Corrin (SSB4): Difference between revisions

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While Corrin benefits from possessing an all-rounded moveset, there are still flaws. One of the biggest issues is how, similar to Marth, Corrin struggles when an opponent is at a close-ranged proximity to him. Since most moves are punishable at close range, Corrin is forced to retreat or go for a grab to place an opponent at an optimal distance. The tipper-finishing moves also require careful positioning to deal immense knockback; otherwise, those moves deal much lower knockback, giving him a harder time KOing at point-blank range. Additionally, Corrin’s smash attacks suffer from noticeable ending lag, which hinder his otherwise useful spacing ability, while his strongest and safest aerial, his back aerial, has noticeable startup. Dragon Fang Shot, while being a powerful combo when both stages are used together, has rather high ending lag, preventing true follow-ups at a distance with uncharged shots.
While Corrin benefits from possessing an all-rounded moveset, there are still flaws. One of the biggest issues is how, similar to Marth, Corrin struggles when an opponent is at a close-ranged proximity to him. Since most moves are punishable at close range, Corrin is forced to retreat or go for a grab to place an opponent at an optimal distance. The tipper-finishing moves also require careful positioning to deal immense knockback; otherwise, those moves deal much lower knockback, giving him a harder time KOing at point-blank range. Additionally, Corrin’s smash attacks suffer from noticeable ending lag, which hinder his otherwise useful spacing ability, while his strongest and safest aerial, his back aerial, has noticeable startup. Dragon Fang Shot, while being a powerful combo when both stages are used together, has rather high ending lag, preventing true follow-ups at a distance with uncharged shots.


Although Corrin’s [[grab]] is quick, his grab game is overall lacking, despite possessing a strong and relatively quick [[pummel]], as it has poor reach and throws that prevent follow-ups due to unfavorable angles and high ending lag, with only [[up throw|up]] and [[down throw]]s being able to KO at reasonable percents, while his remaining throws lack utility outside of being purely positional throws. His [[recovery]] is also lackluster without his [[double jump]], as Draconic Ascent grants only moderate diagonal distance, while Dragon Lunge is unable to assist in recovery unless there is a wall to pin against. Finally, Corrin's tall frame and moderate gravity make him susceptible to aerial combos and juggling, similar to other fighters from ''Fire Emblem'', while his sub-par mobility makes it difficult to approach faster characters without usage of Dragon Fang Shot and Dragon Lunge, and in turn, makes him vulnerable to speed demons, such as {{SSB4|Sonic}} and {{SSB4|Fox}}.
Although Corrin’s [[grab]] is quick, his grab game is overall lacking, despite possessing a strong, albeit moderately slow [[pummel]], as it has poor reach and throws that prevent follow-ups due to unfavorable angles and high ending lag, with only [[up throw|up]] and [[down throw]]s being able to KO at reasonable percents, while his remaining throws lack utility outside of being purely positional throws. His [[recovery]] is also lackluster without his [[double jump]], as Draconic Ascent grants only moderate diagonal distance, while Dragon Lunge is unable to assist in recovery unless there is a wall to pin against. Finally, Corrin's tall frame and moderate gravity make him susceptible to aerial combos and juggling, similar to other fighters from ''Fire Emblem'', while his sub-par mobility makes it difficult to approach faster characters without usage of Dragon Fang Shot and Dragon Lunge, and in turn, makes him vulnerable to speed demons, such as {{SSB4|Sonic}} and {{SSB4|Fox}}.


All in all, Corrin is a solid swordsman who has an array of options to restrain opponents at a distance, unlike several other swordsmen from the ''Fire Emblem'' series, and has a dependable combo game that can be started from nearly any aerial or tilt, making him quite threatening at most ranges. However, due to the precision required for finishers, he plays optimally by maintaining a good distance from opponents once they are at KO percentage in order to finish them as early as possible.
All in all, Corrin is a solid swordsman who has an array of options to restrain opponents at a distance, unlike several other swordsmen from the ''Fire Emblem'' series, and has a dependable combo game that can be started from nearly any aerial or tilt, making him quite threatening at most ranges. However, due to the precision required for finishers, he plays optimally by maintaining a good distance from opponents once they are at KO percentage in order to finish them as early as possible.
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