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Slow run speed, mediocre air speed, bad throws, neutral b easy to deal with...DL looks far more powerful than I expected.
All my fears have been assuaged.
Where's Lancer? Corrin looks too good to be true, so I need some solid analysis from him and Zult.
That victory animation is dope af.
Bayonetta did a move and when you jump over someone who does a move you jump really high for whatever reason.Can anybody explain why Corrin jumped so high in this clip? (second 23)
Good job with the clips dude! A couple things:Analysis!
Footstooling ofc.Can anybody explain why Corrin jumped so high in this clip? (second 23)
Corrin has a tipper on all smash attacks. For down smash it's only the backside though.people keep mentioning tipper with corrin, i know that they said that the fsmash will have a tipper mechanic to it but do we know about other moves? like does corrin have a marth style tipper mechanic to her?
Smash 4 Marth can do that >.>Did anyone point out that Corrin can do 2 Fairs after a FH?
We Brawl Marth now.
Can he do it at the apex of his jump?Smash 4 Marth can do that >.>
yeahCan he do it at the apex of his jump?
Even if it doesn't spike (i hope it does spike) we can be glad that it does kill offstage.
There is still hope that tip spikes.
no need to cross it out. Little Macs should never be offstage , anywaysEven if it doesn't spike (i hope it does spike) we can be glad that it does kill offstage.
I'm gonna have fun using Dragon Lunge on offstage Little Macs.
Only for the disrespectno need to cross it out. Little Macs should never be offstage , anyways
I think he has a way above average fast fall speed actually. In one of the videos he fell from FH distance to below stage level in an instant. It looks to be around Sheik's fast fall speed.Ok, going to make a list of every move again.
Tilts:
Aerials:
- Uptilt appears to have very low knock back. Combos into up air at mid-high percents. Can probably bait out an air dodge to get a tipper upsmash for an early kill.
- Ftilt is a quick spacing tool. Seems like a get away from me option. Don't see it comboing into anything.
- Down tilt seems to combo into anything really and it's really fast. Small range though. Down tilt > Up tilt > Forward air > Up air? Seems pretty deadly all from a down tilt. And we haven't even seen what Corrin does to fast fallers.
Jabs:
- Up air starts killing at ~120% in the air, not from the ground. Falling up air is as good as I thought and leads into things
- Back air is fast in terms of start up and end lag. I don't think it will be killing super early though since it only does 11% damage. Good spacing tool for sure.
- Neutral air has basically no end lag when you land with it. Seems like a good landing tool. Falling nair also combos into things like another nair or a fair.
- Forward air pops people up allowing for combos. I'm wondering if a falling fair could be really good. Auto cancels from short hop.
- Down air is a multihit confirmed. Has a landing hit box like Falco's fair. Sends people in an angle where I believe you might be able to follow up with a fsmash. Does that look possible to do? Also at the end notice how fair pops Bayonetta up perfectly for an uair
Specials:
- Really fast. Really fast moves are good.
Dash Attack:
- Dragon Ascent is a pretty good recovery. Low knockback though. Can hit people standing at the ledge.
- DFS (Dragon Fang Shot) seems spammable in neutral, not sure. Follow ups are possible. Have yet to see the bite in action.
- DL (Dragon Lunge) kills marth at 100% from 85%, so it dealth 15%. That's pretty strong, and Marth didn't just barely die. He was sent to the blastzone fairly quickly, so this leads me to believe it can kill as early has low 70s from the ledge. Corrin's short hop will be scary with this tool in hand, falling uairs and fairs, etc. You're gonna wanna be short hopping with Corrin. Have yet to see if it beats shield like a command grab or how much shield pressure it has. If the DL sticks an opponent it does ~8% and a kick does ~12%. That's 20% damage from a simple DL. Good as a mix up for recovery above the ledge.
- Counter kills Bayonetta at 100% from her hitting Corrin with a smash attack.
Smash Attacks:
- Quick start up. Unsure about the end lag though. Hopefully is has good IASA frames. Sends the opponent at a favorable angle.
Throws:
- Only one that hit in all the videos was fsmash. Kills at 90 when you get the tipper. Seems safe from a distance on shield. Have yet to see someone get hit by the Yato when the fsmash is charging.
- Upsmash has a tipper
- Down smash has a tipper on the backside of Corrin
- Down throw sucks at low percents. Potential kill throw?
- Back throw at low percents seems like it can combo like Cloud's down throw in a way
- Up throw and forward throw remain to be seen
Mobility:
Will update this post with gifs
- Below average run speed (seems similar to Mario's but that is just me eye balling it)
- Air speed is average I'd say.
- Short hop is really good
- Dash is pretty good
- Apparently floaty so he won't get combod
- Average fast fall
That's the point. Alpharad taught me that killing a Little Mac offstage is great.no need to cross it out. Little Macs should never be offstage , anyways
I do feel that even with such (tbh surprisingly) low endlag on the kicks that it will probably lose to shield simply because I'm doubtful that it will cross-up properly save for close-range kicks.Something else to note that I've personally been curious about for a while now:
Turn the video speed down and you can see that there's a little bit of endlag on the Dragon Lunge kick but not too much. This will be important because we'll need to understand when and against whom it is safe to throw out these kicks against shielding or distant opponents. I can see the twitchier characters being able to capitalize if they figure out where you're going, but the slower/shorter range characters might not. Something to keep in mind, but I'm not worried since it'll be difficult for anyone to cover all four built-in DL options.
Only two characters in the whole game have "special" fastfall speed, Ryu at a 40% increase and Link at a whopping 90%. Every other character is 60%.I think he has a way above average fast fall speed actually. In one of the videos he fell from FH distance to below stage level in an instant. It looks to be around Sheik's fast fall speed.
I'm interested to read your analysis.Only two characters in the whole game have "special" fastfall speed, Ryu at a 40% increase and Link at a whopping 90%. Every other character is 60%.
Just find it unlikely.
http://kuroganehammer.com/Smash4/FallSpeedOnly two characters in the whole game have "special" fastfall speed, Ryu at a 40% increase and Link at a whopping 90%. Every other character is 60%.
Just find it unlikely.
Hm? I did a bit of an analysis a page or two back. Long of the short is that he desperately needs an easy way to seal a stock before 150%. Otherwise he doesn't seem too special, since his grab reward looks pretty bad. You can't even say Cloud has bad grab reward because he gets to charge up some limit for free...I'm interested to read your analysis.
Does he look good? Bad? Godly? Trash?
His fallspeed looks to be about Pit level. You don't want him to be a fast faller anyhow... With the exceptionally bad Dair and otherwise only one decent option to land with (no lingering aerial hitboxes probably hurts a bit) he'd be combo fodder if he fell anywhere near as fast as Sheik.http://kuroganehammer.com/Smash4/FallSpeed
That's only the boost. His fast fall appears to be well above average because his fall speed looks above average.
You mean 2 fairs from a SH? No idea, but it would be pretty neat. The move itself does remind me of a tippered Melee/Brawl Marth's fair though when it comes to it's behavior. It has great range, comes out quick, and pops up at an angle that's great for follow ups (I remember seeing Corrin get a landing Fair > Nair at some point). Perhaps it has a sour spot that behaves similar to Melee Marth's?Did anyone point out that Corrin can do 2 Fairs after a FH?
We Brawl Marth now.
Being a fast faller is important for tomahawking and closing distance, and especially beneficial for someone who will be primarily using aerials on stage. I just watched the nico match again, and the fall speed really does look above average. I'm just comparing It to sheik who I have memorized and they don't seem too different.Hm? I did a bit of an analysis a page or two back. Long of the short is that he desperately needs an easy way to seal a stock before 150%. Otherwise he doesn't seem too special, since his grab reward looks pretty bad. You can't even say Cloud has bad grab reward because he gets to charge up some limit for free...
His fallspeed looks to be about Pit level. You don't want him to be a fast faller anyhow... With the exceptionally bad Dair and otherwise only one decent option to land with (no lingering aerial hitboxes probably hurts a bit) he'd be combo fodder if he fell anywhere near as fast as Sheik.
His disadvantage right now doesn't even look that great.