im gonna be so real with you bestie, it took you 57 tries to hit the corrin pin 2 frame because you're doing it wrong. you're shorthopping then using aerial side b before landing, which is frame 10 (plus the jump). the screenshot you use from ultimate frame data shows the grounded version of pin, which shows it can be as early as frame 4. you do instapin by pressing side b to start the lil hop then quickly pressing A to do the pin. frame 4 is crazy fast, the hitbox and spacing are generous, it kills pretty early, and you can use the followup kicks to punish neutral getup roll and ledgejump if you react, but thats not 2 framing anymore so its besides the point. it comes out so fast and covers the ledge so well i would say it's one of the easier 2 frames in the game to hit because all you have to do is react to your opponents recovery, no prediction or guessing when you need to time your jump or start your dash or whatever
I actually tried both methods when getting footage for this video, and I found both to have their problems. Doing instapin made it so that the slight bit of horizontal movement would mess up my spacing, therefore not stabbing the ledge. I tried backing up but that was still inconsistent. I have just accepted that it is a skill issue at this point
@@x_bell1142 if your spacing doesn't account for the slight movement of the move then your spacing is wrong, and if adjusting for the slight movement is inconsistent you're either still spacing it wrong or you're doing instapin wrong (instead of trying to time 2 quick consecutive presses it's much much easier to simply slide your thumb across the B and A buttons) sorry if my comment came across mean spirited at all I just love explaining my dumb nerd shit
Ahh with corrin you need to insta-pin, makes the timing much more straight forward than if you try to do it out of a short hop. When you space it, the pin goes through the ledge and hits well below. Also if you jump out of pin it gives you 5 frames intangibility so you have more freedom to follow up landing with an aerial
Corrin pin did only have one frame so it is a hard move to get but the reason why a lot of people think it's the best 2 frame option is because. 1. Corrin main is really good with it. I mean look at how good Corrin in the meta right now. And all those top Corrin main are really good at hitting the 2 frame. 2. It has multiple 2 frame setup. The tipper lance isn't the only thing that can two frame. Depending on the stage. I've seen Top Corrin main did 2 frame with the kick instead. 3. You mentioned already. It's the low risk high reward aspect of it. Yes the move hard to land but even still the risk is almost non existent. And the reward is massive because of how strong the tipper hit.
im gonna be so real with you bestie, it took you 57 tries to hit the corrin pin 2 frame because you're doing it wrong. you're shorthopping then using aerial side b before landing, which is frame 10 (plus the jump). the screenshot you use from ultimate frame data shows the grounded version of pin, which shows it can be as early as frame 4. you do instapin by pressing side b to start the lil hop then quickly pressing A to do the pin. frame 4 is crazy fast, the hitbox and spacing are generous, it kills pretty early, and you can use the followup kicks to punish neutral getup roll and ledgejump if you react, but thats not 2 framing anymore so its besides the point. it comes out so fast and covers the ledge so well i would say it's one of the easier 2 frames in the game to hit because all you have to do is react to your opponents recovery, no prediction or guessing when you need to time your jump or start your dash or whatever
I actually tried both methods when getting footage for this video, and I found both to have their problems. Doing instapin made it so that the slight bit of horizontal movement would mess up my spacing, therefore not stabbing the ledge. I tried backing up but that was still inconsistent. I have just accepted that it is a skill issue at this point
@@x_bell1142 if your spacing doesn't account for the slight movement of the move then your spacing is wrong, and if adjusting for the slight movement is inconsistent you're either still spacing it wrong or you're doing instapin wrong (instead of trying to time 2 quick consecutive presses it's much much easier to simply slide your thumb across the B and A buttons)
sorry if my comment came across mean spirited at all I just love explaining my dumb nerd shit
Ahh with corrin you need to insta-pin, makes the timing much more straight forward than if you try to do it out of a short hop. When you space it, the pin goes through the ledge and hits well below. Also if you jump out of pin it gives you 5 frames intangibility so you have more freedom to follow up landing with an aerial
Corrin pin did only have one frame so it is a hard move to get but the reason why a lot of people think it's the best 2 frame option is because.
1. Corrin main is really good with it. I mean look at how good Corrin in the meta right now. And all those top Corrin main are really good at hitting the 2 frame.
2. It has multiple 2 frame setup. The tipper lance isn't the only thing that can two frame. Depending on the stage. I've seen Top Corrin main did 2 frame with the kick instead.
3. You mentioned already. It's the low risk high reward aspect of it. Yes the move hard to land but even still the risk is almost non existent. And the reward is massive because of how strong the tipper hit.
Toon link forward tilt
Surely you must have seen some Corrin vods to know that you're suppose to do instapin and no whatever it was that took you 57 tries lol
No little Mac down smash 😭
Still no Sephiroth down-air
That was literally the very first move he mentioned in the original video
@@JpForrReal Not as a part of the list, though