Corrin (SSB4): Difference between revisions

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However, much like Marth, Corrin is moderately crippled by his reliance on spacing, as only his tipped smash attacks boast reasonable KO potential, and most of his tilts and aerials fail to KO until very high percents. In addition, Corrin is burdened with a lackluster recovery; with low jumps, high gravity, and slightly below average air speed, Corrin is especially susceptible to semi-spikes in spite of Draconic Ascent gaining respectable distance. Corrin is also heavily hindered by his below average mobility as a result of his slow ground speed and aerial speed, further exacerbating his reliance on spacing.
However, much like Marth, Corrin is moderately crippled by his reliance on spacing, as only his tipped smash attacks boast reasonable KO potential, and most of his tilts and aerials fail to KO until very high percents. In addition, Corrin is burdened with a lackluster recovery; with low jumps, high gravity, and slightly below average air speed, Corrin is especially susceptible to semi-spikes in spite of Draconic Ascent gaining respectable distance. Corrin is also heavily hindered by his below average mobility as a result of his slow ground speed and aerial speed, further exacerbating his reliance on spacing.


Overall, Corrin's strengths outweigh his flaws, making him a fairly capable character in the current metagame. Though Corrin still has a small playerbase, he has a few high-level players such as Cosmos, Ryo, and Ryuga representing them. Cosmos in particular has shown immaculate results as of late, such as 3rd at {{Trn|CEO 2018}}, 4th at {{Trn|Super Smash Con 2018}}, and most notably, 1st at {{Trn|The Big House 8}}, with players suggesting Corrin could potentially move higher by the late metagame.
Overall, Corrin's strengths outweigh his flaws, making him a fairly capable character in the current metagame. Though Corrin still has a small playerbase, he has a few high-level players such as Cosmos, Ryo, and Ryuga representing him. Cosmos in particular has shown immaculate results as of late, such as 3rd at {{Trn|CEO 2018}}, 4th at {{Trn|Super Smash Con 2018}}, and most notably, 1st at {{Trn|The Big House 8}}, with players suggesting Corrin could potentially move higher by the late metagame.


==Attributes==
==Attributes==
As the only fighter in ''Smash Bros.'' who possesses the ability to transform body parts into tools for combat, Corrin has many unique features that make them stand out from other weapon-wielding fighters. Nonetheless, they retain many concepts of other swordsmen from the {{uv|Fire Emblem}} series, such as good range with a disjointed weapon, quick startup to most moves, along with a standard single-direction recovery in [[Draconic Ascent]] and a counter in [[Counter Surge]]. Corrin’s attributes reflect this, with jump height comparable with {{SSB4|Marth}}'s, weight slightly in the range between the latter and {{SSB4|Ike}}, and movement speed that somewhat mirrors {{SSB4|Ike}}; Corrin has an above average [[walking speed]], below average [[dashing]] and [[air speed]]s, and above average [[falling speed]].
As the only fighter in ''Smash Bros.'' who possesses the ability to transform body parts into tools for combat, Corrin has many unique features that make him stand out from other weapon-wielding fighters. Nonetheless, he retains many concepts of other swordsmen from the {{uv|Fire Emblem}} series, such as good range with a disjointed weapon, quick startup to most moves, along with a standard single-direction recovery in [[Draconic Ascent]] and a counter in [[Counter Surge]]. Corrin’s attributes reflect this, with jump height comparable with {{SSB4|Marth}}'s, weight slightly in the range between the latter and {{SSB4|Ike}}, and movement speed that somewhat mirrors {{SSB4|Ike}}; Corrin has an above average [[walking speed]], below average [[dashing]] and [[air speed]]s, and above average [[falling speed]].


Corrin's greatest strength is arguably their disjointed [[range]]. Most of Corrin's standard attacks are similar to those of Marth and other swordfighters, being wide swings with good range and quick startup. This, coupled with their tilts' speed and low knockback, allow them to combo their attacks reliably into each other, especially into a forward aerial, which [[auto-cancel]]s from a short hop, and neutral and up aerials, which have wide swings. The aforementioned combos are capable of racking up considerable damage, making Corrin particularly effective at dealing burst damage. Corrin additionally combines many attributes of their brethren into their playstyle: this includes Marth's fast attacks and a [[tipper]] mechanic, present in smash attacks and [[Dragon Lunge]], which gives finishers immensely stronger knockback if positioned correctly. This makes several attacks very good poking tools at long distance, which further benefit from their strong tippers. While they have a recovery similar to {{SSB4|Roy}}'s [[Blazer]], it grants several frames of [[intangibility]] on startup, has a wide range due to Corrin spreading their wings out, and covers more distance, making their recovery quite reliable, especially when coupled with their high jumps. Corrin can also further boost themself towards the stage using back aerials, making them less likely to get KO'd offstage.  
Corrin's greatest strength is arguably his disjointed [[range]]. Most of Corrin's standard attacks are similar to those of Marth and other swordfighters, being wide swings with good range and quick startup. This, coupled with his tilts' speed and low knockback, allow him to combo his attacks reliably into each other, especially into a forward aerial, which [[auto-cancel]]s from a short hop, and neutral and up aerials, which have wide swings. The aforementioned combos are capable of racking up considerable damage, making Corrin particularly effective at dealing burst damage. Corrin additionally combines many attributes of his brethren into his playstyle: this includes Marth's fast attacks and a [[tipper]] mechanic, present in smash attacks and [[Dragon Lunge]], which gives finishers immensely stronger knockback if positioned correctly. This makes several attacks very good poking tools at long distance, which further benefit from his strong tippers. While he has a recovery similar to {{SSB4|Roy}}'s [[Blazer]], it grants several frames of [[intangibility]] on startup, has a wide range due to Corrin spreading his wings out, and covers more distance, making his recovery quite reliable, especially when coupled with his high jumps. Corrin can also further boost himself towards the stage using back aerials, making him less likely to get KO'd offstage.  


Like every ''Fire Emblem'' characters sans Robin, Corrin also possesses a counter, albeit one which retaliates on both sides with high vertical power, with it being the only counter in the series to have both of these attributes. The two other special moves, [[Dragon Fang Shot]] and Dragon Lunge, give them unique mix-up options: like {{SSB4|Robin}}, the former gives them access to a projectile, although it [[paralyze]]s opponents on hit and allows them to followup with either an aerial during the paralysis duration, or a fully-charged bite of incredible power at close range, giving them a unique combo and finishing tool. The latter allows them to leap and stab opponents at a distance, dealing more damage with a tipped blow, or hold down an opponent if the move connects on a surface, before finishing off with a powerful kick from either direction. Corrin can even fake-out by cancelling the jump, giving them an array of followup options, or hang beside edges by spearing the sides of the stage for a period of time, forcing approaches from opponents. Corrin also possesses the fastest dash to shield speed in the game (at 8 frames, tying with Sheik), which significantly aids in the ability to approach.
Like every ''Fire Emblem'' characters sans Robin, Corrin also possesses a counter, albeit one which retaliates on both sides with high vertical power, with it being the only counter in the series to have both of these attributes. The two other special moves, [[Dragon Fang Shot]] and Dragon Lunge, give him unique mix-up options: like {{SSB4|Robin}}, the former gives him access to a projectile, although it [[paralyze]]s opponents on hit and allows him to followup with either an aerial during the paralysis duration, or a fully-charged bite of incredible power at close range, giving him a unique combo and finishing tool. The latter allows him to leap and stab opponents at a distance, dealing more damage with a tipped blow, or hold down an opponent if the move connects on a surface, before finishing off with a powerful kick from either direction. Corrin can even fake-out by cancelling the jump, giving him an array of followup options, or hang beside edges by spearing the sides of the stage for a period of time, forcing approaches from opponents. 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.


Additionally, to further compliment Corrin's damage racking game, all of moves come out very fast, with all grounded, special, and aerial moves (barring Draconic Ascent, which comes out on frame 18) coming out before frame 15, and a good number of moves coming out even earlier than frame 10. This forces opponents to play against Corrin very carefully in the hands of a component player, as one slip-up could allow them to rush in and deal heavy amounts of damage, or even KO if the player manages to space correctly.
Additionally, to further compliment Corrin's damage racking game, all of his moves come out very fast, with all grounded, special, and aerial moves (barring Draconic Ascent, which comes out on frame 18) coming out before frame 15, and a good number of moves coming out even earlier than frame 10. This forces opponents to play against Corrin very carefully in the hands of a component player, as one slip-up could allow him to rush in and deal heavy amounts of damage, or even KO if the player manages to space correctly.


While Corrin benefits from having an all-rounded moveset, there are still flaws. One of the biggest issues is how, similarly to Marth, Corrin struggles when an opponent is at a close proximity to them. Since most moves are punishable at close range, Corrin is forced to retreat or go for a grab to place an opponent at an optimal distance. The tipper finishing moves also require careful positioning to deal immense knockback; otherwise they deal much lower knockback, giving them a harder time KOing at point blank. Corrin’s smash attacks additionally suffer from noticeable ending lag, which hinder their otherwise useful spacing ability, while their strongest and safest aerial, their back aerial, has noticeable startup. Dragon Fang Shot, while being a powerful combo when both stages are used together, has rather high ending lag, preventing true followups at a distance with uncharged shots.  
While Corrin benefits from having an all-rounded moveset, there are still flaws. One of the biggest issues is how, similar to Marth, Corrin struggles when an opponent is at a close proximity to him. Since most moves are punishable at close range, Corrin is forced to retreat or go for a grab to place an opponent at an optimal distance. The tipper finishing moves also require careful positioning to deal immense knockback; otherwise they deal much lower knockback, giving him a harder time KOing at point blank. Corrin’s smash attacks additionally suffer from noticeable ending lag, which hinder his otherwise useful spacing ability, while his strongest and safest aerial, his back aerial, has noticeable startup. Dragon Fang Shot, while being a powerful combo when both stages are used together, has rather high ending lag, preventing true followups at a distance with uncharged shots.  


While Corrin’s grab is fast, their grab game is overall lacking, despite possessing a strong [[pummel]], as it has poor reach and throws that prevent followups due to unfavorable angles and high ending lag, with only up and down throws being able to KO at reasonable percents. Their recovery is also lackluster without their second jump, as Draconic Ascent gives only moderate diagonal distance, while Dragon Lunge is unable to aid in recovery unless there is a wall to pin against. Finally, Corrin's tall frame and moderate gravity make them susceptible to aerial combos and juggling, similar to other fighters from ''Fire Emblem'', while below average ground speed makes it difficult to approach faster characters without use of Dragon Fang Shot and Dragon Lunge.
While Corrin’s grab is fast, his grab game is overall lacking, despite possessing a strong [[pummel]], as it has poor reach and throws that prevent followups due to unfavorable angles and high ending lag, with only up and down throws being able to KO at reasonable percents. His recovery is also lackluster without his second jump, as Draconic Ascent gives only moderate diagonal distance, while Dragon Lunge is unable to aid in recovery unless there is a wall to pin against. Finally, Corrin's tall frame and moderate gravity make him susceptible to aerial combos and juggling, similar to other fighters from ''Fire Emblem'', while below average ground speed makes it difficult to approach faster characters without use of Dragon Fang Shot and Dragon Lunge.


All in all, Corrin has an array of options to keep opponents away at a distance, unlike many other swordsmen from the ''Fire Emblem'' series, and has a dependable combo game that can be started from nearly any aerial or tilt, making them quite threatening at most ranges. However, due to the precision needed for finishers, they play optimally by keeping a good distance from opponents once they are at KO percentage in order to finish them as early as possible. Corrin has solid representation in tournaments, with several notable players to speak of, namely {{Sm|Cosmos}}, {{Sm|Ryo}}, and {{Sm|Ryuga}}.
All in all, Corrin has an array of options to keep opponents away at a distance, unlike many other swordsmen from the ''Fire Emblem'' series, and has a dependable combo game that can be started from nearly any aerial or tilt, making him quite threatening at most ranges. However, due to the precision needed for finishers, he plays optimally by keeping a good distance from opponents once they are at KO percentage in order to finish them as early as possible. Corrin has solid representation in tournaments, with several notable players to speak of, namely {{Sm|Cosmos}}, {{Sm|Ryo}}, and {{Sm|Ryuga}}.


==Update history==
==Update history==
Corrin has been moderately nerfed as of [[1.1.5]], one patch after debut. The damage output on three aerials and [[Dragon Fang Shot]] was lowered, and the infamous [[Counter Surge]] has had its active frame length and damage reflection lowered. Both their ground and aerial mobility were slightly toned down, but largely to an inconsequential degree. Nonetheless, despite the nerfs, Corrin still has many tools in their arsenal that can be utilized to rack up damage, space opponents, and net KOs efficiently.
Corrin has been moderately nerfed as of [[1.1.5]], one patch after debut. The damage output on three aerials and [[Dragon Fang Shot]] was lowered, and the infamous [[Counter Surge]] has had its active frame length and damage reflection lowered. Both his ground and aerial mobility were slightly toned down, but largely to an inconsequential degree. Nonetheless, despite the nerfs, Corrin still has many tools in his arsenal that can be utilized to rack up damage, space opponents, and net KOs efficiently.


'''{{GameIcon|ssb4}} [[1.1.5]]'''
'''{{GameIcon|ssb4}} [[1.1.5]]'''
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|dashname= 
|dashname= 
|dashdmg=2% (1-5 hits), 3% (final hit)
|dashdmg=2% (1-5 hits), 3% (final hit)
|dashdesc=Spins forward in a corkscrew-like manner while holding the Omega Yato forward. Deals multiple hits. It can also combo into a jab at very low percents, or forward, neutral or up aerial at mid-percents, though it has relatively slow startup (frame 11), which when combined with its long duration makes it easy to punish. Based on their attack after triggering offensive skills like [[fireemblemwiki:Luna (skill)|Luna]] or {{iw|fireemblemwiki|Lethality}} in ''Fire Emblem Fates''.
|dashdesc=Spins forward in a corkscrew-like manner while holding the Omega Yato forward. Deals multiple hits. It can also combo into a jab at very low percents, or forward, neutral or up aerial at mid-percents, though it has relatively slow startup (frame 11), which when combined with its long duration makes it easy to punish. Based on his attack after triggering offensive skills like {{s|fireemblemwiki|Luna|skill}} or {{iw|fireemblemwiki|Lethality}} in ''Fire Emblem Fates''.
|fsmashname=Dragon Fang Thrust
|fsmashname=Dragon Fang Thrust
|fsmashdmg=0.5% (sword, 1-12 hits) {{ChargedSmashDmgSSB4|16}} (tip), {{ChargedSmashDmgSSB4|15}} (mid), {{ChargedSmashDmgSSB4|12}} (close), {{ChargedSmashDmgSSB4|11}} (closest)
|fsmashdmg=0.5% (sword, 1-12 hits) {{ChargedSmashDmgSSB4|16}} (tip), {{ChargedSmashDmgSSB4|15}} (mid), {{ChargedSmashDmgSSB4|12}} (close), {{ChargedSmashDmgSSB4|11}} (closest)
|fsmashdesc=Extends the free arm into a spear with Dragon Fang and thrusts it forward. Tremendous reach, being the longest reaching non-projectile forward smash in the game while 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, KOing at 108%, although the rest of the attack is considerably weaker. Has a hitbox while charging, where Corrin holds Omega Yato in front of them as the chainsaw blades start to move to repeatedly damage opponents in range, and though this does not lead into the sweetspot, it can catch opponents for a fully charged blow. However, the Yato's hitbox is rather easy to Smash DI out, 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 them if close enough. Based on the second hit of the Dragon Fang skill in ''Fire Emblem Fates''.
|fsmashdesc=Extends the free arm into a spear with Dragon Fang and thrusts it forward. Tremendous reach, being the longest reaching non-projectile forward smash in the game while 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, KOing at 108%, although the rest of the attack is considerably weaker. Has a hitbox while charging, where Corrin holds Omega Yato in front of him as the chainsaw blades start to move to repeatedly damage opponents in range, and though this does not lead into the sweetspot, it can catch opponents for a fully charged blow. However, the Yato's hitbox is rather easy to Smash DI out, 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 him 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={{ChargedSmashDmgSSB4|15}} (tip), {{ChargedSmashDmgSSB4|13}} (mid), {{ChargedSmashDmgSSB4|10}} (side)
|usmashdmg={{ChargedSmashDmgSSB4|15}} (tip), {{ChargedSmashDmgSSB4|13}} (mid), {{ChargedSmashDmgSSB4|10}} (side)
|usmashdesc=Crouches and transforms both arms into Dragon Fangs, pointing them upward across themself in a bracing position to launch opponents. Has a sweetspot at the tip that KOs around 107%, but its range is poor and knockback is lacking on the sourspot. However, it has the lowest ending lag out of all smash attacks.
|usmashdesc=Crouches and transforms both arms into Dragon Fangs, pointing them upward across himself in a bracing position to launch opponents. Has a sweetspot at the tip that KOs around 107%, but its range is poor and knockback is lacking on the sourspot. However, it has the lowest ending lag out of all smash attacks.
|dsmashname=Yato Dragon Fang
|dsmashname=Yato Dragon Fang
|dsmashdmg={{ChargedSmashDmgSSB4|11}} (sword), {{ChargedSmashDmgSSB4|14}} (leg, sweetspot) {{ChargedSmashDmgSSB4|9}} (leg, sourspot)
|dsmashdmg={{ChargedSmashDmgSSB4|11}} (sword), {{ChargedSmashDmgSSB4|14}} (leg, sweetspot) {{ChargedSmashDmgSSB4|9}} (leg, sourspot)
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|nairname= 
|nairname= 
|nairdmg=7% (clean), 5.5% (late)
|nairdmg=7% (clean), 5.5% (late)
|nairdesc=Slashes with the Omega Yato from above to behind them and uses Dragon Fang to slash in front of them with the transformed arm. Has only 13 frames of landing lag, low base knockback, a long-lasting hitbox with good startup (frames 6-19), and long range all around Corrin, which makes it good for starting air combos when used while air-to-ground transitioning. It can also KO at higher percentages due to its high knockback growth, though it deals low damage, has relatively high ending lag and cannot autocancel from a short hop.
|nairdesc=Slashes with the Omega Yato from above to behind him and uses Dragon Fang to slash in front of him with the transformed arm. Has only 13 frames of landing lag, low base knockback, a long-lasting hitbox with good startup (frames 6-19), and long range all around Corrin, which makes it good for starting air combos when used while air-to-ground transitioning. It can also KO at higher percentages due to its high knockback growth, though it deals low damage, has relatively high ending lag and cannot autocancel from a short hop.
|fairname= 
|fairname= 
|fairdmg=7.5%
|fairdmg=7.5%
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|bairname=Dragon Fang Wings
|bairname=Dragon Fang Wings
|bairdmg=11% (clean), 9% (late)
|bairdmg=11% (clean), 9% (late)
|bairdesc=Corrin sprouts dragon wings and uses them to attack behind them by flapping them. Can be used for recovering as it propels Corrin forward like {{SSB4|R.O.B.}}'s back aerial. It also has good range and knockback, KOing at 114% near the edge when clean, but has the slowest startup out of all of Corrin's aerials as its hitbox is active starting on frame 13.
|bairdesc=Corrin sprouts dragon wings and uses them to attack behind him by flapping them. Can be used for recovering as it propels Corrin forward like {{SSB4|R.O.B.}}'s back aerial. It also has good range and knockback, KOing at 114% near the edge when clean, but has the slowest startup out of all of Corrin's aerials as its hitbox is active starting on frame 13.
|uairname= 
|uairname= 
|uairdmg=9%
|uairdmg=9%
|uairdesc=Slashes with the Omega Yato above them in a backwards flip, closely resembling the up aerials of all the other ''Fire Emblem'' characters (sans {{SSB4|Ike}}). 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 with the Omega Yato above him in a backwards flip, closely resembling the up aerials of all the other ''Fire Emblem'' characters (sans {{SSB4|Ike}}). 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=2% (loop), 3% (landing)
|dairdmg=2% (loop), 3% (landing)
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|fthrowname= 
|fthrowname= 
|fthrowdmg=5% (hit 1 close), 10% (hit 1 tip), 2% (throw)
|fthrowdmg=5% (hit 1 close), 10% (hit 1 tip), 2% (throw)
|fthrowdesc=Transforms an arm and stabs the opponent with it, knocking them upwards away from them. Can combo into a [[Dragon Lunge]] at very low percents. Unusually, even though the scaling of this throw is very low, it possesses a tipper hitbox that can be used to hit unsuspecting fighters. If tippered, this throw is significantly more powerful, and is thus very deadly if at the edge.
|fthrowdesc=Transforms an arm and stabs the opponent with it, knocking them upwards away from him. Can combo into a [[Dragon Lunge]] at very low percents. Unusually, even though the scaling of this throw is very low, it possesses a tipper hitbox that can be used to hit unsuspecting fighters. If tippered, this throw is significantly more powerful, and is thus very deadly if at the edge.
|bthrowname= 
|bthrowname= 
|bthrowdmg=6.5% (hit 1 close), 12% (hit 1 tip), 2% (throw)
|bthrowdmg=6.5% (hit 1 close), 12% (hit 1 tip), 2% (throw)
|bthrowdesc=Places the opponent behind them and stabs them upwards with the transformed arm, knocking them away from them. 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 behind him and stabs them upwards with the transformed 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 above them and assumes dragon form, headbutting them skyward and reverting back to human form. Corrin's strongest throw, it works well in unison with down throw for mindgames. Corrin’s strongest throw, KOing at around 160%.
|uthrowdesc=Lifts the opponent above him and assumes dragon form, headbutting them skyward and reverting back to human form. Corrin's strongest throw, it works well in unison with down throw for mindgames. Corrin’s strongest throw, KOing at around 160%.
|dthrowname=Dragon-Form Kick
|dthrowname=Dragon-Form Kick
|dthrowdmg=6.5% (hit 1), 3% (throw)
|dthrowdmg=6.5% (hit 1), 3% (throw)
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|ssname=Dragon Lunge
|ssname=Dragon Lunge
|ssdmg=15%/8%/7% (spear tip/mid/close) 12% (clean kick), 7% (late kick), 5% (turn around kick)
|ssdmg=15%/8%/7% (spear tip/mid/close) 12% (clean kick), 7% (late kick), 5% (turn around kick)
|ssdesc=When used on the ground, Corrin hops a short distance into the air. When used in the air, Corrin transforms an arm into a spear and strikes diagonally down. If it hits any terrain during the move, Corrin's arm will remain there, pinning any opponent caught in place. From there, it can be cancelled into either a kick to either side (which deals enough knockback to KO at 130%) or a jump. It can also be cancelled entirely, which can be useful for reading the opponent's [[floor recovery]]. The tip deals high knockback. This move is considered to be a vital part of Corrin's excellent neutral game, due to various reasons: it can be used to pin themself on the floor immediately after hopping, if used quickly enough, making it nigh-impossible to punish [[out of shield]], even when [[powershield]]ed. The spear also has long reach, making it a viable approach option in a neutral position. Meanwhile, the kick is hard to DI properly at both low and KO percents, while it can lead into combos at low percents, therefore being able to rack up large amounts of damage if the opponents' reactions are read well, and is also able to muscle through strong projectiles and [[cross-up]] the opponent, making it just as hard to punish as the spear. Lastly, turning around when not pinning an opponent makes Corrin unpunishable for using the move, and when an opponent is pinned, it leaves them on an unfavorable position where they cannot punish Corrin as well as letting them capitalize on the opponent's reaction. As a result, is is one of Corrin's most commonly used moves, as well as being considered one of the best side special moves in the game overall.
|ssdesc=When used on the ground, Corrin hops a short distance into the air. When used in the air, Corrin transforms an arm into a spear and strikes diagonally down. If it hits any terrain during the move, Corrin's arm will remain there, pinning any opponent caught in place. From there, it can be cancelled into either a kick to either side (which deals enough knockback to KO at 130%) or a jump. It can also be cancelled entirely, which can be useful for reading the opponent's [[floor recovery]]. The tip deals high knockback. This move is considered to be a vital part of Corrin's excellent neutral game, due to various reasons: it can be used to pin himself on the floor immediately after hopping, if used quickly enough, making it nigh-impossible to punish [[out of shield]], even when [[powershield]]ed. The spear also has long reach, making it a viable approach option in a neutral position. Meanwhile, the kick is hard to DI properly at both low and KO percents, while it can lead into combos at low percents, therefore being able to rack up large amounts of damage if the opponents' reactions are read well, and is also able to muscle through strong projectiles and [[cross-up]] the opponent, making it just as hard to punish as the spear. Lastly, turning around when not pinning an opponent makes Corrin unpunishable for using the move, and when an opponent is pinned, it leaves them on an unfavorable position where they cannot punish Corrin as well as letting him capitalize on the opponent's reaction. As a result, is is one of Corrin's most commonly used moves, as well as being considered one of the best side special moves in the game overall.
|usname=Draconic Ascent
|usname=Draconic Ascent
|usdmg=4% (hit 1), 1% (hits 2-5), 3% (hit 6)
|usdmg=4% (hit 1), 1% (hits 2-5), 3% (hit 6)
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===[[On-screen appearance]]===
===[[On-screen appearance]]===
{{Appearance
{{Appearance
|desc=In dragon form, gently falls down to the ground with a pool of water appearing underneath them, and reverts to human form.
|desc=In dragon form, gently falls down to the ground with a pool of water appearing underneath him, and reverts to human form.
|char=Corrin
|char=Corrin
|game=SSB4}}
|game=SSB4}}
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{{Taunt/SSB4
{{Taunt/SSB4
|char=Corrin
|char=Corrin
|desc-up=Puts their head down, then raises it back up in its dragon form saying "My path is clear!" ({{ja|好きにはさせない!|Suki ni wa sasenai!}}, ''You won't have your way!'') Female Corrin says "Let's do this!" ({{ja|行きますよ!|Ikimasu yo!}}, ''Here I come!'') . Based on an animation before performing the Critical version of the Dragon Fang skill in ''Fire Emblem Fates''.
|desc-up=Puts his head down, then raises it back up in its dragon form saying "My path is clear!" ({{ja|好きにはさせない!|Suki ni wa sasenai!}}, ''You won't have your way!'') Female Corrin says "Let's do this!" ({{ja|行きますよ!|Ikimasu yo!}}, ''Here I come!'') . Based on an animation before performing the Critical version of the Dragon Fang skill in ''Fire Emblem Fates''.
|desc-side=Twirls the Omega Yato before getting back in idle stance saying "I've made my choice." ({{ja|僕は選んだ!|Boku wa eranda!}}, ''I've chosen!'') Female Corrin says "Your fate is clear." ({{ja|折れたりしません!|Oretari shimasen!}}, ''I won't give in!'') Based on their animation when activating a skill in ''Fire Emblem Fates''.
|desc-side=Twirls the Omega Yato before getting back in idle stance saying "I've made my choice." ({{ja|僕は選んだ!|Boku wa eranda!}}, ''I've chosen!'') Female Corrin says "Your fate is clear." ({{ja|折れたりしません!|Oretari shimasen!}}, ''I won't give in!'') Based on his animation when activating a skill in ''Fire Emblem Fates''.
|desc-down=Twirls the Omega Yato in the air and places it on its tip while saying "Are you ready?" ({{ja|準備はいい?|Junbi wa ī?}}) Female Corrin says "You ready for this?" ({{ja|準備はいいですか?|Junbi wa ī desu ka?}}, ''Are you prepared?'') Based on Female Corrin's victory animation in ''Fire Emblem Fates''.}}
|desc-down=Twirls the Omega Yato in the air and places it on its tip while saying "Are you ready?" ({{ja|準備はいい?|Junbi wa ī?}}) Female Corrin says "You ready for this?" ({{ja|準備はいいですか?|Junbi wa ī desu ka?}}, ''Are you prepared?'') Based on Female Corrin's victory animation in ''Fire Emblem Fates''.}}


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|victory-theme=FireEmblemTheme.ogg
|victory-theme=FireEmblemTheme.ogg
|victory-desc=A small orchestral cover from the title theme of the first ''Fire Emblem'' game, which has since become the main theme of the series.
|victory-desc=A small orchestral cover from the title theme of the first ''Fire Emblem'' game, which has since become the main theme of the series.
|desc-1=Twirls the Omega Yato in the air and plants it on its tip (similarly to their down taunt) saying "That went well." ({{ja|上手くいったね.|Umaku itta ne.}}) Female Corrin says, "That was great." ({{ja|上手くいきました.|Umaku iki mashita.}}, ''That went well.'')
|desc-1=Twirls the Omega Yato in the air and plants it on its tip (similarly to his down taunt) saying "That went well." ({{ja|上手くいったね.|Umaku itta ne.}}) Female Corrin says, "That was great." ({{ja|上手くいきました.|Umaku iki mashita.}}, ''That went well.'')
|desc-2=Transforms into dragon form.
|desc-2=Transforms into dragon form.
|desc-3=Swings the Omega Yato and says "I win!" ({{ja|勝負あったね.|Shōbu atta ne.}}, ''That's game.'') Female Corrin says "Good!" ({{ja|勝負ありました.|Shōbu ari mashita.}}, ''That was game.''). Based on the animation after a battle in ''Fire Emblem Fates''. This pose also holds the distinction of the shortest time between the transition and when the [[announcer]] calls out their name.
|desc-3=Swings the Omega Yato and says "I win!" ({{ja|勝負あったね.|Shōbu atta ne.}}, ''That's game.'') Female Corrin says "Good!" ({{ja|勝負ありました.|Shōbu ari mashita.}}, ''That was game.''). Based on the animation after a battle in ''Fire Emblem Fates''. This pose also holds the distinction of the shortest time between the transition and when the [[announcer]] calls out their name.
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===Tier placement and history===
===Tier placement and history===
Corrin was, along with {{SSB4|Bayonetta}}, one of the only two characters to miss out on the first ''4BR'' [[tier list]], due to them being available two days after the tier list was released. Upon release, Corrin was deemed as a viable, if unusual, mold-breaking character, due to the extreme reach of their attacks granting them a strong neutral game. Corrin's release, however, was ultimately overlooked and overshadowed due to the simultaneous release of Bayonetta and her great status in competitive play, causing their standing among the cast to be debatable, moreso after the nerfs gained in update [[1.1.5]], most notably to Counter Surge. Despite this, a healthy amount of representation in tournament followed, namely from smashers like {{Sm|Cosmos}}, {{Sm|Earth}} and {{Sm|Ryuga}}, and their results were strong enough to rank at 18th on the second ''4BR'' tier list.
Corrin was, along with {{SSB4|Bayonetta}}, one of the only two characters to miss out on the first ''4BR'' [[tier list]], due to them being available two days after the tier list was released. Upon release, Corrin was deemed as a viable, if unusual, mold-breaking character, due to the extreme reach of his attacks granting him a strong neutral game. Corrin's release, however, was ultimately overlooked and overshadowed due to the simultaneous release of Bayonetta and her great status in competitive play, causing his standing among the cast to be debatable, moreso after the nerfs gained in update [[1.1.5]], most notably to Counter Surge. Despite this, a healthy amount of representation in tournament followed, namely from smashers like {{Sm|Cosmos}}, {{Sm|Earth}} and {{Sm|Ryuga}}, and their results were strong enough to rank at 18th on the second ''4BR'' tier list.


In the current metagame, however, Corrin would be studied further, which would follow into several KO confirms and neutral game optimization that allowed Corrin's results to bloom much more. This burst of results were reflected on them rising on the third tier list, at 13th. However, after repeated appearances among the Top 8 of major tournaments from Cosmos (who also upset {{Sm|ZeRo}} at [[The Big House 7]]), opinions on Corrin have shifted to that of a top tier, rather than a high tier character. Regardless, Corrin remains on the 13th spot on the fourth and current tier list, still at the high tier.
In the current metagame, however, Corrin would be studied further, which would follow into several KO confirms and neutral game optimization that allowed Corrin's results to bloom much more. This burst of results were reflected on him rising on the third tier list, at 13th. However, after repeated appearances among the Top 8 of major tournaments from Cosmos (who also upset {{Sm|ZeRo}} at [[The Big House 7]]), opinions on Corrin have shifted to that of a top tier, rather than a high tier character. Regardless, Corrin remains on the 13th spot on the fourth and current tier list, still at the high tier.


==[[Alternate costume (SSB4)#Corrin|Alternate costumes]]==
==[[Alternate costume (SSB4)#Corrin|Alternate costumes]]==
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Corrin Screen 5.jpg|Fighting {{SSB4|Ike}}.
Corrin Screen 5.jpg|Fighting {{SSB4|Ike}}.
Corrin Screen 6.jpg|Male Corrin using his forward smash on {{SSB4|Bowser}}.
Corrin Screen 6.jpg|Male Corrin using his forward smash on {{SSB4|Bowser}}.
Corrin Screen 7.jpg|In the middle of their Final Smash.
Corrin Screen 7.jpg|In the middle of his Final Smash.
Corrin Screen 8.jpg|Their [[Final Smash]], [[Torrential Roar]].
Corrin Screen 8.jpg|His [[Final Smash]], [[Torrential Roar]].
Corrin Screen 9.jpg|Using [[Dragon Fang Shot]] in {{for3ds}}.
Corrin Screen 9.jpg|Using [[Dragon Fang Shot]] in {{for3ds}}.
Corrin Screen 10.jpg|Using [[Dragon Lunge]] on {{SSB4|Link}}.
Corrin Screen 10.jpg|Using [[Dragon Lunge]] on {{SSB4|Link}}.
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