Matchup Summary (Win Condition and Game Plan)
Both characters control space with long weapons, but a completely static tipper duel usually favors Byleth because the single-hit reward on fair, bair, ftilt, and dair is so much heavier. Corrin should not stand in front and trade weapon swings forever. The better plan is to shift Byleth’s spacing with pin, retreating fair, and uair so the tipper position has to be rebuilt over and over.
Byleth’s movement and close-range turnover are not especially strong, which gives Corrin real value once the first launch happens. The frame table shows Jab 1-3, Rapid Jab Finisher, every tilt, dash attack, every smash attack, nair, uair, dair, Side B, and grounded Up B are all punishable by OOS Nair (9f), Grab (10f), OOS Uair (10f), or OOS Fair (12f).
By contrast, fair, bair, and shallow arrow pressure do not always give Corrin a stable in-place punish. Swinging anyway just lets Byleth reset the long-range wall. It is more reliable to accept those tipper spots, then cover the retreat or landing with uair, fair, and pin and win on the next touch instead.
The win condition is to juggle Byleth into the corner and keep the ledge trap going. Up B tether is a dangerous offstage reversal, so Corrin usually gets more by holding stage and killing with tipper fair, up smash, or pin than by overchasing below the ledge.
Full Move Frame Quick Reference
| Opponent Move | Startup | On Shield | Corrin OOS Candidate Moves | Barely Missed Moves |
|---|---|---|---|---|
| Jab 1 | 4 | -15 |
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| Jab 2 | 4 | -17 |
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| Jab 3 | 5 | -22 |
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| Rapid Jab | 11 | ** | ||
| Rapid Jab Finisher | 6 | -40 |
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| Forward Tilt | 8 | -15 |
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| Up Tilt | 9 | -15 |
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| Down Tilt | 13 | -14 |
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| Dash Attack | 9 | -26/-23 |
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| Forward Smash | 23 | -31/-27 || -32/-28 || -32/-28 |
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| Up Smash | 13 | -22 |
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| Down Smash | 19/29 | -40/-30 |
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| Neutral Air | 6… | -11/-11/-9 |
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| Forward Air | 12 | -7/-6 |
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| Back Air | 13 | -9/-8 |
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| Up Air | 10… | -12/-11 |
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| Down Air | 22 | -21 |
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| Neutral B | 45/114 | -8/-21 |
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| Side B | Ground: 20 || Air: 21 | Ground: -20/-34 || Air: -16/-35 |
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| Up B | 9(ground) || 10(air) | -35(ground) || **(air) |
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| Down B | 62 | ** | ||
| Grab | 6 | — | ||
| Dash Grab | 10 | — | ||
| Pivot Grab | 11 | — |
Win Condition Checklist
- Do not stay planted at the exact range where Byleth fair, bair, and ftilt already own the tipper exchange. Use pin, retreating fair, and uair to move Byleth off that mark first.
- After blocking Jab 1-3, Rapid Jab Finisher, any tilt, dash attack, any smash attack, nair, uair, dair, Side B, or grounded Up B, always take the punish with OOS Nair (9f), Grab (10f), OOS Uair (10f), or OOS Fair (12f).
- After blocking fair, bair, or shallow Neutral B pressure, do not force a weak in-place punish. Track the retreat and landing, then reclaim stage with uair, fair, or pin on the next touch.
- Once Byleth is airborne, keep the juggle running with uair and anti-airs that exploit the lower mobility and slower landing choices.
- At the ledge, prefer stage control over deep chases. Cover tether recovery, jump, and landing with tipper fair, up smash, and pin instead of giving Up B reversal chances.
Actions to Avoid
- Do not sit in a pure tipper duel where Byleth’s heavier swing reward wins the trade over time.
- Do not drop punish windows on jabs, tilts, dash attack, smash attacks, dair, Side B, or grounded Up B and let Byleth reset spacing for free.
- Do not swing out of shield after every blocked fair or bair and hand Byleth another clean long-range whiff punish.
- Do not chase too deep offstage into tether reversal space and give up the ledgetrap Corrin converts more safely.