Nickelodeon All-Star Brawl/Korra

From SuperCombo Wiki

Story

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

Korra is the hot-headed avatar of Team Avatar, with help from her friends Bolin, Mako, and Asami she uses her powers to save the world. She is depicted as the current incarnation of Raava's Avatar—the spiritual embodiment of balance and change—responsible for maintaining peace and harmony in the world. She is the immediate reincarnation of Aang.

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 jump 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

NASB korra character.png NASB korra alt costume 1 .png

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