Corrin (SSBU)
Corrin in Super Smash Bros. Ultimate | |
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Universe | Fire Emblem |
Other playable appearance | in SSB4 |
Availability | Unlockable |
Final Smash | Torrential Roar |
“ | Corrin was available as a downloadable fighter in the previous version of Super Smash Bros. This fighter uses all kinds of attacks, like Torrential Roar and Dragon Fang Shot. Players can choose male or female versions! | ” |
—Super Smash Blog, Super Smash Bros. Ultimate Official Site |
Corrin (カムイ, Kamui) is a playable character in Super Smash Bros. Ultimate that was officially confirmed on June 12th, 2018. As in Smash 4, both male and female versions of the character are playable. Corrin is classified as Fighter #62.
Cam Clarke and Marcella Lentz-Pope reprise their roles in the English version of Ultimate voicing male and female Corrin, albeit through recycled voice clips from Smash 4. Nobunaga Shimazaki and Satomi Sato also reprise their roles as the male and female Corrin in the Japanese version, also with recycled voice clips from Smash 4, respectively.
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.
Changes from Super Smash Bros. 4
Corrin was previously considered to be high-tier in Smash 4 (13th out of 55 characters) as a result of various factors, including a varied and incredibly versatile special moveset that synergized well with the rest of their toolkit, as well as good combo ability for a swordfighter, and excellent range and KO power throughout their moveset. While they had received nerfs in-game updates, Corrin was still considered a viable character, and the highest-ranked high tier. Most likely as a result of this, Corrin has been significantly nerfed overall in their transition to Ultimate.
Corrin has received a few noteworthy buffs. One of the most notable is to Dragon Lunge, as it can now be canceled manually, granting Corrin an extra option that further improves the move's mix-up potential. Forward smash benefits from the ability to hold smash attacks for longer, allowing it to increase the duration of the looping charge hits and deal higher damage with them, which can lead into the sourspots KOing afterward, or into shield breaks. Some of the universal changes, such as the increased mobility, faster jumpsquats, the ability to run cancel into any grounded move, and the reduced landing lag, grant Corrin less trouble at approaching and far more combo opportunities, by virtue of possessing a myriad of attacks that launch opponents vertically and can cover wide areas (up tilt, down tilt, and all aerial attacks except back and down aerial). The changes to the paralysis effect allow Dragon Fang Shot to paralyze for slightly longer at high enough percents, and to deal knockback to already paralyzed opponents (rather than only damage), allowing Corrin to keep their KO confirms into Dragon Fang Shot's bite at higher percentages.
However, Corrin's buffs are outweighed by a significant amount of nerfs, the largest ones being those to their special moveset. Dragon Lunge, previously the most versatile and infamous move in Corrin's kit, has lost a large part of its utility, as both kicks cover less distance and have received a sizable amount of ending lag that leaves them much easier to punish if missed; this is exacerbated by the changes to jostling, which prevent the move from going through shielding opponents as easily, especially if they're heavier than Corrin, therefore now leaving them vulnerable in front of the opponent. Dragon Fang Shot has slightly increased lag and has received various changes that, despite keeping its paralysis time at higher percentages or when fully charged, cause it to paralyze opponents for a much shorter time at lower percentages, especially if not fully charged, significantly worsening its follow-up potential into the bite. Counter Surge has lost its stronger late hit, deals considerably less knockback, and has much more ending lag upon a successful counterattack. Finally, Dragon Ascent has received a mix of buffs and nerfs; it travels more distance, which improves Corrin's vertical recovery, but no longer offers momentum at the end of the move, hindering their horizontal recovery. As for their standard moveset, forward smash, formerly the longest-ranged non-projectile move of its kind, has a much shorter hitbox duration and a weaker sweetspot, and down smash's knockback on the back hit is much lower, reducing their KO ability. Corrin's double jump also covers less distance, worsening their combo game and recovery.
Most of the indirect changes from the game's engine have also hindered Corrin. The changes to air dodging make Corrin easier to edgeguard, despite their faster aerial mobility and Dragon Ascent's longer distance. The weakening of rage makes their most powerful moves, such as sweetspotted forward smash, back aerial, Dragon Fang Shot's bite, and Dragon Lunge's kick, weaker at high percentages, making it harder for them to end a stock. The universal nerfs of grabs leave Corrin more punishable should they whiff a grab, as they have less range and more ending lag, causing them to be more easily kept at bay by shielding opponents, despite forward smash's newfound shield breaking potential. Lastly, while Corrin somewhat benefits from the various changes to mobility, the changes to run canceling, and the reduced landing lag, said changes now allow opponents to break through Corrin's defense without less issue. Combined with their overall worsened moveset, this now forces Corrin to approach more, which is risky since their main tool in the neutral game, Dragon Lunge, is drastically more commital, and not very rewarding due to their most potent punish options being all toned down.
Overall, Corrin's direct buffs and the improvements from the game's engine do not compensate at all for their more impactful nerfs, as both Corrin's potent punish options and neutral game are all significantly worse, and the universal changes make their defensive playstyle fare much worse. Corrin has received a few notable buffs in-game updates, but so far, they've failed to alleviate their significant nerfs. This has resulted in Corrin thriving significantly worse in Ultimate than in Smash 4, similarly to its other DLC newcomers, and has gone from one of the best swordfighters in the game to arguably the weakest. Corrin's playerbase in competitive play has quickly dwindled within the first few months, as almost every top level Corrin player (most notably Cosmos, Ryuga, and Zackray) have dropped the character entirely in favor of Inkling, Ike and Wolf respectively, causing their tournament representation to be one of the worst out of the entire cast, to the point where even characters like Bowser Jr. and King K. Rool have better tournament representation; additionally, the very few players who still main the character, like Ke-ya, who is inactive at the moment, have failed to place notable enough in major tournaments with the character. Due to their lack of representation and results, Corrin's true viability remains unknown, though the general consensus is that they're non-viable in the current metagame.
Aesthetics
- As with all veterans returning from Smash 4, Corrin's model features a more subdued color scheme.
- Corrin now has a unique Palutena's Guidance conversation.
- Corrin's previously unused damage yells from Smash 4's Sound Test are now heard when taking high knockback.
- Corrin has a unique victory theme, based upon Lost in Thoughts All Alone.
Attributes
- Like all characters, Corrin's jumpsquat animation now 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 inflict 2 additional frames of hitstun, 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 now 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 inflicting 2 additional frames of hitstun per 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 now extended and is 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 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 increased 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 inflict 3 additional frames of hitstun, connecting better as a result.
- 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%/15.2% (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 tip sweetspot, and shortens the move's hitbox duration (frames 17-22 → 17-18).
- The move has increased knockback (base and middle: 35 base/99 scaling → 40/103, tip: 35 base/105 scaling → 45/107). This improves the sourspots' KO power, and compensates for the tip's lower damage while making the move safer at low percentages.
- The move has drastically smaller hitboxes (3.5u/3u/2.2u → 2u/1.7u/1.1u).
- The middle and tip have higher hitlag multipliers (middle: 0.8x → 1x, tip: 1x → 1.5x).
- The move has gained a water effect on hit.
- Up smash:
- The move has a longer hitbox duration (frames 13-15 → 13-17).
- The tip has increased knockback scaling (86 → 91) and more vertical range (Y-stretch: 26-27 → 26-30), improving its KO potential and making it much easier to land.
- Down smash:
- The move 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)).
- This noticeably improves Corrin's combo ability, due to all but back and down aerial launching opponents vertically.
- Neutral aerial:
- The move auto-cancels earlier (frame 50 → 47).
- Forward aerial:
- The move has more startup lag (frame 7 → 9).
- However, its total duration remains unchanged, giving it slightly more combo potential into attacks other than itself in the air.
- The move has more startup lag (frame 7 → 9).
- Up aerial:
- The move auto-cancels earlier (frame 40 → 37), 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 reduced 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.
- 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.
- A fully charged shot has less base knockback (50 → 40), but more knockback scaling (80 → 90), improving its KO potential.
- A fully charged bite has more base knockback (10 → 28), allowing it to KO even earlier.
- Uncharged Dragon Fang Shot has more startup (frame 15 → 17), with its total duration increased as well (FAF 60 → 62).
- A non-fully charged shot deals slightly less knockback overall (30/50 base/80 scaling → 20/30/90), and the shot has 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 physics, as opponents are launched faster and experience less hitstun at higher percents.
- Dragon Lunge:
- Dragon Lunge's pin can now be manually canceled by pressing down on the control stick. This allows for mix-ups, by 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).
- The jump grants more intangibility (frames 2-5 → 2-7) and has less ending lag (FAF 44 → 40).
- 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, especially if the opponent is heavier, making the kicks much easier to punish.
- The early hit of the back kick deals less knockback (70 base/110 scaling → 63/100), making it less safe on hit.
- Pin canceling now incurs 19 frames of landing lag.
- Dragon Lunge's pin can now be manually canceled by pressing down on the control stick. This allows for mix-ups, by 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 now called Dragon Ascent across all English versions of the game, rather than Draconic Ascent in the NTSC version.
- The move grants more intangibility (frames 10-17 → 7-17).
- The last hit has increased knockback scaling (155 → 170).
- 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).
- Counter Surge 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).
Update history
Corrin has been significantly buffed via game updates. Forward smash's charging loop hits connect better and its spear hitbox has increased knockback, improving its reliability. Dragon Ascent has 3 more invincibility frames, its hits connect better (the last of which has more knockback), and it travels farther both vertically and horizontally. Altogether, these buffs make it a better attack and recovery move in general. Dragon Lunge's stab and jump have less ending lag, which makes both options safer.
- Neutral aerial auto-cancels earlier (frame 50 → 47), matching the move's interruptibility.
- Corrin can grab edges earlier after using forward aerial (62 frames → 60).
- Up aerial auto-cancels earlier (frame 40 → 37), matching the move's interruptibility and enabling it to auto-cancel with a rising short hop.
- Forward smash's looping hits connect more reliably into its spear hitbox.
- Up smash has a longer hitbox duration (frames 13-15 → 13-17).
- Up smash's sweetspot has more range.
- Down aerial's looping hits connect 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.
- The universal changes to intangibility before beginning countdown no longer results in Corrin being stuck in Feral Dragon form.
- Forward smash has more base knockback (35 (all) → 40 (base, middle)/45 (tip)).
- Down aerial no longer has its downward movement disabled when used out of hitstun.
- Dragon Lunge's jump has less ending lag (FAF 46 → 40).
- Dragon Ascent travels farther vertically and horizontally.
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 | 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. | ||
2% | ||||
3% (base), 4% (tip) | ||||
0.5% (loop), 3% (finisher) | ||||
Forward tilt | 10.5% | A downwards outward swipe with the Omega Yato. | ||
Up tilt | 9% (clean, late sword), 6% (late body) | A twirling-turn upward slash with the Omega Yato. | ||
Down tilt | 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 | 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 | 0.5% (charging loop), 11% (spear base), 12% (spear center), 15.2% (spear tip) | Transforms the free arm into a spear with Dragon Fang and thrusts it forward. It possesses immense reach, being the third longest reaching non-projectile forward smash in the game, only behind Simon 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 into 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 | 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. Has a sweetspot at the tip, but its range is poor and knockback is lacking on the sourspot. | |
Down smash | Yato Dragon Fang | 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. 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 | 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 doesn't 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. | ||
Forward aerial | 7.5% | 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. | ||
Back aerial | Dragon Fang Wings | 11% (clean), 9% (late) | Sprouts wings with the Dragon Fang, and attacks by flapping them. 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. | |
Up aerial | 9% | Slashes in the air with the Omega Yato in a backwards flip, closely resembling the up aerials of all the other Fire Emblem characters (sans Ike, who doesn't backflip). 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 | 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 | — | Leans forward slightly and reaches out with the free hand, which briefly enlarges. | ||
Pummel | 1.3% | A knee strike. | ||
Forward throw | 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 | 6.5% (hit 1, base), 12% (hit 1, tip), 2% (throw) | Places the opponent backwards 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 | 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. Afterwards, Corrin reverts back into human form. The strongest out of all of Corrin’s throws. | ||
Down throw | Dragon-Form 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. Afterwards, Corrin reverts back into human form. | |
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 upward. 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 with both hands, creating two large pillars of light. Anyone who gets hit will be transported to a rocky mountain area. Corrin then transforms into a dragon with the Dragon Fang, and unleashes a whirlpool that traps and launches all fighters before going back to the standard stage. |
On-screen appearance
- 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 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?)
Idle poses
- Twirls the Omega Yato around forward.
- Poses with the Omega Yato positioned behind Corrin.
Victory poses
- Left: Swings the Omega Yato. 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, then morphs into dragon form while emitting a flourish of water, roaring to the skies.
In competitive play
Notable players
Inactive
- Ke-ya - Co-mained Corrin with Robin and is considered the best Corrin player in the world. Placed 13th at Sumabato SP 2 and 33rd at Umebura SP 2.
- Promaelia - Considered one of the best Corrin players in the world. Placed 7th at Just Roll With It! 10 with solo Corrin.
- Seth - Placed 7th at Midwest Mayhem Ultimate in conjunction with Inkling before switching to Yoshi.
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 | Mr. Game & Watch (x6) ( (x3) (x3)) | The Great Cave Offensive (Ω form) | CROWNED: Ver. 2 | |
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 gender of Corrin appears 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 ironically is against the default Female Corrin).
Fighter Battle
No. | Image | Name | Type | Power | Stage | Music |
---|---|---|---|---|---|---|
62 | Corrin | Shield | 10,700 | Castle Siege (Ω form) | Lost in Thoughts All Alone |
Spirits
Corrin's Fighter Spirits can be obtained by completing Classic Mode. They are also available periodically for purchase in the shop for 500 coins. Unlocking Corrin in World of Light allows the player to preview the first spirit below in the Spirit List under the name "???". As Fighter Spirits, they cannot be used in Spirit Battles and are purely aesthetic. Each Fighter Spirit has an alternate version that replaces them with their artwork in Ultimate.
- Female Corrin Spirit.png
619. Corrin (Female)
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 | •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 | •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-Tetrimino | Tetris series | •Corrin Team () (×3) | 9,900 | 75m (Ω form) | •Assist Trophy Enemies (Color TV-Game 15) | •Hostile assist trophies will appear •The enemy favors down air attacks. •Only certain Pokémon will emerge from Poké Balls (Deoxys) |
Tetris: Type A |
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.
Unleashing Torrential Roar.
Female Corrin wearing the Bunny Hood on Luigi's Mansion.
With all playable Fire Emblem veterans on Coliseum.
Character 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 also makes Corrin the only character with a gendered alternate to be represented by the alternate costume.
- Additionally, while most characters exclusively use their default costumes for promotional material, Corrin is a notable exception, as both genders receive near equal representation in promotional material, both advertisements and in-game (such as in the opening movie or rules images). These oddities are likely due to Corrin being advertised more often as female outside of Smash, such as in Fire Emblem Cipher, Fire Emblem Heroes, and most notably Fire Emblem Warriors.
- Corrin is one of the few fighters whose Star KO spins forward instead of away from the screen, similarly to how Star KOs acted in Smash 4. Corrin shares this trait with Cloud, Shulk, Incineroar, Inkling and Joker.
- Corrin can be unlocked by clearing Classic Mode as Robin, likely referencing that they are both avatar characters in their respective Fire Emblem games.
- 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 is notably the only one who lacks 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, there is no gender separator.
- While the default male Corrin is never used in any spirit battles, the default female Corrin is. This technically makes her one of the few characters to use a “default” costume in spirit battles, the others being Mario, Yoshi, Luigi, Peach, R.O.B., Mr. Game & Watch, Robin, Bowser Jr., Inkling, Joker and Alph, although Alph and female Corrin are merely alternate characters using their “default” colors.
- 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.
- As well as Richter, Corrin is the only other character to travel to Golden Plains in Classic Mode.
- Corrin and Hero are the only fighters who face the same fighter in multiple rounds in Classic Mode; in Corrin's case, Corrin’s opposite-gendered counterpart appears as an opponent in Rounds 3 and 6 (team up with Daisy in her white alternate costumes and Palutena in the former and Lucina in her black alternate costumes and Robin in the latter), while also appearing as a CPU ally in Round 4.
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 |