Welp since I'm stuck on a bus for 3 hours here's your
pin breakdown for FE saga. note that I'll be mainly going over grounded pin since it's what many people struggle with it.
So pin is main burst option that slightly negates Corrin's lackluster mobility and movement as well as being a amazing punish and damage racking tool not to mention it's KO power at higher percents, but there are more flaws to the move than you think there is which I'll bring up in multiple points:
It is very unsafe on shield: -13 to be exact when pin hits your shield and this is before Corrin can even do an action out of it (front kick, back kick ect.) Which means anything under 13 frames OoS can punish the instapin before Corrin can even do this, but the catch is that you have to be ready for the pin in advance or even better:
bait the pin and punish. Characters like
ect. Have the speed to punish and even KILL corrin OoS if you bait pin out (Limit
could LCS through it free and it's a easy stock) (Also note that Corrin's hand the black part of pin becomes a extra hurtbox for corrin)
Pin is a hard commitment: It is not a poke or something you can just throw out. On whiff or on shield (provided the opponent doesn't punish it Oos with the stuff I said earlier) Corrin
is left in a extremely limited position with three options, two (jump front kick) which are easily punishable and one that gives up stage control and isn't even safe in some mus ( ect. are very notible examples of characters that will always punish a back kick) which means when Corrin is at high percents Pin becomes more risky of an option to use unless you're punishing your opponent which is the main use of pin, because you give your opponent free stage control and put yourself in a worse position than before (
can just upsmash you for free tbh)
Staling, priority and mispinning: Not sure if anyone knows this but if you hit the intital pin + the kick
the move stales twice, so if you successfully use pin twice you've staled it four times (which is the main reason you see some characters not die to pin when you think they should). Pin also has item priority like DFS which means any hitboxes can beat the move so technically you could throw out a constant hitbox and beat pin (not sure if you should actually aim for that, baiting it to whiff or punish is better Imo). Lastly there is mispinning were if you pin too close to them you can't hit them with the kick hitboxes and they basically escape for free and Corrin basically gives up stage control for no good reason
That's pretty much it. Ask me questions or if there's something you want to point out and argue I'll listen and try my best to answer
Nah
I actually did it after 3+ months lol
Also mobile sucks