Super Smash Bros. Ultimate

Corrin (SSBU)

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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- (30)
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.

The voice actors for male and female Corrin reprise their roles in English (Cam Clarke and Marcella Lentz-Pope) and in Japanese (Nobunaga Shimazaki and Satomi Satō), with their portrayals from Super Smash Bros. 4 being repurposed for their respective editions of Ultimate.

Corrin is ranked 30th out of 82 on the current tier list, placing him at the top of the A- tier. This is a drop from his 13th out of 54 placement in SSB4. Corrin's main strength is his range, high damage output and good frame data for a swordsman, along with an extremely reliable combo game thanks to his consistent aerial combos. This gifts him with an amazing neutral and advantage state, with Dragon Lunge serving 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, while serving as a recovery extender and a fast, low-risk 2 frame punish option. Some of his attacks have extremely high reach, while others have options to keep opponents guessing, such as forward smash (which whittles down shields when charging) and Dragon Fang Shot (which can be charged in two different ways), allowing for useful mixups. Finally, Corrin's recovery is dependable thanks to Dragon Ascent's intangibility and large hitboxes, while he can further aid his recovery by using back air.

However, Corrin has notable weaknesses, most of which revolve around his poor mobility and disadvantage state. Corrin's poor ground speed and lack of effective defensive options (such as fast out of shield moves) makes it difficult for him to win neutral or get out of disadvantage. His slow mobility hinders his ability to chase opponents, giving him unusual difficulty in combo game execution than other swordfighters. Corrin's strongest advantage tools, such as his special attacks and forward smash, have poor frame data and therefore easy to punish, while his strongest KO options additionally require precision due to their small sweetspots. His grab game is only serviceable, with most of them only used for positional advantage and only up throw being a very late KO throw. Finally, Corrin's linear recovery is susceptible to gimps and edgeguards, as Dragon Ascent is his only recovery option outside of back aerial or situational wall pins with Dragon Lunge.

Overall, Corrin is a unique swordfighter that excels in a formidable, freeflow 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 means he has to carefully win neutral to avoid his lacking disadvantage state. Though Corrin was tied for the least represented character in the early metagame (along with the Mii Brawler), his representation improved significantly in the post-pandemic metagame, courtesy of buffs in patches and great performances from players such as SHADIC and Neo.

How to unlock[edit]

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[edit]

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 deal 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 slight 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 the 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 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 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 a situational kill option, and can have its applications as a surprise move to B-reverse. 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, except B-reversing. His disadvantage is made more problematic because 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 percentages with well-placed edge guards against some characters.

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, which have their uses but do not lead to guaranteed combos, and down throw is solely a serious 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. His 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, they 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[edit]

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, a great approach option in his Dragon Lunge, and respectable 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. Several of Corrin's moves have seen damage increases, 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 noticeable 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 weaken 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 percentages, 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 for 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 the 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[edit]

  • Change 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.
    • Change These changes also apply to Corrin's Feral Dragon form. Its features are also more pronounced.
  • Change 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.
  • Change As with all previous downloadable fighters in SSB4, Corrin now has a unique Palutena's Guidance conversation.
  • Change In Japanese, female Corrin's Star KO voice clip has been shortened.
  • Change Corrin has a unique victory theme, based upon Lost in Thoughts All Alone.

Attributes[edit]

  • Buff Like all characters, Corrin's jumpsquat animation takes 3 frames to complete (down from 6).
  • Buff Corrin runs faster (1.45 → 1.595).
  • Buff Corrin walks faster (1.15 → 1.208).
  • Buff Corrin's air speed is higher (0.97 → 1.019).
  • Buff Corrin's traction is significantly higher (0.065 → 0.129).
  • Nerf Corrin's double jump covers less distance.
  • Buff Forward roll grants more intangibility (frames 4-14 → 4-15) and has less ending lag (FAF 31 → 30).
  • Nerf Back roll has more startup (frame 4 → 5) and ending lag (FAF 31 → 35).
  • Buff Back roll grants more intangibility (frames 4-14 → 5-16).
  • Buff Spot dodge has less ending lag (FAF 27 → 26).
  • Buff Air dodge grants more intangibility (frames 3-27 → 3-29).
  • Nerf Air dodge has more ending lag (FAF 34 → 50).

Ground attacks[edit]

  • Neutral attack:
    • Nerf 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.
    • Buff The first hit transitions into the second hit faster (frame 11 → 9), which transitions into the neutral infinite faster (frame 9 → 8).
    • Buff 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.
    • Buff 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).
    • Nerf 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.
    • Nerf 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.
    • Nerf 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).
    • Buff The new third hit has less ending lag (FAF 36 → 31).
    • Nerf The new third hit has smaller hitboxes (5.7u/4.2u → 5u/4.2u).
    • Buff 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.
    • Buff 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.
    • Nerf 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.
      • Buff 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.
    • Change 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.
    • Nerf 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.
    • Nerf The neutral infinite's finisher deals less knockback (52 base/150 scaling → 85/90), reducing its KO potential.
    • Buff 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:
    • Nerf The move has a shorter hitbox duration (frames 8-10 → 8-9).
    • Buff 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.
      • Nerf However, it removes its situational juggling potential and hinders its KO power from across the stage.
  • Dash attack:
    • Nerf The move has one frame slower startup (frame 11 → 12).
    • Buff The move has less ending lag (FAF 56 → 50).
    • Buff 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:
    • Buff 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.
    • Buff The looping charge hits have gained a hitstun modifier of 3, connecting better as a result.
    • Buff Forward smash has more range.
    • Change 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)).
      • Buff This allows it to hit from farther distances earlier, and causes the early tip sweetspot to come out faster.
      • Nerf However, this removes the late tipper sweetspot and shortens the move's total duration (frames 17-22 → 17-18).
    • Buff 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.
    • Nerf The move has drastically smaller hitboxes (3.5u/3u/2.2u → 2u/1.7u/1.1u).
    • Buff 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.
    • Buff The tipper has gained a shieldstun multiplier of 1.6×, making it much harder to punish.
    • Change The middle and tip have higher hitlag multipliers (middle: 0.8x → 1x, tip: 1x → 1.5x).
  • Up smash:
    • Buff Up smash has a longer active duration (frames 13-15 → 13-17).
    • Buff The tip has more knockback scaling (86 → 91).
    • Buff The tip has more vertical range (Y-stretch: 26-27 → 26-30), making it much easier to land.
  • Down smash:
    • Buff Down smash has less ending lag (FAF 54 → 49).
    • Nerf The back hit's tip sweetspot has lower knockback scaling (95 → 85).

Aerial attacks[edit]

  • Buff 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:
    • Buff 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.
    • Nerf The move has more startup lag (frame 7 → 9).
      • Buff 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.
    • Buff Corrin can grab ledges faster after using the move (62 frames → 60).
  • Back aerial:
    • Buff Back aerial's early hitbox deals more damage (11% → 12%) with no compensation on knockback.
  • Up aerial:
    • Buff Up aerial deals more damage (9% → 10%) with knockback scaling not fully compensated (99 → 97), improving its KO potential.
    • Buff The move auto-cancels earlier (frame 40 → 38), allowing it to auto-cancel in a short hop.
  • Down aerial:
    • Buff The move's looping hits have a lower hitlag multiplier (1x → 0.8x) and use weight-independent knockback, allowing them to connect more reliably.
    • Nerf 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.
    • Change The move no longer halts Corrin's downward momentum when used out of hitstun after timing it a double jump.

Throws and other attacks[edit]

  • Grabs:
    • Nerf All grabs have more ending lag (FAF 31 → 37 (standing), 38 → 45 (dash), 36 → 40 (pivot)).
    • Nerf Dash and pivot grab have more startup (frame 8 → 10 (dash), 9 → 11 (pivot)).
    • Nerf 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:
    • Change Corrin has a new pummel, a knee strike.
      • Nerf It deals much less damage (3% → 1.3%).
      • Buff 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:
    • Nerf Forward throw hits and releases the opponent slower (frame 10, 11 → 14, 15), making it easier to DI.
      • Buff However, its total duration remains unchanged, reducing its ending lag.
    • Nerf The tipper has lower knockback scaling (120 → 110), reducing its KO ability against bystanders.
  • Change 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:
    • Nerf Back throw's tipper has lower knockback scaling (110 → 100), reducing its KO ability against bystanders.
  • Down throw:
    • Buff Down throw's first hit has a lower hitlag modifier (2.5x → 1.5x), causing the throw to execute faster.
  • Edge attack:
    • Buff Edge attack deals more damage (7% → 9%).

Special moves[edit]

  • Dragon Fang Shot:
    • Buff 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.
    • Nerf An uncharged shot has more startup (frame 15 → 17), with its total duration increased as well (FAF 60 → 62).
    • Buff An uncharged shot lasts longer (61 frames → 71), increasing its traveling distance.
    • Nerf 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.
      • Nerf This is further hindered by the new knockback speed up effect, as opponents are launched faster and experience less hitstun at higher percents.
    • Buff A fully charged shot has altered knockback (50 base/80 scaling → 40/90), increasing it overall. This improves its KO potential.
    • Buff 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:
    • Buff 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.
      • Buff Manually canceling the pin also incurs less ending lag (FAF 15 → 13).
    • Nerf Pin canceling incurs 19 frames of landing lag.
    • Buff The jump grants more intangibility (frames 2-5 → 2-7) and has much less ending lag (FAF 44 → 30).
    • Buff The thrust has less ending lag if it doesn't pin to a surface (FAF 42 → 38).
    • Nerf 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.
    • Nerf Both kicks have drastically more ending lag (FAF 46 → 57 (forward), 46 → 61 (back)).
    • Nerf 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.
    • Buff Both kicks' clean hits have more knockback scaling (90 → 98), noticeably improving their KO potential.
    • Nerf The back kick's early hit deals less knockback (70 base/110 scaling → 63/100), making it slightly less safe on hit.
  • Dragon Ascent:
    • Change The move is called Dragon Ascent across all English versions of the game, rather than Draconic Ascent in the NTSC version.
    • Buff The move grants more intangibility on startup (frames 10-17 → 7-17).
    • Buff The last hit has more knockback scaling (155 → 170).
    • Buff Corrin's air speed is reduced by less after using the move (air speed multiplier: 0.6 → 0.7).
    • Change 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.
    • Change 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:
    • Buff 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.
    • Buff 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).
    • Nerf 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.
    • Nerf 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.
    • Nerf It has a higher hitlag multiplier (1x → 1.2x), making it easier to DI and SDI.

Update history[e