Editing Corrin (SSBU)

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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 27th out of 82 on the current [[tier list]], placing him in the A- tier. This is a slight drop from his 13th out of 54 placement in ''SSB4''. Corrin's main strength is his range, high damage output and good frame data for a swordsman, along with an extremely reliable combo game thanks to his aerials having consistent combos at most percent ranges. This gifts him with an amazing neutral and advantage state, with [[Dragon Lunge]] serving as the centerpiece of Corrin's gameplan: it consists of an initial pin and followup attack that can be cancelled into an attack or various movement options, while serving as a recovery extender and a fast, low-risk [[2 frame punish]] option. Some of his attacks have extremely high reach, while others have options to keep opponents guessing, such as forward smash (which whittles down shields when charging) and [[Dragon Fang Shot]] (which can be charged in two different ways), allowing for useful mixups. Finally, Corrin's recovery is dependable thanks to [[Dragon Ascent]]'s [[intangibility]] and large hitboxes, while he can further aid his recovery by using back air.  
Corrin is ranked 27th out of 82 on the current [[tier list]], placing him in the A- tier. This is a slight drop from his 13th out of 54 placement in ''SSB4''. Corrin's main strength is his range, high damage output and good frame data for a swordsman, along with an extremely reliable combo game thanks to his aerials having consistent combos at most percent ranges. This gifts him with an amazing neutral and advantage state, with [[Dragon Lunge]] serving as the centerpiece of Corrin's gameplan: it consists of an initial pin and followup attack that can be cancelled into an attack or various movement options, while serving as a recovery extender and a fast, low-risk [[2 frame punish]] option. Finally, Corrin's recovery is dependable thanks to [[Dragon Ascent]]'s [[intangibility]] and large hitboxes, while he can further aid his recovery by using back air.  


However, Corrin has notable weaknesses, most of which revolve around his poor mobility and disadvantage state. In spite of his excellent combo potential, Corrin's poor ground speed and lack of effective defensive options causes him to struggle to win neutral, especially against faster characters and zoners. His disadvantage state is poor due to his mediocre [[out of shield]] game and moves that aren't fast enough to help him escape from juggles, edgeguards, and ledgetraps. His combos and juggles are nevertheless susceptible to DI and easy to dodge thanks to his slow mobility, giving him unusual difficulty in combo game execution than other swordfighters. Corrin's strongest advantage tools, such as his special attacks and forward smash, are afflicted by poor frame data and therefore easy to punish, while his strongest KO options additionally require precision due to their small sweetspots. His grab game is only serviceable, with most of them only used for positional advantage and only one of them being a very late KO throw (up throw). Finally, Corrin is susceptible to gimps and edgeguards: while Dragon Ascent is fast and has a wide hitbox, it is Corrin's only recovery option out of back aerial or situational wall pins with Dragon Lunge, making his recovery linear.
However, Corrin has notable weaknesses, most of which revolve around his poor mobility and disadvantage state. In spite of his excellent combo potential, Corrin's poor ground speed and lack of effective defensive options causes him to struggle to win neutral, especially against faster characters and zoners. His disadvantage state is poor due to his mediocre [[out of shield]] game and moves that aren't fast enough to help him escape from juggles, edgeguards, and ledgetraps. His combos and juggles are nevertheless susceptible to DI and easy to dodge thanks to his slow mobility, giving him unusual difficulty in combo game execution than other swordfighters. Corrin's strongest advantage tools, such as his special attacks and forward smash, are afflicted by poor frame data and therefore easy to punish, while his strongest KO options additionally require precision due to their small sweetspots. His grab game is only serviceable, with most of them only used for positional advantage and only one of them being a very late KO throw (up throw). Finally, Corrin is susceptible to gimps and edgeguards: while Dragon Ascent is fast and has a wide hitbox, it is Corrin's only recovery option out of back aerial or situational wall pins with Dragon Lunge, making his recovery linear.

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