Matchup Summary (Win Condition and Game Plan)
Yoshi’s air drift and double-jump armor are awkward to challenge directly, but Corrin’s range and vertical coverage make the matchup manageable if she refuses to brawl at Yoshi’s preferred height. Forward Tilt, Up Tilt, Dash Attack, Side B, Up B, and Down B all leave real punish windows, so the stable game plan is to defend first, punish cleanly, and then keep the advantage through landing coverage. Trying to swat Yoshi out of the air too early often fails because drift shifts and armor distort the timing, so Corrin should control the descent with sword range, Uair, and ledge positioning instead. Stocks come most reliably from ledge Pin, Uair, Fair, and sustained pressure into Up Smash, not from forcing desperate midstage calls.
Full Move Frame Quick Reference
| Opponent Move | Startup | On Shield | Corrin OOS Candidate Moves | Barely Missed Moves |
|---|---|---|---|---|
| Jab 1 | 3 | -10 |
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| Jab 2 | 3 | -11 |
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| Forward Tilt | 5 | -16 |
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| Up Tilt | 8 | -16 |
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| Down Tilt | 8 | -9/-9/-10 |
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| Dash Attack | 10 | -19 |
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| Forward Smash | 14 | -27 |
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| Up Smash | 11 | -24 |
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| Down Smash | 7/22 | -33/-18 |
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| Neutral Air | 3 | -3/-4/-4 |
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| Forward Air | 16 | -6/-7 |
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| Back Air | 11/14/18 | -9/-8 |
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| Up Air | 5 | -3 |
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| Down Air | 16/18/20/22/24/26/28/30/32/34/36/38/41 | -14 |
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| Neutral B | 19 | — | ||
| Side B | 32 | -29 to -27 |
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| Up B | 16 | -30 |
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| Down B | 7/27, 19 | -32, -32 |
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| Grab | 14 | — | ||
| Dash Grab | 16 | — | ||
| Pivot Grab | 17 | — |
Win Condition Checklist
- Show Forward Tilt, Uair, and Pin often enough that Yoshi cannot enter at the same height every time
- Punish Forward Tilt, Up Tilt, Dash Attack, Side B, Up B, and Down B on block whenever the opening is there
- Do not chase too hard upward; cover the post-armor descent and ledge path first
- Against Egg Toss, close space with walking and short jumps rather than telegraphed full-hop approaches
- Take kills through ledge Pin, Uair, Up Smash, and Fair continuation instead of gambling on one big read in center stage
Actions to Avoid
- Swinging first into Yoshi’s Nair or Fair airspace and getting whiff-punished through drift shifts and armor
- Giving up landing traps entirely just because double-jump armor is available
- Responding to Egg Toss with repeated full hops that run into Bair or Uair anti-airs
- Forcing early kill swings or deep chases and handing Yoshi a scramble reversal