Slayerpon Tatsu
The Nopon King of EXP and Hater of Ignorance
Banned User
Since I've been playing Corrin, I have been studying the way her moves work and what I can do into them. Just to say this already, if you are playing Corrin against Bayonetta, try to bait witch time with your dragon lunge and back kick, as you will have the frames active to where Bayonetta's smash attacks will be nullified and you'll be safe.
Corrin's nair is great for juggling, as well as down tilt into up tilt, into up air. Corrin's down throw can kill pretty easy, as it is her strongest throw option. Her forward and back throws can lead into combos, while her up throw can't lead to many follow ups. Corrin's counter can kill very VERY early from what I have seen. Try to bait your opponent to attacking you in mid air, as it will launch them high and possibly into the blast zone.
Her specials are also very useful, try and get a fully charged blast near the opponent so that her hand can launch the opponent. In teams, the stun is critical, as it last longer than ZSS down smash and her paralyzer. Her dragon lungs allows her to pin opponents, it also can help with attacks. What I like rondo is run away, dragon lunge, and then back kick. Her dragon lunge also allows her to jump, so on stages that have walls down the side, like omega windy hill zone, use dragon lunge, jump, and then recover.
When performing smash attacks, she has a tipper like Marth, but an extended range, longer than Shulk's so she requires some spacing. The tipper is only on the dragon part, not her sword however. So when down smashing you may need to adjust to where the foot goes back towards the opponent. Her forward smash has a guard where the sword is like a chainsaw, which can add damage. This is a great punish when landing the tip, and can also cause extra damage. Be careful however since the saw can allow opponents to DI out the longer you charge it. Her up smash launches opponents far, plus the double tipper, great for catching falling opponents, but has some frames to where you are open. Hope this guide helps
Corrin's nair is great for juggling, as well as down tilt into up tilt, into up air. Corrin's down throw can kill pretty easy, as it is her strongest throw option. Her forward and back throws can lead into combos, while her up throw can't lead to many follow ups. Corrin's counter can kill very VERY early from what I have seen. Try to bait your opponent to attacking you in mid air, as it will launch them high and possibly into the blast zone.
Her specials are also very useful, try and get a fully charged blast near the opponent so that her hand can launch the opponent. In teams, the stun is critical, as it last longer than ZSS down smash and her paralyzer. Her dragon lungs allows her to pin opponents, it also can help with attacks. What I like rondo is run away, dragon lunge, and then back kick. Her dragon lunge also allows her to jump, so on stages that have walls down the side, like omega windy hill zone, use dragon lunge, jump, and then recover.
When performing smash attacks, she has a tipper like Marth, but an extended range, longer than Shulk's so she requires some spacing. The tipper is only on the dragon part, not her sword however. So when down smashing you may need to adjust to where the foot goes back towards the opponent. Her forward smash has a guard where the sword is like a chainsaw, which can add damage. This is a great punish when landing the tip, and can also cause extra damage. Be careful however since the saw can allow opponents to DI out the longer you charge it. Her up smash launches opponents far, plus the double tipper, great for catching falling opponents, but has some frames to where you are open. Hope this guide helps