Matchup Summary (Win Condition and Game Plan)
Hero can swing a match quickly once he gets room for menu pulls, charge specials, or buff checks, but his close-range defense and air mobility are much less reliable than his explosive spell threat.
Corrin matches that well by holding the spear-tip range with fair, uair, and Pin, forcing Hero himself to move into long disjoints instead of letting the projectile layer dictate the pace.
The frame table also shows clear shield punishes on Jab 1, Jab 2, Jab 3, Forward Tilt (1)(2), Up Tilt, Down Tilt, Dash Attack, all smashes, Neutral B, and Side B, where Corrin can answer with OOS Nair (9f), Grab (10f), OOS Uair (10f), OOS Fair (12f), and Up Smash (13f).
The win condition is therefore to avoid retreating so far that Hero gets free menu time, keep him airborne from midrange, and convert juggle and ledge pressure into stocks before his high-variance specials ever take over the game.
Full Move Frame Quick Reference
| Opponent Move | Startup | On Shield | Corrin OOS Candidate Moves | Barely Missed Moves |
|---|---|---|---|---|
| Jab 1 | 6 | -15 |
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| Jab 2 | 6 | -15 |
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| Jab 3 | 7 | -25 |
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| Forward Tilt (1) | 9 | -21 |
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| Forward Tilt (2) | 8 | -31 |
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| Up Tilt | 8 | -23 |
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| Down Tilt | 6 | -19 |
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| Dash Attack | 21 | -16 |
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| Forward Smash | 17 | -36 (-26) |
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| Up Smash | 13 | -29 (-19) |
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| Down Smash | 9/20 | -37/-26 (-29/-18) |
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| Neutral Air | 8 | -6 |
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| Forward Air | 14 | -7 |
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| Back Air | 18 | -9 |
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| Up Air | 6 | -5 |
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| Down Air | 16 | -12 |
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| Neutral B | [10(+7)] [11(+25)] [16(2/8/14/20)] | -22/-28/-24 |
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| Side B | [9/13(+7)] [10/15(+16)] [43/50/72/75/81] | -12/-25/-29 |
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| Up B | [4(+3)] [6/13/20/27(+13)] [39/49/59/69/79/89] | ** | ||
| Down B | — | — | ||
| Grab | 6 | — | ||
| Dash Grab | 9 | — | ||
| Pivot Grab | 10 | — |
Win Condition Checklist
- Show tipper fair, retreating uair, and Pin so Hero has less room to stop in place for menu pulls or charge specials, and aim your hitboxes at his movement route rather than chasing each projectile itself.
- When you block Jab 1, Jab 2, Jab 3, Forward Tilt (1)(2), Up Tilt, Down Tilt, Dash Attack, all smashes, Neutral B, or Side B, answer with OOS Nair (9f), Grab (10f), OOS Uair (10f), OOS Fair (12f), or Up Smash (13f) and end his close-range turn immediately.
- Once Hero is airborne, stay underneath him and cycle through uair and forward-space coverage to catch jump, air dodge, and landing swings in sequence, turning his weaker air mobility into extended juggling.
- At the ledge, avoid overcommitting offstage and instead track his Up B height and MP usage, then rotate Pin and fair across normal getup, jump, and roll to send him back out again.
Actions to Avoid
- Drifting back too far and giving Hero free time for menu pulls, charged fire, or buff checks without contesting the space in front of him.
- Trying to jump over Zap or Frizz lines on reaction every time and running straight into pre-positioned fair, bair, or up smash anti-airs.
- Forcing a punish after shielded neutral air, forward air, or up air with options that do not actually reach, then giving Hero back the close-range turn.
- Chasing too deep offstage for an early stock and getting clipped by variable Up B routes or preemptive aerials, which makes Corrin’s own recovery path much thinner.