LordShade67
Smash Ace
Landing NAir looks like it could potentially be a combo starter. In the FFA vid at around 1:03, Corrin lands a NAir, lands, then follows up with another one.
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Looks like it can combo at 0. That's it though. Maybe charge a fsmash incase they air dodge.Observe at ~3:04:
Kamui's run speed coupled with some end lag coupled with knockback means that Bayo is way out of follow-up range/hitstun after B-Throw at as low as at least 39%
He could have kept going too, omgLanding NAir looks like it could potentially be a combo starter. In the FFA vid at around 1:03, Corrin lands a NAir, lands, then follows up with another one.
I wouldn't count on it. D throw looked to have a ton of KB though, so hopefully it is a kill throw. Kill throws are just as good as combo throws imo.Looks like it can combo at 0. That's it though. Maybe charge a fsmash incase they air dodge.
Looks really punishable though. Yaknow, more then usual... Poor running speed also hinders it.Dash attack does 12%.
Very good
Don't forget freshness is boosting everything. A direct comparison to Kurogane's data would be inaccurate to say the least.Moveset Damages, assumed to be final.
Sigh. A lot of info, but still no clue if any kill throws or if DL beats shield.I wouldn't count on it. D throw looked to have a ton of KB though, so hopefully it is a kill throw. Kill throws are just as good as combo throws imo.
Bayo seems really slow in neutral, but once she gets a hit in she will go in. Still, a bad neutral is really... bad.Looks really punishable though. Yaknow, more then usual... Poor running speed also hinders it.
Don't forget freshness is boosting everything. A direct comparison to Kurogane's data would be inaccurate to say the least.
Comparing to Pit off the top of my head, that's looking kinda poor...
Also Bayo has a f9 jab, if anybody's wondering. Assuming it hits closer a frame earlier that's equal to Dorf's. Like, wow, Sakurai wasn't kidding...
I never said I was trying to be the next Kurogane Hammer.Don't forget freshness is boosting everything. A direct comparison to Kurogane's data would be inaccurate to say the least.
Where did utilt combo at 80%? His tilts didn't seem all that impressive to me. He seems great in the air and pretty bad on the ground. Short hop seems great, that will likely be his main form of movement. Fsmash seems safe, but I don't know if he even wants to be on the ground in the first place.Sigh. A lot of info, but still no clue if any kill throws or if DL beats shield.
Falling uair, fair, and nair lead into other things plus a good short hop. Bair spaces well and has low end lag. Dair has a landing hit box like falco's fair. So the aerials are looking great.
Literally the only smash attack shown was Fsmash, which was good.
Counter kills Bayo at 100 when hit by Bayo's smash attack. DL kills surprisingly. No idea if DFS has good follow ups yet besides dash attack, and no idea if dash attack has follow ups. Have yet to see the bite. Recovery isn't trash.
Tilts look godlike. Barely sends people anywhere at mid percents. Utilt comboing into uair at 80. Wow.
Jabs are crazy fast.
Trash throws so far.
Below average run speed.
I'm liking what I'm seeing so far, but I need to know more ;-;
https://youtu.be/Nhjxc5Inc4w?t=83Where did utilt combo at 80%? His tilts didn't seem all that impressive to me. He seems great in the air and pretty bad on the ground. Short hop seems great, that will likely be his main form of movement. Fsmash seems safe, but I don't know if he even wants to be on the ground in the first place.
Also his jab looks incredible.
Hopefully it can lead into kills, then PP utilt will be nice. Shame about the range though, seems really bad compared to similar utilts like shulk and zss.
I ment that people shouldn't literally compare it to KH and come to conclusions like that...I never said I was trying to be the next Kurogane Hammer.
Moveset data pertaining to damage at its freshest state is still important anyways so I don't see why you have a problem with it.
The auto-spacing is what's so good about it. It's not supposed to be an approach option; rather it is for safely spacing around. Corrin will probably have issues approaching.Worth noting, don't get too comfy with Bair as an approach. It pushes Corrin backwards (watch the footage again). Has a sort of kickback to it + decent-ish startup. Still a great move but not the godslayer it could've been, for good reason I imagine.
If it no no kickback with that AC window it would be strictly a better move because of the giant hitbox it throws out, no questions in my mind. The kickback is there so that it's not that obnoxious lol.The auto-spacing is what's so good about it. It's not supposed to be an approach option; rather it is for safely spacing around. Corrin will probably have issues approaching.
I don't agree. I think the backwards push makes it much better, and it also doubles as a horizontal recovery tool. The pushback makes it nearly unpunishable and literally does the spacing for you.If it no no kickback with that AC window it would be strictly a better move because of the giant hitbox it throws out, no questions in my mind. The kickback is there so that it's not that obnoxious lol.
Just trust me on this one.
The push back is actually one of the best parts about it.Worth noting, don't get too comfy with Bair as an approach. It pushes Corrin backwards (watch the footage again). Has a sort of kickback to it + decent-ish startup. Still a great move but not the godslayer it could've been, for good reason I imagine.
look at lucas's PK Fire. It auto spaces in the air, making it a much safer option/spacing tool. if it didn't do that, then sure you would technically have more control, but fading back is what makes the move better anyway, so the auto spacing is good imo. the auto spacing is literally a substitute for something that would be good to do anyway: space safely on shield.Automatic stuff tends to lose out organically to stuff that gives you more control because you are given more mixup/more option if you can fadeaway or NOT fadeaway rather than be locked in to one specific thing. This is why Mario's Bair is so good.
So no I don't believe the kickback makes it strictly better, sorry. I don't think anyone can convince me that being able to weave with a big *** hitbox would be a downgrade from this.
Note that I am not saying the move is bad but come on. The kickback has its uses too (recovery mostly) but I'm not really budging on the idea that being able to go forward with it (with that autocancel and range) OR go backward and not worry about kickback wouldn't be the solely better alternative. More control is never a bad thing, everrr. Not even just for shorthops, please imagine what no kickback Fullhop Bairs would look like. Incredibly stupid, probably.
On the note of Air Side-B it looks like it's one of the best ways to just skip ledgesnaps and land on-stage by pinning yourself on the stage when approaching the ledge from above. Nice mixup potential.
It's very different when it's a projectile with high endlag and not giant dragon wings that cover a lot of space horizontally. It also comes out a bit faster than PK Fire I imagine.look at lucas's PK Fire. It auto spaces in the air, making it a much safer option/spacing tool. if it didn't do that, then sure you would technically have more control, but fading back is what makes the move better anyway, so the auto spacing is good imo. the auto spacing is literally a substitute for something that would be good to do anyway: space safely on shield.
I actually understand what you're saying. Having it not push you back could be good in its own way. If the end lag permits it, you could do some nice shield pressure if it didn't push you back. But alas, it pushes you back and that also has its own advantages.It's very different when it's a projectile with high endlag and not giant dragon wings that cover a lot of space horizontally. It also comes out a bit faster than PK Fire I imagine.
Very different characters.
The move would be better/have more application with no pushback imo. I'm just saying the pushback isn't strictly bad. It's actually good, for the reasons I said.Automatic stuff tends to lose out organically to stuff that gives you more control because you are given more mixup/more option if you can fadeaway or NOT fadeaway rather than be locked in to one specific thing. This is why Mario's Bair is so good.
So no I don't believe the kickback makes it strictly better, sorry. I don't think anyone can convince me that being able to weave with a big *** hitbox would be a downgrade from this.
Note that I am not saying the move is bad but come on. The kickback has its uses too (recovery mostly) but I'm not really budging on the idea that being able to go forward with it (with that autocancel and range) OR go backward and not worry about kickback wouldn't be the solely better alternative. More control is never a bad thing, everrr. Not even just for shorthops, please imagine what no kickback Fullhop Bairs would look like. Incredibly stupid, probably.
On the note of Air Side-B it looks like it's one of the best ways to just skip ledgesnaps and land on-stage by pinning yourself on the stage when approaching the ledge from above. Nice mixup potential.
You basically want to use it like ZSS' paralyzer. Won't be able to capitalize as easily since Corrin isn't as fast, but the hitbox is bigger and we do have a fsmash with ludicrous range...It seems like you'll be able to follow up off of his projectile which is always good. Loads of start up though from the looks of it.
Dtilt -> Uair looks like it may be a kill confirmHoping he has a combo throw, and his kill options look scarce, but otherwise the footage has exceeded my expectations. Hyped for Wednesday.
There is also the posiblity that the pushback might stop momentum and lead to more survivability, and some mix-upsAutomatic stuff tends to lose out organically to stuff that gives you more control because you are given more mixup/more option if you can fadeaway or NOT fadeaway rather than be locked in to one specific thing. This is why Mario's Bair is so good.
So no I don't believe the kickback makes it strictly better, sorry. I don't think anyone can convince me that being able to weave with a big *** hitbox would be a downgrade from this.
Note that I am not saying the move is bad but come on. The kickback has its uses too (recovery mostly) but I'm not really budging on the idea that being able to go forward with it (with that autocancel and range) OR go backward and not worry about kickback wouldn't be the solely better alternative. More control is never a bad thing, everrr. Not even just for shorthops, please imagine what no kickback Fullhop Bairs would look like. Incredibly stupid, probably.
On the note of Air Side-B it looks like it's one of the best ways to just skip ledgesnaps and land on-stage by pinning yourself on the stage when approaching the ledge from above. Nice mixup potential.
I think it's safe to say that his tilts might confirm into a kill.Unless Corrin has a kill throw or something like that I'm not going to be changing my tune. You can be loaded with ways to kill sub 100% but if they all require a hard read or tons of precision there's nothing stopping you from being Marth or Roy tier. Or Zelda tier. With damage per hit being at least similar to Pit he's not going to be getting damage spectacularally fast.
If Corrin was literally Marth with a throw that kills at 140% he'd be a potential high tier, no joke. Likewise, if he was Pit without his Fthrow he'd be sad and pathetic. That's just how important killing off a grab is.
Not going to count chickens before they hatch. Bthrow could launch people just an inch away from the blastzone and never kill if it had no growth, kinda like what Marth has... Pit's Fthrow is also a combo throw at really low percents and still kills. Sensing a pattern here.The backthrow forced him to tech on stage... so assuming he had throw him offstage he could of set up for a fsmash or DFS. Also i think backthrow might kill... that sent him pretty far for 40%.
I really don't think so... Dtilt > Uair doesn't seem like the thing that'll work at kill percents. And Marth has Jab 1 > Fsmash and yet he's still Marth.I think it's safe to say that his tilts might confirm into a kill.
Bayonetta very clearly double jumped after the dash attack though.The backthrow forced him to tech on stage... so assuming he had throw him offstage he could of set up for a fsmash or DFS. Also i think backthrow might kill... that sent him pretty far for 40%.
Also~
Fair seems like it has decent IASA frames and Nair is a good landing option.
Dash attack > Fair > Up air
To me it does. It seems amazing for follow ups judging by what's been shown.I really don't think so... Dtilt > Uair doesn't seem like the thing that'll work at kill percents. And Marth has Jab 1 > Fsmash and yet he's still Marth.
If you buffer SH fair it would have most likely caught the jump.Bayonetta very clearly double jumped after the dash attack though.
Isn't that what he did though? You can easily escape the string with an airdodge. Even if it does work it's probably very % specific.If you buffer SH fair it would have most likely caught the jump.