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== Techniques == | == Techniques == | ||
* '''Strong Up Air''' sends a rock upward. The trajectory of this rock can be redirected by hitting it with a melee attack. | * '''Strong Up Air''' sends a rock upward. The trajectory of this rock can be redirected by hitting it with a melee attack. | ||
* '''Strong Down Air''' can be slime cancelled shortly after startup to gain lots of momentum diagonally down. | * '''Strong Down Air''' can be slime cancelled shortly after startup to gain lots of momentum diagonally down. |
Revision as of 00:42, 17 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 | |
---|---|---|---|---|---|
0% | 8 | 8-9 | 35 | _ | |
|
Damage | Startup | Active Frames | Total Frames | Safety | |
---|---|---|---|---|---|
0% | 13 | 13-14 | 43 | _ | |
|
Damage | Startup | Active Frames | Total Frames | Safety | |
---|---|---|---|---|---|
1% | 11 | _ | 32 | _ | |
|
Damage | Startup | Active Frames | Total Frames | Safety | |
---|---|---|---|---|---|
6% | 16 | _ | 50 | _ | |
|
Damage | Startup | Active Frames | Total Frames | Safety | |
---|---|---|---|---|---|
6% | 20 | _ | 46 | _ | |
|
Damage | Startup | Active Frames | Total Frames | Safety | |
---|---|---|---|---|---|
8% | 27 | _ | 50 | _ | |
|
Damage | Startup | Active Frames | Total Frames | Safety | |
---|---|---|---|---|---|
6% | 27 | _ | 50 | _ | |
|
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
- Strong Up Air sends a rock upward. The trajectory of this rock can be redirected by hitting it with a melee attack.
- Strong Down Air can be slime cancelled shortly after startup to gain lots of momentum diagonally down.
- Down air can be auto-canceled if inputted close enough to the ground. With precise timing, this will spawn the Earth hazards while allowing Korra to act immediately. Effectively becomes +6 safety on block.
- Down air's auto-cancel window can be buffered if Dair is inputted during a grounded Side Special.
- Side Special can be interrupted by pressing Block, making Korra actionable faster than normal. If side special is immediately interrupted from the ground, Korra can use her aerials close to the ground more quickly and safely.
- If Side Special is interrupted midair, Korra can turn around midair with momentum in either direction.
- If Side Special is slime cancelled soon after startup, Korra gains a huge burst of speed in the inputted direction. Good for recovery, or for chasing opponents to secure KO's
- Grounded Up Special has a pillar hit, which is +20 on block. The move is also actionable from frame 15 onward.
- To make the most of this, airdodge Down immediately after using this move for a guaranteed Grab on block.
- (Slime) Grounded Down Special has a special property: when used on an oppponent's block, the sweetspot hit will pull the opponent directly next to Korra. She can follow this up with a Grab.
- Air Neutral Special can be jump-canceled. If Korra is grounded, a Jump input from frame 20-22 can interrupt Air neutral special.
- The attack normally consists of a spinning attack that hits both sides of Korra, and a projectile that travels forward. The jump-cancel window is just after the spin attack ends. If done correctly, the projectile won't be sent out, but the spin attack can still hit opponents. There are two main benefits to this:
- At close range, the spinning attack gives good Block pressure at +0 safety when jump cancelled, and can lead to combos.
- At long range, Korra gets to decide whether she will will jump cancel, or send out a projectile. This pressures opponents to block or jump around the projectile, which she can then attempt to punish.
- One method is to Short-hop, input neutral special at the apex of the hop, then immediately Fastfall to touch the ground. Then input Jump at the correct time to interrupt the attack.
- Another method is to use Side Special -> Block, which places Korra near the ground—no need for a fastfall.
- A final, more difficult method is to buffer Air neutral special during the startup frames of a short-hop, and fastfall within that same shorthop. The timing is tight and easy to mess up, but is overall faster, and harder for opponents to react to.
- After Korra jump-cancels the neutral special, she can do anything she would from a normal jump, including aerials or Wavedashing. Grab and Up-strong can be input during a jumpsquat as well.
- On an opponent's Block, air neutral special is a multi-hit, which may throw off opponents expecting a single hit aerial. Jump-cancel Grab tends to be a good followup option: it will land if the opponent holds Block for too long, or if they drop it too early. A well timed roll or spotdodge will counter this.
- If the opponent drops shield, she can follow up with an offensive option. (Often true, but the opponent may fall out depending on spacing).
- At a distance, this tech can be used to put pressure on the opponent's Block. Korra can jump from frame 20-22, and the projectile comes out on frame 25; it's impossible for them to react to Korra's chosen option in time. Korra can bait out a Block, then approach with a Wavedash forward. (Or she can even use neutral special again to set up another coinflip.)
- This tech does not improve the endlag of the move; thus, the safer option is generally to jump cancel. However, the threat of an attack is still there, so the opponent is pressured to Block. The move is easily punished if the opponent Blocks it, but they can't hold Block forever.
- Even without considering jump-cancel, Air Neutral Special has some odd properties.
- The first few active frames can deflect projectiles.
- If the spin attack hits the opponent on its first active frames, the endlag of the projectile portion is massively reduced; Korra can shoot the projectile and move quickly afterward.
- For the purposes of this tech, a "hit" also also applies to the Rock spawned from Strong Up Air. If the spin attack hits this rock, Korra can shoot the water projectile and move quickly afterward.
Combos
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Matchups
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Other Resources
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Videos
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