The official Techniques 101 post highlights aerial somersaults.
Avatar · Launch roster · S tier launch snapshot
Korra Guide
Korra is the early strength pick in the accessible launch ranking, while her official somersault showcase gives beginners one high-or-low interaction to study.

Who is Korra in the roster?
Korra is the base launch-roster fighter. Do not merge her page with the separate Nightmare Korra unlockable slot.
Use Korra when you want a top-tier launch recommendation and are comfortable testing a specific high-or-low decision rather than following only a movement tutorial.
What tools can the public sources confirm?
The post describes the somersault threat as able to hit high or trip the opponent’s ankles.
A current player video breaks down an advanced Korra combo.
Moves & Inputs
Community-documented command list (Avatar Wiki + SuperCombo cross-checked). All inputs are cross-checked against Avatar Wiki and SuperCombo as of July 29, 2026. Rows where the sources disagree are flagged inline. This is community documentation, not a first-party Training capture or numeric frame-data table.
Command normals, Flow moves, specials, and supers represented in the Avatar Wiki page; each row carries its own cross-check result.
Swipe table horizontally to compare every column →
| Section | Input | Move | Description |
|---|---|---|---|
| Command Normals | 4C | Badgermole's Lift | Korra hops backward while earthbending a platform to land on. After landing on the platform, Korra can jump off or perform several follow-ups. |
| Command Normals | 6C | Boulder Crusher | Korra launches the opponent with an earthbending uppercut. Hitting grounded opponents with Boulder Crusher launches them significantly higher and leaves them in hitstun longer. Boulder crusher is only cancelable on hit. |
| Command Normals | j.8A | Wind Fist (Anti-Air) | Korra performs her jumping A attack at a more upward angle.Single source (Avatar Wiki) |
| Command Normals | j.8C | Tigershark's Fang (Anti-Air) | Korra performs her jumping C attack at a more upward angle.Single source (Avatar Wiki) |
| Flow Moves | 6D | Ignition Step (Run) | Korra uses firebending to blast herself towards the opponent. Ignition Step can be canceled into Jumps and Special Techniques. Ignition Step can also be followed up with Tempest's Roar and Reverse Featherstep.Source coverage differs — Avatar Wiki: 6D; SuperCombo additionally lists: J.D. |
| Flow Moves | 4D | Flowing Step | Korra quickly moves away from opponent with a graceful backwards airbending spin. Flowing Step can be canceled into Jumps. |
| Flow Moves | 2D | Ice Slide | Korra waterbends an ice slick to slide forward on while avoiding High Attacks. Ice Slide can be followed up with Avatar's Assault and Reverse Featherstep. |
| Flow Moves | j.D | Ignition Step (Air) | While airborne, Korra blasts herself forwards with firebending. Ignition Step (Air) is cancelable into attacks. Ignition Step (Air) can only be performed while in Avatar State or during Reverse Featherstep. |
| Specials | 236A / 236B | Wave Fist | Korra fires a powerful waterbending projectile. The B version has longer range, and longer recovery. Has several follow-up attacks. When empowered, becomes a Mid projectile. |
| Specials | 236C | Gale Fist | Korra fires a powerful airbending projectile that travels all the way across the screen. When empowered, causes a Wall Bounce.Source coverage differs — Avatar Wiki: 236C; SuperCombo additionally lists: ANY2ATTACKS. |
| Specials | 236XX | EX Gale Fist | Korra quickly fires a Gale Fist. Can be followed up with Avatar's Path on contact. When empowered, causes a Wall Bounce. Costs 1 Energy. |
| Specials | 214A / 214B | Sky Splitter | Korra attacks with an arcing airbending kick. Can be used in combos, and to counter moves that evade high attacks. When empowered, gains more hits. |
| Specials | 214[A] / 214[B] | Wildfire Splitter | Korra attacks with a powerful arcing firebending kick that lands into a flame pillar. Leaves Korra at advantage when blocked. Successfully hitting the opponent with the last hit causes Element Surge (Fire). When empowered, gain more hits and creates a larger projectile. |
| Specials | 214C | Dragon's Fang | Korra performs a fully invulnerable rising firebending knee, followed by a firebending kick that slams the opponent down. The second hit of Dragon's Fang causes a Ground Bounce. When empowered, does additional hits and a larger Ground Bounce.Source coverage differs — Avatar Wiki: 214C; SuperCombo additionally lists: ANY2ATTACKS. |
| Specials | 214XX | EX Dragon's Fang | Korra performs a fully invulnerable rising elemental combination attack. First part hits knocked down opponents. Can be followed up with Avatar's Path on contact. When empowered, first attack is larger. Costs 2 Energy. |
| Specials | j.214A / j.214B | Cyclone Kick | Korra attacks with an overhead arcing airbending kick. Can be used to end aerial combos, or as an overhead on a standing opponent. When empowered, gains more hits and leaves opponents standing. |
| Specials | j.214C | Dragon's Dive | Korra dives with a firebending kick that lands into a flame pillar. Leaves Korra at advantage when blocked. When empowered, does more hits while falling and creates a larger pillar upon landing. |
| Specials | j.214XX | Avatar's Decent | 1 EnergySingle source (Avatar Wiki) |
| Specials | 236D | Spiritual Purification | Spiritbending command throw that drains Flow from opponent then launches the opponent into the air. If hit against opponent in flow stance, drains additional Flow and removes an Energy Point from them. Costs 2 Energy unless in Avatar State. If in Avatar State, uses up a third of the timer. |
| Specials | j.214D | Flying Wave Piercer | Rising flying icebending kick that enables combo routes. Can pierce projectiles. Costs 2 Energy unless in Avatar State. If in Avatar state, uses up a third of the timer. |
| Supers | 236ABC | Avatar State (Activate) | Korra enters the Avatar State with an burst of air that launches opponent upwards. Fully invulnerable until it hits. If Unbalanced, restore Korra's Flow. When in Avatar State, gains access to Ignition Step (Air) and empowers all specials. Costs 4 Energy. |
| Supers | 214ABC | Last Stand | Korra unleashes the full power of the Avatar and seals the opponent in an elemental sphere before finishing them off with a blast of spirit energy. Fully invulnerable until it hits. Costs 7 Energy. |
A first-session Korra practice route
- 1
Test grounded normal ranges before adding the somersault.
- 2
Record the dummy defending high, then low, and compare the visible result.
- 3
Practice the community combo in segments rather than treating the full route as guaranteed.
Keep the Training input history visible. If a route uses a support, resource, corner position, or variant that does not match your setup, stop and correct the state before changing the timing.
Korra combo and Trial references
These links are study references, not proof that every displayed route still works in every build. Match the character, support, resource, position, and Trial name before practicing.
Where are the text BnBs?
Exact BnB notation requires a current-build reference that shows every input, support, resource, and position. A video title alone is not enough to produce a reliable command string.
Current deep-study route
Use these current public guides as indexed practice material. The focus comes from each guide’s public title and description; the exact inputs still need to match the live command list and footage.
Advanced-combo route presented with beginner guidance
Before you copy it: Confirm base Korra, starter, resource, position, and support from the footage before copying any segment.
Korra Advanced Combo / Beginner Guide — SwitchPlayed →How should you test Korra matchups?
There is not yet a source-backed win-rate or matchup chart for all 12 launch slots. Use these character-specific questions as a Training and replay checklist:
- Can the opponent interrupt the somersault before the high-or-low decision?
- What spacing makes the low option reach?
- Which defensive response beats both options, and what does Korra do next?
A matchup answer belongs here only after the opposing character, support, patch, range, resource state, and defensive response are stated.
Current command and frame-data method
- Open Training with Korra and enable input history.
- Open the current command list and record the exact button labels for your device.
- Use the Training frame-data display named in the current Steam description.
- Test the same move from the same position at least twice before recording a value.
This page does not backfill numbers from animation length, an old alpha video, or another fighter with the same element.
Sources and evidence limits
The official post does not publish the exact somersault input, frame advantage, or complete current move list.
Sources reviewed July 29, 2026. This page is fan-made and is not an official command list.
FAQ
Is Korra on the launch roster?
Korra is listed here as launch roster.
What tier is Korra?
The accessible July 2026 Pocket Tactics launch snapshot places Korra in S tier. This is not an official developer ranking.
Does this page include verified Korra frame data?
No. The current official store says Training Mode contains frame-data tools, but this site has not captured a current numeric table from the game.
Next step
Continue with Korra’s related Trial when available, or compare the complete launch roster.