Matchup Summary (Win Condition and Game Plan)
This matchup gets difficult if Corrin accepts Charizard’s grounded pace and raw kill power head-on, but Charizard’s large body and predictable landings also give Corrin clear openings to exploit. Fair, uair, and retreating Pin can interrupt grounded movement, and once Charizard is launched, Corrin can often keep stacking uair and anti-air coverage because the landing box is so large.
Charizard still becomes dangerous immediately if the game turns into obvious front-facing sword placement. Dash speed, Flamethrower, back air, up smash, and Flare Blitz all swing the exchange hard when Corrin starts pressing in straight lines or overcommitting at ledge. In particular, careless jumps and hasty landing pressure near the corner can get erased very early by bair or up smash.
The table shows a lot of Charizard’s heavier commitments are punishable. Jab 1-3, forward tilt, up tilt, down tilt, dash attack, every smash, forward air, back air, down air, Neutral B, and Side B can all be challenged by Corrin’s OOS nair (9f), grab (10f), OOS uair (10f), or OOS fair (12f). If those punishes are taken consistently, Corrin can keep turning defense into the juggle state she wants before Charizard’s high-damage guesses start deciding stocks.
The win condition is not winning a pure tipper war forever. Force Charizard backward with fair and Pin, convert the launch into uair strings and ledge pressure, and finish while staying stage-side. Deep offstage chases can get messy against extra jumps and Flare Blitz angles, so Corrin usually closes more reliably by trapping ledge and landing with tipper fair, up smash, or Pin.
Full Move Frame Quick Reference
| Opponent Move | Startup | On Shield | Corrin OOS Candidate Moves | Barely Missed Moves |
|---|---|---|---|---|
| Jab 1 | 4 | -14 |
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| Jab 2 | 5 | -16 |
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| Jab 3 | 7 | -20 |
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| Forward Tilt | 12 | -18/-15 |
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| Up Tilt | 9 | -16 |
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| Down Tilt | 9 | -11 |
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| Dash Attack | 10 | -12 |
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| Forward Smash | 22 | -36/-37 |
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| Up Smash | 6/14 | -24 |
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| Down Smash | 14 | -35 |
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| Neutral Air | 8 | -6/-5 |
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| Forward Air | 8 | -14/-14 |
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| Back Air | 14 | -16/-15/-14 |
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| Up Air | 12 | -8 |
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| Down Air | 18 | -16/-17 |
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| Neutral B | 19/26/33/40 | -24 |
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| Side B | 23 | -52/-66 |
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| Up B | 9… | — | ||
| Down B | — | — | ||
| Grab | 8 | — | ||
| Dash Grab | 11 | — | ||
| Pivot Grab | 12 | — |
Win Condition Checklist
- Use fair, uair threat, and retreating Pin to stop Charizard’s dash-ins and keep the matchup out of a straight-on slugfest.
- After blocking jab 1-3, any tilt, dash attack, any smash, forward air, back air, down air, Neutral B, or Side B, punish with OOS nair (9f), grab (10f), OOS uair (10f), or OOS fair (12f).
- Once Charizard is airborne, keep the juggle going with uair, high coverage, and landing Pin so jumps and airdodges are spent in sequence rather than all at once.
- Do not force a jump over Flamethrower on reaction. Wait outside the lane, punish the end, or place the next sword hit where Charizard must move afterward.
- At ledge, stay stage-side, respect bair and up smash reversals, and finish through tipper fair, up smash, or Pin instead of chasing too deep.
Actions to Avoid
- Treating Charizard’s dash speed lightly and planting the same frontal sword spacing until a burst-in punish or high-damage read lands.
- Leaving punishable jabs, tilts, dash attack, smash attacks, aerials, Neutral B, or Side B unanswered and allowing repeated heavy guesses.
- Overchasing offstage after winning neutral and letting extra jumps or Flare Blitz scramble the position back against you.
- Ignoring bair and up smash near ledge or on landing and throwing out sloppy coverage into an early kill.