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There's disagreement there. There's a few characters with arguably even matchups, though disputed and antagonistic in discussion, while having worse matchups with other characters. Yoshi is one such polarising Sheik matchup, I fundamentally believe it's even while Diddy is significantly worse (almost always a loss) for Yoshi.is also obviously an MU where Corrin loses pretty noticeably. She's the hardest matchup for every character in the game, so yeah.
I don't know if I've ever seen something more incorrect in my entire life, lol.Diddy isn't a problem when he has no banana. Our SideB and neutralB are enough neutral game so we can just take it and fight with those two moves alone, without his banana he's relegated to spacing gameplay and we 100% win that.
,
and
stand out to be looking bad for Corrin, not surprising considering they're all high tier characters (bar Luigi). They're faster than us, juggle us hard, and don't really give a **** about Dragon Fang Shot and can edgeguard us relatively well. You can argue that we keep the plumbers out with our disjoints, but they can so seriously nasty stuff in CQC thanks to their superior frame data. Diddy is also a nuisance thanks to the banana granting him so much stage control and can camp us out with Peanuts.
is also obviously an MU where Corrin loses pretty noticeably. She's the hardest matchup for every character in the game, so yeah.
No need to speak in absolutes, it comes across a bit dismissive and rude. You have an opinion, others have opinions, in no universe is anything about a week old character objective. Keep it friendly.I don't know if I've ever seen something more incorrect in my entire life, lol.
In no universe can you fight Diddy with only those 2 moves. He can punish Instant Pin with Banana OoS and his Fair destroys us just like every other sword character.
I agree with this. I almost exclusively mained Palutena before Corrin came out, and I fought a few decent Sheiks lately (who seemed like they've gotten some Corrin MU experience in, considering Corrins were abundant on FG last week) and I found it notably more even. She still has the advantage, I think, but it's not a huge one imo and I think Corrin's a viable choice against a Sheik.As for Sheik, I don't think we exactly "lose". Sheik Fair does outrange ours unfortunately, but if played right, it is pretty hard to get a grab to 50/50 on us. When I am avoiding to get grabbed, I don't get grabbed at all. With my other characters, i do get grabbed on occasion, but it is notably much easier to not get grabbed as Corrin because Fair and Nair are great spacing tools and fairly safe on shield. Dragon Lunge is great for mind games and Dragon Fang Shot is good if you are far away(though she will punish with needles after shielding DFS, so be careful), We do have trouble offstage and we can't really effectively edgeguard her besides two framing her recovery.
From the Sheiks I played, I will say its 45:55 in Sheiks favor. Much better than when I played Ness vs Sheik(Though I am not FOW lol).
one thing about our approaching... since we have so much space control and really are able to threaten space and make the opponent have to respect it, i found that we force them to shield even if we are still not even close to them and that can lead into very nice grab/tomahawk options A LOT. i never played a character where tomahawken has worked so well as with corrin, since eveyone is afraid of that damn lance that is goin to come out so fast...that being sad, im sure that mario and luigi are in our favor for those exact reasons. like 55/45 or even 60/40. diddy kong on the other hand can be difficult due to the banana and his overall mobility, but still managable.As far as I've played, I'll have to say Sonic. And that's only because of personal thing, probably. Sonic is way too mobile and spends his entire time poking at your shield and staying rather safe. I *think* we can sometimes punish his Spindash with N-Air or something like that, but it was rather rare. You can't combo him all that much either, as he can break out of strings by Up-B'ing and simply resetting back to neutral (which is basically his advantage, when we can't even catch him).
Bayonetta might be a thing for us, but I only really faced one good Bayonetta that knew the super early kill combo and I was simply testing grounds. I heard her frame data is rather poor, so I don't think it's as free as I made it seem at that moment.
Contrary to what others have said, I actually think we have some sort of advtange against characters like Mario, Luigi and Diddy Kong. Our range really is a thing. They can get combos in, but it isn't that huge of a deal thanks to our weight class/floatiness. Since we can't really approach in the first place and Grabs are a thing, it's actually easier to net these on characters like Mario and Luigi that don't have super range to wall us out and rely so much on baiting that exact moment. Despite us not having the best "CQC" game, I actually feel rather comfterble at said range because they saved us the burden of having to approach, and this is where we can either get some Grabs in or bait in some sort of reaction to get combos in, like D-Tilt > Profit.
I practice with a Villager main, and the only hard part is beating out Ledge Camping. Remember that Charge Shot cancels Lloid, as well as lunging, Fair beats out Slingshots, Nothing beats Turnips unless you get only the tip on your upair, and if you get hit by the tree, the combination is Start, L+R+A+START. Dragon Lunge is so good in this matchup, as it jumps over Lloids, and is the right angle to tipper most of the time. F-smash also goes through Lloids that have started moving, and Villager is still clapping his dumb hands together long enough to hit. When offstage, just be wary of walljump slingshots. Play the patient game, and remember that counter hits the sides too. If you want, you can bait the greed too by throwing out a fully charged stun shot, and he'll try and pocket. Pocket has invincibility frames, but also means he can't grab ledge, and is going to be a little lower than would like, which puts you in a longer advantage to approach offstage.idk, I kinda think that Corrin has issues with defensive zoner types likeor
(not
though)
Though I'm probably the only who thinks that.
Just to add a missing part to this, not only does fsmash break Lloids but aerial lunge also. If you ever find yourself in a position where you're going to land on ground in front of a lloid it's typically the correct angle to throw out an aerial lunge to break it. Fair also doesn't care at all about them and will happily go straight through a lloid and continue onwards to hit the Villager.I practice with a Villager main, and the only hard part is beating out Ledge Camping. Remember that Charge Shot cancels Lloid, as well as lunging, Fair beats out Slingshots, Nothing beats Turnips unless you get only the tip on your upair, and if you get hit by the tree, the combination is Start, L+R+A+START. Dragon Lunge is so good in this matchup, as it jumps over Lloids, and is the right angle to tipper most of the time. F-smash also goes through Lloids that have started moving, and Villager is still clapping his dumb hands together long enough to hit. When offstage, just be wary of walljump slingshots. Play the patient game, and remember that counter hits the sides too. If you want, you can bait the greed too by throwing out a fully charged stun shot, and he'll try and pocket. Pocket has invincibility frames, but also means he can't grab ledge, and is going to be a little lower than would like, which puts you in a longer advantage to approach offstage.
I can attest to you say about Cloud, I have only played one good Corrin, but from what I could gather, I barely managed to win against him as Ike, but when I used Cloud, I was easily able to put him in an unfavorable position but I had to get very creative off stage to avoid getting edgeguarding because that fsmash range is ridiculous.Just to add a missing part to this, not only does fsmash break Lloids but aerial lunge also. If you ever find yourself in a position where you're going to land on ground in front of a lloid it's typically the correct angle to throw out an aerial lunge to break it. Fair also doesn't care at all about them and will happily go straight through a lloid and continue onwards to hit the Villager.
The only particularly irritating part of this matchup is getting through Villagers fair/bair, all his other tools don't really cause Corrin much trouble. Villagers tend to put themselves in a very dangerous position against Corrin by retreating to the stage edge consistently, in this position it is only a matter of time before their ledge option eats a tipper.
Cloud suffers a bit when making shield hits. Unfortunately for him IP makes a lot of his attacks on shield that are typically safe, unsafe. It's got some good range to it. Clouds mostly either recover high or low, high recoveries suffer from getting tippers with an jumping dragon lunge. Low recoveries using upB have no ledge snap that gives us a near guaranteed fsmash tipper. Cloud's neutral gameplay IS dangerous though, he's got safer options and a projectile that forces us to approach putting us in our least favourite position.
Oh **** the DL hop goes over Lloid? That sounds like it'll help a lot. Does Nair also work for beating slingshot? I kinda doubt I can time Fair right to swat those away.I practice with a Villager main, and the only hard part is beating out Ledge Camping. Remember that Charge Shot cancels Lloid, as well as lunging, Fair beats out Slingshots, Nothing beats Turnips unless you get only the tip on your upair, and if you get hit by the tree, the combination is Start, L+R+A+START. Dragon Lunge is so good in this matchup, as it jumps over Lloids, and is the right angle to tipper most of the time. F-smash also goes through Lloids that have started moving, and Villager is still clapping his dumb hands together long enough to hit. When offstage, just be wary of walljump slingshots. Play the patient game, and remember that counter hits the sides too. If you want, you can bait the greed too by throwing out a fully charged stun shot, and he'll try and pocket. Pocket has invincibility frames, but also means he can't grab ledge, and is going to be a little lower than would like, which puts you in a longer advantage to approach offstage.
He can grab if you shield too much and the OoS options of corrin sucks. Also, his grab combos , jabchecks and dtilt combos at low% are simply brutal because how floaty corrin is and how he gets set up at low% against his quick blows that set you up for some heavy damage very early.
You cant contest his speed and you cant trade with him because of his power armor. Yeah you can gimp him out side the stage, but anyone can do that... but on stage is the real problem. His pressure game is off the charts for corrin.
I want to comment onI'm also still convinced, as I was when I played Cloud, Robin, and even this character that this dumb faced guywas made to battle sword characters. The Monado is so strong, Speed gives so many neutral options, and Buster racks up percent so quickly that falling into disadvantage happens faster than the end lag of Fair. A good Shulk (get off For Glory, you ain't feeling it there) who can consistently Nair and Fair cancel gains range on Corrin and the lack of frame advantage on the move is a benefit, as it lasts so much longer than our reciprocal move. Seriously, this guy may do horribly against anyone using their fist, projectiles, or magic (or Eggs, which is a bit of all of them) but slap a sword in their hand and suddenly there are Monado Visions so good Riki could have killed anyone who held a stick as a child.
Nair does, but there are slots open. You'd be surprised how a bit of practice gets you decent timing, Fair is faster than you think.Oh **** the DL hop goes over Lloid? That sounds like it'll help a lot. Does Nair also work for beating slingshot? I kinda doubt I can time Fair right to swat those away.
I read your post over, and played a semi-decent Shulk as Corrin, and a bad Corrin as my old Shulk. Maybe it's my inexperience, but I found that I had to respect Air Slash a lot more than you're implying. I often tried to jump above and get a DL tipper, only to get hit by a stalled hit. I did find it harder as Shulk than I expected, but I found it harder as Corrin than I should have. Perhaps it's a personal thing, but it could also be that most of his attacks outrange Corrin, and under a lot of circumstances I was just plain outdamaged when he was in Buster.I want to comment onas a former Shulk main from Shulk's perspective. I hate the Corrin MU as a Shulk. A lot of people don't know this, but Shulk's recovery cannot sweetspot ledge unless initiated really close to it just like Cloud's. Unlike Cloud, Shulk has a super meaty second hit that can kill at moderately high percents from ledge, and his recovery hits through the stage normally making it easy to just end the move near ledge and magnet grab. Corrin is the only character other than Villager who doesn't give a flying whatsit about air slash. Villager can just bowling ball him forcing Shulk to recover high, similarly, Corrin can just out range the air slash and get easy tip fsmashes also forcing Shulk to recover high, or she can go for a DL pin easily if Shulk is recovering low and not going for the air slash hit, like he should be doing most of the time with the not using the second hit of air slash. Honestly I find it much easier recovering high on Villager than I do on Corrin. Corrin is built to kill off the top while in the air. Shulk's fastest aerial is frame a 13 nair making a counter reaction stupidly easy too (yes I'm mentioning counter). Shulk is an incredibly easy character for Corrin to punish due to his terrible frame data and Corirn's ridiculous range. Shulk's range is his biggest advantage (not counting his amazing mobility in Jump and Speed) and Corrin just beats that extremely hard. The only thing Shulk has on Corrin is harder hits and situationaly better mobility in Jump. Corrin easily trumps Shulk's speed mode mobility on any platform heavy stage.
I personally find this match up brutally difficult as a Shulk because it just feels like Corrin can act as if my biggest advantage is non existent. Yes Shulk has way more range on fair and nair, but that means jack in the face of DL or frame 6 nair. Corrin's mobility on any platform stage is god like compared to vanilla Shulk because of side b. The stun projectile makes it super hard for Shulk to get around without Jump or Speed on FD or stages with few platforms like Smashville or Duck Hunt. Shulk is forced to run Jump or Speed just to get around the character which only helps marginally as his best movement monado, Jump, leaves him with the largest damage taken increase of any of his monados, and speed reduces the damage he does.
Also to comment on nair and fair canceling, Shulk can only autocancel fair without double jumping, and that takes a full hop where the move must come out within the first three frames of the full hop. Autocanceling with anything when not recovering is extremely impractical on Shulk. Monado canceling is another story and that's pretty much Shulk's best option when approaching against Corrin, but that is one of the hardest techs in the game (trust me I've spent hours labbing the timing) and is really an all or nothing option as you do not want to waste your movement or damage monados. It's also his best option when approaching period but that's beside the point.
tl;dr I firmly believe Corrin beats Shulk hard.
Shulk's frame data is awful, and Corrin's is pretty good, so that right there gives us a big advantage. His hitboxes are just as large against the rest of the cast, most of whom body him, so with the great range we have on our moves, Shulk can't do much of anything unless he gets a good read or we play recklessly.Nair does, but there are slots open. You'd be surprised how a bit of practice gets you decent timing, Fair is faster than you think.
DL Hop over lloid isn't quite as consistent as you'd think. As my partner gets more practice, and I get more reckless, I've found I'm getting him more. It does hop over a MOVING Lloid, but the stationary one doesn't have a "hurtbox" and therefore can still hit you pretty hard as you try and jump over it.
I read your post over, and played a semi-decent Shulk as Corrin, and a bad Corrin as my old Shulk. Maybe it's my inexperience, but I found that I had to respect Air Slash a lot more than you're implying. I often tried to jump above and get a DL tipper, only to get hit by a stalled hit. I did find it harder as Shulk than I expected, but I found it harder as Corrin than I should have. Perhaps it's a personal thing, but it could also be that most of his attacks outrange Corrin, and under a lot of circumstances I was just plain outdamaged when he was in Buster.
I rescind my statement saying Shulk is really good, but I still think Shulk beats Corrin with a decent amount of match-up knowledge. I respect your disagreement, and think anyone reading the thread should consider both (though consider Rioku a little more)
Toon link might have projectiles but there pretty predictable and really avoidable.With Robin you out speed,grab and attack.But the spacing tools are in Robin's favorcan run around Corrin very easily and throw projectiles.
can in theory beat our ***** in neutral with Arc Fire and what not.
Not TOO bad. I can see some of the reasoning. I think it's a good idea for us to start getting these views discussed, so I'll chime in with a few of my thoughts. I'll try and keep it limited in total characters to major matchups that matter though.I know its waaay to early for a matchup chart but this is what I believe is right now Corrin's worst matchups.
As you can see I believe most of her worst matchups are against very aggro chars.
There are some of them that I am still in a little limbo like Rosalina and Pikachu.
While I may be wrong in the matchup chart, I am a believer that Corrin is a well-rounded char with many tools that may have some tough matchups but definitely nothing unbeatable.
You actually made me change my perspective on some of the matchups.Not TOO bad. I can see some of the reasoning. I think it's a good idea for us to start getting these views discussed, so I'll chime in with a few of my thoughts. I'll try and keep it limited in total characters to major matchups that matter though.
+1s (for Corrin)
Rosalina
We ruin her game, without Luma she's generally got zero offensive game and we have every option to kill Luma while Rosa simply can't stop us from doing so.
Sonic
His spindash game is shut down completely by both DFS and DL. He also likes to kill off top with high a commitment string, this leads to hilariously easy counter kills. IP can punish him on most of his options on shield.
Ryu
He struggles to get in against most swordies, this is no exception. Gets heavily punished by us on some of his lag which is often safe against other cast members but become easy tippers for Corrin.
+0
Sheik
I don't think this is heavily in Sheik's favour enough to call it a +1. I do think it's slightly her way, but only due to needles. Her problems with killing regularly mean this matchup comes down to high percent on last stock. She will often take the lead but have Corrin catch up while she takes risks to try to kill.
Diddy
Without his banana this matchup changes drastically. If he keeps it well then it's in his favour, but we can pressure him well to take it.
Bayo
Her neutral isn't all it's cracked up to be. Good shield usage seems to have me not struggling too much, though occasionally they do seem to get those lucky games where they get past it just once or twice and earn ridiculous percent from doing so. I'm not too sure on it yet though.
Falcon
This is the most even matchup I've played of the better characters. Corrin and Falcon seem to go tit for tat against each other very well. Falcon can be juggled really hard which gives Corrin a lot of damage, while Corrin's speed gives Falcon damage with high pressure.
Mario
Hard. But not undoable. I was tempted to put this in -1, but it's not quite been hard enough for that in my opinion. We can outrange him to keep him out but a combination of projectile usage and high pressure inevitably lets him push through. Fortunately he is incapable of punish IP on shield so we can abuse it very heavily in the matchup.
-1s (against Corrin)
Fox
His combos are painful, we don't have the luxury of a fast enough move to break away from him. His high speed allows him to mixup his movement well and it's near impossible to predict him. He can wait for us to choose an option then easily punish and convert. I'm not sure if we even have a safe on shield option in this matchup. If I'm missing something in this matchup I would really like to hear thoughts, because everyone has a pocket Fox, there needs to be a strategy to fight him as it will be a free counterpick win for opponents otherwise.
Metaknight
Zero to deaths aren't fun, they're relatively easy for Metaknight to start up too. He can punish every option we have on shield including bair in some cases. It's a real problem. I've had positive results by staying near the edge and playing around ledge invincibility a lot. It's gimmicky though, I feel like they'll develop a counter strategy quickly.
-2
Luigi
Kills us 100% of the time offstage. Easy kills for Luigi. This is a terrifying matchup that I am not uncomfortable calling as horrible as the Ness vs Rosalina matchup. Counterpick character is a MUST. Eff everythinh abouthfsdfsdsl5