What are you talking about, dragon fang shot has almost the same start up and endlag as zss paralzer. its faster than that god awful dins fire. Plus I was judging actual gameplay of Corrin in his presentation and not the trailer. Also, Zeldas defensive game is actually pretty good, she just can't approach or force approaches with her slow and predictable projectiles. Plus having character flaws. Corrin obviously doesn't have these flaws and I think hes at least mid tier material and not bottom tier!
Fun Fact: Default Guardian Orbitars (Pit's Dspecial) at one point had super armor and a damaging hitbox in development, but now it has neither. This was shown of in "real footage" and not a trailer. I mean, take all the frame data stuff with a grain of salt.
That and ZSS's stun gun works because she has ways to force people closer with her grab and Zair, namely the grab because it beats shields. If Corrin's Fspecial doesn't beat shields then there's not much stopping people from just shielding everything of his, making his Nspecial moot. It's not just going to be an upgrade of ZSS's Nspecial.
Zelda's only good at stopping characters with bad approaches already and really only works with hard reads. I mean, how do
you know Corrin isn't going to be weak up close?
Didn't mean to allege that those moves are good aside from perhaps Sonic as you mentioned. Just that together with the rest of their kits, Dair is at least a usable mix-up that you'll see top players pull out every once in a while when they've conditioned their opponents to expect other more defensive options. That's a narrow use-case for sure, but we're hardly talking about Sing or Jet Hammer here. I'll be optimistic and hope that the same can be said for Kamui once we get to know her.
I'm erring on the side of optimism with this character in general, largely because they're DLC and there's been a noticeable power creep on DLC newcomers. We only have Ryu and Cloud to sample from so far, true, but come on. They're Ryu and Cloud. It's hard for me to look at them and not think that their kits were designed from the ground up with knowledge of this game's meta and what characters need to really succeed in it. It wouldn't have been a ton of foresight with Ryu, since he was probably started no later than the December 2014 timeframe, but... I still think there's a strong case for arguing that DLC newcomers are being built to last, not to mention tuned pretty highly. I'll be very surprised if Sakurai and company picked up Kamui and thought "You know what this game needs? Another offensively undertuned kit that hinges on unreliable sweetspots! Zelda hasn't emerged from the depths after three games, but I'm sure all her design needs is a little disjoint and a neat gimmick to really take off! That'll get the kids tearing down the eShop for this character who is unknown to an entire region."
Hyperbole, but you get the point. Such optimism could turn out to the be entirely baseless, of course, and perhaps Kamui will flop tragically in the face of our new Umbra Witch overlords. But I don't wanna doomsay for a character I'm excited for. Not just yet, anyways.
Most people play FFAs, so naturally balancing the game for that makes sense. You could apply your idea so that they should make all the newcomers/DLC good, but they obviously didn't. I mean, Ryu pretty much
had to be good in 1v1s. (His throws are powerful FFA tools for a reason, yaknow.) Cloud I think lucked out and there's reason to believe he'll get hit with the nerf bat even if he doesn't deserve it in the strictest sense... Don't think he's spectacular myself.
They're not just going to go and make Zelda++ when Zelda's already a strong FFA character.
Exactly. Who ever makes the DLC characters aren't stupid. They know exactly what a character needs in order to be good. Cloud and Ryu are both top tier material. The ONLY reason cloud will never be top tier imo though is because of that awful recovery. But even with that he's still high tier. If any other character had a recovery like that they would be low tier no questions asked. If you ask me, I see bayonetta being top 3 character and Corrin being top 15 if the trend continues. If they were to keep making DLC characters until the next smash game, you would slowly see the power creep while other characters becoming irrelevant.
When I saw the Cloud trailer, I must admit I thought he was just going to be another ike with some stupid little mac charge gimmick. Oh how wrong I was. Cloud ended up being 3x faster than I thought and the gimmick ended being borderline OP. Simply charging your limit forces people to approach and if you land any of the limit attacks then you're in a really good spot. So while I admit, some things in the Corrin/Bayonetta trailer look gimmicky, don't be surprised if they are way more powerful than you thought. And if anything, I expect Corrin to be even faster and more powerful than she looks. No one thought Ryu would be killing at 60 with 2 frame confirms. No one though cloud would have set ups into limit break moves that kill below 80 and one of the best anti air up air in the game from the trailer. So if the history of Smash 4 dlc characters taught me anything, is that it will be okay to be a little optimistic. If we get good grabs (because I honestly don't see Corrin killing at 60) we're in there. My guess is they gave Cloud and Ryu bad grabs because giving them that would be overkill. But we'll see. Still around a month left. I hope she's released early Feb. instead of late.
Like I said, I don't think the Cloud hype will last, and remember that Mewtwo and Lucas were absolutely pathetic when they first came out. Now they and Roy are meh at best. Two newcomers being good isn't exactly a pattern either...
Getting hit by that projectile at decently high percents should be certain death from a good semi charged smash attack. I can see Corrin being good at crushing noobs like Ness in a way because one slight mistake will cost a stock. As long as Corrin doesn't move as slow as Robin or Ganandorf, how could you not follow up from that. You don''t even have to hit them while they are stunned. You can follow the DI of the opponent after the hitstun is over and hit them with something like an up b if it kills.
If you're planning on using it as a punish to connect into a charged Smash, well, probably won't end well because vectoring an Electrical hit downward reduces the initial stun significantly.