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 Nobunaga Shimazaki's portrayals of male Corrin in English and Japanese and Marcella Lentz-Pope and Satomi Sato's portrayals of female Corrin in English and Japanese from Smash 4 were repurposed for Ultimate.
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. 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 dealing 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 slightly 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 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 at 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 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 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 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 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 percents with well-placed edge guards against some characters.
Another issue with Corrin is his below-average grab game, as the 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 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 Corrin's below average speed holds him back from becoming a top tier threat. Corrin's 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, 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 true viability is up for debate, Cosmos has notably played Corrin more since patch 8.0.0 was released. Speculation has received that Corrin one day might be part of a tournament after COVID, but Corrin currently has very few notable results in offline tournaments.
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 his moveset, as well as good combo and KO ability for a swordfighter, Corrin has been drastically nerfed during the initial release of Ultimate, although game updates would provide many noteworthy buffs for him. Overall, Corrin received a mix of buffs and nerfs during the transition from Smash 4 to Ultimate.
Corrin has received quite a few noteworthy buffs. Dragon Lunge can now be canceled manually by tapping down, granting him an extra option that improves the move's mix-up potential, and jumping has significantly less endlag, making it much safer. 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, and it inflicts much more shield stun, making it safer on shield. 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 his combos into Dragon Fang Shot's bite at KO thresholds. Finally, Dragon Ascent travels more vertical distance, significantly improving Corrin's recovery (though his momentum is now halted at the end of the move).
However, Corrin's buffs are counterbalanced by an noticeable amount of nerfs, the largest ones being those to his special moveset. Dragon Lunge, previously the character's most versatile move, has lost a large part of its safety, 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 his combo game and recovery.
Corrin's drawbacks in his transition to Ultimate, however, stem mainly from not only universal changes to the game's engine hindering him, but also his direct changes failing to account for him. The universal nerfs to grabs' frame data leave Corrin more open to punishment should he 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 he now has to rely more on his aerials since Dragon Lunge is less safe in the neutral game. It could be said that the transitional nerfs made Corrin less reliant on Dragon Lunge and thus more well rounded and fun to play both as and against. However, this doesn't counter the fact that Corrin was still nerfed in the transition.
Initially, Corrin's direct buffs and the improvements from the game's engine did not compensate for his nerfs. As a result, Corrin was originally considered to have 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. Early in Ultimate's metagame, Corrin's representation in competitive play was 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. However, game updates (most notably 4.0.0 and 8.0.0) have provided Corrin with significant buffs, improving his most severe weaknesses, such as his recovery, KO power and consistencies, which has led some players to re-evaluate Corrin as a high tier rather than a mid tier character. Due to online tournaments currently being more prominent however, Corrin’s true viability remains unknown, and it is currently unclear whether Corrin was overall buffed or nerfed compared to his Smash 4 iteration.
Throws and other attacks
Corrin has been buffed significantly via game updates. While update 2.0.0 merely improved his neutral and up aerials' auto-cancel windows, update 3.0.0 brought a number of more noticeable buffs. A few of Corrin's moves gained more consistent hitboxes, uncharged Dragon Fang Shot became slightly better at zoning, Dragon Lunge's stab ending lag was slightly decreased, and Dragon Ascent gained more invincibility frames alongside higher knockback. Update 4.0.0 provided one of Corrin's most important buffs by noticeably increasing Dragon Ascent's overall travel distance, which substantially improved his previously crippled recovery. In addition, Dragon Lunge's jump had its ending lag decreased by a fairly noticeable amount, while forward smash gained slightly higher knockback.
Following update 7.0.0's minor buffs to Corrin's shield and down throw, update 8.0.0 granted him a number of substantial buffs. Forward smash's tipper gained a shieldstun multiplier alongside an increased damage output, while its singular hitbox was split in two in order to improve its range. Back and up aerials had their damage outputs increased, which also improved their KO potentials. In comparison, forward aerial also had its damage output increased at the cost of lower knockback scaling, improving its combo potential. Lastly, Dragon Lunge was improved in a few ways: it has less ending lag when its thrust does not pin a surface and especially when Corrin jumps out of its pin, while its clean kicks have significantly higher knockback scaling, thus KOing earlier.
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 he 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 claiming that he was one of the worst characters in the game. Almost all players who played Corrin in Smash 4 have either dropped the character completely or relegated him to a rare counterpick. Despite occasional success from players such as Ke-ya, who has placed decently in Japan, and Cosmos, who notably reverse 3-0'd Dabuz at Glitch 8, Corrin had one of, if not, the worst representation in the game.
Corrin's reception, however, improved with the release of patch 8.0.0., where his KO power and Dragon Lunge were improved. Although Corrin has yet to see improvements in offline representation due to the COVID-19 pandemic, most players have more optimism towards the character, reassessing him as mid tier.
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.
See also:Category:Corrin professionals (SSBU)
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