Corrin (カムイ, Kamui) is a character and newcomer in Super Smash Bros. 4, and is the sixth downloadable character. Corrin was announced alongside Bayonetta during the Super Smash Bros. - Final Video Presentation on December 15th, 2015, and both released on February 3rd, 2016. Like the Wii Fit Trainer, Villager, and Robin, players can select either male and female variants of Corrin as in Fire Emblem Fates.
In the English version, the male and female Corrin are voiced by Cam Clarke and Marcella Lentz-Pope. In the Japanese version, the male and female Corrin are voiced by Nobunaga Shimazaki and Satomi Satō, respectively. All of these actors would later reprise their roles of Corrin in both the respective English and Japanese versions of Fire Emblem Fates.
Corrin is ranked 13th on the tier list, putting him at the top of the B tier. This also makes him the highest ranked high-tier character, but also the lowest ranking DLC newcomer. Corrin's greatest strength is his excellent overall range, with his sword attacks providing rather long disjoints, while his forward smash is notably the farthest-reaching of its kind. He also boasts fairly strong frame data, with many moves that come out on or before frame 10, and when given the opportunity, it is quite easy for him to land attacks. Corrin's combo game is also very effective due to being one of a select few characters whose tilts and aerials all have true combo potential, courtesy of his range and frame data. Corrin’s power is also respectable in its own right, with the tips on all of Corrin's smash attacks dealing very high knockback. He also has a fairly capable kill throw in the form of an up throw, which synergizes with his ability to rack up damage, giving him a fairly reliable method of closing out stocks. Finally, Corrin has a unique approach move in Dragon Lunge, which allows him to effectively play mindgames with his foes as a result of the actions he can perform out of it.
However, much like Marth, Corrin is moderately crippled by his reliance on spacing, as only his tipped smash attacks boast reasonable KO potential, and most of his tilts and aerials fail to KO until very high percents. In addition, Corrin is burdened with a lackluster recovery; with low jumps, high gravity, and slightly below average air speed, Corrin is especially susceptible to semi-spikes in spite of Draconic Ascent gaining respectable distance. Corrin is also heavily hindered by his below average mobility as a result of his slow ground speed and aerial speed, further exacerbating his reliance on spacing.
Overall, Corrin's strengths outweigh his flaws, which has allowed him to become a fairly capable character throughout the metagame. Though Corrin held a small playerbase, several high-level players such as Cosmos, Ryo, and Ryuga have achieved high-level success throughout national and regional tournaments. Cosmos, in particular, won The Big House 8, with players suggesting Corrin could potentially move higher thanks to his success.
As the only fighter in Smash Bros. who possesses the ability to transform body parts into tools for combat, Corrin has many unique features that make him stand out from other weapon-wielding fighters. Nonetheless, he retains many concepts of other swordsmen from the Fire Emblem series, such as good range with a disjointed weapon, quick startup to most moves, along with a standard single-direction recovery in Draconic Ascent and a counter in Counter Surge. Corrin’s attributes reflect this, with jump height comparable with Marth's, weight slightly in the range between the latter and Ike, and movement speed that somewhat mirrors Ike; Corrin has an above average walking speed, below average dashing and air speeds, and above average falling speed.
Corrin's greatest strength is arguably his disjointed range. Most of Corrin's standard attacks are similar to those of Marth and other swordfighters, being wide swings with good range and quick startup. This, coupled with his tilts' speed and low knockback, allow him to combo his attacks reliably into each other, especially into a forward aerial, which auto-cancels from a short hop, and neutral and up aerials, which have wide swings. The aforementioned combos are capable of racking up considerable damage, making Corrin particularly effective at dealing burst damage. Corrin additionally combines many attributes of his brethren into his playstyle: this includes Marth's fast attacks and a tipper mechanic, present in smash attacks and Dragon Lunge, which gives finishers immensely stronger knockback if positioned correctly. This makes several attacks very good poking tools at long distance, which further benefit from his strong tippers. While he has a recovery similar to Roy's Blazer, it grants several frames of intangibility on startup, has a wide range due to Corrin spreading his wings out, and covers more distance, making his recovery quite reliable, especially when coupled with his high jumps. Corrin can also further boost himself towards the stage using back aerials, making him less likely to get KO'd offstage.
Like every Fire Emblem characters sans Robin, Corrin also possesses a counter, albeit one which retaliates on both sides with high vertical power, with it being the only counter in the series to have both of these attributes. The two other special moves, Dragon Fang Shot and Dragon Lunge, give him unique mix-up options: like Robin, the former gives him access to a projectile, although it paralyzes opponents on hit and allows him to followup with either an aerial during the paralysis duration, or a fully-charged bite of incredible power at close range, giving him a unique combo and finishing tool. The latter allows him to leap and stab opponents at a distance, dealing more damage with a tipped blow, or hold down an opponent if the move connects on a surface, before finishing off with a powerful kick from either direction. Corrin can even fake-out by cancelling the jump, giving him an array of followup options, or hang beside edges by spearing the sides of the stage for a period of time, forcing approaches from opponents. 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.
Additionally, to further compliment Corrin's damage racking game, all of his moves come out very fast, with all grounded, special, and aerial moves (barring Draconic Ascent, which comes out on frame 18) coming out before frame 15, and a good number of moves coming out even earlier than frame 10. This forces opponents to play against Corrin very carefully in the hands of a component player, as one slip-up could allow him to rush in and deal heavy amounts of damage, or even KO if the player manages to space correctly.
While Corrin benefits from having an all-rounded moveset, there are still flaws. One of the biggest issues is how, similar to Marth, Corrin struggles when an opponent is at a close proximity to him. Since most moves are punishable at close range, Corrin is forced to retreat or go for a grab to place an opponent at an optimal distance. The tipper finishing moves also require careful positioning to deal immense knockback; otherwise they deal much lower knockback, giving him a harder time KOing at point blank. Corrin’s smash attacks additionally suffer from noticeable ending lag, which hinder his otherwise useful spacing ability, while his strongest and safest aerial, his back aerial, has noticeable startup. Dragon Fang Shot, while being a powerful combo when both stages are used together, has rather high ending lag, preventing true followups at a distance with uncharged shots.
While Corrin’s grab is fast, his grab game is overall lacking, despite possessing a strong pummel, as it has poor reach and throws that prevent followups due to unfavorable angles and high ending lag, with only up and down throws being able to KO at reasonable percents. His recovery is also lackluster without his second jump, as Draconic Ascent gives only moderate diagonal distance, while Dragon Lunge is unable to aid in recovery unless there is a wall to pin against. Finally, Corrin's tall frame and moderate gravity make him susceptible to aerial combos and juggling, similar to other fighters from Fire Emblem, while below average ground speed makes it difficult to approach faster characters without use of Dragon Fang Shot and Dragon Lunge.
All in all, Corrin has an array of options to keep opponents away at a distance, unlike many other swordsmen from the Fire Emblem series, and has a dependable combo game that can be started from nearly any aerial or tilt, making him quite threatening at most ranges. However, due to the precision needed for finishers, he plays optimally by keeping a good distance from opponents once they are at KO percentage in order to finish them as early as possible.
Corrin has been moderately nerfed as of 1.1.5, one patch after debut. The damage output on three aerials and Dragon Fang Shot was lowered, and the infamous Counter Surge has had its active frame length and damage reflection lowered. Both his ground and aerial mobility were slightly toned down, but largely to an inconsequential degree. Nonetheless, despite the nerfs, Corrin still has many tools in his arsenal that can be utilized to rack up damage, space opponents, and net KOs efficiently.
For a gallery of Corrin's hitboxes, see here.
In competitive play
Most historically significant players
See also: Category:Corrin professionals (SSB4)
Tier placement and history
Corrin was, along with Bayonetta, one of the only two characters to miss out on the first 4BR tier list, due to them being available two days after the tier list was released. Upon release, Corrin was deemed as a viable, if unusual, mold-breaking character, due to the extreme reach of his attacks granting him a strong neutral game. Corrin's release, however, was ultimately overlooked and overshadowed due to the simultaneous release of Bayonetta and her great status in competitive play, causing his standing among the cast to be debatable, moreso after the nerfs gained in update 1.1.5, most notably to Counter Surge. Despite this, a healthy amount of representation in tournament followed, namely from smashers like Cosmos, Earth and Ryuga, and their results were strong enough to rank at 18th on the second 4BR tier list.
In the current metagame, however, Corrin would be studied further, which would follow into several KO confirms and neutral game optimization that allowed Corrin's results to bloom much more. This burst of results were reflected on him rising on the third tier list, at 13th. However, after repeated appearances among the Top 8 of major tournaments from Cosmos (who also upset ZeRo at The Big House 7), opinions on Corrin have shifted to that of a top tier, rather than a high tier character. Regardless, Corrin remains on the 13th spot on the fourth and current tier list, still at the high tier.