Editing Corrin (SSBU)

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{{ArticleIcons|ultimate=y}}
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{{disambig2|Corrin's appearance in ''Super Smash Bros. Ultimate''|the character in other contexts|Corrin}}
{{disambig2|Corrin's appearance in ''Super Smash Bros. Ultimate''|the character in other contexts|Corrin}}
:''For smasher info, see {{Sm|Kamui}}.
{{Infobox Character
{{Infobox Character
|name = Corrin
|name = Corrin
|image = {{tabber|title1=Male|content1=[[File:Corrin SSBU.png|250px]]|title2=Female|content2=[[File:Corrin-Alt1 SSBU.png|250px]]}}
|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 = A-
|ranking = 27
}}
}}
<!--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.-->
{{cquote|''Corrin was available as a downloadable fighter in the previous version of Super Smash Bros. This fighter uses all kinds of attacks, like [[Torrential Roar]] and [[Dragon Fang Shot]]. Players can choose male or female versions!|cite=[https://www.smashbros.com/en_US/blog/ Super Smash Blog]|source=[[Super Smash Bros. Ultimate Official Site]]}}
'''Corrin''' ({{ja|カムイ|Kamui}}, ''Kamui'') is a playable character in ''[[Super Smash Bros. Ultimate]]'' that was officially confirmed on June 12th, 2018. As in ''Smash 4'', both male and female versions of the character are playable. Corrin is classified as [[Fighter number|Fighter #62]].
<!--NOTICE BEFORE EDITING: When using pronouns, it is generally preferred, though not strictly required, that they match the gender of the default. If referring to one gender, only refer to the alternate when it specifically applies to them. While using gender-neutral pronouns is optional, it is heavily discouraged. However, completely omitting pronouns is entirely a valid style, as long as the sentence stays coherent.-->
'''Corrin''' ({{ja|カムイ|Kamui}}, ''Kamui'') is a playable character in ''[[Super Smash Bros. Ultimate]]'' that was officially confirmed on June 12th, 2018. As in ''Smash 4'', both male and female versions of the character are playable. Corrin is classified as Fighter #62.


{{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 Marcella Lentz-Pope reprise their roles in the English version of ''Ultimate'' voicing male and female Corrin, albeit through recycled voice clips from ''[[Super Smash Bros. 4]]''. {{s|wikipedia|Nobunaga Shimazaki}} and {{s|wikipedia|Satomi Sato}} also reprise their roles as the male and female Corrin in the Japanese version, also with recycled voice clips from ''Smash 4'', respectively.
 
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.  
 
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.
 
Overall, Corrin is a unique swordfighter that excels in a formidable, freeflow combo game that is reliable across the cast,  great edgeguarding and spacing tools, along with many ways to keep his opponent guessing once he is in advantage. However, his lack of defensive options and slow mobility hold his strengths back and means he has to carefully win neutral to avoid his lacking disadvantage state. Opinions on Corrin have been very volatile: he saw the lowest representation of any character in the 2019-2020 metagame (with his 2020 representation being tied with {{SSBU|Mii Brawler}} for the lowest) and low opinions due to players perceiving his nerfs as too harsh, especially in the new game engine. However, significant buffs from game updates and the changes to the metagame greatly improved his representation, especially in the post-pandemic metagame thanks to the meta becoming punish-heavy and neutral-focused, which favors Corrin's gameplan. As a result, he has seen great success from players such as {{Sm|Neo|p=Japan}} and {{Sm|SHADIC}}, and as such is considered one of ''Ultimate''{{'}}s "late-meta" picks.


==How to unlock==
==How to unlock==
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*Clear {{SSBU|Classic Mode}} with {{SSBU|Kirby}} or any character in his unlock tree, being the 6th character unlocked after {{SSBU|Robin}}.
*Clear {{SSBU|Classic Mode}} with {{SSBU|Kirby}} or any character in his unlock tree, being the 6th character unlocked after {{SSBU|Robin}}.
*Have Corrin join the player's party in [[World of Light]].
*Have Corrin join the player's party in [[World of Light]].
With the exception of the third method, Corrin must then be defeated on [[Coliseum]]. In World of Light, he is fought on the [[Ω form]] of [[Castle Siege]].
With the exception of the third method, Corrin must then be defeated on [[Coliseum]].


==Attributes==
==Attributes==
<!--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.-->
{{incomplete|Update 8.0.0 made Corrin more viable}}
Corrin is a middleweight swordfighter (same as {{SSBU|Mario}} and {{SSBU|Dr. Mario}}), having an above-average height, above-average walking speed, below-average running speed, a below-average initial dash, high traction (having the 10th highest traction), below-average air speed and acceleration (among the bottom 15 in this particular area), and an average falling speed along with a slightly above average gravity. All of these attributes collectively make his mobility fall more along the side of below-average. However, Corrin also possesses the fastest dash to shield speed in the game (at 8 frames, tying with Sheik), which significantly aids in his ability to approach and dealing with projectiles.
Corrin is a middleweight swordfighter (same as {{SSBU|Mario}} and {{SSBU|Dr. Mario}}), having an above-average height, above-average walking speed, below-average running speed, a below-average initial dash, high traction (having the 10th highest traction), below-average air speed and acceleration (among the bottom 15 in this particular area), and an average falling speed along with a slightly above average gravity. All of these attributes collectively make his mobility fall more along the side of below-average.  


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 slight 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 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 not having combo or kill potential, has its 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. In addition, the move also has a close hitbox when the move is being charged, which can have its applications in shield pressure. 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.


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 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, but its utility is fairly limited.


Corrin's special moves are quite unique and have mixed utility; [[Dragon Fang Shot]] is a chargeable projectile that inflicts stun and possesses a bite follow up attack that serves as situational kill option, and can have its applications as a surprise move to [[B-reverse]] with. [[Dragon Lunge]] is a skewer attack that can pin opponents in place and be followed up with either a jump or a vaulting kick, with the latter being able to kill middleweights at 105% near the edge of FD; the move also has some edgeguarding utility since the skewer can also be pinned on walls. [[Dragon Ascent]] is his primary recovery tool that has decent distance, a hitbox, and intangibility on frames 7-17. Finally, [[Counter Surge]] is a counter move that has decent vertical kill power. All of these strengths establish Corrin as a character who excels at range and spacing in the neutral with his attacks while also boasting a solid advantage state with his damage racking and juggling abilities thanks to fast and ranged tilts and aerials. In addition, his special moves also give him some other unique forms of utility in the form of projectiles and ranged kill options.
Corrin's special moves are quite unique and have mixed utility; [[Dragon Fang Shot]] is a chargeable projectile that inflicts stun and possesses a bite follow up attack that serves as situational kill option, and can have its applications as a surprise move to [[B-reverse]] with. [[Dragon Lunge]] is a skewer attack that can pin opponents in place and be followed up with either a jump or a vaulting kick, with the latter being able to kill middleweights at 105% near the edge of FD; the move also has some edgeguarding utility since the skewer can also be pinned on walls. [[Dragon Ascent]] is his primary recovery tool that has decent distance, a hitbox, and intangibility on frames 7-17. Finally, [[Counter Surge]] is a counter move that has decent vertical kill power. All of these strengths establish Corrin as a character who excels at range and spacing in the neutral with his attacks while also boasting a solid advantage state with his damage racking and juggling abilities thanks to fast and ranged tilts and aerials. In addition, his special moves also give him some other unique forms of utility in the form of projectiles and ranged kill options.


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 lack of speed. Corrin struggles to keep up with his opponents and utilize his large disjoints due to low air acceleration and air speed. As a notable air fighter, this is one of his greatest weaknesses.
 
Another one of Corrin's most notable flaws is his poor disadvantage and recovery. Due to Corrin's slow air speed 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, 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 edgeguards. In addition to those flaws, his not so stellar mobility on the ground also makes him vulnerable to projectiles and camping.


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 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 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. His 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, they can be made up for with his stable combo game and kill confirms as well as his greater raw kill power and range.
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 such strengths are held back by Corrin's lack of sufficient speed. On top of this, his grab game is lackluster and he is prone to juggles, edgeguarding, and camping  due to his lack of reliable landing options, linear recovery, and overall below-average mobility on the ground and in the air. Although his flaws are more polarizing due to his very 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. Corrin's issue is similar to characters such as {{SSBU|Pit}}; while they don't have extremely polarizing flaws, they also don't really have that x-factor, that dominant area of strength that other characters have even if their flaws are more noticeable; such examples include characters like {{SSBU|Ryu}} and {{SSBU|Ken}} who are fairly popular picks due to their outstanding shield pressure, damage output, and kill confirms even if they are more vulnerable to camping and gimping. It is for such reasons that Corrin has had negative competitive reception and very few notable results in tournaments.


==Changes from ''[[Super Smash Bros. 4]]''==
==Changes from ''[[Super Smash Bros. 4]]''==
Corrin was previously considered to be a high tier character in ''SSB4'' (13th out of 54 characters) thanks to a combination of excellent range and passable speed to go with good frame data, a surprisingly effective combo game, great approach option in his [[Dragon Lunge]], and repspectable KO power. Most likely owing to the stigma left by DLC characters in the previous game, Corrin was drastically nerfed during the initial release of ''Ultimate''; however, game updates would provide many noteworthy buffs to help compensate and make up for his lost options. Regardless, Corrin is still considered to be slightly nerfed overall.
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 their 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 them. Overall, Corrin received a mix of buffs and nerfs during the transition from ''Smash 4'' to ''Ultimate'', but they are considerably nerfed overall in a similar vein to {{SSBU|Rosalina & Luma}} and {{SSBU|Cloud}}.


Corrin's nerfs have primarily addressed the most oppressive aspects of his kit, with his special moveset suffering the largest recipients. [[Dragon Lunge]], previously his most versatile move, has become riskier to execute as its kicking part now covers less distance and suffers much more ending lag, and its ability to cross up opponents is also worsened with the game's changes to [[jostling]]. [[Dragon Fang Shot]] has increased lag and [[paralysis|paralyzes]] opponents for less time if not fully charged or at low percentage, both changes of which make the projectile follow up into the bite less consistently and remove its previous KO confirm from forward aerial at mid-percentages (though the move itself still follows up naturally at high percentages). [[Counter Surge]], previously one of the most infamous counterattacks in the game, has lost its strong late hit, deals substantially less knockback, and has much more ending lag upon a successful counterattack. Among other nerfs, his [[forward smash]] has a much shorter active duration, [[down smash]]'s back hit is weaker, and [[Dragon Ascent]] now halts at the end of the move, slightly reducing Corrin's horizontal recovery distance. His grabs have slightly less range, rendering them harder to use to pressure opponents, and causing Corrin to rely on spacing much more, while his forward and back throws' lower knockback makes them less effective in battles against multiple characters.
Corrin has received a few noteworthy buffs. [[Dragon Lunge]] can now be canceled manually by tapping down, granting them an extra option that improves the move's mix-up potential. [[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. 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 their combos into Dragon Fang Shot's bite at KO thresholds. Finally, [[Dragon Ascent]] travels more vertical distance, improving Corrin's recovery (though their momentum is now halted at the end of the move).


However, Corrin has also received some useful buffs. A number of Corrin's moves have seen increases in damage, making it easier for him to rack up damage if he keeps the advantage. Many of Corrin's moves are also more adept for KOing; [[forward smash|forward]] and [[up smash]]es, [[back aerial|back]] and [[up aerial]]s [[Dragon Ascent]], and [[Dragon Fang Shot]]'s fully charged shot and bite all now deal more knockback, with the latter even compensating somewhat for the move's lowered paralysis time and making it a deadlier hard punish, while [[forward tilt]] sends at a much more desirable angle for KOing (in exchange for its former ability to situationally juggle vertically) while seeing no changes to knockback unlike other tilts of its kind. Despite its nerfs, Dragon Lunge has also seen some notorious improvements; it can now be canceled manually by tapping down and jumping has significantly less endlag, making it much safer when not used to attack and improving its mix-up potential. Other buffs include forward smash now reaching its maximum distance immediately and being both safer on shield and stronger when tippered, [[down smash]] having less ending lag, Dragon Fang Shot traveling a longer distance, and Dragon Ascent traveling more distance and its intangibility period being more lenient, making it slightly harder to intercept.
However, Corrin's buffs are counterbalanced by an abundance of nerfs, the largest ones being those to their special moveset. Dragon Lunge, previously the character's most versatile move, has lost a large part of its utility, 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 their combo game and recovery.


The universal changes to the engine are overall mixed for Corrin. On one hand, the universal nerfs to grabs' frame data leave Corrin more open to punishment, and combined with his grabs and throws changes, further weakens his grab game. The increased mobility, faster [[jumpsquat]]s, the ability to [[dash-canceling|run cancel into any grounded move]], the increased [[shieldstun]], and the reduced [[landing lag]], all improve Corrin's [[approach]] and combo game, the former somewhat compensating for Dragon Lunge's increased risk, though this also allows opponents to overcome Corrin's defenses with less issue, making his mediocre close-quarters game and vulnerability to combos more exploitable. On the other hand, the changes to the paralysis effect 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). The ability for [[smash attacks]] to be held for longer also noticeably benefits forward smash, allowing the looping charge hits to last longer and further build damage or lead into [[shield break]]s.
Corrin's drawbacks in their transition to ''Ultimate'', however, stem mainly from not only universal changes to the game's engine hindering them, but also their direct changes failing to account for them. As [[air dodging]] can now be performed just once per airtime, Corrin is easier to edgeguard, despite their faster aerial mobility and Dragon Ascent's longer distance. The weakening of [[rage]] hinders Corrin's already subpar KO abilities, making it harder for Corrin to secure a stock if they are at a deficit themselves. The universal nerfs to grabs' frame data leave Corrin more open to punishment should they 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 their offensive game is now more difficult with the nerfs to Dragon Lunge, which was previously their most potent move in the [[neutral game]].


In bulk, the changes to the game physics make it easier for Corrin to approach without the need of his special moves, and he now possesses a less lopsided moveset and a more conventional KOing prowess, helping compensate for the loss of his mid-percentage KO confirms. However, his nerfed grabs and special moves make it less feasible to approach with them and cause Corrin to rely on his standard moveset to fill in the gaps left by these detriments, and the same changes to the engine make it easier to surmount his defense and exploit his disadvantage, forcing him to rely more on his aerials. Aside from his struggle at close range and poor grab game, Corrin also retains his weaknesses from ''SSB4'' (many of which are typical of ''Fire Emblem'' characters in general), such as his lance moves' reliance on spacing, mediocre recovery, and being vulnerable to combos. Because of his nerfs, Corrin was initially considered a significantly less viable character than in ''SSB4'', although subsequent updates have mitigated the nerfs' impacts and allowed him to fare substantially better than he did during initial release, keeping up with the rest of the cast even with the introductions of various powerful DLC characters. All in all, Corrin fares moderately worse than in ''SSB4'', but remains a fairly effective character in ''Ultimate''.
Corrin's direct buffs and the improvements from the game's engine do not compensate for their nerfs, as both Corrin's potent punish options and neutral game are hampered by both direct nerfs and changes to the game's engine. As a result, Corrin has 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''. Even still, their representation in competitive play is 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. Consequently, game updates (most notably 8.0.0) has provided Corrin with significant buffs, improving their most severe weaknesses, such as their recovery, KO power and consistencies, which led to some players to re-evaluate Corrin as a mid tier rather than a low or even bottom tier character. Due to online tournaments currently being more prominent however, Corrin’s true viability remains unknown.  


{{SSB4 to SSBU changelist|char=Corrin}}
{{SSB4 to SSBU changelist|char=Corrin}}


==Update history==
==Update history==
Corrin was significantly buffed in 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.
Corrin has been buffed tremendously via game updates. His damage output and KO power have been improved. Forward smash's charging loop hits connect better and its spear hitbox has increased knockback, improving its consistency and power. Dragon Lunge's stab and jump have less ending lag, which makes both options safer. Most notably, Dragon Ascent has 3 more intangibility frames, connects more consistently (the last of which has more knockback), and travels farther, which substantially improves Corrin's previously crippled recovery.
 
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.
 
As a result of the many significant buffs he received, Corrin's tournament representation and results have significantly improved since the early metagame, to the point where he is now considered to be a high-tier character.


'''{{GameIcon|SSBU}} {{SSBU|2.0.0}}'''
'''{{GameIcon|SSBU}} {{SSBU|2.0.0}}'''
Line 91: Line 83:
|neutralcount=3
|neutralcount=3
|neutralinf=y
|neutralinf=y
|neutralname=Pierce Thrust ({{ja|刺突|Togetotsu}}) / Hoshidan Scoop ({{ja|白掬|Shirokiku}}) / Nohrian Flash ({{ja|暗閃|Kurasen}}) / Dragon Fang Storm ({{ja|竜穿嵐|Ryūsen Arashi}}) / Dragon Fang Pierce ({{ja|竜穿牙|Ryūsen Kiba}})
|neutralname=&nbsp;
|neutral1dmg=2% (base), 2.5% (tip)
|neutral1dmg=2% (base), 2.5% (tip)
|neutral2dmg=2%
|neutral2dmg=2%
|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.
|ftiltname=Yato Slash ({{ja|夜刀斬|Yato Ki}})
|ftiltname=&nbsp;
|ftiltdmg=10.5%
|ftiltdmg=10.5%
|ftiltdesc=A downwards outward swipe with the Omega Yato.
|ftiltdesc=A downwards outward swipe with the Omega Yato.
|utiltname=Yato Circle ({{ja|夜刀円|Yato En}})
|utiltname=&nbsp;
|utiltdmg=9% (clean, late sword), 6% (late body)
|utiltdmg=9% (clean, late sword), 6% (late body)
|utiltdesc=A twirling-turn upward slash with the Omega Yato. Can inconsistently cover platforms.
|utiltdesc=A twirling-turn upward slash with the Omega Yato.
|dtiltname=Leg Crusher ({{ja|足砕|Ashisai}})
|dtiltname=&nbsp;
|dtiltdmg=7.5%
|dtiltdmg=7.5%
|dtiltdesc=Slashes across the ground with the Omega Yato. Relatively low knockback which sends opponents up and slightly towards Corrin, making it a viable combo starter. One of Corrin's fastest attacks.
|dtiltdesc=Slashes across the ground with the Omega Yato. Relatively low knockback which sends opponents up and slightly towards Corrin, making it a viable combo starter. One of Corrin's fastest attacks.
|dashname=Drill ({{ja|錐|Kiri}})
|dashname=&nbsp;
|dashdmg=2% (hits 1-5), 3% (hit 6)
|dashdmg=2% (hits 1-5), 3% (hit 6)
|dashdesc=Spins forward in a corkscrew-like manner while holding forward the Omega Yato. Based on the attack after triggering offensive skills like {{iw|fireemblemwiki|Luna|skill}} or {{iw|fireemblemwiki|Lethality}} in ''Fire Emblem Fates''.
|dashdesc=Spins forward in a corkscrew-like manner while holding forward the Omega Yato. Based on the attack after triggering offensive skills like {{iw|fireemblemwiki|Luna|skill}} or {{iw|fireemblemwiki|Lethality}} in ''Fire Emblem Fates''.
|fsmashname=Dragon Fang Thrust ({{ja|竜穿突|Ryūsen Totsu}})
|fsmashname=Dragon Fang Thrust
|fsmashdmg=0.5% (charging loop), {{ChargedSmashDmgSSBU|11}} (spear base), {{ChargedSmashDmgSSBU|12}} (spear center), {{ChargedSmashDmgSSBU|16.7}} (spear tip)
|fsmashdmg=0.5% (charging loop), {{ChargedSmashDmgSSBU|11}} (spear base), {{ChargedSmashDmgSSBU|12}} (spear center), {{ChargedSmashDmgSSBU|16.7}} (spear tip)
|fsmashdesc=Transforms the free arm into a spear with Dragon Fang and thrusts it forward. It possesses immense reach, being the fourth-longest reaching non-projectile forward smash in the game, only behind {{SSBU|Min Min}}'s, {{SSBU|Simon}}'s, and {{SSBU|Richter}}'s. It can also be angled, making it good for catching opponents trying to return to the stage when angled up or hitting crouching/small opponents when angled down. The sweetspot is at the tip and deals very high knockback, although the rest of the attack is considerably weaker. Has a hitbox while charging, where Corrin holds the Omega Yato in front of them as the chainsaw blades start to move to repeatedly damage opponents in range. Though this does not lead to the sweetspot, it can catch opponents for a fully charged blow. However, the Yato's hitbox is rather easy to [[SDI]] out of, as doing so upward can allow the opponent to avoid the main attack with a well-timed air dodge, while doing so towards Corrin will cause enemies to end up behind Corrin if close enough. Based on the second hit of the Dragon Fang skill in ''Fire Emblem Fates''.
|fsmashdesc=Transforms the free arm into a spear with Dragon Fang and thrusts it forward. It possesses immense reach, being the fourth-longest reaching non-projectile forward smash in the game, only behind {{SSBU|Min Min}}'s, {{SSBU|Simon}}'s, and {{SSBU|Richter}}'s. It can also be angled, making it good for catching opponents trying to return to the stage when angled up or hitting crouching/small opponents when angled down. The sweetspot is at the tip and deals very high knockback, although the rest of the attack is considerably weaker. Has a hitbox while charging, where Corrin holds the Omega Yato in front of them as the chainsaw blades start to move to repeatedly damage opponents in range. Though this does not lead to the sweetspot, it can catch opponents for a fully charged blow. However, the Yato's hitbox is rather easy to [[SDI]] out of, as doing so upward can allow the opponent to avoid the main attack with a well-timed air dodge, while doing so towards Corrin will cause enemies to end up behind Corrin if close enough. Based on the second hit of the Dragon Fang skill in ''Fire Emblem Fates''.|usmashname=Vertical Dragon Fang Thrust
|usmashname=Vertical Dragon Fang Thrust ({{ja|直上竜穿突|Chokujō Ryūsen Totsu}})
|usmashdmg={{ChargedSmashDmgSSBU|10}} (sides), {{ChargedSmashDmgSSBU|13}} (base), {{ChargedSmashDmgSSBU|15}} (tip)
|usmashdmg={{ChargedSmashDmgSSBU|10}} (sides), {{ChargedSmashDmgSSBU|13}} (base), {{ChargedSmashDmgSSBU|15}} (tip)
|usmashdesc=Corrin crosses both arms, crouches, and transforms the arms into Dragon Fang spears, pointing them upward across themself in a bracing position to launch opponents. It has a sweetspot at the tip, but its range is poor and knockback is lacking on the sourspot.
|usmashdesc=Corrin crosses both arms, crouches, and transforms the arms into Dragon Fang spears, pointing them upward across themself in a bracing position to launch opponents. It has a sweetspot at the tip, but its range is poor and knockback is lacking on the sourspot.
|dsmashname=Yato Dragon Fang ({{ja|夜刀竜穿|Yato Ryūsen}})
|dsmashname=Yato Dragon Fang
|dsmashdmg={{ChargedSmashDmgSSBU|11}} (sword), {{ChargedSmashDmgSSBU|9}} (lance, middle), {{ChargedSmashDmgSSBU|14}} (lance, tip)
|dsmashdmg={{ChargedSmashDmgSSBU|11}} (sword), {{ChargedSmashDmgSSBU|9}} (lance, middle), {{ChargedSmashDmgSSBU|14}} (lance, tip)
|dsmashdesc=Corrin transforms one leg into a Dragon Fang spear, then stabs in front and behind with the Omega Yato and the Dragon Fang spear, respectively, in a one-legged forward lean stance. The animation is similar to the {{SSBU|Mii Brawler}}'s down smash. The tip of Corrin's spear leg has a sweetspot that deals the most damage and knockback.
|dsmashdesc=Corrin transforms one leg into a Dragon Fang spear, then stabs in front and behind with the Omega Yato and the Dragon Fang spear, respectively, in a one-legged forward lean stance. The animation is similar to the {{SSBU|Mii Brawler}}'s down smash. The tip of Corrin's spear leg has a sweetspot that deals the most damage and knockback.
|nairname=Circular Formation ({{ja|方円|Hōen}})
|nairname=&nbsp;
|nairdmg={{ShortHopDmgSSBU|7}} (clean), {{ShortHopDmgSSBU|5.5}} (late)
|nairdmg={{ShortHopDmgSSBU|7}} (clean), {{ShortHopDmgSSBU|5.5}} (late)
|nairdesc=Slashes with the Omega Yato from above to behind, while simultaneously using a Dragon Fang spear to slash forwards. Unlike in Corrin's other moves, the Dragon Fang spear does not deal more damage at the tip. It hits all around Corrin, has low landing lag, and launches opponents at a high angle, allowing it to function as a reliable combo starter at a wide range of percents. Its relatively low startup combined with its large hitbox also makes it one of Corrin's viable Out-of-Shield options.
|nairdesc=Slashes with the Omega Yato from above to behind, while simultaneously using a Dragon Fang spear to slash forwards. Unlike in Corrin's other moves, the Dragon Fang spear does not deal more damage at the tip. It hits all around Corrin, has low landing lag, and launches opponents at a high angle, allowing it to function as a reliable combo starter at a wide range of percents.
|fairname=Jumping Strike ({{ja|跳打|Chōda}})
|fairname=&nbsp;
|fairdmg={{ShortHopDmgSSBU|9}}
|fairdmg={{ShortHopDmgSSBU|9}}
|fairdesc=An inward single-handed reaping slash with the Omega Yato. Similar to {{SSBU|Marth}}'s, only with Corrin's legs being positioned differently. It launches at a fairly high angle, autocancels from a short hop, has a wide arching reach, and low ending lag, making it very viable for aerial combos. It's also -4 on shield, and combining that with its large range makes it very safe on shield.
|fairdesc=An inward single-handed reaping slash with the Omega Yato. Similar to {{SSBU|Marth}}'s, only with Corrin's legs being positioned differently. It launches at a fairly high angle, autocancels from a short hop, has a wide arching reach, and low ending lag, making it very viable for aerial combos.
|bairname=Dragon Fang Wings ({{ja|竜穿翼|Ryūsen Tsubasa}})
|bairname=Dragon Fang Wings
|bairdmg={{ShortHopDmgSSBU|12}} (clean), {{ShortHopDmgSSBU|9}} (late)
|bairdmg={{ShortHopDmgSSBU|12}} (clean), {{ShortHopDmgSSBU|9}} (late)
|bairdesc=Sprouts wings with the Dragon Fang, and attacks by flapping them. It can be used for recovering as it propels Corrin forward like {{SSBU|R.O.B.}}'s back aerial. It also has good range and knockback but has the slowest startup out of all of Corrin's aerials. Its trait of propelling the user forward combined with its large hitbox makes it safe on shield.
|bairdesc=Sprouts wings with the Dragon Fang, and attacks by flapping them. It can be used for recovering as it propels Corrin forward like {{SSBU|R.O.B.}}'s back aerial. It also has good range and knockback but has the slowest startup out of all of Corrin's aerials.
|uairname=Light Ring ({{ja|光輪|Kōrin}})
|uairname=&nbsp;
|uairdmg={{ShortHopDmgSSBU|10}}
|uairdmg={{ShortHopDmgSSBU|10}}
|uairdesc=Slashes in the air with the Omega Yato in a backward flip, closely resembling the up aerials of all the other ''Fire Emblem'' characters (with the exception of {{SSBU|Ike}} and {{SSBU|Byleth}}). Has wide range, quick startup, and surprisingly good knockback, making it a go-to vertical KO move and an excellent finisher from Corrin's combos.
|uairdesc=Slashes in the air with the Omega Yato in a backward flip, closely resembling the up aerials of all the other ''Fire Emblem'' characters (with the exception of {{SSBU|Ike}} and {{SSBU|Byleth}}). Has wide range, quick startup, and surprisingly good knockback, making it a go-to vertical KO move and an excellent finisher from Corrin's combos.
|dairname=Dragon's Piercing Drop ({{ja|竜穿落|Ryūsen Ochi}})
|dairname=Dragon's Piercing Drop
|dairdmg={{ShortHopDmgSSBU|2}} (loop), 3% (landing)
|dairdmg={{ShortHopDmgSSBU|2}} (loop), 3% (landing)
|dairdesc=Corrin's legs morph into spears with Dragon Fang, diving downward feet-first. A [[stall-then-fall]] drill that meteor smashes weakly with set knockback, excluding the landing hit which deals moderate upwards knockback, both in the air and when landing. However, since Corrin fast-falls during the attack, it is difficult to recover offstage after using it. As a result, it works better when used for a [[sacrificial KO]], or to quickly punish actions air-to-ground.
|dairdesc=Corrin's legs morph into spears with Dragon Fang, diving downward feet-first. A [[stall-then-fall]] drill that meteor smashes weakly with set knockback, excluding the landing hit which deals moderate upwards knockback, both in the air and when landing. However, since Corrin fast-falls during the attack, it is difficult to recover offstage after using it. As a result, it works better when used for a [[sacrificial KO]], or to quickly punish actions air-to-ground.
|grabname=Grab ({{ja|つかみ|Tsukami}})
|grabname=&nbsp;
|grabdesc=Leans forward slightly and reaches out with the free hand, which briefly enlarges.
|grabdesc=Leans forward slightly and reaches out with the free hand, which briefly enlarges.
|pummelname=Grab Knee Kick ({{ja|つかみひざ蹴り|Tsukami Hiza Keri}})
|pummelname=&nbsp;
|pummeldmg=1.3%
|pummeldmg=1.3%
|pummeldesc=A knee strike. Average power and speed.
|pummeldesc=A knee strike.
|fthrowname=Bright Star ({{ja|明星|Myōjō}})
|fthrowname=&nbsp;
|fthrowdmg=5% (hit 1, base), 10% (hit 1, tip), 2% (throw)
|fthrowdmg=5% (hit 1, base), 10% (hit 1, tip), 2% (throw)
|fthrowdesc=Transforms the free arm into a spear with Dragon Fang, and stabs the opponent with it, knocking them up and away. Unusually, even though the scaling of this throw is very low, it possesses a tipper hitbox that can hit bystanders. If tippered, this throw is significantly more powerful and is thus very deadly if at the edge.
|fthrowdesc=Transforms the free arm into a spear with Dragon Fang, and stabs the opponent with it, knocking them up and away. Unusually, even though the scaling of this throw is very low, it possesses a tipper hitbox that can hit bystanders. If tippered, this throw is significantly more powerful and is thus very deadly if at the edge.
|bthrowname=Evening Twilight ({{ja|宵闇|Yoiyami}})
|bthrowname=&nbsp;
|bthrowdmg=6.5% (hit 1, base), 12% (hit 1, tip), 2% (throw)
|bthrowdmg=6.5% (hit 1, base), 12% (hit 1, tip), 2% (throw)
|bthrowdesc=Places the opponent backward and stabs them upwards with the Dragon Fang spear-turned arm, knocking them away. Similar to forward throw, though with slightly more damage and knockback, along with possessing a tipper hitbox just like forward throw, but due to the slight differences in damage and knockback, it's considered more powerful than the forward throw in both regards.
|bthrowdesc=Places the opponent backward and stabs them upwards with the Dragon Fang spear-turned arm, knocking them away. Similar to forward throw, though with slightly more damage and knockback, along with possessing a tipper hitbox just like forward throw, but due to the slight differences in damage and knockback, it's considered more powerful than the forward throw in both regards.
|uthrowname=Dragon-Form Thrust ({{ja|竜化突|Ryūka Totsu}}, ''Dragonization Thrust'')
|uthrowname=&nbsp;
|uthrowdmg=6.5% (hit 1), 3% (throw)
|uthrowdmg=6.5% (hit 1), 3% (throw)
|uthrowdesc=Lifts the opponent into the air and transforms into dragon form then raises on its hind legs to launch opponents in the air via a headbutt during the transformation. Afterward, Corrin reverts back into human form. The strongest out of all of Corrin's throws.
|uthrowdesc=Lifts the opponent into the air and transforms into dragon form then raises on its hind legs to launch opponents in the air via a headbutt during the transformation. Afterward, Corrin reverts back into human form. The strongest out of all of Corrin's throws.
|dthrowname=Dragon-Form Kick ({{ja|竜化蹴|Ryūka Ke}}, ''Dragonization Kick'')
|dthrowname=Dragon-Form Kick
|dthrowdmg=6.5% (hit 1), 3% (throw)
|dthrowdmg=6.5% (hit 1), 3% (throw)
|dthrowdesc= Throws the opponent to the ground and transforms into dragon form, then roars in anger while proceeding to stomp down on the opponent and emitting a splash of water. Afterward, Corrin reverts back into human form. Much like up throw, it is a relatively strong throw, KOing most characters under 180%; however, its 70° angle leaves it vulnerable to [[LSI]], allowing it to be survived for much longer, while its ending lag is too high for followups. As a result, it is largely outclassed by up throw, though it remains useful for damage racking purposes.
|dthrowdesc= Throws the opponent to the ground and transforms into dragon form, then roars in anger while proceeding to stomp down on the opponent and emitting a splash of water. Afterward, Corrin reverts back into human form. Much like up throw, it is a relatively strong throw, KOing most characters under 180%; however, its 70° angle leaves it vulnerable to [[LSI]], allowing it to be survived for much longer, while its ending lag is too high for followups. As a result, it is largely outclassed by up throw.
|floorfname=&nbsp;
|floorfname=&nbsp;
|floorfdmg=7%
|floorfdmg=7%
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|nsname=Dragon Fang Shot
|nsname=Dragon Fang Shot
|nsdmg=4% (shot, uncharged)<br/>11% (shot, fully charged)<br/>10% (bite, uncharged)<br/>20% (bite, fully charged)
|nsdmg=4% (shot, uncharged)<br/>11% (shot, fully charged)<br/>10% (bite, uncharged)<br/>20% (bite, fully charged)
|nsdesc=Corrin transforms the left arm into a draconic mouth with Dragon Fang and fires a ball of water. The ball of water briefly paralyzes opponents before launching them away. After the projectile is fired, Corrin's dragon arm will bite before reverting to normal, hitting nearby opponents.
|nsdesc=Corrin transforms the left arm into a draconic mouth with Dragon Fang and fires a ball of water. The ball of water briefly paralyzes opponents before launching them away. After the projectile is fired, Corrin's dragon arm will bite before reverting to normal, hitting nearby opponents.  
Holding the special button will charge the projectile (causing more damage and knockback, along with increased paralysis duration), as well as the bite (when fully charged, Corrin clamps down forcefully with the dragon mouth, causing very high damage and knockback). The two attacks can be charged in different intervals from each other (i.e. an uncharged shot followed by a fully charged bite, or vice versa).
Holding the special button will charge the projectile (causing more damage and knockback, along with increased paralysis duration), as well as the bite (when fully charged, Corrin clamps down forcefully with the dragon mouth, causing very high damage and knockback). The two attacks can be charged in different intervals from each other (i.e. an uncharged shot followed by a fully charged bite, or vice versa).
|ssname=Dragon Lunge
|ssname=Dragon Lunge
|ssdmg=7% (lance, middle, ground), 8% (lance, middle, air), 15% (lance, tip)<br/>12% (front/back kick, clean), 7% (front/back kick, late), 5% (back kick, turn)
|ssdmg=7% (lance, middle, ground), 8% (lance, middle, air), 15% (lance, tip)<br/>12% (front/back kick, clean), 7% (front/back kick, late), 5% (back kick, turn)
|ssdesc=When used on the ground, Corrin hops a short distance into the air; pressing the attack button during the hop will result in Corrin striking diagonally down with the Dragon Fang spear arm. When used in the air, however, Corrin instantly strikes with the Dragon Fang spear arm. If it hits any terrain during the move (be it the ground or a wall), Corrin's arm will remain there, pinning any opponent caught in place. From there, it can be followed up with either a kick to either side, by pressing the attack button or tilting the control stick horizontally; or a jump by pressing the jump button or tilting the control stick upwards. It can also be canceled entirely by tilting the control stick down, or automatically after pinning a surface for two seconds, which can be useful for reading the opponent's floor recovery. However, canceling the move allows the opponent to act out of it immediately. Pinned opponents can also escape by [[button mashing]] if Corrin does not choose an action soon enough. Like most of Corrin’s moves, the tip of the spear deals the most damage and knockback.
|ssdesc=When used on the ground, Corrin hops a short distance into the air; pressing the attack button during the hop will result in Corrin striking diagonally down with the Dragon Fang spear arm. When used in the air, however, Corrin instantly strikes with the Dragon Fang spear arm. If it hits any terrain during the move (be it the ground or a wall), Corrin's arm will remain there, pinning any opponent caught in place. From there, it can be followed up with either a kick to either side, by pressing the attack button or tilting the control stick horizontally; or a jump by pressing the jump button or tilting the control stick upwards. It can also be canceled entirely by tilting the control stick down, or automatically after pinning a surface for two seconds, which can be useful for reading the opponent's floor recovery. However, canceling the move allows the opponent to act out of it immediately. Pinned opponents can also escape by [[button mashing]] if Corrin does not choose an action soon enough. Like most of Corrin’s moves, the tip of the spear deals the most damage and knockback.  
|usname=Dragon Ascent
|usname=Dragon Ascent
|usdmg=4.5% (hit 1), 1.2% (hits 2-6), 3% (hit 7)
|usdmg=4.5% (hit 1), 1.2% (hits 2-6), 3% (hit 7)
Line 176: Line 167:
|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%/4%/2% (light pillars), 1.5% (cutscene, 14 hits) 13% (finish)
|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 with both hands, 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.
}}
 
===Stats===
{{Attributes
| cast=89
| weight=98 | rweight=33-36
| dash=1.892 | rdash=50
| run=1.595 | rrun=61-65
| walk=1.208 | rwalk=27-31
| trac=0.129 | rtrac=11
| airfric=0.009 | rairfric=52-56
| air=1.019 | rair=53-55
| baseaccel=0.01 | rbaseaccel=15-87
| addaccel=0.04 | raddaccel=69-78
| gravity=0.092 | rgravity=42-44
| fall=1.65 | rfall=33-38
| ff=2.64 | rff=34-39
| jumpsquat=3 | rjumpsquat=1-88
| jumpheight=33 | rjumpheight=39-42
| shorthop=16 | rshorthop=46-48
| djump=31 | rdjump=62-66
}}
}}
===[[Announcer]] call===
{{audio|Needs announcer calls from other languages.}}
<gallery>
Corrin English Announcer SSB4-SSBU.wav|English
Corrin Japanese Announcer SSB4-SSBU.wav|Japanese/Chinese
Corrin French Announcer SSBU.wav|French
</gallery>


===[[On-screen appearance]]===
===[[On-screen appearance]]===
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===[[Taunt]]s===
===[[Taunt]]s===
*'''Up taunt''': Ducks down, stands back up, and poses with their head in dragon form. Male Corrin says "My path is clear!" ({{ja|好きにはさせない!|Suki ni wa sasenai!}}, ''I won't let you have your way!''). Female Corrin says "Let's do this!" ({{ja|行きますよ!|Ikimasu yo!}}, ''Here I come!'')
*'''Up taunt''': Ducks down, stands back up, and poses with their head in its dragon form. Male Corrin says "My path is clear!" ({{ja|好きにはさせない!|Suki ni wa sasenai!}}, ''I won't let you have your way!''). Female Corrin says "Let's do this!" ({{ja|行きますよ!|Ikimasu yo!}}, ''Here I come!'')
*'''Side taunt''': Twirls the Omega Yato. Male Corrin says "I've made my choice." ({{ja|僕は選んだ!|Boku wa eranda!}}, ''I've made my choice!''). Female Corrin says "Your fate is clear." ({{ja|折れたりしません!|Oretari shimasen!}}, ''I will not surrender!'') Resembles Corrin's animation before a battle in ''Fire Emblem Fates''.
*'''Side taunt''': Twirls the Omega Yato. Male Corrin says "I've made my choice." ({{ja|僕は選んだ!|Boku wa eranda!}}, ''I've made my choice!''). Female Corrin says "Your fate is clear." ({{ja|折れたりしません!|Oretari shimasen!}}, ''I will not surrender!'') Resembles Corrin's animation before a battle in ''Fire Emblem Fates''.
*'''Down taunt''': Twirls the Omega Yato in the air and places it on its tip. Male Corrin says "Are you ready?" ({{ja|準備はいい?|Junbi wa ī?}}, ''Are you ready?''). Female Corrin says "You ready for this?" ({{ja|準備はいいですか?|Junbi wa ī desu ka?}}, ''Are you ready?'') Resembles one of Corrin's post-battle animations in ''Fire Emblem Fates''.
*'''Down taunt''': Twirls the Omega Yato in the air and places it on its tip. Male Corrin says "Are you ready?" ({{ja|準備はいい?|Junbi wa ī?}}, ''Are you ready?''). Female Corrin says "You ready for this?" ({{ja|準備はいいですか?|Junbi wa ī desu ka?}}, ''Are you ready?'') Resembles one of Corrin's post-battle animations in ''Fire Emblem Fates''.
Line 226: Line 188:


===[[Idle pose]]s===
===[[Idle pose]]s===
*Twirls the Omega Yato around forward. Slightly resembles his side taunt.  
*Twirls the Omega Yato around forward.
*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>
===[[Crowd cheer]]===
<div class="tabber">
<div class="tabbertab" title="English, Japanese/Chinese, Italian, Dutch, French">
{| class="wikitable" border="1" cellpadding="4" cellspacing="1"
|-
!{{{name|}}}
!Cheer (English)
!Cheer (Japanese/Chinese)
!Cheer (Italian)
!Cheer (Dutch)
!Cheer (French)
|-
! scope="row"|Cheer
|[[File:Corrin Cheer English SSBU.ogg|center]]||[[File:Corrin Cheer Japanese SSBU.ogg|center]]||[[File:Corrin Cheer Italian SSBU.ogg|center]]||[[File:Corrin Cheer Dutch SSBU.ogg|center]]||[[File:Corrin Cheer French SSBU.ogg|center]]
|-
! scope="row"|Description
|Corr - in! || Ka - mu - i! || Corr - in! Corr - in! *claps 4 times* || Corr - in! *claps 2 times* || Allez Corr - in!
|}
</div>
<div class="tabbertab" title="German, Spanish, Russian, Korean">
{| class="wikitable" border="1" cellpadding="4" cellspacing="1"
|-
!{{{name|}}}
!Cheer (German)
!Cheer (Spanish)
!Cheer (Russian)
!Cheer (Korean)
|-
! scope="row"|Cheer
|[[File:Corrin Cheer German SSBU.ogg|center]]||{{NTSC}} [[File:Corrin Cheer Spanish NTSC SSBU.ogg|center]] <br> {{PAL}} [[File:Corrin Cheer Spanish PAL SSBU.ogg|center]]||[[File:Corrin Cheer Russian SSBU.ogg|center]]||[[File:Corrin Cheer Korean SSBU.ogg|center]]
|-
! scope="row"|Description
|Corr - in! *claps 3 times* || Corr - in! Corr - in! *claps 4 times* || Corr - in! Corr - in! || Ka - mu - i!
|}
</div>
</div>


===[[Victory pose]]s===
===[[Victory pose]]s===
*'''Left:''' Swings the Omega Yato, similar to Corrin's side taunt and idle animation. Male Corrin says "I win!" ("{{ja|勝負あったね|Shōbu atta ne.}}", ''That's game.''), while female Corrin says "Good!" ("{{ja|勝負ありました|Shōbu ari mashita.}}", ''That was game.'').
*'''Left:''' Swings the Omega Yato. Male Corrin says "I win!" ("{{ja|勝負あったね|Shōbu atta ne.}}", ''That's game.''), while female Corrin says "Good!" ("{{ja|勝負ありました|Shōbu ari mashita.}}", ''That was game.'').
*'''Up:''' Twirls the Omega Yato overhead and places it on its tip, similar to Corrin's down taunt. Male Corrin says "That went well!" ("{{ja|上手くいったね|Umaku itta ne.}}", ''That went well.''), while female Corrin says "That was great." ("{{ja|上手くいきました|Umaku iki mashita.}}", ''That went well.''). Resembles Corrin's animation after a battle in ''Fire Emblem Fates''.
*'''Up:''' Twirls the Omega Yato overhead and places it on its tip, similar to Corrin's down taunt. Male Corrin says "That went well!" ("{{ja|上手くいったね|Umaku itta ne.}}", ''That went well.''), while female Corrin says "That was great." ("{{ja|上手くいきました|Umaku iki mashita.}}", ''That went well.''). Resembles Corrin's animation after a battle in ''Fire Emblem Fates''.
*'''Right:''' Crosses both arms, as a whirlpool of water swirls around, then morphs into dragon form while emitting a flourish of water, roaring to the skies. Resembles Corrin's first transformation into their dragon form in ''Fire Emblem Fates''.
*'''Right:''' Crosses both arms, as a whirlpool of water swirls around, then morphs into dragon form while emitting a flourish of water, roaring to the skies.
[[File:FireEmblemFatesVictoryThemeUltimate.ogg|thumb|A flourished remix of a small excerpt of {{s|fireemblemwiki|Lost in Thoughts All Alone}} from ''{{s|fireemblemwiki|Fire Emblem Fates}}''.]]
[[File:FireEmblemFatesVictoryThemeUltimate.ogg|thumb|A flourished remix of a small excerpt of {{s|fireemblemwiki|Lost in Thoughts All Alone}} from ''{{s|fireemblemwiki|Fire Emblem Fates}}''.]]
<gallery>
<gallery>
Line 281: Line 206:
</gallery>
</gallery>


==In [[competitive play]]==
==In competitive play==
===Most historically significant players===
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 they 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 clear that their changes were insufficient to adhere to ''Ultimate'''s faster engine. Many top professionals consider Corrin a low-tier character, with some voting them among the worst characters in the game. Almost all players who played Corrin in ''Smash 4'' have either dropped the character completely or relegated them to a rare counterpick. Still, {{Sm|Ke-ya}} performs well with Corrin in Japan, and {{Sm|Cosmos}} has notably reverse 3-0'd Dabuz at {{Trn|Glitch 8}} with the character. After the buffs that Corrin received in patch 8.0.0, their viability is unknown, though Cosmos has expressed optimism, believing the character could be top 15.
<!--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 -->
===Notable players===
 
<!--If you are planning to add a player you consider to be notable, please provide tournament results in some shape or form in the edit summary (be it a link to a results thread or bracket of placing high in a tournament of other notable players or a video of them beating a notable player). Winning tournaments without notable players present are generally not enough to warrant a spot.-->
''See also:[[:Category:Corrin players (SSBU)]]''
 
*{{Sm|Ly|Japan}} - Co-mains Corrin alongside {{SSBU|Byleth}} and was considered the best offline Corrin player in the world during the pandemic period, with notable placements such as 17th at {{Trn|Kagaribi 4}} and 33rd at {{Trn|Kagaribi 3}}. Although his results have since declined, he still sees the occasional strong performance, most notably at {{Trn|Super Smash Con 2023}}, where he placed 17th and upset {{Sm|Sparg0}}.
*{{Sm|MkLeo|Mexico}} - Began using Corrin in his roster in early 2022 and was the best Corrin player in the world at the time, predominantly using the character in top 8 of {{Trn|Delfino Maza RETA 2022}}, becoming the first time Corrin saw significant usage to win a major. He has also used Corrin to win crucial sets in order to win {{Trn|e-Caribana}}. He dropped Corrin following {{Trn|Double Down 2022}}, although he has occasionally pulled out the character to cover his other mains' bad matchups, such as defeating {{Sm|Sonix}} at {{Trn|Wavedash 2023}}.
*{{Sm|Neo|Japan|p=Japan}} - Although he began seriously competing in late-2022, he quickly established himself as the best Corrin player in Japan, most notably placing 5th at the supermajor {{Trn|Super Smash Con 2023}} defeating {{Sm|Tweek}}, the highest placement for a Corrin player relative to number of participants.
*{{Sm|SHADIC|USA}} - One of the first notable Corrin players and is the best Corrin player of all-time. He is best known for winning {{Trn|Cirque Du CFL 3}}, becoming the first solo-Corrin player to win a major, and the invitational {{Trn|The Luminosity Invitational}}. In addition, he had placed top 8 at several "premier" events, including 3rd at {{Trn|Supernova 2024}} and 7th at both {{Trn|GENESIS X}} and {{Trn|Riptide 2024}}. He is ranked 7th on the [[LumiRank 2024.1]], the first player ranked in the top 10 who uses primarily Corrin.


===Tier placement and history===
''Any number following the Smasher name indicates placement on the [[Fall 2019 PGRU]], which recognizes the official top 50 players in the world in [[Super Smash Bros. Ultimate]] from July 13th, 2019 to December 15th, 2019.''
Corrin was initially seen as a 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's representation was near nonexistent during the early metagame, with him 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> and again in 2020, where an analysis of 251 [[Power ranking]]s across 5 continents in 2020 showing Corrin having the lowest representation in the roster (0.1%), along with {{SSBU|Mii Brawler}}.<ref>https://www.youtube.com/watch?v=zGaYyzztjBc&t=872s&ab_channel=turndownforULT</ref>


However, Corrin's reception would begin to turn around 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 established himself as one of the best Corrin players in the world by early-2023 despite having started seriously competing only months prior. This led to a renaissance period for Corrin, who swiftly saw more and more representation as time went on, a remarkable improvement from Corrin's near-nonexistent playerbase from the early metagame and one of the most significant turnarounds of any character's overall representation across any ''Smash'' game. These marked changes caused the community to reassess the character to a mid-tier, with some going as far as to say Corrin could be ranked as a high-tier. This is reflected in Corrin's first tier list placement, where he was ranked 42nd out of 82 in B+ tier.  
====Active====
*{{Sm|Cosmos|USA}} (#23) - The best Corrin player in the United States, but uses them as a counterpick and mostly uses {{SSBU|Inkling}} and {{SSBU|Pikachu}} in tournament. Placed 4th at {{Trn|Glitch 8 - Missingno}} using Corrin to defeat {{Sm|Dabuz}}.
*{{Sm|Ke-ya|Japan}} - Co-mains Corrin with {{SSBU|Robin}} and is considered the best Corrin player in the world. Placed 3rd at {{Trn|Kurobra 19}}, 13th at {{Trn|Sumabato SP 2}}, and 33rd at {{Trn|Umebura SP 2}} using Corrin along with Robin. Has wins over {{Sm|Shuton}}, {{Sm|Nanchan}}, {{Sm|Aiba}}, and {{Sm|Take|p=Ultimate}}.
*{{Sm|Lycopis|Japan}} - Placed 97th at {{Trn|EVO Japan 2020}} with a win over {{Sm|Brood}}.
*{{Sm|Nair^|Mexico}} - Has a strong Corrin secondary and placed 2nd at {{Trn|Tec In Place 2}} along with {{SSBU|Ridley}}. Has wins over {{Sm|Hyuga}} and {{Sm|MKBigBoss}} using Corrin.


During the middle of 2023, an explosion of Corrin results caused people's opinions of the character to go even higher, getting ranked 27th out of 82 in A- tier on the second tier list, being ranked as a high tier character. This uprise of results for Corrin only continued into 2024, where SHADIC became a notable top 10 player, having won {{Trn|Cirque Du CFL 3}} and {{Trn|The Luminosity Invitational}} over players like {{Sm|Miya|p=Honshu}} and {{Sm|Sonix}} respectively, defeating {{Sm|Sparg0}} to place 4th at {{Trn|S Factor 11}}, as well as placing 3rd at the premier {{Trn|Supernova 2024}}. In addition, Sparg0 added the character to his roster as a pocket for certain matchups, like against {{Sm|Riddles}} or {{Sm|KEN}}, making some top players argue that the character should be ranked even higher.
====Inactive====
*{{Sm|Promaelia|USA}} - Placed 7th at {{Trn|Just Roll With It! 10}} playing only Corrin, Promaelia was considered one of the best Corrin players in the world prior to his ban from tournament play.


=={{SSBU|Classic Mode}}: Between White and Black==
=={{SSBU|Classic Mode}}: Between White and Black==
[[File:SSBU Congratulations Corrin.png|thumb|Corrin's congratulations screen.]]
[[File:SSBU Congratulations Corrin.png|thumb|right|Corrin's congratulations screen.]]
As the name suggests, Corrin's opponents are all in either white or black alternate costumes, referencing Corrin's struggle in choosing between {{iw|fireemblemwiki|Nohr}} and {{iw|fireemblemwiki|Hoshido}}, including the two kingdoms' conflict.
As the name suggests, Corrin's opponents are all in either white or black alternate costumes, referencing Corrin's struggle in choosing between {{iw|fireemblemwiki|Nohr}} and {{iw|fireemblemwiki|Hoshido}}, including the two kingdoms' conflict.


{|class="wikitable" style="text-align:center"
{|class="wikitable sortable" style="text-align:center"
!Round!!Opponent!!Stage!!Music!!Notes
!Round!!Opponent!!Stage!!Music!!Notes
|-
|-
|1||{{CharHead|Dr. Mario|SSBU|hsize=20px}}||[[Golden Plains]]||''{{SSBUMusicLink|Super Mario Bros.|Fever}}''||
|1||{{SSBU|Dr. Mario}} {{head|Dr. Mario|g=SSBU|s=20px}}||[[Golden Plains]]||''{{SSBUMusicLink|Super Mario Bros.|Fever}}''||
|-
|-
|2||{{CharHead|Dark Samus|SSBU|hsize=20px}}||[[Brinstar Depths]]||''{{SSBUMusicLink|Metroid|Lockdown Battle Theme}}''||
|2||{{SSBU|Dark Samus}} {{head|Dark Samus|g=SSBU|s=20px}}||[[Brinstar Depths]]||''{{SSBUMusicLink|Metroid|Lockdown Battle Theme}}''||
|-
|-
|3||{{head|Corrin|g=SSBU|s=20px|cl=Female}} ({{head|Corrin|g=SSBU|s=20px}}) Opposite-gender {{SSBU|Corrin}}, {{CharHead|Daisy|SSBU|hsize=20px|color=White}}, and {{CharHead|Palutena|SSBU|hsize=20px}}||[[Mario Galaxy]]||''{{SSBUMusicLink|Super Mario Bros.|Fated Battle}}''||{{CharHead|Peach|SSBU|hsize=20px|color=Black}} and {{Head|Rosalina|g=SSBU|s=20px|cl=Black}} {{SSBU|Rosalina & Luma}} in their black alternate costumes are CPU allies.
|3||Opposite-gender Corrin {{head|Corrin|g=SSBU|s=20px|cl=Female}} ({{head|Corrin|g=SSBU|s=20px}}), {{SSBU|Daisy}} {{head|Daisy|g=SSBU|s=20px|cl=White}}, and {{SSBU|Palutena}} {{head|Palutena|g=SSBU|s=20px}}||[[Mario Galaxy]]||''{{SSBUMusicLink|Super Mario Bros.|Fated Battle}}''||{{SSBU|Peach}} {{head|Peach|g=SSBU|s=20px|cl=Black}} and {{SSBU|Rosalina & Luma}} {{head|Rosalina|g=SSBU|s=20px|cl=Black}} in their black alternate costumes are CPU allies.
|-
|-
|4||{{CharHead|Pit|SSBU|hsize=20px}} and {{CharHead|Dark Pit|SSBU|hsize=20px}}||[[Reset Bomb Forest]]||''{{SSBUMusicLink|Kid Icarus|Boss Fight 1 - Kid Icarus: Uprising}}''||The {{head|Corrin|g=SSBU|s=20px|cl=Female}} ({{head|Corrin|g=SSBU|s=20px}}) opposite-gendered Corrin is a CPU ally.
|4||{{SSBU|Pit}} {{head|Pit|g=SSBU|s=20px}} and {{SSBU|Dark Pit}} {{head|Dark Pit|g=SSBU|s=20px}}||[[Reset Bomb Forest]]||''{{SSBUMusicLink|Kid Icarus|Boss Fight 1 - Kid Icarus: Uprising}}''||The opposite-gendered Corrin {{head|Corrin|g=SSBU|s=20px|cl=Female}} ({{head|Corrin|g=SSBU|s=20px}}) is a CPU ally.
|-
|-
|5||{{head|Mr. Game & Watch|g=SSBU|s=20px}} (x3) {{head|Mr. Game & Watch|g=SSBU|s=20px|cl=White}} (x3) {{SSBU|Mr. Game & Watch}}||[[The Great Cave Offensive]] ([[Ω form]])||''{{SSBUMusicLink|Kirby|CROWNED: Ver. 2}}''||Horde Battle (3 at a time)
|5||{{SSBU|Mr. Game & Watch}} (x6) ({{head|Mr. Game & Watch|g=SSBU|s=20px|cl=White}} (x3) {{head|Mr. Game & Watch|g=SSBU|s=20px}} (x3))||[[The Great Cave Offensive]] ([[Ω form]])||''{{SSBUMusicLink|Kirby|CROWNED: Ver. 2}}''||
|-
|-
|6||{{head|Corrin|g=SSBU|s=20px|cl=Female}} ({{head|Corrin|g=SSBU|s=20px}}) Opposite-gender Corrin, {{CharHead|Lucina|SSBU|hsize=20px|color=Navy}}, and {{CharHead|Robin|SSBU|hsize=20px}}||[[Castle Siege]]||''{{SSBUMusicLink|Fire Emblem|Lost in Thoughts All Alone (Remix)}}''||{{CharHead|Marth|SSBU|hsize=20px|color=White}} in his white costume and {{CharHead|Chrom|SSBU|hsize=20px}} are CPU allies.
|6||Opposite-gender Corrin {{head|Corrin|g=SSBU|s=20px|cl=Female}} ({{head|Corrin|g=SSBU|s=20px}}), {{SSBU|Lucina}} {{head|Lucina|g=SSBU|s=20px|cl=Navy}}, and {{SSBU|Robin}} {{head|Robin|g=SSBU|s=20px}}||[[Castle Siege]]||''{{SSBUMusicLink|Fire Emblem|Lost in Thoughts All Alone (Remix)}}''||{{SSBU|Marth}} {{head|Marth|g=SSBU|s=20px|cl=White}}in his white costume and {{SSBU|Chrom}} {{head|Chrom|g=SSBU|s=20px}} are CPU allies.
|-
|-
|colspan="5"|[[Bonus Stage]]
|colspan="5"|Bonus Stage
|-
|-
|Final||{{SSBU|Master Hand}}||{{SSBU|Final Destination}}||''{{SSBUMusicLink|Super Smash Bros.|Master Hand}}'' <small>(Less than 7.0 intensity)</small><br>''{{SSBUMusicLink|Super Smash Bros.|Master Hand / Crazy Hand}}'' <small>(Intensity 7.0 or higher)</small>||On intensity 7.0 and higher, {{SSBU|Crazy Hand}} fights alongside Master Hand.
|Final||{{SSBU|Master Hand}}||{{SSBU|Final Destination}}||''{{SSBUMusicLink|Super Smash Bros.|Master Hand}}'' <small>(Less than 7.0 intensity)</small><br>''{{SSBUMusicLink|Super Smash Bros.|Master Hand / Crazy Hand}}'' <small>(Intensity 7.0 or higher)</small>||On intensity 7.0 and higher, {{SSBU|Crazy Hand}} fights alongside Master Hand.
|}
|}


[[Credits]] roll after completing Classic Mode. Completing it as Corrin has ''{{SSBUMusicLink|Fire Emblem|Lost in Thoughts All Alone (JP)}}'' accompany the credits.
Credits roll after completing Classic Mode. Completing it as Corrin has ''{{SSBUMusicLink|Fire Emblem|Lost in Thoughts All Alone (JP)}}'' accompany the credits.
{{clr}}
{{clr}}


==Role in [[World of Light]]==
==Role in [[World of Light]]==
[[File:WoL-62Corrin.jpg|thumb|Finding Corrin in World of Light|left]]
[[File:WoL-62Corrin.jpg|thumb|Finding Corrin in World of Light|left]]
Although neither male nor female Corrin appear in the World of Light opening cutscene, they were vaporized and later imprisoned alongside the rest of the fighters (sans {{SSBU|Kirby}}) when Galeem unleashed his beams of light.
Although neither gender of Corrin appears in the World of Light opening cutscene, they were vaporized and later imprisoned alongside the rest of the fighters (sans {{SSBU|Kirby}}) when Galeem unleashed his beams of light.


Male Corrin was one of the many fighters that fell under [[Dharkon]]'s control upon Galeem's first defeat. He is on a platform made of clouds in the [[Mysterious Dimension]] sub-area, guarded by the spirit of [[List of spirits (Fire Emblem series)#Azura|Azura]] (whose spirit battle is, ironically, against the default Female Corrin).
Male Corrin was one of the many fighters that fell under [[Dharkon]]'s control upon Galeem's first defeat. He is on a platform made of clouds in the Mysterious Dimension sub-area, guarded by the spirit of [[List of spirits (Fire Emblem series)|Azura]] (whose spirit battle ironically is against the default Female Corrin).
{{clrl}}
{{clrl}}


===Fighter Battle===
===Fighter Battle===
{|class="wikitable" style="width:100%;"
{|class="wikitable sortable" style="width:100%;"
|-
|-
!style="width:5%;"|No.
! style="width:5%;"|No.
!style="width:5%;"|Image
! style="width:5%;"|Image
!Name
! Name
!Type
! Type
!Power
! Power
!Stage
! Stage
!Music
! Music
|-
|-
|62
| 62
|[[File:Corrin SSBU.png|center|108x108px]]
| [[File:Corrin SSBU.png|center|108x108px]]
|Corrin
| {{SSBU|Corrin}}
|{{SpiritType|Shield}} <center>{{color|#18aef5|Shield}}</center>
| [[File:SpiritTypeShield.png|20px|center|Shield]] <center>{{color|#18aef5|Shield}}</center>
|10,700
| 10,700
|[[Castle Siege]] ([[Ω form]])
| [[Castle Siege]] ([[Ω form]])
|''{{SSBUMusicLink|Fire Emblem|Lost in Thoughts All Alone (Remix)}}''
| ''{{SSBUMusicLink|Fire Emblem|Lost in Thoughts All Alone (Remix)}}''
|}
|}
{{clr}}
{{-}}


==[[Spirit]]s==
==[[Spirit]]s==
Male Corrin's fighter spirit can be obtained by completing {{SSBU|Classic Mode}}. It is also available periodically for purchase in the shop for 300 Gold, but only after Corrin has been unlocked. Unlocking Corrin in World of Light allows the player to preview the first spirit below in the Spirit List under the name "???". As a fighter spirit, it cannot be used in Spirit Battles and is purely aesthetic. Female Corrin also has a fighter spirit of her own, available through the shop. Each fighter spirit has an alternate version that replaces them with their artwork in ''Ultimate''.
Male Corrin's Fighter Spirit can be obtained by completing [[Classic Mode]]. It is also available periodically for purchase in the shop for 500 coins. Unlocking Corrin in World of Light allows the player to preview the first spirit below in the Spirit List under the name "???". As a Fighter Spirit, it cannot be used in Spirit Battles and is purely aesthetic. Female Corrin also has a Fighter Spirit of her own, available through the shop. Each Fighter Spirit has an alternate version that replaces them with their artwork in ''Ultimate''.


<center>
<center>
<gallery>
<gallery>
SSBU spirit Corrin (Male).png|618. '''''Corrin (Male)'''''
Male Corrin Spirit.png|618. '''Corrin (Male)'''
SSBU spirit Corrin (Female).png|619. '''Corrin (Female)'''
Female Corrin Spirit.png|619. '''Corrin (Female)'''
</gallery>
</gallery>
</center>
</center>


==In Spirit Battles==
==In Spirit battles==
===As the main opponent===
===As the main opponent===
{|class="wikitable sortable" style="width:100%;"
{|class="wikitable sortable" style="width:100%;"
|-
! colspan=4|Spirit
! colspan=4|Spirit
! colspan=7|Battle parameters
! colspan=7|Battle parameters
Line 383: Line 307:
|-
|-
|151
|151
|{{SpiritTableName|Enguarde|iw=mariowiki|size=64}}
|[[File:Enguarde Spirit.png|center|64x64px]]
|{{anchor|Enguarde}}Enguarde
|''Donkey Kong'' Series
|''Donkey Kong'' Series
|•{{SSBU|Corrin}} {{Head|Corrin|g=SSBU|s=20px|cl=Blue}}
|•{{SSBU|Corrin}} {{Head|Corrin|g=SSBU|s=20px|cl=Blue}}
|{{SpiritType|Attack}}
|[[File:SpiritTypeAttack.png|20px|center|Attack]]
|3,600
|3,600
|[[Great Bay]]
|[[Great Bay]]
Line 394: Line 319:
|-
|-
|228
|228
|{{SpiritTableName|Ghirahim|link=y|size=64}}
|[[File:Ghirahim.png|center|64x64px]]
|{{anchor|Ghirahim}}[[Ghirahim]]
|''The Legend of Zelda'' Series
|''The Legend of Zelda'' Series
|•{{SSBU|Corrin}} {{Head|Corrin|g=SSBU|s=20px|cl=Blue}}
|•{{SSBU|Corrin}} {{Head|Corrin|g=SSBU|s=20px|cl=Blue}}
|{{SpiritType|Grab}}
|[[File:SpiritTypeGrab.png|20px|center|Grab]]
|8,800
|8,800
|[[Skyloft]]
|[[Skyloft]]
|•Assist Trophy Enemies (Ghirahim)
|•Assist Trophy Enemies ([[Ghirahim]])
|•The enemy's melee weapons have increased power<br>•Hostile assist trophies will appear after a little while<br>•The enemy has increased move speed
|•The enemy's melee weapons have increased power<br>•Hostile assist trophies will appear after a little while<br>•The enemy has increased move speed
|{{SSBUMusicLink|The Legend of Zelda|Ballad of the Goddess (Remix)}}
|{{SSBUMusicLink|The Legend of Zelda|Ballad of the Goddess (Remix)}}
|-
|-
|519
|519
|{{SpiritTableName|Arceus|link=y|size=64}}
|[[File:ArceusSpirit.png|center|64x64px]]
|{{anchor|Arceus}}[[Arceus]]
|''Pokémon'' Series
|''Pokémon'' Series
|•{{SSBU|Corrin}} {{Head|Corrin|g=SSBU|s=20px|cl=Green}}
|•{{SSBU|Corrin}} {{Head|Corrin|g=SSBU|s=20px|cl=Green}}
|{{SpiritType|Neutral}}
|[[File:SpiritTypeNeutral.png|20px|center|Neutral]]
|13,900
|13,900
|[[Spear Pillar]] (hazards off)
|[[Spear Pillar]] (hazards off)
|•Easy to Launch<br>•Hazard: Heavy Wind
|•Easy to Launch<br>•Hazard: Heavy Wind
|•You are easy to launch<br>•Dangerously high winds are in effect after a little while<br>•Only certain Pokémon will emerge from Poké Balls (Arceus)
|•You are easy to launch<br>•Dangerously high winds are in effect after a little while<br>•Only certain Pokémon will emerge from Poké Balls ([[Arceus]])
|{{SSBUMusicLink|Pokémon|Battle! (Dialga/Palkia) / Spear Pillar}}
|{{SSBUMusicLink|Pokémon|Battle! (Dialga/Palkia) / Spear Pillar}}
|-
|-
|676
|676
|{{SpiritTableName|Azura|iw=fireemblem|size=64}}
|[[File:Azura.png|center|64x64px]]
|{{anchor|Azura}}{{s|fireemblem|Azura}}
|''Fire Emblem'' Series
|''Fire Emblem'' Series
|•{{SSBU|Corrin}} {{Head|Corrin|g=SSBU|s=20px|cl=Female}}
|•{{SSBU|Corrin}} {{Head|Corrin|g=SSBU|s=20px|cl=Female}}
|{{SpiritType|Attack}}
|[[File:SpiritTypeAttack.png|20px|center|Attack]]
|13,500
|13,500
|[[Fountain of Dreams]]
|[[Fountain of Dreams]]
Line 427: Line 355:
|-
|-
|683
|683
|{{SpiritTableName|Camilla|iw=fireemblem|size=64}}
|[[File:Camilla.png|center|64x64px]]
|{{anchor|Camilla}}{{s|fireemblem|Camilla}}
|''Fire Emblem'' Series
|''Fire Emblem'' Series
|•{{SSBU|Corrin}} {{Head|Corrin|g=SSBU|s=20px|cl=Black}}<br>•{{SSBU|Charizard}} {{Head|Charizard|g=SSBU|s=20px|cl=Purple}}
|•{{SSBU|Corrin}} {{Head|Corrin|g=SSBU|s=20px|cl=Black}}<br>•{{SSBU|Charizard}} {{Head|Charizard|g=SSBU|s=20px|cl=Purple}}
|{{SpiritType|Grab}}
|[[File:SpiritTypeGrab.png|20px|center|Grab]]
|9,700
|9,700
|[[Spear Pillar]] (hazards off)
|[[Spear Pillar]] (hazards off)
Line 438: Line 367:
|-
|-
|953
|953
|{{SpiritTableName|Mecha-Fiora|size=64}}
|[[File:Mechafiora.png|center|64x64px]]
|{{anchor|Mecha-Fiora}}Mecha-Fiora
|''Xenoblade Chronicles'' Series
|''Xenoblade Chronicles'' Series
|•{{SSBU|Corrin}} {{Head|Corrin|g=SSBU|s=20px|cl=Female}}<br>•{{SSBU|Shulk}} {{Head|Shulk|g=SSBU|s=20px|cl=White}}
|•{{SSBU|Corrin}} {{Head|Corrin|g=SSBU|s=20px|cl=Female}}<br>•{{SSBU|Shulk}} {{Head|Shulk|g=SSBU|s=20px|cl=White}}
|{{SpiritType|Neutral}}
|[[File:SpiritTypeNeutral.png|20px|center|Neutral]]
|13,200
|13,200
|[[Reset Bomb Forest]]
|[[Reset Bomb Forest]]
Line 449: Line 379:
|-
|-
|968
|968
|{{SpiritTableName|Mythra|link=y|size=64}}
|[[File:Mythra.png|center|64x64px]]
|{{anchor|Mythra}}Mythra
|''Xenoblade Chronicles'' Series
|''Xenoblade Chronicles'' Series
|•{{SSBU|Corrin}} {{Head|Corrin|g=SSBU|s=20px|cl=Female}}<br>•{{SSBU|Shulk}} {{Head|Shulk|g=SSBU|s=20px|cl=Blue}}
|•{{SSBU|Corrin}} {{Head|Corrin|g=SSBU|s=20px|cl=Female}}<br>•{{SSBU|Shulk}} {{Head|Shulk|g=SSBU|s=20px|cl=Blue}}
|{{SpiritType|Shield}}
|[[File:SpiritTypeShield.png|20px|center|Shield]]
|13,500
|13,500
|[[Gaur Plain]] ([[Battlefield form]])
|[[Gaur Plain]] ([[Battlefield form]])
Line 460: Line 391:
|-
|-
|1,220
|1,220
|{{SpiritTableName|Elite Beat Divas|size=64}}
|[[File:Elite Beat Diva Spirit.png|center|64x64px]]
|{{anchor|Elite Beat Divas}}Elite Beat Divas
|''Elite Beat Agents'' Series
|''Elite Beat Agents'' Series
|•{{SSBU|Corrin}} {{Head|Corrin|g=SSBU|s=20px|cl=Orange}}×3
|•{{SSBU|Corrin}} {{Head|Corrin|g=SSBU|s=20px|cl=Orange}} (×3)
|{{SpiritType|Neutral}}
|[[File:SpiritTypeNeutral.png|20px|center|Neutral]]
|3,900
|3,900
|[[Saffron City]] (hazards off)
|[[Saffron City]] (hazards off)
|•Attack Power ↑
|•Attack Power ↑
|•The enemy has increased attack power after a little while<br>•The enemy starts the battle with a [[Rocket Belt]]
|•The enemy has increased attack power after a little while<br>•The enemy starts the battle with a [[Rocket Belt]]
|{{SSBUMusicLink|Other|Pop Fashion Show}}
|{{SSBUMusicLink|Nintendo|Pop Fashion Show}}
|-
|-
|1,289
|1,289
|{{SpiritTableName|Min Min|link=y|size=64}}
|[[File:Min min.png|center|64x64px]]
|{{anchor|Min Min}}[[Min Min]]
|''ARMS''
|''ARMS''
|•{{SSBU|Corrin}} {{Head|Corrin|g=SSBU|s=20px|cl=Orange}}
|•{{SSBU|Corrin}} {{Head|Corrin|g=SSBU|s=20px|cl=Orange}}
|{{SpiritType|Attack}}
|[[File:SpiritTypeAttack.png|20px|center|Attack]]
|9,300
|9,300
|[[New Pork City]] ([[Ω form]])
|[[New Pork City]] ([[Ω form]])
Line 482: Line 415:
|-
|-
|1,351
|1,351
|{{SpiritTableName|I-Tetrimino|customname=[[harddrop:Tetramino|I-Tetramino]]|size=64}}
|[[File:I Block Spirit.png|center|64x64px]]
|{{anchor|I-Tetrimino}}I-Tetrimino
|''Tetris'' Series
|''Tetris'' Series
|•{{SSBU|Corrin}} Team {{head|Corrin|g=SSBU|s=20px|cl=Blue}}×3
|•{{SSBU|Corrin}} Team {{head|Corrin|g=SSBU|s=20px|cl=Blue}} (×3)
|{{SpiritType|Attack}}
|[[File:SpiritTypeAttack.png|20px|center|Attack]]
|9,900
|9,900
|[[75m]] ([[Ω form]])
|[[75m]] ([[Ω form]])
Line 491: Line 425:
|•Hostile assist trophies will appear after a little while<br>•The enemy favors down air attacks.<br>•Only certain Pokémon will emerge from Poké Balls ([[Deoxys]])
|•Hostile assist trophies will appear after a little while<br>•The enemy favors down air attacks.<br>•Only certain Pokémon will emerge from Poké Balls ([[Deoxys]])
|{{SSBUMusicLink|Other|Tetris: Type A}}
|{{SSBUMusicLink|Other|Tetris: Type A}}
|-
|1,505
|{{SpiritTableName|Riku|iw=khwiki|size=64}}
|''Kingdom Hearts'' Series
|•{{SSBU|Corrin}} {{head|Corrin|g=SSBU|s=20px|cl=Blue}} (160 HP)
|{{SpiritType|Attack}}
|9,500
|[[Hollow Bastion]] (Riku)
|•Move Speed ↑
|•[[Stamina battle]]<br>•The enemy has increased move speed<br>•The enemy starts the battle with a [[Black Hole]]
|{{SSBUMusicLink|Kingdom Hearts|Hollow Bastion}}
|}
|}


===As a minion===
===As a minion===
{|class="wikitable sortable" style="width:100%;"
{|class="wikitable sortable" style="width:100%;"
|-
! colspan=4|Spirit
! colspan=4|Spirit
! colspan=7|Battle parameters
! colspan=7|Battle parameters
Line 524: Line 448:
|-
|-
|681
|681
|{{SpiritTableName|Sakura (Fire Emblem)|customname={{s|fireemblem|Sakura}} (Fire Emblem)|size=64}}
|[[File:SakuraSpirit.PNG|center|64x64px]]
|{{anchor|Sakura (Fire Emblem)}}{{s|fireemblem|Sakura}} (Fire Emblem)
|''Fire Emblem'' Series
|''Fire Emblem'' Series
|•{{SSBU|Isabelle}} {{Head|Isabelle|g=SSBU|s=20px|cl=Red}}<br>•{{SSBU|Corrin}} {{Head|Corrin|g=SSBU|s=20px|cl=Pink}}
|•{{SSBU|Isabelle}} {{Head|Isabelle|g=SSBU|s=20px|cl=Red}}<br>•{{SSBU|Corrin}} {{Head|Corrin|g=SSBU|s=20px|cl=Pink}}
|{{SpiritType|Shield}}
|[[File:SpiritTypeShield.png|20px|center|Shield]]
|9,100
|9,100
|[[Reset Bomb Forest]] (hazards off)
|[[Reset Bomb Forest]] (hazards off)
Line 536: Line 461:
|-
|-
|1,204
|1,204
|{{SpiritTableName|Sagi|size=64}}
|[[File:Sagi.png|center|64x64px]]
|{{anchor|Sagi}}Sagi
|''Baten Kaitos'' Series
|''Baten Kaitos'' Series
|•{{SSBU|Roy}} {{Head|Roy|g=SSBU|s=20px|cl=Violet}}<br>•{{SSBU|Corrin}} {{Head|Corrin|g=SSBU|s=20px|cl=Red}}
|•{{SSBU|Roy}} {{Head|Roy|g=SSBU|s=20px|cl=Violet}}<br>•{{SSBU|Corrin}} {{Head|Corrin|g=SSBU|s=20px|cl=Red}}
|{{SpiritType|Neutral}}
|[[File:SpiritTypeNeutral.png|20px|center|Neutral]]
|1,600
|1,600
|[[Gaur Plain]] ([[Battlefield form]])
|[[Gaur Plain]] ([[Battlefield form]])
|•Item: [[Timer]]
|•Item: [[Timer]]
|•Reinforcements will appear during the battle<br>•The enemy is easily distracted by items
|•Reinforcements will appear during the battle<br>•The enemy is easily distracted by items
|{{SSBUMusicLink|Other|The Valedictory Elegy}}
|{{SSBUMusicLink|Nintendo|The Valedictory Elegy}}
|[https://batenkaitos.fandom.com/wiki/Guillo Guillo]
|[https://batenkaitos.fandom.com/wiki/Guillo Guillo]
|}
|}
Line 573: Line 499:
SSBUWebsiteCorrin3.jpg|Female Corrin performing her [[forward throw]] on {{SSBU|Little Mac}} on [[Kalos Pokémon League]].
SSBUWebsiteCorrin3.jpg|Female Corrin performing her [[forward throw]] on {{SSBU|Little Mac}} on [[Kalos Pokémon League]].
SSBUWebsiteCorrin4.jpg|Male and female Corrins on the [[Great Plateau Tower]].
SSBUWebsiteCorrin4.jpg|Male and female Corrins on the [[Great Plateau Tower]].
SSBUWebsiteCorrin5.jpg|Corrin Unleashing [[Torrential Roar]].
SSBUWebsiteCorrin5.jpg|Unleashing [[Torrential Roar]].
SSBUWebsiteCorrin6.jpg|Female Corrin wearing the [[Bunny Hood]] on [[Luigi's Mansion]].
SSBUWebsiteCorrin6.jpg|Female Corrin wearing the [[Bunny Hood]] on [[Luigi's Mansion]].
SSBUFireEmblemJPTwitter1.jpg|With all playable {{uv|Fire Emblem}} veterans on [[Coliseum]].
SSBUFireEmblemJPTwitter1.jpg|With all playable {{uv|Fire Emblem}} veterans on [[Coliseum]].
</gallery>
</gallery>


===Fighter Showcase Video===
===Character Showcase Video===
{{#widget:YouTube|id=7B4w2Tsy9PE}}
{{#widget:YouTube|id=7B4w2Tsy9PE}}


==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 when other characters exclusively use their default costumes. This is consistent with how Corrin is primarily represented as female in most ''Fire Emblem'' spinoffs, such as ''Fire Emblem Warriors'', and ''Fire Emblem Heroes''.
*Excluding use of a [[Boss Galaga]], Corrin is one of the few fighters whose [[Star KO]] spins forward instead of away from the screen, similar to how Star KOs acted in ''Smash 4''. Corrin shares this trait with {{SSBU|Cloud}}, {{SSBU|Shulk}}, {{SSBU|Incineroar}}, {{SSBU|Inkling}} and {{SSBU|Joker}}.
*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 {{SSBU|Mythra}} from ''Xenoblade Chronicles 2'' had modified artwork to be less provocative.
*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}}, {{SSBU|Bayonetta}}, and {{SSBU|Pyra}}, who likewise use unaltered artwork from their games of origin, but have had censorship applied to them in their playable forms.
*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 only DLC fighter who had moves changed from ''[[Super Smash Bros. 4]]'', those being the third hit of his [[neutral attack]] and his [[pummel]].
**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 the few fighters who face the same fighter multiple times in Classic Mode and the only one who is not a downloadable character; 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 appears 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}}

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