Corrin (カムイ, Kamui) is a character and newcomer in Super Smash Bros. 4, and is the sixth downloadable character announced. 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 Japanese version, the male and female Corrins are voiced by Nobunaga Shimazaki and Satomi Satō, respectively. In the English version, the male and female Corrins are voiced by Cam Clarke and Marcella Lentz-Pope, respectively.
Corrin is currently ranked 18th in the tier list, putting him in the C tier. This makes him the highest-ranking Fire Emblem series character on the current tier list, and the second highest ranking low-high tier character. Corrin's best strength is his overall range, with his sword attacks having long/disjointed range, while his forward smash is notably the farthest-reaching of its kind. He also boasts relatively quick frame data, with many moves that come out on or before frame 10, and when given his range, it is relatively easy for him to land attacks. Corrin's combo game is also very effective due to being one of the only few characters whose all three tilt attacks have actual combo potential. His power is also respectable in its own right, with the tips on all of Corrin's smash attacks dealing very high knockback, while he also has a relatively capable damage racking game with his down aerial. Finally, Corrin has a unique approach move in Dragon Lunge, which allows him to stay in place, attack, or even trigger fakeouts.
However, Corrin is held back by a couple of notable flaws. One of his biggest problems is that, in vein to fellow Fire Emblem representative Marth, he often has trouble KO'ing at point blank range due to only the tips on his smash attacks having high knockback, and when given their low shield damage and high ending lag, he is easy to punish on shield. Another one of Corrin's flaws is his recovery; despite having one of the highest jumps and a recovery option in Dragon Ascent that is both fast and powerful, Corrin's recovery is only average at best (though it is extendable). Finally, Corrin's biggest flaw is his mobility, which is below average at best due to a slow dash and air speeds (though it is worth noting that Corrin also has a relatively high jump and fast walk speeds).
In the end, Corrin's strengths outweigh his flaws despite the nerfs brought about by the 1.1.5 patch. Though Corrin is relatively new to the competitive Smash 4 scene, he has a few high-level players such as Cosmos, Earth, and Ryuga representing him, thus bringing him great tournament results with good matchups.
As the only fighter in Smash Bros. that has 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 his disjointed weapon, quick startup to most of his moves, along with a standard single-direction recovery in Draconic Ascent and a counter in Counter Surge. His attributes reflect this, as his jump height is comparable with Marth's, his weight is slightly in the range between the latter and Ike, and his movement speed 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 his 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, evident in his smash attacks and Dragon Lunge, which gives his finishers immensely stronger knockback if positioned correctly. This makes several of his attacks very good poking tools at long distance, which further benefit from their 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 his back aerial, making him less likely to get KO'd offstage.
Like every Fire Emblem characters sans Robin, he 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. His 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 of his grounded, special, and aerial moveset (barring Dragon Ascent, which comes out on frame 18) coming out before frame 15, and a good number of his 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, he still has some flaws. One of the biggest issues is how he, similar to Marth, struggles when his opponent is at a close proximity to him. Since most of his moves are punishable at close range, Corrin is forced to retreat or go for a grab to place his opponent at an optimal distance. His 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. His smash attacks additionally suffer from noticeable ending lag, which hinder their 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 his grab is fast, his grab game is overall lacking, despite possessing a strong pummel, as it has poor reach and his throws all prevent followups due to unfavorable angles and high ending lag, with only his 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 help his 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 his series, while his 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 he 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 his finishers, he plays optimally by keeping a good distance from his opponent once they are at KO percentage in order to finish them as early as possible. Despite being relatively new to the metagame, his representation in tournaments is surprisingly solid, and he has several notable players to speak of, namely Cosmos, Earth, Ryuga, and ESAM.
Corrin has been moderately nerfed as of 1.1.5, one patch after his debut. The damage output on three of his aerials and Dragon Fang Shot was lowered, and his 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 he can utilize to rack up damage, space opponents, and net KOs efficiently.
In competitive play
Corrin's standing among the Smash 4 metagame has been a topic of hot debate since his release, given his status as an unusual, mold-breaking character. Corrin's release was ultimately overlooked and overshadowed due to the simultaneous release of Bayonetta, but the character was deemed to have potential when attention was finally turned his way, through his ease of KO'ing via Counter Surge alongside other setups. Corrin as a character was studied further, and a healthy amount of representation in tournament followed. Complaints soon arose about several of Corrin's moves, namely the aforementioned Counter Surge as well as Dragon Lunge. This resulted in a severe nerf not only to Counter Surge, but to Corrin's moveset across the board, in patch 1.1.5. This seemed to have little impact on Corrin's tournament representation and results, however; passionate Corrin players continued maining him, while others relegated him to a pocket pick.
In the current metagame, opinion on Corrin is divided, although it is generally agreed upon that the character does not belong in the lower tiers. In the eyes of top players, Corrin's strengths are very clear, but at the same time, so are his weaknesses. These weaknesses have been exploited enough by top players that they have played a large role in Corrin's slow but steady fall in the metagame. Nevertheless, Corrin still sees decent tournament representation, but not necessarily to the point of 1.1.4, which was his prime before he was nerfed.