Corrin (SSBU)/Down special: Difference between revisions
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[[File:CorrinDSpecialSSBU.gif|thumb|400px|Hitbox visualization showing Corrin's down special, Counter Surge.]] | [[File:CorrinDSpecialSSBU.gif|thumb|400px|Hitbox visualization showing Corrin's down special, Counter Surge.]] | ||
[[File:CorrinDSpecialAttackSSBU.gif|thumb|400px|Hitbox visualization showing Corrin's down special, Counter Surge, when attacking.]] | [[File:CorrinDSpecialAttackSSBU.gif|thumb|400px|Hitbox visualization showing Corrin's down special, Counter Surge, when attacking.]] | ||
==Overview== | ==Overview== | ||
{{SSBU|Corrin}} enters a defensive stance, before turning into a dragon and slamming the ground to perform [[Counter Surge]]. This [[counter]] is tied with {{SSBU|Marth}} and {{SSBU|Ike}} for the lowest damage multipliers in the game, at 1.1×. As such, its [[KO]] potential is significantly less than moves such as [[Tetrakarn]]. | |||
Unlike most counters, Counter Surge launches upwards. While this makes it less reliable as an edgeguarding option against moves such as [[Propellerpack]] or [[Spinning Kong]], it makes it a more threatening option in disadvantage for its ability to KO at the top [[blast zone]]. This is an excellent - albeit risky - reversal tool in juggle situations as a result. This can lead to fairly early stock removal against characters such as {{SSBU|Bayonetta}} and other {{SSBU|Corrin}} players, who rely on combos leading upwards. | |||
Counter Surge has minor potential to frame trap into aerials post-usage at low [[percentage]]s, though the hit advantage makes no followups true. However, Corrin players will often at least try to use forward aerial, as there is little consequence if it misses. | |||
==Hitboxes== | ==Hitboxes== | ||
{{UltimateHitboxTableHeader}} | {{UltimateHitboxTableHeader}} | ||
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|rebound=f | |rebound=f | ||
}} | }} | ||
{{HitboxTableTitle|Late hit|24}} | |||
{{UltimateHitboxTableRow | {{UltimateHitboxTableRow | ||
|id=0 | |id=0 | ||
Line 87: | Line 94: | ||
|rebound=f | |rebound=f | ||
}} | }} | ||
{{UltimateHitboxTableRow | {{UltimateHitboxTableRow | ||
|id=2 | |id=2 | ||
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}} | }} | ||
|} | |} | ||
==Timing== | ==Timing== | ||
===Counter=== | ===Counter=== | ||
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[[Category:Corrin (SSBU)]] | [[Category:Corrin (SSBU)]] | ||
[[Category:Down special moves (SSBU)]] | [[Category:Down special moves (SSBU)]] | ||
[[Category:Counterattacks (SSBU)]] |
Latest revision as of 09:45, April 9, 2021
Overview[edit]
Corrin enters a defensive stance, before turning into a dragon and slamming the ground to perform Counter Surge. This counter is tied with Marth and Ike for the lowest damage multipliers in the game, at 1.1×. As such, its KO potential is significantly less than moves such as Tetrakarn.
Unlike most counters, Counter Surge launches upwards. While this makes it less reliable as an edgeguarding option against moves such as Propellerpack or Spinning Kong, it makes it a more threatening option in disadvantage for its ability to KO at the top blast zone. This is an excellent - albeit risky - reversal tool in juggle situations as a result. This can lead to fairly early stock removal against characters such as Bayonetta and other Corrin players, who rely on combos leading upwards.
Counter Surge has minor potential to frame trap into aerials post-usage at low percentages, though the hit advantage makes no followups true. However, Corrin players will often at least try to use forward aerial, as there is little consequence if it misses.
Hitboxes[edit]
Timing[edit]
Counter[edit]
Intangibility | 6-7 |
---|---|
Counter | 7-26 |
Interruptible | 66 |
Animation length | 65 |
Hit[edit]
Hitboxes (clean, late) | 27, 28-31 |
---|---|
Interruptible | 66 |
Animation length | 77 |
Lag time |
Hitbox |
Vulnerable |
Counter |
Intangible |
Interruptible |
|