Matchup Summary (Win Condition and Game Plan)
Corrin controls a lot of space in front and above with fair, up air, and side B. If Zero Suit keeps showing the same high jump or Flip Jump lanes, she is likely to jump into those pre-placed hitboxes and lose the pace of the game to Corrin’s juggle and ledge pressure. Because Zero Suit is light, one bad launch upward can put her in kill range very quickly.
The matchup changes once Zero Suit makes Corrin swing first. Corrin’s grounded mobility and close-range reversals are not especially strong, so Zero Suit’s dash speed, retreat movement, zair, and Paralyzer are all good at forcing whiffs before she commits. The frame table reflects that too: Jab 1, Jab 2, Jab 3, forward tilt, up tilt, down tilt, dash attack, all smash attacks, and down air are all heavily punishable by Up B (6f), OOS Uair (9f), OOS Fair (9f), Grab (10f), and Up Smash (10f).
The important discipline point is shield patience. Corrin’s fair and up air stay quite safe on shield, so forcing an immediate punish every time only gives Corrin another swing or a landing trap. Neutral air, back air, and Side B (1) are the spots where Up B reaches reliably; outside of those, it is usually better to track the drift and punish the second movement instead of the first touch.
The win condition is to slide around the sword tip, make Corrin leave the ground first, juggle with nair, fair, and up air, then finish from ledge with down smash, up smash, back air, or by covering the recovery route. Corrin’s recovery is direct and weaker horizontally, so Zero Suit does not need reckless offstage chases to keep the stock pressure high.
Full Move Frame Quick Reference
| Opponent Move | Startup | On Shield | Zero Suit Samus 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 dash speed, pullback movement, zair, and Paralyzer to stop Corrin’s approach and make fair, up air, or side B come out early enough to whiff.
- Punish Jab 1, Jab 2, Jab 3, forward tilt, up tilt, down tilt, dash attack, all smash attacks, and down air on block with Up B (6f), OOS Uair (9f), OOS Fair (9f), Grab (10f), and Up Smash (10f) so Corrin’s grounded buttons stay risky.
- Up B the blocked neutral air, back air, and Side B (1), but after blocking fair or up air, do not force it. Track Corrin’s landing or retreat and win the second contact instead.
- At kill percent, prioritize ledge control with down smash, up smash, back air, and recovery-route coverage instead of overcommitting to a deep edgeguard.
Actions to Avoid
- Repeating the same high jump or Flip Jump lane and jumping straight into Corrin’s pre-placed fair, up air, or side B.
- Swinging immediately after every blocked fair or up air and giving Corrin a whiff punish or another landing trap when nothing real was guaranteed.
- Standing still at midrange and letting Corrin play around sword tip spacing and preemptive side B without having to chase.
- Diving too deep offstage for an early kill and letting Counter or Up B reverse the position.