Super Smash Bros. Ultimate

Corrin (SSBU): Difference between revisions

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(Sloppy writing; plus you can wait a couple more days to add numbers.)
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==Changes from ''[[Super Smash Bros. 4]]''==
==Changes from ''[[Super Smash Bros. 4]]''==
{{notice|[[SmashWiki is not speculative]]. Please refrain from adding detailed data values derived from pre-release gameplay footage, such as the E3 demo. Such data (damage values, launch trajectories, frame data, etc.) are subject to change before the official release.}}
{{notice|[[SmashWiki is not speculative]]. Please refrain from adding detailed data values derived from pre-release gameplay footage, such as the E3 demo. Such data (damage values, launch trajectories, frame data, etc.) are subject to change before the official release.}}
===Aesthetics===
===Aesthetics===
*{{change|As with all [[veteran]]s returning from ''SSB4'', Corrin's model features a more subdued color scheme.}}
*{{change|As with all [[veteran]]s returning from ''SSB4'', Corrin's model features a more subdued color scheme.}}
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===Ground Attacks===
===Ground Attacks===
*{{change|The third hit of [[neutral attack]] is now an outward [[slash]] rather than a [[Slash#Stab|stab]].}}
*[[Neutral attack]]:
**{{buff|The individual hits of Corrin's infinite are much faster, and trap opponents more reliably.}}
**{{change|The third hit of neutral attack is now an outward [[slash]] rather than a [[Slash#Stab|stab]].}}
*{{buff|[[Dash attack]] has less end lag.}}
***{{buff|The individual hits of Corrin's infinite are much faster, and trap opponents more reliably.}}
*{{change|Corrin's [[forward smash]] now has a water hit effect.}}
*[[Dash attack]]:
**{{buff|Dash attack has less end lag.}}
*[[Forward smash]]:
**{{change|Forward smash now has a water hit effect.}}


===Aerial Attacks===
===Aerial Attacks===
*{{buff|All aerials, except [[down aerial]], have less landing lag.}}
*{{buff|All aerials, except down aerial, have less landing lag.}}
*{{nerf|[[Forward aerial]] has 2 frames more of startup lag.}}
*[[Forward aerial]]:
*{{buff|[[Back aerial]] pushes Corrin farther forward, which improves its safety and recovery potential.}}
**{{nerf|Forward aerial has more startup.}}
*{{buff|Down aerial's landing hit deals more knockback.}}
*[[Back aerial]]:
*{{buff|Up aerial has had its kill power increased, now having the same amount of kill power as pre patch Smash 4 Corrin.}}
**{{buff|Back aerial pushes Corrin farther forward, which improves its safety and recovery potential.}}
*[[Down aerial]]:
**{{buff|Down aerial's landing hit deals more knockback.}}


===Throws/other attacks===
===Throws/other attacks===
*{{nerf|Standing [[grab]] has increased start-up lag and ending lag, and dash grab has increased ending lag.}}
*{{nerf|Standing [[grab]] has increased start-up lag and ending lag, and dash grab has increased ending lag.}}
*{{buff|Corrin has a new [[pummel]], a knee-kick. It is additionally faster than his previous pummel.}}
*{{buff|Corrin has a new [[pummel]], a knee-kick. It is additionally faster than his previous pummel.}}
*{{nerf|[[Forward throw]] has lower base knockback.}}
*[[Forward throw]]:
*{{buff|[[Down throw]] has considerably higher knockback, making it better for KOs.}}
**{{nerf|Forward throw has lower base knockback.}}
*{{nerf|[[Up Throw]] has had it's kill potential weakened due to the changes to Rage.}}
*[[Down throw]]:
**{{buff|Down throw has considerably higher knockback, making it better for KOs.}}


===Special Moves===
===Special Moves===
*{{change|[[Dragon Fang Shot]]:}}
*[[Dragon Fang Shot]]:
**{{nerf|Dragon Fang Shot has had its stun time decreased.}}  
**{{nerf|Dragon Fang Shot has had its stun time decreased.}}  
**{{nerf|Dragon Fang Shot has had its knockback angle decreased, thus preventing follow-ups from back aerial, Dragon Lunge,and a fully charged Dragon Fang Bite.}}
**{{nerf|Dragon Fang Shot has had its knockback angle decreased, thus preventing follow-ups from back aerial, Dragon Lunge,and a fully charged Dragon Fang Bite.}}
*{{change|[[Dragon Lunge]]:}}
*[[Dragon Lunge]]:
**{{buff|Dragon Lunge can now be canceled by pressing down on the control stick.<ref>https://twitter.com/promaelia/status/1025877107266674689</ref>}}
**{{buff|Dragon Lunge can now be canceled by pressing down on the control stick.<ref>https://twitter.com/promaelia/status/1025877107266674689</ref>}}
**{{nerf|The opponent can act out of a Instant Pin Dragon Lunge if you attempt to cancel it.}}
**{{nerf|The opponent can act out of a Instant Pin Dragon Lunge if you attempt to cancel it.}}
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**{{nerf|Instant Pinned Dragon Lunge now has less range due to Corrin's lower position when performing it.}}
**{{nerf|Instant Pinned Dragon Lunge now has less range due to Corrin's lower position when performing it.}}
**{{nerf|After performing Dragon Lunge, Corrin cannot perform a full hop or neutral aerial.}}
**{{nerf|After performing Dragon Lunge, Corrin cannot perform a full hop or neutral aerial.}}
*{{change|[[Draconic Ascent]]:}}
*[[Draconic Ascent]]:
**{{buff|Draconic Ascent starts faster.}}
**{{buff|Draconic Ascent starts faster.}}
**{{nerf|Draconic Ascent halts at the end of the move instead of granting slight momentum, reducing its recovery potential.}}
**{{nerf|Draconic Ascent halts at the end of the move instead of granting slight momentum, reducing its recovery potential.}}
**{{buff|Draconic Ascent has had its knockback increased dramatically.}}
**{{buff|Draconic Ascent has had its knockback increased dramatically.}}
*{{change|[[Counter Surge]]:}}
*[[Counter Surge]]:
**{{buff|Counter Surge now has slightly more active frames.}}
**{{buff|Counter Surge now has slightly more active frames.}}
**{{nerf|The counterattack no longer covers him from above, which gives it less vertical range and making it unsafe from opponents attacking above him. It also deals dramatically less knockback, no longer being one of the strongest counterattacks in the game.}}
**{{nerf|The counterattack no longer covers him from above, which gives it less vertical range and making it unsafe from opponents attacking above him. It also deals dramatically less knockback, no longer being one of the strongest counterattacks in the game.}}

Revision as of 22:53, December 5, 2018

Future.png This page documents information about or related to a future release.
All information in this article must be verifiable, and adhere to SmashWiki's new game procedure.
Potentially contentious information should be discussed on the talk page before being added.
This article is about Corrin's appearance in Super Smash Bros. Ultimate. For the character in other contexts, see Corrin.
For smasher info, see Kamui.
Corrin
in Super Smash Bros. Ultimate
Corrin SSBU.png
FireEmblemSymbol.svg
Universe Fire Emblem
Other playable appearance in SSB4


Availability Unlockable
Final Smash Torrential Roar
Corrin (SSBU)
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!
Super Smash Blog, Super Smash Bros. Ultimate Official Site

Corrin (カムイ, Kamui) is a playable character in Super Smash Bros. Ultimate. He was officially confirmed on June 12th, 2018. Corrin is classified as fighter #62.

As in Smash 4, both the male and female versions of Corrin are playable, and are voiced in English by Cam Clarke and Marcella Lentz-Pope, respectively.

Changes from Super Smash Bros. 4

An icon used in notice templates. NOTE: SmashWiki is not speculative. Please refrain from adding detailed data values derived from pre-release gameplay footage, such as the E3 demo. Such data (damage values, launch trajectories, frame data, etc.) are subject to change before the official release.

Aesthetics

Attributes

  • Buff Like all characters, Corrin's jumpsquat animation now takes three frames to complete (down from 6).
  • Buff Corrin dashes faster.
  • Nerf Corrin's double jump covers less distance.

Ground Attacks

  • Neutral attack:
    • Change The third hit of neutral attack is now an outward slash rather than a stab.
      • Buff The individual hits of Corrin's infinite are much faster, and trap opponents more reliably.
  • Dash attack:
    • Buff Dash attack has less end lag.
  • Forward smash:
    • Change Forward smash now has a water hit effect.

Aerial Attacks

  • Buff All aerials, except down aerial, have less landing lag.
  • Forward aerial:
    • Nerf Forward aerial has more startup.
  • Back aerial:
    • Buff Back aerial pushes Corrin farther forward, which improves its safety and recovery potential.
  • Down aerial:
    • Buff Down aerial's landing hit deals more knockback.

Throws/other attacks

  • Nerf Standing grab has increased start-up lag and ending lag, and dash grab has increased ending lag.
  • Buff Corrin has a new pummel, a knee-kick. It is additionally faster than his previous pummel.
  • Forward throw:
    • Nerf Forward throw has lower base knockback.
  • Down throw:
    • Buff Down throw has considerably higher knockback, making it better for KOs.

Special Moves

  • Dragon Fang Shot:
    • Nerf Dragon Fang Shot has had its stun time decreased.
    • Nerf Dragon Fang Shot has had its knockback angle decreased, thus preventing follow-ups from back aerial, Dragon Lunge,and a fully charged Dragon Fang Bite.
  • Dragon Lunge:
    • Buff Dragon Lunge can now be canceled by pressing down on the control stick.[2]
    • Nerf The opponent can act out of a Instant Pin Dragon Lunge if you attempt to cancel it.
    • Nerf The kick portion of Dragon Lunge has Corrin slant towards the ground during the kick itself, rather than after. This, combined with the slower speed of the kick, ends up reducing the distance that the kick travels, which reduces its utility, and makes it easier to punish.
    • Nerf Dragon Lunge Kick now travels a shorter distance.
    • Nerf Pinned Dragon Lunge will end automatically if left idle much faster than before.
    • Nerf Instant Pinned Dragon Lunge now has less range due to Corrin's lower position when performing it.
    • Nerf After performing Dragon Lunge, Corrin cannot perform a full hop or neutral aerial.
  • Draconic Ascent:
    • Buff Draconic Ascent starts faster.
    • Nerf Draconic Ascent halts at the end of the move instead of granting slight momentum, reducing its recovery potential.
    • Buff Draconic Ascent has had its knockback increased dramatically.
  • Counter Surge:
    • Buff Counter Surge now has slightly more active frames.
    • Nerf The counterattack no longer covers him from above, which gives it less vertical range and making it unsafe from opponents attacking above him. It also deals dramatically less knockback, no longer being one of the strongest counterattacks in the game.

Classic Mode: Between White and Black

As the name suggests, Corrin's opponents are all in either white or black alternate costumes, referencing Corrin's struggle in choosing between Nohr and Hoshido.

Round Opponent Stage
1 Dr. Mario Golden Plains
2 Dark Samus Brinstar Depths
3 Corrin, Daisy (white costume), and Palutena (white costume) Mario Galaxy
4 Pit and Dark Pit Reset Bomb Forest
5 6 Mr. Game & Watches (3 white, 3 black) Great Cave Offensive (Ω form
6 Corrin, Lucina (black costume), and Robin Castle Siege
Bonus Stage
Final Master Hand Final Destination

Note: Rounds 3, 4, and 6 are team battles. In round 3, Corrin's teammates are Peach and Rosalina & Luma in black costumes. In round 4, another Corrin acts as a teammate. In round 6, Corrin's teammates are Marth and Chrom in white costumes.

Role in World of Light

Corrin was absent in the World of Light trailer, though he presumably became a spirit alongside the rest of the galaxy (excluding Kirby) when Galeem unleashed its beams of light.

Alternate costumes

Corrin Palette (SSBU).png

Gallery

Character Showcase Video

<youtube>7B4w2Tsy9PE</youtube>

References