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{{Infobox Character | {{Infobox Character | ||
|name = Corrin | |name = Corrin | ||
|image = {{tabber|title1=Male| | |image = {{tabber|title1=Male|tab1=[[File:Corrin SSBU.png|250px]]|title2=Female|tab2=[[File:Corrin-Alt1 SSBU.png|250px]]}} | ||
|game = SSBU | |game = SSBU | ||
|ssbgame1 = SSB4 | |ssbgame1 = SSB4 | ||
|availability = [[Unlockable character|Unlockable]] | |availability = [[Unlockable character|Unlockable]] | ||
}} | }} | ||
<!--NOTICE BEFORE EDITING: When using pronouns, | <!--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 number|Fighter #62]]. | '''Corrin''' ({{ja|カムイ|Kamui}}, ''Kamui'') is a playable character in ''[[Super Smash Bros. Ultimate]]'' that was officially confirmed on June 12th, 2018. As in ''Smash 4'', both male and female versions of the character are playable. Corrin is classified as [[Fighter number|Fighter #62]]. | ||
{{ | {{s|wikipedia|Cam Clarke}} and Marcella Lentz-Pope reprise their roles in the English version of ''Ultimate'' voicing male and female Corrin, albeit through recycled voice clips from ''[[Super Smash Bros. 4]]''. {{s|wikipedia|Nobunaga Shimazaki}} and {{s|wikipedia|Satomi Sato}} also reprise their roles as the male and female Corrin in the Japanese version, also with recycled voice clips from ''Smash 4'', respectively. | ||
Corrin | |||
==How to unlock== | ==How to unlock== | ||
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*Clear {{SSBU|Classic Mode}} with {{SSBU|Kirby}} or any character in his unlock tree, being the 6th character unlocked after {{SSBU|Robin}}. | *Clear {{SSBU|Classic Mode}} with {{SSBU|Kirby}} or any character in his unlock tree, being the 6th character unlocked after {{SSBU|Robin}}. | ||
*Have Corrin join the player's party in [[World of Light]]. | *Have Corrin join the player's party in [[World of Light]]. | ||
With the exception of the third method, Corrin must then be defeated on [[Coliseum | With the exception of the third method, Corrin must then be defeated on [[Coliseum]]. | ||
==Attributes== | ==Attributes== | ||
{{incomplete|Update 8.0.0 made Corrin more viable}} | |||
Corrin is a middleweight swordfighter (same as {{SSBU|Mario}} and {{SSBU|Dr. Mario}}), having an above-average height, above-average walking speed, below-average running speed, a below-average initial dash, high traction (having the 10th highest traction), below-average air speed and acceleration (among the bottom 15 in this particular area), and an average falling speed along with a slightly above average gravity. All of these attributes collectively make his mobility fall more along the side of below-average. However, Corrin also possesses the fastest dash to shield speed in the game (at 8 frames, tying with Sheik), which significantly aids in his ability to approach and dealing with projectiles. | Corrin is a middleweight swordfighter (same as {{SSBU|Mario}} and {{SSBU|Dr. Mario}}), having an above-average height, above-average walking speed, below-average running speed, a below-average initial dash, high traction (having the 10th highest traction), below-average air speed and acceleration (among the bottom 15 in this particular area), and an average falling speed along with a slightly above average gravity. All of these attributes collectively make his mobility fall more along the side of below-average. However, Corrin also possesses the fastest dash to shield speed in the game (at 8 frames, tying with Sheik), which significantly aids in his ability to approach and dealing with projectiles. | ||
Being a swordfighter, Corrin has the innate benefit of having the vast majority of his moves be disjoints, giving him a respectable neutral game with his spacing capabilities as well as his fast frame data, as all of his standard moves except for six (those being dash attack, back air, down air, and all of his smash attacks) come out at frame 9 or faster. | Being a swordfighter, Corrin has the innate benefit of having the vast majority of his moves be disjoints, giving him a respectable neutral game with his spacing capabilities as well as his fast frame data, as all of his standard moves except for six (those being dash attack, back air, down air, and all of his smash attacks) come out at frame 9 or faster. | ||
Corrin's grounded moveset has good utility; the rapid jab can act as a good damage-racking option while the gentleman jab has its use as a later kill option, killing middleweights at at around 150% at the edge of [[Final Destination]], and forward tilt is a useful spacing tool and kill option that kills middleweights at around 130% on Final Destination. In addition, up tilt and down tilt both serve as combo starters, with down tilt being able to lead into up tilt at mid percents and both tilts being able to combo into aerials such as neutral, forward, and up aerial. Dash attack, while only having | Corrin's grounded moveset has good utility; the rapid jab can act as a good damage-racking option while the gentleman jab has its use as a later kill option, killing middleweights at at around 150% at the edge of [[Final Destination]], and forward tilt is a useful spacing tool and kill option that kills middleweights at around 130% on Final Destination. In addition, up tilt and down tilt both serve as combo starters, with down tilt being able to lead into up tilt at mid percents and both tilts being able to combo into aerials such as neutral, forward, and up aerial. Dash attack, while only having slightly combo potential and no kill potential, has some notable use for catching landings due to its decent amount of active frames. His smash attacks also have good utility; up smash, while having a weaker grounded hitbox, possesses a strong sweet-spot on the tip that makes it a kill option against opponents in the air, as an uncharged sweet-spot hit can kill as early as 90% against middleweights, and down smash, while being the least useful for killing, at least covers Corrin on both sides. However, his strongest smash attack by far is forward smash; not only can it be angled, but it also boasts incredible range and can kill middleweights as early as 80% near the edges of Final Destination if the tip of the move connects, making it a deadly spacing tool that rewards precision. After the 8.0.0 update, the tipper hitbox is generally safe on shield, making it a decently safe kill option if used well. In addition, the move also has a close hitbox when the move is being charged, which can have its applications in shield pressure and can score some surprise kills. Finally, his grab game, while being among the least useful aspects of his moveset, still has a degree of utility, as up throw can kill middleweights at 160% and above, earlier with rage. His other throws are surprisingly useful in giving him positional advantage. | ||
Corrin's air game is also very potent, further supplementing his combo game and advantage state while also sporting other forms of utility; a falling neutral aerial can combo into itself, forward aerial, up aerial, and up tilt at the low and mid percents, with forward aerial boasting similar combo potential. Additionally, its fast start up and good coverage make it a useful out of shield option as well as a potential combo breaker. Up aerial is Corrin's ideal juggling tool that can kill middleweights very early (below 80%) near the top blast zone while also comboing into moves such as back aerial when fast falled and reversed at mid percents. Back aerial is Corrin's strongest aerial, having strong range and kill power, being able to kill middleweights at as early as 80% from the edge of Final Destination, while also having applications as a slight horizontal recovery tool due to the forward push that happens upon using the move. Finally, down air is a stall and fall move that can rack up damage and serve as a landing option, and it can also steal stocks off-stage. | Corrin's air game is also very potent, further supplementing his combo game and advantage state while also sporting other forms of utility; a falling neutral aerial can combo into itself, forward aerial, up aerial, and up tilt at the low and mid percents, with forward aerial boasting similar combo potential. Additionally, its fast start up and good coverage make it a useful out of shield option as well as a potential combo breaker. Up aerial is Corrin's ideal juggling tool that can kill middleweights very early (below 80%) near the top blast zone while also comboing into moves such as back aerial when fast falled and reversed at mid percents. Back aerial is Corrin's strongest aerial, having strong range and kill power, being able to kill middleweights at as early as 80% from the edge of Final Destination, while also having applications as a slight horizontal recovery tool due to the forward push that happens upon using the move. Finally, down air is a stall and fall move that can rack up damage and serve as a landing option, and it can also steal stocks off-stage. | ||
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Corrin's special moves are quite unique and have mixed utility; [[Dragon Fang Shot]] is a chargeable projectile that inflicts stun and possesses a bite follow up attack that serves as situational kill option, and can have its applications as a surprise move to [[B-reverse]] with. [[Dragon Lunge]] is a skewer attack that can pin opponents in place and be followed up with either a jump or a vaulting kick, with the latter being able to kill middleweights at 105% near the edge of FD; the move also has some edgeguarding utility since the skewer can also be pinned on walls. [[Dragon Ascent]] is his primary recovery tool that has decent distance, a hitbox, and intangibility on frames 7-17. Finally, [[Counter Surge]] is a counter move that has decent vertical kill power. All of these strengths establish Corrin as a character who excels at range and spacing in the neutral with his attacks while also boasting a solid advantage state with his damage racking and juggling abilities thanks to fast and ranged tilts and aerials. In addition, his special moves also give him some other unique forms of utility in the form of projectiles and ranged kill options. | Corrin's special moves are quite unique and have mixed utility; [[Dragon Fang Shot]] is a chargeable projectile that inflicts stun and possesses a bite follow up attack that serves as situational kill option, and can have its applications as a surprise move to [[B-reverse]] with. [[Dragon Lunge]] is a skewer attack that can pin opponents in place and be followed up with either a jump or a vaulting kick, with the latter being able to kill middleweights at 105% near the edge of FD; the move also has some edgeguarding utility since the skewer can also be pinned on walls. [[Dragon Ascent]] is his primary recovery tool that has decent distance, a hitbox, and intangibility on frames 7-17. Finally, [[Counter Surge]] is a counter move that has decent vertical kill power. All of these strengths establish Corrin as a character who excels at range and spacing in the neutral with his attacks while also boasting a solid advantage state with his damage racking and juggling abilities thanks to fast and ranged tilts and aerials. In addition, his special moves also give him some other unique forms of utility in the form of projectiles and ranged kill options. | ||
However, Corrin also has notable weaknesses, one of which is his below average speed. Corrin slightly struggles to keep up with fast opponents and utilize his large disjoints due to low air acceleration and airspeed. Another one of Corrin's most notable flaws is his below average disadvantage. Due to Corrin's slow airspeed and acceleration, he doesn't have many options for mixing up his momentum in the air with the exception of B-reversing. His disadvantage is made more problematic due to the fact that while neutral aerial can sometimes be a decent combo breaker, his only other landing options (down aerial and Counter Surge) are committal and laggy, and can result in getting deeper in disadvantage if these options are used too hastily. His slow air mobility not only hinders his disadvantage but also his recovery, as while Dragon Ascent has decent distance, its usefulness can be greatly hindered if Corrin is launched too far offstage without a jump, though at least that issue can somewhat be circumvented with the horizontal push of back aerial. However, even with this other slight recovery option, as well as the fact that his up special has a hitbox and some intangibility, it doesn't change the fact that Corrin's recovery is fairly linear, making him susceptible to losing stocks at earlier percents with well-placed edge guards against some characters. | However, Corrin also has notable weaknesses, one of which is his below average speed. Corrin slightly struggles to keep up with fast opponents and utilize his large disjoints due to low air acceleration and airspeed. | ||
Another one of Corrin's most notable flaws is his below average disadvantage. Due to Corrin's slow airspeed and acceleration, he doesn't have many options for mixing up his momentum in the air with the exception of B-reversing. His disadvantage is made more problematic due to the fact that while neutral aerial can sometimes be a decent combo breaker, his only other landing options (down aerial and Counter Surge) are committal and laggy, and can result in getting deeper in disadvantage if these options are used too hastily. His slow air mobility not only hinders his disadvantage but also his recovery, as while Dragon Ascent has decent distance, its usefulness can be greatly hindered if Corrin is launched too far offstage without a jump, though at least that issue can somewhat be circumvented with the horizontal push of back aerial. However, even with this other slight recovery option, as well as the fact that his up special has a hitbox and some intangibility, it doesn't change the fact that Corrin's recovery is fairly linear, making him susceptible to losing stocks at earlier percents with well-placed edge guards against some characters. | |||
Another issue with Corrin is his below-average grab game, as up throw is the only throw with some utility for being a late kill throw. Meanwhile, forward throw and back throw are purely positional throws, which have their uses but do not lead to guaranteed combos, and down throw is solely a high damage option, with none of these other throws having any degree of combo potential or reasonable kill power. | Another issue with Corrin is his below-average grab game, as the up throw is the only throw with some utility for being a late kill throw. Meanwhile, forward throw and back throw are purely positional throws, which have their uses but do not lead to guaranteed combos, and down throw is solely a high damage option, with none of these other throws having any degree of combo potential or reasonable kill power. | ||
Overall, Corrin is a character who can stand his ground up close and rack up damage efficiently with his spacing tools and his combo and advantage potential, but Corrin's below average speed holds him back from becoming a top tier threat. | Overall, Corrin is a character who can stand his ground up close and rack up damage efficiently with his spacing tools and his combo and advantage potential, but Corrin's below average speed holds him back from becoming a top tier threat. Corrin's tall frame and moderate gravity make him susceptible to aerial combos and juggling, similar to other fighters from ''Fire Emblem'', although his down aerial can prevent some juggles. Although his flaws are somewhat polarizing due to his slightly exploitable recovery and poor disadvantage, players feel that those flaws can be made up for with his stable combo game and kill confirms as well as his greater raw kill power and range. Corrin's true viability is up for debate, {{Sm|Cosmos}} has notably played Corrin more since patch 8.0.0 was released. Speculation has received that Corrin one day might be part of a tournament after [[COVID-19 pandemic and its impact on competitive Smash|COVID]], but Corrin currently has very few notable results in offline tournaments. | ||
==Changes from ''[[Super Smash Bros. 4]]''== | ==Changes from ''[[Super Smash Bros. 4]]''== | ||
Previously considered to be a high tier character in ''Smash 4'' (13th out of 55 characters) as a result of a versatile special moveset that synergized well with the rest of his moveset, as well as good combo and KO ability for a swordfighter, Corrin has been drastically nerfed during the initial release of ''Ultimate'', although game updates would provide many noteworthy buffs for him. Overall, Corrin received a mix of buffs and nerfs during the transition from ''Smash 4'' to ''Ultimate''. | |||
Corrin | Corrin has received quite a few noteworthy buffs. [[Dragon Lunge]] can now be canceled manually by tapping down, granting him an extra option that improves the move's mix-up potential, and jumping has significantly less endlag, making it much safer. [[Forward smash]] benefits from the ability to hold [[smash attack]]s longer, allowing the looping charge hits to last longer and further build damage or lead into [[shield break]]s, and it inflicts much more shield stun, making it safer on shield. Some of the universal changes, such as the increased mobility, faster [[jumpsquat]]s, the ability to run cancel into any grounded move, and the reduced [[landing lag]], improve Corrin's [[approach]] and combo utility. The changes to [[paralysis]] effects allow [[Dragon Fang Shot]] to stun opponents longer at high percents, as well as deal knockback to already paralyzed opponents (rather than only damaging them). This allows Corrin to keep his combos into Dragon Fang Shot's bite at KO thresholds. Finally, [[Dragon Ascent]] travels more vertical distance, significantly improving Corrin's recovery (though his momentum is now halted at the end of the move). | ||
However, Corrin | However, Corrin's buffs are counterbalanced by an noticeable amount of nerfs, the largest ones being those to his special moveset. Dragon Lunge, previously the character's most versatile move, has lost a large part of its safety, as its kicking part now covers less distance and suffers much more ending lag. Its ability to cross up opponents is also worsened with the game's changes to [[jostling]]. Dragon Fang Shot has increased lag, and the projectile follows up into the move's bite much less consistently, mainly because of its insufficient stun time. The infamous [[Counter Surge]] has lost its strong late hit, deals substantially less knockback, and has much more ending lag upon a successful counterattack. Forward smash has a much shorter active duration and a weaker sweetspot, and [[down smash]]'s back hit is weaker. Corrin's double jump also covers less distance, worsening his combo game and recovery. | ||
Corrin's drawbacks in his transition to ''Ultimate'', however, stem mainly from not only universal changes to the game's engine hindering him, but also his direct changes failing to account for him. The universal nerfs to grabs' frame data leave Corrin more open to punishment should he miss one. Finally, while Corrin somewhat benefits from the various improvements to mobility across the board, the changes to run canceling, shields, and landing lag now allow opponents to exploit Corrin's defenses with less issue. As a result, Corrin must approach more often, although he now has to rely more on his aerials since Dragon Lunge is less safe in the [[neutral game]]. It could be said that the transitional nerfs made Corrin less reliant on [[Dragon Lunge]] and thus more well rounded and fun to play both as and against. However, this doesn't counter the fact that Corrin was still nerfed in the transition. | |||
Initially, Corrin's direct buffs and the improvements from the game's engine did not compensate for his nerfs. As a result, Corrin was originally considered to have gone from one of the best swordfighters in ''Smash 4'' to one of the weakest, making him one of the most nerfed characters in the transition to ''Ultimate''. Early in Ultimate's metagame, Corrin's representation in competitive play was extremely limited, as almost every top-level Corrin player (such as {{Sm|Ryuga}} and {{Sm|Zackray}}) dropped the character in favor of others. Additionally, the very few players who still main the character, like {{Sm|Ke-ya}}, have failed to place notable enough in major tournaments with the character. However, game updates (most notably 4.0.0 and 8.0.0) have provided Corrin with significant buffs, improving his most severe weaknesses, such as his recovery, KO power and consistencies, which has led some players to re-evaluate Corrin as a high tier rather than a mid tier character. Due to online tournaments currently being more prominent however, Corrin’s true viability remains unknown, and it is currently unclear whether Corrin was overall buffed or nerfed compared to his Smash 4 iteration. | |||
{{SSB4 to SSBU changelist|char=Corrin}} | {{SSB4 to SSBU changelist|char=Corrin}} | ||
==Update history== | ==Update history== | ||
Corrin | Corrin has been buffed significantly via game updates. While update 2.0.0 merely improved his neutral and up aerials' auto-cancel windows, update 3.0.0 brought a number of more noticeable buffs. A few of Corrin's moves gained more consistent hitboxes, uncharged [[Dragon Fang Shot]] became slightly better at zoning, [[Dragon Lunge]]'s stab ending lag was slightly decreased, and [[Dragon Ascent]] gained more invincibility frames alongside higher knockback. Update 4.0.0 provided one of Corrin's most important buffs by noticeably increasing Dragon Ascent's overall travel distance, which substantially improved his previously crippled recovery. In addition, Dragon Lunge's jump had its ending lag decreased by a fairly noticeable amount, while forward smash gained slightly higher knockback. | ||
Following update 7.0.0's minor buffs to Corrin's shield and down throw, update 8.0.0 granted him a number of substantial buffs. Forward smash's tipper gained a shieldstun multiplier alongside an increased damage output, while its singular hitbox was split in two in order to improve its range. Back and up aerials had their damage outputs increased, which also improved their KO potentials. In comparison, forward aerial also had its damage output increased at the cost of lower knockback scaling, improving its combo potential. Lastly, Dragon Lunge was improved in a few ways: it has less ending lag when its thrust does not pin a surface and especially when Corrin jumps out of its pin, while its clean kicks have significantly higher knockback scaling, thus KOing earlier. | Following update 7.0.0's minor buffs to Corrin's shield and down throw, update 8.0.0 granted him a number of substantial buffs. Forward smash's tipper gained a shieldstun multiplier alongside an increased damage output, while its singular hitbox was split in two in order to improve its range. Back and up aerials had their damage outputs increased, which also improved their KO potentials. In comparison, forward aerial also had its damage output increased at the cost of lower knockback scaling, improving its combo potential. Lastly, Dragon Lunge was improved in a few ways: it has less ending lag when its thrust does not pin a surface and especially when Corrin jumps out of its pin, while its clean kicks have significantly higher knockback scaling, thus KOing earlier. | ||
'''{{GameIcon|SSBU}} {{SSBU|2.0.0}}''' | '''{{GameIcon|SSBU}} {{SSBU|2.0.0}}''' | ||
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|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. 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= | |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. Can inconsistently cover platforms. | |utiltdesc=A twirling-turn upward slash with the Omega Yato. Can inconsistently cover platforms. | ||
|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 {{iw|fireemblemwiki|Luna|skill}} or {{iw|fireemblemwiki|Lethality}} in ''Fire Emblem Fates''. | |dashdesc=Spins forward in a corkscrew-like manner while holding forward the Omega Yato. Based on the attack after triggering offensive skills like {{iw|fireemblemwiki|Luna|skill}} or {{iw|fireemblemwiki|Lethality}} in ''Fire Emblem Fates''. | ||
|fsmashname=Dragon Fang Thrust | |fsmashname=Dragon Fang Thrust | ||
|fsmashdmg=0.5% (charging loop), {{ChargedSmashDmgSSBU|11}} (spear base), {{ChargedSmashDmgSSBU|12}} (spear center), {{ChargedSmashDmgSSBU|16.7}} (spear tip) | |fsmashdmg=0.5% (charging loop), {{ChargedSmashDmgSSBU|11}} (spear base), {{ChargedSmashDmgSSBU|12}} (spear center), {{ChargedSmashDmgSSBU|16.7}} (spear tip) | ||
|fsmashdesc=Transforms the free arm into a spear with Dragon Fang and thrusts it forward. It possesses immense reach, being the fourth-longest reaching non-projectile forward smash in the game, only behind {{SSBU|Min Min}}'s, {{SSBU|Simon}}'s, and {{SSBU|Richter}}'s. It can also be angled, making it good for catching opponents trying to return to the stage when angled up or hitting crouching/small opponents when angled down. The sweetspot is at the tip and deals very high knockback, although the rest of the attack is considerably weaker. Has a hitbox while charging, where Corrin holds the Omega Yato in front of them as the chainsaw blades start to move to repeatedly damage opponents in range. Though this does not lead to the sweetspot, it can catch opponents for a fully charged blow. However, the Yato's hitbox is rather easy to [[SDI]] out of, as doing so upward can allow the opponent to avoid the main attack with a well-timed air dodge, while doing so towards Corrin will cause enemies to end up behind Corrin if close enough. Based on the second hit of the Dragon Fang skill in ''Fire Emblem Fates''. | |fsmashdesc=Transforms the free arm into a spear with Dragon Fang and thrusts it forward. It possesses immense reach, being the fourth-longest reaching non-projectile forward smash in the game, only behind {{SSBU|Min Min}}'s, {{SSBU|Simon}}'s, and {{SSBU|Richter}}'s. It can also be angled, making it good for catching opponents trying to return to the stage when angled up or hitting crouching/small opponents when angled down. The sweetspot is at the tip and deals very high knockback, although the rest of the attack is considerably weaker. Has a hitbox while charging, where Corrin holds the Omega Yato in front of them as the chainsaw blades start to move to repeatedly damage opponents in range. Though this does not lead to the sweetspot, it can catch opponents for a fully charged blow. However, the Yato's hitbox is rather easy to [[SDI]] out of, as doing so upward can allow the opponent to avoid the main attack with a well-timed air dodge, while doing so towards Corrin will cause enemies to end up behind Corrin if close enough. Based on the second hit of the Dragon Fang skill in ''Fire Emblem Fates''.|usmashname=Vertical Dragon Fang Thrust | ||
|usmashname=Vertical Dragon Fang Thrust | |||
|usmashdmg={{ChargedSmashDmgSSBU|10}} (sides), {{ChargedSmashDmgSSBU|13}} (base), {{ChargedSmashDmgSSBU|15}} (tip) | |usmashdmg={{ChargedSmashDmgSSBU|10}} (sides), {{ChargedSmashDmgSSBU|13}} (base), {{ChargedSmashDmgSSBU|15}} (tip) | ||
|usmashdesc=Corrin crosses both arms, crouches, and transforms the arms into Dragon Fang spears, pointing them upward across themself in a bracing position to launch opponents. It has a sweetspot at the tip, but its range is poor and knockback is lacking on the sourspot. | |usmashdesc=Corrin crosses both arms, crouches, and transforms the arms into Dragon Fang spears, pointing them upward across themself in a bracing position to launch opponents. It has a sweetspot at the tip, but its range is poor and knockback is lacking on the sourspot. | ||
|dsmashname=Yato Dragon Fang | |dsmashname=Yato Dragon Fang | ||
|dsmashdmg={{ChargedSmashDmgSSBU|11}} (sword), {{ChargedSmashDmgSSBU|9}} (lance, middle), {{ChargedSmashDmgSSBU|14}} (lance, tip) | |dsmashdmg={{ChargedSmashDmgSSBU|11}} (sword), {{ChargedSmashDmgSSBU|9}} (lance, middle), {{ChargedSmashDmgSSBU|14}} (lance, tip) | ||
|dsmashdesc=Corrin transforms one leg into a Dragon Fang spear, then stabs in front and behind with the Omega Yato and the Dragon Fang spear, respectively, in a one-legged forward lean stance. The animation is similar to the {{SSBU|Mii Brawler}}'s down smash. The tip of Corrin's spear leg has a sweetspot that deals the most damage and knockback. | |dsmashdesc=Corrin transforms one leg into a Dragon Fang spear, then stabs in front and behind with the Omega Yato and the Dragon Fang spear, respectively, in a one-legged forward lean stance. The animation is similar to the {{SSBU|Mii Brawler}}'s down smash. The tip of Corrin's spear leg has a sweetspot that deals the most damage and knockback. | ||
|nairname= | |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 does not deal more damage at the tip. It hits all around Corrin, has low landing lag, and launches opponents at a high angle, allowing it to function as a reliable combo starter at a wide range of percents. Its relatively low startup combined with its large hitbox also makes it one of Corrin's viable Out-of-Shield options. | |nairdesc=Slashes with the Omega Yato from above to behind, while simultaneously using a Dragon Fang spear to slash forwards. Unlike in Corrin's other moves, the Dragon Fang spear does not deal more damage at the tip. It hits all around Corrin, has low landing lag, and launches opponents at a high angle, allowing it to function as a reliable combo starter at a wide range of percents. Its relatively low startup combined with its large hitbox also makes it one of Corrin's viable Out-of-Shield options. | ||
|fairname= | |fairname= | ||
|fairdmg={{ShortHopDmgSSBU|9}} | |fairdmg={{ShortHopDmgSSBU|9}} | ||
|fairdesc=An inward single-handed reaping slash with the Omega Yato. Similar to {{SSBU|Marth}}'s, only with Corrin's legs being positioned differently. It launches at a fairly high angle, autocancels from a short hop, has a wide arching reach, and low ending lag, making it very viable for aerial combos. It's also -4 on shield, and combining that with its large range makes it very safe on shield. | |fairdesc=An inward single-handed reaping slash with the Omega Yato. Similar to {{SSBU|Marth}}'s, only with Corrin's legs being positioned differently. It launches at a fairly high angle, autocancels from a short hop, has a wide arching reach, and low ending lag, making it very viable for aerial combos. It's also -4 on shield, and combining that with its large range makes it very safe on shield. | ||
|bairname=Dragon Fang Wings | |bairname=Dragon Fang Wings | ||
|bairdmg={{ShortHopDmgSSBU|12}} (clean), {{ShortHopDmgSSBU|9}} (late) | |bairdmg={{ShortHopDmgSSBU|12}} (clean), {{ShortHopDmgSSBU|9}} (late) | ||
|bairdesc=Sprouts wings with the Dragon Fang, and attacks by flapping them. It can be used for recovering as it propels Corrin forward like {{SSBU|R.O.B.}}'s back aerial. It also has good range and knockback but has the slowest startup out of all of Corrin's aerials. Its trait of propelling the user forward combined with its large hitbox makes it safe on shield. | |bairdesc=Sprouts wings with the Dragon Fang, and attacks by flapping them. It can be used for recovering as it propels Corrin forward like {{SSBU|R.O.B.}}'s back aerial. It also has good range and knockback but has the slowest startup out of all of Corrin's aerials. Its trait of propelling the user forward combined with its large hitbox makes it safe on shield. | ||
|uairname= | |uairname= | ||
|uairdmg={{ShortHopDmgSSBU|10}} | |uairdmg={{ShortHopDmgSSBU|10}} | ||
|uairdesc=Slashes in the air with the Omega Yato in a backward flip, closely resembling the up aerials of all the other ''Fire Emblem'' characters (with the exception of {{SSBU|Ike}} and {{SSBU|Byleth}}). Has wide range, quick startup, and surprisingly good knockback, making it a go-to vertical KO move and an excellent finisher from Corrin's combos. | |uairdesc=Slashes in the air with the Omega Yato in a backward flip, closely resembling the up aerials of all the other ''Fire Emblem'' characters (with the exception of {{SSBU|Ike}} and {{SSBU|Byleth}}). Has wide range, quick startup, and surprisingly good knockback, making it a go-to vertical KO move and an excellent finisher from Corrin's combos. | ||
|dairname=Dragon's Piercing Drop | |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 backward and stabs them upwards with the Dragon Fang spear-turned arm, knocking them away. Similar to forward throw, though with slightly more damage and knockback, along with possessing a tipper hitbox just like forward throw, but due to the slight differences in damage and knockback, it's considered more powerful than the forward throw in both regards. | |bthrowdesc=Places the opponent backward and stabs them upwards with the Dragon Fang spear-turned arm, knocking them away. Similar to forward throw, though with slightly more damage and knockback, along with possessing a tipper hitbox just like forward throw, but due to the slight differences in damage and knockback, it's considered more powerful than the forward throw in both regards. | ||
|uthrowname= | |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. Afterward, Corrin reverts back into human form. The strongest out of all of Corrin's throws. | |uthrowdesc=Lifts the opponent into the air and transforms into dragon form then raises on its hind legs to launch opponents in the air via a headbutt during the transformation. Afterward, Corrin reverts back into human form. The strongest out of all of Corrin's throws. | ||
|dthrowname=Dragon-Form Kick | |dthrowname=Dragon-Form Kick | ||
|dthrowdmg=6.5% (hit 1), 3% (throw) | |dthrowdmg=6.5% (hit 1), 3% (throw) | ||
|dthrowdesc= Throws the opponent to the ground and transforms into dragon form, then roars in anger while proceeding to stomp down on the opponent and emitting a splash of water. Afterward, Corrin reverts back into human form. Much like up throw, it is a relatively strong throw, KOing most characters under 180%; however, its 70° angle leaves it vulnerable to [[LSI]], allowing it to be survived for much longer, while its ending lag is too high for followups. As a result, it is largely outclassed by up throw, though it remains useful for damage racking purposes. | |dthrowdesc= Throws the opponent to the ground and transforms into dragon form, then roars in anger while proceeding to stomp down on the opponent and emitting a splash of water. Afterward, Corrin reverts back into human form. Much like up throw, it is a relatively strong throw, KOing most characters under 180%; however, its 70° angle leaves it vulnerable to [[LSI]], allowing it to be survived for much longer, while its ending lag is too high for followups. As a result, it is largely outclassed by up throw, though it remains useful for damage racking purposes. | ||
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|ssname=Dragon Lunge | |ssname=Dragon Lunge | ||
|ssdmg=7% (lance, middle, ground), 8% (lance, middle, air), 15% (lance, tip)<br/>12% (front/back kick, clean), 7% (front/back kick, late), 5% (back kick, turn) | |ssdmg=7% (lance, middle, ground), 8% (lance, middle, air), 15% (lance, tip)<br/>12% (front/back kick, clean), 7% (front/back kick, late), 5% (back kick, turn) | ||
|ssdesc=When used on the ground, Corrin hops a short distance into the air; pressing the attack button during the hop will result in Corrin striking diagonally down with the Dragon Fang spear arm. When used in the air, however, Corrin instantly strikes with the Dragon Fang spear arm. If it hits any terrain during the move (be it the ground or a wall), Corrin's arm will remain there, pinning any opponent caught in place. From there, it can be followed up with either a kick to either side, by pressing the attack button or tilting the control stick horizontally; or a jump by pressing the jump button or tilting the control stick upwards. It can also be canceled entirely by tilting the control stick down, or automatically after pinning a surface for two seconds, which can be useful for reading the opponent's floor recovery. However, canceling the move allows the opponent to act out of it immediately. Pinned opponents can also escape by [[button mashing]] if Corrin does not choose an action soon enough. Like most of | |ssdesc=When used on the ground, Corrin hops a short distance into the air; pressing the attack button during the hop will result in Corrin striking diagonally down with the Dragon Fang spear arm. When used in the air, however, Corrin instantly strikes with the Dragon Fang spear arm. If it hits any terrain during the move (be it the ground or a wall), Corrin's arm will remain there, pinning any opponent caught in place. From there, it can be followed up with either a kick to either side, by pressing the attack button or tilting the control stick horizontally; or a jump by pressing the jump button or tilting the control stick upwards. It can also be canceled entirely by tilting the control stick down, or automatically after pinning a surface for two seconds, which can be useful for reading the opponent's floor recovery. However, canceling the move allows the opponent to act out of it immediately. Pinned opponents can also escape by [[button mashing]] if Corrin does not choose an action soon enough. Like most of Corrin’s moves, the tip of the spear deals the most damage and knockback. | ||
|usname=Dragon Ascent | |usname=Dragon Ascent | ||
|usdmg=4.5% (hit 1), 1.2% (hits 2-6), 3% (hit 7) | |usdmg=4.5% (hit 1), 1.2% (hits 2-6), 3% (hit 7) | ||
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|dsdesc=Corrin's head goes into dragon form while getting into a defensive stance. If attacked, Corrin transforms into a dragon using the Dragon Fang and slams the ground. A surge of water then erupts from the ground on both sides of Corrin, launching opponents upwards; a unique counter with these distinctions. | |dsdesc=Corrin's head goes into dragon form while getting into a defensive stance. If attacked, Corrin transforms into a dragon using the Dragon Fang and slams the ground. A surge of water then erupts from the ground on both sides of Corrin, launching opponents upwards; a unique counter with these distinctions. | ||
|fsname=Torrential Roar | |fsname=Torrential Roar | ||
|fsdmg=7 | |fsdmg=7% (light pillars, base), 2% (light pillars, tips), 34% (whirlpool) | ||
|fsdesc=Corrin strikes | |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]]=== | ||
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===[[Taunt]]s=== | ===[[Taunt]]s=== | ||
*'''Up taunt''': Ducks down, stands back up, and poses with their head in dragon form. Male Corrin says "My path is clear!" ({{ja|好きにはさせない!|Suki ni wa sasenai!}}, ''I won't let you have your way!''). Female Corrin says "Let's do this!" ({{ja|行きますよ!|Ikimasu yo!}}, ''Here I come!'') | *'''Up taunt''': Ducks down, stands back up, and poses with their head in its dragon form. Male Corrin says "My path is clear!" ({{ja|好きにはさせない!|Suki ni wa sasenai!}}, ''I won't let you have your way!''). Female Corrin says "Let's do this!" ({{ja|行きますよ!|Ikimasu yo!}}, ''Here I come!'') | ||
*'''Side taunt''': Twirls the Omega Yato. Male Corrin says "I've made my choice." ({{ja|僕は選んだ!|Boku wa eranda!}}, ''I've made my choice!''). Female Corrin says "Your fate is clear." ({{ja|折れたりしません!|Oretari shimasen!}}, ''I will not surrender!'') Resembles Corrin's animation before a battle in ''Fire Emblem Fates''. | *'''Side taunt''': Twirls the Omega Yato. Male Corrin says "I've made my choice." ({{ja|僕は選んだ!|Boku wa eranda!}}, ''I've made my choice!''). Female Corrin says "Your fate is clear." ({{ja|折れたりしません!|Oretari shimasen!}}, ''I will not surrender!'') Resembles Corrin's animation before a battle in ''Fire Emblem Fates''. | ||
*'''Down taunt''': Twirls the Omega Yato in the air and places it on its tip. Male Corrin says "Are you ready?" ({{ja|準備はいい?|Junbi wa ī?}}, ''Are you ready?''). Female Corrin says "You ready for this?" ({{ja|準備はいいですか?|Junbi wa ī desu ka?}}, ''Are you ready?'') Resembles one of Corrin's post-battle animations in ''Fire Emblem Fates''. | *'''Down taunt''': Twirls the Omega Yato in the air and places it on its tip. Male Corrin says "Are you ready?" ({{ja|準備はいい?|Junbi wa ī?}}, ''Are you ready?''). Female Corrin says "You ready for this?" ({{ja|準備はいいですか?|Junbi wa ī desu ka?}}, ''Are you ready?'') Resembles one of Corrin's post-battle animations in ''Fire Emblem Fates''. | ||
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===[[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, as a whirlpool of water swirls around, then morphs into dragon form while emitting a flourish of water, roaring to the skies | *'''Right:''' Crosses both arms, as a whirlpool of water swirls around, then morphs into dragon form while emitting a flourish of water, roaring to the skies. | ||
[[File:FireEmblemFatesVictoryThemeUltimate.ogg|thumb|A flourished remix of a small excerpt of {{ | [[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 | ||
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</gallery> | </gallery> | ||
==In | ==In competitive play== | ||
Corrin was initially seen as a solid mid-tier character from the beginning of the metagame: while his nerfs were perceived as noticeable, players believed he could still have potential akin to ''Smash 4'' with moves such as back aerial and Dragon Lunge still being strong enough to mitigate their nerfs. However, it soon became clear that their changes were insufficient to adhere to ''Ultimate''{{'}}s faster engine. Many top professionals consider Corrin a low-tier character, with some claiming that he was one of the worst characters in the game. Almost all players who played Corrin in ''Smash 4'' have either dropped the character completely or relegated him to a rare counterpick. 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}}, Corrin had one of, if not, the worst representation in the game. | |||
' | Corrin's reception, however, improved with the release of patch 8.0.0., where his KO power and Dragon Lunge were improved. Although Corrin has yet to see improvements in offline representation due to the COVID-19 pandemic, most players have more optimism towards the character, reassessing him as mid tier. Cosmos especially picked up Corrin again for a few months and believes he is a top 20 character. | ||
===Notable players=== | |||
<!--If you are planning to add a player you consider to be notable, please provide tournament results in some shape or form in the edit summary (be it a link to a results thread or bracket of placing high in a tournament of other notable players or a video of them beating a notable player). Winning tournaments without notable players present are generally not enough to warrant a spot.--> | |||
''Any number following the Smasher name indicates placement on the [[Fall 2019 PGRU]], which recognizes the official top 50 players in the world in [[Super Smash Bros. Ultimate]] from July 13th, 2019 to December 15th, 2019.'' | |||
''See also:[[:Category:Corrin professionals (SSBU)]]'' | |||
====Active==== | |||
*{{Sm|Cosmos|USA}} (#23) - The best Corrin player in the United States. Placed 4th at {{Trn|Glitch 8 - Missingno}} using Corrin to defeat {{Sm|Dabuz}}. | |||
*{{Sm|Ke-ya|Japan}} - Co-mains Corrin with {{SSBU|Robin}} and is considered one of the best Corrin players in the world. Placed 3rd at {{Trn|Kurobra 19}}, 13th at {{Trn|Sumabato SP 2}}, and 33rd at {{Trn|Umebura SP 2}} using Corrin along with Robin. Has wins over {{Sm|Shuton}}, {{Sm|Nanchan}}, {{Sm|Aiba}}, and {{Sm|Take|p=Ultimate}}. | |||
*{{Sm|Lycopis|Japan}} - Placed 97th at {{Trn|EVO Japan 2020}} with a win over {{Sm|Brood}}. | |||
*{{Sm|Makua|Japan}} - One of the best Corrin players in Japan. Placed 17th at both {{Trn|Sumabato SP 13}} and {{Trn|Sumabato SP 15}}. | |||
*{{Sm|Nair^|Mexico}} - Has a strong Corrin secondary and placed 2nd at {{Trn|Tec In Place 2}} along with {{SSBU|Ridley}}. Has wins over {{Sm|Hyuga}} and {{Sm|MKBigBoss}} using Corrin. | |||
====Inactive==== | |||
*{{Sm|Promaelia|USA}} - Placed 7th at {{Trn|Just Roll With It! 10}} playing only Corrin, Promaelia was considered one of the best Corrin players in the world prior to his ban from tournament play. | |||
=={{SSBU|Classic Mode}}: Between White and Black== | =={{SSBU|Classic Mode}}: Between White and Black== | ||
[[File:SSBU Congratulations Corrin.png|thumb|Corrin's congratulations screen.]] | [[File:SSBU Congratulations Corrin.png|thumb|right|Corrin's congratulations screen.]] | ||
As the name suggests, Corrin's opponents are all in either white or black alternate costumes, referencing Corrin's struggle in choosing between {{iw|fireemblemwiki|Nohr}} and {{iw|fireemblemwiki|Hoshido}}, including the two kingdoms' conflict. | As the name suggests, Corrin's opponents are all in either white or black alternate costumes, referencing Corrin's struggle in choosing between {{iw|fireemblemwiki|Nohr}} and {{iw|fireemblemwiki|Hoshido}}, including the two kingdoms' conflict. | ||
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|2||{{CharHead|Dark Samus|SSBU|hsize=20px}}||[[Brinstar Depths]]||''{{SSBUMusicLink|Metroid|Lockdown Battle Theme}}''|| | |2||{{CharHead|Dark Samus|SSBU|hsize=20px}}||[[Brinstar Depths]]||''{{SSBUMusicLink|Metroid|Lockdown Battle Theme}}''|| | ||
|- | |- | ||
|3||{{ | |3||{{head|Corrin|g=SSBU|s=20px|cl=Female}} ({{head|Corrin|g=SSBU|s=20px}}) Opposite-gender Corrin, {{CharHead|Daisy|SSBU|hsize=20px|color=White}}, and {{CharHead|Palutena|SSBU|hsize=20px}}||[[Mario Galaxy]]||''{{SSBUMusicLink|Super Mario Bros.|Fated Battle}}''||{{CharHead|Peach|SSBU|hsize=20px|color=Black}} and {{Head|Rosalina|g=SSBU|s=20px|cl=Black}} {{SSBU|Rosalina & Luma}} in their black alternate costumes are CPU allies. | ||
|- | |- | ||
|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 {{ | |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 | |5||{{head|Mr. Game & Watch|g=SSBU|s=20px|cl=White}} (x3) {{head|Mr. Game & Watch|g=SSBU|s=20px}} (x3) {{SSBU|Mr. Game & Watch}}||[[The Great Cave Offensive]] ([[Ω form]])||''{{SSBUMusicLink|Kirby|CROWNED: Ver. 2}}''|| | ||
|- | |- | ||
|6||{{ | |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. | ||
|- | |- | ||
|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 [[Mysterious Dimension]] sub-area, guarded by the spirit of [[List of spirits (Fire Emblem series) | Male Corrin was one of the many fighters that fell under [[Dharkon]]'s control upon Galeem's first defeat. He is on a platform made of clouds in the [[Mysterious Dimension]] sub-area, guarded by the spirit of [[List of spirits (Fire Emblem series)|Azura]] (whose spirit battle ironically is against the default Female Corrin). | ||
{{clrl}} | {{clrl}} | ||
===Fighter Battle=== | ===Fighter Battle=== | ||
{|class="wikitable" style="width:100%;" | {|class="wikitable" style="width:100%;" | ||
|- | |||
!style="width:5%;"|No. | !style="width:5%;"|No. | ||
!style="width:5%;"|Image | !style="width:5%;"|Image | ||
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|''{{SSBUMusicLink|Fire Emblem|Lost in Thoughts All Alone (Remix)}}'' | |''{{SSBUMusicLink|Fire Emblem|Lost in Thoughts All Alone (Remix)}}'' | ||
|} | |} | ||
{{ | {{-}} | ||
==[[Spirit]]s== | ==[[Spirit]]s== | ||
Male Corrin's fighter spirit can be obtained by completing | Male Corrin's fighter spirit can be obtained by completing [[Classic Mode]]. It is also available periodically for purchase in the shop for 500 coins. Unlocking Corrin in World of Light allows the player to preview the first spirit below in the Spirit List under the name "???". As a fighter spirit, it cannot be used in Spirit Battles and is purely aesthetic. Female Corrin also has a fighter spirit of her own, available through the shop. Each fighter spirit has an alternate version that replaces them with their artwork in ''Ultimate''. | ||
<center> | <center> | ||
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</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%;" | ||
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|- | |- | ||
|151 | |151 | ||
|{{SpiritTableName|Enguarde | |{{SpiritTableName|Enguarde|size=64}} | ||
|''Donkey Kong'' Series | |''Donkey Kong'' Series | ||
|•{{SSBU|Corrin}} {{Head|Corrin|g=SSBU|s=20px|cl=Blue}} | |•{{SSBU|Corrin}} {{Head|Corrin|g=SSBU|s=20px|cl=Blue}} | ||
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|- | |- | ||
|1,351 | |1,351 | ||
|{{SpiritTableName|I-Tetrimino | |{{SpiritTableName|I-Tetrimino|size=64}} | ||
|''Tetris'' Series | |''Tetris'' Series | ||
|•{{SSBU|Corrin}} Team {{ | |•{{SSBU|Corrin}} Team {{head|Corrin|g=SSBU|s=20px|cl=Blue}}×3 | ||
|{{SpiritType|Attack}} | |{{SpiritType|Attack}} | ||
|9,900 | |9,900 | ||
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|•Hostile assist trophies will appear after a little while<br>•The enemy favors down air attacks.<br>•Only certain Pokémon will emerge from Poké Balls ([[Deoxys]]) | |•Hostile assist trophies will appear after a little while<br>•The enemy favors down air attacks.<br>•Only certain Pokémon will emerge from Poké Balls ([[Deoxys]]) | ||
|{{SSBUMusicLink|Other|Tetris: Type A}} | |{{SSBUMusicLink|Other|Tetris: Type A}} | ||
|} | |} | ||
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|- | |- | ||
|681 | |681 | ||
|{{SpiritTableName|Sakura (Fire Emblem)|customname={{ | |{{SpiritTableName|Sakura (Fire Emblem)|customname={{s|fireemblem|Sakura}} (Fire Emblem)|size=64}} | ||
|''Fire Emblem'' Series | |''Fire Emblem'' Series | ||
|•{{SSBU|Isabelle}} {{Head|Isabelle|g=SSBU|s=20px|cl=Red}}<br>•{{SSBU|Corrin}} {{Head|Corrin|g=SSBU|s=20px|cl=Pink}} | |•{{SSBU|Isabelle}} {{Head|Isabelle|g=SSBU|s=20px|cl=Red}}<br>•{{SSBU|Corrin}} {{Head|Corrin|g=SSBU|s=20px|cl=Pink}} | ||
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|•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 | ||
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</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. Female Corrin is also notably present in pre-launch advertisements and [[rules]] display screens when other characters exclusively use their default costumes. This is consistent with how Corrin is primarily represented as female in most ''Fire Emblem'' spinoffs, such as ''Fire Emblem Warriors'', and ''Fire Emblem Heroes''. | ||
*Excluding use of a [[Boss Galaga]], Corrin is one of the few fighters whose [[Star KO]] spins forward instead of away from the screen, similar to how Star KOs acted in ''Smash 4''. Corrin shares this trait with {{SSBU|Cloud}}, {{SSBU|Shulk}}, {{SSBU|Incineroar}}, {{SSBU|Inkling}} and {{SSBU|Joker}}. | |||
*Corrin can be unlocked by clearing Classic Mode as {{SSBU|Robin}}, likely referencing that they are both avatar characters in their respective ''Fire Emblem'' games. | |||
*While other characters with two selectable genders ({{SSBU|Pokémon Trainer}}, Inkling, {{SSBU|Wii Fit Trainer}}, {{SSBU|Robin}} and the {{SSBU|Mii Fighter}}s) have two identical [[Announcer]] calls in the English [[Sound Test]] (presumably as placeholders for languages with gender-specific pronouns), Corrin and {{SSBU|Byleth}} are notably the only characters who lack this trait. This is likely due to actually having a name rather than a gender-neutral description in English. | *While other characters with two selectable genders ({{SSBU|Pokémon Trainer}}, Inkling, {{SSBU|Wii Fit Trainer}}, {{SSBU|Robin}} and the {{SSBU|Mii Fighter}}s) have two identical [[Announcer]] calls in the English [[Sound Test]] (presumably as placeholders for languages with gender-specific pronouns), Corrin and {{SSBU|Byleth}} are notably the only characters who lack this trait. This is likely due to actually having a name rather than a gender-neutral description in English. | ||
**While Robin technically has an official name, there are three different names between languages (Robin, Daraen, and Reflet), though, like Corrin and Byleth, there is no gender separator. | **While Robin technically has an official name, there are three different names between languages (Robin, Daraen, and Reflet), though, like Corrin and Byleth, there is no gender separator. | ||
*Female Corrin's Fighter Spirit uses artwork from ''Fire Emblem: Fates'', where her armor exposes her inner thighs rather than having her wear black leggings. This is probably an oversight, as the Spirits for Camilla, likewise from ''Fire Emblem: Fates'', and | *While the default male Corrin is never used in any spirit battles, the default female Corrin is present in some of the spirit battles from the ''Ultimate'''s initial release. | ||
**This oversight appears to be shared with the Fighter Spirits for {{SSBU|Palutena}} | *Female Corrin's Fighter Spirit uses artwork from ''Fire Emblem: Fates'', where her armor exposes her inner thighs rather than having her wear black leggings. This is probably an oversight, as the Spirits for Camilla, likewise from ''Fire Emblem: Fates'', and Mythra from ''Xenoblade Chronicles 2'' had modified artwork to be less provocative. | ||
*Corrin is the | **This oversight appears to be shared with the Fighter Spirits for {{SSBU|Palutena}} and {{SSBU|Bayonetta}}, who likewise use unaltered artwork from their games of origin, but have had censorship applied to them in their playable forms. | ||
*Corrin is one of four fighters who face the same fighter multiple times in Classic Mode, the others being Peach, Hero and Steve; in Corrin's case, Corrin’s opposite-gendered counterpart appears as an opponent in Rounds 3 and 6, while also appearing as a CPU ally in Round 4. | |||
*Despite fighting characters wearing white or black clothing, Zelda, Ryu, Bayonetta and Ganondorf do not appear in Corrin's Classic Mode route. | |||
*Corrin and Ridley appear in the most Legend-rank spirit battles as the main opponent, at a total of four. | |||
**Specifically, Corrin appears in the Arceus, Azura, Mecha-Fiora, and Mythra spirit battles. | |||
{{SSBUCharacters}} | {{SSBUCharacters}} | ||
{{Fire Emblem universe}} | {{Fire Emblem universe}} | ||
[[Category:Corrin (SSBU)| ]] | [[Category:Corrin (SSBU)| ]] | ||
[[Category:Spirits]] | [[Category:Spirits]] | ||
[[es:Corrin (SSBU)]] | [[es:Corrin (SSBU)]] |