Super Smash Bros. Ultimate

Corrin (SSBU)/Down special

Hitbox visualization showing Corrin's down special, Counter Surge.
Hitbox visualization showing Corrin's down special, Counter Surge, when attacking.

OverviewEdit

Corrin enters a defensive stance, before turning into a dragon and slamming the ground to perform Counter Surge. This counter is tied with Marth and Ike for the lowest damage multipliers in the game, at 1.1×. As such, its KO potential is significantly less than moves such as Tetrakarn.

Unlike most counters, Counter Surge launches upwards. While this makes it less reliable as an edgeguarding option against moves such as Propellerpack or Spinning Kong, it makes it a more threatening option in disadvantage for its ability to KO at the top blast zone. This is an excellent - albeit risky - reversal tool in juggle situations as a result. This can lead to fairly early stock removal against characters such as Bayonetta and other Corrin players, who rely on combos leading upwards.

Counter Surge has minor potential to frame trap into aerials post-usage at low percentages, though the hit advantage makes no followups true. However, Corrin players will often at least try to use forward aerial, as there is little consequence if it misses.

HitboxesEdit

ID Part Rehit rate Damage SD Angle Angle type BK KS FKV Set weight Radius Bone Offset SDI× T% Clang Rebound Effect Type G A Sound Direct Hit bits Hit part Blockable Reflectable Absorbable Flinchless No GFX Heedless
Clean hit
0 0 0 8.0% 0   Standard 87 68 0   12.0 top 0.0 6.0 11.0 1.2× 1.0× 0%               Water   All All            
1 0 0 8.0% 0   Standard 87 68 0   12.0 top 0.0 6.0 -11.0 1.2× 1.0× 0%               Water   All All            
Late hit
0 0 0 8.0% 0   Standard 87 68 0   12.0 top 0.0 6.0 11.0 1.2× 1.0× 0%               Water   All All            
1 0 0 8.0% 0   Standard 87 68 0   12.0 top 0.0 6.0 -11.0 1.2× 1.0× 0%               Water   All All            
2 0 0 8.0% 0   Standard 85 66 0   8.0 top 0.0 21.0 11.0 1.2× 1.0× 0%               Water   All All            
3 0 0 8.0% 0   Standard 85 66 0   8.0 top 0.0 21.0 -11.0 1.2× 1.0× 0%               Water   All All            

TimingEdit

CounterEdit

Intangibility 6-7
Counter 7-26
Interruptible 66
Animation length 65
                                                                                                                                 
                                                                                                                                 

HitEdit

Hitboxes (clean, late) 27, 28-31
Interruptible 66
Animation length 77
                                                                                                                                                         
Legend (1 square = 1 frame)
 
Lag time
 
Hitbox
 
Vulnerable
 
Counter
 
Intangible
 
Interruptible