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.
Cam Clarke and Marcella Lentz-Pope reprise their roles in the English version of Ultimate voicing male and female Corrin, albeit through recycled voice clips from Smash 4. Nobunaga Shimazaki and Satomi Sato also reprise their roles as the male and female Corrin in the Japanese version, also with recycled voice clips from Smash 4, respectively.
How to unlock
Complete one of the following:
With the exception of the third method, Corrin must then be defeated on Coliseum.
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.
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 not having combo or kill potential, has its 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. In addition, the move also has a close hitbox when the move is being charged, which can have its applications in shield pressure. Finally, his grab game, while being among the least useful aspects of his moveset, still has a degree of utility, as up throw can kill middleweights at 160% and above.
Corrin's air game is also 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 at 130% 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 at 105% 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, but its utility is fairly limited.
Corrin's special moves are quite 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 situational kill option, and can have its applications as a surprise move to B-reverse with. 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 lack of kill power and kill confirms; while his jabs and tilts are fast, forward tilt and gentleman jab are the only moves that have a somewhat decent degree of kill power, and even then, they only start killing at around 130% and 150% against middleweights near the edge respectively. Meanwhile, the moves that can kill earlier either require precise spacing and positioning (up smash and forward smash) or are committal and carry some degree of risk due to end lag (Dragon Lunge, and to some extent, Counter Surge). This lack of kill power not only translates to onstage interaction, but offstage as well, as his offstage edgeguarding leaves more to be desired; while neutral and forward aerial are good as combo starters, their vertical launch angles and weak knockback make them far less than ideal moves for securing stocks, with down aerial also having very limited edgeguarding utility due to it being a stall and fall move, meaning that using it offstage will result in a sacrificial KO at best and a self destruct at worst. This means that up aerial and back aerial are the only aerials Corrin can use to secure stocks offstage, both of which require good positioning, as he will either have to do a reverse aerial rush for using the back aerial or will have to position himself below the opponent for using the up aerial, which may not always result in closing the stock due to the vertical launch angle of up aerial.
Another one of Corrin's most notable flaws is his poor disadvantage and recovery. Due to Corrin's slow air speed and acceleration, he doesn't have many options for mixing up his momentum in the air with the exception of B-reversing. His disadvantage is made more problematic due to the fact that 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, 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 percents with well placed edgeguards. In addition to those flaws, his not so stellar mobility on the ground also makes him vulnerable to projectiles and camping.
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 and down throw is solely a high 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 such strengths are held back by Corrin's struggles to secure stocks onstage and offstage. On top of this, his grab game is lackluster and he is prone to juggles, edgeguarding, and camping due to his lack of reliable landing options, linear recovery, and overall below-average mobility on the ground and in the air. While not having extremely glaring flaws compared to other characters, his flaws are prominent enough that they eclipse his areas of strength, which can explain why players opt for other Fire Emblem characters such as Ike; although his flaws are more polarizing due to his very exploitable recovery and poor disadvantage, players feel that those flaws can be made up for with his stable combo game and kill confirms as well as his greater raw kill power and range. Corrin's issue is similar to characters such as Pit; while they don't have extremely polarizing flaws, they also don't really have that x-factor, that dominant area of strength that other characters have even if their flaws are more noticeable; such examples include characters like Ryu and Ken who are fairly popular picks due to their outstanding shield pressure, damage output, and kill confirms even if they are more vulnerable to camping and gimping. It is for such reasons that Corrin has had negative competitive reception and very few notable results in tournaments, with many tier lists now putting him on low and bottom tiers, some even considering Corrin to be among the worst characters in the game.
Changes from Super Smash Bros. 4
Previously considered to be a high-tier character in Smash 4 (13th out of 55 characters) as a result of a versatile special moveset that synergized well with the rest of their moveset, as well as good combo and KO ability for a swordfighter, Corrin has been heavily nerfed in their transition to Ultimate.
Corrin has received a few noteworthy buffs. Dragon Lunge can now be canceled manually by tapping down, granting them an extra option that improves the move's mix-up potential. Forward smash benefits from the ability to hold smash attacks longer, allowing the looping charge hits to last longer and further build damage or lead into shield breaks. Some of the universal changes, such as the increased mobility, faster jumpsquats, the ability to run cancel into any grounded move, and the reduced landing lag, improve Corrin's approach and combo utility. The changes to paralysis effects allow Dragon Fang Shot to stun opponents longer at high percents, as well as deal knockback to already paralyzed opponents (rather than only damaging them). This allows Corrin to keep their combos into Dragon Fang Shot's bite at KO thresholds. Finally, Dragon Ascent travels more vertical distance, improving Corrin's recovery (though their momentum is now halted at the end of the move).
However, Corrin's buffs are counterbalanced by an abundance of nerfs, the largest ones being those to their special moveset. Dragon Lunge, previously the character's most versatile move, has lost a large part of its utility, as its kicking part now covers less distance and suffers much more ending lag. Its ability to cross up opponents is also worsened with the game's changes to jostling. Dragon Fang Shot has increased lag, and the projectile follows up into the move's bite much less consistently, mainly because of its insufficient stun time. The infamous Counter Surge has lost its strong late hit, deals substantially less knockback, and has much more ending lag upon a successful counterattack. Forward smash has a much shorter active duration and a weaker sweetspot, and down smash's back hit is weaker. Corrin's double jump also covers less distance, worsening their combo game and recovery.
Corrin's drawbacks in their transition to Ultimate, however, stem mainly from not only universal changes to the game's engine hindering them, but also their direct changes failing to account for them. As air dodging can now be performed just once per airtime, Corrin is easier to edgeguard, despite their faster aerial mobility and Dragon Ascent's longer distance. The weakening of rage hinders Corrin's already subpar KO abilities, making it harder for Corrin to secure a stock if they are at a deficit themselves. The universal nerfs to grabs' frame data leave Corrin more open to punishment should they miss one. Finally, while Corrin somewhat benefits from the various improvements to mobility across the board, the changes to run canceling, shields, and landing lag now allow opponents to exploit Corrin's defenses with less issue. As a result, Corrin must approach more often, although their offensive game is now more difficult with the nerfs to Dragon Lunge, which was previously their most potent move in the neutral game.
Corrin's direct buffs and the improvements from the game's engine do not compensate for their nerfs, as both Corrin's potent punish options and neutral game are hampered by both direct nerfs and changes to the game's engine. Corrin has received a few notable buffs in-game updates, but none of them have addressed their most prominent setbacks. As a result, Corrin has gone from one of the best swordfighters in Smash 4 to one of the weakest, making him one of the most nerfed characters in the transition to Ultimate. Even still, their representation in competitive play is extremely limited, as almost every top-level Corrin player (such as Ryuga and Zackray) dropped the character in favor of others. Additionally, the very few players who still main the character, like Ke-ya, have failed to place notable enough in major tournaments with the character. Consequently, though the general consensus is that Corrin is significantly worse in Ultimate than in Smash 4, due to their lack of representation and results, Corrin's true viability remains unknown.
Throws and other attacks
Corrin has been buffed via game updates. His damage output and KO power have been improved. Forward smash's charging loop hits connect better and its spear hitbox has increased knockback, improving its consistency and power. Dragon Lunge's stab and jump have less ending lag, which makes both options safer. Most notably, Dragon Ascent has 3 more invincibility frames, connects more consistently (the last of which has more knockback), and travels farther, which substantially improves Corrin's previously crippled recovery.
For a gallery of Corrin's hitboxes, see here.
Note: All numbers are listed as base damage, without the 1v1 multiplier.
In competitive play
Corrin was initially seen as a solid mid-tier character from the beginning of the metagame: while his nerfs were perceived as noticeable, players believed they could still have potential akin to Smash 4 with moves such as back aerial and Dragon Lunge still being strong enough to mitigate their nerfs. However, it soon became clear that their changes were insufficient to adhere to Ultimate's faster engine. Many top professionals consider Corrin a low-tier character, with some voting them among the worst characters in the game. Almost all players who played Corrin in Smash 4 have either dropped the character completely or relegated them to a rare counterpick. Still, Ke-ya performs well with Corrin in Japan, and Cosmos has notably reverse 3-0'd Dabuz at Glitch 8 with the charcter.
Any number following the Smasher name indicates placement on the Fall 2019 PGRU, which recognizes the official top 50 players in the world in Super Smash Bros. Ultimate from July 13th, 2019 to December 15th, 2019.
Classic Mode: Between White and Black
Credits roll after completing Classic Mode. Completing it as Corrin has Lost in Thoughts All Alone (JP) accompany the credits.
Role in World of Light
Although neither gender of Corrin appears in the World of Light opening cutscene, they were vaporized and later imprisoned alongside the rest of the fighters (sans Kirby) when Galeem unleashed his beams of light.
Male Corrin was one of the many fighters that fell under Dharkon's control upon Galeem's first defeat. He is on a platform made of clouds in the Mysterious Dimension sub-area, guarded by the spirit of Azura (whose spirit battle ironically is against the default Female Corrin).
Male Corrin's Fighter Spirit can be obtained by completing Classic Mode. It is also available periodically for purchase in the shop for 500 coins. Unlocking Corrin in World of Light allows the player to preview the first spirit below in the Spirit List under the name "???". As a Fighter Spirit, it cannot be used in Spirit Battles and is purely aesthetic. Female Corrin also has a Fighter Spirit of her own, available through the shop. Each Fighter Spirit has an alternate version that replaces them with their artwork in Ultimate.
In Spirit battles
As the main opponent
As a minion
Character Showcase Video