Mr_Kreep3r
Smash Apprentice
Invicibility around start up
Edit: was from frame 11-19 (used sony vegas to count) better to wait for datamine
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<--------So, about dair. Before the niconico match, there was some speculation that dair could be used to escape juggling since it's disjointed.
All of this is sound, but did you consider b-throwing someone from center stage, throwing them towards the ledge? In that scenario if they roll away from Corrin they won't gain any distance and could potentially eat an F-smash / aerial / dash attack. It'd require some precision and knowledge of the move's knockback so that you don't just throw them onto the ledge.Well, considering that Corrin can only reasonably cover tech in place and roll in with her kit, it's likely she'll want to look towards potential damage from those tech options, i.e. she'll be looking to cover them, so if I tech in place I risk eating tipper F-Smash or charged DFS -> possible (but limited) followups on the getup frames, at lower percent's I'm in CQC range for any of Corrin's CQC options, at which point if those options actually happen, which are fairly likely, I take damage and lose stage control anyways. If I roll in I risk getting punished even harder since I am then in DFS's optimal range as well as in even closer range of Corrin's CQC, so then I take even more damage and lose stage control or am placed in an otherwise disadvantageous position. Hell, even in the GIF you posted Bayonetta got punished with a Dash Attack for rolling in and lost stage control anyways.
Bair's pushback means I can just walk and powershield and eventually I'll be back near center stage since Corrin is moving away from me (granted a player probably won't just spam AC Bair, but my point stands), DFS has a trivial amount of shield damage/stun , is very easy to react to, and because of its albeit slight however still existent endlag that won't stop me from moving back towards center stage either.
Fsmash is also potentially reactable.
The point is, why would I tech in place or roll in and risk getting punished hard (since that is the range in which Corrin can effectively and should effectively punish), take damage, and then lose stage control, when I can temporarily relinquish stage control and work to get it back while only taking minimal (if any) damage?
You said it yourself, "Tech Chase Throws," if I can roll away and easily escape a tech chase why wouldn't I choose to do that?
I never said it couldn't be used for setting up edge situations, I made a point to state that positioning from the throw itself seems its major practical utility.
I'll let you take center stage all day long if I have a percent lead and can avoid the risk of losing it because I chose to tech to within punishable range. Especially if I can pester you with stuff from a distance, if not, then you still have to approach me anyways. If I don't have a percent lead, then yeah I'll have to approach after giving up stage control, that's life, but it's better than being down by additional percent in the process.
Yep! Our wall pinning dreams seem to be coming true on Wednesday. I never thought this would actually be a thing, so I'm hyped for the recovery mix-ups. I would imagine only the jump and cancel options will be available from wall pin; do you all think Kamui will get an extra jump if she pins Dragon Lunge offstage? Now that I think about it, does onstage Dragon Lunge jump count as her normal grounded jump or her double jump? The former seems more likely, but it's another one of those small details we don't know for sure yet (unless it was shown in the footage and I missed it).
yay
edit: o wait this was posted last page lol
question, though, is Corrin actually sticking into a wall?
now that I look at it more, it looks like he's sticking into one of those corners of the Smash Run stage
Yeah, it'll be interesting to see if the pin mechanics are intact on the wall. There's no telling on what limitations might be imposed on the aerial version; wall-cling stalling shouldn't be a problem for most characters in theory because planking isn't a thing anymore, but then you have your Little Macs who can't actually go offstage to punish Kamui for timeout trolling. So even though the move doesn't have invincibility or dramatic burst movement like BF, there might still need to be a cap on it to prevent degenerate stall tactics that certain characters can't deal with.I want to know if we can pin recovering opponents into the wall. If that's possible, we could set up for some eZ edgeguards. Maybe kick them into the stage, jump back and B-Air?
Also, if it's possible to pin in the wall, does that mean Dragon Lunge is one-time use in the air (ie: Bouncing Fish), or can it only pin one time in the air?
You could just ask, yaknow... I'm right here.Also, I've heard Pit mains say that most of his matchups are between -1 to +1.
If I'm understanding the mechanics of DL correctly that'd technically be an infinite, so I kinda doubt that'll be a thing...Oooo, nice point. DL > let go > ftilt reset > DL > let go > ftilt reset > DL > let go > ftilt reset.... lol? Well, until ftilt stops resetting. I wonder if you will have enough time to punish a missed tech though since letting go of the DL looks like it has some end lag https://youtu.be/_qj8O07Kg_I?t=320
I said it wasn't special judging from the animation... Can't think of a standing grab that doesn't match the animation in a positive way. Mostly they're worse then they appear.LancerStaff
You insist on assuming his grab is bad when we have not seen the full range of it.
A Samus and a Robin could both grab that opponent at that range. You gonna tell me that they have the same grab range?
I was referring specifically to cases where a tech option enables the opponent to get away from potential tech chases (almost) completely, which was the case in the GIF in question since Bayonetta was thrown from the edge towards center stage, and thus had the space to tech roll away and avoid most if not all of Corrin's punish options.All of this is sound, but did you consider b-throwing someone from center stage, throwing them towards the ledge? In that scenario if they roll away from Corrin they won't gain any distance and could potentially eat an F-smash / aerial / dash attack. It'd require some precision and knowledge of the move's knockback so that you don't just throw them onto the ledge.
It's not exactly my fault if you can't understand what I meant by that. The point I am arguing against is your assumption that Corrin's grab is unimpressive based on where we saw him grab. It could be more or it could be equal to what we saw.I said it wasn't special judging from the animation... Can't think of a standing grab that doesn't match the animation in a positive way. Mostly they're worse then they appear.
No, because I quite literally never said that. Make sure the point you're arguing against actually exists next time.
In the first GIF, what's that one aerial move Corrin uses right as the percentage resets? It has some kind of water thing so it's not Dair... The only moves I can think of that have a water thing around him are a landed counter (which ...no) or an Up-B but...it doesn't look like it?
Corrin looks pretty fine with ground/air movement
Fair > Uair could be kill confirm... DFS has so much momentum shift
I've been one ever since Xenoblade X decided to never leave my WiiU lolShiek counter?
Also, how many here are 3ds players? I'm one.Just asking.
I don'tIt's not exactly my fault if you can't understand what I meant by that. The point I am arguing against is your assumption that Corrin's grab is unimpressive based on where we saw him grab. It could be more or it could be equal to what we saw.
Considering we haven't seen the full range of it (just recycling my point) you can't exactly make that claim. Literally all we can say is "we don't know yet"
My example was Samus and robin. It wasn't a different claim
Then everybody else came in to say I'm not full of horse****.i thought raziek told you guys to stop replying to lancer
Kinda, but the camera's zoomed out quite a ways and the gif's not a good resolution. Hard to tell if that's a standing grab or a dash grab. Can't really watch the video right now...Does this help?
I think is was blue glow for kill count updateIn the first GIF, what's that one aerial move Corrin uses right as the percentage resets? It has some kind of water thing so it's not Dair... The only moves I can think of that have a water thing around him are a landed counter (which ...no) or an Up-B but...it doesn't look like it?
Take this guy's advice, people.i thought raziek told you guys to stop replying to lancer
Yup. We've known that for a bit. Contributions are always welcome though.Not sure if this is Move-set related or not but in the Smash Direct Overview of Corrin when they are going back to stage and one is doing Back-Air you can see that the Female Corrin's Dragon wings are actually the same color as her skin! So I guess that is something cool!
Actually wednesdayAnyone getting Corrin straight upon release?
I can't till Thursday ;_;
this is more appropriate for the social thread.Anyone getting Corrin straight upon release?
I can't till Thursday ;_;
I know, I was just bored.this is more appropriate for the social thread.
I actually had something similar to this. Like:DL hanging above ledge + Cancel = EZ ledge trump on reaction (even if they mix up their recovery).
To be frank, "boredom" is no excuse for making posts that are irrelevant to the topic of a thread AKA off-topic.I know, I was just bored.
On another note, I'm considering Fair>Uair>Dragon Ascent/Counter Surge(depending on their reaction) as a viable combo.Thoughts?
Oh all right,I'm sorry.To be frank, "boredom" is no excuse for making posts that are irrelevant to the topic of a thread AKA off-topic.
In regards to your combo question, I doubt Uair's endframes will be incredibly short and on top of that Dragon Ascent has very notable startup, so it will very likely not be able to true combo out of aerials.
Both of the things you mentioned do exist as options (and I use that term in the strictest dictionary sense, as should be noted), but unless the opponent is at low percent I can't see the counter or Dragon Ascent being useful since the opponent will be sent too far away unless you'd be willing to DJ after them... and counter, in which case you're better off going for aerials if their in range, Dragon Ascent does exist as an airdodge read option and its large hitboxes certainly help, but there is still a notable risk in choosing to go for it and be left in helpless if you miss, since the opponent will be out of hitstun and able to punish you if they're close enough at that point. At lower percents you may as well get the free percent with more aerials instead of trying to go for a hard counter read or Dragon Ascent read.
Jolt Haymaker comes to mind, as I mentioned a few posts back.Don't have the gif, but I have a slight question. How exactly did that dragon lunge come out during the Bayonetta 60fps 101. We all assume that Corrin auto-canceled his back air and then immediately used a short hop dragon lance. However, has anyone considered that this dragon lance could have been a special canceled landing? Some moves in the game can be special canceled instead of auto cancelling. It would explain the immediate dragon lance.
Well, the thing about Meta Knight's Stairway to Heaven is that it is guaranteed if the MK gets the inputs right due to the workable endframes of his Uair and the relatively low startup of Shuttle Loop (6 frame startup with 27 FAF for Uair, 7 frame startup on Aerial Shuttle Loop).Oh all right,I'm sorry.
You're right, it would be better to go for more aerials than to actually commit to a special,but having played MK, up-Bing after a string is sort of hardwired into me now.
But a Counter read is still a solid option, especially against Dair-happy players.I can wreck Cloud's Dair combo breaker with this.
Was there a slowdown mechanic,though?I haven't noticed it.Can somebody post a GIF?
Definitely Dragon Lunge without shorthop, look at his feet, they are surrounded by that whirlpool that appears when he performs grounded DL.Don't have the gif, but I have a slight question. How exactly did that dragon lunge come out during the Bayonetta 60fps 1v1. We all assume that Corrin auto-canceled his back air and then immediately used a short hop dragon lance. However, has anyone considered that this dragon lance could have been a special canceled landing? Some moves in the game can be special canceled instead of auto cancelling. It would explain the immediate dragon lance.
EDIT: Found the clip
You can mass upload the pictures to Imgur.I wanted to take a look at some pictures in this album (that haven't already been discussed, of course)
The range on his jabs look just amazing...
View attachment 94686
D-Smash looks like it has amazing range, too.
View attachment 94683
How is Corrin taking this stance? Is it a certain move? Shielding, maybe?
View attachment 94689
The posting thingie is saying that I can only upload 3 pictures, which makes absolutely no sense. I'm going to double-post (or more than double). I'm sorry; If anyone knows how to upload more photos in a single post, please let me know.
That could have some potential. Since Corrin's dair is a divekick, we could do some footstool->dair->other stuff kind of like what Greninja does.when corrin does release does anyone else think there will be any chance of having any footstool combos such as Up-air to footstool like falcon's
Does not warrant its own thread. Merging to moveset thread.Unsure if anyone has seen this video. Any ways I think Corrin's Dthrow derives from where he is on top of Azure/Aqua. It can be found at 0:15. I just find it very creative haha. What do you guys think? Obviously Corrin does not hit her in the actual scene... (I think? I imagine not lmao)
@0:15
@1:12