Corrin (SSB4): Difference between revisions

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In the end, Corrin's strengths outweigh his flaws despite the nerfs brought about by the 1.1.5 patch. Though Corrin is relatively new to the competitive ''Smash 4'' scene, he has a few high-level players such as {{sm|Cosmos}}, {{sm|Earth}}, and {{sm|Ryuga}} representing him, thus bringing him great tournament results with good matchups.
In the end, Corrin's strengths outweigh his flaws despite the nerfs brought about by the 1.1.5 patch. Though Corrin is relatively new to the competitive ''Smash 4'' scene, he has a few high-level players such as {{sm|Cosmos}}, {{sm|Earth}}, and {{sm|Ryuga}} representing him, thus bringing him great tournament results with good matchups.


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==Attributes==
As the only fighter in ''Smash Bros.'' that has the ability to transform body parts into tools for combat, Corrin has many unique features that make him stand out from other weapon-wielding fighters. Nonetheless, he retains many concepts of other swordsmen from the {{uv|Fire Emblem}} series, such as good range with his disjointed weapon, quick startup to most of his moves, along with a standard single-direction recovery in [[Draconic Ascent]] and a counter in [[Counter Surge]]. His attributes reflect this, as his jump height is comparable with {{SSB4|Marth}}'s, his weight is slightly in the range between the latter and {{SSB4|Ike}}, and his movement speed somewhat mirrors {{SSB4|Ike}}; Corrin has an above average [[walking speed]], below average [[dashing]] and [[air speed]]s, and above average [[falling speed]].
 
Corrin's greatest strength is arguably his [[disjointed]] [[range]]. Most of Corrin's standard attacks are similar to those of Marth and other swordfighters, being wide swings with good range and quick startup. This, coupled with his tilts' speed and low knockback, allow him to combo his attacks reliably into each other, especially into his forward aerial, which [[auto-cancel]]s from a short hop, and neutral and up aerials, which have wide swings. The aforementioned combos are capable of racking up considerable damage, making Corrin particularly effective at dealing burst damage. Corrin additionally combines many attributes of his brethren into his playstyle: this includes Marth's fast attacks and a [[tipper]] mechanic, evident in his smash attacks and [[Dragon Lunge]], which gives his finishers immensely stronger knockback if positioned correctly. This makes several of his attacks very good poking tools at long distance, which further benefit from their strong tippers. While he has a recovery similar to {{SSB4|Roy}}'s [[Blazer]], it grants several frames of [[intangibility]] on startup, has a wide range due to Corrin spreading his wings out, and covers more distance, making his recovery quite reliable, especially when coupled with his high jumps. Corrin can also further boost himself towards the stage using his back aerial, making him less likely to get KO'd offstage.
 
Like every ''Fire Emblem'' characters sans Robin, he also possesses a counter, albeit one which retaliates on both sides with high vertical power, with it being the only counter in the series to have both of these attributes. His two other special moves, [[Dragon Fang Shot]] and [[Dragon Lunge]], give him unique mix-up options: like {{SSB4|Robin}}, the former gives him access to a projectile, although it [[paralyze]]s opponents on hit and allows him to followup with either an aerial during the paralysis duration, or a fully-charged bite of incredible power at close range, giving him a unique combo and finishing tool. The latter allows him to leap and stab opponents at a distance, dealing more damage with a tipped blow, or hold down an opponent if the move connects on a surface, before finishing off with a powerful kick from either direction. Corrin can even fake-out by cancelling the jump, giving him an array of followup options, or hang beside edges by spearing the sides of the stage for a period of time, forcing approaches from opponents. Corrin also possesses the fastest dash to shield speed in the game (at 8 frames, tying with Sheik), which significantly aids in his ability to approach.
 
Additionally, to further compliment Corrin's damage racking game, all of his moves come out very fast, with all of his grounded, special, and aerial moveset (barring [[Dragon Ascent]], which comes out on frame 18) coming out before frame 15, and a good number of his moves coming out even earlier than frame 10. This forces opponents to play against Corrin very carefully in the hands of a component player, as one slip-up could allow him to rush in and deal heavy amounts of damage, or even KO if the player manages to space correctly.
 
While Corrin benefits from having an all-rounded moveset, he still has some flaws. One of the biggest issues is how he, similar to Marth, struggles when his opponent is at a close proximity to him. Since most of his moves are punishable at close range, Corrin is forced to retreat or go for a grab to place his opponent at an optimal distance. His tipper finishing moves also require careful positioning to deal immense knockback; otherwise they deal much lower knockback, giving him a harder time KOing at point blank. His smash attacks additionally suffer from noticeable ending lag, which hinder their 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 followups at a distance with uncharged shots.
 
While his grab is fast, his grab game is overall lacking, despite possessing a strong [[pummel]], as it has poor reach and his throws all prevent followups due to unfavorable angles and high ending lag, with only his up and down throws being able to KO at reasonable percents. His recovery is also lackluster without his second jump, as Draconic Ascent gives only moderate diagonal distance, while Dragon Lunge is unable to help his 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 his series, while his below average ground speed makes it difficult to approach faster characters without use of Dragon Fang Shot and Dragon Lunge.
 
All in all, Corrin has an array of options to keep opponents away at a distance, unlike many other swordsmen from the ''Fire Emblem'' series, and he 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 needed for his finishers, he plays optimally by keeping a good distance from his opponent once they are at KO percentage in order to finish them as early as possible. Despite being relatively new to the metagame, his representation in tournaments is surprisingly solid, and he has several notable players to speak of, namely {{Sm|Cosmos}}, {{Sm|Earth}}, {{Sm|Ryuga}}, and {{Sm|ESAM}}.


==Update history==
==Update history==