Corrin vs Cloud

Cloud Matchup (Corrin)

Corrin vs Cloud

Corrin vs Cloud is most stable when you refuse to let the matchup stay only about projectile trades and instead force body contact while stacking clean punishes.

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ChatGPT Matchup Summary (Win Condition and Game Plan)

Corrin is strongest at midrange disjoints backed by projectile support, while Cloud is strongest at midrange disjoints backed by projectile support.
The more this stays only about projectile trades, the more both sides get to set their preferred pace. The side that steps forward first after forcing hesitation usually takes control.
The table shows reliable shield punishes on Down B (2), Down Smash, Neutral B, Forward Smash, and Jab 3, with OOS Nair, Grab, OOS Uair, and OOS Fair showing up most often as the clean ways to take the turn back.
Do not force shield punishes on the relatively safer choices like Neutral Air, Forward Air, and Back Air. It is usually better to read the landing or ledge route and punish the next action.

Full Move Frame Quick Reference

Opponent MoveStartupOn ShieldCorrin OOS Candidate MovesBarely Missed Moves
Jab 14-21
  • OOS Nair (9f)
  • Grab (10f)
  • OOS Uair (10f)
  • OOS Fair (12f)
  • Up Smash (13f)
  • OOS Dair (15f)
  • OOS Bair (16f)
  • Up B (18f)
Jab 25-24
  • OOS Nair (9f)
  • Grab (10f)
  • OOS Uair (10f)
  • OOS Fair (12f)
  • Up Smash (13f)
  • OOS Dair (15f)
  • OOS Bair (16f)
  • Up B (18f)
Jab 36-27
  • OOS Nair (9f)
  • Grab (10f)
  • OOS Uair (10f)
  • OOS Fair (12f)
  • Up Smash (13f)
  • OOS Dair (15f)
  • OOS Bair (16f)
  • Up B (18f)
Forward Tilt9-16
  • OOS Nair (9f)
  • Grab (10f)
  • OOS Uair (10f)
  • OOS Fair (12f)
  • Up Smash (13f)
  • OOS Dair (15f)
  • OOS Bair (16f)
  • Up B (+2)
Up Tilt6-18
  • OOS Nair (9f)
  • Grab (10f)
  • OOS Uair (10f)
  • OOS Fair (12f)
  • Up Smash (13f)
  • OOS Dair (15f)
  • OOS Bair (16f)
  • Up B (18f)
Down Tilt7-26
  • OOS Nair (9f)
  • Grab (10f)
  • OOS Uair (10f)
  • OOS Fair (12f)
  • Up Smash (13f)
  • OOS Dair (15f)
  • OOS Bair (16f)
  • Up B (18f)
Dash Attack9-26
  • OOS Nair (9f)
  • Grab (10f)
  • OOS Uair (10f)
  • OOS Fair (12f)
  • Up Smash (13f)
  • OOS Dair (15f)
  • OOS Bair (16f)
  • Up B (18f)
Forward Smash19/24/28-29/-30
  • OOS Nair (9f)
  • Grab (10f)
  • OOS Uair (10f)
  • OOS Fair (12f)
  • Up Smash (13f)
  • OOS Dair (15f)
  • OOS Bair (16f)
  • Up B (18f)
Up Smash12-24
  • OOS Nair (9f)
  • Grab (10f)
  • OOS Uair (10f)
  • OOS Fair (12f)
  • Up Smash (13f)
  • OOS Dair (15f)
  • OOS Bair (16f)
  • Up B (18f)
Down Smash8/21-38/-20
  • OOS Nair (9f)
  • Grab (10f)
  • OOS Uair (10f)
  • OOS Fair (12f)
  • Up Smash (13f)
  • OOS Dair (15f)
  • OOS Bair (16f)
  • Up B (18f)
Neutral Air5-5
  • None
Forward Air18-6/-6/-7
  • None
  • OOS Nair (+3)
Back Air11-3
  • None
Up Air8-5/-5
  • None
Down Air11-11/-12
  • OOS Nair (9f)
  • Grab (10f)
  • OOS Uair (10f)
  • OOS Fair (+1)
  • Up Smash (+2)
Neutral B18(18)-25(-33)
  • OOS Nair (9f)
  • Grab (10f)
  • OOS Uair (10f)
  • OOS Fair (12f)
  • Up Smash (13f)
  • OOS Dair (15f)
  • OOS Bair (16f)
  • Up B (18f)
Side B10-25
  • OOS Nair (9f)
  • Grab (10f)
  • OOS Uair (10f)
  • OOS Fair (12f)
  • Up Smash (13f)
  • OOS Dair (15f)
  • OOS Bair (16f)
  • Up B (18f)
Up B7/10**
Down B (1)
Down B (2)12 (ground) // 14 (air)-70/-71
  • OOS Nair (9f)
  • Grab (10f)
  • OOS Uair (10f)
  • OOS Fair (12f)
  • Up Smash (13f)
  • OOS Dair (15f)
  • OOS Bair (16f)
  • Up B (18f)
Grab9
Dash Grab12
Pivot Grab13

Win Condition Checklist

  • Do not settle for projectile trades alone; step forward and touch the body as soon as you make the opponent pause.
  • After blocking Down B (2), Down Smash, Neutral B, Forward Smash, and Jab 3, answer immediately with OOS Nair, Grab, OOS Uair, and OOS Fair so the opponent cannot keep the turn.
  • Do not force immediate retaliation on Neutral Air, Forward Air, and Back Air; take the landing route, escape route, or ledge direction first.
  • Finish stocks through repeated landing traps and ledge pressure instead of overcommitting to single hard reads in center stage.

Actions to Avoid

  • Drifting back forever around projectile trades, then giving up the time needed to pressure the body.
  • Swinging after every blocked Neutral Air, Forward Air, and Back Air and feeding the whiff punish or reset the opponent wants.
  • Chasing too deep for the kill and exposing Corrin’s own recovery or defensive weakness.
  • Panic-jumping or panic-rolling from the ledge and making the opponent’s ledge trap too simple.

Reference Links

Related Pages