After firing, Corrin can follow up by using the hand to bite opponents at close range, dealing large damage and knockback. The move can be charged to increase range and damage as with other Fire Emblem characters. Charging it also increases the time a hit opponent is paralyzed for, similar to Zero Suit Samus's Paralyzer. After the paralysis, the opponent will be launched forward.
Dragon Fang Shot charges up fairly quickly but at range it cannot combo effectively because of the ending lag on the attack. This ending lag is actually a powerful bite attack that is a deadly kill move on nearby opponents, especially when they are already under the paralysis effect of the move's projectile. Holding down the button after the projectile is fired increases the damage of the bite; the bite is also excellent for edge-guarding. Use the move on the edge and almost all of the times an opponent will climb up onto the edge after the projectile is fired, not expecting the powerful jaws to clamp down upon them, launching them back off-stage and possibly killing them in the process. If the move is spaced correctly it can cover all ledge options. The projectile itself is also a kill move at high percentages; when uncharged, the move can combo into dash attack, but not much else. The projectile at full charge is also great for shield pressure; two fully charged Dragon Fang Shots will break an enemy shield.
|Corrin's Special Moves|
|Standard Special||Dragon Fang Shot|
|Side Special||Dragon Lunge|
|Up Special||Draconic Ascent|
|Down Special||Counter Surge|
|Final Smash||Torrential Roar|