Corrin (SSBU): Difference between revisions
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<!--NOTICE BEFORE EDITING: When using pronouns, use those that match the gender of the default when referring to their Smash incarnation (treating the alternate gendered variant as a character costume like Alph) and gender neutral for home series info. However, completely omitting pronouns is entirely a valid style, as long as the sentence stays coherent.--> | <!--NOTICE BEFORE EDITING: When using pronouns, use those that match the gender of the default when referring to their Smash incarnation (treating the alternate gendered variant as a character costume like Alph) and gender neutral for home series info. 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]]'' | '''Corrin''' ({{ja|カムイ|Kamui}}, ''Kamui'') is a playable character in ''[[Super Smash Bros. Ultimate]]''. He was officially confirmed on June 12th, 2018, alongside the rest of the returning veterans. 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 {{s|wikipedia|Nobunaga Shimazaki}}'s portrayals of male Corrin in English and Japanese and Marcella Lentz-Pope and {{s|wikipedia|Satomi Sato}}'s portrayals of female Corrin in English and Japanese from ''[[Super Smash Bros. 4]]'' were repurposed for ''Ultimate''. | {{s|wikipedia|Cam Clarke}} and {{s|wikipedia|Nobunaga Shimazaki}}'s portrayals of male Corrin in English and Japanese and Marcella Lentz-Pope and {{s|wikipedia|Satomi Sato}}'s portrayals of female Corrin in English and Japanese from ''[[Super Smash Bros. 4]]'' were repurposed for ''Ultimate''. | ||
Corrin is ranked 27th out of 82 on the current [[tier list]], placing him in the A- tier. This is a slight drop from | Corrin is ranked 27th out of 82 on the current [[tier list]], placing him in the A- tier. This is a slight drop from placement in ''SSB4'', ranked 13th out of 54. Corrin's most dominant strength is his massive [[range]], courtesy of the disjointed hitboxes of the Yato Blade. Aside from Corrin's high damage output and quick frame-data on most of his attacks, he is also gifted with an amazing neutral, advantage state, and the best combo game among all swordfighters aside from {{SSBU|Mythra}}. Up tilt and down tilt confirm into true combos at low percents, while the latter confirms into KOs at much higher percents, with aerial follow-ups such as up air and back air. His range also provides with an efficient [[juggling]] game. Corrin also possesses amazing neutral game options, with [[Dragon Fang Shot]] being a useful tool as to force approaches, while [[Dragon Lunge]] gives Corrin an extremely effective burst option to serve as a KO, neutral, and approach tool. Dragon Lunge also contains a primal initial attack in the form of pin. The pin is very useful for edgeguards, as the sweetspot hitbox is guaranteed to get under the stage and KO opponents. Furthermore, the pin will cling to an edge, assisting Corrin's recovery, and it can also be used for KO confirms from combos at the ledge. Corrin also has a strong [[counterattack]] in the form of [[Counter Surge]], which is able to KO opponents at lower percents if activated with a powerful attack. Moreover, he also boasts wide, safe, and lethal [[smash attack]]s, the strongest being forward smash in particular. Used for reads at the ledge, the sourspot inflicts high damage with decent knockback, while the sweetspot hitbox has the potential to KO at earlier percents. In most situations, landing Corrin's forward smash on shield is a guaranteed hit, as it continuously damages an opponent's shield until it [[Shield stab|stabs]] through and hits them. His aerials, special attacks, smash attacks and range give him overall amazing frame-trapping, combo, and juggling potential, as well as a formidable advantage state. Finally, Corrin's [[recovery]] is considerably good for his archetype, as [[Dragon Ascent]], not only providing as an [[out of shield]] option in neutral, but also providing flexible distance offstage, and back air being useful as a tool to boost his recovery. | ||
However, Corrin also has some notable weaknesses, most of which revolve around his poor mobility and disadvantage state. Corrin's | However, Corrin also has some notable weaknesses, most of which revolve around his poor mobility and disadvantage state. Corrin's sub-par mobility both on the ground and the air causes him to struggle in approaching or catching up to speed demons and zoners. Corrin's kit forces players to be somewhat aggressive, as he is burdened with a lack of effective defensive options. Therefore, it can give him higher risk and difficulty winning neutral than other characters. He has a rather limited [[out of shield]] game, since his neutral aerial is his best and only out-of-shield option quicker than frame 7, and his moves lack enough speed for Corrin to escape from difficult situations, such as juggles, edgeguards, and ledge-traps. To further worsen this, Corrin's frame-data and combo game, while amazing, are only satisfactory for a swordfighter, as his quick combos and juggles are easy to dodge and sometimes susceptible to [[DI]], giving him unusual difficulty in combo game execution in comparison to other swordfighters. In addition, Corrin's special moves are afflicted by poor frame-data, with Dragon Fang Shot, Dragon Ascent, and Dragon Lunge being burdened with a lot of ending lag. Furthermore, Corrin needs to exercise caution utilizing forward smash at the ledge, as it is escapable with near-perfect [[SDI]], and he can get punished if an opponent has a good aerial attack to counter with. Finally, Corrin is susceptible to gimps and edgeguards, as the distance that Dragon Ascent provides is linear. While it is quick and has a wide hitbox, it is capable of being 2-frame punished and countered easily with strong enough offstage attacks. | ||
Overall, Corrin is a unique swordfighter that excels to a formidable degree in combo game, KO potential, range and spacing, but his lack of defensive options and slow mobility can hold him back. However, his vast strengths mostly overshadow his weaknesses, as Corrin has all the tools that when mastered, can help him overcome his weaknesses and become a threat to any opponent. Corrin saw rather poor representation in the early metagame, with players calling out the excessive nerfs that he received in the transition to ''Ultimate'' as a result of his dominance in ''Smash 4''. However, significant buffs from game updates made his representation greatly improve, especially following the online metagame, and he has seen strong major and supermajor results from players such as {{Sm|Neo|p=Japan}} and {{Sm|SHADIC}}. | Overall, Corrin is a unique swordfighter that excels to a formidable degree in combo game, KO potential, range and spacing, but his lack of defensive options and slow mobility can hold him back. However, his vast strengths mostly overshadow his weaknesses, as Corrin has all the tools that when mastered, can help him overcome his weaknesses and become a threat to any opponent. Corrin saw rather poor representation in the early metagame, with players calling out the excessive nerfs that he received in the transition to ''Ultimate'' as a result of his dominance in ''Smash 4''. However, significant buffs from game updates made his representation greatly improve, especially following the online metagame, and he has seen strong major and supermajor results from players, such as {{Sm|Neo|p=Japan}} and {{Sm|SHADIC}}. | ||
==How to unlock== | ==How to unlock== | ||
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==Attributes== | ==Attributes== | ||
<!--NOTICE BEFORE EDITING: When using pronouns, use those that match the gender of the default when referring to their Smash incarnation (treating the alternate gendered variant as a character costume like Alph) and gender neutral for home series info. However, completely omitting pronouns is entirely a valid style, as long as the sentence stays coherent.--> | <!--NOTICE BEFORE EDITING: When using pronouns, use those that match the gender of the default when referring to their Smash incarnation (treating the alternate gendered variant as a character costume like Alph) and gender neutral for home series info. However, completely omitting pronouns is entirely a valid style, as long as the sentence stays coherent.--> | ||
Corrin is a middleweight swordfighter (same as {{SSBU|Mario}} | Corrin is a tall [[weight|middleweight]] swordfighter (weighing the same as {{SSBU|Mario}}, {{SSBU|Dr. Mario}} and {{SSBU|Pyra}}), residing at the heavier side of the weight class, yet is burdened with relatively slow mobility: Corrin sports an above-average [[walk]]ing speed, below-average [[run]]ning speed (although he has a decent [[initial dash]]), high [[traction]] (the 10th highest), slightly below-average [[air speed]], tied for the 8th lowest [[air acceleration]] (among the bottom 15 in this particular area), and an average [[falling speed]], along with 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 {{SSBU|Sheik}}), which significantly benefits his ability to approach and dealing with projectiles. | ||
Being a swordfighter, Corrin has the innate benefit of | As in ''SSB4'', Corrin is the only fighter in ''Ultimate'' who possesses the ability to transform body parts into tools for combat. In turn, Corrin has several unique features that make him stand out from other weapon-wielding fighters. Nonetheless, he retains multiple 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]]. Being a swordfighter, Corrin has the innate benefit of possessing the vast majority of his moveset to be [[disjointed hitbox]]es, giving him a respectable neutral game with his spacing capabilities as well as his quick frame-data, as all of his standard moveset excluding 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 | Corrin's grounded moveset has good utility; the rapid [[jab]] can function as a good damage-racking option while the gentleman jab is useful as a later KO option, killing middleweights at at around 150% at the edge of [[Final Destination]], and [[forward tilt]] is a useful spacing tool and KO 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 medium percents and both tilts being able to combo into certain aerials, such as neutral, forward, and up aerial. [[Dash attack]], while only possessing marginal combo potential and lack of KO potential, has some notable usage for catching landings and [[cross-up|crossing up]] shields due to its decent amount of active frames and distance. His [[smash attack]]s are also comparatively beneficial; [[up smash]], while possessing a weaker grounded hitbox, possesses a strong [[sweetspot]] on the tip that makes it a KO option against opponents in the air, as an uncharged sweetspot 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. Unarguably, however, his strongest smash attack is his long-reaching [[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 relatively safe KO option with wise usage. 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 KOs. | ||
Corrin's | Corrin's aerial game is also extremely 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 medium percents, with [[forward aerial]] boasting similar combo potential. Additionally, its quick start-up and good coverage make it a useful [[out of shield]] option, as well as a potential combo breaker. His [[up aerial]] is Corrin's ideal juggling tool that can KO middleweights unusually early (below 80%) near the top blast zone while also comboing into certain moves, such as back aerial when [[fast fall|fast-falling]] and reversed at medium percents. His [[back aerial]] is Corrin's strongest aerial, possessing great range and KO power, being able to kill middleweights at as early as 80% from the edge of Final Destination, while also possessing applications as a slight horizontal [[recovering]] tool due to pushing Corrin forwards after the hitbox's execution, similar to {{SSBU|R.O.B.}}'s back aerial. Finally, [[down aerial]] is a quick [[stall-then-fall]] that can rack up damage and serve as a landing option that is difficult to punish, and it can also steal stocks off-stage, especially if performed for [[sacrificial KO]]s. | ||
Corrin's special | Corrin's [[special move]]s are characterized with unique and varied utility; [[Dragon Fang Shot]] is a chargeable projectile that inflicts stun and follows up with a huge bite that serves as a situational, yet extremely powerful KO option, and can have its applications to [[B-reverse]] with for surprising opponents, especially if unprepared for it. [[Dragon Lunge]] is a skewer attack that can pin opponents in place and be followed up with either a jump or a vaulting [[sex kick]], with the latter being able to kill middleweights at 105% near the edge of Final Destination; the move also has a degree of utility for edgeguarding and extending Corrin's recovery since the skewer can also be pinned on walls. [[Dragon Ascent]] is his primary means of [[recovery]] that has decent distance, deals multiple hits, and [[intangibility]] on frames 7-17. Finally, like the rest of the ''Fire Emblem'' cast sans {{SSBU|Robin}} and {{SSBU|Byleth}}, Corrin also possesses a [[counter]] in [[Counter Surge]], 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. Counter Surge boasts intimidating vertical KO power if activated with a powerful incoming attack. 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 quick and long-ranged tilts and aerials. In addition, his special moveset also offer him some other unique forms of utility in the form of projectiles and long-ranged KO options. | ||
Finally, Corrin's [[grab]] game, while being among the least useful aspects of his moveset, is still surprisingly useful for a swordfighter. Corrin boasts a quick, albeit short-ranged grab, a relatively fast [[pummel]] with passable damage output, and one of the strongest [[up throw]]s in the game, being able to kill middleweights at 160% and above, earlier with [[rage]]. His [[down throw]] boasts comparable strength, but to an even larger extent; it is the second-strongest down throw in the game (surpassed by only {{SSBU|Ivysaur}}), being able to kill middleweights at around 170%, which can be supplemented with rage. His other throws, in this case of [[forward throw]] and [[back throw]], are surprisingly useful in giving him positional advantage. While his forward throw and back throw leave a lot to be desired due to being purely positional throws, they are useful for setting up edgeguards and their collateral hitboxes' high power allows them to kill bystanders at higher precents near the ledge. | |||
There are still flaws to counterbalance Corrin's strengths, however. Most of them revolve around his slow mobility, as Corrin struggles to catch up with quick characters with high agility, and in turn, makes Corrin himself vulnerable to speed demons, such as {{SSBU|Pikachu}} and {{SSBU|Fox}}. This also especially impairs his approach without usage of [[Dragon Fang Shot]] and [[Dragon Lunge]]. Perhaps his most dominant issue is how, similar to {{SSBU|Marth}}, Corrin struggles when an opponent is at a close-ranged proximity to him. Since most moves are punishable at close-ranged quarters, 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, those moves deal much lower knockback, giving him a harder time KOing at point-blank range. Additionally, Corrin’s smash attacks 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 follow-ups at a distance with uncharged shots. In addition, Corrin needs to exercise caution using forward smash for edgeguarding, as it is escapable with near-perfect [[SDI]], and he can get punished if an opponent has a good aerial attack to counter with. Altogether, Corrin's kit forces players to be somewhat aggressive, as he is burdened with a lack of effective defensive options. Therefore, it can give him higher risk and difficulty winning neutral than other characters. | |||
Overall, Corrin is a | Moreover, Corrin is burdened with disadvantage. Due to Corrin's slow aerial mobility, he lacks the amount of options for mixing up his momentum in the air with the sole exception of [[B-reversing]]. His disadvantage is made more problematic due to the fact that while neutral aerial can occasionally be a decent combo breaker, his only other landing options (down aerial and Counter Surge) are committal and burdened with sluggish frame-data, and can result in getting deeper in disadvantage and more predictable overtime if these options are overused too hastily. Although his neutral aerial is his best out-of-shield option, Corrin's [[out of shield]] game is not fundamentally excellent, since his moves lack enough speed for Corrin to escape from difficult situations, such as juggles, edgeguards, and ledge-traps, and his neutral aerial is his only out-of-shield option quicker than frame 7. To further worsen this, Corrin's frame-data and combo game, while amazing, are only satisfactory for a swordfighter, as his quick combos and juggles are easy to dodge and sometimes susceptible to [[DI]], giving him unusual difficulty in combo game execution in comparison to other swordfighters. In addition, Corrin's special moves are afflicted by poor frame-data, with Dragon Fang Shot, Dragon Ascent, and Dragon Lunge being burdened with a lot of ending lag. | ||
While surprisingly useful for a swordfighter, Corrin's [[grab]] nevertheless has its drawbacks: despite his grabs being quick, they also suffer from abysmal range like several other swordfighters, but to an even larger extent; Corrin's standing grab, in particular, has one of the lowest ranges among the entire cast. Although all of his throws have impressive damage output, Corrin's throws are a mixed bag: despite [[down throw]]'s aforementioned strength, its role in KOing is largely outclassed by Corrin's [[up throw]] in general, as its inconvenient launching angle leave it vulnerable to [[LSI]], and its massive [[hitlag]] allows the opponent to DI to survive. Furthermore, his [[forward throw]] and [[back throw]] leave a lot to be desired: while their collateral hitboxes' unusually high power allow them to KO bystanders at higher precents near the edge, they are purely positional throws solely useful for setting up edgeguards; thus possessing their utility, but are unable to lead into guaranteed follow-ups. In addition, up throw and down throw's utility is limited exclusively to KOing, as both of them have too much ending lag for potential follow-ups. | |||
Finally, Corrin's slow aerial mobility not only hinders his disadvantage, but also hinders his [[recovery]], as while Dragon Ascent has decent distance, its usefulness can be drastically hindered if Corrin is launched too far offstage without his [[double jump]], though that issue can somewhat be circumvented with the horizontal push of his back aerial to a degree. However, even with this other marginal means of recovery, Corrin's recovery still remains fairly linear, as [[Dragon Ascent]] grants only moderate diagonal distance, while Dragon Lunge is unable to assist in recovery unless there is a wall to pin against, making him susceptible to losing stocks at earlier percents with well-placed edgeguarding against some characters. | |||
Overall, like in ''SSB4'', Corrin is a solid swordsman who has an array of options to restrain opponents at a distance, unlike several other swordsmen from the ''Fire Emblem'' series sans {{SSBU|Byleth}}, and has an impressive combo game that can be started from nearly any aerial or tilt, making him quite threatening at most ranges. In addition, he can stand his ground up close and rack up damage efficiently with his spacing tools and his combo and advantage potential. However, due to the precision required for finishers, he must play optimally by maintaining a good distance from opponents once they reach their KO percentage in order to finish them as early as possible, and when combined with his sub-par mobility, this is a considerable barrier of becoming a top-tier threat. Corrin's tall frame and moderate gravity make him susceptible to aerial combos and juggling, similar to the other fighters from ''Fire Emblem'', although his down aerial can prevent some juggles, and Corrin himself can pressure his opponent with his juggles and aerial combos at the same degree. Although his flaws are somewhat polarizing due to his slightly exploitable recovery and poor disadvantage, players feel that those flaws can be compensated with his stable combo game and KO confirms, as well as his even greater raw KO power and range. | |||
==Changes from ''[[Super Smash Bros. 4]]''== | ==Changes from ''[[Super Smash Bros. 4]]''== | ||
Due to being a considered to be a high-tier character in ''Smash 4'' (13th out of 55 characters), Corrin has been drastically nerfed during the initial release of ''Ultimate'', although game updates would provide several noteworthy buffs for him. Corrin received a mixture of buffs and nerfs during the transition from ''Smash 4'' to ''Ultimate'', but was noticeably nerfed overall. | |||
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 ending lag, giving it much more safety. [[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 shieldstun, making it safer on shield. | |||
Some of the universal changes brought by ''Ultimate''{{'}}s engine, such as the increased mobility, the universal 3-frame [[jumpsquat]]s, [[dash-canceling]]'s expanded prevalence, and the reduction of [[landing lag]], improve Corrin's [[approach]] and combo utility. Dash-canceling's expanded prevalence is a notable example, which gives Corrin the ability to approach by canceling one of his grounded moves out of a run, including his long-ranged tilts and smash attacks. The changes to [[paralysis]] effects allow [[Dragon Fang Shot]] to stun opponents longer at high percents, as well as to deal knockback to already paralyzed opponents (rather than only damaging them). This allows Corrin to maintain 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), while the reintroduction of directional [[air dodging]] prevents Corrin from being too reliant on Dragon Ascent to recover and offering him a secondary option for recovering. In addition, the changes to air dodging also improve Corrin's [[edgeguarding]] game. | |||
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 | 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 in his kit, has lost a considerable portion of its safety, as its kicking part now covers less distance and suffers much more ending lag. Its ability to [[cross-up]] shielding opponents is also worsened with the game's changes to [[jostling]]. Despite the aforementioned changes to paralysis, Dragon Fang Shot has increased lag, and the projectile follows up into the move's bite much less consistently, especially 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 both his combo game and recovery while offering him less time to take advantage of his potent aerial game. | ||
Corrin's drawbacks in his transition to ''Ultimate'', however, stem | Corrin's drawbacks in his transition to ''Ultimate'', however, stem especially 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 whiff one, as their ending lag can prove more punishable. Finally, while Corrin somewhat benefits from the various improvements to mobility across the board, the aforementioned changes to run-canceling, shields, and landing lag now allow other opponents to exploit Corrin's defenses with increased ease. 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]]. Given that other returning veterans have received more varying and striking improvements to their mobility and the improvements to Corrin's own mobility were rather only serviceable at best, Corrin's disadvantage against speed demons and zoners still remain, and the increased prevalence of both archetypes in ''Ultimate'' further worsen this issue. Finally, most of Corrin's former weaknesses from ''SSB4'' still reprise in ''Ultimate'', such as his slow mobility, his overreliance on spacing, exploitable recovery and a limited grab game. | ||
Overall, due to changes to his special moveset and the game's engine | Overall, due to changes to his special moveset and the game's engine impairing him, Corrin was initially considered a significantly less viable character than in ''Smash 4'', although subsequent updates have mitigated the nerfs' impacts, leading him to fare substantially better than he did during initial release. As in ''Ultimate'', Corrin still remains a popular character, though he still remains a shell of his ''SSB4'' iteration. | ||
{{SSB4 to SSBU changelist|char=Corrin}} | {{SSB4 to SSBU changelist|char=Corrin}} | ||
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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. | ||
As a result of the | As a result of the several amount of significant buffs he received, Corrin's tournament representation and results have drastically improved since the early metagame, to the point where he is now considered to be a high-tier character, although he still remains a shell of his ''Smash 4'' iteration. | ||
'''{{GameIcon|SSBU}} {{SSBU|2.0.0}}''' | '''{{GameIcon|SSBU}} {{SSBU|2.0.0}}''' | ||
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===Tier placement and history=== | ===Tier placement and history=== | ||
Corrin was initially | Corrin was initially regarded as a 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 apparent that their changes were insufficient to adhere to ''Ultimate''{{'}}s quicker and more aggressive engine. Several top professionals considered Corrin a low-tier character, and all of Corrin's notable players from ''Smash 4'' dropped him. Despite occasional success from players such as {{Sm|Ke-ya}}, who has placed relatively well in Japan, and {{Sm|Cosmos}}, who notably reverse 3-0'd Dabuz at {{Trn|Glitch 8 - Missingno}}, Corrin had arguably the worst representation in the game, ranking last in representation at the end of 2019.<ref>{{cite web|url=https://docs.google.com/spreadsheets/d/1AJs-mj5TTdkmkl7nhj4twJymVPTLTUdT0MBToL1cxDs/edit#gid=342014565|title=OrionRank 2019 character data}}</ref> | ||
However, Corrin's reception would begin to turn around with the release of patch 8.0.0, where his KO power and Dragon Lunge were improved. Although the patch took place during the COVID-19 pandemic, Corrin began seeing improving results from Cosmos, who mained Corrin throughout most of the online metagame. Following the return of offline competitive play, Corrin saw further success from old players such as {{Sm|Ly}} and {{Sm|SHADIC}} and gained new players such as {{Sm|MkLeo}}, who co-mained Corrin in the first half of 2022, and {{Sm|Neo|p=Japan}}, who established himself as one of the best Corrin players in the world by early-2023 despite having started seriously competing months prior. This led to a renaissance period for Corrin, who swiftly saw more and more representation as time went on, and the community reassessed the character to a mid-tier, with some going as far as to say Corrin could be ranked as a high-tier. This is reflected in Corrin's initial tier list | However, Corrin's reception would begin to turn around with the release of patch 8.0.0, where his KO power and Dragon Lunge were improved. Although the patch took place during the COVID-19 pandemic, Corrin began seeing improving results from Cosmos, who mained Corrin throughout most of the online metagame. Following the return of offline competitive play, Corrin saw further success from old players such as {{Sm|Ly}} and {{Sm|SHADIC}} and gained new players such as {{Sm|MkLeo}}, who co-mained Corrin in the first half of 2022, and {{Sm|Neo|p=Japan}}, who established himself as one of the best Corrin players in the world by early-2023 despite having started seriously competing months prior. This led to a renaissance period for Corrin, who swiftly saw more and more representation as time went on, and the community reassessed the character to a mid-tier, with some going as far as to say Corrin could be ranked as a high-tier, like in his days of ''SSB4''. This is reflected in Corrin's initial placement on the first tier list, where he was ranked 42nd out of 82 as an upper-mid tier character. Even with that placement, some argued that Corrin should be ranked higher, especially following an explosion of Corrin results in mid-2023 thanks to Neo, Ly, and SHADIC; this was later the case in the second tier list done by the community, with him rising up to 27th out of 82. | ||
=={{SSBU|Classic Mode}}: Between White and Black== | =={{SSBU|Classic Mode}}: Between White and Black== |
Revision as of 12:49, March 7, 2024
Corrin in Super Smash Bros. Ultimate | |
---|---|
Universe | Fire Emblem |
Other playable appearance | in SSB4 |
Availability | Unlockable |
Final Smash | Torrential Roar |
Tier | A- (27) |
Corrin (カムイ, Kamui) is a playable character in Super Smash Bros. Ultimate. He was officially confirmed on June 12th, 2018, alongside the rest of the returning veterans. As in Smash 4, both male and female versions of the character are playable. Corrin is classified as Fighter #62.
Cam Clarke and Nobunaga Shimazaki's portrayals of male Corrin in English and Japanese and Marcella Lentz-Pope and Satomi Sato's portrayals of female Corrin in English and Japanese from Super Smash Bros. 4 were repurposed for Ultimate.
Corrin is ranked 27th out of 82 on the current tier list, placing him in the A- tier. This is a slight drop from placement in SSB4, ranked 13th out of 54. Corrin's most dominant strength is his massive range, courtesy of the disjointed hitboxes of the Yato Blade. Aside from Corrin's high damage output and quick frame-data on most of his attacks, he is also gifted with an amazing neutral, advantage state, and the best combo game among all swordfighters aside from Mythra. Up tilt and down tilt confirm into true combos at low percents, while the latter confirms into KOs at much higher percents, with aerial follow-ups such as up air and back air. His range also provides with an efficient juggling game. Corrin also possesses amazing neutral game options, with Dragon Fang Shot being a useful tool as to force approaches, while Dragon Lunge gives Corrin an extremely effective burst option to serve as a KO, neutral, and approach tool. Dragon Lunge also contains a primal initial attack in the form of pin. The pin is very useful for edgeguards, as the sweetspot hitbox is guaranteed to get under the stage and KO opponents. Furthermore, the pin will cling to an edge, assisting Corrin's recovery, and it can also be used for KO confirms from combos at the ledge. Corrin also has a strong counterattack in the form of Counter Surge, which is able to KO opponents at lower percents if activated with a powerful attack. Moreover, he also boasts wide, safe, and lethal smash attacks, the strongest being forward smash in particular. Used for reads at the ledge, the sourspot inflicts high damage with decent knockback, while the sweetspot hitbox has the potential to KO at earlier percents. In most situations, landing Corrin's forward smash on shield is a guaranteed hit, as it continuously damages an opponent's shield until it stabs through and hits them. His aerials, special attacks, smash attacks and range give him overall amazing frame-trapping, combo, and juggling potential, as well as a formidable advantage state. Finally, Corrin's recovery is considerably good for his archetype, as Dragon Ascent, not only providing as an out of shield option in neutral, but also providing flexible distance offstage, and back air being useful as a tool to boost his recovery.
However, Corrin also has some notable weaknesses, most of which revolve around his poor mobility and disadvantage state. Corrin's sub-par mobility both on the ground and the air causes him to struggle in approaching or catching up to speed demons and zoners. Corrin's kit forces players to be somewhat aggressive, as he is burdened with a lack of effective defensive options. Therefore, it can give him higher risk and difficulty winning neutral than other characters. He has a rather limited out of shield game, since his neutral aerial is his best and only out-of-shield option quicker than frame 7, and his moves lack enough speed for Corrin to escape from difficult situations, such as juggles, edgeguards, and ledge-traps. To further worsen this, Corrin's frame-data and combo game, while amazing, are only satisfactory for a swordfighter, as his quick combos and juggles are easy to dodge and sometimes susceptible to DI, giving him unusual difficulty in combo game execution in comparison to other swordfighters. In addition, Corrin's special moves are afflicted by poor frame-data, with Dragon Fang Shot, Dragon Ascent, and Dragon Lunge being burdened with a lot of ending lag. Furthermore, Corrin needs to exercise caution utilizing forward smash at the ledge, as it is escapable with near-perfect SDI, and he can get punished if an opponent has a good aerial attack to counter with. Finally, Corrin is susceptible to gimps and edgeguards, as the distance that Dragon Ascent provides is linear. While it is quick and has a wide hitbox, it is capable of being 2-frame punished and countered easily with strong enough offstage attacks.
Overall, Corrin is a unique swordfighter that excels to a formidable degree in combo game, KO potential, range and spacing, but his lack of defensive options and slow mobility can hold him back. However, his vast strengths mostly overshadow his weaknesses, as Corrin has all the tools that when mastered, can help him overcome his weaknesses and become a threat to any opponent. Corrin saw rather poor representation in the early metagame, with players calling out the excessive nerfs that he received in the transition to Ultimate as a result of his dominance in Smash 4. However, significant buffs from game updates made his representation greatly improve, especially following the online metagame, and he has seen strong major and supermajor results from players, such as Neo and SHADIC.
How to unlock
Complete one of the following:
- Play VS. matches, with Corrin being the 41st character to be unlocked.
- Clear Classic Mode with Kirby or any character in his unlock tree, being the 6th character unlocked after Robin.
- 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. In World of Light, he is fought on the Ω form of Castle Siege.
Attributes
Corrin is a tall middleweight swordfighter (weighing the same as Mario, Dr. Mario and Pyra), residing at the heavier side of the weight class, yet is burdened with relatively slow mobility: Corrin sports an above-average walking speed, below-average running speed (although he has a decent initial dash), high traction (the 10th highest), slightly below-average air speed, tied for the 8th lowest air acceleration (among the bottom 15 in this particular area), and an average falling speed, along with 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 benefits his ability to approach and dealing with projectiles.
As in SSB4, Corrin is the only fighter in Ultimate who possesses the ability to transform body parts into tools for combat. In turn, Corrin has several unique features that make him stand out from other weapon-wielding fighters. Nonetheless, he retains multiple concepts of other swordsmen from the 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. Being a swordfighter, Corrin has the innate benefit of possessing the vast majority of his moveset to be disjointed hitboxes, giving him a respectable neutral game with his spacing capabilities as well as his quick frame-data, as all of his standard moveset excluding 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 function as a good damage-racking option while the gentleman jab is useful as a later KO option, killing middleweights at at around 150% at the edge of Final Destination, and forward tilt is a useful spacing tool and KO 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 medium percents and both tilts being able to combo into certain aerials, such as neutral, forward, and up aerial. Dash attack, while only possessing marginal combo potential and lack of KO potential, has some notable usage for catching landings and crossing up shields due to its decent amount of active frames and distance. His smash attacks are also comparatively beneficial; up smash, while possessing a weaker grounded hitbox, possesses a strong sweetspot on the tip that makes it a KO option against opponents in the air, as an uncharged sweetspot 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. Unarguably, however, his strongest smash attack is his long-reaching 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 relatively safe KO option with wise usage. 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 KOs.
Corrin's aerial game is also extremely 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 medium percents, with forward aerial boasting similar combo potential. Additionally, its quick start-up and good coverage make it a useful out of shield option, as well as a potential combo breaker. His up aerial is Corrin's ideal juggling tool that can KO middleweights unusually early (below 80%) near the top blast zone while also comboing into certain moves, such as back aerial when fast-falling and reversed at medium percents. His back aerial is Corrin's strongest aerial, possessing great range and KO power, being able to kill middleweights at as early as 80% from the edge of Final Destination, while also possessing applications as a slight horizontal recovering tool due to pushing Corrin forwards after the hitbox's execution, similar to R.O.B.'s back aerial. Finally, down aerial is a quick stall-then-fall that can rack up damage and serve as a landing option that is difficult to punish, and it can also steal stocks off-stage, especially if performed for sacrificial KOs.
Corrin's special moves are characterized with unique and varied utility; Dragon Fang Shot is a chargeable projectile that inflicts stun and follows up with a huge bite that serves as a situational, yet extremely powerful KO option, and can have its applications to B-reverse with for surprising opponents, especially if unprepared for it. Dragon Lunge is a skewer attack that can pin opponents in place and be followed up with either a jump or a vaulting sex kick, with the latter being able to kill middleweights at 105% near the edge of Final Destination; the move also has a degree of utility for edgeguarding and extending Corrin's recovery since the skewer can also be pinned on walls. Dragon Ascent is his primary means of recovery that has decent distance, deals multiple hits, and intangibility on frames 7-17. Finally, like the rest of the Fire Emblem cast sans Robin and Byleth, Corrin also possesses a counter in Counter Surge, 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. Counter Surge boasts intimidating vertical KO power if activated with a powerful incoming attack. 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 quick and long-ranged tilts and aerials. In addition, his special moveset also offer him some other unique forms of utility in the form of projectiles and long-ranged KO options.
Finally, Corrin's grab game, while being among the least useful aspects of his moveset, is still surprisingly useful for a swordfighter. Corrin boasts a quick, albeit short-ranged grab, a relatively fast pummel with passable damage output, and one of the strongest up throws in the game, being able to kill middleweights at 160% and above, earlier with rage. His down throw boasts comparable strength, but to an even larger extent; it is the second-strongest down throw in the game (surpassed by only Ivysaur), being able to kill middleweights at around 170%, which can be supplemented with rage. His other throws, in this case of forward throw and back throw, are surprisingly useful in giving him positional advantage. While his forward throw and back throw leave a lot to be desired due to being purely positional throws, they are useful for setting up edgeguards and their collateral hitboxes' high power allows them to kill bystanders at higher precents near the ledge.
There are still flaws to counterbalance Corrin's strengths, however. Most of them revolve around his slow mobility, as Corrin struggles to catch up with quick characters with high agility, and in turn, makes Corrin himself vulnerable to speed demons, such as Pikachu and Fox. This also especially impairs his approach without usage of Dragon Fang Shot and Dragon Lunge. Perhaps his most dominant issue is how, similar to Marth, Corrin struggles when an opponent is at a close-ranged proximity to him. Since most moves are punishable at close-ranged quarters, 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, those moves deal much lower knockback, giving him a harder time KOing at point-blank range. Additionally, Corrin’s smash attacks 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 follow-ups at a distance with uncharged shots. In addition, Corrin needs to exercise caution using forward smash for edgeguarding, as it is escapable with near-perfect SDI, and he can get punished if an opponent has a good aerial attack to counter with. Altogether, Corrin's kit forces players to be somewhat aggressive, as he is burdened with a lack of effective defensive options. Therefore, it can give him higher risk and difficulty winning neutral than other characters.
Moreover, Corrin is burdened with disadvantage. Due to Corrin's slow aerial mobility, he lacks the amount of options for mixing up his momentum in the air with the sole exception of B-reversing. His disadvantage is made more problematic due to the fact that while neutral aerial can occasionally be a decent combo breaker, his only other landing options (down aerial and Counter Surge) are committal and burdened with sluggish frame-data, and can result in getting deeper in disadvantage and more predictable overtime if these options are overused too hastily. Although his neutral aerial is his best out-of-shield option, Corrin's out of shield game is not fundamentally excellent, since his moves lack enough speed for Corrin to escape from difficult situations, such as juggles, edgeguards, and ledge-traps, and his neutral aerial is his only out-of-shield option quicker than frame 7. To further worsen this, Corrin's frame-data and combo game, while amazing, are only satisfactory for a swordfighter, as his quick combos and juggles are easy to dodge and sometimes susceptible to DI, giving him unusual difficulty in combo game execution in comparison to other swordfighters. In addition, Corrin's special moves are afflicted by poor frame-data, with Dragon Fang Shot, Dragon Ascent, and Dragon Lunge being burdened with a lot of ending lag.
While surprisingly useful for a swordfighter, Corrin's grab nevertheless has its drawbacks: despite his grabs being quick, they also suffer from abysmal range like several other swordfighters, but to an even larger extent; Corrin's standing grab, in particular, has one of the lowest ranges among the entire cast. Although all of his throws have impressive damage output, Corrin's throws are a mixed bag: despite down throw's aforementioned strength, its role in KOing is largely outclassed by Corrin's up throw in general, as its inconvenient launching angle leave it vulnerable to LSI, and its massive hitlag allows the opponent to DI to survive. Furthermore, his forward throw and back throw leave a lot to be desired: while their collateral hitboxes' unusually high power allow them to KO bystanders at higher precents near the edge, they are purely positional throws solely useful for setting up edgeguards; thus possessing their utility, but are unable to lead into guaranteed follow-ups. In addition, up throw and down throw's utility is limited exclusively to KOing, as both of them have too much ending lag for potential follow-ups.
Finally, Corrin's slow aerial mobility not only hinders his disadvantage, but also hinders his recovery, as while Dragon Ascent has decent distance, its usefulness can be drastically hindered if Corrin is launched too far offstage without his double jump, though that issue can somewhat be circumvented with the horizontal push of his back aerial to a degree. However, even with this other marginal means of recovery, Corrin's recovery still remains fairly linear, as Dragon Ascent grants only moderate diagonal distance, while Dragon Lunge is unable to assist in recovery unless there is a wall to pin against, making him susceptible to losing stocks at earlier percents with well-placed edgeguarding against some characters.
Overall, like in SSB4, Corrin is a solid swordsman who has an array of options to restrain opponents at a distance, unlike several other swordsmen from the Fire Emblem series sans Byleth, and has an impressive combo game that can be started from nearly any aerial or tilt, making him quite threatening at most ranges. In addition, he can stand his ground up close and rack up damage efficiently with his spacing tools and his combo and advantage potential. However, due to the precision required for finishers, he must play optimally by maintaining a good distance from opponents once they reach their KO percentage in order to finish them as early as possible, and when combined with his sub-par mobility, this is a considerable barrier of becoming a top-tier threat. Corrin's tall frame and moderate gravity make him susceptible to aerial combos and juggling, similar to the other fighters from Fire Emblem, although his down aerial can prevent some juggles, and Corrin himself can pressure his opponent with his juggles and aerial combos at the same degree. Although his flaws are somewhat polarizing due to his slightly exploitable recovery and poor disadvantage, players feel that those flaws can be compensated with his stable combo game and KO confirms, as well as his even greater raw KO power and range.
Changes from Super Smash Bros. 4
Due to being a considered to be a high-tier character in Smash 4 (13th out of 55 characters), Corrin has been drastically nerfed during the initial release of Ultimate, although game updates would provide several noteworthy buffs for him. Corrin received a mixture of buffs and nerfs during the transition from Smash 4 to Ultimate, but was noticeably nerfed overall.
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 ending lag, giving it much more safety. Forward smash benefits from the ability to hold smash attacks longer, allowing the looping charge hits to last longer and further build damage or lead into shield breaks, and it inflicts much more shieldstun, making it safer on shield.
Some of the universal changes brought by Ultimate's engine, such as the increased mobility, the universal 3-frame jumpsquats, dash-canceling's expanded prevalence, and the reduction of landing lag, improve Corrin's approach and combo utility. Dash-canceling's expanded prevalence is a notable example, which gives Corrin the ability to approach by canceling one of his grounded moves out of a run, including his long-ranged tilts and smash attacks. The changes to paralysis effects allow Dragon Fang Shot to stun opponents longer at high percents, as well as to deal knockback to already paralyzed opponents (rather than only damaging them). This allows Corrin to maintain 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), while the reintroduction of directional air dodging prevents Corrin from being too reliant on Dragon Ascent to recover and offering him a secondary option for recovering. In addition, the changes to air dodging also improve Corrin's edgeguarding game.
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 in his kit, has lost a considerable portion of its safety, as its kicking part now covers less distance and suffers much more ending lag. Its ability to cross-up shielding opponents is also worsened with the game's changes to jostling. Despite the aforementioned changes to paralysis, Dragon Fang Shot has increased lag, and the projectile follows up into the move's bite much less consistently, especially 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 both his combo game and recovery while offering him less time to take advantage of his potent aerial game.
Corrin's drawbacks in his transition to Ultimate, however, stem especially 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 whiff one, as their ending lag can prove more punishable. Finally, while Corrin somewhat benefits from the various improvements to mobility across the board, the aforementioned changes to run-canceling, shields, and landing lag now allow other opponents to exploit Corrin's defenses with increased ease. 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. Given that other returning veterans have received more varying and striking improvements to their mobility and the improvements to Corrin's own mobility were rather only serviceable at best, Corrin's disadvantage against speed demons and zoners still remain, and the increased prevalence of both archetypes in Ultimate further worsen this issue. Finally, most of Corrin's former weaknesses from SSB4 still reprise in Ultimate, such as his slow mobility, his overreliance on spacing, exploitable recovery and a limited grab game.
Overall, due to changes to his special moveset and the game's engine impairing him, Corrin was initially considered a significantly less viable character than in Smash 4, although subsequent updates have mitigated the nerfs' impacts, leading him to fare substantially better than he did during initial release. As in Ultimate, Corrin still remains a popular character, though he still remains a shell of his SSB4 iteration.
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.
Update history
Corrin was significantly buffed in 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.
As a result of the several amount of significant buffs he received, Corrin's tournament representation and results have drastically improved since the early metagame, to the point where he is now considered to be a high-tier character, although he still remains a shell of his Smash 4 iteration.
- Neutral aerial auto-cancels earlier (frame 50 → 47), matching the move's interruptibility.
- Corrin can grab ledges faster after using forward aerial (62 frames → 60).
- Up aerial auto-cancels earlier (frame 40 → 38), now allowing to auto-cancel out of a rising short hop.
- Forward smash's looping hits connect more reliably into its spear hitbox (Hitstun modifier: 0 → 3).
- Up smash has a longer hitbox duration (frames 13-15 → 13-17).
- Up smash's sweetspot has more range (Y offset: 27u-26u → 30u-26u).
- Down aerial's looping hits use set knockback, connecting more reliably against lightweight characters.
- Uncharged Dragon Fang Shot travels farther (61 frames → 71).
- Dragon Lunge's stab has less ending lag (FAF 15 → 13).
- Dragon Ascent has more invincibility frames (frames 10-17 → 7-17).
- Dragon Ascent's hits connect more reliably and its final hit has more knockback scaling (155 → 170).
- The universal changes to intangibility before beginning countdown no longer results in Corrin being stuck in the Feral Dragon form.
- Forward smash has more base knockback (35 → 40 (base and middle), 45 (tip)).
- Down aerial no longer has its downward movement disabled when used out of hitstun.
- Dragon Lunge's jump out of the pin has less ending lag (FAF 46 → 40).
- Dragon Ascent travels noticeably more vertical and horizontal distance (height multiplier: 1.63x (ground)/1.53x (aerial) → 1.83x/1.73x).
- Overall shield size has been increased.
- Down throw's first hit has a lower hitlag modifier (2.5x → 1.5x), causing the throw to execute faster.
- 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).
- Forward smash:
- It has gained a shieldstun multiplier of 1.6×, making it harder to punish.
- This multiplier is coded only on the tipper hitbox, but is incorrectly applied to all hitboxes of the move.
- The tipper deals more damage (15.2% → 16.7%) with no compensation on knockback, improving its KO potential.
- 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), making it less likely to whiff due to the z-axis.
- It has gained a shieldstun multiplier of 1.6×, making it harder to punish.
- Forward aerial deals more damage (7.5% → 9%), with knockback scaling compensated (99 → 87).
- Back aerial's clean hit deals more damage (11% → 12%) with no compensation on knockback, improving its KO potential.
- Up aerial deals more damage (9% → 10%) with knockback scaling not fully compensated (99 → 97), improving its KO potential.
- Dragon Lunge:
- The thrust has less ending lag if it doesn't pin to a surface (FAF 42 → 38).
- Both kicks' clean hits have more knockback scaling (90 → 98).
- Jumping out of the pin has much less ending lag (FAF 40 → 30).
Moveset
For a gallery of Corrin's hitboxes, see here.
Note: All numbers are listed as base damage, without the 1v1 multiplier.
Name | Damage | Description | ||
---|---|---|---|---|
Neutral attack | Pierce Thrust (刺突) / Hoshidan Scoop (白掬) / Nohrian Flash (暗閃) / Dragon Fang Storm (竜穿嵐) / Dragon Fang Pierce (竜穿牙) | 2% (base), 2.5% (tip) | 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. | |
2% | ||||
3% (base), 4% (tip) | ||||
0.5% (loop), 3% (finisher) | ||||
Forward tilt | Yato Slash (夜刀斬) | 10.5% | A downwards outward swipe with the Omega Yato. | |
Up tilt | Yato Circle (夜刀円) | 9% (clean, late sword), 6% (late body) | A twirling-turn upward slash with the Omega Yato. Can inconsistently cover platforms. | |
Down tilt | Leg Crusher (足砕) | 7.5% | 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. | |
Dash attack | Drill (錐) | 2% (hits 1-5), 3% (hit 6) | Spins forward in a corkscrew-like manner while holding forward the Omega Yato. Based on the attack after triggering offensive skills like Luna or Lethality in Fire Emblem Fates. | |
Forward smash | Dragon Fang Thrust (竜穿突) | 0.5% (charging loop), 11% (spear base), 12% (spear center), 16.7% (spear tip) | 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 Min Min's, Simon's, and 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. | |
Up smash | Vertical Dragon Fang Thrust (直上竜穿突) | 10% (sides), 13% (base), 15% (tip) | 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. | |
Down smash | Yato Dragon Fang (夜刀竜穿) | 11% (sword), 9% (lance, middle), 14% (lance, tip) | 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 Mii Brawler's down smash. The tip of Corrin's spear leg has a sweetspot that deals the most damage and knockback. | |
Neutral aerial | Circular Formation (方円) | 7% (clean), 5.5% (late) | 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. | |
Forward aerial | Jumping Strike (跳打) | 9% | An inward single-handed reaping slash with the Omega Yato. Similar to 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. | |
Back aerial | Dragon Fang Wings (竜穿翼) | 12% (clean), 9% (late) | Sprouts wings with the Dragon Fang, and attacks by flapping them. It can be used for recovering as it propels Corrin forward like 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. | |
Up aerial | Light Ring (光輪) | 10% | 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 Ike and 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. | |
Down aerial | Dragon's Piercing Drop (竜穿落) | 2% (loop), 3% (landing) | 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. | |
Grab | Grab (つかみ) | — | Leans forward slightly and reaches out with the free hand, which briefly enlarges. | |
Pummel | Grab Knee Kick (つかみひざ蹴り) | 1.3% | A knee strike. | |
Forward throw | Bright Star (明星) | 5% (hit 1, base), 10% (hit 1, tip), 2% (throw) | 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. | |
Back throw | Evening Twilight (宵闇) | 6.5% (hit 1, base), 12% (hit 1, tip), 2% (throw) | 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. | |
Up throw | Dragon-Form Thrust (竜化突, Dragonization Thrust) | 6.5% (hit 1), 3% (throw) | 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. | |
Down throw | Dragon-Form Kick (竜化蹴, Dragonization Kick) | 6.5% (hit 1), 3% (throw) | 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. | |
Forward roll Back roll Spot dodge Air dodge |
— | — | ||
Techs | — | — | ||
Floor attack (front) Floor getups (front) |
7% | Slashes outward from front to back with the Omega Yato. | ||
Floor attack (back) Floor getups (back) |
7% | Same as frontal floor attack. | ||
Floor attack (trip) Floor getups (trip) |
5% | Slashes outward with the Omega Yato, covering every possible side. | ||
Edge attack Edge getups |
9% | Climbs up the ledge and swings the Omega Yato forward. | ||
Neutral special | Dragon Fang Shot | 4% (shot, uncharged) 11% (shot, fully charged) 10% (bite, uncharged) 20% (bite, fully charged) |
Corrin transforms the left arm into a draconic mouth with Dragon Fang and fires a ball of water. The ball of water briefly paralyzes opponents before launching them away. After the projectile is fired, Corrin's dragon arm will bite before reverting to normal, hitting nearby opponents.
Holding the special button will charge the projectile (causing more damage and knockback, along with increased paralysis duration), as well as the bite (when fully charged, Corrin clamps down forcefully with the dragon mouth, causing very high damage and knockback). The two attacks can be charged in different intervals from each other (i.e. an uncharged shot followed by a fully charged bite, or vice versa). | |
Side special | Dragon Lunge | 7% (lance, middle, ground), 8% (lance, middle, air), 15% (lance, tip) 12% (front/back kick, clean), 7% (front/back kick, late), 5% (back kick, turn) |
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. | |
Up special | Dragon Ascent | 4.5% (hit 1), 1.2% (hits 2-6), 3% (hit 7) | Corrin grows wings using the Dragon Fang and leaps upwards. Similar to Roy's Blazer, it hits multiple times and can be angled by approximately 45°. Additionally, like Rosalina's Launch Star, it can be angled to go as high and vertically as possible by pushing backward immediately after activation (though not too early in order to not accidentally reverse the move instead). | |
Down special | Counter Surge | 1.2× (minimum 10%) | 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. | |
Final Smash | Torrential Roar | 7% (light pillars, base), 2% (light pillars, tips), 34% (whirlpool) | Corrin strikes the ground with his free hand, 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. |
Stats
Stats | Weight | Dash speed | Walk speed | Traction | Air friction | Air speed | Air acceleration | Gravity | Falling speed | Jumpsquat | Jump height | Double jump height |
---|---|---|---|---|---|---|---|---|---|---|---|---|
Value | 98 | 1.892 – Initial dash 1.595 – Run |
1.208 | 0.129 | 0.009 | 1.019 | 0.01 – Base 0.04 – Additional |
0.092 | 1.65 – Base 2.64 – Fast-fall |
3 | 33 - Base 16 - Short hop |
31 |
Announcer call
English
Japanese/Chinese
French
On-screen appearance
- Falls gently onto the stage in dragon form, with a pool of water appearing underneath. Corrin then transforms into human form.
Taunts
- Up taunt: Ducks down, stands back up, and poses with their head in dragon form. Male Corrin says "My path is clear!" (好きにはさせない!, I won't let you have your way!). Female Corrin says "Let's do this!" (行きますよ!, Here I come!)
- Side taunt: Twirls the Omega Yato. Male Corrin says "I've made my choice." (僕は選んだ!, I've made my choice!). Female Corrin says "Your fate is clear." (折れたりしません!, 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?" (準備はいい?, Are you ready?). Female Corrin says "You ready for this?" (準備はいいですか?, Are you ready?) Resembles one of Corrin's post-battle animations in Fire Emblem Fates.
Idle poses
- Twirls the Omega Yato around forward. Slightly resembles his side taunt.
- Poses with the Omega Yato positioned behind Corrin.
Crowd cheer
Cheer (English) | Cheer (Japanese/Chinese) | Cheer (Italian) | Cheer (Dutch) | Cheer (French) | |
---|---|---|---|---|---|
Cheer | |||||
Description | Corr - in! | Ka - mu - i! | Corr - in! Corr - in! *claps 4 times* | Corr - in! *claps 2 times* |
Victory poses
- Left: Swings the Omega Yato, similar to Corrin's side taunt and idle animation. Male Corrin says "I win!" ("勝負あったね", That's game.), while female Corrin says "Good!" ("勝負ありました", 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!" ("上手くいったね", That went well.), while female Corrin says "That was great." ("上手くいきました", 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. Resembles Corrin's first transformation into their dragon form in Fire Emblem Fates.
In competitive play
Most historically significant players
See also:Category:Corrin players (SSBU)
- Cosmos - Although more well known for his Inkling and Pyra/Mythra, Cosmos has occasionally pulled out Corrin in offline sets, notably reverse 3-0ing Dabuz at Glitch 8 - Missingno with Corrin and defeating Tea at L'Odyssée - Chant I using Corrin in the last two games. He also used Corrin in the online metagame and was considered the best Corrin player in the online metagame, ranking 36th on the Wi-Fi Warrior Rank v6 with the character.
- Ly - Co-mains Corrin alongside Byleth and was considered the best offline Corrin player in the world during the pandemic period, with notable placements such as 17th at Kagaribi 4 and 33rd at Kagaribi 3. Although his results have since declined, he still sees the occasional strong performance, most notably at Super Smash Con 2023, where he placed 17th and upset Sparg0.
- MkLeo - Began using Corrin in his roster in early 2022 and was the best Corrin player in the world at the time, predominantly using the character in top 8 of Delfino Maza RETA 2022, becoming the first and only time Corrin saw significant usage to win a major. He has also used Corrin to win crucial sets in order to win Pound 2022 and e-Caribana. He dropped Corrin following Double Down 2022, although he has occasionally pulled out the character to cover his other mains' bad matchups, such as defeating Sonix at Wavedash 2023.
- Neo - Although he began seriously competing in late-2022, he quickly established himself as one of the best Corrin players of all-time, most notably placing 5th at the supermajor Super Smash Con 2023 defeating Tweek, the highest placement for a Corrin player relative to number of participants.
- SHADIC - One of the first Corrin players who began placing well consistently at majors and is one of the best Corrin players of all-time. He is the overall highest-placing Corrin player at a major/supermajor, placing 4th at Luminosity Makes Moves Miami after defeating players such as MkLeo, Riddles, and Zomba.
Tier placement and history
Corrin was initially regarded as a 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 apparent that their changes were insufficient to adhere to Ultimate's quicker and more aggressive engine. Several top professionals considered Corrin a low-tier character, and all of Corrin's notable players from Smash 4 dropped him. Despite occasional success from players such as Ke-ya, who has placed relatively well in Japan, and Cosmos, who notably reverse 3-0'd Dabuz at Glitch 8 - Missingno, Corrin had arguably the worst representation in the game, ranking last in representation at the end of 2019.[1]
However, Corrin's reception would begin to turn around with the release of patch 8.0.0, where his KO power and Dragon Lunge were improved. Although the patch took place during the COVID-19 pandemic, Corrin began seeing improving results from Cosmos, who mained Corrin throughout most of the online metagame. Following the return of offline competitive play, Corrin saw further success from old players such as Ly and SHADIC and gained new players such as MkLeo, who co-mained Corrin in the first half of 2022, and Neo, who established himself as one of the best Corrin players in the world by early-2023 despite having started seriously competing months prior. This led to a renaissance period for Corrin, who swiftly saw more and more representation as time went on, and the community reassessed the character to a mid-tier, with some going as far as to say Corrin could be ranked as a high-tier, like in his days of SSB4. This is reflected in Corrin's initial placement on the first tier list, where he was ranked 42nd out of 82 as an upper-mid tier character. Even with that placement, some argued that Corrin should be ranked higher, especially following an explosion of Corrin results in mid-2023 thanks to Neo, Ly, and SHADIC; this was later the case in the second tier list done by the community, with him rising up to 27th out of 82.
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, including the two kingdoms' conflict.
Round | Opponent | Stage | Music | Notes |
---|---|---|---|---|
1 | Dr. Mario | Golden Plains | Fever | |
2 | Dark Samus | Brinstar Depths | Lockdown Battle Theme | |
3 | () Opposite-gender Corrin, Daisy, and Palutena | Mario Galaxy | Fated Battle | Peach and Rosalina & Luma in their black alternate costumes are CPU allies. |
4 | Pit and Dark Pit | Reset Bomb Forest | Boss Fight 1 - Kid Icarus: Uprising | The () opposite-gendered Corrin is a CPU ally. |
5 | (x3) (x3) Mr. Game & Watch | The Great Cave Offensive (Ω form) | CROWNED: Ver. 2 | Horde Battle |
6 | () Opposite-gender Corrin, Lucina, and Robin | Castle Siege | Lost in Thoughts All Alone (Remix) | Marth in his white costume and Chrom are CPU allies. |
Bonus Stage | ||||
Final | Master Hand | Final Destination | Master Hand (Less than 7.0 intensity) Master Hand / Crazy Hand (Intensity 7.0 or higher) |
On intensity 7.0 and higher, Crazy Hand fights alongside Master Hand. |
Credits roll after completing Classic Mode. Completing it as Corrin has Lost in Thoughts All Alone (JP) accompany the credits.
Role in World of Light
Although neither male nor female Corrin appear in the World of Light opening cutscene, they were vaporized and later imprisoned alongside the rest of the fighters (sans 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 Azura (whose spirit battle is, ironically, against the default Female Corrin).
Fighter Battle
No. | Image | Name | Type | Power | Stage | Music |
---|---|---|---|---|---|---|
62 | Corrin | 10,700 | Castle Siege (Ω form) | Lost in Thoughts All Alone (Remix) |
Spirits
Male Corrin's fighter spirit can be obtained by completing Classic Mode. It is also available periodically for purchase in the shop for 300 Gold, but only after Corrin has been unlocked. 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.
In Spirit Battles
As the main opponent
Spirit | Battle parameters | |||||||||
---|---|---|---|---|---|---|---|---|---|---|
No. | Image | Name | Series | Enemy Fighter(s) | Type | Power | Stage | Rules | Conditions | Music |
151 | Enguarde | Donkey Kong Series | •Corrin | 3,600 | Great Bay | •Buoyancy Reduced | •You can't swim •The enemy's dash attacks have increased power •The enemy favors dash attacks |
Ice Cave Chant | ||
228 | Ghirahim | The Legend of Zelda Series | •Corrin | 8,800 | Skyloft | •Assist Trophy Enemies (Ghirahim) | •The enemy's melee weapons have increased power •Hostile assist trophies will appear after a little while •The enemy has increased move speed |
Ballad of the Goddess (Remix) | ||
519 | Arceus | Pokémon Series | •Corrin | 13,900 | Spear Pillar (hazards off) | •Easy to Launch •Hazard: Heavy Wind |
•You are easy to launch •Dangerously high winds are in effect after a little while •Only certain Pokémon will emerge from Poké Balls (Arceus) |
Battle! (Dialga/Palkia) / Spear Pillar | ||
676 | Azura | Fire Emblem Series | •Corrin | 13,500 | Fountain of Dreams | •Sudden Final Smash | •The enemy will suddenly have a Final Smash •The enemy can use their Final Smash twice in a row •The enemy has increased attack power |
Lost in Thoughts All Alone (JP) | ||
683 | Camilla | Fire Emblem Series | •Corrin •Charizard |
9,700 | Spear Pillar (hazards off) | •Item: X Bomb •Hazard: Poison Cloud |
•The stage is covered in a poisonous cloud | Lost in Thoughts All Alone (for 3DS / Wii U) | ||
953 | Mecha-Fiora | Xenoblade Chronicles Series | •Corrin •Shulk |
13,200 | Reset Bomb Forest | •Assist Trophy Enemies (Riki) | •Hostile assist trophies will appear | You Will Know Our Names | ||
968 | Mythra | Xenoblade Chronicles Series | •Corrin •Shulk |
13,500 | Gaur Plain (Battlefield form) | N/A | •The enemy will charge up a powerful Final Smash •The enemy starts the battle with an enhanced Beam Sword |
Still, Move Forward! | ||
1,220 | Elite Beat Divas | Elite Beat Agents Series | •Corrin ×3 | 3,900 | Saffron City (hazards off) | •Attack Power ↑ | •The enemy has increased attack power after a little while •The enemy starts the battle with a Rocket Belt |
Pop Fashion Show | ||
1,289 | Min Min | ARMS | •Corrin | 9,300 | New Pork City (Ω form) | N/A | •The enemy favors special moves •The enemy has increased attack power when badly damaged •The enemy has increased move speed |
Dragon Driftway | ||
1,351 | I-Tetramino | Tetris Series | •Corrin Team ×3 | 9,900 | 75m (Ω form) | •Assist Trophy Enemies (Color TV-Game 15) | •Hostile assist trophies will appear after a little while •The enemy favors down air attacks. •Only certain Pokémon will emerge from Poké Balls (Deoxys) |
Tetris: Type A | ||
1,505 | Riku | Kingdom Hearts Series | •Corrin (160 HP) | 9,500 | Hollow Bastion (Riku) | •Move Speed ↑ | •Stamina battle •The enemy has increased move speed •The enemy starts the battle with a Black Hole |
Hollow Bastion |
As a minion
Spirit | Battle parameters | Inspiration | |||||||||
---|---|---|---|---|---|---|---|---|---|---|---|
No. | Image | Name | Series | Enemy Fighter(s) | Type | Power | Stage | Rules | Conditions | Music | Character |
681 | Sakura (Fire Emblem) | Fire Emblem Series | •Isabelle •Corrin |
9,100 | Reset Bomb Forest (hazards off) | N/A | •Defeat the main fighter to win •The enemy heals over time |
Lost in Thoughts All Alone (Remix) | Corrin | ||
1,204 | Sagi | Baten Kaitos Series | •Roy •Corrin |
1,600 | Gaur Plain (Battlefield form) | •Item: Timer | •Reinforcements will appear during the battle •The enemy is easily distracted by items |
The Valedictory Elegy | Guillo |
Alternate costumes
Gallery
Male Corrin idling on Suzaku Castle.
Male Corrin using his neutral attack's first hit on Mario Galaxy.
Female Corrin performing her forward throw on Little Mac on Kalos Pokémon League.
Male and female Corrins on the Great Plateau Tower.
Corrin Unleashing Torrential Roar.
Female Corrin wearing the Bunny Hood on Luigi's Mansion.
With all playable Fire Emblem veterans on Coliseum.
Fighter Showcase Video
Trivia
- Corrin is the only character who, in the mural for Classic Mode, is represented by an alternate costume: the default female Corrin. This is consistent with how Corrin is primarily represented with the female version in most Fire Emblem media after Fates, such as Fire Emblem Warriors, Fire Emblem Heroes, and Fire Emblem Engage.
- While other characters with two selectable genders (Pokémon Trainer, Inkling, Wii Fit Trainer, Robin and the Mii Fighters) have two identical Announcer calls in the English Sound Test (presumably as placeholders for languages with gender-specific pronouns), Corrin and 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.
- 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.
Fire Emblem universe | |
---|---|
Fighters | Marth (SSBM · SSBB · SSB4 · SSBU) · Roy (SSBM · SSB4 · SSBU) · Ike (SSBB · SSB4 · SSBU) · Lucina (SSB4 · SSBU) · Robin (SSB4 · SSBU) · Corrin (SSB4 · SSBU) · Chrom (SSBU) · Byleth (SSBU) |
Assist Trophies | Lyn · Black Knight · Tiki |
Stages | Castle Siege · Arena Ferox · Coliseum · Garreg Mach Monastery |
Item | Killing Edge |
Other | Sothis |
Trophies, Stickers and Spirits | Trophies (SSBM · SSBB · SSB4) · Stickers · Spirits |
Music | Brawl · SSB4 · Ultimate |
Masterpieces | Fire Emblem: Shadow Dragon and the Blade of Light · Fire Emblem: Mystery of the Emblem |