Super Smash Bros. Ultimate

Corrin (SSBU)

Revision as of 16:33, March 28, 2024 by Mexi (talk | contribs)
This article is about Corrin's appearance in Super Smash Bros. Ultimate. For the character in other contexts, see Corrin.
Corrin
in Super Smash Bros. Ultimate
Corrin SSBU.png
Corrin-Alt1 SSBU.png

FireEmblemSymbol.svg
Universe Fire Emblem
Other playable appearance in SSB4


Availability Unlockable
Final Smash Torrential Roar
Tier A- (27)
Corrin (SSBU)

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 Nobunaga Shimazaki's portrayals of male Corrin in English and Japanese and Marcella Lentz-Pope and Satomi Sato's portrayals of female Corrin in English and Japanese from Super Smash Bros. 4 were repurposed for Ultimate.

Corrin is ranked 27th out of 82 on the current tier list, placing him in the A- tier. This is a slight drop from his 13th out of 54 placement in SSB4. Corrin's main strength is his range, courtesy of the disjointed hitboxes of the Yato Blade, which pairs well with his high damage output and good frame data for a swordsman. This gifts him with an amazing neutral, advantage state, and an extremely reliable combo game thanks to his aerials having consistent combos at most percent ranges. Corrin also possesses strong neutral game options as he has multiple attacks that can force a reaction from opponents, with held forward smash whittling down shields and can cause a shield stab or shield break if not reacted properly to, while Dragon Fang Shot has two separate chargeable portions which can punish careless shielding up close. Dragon Lunge serves as the centerpiece of Corrin's gameplan: it consists of an initial pin and followup attack that can be cancelled into an attack or various movement options, further enhancing Corrin's mixup options. It additionally serves as a recovery extender if it pins onto a wall, and is a potent edgeguarding tool thanks to its range and low diagonal hitbox, allowing it to easily 2 frame punish recovering opponents with low risk to Corrin. Finally, Corrin's recovery is dependable as Dragon Ascent provides flexible distance onstage and excellent protection thanks to its intangibility and large hitboxes, while he can further aid his recovery by using back air. Overall, Corrin's toolset give him amazing frame trapping, combo, and juggling potential, as well as a formidable advantage state especially while edgeguarding, with his punish game being freeflow and generally safe.

However, Corrin has notable weaknesses, most of which revolve around his poor mobility and disadvantage state. In spite of his excellent combo potential, Corrin's poor ground speed and lack of effective defensive options causes him to struggle to win neutral, as he is forced to be aggressive in approaching or catching up to faster characters and zoners. In the event he does lose neutral, his disadvantage state is poor due to his mediocre out of shield game and moves that aren't fast enough to help him escape from difficult situations, such as juggles, edgeguards, and ledgetraps. His combos and juggles are nevertheless susceptible to DI and easy to dodge thanks to his slow mobility, giving him unusual difficulty in combo game execution than other swordfighters. Corrin's strongest advantage tools, such as his special attacks and forward smash, are afflicted by poor frame data and therefore easy to punish, with forward smash in particular being able to be escaped with SDI. His strongest KO tools additionally require precision due to their small sweetspots, and his grab game is only serviceable, with most of them only used for positional advantage and only one of them being a very late KO throw (up throw). Finally, Corrin is susceptible to gimps and edgeguards: while it is fast and has a wide hitbox, the distance it provides is linear, and it is capable of being 2-frame punished with sufficiently disjointed attacks.

Overall, Corrin is a unique swordfighter that excels in a formidable combo game that is reliable across the cast, great edgeguarding and spacing tools, along with many ways to keep his opponent guessing once he is in advantage. However, his lack of defensive options and slow mobility hold his strengths back and means he has to carefully win neutral to avoid his lacking disadvantage state. Opinions on Corrin have been very volatile: he saw the worst representation in the 2019-2020 metagame (with his 2020 representation being tied with Mii Brawler for the lowest) and low opinions due to players perceiving his nerfs as too harsh, especially in the new game engine. However, significant buffs from game updates and the changes to the metagame made his representation greatly improve, especially following the online metagame thanks to gameplans becoming punish-heavy and neutral-focused, which favors Corrin's gameplan. As a result, he has seen strong major and supermajor results from players such as Neo and SHADIC, and is considered one of Ultimate's "late-meta" picks.

How to unlock

Complete one of the following:

  • Play VS. matches, with Corrin being the 41st character to be unlocked.
  • Clear Classic Mode with Kirby or any character in his unlock tree, being the 6th character unlocked after Robin.
  • Have Corrin join the player's party in World of Light.

With the exception of the third method, Corrin must then be defeated on Coliseum. In World of Light, he is fought on the Ω form of Castle Siege.

Attributes

Corrin is a middleweight swordfighter (same as Mario and Dr. Mario), having an above-average height, above-average walking speed, below-average running speed, a below-average initial dash, high traction (having the 10th highest traction), below-average air speed and acceleration (among the bottom 15 in this particular area), and an average falling speed along with a slightly above average gravity. All of these attributes collectively make his mobility fall more along the side of below-average. However, Corrin also possesses the fastest dash to shield speed in the game (at 8 frames, tying with Sheik), which significantly aids in his ability to approach and dealing with projectiles.

Being a swordfighter, Corrin has the innate benefit of having the vast majority of his moves be disjoints, giving him a respectable neutral game with his spacing capabilities as well as his fast frame data, as all of his standard moves except for six (those being dash attack, back air, down air, and all of his smash attacks) come out at frame 9 or faster.

Corrin's grounded moveset has good utility; the rapid jab can act as a good damage-racking option while the gentleman jab has its use as a later kill option, killing middleweights at at around 150% at the edge of Final Destination, and forward tilt is a useful spacing tool and kill option that kills middleweights at around 130% on Final Destination. In addition, up tilt and down tilt both serve as combo starters, with down tilt being able to lead into up tilt at mid percents and both tilts being able to combo into aerials such as neutral, forward, and up aerial. Dash attack, while only having slightly combo potential and no kill potential, has some notable use for catching landings due to its decent amount of active frames. His smash attacks also have good utility; up smash, while having a weaker grounded hitbox, possesses a strong sweet-spot on the tip that makes it a kill option against opponents in the air, as an uncharged sweet-spot hit can kill as early as 90% against middleweights, and down smash, while being the least useful for killing, at least covers Corrin on both sides. However, his strongest smash attack by far is forward smash; not only can it be angled, but it also boasts incredible range and can kill middleweights as early as 80% near the edges of Final Destination if the tip of the move connects, making it a deadly spacing tool that rewards precision. After the 8.0.0 update, the tipper hitbox is generally safe on shield, making it a decently safe kill option if used well. In addition, the move also has a close hitbox when the move is being charged, which can have its applications in shield pressure and can score some surprise kills. Finally, his grab game, while being among the least useful aspects of his moveset, still has a degree of utility, as up throw can kill middleweights at 160% and above, earlier with rage. His other throws are surprisingly useful in giving him positional advantage.

Corrin's air game is also very potent, further supplementing his combo game and advantage state while also sporting other forms of utility; a falling neutral aerial can combo into itself, forward aerial, up aerial, and up tilt at the low and mid percents, with forward aerial boasting similar combo potential. Additionally, its fast start up and good coverage make it a useful out of shield option as well as a potential combo breaker. Up aerial is Corrin's ideal juggling tool that can kill middleweights very early (below 80%) near the top blast zone while also comboing into moves such as back aerial when fast falled and reversed at mid percents. Back aerial is Corrin's strongest aerial, having strong range and kill power, being able to kill middleweights at as early as 80% from the edge of Final Destination, while also having applications as a slight horizontal recovery tool due to the forward push that happens upon using the move. Finally, down air is a stall and fall move that can rack up damage and serve as a landing option, and it can also steal stocks off-stage.

Corrin's special moves are quite unique and have mixed utility; Dragon Fang Shot is a chargeable projectile that inflicts stun and possesses a bite follow up attack that serves as situational kill option, and can have its applications as a surprise move to B-reverse with. Dragon Lunge is a skewer attack that can pin opponents in place and be followed up with either a jump or a vaulting kick, with the latter being able to kill middleweights at 105% near the edge of FD; the move also has some edgeguarding utility since the skewer can also be pinned on walls. Dragon Ascent is his primary recovery tool that has decent distance, a hitbox, and intangibility on frames 7-17. Finally, Counter Surge is a counter move that has decent vertical kill power. All of these strengths establish Corrin as a character who excels at range and spacing in the neutral with his attacks while also boasting a solid advantage state with his damage racking and juggling abilities thanks to fast and ranged tilts and aerials. In addition, his special moves also give him some other unique forms of utility in the form of projectiles and ranged kill options.

However, Corrin also has notable weaknesses, one of which is his below average speed. Corrin slightly struggles to keep up with fast opponents and utilize his large disjoints due to low air acceleration and airspeed. Another one of Corrin's most notable flaws is his below average disadvantage. Due to Corrin's slow airspeed and acceleration, he doesn't have many options for mixing up his momentum in the air with the exception of B-reversing. His disadvantage is made more problematic due to the fact that while neutral aerial can sometimes be a decent combo breaker, his only other landing options (down aerial and Counter Surge) are committal and laggy, and can result in getting deeper in disadvantage if these options are used too hastily. His slow air mobility not only hinders his disadvantage but also his recovery, as while Dragon Ascent has decent distance, its usefulness can be greatly hindered if Corrin is launched too far offstage without a jump, though at least that issue can somewhat be circumvented with the horizontal push of back aerial. However, even with this other slight recovery option, as well as the fact that his up special has a hitbox and some intangibility, it doesn't change the fact that Corrin's recovery is fairly linear, making him susceptible to losing stocks at earlier percents with well-placed edge guards against some characters.

Another issue with Corrin is his below-average grab game, as the up throw is the only throw with some utility for being a late kill throw. Meanwhile, forward throw and back throw are purely positional throws, which have their uses but do not lead to guaranteed combos, and down throw is solely a high damage option, with none of these other throws having any degree of combo potential or reasonable kill power.

Overall, Corrin is a character who can stand his ground up close and rack up damage efficiently with his spacing tools and his combo and advantage potential, but Corrin's below average speed holds him back from becoming a top tier threat. Corrin's tall frame and moderate gravity make him susceptible to aerial combos and juggling, similar to other fighters from Fire Emblem, although his down aerial can prevent some juggles. Although his flaws are somewhat polarizing due to his slightly exploitable recovery and poor disadvantage, 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.

Changes from Super Smash Bros. 4

Corrin was previously considered to be a high tier character in SSB4 (13th out of 54 characters) thanks to a combination of excellent range and passable speed to go with good frame data, a surprisingly effective combo game, great approach option in his Dragon Lunge, and repspectable KO power. Most likely owing to the stigma left by DLC characters in the previous game, Corrin was drastically nerfed during the initial release of Ultimate; however, game updates would provide many noteworthy buffs to help compensate and make up for his lost options. Regardless, Corrin is still considered to be slightly nerfed overall.

Corrin's nerfs have primarily addressed the most oppressive aspects of his kit, with his special moveset suffering the largest recipients. Dragon Lunge, previously his most versatile move, has become riskier to execute as its kicking part now covers less distance and suffers much more ending lag, and its ability to cross up opponents is also worsened with the game's changes to jostling. Dragon Fang Shot has increased lag and paralyzes opponents for less time if not fully charged or at low percentage, both changes of which make the projectile follow up into the bite less consistently and remove its previous KO confirm from forward aerial at mid-percentages (though the move itself still follows up naturally at high percentages). Counter Surge, previously one of the most infamous counterattacks in the game, has lost its strong late hit, deals substantially less knockback, and has much more ending lag upon a successful counterattack. Among other nerfs, his forward smash has a much shorter active duration, down smash's back hit is weaker, and Dragon Ascent now halts at the end of the move, slightly reducing Corrin's horizontal recovery distance. His grabs have slightly less range, rendering them harder to use to pressure opponents, and causing Corrin to rely on spacing much more, while his forward and back throws' lower knockback makes them less effective in battles against multiple characters.

However, Corrin has also received some useful buffs. A number of Corrin's moves have seen increases in damage, making it easier for him to rack up damage if he keeps the advantage. Many of Corrin's moves are also more adept for KOing; forward and up smashes, back and up aerials Dragon Ascent, and Dragon Fang Shot's fully charged shot and bite all now deal more knockback, with the latter even compensating somewhat for the move's lowered paralysis time and making it a deadlier hard punish, while forward tilt sends at a much more desirable angle for KOing (in exchange for its former ability to situationally juggle vertically) while seeing no changes to knockback unlike other tilts of its kind. Despite its nerfs, Dragon Lunge has also seen some notorious improvements; it can now be canceled manually by tapping down and jumping has significantly less endlag, making it much safer when not used to attack and improving its mix-up potential. Other buffs include forward smash now reaching its maximum distance immediately and being both safer on shield and stronger when tippered, down smash having less ending lag, Dragon Fang Shot traveling a longer distance, and Dragon Ascent traveling more distance and its intangibility period being more lenient, making it slightly harder to intercept.

The universal changes to the engine are overall mixed for Corrin. On one hand, the universal nerfs to grabs' frame data leave Corrin more open to punishment, and combined with his grabs and throws changes, further weakens his grab game. The increased mobility, faster jumpsquats, the ability to run cancel into any grounded move, the increased shieldstun, and the reduced landing lag, all improve Corrin's approach and combo game, the former somewhat compensating for Dragon Lunge's increased risk, though this also allows opponents to overcome Corrin's defenses with less issue, making his mediocre close-quarters game and vulnerability to combos more exploitable. On the other hand, the changes to the paralysis effect 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). The ability for smash attacks to be held for longer also noticeably benefits forward smash, allowing the looping charge hits to last longer and further build damage or lead into shield breaks.

In bulk, the changes to the game physics make it easier for Corrin to approach without the need of his special moves, and he now possesses a less lopsided moveset and a more conventional KOing prowess, helping compensate for the loss of his mid-percentage KO confirms. However, his nerfed grabs and special moves make it less feasible to approach with them and cause Corrin to rely on his standard moveset to fill in the gaps left by these detriments, and the same changes to the engine make it easier to surmount his defense and exploit his disadvantage, forcing him to rely more on his aerials. Aside from his struggle at close range and poor grab game, Corrin also retains his weaknesses from SSB4 (many of which are typical of Fire Emblem characters in general), such as his lance moves' reliance on spacing, mediocre recovery, and being vulnerable to combos. Because of his nerfs, Corrin was initially considered a significantly less viable character than in SSB4, although subsequent updates have mitigated the nerfs' impacts and allowed him to fare substantially better than he did during initial release, keeping up with the rest of the cast even with the introductions of various powerful DLC characters. All in all, Corrin fares moderately worse than in SSB4, but remains a fairly effective character in Ultimate.

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 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:
  • 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.
  • 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 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 Ascent:
    •   The move is called Dragon Ascent across all English versions of the game, rather than Draconic Ascent in the NTSC version.
    •   The move grants more intangibility on startup (frames 10-17 → 7-17).
    •   The last hit has more knockback scaling (155 → 170).
    •   Corrin's air speed is reduced by less after using the move (air speed multiplier: 0.6 → 0.7).
    •   The move travels more distance, but halts at the end of the move instead of granting slight horizontal momentum. Overall, this improves Corrin's vertical recovery, but at the cost of having no extra momentum for horizontal recovery.
    •   It deals seven hits, down from eight, but the second to sixth hits deal more damage (1% → 1.2%), leaving the total unchanged.
  • Counter Surge:
    •   Counter Surge has a longer counterattack window (frames 7-24 → 7-26). However, with a window of just 20 frames, it is still one of the shortest counter windows in the game.
    •   Counter Surge slows down opponents more (6x → 9x), allowing it to connect more reliably, despite slowing opponents down for a shorter period of time (25 frames → 22).
    •   The counterattack deals less knockback (clean: 90 base/74 scaling → 87/68, late: 90/68 → 85/66). Additionally, the late hit no longer has a higher damage multiplier, instead being consistent throughout (1.2x/1.3x → 1.2x). As a result, it is no longer the strongest counterattack in the game without knockback modifications.
    •   It has more ending lag both when missed (FAF 64 → 67) and upon a successful counterattack (FAF 50 → 67), most significantly in the latter case. This removes its combo potential, hinders the effectiveness of consecutive counters (additionally removing the infinite Counter Surge performed by two Corrins), and causes Corrin to no longer be intangible for the entire duration of a counterattack.
    •   It has a higher hitlag multiplier (1x → 1.2x), making it easier to DI and SDI.

Update history

Corrin was significantly buffed in game updates. While update 2.0.0 merely improved his neutral and up aerials' auto-cancel windows, update 3.0.0 brought a number of more noticeable buffs. A few of Corrin's moves gained more consistent hitboxes, uncharged Dragon Fang Shot became slightly better at zoning, Dragon Lunge's stab ending lag was slightly decreased, and Dragon Ascent gained more invincibility frames alongside higher knockback. Update 4.0.0 provided one of Corrin's most important buffs by noticeably increasing Dragon Ascent's overall travel distance, which substantially improved his previously crippled recovery. In addition, Dragon Lunge's jump had its ending lag decreased by a fairly noticeable amount, while forward smash gained slightly higher knockback.

Following update 7.0.0's minor buffs to Corrin's shield and down throw, update 8.0.0 granted him a number of substantial buffs. Forward smash's tipper gained a shieldstun multiplier alongside an increased damage output, while its singular hitbox was split in two in order to improve its range. Back and up aerials had their damage outputs increased, which also improved their KO potentials. In comparison, forward aerial also had its damage output increased at the cost of lower knockback scaling, improving its combo potential. Lastly, Dragon Lunge was improved in a few ways: it has less ending lag when its thrust does not pin a surface and especially when Corrin jumps out of its pin, while its clean kicks have significantly higher knockback scaling, thus KOing earlier.

As a result of the many significant buffs he received, Corrin's tournament representation and results have significantly improved since the early metagame, to the point where he is now considered to be a high-tier character.

  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 → 38), now allowing to auto-cancel out of a rising short hop.

  3.0.0

  •   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).

  3.1.0

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

  4.0.0

  •   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).

  7.0.0

  •   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).

  8.0.0

  • Forward smash:
    •   It has gained a shieldstun multiplier of 1.6×, making it harder to punish.
      •   This multiplier is coded only on the tipper hitbox, but is incorrectly applied to all hitboxes of the move.
    •   The tipper deals more damage (15.2% → 16.7%) with no compensation on knockback, improving its KO potential.
    •   The tipper consists of two hitboxes instead of one, which cover a wider area (Y offset: 0u → -0.4u/0.4u, Z offset: 0u → 0.4u/-0.4u), making it less likely to whiff due to the z-axis.
  •   Forward aerial deals more damage (7.5% → 9%), with knockback scaling compensated (99 → 87).
  •   Back aerial's clean hit deals more damage (11% → 12%) with no compensation on knockback, improving its KO potential.
  •   Up aerial deals more damage (9% → 10%) with knockback scaling not fully compensated (99 → 97), improving its KO potential.
  • Dragon Lunge:
    •   The thrust has less ending lag if it doesn't pin to a surface (FAF 42 → 38).
    •   Both kicks' clean hits have more knockback scaling (90 → 98).
    •   Jumping out of the pin has much less ending lag (FAF 40 → 30).

Moveset

For a gallery of Corrin's hitboxes, see here.

Note: All numbers are listed as base damage, without the 1v1 multiplier.

  Name Damage Description
Neutral attack Pierce Thrust (刺突) / Hoshidan Scoop (白掬) / Nohrian Flash (暗閃) / Dragon Fang Storm (竜穿嵐) / Dragon Fang Pierce (竜穿牙) 2% (base), 2.5% (tip) A stab with a spear arm, an inward slash with the Omega Yato held in a reverse grip, and an outward slash with the Omega Yato held properly. If the neutral infinite is initiated, Corrin then transforms the spear arm into a draconic mouth with Dragon Fang, which repeatedly bites the opponent. These bites are finished with a final strong bite. The third hit of Corrin's Jab can kill at very high percents.
2%
3% (base), 4% (tip)
0.5% (loop), 3% (finisher)
Forward tilt Yato Slash (夜刀斬) 10.5% A downwards outward swipe with the Omega Yato.
Up tilt Yato Circle (夜刀円) 9% (clean, late sword), 6% (late body) A twirling-turn upward slash with the Omega Yato. Can inconsistently cover platforms.
Down tilt Leg Crusher (足砕) 7.5% Slashes across the ground with the Omega Yato. Relatively low knockback which sends opponents up and slightly towards Corrin, making it a viable combo starter. One of Corrin's fastest attacks.
Dash attack Drill () 2% (hits 1-5), 3% (hit 6) Spins forward in a corkscrew-like manner while holding forward the Omega Yato. Based on the attack after triggering offensive skills like Luna or Lethality in Fire Emblem Fates.
Forward smash Dragon Fang Thrust (竜穿突) 0.5% (charging loop), 11% (spear base), 12% (spear center), 16.7% (spear tip) Transforms the free arm into a spear with Dragon Fang and thrusts it forward. It possesses immense reach, being the fourth-longest reaching non-projectile forward smash in the game, only behind Min Min's, Simon's, and Richter's. It can also be angled, making it good for catching opponents trying to return to the stage when angled up or hitting crouching/small opponents when angled down. The sweetspot is at the tip and deals very high knockback, although the rest of the attack is considerably weaker. Has a hitbox while charging, where Corrin holds the Omega Yato in front of them as the chainsaw blades start to move to repeatedly damage opponents in range. Though this does not lead to the sweetspot, it can catch opponents for a fully charged blow. However, the Yato's hitbox is rather easy to SDI out of, as doing so upward can allow the opponent to avoid the main attack with a well-timed air dodge, while doing so towards Corrin will cause enemies to end up behind Corrin if close enough. Based on the second hit of the Dragon Fang skill in Fire Emblem Fates.
Up smash Vertical Dragon Fang Thrust (直上竜穿突) 10% (sides), 13% (base), 15% (tip) Corrin crosses both arms, crouches, and transforms the arms into Dragon Fang spears, pointing them upward across themself in a bracing position to launch opponents. It has a sweetspot at the tip, but its range is poor and knockback is lacking on the sourspot.
Down smash Yato Dragon Fang (夜刀竜穿) 11% (sword), 9% (lance, middle), 14% (lance, tip) Corrin transforms one leg into a Dragon Fang spear, then stabs in front and behind with the Omega Yato and the Dragon Fang spear, respectively, in a one-legged forward lean stance. The animation is similar to the Mii Brawler's down smash. The tip of Corrin's spear leg has a sweetspot that deals the most damage and knockback.
Neutral aerial Circular Formation (方円) 7% (clean), 5.5% (late) Slashes with the Omega Yato from above to behind, while simultaneously using a Dragon Fang spear to slash forwards. Unlike in Corrin's other moves, the Dragon Fang spear does not deal more damage at the tip. It hits all around Corrin, has low landing lag, and launches opponents at a high angle, allowing it to function as a reliable combo starter at a wide range of percents. Its relatively low startup combined with its large hitbox also makes it one of Corrin's viable Out-of-Shield options.
Forward aerial Jumping Strike (跳打) 9% An inward single-handed reaping slash with the Omega Yato. Similar to Marth's, only with Corrin's legs being positioned differently. It launches at a fairly high angle, autocancels from a short hop, has a wide arching reach, and low ending lag, making it very viable for aerial combos. It's also -4 on shield, and combining that with its large range makes it very safe on shield.
Back aerial Dragon Fang Wings (竜穿翼) 12% (clean), 9% (late) Sprouts wings with the Dragon Fang, and attacks by flapping them. It can be used for recovering as it propels Corrin forward like R.O.B.'s back aerial. It also has good range and knockback but has the slowest startup out of all of Corrin's aerials. Its trait of propelling the user forward combined with its large hitbox makes it safe on shield.
Up aerial Light Ring (光輪) 10% Slashes in the air with the Omega Yato in a backward flip, closely resembling the up aerials of all the other Fire Emblem characters (with the exception of Ike and Byleth). Has wide range, quick startup, and surprisingly good knockback, making it a go-to vertical KO move and an excellent finisher from Corrin's combos.
Down aerial Dragon's Piercing Drop (竜穿落) 2% (loop), 3% (landing) Corrin's legs morph into spears with Dragon Fang, diving downward feet-first. A stall-then-fall drill that meteor smashes weakly with set knockback, excluding the landing hit which deals moderate upwards knockback, both in the air and when landing. However, since Corrin fast-falls during the attack, it is difficult to recover offstage after using it. As a result, it works better when used for a sacrificial KO, or to quickly punish actions air-to-ground.
Grab Grab (つかみ) Leans forward slightly and reaches out with the free hand, which briefly enlarges.
Pummel Grab Knee Kick (つかみひざ蹴り) 1.3% A knee strike.
Forward throw Bright Star (明星) 5% (hit 1, base), 10% (hit 1, tip), 2% (throw) Transforms the free arm into a spear with Dragon Fang, and stabs the opponent with it, knocking them up and away. Unusually, even though the scaling of this throw is very low, it possesses a tipper hitbox that can hit bystanders. If tippered, this throw is significantly more powerful and is thus very deadly if at the edge.
Back throw Evening Twilight (宵闇) 6.5% (hit 1, base), 12% (hit 1, tip), 2% (throw) Places the opponent backward and stabs them upwards with the Dragon Fang spear-turned arm, knocking them away. Similar to forward throw, though with slightly more damage and knockback, along with possessing a tipper hitbox just like forward throw, but due to the slight differences in damage and knockback, it's considered more powerful than the forward throw in both regards.
Up throw Dragon-Form Thrust (竜化突, Dragonization Thrust) 6.5% (hit 1), 3% (throw) Lifts the opponent into the air and transforms into dragon form then raises on its hind legs to launch opponents in the air via a headbutt during the transformation. Afterward, Corrin reverts back into human form. The strongest out of all of Corrin's throws.
Down throw Dragon-Form Kick (竜化蹴, Dragonization Kick) 6.5% (hit 1), 3% (throw) Throws the opponent to the ground and transforms into dragon form, then roars in anger while proceeding to stomp down on the opponent and emitting a splash of water. Afterward, Corrin reverts back into human form. Much like up throw, it is a relatively strong throw, KOing most characters under 180%; however, its 70° angle leaves it vulnerable to LSI, allowing it to be survived for much longer, while its ending lag is too high for followups. As a result, it is largely outclassed by up throw, though it remains useful for damage racking purposes.
Forward roll
Back roll
Spot dodge
Air dodge
Techs
Floor attack (front)
Floor getups (front)
  7% Slashes outward from front to back with the Omega Yato.
Floor attack (back)
Floor getups (back)
  7% Same as frontal floor attack.
Floor attack (trip)
Floor getups (trip)
  5% Slashes outward with the Omega Yato, covering every possible side.
Edge attack
Edge getups
  9% Climbs up the ledge and swings the Omega Yato forward.
Neutral special Dragon Fang Shot 4% (shot, uncharged)
11% (shot, fully charged)
10% (bite, uncharged)
20% (bite, fully charged)
Corrin transforms the left arm into a draconic mouth with Dragon Fang and fires a ball of water. The ball of water briefly paralyzes opponents before launching them away. After the projectile is fired, Corrin's dragon arm will bite before reverting to normal, hitting nearby opponents.

Holding the special button will charge the projectile (causing more damage and knockback, along with increased paralysis duration), as well as the bite (when fully charged, Corrin clamps down forcefully with the dragon mouth, causing very high damage and knockback). The two attacks can be charged in different intervals from each other (i.e. an uncharged shot followed by a fully charged bite, or vice versa).

Side special Dragon Lunge 7% (lance, middle, ground), 8% (lance, middle, air), 15% (lance, tip)
12% (front/back kick, clean), 7% (front/back kick, late), 5% (back kick, turn)
When used on the ground, Corrin hops a short distance into the air; pressing the attack button during the hop will result in Corrin striking diagonally down with the Dragon Fang spear arm. When used in the air, however, Corrin instantly strikes with the Dragon Fang spear arm. If it hits any terrain during the move (be it the ground or a wall), Corrin's arm will remain there, pinning any opponent caught in place. From there, it can be followed up with either a kick to either side, by pressing the attack button or tilting the control stick horizontally; or a jump by pressing the jump button or tilting the control stick upwards. It can also be canceled entirely by tilting the control stick down, or automatically after pinning a surface for two seconds, which can be useful for reading the opponent's floor recovery. However, canceling the move allows the opponent to act out of it immediately. Pinned opponents can also escape by button mashing if Corrin does not choose an action soon enough. Like most of Corrin’s moves, the tip of the spear deals the most damage and knockback.
Up special Dragon Ascent 4.5% (hit 1), 1.2% (hits 2-6), 3% (hit 7) Corrin grows wings using the Dragon Fang and leaps upwards. Similar to Roy's Blazer, it hits multiple times and can be angled by approximately 45°. Additionally, like Rosalina's Launch Star, it can be angled to go as high and vertically as possible by pushing backward immediately after activation (though not too early in order to not accidentally reverse the move instead).
Down special Counter Surge 1.2× (minimum 10%) Corrin's head goes into dragon form while getting into a defensive stance. If attacked, Corrin transforms into a dragon using the Dragon Fang and slams the ground. A surge of water then erupts from the ground on both sides of Corrin, launching opponents upwards; a unique counter with these distinctions.
Final Smash Torrential Roar 7% (light pillars, base), 2% (light pillars, tips), 34% (whirlpool) Corrin strikes the ground with his free hand, creating two large pillars of light. Anyone who gets hit will be transported to a rocky mountain area. Corrin then transforms into a dragon with the Dragon Fang and unleashes a whirlpool that traps and launches all fighters before going back to the standard stage.

Stats

Stats Weight Dash speed Walk speed Traction Air friction Air speed Air acceleration Gravity Falling speed Jumpsquat Jump height Double jump height
Value 98 1.892 – Initial dash
1.595 – Run
1.208 0.129 0.009 1.019 0.01 – Base
0.04 – Additional
0.092 1.65 – Base
2.64Fast-fall
3 33 - Base
16 - Short hop
31

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On-screen appearance

  • Falls gently onto the stage in dragon form, with a pool of water appearing underneath. Corrin then transforms into human form.

Taunts

  • Up taunt: Ducks down, stands back up, and poses with their head in dragon form. Male Corrin says "My path is clear!" (好きにはさせない!, I won't let you have your way!). Female Corrin says "Let's do this!" (行きますよ!, Here I come!)
  • Side taunt: Twirls the Omega Yato. Male Corrin says "I've made my choice." (僕は選んだ!, I've made my choice!). Female Corrin says "Your fate is clear." (折れたりしません!, I will not surrender!) Resembles Corrin's animation before a battle in Fire Emblem Fates.
  • Down taunt: Twirls the Omega Yato in the air and places it on its tip. Male Corrin says "Are you ready?" (準備はいい?, Are you ready?). Female Corrin says "You ready for this?" (準備はいいですか?, Are you ready?) Resembles one of Corrin's post-battle animations in Fire Emblem Fates.

Idle poses

  • Twirls the Omega Yato around forward. Slightly resembles his side taunt.
  • Poses with the Omega Yato positioned behind Corrin.

Crowd cheer

Cheer (English) Cheer (Japanese/Chinese) Cheer (Italian) Cheer (Dutch) Cheer (French)
Cheer
Description Corr - in! Ka - mu - i! Corr - in! Corr - in! *claps 4 times* Corr - in! *claps 2 times*
Cheer (German) Cheer (Spanish) Cheer (Russian) Cheer (Korean)
Cheer
 

 
Description Corr - in! *claps 3 times* Corr - in! Corr - in! *claps 4 times* Corr - in! Corr - in! Ka - mu - i!

Victory poses

  • Left: Swings the Omega Yato, similar to Corrin's side taunt and idle animation. Male Corrin says "I win!" ("勝負あったね", That's game.), while female Corrin says "Good!" ("勝負ありました", That was game.).
  • Up: Twirls the Omega Yato overhead and places it on its tip, similar to Corrin's down taunt. Male Corrin says "That went well!" ("上手くいったね", That went well.), while female Corrin says "That was great." ("上手くいきました", That went well.). Resembles Corrin's animation after a battle in Fire Emblem Fates.
  • Right: Crosses both arms, as a whirlpool of water swirls around, then morphs into dragon form while emitting a flourish of water, roaring to the skies. Resembles Corrin's first transformation into their dragon form in Fire Emblem Fates.
A flourished remix of a small excerpt of Lost in Thoughts All Alone from Fire Emblem Fates.

In competitive play

Most historically significant players

See also:Category:Corrin players (SSBU)

  •   Cosmos - Although more well known for his Inkling and Pyra/Mythra, Cosmos has occasionally pulled out Corrin in offline sets, notably reverse 3-0ing Dabuz at Glitch 8 - Missingno with Corrin and defeating Tea at L'Odyssée - Chant I using Corrin in the last two games. He also used Corrin in the online metagame and was considered the best Corrin player in the online metagame, ranking 36th on the Wi-Fi Warrior Rank v6 with the character.
  •   Ly - Co-mains Corrin alongside Byleth and was considered the best offline Corrin player in the world during the pandemic period, with notable placements such as 17th at Kagaribi 4 and 33rd at Kagaribi 3. Although his results have since declined, he still sees the occasional strong performance, most notably at Super Smash Con 2023, where he placed 17th and upset Sparg0.
  •   MkLeo - Began using Corrin in his roster in early 2022 and was the best Corrin player in the world at the time, predominantly using the character in top 8 of Delfino Maza RETA 2022, becoming the first time Corrin saw significant usage to win a major. He has also used Corrin to win crucial sets in order to win e-Caribana. He dropped Corrin following Double Down 2022, although he has occasionally pulled out the character to cover his other mains' bad matchups, such as defeating Sonix at Wavedash 2023.
  •   Neo - Although he began seriously competing in late-2022, he quickly established himself as one of the best Corrin players of all-time, most notably placing 5th at the supermajor Super Smash Con 2023 defeating Tweek, the highest placement for a Corrin player relative to number of participants.
  •   SHADIC - One of the first Corrin players who began placing well consistently at majors and is considered one of the best Corrin players of all-time. He is the only solo-Corrin player to win a major, doing so at Cirque Du CFL 3.

Tier placement and history

Corrin was initially seen as a mid-tier character from the beginning of the metagame. While his nerfs were perceived as noticeable, players believed he could still have potential akin to Smash 4 with moves such as back aerial and Dragon Lunge still being strong enough to mitigate their nerfs. However, it soon became apparent that their changes were insufficient to adhere to Ultimate's faster engine. Many top professionals considered Corrin a low-tier character, and all of Corrin's notable players from Smash 4 dropped him. Despite occasional success from players such as Ke-ya, who has placed decently in Japan, and Cosmos, who notably reverse 3-0'd Dabuz at Glitch 8 - Missingno, Corrin's representation was near nonexistent during the early metagame, with him ranking last in representation at the end of 2019,[1] and again in 2020, where an analysis of 251 Power rankings across 5 continents in 2020 showing Corrin having the lowest representation in the roster (0.1%), along with the Mii Brawler.[2]

However, Corrin's reception would begin to turn around with the release of patch 8.0.0, where his KO power and Dragon Lunge were improved. Although the patch took place during the COVID-19 pandemic, Corrin began seeing improving results from Cosmos, who mained Corrin throughout most of the online metagame. Following the return of offline competitive play, Corrin saw further success from old players such as Ly and SHADIC and gained new players such as MkLeo, who co-mained Corrin in the first half of 2022, and Neo, who established himself as one of the best Corrin players in the world by early-2023 despite having started seriously competing months prior. This led to a renaissance period for Corrin, who swiftly saw more and more representation as time went on, a far cry from Corrin's near-nonexistent playerbase from the early game and one of the most significant turnarounds of any character's overall representation. These marked changes caused the community to reassess the character to a mid-tier, with some going as far as to say Corrin could be ranked as a high-tier. This is reflected in Corrin's initial tier list placement, where he was ranked 42nd out of 82 as an upper-mid tier character. Even with that placement, some argued that Corrin should be ranked higher, especially following an explosion of Corrin results in mid-2023 thanks to Neo, Ly, and SHADIC; this was later the case in the second tier list done by the community, with him rising up to 27th out of 82.

Classic Mode: Between White and Black

 
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   (x3)   (x3) Mr. Game & Watch The Great Cave Offensive (Ω form) CROWNED: Ver. 2 Horde Battle
6   ( ) Opposite-gender Corrin,   Lucina, and   Robin Castle Siege Lost in Thoughts All Alone (Remix)   Marth in his white costume and   Chrom are CPU allies.
Bonus Stage
Final Master Hand Final Destination Master Hand (Less than 7.0 intensity)
Master Hand / Crazy Hand (Intensity 7.0 or higher)
On intensity 7.0 and higher, Crazy Hand fights alongside Master Hand.

Credits roll after completing Classic Mode. Completing it as Corrin has Lost in Thoughts All Alone (JP) accompany the credits.

Role in World of Light

 
Finding Corrin in World of Light

Although neither male nor female Corrin appear in the World of Light opening cutscene, they were vaporized and later imprisoned alongside the rest of the fighters (sans Kirby) when Galeem unleashed his beams of light.

Male Corrin was one of the many fighters that fell under Dharkon's control upon Galeem's first defeat. He is on a platform made of clouds in the Mysterious Dimension sub-area, guarded by the spirit of Azura (whose spirit battle is, ironically, against the default Female Corrin).

Fighter Battle

No. Image Name Type Power Stage Music
62 Corrin
 
Shield
10,700 Castle Siege (Ω form) Lost in Thoughts All Alone (Remix)

Spirits

Male Corrin's fighter spirit can be obtained by completing Classic Mode. It is also available periodically for purchase in the shop for 300 Gold, but only after Corrin has been unlocked. Unlocking Corrin in World of Light allows the player to preview the first spirit below in the Spirit List under the name "???". As a fighter spirit, it cannot be used in Spirit Battles and is purely aesthetic. Female Corrin also has a fighter spirit of her own, available through the shop. Each fighter spirit has an alternate version that replaces them with their artwork in Ultimate.

In Spirit Battles

As the main opponent

Spirit Battle parameters
No. Image Name Series Enemy Fighter(s) Type Power Stage Rules Conditions Music
151 Enguarde Donkey Kong Series Corrin  
 
3,600 Great Bay •Buoyancy Reduced •You can't swim
•The enemy's dash attacks have increased power
•The enemy favors dash attacks
Ice Cave Chant
228 Ghirahim The Legend of Zelda Series Corrin  
 
8,800 Skyloft •Assist Trophy Enemies (Ghirahim) •The enemy's melee weapons have increased power
•Hostile assist trophies will appear after a little while
•The enemy has increased move speed
Ballad of the Goddess (Remix)
519 Arceus Pokémon Series Corrin  
 
13,900 Spear Pillar (hazards off) •Easy to Launch
•Hazard: Heavy Wind
•You are easy to launch
•Dangerously high winds are in effect after a little while
•Only certain Pokémon will emerge from Poké Balls (Arceus)
Battle! (Dialga/Palkia) / Spear Pillar
676 Azura Fire Emblem Series Corrin  
 
13,500 Fountain of Dreams •Sudden Final Smash •The enemy will suddenly have a Final Smash
•The enemy can use their Final Smash twice in a row
•The enemy has increased attack power
Lost in Thoughts All Alone (JP)
683 Camilla Fire Emblem Series Corrin  
Charizard  
 
9,700 Spear Pillar (hazards off) •Item: X Bomb
•Hazard: Poison Cloud
•The stage is covered in a poisonous cloud Lost in Thoughts All Alone (for 3DS / Wii U)
953 Mecha-Fiora Xenoblade Chronicles Series Corrin  
Shulk  
 
13,200 Reset Bomb Forest •Assist Trophy Enemies (Riki) •Hostile assist trophies will appear You Will Know Our Names
968 Mythra Xenoblade Chronicles Series Corrin  
Shulk  
 
13,500 Gaur Plain (Battlefield form) N/A •The enemy will charge up a powerful Final Smash
•The enemy starts the battle with an enhanced Beam Sword
Still, Move Forward!
1,220 Elite Beat Divas Elite Beat Agents Series Corrin  ×3
 
3,900 Saffron City (hazards off) •Attack Power ↑ •The enemy has increased attack power after a little while
•The enemy starts the battle with a Rocket Belt
Pop Fashion Show
1,289 Min Min ARMS Corrin  
 
9,300 New Pork City (Ω form) N/A •The enemy favors special moves
•The enemy has increased attack power when badly damaged
•The enemy has increased move speed
Dragon Driftway
1,351 I-Tetramino Tetris Series Corrin Team  ×3
 
9,900 75m (Ω form) •Assist Trophy Enemies (Color TV-Game 15) •Hostile assist trophies will appear after a little while
•The enemy favors down air attacks.
•Only certain Pokémon will emerge from Poké Balls (Deoxys)
Tetris: Type A
1,505 Riku Kingdom Hearts Series Corrin   (160 HP)
 
9,500 Hollow Bastion (Riku) •Move Speed ↑ Stamina battle
•The enemy has increased move speed
•The enemy starts the battle with a Black Hole
Hollow Bastion

As a minion

Spirit Battle parameters Inspiration
No. Image Name Series Enemy Fighter(s) Type Power Stage Rules Conditions Music Character
681 Sakura (Fire Emblem) Fire Emblem Series Isabelle  
Corrin  
 
9,100 Reset Bomb Forest (hazards off) N/A •Defeat the main fighter to win
•The enemy heals over time
Lost in Thoughts All Alone (Remix) Corrin
1,204 Sagi Baten Kaitos Series Roy  
Corrin  
 
1,600 Gaur Plain (Battlefield form) •Item: Timer •Reinforcements will appear during the battle
•The enemy is easily distracted by items
The Valedictory Elegy Guillo

Alternate costumes

 
               

Gallery

Fighter Showcase Video

Trivia

  • Corrin is the only character who, in the mural for Classic Mode, is represented by an alternate costume: the default female Corrin. This is consistent with how Corrin is primarily represented with the female version in most Fire Emblem media after Fates, such as Fire Emblem Warriors, Fire Emblem Heroes, and Fire Emblem Engage.
  • While other characters with two selectable genders (Pokémon Trainer, Inkling, Wii Fit Trainer, Robin and the Mii Fighters) have two identical Announcer calls in the English Sound Test (presumably as placeholders for languages with gender-specific pronouns), Corrin and Byleth are notably the only characters who lack this trait. This is likely due to actually having a name rather than a gender-neutral description in English.
    • While Robin technically has an official name, there are three different names between languages (Robin, Daraen, and Reflet), though, like Corrin and Byleth, there is no gender separator.
  • Female Corrin's Fighter Spirit uses artwork from Fire Emblem: Fates, where her armor exposes her inner thighs rather than having her wear black leggings. This is probably an oversight, as the Spirits for Camilla, likewise from Fire Emblem: Fates, and Mythra from Xenoblade Chronicles 2 had modified artwork to be less provocative.
    • 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.