I'd like to add that the DL kicks are also a good way to end stocks, usually killing around 130% fresh. In practice though, good DI and staleness will make it kill a bit later, and after that upthrow/dthrow will finish the job either way. Both DFS and DL work as built-in kill confirms, the latter trading killpower for a bit more safety.
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On the subject of grabs, I was watching Cosmos plow through the losers bracket at Shockwave last night, and the sheer number of grabs he got would make you think Corrin is a grappler, lmao. With a pummel or two, we do get a decent 10-13% the first few times, but
P
Planty
is right: it's better for the opponent to take this kinda damage than to die at 80% near the ledge to the likes of tipper IP.
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Finally, I've probably mentioned this a while ago but now that I've got an actual number, no harm in repeating. Corrin's skid animation takes 15 frames. In contrast, cancelling your run with a shield is an 18-frame commitment in Smash 4 (assuming you don't immediately dodge or jump OoS: 11 frames of minimum shield hold time + 7 frames to drop shield). That means Corrin saves 3 frames by ending her run with a skid rather than shielding. What's more is that you can buffer any move out of the skid but
you need to have let go of the control stick beforehand, otherwise you might get a delayed dash attack. Now this doesn't mean that you should never use shield to cancel your run, specially in situations where you wanna...well, shield, but it does add a spice of variety to Corrin's run game; something like run-up > spaced dtilt on shield might be a good way to force reactions, and buffered uptilt from a skid could force an airdodge situation on an airborne opponent, etc etc.
EDIT: slowing your run will shorten the skid animation furthermore, although I don't have an exact number on this and it's probably not too practical in the heat of battle.