Dragon Lunge: Difference between revisions

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The prior hop of the move is very akin to flying-variable-types of moves in other prior fighting games, which are moves that involve a special type of jump that do no damage on their own but have varying followups. By this proxy, Dragon Lunge's grounded hop minus the followup can be used when on a safe offensive to approach targets as a fake-out, allowing Corrin upon landing to get a free attack via a hard-read punish, a shield stab or a grab. However, Corrin must still be mindful of the landing lag, as he could get punished by a quick-minded opponent who does not respect his offense.
The prior hop of the move is very akin to flying-variable-types of moves in other prior fighting games, which are moves that involve a special type of jump that do no damage on their own but have varying followups. By this proxy, Dragon Lunge's grounded hop minus the followup can be used when on a safe offensive to approach targets as a fake-out, allowing Corrin upon landing to get a free attack via a hard-read punish, a shield stab or a grab. However, Corrin must still be mindful of the landing lag, as he could get punished by a quick-minded opponent who does not respect his offense.


The midair version can also be used to punish aerial combo'ers who attempt to juggle Corrin at mid-to-high percents if timed right, though the downward range of the attack makes it rather limited from an air-to-ground position (but at the same time makes it worthwhile to punish certain characters' recoveries with).
The midair version can also be used to punish aerial combo'ers who attempt to juggle Corrin at mid-to-high percents if timed right, though the downward range of the attack makes it rather limited from an air-to-ground position (but at the same time makes it worthwhile to punish certain characters' recoveries with). Regardless, it's not as easy to sweetspot this attack consistently.


With both the pin-followup kicks in mind, the backwards kick due to the initial hitbox makes it difficult to punish even when shielded, save for against most of the faster characters or against very quick projectiles. Punishing is also true its forward version, since both kicks act akin to slide kicks which may be unsafe when performed as close as possible on a shielding opponent, despite their travel speed (allowing a head-on kick at nearly any shielded-range be open to punish). However, the kick's long-lasting hitboxes have an advantage of being used from a pin onto a ledge, allowing Corrin to get back on the ledge safely, or use the forward kick's long-lasting hitbox as a stage spike on a recovering opponent right below (if Corrin pins just below the ledge so the kick flies into ledge without sweetspotting it); the former option can either punish an edgeguarding opponent with a frame-trap or avoid a ledge-stalling tactic with the distance covered.
With both the pin-followup kicks in mind, the backwards kick due to the initial hitbox makes it difficult to punish even when shielded, save for against most of the faster characters or against very quick projectiles. Punishing is also true its forward version, since both kicks act akin to slide kicks which may be unsafe when performed as close as possible on a shielding opponent, despite their travel speed (allowing a head-on kick at nearly any shielded-range be open to punish). However, the kick's long-lasting hitboxes have an advantage of being used from a pin onto a ledge, allowing Corrin to get back on the ledge safely, or use the forward kick's long-lasting hitbox as a stage spike on a recovering opponent right below (if Corrin pins just below the ledge so the kick flies into ledge without sweetspotting it); the former option can either punish an edgeguarding opponent with a frame-trap or avoid a ledge-stalling tactic with the distance covered.
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