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The Essential Corrin Guide

McGyverAC

Dragon's Sin of Wrath
Joined
Jun 5, 2016
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Houston, Texas
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McGyverAC
This guide is meant to help beginners and Corrin vets alike, as I will be covering all applications of her individual move set and the most notable character and stage match ups.

Before I begin. Corrin, as a very slow character, benefits a great deal from all movement techs, such as dash dancing, extended dash dancing, and cancelling runs into turnaround dashes. B reversing is another essential. Wave bouncing and perfect pivots are not essential, but help Corrin with positioning and can open up many options.

This first section will cover Corrin's move set and the most basic of techs for those moves. If you're a veteran and want to learn some more advanced techs, they will be included below the beginners section. I will also include any techs I mention in the beginners section, just in case you may or may not have heard of it.
Note: I refer to Corrin as a she only because that's the skin I play her as. There is no difference between the character's move sets. However, the taunts have different audio.

SPECIALS:

Neutral special: Dragon Fang Shot. Is a chargeable stun projectile that is followed by a chargeable close range bite. You can charge both separately, and a no charge shot to full charge dragon bite is a true combo (if they're in range of the bite of course) at any percent. Unlike ZSS's paralyzer, the stun duration lasts longer as the percentages go up. This move is one of Corrin's most reliable kill set up, as well as a good pressure long tool. The projectile itself is very weak, regardless of how much you charge it. It can be beaten out by every projectile in the game. On a side note, the fully charged bite does a HUGE amount of shield damage, but it doesn't break Shields.

Side special: Dragon lunge. On the ground, it's a hop followed by a lance. To activate the lance, the player must press b or a once after the side b. This does not apply if you side b in the air, as the lance will just come out. The lance will pin you to the ground if you're close enough, and can pin opponents as well. Once pinned, Corrin can input left, right, up, jump, or cancel. The cancel has no input, you just wait three seconds for the move to auto cancel. Corrin Receives no ending lag from the cancel, and can act immediately, which can lead to a combo if you've pinned the opponent. However, the pinned state can be mashed out of by the opponent. Imputing up or jump results in Corrin jumping from the pinned state. The jump itself has some end lag, so it's kind of risky. This does put the opponent in a techable footstool state. If you've pinned someone on a stage with a wall and input jump, the opponent will be unable to act immediately, as there is nothing for them to tech. Imputing left or right results in a dive kick in that direction. Regardless of which way you kick, a pinned opponent will be hit. The kick has good knock back at during the sweet spot (the first few frames of the kick) and can KO a pinned opponent. While I haven't tested it, based on what I've seen, kicking forward is the most reliable way to KO a pinned opponent. Doing a turn around kick results in Corrin spinning on the lance before going in the opposite direction. She has a hit box in front of her, but it doesn't deal as much knock back. The lance itself has a tipped effect, and can KO fairly early. The tipper has horizontal knock back, so it's best to go for it at the edge or off stage. Corrin's most reliable and earliest kill is any charge shot (depending on follow up distance to target) to tipper side b. It's worth noting that you can do a tipper side b from a short hop on opponents of any height, and full hop side b of you feel like you won't reach your opponent in time to intercept the knock back of the stun shot. For this kill, it's useful in knowing the angle of the stun shot, as you can use this to assist in getting the opponent closer to the blast zones. Keep in mind that the move is only active for two frames, and therefore has little priority over other moves. This means that recoveries that have a constant hit box around there body (EX: Donkey Kongs up B and sometimes Luigi's side b and cyclone) the dragon lunge will be cancelled. This does not apply to two frames and if you hit there hurt box before coming into contact with their hitbox.
Note: This is easily Corrin's most useful tool. You must absolutely master this move.

Up special: Draconic Ascent. Corrin moves up at a slight angle of you don't input anything else. You can angle the Ascent for better horizontal recovery, as well as vertical recovery. Purely vertical Dragon Ascent involves inputting 90 degrees in the opposite direction that Corrin is facing. Purely vertical DA is better for kills, as it drags opponents higher to the blast zone. That being said, as a kill move from the ground, Draconic Ascent is very lack luster, with it's poor knock back. A useful tech for killing with this is baiting out an air dodge before using this. It won't always kill though, unless you're very close to the blast zone. Optimal kill percentage on the ground are usually 140 at lowest to 160 at highest. On the ground, this move has some invincibility at the start up, but after wards Corrin's head and legs will be vulnerable for attack. She keeps her invincibility when used in the air. This up B has a lot of aerial drift, and it's multiple hit move, the wings being the multi hits. Because of this, lots of moves do not have priority over the Recovery, so most people can't challenge it aside from a two frame. Keep in mind that long-lasting nairs such as Mario's and Sheik's, as well as some multi hit moves, can trade with the Up B if they hit Corrin's head. This causes a bit of a small spike, which is fine if you have your jump but can screw you if you've used it. Keep this in mind when recovering

Down special: Counter Surge. Easily the best counter in the game. For the uninitiated, Counter Surge is a move that activates if you are hit by an attack shortly after activating the move. If hit during those few frames of activation, Corrin will return the attack with 1.2 times damage, as well as ridiculous vertical knock back. This is the only counter in the game that hits all around the initiator. Counter Surge can be used to intercept and punish aerial assaults or follow ups, as it has ridiculous knock back and will Knock the opponent above you. This move should mostly be used to intercept powerful moves, recovery's that have high knock back, such as ness's (it kills at 40% WTF?!), or aerial assaults. It should only be used on obvious smash attacks, or if the opponent isn't expecting it and attacks you in the air. Make sure the opponent is at a high enough percent, as this move has a lot of end lag (If your opponent doesn't hit you), and can result in a severe punish. Basically, don't spam it, only use it when your opponents not expecting it. Another example of using this move is if the opponent doesn't respect the fact that you have a counter and throws out powerful moves constantly at you.

STANDARD GROUND MOVES:

Jab: a three part move that has decent knock back at the end and is good for getting your opponent off you at higher percents. If you tap the jab rapidly, Corrin replaces the final swing with a very rapidly biting mouth (it's scary to watch). The rapid jab is used to rack up damage at early percents, but the opponent can escape if you hold the jab too long (though, watching the mouth bite once an opponent has escaped is very funny, considering how fast it is.)

Forward tilt: good combo starter at early percents, mostly used as a typical "get off me" tool. It's got good speed and range, but most notably, the knock back sends them more vertical than horizontal.

Down tilt: Bread and Butter combo tool at low to mid percents (at very specific high percents, it can be followed up with an up air for the kill) and has decent range on the ground. Knocks the opponent above you, and should usually be followed by either another down tilt, up tilt, or up air depending.

Up tilt: another BnB combo tool. Pretty basic, doesn't have many uses other than combos. Like down tilt, up tilt can be followed by up air at very specific percentages for the kill.

SMASH ATTACKS:

Forward smash: A long lance with a tipper that can be angled forward, up, and down. Longest smash in the game, and has a constant hit box In Front of Corrin if you charge it. The chainsaw hitbox can true combo into a fully charged forward smash, but the opponents can DI out of the hit box. Keep an eye on your opponent's position and follow up with an up angled forward smash. Even without the tipper, this can kill stupidly early at the edge of the stage. Because there's a constant hit box, if your facing the edge of the stage charging it, it will cover every single ledge getup except for roll. This edge guard is riskier, but if you catch your opponent, it can lead into an early kill. A similar edge guard can be used to cover roll, but you have to have your back facing the edge of the stage. If the opponent rolls, they will get hit by a charged tipper forward smash, which can kill earlier than the previously mentioned method, though it depends on your opponents option. Use this sparingly, as spamming it can result In Your opponent just jumping from the ledge to attack you.


Down smash: nothing very special about this move, other than the hit box behind Corrin has a tipper, which is by far Corrin's most powerful tipper, whereas the front hit box in front of Corrin does not. Useful for punishing rolls and can be used as a way to punish people trying to chase you down. Another way to use it is after a back air, since the back air has low landing lag and depending on how you spaced it you have a good chance of landing the tipper. This move does purely horizontal knock back, and is good for killing near the ledge. Though, among Corrin's kill options, this is by far one of the weakest. It comes out pretty fast, and is good for hitting opponents too close for a tipper forward smash. If you, by chance, happen to get a shield break. Walk the opponent over to a ledge and hit them with the tipper. This will kill earlier than any of Corrin's moves.

Up smash. Another tipper move. Corrin leans down and extends two spears above her. Is a good anti air, since Corrin bends down, which makes her hurt box smaller. This move excels particularly on stages with platforms. The sour spot of the move has worse knock back, but can still kill at around 120 - 140.

AERIALS:

Neutral air: Corrin spins a lance and sword around her body twice. Has a decent length, and is a good "get off me" option out of shield or landing with a lagless down air. Is one of Corrin's best combo starter from low to mid percents. The little spear is the sour spot, with a tipper, and can improve/extend certain combos, though it's much harder to land, as well as more difficult to cancel.

Forward air: a sweep of Corrin's sword in front of her. Is her best combo tool and starter. Knocks the opponent vertically, and can true combo into an up air at higher percents, being a kill option at very specific percents.

Up air: an optional combo starter, like many fire emblem characters, but should mostly be used to finish off a forward air combo, due to the amount of damage it deals. Be wary of how many time you use this to avoid staleing the move, as it is one of Corrin's best kill options, and is her best aerial kill option. Covers a wide area above her. The range of this move beats out a lot of characters down air attacks and landing options. Be wary of your spacing with this move.

Back air: Corrin sprouts wings and pushes herself forward. Great for recovering horizontally, and has decent knock back. The move has a deal of start up and end lag, but no landing lag if cancelled properly, you can even cancel the wings before they come out. Fast falling with this move is great for catching opponents unaware, and it's deceptive landing lag can result in a forward or down smash to punish opponents who try to chase you down or who remain in shield. This move has great horizontal and vertical range, and allows Corrin to attack at a distance with almost zero chance of being punished, so it's her safest move on shield.


Down air: a drill like dive that hits multiple times and drags the opponent down with Corrin until impacting on the stage or cancelling after a while. This move can be used to drag opponents down off stage for an early KO if you're up a stock. To survive using this move off stage, you must full hop, down air, spam jump, then do a purely vertical Draconic Ascent. This is guaranteed so long as you do a full hop. You can also do this from a get up jump on the ledge, or jumping from Dragon Lunge above the edge of the stage. Stages with a wall provide a better recovery, as Dragon lunge can pin you to the wall and give you an extra jump. Dragon' lunges extra jump doesn't count as a double jump, and won't take yours.


GRABS AND THROWS:
Grab: not the best of ranges

Pummel: Corrin slams her hilt into the opponent. Very slow, one pummel at low percent, two at mid percent, and 3 at high percents.

Forward throw: Corrin pierced her opponent with a lance, launching them forward. Has little knock back, but no combos out of this throw. use it for spacing and gaining stage control

Back throw: exact same story as forward throw

Down throw: kills at very high percentage, deals the most damage of all her throws and launches them diagonally upwards. On platforms close to the edge of stages like town and city or smashville, this is your optimal throw. If the opponent DI's inwards, then you can get a true combo forward air out of it at 0 percent.

Up throw: Corrin's kill throw, killing earlier than down throw and is purely vertical in knock back. Don't stale this throw, as it kills at 140 to 170 (varying with weight), without rage. Down throw kills a few percentage later, and is another option if you've staled up throw.

DRACONIC TECHS:
Some of these techs were given names by the YouTubers who discovered and posted about them, as well as a few unnamed techs or not yet seen or mentioned techs that I found in the lab. I may not be the first person to discover it, but I damn well get to name it. Since as of right now I'm the only one who has uploaded a guide on Corrin.

Draconic ledge getup: basically letting go of the ledge, jumping and back airing at the same time to push yourself on stage. You receive less lag than if you'd done a neutral ledge get up, and can be used to catch approaching opponents by surprise. Another ledge getup option is using forward air, which is useful if the opponent is close to the ledge.

Instant Dragon Lunge: performed by imputing side b and then immediately pressing a or b. Sliding your finger to the a button is faster and easier than double taping b. This allows you to instantly pin yourself to the ground, and is very fast. If the opponent doesn't predict it, then you can catch them, if they're in range.

Rear Spear: doing a turnaround forward smash. Done by running, moving the control stick in the opposite direction while simultaneously using the c stick to forward smash in the same direction. If done correctly, Corrin will slide slightly before spearing in the direction she came from. Is useful for surprising opponents and is helpful in ledge guarding with forward smash. The input is the same, but you hold the C stick so you get the charge. Because of the slide, your opponent is more likely to get caught in this edge guard.

Coryuken: not a very specific technique, but refers to spacing a down air about a bodies height above a recovering opponent. When the down air ends, the opponent is usually just above Corrin's head, and will be in hit stun a few frames longer than down air's ending lag. Because of the way the down air is spaced, this results in a GUARANTEED foot stool, which not only means almost guaranteed recovery for Corrin, but it means absolute death for the opponents. My official way of performing this technique is by performing a side b at the edge of the stage so when you jump you can immediately down a. It's not guaranteed, as the jump has quite a bit of lag, but it can surprise an opponent on the ledge, as Corrin's position allows for a kick to punish any ledge get up. If the opponent jumps from the ledge to attack Corrin, this move is all the more guaranteed, of course this depends on the height of the opponents double jump and up air, but for the most part it will work. Another thing to mention is that this move works regardless of spacing if the opponent uses their double jump prior to getting hit.
(Credit to OceloT42 for the two names above)

KenRyu Combo: Corrin's special version of the Ken Combo. The difference is that the forward air has to be sour spotted in the air, and Corrin has to be right next to them. For this to work, Corrin has to be close enough for a foot stool, without using her double jump. Foot stole them then immediately down air, otherwise they will be able to DI out. Keep in mind, there are several characters that can escape this with DI. This will allow for Corrin to perform a foot stool at the end of Dair, resulting in guaranteed death for the opponent, and guaranteed recovery from Corrin. If the opponent has used their double jump, it's unnecessary to worry about your positioning, as they won't be able to cancel their momentum in time otherwise. This is an insanely difficult tech, so practice practice practice. Even I haven't been able to get it without being at 1/4th speed. *tip: for the first footstool, don't do a full hop footstool, do a short hop. It's better for the down air.

Dragon Ledge Dive: Corrin's good ledge guarding option against no hitbox recoveries. It's very simple. Just side B and pin yourself at the ledge, position yourself so that you snap the ledge when you input the kick forward. Because the kick has a constant hitbox, it will two frame any recovery. This is only viable against teleport recoveries, vertical recoveries, and recoveries with no hitboxs. It's techable, but is very janky. Sometimes it stage spikes them, other times it bounces them off the wall.

Dair cancel: perform a down air after being launched high above the stage. Use a forward air to cancel out the hitstun. The down air has incredible fall speed, nearly impossible to punish, and the attack will end before reaching the ground, preventing Corrin from having any of the landing lag, as well as allowing her to land with a neutral special to attack approaching foes, or a neutral airs to force opponents away from you as you land. Another option is to use down air after being in hitstun. The down air will lose all its momentum, and can catch opponents unaware if they attempt to follow up after launching you. Use this at lower percents, as it's easier to catch them with it. Note: The minimum distance it cancels at is a full hop double jump from the top platform of battlefield.

COMBO MIXUPS:
It has been said many times that Corrin is a character that relies on true combos, however, She has a variety of mixups that can kill stupidly early, if you guess your opponent's options correctly.
There are three variants of this mixup, which include all of Corrin's specials, with the exception of Counter Surge. At around 40 - 50 percent, neutral air to fair, followed by a neutral special is a good mixup and can be a 50-50. I have confirmed that they can't jump away (though I'm not sure about early start up frame moves like Sheik or mario's nair, as Corrin's projectile has 0 priority) and you can read their airdodge. This will usually kill at the percents this works at, and Platforms can provide an extension, if they airdodge, which will be nair to neutral special at around 40-50 percent, or fair to neutral special 50-70 percent. The percents vary between weight classes, and seems easier on heavy weights such as dedede, bowser, and Donkey Kong.
Next up is the up special variant. Sadly, this is only 100% viable if they airdodge and are above top platform on battlefield, but will kill as early as 70%. Other than hitting them above you with any usual move, this has very little applicable use, but is definitely a good surprise KO option, and is key in the Corrin vs Ryu match up, since it is a multi hit move.
Finally is the dragon lunge mixup. Once again, this is only viable if the opponent airdodges or throws out an attack, and is found to not KO very early, even near the ledge (Sheik lived at 80%, and she's light as ****). It's down tilt, to double jump tipper. The only hard part is spacing yourself correctly.

LEDGE TRUMPS:
Corrin has only two viable options out of ledge trump (Credit to Cosmos for demonstrating this) which is tipper dragon lunge, and turn around Dragon Fang Shot. Both of these work very differently, so I'll explain them in depth.

Dragon Lunge: Once you trump someone, immediately input a ledge jump, and then input side B towards the opponent. This is difficult, as it requires good timing. If you didn't know, the first couple frames of a ledge jump can be canceled into a special attack (applies to all characters). Many Corrin's use this to do a get up counter, as counter cancels all momentum. If done correctly, the tipper will hit the opponent, and usually kills around 80% and onward.

Dragon Fang Shot: This ledge trump is taken directly from Samus, who has the incredible ability to ledge trump into any variant of charge shot. The theory behind that is exactly the same as Corrin, though it requires an extra input. This is accomplished by holding back after ledge trumping someone, and then inputting jump and special, all mere milliseconds after releasing the trigger button. If you didn't know, most characters have the ability to B reverse a neutral special, and do a turnaround neutral special. B reverse is simply hitting special and then immediately hitting the stick in the opposite direction you are facing. This reverse the direction you are facing, as well as your momentum. A turnaround is hitting the stick in the opposite direction you are facing, and then immediately after you let go of the stick, hit neutral special. This will cause you to turn around without reversing your momentum, and is what you need to do to complete this ledge trump. I've only seen it kill at 80% thus far, but is more consistent and less frame perfect than ledge trump to pin.


Moving on to stages:
Flat stages are a meh for Corrin. They don't hurt her but they don't benefit her. Stages with walls add more to her recovery but not much else. They do give Corrin room to run around and make use of Dragon Lunge though.

Stages such as battlefield and Kirby's dreamland benefit her by giving her the ability to move around the stage with Dragon lunge, as using the kick on any platform cancels out the end lag Corrin would receive if she'd have done it on the ground. It makes her movement trickier, and allows her to get more reliable up smash kills through the platforms. Since her up air covers an entire platform on battlefield, she can juggle opponents exceptionally well here. That being said, these stages limit her use of down air as a way of returning to the stage.

Duck Hunt is a good stage for Corrin to avoid fast rush down type characters since the odd platforms give her some interesting movement options with Dragon Lunge, and the stage assists her recovery. Do not go to this stage when facing zoning type characters that can spam projectiles more than Corrin. To counter them, go to a place like battle field.

Town and city and smashville benefit Corrin with their low stages, however, these are bad stages for fast characters, as Corrin can't avoid them.

Lylat isn't a bad stage for Corrin, but the odd angles of the stage can interfere with Instant Dragon lunge, but can allow for an instant Dragon Lunge Tipper for a very quick KO attack.

General character match up no-no's:
Fast characters can pressure Corrin, and are some of her toughest enemies, as they can punish dragon lunge. It requires perfect spacing and well thought out reads to win this match up.

Zoning or projectile heavy characters can keep Corrin at a distance, since her projectile is the weakest in the game. Her run speed also makes it difficult for her to approach them safely or punish them for projectile use. I have no tips for winning this, cause if a Samus decides to camp like a *****, there's not much you can do about it. Just stay in their face as much as you can, and be very patient.

Tips and Tricks:
Dragon lunge is Corrin's most versatile tool, and one of the best moves in the game. Use it well, but be careful. Each whiff and retreat with dragon lunge results in loss of stage control for Corrin.

Make sure to visualize her side B's hitbox, as this really helps with the spacing for the move. Also keep in mind that the actual pin hit box is only out for about 2 frames, so be precise.

In most match ups, abuse your aerial range to apply safe pressure, and mix it up going for tomahawks (Special name for short hoping and landing without doing anything.) into grabs. Don't over look the grab. it gives Corrin stage control and extra damage. If you don't grab a lot, it'll be a very long time before your opponent is at kill percent for up throw.

Don't rely on true kill setups and don't fish for combos. Know the combos, learn the kill setups, but don't keep going for it. You'll get predictable.

When throwing someone, jump at them and threaten them. You can observe how they react to the sudden pressure, which can benefit you by teaching you something about your opponent's habits.

Corrin has no true combos out of grab release, but if the opponent isn't expecting it: ground release can result in a pin, and aerial release can result in a tipper.


CORRIN PLAYERS:
The most notable Corrin players are Cosmos, Ryuga, Ryo, and Yoc (japanese player). Cosmos does nutty mixups and is generally the guy to watch, but Ryuga was the best Corrin in the beginning and is still fun to watch (though there isn't as many matches of him). Ryo is all around good, though he often doesn't use Corrin, and I don't know about Yoc, but I hear good things.

Closing message: Corrin is an exceptionally good character, with solid combos, mixups, KO options, and neutral. Her weaknesses are that she's not very fast, and, um, that's really it. This lack of speed makes follow ups difficult, chasing opponents down hard, and overall can hurt ground pressure. Other than that, she doesn't have any bad points worth mentioning. (No her grab and throws are not bad for her neutral, they give her stage control, present ledge guard opportunities, and allow for juggling, which Corrin is the best at.)

Lastly, if you want to learn Corrin's BnB combos, check out Izaw smash's Corrin informative on youtube. It has all the combos corrin can perform, as well as visible demonstration of Corrin's moveset and techs.

As Corrin's meta is too underdeveloped and almost impossible for just one player to explore and find, I will be adding anything else I find to this guide. I beseech any fellow Corrin mains reading this to share any tech that I haven't mentioned, or haven't gone over. Let us make this the completed Corrin guide, to advance Corrin's metagame back up to top tier. Though admittedly, Corrin's obscure Metagame is one of her greatest tools, since no one else knows what to expect, so let's try to keep this between us Corrins, yeah?

All edits and new techs will be introduced and debated in the comments below. Check back every now and then to see if anything has changed. Looking at you Oz

Please keep in mind that I am not here to, nor are telling you HOW to play Corrin. Corrin can be played a variety of different ways, and it's up to each of you to discover your own style. Me and the other Corrins on this board are just here to help, and argue from time to time. Check out Tales of a Manakete for tourney gameplays, and check out the Gameplay Q&A Thread for Corrin info and overall discussion.
 
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Deleted member 189823

Guest
This is surprisingly accurate for what appears to be out of the blue. a bit of suggestion, though. It doesn't look very appealing, in the way that it isn't organised in such a fashion. a bit of a shame, I actually agree with most of what you've to say.

Stuff:

- Corrin's run and air speed are about as average as it gets. I see what you mean, that it can be troubling to close in the distance in certain matchups (actually happen to know that first hand). However, I wouldn't say we're particularly slow. We're as fast or as slow as we play. Corrin can be played ''fast''. We have the tools to do so, it's just harder to think when you do.

- Similiarly, I don't think campy characters are very threatening. again, first hand, I can find it annoying to close in that distance. But this is where Shielding comes in place. and with Shield, we got Grabs, something very underrated among Corrin play. Having in a opponent with a Reflector is far from our downfall. I sure as heck never relied on Dragon Ball for anything other than killing.

- DDD can seem like a hard MU if you aren't very well-versed in dealing with camping and heavy Shield game altogether. Gordos can easily be dealt with F-air or N-air. Once you get in his range, he'll either try to block you out with F-Tilt (which you'll want to jump over or Shield) and his last resource is to pretty much Shield (in which case, again, you Grab). Don't get me wrong, Grabs aren't always as obvious, which is why I tend to mix it up with empty hops. Once we get him in the air, we murder him.

This MU is only hard online. I think every DDD has a record against me, there. You know, since I'll take every Gordo to the face, pretty much. also, it may or may not be online, but it looks like his Smash attacks are safe-ish on our Shield. F-Smash has massive Shield stun.

- against Cloud, I don't see what you mean about 'hyped matchup'. Personally, I am starting to see the advantage we hold in this MU before even taking him off stage. For starters, you're not going to want to just throw out attacks, as his attacks tend to be faster and have similiar range. Waiting on Shield against stuff like FH D-air, N-air and any kind of falling aerial is bound to get grabbed. We can also beat out his D-air with out B-air to the sides, or U-air if they're trying to land (though it's rather strict of a timing). We juggle him pretty well in the MU, so look for those opportunities (or to take him off-stage) and take advantage of them). He can indeed annoy us pretty well with U-air, which is why I try my best to DI up, away and aim to jump at the right time. B-air to safety. D-air actually kind of works at the right moment, we have this huge disjoint thing that catches him off-guard in-between hits, so, be wary.

- Your take on Mario is pretty accurate, barring the Fireball part. It doesn't particularly annoy us. They're easy to Shield and N-air/B-air destroy them (not sure about F-air). I think the hard part is dealing with his N-air, as it has this little annoying lingering hitbox that catches you off-guard into a tumble animatuon. He combos us pretty hard, but it shouldn't be a huge problem if we take care of our spacing a DI away/jump accordingly. People like ally and RoguePenguin seem to have trouble against us, ironically.

tl;dr: Most Clouds are arrogant ****s that think they do anything for free, so just Shield and act accordingly.


also, Corrin's aerials have sourspots?
also2, ''she'''s getting old, urgh.
 
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McGyverAC

Dragon's Sin of Wrath
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McGyverAC
All your points are very good, and I agree with your match up analysis. The camping and projectile thing was referring to someone who would literally do nothing but spam projectiles until you got close, before either grabbing you out of shield to throw you off stage or just simply running away. (I have unfortunately had an experience with a player like this, and I found Corrin, among all the characters I played against him with, to be the most difficult to touch him. This was offline and I was using the method you described. It's not really relevant to most games, but I figured it'd be nice to know if you want to spam your projectile. Other than that, campy characters are, as you said, annoying. Though, that can cost you the game. Regarding Mario, I forgot to mention that he has difficult time getting in with his attacks, as sword characters are his weakness. I said Cloud was Corrin's most hype match-up simply because they are the two best sword characters in the game, and Cloud, despite consistently being higher up on the tier list than Corrin, actually has a lot of disadvantages in the match-up. Another reason was Ryo and M2K. Ryo was the first big name Corrin. Regarding Corrin's sour spots, I said this because that's true with pretty much all attacks. All attacks have a sour spot where there is less knockback, which makes it good for comboing. Corrin's appear to be closest to the hilt. (not to be confused with roy and marth's sour spots). Any other error you find just came from inexperience. I posted this because I saw very little Corrin guides out there on this forum, so I wanted there to at least be one that was relatively accurate. Thanks for taking the time to comment on this post, and helping to point out my mistakes.
 
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Deleted member 189823

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Hey, like I said, I was surprised how on-point most of this was. With that said, it's not like Corrin's so high up (in a metagame-development kind of way) that one player is a long-shot's experience away from the other's. a lot of us have a thing or two to learn from the other, as well as to teach.

I'm actually really curious about your take on sourspots. I know our B-air has a sourspot as a later hitbox, or maybe it's part of the tip (which, again, might simply be a result of a later hitbox). Does about 9%. If one of F-air or N-air (especially F-air) has a sourspot, this will be ****ing golden to our combo game. I made a post saying F-air's actually our best move, and this could be bonkers.
 

Nah

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I'm actually really curious about your take on sourspots. I know our B-air has a sourspot as a later hitbox, or maybe it's part of the tip (which, again, might simply be a result of a later hitbox). Does about 9%. If one of F-air or N-air (especially F-air) has a sourspot, this will be ****ing golden to our combo game. I made a post saying F-air's actually our best move, and this could be bonkers.
I'm pretty sure that Fair does not have any sourspots/late hits, and I'm pretty sure it's like that for all moves using the Yato. Nair though has a late hit that does 1.5% less than the early hit, but same angle and BKB and KBG.
 

McGyverAC

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I would say yes. At least, that's what it looks like. haven't you always found it easier to link combos when you hit your opponent with the hilt? It could just be because you're closer to your opponent, (though nair does have a sour spot). In other news, I've discovered several mixups with Corrin that are very similar in concept to Falcon's down throw to up air to knee (50-50 at the right percents). It's nair, to fair, to double jump neutral special. If they air dodge, read it and then destroy them, if not, destroy them anyway. Corrin's bite has more vertical knockback than horizontal, so it'll kill the higher up you are. I actually pulled this off at a tournament recently (no replay, sadly)
 
D

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Yeah, it's because you're closer. That's actually not a bad thing, but it just means you're going to have to be sure whether you're hitting their shield or not (see: crossups). Like, apparently FF F/N-air combo into a footsie at 0-10%, and apparently it's also only possible if you're close-ish (kind of logical, really). It's also not a bad idea to hit people with the back of your N-air, as it combos into more stuff, longer.

about aerials to Bite, that's sort of an extension of a known "combo" (apparently it is). I want to see that replay, lol. I've played with that, if only very little, in Training Mode.
 

McGyverAC

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I'm aware it's a known Combo. I've only seen the airdodge read version, but I haven't seen it popularized in tournament. As for the replay, It got lost cause I forgot to save it despite that god like combo I still lost :(
Any who, I did some more testing with the "sour spots" and it does appear more to do with Corrin being closer to her opponent than actually being a sour spot. And the back of nair is good for combos. I actually got it to kill confirm on a bowser once, though he attributed more to bad DI on the up air, than it being a true kill confirm.
One of the things I really want to test out is Corrin's dair to footstool (true combo (Maybe)). I want to see if it's actually a combo at lower percents. Based on what I've seen, and how it appears to work thus far, this is a true combo at higher percents, because the opponent, when hit by the meteor hit box of the move, goes farther down the higher the percents. I only say this because every time I've landed the dair to footstool, it's been at high percents. This would be extremely unfortunate, but i have neither any custom maps nor friends to test it out on. If it is confirmed a true combo at any percent, then It would be as epic as fox's fair to footstool, with the only difference being that the footstool state will not end before they hit the blastzone. I will work on this technique, and hopefully come back with some results, but if anyone else could work on it as well, that'd be really helpful.
 
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as far as I can tell, you jump about "one character"'s range above them. It doesn't seem very percent-reliant, as it's pretty much impossible to get the spike hitbox unless the animation cancels threw a hitbox you're hitting (say, Mario and Marth's Up-B). I've done it to people over 100, and I still died before them.

all in all, don't get carried away with little gimmicks. If Corrin can do something right, it's getting meaty from through good normals (D-Tilt, F/N-air, etc.).
 

McGyverAC

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as far as I can tell, you jump about "one character"'s range above them. It doesn't seem very percent-reliant, as it's pretty much impossible to get the spike hitbox unless the animation cancels threw a hitbox you're hitting (say, Mario and Marth's Up-B). I've done it to people over 100, and I still died before them.

all in all, don't get carried away with little gimmicks. If Corrin can do something right, it's getting meaty from through good normals (D-Tilt, F/N-air, etc.).
I agree, I was just curious, since that would mean the right read on a recovery would mean death for an opponent at any percent, and Corrin would then be able to make it back. It's the only thing of hers I haven't been able to test.
And to clarify about the spike hitbox, I meant that it got stronger as percents went up, so that the opponent pops out of the move closer to Corrin. It was just a theory.
Also, what is the name of the youtube channel that your twitch vids would be posted at?
 
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I think it'll be on argensmash, for both accounts.
 

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D

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I know this is 3DS, but I don't think that should limit you as a player in on itself. I was actually there myself, only a few months ago.

You just seem "green", overall. Like, some moves just feel flung around out of the blue (some F-Tilts and Bites), no Pins in Game 1, hardly any Grabs. You should also work on your autocancels. You always kind of just go for full N-air (which isn't bad, but someone with a brain will likely Shield). Your mobility is stiff, and that isn't simply the 3DS limiting you (I mean, yeah, but not entirely). Try staying grounded more, Dash Shield into opponents (as opposed to just FH N-airing and expecting them to run into you), more D-Tilt, and maybe Jab. Definitely more F-air. and just a heads, you always recover guy (not that he was doing anything about it).

Motherofgawd, tell me that isn't Corrin

Is your tag Oz?
what
 
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McGyverAC

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I know this is 3DS, but I don't think that should limit you as a player in on itself. I was actually there myself, only a few months ago.

You just seem "green", overall. Like, some moves just feel flung around out of the blue (some F-Tilts and Bites), no Pins in Game 1, hardly any Grabs. You should also work on your autocancels. You always kind of just go for full N-air (which isn't bad, but someone with a brain will likely Shield). Your mobility is stiff, and that isn't simply the 3DS limiting you (I mean, yeah, but not entirely). Try staying grounded more, Dash Shield into opponents (as opposed to just FH N-airing and expecting them to run into you), more D-Tilt, and maybe Jab. Definitely more F-air. and just a heads, you always recover guy (not that he was doing anything about it).


what
All that you covered were due to internet johns. The input delay for the 3ds is absolutely **** online, so usually my gameplan online is limited to waiting for someone to run into something, with a few occasional reads. The other 2 gameplays I specified had much better internet, and are better gameplays overall, but I have misplaced my 3ds, so I can't record them. But the recovering part is true. though, that's mostly about having played him enough to know he never punishes it. I only thought it be good to demonstrate Corrin's match up with hyper aggressive players (believe me, that guy was hyper ****ing aggressive). Don't get me wrong though, I really appreciate getting some feedback!
 

McGyverAC

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I know this is 3DS, but I don't think that should limit you as a player in on itself. I was actually there myself, only a few months ago.

You just seem "green", overall. Like, some moves just feel flung around out of the blue (some F-Tilts and Bites), no Pins in Game 1, hardly any Grabs. You should also work on your autocancels. You always kind of just go for full N-air (which isn't bad, but someone with a brain will likely Shield). Your mobility is stiff, and that isn't simply the 3DS limiting you (I mean, yeah, but not entirely). Try staying grounded more, Dash Shield into opponents (as opposed to just FH N-airing and expecting them to run into you), more D-Tilt, and maybe Jab. Definitely more F-air. and just a heads, you always recover guy (not that he was doing anything about it).


what
When I said tag, I meant your game tag. As in when they show you on stream you'd be called Oz and not something else.
 
D

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Oh, yeah. also, **** your johns, LOL.
Do you attend to weeklies or something. I think Cosmos is from your region.
 

McGyverAC

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Oh, yeah. also, **** your johns, LOL.
Do you attend to weeklies or something. I think Cosmos is from your region.
I can't usually (school Johns, LOL)and I don't play Wii U, my main controller is the 3DS. In the few tournaments I've gone to and actually done well I had to leave because the guys who were running the tournament set up too late. I **** you not, every tournament I've been too, my first opponent is either one of the ridiculously good guys who get on stream every week, or it's one of those obscure characters that I didn't even know existed in tournament play. That's just personal johns, anywho: Cosmos does. He lives in Dallas, I live in Houston. He's not that far out, but to my knowledge he hasn't attended a single tournament in Houston. Maybe LTC 4. I think that was in Houston.
 
D

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But, like, do you live close to your locals? are weeklies accesible? Bi-monthlies, at the very least? We're lucky to have a single tournament a month in argentina, and that's probably what motivated to do so well (well, actually win, in this case). However, during most of my stay in South Florida at the time, I was a 3DS dude most of the week, and only had access to a WiiU on the weeklies. I use CCPro Wii, by the way. You should really switch to a proper controller (just borrow, the guys are nice) and get to weeklies as early as you can and practice your base mobility (which is something that really bit me in the ass at the time, switching between 3DS & CCPro Wii).

also, ask your parents or whatever to make an exception for you once a week, which is for the tournaments. Or get along with people and hang out with them. Whatever practice works, as long as it isn't constant 3DS FG.
 
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McGyverAC

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But, like, do you live close to your locals? are weeklies accesible? Bi-monthlies, at the very least? We're lucky to have a single tournament a month in argentina, and that's probably what motivated to do so well (well, actually win, in this case). However, during most of my stay in South Florida at the time, I was a 3DS dude most of the week, and only had access to a WiiU on the weeklies. I use CCPro Wii, by the way. You should really switch to a proper controller (just borrow, the guys are nice) and get to weeklies as early as you can and practice your base mobility (which is something that really bit me in the *** at the time, switching between 3DS & CCPro Wii).

also, ask your parents or whatever to make an exception for you once a week, which is for the tournaments. Or get along with people and hang out with them. Whatever practice works, as long as it isn't constant 3DS FG.
Houston has weeklies at least one a day, with the exception of saturday. I do use a pro controller for tournaments, and my Corrin is okay on there, it's just some punishments and other movements become jarred and often I make mis inputs (Actually saved me one time). As for parents and tournaments? Oil and water. They don't like video games period, so at most I can go to 1 a month. Though our school has started Sm4sh club again, so I get practice at least once a week. On another note, every time I've gone to a tournament, I have improved immensely since the one before. As of right now I'm ranked 217 in Houston.
 

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Corrin tidbit No# 1: When coming out of hitstun, if Corrin does a back air, it doesn't have any momentum.
When hit into the blast zone, don't immediately use a back air, since it increases your hurt box behind you and can lead to you killing yourself if you aren't spaced properly. Just cancel the hitstun with a fair, then go into the bairs.
Also: I heard someone say that Corrin's Bair has a windbox behind her, that's not true. So don't try to gimp cloud with that imaginary windbox.
 
D

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Corrin's a dude, you ****. Either that, or any neutral pronoun. The **** you think this is. We 2016, son.
also, I like you. You're hilarious. Not OceloT42 OceloT42 , but we close.

I've got something for you, so stay put.
 

OceloT42

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Corrin's a dude, you ****. Either that, or any neutral pronoun. The **** you think this is. We 2016, son.
also, I like you. You're hilarious. Not OceloT42 OceloT42 , but we close.

I've got something for you, so stay put.
SENPAI NOTICED ME!
KYAAAAAAAAAAAAAAAAAAA
 

OceloT42

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Ooh, ooh, names! So for the Jackson Lance, how about we call it the Rear Spear?
And for the Dragon Disrespect thing, we can call it Coryuken. You know, because Corrin is a dragon, and Shoryuken means "Rising Dragon" and if you footstool them you "rise"...
I'll show myself out.
 

McGyverAC

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Ooh, ooh, names! So for the Jackson Lance, how about we call it the Rear Spear?
And for the Dragon Disrespect thing, we can call it Coryuken. You know, because Corrin is a dragon, and Shoryuken means "Rising Dragon" and if you footstool them you "rise"...
I'll show myself out.
****ing Genius!
 
D

Deleted member 189823

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Houston has weeklies at least one a day, with the exception of saturday. I do use a pro controller for tournaments, and my Corrin is okay on there, it's just some punishments and other movements become jarred and often I make mis inputs (Actually saved me one time). As for parents and tournaments? Oil and water. They don't like video games period, so at most I can go to 1 a month. Though our school has started Sm4sh club again, so I get practice at least once a week. On another note, every time I've gone to a tournament, I have improved immensely since the one before. As of right now I'm ranked 217 in Houston.
My mother doesn't like video games either, but she at least barely understands this is a thing of passion for I. Get your **** together and ask them to let you once a ****ing week. It's not too much to ask, and you should also let them know this is something that matters to you (as trivial as it sounds). also, let them know it's actually a pretty nice social enviroment, contrary to popular belief.

re; controlla:

You should, liek, stick to what your more-comfterble with. Do know that it sort of limits you, but don't force it if it's not doing you any better (unless you start going to weeklies/hanging out to play) at least once a week.

re; actual improvement:

Don't focus on using some lowly placement as a way to determine your actual improvement. I can tell I'm improving by simply ridding of bad habits, realising my opponent's, reads and that sort of stuff. aka, actual improvement (regardless whether I'm losing to them or not, it's the small steps which will make the difference).

I'll show myself out.
I agree.

Thanks, it was just a stroke of inspiration after reading this solid guide for my main.
 

McGyverAC

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My mother doesn't like video games either, but she at least barely understands this is a thing of passion for I. Get your **** together and ask them to let you once a ****ing week. It's not too much to ask, and you should also let them know this is something that matters to you (as trivial as it sounds). also, let them know it's actually a pretty nice social enviroment, contrary to popular belief.

re; controlla:

You should, liek, stick to what your more-comfterble with. Do know that it sort of limits you, but don't force it if it's not doing you any better (unless you start going to weeklies/hanging out to play) at least once a week.

re; actual improvement:

Don't focus on using some lowly placement as a way to determine your actual improvement. I can tell I'm improving by simply ridding of bad habits, realising my opponent's, reads and that sort of stuff. aka, actual improvement (regardless whether I'm losing to them or not, it's the small steps which will make the difference).


I agree.


Dang man. Thanks for that inspiring message. I have talked to my parents about it, and my mom understands my passion, however, the best I can do is once a month. I've tried for better, but she won't do it. For some reason she hates video games with a fiery passion. Video games to her are like the six fingered man to Inigo Montoya. We do have smash club once a week at my school, and there are at least two people who can match my skill level. Though we don't usually get to do 1v1s.
In other news, I may be getting a WiiU this weekend or next, though I won't have any DLC. So I'll be getting more practice, and higher quality game clips!
Also
 

McGyverAC

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Corrin tidbit No# 3:
Corrin's Dragon Lunge can be ledge cancelled. This goes for both the hop and the actual Spear.
A technique that was developed from this concept, dubbed Fang Cancel, goes like so:
Be on a platform, and fall through it. Before Corrin goes through the platform entirely, instantly slide your hand over to the left or right, depending, And hit side b.
This will cause Corrin's dragon lunge tipper hitbox to appear for a brief instance, but then cancels on the platform. This can be done continuously, and is generally a surprise option, if the opponent is running at you under a platform. This is very useful on platforms like on town and city and smashville, since they go off stage.

Also, if you don't move your hand fast enough, a counter comes out instead, which can leave you open (Though this misinput has saved me more than killed me). This means practice practice.

See this video for what it looks like:
https://www.youtube.com/watch?v=F-0RaFkUjls
This is not my YouTube Channel btw.
 
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OceloT42

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Question : Can Corrin's uncharged DFS jab reset the way ZSS' uncharged Paralyzer can?
 

McGyverAC

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Question : Can Corrin's uncharged DFS jab reset the way ZSS' uncharged Paralyzer can?
No. Corrin' dragon fang has actual knock back, which will launch them no matter what the percent.
Unfortunately, Corrin has no moves that can jab reset.
 
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OceloT42

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No. Corrin' dragon fang has actual knock back, which will launch them no matter what the percent.
Unfortunately, Corrin has no moves that can jab reset.
hmm.
eh, I don't really mind that tbh. Just means that Corrin won't show up on The Salt Is Real or Replay Hut much.
 
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