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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| | |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]] | ||
}} | }} | ||
<!--NOTICE BEFORE EDITING: When using pronouns, | {{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 | <!--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. | |||
Cam Clarke and Marcella Lentz-Pope reprise their roles in the English version of ''Ultimate'', voicing male and female Corrin respectively, albeit through recycled voice clips from ''Smash 4''. Nobunaga Shimazaki and Satomi Satō also reprise their roles as the male and female Corrin in the Japanese version of the game, also with recycled voice clips from ''Smash 4''. | |||
Corrin | |||
==How to unlock== | ==How to unlock== | ||
Complete one of the following: | Complete one of the following: | ||
*Play [[VS. match]]es, with Corrin being the 41st character to be unlocked. | *Play [[VS. match]]es, with Corrin being the 41st character to be unlocked. | ||
*Clear {{SSBU|Classic Mode}} with {{SSBU|Kirby}} or any character in his unlock tree, being the | *Clear {{SSBU|Classic Mode}} with {{SSBU|Kirby}} or any character in his unlock tree, being the sixth 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 | With the exception of the third method, Corrin must then be defeated on [[Coliseum]]. | ||
== | ==Changes from ''[[Super Smash Bros. 4]]''== | ||
Considered to be high-tier in ''Smash 4'', Corrin has been noticeably nerfed in transition to ''Ultimate''. [[Dragon Lunge]], previously the most versatile and infamous move in Corrin's kit, has lost a large part of its utility, as both kicks cover less distance and have received a sizable amount of ending lag that leaves them much easier to punish if missed, which is exacerbated by the changes to character pushback (known as [[jostling]]) preventing the move from going through [[shield]]ing opponents, therefore leaving Corrin vulnerable in front of them. Corrin's other notable moves have received various nerfs as well: [[Dragon Fang Shot]] has slightly increased lag and [[paralyze]]s opponents for a much shorter time if not fully charged; [[Counter Surge]] has lost its stronger late hit, deals considerably less knockback, and has much more ending lag upon a successful counterattack; and [[forward smash]], formerly the longest-ranged non-projectile move of its kind, has a shorter hitbox duration and a weaker sweetspot, reducing its KO ability. As a result, Corrin's most potent [[punish]] options have been all toned down, while the main [[neutral game|neutral]] tool is drastically more commital. Lastly, Corrin’s double jump cover less distance. | |||
Corrin | |||
Despite this, Corrin has also received some buffs, though mainly through universal changes. The increased mobility, faster [[jumpsquat]]s, and reduced [[landing lag]] grant Corrin far more combo opportunities, by virtue of possessing a myriad of attacks that launch opponents vertically and can cover wide areas ([[up tilt]], [[down tilt]], and all [[aerial attack]]s except back and down aerial). The changes to the [[paralysis]] effect allow Dragon Fang Shot to paralyze for slightly longer at high enough percents, and to deal knockback to already paralyzed opponents (rather than only damage). While Dragon Lunge and forward smash have been nerfed overall, both have also received some remarkable buffs; the former can now be canceled manually, granting Corrin an extra option out of it that can serve as a situational mixup, and the latter benefits from the ability to hold [[smash attack]]s for longer, allowing it to increase the duration of the looping charge hits and deal higher damage with them. However, unlike most other veterans, Corrin has received few direct buffs, and neither them nor the indirect buffs properly compensate for the more impactful nerfs. | |||
Corrin's | Overall, Corrin's nerfs noticeably outweigh the buffs, resulting in a worse performance than in ''Smash 4''. Almost every top level Corrin player in ''Smash 4'', {{Sm|Cosmos}}, {{Sm|Ryuga}}, and {{Sm|Zackray}}, have dropped the character entirely, while the few players who still main the character have failed to place high in major tournaments. As a result, Corrin's player base has quickly dwindled within the first few months. Although many professionals still rank the character as a mid-tier, Corrin's tournament representation is one of the worst out of the entire cast, to the point where even characters that are considered to be low or bottom tier like {{SSBU|Bowser Jr.}} and {{SSBU|King K. Rool}} have better tournament representation than Corrin. This lack of representation makes Corrin's true viability unknown. Nevertheless, Corrin fares significantly worse in ''Ultimate'' than in ''Smash 4'', similarly to its other DLC newcomers. | ||
Corrin's | ===Aesthetics=== | ||
*{{change|As with all [[veteran]]s returning from ''Smash 4'', Corrin's model features a more subdued color scheme.}} | |||
*{{change|Corrin's previously unused damage yells from ''Smash 4''{{'}}s [[Sound Test]] are now heard when taking high knockback.}} | |||
*{{change|Corrin has a unique [[victory theme]], based upon {{s|fireemblemwiki|Lost in Thoughts All Alone}}.}} | |||
Corrin's | ===Attributes=== | ||
*{{buff|Like all characters, Corrin's [[jumpsquat]] animation now takes 3 frames to complete (down from 6).}} | |||
*{{buff|Corrin [[run]]s faster (1.45 → 1.595).}} | |||
**{{buff|Corrin's [[initial dash]] speed is faster (1.8 → 1.892).}} | |||
*{{buff|Corrin [[walk]]s faster (1.15 → 1.208).}} | |||
*{{buff|Corrin's [[air speed]] is higher (0.97 → 1.019).}} | |||
*{{buff|Corrin's [[traction]] is significantly higher (0.065 → 0.129).}} | |||
*{{nerf|Corrin's double jump covers less distance.}} | |||
*{{buff|Forward [[roll]] grants more [[intangibility]] (frames 4-14 → 4-15) and has less ending lag ([[FAF]] 31 → 30).}} | |||
*{{nerf|Back roll has more startup (frame 4 → 5) and ending lag (FAF 31 → 35).}} | |||
*{{buff|Back roll grants more intangibility (frames 4-14 → 5-16).}} | |||
*{{buff|[[Spot dodge]] has less ending lag (FAF 27 → 26).}} | |||
*{{buff|[[Air dodge]] grants more intangibility (frames 3-27 → 3-29).}} | |||
*{{nerf|Air dodge has more ending lag (FAF 34 → 50).}} | |||
===Ground attacks=== | |||
*[[Neutral attack]]: | |||
**{{buff|The first hit transitions into the second hit faster (frame 11 → 9), which transitions into the neutral infinite faster (frame 9 → 8).}} | |||
**{{buff|The first and second hits have altered angles (60°/92°/110° → 361°/180° (hit 1), 64°/79°/90° → 361° (hit 2)) to keep opponents close to Corrin, and inflict 2 additional frames of [[hitstun]], allowing them to connect better and [[jab lock]].}} | |||
**{{buff|The third hit has less ending lag (FAF 36 → 31).}} | |||
**{{buff|The neutral infinite has a shorter gap between hits (5 frames → 4), a lower [[hitlag]] multiplier (1× → 0.5×) and [[SDI]] multiplier (1× → 0.6×), and deals less knockback (8 base/40 scaling → 10/20) while inflicting 2 additional frames of hitstun per hit. This allows it to connect more reliably and makes it much harder to escape.}} | |||
**{{nerf|All hits except the second and the neutral infinite's finisher deal less damage (3% → 2.5% (hit 1, tipper), 3.3%/5% → 3%/4% (hit 3), 0.9% → 0.5% (infinite)), with knockback scaling only partly compensated on the third hit's sweetspot (140 → 150), reducing its KO potential.}} | |||
**{{nerf|The first, second and third hits have a higher hitlag multiplier (1×/1.4× → 1.5×/1.6× (hit 1), 1× → 1.2× (hit 2), 1×/1.4× → 1.8×/2× (hit 3)), giving opponents more time to SDI the first two and [[DI]] the last one.}} | |||
**{{nerf|The third hit has a shorter duration (frames 6-8 → 6-7).}} | |||
**{{nerf|The neutral infinite's finisher deals less knockback (52 base/150 scaling → 85/90), reducing its KO potential.}} | |||
**{{nerf|The first hit no longer deals [[set knockback]] (35/20/30 set/100 scaling → 25/20 base/25/20 scaling), causing it to connect less reliably at higher percents.}}<!--it has no jab cancel setups--> | |||
**{{change|The third hit of neutral attack is an outward [[slash]], rather than a [[Slash#Stab|stab]].}} | |||
**{{change|The neutral infinite's finisher launches at a lower angle (50° → 40°), no longer being the same as the third hit's.}} | |||
*[[Forward tilt]]: | |||
**{{nerf|Forward tilt has a shorter hitbox duration (frames 8-10 → 8-9).}} | |||
**{{change|It launches at a noticeably lower angle, more akin to other forward tilts (70° → 45°). This removes its juggling potential, and reduces its KO ability from center stage, but improves it more drastically near edges.}} | |||
*[[Dash attack]]: | |||
**{{buff|Dash attack has less ending lag (FAF 56 → 50).}} | |||
**{{nerf|It has one frame more startup (frame 11 → 12).}} | |||
**{{buff|It has altered hitbox timings with shorter gaps between hits (frames 11, 14, 17, 20, 23, 26 → 12, 14, 16, 18, 20, 23), and the looping hits have a lower hitlag multiplier (1× → 0.5×). This allows it to connect more reliably and makes it harder to escape.}} | |||
**{{change|The loop hits launch at a minimally lower angle (15° → 14°), and their innermost hitboxes have more set knockback (55/12 → 65/25).}} | |||
*[[Forward smash]]: | |||
**{{buff|The ability to hold smash attack charges for two additional seconds benefits forward smash, allowing Corrin to extend the duration of the looping charge hits and thus deal more damage.}} | |||
**{{buff|The looping charge hits inflict 3 additional frames of hitstun, connecting better as a result.}} | |||
**{{buff|The sourspots have higher knockback scaling (99 → 103), slightly improving their KO potential.}} | |||
**{{change|Forward smash reaches its maximum range on the first active frame, and its hitboxes no longer change with timing (12%/11% (early), 12%/11%/15.2% (clean), 12%/11%/16.5% (late) → 12%/11%/15.2% (all)).}} | |||
***{{buff|This allows it to hit from farther distances earlier, and causes the early sweetspot to come out faster.}} | |||
***{{nerf|However, this removes the late sweetspot, and shortens the move's hitbox duration (frames 17-22 → 17-18). This hinders the sweetspot's KO potential, despite its slightly higher knockback scaling (105 → 107).}} | |||
**{{nerf|The move has drastically smaller hitboxes (3.5u/3u/2.2u → 2u/1.7u/1.1u).}} | |||
**{{change|The sweetspot has a higher hitlag multiplier (1× → 1.5×).}} | |||
**{{change|Forward smash has gained a water hit effect.}} | |||
*[[Up smash]]: | |||
**{{buff|Up smash has a longer hitbox duration (frames 13-15 → 13-17).}} | |||
**{{buff|The sweetspot has increased knockback scaling (86 → 91) and vertical range (Y offset: 27 → 30), improving its KO potential and making it easier to land.}} | |||
*[[Down smash]]: | |||
**{{buff|Down smash has less ending lag (FAF 54 → 49).}} | |||
**{{nerf|The back hit's sweetspot has lower knockback scaling (95 → 85), hindering its KO potential.}} | |||
===Aerial attacks=== | |||
*{{buff|All aerials except down aerial have less landing lag (13 frames → 10 (neutral), 14 → 8 (forward), 14 → 13 (back), 15 → 9 (up)). This noticeably improves Corrin's combo ability overall, due to all but back and down aerial launching opponents vertically.}} | |||
*[[Neutral aerial]]: | |||
**{{buff|Neutral aerial [[auto-cancel]]s earlier (frame 50 → 47).}} | |||
*[[Forward aerial]]: | |||
**{{nerf|Forward aerial has more startup lag (frame 7 → 9).}} | |||
***{{buff|However, its total duration remains unchanged, giving it slightly more combo potential into attacks other than itself in the air.}} | |||
*[[Up aerial]]: | |||
**{{buff|Up aerial auto-cancels earlier (frame 40 → 37), allowing it to auto-cancel in a [[short hop]].}} | |||
*[[Down aerial]]: | |||
**{{buff|Down aerial's looping hits have a lower hitlag multiplier (1× → 0.8×) and use [[weight-independent]] knockback, allowing them to connect more reliably.}} | |||
===Throws and other attacks=== | |||
*[[Grab]]s: | |||
**{{nerf|All grabs have more ending lag (FAF 31 → 37 (standing), 38 → 45 (dash), 36 → 40 (pivot)).}} | |||
**{{nerf|Dash and pivot grab have more startup (frame 8 → 10 (dash), 9 → 11 (pivot)).}} | |||
*[[Pummel]]: | |||
**{{change|Corrin has a new pummel, a knee strike.}} | |||
**{{buff|Pummel deals more hitlag (5 frames → 14), but has significantly less startup (frame 16 → 1) and ending lag (FAF 24 → 7), shortening its duration.}} | |||
**{{nerf|It deals much less damage (3% → 1.3%).}} | |||
*[[Forward throw]]: | |||
**{{nerf|Forward throw hits and releases the opponent slower (frame 10, 11 → 14, 15), making it easier to [[DI]].}} | |||
***{{buff|However, its total duration remains unchanged, reducing its ending lag.}} | |||
**{{nerf|The tipper has lower knockback scaling (120 → 110), reducing its KO ability against bystanders.}} | |||
*{{change|Corrin's [[back throw|back]], [[up throw|up]] and [[down throw]] release the opponent one frame faster (frame 14 → 13 (back, up), frame 28 → 27 (down)). However, their total durations remain unchanged, giving them one frame more ending lag.}} | |||
*[[Back throw]]: | |||
**{{nerf|Back throw's tipper has lower knockback scaling (110 → 100), reducing its KO ability against bystanders.}} | |||
*[[Edge attack]]: | |||
**{{buff|Edge attack deals more damage (7% → 9%).}} | |||
== | ===Special moves=== | ||
*[[Dragon Fang Shot]]: | |||
**{{buff|Due to the altered [[paralysis]] mechanics, Dragon Fang Shot can deal knockback to offstage opponents that have been already paralyzed, improving its edgeguarding ability, and can paralyze opponents for longer at higher percents.}} | |||
**{{buff|A fully charged shot has less base knockback (50 → 40), but more knockback scaling (80 → 90), improving its KO potential.}} | |||
**{{buff|A fully charged bite has more base knockback (10 → 28), allowing it to KO even earlier.}} | |||
**{{nerf|Uncharged Dragon Fang Shot has more startup (frame 15 → 17), with its total duration increased as well (FAF 60 → 62).}} | |||
**{{nerf|A non-fully charged shot deals slightly less knockback overall (30/50 base/80 scaling → 20/30/90), and the shot has a much lower hitlag multiplier at all levels of charge (1.3× → 0.3× (uncharged), 0.5× (charged)), paralyzing opponents for a considerably shorter time as a result. This makes it much harder to follow up on, even into the subsequent bite attack.}} | |||
***{{nerf|This is further hindered by the new knockback physics, as opponents are launched faster and experience less [[hitstun]] at higher percents.}} | |||
*[[Dragon Lunge]]: | |||
**{{buff|Dragon Lunge's pin can be manually canceled by pressing down on the control stick. While allowing pinned opponents to escape immediately, this leaves Corrin less vulnerable if the move misses.}} | |||
***{{buff|Canceling the pin also incurs less ending lag (FAF 15 → 13).}} | |||
**{{buff|The jump grants more intangibility (frames 2-5 → 2-7).}} | |||
**{{nerf|The kick portion has Corrin slant towards the ground during the kick itself, rather than after. This ends up reducing the distance the kick travels, worsening its utility.}} | |||
**{{nerf|Both kicks have drastically more ending lag (FAF 46 → 57 (forward), 46 → 61 (back)).}} | |||
**{{nerf|The changes to [[jostle]] mechanics significantly hinder the safety of the kicks, especially combined with the aforementioned changes, as Corrin can no longer go through [[shield]]ing opponents, making them much easier to punish.}} | |||
**{{nerf|The early hit of the back kick deals less knockback (70 base/110 scaling → 63/100).}} | |||
**{{buff|The jump has less ending lag (FAF 44 → 40).}} | |||
**{{nerf|Pin canceling now incurs 19 frames of landing lag.}} | |||
*[[Draconic Ascent]]: | |||
**{{buff|Draconic Ascent grants more intangibility (frames 10-17 → 7-17).}} | |||
**{{buff|The last hit has increased knockback scaling (155 → 170).}} | |||
**{{change|Draconic Ascent travels noticeably more distance, but halts at the end of the move instead of granting slight momentum. Overall, its recovery potential remains unchanged but at the cost of having no extra momentum.}} | |||
**{{change|It deals seven hits, down from eight, but the second to sixth hits deal more damage (1% → 1.2%), leaving the total unchanged.}} | |||
*[[Counter Surge]]: | |||
**{{buff|Counter Surge has a longer [[counterattack]] window (frames 7-24 → 7-26).}} | |||
**{{buff|Its minimum damage has been increased (8% → 10%).}} | |||
**{{nerf|It has reduced vertical range, making it less safe against opponents attacking from above.}} | |||
**{{nerf|Counter Surge deals less knockback (clean: 90 base/74 scaling → 87/68, late: 90/68 → 85/66), which compensates for its higher minimum damage if a countered move is weak enough, but drastically reduces its KO ability otherwise. Additionally, the late hit no longer has a higher damage multiplier, instead being consistent throughout (1.2×/1.3× → 1.2×). As a result, it is no longer the strongest counterattack in the game without knockback modifications.}} | |||
**{{nerf|It has more ending lag both when missed (FAF 64 → 67) and upon a successful counterattack (FAF 50 → 67), most significantly in the latter case. This removes its combo potential, hinders the effectiveness of consecutive counters (additionally removing the infinite Counter Surge performed by two Corrins), and causes Corrin to no longer be intangible for the entire duration of a counterattack.}} | |||
**{{change|It has a higher hitlag multiplier (1× → 1.2×).}} | |||
Corrin | ==Update History== | ||
Corrin has been buffed via game updates. Forward smash's charging loop hits connect better and has increased knockback, improving its KO utility. Dragon Ascent has 3 more invincibility frames, connects better and the last hit deals more knockback, while it also travels further both vertically and horizontally, making it a better attack and recovery move in general. Dragon Lunge's jump has also been given reduced ending lag. | |||
'''{{GameIcon|SSBU}} {{SSBU|2.0.0}}''' | '''{{GameIcon|SSBU}} {{SSBU|2.0.0}}''' | ||
{{ | *{{buff|Neutral aerial [[auto-cancel]]s earlier (frame 50 → 47), matching the move's [[interruptibility]].}} | ||
*{{buff|Corrin can grab ledges faster after using forward aerial (62 frames → 60).}} | |||
*{{buff|Up aerial auto-cancels earlier (frame 40 → 37), matching the move's [[interruptibility]] and allowing it to auto-cancel out of a rising short hop.}} | |||
'''{{GameIcon|SSBU}} {{SSBU|3.0.0}}''' | '''{{GameIcon|SSBU}} {{SSBU|3.0.0}}''' | ||
{{ | *{{buff|Forward smash's charging loop hits connect into the attack more reliably.}} | ||
*{{buff|Up smash has a longer duration (frames 13-15 → 13-17) and the sweetspot has more range.}} | |||
*{{buff|Down aerial's looping hits connect more reliably against lightweight characters.}} | |||
*{{buff|Uncharged Dragon Fang Shot travels more distance before disappearing (61 frames → 71).}} | |||
*{{buff|Dragon Lunge has less ending lag after stabbing (FAF 15 → 13).}} | |||
*{{buff|Dragon Ascent grants more invincibility (frames 10-17 → 7-17), its hits connect more reliably and the final hit deals more knockback.}} | |||
'''{{GameIcon|SSBU}} {{SSBU|3.1.0}}''' | '''{{GameIcon|SSBU}} {{SSBU|3.1.0}}''' | ||
{{ | *{{bugfix|The universal changes to intangibility before beginning countdown no longer results Corrin being stuck in the Feral Dragon form.}} | ||
'''{{GameIcon|ssbu}} {{SSBU|4.0.0}}''' | '''{{GameIcon|ssbu}} {{SSBU|4.0.0}}''' | ||
{{ | *{{buff|Forward smash has more base knockback (35 → 40 (base and middle), 45 (tip)).}} | ||
*{{nerf|Due to universal changes made to stall-then-fall down aerials, down aerial can no longer fully connect against targets at certain height worsening its damage output. Additionally, Corrin no longer maintains momentum after timing with a double jump and down aerial.}} | |||
*{{buff|Dragon Lunge's jump option has less ending lag (FAF 46 → 40).}} | |||
{{ | *{{buff|Dragon Ascent travels noticeably more vertical and horizontal distance.}} | ||
==Moveset== | ==Moveset== | ||
{{MovesetTable | {{MovesetTable | ||
|game=SSBU | |game=SSBU | ||
|neutralcount=3 | |neutralcount=3 | ||
|neutralinf=y | |neutralinf=y | ||
|neutralname= | |neutralname= | ||
|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 | |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= | |ftiltname= | ||
|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= | |utiltname= | ||
|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 | |utiltdesc=A twirling-turn upward slash with the Omega Yato. | ||
|dtiltname= | |dtiltname= | ||
|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= | |dashname= | ||
|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 | |dashdesc=Spins forward in a corkscrew-like manner while holding forward the Omega Yato. Based on the attack after triggering offensive skills like [[fireemblemwiki:Luna (skill)|Luna]] or {{iw|fireemblemwiki|Lethality}} in ''Fire Emblem Fates''. | ||
|fsmashname=Dragon Fang Thrust | |fsmashname=Dragon Fang Thrust | ||
|fsmashdmg=0.5% (charging loop), {{ChargedSmashDmgSSBU|11}} (spear base), {{ChargedSmashDmgSSBU|12}} (spear center), {{ChargedSmashDmgSSBU| | |fsmashdmg=0.5% (charging loop), {{ChargedSmashDmgSSBU|11}} (spear base), {{ChargedSmashDmgSSBU|12}} (spear center), {{ChargedSmashDmgSSBU|15.2}} (spear tip) | ||
|fsmashdesc=Transforms the free arm into a spear with Dragon Fang and thrusts it forward. It possesses immense reach, being the | |fsmashdesc=Transforms the free arm into a spear with Dragon Fang and thrusts it forward. It possesses immense reach, being the third longest reaching non-projectile forward smash in the game, only behind {{SSBU|Simon}} 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 into 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 | |||
|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. | |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. Has a sweetspot at the tip, but its range is poor and knockback is lacking on the sourspot. | ||
|dsmashname=Yato Dragon Fang | |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. | |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. 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= | |nairname= | ||
|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 | |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 doesn't 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= | |fairname= | ||
|fairdmg={{ShortHopDmgSSBU| | |fairdmg={{ShortHopDmgSSBU|7.5}} | ||
|fairdesc=An inward single-handed reaping slash with the Omega Yato. Similar to {{SSBU|Marth}}'s, only with | |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 | |bairname=Dragon Fang Wings | ||
|bairdmg={{ShortHopDmgSSBU| | |bairdmg={{ShortHopDmgSSBU|11}} (clean), {{ShortHopDmgSSBU|9}} (late) | ||
|bairdesc=Sprouts wings with the Dragon Fang, and attacks by flapping them. | |bairdesc=Sprouts wings with the Dragon Fang, and attacks by flapping them. 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= | |uairname= | ||
|uairdmg={{ShortHopDmgSSBU| | |uairdmg={{ShortHopDmgSSBU|9}} | ||
|uairdesc=Slashes in the air with the Omega Yato in a | |uairdesc=Slashes in the air with the Omega Yato in a backwards flip, closely resembling the up aerials of all the other ''Fire Emblem'' characters (sans {{SSBU|Ike}}, who doesn't backflip). 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 | |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= | |grabname= | ||
|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= | |pummelname= | ||
|pummeldmg=1.3% | |pummeldmg=1.3% | ||
|pummeldesc=A knee strike | |pummeldesc=A knee strike. | ||
|fthrowname= | |fthrowname= | ||
|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= | |bthrowname= | ||
|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 | |bthrowdesc=Places the opponent backwards 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= | |uthrowname= | ||
|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. | |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. Afterwards, Corrin reverts back into human form. The strongest out of all of Corrin’s throws. | ||
|dthrowname=Dragon-Form 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. | |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. Afterwards, Corrin reverts back into human form. | ||
|floorfname= | |floorfname= | ||
|floorfdmg=7% | |floorfdmg=7% | ||
Line 164: | Line 250: | ||
|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 | |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 upward. 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) | ||
|usdesc=Corrin grows wings using the Dragon Fang and leaps upwards. Similar to {{SSBU|Roy}}'s [[Blazer]], it hits multiple times and can be angled by approximately 45°. Additionally, like {{SSBU|Rosalina}}'s [[Launch Star]], it can be angled to go as high and vertically as possible by pushing backward immediately after activation (though not too early in order to not accidentally reverse the move instead). | |usdesc=Corrin grows wings using the Dragon Fang and leaps upwards. Similar to {{SSBU|Roy}}'s [[Blazer]], it hits multiple times, and can be angled by approximately 45°. Additionally, like {{SSBU|Rosalina}}'s [[Launch Star]], it can be angled to go as high and vertically as possible by pushing backward immediately after activation (though not too early in order to not accidentally reverse the move instead). | ||
|dsname=Counter Surge | |dsname=Counter Surge | ||
|dsdmg=1.2× (minimum 10%) | |dsdmg=1.2× (minimum 10%) | ||
|dsdesc= | |dsdesc=Corrin’s head goes into dragon form while getting into a defensive stance. If attacked, Corrin transforms into a dragon using the Dragon Fang, and slams the ground. A surge of water then erupts from the ground on both sides of Corrin, launching opponents upwards; a unique counter with these distinctions. | ||
|fsname=Torrential Roar | |fsname=Torrential Roar | ||
|fsdmg=7 | |fsdmg=7% (light pillars, base), 2% (light pillars, tips), 34% (whirlpool) | ||
|fsdesc=Corrin strikes | |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. | ||
}} | }} | ||
===[[On-screen appearance]]=== | ===[[On-screen appearance]]=== | ||
*Falls gently onto the stage in dragon form, with a pool of water appearing underneath. Corrin then transforms into human form. | *Falls gently onto the stage in dragon form, with a pool of water appearing underneath. Corrin then transforms into human form. | ||
===[[Taunt]]s=== | ===[[Taunt]]s=== | ||
*'''Up | *'''Up Taunt''': Ducks down, stands back up, and poses 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!'') | ||
*'''Side | *'''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 | *'''Down Taunt''': Twirls the Omega Yato in the air and places it on its tip. Male Corrin "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?'') | ||
<gallery> | <gallery> | ||
SSBUCorrinTaunt1.gif|Corrin's up taunt. | SSBUCorrinTaunt1.gif|Corrin's up taunt. | ||
Line 227: | Line 280: | ||
===[[Idle pose]]s=== | ===[[Idle pose]]s=== | ||
*Twirls the Omega Yato around forward | *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> | ||
===[[Victory pose]]s=== | ===[[Victory pose]]s=== | ||
*'''Left:''' Swings the Omega Yato | *'''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 | *'''Right:''' Crosses both arms, 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 {{ | [[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> | ||
CorrinVictoryPose1SSBU.gif | CorrinVictoryPose1SSBU.gif | ||
Line 279: | Line 298: | ||
</gallery> | </gallery> | ||
==In | ==In competitive play== | ||
=== | ===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 is generally not enough to warrant a spot.--> | ||
*{{Sm|Ke-ya|Japan}} - Co-main Corrin with {{SSBU|Robin}} and is considered the best Corrin player in the world. Placed 13th at {{Trn|Sumabato SP 2}} and 33rd at {{Trn|Umebura SP 2}}. | |||
=={{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 | As the name suggests, Corrin's opponents are all in either white or black alternate costumes, referencing Corrin's struggle in choosing between [[fireemblemwiki:Nohr|Nohr]] and [[fireemblemwiki:Hoshido|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||{{ | |1||{{SSBU|Dr. Mario}} {{head|Dr. Mario|g=SSBU|s=20px}}||[[Golden Plains]]||''{{SSBUMusicLink|Super Mario Bros.|Fever}}''|| | ||
|- | |- | ||
|2||{{ | |2||{{SSBU|Dark Samus}} {{head|Dark Samus|g=SSBU|s=20px}}||[[Brinstar Depths]]||''{{SSBUMusicLink|Metroid|Lockdown Battle Theme}}''|| | ||
|- | |- | ||
|3||{{ | |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||{{ | |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||{{ | |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))||[[Great Cave Offensive]] ([[Ω form]])||''{{SSBUMusicLink|Kirby|CROWNED: Ver. 2}}''|| | ||
|- | |- | ||
|6||{{ | |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"| | |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. | |||
{{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 | 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 | 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 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%;"|Image | ! style="width:5%;"|No. | ||
!Name | ! style="width:5%;"|Image | ||
!Type | ! Name | ||
!Power | ! Type | ||
!Stage | ! Power | ||
!Music | ! Stage | ||
! Music | |||
|- | |- | ||
|62 | | 62 | ||
|[[File:Corrin SSBU.png|center|108x108px]] | | [[File:Corrin SSBU.png|center|108x108px]] | ||
| {{SSBU|Corrin}} | |||
|{{ | | {{color|#18aef5|Shield}} | ||
|10,700 | | 10,700 | ||
|[[Castle Siege]] ([[Ω form]]) | | [[Castle Siege]] ([[Ω form]]) | ||
|''{{SSBUMusicLink|Fire Emblem|Lost in Thoughts All Alone | | ''{{SSBUMusicLink|Fire Emblem|Lost in Thoughts All Alone}}'' | ||
|} | |} | ||
{{ | {{-}} | ||
==[[Spirit]]s== | ==[[Spirit]]s== | ||
Corrin's Fighter Spirits can be obtained by completing [[Classic Mode]]. They are 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 Fighter Spirits, they cannot be used in Spirit Battles and are purely aesthetic. Each Fighter Spirit has an alternate version that replaces them with their artwork in ''Ultimate''. | |||
<center> | <center> | ||
<gallery> | <gallery> | ||
Male Corrin Spirit.png|618. '''''Corrin (Male)''''' | |||
Female Corrin Spirit.png|619. '''Corrin (Female)''' | |||
</gallery> | </gallery> | ||
</center> | </center> | ||
==In Spirit | ==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 380: | Line 388: | ||
|- | |- | ||
|151 | |151 | ||
|{{ | |[[File:Enguarde Spirit.png|center|64x64px]] | ||
|''Donkey Kong'' | |{{anchor|Enguarde}}Enguarde | ||
|''Donkey Kong series'' | |||
|•{{SSBU|Corrin}} {{Head|Corrin|g=SSBU|s=20px|cl=Blue}} | |•{{SSBU|Corrin}} {{Head|Corrin|g=SSBU|s=20px|cl=Blue}} | ||
| | |[[File:SpiritTypeAttack.png|20px|center|Attack]] | ||
|3,600 | |3,600 | ||
|[[Great Bay]] | |[[Great Bay]] | ||
Line 391: | Line 400: | ||
|- | |- | ||
|228 | |228 | ||
|{{ | |[[File:Ghirahim.png|center|64x64px]] | ||
|''The Legend of Zelda'' | |{{anchor|Ghirahim}}[[Ghirahim]] | ||
|''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}} | ||
| | |[[File:SpiritTypeGrab.png|20px|center|Grab]] | ||
|8,800 | |8,800 | ||
|[[Skyloft]] | |[[Skyloft]] | ||
| | |•[[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 | ||
|{{ | |[[File:ArceusSpirit.png|center|64x64px]] | ||
|''Pokémon'' | |{{anchor|Arceus}}[[Arceus]] | ||
|''Pokémon series'' | |||
|•{{SSBU|Corrin}} {{Head|Corrin|g=SSBU|s=20px|cl=Green}} | |•{{SSBU|Corrin}} {{Head|Corrin|g=SSBU|s=20px|cl=Green}} | ||
| | |[[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 | ||
|{{ | |[[File:Azura.png|center|64x64px]] | ||
|''Fire Emblem'' | |{{s|fireemblem|Azura}} | ||
|''Fire Emblem series'' | |||
|•{{SSBU|Corrin}} {{Head|Corrin|g=SSBU|s=20px|cl=Female}} | |•{{SSBU|Corrin}} {{Head|Corrin|g=SSBU|s=20px|cl=Female}} | ||
| | |[[File:SpiritTypeAttack.png|20px|center|Attack]] | ||
|13,500 | |13,500 | ||
|[[Fountain of Dreams]] | |[[Fountain of Dreams]] | ||
Line 424: | Line 436: | ||
|- | |- | ||
|683 | |683 | ||
|{{ | |[[File:Camilla.png|center|64x64px]] | ||
|''Fire Emblem'' | |{{s|fireemblem|Camilla}} | ||
|''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}} | ||
| | |[[File:SpiritTypeGrab.png|20px|center|Grab]] | ||
|9,700 | |9,700 | ||
|[[Spear Pillar]] | |[[Spear Pillar]] | ||
|•Item: [[X Bomb]]<br>•Hazard: Poison Cloud | |•Item: [[X Bomb]]<br>•Hazard: Poison Cloud | ||
|•The stage is covered in a poisonous cloud | |•The stage is covered in a poisonous cloud | ||
Line 435: | Line 448: | ||
|- | |- | ||
|953 | |953 | ||
| | |[[File:Mechafiora.png|center|64x64px]] | ||
|''Xenoblade Chronicles'' | |Mecha-Fiora | ||
|''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}} | ||
| | |[[File:SpiritTypeNeutral.png|20px|center|Neutral]] | ||
|13,200 | |13,200 | ||
|[[Reset Bomb Forest]] | |[[Reset Bomb Forest]] | ||
| | |•[[Assist Trophy]] Enemies ([[Riki]]) | ||
|•Hostile assist trophies will appear | |•Hostile assist trophies will appear | ||
|{{SSBUMusicLink|Xenoblade | |{{SSBUMusicLink|Xenoblade|You Will Know Our Names}} | ||
|- | |- | ||
|968 | |968 | ||
| | |[[File:Mythra.png|center|64x64px]] | ||
|''Xenoblade Chronicles'' | |Mythra | ||
|''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}} | ||
| | |[[File:SpiritTypeShield.png|20px|center|Shield]] | ||
|13,500 | |13,500 | ||
|[[Gaur Plain]] ([[Battlefield form]]) | |[[Gaur Plain]] ([[Battlefield form]]) | ||
|N/A | |N/A | ||
|•The enemy will charge up a powerful Final Smash<br>•The enemy starts the battle with an enhanced [[Beam Sword]] | |•The enemy will charge up a powerful [[Final Smash]]<br>•The enemy starts the battle with an enhanced [[Beam Sword]] | ||
|{{SSBUMusicLink|Xenoblade | |{{SSBUMusicLink|Xenoblade|Still, Move Forward!}} | ||
|- | |- | ||
|1,220 | |1,220 | ||
|{{ | |{{anchor|Elite Beat Divas}}[[File:Elite Beat Diva Spirit.png|center|64x64px]] | ||
|''Elite Beat Agents'' | |Elite Beat Divas | ||
|•{{SSBU|Corrin}} {{Head|Corrin|g=SSBU|s=20px|cl=Orange}}×3 | |''Elite Beat Agents series'' | ||
| | |•{{SSBU|Corrin}} {{Head|Corrin|g=SSBU|s=20px|cl=Orange}} (×3) | ||
|[[File:SpiritTypeNeutral.png|20px|center|Neutral]] | |||
|3,900 | |3,900 | ||
|[[Saffron City]] | |[[Saffron City]] | ||
|•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| | |{{SSBUMusicLink|Nintendo|Pop Fashion Show}} | ||
|- | |- | ||
|1,289 | |1,289 | ||
|{{ | |{{anchor|Min Min}}[[File:Min min.png|center|64x64px]] | ||
|Min Min | |||
|''ARMS'' | |''ARMS'' | ||
|•{{SSBU|Corrin}} {{Head|Corrin|g=SSBU|s=20px|cl=Orange}} | |•{{SSBU|Corrin}} {{Head|Corrin|g=SSBU|s=20px|cl=Orange}} | ||
| | |[[File:SpiritTypeAttack.png|20px|center|Attack]] | ||
|9,300 | |9,300 | ||
|[[New Pork City]] ([[Ω form]]) | |[[New Pork City]] ([[Ω form]]) | ||
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|•The enemy favors special moves<br>•The enemy has increased attack power when badly damaged<br>•The enemy has increased move speed | |•The enemy favors special moves<br>•The enemy has increased attack power when badly damaged<br>•The enemy has increased move speed | ||
|{{SSBUMusicLink|Mario Kart|Dragon Driftway}} | |{{SSBUMusicLink|Mario Kart|Dragon Driftway}} | ||
|} | |} | ||
===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 | ||
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|- | |- | ||
|681 | |681 | ||
| | |[[File:SakuraSpirit.PNG|center|64x64px]] | ||
|''Fire Emblem'' | |{{s|fireemblem|Sakura}} (Fire Emblem) | ||
|''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}} | ||
| | |[[File:SpiritTypeShield.png|20px|center|Shield]] | ||
|9,100 | |9,100 | ||
|[[Reset Bomb Forest]] (hazards off) | |[[Reset Bomb Forest]] (hazards off) | ||
Line 530: | Line 527: | ||
|•Defeat the main fighter to win<br>•The enemy heals over time | |•Defeat the main fighter to win<br>•The enemy heals over time | ||
|{{SSBUMusicLink|Fire Emblem|Lost in Thoughts All Alone (Remix)}} | |{{SSBUMusicLink|Fire Emblem|Lost in Thoughts All Alone (Remix)}} | ||
|{{ | |{{s|fireemblem|Corrin}} | ||
|- | |- | ||
|1,204 | |1,204 | ||
|{{ | |{{anchor|Sagi}}[[File:Sagi.png|center|64x64px]] | ||
|''Baten Kaitos'' | |Sagi | ||
|''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}} | ||
| | |[[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| | |{{SSBUMusicLink|Nintendo|The Valedictory Elegy}} | ||
|[https://batenkaitos.fandom.com/wiki/Guillo Guillo] | |[https://batenkaitos.fandom.com/wiki/Guillo Guillo] | ||
|} | |} | ||
Line 565: | Line 563: | ||
Fire Emblem Smash Bros.png|Screenshot of all playable ''Fire Emblem'' characters on Arena Ferox, as posted on the official Japanese ''Fire Emblem'' Twitter account. | Fire Emblem Smash Bros.png|Screenshot of all playable ''Fire Emblem'' characters on Arena Ferox, as posted on the official Japanese ''Fire Emblem'' Twitter account. | ||
SSBU Corrin Number.png|Corrin's fighter card. | SSBU Corrin Number.png|Corrin's fighter card. | ||
SSBUWebsiteCorrin1.jpg|Male Corrin [[idling]] on [[Suzaku Castle]]. | SSBUWebsiteCorrin1.jpg|Male Corrin [[idling]] on [[Suzaku Castle]]. | ||
SSBUWebsiteCorrin2.jpg|Male Corrin using his [[neutral attack]]'s first hit on [[Mario Galaxy]]. | SSBUWebsiteCorrin2.jpg|Male Corrin using his [[neutral attack]]'s first hit on [[Mario Galaxy]]. | ||
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| | 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> | ||
=== | ===Character Showcase Video=== | ||
{{#widget:YouTube|id=7B4w2Tsy9PE}} | {{#widget:YouTube|id=7B4w2Tsy9PE}} | ||
==Trivia== | ==Trivia== | ||
*Corrin is the only character who, in | *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 also makes Corrin the only character with a gendered alternate to be represented by the alternate costume. | ||
*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 | **Additionally, while most characters exclusively use their default costumes for promotional material, Corrin is a notable exception, as both genders receive near equal representation in promotional material, both advertisements and in-game (such as in the [[opening movie]] or [[rules]] images). These oddities are likely due to Corrin being advertised more often as female outside of ''Smash'', such as in ''Fire Emblem Cipher'', ''Fire Emblem Heroes'', and most notably ''Fire Emblem Warriors''. | ||
**While Robin technically has an official name, there are three different names between languages (Robin, Daraen, and Reflet), though, like Corrin | *Corrin is one of the few fighters whose [[Star KO]] spins forward instead of away from the screen, similarly to how Star KOs acted in ''Smash 4''. Corrin shares this trait with {{SSBU|Cloud}}, {{SSBU|Shulk}}, {{SSBU|Incineroar}} and {{SSBU|Inkling}}. | ||
*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 | *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. | ||
**This oversight appears to be shared with the Fighter Spirits for {{SSBU|Palutena}} | *While other characters with two selectable genders ({{SSBU|Pokémon Trainer}}, {{SSBU|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 is notably the only one who lacks this trait. This is likely due to actually having a name rather than a gender-neutral description in English. | ||
*Corrin | **While Robin technically has an official name, there are three different names between languages (Robin, Daraen, and Reflet), though, like Corrin, there is no gender separator. | ||
*While the default male Corrin is never used in any spirit battles, the default female Corrin is. This technically makes her one of the few characters to use a “default” costume in spirit battles, the others being {{SSBU|Mario}}, {{SSBU|Yoshi}}, {{SSBU|Luigi}}, {{SSBU|Peach}}, {{SSBU|R.O.B.}}, {{SSBU|Mr. Game & Watch}}, {{SSBU|Robin}}, {{SSBU|Bowser Jr.}}, {{SSBU|Inkling}}, {{SSBU|Joker}} and {{SSBU|Alph}}, although Alph and female Corrin are merely alternate characters using their “default” colors. | |||
*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}} 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 and {{SSBU|Hero}} are the only fighters whose faces the same fighter in multiple rounds in Classic Mode, as Corrin’s opposite-gendered counterpart appears as opponents in Round 3 and 6 (team up with {{SSBU|Daisy}} in her white alternate costumes and {{SSBU|Palutena}} in the former and {{SSBU|Lucina}} in her black alternate costumes and Robin in the latter),also a CPU ally in Round 4 against {{SSBU|Pit}} and {{SSBU|Dark Pit}}. | |||
{{SSBUCharacters}} | {{SSBUCharacters}} | ||
{{Fire Emblem universe}} | {{Fire Emblem universe}} | ||
[[Category:Corrin (SSBU)| ]] | [[Category:Corrin (SSBU)| ]] | ||
[[Category:Spirits]] | [[Category:Spirits]] | ||
[[es:Corrin (SSBU)]] | [[es:Corrin (SSBU)]] |