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Enter The Dragon

Enter The Dragon

Great guide overall, however some things DO need to be updated. For example, change the picture at the start so it says 1.1.7, if people see that they have a different version they might think the guide is outdated. Also, some more general info should be added such as jab locks, HOW to do the pin cancel on platforms, things like that.
only gives the basis of combos and not the optimal combos, as well as doesnt say whether certan moves are safe on shield, it also doesnt say whether some moves can lock or set up for a lock, it also lacks many other things like where to use these moves
Well paced and avoided absolute walls of text, it was enjoyable and informative <3
I was looking for general advice for this character since I choosed to change main after a long time without playing. Thanks to you.
Very good guide as a whole. Yoh should probably mention nair and forward air comboing into side b and low percents. Another thing to add is a ledge trap where u run up to the edge of the stage and reverse f smash, this covers every option but is a bit risky. All in all good guide.
Very good guide. Professional and informative. You might want to mention the instant side-B tech since side-B is very important it is probably better to be able to get it out faster. Also, in my experience with Corrin (about 75 battles or so competitively) I think that the instant side-B makes it much harder to block and helps me land it more consistently. I would love it if you could create a Villager or Marth guide next if that's reasonable.
PK Gaming
PK Gaming
Instant pin is mentioned actually (search "instant pinning")

Thanks for the response. I might make a guide for another character, though it would have to be another one of my mains.
The best corrin guide ever in my opinion! Succint, clear and very complete! As a corrin main I learned many useful things, thanks a lot!
Overall helpful guide, finally have some guidance of what I want to do with Corrin.
D
Pretty concise, honestly- and I admit, I didn't actually take my time in the first place, but you brought me back down to Earth. The guide covers pretty much all there is to be said, and I might've even noticed a bit of the Corrin discussion boards thrown in there, which is great. Some things I needed to just slap some sense into me and realise they're there, like our extensive ledgeguard options I never take advantage of (constantly limiting myself to one of F-Smash or Side B TIPPER.

What can I say, got me good.
[s]I'm also better than half the Corrins you listed, like, who the **** is YOC[/s]
This really helped me!
Amazing guide on Corrin for beginners and people like me seeking to improve. Just some extra things you can mention and add of to for some categories:
Side B
-kick has a massive disjoint hitbox
-You extend your hurtbox while using the pin
-The kick will not work if you pin your foe to close to your body
-The front kick has early and late damage the farther the kick goes the weaker the damage
-Back kick always does the same damage
-Your opponent can mash out of IP if you wait to long
-Jumping is a laggy option and you can't instantly throw moves out
-You can combo a front kick with a up tilt at early %s

Neutral B
-The more damage your opponent has the longer they will remain stunned.
-Charging the bite mid-air can stall you in the air

Neutral Aerial
-Can catch airdodges (except M2's)

Thats all I have for now if you would like it you can PM me for stuff (although your working with Cosmos so your probably already set lol) and hopefully your guide will get even better :D
PK Gaming
PK Gaming
Thanks for the feedback! I'll try to implement as much as I can, but i'm striving to keep these write ups as succinct as possible.
Was quite informative and learned quite a bit about the character. Good stuff!
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