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Corrin (SSB4)

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This article is about Corrin's appearance in Super Smash Bros. 4. For the character in other contexts, see Corrin.
For smasher info, see Kamui.
in Super Smash Bros. 4
Corrin as he appears in Super Smash Bros. 4.
Corrin as she appears in Super Smash Bros. 4.

Universe Fire Emblem
Other playable appearance in Ultimate

Availability Downloadable
Final Smash Torrential Roar
Tier B (13)
Corrin Chooses to Smash!
—Introduction Tagline

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, later reprising their roles in the English version of Fates. In the Japanese version, the male and female Corrin are voiced by Nobunaga Shimazaki and Satomi Satō, reprising their roles from the Japanese version of Fates.

Corrin is ranked 13th on the tier list, putting him at the top of the B tier. 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.

Update history[edit]

Corrin was moderately nerfed in update 1.1.5, one patch after his debut. Corrin's mobility was made slightly lower and his damage output on various moves is lower, giving him worse KO potential. Dragon Fang Shot was toned down, having lower damage, power and the projectile does not last for as long, and the infamous Counter Surge has had its active counter duration and counter damage multiplier lowered. This changes overall did not hurt significantly hurt Corrin, as his mobility nerfs were not substantial and the lower damage on his aerials in particular gave them greater combo potential. Corrin's range and frame data were mostly untouched, along with Dragon Lunge remaining unchanged, one of Corrin's most effective moves. Counter Surge was noticeably toned down but it still remained a powerful enough tool in Corrin's kit.

Nonetheless, despite the nerfs, Corrin's gameplan remains largely the same and equally as effective, making the nerfs rather minor overall. In addition, the more substantial nerfs to other characters in updates 1.1.5 and later 1.1.6 may have left Corrin in a better spot relative to the cast than during his initial release.

Super Smash Bros. 4 1.1.5

  • Nerf Corrin's walk speed (1.2 → 1.15), run speed (1.5 → 1.45), and air speed (1. → 0.97) have all been slightly reduced.
  • Nerf Corrin's maximum walk speed with heavy items is slightly lower (1.028 → 1.026).
  • Nerf Rolls have a shorter duration (frames 4-16 → 4-14) and more ending lag (FAF 30 → 31)
  • Nerf Neutral aerial deals less damage (8% (clean)/6.5% (late) → 7%/5.5%), hindering its KO potential.
    • Buff However, this also improves its combo potential.
  • Nerf Forward aerial deals less damage (8.5% → 7.5%), hindering its KO potential.
    • Buff However, this also improves its combo potential.
  • Nerf Up aerial deals less damage (10% → 9%) without full compensation on its knockback scaling (94 → 99), hindering its KO potential.
    • Buff However, this also improves its combo potential.
  • Nerf Dragon Fang Shot's fully charged projectile deals less damage (11% → 9%). This also means that the move's damage scales less as it charges.
  • Nerf Dragon Fang Shot's hitbox deals less damage (13% → 11%).
  • Nerf Dragon Fang Shot's projectile has a shorter duration (55 frames (uncharged)/53 frames (fully charged) → 47/45).
  • Nerf Counter Surge's counter has a shorter duration (frames 7-29 → 7-24).
  • Nerf Counter Surge has a lower damage multiplier during its clean hit (1.3x → 1.2x), hindering its KO potential.
  • Bug fix Counter Surge damage now scales properly when time is slowed down.
  • Bug fix Fixed a bug where enemies could not escape from Corrin's grab if it was performed near the edges of platforms.


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

  Name Damage Description
Neutral attack   3%/2% (sweetspot/sourspot) Stabs the opponent with a spear appendage, slashes them upwards with the Omega Yato, and performs a turning two-handed back stab forward to finish the combo. If the neutral infinite is initiated, Corrin transforms the free arm into a draconic mouth that repeatedly bites the opponent until finishing with a final bite. The standard combo deals decent damage and knockback that can KO at high percentages.
5%/3.3% (sweetspot/sourspot)
0.9% (loop) 3% (last)
Forward tilt   10.5% Swings the Omega Yato downwards with an outward swipe akin to the Mii Swordfighter's forward tilt. It has good range and speed for a forward tilt, while its low base knockback makes it good for starting air combos at low to medium percentages, and its high knockback growth makes it capable of KOing starting at higher percentages. However, it has some ending lag, which makes it easy to punish if shielded.
Up tilt   9% (clean), 6% (late) A twirling-turn upwards slash with the Omega Yato. Its low knockback and cooldown gives it great combo potential even at higher percents, especially against heavyweights.
Down tilt   7.5% Slashes with the Omega Yato across the ground, knocking opponents upwards. Relatively low knockback which sends opponents directly upwards, making it a viable combo starter, leading into an up tilt, up smash or aerials at lower percentages. Also somewhat vacuums in the opponent. It is also Corrin's fastest attack, with its hitbox being active on frame 4.
Dash attack   2% (1-5 hits), 3% (final hit) Spins forward in a corkscrew-like manner while holding the Omega Yato forward. Deals multiple hits. It can also combo into a jab at very low percents, or forward, neutral or up aerial at mid-percents, though it has relatively slow startup (frame 11), which when combined with its long duration makes it easy to punish. Based on his attack after triggering offensive skills like Luna or Lethality in Fire Emblem Fates.
Forward smash Dragon Fang Thrust (竜穿突) 0.5% (sword, 1-12 hits) 16% (tip), 15% (mid), 12% (close), 11% (closest) Extends the free arm into a spear with Dragon Fang and thrusts it forward. Tremendous reach, being the longest reaching non-projectile forward smash in the game while 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, KOing at 108%, although the rest of the attack is considerably weaker. Has a hitbox while charging, where Corrin holds Omega Yato in front of him as the chainsaw blades start to move to repeatedly damage opponents in range, and though this does not lead into the sweetspot, it can catch opponents for a fully charged blow. However, the Yato's hitbox is rather easy to Smash DI out, 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 him 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) 15% (tip), 13% (mid), 10% (side) Crouches and transforms both arms into Dragon Fangs, pointing them upward across himself in a bracing position to launch opponents. Has a sweetspot at the tip that KOs around 107%, but its range is poor and knockback is lacking on the sourspot. However, it has the lowest ending lag out of all smash attacks.
Down smash Yato Dragon Fang (夜刀竜穿) 11% (sword), 14% (leg, sweetspot) 9% (leg, sourspot) Corrin transforms one leg into a Dragon Fang, then launches opponents on both sides with the Omega Yato and Dragon Fang leg by stabbing behind and in front in a one-legged forward lean stance. Animation is similar to the Mii Brawler's down smash. The tip of Corrin's leg has a sweetspot that KOs at 110%. Moderate ending lag.
Neutral aerial   7% (clean), 5.5% (late) Slashes with the Omega Yato from above to behind him and uses Dragon Fang to slash in front of him with the transformed arm. Has only 13 frames of landing lag, low base knockback, a long-lasting hitbox with good startup (frames 6-19), and long range all around Corrin, which makes it good for starting air combos when used while air-to-ground transitioning. It can also KO at higher percentages due to its high knockback growth, though it deals low damage, has relatively high ending lag and cannot autocancel from a short hop.
Forward aerial   7.5% Slashes forward with the Omega Yato in an inward single-handed reaping slash, similar to Marth's, Roy's, and Lucina's forward aerials (only with Corrin’s legs being positioned differently). Interestingly, it launches at a fairly high angle, similar to Marth's tipped forward aerial in Melee (as well as Corrin's own forward tilt), it autocancels from a short hop, has a wide arching reach, and low ending lag, making it very viable for aerial combos.
Back aerial Dragon Fang Wings (竜穿翼) 11% (clean), 9% (late) Corrin sprouts dragon wings and uses them to attack behind him by flapping them. Can be used for recovering as it propels Corrin forward like R.O.B.'s back aerial. It also has good range and knockback, KOing at 114% near the edge when clean, but has the slowest startup out of all of Corrin's aerials as its hitbox is active starting on frame 13.
Up aerial   9% Slashes with the Omega Yato above him in a backwards flip, closely resembling the up aerials of all the other Fire Emblem characters (sans Ike). 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, zooming 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 almost impossible to cancel out of it and recover offstage. As a result, it works better when used for a sacrificial KO, or to quickly punish actions air-to-ground. If the move is used immediately after hitstun ends, Corrin will drop downwards significantly slower during the move, allowing it to hit up to 9 times if timed well. One of the most damaging aerial attacks in the game, dealing 19% should all hits connect.
Grab   Leans forward slightly and reaches out with the free hand.
Pummel   3% Hits the opponent with the Omega Yato's hilt. A moderately slow pummel.
Forward throw   5% (hit 1 close), 10% (hit 1 tip), 2% (throw) Transforms an arm and stabs the opponent with it, knocking them upwards away from him. Can combo into a Dragon Lunge at very low percents. Unusually, even though the scaling of this throw is very low, it possesses a tipper hitbox that can be used to hit unsuspecting fighters. If tippered, this throw is significantly more powerful, and is thus very deadly if at the edge.
Back throw   6.5% (hit 1 close), 12% (hit 1 tip), 2% (throw) Places the opponent behind him and stabs them upwards with the transformed arm, knocking them away. Similar to forward throw, though with slightly more damage and knockback, along with possessing a tipper hitbox just like forward throw, but due to the slight differences in damage and knockback, it's considered more powerful than the forward throw in both regards.
Up throw   6.5% (hit 1), 3% (throw) Lifts the opponent above him and assumes dragon form, headbutting them skyward and reverting back to human form. Corrin's strongest throw, it works well in unison with down throw for mindgames. Corrin’s strongest throw, KOing at around 160%.
Down throw Dragon-Form Kick (竜化蹴, Dragonization Kick) 6.5% (hit 1), 3% (throw) Throws the opponent to the ground and assumes dragon form, body-slamming them and reverting back to human form. Similar to up throw with high base knockback, making it nonviable for combos, despite one of the in-game tips stating such. However, it works well in unison with an up throw for mindgames, and can be used near the ledge as a way for DI mixups. Second strongest throw, being slightly weaker than the up throw. KOs at 164%.
Floor attack (front)   7% Swipes Omega Yato outward from front to back.
Floor attack (back)   7% Same as frontal floor attack.
Floor attack (trip)   5% Same as other floor attacks, with a slightly different animation.
Edge attack   7% Climbs up the ledge and swings the Omega Yato forward.
Neutral special Dragon Fang Shot 3%-11% (water), 10%-20% (arm) Corrin's left hand transforms into a dragon's mouth and fires a ball of water. The ball of water can temporarily paralyze opponents in addition to sending them back. After the projectile is fired, Corrin's dragon hand will bite before reverting to normal, hitting nearby opponents. The projectile can be charged to cause more damage and knockback and increased stun duration. The special button can also be pressed after firing to charge the bite; when fully charged, Corrin clamps down forcefully with the dragon mouth, causing very high damage and knockback. Because of the move's utility in the projectile, it is considered one of the secondary components of Corrin's neutral game.
Side special Dragon Lunge 15%/8%/7% (spear tip/mid/close) 12% (clean kick), 7% (late kick), 5% (turn around kick) When used on the ground, Corrin hops a short distance into the air. When used in the air, Corrin transforms an arm into a spear and strikes diagonally down. If it hits any terrain during the move, Corrin's arm will remain there, pinning any opponent caught in place. From there, it can be cancelled into either a kick to either side (which deals enough knockback to KO at 130%) or a jump. It can also be cancelled entirely, which can be useful for reading the opponent's floor recovery. The tip deals high knockback. This move is considered to be a vital part of Corrin's excellent neutral game, due to various reasons: it can be used to pin himself on the floor immediately after hopping, if used quickly enough, making it nigh-impossible to punish out of shield, even when powershielded. The spear also has long reach, making it a viable approach option in a neutral position. Meanwhile, the kick is hard to DI properly at both low and KO percents, while it can lead into combos at low percents, therefore being able to rack up large amounts of damage if the opponents' reactions are read well, and is also able to muscle through strong projectiles and cross-up the opponent, making it just as hard to punish as the spear. Lastly, turning around when not pinning an opponent makes Corrin unpunishable for using the move, and when an opponent is pinned, it leaves them on an unfavorable position where they cannot punish Corrin as well as letting him capitalize on the opponent's reaction. As a result, is is one of Corrin's most commonly used moves, as well as being considered one of the best side special moves in the game overall.
Up special Draconic Ascent 4% (hit 1), 1% (hits 2-5), 3% (hit 6) Corrin grows wings and leaps upwards. A multi-hit move that can be angled by approximately 45°, similarly to Roy's Blazer. It deals enough knockback to KO at 140%, and gives Corrin a fair amount of momentum when angled, but it covers a relatively short distance overall as a recovery move.
Down special Counter Surge 1.2× (minimum 10%, maximum 50%) Corrin uses a counter motion. When hit, Corrin turns into a dragon using Dragon Fang, and slams the ground. A surge of water then erupts from the ground on both sides of Corrin, launching opponents upwards. It is one of the strongest counterattack moves in the game, launching opponents at a very high angle, and has become infamous for KOing opponents at very low percents near the top blast line.
Final Smash Torrential Roar 7% (initial), 34% (whirlpool) Corrin performs a motion similar to Counter Surge. If the move hits any opponents, they are transported to a rocky mountain scene in a similar fashion to Captain Falcon's Blue Falcon. Corrin then transforms into a dragon and unleashes a whirlpool that traps all the fighters before launching them before going back to the standard stage.


Stats Weight Dash speed Walk speed Traction Air friction Air speed Air acceleration Gravity Falling speed Jumpsquat Jump Height Double jump Height
Value 98 1.8 – Initial dash
1.45 – Run
1.15 0.065 0.009 0.97 0.01 – Base
0.04 – Additional
0.092 1.65 – Base
6 33 - Base
16 - Short hop

Announcer call[edit]

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The editor who added this tag suggests: Needs announcer calls from other languages.
If you have a good audio file for this article, upload it here.

On-screen appearance[edit]

  • In dragon form, gently falls down to the ground with a pool of water appearing underneath him, and reverts to human form.


  • Up taunt: Puts his head down, then raises it back up in its dragon form saying "My path is clear!" (好きにはさせない!, You won't have your way!) Female Corrin says "Let's do this!" (行きますよ!, Here I come!) . Based on an animation before performing the Critical version of the Dragon Fang skill in Fire Emblem Fates.
  • Side taunt: Twirls the Omega Yato before getting back in idle stance saying "I've made my choice." (僕は選んだ!, I've chosen!) Female Corrin says "Your fate is clear." (折れたりしません!, I won't give in!) Based on their animation when activating a skill in Fire Emblem Fates.
  • Down taunt: Twirls the Omega Yato in the air and places it on its tip while saying "Are you ready?" (準備はいい?) Female Corrin says "You ready for this?" (準備はいいですか?, Are you prepared?) Based on Female Corrin's victory animation in Fire Emblem Fates.
Up taunt Side taunt Down taunt
Corrin's up taunt in Smash 4 Corrin's side taunt in Smash 4 Corrin's down taunt in Smash 4

Idle poses[edit]

  • Twirls the Omega Yato around in front of him.
  • Holds the sword behind him and poses.
CorrinIdlePose1SSB4.jpg CorrinIdlePose2SSB4.jpg

Crowd cheer[edit]

English Japanese
Description Corr-in! Ka-mu-i
Pitch Group chant Group chant

Victory poses[edit]

A small orchestral cover from the title theme of the first Fire Emblem game, which has since become the main theme of the series.
  • Twirls the Omega Yato in the air and plants it on its tip (similarly to his down taunt) saying "That went well." (上手くいったね.) Female Corrin says, "That was great." (上手くいきました., That went well.)
  • Transforms into dragon form.
  • Swings the Omega Yato and says "I win!" (勝負あったね., That's game.) Female Corrin says "Good!" (勝負ありました., That was game.). Based on the animation after a battle in Fire Emblem Fates. This pose also holds the distinction of the shortest time between the transition and when the announcer calls out their name.
Male MaleCorrinPose1WiiU.gif MaleCorrinPose2WiiU.gif MaleCorrinPose3WiiU.gif
Female FemaleCorrinPose1WiiU.gif FemaleCorrinPose2WiiU.gif FemaleCorrinPose3WiiU.gif

In competitive play[edit]

Tier placement and history[edit]

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 to be 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 by 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 he received in update 1.1.5, most notably to Counter Surge. Despite this, a healthy amount of representation in tournaments followed, namely from smashers like Cosmos, Earth and Ryuga, and their results were strong enough for Corrin to be ranked at 18th on the second 4BR tier list.

As the metagame progressed, however, Corrin would be studied further, which would follow into several KO confirms and neutral game optimizations that allowed Corrin's results to bloom much more. This burst of results was 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 final tier list, still at the high tier.

Most historically significant players[edit]

Any number following the Smasher name indicates placement on the PGR 100, which recognizes the official top 100 players in Super Smash Bros. 4 of all time.

See also: Category:Corrin players (SSB4)

Alternate costumes[edit]

Corrin Palette (SSB4).png
CorrinHeadSSB4-U.png CorrinHeadFemaleSSB4-U.png CorrinHeadRedSSB4-U.png CorrinHeadOrangeSSB4-U.png CorrinHeadBlueSSB4-U.png CorrinHeadPinkSSB4-U.png CorrinHeadGreenSSB4-U.png CorrinHeadBlackSSB4-U.png

Reveal trailer[edit]


3DS Classic Mode trophy
Wii U Classic Mode trophy
NTSC Corrin joins the battle from Fire Emblem Fates. Born in Hoshido but kidnapped by Nohr at a young age, Corrin was brought up by Nohrian royalty. Descended from the First Dragons, Corrin has the power to transform into a dragon. In Smash, Corrin can change parts of the body into lance-like hands and feet that have a long reach that deal more damage at the tips.
PAL Corrin from Fire Emblem Fates was born a Hoshido royal but kidnapped as a child and raised by the Nohr royal family. Descended from the First Dragons, Corrin has the power to transform into a dragon. In Smash this means lance-like hands and feet with a long reach whose tips deal the most damage. Use this reach to inflict high damage at a distance!
3DS: Fire Emblem Fates (2016)
3DS All-Star Mode trophy
Wii U alternate trophy
Corrin (Alt.)
NTSC Corrin's side special, Dragon Lunge, is no normal attack—skewer a surface with a lance-like arm, and it will suspend you in the air. Pin an enemy while doing this, and you can keep them in place and then follow up with a flying kick forward or back or just jump up. You can only thrust the lance once before landing.
PAL Corrin's side special Dragon Lunge is no normal attack - skewer a surface with a lance-like arm and it will suspend you in the air. Pin an enemy while doing this and you can keep them in place, then follow up with a flying kick forward or back, or just jump up. You can only thrust the lance once before landing.
3DS: Fire Emblem Fates (2016)
Torrential Roar trophy
Torrential Roar
Corrin blasts two columns of light on either side. If one hits an enemy, Corrin transforms into a fearsome dragon and unleashes a maelstrom that launches anyone unlucky enough to be caught. The light columns shoot straight up for a short moment, so using this move high up after knocking or throwing foes overhead is very effective!



  • Corrin is the newest character to be introduced as playable in Super Smash Bros. 4, with Fire Emblem Fates post-dating SSB4's release by nine months in Japan and sixteen months in North America.
    • Corrin almost didn't make it into Smash 4, as Sakurai had thought there were already too many Fire Emblem characters in the game. However, after the critical and commercial success of Fire Emblem Fates in Japan and in anticipation for the game's worldwide localization, the team convinced him that Corrin would be a unique addition to the roster, so Sakurai allowed him to be playable.[1]
  • Corrin is the only DLC newcomer that does not come packed with a stage, although downloading him on Super Smash Bros. for Wii U adds the original version and rearrangement of the song Lost In Thoughts All Alone from Fire Emblem Fates to the existing Fire Emblem stages Castle Siege and Coliseum. The remix is also added in Super Smash Bros. for Nintendo 3DS as a Smash Run track. Additionally, trophies of Ryoma and Xander are added to the 3DS version.
  • Corrin is the first DLC newcomer to not be a third party character, followed by Piranha Plant, Byleth, Min Min, Pyra, and Mythra, making him the only one in Smash 4.
  • Corrin is the only Fire Emblem character:
    • With a multi-hitting dash attack and multi-hitting stall-then-fall down aerial.
    • Who doesn't visibly use warp magic for their on-screen appearance.
    • Who has a different name for their counterattack in both English and Japanese, as well as the only counterattack that is written in kanji, and that does not involve direct usage of a weapon.
    • Whose special moves and Final Smash are all written in kanji in the Japanese version, as opposed to a few of the mentioned moves or ones instead written in katakana.
    • Who has a water move in their arsenal.
  • Corrin's idle pose is based on their idle pose during battle in Fire Emblem Fates, albeit in Super Smash Bros. 4 the Omega Yato is angled more downward and the right foot is slightly lifted. Humorously, this pose is kept when paralyzed.
  • Corrin is the only character in SSB4 with matching Alt. trophies in both the 3DS and Wii U versions of the game.
  • Corrin is one of the five characters who wears the same costume for their Alt. trophies in both the Wii U and 3DS versions, with the others being Robin, Bowser Jr., Cloud, and Bayonetta.
  • Corrin is one of the five characters to use different sound clips when using battering items, with the others being Roy, Ryu, Cloud, and Bayonetta, who also all happen to be DLC characters.
  • Corrin's alternate blast line KO clip of "How...can this...?" is a reference to Male Corrin’s quote when defeated by an enemy in Fire Emblem Fates. This is also the 2nd longest blast line KO clip in the game (behind Ganondorf's main KO clip), lasting roughly a full second after the KO. Corrin can respawn before the clip has finished playing. This is more noticeable with Female Corrin.
    • Female Corrin also has a unique voiceline for teching, as she lets out a very noticeable "No!" being the only character to do this.
  • Both male and female Corrin voices have clips for taking high knockback which go unused in normal gameplay due to an error in their scripts, leading to both Corrins being always silent when being launched a far distance. These clips can only be heard in the Sound Test, and this error was fixed in Ultimate.
  • Corrin is the only playable character who does not possess a single move that can jab lock under normal circumstances.
  • Corrin, Roy, Ryu, Cloud, and Bayonetta's voice clips are in much lower quality than the rest of the cast in Super Smash Bros. for Nintendo 3DS.