Nickelodeon All-Star Brawl/Korra: Difference between revisions

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== Moves List ==
== Moves List ==
=== Light Attacks ===
=== Light Attacks ===
{{MoveData
{{MoveData
|image= NASB korra light mid.png
|image= NASB korra light mid.png
Line 46: Line 47:
|input= 5L / Neutral Light
|input= 5L / Neutral Light
|data=
|data=
* first hit puts the opponent into a tech situation
{{AttackData-NASB
* Second hit has decent knockback
|Damage=5%, 5%
}}
|Startup=5, 5
 
|Active=5-7, 5-6
|Total Frames=22, 30
|Safety=-8, -
|description=
Two straightforward punches.
* Can cancel into neutral light 2 upon hitting an opponent as early as frame 6, but cannot be canceled if you hit an opponent's guard.
* First hit puts the opponent into a tech situation.
}}
}} <br>


{{MoveData
{{MoveData
Line 58: Line 67:
|input= 8L / Up Light
|input= 8L / Up Light
|data=
|data=
* don't use this move.
{{AttackData-NASB
 
|Damage=8%, 8%
}}
|Startup=6, 6
 
|Active=6-8, 6-7
|Total Frames=29, 30
|Safety=-14, -
|description=
Placeholder
* Can cancel into up light 2 upon hitting an opponent as early as frame 7, but cannot be canceled if you hit an opponent's guard.
}}
}} <br>


{{MoveData
{{MoveData
Line 70: Line 86:
|input= 2L / Down Light
|input= 2L / Down Light
|data=
|data=
* First active frame has a problem connecting to second hit.
{{AttackData-NASB
* Second hit( when it hits) is a great spike.
|Damage=10%, 10%
 
|Startup=7, 6
}}
|Active=7-10, 6-7
 
|Total Frames=20, 35
|Safety=-9, -
|description=
Placeholder
* Can cancel into down light 2 upon hitting an opponent as early as frame 8, but cannot be canceled if you hit an opponent's guard.
}}
}} <br>


{{MoveData
{{MoveData
Line 83: Line 105:
|input= 66L / Run Light
|input= 66L / Run Light
|data=
|data=
* makes korra air born so she can hit characters if they miss a tech
{{AttackData-NASB
 
|Damage=8%
}}
|Startup=5
|Active=5 - 12
|Total Frames=40
|Safety=-38
|description=
Placeholder
* Makes Korra airborne.
* Applies more frames of Hitlag to the herself than her opponent, resulting in Korra having to wait 7 more frames than usual to be able to cancel Light Dash Attack.
}}
}} <br>


=== Jumping/Air Light Attacks ===
=== Jumping/Air Light Attacks ===
Line 96: Line 127:
|input= j5L / Jump Light
|input= j5L / Jump Light
|data=
|data=
{{AttackData-NASB
|Damage=9%
|Startup=5
|Active=5 - 9
|Total Frames=23
|Safety=-6
|description=
Placeholder
Placeholder
}}
}}
 
}} <br>


{{MoveData
{{MoveData
Line 107: Line 145:
|input= j8L / Jump Up Light
|input= j8L / Jump Up Light
|data=
|data=
{{AttackData-NASB
|Damage=8%
|Startup=6
|Active=6 - 10
|Total Frames=29
|Safety=-6
|description=
Placeholder
Placeholder
}}
}}
 
}} <br>


{{MoveData
{{MoveData
Line 115: Line 160:
|caption=  
|caption=  
|name= Double Slamming Fists
|name= Double Slamming Fists
|linkname= j2lL
|linkname= j2L
|input= j2L / Jump Down Light
|input= j2L / Jump Down Light
|data=
|data=
{{AttackData-NASB
|Damage=10%
|Startup=6
|Active=6 - 9
|Total Frames=32
|Safety=-6
|description=
Placeholder
Placeholder
}}
}}
 
}} <br>


=== Strong Attacks ===
=== Strong Attacks ===
Line 131: Line 183:
|input= 5S / Neutral Strong
|input= 5S / Neutral Strong
|data=
|data=
{{AttackData-NASB
|Damage=14%
|Startup=16
|Active=16 - 20
|Total Frames=59
|Safety=-23 (-20 held)
|description=
Placeholder
Placeholder
}}
}}
 
}} <br>


{{MoveData
{{MoveData
Line 142: Line 201:
|input= 8S / Up Strong
|input= 8S / Up Strong
|data=
|data=
{{AttackData-NASB
|Damage=13%
|Startup=6
|Active=6 - 15
|Total Frames=40
|Safety=-19 (-16 held)
|description=
Placeholder
Placeholder
}}
}}
}} <br>
 
{{MoveData
{{MoveData
|image= NASB korra strong down.png
|image= NASB korra strong down.png
|caption=  
|caption= Chops the wood and starts a fire at the same time!
|name= Axe Kick
|name= Axe Kick
|linkname= 2S
|linkname= 2S
|input= 2S / Down Strong
|input= 2S / Down Strong
|data=
|data=
{{AttackData-NASB
|Damage=15%
|Startup=13
|Active=13 - 19
|Total Frames=40
|Safety=-7 (-4 held)
|description=
Placeholder
Placeholder
}}
}}
 
}} <br>


{{MoveData
{{MoveData
Line 164: Line 237:
|input= 66S / Run Strong
|input= 66S / Run Strong
|data=
|data=
{{AttackData-NASB
|Damage=13%
|Startup=11
|Active=11 - 22
|Total Frames=43
|Safety=-16
|description=
Placeholder
Placeholder
}}
}}
}} <br>


=== Jumping/Air Strong Attacks ===


=== Jumping/Air Strong Attacks ===
{{MoveData
{{MoveData
|image= NASB korra aerial strong mid.png
|image= NASB korra aerial strong mid.png
|caption=
|caption=  
|name= Roundhouse Kick
|name= Roundhouse Kick
|linkname= j5S
|linkname= j5S
|input= j5S / Jump Neutral Strong
|input= j5S / Jump Strong
|data=
|data=
{{AttackData-NASB
|Damage=14%
|Startup=17
|Active=17 - 21
|Total Frames=43
|Safety=-6 (-3 held)
|description=
Placeholder
Placeholder
}}
}}
}} <br>
 
{{MoveData
{{MoveData
|image= NASB korra aerial strong up.png
|image= NASB korra aerial strong up.png
Line 187: Line 275:
|input= j8S / Jump Up Strong
|input= j8S / Jump Up Strong
|data=
|data=
{{AttackData-NASB
|Damage=13%
|Startup=16
|Active=16 - 20
|Total Frames=40
|Safety=-7 (-4 held)
|description=
Placeholder
Placeholder
}}
}}
 
}} <br>
 
{{MoveData
{{MoveData
|image= NASB korra aerial strong down.png
|image= NASB korra aerial strong down.png
Line 198: Line 293:
|input= j2S / Jump Down Strong
|input= j2S / Jump Down Strong
|data=
|data=
{{AttackData-NASB
|Damage=15%
|Startup=17
|Active=17 - 22
|Total Frames=50
|Safety=-5 (-2 held)
|description=
Placeholder
Placeholder
}}
}}
}} <br>


=== Special Attacks ===
=== Special Attacks ===
{{MoveData
{{MoveData
|image= NASB korra special mid.png
|image= NASB korra special mid.png
|caption= You think you're safe all the way over there?
|caption= ''I turned into a rock now I got a big fist!''
|name= Bending Leap
|name= Bending Leap
|linkname= 5P
|linkname= 5P
|input= 5P / Neutral Special
|input= 5P / Neutral Special
|data=
|data=
{{AttackData-NASB
|Damage=25%
|Startup=7 upon release
|Active=
|Total Frames=40 - 70
|Safety=-5
|description=
Placeholder
Placeholder
}}
* Takes 22 frames to enter charge state. Charge can be released as early as frame 22 and as late as frame 61.
 
* Active frames and travel distance scale with charge.
* Can be jump-canceled in the early frames of the release. Korra gets a large boost of horizontal momentum out of doing so.
}}
}} <br>


{{MoveData
{{MoveData
Line 221: Line 334:
|input= 8P / Up Special
|input= 8P / Up Special
|data=
|data=
{{AttackData-NASB
|Damage=7%, 12%
|Startup=7*
|Active=7 - 20*
|Total Frames=40
|Safety=-24
}}
{{AttackData-NASB
|Damage=16%, 20%
|Startup=7
|Active=7 - 27
|Total Frames=40
|Safety=-79
|description=
Placeholder
Placeholder
}}
* Takes 10 frames to enter up special charge state. Can be released as soon as frame 11.
 
* If Korra hits an opponent or their block on the way up, she will not got into freefall at the end of the move.
}}
}} <br>


{{MoveData
{{MoveData
Line 232: Line 361:
|input= 2P / Down Special
|input= 2P / Down Special
|data=
|data=
{{AttackData-NASB
|Damage=7%
|Startup=16
|Active=16 - End
|Total Frames=-
|Safety=-26
|description=
Placeholder
* There are 20 frames of recovery after letting go of the attack.
}}
}} <br>
{{MoveData
|image= NASB korra special down.png
|caption= '''FOOTDIVE'''
|name= Flaming Divekick
|linkname= j2P
|input= j2P / Jump Down Special
|data=
{{AttackData-NASB
|Damage=5%
|Startup=21
|Active=21 - 33
|Total Frames=40
|Safety=+13
|description=
Placeholder
Placeholder
}}
* Refreshes Korra's double jump.
}}
}} <br>
   
   
=== Taunt ===
=== Taunt ===
Line 239: Line 396:
{{MoveData
{{MoveData
|image= NASB korra taunt.png
|image= NASB korra taunt.png
|caption=
|caption= Ora ora!
|name= Taunt
|name= Taunt
|linkname= Weapon Activation
|linkname= Weapon Activation
|input= Taunt Button
|input= Taunt Button
|data=
|data=
Ora ora!
Placeholder
  }}
  }}



Revision as of 23:36, 9 November 2022

Story

I’m the avatar, you gotta deal with it!

Korra is the avatar of team avatar, with help from her friends Bolin, Mako, and Asami she uses her powers to save the world.

Gameplay

Korra is a close range brawler who is mainly looking for grabs to dish out enormous damage. Some of Korra's moves require extremely precise timing to get the right hitbox like down tilt, up air, or nair. She is very combo-oriented with her Light attacks and she has very strong special attacks. As a trade-off, she lacks a projectile and getting in against characters quicker than her can be somewhat difficult.

If you like having strong specials and an aggressive offense, Korra is for you!

Korra

NASB korra character.png
Franchise

The Legend of Korra

Weight Class

Middle

Character Discord

Korra character discord

Home Stage

Harmonic Convergence

Strengths Weaknesses
  • Special Cancels: Korra can cancel her Light attacks into her other lights, giving her a combo-based, offensive game. She can also jump out of her Down Special for pressure.
  • Shield game: Korra can practically live in her shield due to her having good options out of it. Acting out of shield is extremely quick, so having a frame six up strong and a brutal grab game makes for great punishes.
  • Strong Variants: Korra has the unique trait of having different variants of her strongs based on how long the button is held. If you tap the button her strongs will have more hitstun but less knockback. On the other hand, if you hold the button it will have more knockback but less hitstun. This gives korra more mix-up potential.
  • Canon: With Korra's wide stance, height, and weight she is easy to combo. In nasb where one hit can convert into a kill she usually ends up getting destroyed just like in her show.
  • Variables: Korra's game plan is extremely inconsistent due to it being extremely grab-heavy and di dependent.

Moves List

Light Attacks

Forward Jab
5L / Neutral Light
NASB korra light mid.png
Damage Startup Frames Active Frames Total Frames Safety
5%, 5% 5, 5 5-7, 5-6 22, 30 -8, -

Two straightforward punches.

  • Can cancel into neutral light 2 upon hitting an opponent as early as frame 6, but cannot be canceled if you hit an opponent's guard.
  • First hit puts the opponent into a tech situation.


Uppercut
8L / Up Light
NASB korra light up.png
Damage Startup Frames Active Frames Total Frames Safety
8%, 8% 6, 6 6-8, 6-7 29, 30 -14, -

Placeholder

  • Can cancel into up light 2 upon hitting an opponent as early as frame 7, but cannot be canceled if you hit an opponent's guard.


Slamming Fist
2L / Down Light
NASB korra light down.png
Damage Startup Frames Active Frames Total Frames Safety
10%, 10% 7, 6 7-10, 6-7 20, 35 -9, -

Placeholder

  • Can cancel into down light 2 upon hitting an opponent as early as frame 8, but cannot be canceled if you hit an opponent's guard.


Air Handstand
66L / Run Light
NASB korra dash light.png
Damage Startup Frames Active Frames Total Frames Safety
8% 5 5 - 12 40 -38

Placeholder

  • Makes Korra airborne.
  • Applies more frames of Hitlag to the herself than her opponent, resulting in Korra having to wait 7 more frames than usual to be able to cancel Light Dash Attack.


Jumping/Air Light Attacks

Full Knee Spin
j5L / Jump Light
NASB korra aerial light mid.png
Damage Startup Frames Active Frames Total Frames Safety
9% 5 5 - 9 23 -6

Placeholder


Backflip Kick
j8L / Jump Up Light
NASB korra aerial light up.png
Damage Startup Frames Active Frames Total Frames Safety
8% 6 6 - 10 29 -6

Placeholder


Double Slamming Fists
j2L / Jump Down Light
NASB korra aerial light down.png
Damage Startup Frames Active Frames Total Frames Safety
10% 6 6 - 9 32 -6

Placeholder


Strong Attacks

Strong Punch
5S / Neutral Strong
NASB korra strong mid.png
Damage Startup Frames Active Frames Total Frames Safety
14% 16 16 - 20 59 -23 (-20 held)

Placeholder


Power Uppercut
8S / Up Strong
NASB korra strong up.png
I'm SHOR-YOU-get the joke at this point
Damage Startup Frames Active Frames Total Frames Safety
13% 6 6 - 15 40 -19 (-16 held)

Placeholder


Axe Kick
2S / Down Strong
NASB korra strong down.png
Chops the wood and starts a fire at the same time!
Damage Startup Frames Active Frames Total Frames Safety
15% 13 13 - 19 40 -7 (-4 held)

Placeholder


Tornado Charge
66S / Run Strong
NASB korra dash strong.png
Damage Startup Frames Active Frames Total Frames Safety
13% 11 11 - 22 43 -16

Placeholder


Jumping/Air Strong Attacks

Roundhouse Kick
j5S / Jump Strong
NASB korra aerial strong mid.png
Damage Startup Frames Active Frames Total Frames Safety
14% 17 17 - 21 43 -6 (-3 held)

Placeholder


Upward Kick
j8S / Jump Up Strong
NASB korra aerial strong up.png
Damage Startup Frames Active Frames Total Frames Safety
13% 16 16 - 20 40 -7 (-4 held)

Placeholder


Aerial Stomp
j2S / Jump Down Strong
NASB korra aerial strong down.png
An all expenses paid trip to the blast zone
Damage Startup Frames Active Frames Total Frames Safety
15% 17 17 - 22 50 -5 (-2 held)

Placeholder


Special Attacks

Bending Leap
5P / Neutral Special
NASB korra special mid.png
I turned into a rock now I got a big fist!
Damage Startup Frames Active Frames Total Frames Safety
25% 7 upon release - 40 - 70 -5

Placeholder

  • Takes 22 frames to enter charge state. Charge can be released as early as frame 22 and as late as frame 61.
  • Active frames and travel distance scale with charge.
  • Can be jump-canceled in the early frames of the release. Korra gets a large boost of horizontal momentum out of doing so.


Avatar Soar
8P / Up Special
NASB korra special up.png
Pictured: Korra shooting to the top of the tier lists
Damage Startup Frames Active Frames Total Frames Safety
7%, 12% 7* 7 - 20* 40 -24
Damage Startup Frames Active Frames Total Frames Safety
16%, 20% 7 7 - 27 40 -79

Placeholder

  • Takes 10 frames to enter up special charge state. Can be released as soon as frame 11.
  • If Korra hits an opponent or their block on the way up, she will not got into freefall at the end of the move.


Landslide
2P / Down Special
NASB korra special down.png
Damage Startup Frames Active Frames Total Frames Safety
7% 16 16 - End - -26

Placeholder

  • There are 20 frames of recovery after letting go of the attack.


Flaming Divekick
j2P / Jump Down Special
NASB korra special down.png
FOOTDIVE
Damage Startup Frames Active Frames Total Frames Safety
5% 21 21 - 33 40 +13

Placeholder

  • Refreshes Korra's double jump.


Taunt

Taunt
Taunt Button
NASB korra taunt.png
Ora ora!
Placeholder

Colors

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