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They have non weapon disjoint in this game too.On the topic of Corrin's smashes (or "Dragon Fang Arm" attacks in general, even) having disjoints, I think it is certainly plausible that it could be disjointed considering that they have given disjoints to non-weapon hitboxes in the past, that is, Ganon's F-Smash in Brawl.
At 1:42 in the video posted above, Corrin dodges Marth's neutral b with a jump air dodge and punishes with a side b. He doesn't hop tho. He just does the move.Sounds like it could totally work. I think the one question that would decide that though is if Corrin gets his hop even when using side-B midair. If not, he might miss and instead hit the side of the stage. You might also be able to ledge-cancel into jump-side-B...
If you slow it down, you can see that Lucy and Roy clashed with each other.EDIT:
I also noticed that in the actual trailer (1:44), Corrin counters forward smashes from Lucina and Roy, coming from opposite directions. Notice how both of them enter a laggy clashing animation after attempting to hit Corrin while in his counter stance. There could be two possibilities explaining this:
1. Roy and Lucina simply clashed with each other, while passing through Corrin.
2. Corrin's counter could cause a clashing animation on the attacker from certain moves, greatly increasing the usability of the counter. Notice how at 1/4 speed, Roy's blade actually stops first, and afterwards, Lucina's blade leaves first.
Pin with Corrin side-B --> cancel at the same time as Robin using Arcthunder --> Corrin grab out of Arcthunder --> Robin f-smashReally looking forward to trying a Robin/Corrin team out and seeing how it goes.
Maybe he could've been slow-running (or is there a term for that?) to keep up the pace against PAC-MAN? Even then, he'd still be pretty slow when running at full speed, but you never know.Alright, I'm no ZSS main, but here's what I found:
conveniently, but pitifully, ZSS's walk speed should be about identical to Corrin's run speed. I went into to training mode to find out that ZSS can walk along Pac Man's final smash perfectly.
ZSS blaster, fully charged, stuns for ~1 second, regardless of percent, and has set knockback. Corrin's fully charged neutral-B appears to stun for ~1 1/4 seconds, but launches Ryu. Stun duration could potentially scale with percent.
Combine the slow run speed with the fast projectile speed, and I think it would be pretty hard to follow up, at least at max range. Mid-range seems more than easy to do, though. Perhaps neutral-B to side-B could be a thing?
That's definitely possible, but I don't have high hopes for that because his run speed is visible in multiple parts of the broadcast. A man can dream.Maybe he could've been slow-running (or is there a term for that?) to keep up the pace against PAC-MAN? Even then, he'd still be pretty slow when running at full speed, but you never know.
it's nice, can cover rolls, but if the initial side-B is shielded, the direction of the kick won't matter much in terms of getting punished.I like how you can attack in both directions out of side B.
If you attack away it wouldn't be able to be punished.That's definitely possible, but I don't have high hopes for that because his run speed is visible in multiple parts of the broadcast. A man can dream.
it's nice, can cover rolls, but if the initial side-B is shielded, the direction of the kick won't matter much in terms of getting punished.
It depends. The explanation in the Direct left some room for interpretation. It could be a case of just nullifying more conventional attacks like the other FE characters' counters...but if it truly makes Corrin intangible like Vision does...I just thought about this. If moves don't touch Corrin, can we counter KO Punch? Oh boy I hope so.
Yeah, I was referring the the back-kick as well. It's possible to be safe, but we won't know for sure until February I guessIf you attack away it wouldn't be able to be punished.
I am talking about the second attack, the kick.
Yes, it's been discussed earlier in the thread. We know that it's a plummet kick similar to Toon Link, ZSS etc, and that it's a multi-hit attack.Probably everyone knows this by now, but I actually payed attention to the end of the smash direct presentation and saw what looks like corrin's down-air.
I think it will plummet you to your death unless you hit an opponent. There's also a visual ring at the start of it, so I assume it spikes, seemingly similar to toonlinks dair.
You have to remember that pacman can increase the speed of his final smash substantially by holding B.Alright, I'm no ZSS main, but here's what I found:
conveniently, but pitifully, ZSS's walk speed should be about identical to Corrin's run speed. I went into to training mode to find out that ZSS can walk along Pac Man's final smash perfectly.
I went and tested this myself and got consistent results.After testing it on my own I found Pac Man's accelerated Final Smash to be approximately the same speed as Sheik's run.
I can't be totally sure, but they seemed relatively close to each other speed-wise. If anyone could confirm this, it would be much appreciated.
I don't know exactly, but by eyeballing it, I'd say it's the accelerated version.Was Pac Man's final smash the accelerated version or not? I cannot for the life of me tell which one it is.
In the presentation Sakurai stated that both the projectile and bite attack could be charged, so it can't be automatic. You probably press and hold B after firing the projectile to begin charging the bite.Any speculation on how the bite of the neutral B works? I'm thinking it's either activated by pressing the B button again after the projectile hits or it could activate automatically when an opponent is within range. Thoughts?
Thanks for pointing that out. I didn't realize the bite could be charged, guess I missed that part in the presentation. So if someone is close enough, you can make the decision to either charge the bite or do a different attack, given the cooldown isn't too long. Loving all the options that Corrin has!In the presentation Sakurai stated that both the projectile and bite attack could be charged, so it can't be automatic. You probably press and hold B after firing the projectile to begin charging the bite.
Considering Corrin's fsmash has a tipper, you'd probably be better off charging the bite if you land the shot at close range. At midrange, though...I wonder if the stun would last long enough to land a tipped fsmash?Thanks for pointing that out. I didn't realize the bite could be charged, guess I missed that part in the presentation. So if someone is close enough, you can make the decision to either charge the bite or do a different attack, given the cooldown isn't too long. Loving all the options that Corrin has!
I was thinking the same thing. With the right range, F-Smash could be an extremely good option. Don't know the details on cooldown though.Considering Corrin's fsmash has a tipper, you'd probably be better off charging the bite if you land the shot at close range. At midrange, though...I wonder if the stun would last long enough to land a tipped fsmash?
something to remember is that Sakurai said the bite has good KO power. If the enemy isn't at KO percent, than it would be better to use a different option to that you don't stale your killing movesI was thinking the same thing. With the right range, F-Smash could be an extremely good option. Don't know the details on cooldown though.
And for close up, I was thinking that maybe combos such as D-tilt in to U-tilt may deal more damage when the opponent is at a lower percent. Though the presentation said the bite deals a lot of damage so it may be the better option all round.
We'd probably be better off using a different clip of Corrin running as a reference, at this point...I tried to test out Pac-Man's final smash on Kalos to see his total time to go from one end to the other in both his slow version and fast version and then compare that to the direct to see which speed Pac-Man is using there. It's tough to tell, TBH. However I feel as if the slow version was closer to what was shown in the direct. If anyone else could try this out, that'd be cool.
Good idea. Check this out.We'd probably be better off using a different clip of Corrin running as a reference, at this point...
Looks to me like that's only showing his initial dash, but then again, we'll want to know that, too!Good idea. Check this out.
Pay attention to Coliseum's tiles. At about 6:52, male Corrin dashes across a distance exactly five tiles long. It might be tricky, but if we can find characters that dash along those tiles in a similar amount of time, we may get a good idea of Corrin's dash speed.
As far as I know, no one has tried to speculate Corrin's frame data for his whole moveset.Probably not the right place to ask, but any idea on Corrin's frame data or do we have it somewhere?
I do believe that the video is only at 30fps. Counting frames would just be pointless.Probably not the right place to ask, but any idea on Corrin's frame data or do we have it somewhere?
Someone did it for Lucas when he was announced and it was accurate down to like 1-2 frames. Wouldn't say it's pointless.I do believe that the video is only at 30fps. Counting frames would just be pointless.
Tag KodystriI took some time to analyse the video frame by frame yesterday and I came up with a frame data sheet.