A | B | C | D | E | F | G | H | I | J | K | L | M | N | O | P | Q | R | S | T | U | V | W | X | Y | Z | AA | AB | AC | AD | AE | AF | AG | AH | AI | AJ | AK | AL | AM | AN | AO | AP | AQ | AR | AS | AT | AU | AV | AW | AX | AY | AZ | BA | BB | BC | BD | BE | BF | BG | BH | BI | BJ | BK | BL | BM | BN | BO | BP | BQ | BR | BS | BT | BU | BV | BW | BX | BY | BZ | CA | CB | CC | CD | CE | CF | CG | CH | CI | CJ | CK | CL | CM | CN | CO | CP | CQ | CR | CS | CT | CU | CV | |
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1 | Bayonetta | Bowser | Bowser Jr. | Captain Falcon | Charizard | Cloud | Corrin | Dark Pit | Diddy Kong | Donkey Kong | Dr. Mario | Duck Hunt | Falco | Fox | Game & Watch | Ganondorf | Greninja | Ike | Jigglypuff | King Dedede | Kirby | Link | Little Mac | Lucario | Lucas | Luigi | Mario | Marth/Lucina | Megaman | Metaknight | Mewtwo | Ness | Olimar | Pac-Man | Palutena | Peach | Pikachu | Pit | R.O.B. | Robin | Rosalina | Roy | Ryu | Samus | Sheik | Shulk | Sonic | Toon Link | Villager | Wario | ||||||||||||||||||||||||||||||||||||||||||||||||||
2 | 45:55 Bayo | 60:40 Corrin | 60:40 Corrin | 60:40 Corrin | 45:55 Cloud | 50:50 Even | 60:40 Corrin | 55:45 Corrin | 60:40 Corrin | 60:40 Corrin | 60:40 Corrin | 55:45 Corrin | 50:50 Even | 60:40 Corrin | 60:40 Corrin | 55:45 Corrin | 60:40 Corrin | 55:45 Corrin | 55:45 Corrin | 50:50 Even | 45:55 Samus | 40:60 Sheik | 45:55 Toon Link | 55:45 Corrin | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
3 | By EpsilonMeta: Control the center of the stage Dash and Shield, like a lot When she’s in the air and not at punish distance go with Dash Shield Careful when she is diagonally upwards, watch out for ABK Punish her landings Tomahawks are really good When she hits the first part of Heel Slide mash jump in case she goes for a Fsmash instead of Heel Slide flip You can Nair Heel Slide Recover high to avoid extended Nair Be patient with Witch Time, once used is not as effective UpB hits under the stage like Marth’s UpB or Ryu’s Shoryuken SDI like Esam said (SDI Fair, Jab and Uair) First hit of Fair can’t combo if DI out or SDI Low % -> SDI down High% ->SDI up SDI her jab up and towards her while mashing jump By EOC (https://goo.gl/esJmWG): Corrin is combo food, meaning repititiious combo starters wreck her playstyle. Bayo is a combo queen, so this is an MU where you want to watch for specific moves at specific times. Her side b slides and throws off most of Corrins approach options. It’s best to bait it out and punish or shield. If you shield, wait until they conclude with an utilt or up b. Bayo’s side b aimed diagonally down is a good way to punish her if you’re expecting it. Watch out for witch time at percents where you think you’ll get KO’d. They usually fish for a punish at around 90-110% and higher Bayo’s neutral b can shoot you out of the air and gimp as you’re trying to recover. Take you time getting back onto the stage, and don’t rush. It’s an option where they can bait you and pull wither a dair or down smash Up b will begin combos and it’s difficult to di out of them. Avoid at all costs | By KodyStri: MU is slightly in Corrin's favor imo. Because Bowser can't land /s Seriously though, Corrin's punish game is one of the best in the game and Bowser can't make a single mistake without him getting Side B'd or worse. Many characters have safe options that allows them to avoid getting Side B'd, but Bowser does not have any that I can think of besides Fire Breath. Bowser has to be careful about his landing options(Dair and on occasion Down B) because that can be countered and cause your death super early. Uair and other tools are great for keeping Bowser in the air. Bowser for the most part is fine offstage and can recover fine as Corrin doesn't have the edgeguard tools besides Bair and DFS to edgeguard Bowser. However, Bowser will not have an easy time getting back on stage because DFS is much more threatening as a get up option coverage because of Bowser's size. Which that can lead to 100%+ death easily because of Side B's Tipper. Even without DFS, Bowser other option, Roll, normal get up + attack and Jump can easily be covered with Corrin's options and potentially get combo'd even more. However, Corrin is much more vulnerable to the Koo Paw combo because of her weight and fall speed, so she is prone to dying from a grab from a larger percent range. Fire Breath is also amazing in this MU because it stops options and hard to punish. However if you miss, you will get tipper Side B'd. A whiff'ed Side B can also be punished by Whirling Fortress Out of Shield which is always a great option for Bowser. And lets not forget about Bowser's insane kill power. Though Bowser has to be careful at the same time because Counter exists. By EOC (https://goo.gl/esJmWG): Bowser has grabs that combo into uptilts and fairs so watch out for those. I see more bowsers (heavy characters in general really) expect being side b’d into oblivion, so I tend to try more grab mixups, with side b. You want to rack up damage quickly with bowser so I recommend dtilts to start your combo game off as well. Prepare to see bowser shield then move for a grab a lot if you’re the type who attacks with dragon lunge consistently. Basically you want to attack, get your guaranteed combos, then move out of the way. The strat I try to go in with is hit and run, but run only to an area where after he attacks you you can try and punish again. His fire breath can interrupt side b and beats out dfs so I stick with pivot fmsashes and my regular attack options. In these types of situations, speed is on your side so use it. Idk how many options bowser has against your bair, so id toy around with dash run/pivot short hop to bair. Important moves: dtilt, pivot fsmashes, bair Dtilt. | By EOC (https://goo.gl/esJmWG): You’ll have a pretty easy time with bowser jr if you’re good at item catching. Bowser jr.s down b can be beat with either grabbing it and throwing it back, or using counter before it hits you. I use the counter if I think bowser jr is going to follow his mechakoopa for an attack. His side b is really the only thing I see giving corrin trouble, as it can lead to some nasty damage and can disrupt dragon lunge. You can try to use dfs if you see those wheels coming out, otherwise itll probably get absorbed by a mechakoopa. I tend to use bairs alot because of bowser jr.s lack of range in the air. Otherwise shield is another good option just be wary of the amount of pressure they put on you. Bowser jr.s grabs are pretty weak and dont combo into really anything so the moves to look out for are mechakoopas, side b, and his fair. Advantage goes to Corrin. Bowser jr just doesnt have alot of answers for dragon lunge and alot of his setups you can see coming. Also most of his moves are just plain outranged | By EpsilonMeta: Keep always in mind his Dash Grab range. Don’t shield a lot because he’s looking for that grab. His approach is kinda linear, he’s going to search for a Dash grab or a Dash attack to begin his combos in the majority of the cases. Learn to DI his attacks and grabs well, also learn to mix up to avoid his damage. If he reads you constantly you’re going to have a hard time. DI Dthrow away unless you want a Knee in the face. See what he looks after a Dthrow, don’t airdodge becuase thats giving him a free knee or Dair, Nair him if he looks to do that. Basically you need to space him constantly. Wall him out quickly, he has troubles against swords and disjoints. DFS can be used here cuz no reflector or projectiles, he needs to respect it. Watch out for his strong moves because it's a free Counter. Auto Cancelled Fair is really good in this MU because he’s tall so you can hit him and land without lag. Also retreating AC Fairs You can mindgame him with a Fair and when he goes for the grab use IP. Edgeguard him with DL because no hitbox on his recovery. 2 frame kick is a good option in ledge because Falcons tends to recover low. Learn your combos from Nair, Fair or Dtilt, he’s literally the training sack to everyone. By EOC (https://goo.gl/esJmWG): This MU has Corrin at an advantage, however if you get sloppy and let Cpatain Falcon run over you, you’re going to be in trouble fast. Falcon relies on his dash grab more than usual, I find myself stopping it with my multi jab and dfs Use more short range attacks in this MU. because of Cpt’s speed, its hard to keep control of the space. Instead use poke attacks like fast fall fair, dtilt, ftilt, etc. Nairs work really well against him in the air. Read his airdodges and you can keep him going for awhile This is where your neutral game comes into play. Let him come to you. He has no long range attacks so you can bait out moves fairly easily. DL is probably best used as a kill option and not something you want to stale. He can punish out of shiled easily and more than likely you’ll be in a vulnerable spot if you spam DL too much Condition the Captain with your tilt moves and when he’s overcommiting shield to your approaches, thats when you want to throw a couple of grabs in | By EOC (https://goo.gl/esJmWG): The charizard MU will test your shield game alot. I watch out for particular moves with characters. This one is charizard’s fire blitz If you shield it, you can punish him pretty hard with upsmash. It’s one on the few instances where I’ve found Upsmash to be very useful Treat him like any other heavyweight. However, this time I don’t find his grab game as good as say bowser or DK Outspacing is the name of the game. DfS works really well in this MU. Not sure if it stops fire blitz but im pretty sure it doesn’t | By Jibca: Starting from ranges Cloud's covers more of the stage around him because of mobility vs Corrin has the whole side-b thing and tbh her aerials have better hitboxes in terms of what area they cover and when imho(edited) So if Cloud gets antsy Corrin doesn't really have a hard time punishing pretty much everything he does on whiff But Cloud doesn't need to be antsy so its like Corrin is looking to catch him off guard with a side-b or suddenly being in his face and grabbing him but that's obviously REALLY risky cause Cloud can move around so much and so fast so she's typically gonna look for movement reads or a bad movement from Cloud that she can punish Ex bad double jump near her gets side-b'd on landing for free, calling out an advancing jump (whether it be a fullhop or short hop) with an aerial of her own Cloud's gonna be looking for a gap in the Corrin's habits or to bait Corrin into looking for something Like you said earlier This MU has the potential to really turn into a staring contest If neither side truly wants to commit to anything But at the same time both sides have extremely fast options that can punish the "doing nothing" mentality If Corrin gets too close to Cloud suddenly he has to guess between IP or grab But if Cloud gets too close to Corrin she needs to worry about crossup aerials or grab So both sides can force a situation All depends on who is doing something and has the momentum So like neither side wants to do something cause "something" can get baited But being active yields reward If you are good about mixing it up By EOC (https://goo.gl/esJmWG): Cloud is cloud. An all around good character, this is an MU that doesn’t have a specific type of strat, other than some of the more obvious ones, like edgeguarding his bad recovery, or adding pressure when he’s charging limit. I treat this as a bait and punish MU. If he’s charging limit, I rush in to add pressure. If he has limit fully charged, I try and bait it out. Watch out for some of Cloud’s aerial options. His Dair and neutral air can punish an ill timed DL or DFS. Cloud’s neutral b clangs with dfs I don’t generally try to trade with cloud’s dair with an uair. It’s possible, but it has a similar chance of working with say Link’s dair. Spacing is a good tool against cloud, especially since alot of his approach options have significant end lag. I’d treat this MU like fighting a faster Link. In some ways it’s better that way because it give Cloud more incentive to approach than with Link, who can stay near and edge and camp | By EOC (https://goo.gl/esJmWG): Ditto match, basically comes down to how well do you know Corrin ve how much your opponent knows. It’s essential in every MU to know how your opponent thinks, and to know what options your opponent’s character has in relation to your own. That being said, you’re going to have a harder time trying to trip up your opponent, since they utilize the same move you have I find it’s better to go on the offensive against other Corrins. Wheras in most cases I’ll wait and punish, I use the opposite strat to limit their spacing options and keep them from taking advantage of the field. Watch to punish for over commitments, like dairs, slow charging dfs, or misplace DLs. Bairs are good counters to fairs and nairs Pivot fsmashes are really good in this MU. Espcially against punishing DFS. Your goal overall is to outspace your opponent, while limiting their spacing options | By EOC (https://goo.gl/esJmWG): Dark Pit works in grabs. Grabs and short hop fairs. If you’re cognizant about not getting grabbed, this can be a pretty easy MU for you. Watch out for his side b at higher %s. He’ll throw them out randomly and it has super armor I believe so be ready with a shiled at those %s because unless you’re near the ledge, he’s not going to throw you. Dfs can work, but probably use just small charges, as his counter and side b bounces those back.. Dark Pit players like to jump and use neutral b to create a wall between you and him so watch for that when commitiing to moves like Dragon Lunge. Bair is a really good tool against pit since it renders his fair and neutral b to not as useful options I would even go for more grabs in this MU because aside from shield and side b, pit doesn’t have alot he can do against Dragon Lunge, so it’s something that I think pit would be looking out for and may make his shield game heavy handed. Dtils work well when you see him coming in for a grab. Keep him in the air, dodge his arrows Wall out Dark Pit with short hop nairs and tomahawk grabs. Since Dark Pit plays in a horizontal fashion, it’s best to counter with a vertical approach. | By EpsilonMeta: Read the Monkey Flips so you can intercept them, even a Counter if you think it will hit and not grab. Play with the banana peel, Z drop or if you don’t know at least throw it up Play at his pace, don’t let him overwhelm you. Fair is fast and really safe, stay out of it. Careful with the Dair mix ups, especially near the ledge DI Dtilt up to escape future combos. Edgeguard him, his recovery is quite easy to hit. By EOC (https://goo.gl/esJmWG): For someone as high on the tier list as diddy, as a corrin player i dont find as much of a struggle against this character. Again item catching is important if not crucial for this mu because Id say about 60-70% of diddys strentgh comes from the setups he can do with the banana peel. That and diddys side b, which you should always expect and be ready to punish with nair, fair, or uair. I find his grabs arent as effective if he doesnt have a peel and he has to respect ALOT of your options. His peanut gun can be overpowered by dfs. His dtilt, neutral attk, foward air, can all be out ranged. Maybe watch out for his fairs while in the air but all in all using his banana peel and punishing how he recovers on the stage should be your primary focus | By EOC (https://goo.gl/esJmWG): DK is like bowser in that he has a decent, if not better grab than bowser. He can do more with it and his cargo grab to up throw to uair gets early kills. You really want to focus on your spacing for this as dk has a pretty long reach with grabs, ftilt and downtilt, although you can outspace each of these moves. DFS is safe to use, and try to keep him in the air using dtilts and nairs. The moves to watch out for are: grab, ftilt,dtilt, down b(if you’re close enough) Notable moves: nair, dtilt, DL, pivot fsmash | By EOC (https://goo.gl/esJmWG): Very similar approach that the Mario MU offers, with some key differences Dr. Mario is a glass cannon. While you can out range him, it only takes a few moves from the doc to match the damage Corrin works hard to rack up Use dfs sparringly, Dr. marios cape is quick. Doc’s pills should generally be shielded. They’re difficult to use counter surge against. I’d just focus on keeping your percent low, and outranging dr. mario, short hop bairs, pivot smashes, fairs, nairs, dtilts into utilts to rack up damage at first. Use dfs and DL sparringly in the beginning to not stale the moves, that way near the end only 1 or two uses of them will send the doc flying His recovery isn’t that great so its best to keep the battle near the edge of the stage | By EOC (https://goo.gl/esJmWG): Duck Hunt relies on his projectiles to force a reaction out of an opponent, and then reacts accordingly. His edge game is particularly useful when incorporating his neutral b(kick the can) For Corrin, it’s utilizing paitence and reading multiple obstacles while pressuring duck hunt out of his spacing. His kick the can is really good. It adds pressure, can kill at reasonable percents, allows for dh to follow up with another move, etc. Similar to Link, if you leave dh to do what he wants, he can overpower you with projectile mixups His uair can mess with Corrin, so I generally try to not challenge it. Sometimes dair works in the trade, sometimes it doesn’t. Dfs works well to bounce the can back, but if you miss with the energy ball, there’s a good chance you can get punished. Pressuring dh’s space and forcing him to move first is a good strategy to enforce. You basically want to make his signature kick the can move ineffective Punish his recovery at every chance you get, theres no hitbox, and is very slow, so edgeguarding is very relevant to this mu, as opposed to someone like samus | By EOC (https://goo.gl/esJmWG): Falco just ain’t what he used to be in the good ol days of melee. That being said, I’d compare this MU to a slower version of Fox His air game is better, so I generally try to stay low to the ground I try to punish alot of his special moves, since they take alot of time to use. Look out for things like his side b when he’s trying to recover, you can counter his up b with counter surge, Jump over his blaster with a fair, same thing with his counter You’re not going to have nearly as much trouble with him as fox, so reincorporate spacing tools. Pivot fsmashes work really well in this mu | By EOC (https://goo.gl/esJmWG): One of Corrin’s more difficult, if not the worst MU for her. Fox is quick, has great combos and followups, a good counter, can rack up damage from a distance, and really good kill options. Fox is really good on the ground. I find myself jumping around more him him than alot of characters for this fact alone. Use dfs sparringly. Even a shart charge and bounce back and hit you, and that can lead into even more damage if you’re close enough. You can’t outrun fox, so outspacing him is really difficult. I recommend using dtilts, fastfall fairs, and nairs. This is a MU that’ll test your paitence. Your best strategy is to let him come to you, but add pressure or he can rack up damage with his blaster. | By EOC (https://goo.gl/esJmWG): Game and watch has some tricky moves that make for a unique mu. His uair can keep you airborne and susceptible to being juggled. His upsmash has super armor I believe and kills early. His bucket can absorb dfs and whatever he’s collected will transfer over to the next stock so be mindful of that. His dtilt can disrupt corrin if she’s too close so I try to attack at a mid range level. Short hops and fairs work pretty well, although if they’re using their neutral b a lot you can run under it and punish with a dtilt for forward dash. G&W is incredibly light so once he’s in the air, do whatever you can to keep him there, avoid his dair and bair, and go for the uair kill | By EOC (https://goo.gl/esJmWG): While I’ll start off by saying I think the MU goes to Corrin for this, Ganon has some powerful options that with a couple of hard reads, can put Corrin in the dog house. With this MU i think it comes down to hard reads. Yes Corrin can outrange and outspace Ganon, but if you misuse dfs or dragon lunge, you’re probably in for some hurt. His dash attack/side b mixups can throw Corrin off You don’t really want to be in the air unless you’re in a position to bair him. Most of his options against you include punishing out of shield. Dfs works, but its a move that requires alot of frames, and even though ganon is slow, if you’re in a vulnerable position because of using dfs, you’re gonna get hit hard. Watch out for his sideb, both on stage and near the ledge(the ledge for obvious reasons), but also if you’re being too shield heavy, ganon can mixup his dash attack with his side b and can rack up significant damage if he reads your roll. Ganons have to rely on hard reads, so you’re goal is to try not doing the same thing twice. He will go for your landings, your shields(if you spam them), so a goal to have is conditioning ganon to use certain moves and punish them | By EOC (https://goo.gl/esJmWG): This is a rare MU to fight against, but I have fought those who were really good with Greninja. It’s hard to say who wins this MU Water shuriken are annmoying to say the least. They work similar to dfs except they don’t stun. However a no charge shuriken is quick, so i don’t recommend challenging it. It’s best to either shield, or jump over it Greninja has a decent grab game which can lead into some pretty sick combos. Watch out for his grab if he’s close. I try to combat it with either a jab or a roll back Corrin’s bairs are pretty good in this MU. You can catch Greninja in the air and it cancels and outspaces most of his options I like using counter in this mu and it works in odd situations, like greninjas, shadow attack(side b) his shuriken(if he tries to follow up with a dash attack, or even his dair can be countered(although I generally stick to shield in that situation) Don’t bother with fmash, unless you’re using it as an edgeguard . It comes out to slow and can be punished hard. Same goes with DFS | By EOC (https://goo.gl/esJmWG): Ike relies on fundamentals. He’s a simple character with straightforward moves and a pretty impressive combo setup. His uair covers alot of space and Corrin really doesn’t want to be above him His side b can punish corrin’s dragon lunge, but can also be predicitable if its used constantly as a recovering tool. They’ll generally use it high above so if it’s too high to uair, go for a landing punish. Watch out for ikes grab. I would actually approach more against ike, since his range can put Corrin at a disadvantage. It’s best to run in on this character and go for dash shileds, dtilts, or grabs If you time it right, you can punish ikes recovery(up b) with dfs or a well timed fsmash. Bairs are okay agianst Ike, I think his fair can overpower it though You don’t want to give ike too much room to breathe. His fsmash, upsmash, uair, fair, etc covers alot of space so take the fight to him, or try and punish his end lag moves after they happen. Don’t try to challenge them except with the possible exception of a dash shield. | By EOC (https://goo.gl/esJmWG): Jigglypuff… not that hard of an MU. Think about it. A human pin against a balloon Jigglypuff does have some good options. Not great by any stretch of the imagination, just good Side b is really good at adding shield pressure Corrins nairs and fairs do a pretty good job overall at spacing Jigglypuff Jigglypuff basic goal is to push you off the ledge, since they have a really good recovery. Stay on stage. That’s about it Her side b I think clanks with dfs. Again I stick to nairs, bairs and fairs Not alot to say about this MU. Just play safe and be aware of your spacing. Simple | By EpsilonMeta: Fair against his Nair Nair gives him hell Try to hit the gordos Combo him hard once in, he has troubles landing DL good punish against a Fsmash His UpB can be intercepted (Bair ?) By EOC (https://goo.gl/esJmWG): Bounce back d3’s gordos whenever you get the chance Dedede has poor landing options, so get him in the air and juggle with uairs and nairs Cp stages like final destination and duck hunt stage. The more room you have, the less he can do. Bair creates good spacing options against d3, I generally use it more often as a mixup, and it also bounces gordos back Watch out for d3’s dtilts. It comes out relativley fast and can setup for air combos, something corrin struggles with D3 starts becoming a real problem at about 110-140%. The rage factor will add damage quickly if you haven’t taken alot already so try to end the stock as soon as possible Counter d3’s recovery whenever you see him missing the ledge. It’s really predictable. Sometimes D3 will cancel out of it, but he’ll still be in the air so you can follow up with an uair | By EOC (https://goo.gl/esJmWG): Kirby can mess Corrin up early in the game, so it’s important to watch out for combo starters like his grab and forward dash attack. Kirby is very low to the ground so dtilt works really well as a spacing tool However, Kirby mixups with short hops are a good reason to not always go for the dtilt option. I mix up bairs, dtilts, and fastfall fairs. When you’ve conditioned kirby to give up on combos and go for shield options, go for a few more grabs. Kirby is really light so it only takes a few uairs at around 70-100% to send him flying Near the edge watch for kirby’s up b. If you’re at a good spot you can punish with a fsmash or dfs. Experiment with counter too since its a move you can see coming and prepare for. That being said, its probably best not to get greedy and chase kirby near the ledge if it means he’s close enough to punish you. All in all if you can avoid kirby’s combos near the beginning of the game, id say this is an easy mu for Corrin | By EOC (https://goo.gl/esJmWG): Link is one of, if not Corrin’s tougher MUs to face. Because of his arsenal of items, his bombs that go through DFS and disrupts Dragon Lunge, and his forward offensive options, it’s hard to approach or even utilize proper spacing with Corrin. Even though Corrin outranges Link, his bombs, boomerang and arrows leave Corrin in less than desirable situations, disrupting her spacing options and creating trouble for her when offstage. I really recommend watching Izaws Art of Link videos, Zero’s How to Beat Link, and even playing as Link in order to get a better idea of what to expect when fighting one. As you’ll see from these other players, Link is a frustrating MU for most, but I believe it’s especially hard for Corrin that most of her long range weapons can be punished hard, and her neutral game can be outranged by Link’s forward momentum. Add all that along with Links tether grab and Corrins strategy changes from zoning and spacing to bait and punish. Really one of the few options I seem to have against link is to jump around, fish for an overextension, and punish with a fast falling fair or a bair. You don’t want to go around spamming DFS and Dragon Lunge on LInk. One of Link’s strengths is being able to sit in one spot and let the opponent come to him. He doesn’t have to move around to do a ton of damage, but if you try to do the same, you’ll meet alot of bombs, rangs, and arrows to the knee. Attack link from behind. Jump around and fish for moves that have a lot of end lag (ftilt, utilt, 2nd hit of fsmash, tether grab, etc) and punish This would be a good MU to have a counterpick on. While it’s still a winnable MU, the frustration of finding openings can sometimes work against you, leading to mistakes and quite possibly the game. Try not to let bombs be a factor by catching and throwing them back. One of Link’s go to options for going into combos is bomb utilization Careful near the ledge, Link has a really good punish option with his ftilt if you try to roll or try to get back on too quickly. He can throw bombs safely at corrin to disrupt her recovery Notable options; fastfall fair, short hop bair, item catching (bombs), patience | By EOC (https://goo.gl/esJmWG): Shield shield shield. Corrin is very safe when you realize little mac's almost never use their grabs so take advantage of that and focus on punishing out of shield and keeping little mac close to the ledge. If he's got stage presence, let him come to you. He will almost always put himself in a disadvantageous situation if you block or outmaneuver him. His upsmash can punish corrin when she’s in the first stage of dragon lunge. When he gets a KO just run and bait him to throw it out. Dragon lunge is great against him as well as dfs and bair when he’s offstage takes stocks easily. Don't bother trying to keep him at bay cause he’ll just keep charging in. jump around, let him come to you, punish his overextensions, and keep him near or offstage. Little mac’s jab comes out on frame one which takes priority over every move corrin has, even instapin. Consider this option before over committing to Dragon Lunge as it can get interrupted by jab and can follow into more damage | By EpsilonMeta: Go aggro, don’t give him space Try to kill early His UpB landing lag can be cancelled by landing without going the full distance of the UpB DFS gets eaten by Aura Sphere Respect him in high %, kills really early At high %, Aura Sphere charge can 2 frame ledge snaps Fair really good, I think we outrange him in the air If he’s trying to Aura charge you you can go for a Counter read. Keep close and juggle him Uair his Dair By EOC (https://goo.gl/esJmWG): Lucario is one of those characters that doesn’t become a real problem until about 80-100%. That’s when you wanna try and end the stock Depending on his % DFS can clash with his aura blast. I think it’s until he gets rage Watch out for his neutral b upsmash setups. They’re guaranteed and will rack up the damage quick, if not kill you outright. Similar to M2, Lucario’s aura can add pressure so you can’t be afraid to go in with your own pressure. Just be cognizant of how charged it is and try to be prepared for it at all times. | By EOC (https://goo.gl/esJmWG): Lucas has a similar approach to that of Ness, with some key differences His tether grab makes it more difficult to punish his recovery than Ness, and can disrupt your appraoch with DL. It’s one of Lucas’ more common approaches, with either a short hop grab or on the ground Lucas side b pushes Corrin back instead of keeping her in place. It clangs with dfs, so short charge dfs is better in this MU than a fully charged one in most situations Lucas can also absorb dfs with his down b. Best to not use dfs too much unless its again a short charged one or you’re going for a kill option. Short hop fairs and nairs are really good at punishing Lucas in the air. It’s a little more difficult with options like pk fire and tether grab, but the goal is to keep your space with Lucas and avoid his combo starters like grab and neutral air | By EOC (https://goo.gl/esJmWG): Luigi draws certain parallels from mario. Has an amazing grab game, and can rack up damage quickly when combined with some fairs, bairs, or uairs. However, he lacks one thing that makes mario a stronger mu imo and that's the cape. Since he has no reflect option, dfs becomes much more viable and creates more opportunities for spacing. His tornado down b move is one of the things to look out for as it can throw corrins off from side b, neutralizes dfs, and can put corrin in rough situations in the air. To win this mu, I follow the same strat as I do with Mario, but I feel much safer using dfs against his landing. Use fairs and nairs while in neutral. This again combats luigi's fireballs and grab attempts. Watch out for luigi's bair offstage. He can do a few before he lands and it can really mess up Corrins recovery. | By EpsilonMeta: FH Fair and Nair are really useful Bair in neutral out space him hard Always keep him at mid range Keep in mind the cape when using DFS or just don’t charge DFS We play better in the air cause disjoints Try to break combos with Nair, Fair and a well timed Counter, try to use the disjoints. DL in the ledge when Mario recovers can be a good option because the angle of both moves (DL and UpB) Try to go to stages with platforms. If you feel pressured try to make distance with DL out or jumping from it. SDI Utilts to escape or be positioned to avoid more combos Dair trades with his UpB (not in startup tho) so you can Dair him and be safe. Create a wall with your Fairs and Nairs, don’t let him enter to do his combos. Stay safe and in a ange when you can punish. Remember the invincibility frames on Usmash. Marios sometimes wait with Usmash at the ledge, just wait for it to finish. Or counter it with a ledge jump -> counter (watch N8’s highlight) By EOC (https://goo.gl/esJmWG): Mario relies on grabs, combos, and his cape to throw someone like Corrin off their game. To beat Mario there are some key factors to consider His cape: Mario’s cape makes DFS (Dragon Fang Shot) useless to the point where you do not want to throw it out without being 100% sure you won’t get caped. His cape can also make quick work of Corrin offstage. With Mario’s cape reflecting on frames 6-20, dfs thrown at someone who knows how to read will come back with a vengeance. His grabs: Mario usually begins with grabs at early %s. This is so he can combo with uptilts and upairs which can add up very quickly. It’s best to avoid and look out for grabs by mario between 0-50%. To do this, short hop nairs or fairsto wall him out. This will help in two ways: it will wall out Mario and keep him from running in to grab, and will also deter him from using fireballs as pressure (nairs are really good and neutralizing mario’s fireballs) You want to keep mario in the air to avoid grabs in the early part of the match, then start to avoid the sides of the stage when you’re at higher %s. Mario’s kill game is significantly weaker and more predictable, so my strat going in a Mario MU is stay on the outside at early %s, then stay close to center stage at higher %s. Mario can get outranged very easily so to kill, rely on fsmash(pivots)/side b mixups, or uptilts if the celing is low enough. When mario starts his combos, you can dair to cancel and space him out a bit, can sometimes follow into a DL Safe moves:nair, fair Unsafe moves, dfs dragon ascent(when recovering) | By EOC (https://goo.gl/esJmWG): Marth has an excellent reach and his tipper is just as good (in some ways better imo) than Corrins. Both excel in spacing, and so this wil be the deciding factor in this MU: Who is the better spacer? Marth’s neutral game is better than corrins, but Corrin can outspace Marth’s neutral. Even though Corrin can out range Marth, if Marth gets in, he can do some pretty damaging aerial combos Marth’s counter is really good at gimping Corrins recovery. You really have to step up your game and recovery mixup when off stage because there’s alot he can do and not alot you can do. Keep the space where you can avoid being tipped and Marth can’t do a whole lot without approaching or committing to something. Punish his approach options after he commits to them. Marth uses his dtilt and ftilt to poke at your shield. Stay patient and don’t try to overcomit or get nervous. He wants you to react to these moves so if say you jump he can hit you with a fair or a bair, so just focus on reading his next option His shield breaker(neutral b) can do exactly what it says so best to avoid it entirely instead of trying to trade with it. Counter might work but tbh I haven’t labbed it all myself. Marth usually uses shield breaker whilst in the air and it can b reversed By EpsilonMeta: Approach and Shield his Fair Once near him, out frame him Empty hops mix ups Be aware of his OoS options Beware of his counter when recovering DI jab 1 up and away to avoid Fsmash follow up | By EOC (https://goo.gl/esJmWG): Lemons are frustraing. They clang with DFS, and can disrupt your DL if you’re in the standstill position. Try and catch his metal blade His side b proxemity should either be dodged, or you can time it right to do a counter surge near MM MM can easily be juggled with uairs, he’s slow but has strong damage inducing options. I usually bait out moves then punish His forward dash is pretty annoying as well. Best to punish out of shield or avoid it altogether and punish the endlag MM’s Fsmash goes through DFS so use accordingly. Bairs work pretty well against full/short hop lemons, fairs, and bairs sometimes. A good option to abuse if you have the space for it. | By EOC (https://goo.gl/esJmWG): Spacing is just as important as anything else in this mu, pretty straightforward DFS is safe, just don’t spam it cause meta knight’s quick Mk’s up b move is deadly. Avoid it at all costs Mk has a grab game similar to Kirby’s so again, outspacing and punishing over commitments is crucial His down b can trip people up sometimes, but it’s never been something I’ve been worried about killing me MK’s fsmash is quick and has little to no end lag. I’ve noticed alot of MK users roll back after they’ve used it so, use that knowledge at your discretion Mk’s side b is hard to combat against, so I generally dont bother trying to challenge it unless i’m above him All in all you want to be aware of what mk is doing when you’re in the air. Don’t be quick to air dodge or you will get punished, and like I said, mk’s up b is deadly | By EOC (https://goo.gl/esJmWG): Mewtwo has some really good options against Corrin. It’s important to approach this MU with specific goals in mind Mewtwo adds pressure by charging his energy ball. Approach and bait it out if its at mid or fully charged. Mewtwo’s short hop fair’s are deadly and come out faster than Corrin’s. If you’re in the air, it’s best to predict and airdodge it. On the ground you’ll likely encounter a short hop to fair, so plan accordingly A good strategy when facing M2 is to out range him with things like pivot fsmashes, dtilt mixups, and uair combos. M2’s very light so you want to close out the stocks asap around 80-100% M2’s grabs don’t really combo into anything except for his dthrow, which goes into stuff like his fair and neutral air. It’s best to keep your space against him at all times, unless he’s charging his energy ball. Then approach and add pressure. | By EOC (https://goo.gl/esJmWG): Ness has some good options for Corrin and vice versa. this , along with the mario MU, are my personal favorites Ness has a really good combo game which and deal alot of damage at early percents, watch out for pk fires and short hop fairs Ness’ down b absorbs dfs, so use it ONLY if you are sure of a kill or don’t use it fully charged. DFS can also be bounced back with Ness Fsmash, so it’s a move you want to use sparingly. Dragon lunge works really well against Ness. Your main strategy is to outspace Ness and keep him away from performing and combos and follow ups Offstage is where you’re very vulnerable against ness. Don’t go near the ledge at about 100%, or you will fall victim to a grab back throw. If you’re offstage you’ll also encounter Ness’ up b pk flash which can gimp Short hop fairs, nairs, and even bairs are really good against Ness. When you’ve conditioned him to shield, start going for grabs Your counter can destroy Ness’ recovery if you time it right. I’ve stolen countless stocks because i timed my counter right as he was coming to the stage | By EOC (https://goo.gl/esJmWG): Not a common MU so some of this is guesswork Treat olimars pikmin like links’ arrows or boomerang. Focus on limiting the space at which they are most effective, adding pressure, and go in for the attack/grab Olimar is light, so those uairs send him flying early. Maybe use uair less in the beginning to not stale it I’ve seen DL get punished hard by Olimar’s fair so it’s important to watch out for those short hops Olimar’s options are largely dependant on which pikmin his has next in line. For blue pikmin look for grab fishes, his red pikmin will be mostly for short hop fairs and throws, purple pikmin rack up damage so look to shield those, yellow pikmin are mostly throwaway options, white pikmin cause damage if thrown, but have decent grab range. Use the knowledge of pikmin management against him Dfs clangs against pikmin throws. Kill them with short hop fairs, dfs, ftilts | By EOC (https://goo.gl/esJmWG): Pac Man is one of those MUs that rely on reading setups. The two moves to really watch out for are pac’s neutral b items and his down b hydrant Do what you can to bounce hydrant back at him. Remember it has two water attacks that can push you back. Read how much damage the hydrant has taken and where pac is in relation to the hydrant Grab pac man’s items and try to use them against him. Z drops work pretty well Pacman has a terrible grab, try to punish whenever possible. You can cancel pac’s side b by hitting the last yellow dot before he comes to you. Pac likes to use his up b recovery on stage to setup combos sometimes, You can dair into it and bounce back up with more options Your goal in this MU is to use Pac man’s setups against him. No need to rush into this MU, take your time and read your opponent You can counter hydrant as it comes to you but you need to be good and reading it | By Methacrylate: Mix up your DFS due to reflector Auto Reticle has 3 shots, only 1 is needed to beat DFS so the other shots will hit you Generally DL can only -kick through 2 of the 3 shots from Auto Reticle Empty hopping/sh aerials can be punished by Auto Reticle if you give Palutena the space to do so Her dash attack and Bair have invincibility Countering dash attack is not possible due to the i-frames Counter works on Bair, not enough i-frames there Fair and Bair, if spaced well cannot be punished Always DI dthrow away to avoid death by Uair follow up At high %s at ledge, DI away and Air dodge to avoid death by Fair Watch out for dthrow -> Usmash at mid-high %s, DI away and jump, if you Air dodge the Usmash will kill you Careful with your DLs, she can grab you out or can intercept with a Bair Reflector has a windbox which pushes a DL kick up and into the air instead of going along the ground Uthrow is her earliest kill throw but does not kill until about 180% Mix up your recovery: Bair beats dragon ascent, she can counter it, Nair trades with it causing you to be spiked Beware of ledge trump -> Bair (her earliest kill option) Know that Usmash can 2 frame ledge snap By EOC (https://goo.gl/esJmWG): Palutena disrupts alot of Corrins moves with her foward dash, her counters, and her juggle game. It only takes a few combos for her neutral to send Corrin flying so being able to read moves is an important one for this MU Dont use dfs. Unless you have a guaranteed hit, or its just shortcharged, you shouldnt be spamming or using it much. Its only going to leave you open for a punish Palutena can be juggled just as well as Corrin imo, and she has few aerial options. If Palutena is in the air, take advantage. Palutena’s tend to glide across the stage throwing out moves like dash attack and grab mixups that lead into heavy handed combos. Again, you want to avoid and look out for the startups rather than figuring out how to escape the combo. Her neutral b can keep Corrin at bay sometimes Palu also likes to run in with a dash attack if they see you try to approach after neutral b. Your shield game is important, especially dash shield. | By EOC (https://goo.gl/esJmWG): Peach has a variety of options that make this a more difficult mu than the previous two. Her turnips give good protection as well as mixups AS WELL AS make for great offensive options. Plus there's the chance of pulling a bomb/mr. Saturn so there's that. Her short hop down air is really good against punishing our side b and her fair is brutal. To win this mu I focus on disarming her items by trying to catch them, using z drops, and proper spacing. Peach is quick so watch out for her dash attack on the ground. I would use shield more in this mu, simply because there's a lot more to protect yourself from (turnips, fairs, short hop/dairs) So just wait and punish accordingly. Something to note is when facing characters that can meet your range/spacing with either long range weapons or projectiles, patience is key. These types of characters are ones you should not go running in aggro, mostly because of corrins speed. Improving your shield game and not overcommitting will see you a long way with these types of characters. Important moves: Shield, item grabs, fastfall fairs | By Smoked Salmon: Save your double jump off stage, go high at low percents and take the punish instead of just dying Pika’s lack of range without Quick Attack should be exploited Nair works well against Quick Attack on and offstage, but Pikachu can punish Nair at the end with Quick Attack if predicted Pin goes at a nice angle for hitting Pikachu When edgeguarding, use nair or bair Pika’s main tools for killing: Edgeguarding (big), uthrow->thunder, jab locks, fsmash+usmash, nair out of shield and utilt > thunder work at higher percents Pikachu’s thunder spikes at the cloud Thunder jolt cancels out DFS Don't be obvious with DFS, but if you do quick DFS to fang bite you can potentially bait and punish QA This can work well against a QA happy Pika QA can be shielded then a decent punish is instapin which may or may not lead to follow ups Generally Corrin should be around standing grab range from the ledge so they can time neutral get up with like dtilt or grab and then roll in with side b pin Pikachu doesn’t have much to kill you with in general, virtually nothing if you camp the platforms Dragon lunge hits opponents from beneath platforms A good pikachu will normally get out of your juggles with relative ease Knock away Pikachu, pressure Pikachu to edge, try to edge/ledge guard If you are recovering on a stage with walls you can go very low, pin the wall, jump out of the pin then up b to ledge to avoid bair Be weary of your crossup nairs because pika’s utilt may catch you afterward and start a combo Watch out for Pikachu using QA in disadvantage: with platforms, QA free resets to neutral Nearly everything beats Quick Attack In some combos, Pika can start down-b, and the thunder can interrupt Quick Attack nullifies DFS The time between Pika’s QA1 and QA2 has no hitboxes, so the pika player can be hit if they time it wrong QA2 is completely reactable, but don't force yourself to nair or pin or such if you don't feel comfortable in the exact moment- holding shield for a sec isn't a bad idea at times Don’t pin recklessly, you can get punished by upsmash, fair, or nair out of shield Charging fsmash stops certain QAs Pin offstage kills at 60 If corrin reads a tjolt landing, he can fsmash through it for an early stock Counter is very good against thunderjolt heavy pikachus especially when they’re offstage Power shielding and slowly gaining stage control can be a better way of pressuring the Pika If a pika has room to get more stage control then it's worth attempting the punish with QA at a time where you feel if you time it late you hit shield instead and run away Corrins jab 1 actually beats all of Pika ground options alone Corrin dtilt is same range as Pika dtilt if Pika grabs and buffers uthrow, your DI may not happen if your control stick doesn't return to neutral THEN DI after getting grabbed Always DI left or right for uthrow Side B kick can twoframe the ledge if timed right You can DFS to stall falling In neutral, force Pikachu to approach and stuff out his options If the Pika camps with tjolt you can just walk up and shield or counter, he eventually has to get past you if he keeps camping, usually with quick attack which you can nair and get combos By EOC (https://goo.gl/esJmWG): Pikachu is another one of those really frustrating MUs. His quick attack disrupts your neutral game. Alot. It’s hard but try to predict where he’ll end up and try to punish Pikachu has a great combo game and has the potential to keep COrrin in the air for awhile Pikachu stays really low to the ground, I don’t really bother with fsmashes against him. Instead, focus on dtilts and nairs. They’re good at walling him out I’d experiment with counter on pikachu’s neutral b. A Lot of times pikachu will follow his lightning jolt, thinking it’s safe and then get countered. Careful when offstage, pikachu can gimp you hard with either dair or his bair really easily. | By EOC (https://goo.gl/esJmWG): Pit works in grabs. Grabs and short hop fairs. If you’re cognizant about not getting grabbed, this can be a pretty easy MU for you. Watch out for his side b at higher %s. He’ll throw them out randomly and it has super armor I believe so be ready with a shiled at those %s because unless you’re near the ledge, he’s not going to throw you. Dfs can work, but probably use just small charges, as his counter bounces those energy balls back with great speed. Pit players like to jump and use neutral b to create a wall between you and him so watch for that when commitiing to moves like Dragon Lunge. Bair is a really good tool against pit since it renders his fair and neutral b to not as useful options I would even go for more grabs in this MU because aside from shield and side b, pit doesn’t have alot he can do against Dragon Lunge, so it’s something that I think pit would be looking out for and may make his shield game heavy handed. Dtils work well when you see him coming in for a grab. Keep him in the air, dodge his arrows | By EpsilonMeta: Comeback to the ledge with Fair FH Fairs useful to approach him Roll away if he Nairs (maybe Dash Dance?) Annoy him in the air, he has poor landing options Juggle a lot! Dash Shield against his spam DL in the ledge, his arms has a hurtbox above him when ledge snaping Try to grab his Gyro and DL him, also throw it upwards You can try to glide toss up or down Gyro as a mix up if you grab it Don’t take too long to take the Gyro!! If ROB is at the other side of the stage just go for him. Be careful on the ledge, ROBs tend to go for the 2 frame Gyro z drop setup. If he goes for a Nair, Shield and Grab Try to Perfect Shield ROB’s Beam and punish if close enough DL just destroys him. He doesn’t have a way to relieve pressure so use your fast moves, he’s combo food. By EOC (https://goo.gl/esJmWG): ROB’s projectiles can disrupt Dragon Lunge so this is not the MU to spam DL ROB’s uair juggles extremely well. Corrin’s Dair can trade, but it’s best to avoid being in the air Focus on short hop nairs and fairs. I try to punish ROBs gyro at launch DFS clangs with robs gyro, reducing it’s spacing options. Keeping ROB in the air is a great way to rack up damage. He’s heavy so his landing options can be predictable. In general you want to avoid being juggled, avoid spamming moves with a lot of end lag, and try and juggle ROB Corrin’s pivot fmash also works really well in this MU since aside from ROB’s laser, he’s pretty much outspaced in every other scenario | By EpsilonMeta: We edgeguard him hard with DL and Dair, abuse this because she has no hitbox above her. Arcfire can be annoying but has long start up and cooldown so use this to get in when she used it in an unsafe way. IP is a problem for her, you can pursue her and punish a lot of her options when near with it. Careful with the DFS, even Thunder cancels it. But also DFS cancels a lot of Robins proyectiles, except Thoron. She can’t punish DL backwards kick, unless Thoron (But Robins tend to don’t charge it so regularly) She can try to predict the DL kick and throw an Arcfire. When you hit 90% careful with the Checkmate. Shielding an Arcthunder at approximately fsmash range gives Robin a free punish (Fair, Uair, grab -> Checkmate) Try to get in and start juggling with Nairs, Fairs and Uairs, she doesn’t have a fast “get away” attack. Be patient and calculate, her projectiles can be annoying but once in you can combo and punish. Try to keep her offstage, that’s where we can kill her easily. Don’t shield so much or you’re going to eat a Nosferatu, Robin usually search this when she has high %. They may try to edguard with Bronze Fair or Nair to gimp you, avoid this. They are going to put an Arcfire on the ledge to cover options, if they put it right at the edge of the ledge it will hit you when invulnerability goes off. By EOC (https://goo.gl/esJmWG): Robin can be tricky for Corrin players, simply because of Robin’s unique playstyle. In some ways, it’s similar to Corrins. Robin’s side b is a great tool that has to be respected in almost every situation. Once it connects, it can hurt multiple times, plus leaves you in place allowing robi to floow up with a fair or something. Robin can charge with his neutral b, creating pressure for corrin to approach This MU is just about as equally frustrating as the LInk one, with the two exceptions of less range and no tether grab. Robins uair is very powerful and can launch corrin into space pretty early. Again, the strategy of avoiding your opponents setups rather than their combos is very apparent in this MU. I see Robin using their netrual game in one of two ways: 1. Use side b to either approach or force a reaction out of Corrin or B. charge neutral b and create pressure for Corrin to attack If you can you can jump over Robins fire wall and punish with a fair. That can lead into more damage. DFS clangs with Robins charged attacks unless it’s fully charged. Bair is good against robin, but sometimes that fire wall disrupts it | By EpsilonMeta: Don’t give her space Kill Luma, then rushdown Rosa’s Bair has good range, careful with this DL kick can throw Luma off Dair can throw Luma off when near the ledge EDGE GUARD HER RECOVERY WITH DL!! *Dies at 75% with a Bair near the ledge Our Uair>her Dair (?) Don’t jump from the ledge Don’t challenge her Uair Her Dair with Luma is safe in Shield, don’t try to punish it. By EOC (https://goo.gl/esJmWG): I think Corrin can do either okay in this mu or really bad. Rosaluma can juggle the crap out of Corrin and her down b renders dfs almost useless. However, there are some advantages corrin has that can tip the match in her favor. Killing Luma should be your first goal going in the mu. Most of corrins attacks will hit luma or separate her from her counterpart. Don't be afraid to spam side b on this one. Especially near the ledge. There's very little rosaluma can do and even in shield luma still gets hit DFS: so I said dfs can be rendered useless against rosas down b but that doesnt mean you should never use it. It anything its another vaild option to getting rid of luma, or at least keeping her in place for a second longer. Use short dfs with no charge to take advantage of either stopping luma in her tracks, or forcing rosa to down b and sometimes the time she down bs is more than the time your dfs needs so you can follow up with another attack Rosas juggle game. You do not want to be above rosa for any reason. Assuming you got rid of luma, you should always try to attack from the sides or from under her. Trying to trade while shes below you is asking for multiple uairs or a well timed upsmash. After you get rid of luma its time to put the pressure on. Don’t go full aggro, but a nice combo of aggressive bait and punish. Use your fastfall fairs and mix up with short hop bairs when rosa tries to approach. Advantage goes to Rosaluma, While Corrin has the necessary tools to get her out of tight spots, this is another mu you have to work for. It’s too easy to get comboed and rosas aerial game is enough to keep us at bay instead of being able to go in everytime. Patience, patience, patience | By EOC (https://goo.gl/esJmWG): Roy does his best work with short quick jabs that lead into combos and eventually his Fsmash. His Fsmash is quick and powerful. I’ve seen it kill near the edge at 40-50%. Your goal in this MU is to avoid Roy’s combo starters. This includes things like short hop neutral air, fair, and side b dancing blade. Corrin is combo food and once ROy starts, it’s hard to get out without sustaining serious damage. Avoid attacks with long end lag like dfs and fsmash. These will only put you in vulnerable situations. When going against characters who are faster than you, i tend to use a combintaion of aggro patience. Where I go in like im going to attack all the time, but what im really doing is watching for their reactions to my approaches, so when they think they’re going to punish me, it’s actually the other way around. With slower characters, I tend to wait for their attack outright, and don’t try to over commit to anything. Characters I can outspace, I generally focus on zoning them out. Those characters are the easiest for Corrin to face. | By EpsilonMeta: Ryu is slow so you can actually run from him and make space quite easily. You need to space him and wall him with your disjointeds. You can exploit his recovery with DL if he recovers with Side B If he recovers with Shoryuken you can try to intercept it but it hits if you are standing near the ledge. Bairs is useful for spacing in neutral. Don’t be too shield happy because Ryu’s attacks do tons of shield damage. Keep in mind that true Shoryuken is crazy good so watch out in high %. Keep and eye for what it does after a Focus Attack so you react accordingly, he can attack, retreat or approach with it. Hadouken has low priority so don’t be scared of it. He can do 2 attacks from a SH so watch out. A mindgame that Ryu players do is Focus Attack cancel, approach and attack. By EOC (https://goo.gl/esJmWG): I see Ryu as a more viable MU than Lucario. They appear very similar in terms of their approaches, but I believe Ryu has better options One of his main options includes his focus attack. Not only does this help him move around the stage more, but it also ignores attacks that would otherwise knock him back or stun, letting him continue his moves that could ultimately put you in a kill position. Ryu doesn’t need alot to rack up damage, and the higher his rage gets, the more of a problem he becomes. He has slick utilt into his shoryuken combos that’ll kill early. You need to play this MU with paitence and take each moment as it comes. Red hadokens have multiple hitboxes, blue has one. Both clang with DFS Jump fairs are good in this MU. You really need to be cognizant of Ryu’s focus attack because pretty much every option that would otherwise incapacitae a character (DL, DFS, ftilt, etc) will put you in a potentially vulnerable situationif you’re too close. Bairs work really well in this MU. Use them in mixups with DL and DFS Once again Corrin is combo food and this MU can be trying, but it’s manageable | By EpsilonMeta: Charged Shot beats DFS (duh), even her Zair Random fact: The Yato hitbox of the Fsmash stops Samus Zair You can punish a whiffed Zair with Jab or Dtilt if improperly spaced Her Nair can be troublesome Bombs disrupt our UpB only if the bombs hit our body Zair stops DL kick DL kick go through: any missiles and any level of CS charge except for a fully charged CS. DL kick CANNOT go through bombs Careful with her Zair, they are going to abuse it. Beware of ledge drop Zair and Charged Shot, charged DFS or Fsmash is not optimal for edge guarding DL for punishing, defense and edge guard, not offense Screw Attack beats Corrin’s Dair DI Samus Dthrow away from her, you can mix up by DIng in. Get in, rushdown, and abuse our better and faster options. They want to play at long range, don’t give them space. “the matchup really forces to bomb the ledge snap if you don't, Corrin gets back to stage for free but we're one of the few characters that can really threaten the otherwise insane recovery both side-b stick-into-stage-ledge and basic super-disjointed up-B can be stuffed with bombs bombs are very important overall, because Corrin's mobility is not fantastic I really intensely hate the low ending lag on certain moves it's a bit over the top f-smash is often just barely not fast enough to punish out of shield” By EOC (https://goo.gl/esJmWG): Samus has a few options that give Corrin a run for her money. Her charge shot(neutral b) adds pressure, along with her arsenal of missile setups, there is a potential to throw off Corrins spacing Samus’ ledge getups are pretty good and it's best not to get too close when trying to edgeguard. A few options I’ve seen from samus include jump to fair, jump to tether grab, jump to neutral b, up b, etc. I’d recommend having the space to to a fsmash and to counter a jumps with a fair. In short, edgeguard but from a distance Samus can rack up damage if you stay in the air too long. I approach samus in a similar way I approach link which is to limit the space her projectiles travel to add pressure to samus. Samus is a campy character by nature so a lot of the time you are around or near the ledge. The trick is to stay relatively far enough away to force samus to make a move, but far enough away to be able to shield projectiles and dodge tether grabs Aside from the three things I mentioned, samus can be outranged by most of Corrins moves. It’s another patience game, but I think Corrin can be more aggressive in forcing samus to make a move | By Shinoling: Needles beat DL kick You want her at a distance where she can’t use needles freely and try to create a wall. Carefull with her zone breakers like Dash attack and her aerials. Keep in mind her kill confirms or setups. Remember most of her Dthrow 50/50 doesn’t work anymore so jump away. Our Fair outranges her Fair (still Sheik’s Fair is hella safe) You’ll lose the neutral so don’t try to win it so hard (if you’re fighting a good Sheik). Just remember that if you are at 120% and she’s at 90% is like an even match. Our advantage are our superior kill options with Fsmash, DL and DFS Bite, etc. So we need to win the neutral less to secure the stocks. For the love of god BAN FD AND LYLAT, but especially FD. Town & City is a decent stage to get earlier kills. Sheik loves to give you rage so keep this in mind. If you are on BF remember that you live longer so abuse your rage. Tricky to edgeguard so is better to go for 2 frames punish or trumps (DL tip, DL kick at the ledge, trump to Bair or buffered DL tip) or just read the ledge option. Always DI Fthrow up and away. Always play at a distance where Needles are unsafe. | By EpsilonMeta: He outranges Corrin but we can outframe easily. We can challenge his range with Bair and Fsmash (kinda). If he uses Shield art we can camp him with DFS until it goes off, also forcing him offstage is a good idea because his air mobility sucks in Shield art. Be aware if he’s using MALLC cause that reduces his landing lag a lot. Shulk has a lot of troubles landing and he can be frame trapped easily because his aerials has long start up (Nair is the fastest in frame 13) so juggle him with Nairs and Uairs. When Jump Art goes off try to put some more pressure because without it he is more easy to trap and not so mobile. Remember, anything kinda laggy can be punished with DL. He can’t punish DL kicks unless with Speed Art. Shulk has a crazy offstage game with Jump and Smash arts, his Fair is really good to edgeguard. He can Fair Dragon Ascent, mix up your recovery. While in Smash Dthrow is a kill move. He can auto cancel his SH Air dodge except with Speed art, keep this in mind. Try to hit him while he’s snapping the ledge if he’s not doing it. By EOC (https://goo.gl/esJmWG): I see shulk as a slower version of Corrin. You can out frame Shulk in almost every case Adjust your gameplay according to Shulks’ Monado art. If Shulk uses blue, incorporate more jumps and fairs. Green monado, stick closer to the ground. Purple monado, shield more, red monado (most likely going for a kill) bait out moves to punish, yellow monado, go in to rack up damage but watch for things like shulks counter, This MU is more of a bait and punish strategy. Shulk has a lot of end lag on most of his moves so you don’t want to commit to something like DL or DFS without making sure he’s in a vulnerable spot. Bairs are okay in this MU. again adjust according to the Monado | By EOC (https://goo.gl/esJmWG): You won’t beat sonic’s speed. This is a clear case when bait and punish is a good option Limit your use of high end lag attacks like fully charged DFS or fsmashes Fairs are really good at defending youself from spindashes. Dtilts are another good option to get combos started and to again disrupt sonics approaches Sonic has bad landing options so use uairs and keep him in the air often. The MU works best in your favor if he’s off the ground. Don’t stale your DL in the beginning. Work on combos, grabs etc. then start throwing out DL as a kill option around 100% The two things you want to focus on in this MU are punishing sonics approaches, and punishing his landing. Work on reading his airdodges and spindashes. Be aware of the edge of the stage if you’re at about 110% or higher. You’re susceptible to SOnic’s bthrow | By EpsilonMeta: Rushdown against him and don’t give him time to use his projectiles. Space in the air, we have superior range. He has a kill combo with Bomb to Fair in high %. If you catch the bomb glide tossing is a decent option, Corrin’s glide toss is decent. We have better kill confirms with bomb combos such as bomb -> Uair, bomb -> DFS 17% bite DL kick goes through boomerang and arrows but not bombs. Another MU where DFS is kinda useless (why this move has non existent priority?). Fsmash goes through boomerang and will hit him If he is within Fsmash range You can use DL or Fsmash to intercept his recovery and tether grab (like this https://youtu.be/3HdcXZ9eiDQ?t=7m44s). By EOC (https://goo.gl/esJmWG): Toon link has to rely more on bomb setups imo than link, so I think this makes the mu alot easier, since toon link has a harder time doing much else. His arrows aren’t much of a threat, and again his areial game is dependant on bomb throwing. Catching items is just good knowledge to know when playing against characters like toon link because it limits their options while potentially giving you one. Lab item catching and what you can do with it in general (z drops in particular) and you can make an entirely new way of gameplay against characters like link, t-link, ROB, etc. Avoid the ledge at about 100%. Tink’s tether grab/backtrhow is really good and kills around this %. Boomerangs and bombs are the real things you need to worry about, as this is how tink gets most of his combos. If you learn the timing, you can counter surge tinks boomerangs as they come back to him. Tink is a hit and run character, so it’s best to just let him run arround and limit his spacing rather than just chasing after him. Its a paitence game, but not nearly as tedious as regular Link | By EpsilonMeta: He has troubles camping because Fsmash and IP reach too far Both if this attacks also makes his tree useless if he wants to stay behind it. Our Fair cancels his Fair and Bair, so we can approach with auto cancelled Fairs. We can counter his Lloyd so is not a safe attack for him. The disjoint wings of Dragon Ascent beat Bowling Ball so is not that good of edgeguard, but remember to space this well. He has troubles with disjoints in general, his Nair is not that good of a combo breaker because we ignore it with our reach. We can edgeguard him with DL pretty easily. He has no way to punish DL backwards kick. Juggle him because he has some poor landing options. By EOC (https://goo.gl/esJmWG): I find this to be an easy MU for Corrin. You have so much control in the spacing it’s not funny. Experiment with your counter surge against this MU. The time it takes for the lloid rocket to launch is more than enough to time with a counter, so if Villager follows the lloid, he’s going to wish he hadn’t. He doesn’t have a lot to counter against it either besides a well timed short hop dair/nair or sometimes a net grab You can also counter his bowling ball the same way. Spamming dfs is a bad thing here. In fact unless you use a couple of dfs no charge shots sparringly, it’s wise to not go any further than that. other wise it’s going to be pocketed and you’re going to feel the pressure almost immediately Villager’s recovery has no hitbox, so try to punish it with a DL to the end of the stage or a bair. Mixups with pivot fmsashes are great in this MU. Keep villager guessing and be wary of his counter moves when up close. Other than that its not a hard one for Corrin | By EOC (https://goo.gl/esJmWG): Wario doesn’t have alot that I would consider as a major advantage. Aside from his bike and neutral b, corrin can treat him much like mario or luigi. Nairs are really good at unseating wario, as well as a well placed DL. Wario’s bite can creating ledge traps and absorbs dfs I believe. His waft can net some early kills so be aware as Wario turns yellow and treat it the same as you would a little mac KO or clouds limit. Bait and punish is the name of the game here Notable moves: nair, fair |