Korra

Side Special
 Up Special
 Down Special
 Final Smash
 Extra Skill
 Franchise
 Show of Origin
 Release Date of Origin
 Other Appearances
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## **Character Info**

The most recent in a long line of Avatars and the first Avatar to be born after the founding of Republic City. Unlike her predecessor Aang, Korra struggled with the spiritual aspect of being the Avatar yet thrived in combat. During her tenure as the Avatar she and her friends Mako, Bolin, and Asami took down Amon and the Equalists as well as played a part in the Harmonic Convergence when her uncle Unalaq sought to free the dark spirit Vaatu from its slumber. During this conflict Korra’s connection to the light spirit Raava was severed as well as her connection to the spirits of the previous Avatars. With help from Jinora, Korra was able to rekindle her connection to Raava and recreate the Avatar Spirit as she dissipated the Dark Avatar, Unalaq, who had merged with Vaatu.

## **General Information**

### **Entrance**

Korra will ride up on the stage atop her pet polar bear dog, Naga, and jump off to ready herself for battle.

### **Kirby Hat**

Kirby will have Korra’s complete hairstyle atop his head.

### **Taunts**

**Up Taunt:** Korra’s eyes will glow blue-white  as her hair begins to float through the air slightly as she briefly activates the Avatar State.

**Down Taunt:** Korra will play with a little ball of fire as she bounces it in the air with her knees a couple times.

**Side Taunt:** Korra will wave her arms as she weaves a small stream of water circling around her waist and over her arms.

### **Victory Poses**

1. Korra and Naga will jump up at each other and give each other a great big high five to celebrate Korra’s victory.
2. Korra will juggle little spheres of water, earth, fire, and air in her hands before punching each sphere off in a different direction.
3. Korra will mimic the beginning of the intro the The Legend of Korra showing off different Avatars performing stances and techniques related to their element. In order this features first an Earth Kingdom stance landing on the ground and ripping a square chunk of earth out of the ground sending it flying with a fist raised into the air before leaping to the left and and raising her arms up to rip another chunk of earth up and punching it off to the left, then a Fire Nation stance where she sweeps towards the right and conjures a large blast of fire which erupts off screen followed by a second, smaller, stream which is fired from her fingertip before she steps to the left and swings out an arm creating an arc of flame around and behind her, next an Air Nomad stance where she swings her body around so that she’s holding herself up against the ground with only her fingertip before kicking around her body and bringing up gusts of wind with her feet as she leaps and twists her body through the air before landing on her feet and bending her body so that only one foot is against the ground and the rest of her body lying parallel to it as she lets loose a gust of wind from her hand towards the right side of the screen, and then finally a Water Tribe stance where Korra will face her back to the camera before creating a water spout and turning towards the camera as the water becomes almost dolphin-like in shape as Korra which she swings around in front of her body before causing it to twist around her into a ring before firing it straight towards the camera.

## **Moveset**

### **Standard Special**

**Water Ball:** By just pressing the special button Korra will create a sphere of water in front of her before throwing it forwards. The Water Ball technique isn’t super strong and is more for knocking enemies back than for damaging them. Korra does have the option though of charging up this attack. When this happens Korra will freeze the Water Ball over with ice once it's done forming before throwing it forwards. This Ice Ball technique deals more damage than the base Water Ball and has a small chance to freeze opponents that it hits.

### **Side Special**

**Fire Pinwheel:** Korra will form a shuriken made of flames which spins rapidly in front of her before being launched forwards. This Fire Pinwheel can be angled so that it gets tossed in different directions and will fly forwards in a straight line about half the distance of Battlefield before it hangs in midair a bit and returns back to where it was initially thrown. If Korra moves to a new location after throwing the Fire Pinwheel it won’t return to her, it will just go right back to where she was when it was initially thrown and then peter out. This attack deals multiple small hits of damage to opponents as it travels along its path however if it hits a total of 3 targets it will dissipate upon hitting the third target instead of returning to its original launch point.

### **Up Special**

**Earth Launch:** This move allows Korra to summon a tower of earthen stone to just out from below her and launch her up into the air. This stone tower lingers for a second acting as an obstacle on the stage, but beyond that this move is effectively over once Korra has been launched into the air. Korra can attack at any time once she’s in the air and doing so will halt her trajectory. By charging up this attack Korra can summon a small jagged slag of stone, wider and taller than the base version, which will launch her up further into the air. This earthen slab can also damage and launch up other fighters or items that were next to Korra, but they don’t go as far up into the air as she does. This slab also sticks around longer on the stage than the tower does, lasting for about 2.5 seconds.

### **Down Special**

**Air Punch:** This is a combo special that can be pressed up to three times to continue its assault. The first input has Korra punching forwards as her fist is covered in swirling winds. This punch is damaging in close quarters, but the main purpose for this attack is that when the punch is thrown a small blast of wind will fire out from her fist as a projectile. The damage from this attack is small and the amount of knockback it deals gets weaker the further it travels. A second press of the special button will have Korra follow up with a punch from her opposite hand and a third press ends the assault with a forward kick. Both punch attacks are equal in strength, but the kick is both more powerful in damage and knockback, but the air attack is a longer stream of air as well. Following through with the full attack will cause Korra to need to take a brief break before she can attack again.

### **Final Smash**

**Harmonic Convergence:** Raava will fly out from Korra’s body and travel in a straight line until she either reaches the blast zone or runs into another fighter. If the latter occurs Raava will surround them and wrap her body around them as the fighter is taken into a cinematic. The cinematic picks up in the Spirit World during the Harmonic Convergence and shows Raava re-entering Korra’s body as Korra glows a brilliant blue and becomes gargantuan in height. Korra will then fire a massive beam of blue-white energy which rips through the air and blasts the opponent so hard they go flying out of the Spirit World and return back to the main fight. This Final Smash isn’t as heavy as a damage dealer as others, however when the fighter comes back to the stage they’ll find that their defensive and offensive stats are lowered as their Spirit was what was attacked during the Final Smash.

### **Extra Skill**

**Energybending:** This Extra Skill is similar to Aang’s in that it allows Korra to bend spiritual energy and regain some health. However while Aang’s Extra Skill is a command grab, Korra’s is a counter. When being attacked by an opponent Korra can use Spiritbending to counter the attack and heal herself 30% of the damage the attack would have done to her. The opponent takes damage equal to the same amount that Korra healed and gets blasted a short distance away.

## **Alternate Costumes**

1. **Default**
2. **Earth Kingdom** - Korra’s outfit takes on a green and brown color scheme reflecting that of the Earth Kingdom.
3. **Fire Nation** - Korra’s outfit takes on a red and black color scheme reflecting that of the Fire Nation.
4. **Air Nation** - Korra's outfit takes on a red and black color scheme reflecting that of the Air Nation.
5. **Fire Ferrets** - Korra’s outfit takes on a red and white color scheme referencing the Fire Ferrets pro-bending team.
6. **Gray** - Korra’s outfit takes on a gray and tan color scheme.
7. **Pink** - Korra’s outfit takes on a pink and black color scheme.
8. **White** - Korra’s outfit takes on a white and cyan color scheme.
9. **Black** - Korra’s outfit takes on a black and brown color scheme.
10. **Dark Blue** - Korra’s outfit takes on a dark blue and pale yellow color scheme.

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