Based on
Lavani
's post that there are 3 possible IP timings (F8, 9 and 10), i spent some time in the lab to see just how much they differ in range, and I whipped up this pic:
All 3 are Instant Pins performed after rolling to the ledge and with 0 forward momentum (using training mode's 1/4x speed). Now the difference in range isn't anything to write home about, BUT with a frame 10 IP, tippering becomes
NOTICEABLY EASIER. That's because there is a much larger part of the tipper hitbox that's above ground
compared to a frame 8 IP, I'd estimate about 15-20% more. Additionally, executing a delayed IP is actually not hard at all, you just have to slightly slow down your thumb as it's slipping from the B button to A.
I also wanted to compare a max distance F10 IP (holding forward) and made these:
The difference in range between a max-distance F10 IP and a no-distance F8 one is practically 1 character-length. Now we won't actually be getting no-distance IPs during an actual match too often (you gotta input forward for a single frame and immediately let go), but the fact that we have this much control on the move's range is pretty cool.
Some other, less practical stuff that I found out while testing this:
- A max-distance F8 IP has more range than a no-distance F10 one, but the latter has a much larger tipper hitbox.
- It's actually possible to fade back from a frame perfect Dragon Lunge hop, just enough to grab the ledge from the position I used to test this out.
- Dragon Lunge seems to have a few different animations as far as the ribbons wrapping Corrin's hand are concerned. Neat attention to detail, I guess.