←/→ + B – Dragon Lunge
This move may not seem like much, but it adds a library of strategy to Corrin’s movest. When timed properly, Corrin will stab the ground and remain in mid-air, at which point you have several options for a next move: you can thrust forward, spin and thrust backward, or cancel into a jump.
Thrusting forward has the obvious perks of letting you home in on opponents with brute force, and so does thrusting backward, but switching these up occasionally can confuse foes in all the right ways. Never let them know your next move, so shake things up even more by jumping at times, which is also excellent for evasions, since you are vulnerable when your blade is plunged into the ground. Canceling into a jump allows you to perform regular attacks in mid-air, although you cannot do another Dragon Lunge until you land back on the ground and start over.
↑ + B – Draconic Ascent
Another excellent move, Draconic Ascent provides a recovery move with great anti-air capabilities. While the move itself looks flashy with giant bursts of water appearing, it’s mostly for show; Corrin must nearly be touching opponents in order for it to land properly.
Nevertheless, it’s a very useful move against foes who tend to attempt to stay airborne for long periods of time. As a recovery move, however, it has its drawbacks. Draconic Ascent can definitely be more useful when used to dash as forward as possible, but soaring straight up can take you very far. Fortunately, Corrin is already very mobile in the air, so this shouldn’t be too much of an issue. Still, it’s something to remember.