Super Smash Bros. Ultimate

Corrin (SSBU)

Revision as of 20:47, September 9, 2019 by Hypnotoad (talk | contribs) (→‎Inactive: Ke-ya has not swapped to Joker)
This article is about Corrin's appearance in Super Smash Bros. Ultimate. For the character in other contexts, see Corrin.
For smasher info, see Kamui.
Corrin
in Super Smash Bros. Ultimate
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FireEmblemSymbol.svg
Universe Fire Emblem
Other playable appearance in SSB4


Availability Unlockable
Final Smash Torrential Roar
Corrin (SSBU)
Corrin was available as a downloadable fighter in the previous version of Super Smash Bros. This fighter uses all kinds of attacks, like Torrential Roar and Dragon Fang Shot. Players can choose male or female versions!
Super Smash Blog, Super Smash Bros. Ultimate Official Site

Corrin (カムイ, Kamui) is a playable character in Super Smash Bros. Ultimate 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, respectively, 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.

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

Considered to be high-tier in Smash 4, Corrin has been noticeably nerfed in transition to Ultimate. 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, which is exacerbated by the changes to character pushback (known as jostling) preventing the move from going through shielding opponents, therefore leaving Corrin vulnerable in front of them. Corrin's other notable moves have received various nerfs as well: Dragon Fang Shot has slightly increased lag and paralyzes opponents for a much shorter time if not fully charged; Counter Surge has lost its stronger late hit, deals considerably less knockback, and has much more ending lag upon a successful counterattack; and forward smash, formerly the longest-ranged non-projectile move of its kind, has a shorter hitbox duration and a weaker sweetspot, reducing its KO ability. As a result, Corrin's most potent punish options have been all toned down, while the main neutral tool is drastically more commital. Lastly, Corrin’s double jump cover less distance.

Despite this, Corrin has also received some buffs, though mainly through universal changes. The increased mobility, faster jumpsquats, and reduced landing lag grant Corrin 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). While Dragon Lunge and forward smash have been nerfed overall, both have also received some remarkable buffs; the former can now be canceled manually, granting Corrin an extra option out of it that can serve as a situational mixup, and the latter 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. However, unlike most other veterans, Corrin has received few direct buffs, and neither them nor the indirect buffs properly compensate for the more impactful nerfs.

Overall, Corrin's nerfs noticeably outweigh the buffs, resulting in a worse performance than in Smash 4. Almost every top level Corrin player in Smash 4, Cosmos, Ryuga, and Zackray, have dropped the character entirely, while the few players who still main the character have failed to place high in major tournaments. As a result, Corrin's player base has quickly dwindled within the first few months. Although many professionals still rank the character as a mid-tier, Corrin's tournament representation is one of the worst out of the entire cast, to the point where even characters that are considered to be low or bottom tier like Bowser Jr. and King K. Rool have better tournament representation than Corrin. This lack of representation makes Corrin's true viability unknown. Nevertheless, Corrin fares significantly worse in Ultimate than in Smash 4, similarly to its other DLC newcomers.

Aesthetics

  •   As with all veterans returning from Smash 4, Corrin's model features a more subdued color scheme.
  •   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 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:
    •   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 (60°/92°/110° → 361°/180° (hit 1), 64°/79°/90° → 361° (hit 2)) to keep opponents close to Corrin, and inflict 2 additional frames of hitstun, allowing them to connect better and jab lock.
    •   The third hit has less ending lag (FAF 36 → 31).
    •   The neutral infinite has a shorter gap between hits (5 frames → 4), a lower hitlag multiplier (1× → 0.5×) and SDI multiplier (1× → 0.6×), 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.
    •   All hits except the second and the neutral infinite's finisher deal less damage (3% → 2.5% (hit 1, tipper), 3.3%/5% → 3%/4% (hit 3), 0.9% → 0.5% (infinite)), with knockback scaling only partly compensated on the third hit's sweetspot (140 → 150), reducing its KO potential.
    •   The first, second and third hits have a higher hitlag multiplier (1×/1.4× → 1.5×/1.6× (hit 1), 1× → 1.2× (hit 2), 1×/1.4× → 1.8×/2× (hit 3)), giving opponents more time to SDI the first two and DI the last one.
    •   The third hit has a shorter duration (frames 6-8 → 6-7).
    •   The neutral infinite's finisher deals less knockback (52 base/150 scaling → 85/90), reducing its KO potential.
    •   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 higher percents.
    •   The third hit of neutral attack is an outward slash, rather than a stab.
    •   The neutral infinite's finisher launches at a lower angle (50° → 40°), no longer being the same as the third hit's.
  • Forward tilt:
    •   Forward tilt has a shorter hitbox duration (frames 8-10 → 8-9).
    •   It launches at a noticeably lower angle, more akin to other forward tilts (70° → 45°). This removes its juggling potential, and reduces its KO ability from center stage, but improves it more drastically near edges.
  • Dash attack:
    •   Dash attack has less ending lag (FAF 56 → 50).
    •   It has one frame more startup (frame 11 → 12).
    •   It has altered hitbox timings with shorter gaps between hits (frames 11, 14, 17, 20, 23, 26 → 12, 14, 16, 18, 20, 23), and the looping hits have a lower hitlag multiplier (1× → 0.5×). This allows it to connect more reliably and makes it harder to escape.
    •   The loop hits launch at a minimally lower angle (15° → 14°), and their innermost hitboxes have more set knockback (55/12 → 65/25).
  • Forward smash:
    •   The ability to hold smash attack charges for two additional seconds benefits forward smash, allowing Corrin to extend the duration of the looping charge hits and thus deal more damage.
    •   The looping charge hits inflict 3 additional frames of hitstun, connecting better as a result.
    •   The sourspots have higher knockback scaling (99 → 103), slightly improving their KO potential.
    •   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 sweetspot to come out faster.
      •   However, this removes the late sweetspot, and shortens the move's hitbox duration (frames 17-22 → 17-18). This hinders the sweetspot's KO potential, despite its slightly higher knockback scaling (105 → 107).
    •   The move has drastically smaller hitboxes (3.5u/3u/2.2u → 2u/1.7u/1.1u).
    •   The sweetspot has a higher hitlag multiplier (1× → 1.5×).
    •   Forward smash has gained a water hit effect.
  • Up smash:
    •   Up smash has a longer hitbox duration (frames 13-15 → 13-17).
    •   The sweetspot has increased knockback scaling (86 → 91) and vertical range (Y offset: 27 → 30), improving its KO potential and making it easier to land.
  • Down smash:
    •   Down smash has less ending lag (FAF 54 → 49).
    •   The back hit's sweetspot has lower knockback scaling (95 → 85), hindering its KO potential.

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 overall, due to all but back and down aerial launching opponents vertically.
  • Neutral aerial:
  • Forward aerial:
    •   Forward aerial 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.
  • Up aerial:
    •   Up aerial auto-cancels earlier (frame 40 → 37), allowing it to auto-cancel in a short hop.
  • Down aerial:
    •   Down aerial's looping hits have a lower hitlag multiplier (1× → 0.8×) and use weight-independent knockback, allowing them to connect more reliably.

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)).
  • Pummel:
    •   Corrin has a new pummel, a knee strike.
    •   Pummel deals more hitlag (5 frames → 14), but has significantly less startup (frame 16 → 1) and ending lag (FAF 24 → 7), shortening its duration.
    •   It deals much less damage (3% → 1.3%).
  • 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.
  •   Corrin's back, up and down throw 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 (1.3× → 0.3× (uncharged), 0.5× (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 be manually canceled by pressing down on the control stick. While allowing pinned opponents to escape immediately, this leaves Corrin less vulnerable if the move misses.
      •   Canceling the pin also incurs less ending lag (FAF 15 → 13).
    •   The jump grants more intangibility (frames 2-5 → 2-7).
    •   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, making them much easier to punish.
    •   The early hit of the back kick deals less knockback (70 base/110 scaling → 63/100).
    •   The jump has less ending lag (FAF 44 → 40).
    •   Pin canceling now incurs 19 frames of landing lag.
  • Draconic Ascent:
    •   Draconic Ascent grants more intangibility (frames 10-17 → 7-17).
    •   The last hit has increased knockback scaling (155 → 170).
    •   Draconic Ascent travels noticeably more distance, but halts at the end of the move instead of granting slight momentum. Overall, its recovery potential remains unchanged but at the cost of having no extra momentum.
    •   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).
    •   Its minimum damage has been increased (8% → 10%).
    •   It has reduced vertical range, making it less safe against opponents attacking from above.
    •   Counter Surge deals less knockback (clean: 90 base/74 scaling → 87/68, late: 90/68 → 85/66), which compensates for its higher minimum damage if a countered move is weak enough, but drastically reduces its KO ability otherwise. Additionally, the late hit no longer has a higher damage multiplier, instead being consistent throughout (1.2×/1.3× → 1.2×). 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 (1× → 1.2×).

Update history

Corrin has been buffed via game updates. Forward smash's charging loop hits connect better and has increased knockback, improving its KO utility. Dragon Ascent has 3 more invincibility frames, connects better and the last hit deals more knockback, while it also travels further both vertically and horizontally, making it a better attack and recovery move in general. Dragon Lunge's jump has also been given reduced ending lag.

  2.0.0

  •   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 → 37), matching the move's interruptibility and allowing it to auto-cancel out of a rising short hop.

  3.0.0

  •   Forward smash's charging loop hits connect into the attack more reliably.
  •   Up smash has a longer duration (frames 13-15 → 13-17) and the sweetspot has more range.
  •   Down aerial's looping hits connect more reliably against lightweight characters.
  •   Uncharged Dragon Fang Shot travels more distance before disappearing (61 frames → 71).
  •   Dragon Lunge has less ending lag after stabbing (FAF 15 → 13).
  •   Dragon Ascent grants more invincibility (frames 10-17 → 7-17), its hits connect more reliably and the final hit deals more knockback.

  3.1.0

  •   The universal changes to intangibility before beginning countdown no longer results Corrin being stuck in the Feral Dragon form.

  4.0.0

  •   Forward smash has more base knockback (35 → 40 (base and middle), 45 (tip)).
  •   Due to universal changes made to stall-then-fall down aerials, down aerial can no longer fully connect against targets at certain height worsening its damage output. Additionally, Corrin no longer maintains momentum after timing with a double jump and down aerial.
  •   Dragon Lunge's jump option has less ending lag (FAF 46 → 40).
  •   Dragon Ascent travels noticeably more vertical and horizontal distance.

Moveset

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 "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.
A flourished remix of a small excerpt of Lost in Thoughts All Alone from Fire Emblem Fates.

In competitive play

Notable players

Inactive

Classic Mode: Between White and Black

 
Corrin's congratulations screen.

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)) 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

 
Finding Corrin 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

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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.

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

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

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.
    • This oversight appears to be shared with the Fighter Spirits for Palutena and Bayonetta, who likewise use unaltered artwork from their games of origin, but have had censorship applied to them in their playable forms.
  • 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.