Editing Corrin (SSBU)
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{{Infobox Character | {{Infobox Character | ||
|name = Corrin | |name = Corrin | ||
|image = {{tabber|title1=Male| | |image = {{tabber|title1=Male|tab1=[[File:Corrin SSBU.png|250px]]|title2=Female|tab2=[[File:Corrin-Alt1 SSBU.png|250px]]}} | ||
|game = SSBU | |game = SSBU | ||
|ssbgame1 = SSB4 | |ssbgame1 = SSB4 | ||
|availability = [[Unlockable character|Unlockable]] | |availability = [[Unlockable character|Unlockable]] | ||
|tier = | |tier = B+ | ||
|ranking = | |ranking = 42 | ||
}} | }} | ||
<!--NOTICE BEFORE EDITING: When using pronouns, use those that match the gender of the default when referring to their Smash incarnation (treating the alternate gendered variant as a character costume like Alph) and gender neutral for home series info. However, completely omitting pronouns is entirely a valid style, as long as the sentence stays coherent.--> | <!--NOTICE BEFORE EDITING: When using pronouns, use those that match the gender of the default when referring to their Smash incarnation (treating the alternate gendered variant as a character costume like Alph) and gender neutral for home series info. However, completely omitting pronouns is entirely a valid style, as long as the sentence stays coherent.--> | ||
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{{s|wikipedia|Cam Clarke}} and {{s|wikipedia|Nobunaga Shimazaki}}'s portrayals of male Corrin in English and Japanese and Marcella Lentz-Pope and {{s|wikipedia|Satomi Sato}}'s portrayals of female Corrin in English and Japanese from ''[[Super Smash Bros. 4]]'' were repurposed for ''Ultimate''. | {{s|wikipedia|Cam Clarke}} and {{s|wikipedia|Nobunaga Shimazaki}}'s portrayals of male Corrin in English and Japanese and Marcella Lentz-Pope and {{s|wikipedia|Satomi Sato}}'s portrayals of female Corrin in English and Japanese from ''[[Super Smash Bros. 4]]'' were repurposed for ''Ultimate''. | ||
Corrin is ranked | Corrin is ranked 42nd out of 82 on the current [[tier list]], placing him in the B+ tier. This is a significant drop from his 13th out of 54 placement in ''SSB4''. | ||
==How to unlock== | ==How to unlock== | ||
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Being a swordfighter, Corrin has the innate benefit of having the vast majority of his moves be disjoints, giving him a respectable neutral game with his spacing capabilities as well as his fast frame data, as all of his standard moves except for six (those being dash attack, back air, down air, and all of his smash attacks) come out at frame 9 or faster. | Being a swordfighter, Corrin has the innate benefit of having the vast majority of his moves be disjoints, giving him a respectable neutral game with his spacing capabilities as well as his fast frame data, as all of his standard moves except for six (those being dash attack, back air, down air, and all of his smash attacks) come out at frame 9 or faster. | ||
Corrin's grounded moveset has good utility; the rapid jab can act as a good damage-racking option while the gentleman jab has its use as a later kill option, killing middleweights at at around 150% at the edge of [[Final Destination]], and forward tilt is a useful spacing tool and kill option that kills middleweights at around 130% on Final Destination. In addition, up tilt and down tilt both serve as combo starters, with down tilt being able to lead into up tilt at mid percents and both tilts being able to combo into aerials such as neutral, forward, and up aerial. Dash attack, while only having | Corrin's grounded moveset has good utility; the rapid jab can act as a good damage-racking option while the gentleman jab has its use as a later kill option, killing middleweights at at around 150% at the edge of [[Final Destination]], and forward tilt is a useful spacing tool and kill option that kills middleweights at around 130% on Final Destination. In addition, up tilt and down tilt both serve as combo starters, with down tilt being able to lead into up tilt at mid percents and both tilts being able to combo into aerials such as neutral, forward, and up aerial. Dash attack, while only having slightly combo potential and no kill potential, has some notable use for catching landings due to its decent amount of active frames. His smash attacks also have good utility; up smash, while having a weaker grounded hitbox, possesses a strong sweet-spot on the tip that makes it a kill option against opponents in the air, as an uncharged sweet-spot hit can kill as early as 90% against middleweights, and down smash, while being the least useful for killing, at least covers Corrin on both sides. However, his strongest smash attack by far is forward smash; not only can it be angled, but it also boasts incredible range and can kill middleweights as early as 80% near the edges of Final Destination if the tip of the move connects, making it a deadly spacing tool that rewards precision. After the 8.0.0 update, the tipper hitbox is generally safe on shield, making it a decently safe kill option if used well. In addition, the move also has a close hitbox when the move is being charged, which can have its applications in shield pressure and can score some surprise kills. Finally, his grab game, while being among the least useful aspects of his moveset, still has a degree of utility, as up throw can kill middleweights at 160% and above, earlier with rage. His other throws are surprisingly useful in giving him positional advantage. | ||
Corrin's air game is also very potent, further supplementing his combo game and advantage state while also sporting other forms of utility; a falling neutral aerial can combo into itself, forward aerial, up aerial, and up tilt at the low and mid percents, with forward aerial boasting similar combo potential. Additionally, its fast start up and good coverage make it a useful out of shield option as well as a potential combo breaker. Up aerial is Corrin's ideal juggling tool that can kill middleweights very early (below 80%) near the top blast zone while also comboing into moves such as back aerial when fast falled and reversed at mid percents. Back aerial is Corrin's strongest aerial, having strong range and kill power, being able to kill middleweights at as early as 80% from the edge of Final Destination, while also having applications as a slight horizontal recovery tool due to the forward push that happens upon using the move. Finally, down air is a stall and fall move that can rack up damage and serve as a landing option, and it can also steal stocks off-stage. | Corrin's air game is also very potent, further supplementing his combo game and advantage state while also sporting other forms of utility; a falling neutral aerial can combo into itself, forward aerial, up aerial, and up tilt at the low and mid percents, with forward aerial boasting similar combo potential. Additionally, its fast start up and good coverage make it a useful out of shield option as well as a potential combo breaker. Up aerial is Corrin's ideal juggling tool that can kill middleweights very early (below 80%) near the top blast zone while also comboing into moves such as back aerial when fast falled and reversed at mid percents. Back aerial is Corrin's strongest aerial, having strong range and kill power, being able to kill middleweights at as early as 80% from the edge of Final Destination, while also having applications as a slight horizontal recovery tool due to the forward push that happens upon using the move. Finally, down air is a stall and fall move that can rack up damage and serve as a landing option, and it can also steal stocks off-stage. | ||
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However, Corrin also has notable weaknesses, one of which is his below average speed. Corrin slightly struggles to keep up with fast opponents and utilize his large disjoints due to low air acceleration and airspeed. Another one of Corrin's most notable flaws is his below average disadvantage. Due to Corrin's slow airspeed and acceleration, he doesn't have many options for mixing up his momentum in the air with the exception of B-reversing. His disadvantage is made more problematic due to the fact that while neutral aerial can sometimes be a decent combo breaker, his only other landing options (down aerial and Counter Surge) are committal and laggy, and can result in getting deeper in disadvantage if these options are used too hastily. His slow air mobility not only hinders his disadvantage but also his recovery, as while Dragon Ascent has decent distance, its usefulness can be greatly hindered if Corrin is launched too far offstage without a jump, though at least that issue can somewhat be circumvented with the horizontal push of back aerial. However, even with this other slight recovery option, as well as the fact that his up special has a hitbox and some intangibility, it doesn't change the fact that Corrin's recovery is fairly linear, making him susceptible to losing stocks at earlier percents with well-placed edge guards against some characters. | However, Corrin also has notable weaknesses, one of which is his below average speed. Corrin slightly struggles to keep up with fast opponents and utilize his large disjoints due to low air acceleration and airspeed. Another one of Corrin's most notable flaws is his below average disadvantage. Due to Corrin's slow airspeed and acceleration, he doesn't have many options for mixing up his momentum in the air with the exception of B-reversing. His disadvantage is made more problematic due to the fact that while neutral aerial can sometimes be a decent combo breaker, his only other landing options (down aerial and Counter Surge) are committal and laggy, and can result in getting deeper in disadvantage if these options are used too hastily. His slow air mobility not only hinders his disadvantage but also his recovery, as while Dragon Ascent has decent distance, its usefulness can be greatly hindered if Corrin is launched too far offstage without a jump, though at least that issue can somewhat be circumvented with the horizontal push of back aerial. However, even with this other slight recovery option, as well as the fact that his up special has a hitbox and some intangibility, it doesn't change the fact that Corrin's recovery is fairly linear, making him susceptible to losing stocks at earlier percents with well-placed edge guards against some characters. | ||
Another issue with Corrin is his below-average grab game, as up throw is the only throw with some utility for being a late kill throw. Meanwhile, forward throw and back throw are purely positional throws, which have their uses but do not lead to guaranteed combos, and down throw is solely a high damage option, with none of these other throws having any degree of combo potential or reasonable kill power. | Another issue with Corrin is his below-average grab game, as the up throw is the only throw with some utility for being a late kill throw. Meanwhile, forward throw and back throw are purely positional throws, which have their uses but do not lead to guaranteed combos, and down throw is solely a high damage option, with none of these other throws having any degree of combo potential or reasonable kill power. | ||
Overall, Corrin is a character who can stand his ground up close and rack up damage efficiently with his spacing tools and his combo and advantage potential, but Corrin's below average speed holds him back from becoming a top tier threat. | Overall, Corrin is a character who can stand his ground up close and rack up damage efficiently with his spacing tools and his combo and advantage potential, but Corrin's below average speed holds him back from becoming a top tier threat. Corrin's tall frame and moderate gravity make him susceptible to aerial combos and juggling, similar to other fighters from ''Fire Emblem'', although his down aerial can prevent some juggles. Although his flaws are somewhat polarizing due to his slightly exploitable recovery and poor disadvantage, players feel that those flaws can be made up for with his stable combo game and kill confirms as well as his greater raw kill power and range. This has been proven by strong results from players such as {{Sm|MkLeo}}, {{Sm|SHADIC}}, and {{Sm|Neo|p=Japan}}. | ||
==Changes from ''[[Super Smash Bros. 4]]''== | ==Changes from ''[[Super Smash Bros. 4]]''== | ||
Previously considered to be a high tier character in ''Smash 4'' (13th out of 55 characters) as a result of a versatile special moveset that synergized well with the rest of his moveset, as well as good combo and KO ability for a swordfighter, Corrin has been drastically nerfed during the initial release of ''Ultimate'', although game updates would provide many noteworthy buffs for him. Corrin received a mix of buffs and nerfs during the transition from ''Smash 4'' to ''Ultimate'', but was nerfed overall. | |||
Corrin | Corrin has received quite a few noteworthy buffs. [[Dragon Lunge]] can now be canceled manually by tapping down, granting him an extra option that improves the move's mix-up potential, and jumping has significantly less endlag, making it much safer. [[Forward smash]] benefits from the ability to hold [[smash attack]]s longer, allowing the looping charge hits to last longer and further build damage or lead into [[shield break]]s, and it inflicts much more shield stun, making it safer on shield. Some of the universal changes, such as the increased mobility, faster [[jumpsquat]]s, the ability to run cancel into any grounded move, and the reduced [[landing lag]], improve Corrin's [[approach]] and combo utility. The changes to [[paralysis]] effects allow [[Dragon Fang Shot]] to stun opponents longer at high percents, as well as deal knockback to already paralyzed opponents (rather than only damaging them). This allows Corrin to keep his combos into Dragon Fang Shot's bite at KO thresholds. Finally, [[Dragon Ascent]] travels more vertical distance, significantly improving Corrin's recovery (though his momentum is now halted at the end of the move). | ||
However, Corrin | However, Corrin's buffs are counterbalanced by an noticeable amount of nerfs, the largest ones being those to his special moveset. Dragon Lunge, previously the character's most versatile move, has lost a large part of its safety, as its kicking part now covers less distance and suffers much more ending lag. Its ability to cross up opponents is also worsened with the game's changes to [[jostling]]. Dragon Fang Shot has increased lag, and the projectile follows up into the move's bite much less consistently, mainly because of its insufficient stun time. The infamous [[Counter Surge]] has lost its strong late hit, deals substantially less knockback, and has much more ending lag upon a successful counterattack. Forward smash has a much shorter active duration and a weaker sweetspot, and [[down smash]]'s back hit is weaker. Corrin's double jump also covers less distance, worsening his combo game and recovery. | ||
Corrin's drawbacks in his transition to ''Ultimate'', however, stem mainly from not only universal changes to the game's engine hindering him, but also his direct changes failing to account for him. The universal nerfs to grabs' frame data leave Corrin more open to punishment should he miss one. Finally, while Corrin somewhat benefits from the various improvements to mobility across the board, the changes to run canceling, shields, and landing lag now allow opponents to exploit Corrin's defenses with less issue. As a result, Corrin must approach more often, although he now has to rely more on his aerials since Dragon Lunge is less safe in the [[neutral game]]. It could be said that the transitional nerfs made Corrin less reliant on [[Dragon Lunge]] and thus more well rounded and fun to play both as and against. However, this doesn't counter the fact that Corrin was still nerfed in the transition. | |||
Initially, Corrin's direct buffs and the improvements from the game's engine did not compensate for his nerfs. As a result, Corrin was originally considered to have gone from one of the best swordfighters in ''Smash 4'' to one of the weakest, making him one of the most nerfed characters in the transition to ''Ultimate''. Early in Ultimate's metagame, Corrin's representation in competitive play was extremely limited, as almost every top-level Corrin player (such as {{Sm|Ryuga}} and {{Sm|Zackray}}) dropped the character in favor of others. Additionally, the very few players who still main the character, like {{Sm|Ke-ya}}, have failed to place notable enough in major tournaments with the character. However, game updates (most notably 4.0.0 and 8.0.0) have provided Corrin with significant buffs, improving his most severe weaknesses, such as his recovery, KO power and consistencies, which has led some players to re-evaluate Corrin as an upper-mid tier or high tier, rather than a low tier character. Corrin's drastic increase in his perception would also be supported by a notable uprising in his results, with his most dedicated and top players (such as {{Sm|Ly}}, {{Sm|SHADIC}}, and {{Sm|Neo}}) managing to more frequently obtain rather sufficient results using Corrin. However, Corrin's results in regards to the highest level of competitive play have saliently remained sporadic, ultimately leaving the exact extent of his true competitive viability unknown. While Corrin is still largely considered to be noticeably less effective than his ''Smash 4'' iteration, due to receiving a plethora of significant buffs in patch updates, Corrin is widely agreed to fare substantially better than he did during initial release. However, Corrin's true viability remains to be seen. | |||
{{SSB4 to SSBU changelist|char=Corrin}} | {{SSB4 to SSBU changelist|char=Corrin}} | ||
==Update history== | ==Update history== | ||
Corrin was significantly | Corrin was buffed significantly via game updates. While update 2.0.0 merely improved his neutral and up aerials' auto-cancel windows, update 3.0.0 brought a number of more noticeable buffs. A few of Corrin's moves gained more consistent hitboxes, uncharged [[Dragon Fang Shot]] became slightly better at zoning, [[Dragon Lunge]]'s stab ending lag was slightly decreased, and [[Dragon Ascent]] gained more invincibility frames alongside higher knockback. Update 4.0.0 provided one of Corrin's most important buffs by noticeably increasing Dragon Ascent's overall travel distance, which substantially improved his previously crippled recovery. In addition, Dragon Lunge's jump had its ending lag decreased by a fairly noticeable amount, while forward smash gained slightly higher knockback. | ||
Following update 7.0.0's minor buffs to Corrin's shield and down throw, update 8.0.0 granted him a number of substantial buffs. Forward smash's tipper gained a shieldstun multiplier alongside an increased damage output, while its singular hitbox was split in two in order to improve its range. Back and up aerials had their damage outputs increased, which also improved their KO potentials. In comparison, forward aerial also had its damage output increased at the cost of lower knockback scaling, improving its combo potential. Lastly, Dragon Lunge was improved in a few ways: it has less ending lag when its thrust does not pin a surface and especially when Corrin jumps out of its pin, while its clean kicks have significantly higher knockback scaling, thus KOing earlier. | Following update 7.0.0's minor buffs to Corrin's shield and down throw, update 8.0.0 granted him a number of substantial buffs. Forward smash's tipper gained a shieldstun multiplier alongside an increased damage output, while its singular hitbox was split in two in order to improve its range. Back and up aerials had their damage outputs increased, which also improved their KO potentials. In comparison, forward aerial also had its damage output increased at the cost of lower knockback scaling, improving its combo potential. Lastly, Dragon Lunge was improved in a few ways: it has less ending lag when its thrust does not pin a surface and especially when Corrin jumps out of its pin, while its clean kicks have significantly higher knockback scaling, thus KOing earlier. | ||
Thanks to the plentiful and impressive buffs, Corrin is seen as a much better character in the current ''Ultimate'' metagame. | |||
'''{{GameIcon|SSBU}} {{SSBU|2.0.0}}''' | '''{{GameIcon|SSBU}} {{SSBU|2.0.0}}''' | ||
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|neutral3dmg=3% (base), 4% (tip) | |neutral3dmg=3% (base), 4% (tip) | ||
|neutralinfdmg=0.5% (loop), 3% (finisher) | |neutralinfdmg=0.5% (loop), 3% (finisher) | ||
|neutraldesc=A stab with a spear arm, an inward slash with the Omega Yato, and an outward slash with the Omega Yato held properly. If the neutral infinite is initiated, Corrin then transforms the spear arm into a draconic mouth with Dragon Fang, which repeatedly bites the opponent. These bites are finished with a final strong bite. The third hit of Corrin's Jab can kill at very high percents. | |neutraldesc=A stab with a spear arm, an inward slash with the Omega Yato held in a reverse grip, and an outward slash with the Omega Yato held properly. If the neutral infinite is initiated, Corrin then transforms the spear arm into a draconic mouth with Dragon Fang, which repeatedly bites the opponent. These bites are finished with a final strong bite. The third hit of Corrin's Jab can kill at very high percents. | ||
|ftiltname=Yato Slash ({{ja|夜刀斬|Yato Ki}}) | |ftiltname=Yato Slash ({{ja|夜刀斬|Yato Ki}}) | ||
|ftiltdmg=10.5% | |ftiltdmg=10.5% | ||
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|pummelname=Grab Knee Kick ({{ja|つかみひざ蹴り|Tsukami Hiza Keri}}) | |pummelname=Grab Knee Kick ({{ja|つかみひざ蹴り|Tsukami Hiza Keri}}) | ||
|pummeldmg=1.3% | |pummeldmg=1.3% | ||
|pummeldesc=A knee strike | |pummeldesc=A knee strike. | ||
|fthrowname=Bright Star ({{ja|明星|Myōjō}}) | |fthrowname=Bright Star ({{ja|明星|Myōjō}}) | ||
|fthrowdmg=5% (hit 1, base), 10% (hit 1, tip), 2% (throw) | |fthrowdmg=5% (hit 1, base), 10% (hit 1, tip), 2% (throw) | ||
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|dsdesc=Corrin's head goes into dragon form while getting into a defensive stance. If attacked, Corrin transforms into a dragon using the Dragon Fang and slams the ground. A surge of water then erupts from the ground on both sides of Corrin, launching opponents upwards; a unique counter with these distinctions. | |dsdesc=Corrin's head goes into dragon form while getting into a defensive stance. If attacked, Corrin transforms into a dragon using the Dragon Fang and slams the ground. A surge of water then erupts from the ground on both sides of Corrin, launching opponents upwards; a unique counter with these distinctions. | ||
|fsname=Torrential Roar | |fsname=Torrential Roar | ||
|fsdmg=7 | |fsdmg=7% (light pillars, base), 2% (light pillars, tips), 34% (whirlpool) | ||
|fsdesc=Corrin strikes the ground with his free hand, creating two large pillars of light. Anyone who gets hit will be transported to a rocky mountain area. Corrin then transforms into a dragon with the Dragon Fang and unleashes a whirlpool that traps and launches all fighters before going back to the standard stage. | |fsdesc=Corrin strikes the ground with his free hand, creating two large pillars of light. Anyone who gets hit will be transported to a rocky mountain area. Corrin then transforms into a dragon with the Dragon Fang and unleashes a whirlpool that traps and launches all fighters before going back to the standard stage. | ||
}} | }} | ||
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Corrin English Announcer SSB4-SSBU.wav|English | Corrin English Announcer SSB4-SSBU.wav|English | ||
Corrin Japanese Announcer SSB4-SSBU.wav|Japanese/Chinese | Corrin Japanese Announcer SSB4-SSBU.wav|Japanese/Chinese | ||
</gallery> | </gallery> | ||
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*Poses with the Omega Yato positioned behind Corrin. | *Poses with the Omega Yato positioned behind Corrin. | ||
<gallery> | <gallery> | ||
SSBUCorrinIdle1.gif|Corrin's first idle pose | SSBUCorrinIdle1.gif|Corrin's first idle pose | ||
SSBUCorrinIdle2.gif|Corrin's second idle pose | SSBUCorrinIdle2.gif|Corrin's second idle pose | ||
</gallery> | </gallery> | ||
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|- | |- | ||
! scope="row"|Description | ! scope="row"|Description | ||
|Corr - in! || Ka - mu - i! || Corr - in! Corr - in! *claps 4 times* || Corr - in! *claps 2 times* || | |Corr - in! || Ka - mu - i! || Corr - in! Corr - in! *claps 4 times* || Corr - in! *claps 2 times* || | ||
|} | |} | ||
</div> | </div> | ||
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==In [[competitive play]]== | ==In [[competitive play]]== | ||
===Tier placement and history=== | |||
Corrin was initially seen as a solid mid-tier character from the beginning of the metagame. While his nerfs were perceived as noticeable, players believed he could still have potential akin to ''Smash 4'' with moves such as back aerial and Dragon Lunge still being strong enough to mitigate their nerfs. However, it soon became apparent that their changes were insufficient to adhere to ''Ultimate''{{'}}s faster engine. Many top professionals considered Corrin a low-tier character, and all of Corrin's notable players from ''Smash 4'' dropped him. Despite occasional success from players such as {{Sm|Ke-ya}}, who has placed decently in Japan, and {{Sm|Cosmos}}, who notably reverse 3-0'd Dabuz at {{Trn|Glitch 8 - Missingno}}, Corrin had arguably the worst representation in the game, ranking last in representation at the end of 2019.<ref>{{cite web|url=https://docs.google.com/spreadsheets/d/1AJs-mj5TTdkmkl7nhj4twJymVPTLTUdT0MBToL1cxDs/edit#gid=342014565|title=OrionRank 2019 character data}}</ref> | |||
Corrin's reception, however, improved with the release of patch 8.0.0, where his KO power and Dragon Lunge were improved. Although the patch took place during the COVID-19 pandemic, Corrin began seeing improving results from Cosmos, who mained Corrin throughout most of the online metagame. Following the return of offline competitive play, Corrin saw further success from old players such as {{Sm|Ly}} and {{Sm|SHADIC}} and gained new players such as {{Sm|MkLeo}}, who co-mained Corrin in the first half of 2022, and {{Sm|Neo|p=Japan}}, who began seriously competing in mid-2022. As a result, most players have more optimism toward the character, and he has since been reassessed as a mid-tier character, which is reflected in his placement in the current tier list, where he is ranked 42nd in the B+ tier. | |||
===Most historically significant players=== | ===Most historically significant players=== | ||
<!--This character has a ten-player limit for this section. Before adding and/or removing a player, read these guidelines: https://www.ssbwiki.com/SmashWiki:Notability#%22Most_historically_significant_players%22_guidelines --> | <!--This character has a ten-player limit for this section. Before adding and/or removing a player, read these guidelines: https://www.ssbwiki.com/SmashWiki:Notability#%22Most_historically_significant_players%22_guidelines --> | ||
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''See also:[[:Category:Corrin players (SSBU)]]'' | ''See also:[[:Category:Corrin players (SSBU)]]'' | ||
*{{Sm|Cosmos|USA}} - | *{{Sm|Cosmos|USA}} - The best online Corrin player in the United States. Placed 4th at {{Trn|TNS: Pandemic Monthly 5.5}} and 7th at both {{Trn|The Box: Lunch Box 2}} and {{Trn|The Box: Lunch Box 3}} with wins over players such as {{Sm|Sonix}}, {{Sm|Kola}}, and {{Sm|Epic_Gabriel}}. Offline, he notably used Corrin to defeat {{Sm|Dabuz}} at {{Trn|Glitch 8 - Missingno}} and {{Sm|Tea}} at {{Trn|L'Odyssée - Chant I}}. | ||
*{{Sm|Ly|Japan}} - | *{{Sm|Ly|Japan}} - One of the best Corrin players in Japan. Placed 17th at {{Trn|Kagaribi 4}}, and {{Trn|Kagaribi 5}}, and {{Trn|Seibugeki 12}}, as well 33rd at both {{Trn|Kagaribi 3}} and {{Trn|Maesuma TOP 6}} with wins over players such as {{Sm|ProtoBanham}}, {{Sm|Shuton}}, and {{Sm|HIKARU}}. | ||
*{{Sm|MkLeo|Mexico}} - | *{{Sm|MkLeo|Mexico}} - Formerly used Corrin in his roster and was the best Corrin player in the world. Placed 1st at {{Trn|Delfino Maza RETA 2022}}, {{Trn|GENESIS 8}}, {{Trn|e-Caribana}}, and {{Trn|95 Kings of Fields 2}} as well as 2nd at {{Trn|Pound 2022}}. Ranked 1st with the character on the [[PGRU v3 NA]]. | ||
*{{Sm|Neo|Japan|p=Japan | *{{Sm|Neo|Japan|p=Japan}} - One of the best Corrin players in the world. Placed 1st at {{Trn|WAVE CHAMPIONS 1}}, 2nd at {{Trn|Shinosuma HEROES 3}}, 3rd at {{Trn|DELTA 2}}, 9th at {{Trn|WINNER! -Next 1-}}, and 17th at {{Trn|Kagaribi 9}} with wins over players such as {{Sm|Shuton}}, {{Sm|KEN}}, and {{Sm|Cosmos}}. | ||
*{{Sm|SHADIC|USA}} - One of the best Corrin players in the world. Placed 3rd at {{Trn|DreamHack Dallas 2022}}, 7th at {{Trn|The Big House 10}}, 9th at {{Trn|Low Tide City 2022}}, 13th at {{Trn|Rise 'N Grind}}, and 17th at {{Trn|Collision 2022}} with wins over players such as {{Sm|Cosmos}}, {{Sm|Zomba}} and {{Sm|MuteAce}}. Ranked 63rd on the [[UltRank 2022]]. | |||
=={{SSBU|Classic Mode}}: Between White and Black== | =={{SSBU|Classic Mode}}: Between White and Black== | ||
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==Trivia== | ==Trivia== | ||
*Corrin is the only character who, in [[:File:SSBU Classic Mode Difficulty Mural Full.jpg|the mural for Classic Mode]], is represented by an alternate costume: the default female Corrin. This is consistent with how Corrin is primarily represented with the female version in most ''Fire Emblem'' media after ''Fates'', such as ''Fire Emblem Warriors'', ''Fire Emblem Heroes'', and ''Fire Emblem Engage''. | *Corrin is the only character who, in [[:File:SSBU Classic Mode Difficulty Mural Full.jpg|the mural for Classic Mode]], is represented by an alternate costume: the default female Corrin. Female Corrin is also notably present in pre-launch advertisements and [[rules]] display screens where other characters exclusively use their default costumes. This is consistent with how Corrin is primarily represented with the female version in most ''Fire Emblem'' media after ''Fates'', such as ''Fire Emblem Warriors'', ''Fire Emblem Heroes'', and ''Fire Emblem Engage''. | ||
*Corrin can be unlocked by clearing Classic Mode as {{SSBU|Robin}}, likely referencing that they are both avatar characters in their respective ''Fire Emblem'' games. | |||
*While other characters with two selectable genders ({{SSBU|Pokémon Trainer}}, Inkling, {{SSBU|Wii Fit Trainer}}, {{SSBU|Robin}} and the {{SSBU|Mii Fighter}}s) have two identical [[Announcer]] calls in the English [[Sound Test]] (presumably as placeholders for languages with gender-specific pronouns), Corrin and {{SSBU|Byleth}} are notably the only characters who lack this trait. This is likely due to actually having a name rather than a gender-neutral description in English. | *While other characters with two selectable genders ({{SSBU|Pokémon Trainer}}, Inkling, {{SSBU|Wii Fit Trainer}}, {{SSBU|Robin}} and the {{SSBU|Mii Fighter}}s) have two identical [[Announcer]] calls in the English [[Sound Test]] (presumably as placeholders for languages with gender-specific pronouns), Corrin and {{SSBU|Byleth}} are notably the only characters who lack this trait. This is likely due to actually having a name rather than a gender-neutral description in English. | ||
**While Robin technically has an official name, there are three different names between languages (Robin, Daraen, and Reflet), though, like Corrin and Byleth, there is no gender separator. | **While Robin technically has an official name, there are three different names between languages (Robin, Daraen, and Reflet), though, like Corrin and Byleth, there is no gender separator. | ||
*Female Corrin's Fighter Spirit uses artwork from ''Fire Emblem: Fates'', where her armor exposes her inner thighs rather than having her wear black leggings. This is probably an oversight, as the Spirits for Camilla, likewise from ''Fire Emblem: Fates'', and | *While the default male Corrin is never used in any spirit battles, the default female Corrin is present in some of the spirit battles from the ''Ultimate'''s initial release. | ||
**This oversight appears to be shared with the Fighter Spirits for {{SSBU|Palutena}} | *Female Corrin's Fighter Spirit uses artwork from ''Fire Emblem: Fates'', where her armor exposes her inner thighs rather than having her wear black leggings. This is probably an oversight, as the Spirits for Camilla, likewise from ''Fire Emblem: Fates'', and [[Mythra]] from ''Xenoblade Chronicles 2'' had modified artwork to be less provocative. | ||
*Corrin is the | **This oversight appears to be shared with the Fighter Spirits for {{SSBU|Palutena}} and {{SSBU|Bayonetta}}, who likewise use unaltered artwork from their games of origin, but have had censorship applied to them in their playable forms. | ||
*Corrin is one of four fighters who face the same fighter multiple times in Classic Mode, the others being Peach, Hero, and Steve; in Corrin's case, Corrin's opposite-gendered counterpart appears as an opponent in Rounds 3 and 6, while also appearing as a CPU ally in Round 4. | |||
*Corrin and Ridley appear in the most Legend-rank spirit battles as the main opponent, at a total of four. | |||
**Specifically, Corrin appears in the Arceus, Azura, Mecha-Fiora, and Mythra spirit battles. | |||
{{SSBUCharacters}} | {{SSBUCharacters}} |