D
Deleted member 189823
Guest
I want to type this up, because I feel there is still a pretty big misconception about this move. It's surprising that a few people still don't know the properties of this move and actually happen to think it's what pretty much makes Corrin, and go as far as to say it's "broken".
Let's get the Cons out of the way:
- When we throw out the move, we actually extend our hurtbox.
You'd be surprised at the amount of times I've been punished for this. It's literally a part of your character.
- Pretty much anything beats it.
I've seen this move get beaten (and cancelled-out) by something as little as a Jab.
The move in itself is actually pretty insane, and it does indeed make an important part of our game, even if it isn't everything. This move is great, when you know how to use it:
- Makes for great quick punishes.
This move happens to be quick enough to punish a handful of attacks on shield. Namely, Smash attacks and a few tilts here and there. I even managed to get a few Jabs along the line.
8-frame move that lands a potential 18%? bruh.
- Catches rolls, landings & a handful of getup options.
It's pretty good at this too. Even when you don't actually pin your opponent, it's always satisfying to catch them, anyway.
- It further extends landing and even makes for an extra recovery option.
This is our extra wall-jump. And having platforms? You're in for a treat. Walls and/or platforms is the way to go.
General write-up:
All in all, this may just be another bit of information a lot of you may know. But there are also a few of us that don't comprehend this move. From personal experience, I can tell you it's nowhere as free as it seems. I mean, sure, you can Pin on an opponent's Shield, but you're only handing over stage control and a constant reset to neutral. Having had experienced Come to Papa during the weekend, I noticed that Ryo wasn't actually using this move all that much. He used it pretty much only when he needed to and focused on playing neutral a lot more through the good use of Jumps and spaced N-Airs.
It's an insane move, but like a lot of Corrin's moveset, it isn't free when you're fighting opponents that, literally, just Shield.
Let's get the Cons out of the way:
- When we throw out the move, we actually extend our hurtbox.
You'd be surprised at the amount of times I've been punished for this. It's literally a part of your character.
- Pretty much anything beats it.
I've seen this move get beaten (and cancelled-out) by something as little as a Jab.
The move in itself is actually pretty insane, and it does indeed make an important part of our game, even if it isn't everything. This move is great, when you know how to use it:
- Makes for great quick punishes.
This move happens to be quick enough to punish a handful of attacks on shield. Namely, Smash attacks and a few tilts here and there. I even managed to get a few Jabs along the line.
8-frame move that lands a potential 18%? bruh.
- Catches rolls, landings & a handful of getup options.
It's pretty good at this too. Even when you don't actually pin your opponent, it's always satisfying to catch them, anyway.
- It further extends landing and even makes for an extra recovery option.
This is our extra wall-jump. And having platforms? You're in for a treat. Walls and/or platforms is the way to go.
General write-up:
All in all, this may just be another bit of information a lot of you may know. But there are also a few of us that don't comprehend this move. From personal experience, I can tell you it's nowhere as free as it seems. I mean, sure, you can Pin on an opponent's Shield, but you're only handing over stage control and a constant reset to neutral. Having had experienced Come to Papa during the weekend, I noticed that Ryo wasn't actually using this move all that much. He used it pretty much only when he needed to and focused on playing neutral a lot more through the good use of Jumps and spaced N-Airs.
It's an insane move, but like a lot of Corrin's moveset, it isn't free when you're fighting opponents that, literally, just Shield.
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