LancerStaff
Smash Hero
I mean, Pit's Nair is insane for completely different reasons... I'm going to say Pit's better at catching landings because he's faster, has a bunch of multihit aerials, and a faster dash attack. Pit's got frame traps and kill confirms too.LancerStaff
Range? Corrin's nair is huge. Can wall out a lot of characters. Also many of his aerials are great for catching landings and juggling because of their range (fair and up air comes to mind). Ryo has shown people that there are several frame traps at the ledge that can kill many of the characters in the roster at mid-high %.
That's all I can think of atm.
In what way is DL a mobility option...? I'm not seeing how Corrin has a better advantage since Pit's got better mobility and SHAC everything. Or kill options.Corrin has better kill options, better range overall, I'd say he has better advantage and a better combo game, and dragon lunge means he can be pretty mobile.
You know ithe frame data's not that simple, Shaya. Pit's Nair and Fair are multihit. You can't perfect shield them properly, and they're effectively both rising and falling aerials at the same time. Pit's Nair especially because it's ridiculously easy to cross up shields with. I'm curious, any idea how long the effective startup on Corrin's aerials would be if you're going for maximum safety? And also some perfect shield numbers...Corrin has long duration arcing hitboxes.
A significantly better set of tilts.
I'm not sure how he has a better advantage, Pit has to control space and make reads to get continual follow ups. Corrin just throws out another fair or nair and it does all the work for them.
Corrin at this time is probably taking less harassment from recovering than Pit does.
Corrin's projectile is not a projectile like you are pretending it is... not a neutral tool at all (neither is ZSS paralyzer).
Side-b is a long range anti-ground kill move, set up move, and mobility tool. Nothing else like this exists in this game.
Well, a generally safer landing nair than Pit's which can be fallen out of whilst requiring an AC.Code:Corrin Neutral Air Strong [- 7,-49] [-40,-41] [-33,-34] Neutral Air Weak [- 8,-48] [-29,-40] [-22,-33] Forward Air [- 8,-29] [-17,-20] [-19,-22] Back Air [- 6,-33] [-21,-24] [-17,-20] Up Air [- 8,-39] [-24,-29] [-18,-23] Down Air [-23,-50] [-13,-29] [-20,-36] Dair Landing [-16] Pit Neutral Air Final [-20,-24] [- 5] [-26] Forward Air Final [-16,-24] [- 8,- 9] [-23,-24] Back Air Strong [-12,-28] [-11,-13] [-20,-22] Up Air Final [-21,-32] [-12,-13] [-21,-22] Down Air [-17,-41] [-20,-22] [-17,-19]
As safe a forward air while being a significantly better forward air
Significantly safer up air
...
I wouldn't say Corrin is definitely better than Pit.
But you're being silly for the rest Lancer
Pit's Dair (in comparison to Corrin's Fair namely) is similar, although it simply ends in a SH and be acted out of before hitting the ground. In terms of safety while using it in a way to get a solid follow-up I think Pit's would be better, although I can't do the math right now.
Usmash is a lot more then decent... Lasts 12 frames, comes out frame 6 (the fastest Usmash period I believe) and kills at 100% regardless of where you hit with it. SHAC Uair/Nair and a Utilt that slides from a walk bolster his ability to catch landings. This all carries over to his platform pressure, along with a set of aerials that autocancel from a fullhop onto platforms. (Uair and Dair don't on higher platforms like SV's but that's not hard to work around.)There's lots of minor things that add up and make Corrin a different character altogether and those same things are also things that he has over Pit. I won't be listing them but I'll cover 2 big ones briefly.
First is kill potential. Pit has U-smash which is pretty decent at catching landings but otherwise is dysfunctional in many situations. He also has F-throw after a ledge getup read. His other kill moves are good, but they're not something that's all that useful in many situations.
In Corrin's case, her ability to set up 50/50 situations and landing traps, on top of being full of kill confirms off of main poking tools.
D-tilt is a very good move to get some pokes in. It also true combos into Uair kills at certain % ranges (and they're not tight % ranges either). Past that, it creates a 50/50 with Uair.
U-tilt is basically the ultimate anti-air. (Pit doesn't have anti-airs either, does he? Does pivot U-smash work?). This ultimate anti-air that gets beaten by nearly nothing sets up a 50/50 for a kill.
Fair, a great tool in neutral, sets up kill combos as early as 50%. Past the range where it'll kill confirm, it sets up another 50/50.
Nair, another great tool with a ridiculous hitbox, sets you up for non-guaranteed kills or landing traps.
DFS is good at catching landings. Close up and it kills super early. Far away and it sets up into Uair or Bair kills.
F-smash is good at catching landings.
Notice how all of these are landing traps or Uair kills? Corrin is likely the best at getting you in that sort of position and a master at capitalizing on it. If the opponent goes to the ledge, they risk an F-smash. Also 2 kill throws that start working at ~150%. They kill like 15 or 20% later than Pit's F-throw at the ledge and is more consistent in where it kills. Don't ever underrate consistency.
Second thing is platform play. Corrin's platform play is dumb. Just go to the AT thread on the Corrin boards. Really odd stuff has been found.
Pit has... U-smash landing traps and what other notable things with platforms?
There is just no way that you can even compare Corrin's advantage state to Pit's. So there you go: Corrin has a much better advantage state.
Also I do agree that Pit has a better disadvantage state, although you can't deny that being able to land with aerials and scaring people away from juggles because of counter is pretty big.
Hardly Zelda 2.0
I don't see what makes Corrin's advantage better. Pit's better at catching airdodges with lingering multihits, has an easy to land vertically Usmash, still kills off an airdodge read with Bair, and has his arrows and jumps which allow him to harass people much farther up then Corrin ever could. Arrows that can easily catch otherwise easy escape options such as Flip Jump.