Editing Corrin (SSBU)

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{{s|wikipedia|Cam Clarke}} and {{s|wikipedia|Nobunaga Shimazaki}}'s portrayals of male Corrin in English and Japanese and Marcella Lentz-Pope and {{s|wikipedia|Satomi Sato}}'s portrayals of female Corrin in English and Japanese from ''[[Super Smash Bros. 4]]'' were repurposed for ''Ultimate''.
{{s|wikipedia|Cam Clarke}} and {{s|wikipedia|Nobunaga Shimazaki}}'s portrayals of male Corrin in English and Japanese and Marcella Lentz-Pope and {{s|wikipedia|Satomi Sato}}'s portrayals of female Corrin in English and Japanese from ''[[Super Smash Bros. 4]]'' were repurposed for ''Ultimate''.


Corrin is ranked 27th out of 82 on the current [[tier list]], placing him in the A- tier. This is a slight drop from his 13th out of 54 placement in ''SSB4''. Corrin's main strength is his range, high damage output and good frame data for a swordsman, along with an extremely reliable combo game thanks to his aerials having consistent combos at most percent ranges. This gifts him with an amazing neutral and advantage state, with [[Dragon Lunge]] serving as the centerpiece of Corrin's gameplan: it consists of an initial pin and followup attack that can be cancelled into an attack or various movement options, while serving as a recovery extender and a fast, low-risk [[2 frame punish]] option. Some of his attacks have extremely high reach, while others have options to keep opponents guessing, such as forward smash (which whittles down shields when charging) and [[Dragon Fang Shot]] (which can be charged in two different ways), allowing for useful mixups. Finally, Corrin's recovery is dependable thanks to [[Dragon Ascent]]'s [[intangibility]] and large hitboxes, while he can further aid his recovery by using back air.  
Corrin is ranked 27th out of 82 on the current [[tier list]], placing him in the A- tier. This is a slight drop from his 13th out of 54 placement in ''SSB4''. Corrin's main strength is his massive range, courtesy of the disjointed hitboxes of the Yato Blade. Aside from Corrin's high damage output and fast frame data on most of his attacks, he is also gifted with an amazing neutral, advantage state, and the best combo game of any swordfighter aside from [[Mythra (SSBU)|Mythra]]. Up tilt and down tilt confirm into true combos at low percents, while the latter confirms into KOs at much higher percents, with aerial follow-ups such as up air and back air. His range also provides with an efficient juggling game. Corrin also possesses amazing neutral game options, with [[Dragon Fang Shot]] being a useful tool as to force approaches, while [[Dragon Lunge]] gives Corrin a highly effective burst option to serve as a KO, neutral, and approach tool. Dragon Lunge also contains a primal initial attack in the form of pin. The pin is very useful for edgeguards, as the sweetspot hitbox is guaranteed to get under the stage and KO opponents. Furthermore, pin will cling to an edge, aiding Corrin's recovery, and it can also be used for KO confirms from combos at the ledge. Corrin also has a strong counterattack in the form of [[Counter Surge]] able to KO opponents at lower percents if activated with a strong enough attack. Moreover, he also boasts wide, safe, and lethal smash attacks, the strongest being forward smash in particular. Used for reads at the ledge, the sourspot inflicts high damage with decent knockback, while the sweetspot hitbox has the potential to KO at earlier percents. In most situations, Corrin's forward smash attack landing on shield is a guaranteed hit, as it continuously damages an opponent's shield until it [[Shield stab|stabs]] through and hits them. His aerials, special attacks, smash attacks and range give him overall amazing frame trapping, combo, and juggling potential, as well as a formidable advantage state. Finally, Corrin's recovery is considerably good for his character archetype, as [[Dragon Ascent]], not only providing as an out of shield option in neutral, but also providing flexible distance offstage, and back air being useful as a tool to boost his recovery.  


However, Corrin has notable weaknesses, most of which revolve around his poor mobility and disadvantage state. In spite of his excellent combo potential, Corrin's poor ground speed and lack of effective defensive options causes him to struggle to win neutral, especially against faster characters and zoners. His disadvantage state is poor due to his mediocre [[out of shield]] game and moves that aren't fast enough to help him escape from juggles, edgeguards, and ledgetraps. His combos and juggles are nevertheless susceptible to DI and easy to dodge thanks to his slow mobility, giving him unusual difficulty in combo game execution than other swordfighters. Corrin's strongest advantage tools, such as his special attacks and forward smash, are afflicted by poor frame data and therefore easy to punish, while his strongest KO options additionally require precision due to their small sweetspots. His grab game is only serviceable, with most of them only used for positional advantage and only one of them being a very late KO throw (up throw). Finally, Corrin is susceptible to gimps and edgeguards: while Dragon Ascent is fast and has a wide hitbox, it is Corrin's only recovery option out of back aerial or situational wall pins with Dragon Lunge, making his recovery linear.
However, Corrin also has some notable weaknesses, most of which revolve around his poor mobility and disadvantage state. Corrin's poor ground speed causes him to struggle in approaching or catching up to faster characters and zoners. Corrin's kit forces players to be somewhat aggressive, as he is burdened with a lack of effective defensive options. Therefore, it can give him higher risk and difficulty winning neutral than other characters. He has a rather poor [[out of shield]] game and moves that aren't fast enough to help him escape from difficult situations, such as juggles, edgeguards, and ledgetraps. Corrin's frame data and combo game, while amazing, are only satisfactory, as his fast combos and juggles are easy to dodge and sometimes susceptible to DI, giving him unusual difficulty in combo game execution than other swordfighters. In addition, Corrin's special attacks are afflicted by poor frame data, with Dragon Fang Shot, Dragon Ascent, and Dragon Lunge having a lot of ending lag. Furthermore, Corrin needs to exercise caution utilizing forward smash at the ledge, as it is escapable with near-perfect [[SDI]], and he can get punished if an opponent has a good aerial attack to counter with. Finally, Corrin is susceptible to gimps and edgeguards, as the distance that Dragon Ascent provides is linear. While it is fast and has a wide hitbox, it is capable of being 2-frame punished and countered easily with strong enough offstage attacks.


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.
Overall, Corrin is a unique swordfighter that excels to a formidable degree in combo game, KO potential, range and spacing, but his lack of defensive options and slow mobility can hold him back. However, his vast strengths mostly overshadow his weaknesses, as Corrin has all the tools that when mastered, can help him overcome his weaknesses and become a threat to any opponent. Corrin saw rather poor representation in the early metagame, with players calling out the excessive nerfs that he received in the transition to ''Ultimate'' as a result of his dominance in ''Smash 4''. However, significant buffs from game updates made his representation greatly improve, especially following the online metagame, and he has seen strong major and supermajor results from players such as {{Sm|Neo|p=Japan}} and {{Sm|SHADIC}}.


==How to unlock==
==How to unlock==
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Being a swordfighter, Corrin has the innate benefit of having the vast majority of his moves be disjoints, giving him a respectable neutral game with his spacing capabilities as well as his fast frame data, as all of his standard moves except for six (those being dash attack, back air, down air, and all of his smash attacks) come out at frame 9 or faster.
Being a swordfighter, Corrin has the innate benefit of having the vast majority of his moves be disjoints, giving him a respectable neutral game with his spacing capabilities as well as his fast frame data, as all of his standard moves except for six (those being dash attack, back air, down air, and all of his smash attacks) come out at frame 9 or faster.


Corrin's grounded moveset has good utility; the rapid jab can act as a good damage-racking option while the gentleman jab has its use as a later kill option, killing middleweights at at around 150% at the edge of [[Final Destination]], and forward tilt is a useful spacing tool and kill option that kills middleweights at around 130% on Final Destination. In addition, up tilt and down tilt both serve as combo starters, with down tilt being able to lead into up tilt at mid percents and both tilts being able to combo into aerials such as neutral, forward, and up aerial. Dash attack, while only having 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 only having slightly combo potential and no kill potential, has some notable use for catching landings due to its decent amount of active frames. His smash attacks also have good utility; up smash, while having a weaker grounded hitbox, possesses a strong sweet-spot on the tip that makes it a kill option against opponents in the air, as an uncharged sweet-spot hit can kill as early as 90% against middleweights, and down smash, while being the least useful for killing, at least covers Corrin on both sides. However, his strongest smash attack by far is forward smash; not only can it be angled, but it also boasts incredible range and can kill middleweights as early as 80% near the edges of Final Destination if the tip of the move connects, making it a deadly spacing tool that rewards precision. After the 8.0.0 update, the tipper hitbox is generally safe on shield, making it a decently safe kill option if used well. In addition, the move also has a close hitbox when the move is being charged, which can have its applications in shield pressure and can score some surprise kills. Finally, his grab game, while being among the least useful aspects of his moveset, still has a degree of utility, as up throw can kill middleweights at 160% and above, earlier with rage. His other throws are surprisingly useful in giving him positional advantage.


Corrin's air game is also very potent, further supplementing his combo game and advantage state while also sporting other forms of utility; a falling neutral aerial can combo into itself, forward aerial, up aerial, and up tilt at the low and mid percents, with forward aerial boasting similar combo potential. Additionally, its fast start up and good coverage make it a useful out of shield option as well as a potential combo breaker. Up aerial is Corrin's ideal juggling tool that can kill middleweights very early (below 80%) near the top blast zone while also comboing into moves such as back aerial when fast falled and reversed at mid percents. Back aerial is Corrin's strongest aerial, having strong range and kill power, being able to kill middleweights at as early as 80% from the edge of Final Destination, while also having applications as a slight horizontal recovery tool due to the forward push that happens upon using the move. Finally, down air is a stall and fall move that can rack up damage and serve as a landing option, and it can also steal stocks off-stage.
Corrin's air game is also very potent, further supplementing his combo game and advantage state while also sporting other forms of utility; a falling neutral aerial can combo into itself, forward aerial, up aerial, and up tilt at the low and mid percents, with forward aerial boasting similar combo potential. Additionally, its fast start up and good coverage make it a useful out of shield option as well as a potential combo breaker. Up aerial is Corrin's ideal juggling tool that can kill middleweights very early (below 80%) near the top blast zone while also comboing into moves such as back aerial when fast falled and reversed at mid percents. Back aerial is Corrin's strongest aerial, having strong range and kill power, being able to kill middleweights at as early as 80% from the edge of Final Destination, while also having applications as a slight horizontal recovery tool due to the forward push that happens upon using the move. Finally, down air is a stall and fall move that can rack up damage and serve as a landing option, and it can also steal stocks off-stage.
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However, Corrin also has notable weaknesses, one of which is his below average speed. Corrin slightly struggles to keep up with fast opponents and utilize his large disjoints due to low air acceleration and airspeed. Another one of Corrin's most notable flaws is his below average disadvantage. Due to Corrin's slow airspeed and acceleration, he doesn't have many options for mixing up his momentum in the air with the exception of B-reversing. His disadvantage is made more problematic due to the fact that while neutral aerial can sometimes be a decent combo breaker, his only other landing options (down aerial and Counter Surge) are committal and laggy, and can result in getting deeper in disadvantage if these options are used too hastily. His slow air mobility not only hinders his disadvantage but also his recovery, as while Dragon Ascent has decent distance, its usefulness can be greatly hindered if Corrin is launched too far offstage without a jump, though at least that issue can somewhat be circumvented with the horizontal push of back aerial. However, even with this other slight recovery option, as well as the fact that his up special has a hitbox and some intangibility, it doesn't change the fact that Corrin's recovery is fairly linear, making him susceptible to losing stocks at earlier percents with well-placed edge guards against some characters.
However, Corrin also has notable weaknesses, one of which is his below average speed. Corrin slightly struggles to keep up with fast opponents and utilize his large disjoints due to low air acceleration and airspeed. Another one of Corrin's most notable flaws is his below average disadvantage. Due to Corrin's slow airspeed and acceleration, he doesn't have many options for mixing up his momentum in the air with the exception of B-reversing. His disadvantage is made more problematic due to the fact that while neutral aerial can sometimes be a decent combo breaker, his only other landing options (down aerial and Counter Surge) are committal and laggy, and can result in getting deeper in disadvantage if these options are used too hastily. His slow air mobility not only hinders his disadvantage but also his recovery, as while Dragon Ascent has decent distance, its usefulness can be greatly hindered if Corrin is launched too far offstage without a jump, though at least that issue can somewhat be circumvented with the horizontal push of back aerial. However, even with this other slight recovery option, as well as the fact that his up special has a hitbox and some intangibility, it doesn't change the fact that Corrin's recovery is fairly linear, making him susceptible to losing stocks at earlier percents with well-placed edge guards against some characters.


Another issue with Corrin is his below-average grab game, as up throw is the only throw with some utility for being a late kill throw. Meanwhile, forward throw and back throw are purely positional throws, which have their uses but do not lead to guaranteed combos, and down throw is solely a high damage option, with none of these other throws having any degree of combo potential or reasonable kill power.
Another issue with Corrin is his below-average grab game, as the up throw is the only throw with some utility for being a late kill throw. Meanwhile, forward throw and back throw are purely positional throws, which have their uses but do not lead to guaranteed combos, and down throw is solely a high damage option, with none of these other throws having any degree of combo potential or reasonable kill power.


Overall, Corrin is a character who can stand his ground up close and rack up damage efficiently with his spacing tools and his combo and advantage potential, but Corrin's below average speed holds him back from becoming a top tier threat. 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 Corrin's below average speed holds him back from becoming a top tier threat. Corrin's tall frame and moderate gravity make him susceptible to aerial combos and juggling, similar to other fighters from ''Fire Emblem'', although his down aerial can prevent some juggles. Although his flaws are somewhat polarizing due to his slightly exploitable recovery and poor disadvantage, players feel that those flaws can be made up for with his stable combo game and kill confirms as well as his greater raw kill power and range.  


==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), Corrin has been drastically nerfed during the initial release of ''Ultimate'', although game updates would provide many noteworthy buffs for him. Corrin received a mix of buffs and nerfs during the transition from ''Smash 4'' to ''Ultimate'', but was noticeably nerfed overall.


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 quite a few noteworthy buffs. [[Dragon Lunge]] can now be canceled manually by tapping down, granting him an extra option that improves the move's mix-up potential, and jumping has significantly less endlag, making it much safer. [[Forward smash]] benefits from the ability to hold [[smash attack]]s longer, allowing the looping charge hits to last longer and further build damage or lead into [[shield break]]s, and it inflicts much more shield stun, making it safer on shield. Some of the universal changes, such as the increased mobility, faster [[jumpsquat]]s, the ability to run cancel into any grounded move, and the reduced [[landing lag]], improve Corrin's [[approach]] and combo utility. The changes to [[paralysis]] effects allow [[Dragon Fang Shot]] to stun opponents longer at high percents, as well as deal knockback to already paralyzed opponents (rather than only damaging them). This allows Corrin to keep his combos into Dragon Fang Shot's bite at KO thresholds. Finally, [[Dragon Ascent]] travels more vertical distance, significantly improving Corrin's recovery (though his momentum is now halted at the end of the move).


However, Corrin 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 noticeable amount of nerfs, the largest ones being those to his special moveset. Dragon Lunge, previously the character's most versatile move, has lost a large part of its safety, as its kicking part now covers less distance and suffers much more ending lag. Its ability to cross up opponents is also worsened with the game's changes to [[jostling]]. Dragon Fang Shot has increased lag, and the projectile follows up into the move's bite much less consistently, mainly because of its insufficient stun time. The infamous [[Counter Surge]] has lost its strong late hit, deals substantially less knockback, and has much more ending lag upon a successful counterattack. Forward smash has a much shorter active duration and a weaker sweetspot, and [[down smash]]'s back hit is weaker. Corrin's double jump also covers less distance, worsening his combo game and recovery.


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 his transition to ''Ultimate'', however, stem mainly from not only universal changes to the game's engine hindering him, but also his direct changes failing to account for him. The universal nerfs to grabs' frame data leave Corrin more open to punishment should he miss one. Finally, while Corrin somewhat benefits from the various improvements to mobility across the board, the changes to run canceling, shields, and landing lag now allow opponents to exploit Corrin's defenses with less issue. As a result, Corrin must approach more often, although he now has to rely more on his aerials since Dragon Lunge is less safe in the [[neutral game]].  


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''.
Overall, due to changes to his special moveset and the game's engine hurting him, Corrin was initially considered a significantly less viable character than in ''Smash 4'', although subsequent updates have mitigated the nerfs' impacts, leading him to fare substantially better than he did during initial release.  


{{SSB4 to SSBU changelist|char=Corrin}}
{{SSB4 to SSBU changelist|char=Corrin}}
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|neutral3dmg=3% (base), 4% (tip)
|neutral3dmg=3% (base), 4% (tip)
|neutralinfdmg=0.5% (loop), 3% (finisher)
|neutralinfdmg=0.5% (loop), 3% (finisher)
|neutraldesc=A stab with a spear arm, an inward slash with the Omega Yato, and an outward slash with the Omega Yato held properly. If the neutral infinite is initiated, Corrin then transforms the spear arm into a draconic mouth with Dragon Fang, which repeatedly bites the opponent. These bites are finished with a final strong bite. The third hit of Corrin's Jab can kill at very high percents.
|neutraldesc=A stab with a spear arm, an inward slash with the Omega Yato held in a reverse grip, and an outward slash with the Omega Yato held properly. If the neutral infinite is initiated, Corrin then transforms the spear arm into a draconic mouth with Dragon Fang, which repeatedly bites the opponent. These bites are finished with a final strong bite. The third hit of Corrin's Jab can kill at very high percents.
|ftiltname=Yato Slash ({{ja|夜刀斬|Yato Ki}})
|ftiltname=Yato Slash ({{ja|夜刀斬|Yato Ki}})
|ftiltdmg=10.5%
|ftiltdmg=10.5%
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|pummelname=Grab Knee Kick ({{ja|つかみひざ蹴り|Tsukami Hiza Keri}})
|pummelname=Grab Knee Kick ({{ja|つかみひざ蹴り|Tsukami Hiza Keri}})
|pummeldmg=1.3%
|pummeldmg=1.3%
|pummeldesc=A knee strike. Average power and speed.
|pummeldesc=A knee strike.
|fthrowname=Bright Star ({{ja|明星|Myōjō}})
|fthrowname=Bright Star ({{ja|明星|Myōjō}})
|fthrowdmg=5% (hit 1, base), 10% (hit 1, tip), 2% (throw)
|fthrowdmg=5% (hit 1, base), 10% (hit 1, tip), 2% (throw)
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|dsdesc=Corrin's head goes into dragon form while getting into a defensive stance. If attacked, Corrin transforms into a dragon using the Dragon Fang and slams the ground. A surge of water then erupts from the ground on both sides of Corrin, launching opponents upwards; a unique counter with these distinctions.
|dsdesc=Corrin's head goes into dragon form while getting into a defensive stance. If attacked, Corrin transforms into a dragon using the Dragon Fang and slams the ground. A surge of water then erupts from the ground on both sides of Corrin, launching opponents upwards; a unique counter with these distinctions.
|fsname=Torrential Roar
|fsname=Torrential Roar
|fsdmg=7%/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 the ground with his free hand, creating two large pillars of light. Anyone who gets hit will be transported to a rocky mountain area. Corrin then transforms into a dragon with the Dragon Fang and unleashes a whirlpool that traps and launches all fighters before going back to the standard stage.
}}
}}
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|-
|-
! scope="row"|Description
! scope="row"|Description
|Corr - in! || Ka - mu - i! || Corr - in! Corr - in! *claps 4 times* || Corr - in! *claps 2 times* || Allez Corr - in!
|Corr - in! || Ka - mu - i! || Corr - in! Corr - in! *claps 4 times* || Corr - in! *claps 2 times* ||
|}
|}
</div>
</div>
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''See also:[[:Category:Corrin players (SSBU)]]''
''See also:[[:Category:Corrin players (SSBU)]]''


*{{Sm|Cosmos|USA}} - Although more well known for his {{SSBU|Inkling}} and {{SSBU|Pyra}}/{{SSBU|Mythra}}, Cosmos has occasionally pulled out Corrin in offline sets, notably reverse 3-0ing {{Sm|Dabuz}} at {{Trn|Glitch 8 - Missingno}} with Corrin and defeating {{Sm|Tea}} at {{Trn|L'Odyssée - Chant I}} using Corrin in the last two games. He also used Corrin in the online metagame and was considered the best Corrin player in the online metagame, ranking 36th on the [[Wi-Fi Warrior Rank v6]] with the character.
*{{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|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|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 and only time Corrin saw significant usage to win a major. He has also used Corrin to win crucial sets in order to win {{Trn|Pound 2022}} and {{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|Neo|Japan|p=Japan}} - Although he began seriously competing in late-2022, he quickly established himself as one of the best Corrin players of all-time, 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.
*{{Sm|SHADIC|USA}} - One of the first Corrin players who began placing well consistently at majors and is one of the best Corrin players of all-time. He is the overall highest-placing Corrin player at a major/supermajor, placing 4th at {{Trn|Luminosity Makes Moves Miami}} after defeating players such as {{Sm|MkLeo}}, {{Sm|Riddles}}, and {{Sm|Zomba}}.


===Tier placement and history===
===Tier placement and history===
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>
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 had arguably the worst representation in the game, ranking last in representation at the end of 2019.<ref>{{cite web|url=https://docs.google.com/spreadsheets/d/1AJs-mj5TTdkmkl7nhj4twJymVPTLTUdT0MBToL1cxDs/edit#gid=342014565|title=OrionRank 2019 character data}}</ref>


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.  
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 months prior. This led to a renaissance period for Corrin, who swiftly saw more and more representation as time went on, and the community reassessed 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 initial tier list placement, where he was ranked 42nd out of 82 as an upper-mid tier character. Even with that placement, some argued that Corrin should be ranked higher, especially following an explosion of Corrin results in mid-2023 thanks to Neo, Ly, and SHADIC; this was later the case in the second tier list done by the community, with him rising up to 27th out of 82.
 
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.


=={{SSBU|Classic Mode}}: Between White and Black==
=={{SSBU|Classic Mode}}: Between White and Black==
Line 314: Line 313:
|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||{{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.
|-
|-
|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||{{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
|-
|-
|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||{{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.
Line 585: Line 584:
*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.
*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.
**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.
**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 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]].


{{SSBUCharacters}}
{{SSBUCharacters}}

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