62-
Corrin
Last Updated:
December 12th, 2021
Notes on the Young Link vs Corrin MU
Attributes
Air Acceleration: 0.05 (#70)
Air Speed: 1.019 (#52)
Fall Speed: 1.65/2.64 (#33)
Dash Speed: 1.892 (#49)
Run Speed: 1.595 (#60)
Walk Speed: 1.208 (#27)
Weight: 98 (#33)
Wall Jump: No
Wall Cling: No
Crawl: No
Jumps: 2
Win Conditions
Corrin's Win Conditions:
Utilize dash shield and FAir/NAir approaches at diagonal angle to block and clank projectiles, forcing Young Link into giving up stage control. Play outside the range of Young Link’s normals, pressure with FAir/NAir, and pressure jumps with BAir/UAir. Condition Young Link to shield/jump in footsies with the threat of Dragon Lunge. Capitalize on edgeguards/ledgetraps.
Young Link’s Win Conditions:
Use Boomerang/Bomb to cover space if Corrin dash shields, and move around the threat range of Dragon Lunge to call out Corrin with normals for moving in range of Young Link or whiff punish. Use Fire Arrow to force jumps or shield dash. Use NAir to trade with Corrin’s multihits on Dragon Ascent.
Out of Shield
Jab1 (-18) & Jab2 (-22):
NAir (Frame 7)
(These moves can be spaced out)
Jab3 (-19):
NAir (Frame 7)
GSA (Frame 9)
Grab (Frame 16)
Rapid Jab Finisher (-32):
GSA (Frame 9)
Grab (Frame 16)
FSmash (Frame 26)
FTilt (-16):
GSA (Frame 9)
Grab (Frame 16)
UTilt (-19):
GSA (Frame 9)
Grab (Frame 16)
DTilt (-17):
GSA (Frame 9)
Grab (Frame 16)
Dash Attack (-22):
GSA (Frame 9)
(This move can cross up)
FSmash (-26 Charging/Close, -22 Tipper):
GSA (Frame 9)
USmash (Frame 10)
Grab (Frame 16)
(This move can be spaced out)
USmash (-31):
GSA (Frame 9)
USmash (Frame 10)
FSmash (Frame 26)
DSmash (-27, -25):
GSA (Frame 9)
USmash (Frame 10)
Grab (Frame 16)
NAir (-7):
NAir (Frame 7)
FAir (-4):
Unpunishable
(Safe on shield, can be spaced)
BAir (-8):
Unpunishable
(The forward momentum always pushes Corrin out of range)
UAir (-5):
Unpunishable
(Safe on shield)
DAir (-21):
GSA (Frame 9)
USmash (Frame 10)
Grab (Frame 16)
Dragon Fang Shot (-31 to -19):
Unpunishable
(Projectile usage, the bite does heavy shield damage)
Dragon Lunge (-6):
Unpunishable
(Safe on shield, unpredictable)
Dragon Ascent (--):
--
Counter Surge (--):
--
Neutral
What Moves To Watch Out For, When Neutral Is Happening, Main Strategies and Mix-Ups, Spacing, Stage Control.
Neutral Moves: Aerials, Tilts, Dash Attack, Grab, Dragon Lunge.
Kill Moves: BAir, UAir, Dragon Lunge, Smash Attacks, Dragon Fang Shot.
Kill Confirms: Falling NAir > BAir, DTilt > UAir, FAir > Dragon Fang Shot (no di/di in) or Dragon Lunge (DI Out).
Corrin Info Checks:
Corrin can charge the Dragon Fang Shot attack after the projectile has been released. The projectile isn’t an indicator of how strong the follow-up attack is. They has to use the chomp afterward, so the move has 44 frames of endlag after the shot.
Corrin can use Dragon Lunge from the ground at Frame 8 at the earliest. Corrin can either drop down, kick forward, kick backward, or jump out (doesn’t consume double jump). Once Corrin uses Dragon Lunge in the air once, they can’t use it again until landing.
Corrin has the fastest dash shield in the game, at Frame 8. Normally, most characters have to do a slight run to get a fast shield. Corrin gets fast access to shield out of dashes, which means they have more freedom in how they use shield on the ground than most characters.
Because Corrin has a passive option to approach Young Link, they can approach without risking the jump-in game. This passive option means that if Young Link tries to force projectiles to convert, Corrin can take stage control without much effort.
If you block Dragon Fang Shot projectile, you can roll out in time to avoid the Dragon Fang chomp.
When using full hop Dragon Lunge, Corrin has time to autocancel an aerial before landing, making Dragon Lunge lagless.
Corrin’s FSmash charge has a hitbox that can whittle at shields and combo into their FSmash. Shield SDI with two shield buttons, or shield + special. If possible, shield SDI out of range, and choose an option to avoid Corrin’s FSmash release (choose an option for a specific timing). If Corrin is getting the FSmash regardless (catches a cornered shield) try and take the weaker hit of FSmash to potentially live.
Corrin’s dash shield’s prevalence means that it can be a preferred counter option to Fire Arrow, rather than jump. That way, Corrin doesn’t have to commit to a full hop to quickly block a Fire Arrow.
Dragon Lunge is a diagonal downwards attack that can pierce the ground. When it pierces the ground, the opponent when hit is pinned. From the pin itself, Corrin can either drop down from the pin height, jump upwards, or kick to the front or back. The front kick has high killpower.
Regardless of whether Dragon Lunge pierces the ground or not, the tipper hit has high killpower and is safe on shield. Corrin would have to whiff the move to be vulnerable. Corrin can use Dragon Lunge without piercing the ground to cover dashbacks, catching bad DI. This callout can be done from a reactionary full hop. In general, it’s often difficult to directly punish Corrin for using Dragon Lunge this way.
Because Dragon Lunge covers space at a diagonal down angle, Corrin can threaten it at all of midrange. They can use it to directly attack from Young Link’s blindspot. Engaging in midrange at kill %s is high risk.
Since Dragon Lunge covers midrange with high reward, Corrin can use it's threat to encourage shield, dashback, or jump. Jump and dashback are both beaten by the same set of options: aggression forward with disjointed aerials.
Combined with dash shield, Corrin can punish Young Link for a Boomerang or Fire Arrow at close range. Fire Arrow isn’t a dominant option when Corrin can, at any point, throw out an unreactable Dragon Lunge. It can condition shield, which lets Young Link initiate shield pressure, but this still comes with the risk of interacting up close against Corrin.
Boomerang thrown forwards at short hop height can hit Corrin out of Dragon Lunge. It can control ground space despite Corrin's dash shielding, and can set up into strong shield pressure.
FAir is one of Corrin’s main pressure tools. It offers decent to good reward on hit (combo starter and kill confirm starter) while being safe at -4. This is Corrin’s privileged swordie aerial. They can misspace this aerial upon landing, and still dodge a punish. With such safe moves, you’ll have to punish what Corrin does after the FAir instead of the FAir itself.
Corrin’s BAir is a killing aerial that has disjointed range (there is no hurtbox on the wings). The wings push Corrin back after the attack, meaning that the move essentially auto-spaces for Corrin.
While Corrin’s NAir isn’t too strong and has some endlag, the weak hit can kill confirm into BAir/UAir and it can be spaced. Between NAir, FAir, BAir, and UAir, Corrin has the tools to approach at a diagonal angle over projectiles, like Lucina and Roy can.
Since Corrin has this absurd midrange dominant strategy, and has a method to get to that range (dash shield), playing the game against Corrin can feel very different.
Getting Corrin to full hop as opposed to dash shielding is more favorable, since Young Link can meet them in the air and challenge them, as opposed to dealing with unreactable Dragon Lunge mindgames around dash shield.
Corrin is still a character that lacks mobility, meaning they need more time to get in than other swordies. Give Corrin a hard time approaching, and use aerials to intercept her at full hop/double jump height. Corrin can’t threaten Dragon Lunge as well when they are that high up, due to the move's endlag.
Outside of Dragon Lunge, none of Corrin’s grounded tools are safe on block. All Tilts are punishable, all Smash Attacks are punishable, as well as Jab and Dash Attack. This further forces Corrin into the dominant strategy of dash shield and Dragon Lunge, using tilts as a way to intercept.
At UThrow kill %s, Corrin can now use the mix-up of tomahawk Grab to punish opponents trying to shield aerials and Dragon Lunge.
Punishing Dragon Lunge on Shield:
When Corrin pins the ground with Dragon Lunge, there’s a 13 frame wait period before Corrin can input an action. Corrin can then choose to drop the pin, forward kick (Frame 10), back kick (Frame 6), or jump.
The jump out of Dragon Lunge pin is invulnerable on Frames 2-7.
Tether Grab will catch Corrin using any option except for jump, due to the invulnerability the jump provides, assuming they input an option as soon as possible.
To beat the jump, Young Link can use NAir if the Dragon Lunge pin is relatively unspaced.
There will be times when Young Link won’t have an out of shield punish to Dragon Lunge pin. In those situations, aim to escape the situation rather than punish her (block the attack, disengage from her range).
Although Dragon Lunge pin's back kick is unsafe, if you’re late to the punish, just take stage control and trap Corrin.
Disadvantage
Above Stage, Ledgetrapping, Edgeguarding
Boxing
(How do I escape this situation?):
Corrin can use Dragon Lunge without piercing the ground to cover dashbacks, catching bad DI.
Corrin can use UAir and Dragon Lunge to call out Young Link’s jumps out of shield. Corrin can stand outside of Young Link’s range out of shield and still shark jumps with these tools.
Corrin can trap opponents in shield in the corner by charging FSmash (refer to the Info Checks subcategory in Neutral). If Corrin traps shield at the ledge with FSmash, the followup is practically guaranteed.
Corrin’s disjoints mean that they don’t have to put themselves in harm’s way as much to pressure Young Link. They can throw out FTilt, FAir, and even UAir to catch jumps out of the corner.
BAir’s pushback property makes it an excellent tool for corner pressure. Corrin can engage in corner pressure to threaten BAir, and it's pushback will bring Corrin out of range of the opponent. This allows them to reset their corner pressure. BAir can also snipe jumps well like her UAir.
Corrin will use FAir as a pressure starter, since Young Link has little space to work with. FAir is -4 on shield, so act accordingly based on what Corrin does afterward. Corrin will look for FAir because it leads into high reward (Dragon Fang Shot chomp).
Grounded projectiles are risky in the corner against Corrin, since they can jump over at a diagonal angle, giving them a chance to convert a NAir/FAir > BAir.
Intercepting Corrin with projectiles out of the corner is unlikely, since they’ll have time to do a reactionary shield dash if needed or jumps over them.
This leaves shield, normals, and movement. If you’re above Corrin and it transitions into landing, Young Link will get outranged by Corrin’s UAir. Normals can be difficult to use since Corrin outranges Young Link.
Buffered rising NAir/BAir can be used to get out of the corner, but Corrin can match that with safe rising BAir pressure. This same pressure conditions Young Link to stay on the ground, which gives Corrin the opportunity to hit Young Link with Dragon Lunge.
Empty movement and getting Corrin to jump so that Young Link can fight Corrin air-to-air or run under is the best case scenario. It’s not going to happen every time, but playing to block/dodge NAir/FAir then taking those hits and dying at early %s is not ideal.
Platform Pressure
(What tools do they have? How can we escape this pressure?)
Corrin’s USmash and UTilt hit platforms from below.
Corrin can platform pressure while staying out of Young Link’s range with sword aerials (FAir, UAir, pushback BAir). BAir allows Corrin to make safe jump-and-retreat callouts while covering a portion of the platform.
Use empty movement to escape Corrin’s platform pressure. It’s likely that Corrin won’t put herself in harm's way during platform pressure anyway, so hitting Corrin out of platform pressure is unlikely.
Corrin can cover multiple platform tech chase options with NAir, since the swings cover both in front and behind of her. Her NAir itself also sets up for platform tech chases.
This is incredibly deadly, as Corrin can combo the platform tech chase NAir into Dragon Fang Shot > Fully-Charged Dragon Fang chomp. Use different tech options and timings to force Corrin to respond quickly, making it more difficult for them to land the conversion. Since it covers both sides, Corrin may be able to catch rolls depending on the timing.
Landing
(How do they cover it? What are my best options?):
Corrin’s UAir is their go-to juggling tool. It covers space above and to the side of them. The move has high damage and more killpower than it seems at first. It’s a high reward aerial.
In most scenarios, land away from Corrin. They’ll have to spend time trying to catch up to your landing. Drift out in the way you’re being sent as opposed to drifting in first, then out.
DAir is higher risk as a landing option in this MU, since it’ll get outranged entirely.
Corrin can use FSmash to catch landings while out of range of Young Link’s normals. This can punish landing aerials or airdodges a whole initial dash away.
When using fastfall airdodge, mismatch the fall speed of Corrin. For example, if Corrin is rising with an UAir, fastfall airdodge during the time that they are rising.
Projectiles out of hitstun/disadvantage are less consistent, since Corrin’s aerials will clank a landing Boomerang/Fire Arrow. These can be caught by Corrin’s FSmash.
Offstage
(How Do I Escape This Position And What Do I Look Out For?):
Corrin can use BAir/reverse UAir to edgeguard above the ledge, hitting Young Link for trying to recover onstage. Remember that BAir pushes Corrin back, so they can reset in time for a ledgetrap, even if the BAir misses. BAir can also be used facing towards the stage to push Corrin into a position to edgeguard.
Corrin can also edgeguard low recoveries with Dragon Lunge. The range on it is significant, as it’ll cover the diagonal angle tether usually reels in at. This Dragon Lunge can also 2-frame.
Drift out of Corrin’s range offstage if they threaten an edgeguard offstage. Corrin’s range of edgeguard threat is limited due to their recovery range.
Ledge:
Corrin can use instapin to hit ledge hang and explode stocks. This is an extremely high reward considering the killpower and that Corrin doesn’t have to stand at the ledge to hit it. The threat of this alone forces ledge getups.
Corrin’s FSmash is a long range Smash Attack that can be angled. It hits ledge, and can also call out ledge jumps. The tipper hitbox can clank.
Since Corrin can space sword aerials (particularly BAir and UAir) to catch attacks out of disadvantage, offensive ledge options have little threat against Corrin.
Corrin will space themselves outside of the range of these offensive ledge options anyway, and Corrin can whiff punish from this safety.
Corrin can drift forward with more leniency before using BAir, since it pushes them back, allowing for them to cover both drift in and drift out ledge jump.
Advantage
What are my best options? What does advantage look like? What mix-ups are available?
Juggling/Boxing:
Corrin’s hurtbox shifting in the air after a DTilt/GSA starter can make it tricky to land a follow up. If there isn’t time to get the followup, focus on baiting out Corrin’s defensive option/DAir.
Keep in mind that Corrin is still a sword character. They can demand space by threat of disjoints alone. Whether that be NAir, FAir, or Dragon Lunge to threaten the ground space, it’s something that Young Link has to respect. When shield pressuring Corrin in the corner though, keep in mind that Corrin’s fastest out of shield option is Frame 9 at NAir.
It’s less risky to play outside of that sword range when Corrin is boxed in, due to the potential for a Frame 8 instapin. With stage control, Young Link can afford to play outside of that range, but Young Link does have the speed to get close quickly. Standing in or near that sword range could prompt an option from the opponent.
Corrin can mix up aerial drift by B-Reversing or Wavebouncing Dragon Fang Shot.
Dragon Fang Shot in disadvantage is a surprisingly strong disadvantage tool for Corrin. They can use it to mix up landings and throw out a hitbox, which demands the opponent to respect. Since Corrin can charge the chomp after the blast, they don’t have to commit to the shot itself to potentially break shields and kill opponents across the stage.
Since the projectile also fires in a straight line, the opponent still has to move around it. Corrin also shifts back during the startup, so they can punish Young Link for barely whiffing with Dragon Fang Shot.
The downside to this is that Dragon Fang Shot has, at bare minimum, a 17 frame startup. Corrin won’t use it out of hitstun expecting an attack if they aren’t panicking, but Corrin players might have a habit to do so out of hitstun.
Outside of Corrin’s Dragon Fang Shot, they lack a strong button out of hitstun in the air, and lack a fast button out of hitstun entirely. Strings and frame traps are more consistent against Corrin due to this lack of options.
Corrin’s fastest button out of hitstun in the air is their Frame 6 NAir. Somewhat fast, but there are blindspots on startup, particularly above and below them.
Since Corrin’s BAir pushes them in the direction that they're facing, they can use it to move left or right while landing. It’s part of resource management to take into account which way the opponent is facing while trying to land. Here, it’s relevant!
Corrin can also use Dragon Lunge as a landing/out of hitstun tool. If it hits with the strong hit, they can kill opponents for attempting to extend advantage.
Corrin’s DAir is a Frame 12 stall-and-fall aerial. The attack can set up for tech chases and outranges Young Link UAir from below. Corrin’s DAir has a landing hit, hold shield for slightly longer to block it. Corrin can autocancel DAir when landing from high up.
Trap Corrin’s landings from a diagonal angle as opposed to directly below, where Corrin can hit Young Link with disjointed aerials. UAir can still hit Corrin, but is more of a callout tool rather than a direct pressure tool, since Corrin can challenge it.
When platform pressuring Corrin, make your movements sharp and quick. Lingering in the airspace around Corrin on a platform gives them the ability to use platform drop aerials to swat Young Link away. Fastfall BAir/FAir on the sides of platforms and fast fall UAir below it are good pressure tools.
Offstage:
If Corrin is facing towards the stage, they can use BAir to push herself out of tumble and towards the stage by using the momentum push from the BAir. This means they're still vulnerable from the front, and can be hit at any time.
Corrin can use FAir/UAir to swat away opponents attacking them.
Condition Corrin to recover low with projectiles. This removes the mix-up of Corrin using Dragon Fang Shot or Dragon Lunge while recovering, since if they were to use it, they wouldn’t be able to reach the ledge. This also makes it easier to trade with Dragon Ascent, since they have less timing mix-ups available.
Corrin can use BAir to boost themselves in the direction they're facing. This can be used to help them recover by either getting closer to the ledge or out of range of the opponent’s attack.
Corrin can Dragon Lunge/Dragon Fang Shot while recovering high to hit opponents below/in front of them attempting to edgeguard.
Dragon Fang Shot’s projectile will paralyze upon hit, so if Corrin uses it to interrupt Young Link setting up a ledge trap/edgeguard, dodge it.
Corrin can opt to try landing onstage, where they can Dragon Lunge pin a platform or the ground. This gives them access to the kicks and jump. Aim to punish what Corrin does after pinning the ground.
Dragon Ascent has intangibility on the startup on Frames 7-17 (frames before the start of the move, Frame 18). The multihits don’t entirely cover their body. This is why it’s vulnerable to NAir.
Dragon Ascent sends Corrin forward in a direction with a hitbox above them. This hitbox, however, is short-ranged, so it’s likely that soft NAir can trade with this and gimp Corrin. The best part is that the hit of Dragon Ascent can bounce Young Link back onstage, setting up for another edgeguard or a ledgetrap. FAir1 can also trade and send Corrin downwards.
Corrin can Dragon Lunge pin the ground above the ledge to access all the options from Dragon Lunge. This can give them extra height with ledge jump > Dragon Lunge ump > double jump. Corrin can use Dragon Lunge kick forward to whiff punish Young Link using an aerial to ledgetrap.
Corrin can use FAir, UAir, or Dragon Fang Shot chomp from a double jump onto the stage.
If Corrin gets back onto stage, aim to prevent a cross-up. Corrin still lacks mobility out of the corner, meaning they can’t burst over Young Link with high airspeed.
Dragon Ascent can hit through the ledge. If Corrin gets a weak hit, it’ll bounce Young Link upwards. Corrin can string this hit into a BAir or UAir.
Ledge Info:
XLR8’s Spreadsheet Young Link Ledge Info:
DTilt: Hits, but extremely specific timing & spacing
DSmash: Hits, specific timing & spacing
FTilt: Hits
Most Reliable Move: FTilt
Animation Info: N/A
Note: Hard, FTilt is most reliable
Miscellaneous
Other Tips/General Notes, Move Kill Percents
FD DTilt > ASA %s: 109, 100
FD FThrow @ Ledge %s: 180, 153
FD Milkshake %s: 104-142, 92-119
Corrin Kill Throws: UThrow
Corrin BThrow launches opponents facing towards the blast zone.
Stages
Battlefield:
Indifferent. The extra platform can add counterplay options to avoiding Dragon Lunge mindgames and give more options for landing, but at the same time, Corrin can also use them for extensions.
Small Battlefield:
Good. Less space to zone Corrin, but the platforms can still help with landing and disengaging Corrin when Young Link has the lead.
Final Destination:
Indifferent. Corrin doesn’t have any platforms to use to avoid projectiles, but Young Link has no escape from swordie pressure and the mindgames of Dragon Lunge/instapin. This is a good pick if you can call out the Corrin’s habits in close quarters combat.
Smashville:
Terrible. Smashville gives little room to weave around Corrin’s swings. It can also be difficult to land when Corrin’s juggling from below the platform/it can be hard to get off of the platform.
Town & City:
Bad. The short side zone enables Corrin’s edgeguarding and corner pressure game with FAir conversions and BAir. The platforms allow for ledge escapes, but Corrin can kill early off of the sides.
Lylat Cruise:
Good. This stage's slants give more range to Fire Arrow, and the platforms provide cover from Corrin’s full hop landing aerials. This can make it easier to keep out Corrin. Corrin does get benefits from Dragon Lunge on slants, though.
Pokémon Stadium 2:
Great. This stage gives plenty of room to engage and disengage Corrin. The platforms can be used as a brief escape from the ground game against Corrin.
Kalos Pokémon League:
Great. The large side zones and side platforms extend the amount of time that Young Link can live per stock on average. Young Link can disengage from Corrin thanks to the large space, and can edgeguard them more easily.
Yoshi’s Story:
Terrible. The lack of space and slants give Corrin frequent opportunities to trap Young Link and capitalize on stage control. Young Link won’t live long to Corrin’s conversions and BAir here, either.
Sets & Resources
Young Link vs Corrin MU VOD Playlist: YL vs Corrin
Visual example of Corrin’s Dash Shield by Nalley: Dash Shielding
Corrin Charging FSmash on Shield: The Complete Guide to Corrin's Charged F-Smash on Shield (Ultimate)
Reference Images