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.
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.
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 not having combo or kill potential, has its 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. In addition, the move also has a close hitbox when the move is being charged, which can have its applications in shield pressure. 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.
Corrin's air game is also 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 at 130% 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 105% 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, but its utility is fairly limited.
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 lack of kill power and kill confirms; while his jabs and tilts are fast, forward tilt and gentleman jab are the only moves that have a somewhat decent degree of kill power, and even then, they only start killing at around 130% and 150% against middleweights near the edge respectively. Meanwhile, the moves that can kill earlier either require precise spacing and positioning (up smash and forward smash) or are committal and carry some degree of risk due to end lag (Dragon Lunge, and to some extent, Counter Surge). This lack of kill power not only translates to onstage interaction, but offstage as well, as his offstage edgeguarding leaves more to be desired; while neutral and forward aerial are good as combo starters, their vertical launch angles and weak knockback make them far less than ideal moves for securing stocks, with down aerial also having very limited edgeguarding utility due to it being a stall and fall move, meaning that using it offstage will result in a sacrificial KO at best and a self destruct at worst. This means that up aerial and back aerial are the only aerials Corrin can use to secure stocks offstage, both of which require good positioning, as he will either have to do a reverse aerial rush for using the back aerial or will have to position himself below the opponent for using the up aerial, which may not always result in closing the stock due to the vertical launch angle of up aerial.
Another one of Corrin's most notable flaws is his poor disadvantage and recovery. Due to Corrin's slow air speed 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, 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 edgeguards. In addition to those flaws, his not so stellar mobility on the ground also makes him vulnerable to projectiles and camping.
Another issue with Corrin is his below-average grab game, as 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 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 such strengths are held back by Corrin's struggles to secure stocks onstage and offstage. On top of this, his grab game is lackluster and he is prone to juggles, edgeguarding, and camping due to his lack of reliable landing options, linear recovery, and overall below-average mobility on the ground and in the air. While not having extremely glaring flaws compared to other characters, his flaws are prominent enough that they eclipse his areas of strength, which can explain why players opt for other Fire Emblem characters such as Ike; although his flaws are more polarizing due to his very exploitable recovery and poor disadvantage, players feel 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. Corrin's issue is similar to characters such as Pit; while they don't have extremely polarizing flaws, they also don't really have that x-factor, that dominant area of strength that other characters have even if their flaws are more noticeable; such examples include characters like Ryu and Ken who are fairly popular picks due to their outstanding shield pressure, damage output, and kill confirms even if they are more vulnerable to camping and gimping. It is for such reasons that Corrin has had negative competitive reception and very few notable results in tournaments, with many tier lists now putting him on low and bottom tiers, some even considering Corrin to be among the worst characters in the game.
Changes from Super Smash Bros. 4
Previously considered to be a high-tier character in Smash 4 (13th out of 55 characters) as a result of a versatile special moveset that synergized well with the rest of their moveset, as well as good combo and KO ability for a swordfighter, Corrin has been drastically nerfed overall in their transition to Ultimate.
Corrin has received a few noteworthy buffs. Dragon Lunge can now be canceled manually by tapping down, granting them an extra option that improves the move's mix-up potential. Forward smash benefits from the ability to hold smash attacks longer, allowing the looping charge hits to last longer and further build damage or lead into shield breaks. 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, improve Corrin's approach and combo utility. The changes to paralysis effects allow Dragon Fang Shot to stun opponents longer at high percents, as well as deal knockback to already paralyzed opponents (rather than only damaging them). This allows Corrin to keep their combos into Dragon Fang Shot's bite at KO thresholds. Finally, Dragon Ascent travels more vertical distance, improving Corrin's recovery (though their momentum is now halted at the end of the move).
However, Corrin's buffs are counterbalanced by an abundance of nerfs, the largest ones being those to their special moveset. Dragon Lunge, previously the character's most versatile move, has lost a large part of its utility, as its kicking part now covers less distance and suffers much more ending lag. Its ability to cross up opponents is also worsened with the game's changes to jostling. Dragon Fang Shot has increased lag, and the projectile follows up into the move's bite much less consistently, mainly because of its insufficient stun time. The infamous Counter Surge has lost its strong late hit, deals substantially less knockback, and has much more ending lag upon a successful counterattack. Forward smash has a much shorter active duration and a weaker sweetspot, and down smash's back hit is weaker. Corrin's double jump also covers less distance, worsening their combo game and recovery.
Corrin's drawbacks in their transition to Ultimate, however, stem mainly from not only universal changes to the game's engine hindering them, but also their direct changes failing to account for them. As air dodging can now be performed just once per airtime, Corrin is easier to edgeguard, despite their faster aerial mobility and Dragon Ascent's longer distance. The weakening of rage hinders Corrin's already subpar KO abilities, making it harder for Corrin to secure a stock if they are at a deficit themselves. The universal nerfs to grabs' frame data leave Corrin more open to punishment should they miss one. Finally, while Corrin somewhat benefits from the various improvements to mobility across the board, the changes to run canceling, shields, and landing lag now allow opponents to exploit Corrin's defenses with less issue. As a result, Corrin must approach more often, although their offensive game is now more difficult with the nerfs to Dragon Lunge, which was previously their most potent move in the neutral game.
Corrin's direct buffs and the improvements from the game's engine do not compensate for their nerfs, as both Corrin's potent punish options and neutral game are hampered by both direct nerfs and changes to the game's engine. Corrin has received a few notable buffs in-game updates, but none of them have addressed their most prominent setbacks. As a result, Corrin has gone from one of the best swordfighters in Smash 4 to one of the weakest, making him one of the most nerfed characters in the transition to Ultimate. Even still, their representation in competitive play is extremely limited, as almost every top-level Corrin player (such as Ryuga and Zackray) dropped the character in favor of others. Additionally, the very few players who still main the character, like Ke-ya, have failed to place notable enough in major tournaments with the character. Consequently, though the general consensus is that Corrin is significantly worse in Ultimate than in Smash 4, due to their lack of representation and results, Corrin's true viability remains unknown.
Aesthetics
- Corrin's appearance is largely the same as it was in SSB4, though Corrin's model features a more subdued color scheme. The fabric of Corrin's attire is more detailed, which is more noticeable during Dragon Fang transformations. Male Corrin's eyes are also sharper.
- These changes also apply to Corrin's Feral Dragon form. Its features are also more pronounced.
- Similar to many veterans in their transitions from Brawl, Corrin's previously unused damage yells from SSB4's Sound Test are now heard when taking high knockback.
- As with all previous downloadable fighters in SSB4, Corrin now has a unique Palutena's Guidance conversation.
- In Japanese, female Corrin's Star KO voice clip has been shortened.
- Corrin has a unique victory theme, based upon Lost in Thoughts All Alone.
Attributes
- Like all characters, Corrin's jumpsquat animation takes 3 frames to complete (down from 6).
- Corrin runs faster (1.45 → 1.595).
- Corrin's initial dash speed is faster (1.8 → 1.892).
- Corrin walks faster (1.15 → 1.208).
- Corrin's air speed is higher (0.97 → 1.019).
- Corrin's traction is significantly higher (0.065 → 0.129).
- Corrin's double jump covers less distance.
- Forward roll grants more intangibility (frames 4-14 → 4-15) and has less ending lag (FAF 31 → 30).
- Back roll has more startup (frame 4 → 5) and ending lag (FAF 31 → 35).
- Back roll grants more intangibility (frames 4-14 → 5-16).
- Spot dodge has less ending lag (FAF 27 → 26).
- Air dodge grants more intangibility (frames 3-27 → 3-29).
- Air dodge has more ending lag (FAF 34 → 50).
Ground attacks
- Neutral attack:
- All hits except the second and the neutral infinite's finisher deal less damage (hit 1 tip: 3% → 2.5%, hit 3: 3.3%/5% → 3%/4%, infinite: 0.9% → 0.5%), with knockback scaling only partly compensated on the third hit's sweetspot (140 → 150), reducing its KO potential.
- The first hit transitions into the second hit faster (frame 11 → 9), which transitions into the neutral infinite faster (frame 9 → 8).
- The first and second hits have altered angles (hit 1: 160°/92°/110° → 361°/180°, hit 2: 64°/79°/90° → 361°) to keep opponents close to Corrin, and has gained a hitstun modifier of 2, allowing them to connect better and jab lock.
- The first and second hits have slightly larger hitboxes overall (hit 1: 3.8u/3.8u/1.8u/1.5u → 4.5u/3.8u/1.8u/1.8u, hit 2: 3.5u (all) → 4u/3.5u/3.2u).
- The first, second and third hits have a higher hitlag multiplier (1x/1.4x → 1.5x/1.6x (hit 1), 1x → 1.2x (hit 2), 1x/1.4x → 1.8x/2x (hit 3)), giving opponents more time to SDI the first two and DI the last one.
- The first hit no longer deals set knockback (35/20/30 set/100 scaling → 25/20 base/25/20 scaling), causing it to connect less reliably at much higher percents, and removing their jab cancel setups.
- The third hit of neutral attack has a new animation: it is an outward slash, rather than a stab. This new animation's hitboxes have one frame shorter duration (frames 6-8 → 6-7).
- The new third hit has less ending lag (FAF 36 → 31).
- The new third hit has smaller hitboxes (5.7u/4.2u → 5u/4.2u).
- The new third hit's sourspot extends further inwards and overlaps less with the sweetspot (Z-offset/stretch: 13/11.5 → 11.5/11). This makes the sweetspot easier to land.
- The neutral infinite has a shorter gap between hits (5 frames → 4), lower hitlag (1x → 0.5x) and SDI (1x → 0.6x) multipliers, and deals less knockback (8 base/40 scaling → 10/20) while gaining a hitstun modifier of 2 for each hit. This allows it to connect more reliably and makes it much harder to escape.
- One of the neutral infinite's hitboxes that lifted opponents off the ground has been removed. Since its hitbox was larger than the attack's other remaining hitbox, this gives the attack slightly less vertical range.
- However, the previous neutral infinite's hitbox is extended and positioned differently (Y/Z-offset: 8.5/8 → 7/16, Y/Z-stretch: 0.0/0.0 → 7/10). Since this hitbox keeps opponents on the ground, this makes the infinite harder to escape.
- The infinite has gained a shieldstun multiplier of 8×. This allows it to lock opponents into their shields between each hit, and thus pressure them more effectively, but also allows them to cancel shieldstun and punish Corrin more easily if they shield 10 hits or more.
- The neutral infinite's finisher has an additional hitbox (size: 5.5u, Y/Z-offset: 7.5/19.5). However, the move's other hitboxes are smaller (6u/8u → 4.5u/5.5u) and are positioned differently (ID 0: 8.5 Y-offset/10 Z-offset → 7.5/11.5, ID 1: 8.5 Y-offset/18 Z-offset → 7.5/15.5). While these changes keep its horizontal range mostly intact, they reduce its vertical range and create a blindspot right in front of Corrin.
- The neutral infinite's finisher deals less knockback (52 base/150 scaling → 85/90), reducing its KO potential.
- The neutral infinite's finisher launches at a lower angle (50° → 40°), no longer being the same as the third hit's. Combined with its increased base knockback, this makes it much safer on hit.
- Forward tilt:
- The move has a shorter hitbox duration (frames 8-10 → 8-9).
- The move launches at a noticeably lower angle, more akin to other forward tilts (70° → 45°). This overall improves its KO power from center stage and especially near edges, making it much more consistent and no longer as vulnerable to LSI.
- However, it removes its situational juggling potential and hinders its KO power from across the stage.
- Dash attack:
- The move has one frame slower startup (frame 11 → 12).
- The move has less ending lag (FAF 56 → 50).
- The move has altered hitbox timings with shorter gaps between hits (frames 11, 14, 17, 20, 23, 26 → 12, 14, 16, 18, 20, 23). The looping hits launch at a minimally lower angle (15° → 14°), have a lower hitlag multiplier (1× → 0.5x), and their innermost hitboxes have more set knockback (55/12 → 65/25). This allows it to connect more reliably and makes it harder to escape.
- Forward smash:
- The ability to hold smash attack charges for two additional seconds allows its looping hits' duration to be extended, letting it deal more damage and potentially break shields.
- The looping charge hits have gained a hitstun modifier of 3, connecting better as a result.
- Forward smash has more range.
- Forward smash reaches its maximum range on the first active frame, and its hitboxes no longer change with timing (12%/11% (early), 12%/11%/15.2% (clean), 12%/11%/16.5% (late) → 12%/11%/16.7% (all)).
- This allows it to hit from farther distances earlier, and causes the early tip sweetspot to come out faster.
- However, this removes the late tipper sweetspot and shortens the move's total duration (frames 17-22 → 17-18).
- The move deals more knockback (base and middle: 35 base/99 scaling → 40/103, tip: 35 base/105 scaling → 45/107). Combined with the tip's marginally higher damage, this makes it safe on hit and drastically increases the move's KO potential.
- The move has drastically smaller hitboxes (3.5u/3u/2.2u → 2u/1.7u/1.1u).
- The tipper consists of two hitboxes instead of one, which cover a wider area (Y offset: 0u → -0.4u/0.4u, Z offset: 0u → 0.4u/-0.4u). This makes it less likely to whiff due to the z-axis.
- The tipper has gained a shieldstun multiplier of 1.6×, making it much harder to punish.
- The middle and tip have higher hitlag multipliers (middle: 0.8x → 1x, tip: 1x → 1.5x).
- Up smash:
- Up smash has a longer active duration (frames 13-15 → 13-17).
- The tip has more knockback scaling (86 → 91).
- The tip has more vertical range (Y-stretch: 26-27 → 26-30), making it much easier to land.
- Down smash:
- Down smash has less ending lag (FAF 54 → 49).
- The back hit's tip sweetspot has lower knockback scaling (95 → 85).
Aerial attacks
- All aerials except down aerial have less landing lag (13 frames → 10 (neutral), 14 → 8 (forward), 14 → 13 (back), 15 → 9 (up)).
- Neutral aerial:
- The move auto-cancels earlier (frame 50 → 47).
- Forward aerial:
- Forward aerial deals more damage (7.5% → 9%) with knockback scaling not fully compensated (99 → 87), marginally improving its KO potential while not reducing its combo potential.
- The move has more startup lag (frame 7 → 9).
- However, its total duration remains unchanged giving it two frames less ending lag. This slightly improves its combo potential into attacks other than itself in the air.
- Corrin can grab ledges faster after using the move (62 frames → 60).
- Back aerial:
- Back aerial's early hitbox deals more damage (11% → 12%) with no compensation on knockback.
- Up aerial:
- Up aerial deals more damage (9% → 10%) with knockback scaling not fully compensated (99 → 97), improving its KO potential.
- The move auto-cancels earlier (frame 40 → 38), allowing it to auto-cancel in a short hop.
- Down aerial:
- The move's looping hits have a lower hitlag multiplier (1x → 0.8x) and use weight-independent knockback, allowing them to connect more reliably.
- Due to universal changes made to stall-then-fall down aerials, the move can no longer fully connect against targets at certain height, worsening its damage output.
- The move no longer halts Corrin's downward momentum when used out of hitstun after timing it a double jump.
Throws and other attacks
- Grabs:
- All grabs have more ending lag (FAF 31 → 37 (standing), 38 → 45 (dash), 36 → 40 (pivot)).
- Dash and pivot grab have more startup (frame 8 → 10 (dash), 9 → 11 (pivot)).
- All grabs have slightly shorter range (standing: 4-8.9 Z-stretch → 4-8.7, dash: 4-10.7 Z-stretch → 4-10.3, pivot: 4-14.9 Z-stretch → 4-14.6).
- Pummel:
- Corrin has a new pummel, a knee strike.
- It deals much less damage (3% → 1.3%).
- However, it has significantly faster startup (frame 16 → 1), deals more hitlag (5 frames → 14) and has less ending lag (FAF 24 → 7), shortening its duration and increasing the number of times Corrin can pummel the opponent before throwing them or before they break out.
- Corrin has a new pummel, a knee strike.
- Forward throw:
- Forward throw hits and releases the opponent slower (frame 10, 11 → 14, 15), making it easier to DI.
- However, its total duration remains unchanged, reducing its ending lag.
- The tipper has lower knockback scaling (120 → 110), reducing its KO ability against bystanders.
- Forward throw hits and releases the opponent slower (frame 10, 11 → 14, 15), making it easier to DI.
- Corrin's back, up and down throws release the opponent one frame faster (frame 14 → 13 (back, up), frame 28 → 27 (down)). However, their total durations remain unchanged, giving them one frame more ending lag.
- Back throw:
- Back throw's tipper has lower knockback scaling (110 → 100), reducing its KO ability against bystanders.
- Down throw:
- Down throw's first hit has a lower hitlag modifier (2.5x → 1.5x), causing the throw to execute faster.
- Edge attack:
- Edge attack deals more damage (7% → 9%).
Special moves
- Dragon Fang Shot:
- Due to the altered paralysis mechanics, Dragon Fang Shot can deal knockback to offstage opponents that have been already paralyzed, improving its edgeguarding ability, and can paralyze opponents for longer at higher percents.
- An uncharged shot has more startup (frame 15 → 17), with its total duration increased as well (FAF 60 → 62).
- An uncharged shot lasts longer (61 frames → 71), increasing its traveling distance.
- An uncharged shot has altered knockback (30/50 base / 80 scaling → 20/30 / 90), reducing it overall. The shot has also a much lower hitlag multiplier at all levels of charge (1.3x → 0.3x (uncharged), 0.5x (charged)), paralyzing opponents for a considerably shorter time as a result. This makes it much harder to follow up on, even into the subsequent bite attack.
- This is further hindered by the new knockback speed up effect, as opponents are launched faster and experience less hitstun at higher percents.
- A fully charged shot has altered knockback (50 base/80 scaling → 40/90), increasing it overall. This improves its KO potential.
- A fully charged bite has more base knockback (10 → 28), allowing it to KO even earlier, albeit still later than the last levels of partial charge.
- Dragon Lunge:
- Dragon Lunge's pin can be manually canceled by pressing down on the control stick. This allows for mix-ups, allowing pinned opponents to escape faster but setting them up for a tech-chase, and also leaves Corrin less vulnerable if the move misses.
- Manually canceling the pin also incurs less ending lag (FAF 15 → 13).
- Pin canceling incurs 19 frames of landing lag.
- The jump grants more intangibility (frames 2-5 → 2-7) and has much less ending lag (FAF 44 → 30).
- The thrust has less ending lag if it doesn't pin to a surface (FAF 42 → 38).
- The kick portion has Corrin slant towards the ground during the kick itself, rather than after. This ends up reducing the distance the kick travels, worsening its utility.
- Both kicks have drastically more ending lag (FAF 46 → 57 (forward), 46 → 61 (back)).
- The changes to jostle mechanics significantly hinder the safety of the kicks, especially combined with the aforementioned changes, as Corrin can no longer go through shielding opponents as easily (or at all if the opponent is heavier and/or larger), making the kicks much easier to punish.
- Both kicks' clean hits have more knockback scaling (90 → 98), noticeably improving their KO potential.
- The back kick's early hit deals less knockback (70 base/110 scaling → 63/100), making it slightly less safe on hit.
- Dragon Lunge's pin can be manually canceled by pressing down on the control stick. This allows for mix-ups, allowing pinned opponents to escape faster but setting them up for a tech-chase, and also leaves Corrin less vulnerable if the move misses.
- Dragon Ascent:
- The move is called Dragon Ascent across all English versions of the game, rather than Draconic Ascent in the NTSC version.
- The move grants more intangibility on startup (frames 10-17 → 7-17).
- The last hit has more knockback scaling (155 → 170).
- Corrin's air speed is reduced by less after using the move (air speed multiplier: 0.6 → 0.7).
- The move travels more distance, but halts at the end of the move instead of granting slight horizontal momentum. Overall, this improves Corrin's vertical recovery, but at the cost of having no extra momentum for horizontal recovery.
- It deals seven hits, down from eight, but the second to sixth hits deal more damage (1% → 1.2%), leaving the total unchanged.
- Counter Surge:
- Counter Surge has a longer counterattack window (frames 7-24 → 7-26). However, with a window of just 20 frames, it is still one of the shortest counter windows in the game.
- Counter Surge slows down opponents more (6x → 9x), allowing it to connect more reliably, despite slowing opponents down for a shorter period of time (25 frames → 22).
- The counterattack deals less knockback (clean: 90 base/74 scaling → 87/68, late: 90/68 → 85/66). Additionally, the late hit no longer has a higher damage multiplier, instead being consistent throughout (1.2x/1.3x → 1.2x). As a result, it is no longer the strongest counterattack in the game without knockback modifications.
- It has more ending lag both when missed (FAF 64 → 67) and upon a successful counterattack (FAF 50 → 67), most significantly in the latter case. This removes its combo potential, hinders the effectiveness of consecutive counters (additionally removing the infinite Counter Surge performed by two Corrins), and causes Corrin to no longer be intangible for the entire duration of a counterattack.
- It has a higher hitlag multiplier (1x → 1.2x), making it easier to DI and SDI.
Update history
Corrin has been buffed via game updates. Forward smash's charging loop hits connect better and its spear hitbox has increased knockback, improving its consistency and power. Dragon Lunge's stab and jump have less ending lag, which makes both options safer. Most notably, Dragon Ascent has 3 more invincibility frames, connects more consistently (the last of which has more knockback), and travels farther, which substantially improves Corrin's previously crippled recovery.
- Neutral aerial auto-cancels earlier (frame 50 → 47), matching the move's interruptibility.
- Corrin can grab ledges faster after using forward aerial (62 frames → 60).
- Up aerial auto-cancels earlier (frame 40 → 38), now allowing to auto-cancel out of a rising short hop.
- Forward smash's looping hits connect more reliably into its spear hitbox (Hitstun modifier: 0 → 3).
- Up smash has a longer hitbox duration (frames 13-15 → 13-17).
- Up smash's sweetspot has more range (Y offset: 27u-26u → 30u-26u).
- Down aerial's looping hits use set knockback, connecting more reliably against lightweight characters.
- Uncharged Dragon Fang Shot travels farther (61 frames → 71).
- Dragon Lunge's stab has less ending lag (FAF 15 → 13).
- Dragon Ascent has more invincibility frames (frames 10-17 → 7-17).
- Dragon Ascent's hits connect more reliably and its final hit has more knockback scaling (155 → 170).
- The universal changes to intangibility before beginning countdown no longer results in Corrin being stuck in the Feral Dragon form.
- Forward smash has more base knockback (35 → 40 (base and middle), 45 (tip)).
- Down aerial no longer has its downward movement disabled when used out of hitstun.
- Dragon Lunge's jump out of the pin has less ending lag (FAF 46 → 40).
- Dragon Ascent travels noticeably more vertical and horizontal distance (height multiplier: 1.63x (ground)/1.53x (aerial) → 1.83x/1.73x).
- Overall shield size has been increased.
- Down throw's first hit has a lower hitlag modifier (2.5x → 1.5x), causing the throw to execute faster.
- Counter Surge slows down opponents more (6x → 9x), allowing it to connect more reliably, despite slowing opponents down for a shorter period of time (25 frames → 22).
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 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 | 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 | 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 | 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. | ||
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. 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. | |
Up aerial | 9% | 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 | 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 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 | 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 | 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. | |
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 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
Corrin was initially seen as a solid mid-tier character from the beginning of the metagame: while his nerfs were perceived as noticeable, players believed they could still have potential akin to Smash 4 with moves such as back aerial and Dragon Lunge still being strong enough to mitigate their nerfs. However, it soon became clear that their changes were insufficient to adhere to Ultimate's faster engine. Many top professionals consider Corrin a low-tier character, with some voting them among the worst characters in the game. Almost all players who played Corrin in Smash 4 have either dropped the character completely or relegated them to a rare counterpick. Still, Ke-ya performs well with Corrin in Japan, and Cosmos has notably reverse 3-0'd Dabuz at Glitch 8 with the charcter.
Notable players
Any number following the Smasher name indicates placement on the Fall 2019 PGRU, which recognizes the official top 50 players in the world in Super Smash Bros. Ultimate from July 13th, 2019 to December 15th, 2019.
Active
- Cosmos (#23) - The best Corrin player in the United States, but uses them as a counterpick and mostly uses Inkling and Pikachu in tournament. Placed 4th at Glitch 8 - Missingno using Corrin to defeat Dabuz.
- Ke-ya - Co-mains Corrin with Robin and is considered the best Corrin player in the world. Placed 3rd at Kurobra 19, 13th at Sumabato SP 2, and 33rd at Umebura SP 2 using Corrin along with Robin.
- Lycopis - Placed 97th at EVO Japan 2020 with a win over Brood.
Inactive
- Promaelia - Placed 7th at Just Roll With It! 10 playing only Corrin, Promaelia was considered one of the best Corrin players in the world prior to his ban from tournament play.
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 | |
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 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 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.
- 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 (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-Tetrimino | 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 |
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. Female Corrin is also notably present in pre-launch advertisements and rules display screens when other characters exclusively use their default costumes. This is consistent with how Corrin is primarily represented as female in most Fire Emblem spinoffs, such as Fire Emblem Warriors, and Fire Emblem Heroes.
- Excluding use of a Boss Galaga, Corrin is one of the few fighters whose Star KO spins forward instead of away from the screen, similar 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 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.
- While the default male Corrin is never used in any spirit battles, the default female Corrin is present in some of the spirit battles from the Ultimate's initial release.
- 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.
- Corrin is one of the few fighters who face the same fighter multiple times in Classic Mode and the only one who is not a downloadable character; in Corrin's case, Corrin’s opposite-gendered counterpart appears as an opponent in Rounds 3 and 6, while also appearing as a CPU ally in Round 4.
- Corrin appears in the most Legend-rank spirit battles as the main opponent, at a total of four.
- Specifically, Corrin appears in the Arceus, Azura, Mecha-Fiora, and Mythra spirit battles.
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 |