One Tilt
Smash Apprentice
- Joined
- Nov 28, 2014
- Messages
- 155
Skipping the typical obligatory background a bit, the long and short of things is that my practice with Corrin has always felt disjointed and unfocused. I understand the broad strokes (edgeguard/gimp, grab often, occasional tilt/aerial true combos, juggling focus, Smashes or Uthrow to kill, et cetera), but those equate to... well, tactics, at best. At any given time, I have no tools for creating any cohesive strategy for Corrin, which cripples my ability to practice.
But let me give some examples, given how strangely I'm sure to be phrasing this. On Diddy Kong, I understand some good options for most every situation. Neutral game? I can fish for banana grabs, space some falling Fairs (which mixup into tomahawks), and possibly dtilt->fair if they get in close. My goal is to land combos with things like Dthrow->Bair->Bair, Dthrow->Uair, Dtilt->Fair, and/or to juggle with Uair, Fair, and the occasional FF Nair. My main KO methods are banana->Fsmash, Dair spikes, and Fair gimping... with the occasional read on a Dsmash/Uair KO. And when in disadvantage, I've got side B to cover some ground, B reverse bananas, and some oddball moves like downwards up B... And to top that off, I understand that my weakest point will be dealing with Diddy's recovery, along with having some mild issues with zoning characters.
It's certainly not all-encompassing, but by compare, by game plan for Corrin is... blank. I understand that Corrin's biggest strength is juggling, but not how to actually execute that. I understand that grabs are important, but not what to do afterwards (since there's no real follow-ups). I get that dragon lunge is powerful... but not how and when to use it, or when to use short hops versus instant pin versus the stock side B hop. I get that Corrin is good at edgeguarding... but not how or when to use any particular option...
Simply put, I understand the properties of Corrin's moves, but that means nothing to me when I have no real information on the when and whys of using them. I get the consistent sense of using the wrong moves at the wrong time, which I don't experience on other characters like Diddy, Mario, or Marth. Normally, just labbing, playing, learning combos, and feeling out a character's movement lets me figure out a 'method'... but Corrin hasn't worked that way, so I figure that I might be best served just asking around. The way I've learned other characters is through analysis more than anything, so having no sense for that is really keeping me from improving my Corrin game. I mean, even watching some games from Cosmo and the like isn't giving me much of a clear picture to work with-- I can see the tools, but not how they fit together, I guess?
tl;dr: What should I be the -first- thing I try and really hone in on to play Corrin? The basic 'go-to' plan that I could iron out labbing some AI games, that I could build upon in real games later? For Mario, it was throw combos, bair, and nair. For Marth, it was tippered Ftilt, jab strings, and dancing blade. For Diddy, it was banana grabs, Fair, and Uair. But for Corrin? All I really have is hitbox and frame data in a vacuum, rather than any sort of strategy. ._.
As always, thanks to anyone who can navigate my wallposts-- I comprehend brevity even less than Corrin's playstyle.
But let me give some examples, given how strangely I'm sure to be phrasing this. On Diddy Kong, I understand some good options for most every situation. Neutral game? I can fish for banana grabs, space some falling Fairs (which mixup into tomahawks), and possibly dtilt->fair if they get in close. My goal is to land combos with things like Dthrow->Bair->Bair, Dthrow->Uair, Dtilt->Fair, and/or to juggle with Uair, Fair, and the occasional FF Nair. My main KO methods are banana->Fsmash, Dair spikes, and Fair gimping... with the occasional read on a Dsmash/Uair KO. And when in disadvantage, I've got side B to cover some ground, B reverse bananas, and some oddball moves like downwards up B... And to top that off, I understand that my weakest point will be dealing with Diddy's recovery, along with having some mild issues with zoning characters.
It's certainly not all-encompassing, but by compare, by game plan for Corrin is... blank. I understand that Corrin's biggest strength is juggling, but not how to actually execute that. I understand that grabs are important, but not what to do afterwards (since there's no real follow-ups). I get that dragon lunge is powerful... but not how and when to use it, or when to use short hops versus instant pin versus the stock side B hop. I get that Corrin is good at edgeguarding... but not how or when to use any particular option...
Simply put, I understand the properties of Corrin's moves, but that means nothing to me when I have no real information on the when and whys of using them. I get the consistent sense of using the wrong moves at the wrong time, which I don't experience on other characters like Diddy, Mario, or Marth. Normally, just labbing, playing, learning combos, and feeling out a character's movement lets me figure out a 'method'... but Corrin hasn't worked that way, so I figure that I might be best served just asking around. The way I've learned other characters is through analysis more than anything, so having no sense for that is really keeping me from improving my Corrin game. I mean, even watching some games from Cosmo and the like isn't giving me much of a clear picture to work with-- I can see the tools, but not how they fit together, I guess?
tl;dr: What should I be the -first- thing I try and really hone in on to play Corrin? The basic 'go-to' plan that I could iron out labbing some AI games, that I could build upon in real games later? For Mario, it was throw combos, bair, and nair. For Marth, it was tippered Ftilt, jab strings, and dancing blade. For Diddy, it was banana grabs, Fair, and Uair. But for Corrin? All I really have is hitbox and frame data in a vacuum, rather than any sort of strategy. ._.
As always, thanks to anyone who can navigate my wallposts-- I comprehend brevity even less than Corrin's playstyle.