Editing Dragon Lunge

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The midair version can also be used to punish aerial comboers 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.
The midair version can also be used to punish aerial comboers 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. 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.


Despite the aforementioned utility, the jump so far has the least amount; if Corrin tries to use his forward jump to try to get back on the stage when pinned close or onto the ledge, he may be left vulnerable during the rising period. The said jump can also be punished by someone who mashes out of the pinned position sooner than expected. Also, if the pin-down is anticipated, opponents who are quick on reaction can easily punish accordingly, preventing reckless usage of this move regardless as well as quick action if any of the followups are not done fast enough.
Despite the aforementioned utility, the jump so far has the least amount; if Corrin tries to use his forward jump to try to get back on the stage when pinned close or onto the ledge, he may be left vulnerable during the rising period. The said jump can also be punished by someone who mashes out of the pinned position sooner than expected. Also, if the pin-down is anticipated, opponents who are quick on reaction can easily punish accordingly, preventing reckless usage of this move regardless as well as quick action if any of the followups are not done fast enough.

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