So....Imma just dump a bunch of info here, cuz why not. If someone has a better place I should put it lemme know. It's just some stuff I typed up for a facebook discussion, so it'll sound a bit weird. Hopefully there's some good stuff I got to share!
Training Mode Videos (Needs actual labbing with a real person) Don’t take every “true” combo to heart as they may easily be DI-able. These can give an overall sense of what Corrin can do.
https://youtu.be/Xi20lo6OMJk A good place to start to see what strings can be made. Just a random montage someone made
https://youtu.be/RqTbO6oAFR0 A long video gone over by JoeKing, he gives some explanations. May be worth checking out. Of course, expect cross over between what he finds and other people. He doesn’t really go over complicated strings or combos.
https://youtu.be/MV7HLHme2j8 Short string that supposedly will work on heavies/fast fallers. Needs testing.
http://smashboards.com/threads/corrin-true-combos-and-setups.427963/ This thread is gonna be trying to compile combos and strings for Corrin.
Alright, so I’m gonna try and explain some mixups surrounding Dragon Lunge that I think can be useful. Keep in mind, these need to be labbed and tested with real people. So don’t flame me if something doesn’t work.
For instance, you can dair an opponent at low percents, quickly dragon lunge them into the ground, jump up and dair again. Maybe be possible to repeat if this is started at 0%. Either way, it may be worth looking to.
I also found what may be a kill confirm with the Dragon Fang if the opponent doesn’t tech after you pin them with Dragon lunge. It depends on your position but it looks like after a pin, you can jump up, fast fall down and b-reverse into a slightly charged dragon bullet thing (Imma call it Water Pulse), and fully charge the Dragon Fang bite (Imma call it Crunch). Might be able to kill.
One more combo I found with Dragon Lunge is to pin, jump up, regularly fall with nair, follow opponents DI for a somewhat guaranteed Fair to Uair. Not sure exactly what percents it may be best at. I’d start trying with mid percents.
Some other uses for Dragon Lunge is that it can be used to stick near the ledge so you can fly away from the stage and hit a high recovering enemy. You can safely upb back to the stage this way as well.
Some final tidbits from me: Dtilt, utilt, fast fall fair, and nair all seem to be combo starters. Jab, both regular and multihit are pretty good. Ftilt kills at high percents. Bair is a great spacing tool if you let yourself barely fall from the apex of a shorthop as well.
ONE MORE THING IF THIS IS REAL IT MAY BE PATCHED OUT. IF YOU CONTINUOUSLY WAIT FOR YOUR OPPONENT TO UNPIN FROM DRAGON LUNGE, YOU CAN QUICKLY PIN THEM AGAIN IF THEY CAN’T TECH IT. CAN POSSIBLY BE A PSEUDO INFINITE.
Disjoints: Yep, you’re right. She has the range that Marth should have on most of his moves. They’re pretty large for their speed usage.
Frame Traps: Yes, she is amazing at frame traps and catching landings. The way that most of her moves send opponents diagonally upwards sets up opportunities to use Dragon Lunge to catch landings. Her lack of landing lag makes it easier to follow up with her lunges.
Mobility: I disagree with the part about her being sluggish, for the same reason you mentioned Dragon Lunge. I feel that Dragon Lunge is an insanely important part of her gameplay. Using it for movement and combos/even killing. She can always reset the neutral by Dragon Lunging away from the opponent. On shorter stages, her lack of run speed won’t be as important against faster characters.
Offstage Game: I agree that bair is a relatively safe option, but she can also use Dragon Lunge at the opponent. As well as being able to pin on the ledge, or the wall to lunge backwards or jump upwards to catch high recoveries. Dair is only a good option for a suicide kill, although I believe it is possible to get back onstage if you land a footstool. However, that a bad idea. There’s also Dragon Fang Shot which can be used against exploitable recoveries. Counter, can of course easily gimp or kill recoveries with hitboxes on them, same way that any FE character sans Robin would.
Punish Game: Several of her moves other than smash attacks can kill at around 100% near the ledge, like sweetspot bair, Dragon Lunge sweetspot ofcourse, but also the Dragon Lunge lunge can kill. Her paralyzer is the most potent in the game. Whether you land the uncharged or fully charged shot at point blank for a punish, swift inputs will net you a guaranteed fully charged bite, which is as strong as a smash attack. Landing both the shot and the bite will tack on an enormous amount of percent for two moves. If the opponent is farther away after being paralyzed, they can most likely be pinned if you react quickly enough, leading to further damage input. I have some possible combos out of pinning that may work, but I need help testing them. I’ll post a link to a post I made on a Corrin page. I think her punish game is very powerful for the different ways she can punish as well as her range. As well as being able to tack on percent with a fast fall fair into two more fairs, or a fair into upair depending on percent and DI.
Neutral Game: By slow projectile, I assume you mean when it is uncharged so you can fire off as many as you can as fast as you can. The shield thing. Welp, Dragon Fang is actually a shield breaker. Of course, it requires being close by, but it is still a powerful shield breaker. Dragon Lunge Pin can be used to fade in and fade back from the opponent, resetting the neutral or going in aggressive and punishing your opponent’s landings or mistakes. You can also bait by pressing the first input of sideb without actually Dragon Lunging. Bair sweetspotted is safe against shield and is good for poking when spaced correctly.
Finishing the Stock: You kinda covered them right there already. Opponents are quickly gonna be afraid of her landing anything. He fsmash comes out relatively fast and doesn’t have as much lag for how powerful and long it is. Upsmash is good out of shield only for airborne enemies, although by the time it kills, uair will probably kill as well. A side note is that dtilt can lead into upsmash at low percents, erherm…anyways, she definitely has guaranteed kill setups with Dragon Fang Shot, and Dragon Lunge Pinning.
Positional Disadvantage: Totally have to agree with you pretty much. She’s always gonna be at a disadvantage without a platform right nearby to pin herself on. Although dair and nair are decent for landing because of how fast they can be gotten out of, fair is her best shot probably. I agree that she would not be able to land well against shields, which is why I think bigger stages with platforms, or any stage with platforms at all are much safer for her.
Poor Moveset: …I can’t say I agree here. She has good aerials to catch airdodges, is very good at spacing against the enemy while on the ground, can shift their momentum and stop their momentum uniquely. She has the longest shooting, and largest, fastest paralyzer in the game which has a second hit that can be used for punishing greedy foes that jump over the shot. She has the unique Pinning technique as well as an AOE counter which is great for catching characters with longer range moves, although counters should seldom be mentioned, lol. Her aerials are kinda unique in the sense that they are meant to send the opponent upwards diagonally. Pinning is very powerful. I think it’s a central part of her gameplay and movement.
Recovery: Yup, pretty mediocre overall. Kinda made worse by not being able to go straight upwards, only diagonally, which seems to be a theme with this character. Everything is diagonal.
Safety: She’s fairly safe when on the ground, or at least she has the moves to be safe. Landing is hard, especially against shields.
Ability to deal with multiple options: Again, I believe pinning is very powerful for the opportunities it allows to deal with your opponent, especially when it allows the user to release or move at will, or not at all. Pinning can also be linked into another pin if done correctly and your opponent doesn’t expect it.
Unpredictability: I believe on the ground she is definitely unpredictable, or at least can be between pinning and spacing against the opponent with aerials and Dragon Fang Shot. You can pretty much tell what she will do in the air, but sometimes it may be too late and unavoidable for her aerial setups. I would ban Final Destination and Town and City if I brought her to tournament. I don’t think she does well on flat stages. Battlefield and Dreamland seem to be where she can shine most with her toolset.
I’ll leave this link here about some, maybe helpful videos, as well as some possible mixups that can be used with her.
https://www.facebook.com/groups/931598296908259/permalink/931709813563774/