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Super Smash Bros. for 3DS/Wii U Community

ChristianCEster0230

02/06/2016 9:23 PM ·Spoilers

Open Closed

Corrin/Kamui Tactics?

I'd like to main Corrin, but I'm not sure what I should do. I have a strategy for my main, Link, but I formed that strategy through years of gameplay. I'd like ideas from others as to what combos you have found along with how hard they are to pull off!

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  • look up ESAMs guide

    Yeahs0
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  • Well, yes, I'm able to use google, it isn't the easiest thing to ask the post creater specifically when you're on sites like YouTube and Kotaku

    Yeahs0
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  • One i have been able to pull off a couple of times now is DAir on opponent, immedietly rush attack towards them(preferably try getting them off the stage with this move), then charge up the B special or Forward Smash. Has KO potential on lightweights or in mid battle after giving damage(will take time to practice getting the right amount of spacing but once you have it working for you its great).

    Yeahs1
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  • auto cancel nair-fair-up air or fair

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  • and esam is on youtube

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  • You can stick a Dragon Lunge (Side special) near instantly by sliding your finger from Special to Attack. Also, an airborne Dragon Lunge has a sweet spot at it's tip. Grounded too but it's easier to land using an air one. Good for catching a foe who is using non-storable charged attacks (Like Greninja's Water Shuriken).

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  • Gonna throw it out there that I know Corrin acts like Marth in the sense that he is stronger at the tip~

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  • Also, I found a simple combo and one that I'm still testing. (Low percent) DTilt->UTilt->UTilt or UAir (Low->mid)Back throw->insta-Dragon Lunge->Dragon Lunge foward kick-> Up special Seems to be only good if the opponent misses their tech. Needs some space to preform. Don't do near ledges. Try different things from DL foward kick.

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  • Definite thanks on the D->U Tilt thing. Great way to gain quick control at the start. Though, I'm having throuble snapping the foe into place with Back Throw->Instant Lunge. I throw them too far, even at low percent... Though I am liking using Instant Dragon Lunge! Thanks for letting me know about it! It's so easy to do!

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  • Just so you know, his sword isn't stronger at the tip, only his dragon attacks. Dragon Lunge can pin to walls, and you can use this to recover from a Dair off-stage by jumping out of it after sticking to the wall.

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  • You have to run a short bit until you're within reach. Try it in practice mode. Like I said, I'm still seeing if it's avoidable. Right now, a missed tech makes it work.

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  • Also, Dragon Lunge is such a great mind game tool, either in neutral or during ledge scenarios. It also makes Corrin's hurtbox a little wonky.

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  • I played around with the back throw to DL combo thing. It seems to be character dependent. Too light=No good.

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  • Nevermind the Back throw to DL thing. Turns out everyone I fought just wasn't jumping to avoid the setup xD So there's your variables on that: Weight and opponents smarts and, of course, percent:

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  • Corrin is pretty weak in the combo department it seems. More of a spacing heavy character.

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  • Thanks all for your advice!

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