Matchup Summary (Win Condition and Game Plan)
Corrin can stop Mario’s advance and jumps at the same time with Forward Air, Up Air, Forward Tilt, and Side B, so if Mario tries to force contact with only his short range, he often runs straight into disjointed sword space. Corrin is much less comfortable once Mario gets all the way inside, though, because her close-range reversals and lateral mobility are not especially strong, and Mario’s Jab, Nair, Down Throw, and Up Tilt pressure become much harder for her to escape cleanly.
The full move table also shows that the jab string, Forward Tilt, Up Tilt, Down Tilt, Dash Attack, every smash attack, Neutral Air, Forward Air, Back Air, Up Air, Down Air, and Side B (1) are all punishable through Mario’s Up B (3f), OOS Nair (6f), OOS Uair (7f), Up Smash (9f), and Grab (10f). Corrin therefore cannot mindlessly keep pressing after shield contact, especially when Mario can even answer Forward Air, Up Air, and Side B (1) with Up B.
The win condition is to slow Corrin’s sword timing once with Fireball and walk shield, then convert that opening into close-range Jab, Nair, or Down Throw pressure that turns into landing traps and ledge pressure. Corrin’s air drift and recovery routes are relatively honest, so once Mario has pushed her offstage or above him, Uair, Up Smash, Fair, FLUDD, and Cape all become realistic ways to keep the advantage going.
For kills, prioritize Up Smash, Fair, FLUDD or Cape at the ledge, and continued ledge pressure. It is more stable to stretch one clean opening into landing traps and edgeguards than to keep forcing center-stage jumps into Corrin’s reset sword wall.
Full Move Frame Quick Reference
| Opponent Move | Startup | On Shield | Mario OOS Candidate Moves | Barely Missed Moves |
|---|---|---|---|---|
| Jab 1 | 5 | -19/-18 |
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| Jab 2 | 4 | -22 |
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| Jab 3 | 6 | -20/-19 |
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| Rapid Jab | 12/16/20… | ** | ||
| Rapid Jab Finisher | 3 | -32 |
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| Forward Tilt | 8 | -16 |
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| Up Tilt | 7 | -19 |
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| Down Tilt | 5 | -17 |
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| Dash Attack | 12/14/16/18/20/23 | -22 |
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| Forward Smash | 12/17 | -26/-26/-22 |
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| Up Smash | 13 | -31/-29/-28 |
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| Down Smash | 13 | -27/-28/-25 |
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| Neutral Air | 6 | -7/-7 |
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| Forward Air | 9 | -4 |
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| Back Air | 13 | -8/-9 |
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| Up Air | 7 | -5 |
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| Down Air | 12… | -21 |
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| Neutral B | 17—47 | ** | ||
| Side B (1) | 4 | -6 |
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| Side B (2) | 10 | — | ||
| Up B | 18… | — | ||
| Down B | 7 (Start of Counter) | — | ||
| Grab | 7 | — | ||
| Dash Grab | 10 | — | ||
| Pivot Grab | 11 | — |
Win Condition Checklist
- Use Fireball and walk shield to interrupt the tip of Forward Tilt, Forward Air, and Side B, then move in only when Jab, Nair, and Down Throw can threaten Mario’s point-blank game.
- When you block Corrin’s jab string, Forward Tilt, Up Tilt, Down Tilt, Dash Attack, any smash attack, Neutral Air, Forward Air, Back Air, Up Air, Down Air, or Side B (1), answer with Up B (3f), OOS Nair (6f), OOS Uair (7f), Up Smash (9f), or Grab (10f).
- After launching Corrin, keep chasing with Uair, Up Smash, and Fair, and add FLUDD and Cape at ledge so her straightforward recovery routes become narrower.
- At kill percent, value Up Smash, Fair, ledge pressure, and edgeguards over repeated center-stage burst attempts.
Actions to Avoid
- Approaching the sword line directly without Fireball or walk shield support and getting stuffed by Forward Air or Up Air before Mario even reaches his real range.
- Blocking Forward Air, Up Air, or Side B (1) and then hesitating long enough to miss the punish window Mario is supposed to own there.
- Giving Corrin room to reset her spacing after you already took stage, instead of extending into landing traps or the ledge.
- Either abandoning ledge advantage too early or overchasing so hard that you run into Counter or a lingering disjoint offstage.