After running a few tests, it looks like having a type advantage increases damage by roughly 30%, which having a type disadvantage decreases damage dealt by about 15%.
To test this I took 3 spirits with equal attack values and made teams out of them:
- Kammy Koopa, Atk 500, Attack Type
- Porygon, Atk 500, Shield Type
- Staryu, Atk 500, Grab Type
The Porygon also has 500 Def and will be used as the target for these tests, hoping that having Atk and Def even out helps us focus on just the type advantage results.
Then I went into training mode and tested by using fully charged side smash attacks with Marth.
When testing with the same times (Shield vs Shield), I dealt 20.1% damage
When testing with a type advantage (Grab vs Shield), I dealt 26.2% damage
When testing with a type disadvantage (Attack vs Shield), I dealt 17.1% damage
If you divide the standard results with the advantage results (26.2/20.1) you get 1.303. So a type advantage grants roughly 30% extra damage output.
Dividing these standard results with the disadvantage results (17.1/20.1) you get 0.850. A type disadvantage thus reduces damage output by roughly 15%.
For a second test, I repeated the general steps from above but this time with Atk and Def values around 1000 to see if the results remain consistent.
Here I chose Urbosa (Attack, 1011 Atk), Blooper (Shield, 1003 Atk), Solidus Snake (Grab, 994 Atk), and Houndoom (Attack, 997 Def).
(The Atk values aren't exact with this test, but a quick test with two spirits with a 16 point difference in Atk values dealt the same damage in this test, so I'm assuming here that the differences are minor enough to not largely effect the results.)
After repeating the test, I got:
- No Advantage: 19.1%
- Advantage: 24.8%
- Disadvantage: 16.2%
The previous calculation here yields 1.298 (vs the previous 1.303) and 0.848 (vs the previous 0.850).
To be extra thorough, I tried this test one last time but with the 1000 Atk spirits vs the 500 Def Porygon spirit.
- No Advantage: 23.5%
- Advantage: 30.5%
- Disadvantage: 19.9%
This gives 1.297 and 0.846, which stays in line with the original 30% and 15% estimates.
For simplicity's sake I'm going to assume you have B set to special.
It looks like you have the right idea. The trick is going to be pressing Up-B and then immediately holding the stick directly sideways.
Unfortunately, it seems that Smash Bro.'s is still not supported for Video Gameplay Capture. Because of that (and my lack of a capture card), the best I'm only going to be able to show is stills of her recovery (as opposed to fancy gifs).
Here's where I'm standing:
And here's where I am at the end of Up-B when I'm holding left, nothing and right respectively (click for larger image)1:
As you can see by comparing my starting position and the leftmost picture in the above series, going straight up with the recovery is possible! The secret here is to make sure that you're flicking the stick perfectly sideways. If you're at all angling up or down, you won't end up going directly upwards. Here is an example of my stick flicks:
If you're having trouble with the timing and getting your stick to be completely sideways, I'd advise you to go into training mode on 1/4 speed. Press Up-B and when you see Corrin starting the animation, flick the stick in the opposite direction.
A word of caution:
I played Corrin competitively for a few years in Smash 4, so I'm speaking from experience when I tell you that the window to flick your stick is surprisingly small. If you flick too late, you’ll only end up with a slightly angled recovery, but if you flick too early, you'll end up with a B-Reverse, which will turn Corrin around to face the other way.
I can't tell you the number of times I've killed myself from doing an accidental B-reverse instead of a straight upwards up-B. So don't beat yourself up if you can't get this on your first try!
1. Note that these images were taken before Update 3.0.0 where, from the patch notes, Corrin got "Extended launch distance" on her up-special.
Best Answer
Here is a list of all characters with moves that will generate an item that other players can grab. I tested all of them in training mode. Unless noted otherwise, none of these will stale:
Crown - King K. Rool Side SpecialThat's all the items that I was able to find, but if I've missed any you think might work, let me know and I can test them out!