Corrin vs Sonic

Sonic Matchup (Corrin)

Corrin vs Sonic

Corrin vs Sonic is most stable when you stop trying to outrun Sonic, use long hitboxes and Side B to narrow Spin Dash endings, punish Sonic's grounded buttons, and convert into juggle and ledge pressure.

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Matchup Summary (Win Condition and Game Plan)

Corrin wants to stop treating the matchup like a footrace. The stable plan is to use long Fair, Uair, Side B, and Dragon Fang Shot to pre-cover where Spin Dash and Spin Charge can end, then convert the forced jump or shield into juggling.
In Corrin vs Sonic, chasing at long range only widens the mobility gap, so Corrin should place sword-and-lance space first, make Sonic commit to a route, and then take the aerial catch rather than trying to run him down.
The table shows that Sonic’s jab string, tilts, Dash Attack, Forward Air, Back Air, Down Air, Neutral B, and Down B are all punishable by Corrin’s OOS Nair (9f), Grab (10f), OOS Uair (10f), and OOS Fair (12f), so blocked close pressure should be reclaimed consistently.
Sonic’s Side B still stays advantaged on shield and Corrin’s close-range defense is not the strength of the matchup, so reckless forward movement and deep edge chases should be replaced with stable stage control and repeated ledge or landing recaptures.

Full Move Frame Quick Reference

Opponent MoveStartupOn ShieldCorrin OOS Candidate MovesBarely Missed Moves
Jab 13-13
  • OOS Nair (9f)
  • Grab (10f)
  • OOS Uair (10f)
  • OOS Fair (12f)
  • Up Smash (13f)
  • OOS Dair (+2)
  • OOS Bair (+3)
Jab 22-16
  • OOS Nair (9f)
  • Grab (10f)
  • OOS Uair (10f)
  • OOS Fair (12f)
  • Up Smash (13f)
  • OOS Dair (15f)
  • OOS Bair (16f)
  • Up B (+2)
Jab 34-26
  • OOS Nair (9f)
  • Grab (10f)
  • OOS Uair (10f)
  • OOS Fair (12f)
  • Up Smash (13f)
  • OOS Dair (15f)
  • OOS Bair (16f)
  • Up B (18f)
Forward Tilt6/8-20
  • OOS Nair (9f)
  • Grab (10f)
  • OOS Uair (10f)
  • OOS Fair (12f)
  • Up Smash (13f)
  • OOS Dair (15f)
  • OOS Bair (16f)
  • Up B (18f)
Up Tilt6(7)/13-20
  • OOS Nair (9f)
  • Grab (10f)
  • OOS Uair (10f)
  • OOS Fair (12f)
  • Up Smash (13f)
  • OOS Dair (15f)
  • OOS Bair (16f)
  • Up B (18f)
Down Tilt6-15
  • OOS Nair (9f)
  • Grab (10f)
  • OOS Uair (10f)
  • OOS Fair (12f)
  • Up Smash (13f)
  • OOS Dair (15f)
  • OOS Bair (+1)
  • Up B (+3)
Dash Attack5-38
  • OOS Nair (9f)
  • Grab (10f)
  • OOS Uair (10f)
  • OOS Fair (12f)
  • Up Smash (13f)
  • OOS Dair (15f)
  • OOS Bair (16f)
  • Up B (18f)
Forward Smash18-19
  • OOS Nair (9f)
  • Grab (10f)
  • OOS Uair (10f)
  • OOS Fair (12f)
  • Up Smash (13f)
  • OOS Dair (15f)
  • OOS Bair (16f)
  • Up B (18f)
Up Smash14…-29
  • OOS Nair (9f)
  • Grab (10f)
  • OOS Uair (10f)
  • OOS Fair (12f)
  • Up Smash (13f)
  • OOS Dair (15f)
  • OOS Bair (16f)
  • Up B (18f)
Down Smash12-34
  • OOS Nair (9f)
  • Grab (10f)
  • OOS Uair (10f)
  • OOS Fair (12f)
  • Up Smash (13f)
  • OOS Dair (15f)
  • OOS Bair (16f)
  • Up B (18f)
Neutral Air6-5/-6/-7
  • None
Forward Air5/7/9/11/13/15-14/-14
  • OOS Nair (9f)
  • Grab (10f)
  • OOS Uair (10f)
  • OOS Fair (12f)
  • Up Smash (13f)
  • OOS Dair (+1)
  • OOS Bair (+2)
Back Air13-10/-11
  • OOS Nair (9f)
  • Grab (10f)
  • OOS Uair (10f)
  • OOS Fair (+2)
  • Up Smash (+3)
Up Air5/14-11/-9
  • OOS Nair (9f)
  • Grab (+1)
  • OOS Uair (+1)
  • OOS Fair (+3)
Down Air17-17/-18
  • OOS Nair (9f)
  • Grab (10f)
  • OOS Uair (10f)
  • OOS Fair (12f)
  • Up Smash (13f)
  • OOS Dair (15f)
  • OOS Bair (16f)
  • Up B (+1)
Neutral B17—82-22 to -16
  • OOS Nair (9f)
  • Grab (10f)
  • OOS Uair (10f)
  • OOS Fair (12f)
  • Up Smash (13f)
  • OOS Dair (15f)
  • OOS Bair (16f)
  • Up B (+2)
Side B17+6 (hop)+8 (grounded, no charge)+11 (grounded, full charge)+11 (aerial, any)
  • None
Up B4-7
  • None
  • OOS Nair (+2)
  • Grab (+3)
  • OOS Uair (+3)
Down B15/17/19/21-33
  • OOS Nair (9f)
  • Grab (10f)
  • OOS Uair (10f)
  • OOS Fair (12f)
  • Up Smash (13f)
  • OOS Dair (15f)
  • OOS Bair (16f)
  • Up B (18f)
Grab7
Dash Grab10
Pivot Grab11

Win Condition Checklist

  • Corrin should not chase Spin Dash around the stage; use Fair, Uair, Side B, and Dragon Fang Shot to narrow the path and catch the landing or jump that follows.
  • After Corrin blocks Sonic’s jab string, Forward Tilt, Up Tilt, Down Tilt, Dash Attack, Forward Air, Back Air, Down Air, Neutral B, or Down B, answer with OOS Nair (9f), Grab (10f), OOS Uair (10f), or OOS Fair (12f).
  • Once Sonic is airborne, keep the juggle going with Up Air and long Fair coverage until his drift is forced back toward ledge.
  • Corrin should take stocks by layering tipper Fair, Up Smash, and Side B-led pressure onto Sonic’s landing and ledge routes rather than fishing for a center-stage hard read.

Actions to Avoid

  • Running after Sonic’s speed directly and abandoning the long-range wall Corrin actually needs to win.
  • Swinging after blocked Side B and repeatedly entering Sonic’s advantaged shield mix.
  • Overcommitting forward while fishing for a kill and letting Sonic restart jab or anti-air pressure at point blank.
  • Blocking Sonic’s fast grounded pressure but failing to take the turn back with OOS Nair (9f) or Grab (10f).

Reference Links

Related Pages