Corrin (SSBU): Difference between revisions

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Tag: Mobile edit
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|ssdmg=7% (lance, middle, ground), 8% (lance, middle, air), 15% (lance, tip)<br/>12% (front/back kick, clean), 7% (front/back kick, late), 5% (back kick, turn)
|ssdmg=7% (lance, middle, ground), 8% (lance, middle, air), 15% (lance, tip)<br/>12% (front/back kick, clean), 7% (front/back kick, late), 5% (back kick, turn)
|ssdesc=When used on the ground, Corrin hops a short distance into the air; pressing the attack button during the hop will result in Corrin striking diagonally down with the Dragon Fang spear arm. When used in the air, however, Corrin instantly strikes with the Dragon Fang spear arm. If it hits any terrain during the move (be it the ground or a wall), Corrin's arm will remain there, pinning any opponent caught in place. From there, it can be followed up with either a kick to either side, by pressing the attack button or tilting the control stick horizontally; or a jump by pressing the jump button or tilting the control stick upward. It can also be canceled entirely by tilting the control stick down, or automatically after pinning a surface for two seconds, which can be useful for reading the opponent's floor recovery. However, canceling the move allows the opponent to act out of it immediately. Pinned opponents can also escape by [[button mashing]] if Corrin does not choose an action soon enough. Like most of Corrin’s moves, the tip of the spear deals the most damage and knockback.  
|ssdesc=When used on the ground, Corrin hops a short distance into the air; pressing the attack button during the hop will result in Corrin striking diagonally down with the Dragon Fang spear arm. When used in the air, however, Corrin instantly strikes with the Dragon Fang spear arm. If it hits any terrain during the move (be it the ground or a wall), Corrin's arm will remain there, pinning any opponent caught in place. From there, it can be followed up with either a kick to either side, by pressing the attack button or tilting the control stick horizontally; or a jump by pressing the jump button or tilting the control stick upward. It can also be canceled entirely by tilting the control stick down, or automatically after pinning a surface for two seconds, which can be useful for reading the opponent's floor recovery. However, canceling the move allows the opponent to act out of it immediately. Pinned opponents can also escape by [[button mashing]] if Corrin does not choose an action soon enough. Like most of Corrin’s moves, the tip of the spear deals the most damage and knockback.  
|usname=Dragon Ascent
|usname=Draconic Ascent
|usdmg=4.5% (hit 1), 1.2% (hits 2-6), 3% (hit 7)
|usdmg=4.5% (hit 1), 1.2% (hits 2-6), 3% (hit 7)
|usdesc=Corrin grows wings using the Dragon Fang and leaps upwards. Similar to {{SSBU|Roy}}'s [[Blazer]], it hits multiple times, and can be angled by approximately 45°. Additionally, like {{SSBU|Rosalina}}'s [[Launch Star]], it can be angled to go as high and vertically as possible by pushing backward immediately after activation (though not too early in order to not accidentally reverse the move instead).
|usdesc=Corrin grows wings using the Dragon Fang and leaps upwards. Similar to {{SSBU|Roy}}'s [[Blazer]], it hits multiple times, and can be angled by approximately 45°. Additionally, like {{SSBU|Rosalina}}'s [[Launch Star]], it can be angled to go as high and vertically as possible by pushing backward immediately after activation (though not too early in order to not accidentally reverse the move instead).
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