Raziek
Charging Limit All Day
LET THE FLOODGATES OPEN!
Keep it civil.
Keep it civil.
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When on the ground, you can snap the Side B into the ground very quickly and avoid the hop by hitting A within 1-5 frames of side+B (I roll my finger from B to A if that makes sense)I've also heard talk from a SG acquaintance that if you double tap B with good timing, you can use Dragon Lunge and immediately stick to the ground?
Yes, it can! I've been able to do it a few times.I've also heard talk from a SG acquaintance that if you double tap B with good timing, you can use Dragon Lunge and immediately stick to the ground?
Yup, instant Impale, comes out crazy fast. Very spammable.When on the ground, you can snap the Side B into the ground very quickly and avoid the hop by hitting A within 1-5 frames of side+B (I roll my finger from B to A if that makes sense)
This is stage dependent, so easily works on flat stages but Lylat for example can give you problems if you do it towards a downward angle.
It's almost like they're too good at killing. Was there ever a time we doubted this would be the case?Just some general comments:
So many kill options.
1. I don;t believe you can cancel the bite. You just need to not hold down the button when you fully charge the stun so you don't do the big bite attack. If you can't follow up you are either too far away or not fast enough.can someone please answer these questions:
1. How do you cancel the bite on the stun shot? I cant seem to do it, and there are a bunch of true combos in the combo thread that say it can go into grab and a bunch of other stuff. but i tried in training mode to use this move right outside of chomp range and i still can't get combos because of the freakin chomp. someone please explain!
2. is there a way to actually input a cancel option for side B like they said we could do in the trailer? inputting down does nothing, and I can't figure out away to cancel it besides just waiting too long, which is hard to react to. Can we actually cancel it? cuz otherwise, the trailer was just lying.
3. is her dragon body stronger than her sword? i think the dragon side of her down smash did more knockback , and i know one part of her nair does 6% while the other does 8%, i'm just not sure which.
4. any moves that jab lock yet?
Thank you!!!
belongs in Gameplay thread. Merging.When watching the direct and seeing the CHOMP on Corrin's Neutral B I have suspected this move will either be a shield breaker or denter.The second they were released I got my friend into a match and told him to hold his shield. The full charge blast did quite a bit damage to shield and the CHOMP was the finishing touch. I feel the need to tell you this because shield breaks are hype as hell. A tip I have for you if you do not want to do a full blast to full power CHOMP just tap B quickly then hold it right after ( B ) + (Hold B)
I would say DH is actually a good stage for Corrin since the stage helps her with her recovery.What does everyone suppose the best and worst stages for Corrin are? I think stages with really high platforms like Town & City and Duck Hunt are probably her worst stages since her jump height isn't exactly the best... Every other stage seems solid, and Battlefield/Miiverse/Dreamland seems to open up a lot of Dragon Lunge shenanigans, it'll be fun to play there after learning how to control it more.
Her safest approach is probably Fair since you can jump away if the opponent shields it. Also a RAR retreating bair is a decent poke as well and fairly safe since the move pushes you are fair distance away. Her safest ground approaches are probably PP/Slow run dtilt or Fsmash depending on the character you are poking, but Fsmash is sooo enormous that if you space it right you probably won't get punished. Just observations though I haven't been able to test a lot of this out.Just one question. What are Corrin's approach options? I was really lost at first because I dunno what to do. Been hanging with Nair and Fair. Or those are the best approach options?
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