Nickelodeon All-Star Brawl 2/Korra

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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.

NASB2 KorraStock.png Korra

NASB2 Korra Costume00.png
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

KorraCord


Strengths Weaknesses
  • Good Movement: Between Grounded Up Special, Side Special, and Air Down Strong, Korra has many tools for chasing opponents toward the blastzone.
  • Strong Combos: Thanks in part to her great movement, Korra can combo off nearly every move in her kit, at the right percents. She can often force stray hits to become combos by spending slime on Side Special
  • Edgeguarding: Korra has many tools to prevent opponents from reaching the ledge. Air Down Special, Strong Up Air, and (Slime) Neutral Special can wall out opponents.
  • Fall Speed: Korra's insane fall speed leads to some of the most devastating, consistent & hard to escape combos in the game.
  • Linear Recovery: Korra's Up Special is one of the few that doesn't snap ledge until the animation has completed, allowing for disjointed pokes that cover the ledge to make recovering a living nightmare for our avatar.

Moveset

Ground Light Attacks

Elemental Combo
Light
NASB2 Korra LightNeutral-ElementalCombo.png
Damage Startup Active Frames Total Frames Safety
3% 4 4-5 21 -5
  • Korra's fastest attack.
  • 4 Hit Jab Combo, more data necessary to input, lotta cancel windows.
  • Can be Combo'd into itself at mid percents, and Up Charge at mid to high percents.


Water Whips
Forward+Light
NASB2 Korra LightForward-WaterWhips.png
"Footsies"
Damage Startup Active Frames Total Frames Safety
10% 10 10-17 32 -14
  • Korra whips her arms around and bends water outwards
  • Doesn't kill, but is disjointed and fairly long range. Can be slime cancelled into your imagination.


Rising Kick
Up+Light
NASB2 Korra LightUp-RisingKick.png
Damage Startup Active Frames Total Frames Safety
10% / 7% 9 / 10 9-16 / 10-21 32 -13
  • Korra kicks air upward while rising into the air. Has a direct hit and a gust hitbox
  • The hop can be used to avoid shield-grabs


Earth Shattering Punch
Down+Light
NASB2 Korra LightDown-EarthShatteringPunch.png
Damage Startup Active Frames Total Frames Safety
6% / 10% 10 10-12 / 10-13 37 -22
  • Korra punches the ground, causing an earth spike to appear in front of her
  • The melee hit sends outward, the earth hit sends upward


Waterbending Slide
Light (Running)
NASB2 Korra DashAttack-WaterbendingSlide.png
Damage Startup Active Frames Total Frames Safety
10% / 3% 8 / 18 8-18 / 18-38 50 -25
  • Korra slides forward with a wave of water, then sends forward a small water projectile.
  • Two hits. The second hit is easy to combo off of


Air Light Attacks

Spinning Spirit Kick
Light (Airborne)
NASB2 Korra LightNeutralAir-SpinningSpiritKick.png
Damage Startup Active Frames Total Frames Safety
10% 8 8-37 45 -4
  • Default Neutral Air Light.
  • Perform after using a Water Attack.
  • Has the most horizontal range of the four.
Light (Airborne)
NASB2 Korra LightNeutralAir-SpinningSpiritKick Earth.png
Damage Startup Active Frames Total Frames Safety
8% 8 8-37 45 +0
  • Perform after using an Earth Attack.
  • Has the most Safety on Block of the four
Light (Airborne)
NASB2 Korra LightNeutralAir-SpinningSpiritKick Fire.png
Damage Startup Active Frames Total Frames Safety
10% 8 8-37 45 -6
  • Perform after using a Fire Attack.
  • Is a multi-hit, and has the greatest knockback of the four.
Light (Airborne)
NASB2 Korra LightNeutralAir-SpinningSpiritKick Air.png
Damage Startup Active Frames Total Frames Safety
7% 8 8-37 45 -4
  • Perform after using an Air Attack.
  • Korra has decreased gravity while using this move.
  • Has the least knockback of the four, making it good for combos


Fire Daggers
Forward+Light (Airborne)
NASB2 Korra LightForwardAir-FireDaggers.png
Damage Startup Active Frames Total Frames Safety
12% 7 7-14 36 -1
  • Korra jabs forward with a flaming fist.


Cold Edge
Back+Light (Airborne)
NASB2 Korra LightBackAir-ColdEdge.png
Damage Startup Active Frames Total Frames Safety
9% 6 6-12 31 +1
  • Korra swipes behind her with an icicle.


Sky Hunter
Up+Light (Airborne)
NASB2 Korra LightUpAir-SkyHunter.png
Damage Startup Active Frames Total Frames Safety
13% / 11% / 7% 8 / 11 8-17 / 11-24 38 -1
  • Korra flips, kicking Air upward
  • Has a melee hit and an Air projectile.
  • Can be chained into itself; great for juggling opponents


Earth Spike
Down+Light (Airborne)
NASB2 Korra LightDownAir-EarthSpike.png
"Ganondorf would be proud"
Damage Startup Active Frames Total Frames Safety
16% / 10% 16 16-20 44 -2 / -10
  • Korra stomps downward, causing Earth hazards when near the floor.
  • Melee hit is a strong spike. Earth sends upward


Ground Strong Attacks

Inferno
Strong
NASB2 Korra ChargeForward-Inferno.png
"Footsies, but deadlier this time"
Damage Startup Active Frames Total Frames Safety
14% / 13% 18 18-27 57 -25
  • Amazingly disjointed grounded poke and kill option.
  • Go-to ledge trapping too for antsy opponents who love attacking from the ledge (or can't ledgedash).


Crescent Gale Kick
Up+Strong
NASB2 Korra ChargeUp-CrescentGaleKick.png
Damage Startup Active Frames Total Frames Safety
16% 7 7-17 47 -26
  • Strong option when used from Block
  • Can often be followed up with Grounded Up Special to chase opponents upward


Axe Stomp
Down+Strong
NASB2 Korra ChargeDown-AxeStomp.png
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
  • Korra stomps forward and backward, spawning Earth at her feet
  • The stomp can spike opponents hanging on ledge


Air Strong Attacks

Flame Cannon
Strong (Airborne)
NASB2 Korra ChargeForwardAir-FlameCannon.png
"THE Combo Ender"
Damage Startup Active Frames Total Frames Safety
14% 15 / 15 15-17 / 15-23 -16 / -18 -16 / -18
  • Kills absurdly early and consistently, AND is extremely convenient to route into
  • Useful after a Grounded Up Special to catch high recoveries surprisingly fast


Aerial Earthbending
Up+Strong (Airborne)
NASB2 Korra ChargeUpAir-AerialEarthbending.png
"A bit of an oxymoron"
Damage Startup Active Frames Total Frames Safety
14% / 12% / (?) 19 / 19 / (?) 19-23 / 19-end / (?) 49 / 49 / (?) +2 / +3 / (?)
  • Has 1-2 melee hits. 2nd melee hit is a spike, only used if Korra inputs this move a 2nd time
  • Rock projectile flies in an arc. Its angle is dependent on Korra's speed at the time of execution.
  • (frame data not available for 2nd hit)


Dive Blast
Down+Strong (Airborne)
NASB2 Korra ChargeDownAir-DiveBlast.png
Damage Startup Active Frames Total Frames Safety
12% 12 12-36 53 -12
  • Korra uses Air to dive diagonally down.
  • Offstage, can lead into Forward Aerial for early KO's


Special Attacks

Waterbend
Special
NASB2 Korra SpecialNeutral-Waterbend.png
Damage Startup Active Frames Total Frames Safety
1% / 8% 6 / 25 6-15 / 25-27 49 or 44 (?) -13
  • 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.
  • At low percents, leads to Grab if Korra hits an opponent behind her
Special (Airborne)
NASB2 Korra SpecialNeutral-WaterbendAir.png
Damage Startup Active Frames Total Frames Safety
1% / 10% 6 / 26 6-21 / 26-39 54 or (?) -46 / -29 / (+0)
  • Korra surrounds herself with a water ring, then sends it forward.
  • 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.
  • Has fewer total frames if the early frames of the water ring hits an opponent.
Slime+Special
NASB2 Korra SpecialNeutral-WaterbendSlime.png
Damage Startup Active Frames Total Frames Safety
2%/ 12% / 8% 6 / 25 6-15 / 25-44 (?) -13 to +19
  • The Slime version, sends the water up and then crashing down.
  • Pops up for potential combos at the start, has a heavily disjointed and powerful spike near the end, also has a "splash" hitbox at the very end that kills off the side.


Burning Tackle
Forward+Special
NASB2 Korra SpecialForward-BurningTackle.png
"The party starter"
Damage Startup Active Frames Total Frames Safety
0% 0 0-0 0 -0
  • Korra bursts forward with Fire
  • The move can be interrupted by pressing Block


Metalbending
Down+Special
NASB2 Korra SpecialDown-Metalbending.png
Damage Startup Active Frames Total Frames Safety
9% / 5% 16 16-18 57 -33 / -22
  • Korra performs a frontal attack with a metal wire.
  • 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.
Down+Special (Airborne)
NASB2 Korra SpecialDown-Metalbending Air.png
Damage Startup Active Frames Total Frames Safety
9% / 5% 16 16-18 56 / (?) -8
  • 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.
  • Has fewer total frames on hit; can act sooner if she hits an opponent


Air Impulse
Up+Special
NASB2 Korra SpecialUp-EarthAirImpulse.png
Damage Startup Active Frames Total Frames Safety
6% 13 13-20 / 15-32 32 +20 / +7
  • 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.
  • Fantastic combo tool when used after a Slime Cancel.
Up+Special (Airborne)
NASB2 Korra SpecialUp-EarthAirImpulseAir.png
Damage Startup Active Frames Total Frames Safety
2% / 7% 10 10-33 / 34-37 40 -112
  • 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.
  • Does not snap to ledge.
  • Inconsistent for KO's off the top. Slime makes it much more consistent


Grab/Throws

Grab
Grab
NASB2 Korra Grab.png
Damage Startup Active Frames Total Frames Safety
0% 8 8-9 35 _
  • Korra wraps an opponent with water


Dash Grab
Grab (Running)
NASB2 Korra DashGrab.png
Damage Startup Active Frames Total Frames Safety
0% 13 13-14 43 _
  • Slower, but further reaching than her normal Grab


Grab Pummel
Light (Grabbing)
NASB2 Korra Pummel.png
Damage Startup Active Frames Total Frames Safety
1% 11 _ 32 _
  • A standard pummel that deals 1%


Up Throw
Up (Grabbing)
NASB2 Korra UpThrow.png
Damage Startup Active Frames Total Frames Safety
6% 16 _ 50 _
  • Korra tosses an opponent upward
  • Difficult / impossible to follow-up on at low percents
  • At high percents, may send straight upward depending on DI


Forward Throw
Forward (Grabbing)
NASB2 Korra ForwardThrow.png
Damage Startup Active Frames Total Frames Safety
6% 20 _ 46 _
  • Tosses the opponent forward


Down Throw
Down (Grabbing)
NASB2 Korra DownThrow.png
Damage Startup Active Frames Total Frames Safety
8% 27 _ 50 _
  • Generally Korra's best combo throw at low percents
  • At high percents, may send straight upward depending on DI


Back Throw
Back (Grabbing)
NASB2 Korra BackThrow.png
Damage Startup Active Frames Total Frames Safety
6% 27 _ 50 _
  • Korra's best throw for directly securing KO's, without needing a follow-up


Super

Super
Slime+Light
NASB2 Korra Super.png
"Time to Use the Avatar State!"
Damage Startup Active Frames Total Frames Safety
40% 26 1 or 4? 48 N/A
  • Invincible on startup, extremely funny (and surprisingly useful) tool for disrespecting your opponent's pressure.
  • Time to Use the Avatar State!



Taunts

Taunt
Taunt
NASB2 Korra TauntNeutral.png
"I'm the Avatar, you gotta deal with it!"
Damage Startup Active Frames Total Frames Safety
00% 0 0-0 0 -0
  • DESCRIPTION PLACEHOLDER
  • DESCRIPTION PLACEHOLDER


Down Taunt
Down+Taunt
NASB2 Korra TauntDown.png
"You are very... muscular for a woman"
Damage Startup Active Frames Total Frames Safety
00% 0 0-0 0 -0
  • DESCRIPTION PLACEHOLDER
  • DESCRIPTION PLACEHOLDER


Up Taunt
Up+Taunt
NASB2 Korra TauntUp.png
"Why don't you come and find out?"
Damage Startup Active Frames Total Frames Safety
00% 0 0-0 0 -0
  • DESCRIPTION PLACEHOLDER
  • DESCRIPTION PLACEHOLDER



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

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Matchups

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