Template:SSB4 to SSBU changelist/Corrin
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Aesthetics
- Corrin's appearance is largely the same as it was in SSB4, though Corrin's model features a more subdued color scheme. The fabric of Corrin's attire is more detailed, which is more noticeable during Dragon Fang transformations. Male Corrin's eyes are also sharper.
- These changes also apply to Corrin's Feral Dragon form. Its features are also more pronounced.
- Similar to many veterans in their transitions from Brawl, Corrin's previously unused damage yells from SSB4's Sound Test are now heard when taking high knockback.
- As with all previous downloadable fighters in SSB4, Corrin now has a unique Palutena's Guidance conversation.
- In Japanese, female Corrin's Star KO voice clip has been shortened.
- Corrin has a unique victory theme, based upon Lost in Thoughts All Alone.
Attributes
- Like all characters, Corrin's jumpsquat animation takes 3 frames to complete (down from 6).
- Corrin runs faster (1.45 → 1.595).
- Corrin's initial dash speed is faster (1.8 → 1.892).
- Corrin walks faster (1.15 → 1.208).
- Corrin's air speed is higher (0.97 → 1.019).
- Corrin's traction is significantly higher (0.065 → 0.129).
- Corrin's double jump covers less distance.
- Forward roll grants more intangibility (frames 4-14 → 4-15) and has less ending lag (FAF 31 → 30).
- Back roll has more startup (frame 4 → 5) and ending lag (FAF 31 → 35).
- Back roll grants more intangibility (frames 4-14 → 5-16).
- Spot dodge has less ending lag (FAF 27 → 26).
- Air dodge grants more intangibility (frames 3-27 → 3-29).
- Air dodge has more ending lag (FAF 34 → 50).
Ground attacks
- Neutral attack:
- All hits except the second and the neutral infinite's finisher deal less damage (hit 1 tip: 3% → 2.5%, hit 3: 3.3%/5% → 3%/4%, infinite: 0.9% → 0.5%), with knockback scaling only partly compensated on the third hit's sweetspot (140 → 150), reducing its KO potential.
- The first hit transitions into the second hit faster (frame 11 → 9), which transitions into the neutral infinite faster (frame 9 → 8).
- The first and second hits have altered angles (hit 1: 160°/92°/110° → 361°/180°, hit 2: 64°/79°/90° → 361°) to keep opponents close to Corrin, and has gained a hitstun modifier of 2, allowing them to connect better and jab lock.
- The first and second hits have slightly larger hitboxes overall (hit 1: 3.8u/3.8u/1.8u/1.5u → 4.5u/3.8u/1.8u/1.8u, hit 2: 3.5u (all) → 4u/3.5u/3.2u).
- The first, second and third hits have a higher hitlag multiplier (1x/1.4x → 1.5x/1.6x (hit 1), 1x → 1.2x (hit 2), 1x/1.4x → 1.8x/2x (hit 3)), giving opponents more time to SDI the first two and DI the last one.
- 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 much higher percents, and removing their jab cancel setups.
- The third hit of neutral attack has a new animation: it is an outward slash, rather than a stab. This new animation's hitboxes have one frame shorter duration (frames 6-8 → 6-7).
- The new third hit has less ending lag (FAF 36 → 31).
- The new third hit has smaller hitboxes (5.7u/4.2u → 5u/4.2u).
- The new third hit's sourspot extends further inwards and overlaps less with the sweetspot (Z-offset/stretch: 13/11.5 → 11.5/11). This makes the sweetspot easier to land.
- The neutral infinite has a shorter gap between hits (5 frames → 4), lower hitlag (1x → 0.5x) and SDI (1x → 0.6x) multipliers, and deals less knockback (8 base/40 scaling → 10/20) while gaining a hitstun modifier of 2 for each hit. This allows it to connect more reliably and makes it much harder to escape.
- One of the neutral infinite's hitboxes that lifted opponents off the ground has been removed. Since its hitbox was larger than the attack's other remaining hitbox, this gives the attack slightly less vertical range.
- However, the previous neutral infinite's hitbox is extended and positioned differently (Y/Z-offset: 8.5/8 → 7/16, Y/Z-stretch: 0.0/0.0 → 7/10). Since this hitbox keeps opponents on the ground, this makes the infinite harder to escape.
- The infinite has gained a shieldstun multiplier of 8×. This allows it to lock opponents into their shields between each hit, and thus pressure them more effectively, but also allows them to cancel shieldstun and punish Corrin more easily if they shield 10 hits or more.
- The neutral infinite's finisher has an additional hitbox (size: 5.5u, Y/Z-offset: 7.5/19.5). However, the move's other hitboxes are smaller (6u/8u → 4.5u/5.5u) and are positioned differently (ID 0: 8.5 Y-offset/10 Z-offset → 7.5/11.5, ID 1: 8.5 Y-offset/18 Z-offset → 7.5/15.5). While these changes keep its horizontal range mostly intact, they reduce its vertical range and create a blindspot right in front of Corrin.
- The neutral infinite's finisher deals less knockback (52 base/150 scaling → 85/90), reducing its KO potential.
- The neutral infinite's finisher launches at a lower angle (50° → 40°), no longer being the same as the third hit's. Combined with its increased base knockback, this makes it much safer on hit.
- Forward tilt:
- The move has a shorter hitbox duration (frames 8-10 → 8-9).
- The move launches at a noticeably lower angle, more akin to other forward tilts (70° → 45°). This overall improves its KO power from center stage and especially near edges, making it much more consistent and no longer as vulnerable to LSI.
- However, it removes its situational juggling potential and hinders its KO power from across the stage.
- Dash attack:
- The move has one frame slower startup (frame 11 → 12).
- The move has less ending lag (FAF 56 → 50).
- The move has altered hitbox timings with shorter gaps between hits (frames 11, 14, 17, 20, 23, 26 → 12, 14, 16, 18, 20, 23). The looping hits launch at a minimally lower angle (15° → 14°), have a lower hitlag multiplier (1× → 0.5x), and their innermost hitboxes have more set knockback (55/12 → 65/25). This allows it to connect more reliably and makes it harder to escape.
- Forward smash:
- The ability to hold smash attack charges for two additional seconds allows its looping hits' duration to be extended, letting it deal more damage and potentially break shields.
- The looping charge hits have gained a hitstun modifier of 3, connecting better as a result.
- Forward smash has more range.
- 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%/16.7% (all)).
- This allows it to hit from farther distances earlier, and causes the early tip sweetspot to come out faster.
- However, this removes the late tipper sweetspot and shortens the move's total duration (frames 17-22 → 17-18).
- The move deals more knockback (base and middle: 35 base/99 scaling → 40/103, tip: 35 base/105 scaling → 45/107). Combined with the tip's marginally higher damage, this makes it safe on hit and drastically increases the move's KO potential.
- The move has drastically smaller hitboxes (3.5u/3u/2.2u → 2u/1.7u/1.1u).
- The tipper consists of two hitboxes instead of one, which cover a wider area (Y offset: 0u → -0.4u/0.4u, Z offset: 0u → 0.4u/-0.4u). This makes it less likely to whiff due to the z-axis.
- The tipper has gained a shieldstun multiplier of 1.6×, making it much harder to punish.
- The middle and tip have higher hitlag multipliers (middle: 0.8x → 1x, tip: 1x → 1.5x).
- Up smash:
- Up smash has a longer active duration (frames 13-15 → 13-17).
- The tip has more knockback scaling (86 → 91).
- The tip has more vertical range (Y-stretch: 26-27 → 26-30), making it much easier to land.
- Down smash:
- Down smash has less ending lag (FAF 54 → 49).
- The back hit's tip sweetspot has lower knockback scaling (95 → 85).
Aerial attacks
- All aerials except down aerial have less landing lag (13 frames → 10 (neutral), 14 → 8 (forward), 14 → 13 (back), 15 → 9 (up)).
- Neutral aerial:
- The move auto-cancels earlier (frame 50 → 47).
- Forward aerial:
- Forward aerial deals more damage (7.5% → 9%) with knockback scaling not fully compensated (99 → 87), marginally improving its KO potential while not reducing its combo potential.
- The move has more startup lag (frame 7 → 9).
- However, its total duration remains unchanged giving it two frames less ending lag. This slightly improves its combo potential into attacks other than itself in the air.
- Corrin can grab ledges faster after using the move (62 frames → 60).
- Back aerial:
- Back aerial's early hitbox deals more damage (11% → 12%) with no compensation on knockback.
- Up aerial:
- Up aerial deals more damage (9% → 10%) with knockback scaling not fully compensated (99 → 97), improving its KO potential.
- The move auto-cancels earlier (frame 40 → 38), allowing it to auto-cancel in a short hop.
- Down aerial:
- The move's looping hits have a lower hitlag multiplier (1x → 0.8x) and use weight-independent knockback, allowing them to connect more reliably.
- Due to universal changes made to stall-then-fall down aerials, the move can no longer fully connect against targets at certain height, worsening its damage output.
- The move no longer halts Corrin's downward momentum when used out of hitstun after timing it a double jump.
Throws and other attacks
- Grabs:
- All grabs have more ending lag (FAF 31 → 37 (standing), 38 → 45 (dash), 36 → 40 (pivot)).
- Dash and pivot grab have more startup (frame 8 → 10 (dash), 9 → 11 (pivot)).
- All grabs have slightly shorter range (standing: 4-8.9 Z-stretch → 4-8.7, dash: 4-10.7 Z-stretch → 4-10.3, pivot: 4-14.9 Z-stretch → 4-14.6).
- Pummel:
- Corrin has a new pummel, a knee strike.
- It deals much less damage (3% → 1.3%).
- However, it has significantly faster startup (frame 16 → 1), deals more hitlag (5 frames → 14) and has less ending lag (FAF 24 → 7), shortening its duration and increasing the number of times Corrin can pummel the opponent before throwing them or before they break out.
- Corrin has a new pummel, a knee strike.
- Forward throw:
- Forward throw hits and releases the opponent slower (frame 10, 11 → 14, 15), making it easier to DI.
- However, its total duration remains unchanged, reducing its ending lag.
- The tipper has lower knockback scaling (120 → 110), reducing its KO ability against bystanders.
- Forward throw hits and releases the opponent slower (frame 10, 11 → 14, 15), making it easier to DI.
- Corrin's back, up and down throws 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:
- Back throw's tipper has lower knockback scaling (110 → 100), reducing its KO ability against bystanders.
- Down throw:
- Down throw's first hit has a lower hitlag modifier (2.5x → 1.5x), causing the throw to execute faster.
- Edge attack:
- Edge attack deals more damage (7% → 9%).
Special moves
- Dragon Fang Shot:
- 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.
- An uncharged shot has more startup (frame 15 → 17), with its total duration increased as well (FAF 60 → 62).
- An uncharged shot lasts longer (61 frames → 71), increasing its traveling distance.
- An uncharged shot has altered knockback (30/50 base / 80 scaling → 20/30 / 90), reducing it overall. The shot has also a much lower hitlag multiplier at all levels of charge (1.3x → 0.3x (uncharged), 0.5x (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.
- This is further hindered by the new knockback speed up effect, as opponents are launched faster and experience less hitstun at higher percents.
- A fully charged shot has altered knockback (50 base/80 scaling → 40/90), increasing it overall. This improves its KO potential.
- A fully charged bite has more base knockback (10 → 28), allowing it to KO even earlier, albeit still later than the last levels of partial charge.
- Dragon Lunge:
- Dragon Lunge's pin can be manually canceled by pressing down on the control stick. This allows for mix-ups, allowing pinned opponents to escape faster but setting them up for a tech-chase, and also leaves Corrin less vulnerable if the move misses.
- Manually canceling the pin also incurs less ending lag (FAF 15 → 13).
- Pin canceling incurs 19 frames of landing lag.
- The jump grants more intangibility (frames 2-5 → 2-7) and has much less ending lag (FAF 44 → 30).
- The thrust has less ending lag if it doesn't pin to a surface (FAF 42 → 38).
- 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.
- Both kicks have drastically more ending lag (FAF 46 → 57 (forward), 46 → 61 (back)).
- 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 shielding opponents as easily (or at all if the opponent is heavier and/or larger), making the kicks much easier to punish.
- Both kicks' clean hits have more knockback scaling (90 → 98), noticeably improving their KO potential.
- The back kick's early hit deals less knockback (70 base/110 scaling → 63/100), making it slightly less safe on hit.
- Dragon Lunge's pin can be manually canceled by pressing down on the control stick. This allows for mix-ups, allowing pinned opponents to escape faster but setting them up for a tech-chase, and also leaves Corrin less vulnerable if the move misses.
- Dragon Ascent:
- The move is called Dragon Ascent across all English versions of the game, rather than Draconic Ascent in the NTSC version.
- The move grants more intangibility on startup (frames 10-17 → 7-17).
- The last hit has more knockback scaling (155 → 170).
- Corrin's air speed is reduced by less after using the move (air speed multiplier: 0.6 → 0.7).
- The move travels more distance, but halts at the end of the move instead of granting slight horizontal momentum. Overall, this improves Corrin's vertical recovery, but at the cost of having no extra momentum for horizontal recovery.
- 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:
- Counter Surge has a longer counterattack window (frames 7-24 → 7-26). However, with a window of just 20 frames, it is still one of the shortest counter windows in the game.
- Counter Surge slows down opponents more (6x → 9x), allowing it to connect more reliably, despite slowing opponents down for a shorter period of time (25 frames → 22).
- The counterattack deals less knockback (clean: 90 base/74 scaling → 87/68, late: 90/68 → 85/66). Additionally, the late hit no longer has a higher damage multiplier, instead being consistent throughout (1.2x/1.3x → 1.2x). As a result, it is no longer the strongest counterattack in the game without knockback modifications.
- 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.
- It has a higher hitlag multiplier (1x → 1.2x), making it easier to DI and SDI.