frames | Safety | |
---|---|---|---|---|---|
12% | 7 | 7-14 | 36 | +1 | |
|
Damage | Startup | Active Frames | Total Frames | Safety | |
---|---|---|---|---|---|
9% | 6 | 6-12 | 31 | +1 | |
|
Damage | Startup | Active Frames | Total Frames | Safety | |
---|---|---|---|---|---|
13% / 11% / 7% | 8 / 11 | 8-17 / 11-24 | 38 | -1 | |
|
Damage | Startup | Active Frames | Total Frames | Safety | |
---|---|---|---|---|---|
16% / 10% | 16 | 16-20 | 44 | -2 / -10 | |
|
Ground Strong Attacks
Damage | Startup | Active Frames | Total Frames | Safety | |
---|---|---|---|---|---|
14% / 13% | 18 | 18-27 | 57 | -25 | |
|
Damage | Startup | Active Frames | Total Frames | Safety | |
---|---|---|---|---|---|
16% | 7 | 7-17 | 47 | -26 | |
|
Damage | Startup | Active Frames | Total Frames | Safety | |
---|---|---|---|---|---|
14% / 10% ⏐ 14% / 10% | 14 / 16 ⏐ 10 / 10 | 14-15 / 16-19 ⏐ 10-12 / 10-13 | 50 ⏐ 40 | -24 / -29 ⏐ -18 / -25 | |
|
Air Strong Attacks
Damage | Startup | Active Frames | Total Frames | Safety | |
---|---|---|---|---|---|
14% | 15 / 15 | 15-17 / 15-23 | -16 / -18 | -16 / -18 | |
|
Damage | Startup | Active Frames | Total Frames | Safety | |
---|---|---|---|---|---|
14% / 12% / (?) | 19 / 19 / (?) | 19-23 / 19-end / (?) | 49 / 49 / (?) | +2 / +3 / (?) | |
|
Damage | Startup | Active Frames | Total Frames | Safety | |
---|---|---|---|---|---|
12% | 12 | 12-36 | 53 | -12 | |
|
Special Attacks
Damage | Startup | Active Frames | Total Frames | Safety | |
---|---|---|---|---|---|
1% / 8% | 6 / 25 | 6-15 / 25-27 | 49 or 44 (?) | -13 | |
|
Damage | Startup | Active Frames | Total Frames | Safety | |
---|---|---|---|---|---|
1% / 10% | 6 / 26 | 6-21 / 26-39 | 54 or (?) | -46 / -29 / (+0) | |
|
Damage | Startup | Active Frames | Total Frames | Safety | |
---|---|---|---|---|---|
2%/ 12% / 8% | 6 / 25 | 6-15 / 25-44 | (?) | -13 to +19 | |
|
Damage | Startup | Active Frames | Total Frames | Safety | |
---|---|---|---|---|---|
0% | 0 | 0-0 | 0 | -0 | |
|
Damage | Startup | Active Frames | Total Frames | Safety | |
---|---|---|---|---|---|
9% / 5% | 16 | 16-18 | 57 | -33 / -22 | |
|
Damage | Startup | Active Frames | Total Frames | Safety | |
---|---|---|---|---|---|
9% / 5% | 16 | 16-18 | 56 / (?) | -8 | |
|
Damage | Startup | Active Frames | Total Frames | Safety | |
---|---|---|---|---|---|
6% | 13 | 13-20 / 15-32 | 32 | +20 / +7 | |
|
Damage | Startup | Active Frames | Total Frames | Safety | |
---|---|---|---|---|---|
2% / 7% | 10 | 10-33 / 34-37 | 40 | -112 | |
|
Grab/Throws
Damage | Startup | Active Frames | Total Frames | Safety | |
---|---|---|---|---|---|
00% | 0 | 0-0 | 0 | -0 | |
|
Damage | Startup | Active Frames | Total Frames | Safety | |
---|---|---|---|---|---|
00% | 0 | 0-0 | 0 | -0 | |
|
Damage | Startup | Active Frames | Total Frames | Safety | |
---|---|---|---|---|---|
00% | 0 | 0-0 | 0 | -0 | |
|
Damage | Startup | Active Frames | Total Frames | Safety | |
---|---|---|---|---|---|
00% | 0 | 0-0 | 0 | -0 | |
|
Damage | Startup | Active Frames | Total Frames | Safety | |
---|---|---|---|---|---|
00% | 0 | 0-0 | 0 | -0 | |
|
Damage | Startup | Active Frames | Total Frames | Safety | |
---|---|---|---|---|---|
00% | 0 | 0-0 | 0 | -0 | |
|
Damage | Startup | Active Frames | Total Frames | Safety | |
---|---|---|---|---|---|
00% | 0 | 0-0 | 0 | -0 | |
|
Super
Damage | Startup | Active Frames | Total Frames | Safety | |
---|---|---|---|---|---|
40% | 26 | 1 or 4? | 48 | N/A | |
|
Taunts
Damage | Startup | Active Frames | Total Frames | Safety | |
---|---|---|---|---|---|
00% | 0 | 0-0 | 0 | -0 | |
|
Damage | Startup | Active Frames | Total Frames | Safety | |
---|---|---|---|---|---|
00% | 0 | 0-0 | 0 | -0 | |
|
Damage | Startup | Active Frames | Total Frames | Safety | |
---|---|---|---|---|---|
00% | 0 | 0-0 | 0 | -0 | |
|
Strategy
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Techniques
- PLACEHOLDER
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Combos
- PLACEHOLDER
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Matchups
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Other Resources
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Videos
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Costumes