Corrin (SSB4): Difference between revisions

Tag: Reverted
Tag: Reverted
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==Attributes==
==Attributes==
As the only fighter in ''Smash Bros.'' who possesses 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 a disjointed weapon, quick startup to most moves, along with a standard single-direction recovery in [[Draconic Ascent]] and a counter in [[Counter Surge]]. Corrin’s attributes reflect this, with [[jump]]ing height comparable with {{SSB4|Marth}}'s, [[weight]] slightly in the range between the latter and {{SSB4|Ike}}, and mobility that somewhat mirrors Ike: Corrin has an above average [[walking]] speed, below average [[dashing]] and [[air speed]]s, is tied with {{SSB4|Falco}} for the 10th highest [[traction]], above average [[falling speed]] and [[gravity]], and tied for the fifth slowest [[air acceleration]] in the game.
As the only fighter in ''Smash Bros.'' who possesses the ability to transform body parts into tools for combat, Corrin has several unique features that make him stand out from other weapon-wielding fighters. Nonetheless, he retains multiple concepts of other swordsmen from the {{uv|Fire Emblem}} series, such as good range with a disjointed weapon, quick startup to most moves, along with a standard single-direction recovery in [[Draconic Ascent]] and a counter in [[Counter Surge]]. Corrin’s attributes reflect this, with [[jump]]ing height comparable with {{SSB4|Marth}}'s, [[weight]] slightly in the range between the latter and {{SSB4|Ike}}, and mobility that somewhat mirrors Ike: Corrin has an above average [[walking]] speed, below average [[dashing]] and [[air speed]]s, is tied with {{SSB4|Falco}} for the 10th highest [[traction]], above average [[falling speed]] and [[gravity]], and tied for the fifth slowest [[air acceleration]] in the game.


Arguably, Corrin's greatest strength is 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 a 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. Additionally, Corrin combines several attributes of his brethren into his playstyle: this includes Marth's quick attacks and a [[tipper]] mechanic, present in smash attacks and [[Dragon Lunge]], which gives finishers immensely stronger knockback if positioned correctly. This makes several attacks very good poking tools at long distance, which further benefit from his 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 back aerials, making him less likely to get KO'd offstage.
Arguably, Corrin's greatest strength is 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 a 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. Additionally, Corrin combines several attributes of his brethren into his playstyle: this includes Marth's quick attacks and a [[tipper]] mechanic, present in smash attacks and [[Dragon Lunge]], which gives finishers immensely stronger knockback if positioned correctly. This makes several attacks very good poking tools at long distance, which further benefit from his 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 back aerials, making him less likely to get KO'd offstage.
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