Corrin (SSB4): Difference between revisions
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While Corrin benefits from having an all-rounded moveset, there are still flaws. One of the biggest issues is how, similar to Marth, Corrin struggles when an opponent is at a close proximity to him. Since most moves are punishable at close range, Corrin is forced to retreat or go for a grab to place an opponent at an optimal distance. The 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. Corrin’s smash attacks additionally suffer from noticeable ending lag, which hinder his 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 Corrin benefits from having an all-rounded moveset, there are still flaws. One of the biggest issues is how, similar to Marth, Corrin struggles when an opponent is at a close proximity to him. Since most moves are punishable at close range, Corrin is forced to retreat or go for a grab to place an opponent at an optimal distance. The 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. Corrin’s smash attacks additionally suffer from noticeable ending lag, which hinder his 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 Corrin’s grab is fast, his grab game is overall lacking, despite possessing a strong [[pummel]], as it has poor reach and throws that prevent followups due to unfavorable angles and high ending lag, with only 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 aid in 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 ''Fire Emblem'', while below average ground speed makes it difficult to approach faster characters without use of Dragon Fang Shot and Dragon Lunge. | While Corrin’s grab is fast, his grab game is overall lacking, despite possessing a strong [[pummel]], as it has poor reach and throws that prevent followups due to unfavorable angles and high ending lag, with only 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 aid in 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 ''Fire Emblem'', while below average ground speed makes it difficult to approach faster characters without use of Dragon Fang Shot and Dragon Lunge. Lastly, just like the other DLC characters, Corrin completely lacks custom specials, although this is rather negligible due to his special moves already having good utility. | ||
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 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 finishers, he plays optimally by keeping a good distance from opponents once they are at KO percentage in order to finish them as early as possible. | 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 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 finishers, he plays optimally by keeping a good distance from opponents once they are at KO percentage in order to finish them as early as possible. |