Corrin (SSBU)
Corrin in Super Smash Bros. Ultimate | |
---|---|
Universe | Fire Emblem |
Availability | Downloadable |
Final Smash | Torrential Roar |
Tier | A- (27) |
Corrin (カムイ, Kamui) is a playable character in Super Smash Bros. Ultimate that was spontaneously added to the game in Update 13.0.2 on February 14th, 2024 as a free downloadable character. Both male and female versions of the character are playable. Corrin is classified as Fighter #83, the last fighter number of the overall roster.
Male Corrin is voiced by Cam Clarke and Nobunaga Shimazaki in English and Japanese respectively, while Marcella Lentz-Pope and Satomi Sato's voice female Corrin in English and Japanese respectively.
Corrin is ranked 27th out of 82 on the current tier list, placing him in the A- tier. Corrin's main strength is his range, courtesy of the disjointed hitboxes of the Yato Blade, which pairs well with his high damage output and good frame data for a swordsman. This gifts him with an amazing neutral and advantage state, and an extremely reliable combo game thanks to his aerials having consistent combos at most percent ranges. Corrin also possesses strong neutral game options as he has multiple attacks that can force a reaction from opponents, with held forward smash whittling down shields and can cause a shield stab or shield break if not reacted properly to, while Dragon Fang Shot has two separate chargeable portions which can punish careless shielding up close. Dragon Lunge serves as the centerpiece of Corrin's gameplan: it consists of an initial pin and followup attack that can be cancelled into an attack or various movement options, further enhancing Corrin's mixup options. It additionally serves as a recovery extender if it pins onto a wall, and is a potent edgeguarding tool thanks to its range and low diagonal hitbox, allowing it to easily 2 frame punish recovering opponents with low risk to Corrin. Finally, Corrin's recovery is dependable as Dragon Ascent provides flexible distance onstage and excellent protection thanks to its intangibility and large hitboxes, while he can further aid his recovery by using back air. Overall, Corrin's toolset give him amazing frame trapping, combo, and juggling potential, as well as a formidable advantage state especially while edgeguarding, with his punish game being freeflow and generally safe.
However, Corrin has notable weaknesses, most of which revolve around his poor mobility and disadvantage state. In spite of his excellent combo potential, Corrin's poor ground speed and lack of effective defensive options causes him to struggle to win neutral, as he is forced to be aggressive in approaching or catching up to faster characters and zoners. In the event he does lose neutral, his disadvantage state is poor due to his mediocre out of shield game and moves that aren't fast enough to help him escape from difficult situations, such as juggles, edgeguards, and ledgetraps. His combos and juggles are nevertheless susceptible to DI and easy to dodge thanks to his slow mobility, giving him unusual difficulty in combo game execution than other swordfighters. Corrin's strongest advantage tools, such as his special attacks and forward smash, are afflicted by poor frame data and therefore easy to punish, with forward smash in particular being able to be escaped with SDI. His strongest KO tools additionally require precision due to their small sweetspots, and his grab game is only serviceable, with most of them only used for positional advantage and only one of them being a very late KO throw (up throw). Finally, Corrin is susceptible to gimps and edgeguards: while it is fast and has a wide hitbox, the distance it provides is linear, and it is capable of being 2-frame punished with sufficiently disjointed attacks.
Overall, Corrin is a unique swordfighter that excels in a formidable combo game that is reliable across the cast, great edgeguarding and spacing tools, along with many ways to keep his opponent guessing once he is in advantage. However, his lack of defensive options and slow mobility hold his strengths back and means he has to carefully win neutral to avoid his lacking disadvantage state. Opinions on Corrin have been very few and far between, as he boasts the lowest popularity of any fighter in competitive play, having absolutely zero competitive matches recorded.
Attributes
Corrin is a middleweight swordfighter (same as Mario and Dr. Mario), having an above-average height, above-average walking speed, below-average running speed, a below-average initial dash, high traction (having the 10th highest traction), below-average air speed and acceleration (among the bottom 15 in this particular area), and an average falling speed along with a 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 aids in his ability to approach and dealing with projectiles.
Being a swordfighter, Corrin has the innate benefit of having the vast majority of his moves be disjoints, giving him a respectable neutral game with his spacing capabilities as well as his fast frame data, as all of his standard moves except for 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 act as a good damage-racking option while the gentleman jab has its use as a later kill option, killing middleweights at at around 150% at the edge of Final Destination, and forward tilt is a useful spacing tool and kill 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 mid percents and both tilts being able to combo into aerials such as neutral, forward, and up aerial. Dash attack, while only having slightly combo potential and no kill potential, has some notable use for catching landings due to its decent amount of active frames. His smash attacks also have good utility; up smash, while having a weaker grounded hitbox, possesses a strong sweet-spot on the tip that makes it a kill option against opponents in the air, as an uncharged sweet-spot 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. However, his strongest smash attack by far is 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 decently safe kill option if used well. 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 kills. Finally, his grab game, while being among the least useful aspects of his moveset, still has a degree of utility, as up throw can kill middleweights at 160% and above, earlier with rage. His other throws are surprisingly useful in giving him positional advantage.
Corrin's air game is also very 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 mid percents, with forward aerial boasting similar combo potential. Additionally, its fast start up and good coverage make it a useful out of shield option as well as a potential combo breaker. Up aerial is Corrin's ideal juggling tool that can kill middleweights very early (below 80%) near the top blast zone while also comboing into moves such as back aerial when fast falled and reversed at mid percents. Back aerial is Corrin's strongest aerial, having strong range and kill power, being able to kill middleweights at as early as 80% from the edge of Final Destination, while also having applications as a slight horizontal recovery tool due to the forward push that happens upon using the move. Finally, down air is a stall and fall move that can rack up damage and serve as a landing option, and it can also steal stocks off-stage.
Corrin's special moves are quite unique and have mixed utility; Dragon Fang Shot is a chargeable projectile that inflicts stun and possesses a bite follow up attack that serves as situational kill option, and can have its applications as a surprise move to B-reverse with. Dragon Lunge is a skewer attack that can pin opponents in place and be followed up with either a jump or a vaulting kick, with the latter being able to kill middleweights at 105% near the edge of FD; the move also has some edgeguarding utility since the skewer can also be pinned on walls. Dragon Ascent is his primary recovery tool that has decent distance, a hitbox, and intangibility on frames 7-17. Finally, Counter Surge is a counter move that has decent vertical kill power. 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 fast and ranged tilts and aerials. In addition, his special moves also give him some other unique forms of utility in the form of projectiles and ranged kill options.
However, Corrin also has notable weaknesses, one of which is his below average speed. Corrin slightly struggles to keep up with fast opponents and utilize his large disjoints due to low air acceleration and airspeed. Another one of Corrin's most notable flaws is his below average disadvantage. Due to Corrin's slow airspeed and acceleration, he doesn't have many options for mixing up his momentum in the air with the exception of B-reversing. His disadvantage is made more problematic due to the fact that while neutral aerial can sometimes be a decent combo breaker, his only other landing options (down aerial and Counter Surge) are committal and laggy, and can result in getting deeper in disadvantage if these options are used too hastily. His slow air mobility not only hinders his disadvantage but also his recovery, as while Dragon Ascent has decent distance, its usefulness can be greatly hindered if Corrin is launched too far offstage without a jump, though at least that issue can somewhat be circumvented with the horizontal push of back aerial. However, even with this other slight recovery option, as well as the fact that his up special has a hitbox and some intangibility, it doesn't change the fact that Corrin's recovery is fairly linear, making him susceptible to losing stocks at earlier percents with well-placed edge guards against some characters.
Another issue with Corrin is his below-average grab game, as the up throw is the only throw with some utility for being a late kill throw. Meanwhile, forward throw and back throw are purely positional throws, which have their uses but do not lead to guaranteed combos, and down throw is solely a high damage option, with none of these other throws having any degree of combo potential or reasonable kill power.
Overall, Corrin is a character who can stand his ground up close and rack up damage efficiently with his spacing tools and his combo and advantage potential, but Corrin's below average speed holds him back from becoming a top tier threat. Corrin's tall frame and moderate gravity make him susceptible to aerial combos and juggling, similar to other fighters from Fire Emblem, although his down aerial can prevent some juggles. Although his flaws are somewhat polarizing due to his slightly exploitable recovery and poor disadvantage, it can be argued that those flaws can be made up for with his stable combo game and kill confirms as well as his greater raw kill power and range.
Update history
Due to being released after update 13.0.1, which was stated to be the final fighter balance patch, Corrin is the only character in the roster to not recieve any buffs, nerfs, or changes whatsoever.
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)
Corrin has the forlorn trait of being the only character in the entire roster to have zero notable players in competitive play, or any at all.
Tier placement and history
Corrin was initially seen as a mid-tier character following his release. and no notable players have ever attempted to pick him up, leading to Corrin's representation being completely nonexistent, with him ranking last in representation at the end of 2024, with an analysis of 251 Power rankings across 5 continents showing Corrin having the lowest representation in the roster (0.0%).[1]
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
Due to his status as downloadable content, Corrin does not have a legitimate role in World of Light. Instead, he is unlocked for use in the mode after freeing ten fighters from Galeem's control. If loading an existing save file that meets this condition before downloading Corrin, he is immediately unlocked.
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 downloaded. 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.
Trivia
- Corrin is the only newcomer in Ultimate to not recieve any promotional material whatsoever before, or even after relase.
- 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 |