@gng_ssb It's because items have to be turned on for the fruit to spawn. They are likely set to none on spawn rate, but are still set to 'on' in the ruleset.
Sephiroth's Octoslash doesn't travel very far when slowed down by effects such as Witch Time, and apparently some counters, allowing Corrin to abuse this. Works on both uncharged and charged variants
Pin drop often puts Corrin in a worse spot than their opponent, but if you manage to pin someone on a platform without landing on it yourself, you'll put them in an easily reactable tech chase scenario.
Corrin is able to go under battlefield in two seperate ways. The first involves pinning under the stage and using the momentum of the kick for distance, the other involves using the kick's momentum for a b-reverse DFS.
Dragon Ascent can function as a risky mix-up edgeguard, by grabbing ledge Corrin is even able to true combo from it into up-air, potentially killing at high %.
(1/3) #SSBU_CORRIN
Grounded showcase. Opponent's facing direction and position is irrelevant, only which direction Corrin's up b is facing.
More info by Alyu: https://t.co/v4KVz9cFex
Corrin's launch direction when their Up B gets countered is based on the direction of their Up B, by reversing and facing away from the stage they will be sent towards it and can tech till high %
Exceptions:
Lucario
Greninja
Corrin
Bayonetta
K.Rool
Incineroar
Sephiroth
Sora
have you ever wondered how Corrin fsmash works? no? yeah i didn’t think so but i just labbed out all the details in a way i can actually explain so here it is if anyone’s interested
#SSBU_Corrin
Corrin Lock concept
Works pretty well because both techs are hard if you don't expect them ( Also works better on SmashVille )
Probably can get better follow ups after the lock
#ssbu_corrin
New Corrin Tech video ! #SSBU_Corrin
Looking at SHEC in depth
Full video is here :
https://t.co/haaHmNChRG
I cut it in 2 parts for Twitter so you can watch the second one (with the IMPORTANT stuff) just below
⬇️⬇️⬇️
Drop down platform cancel side B
Input is 236B (quarter-circle forward B)
-Ridiculously fast and strong option because tipper is more likely to hit.
-Safe if whiffed or hits block because of angle and you go into stance.
If you play Corrin, please use this. It's actually busted.
Side B cancel on platform ledge.
Input is quarter circle forward B.
-Super safe on block
-Is frame quick
-Covers neutral getup at ledge
-Tipper guaranteed if spaced
The timing is tight to get down, but with practice this can be spammed quickly.
Corrin lowkey kinda busted.
Corrin can do a 'triple' jump by doing a double full hop pin at the right height. This refreshes your pin too, so it seems to count as landing, this tech doesn't appear to have much use however.