About
The powerful Avatar of a new generation.
Part of the Avatar Legends franchise, Korra is the Avatar after Aang and hails from the Southern Water Tribe. The White Lotus found her at a young age and decided to train her in a secure compound. After mastering 3 of the 4 elements, she went to Republic City to learn airbending from Aang's son Tenzin. Her hard-headed nature and justice sensitivity led to some fierce battles with many people throughout her life, including the masked leader of an anti-bending movement and a secret order dedicated to sending the world into chaos. She may not have won every battle she fought, but she's still credited for many great feats such as reopening the Spirit Portals, bringing back the airbender population, and dividing the world into... Oh wait, she hasn't done that just yet. Let's just say it's something for the next Avatar to worry about...
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.
Metagame
Korra is ranked 13th out of 29 on the current tier list, in the A tier. This is a sizeable improvement over her 20th out of 25 placement in the first Nickelodeon All-Star Brawl.
Korra is a particularly strong character in many departments. Her movement is tricky for a lot of players to keep up with, being uniquely special-oriented. This ease of movement allows Korra to freely confirm into a kill off of anything, even something as little as a jab. Finally, Korra also has a very strong edgeguarding game, being able to fling rocks at her opponents using her Aerial Up Strong and follow it up with her deadly Aerial Neutral Strong.
Korra is not without her weaknesses, however. Perhaps her most notable flaw is her fast fall speed, which, combined with her tall frame, makes her a combo food character for some of the cast. Korra also has a very linear vertical recovery, though she can mix it up depending on how many resources she has left when offstage.
Overall, Korra's strengths outweigh her weaknesses. While not as dominant as she was previously, her players still achieve notable results in the current metagame.
Franchise |
The Legend of Korra |
---|---|
Home Stage |
Harmonic Convergence |
Weight |
0.92 |
Fall Speed |
1.38 |
Gravity |
1.175 |
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 | -4 | |
|
Damage | Startup | Active Frames | Total Frames | Safety | |
---|---|---|---|---|---|
8% | 8 | 8-37 | 45 | +0 | |
|
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 | -4 | |
|
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
- In neutral, Korra often uses her safe aerials, such as Earth/Water nair, Fair, and Bair. Dair from a distance works well. Fire nair has a multi-hit property which can be useful, but it's easily punished if blocked
- Up air is a great juggling tool at early to mid percents
- For edgeguarding, Air Down Special, Strong Up Air, and (Slime) Neutral Special can wall out opponents trying to recover. Air neutral special can snipe opponents from far off the ledge.
- For recovery, Side special -> Strong Dair gives her good horizontal momentum. Up special cannot snap to ledge, so good spacing is key. Slime can be used to bypass ledge entirely by boosting her recovery specials, or by overshooting the ledge with Up special and canceling it.
- At high percents, Korra often sets up for KOs by launching an opponent upward. Ground Up Special allows her to chase them toward the blast zone, and follow up with Strong Forward Air for the KO. If they're sent too high, spend slime on Ground Up Special for some extra height.
- Some moves that send upward include Up Strong, Up throw, Down throw, and the rocks spawned by Dair, Down Tilt, and Down Strong.
- Down Throw and Up Throw can both send opponents straight upward, but they depend on DI. If Down throw fails to send them upward, try Up throw next time.
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
- (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.
- Air Neutral Special can be jump-canceled. If Korra is grounded, a Jump input from frame 20-22 can interrupt the move.
- 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 on hit.
- At long range, Korra gets to decide whether she 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.
- 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 50/50.)
- 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 may be 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.
- Its 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
- PLACEHOLDER
- PLACEHOLDER
- PLACEHOLDER
Matchups
+2 | |
+1 | |
0 | ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() |
1 | |
2 |
Other Resources
- Korra Guide
- PLACEHOLDER
- PLACEHOLDER
Videos
PLACEHOLDER