Corrin (SSBU)

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SSBU Icon.png
This article is about Corrin's appearance in Super Smash Bros. Ultimate. For the character in other contexts, see Corrin.
For smasher info, see Kamui.
in Super Smash Bros. Ultimate
Corrin SSBU.png
Universe Fire Emblem
Other Smash Bros. appearance in SSB4

Availability Unlockable
Final Smash Torrential Roar
Corrin was available as a downloadable fighter in the previous version of Super Smash Bros. This fighter uses all kinds of attacks, like Torrential Roar and Dragon Fang Shot. Players can choose male or female versions!
Super Smash Blog, Super Smash Bros. Ultimate Official Site

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, with male being the default. 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 respectively, albeit through recycled voice clips from Smash 4. Nobunaga Shimazaki and Satomi Satō also reprise their roles as the male and female Corrin in the Japanese version of the game, also with recycled voice clips from Smash 4.

How to unlock[edit]

Complete one of the following:

  • Play VS. matches, with Corrin being the 41st character to be unlocked.
  • Clear Classic Mode with Kirby or any character in his unlock tree, being the sixth character unlocked after Robin.
  • Have Corrin join the player's party in World of Light.

With the exception of the third method, Corrin must then be defeated on Coliseum.

Changes from Super Smash Bros. 4[edit]

Corrin has received a mix of buffs and nerfs in the transition to Ultimate, but was nerfed overall. Corrin's mobility has been improved, which helps with the more offensive style and faster movement of Ultimate. On top of this, down throw is a better KO option, and all aerials now have reduced landing lag to go along with the rest of the roster.

However, Corrin's nerfs seem to outweigh the buffs. Dragon Lunge has been significantly nerfed, as Corrin does not get as much range with the kick. The kick is drastically more punishable on the backwards kick as Corrin will not travel nearly as far. Corrin's grab is also slower, the stun time from Dragon Fang Shot has been significantly reduced, and Counter Surge has been weakened. Finally, Corrin's Dragon Ascent is very easy to outrange or beat out with moves that have decent range, so it is more susceptible to edgeguarding than it was in Smash 4. These changes have resulted in Corrin being a worse character than in SSB4. Corrin has achieved few notable results in Ultimate's early metagame due to Corrin's most successful mains in Smash 4, Cosmos, Ryuga, and Zackray, dropping the character, while other Corrin mains have failed to go far in tournaments. This make it uncertain about Corrin's true level of viability and how the character compares to Smash 4.



  • Buff Like all characters, Corrin's jumpsquat animation now takes three frames to complete (down from 6).
  • Buff Corrin dashes faster (1.45 → 1.595).
  • Buff Corrin walks faster (1.15 → 1.208).
  • Buff Corrin's air speed is higher (0.97 → 1.019).
  • Nerf Corrin's double jump covers less distance.

Ground Attacks[edit]

  • Neutral attack:
    • Change The third hit of neutral attack is now an outward slash rather than a stab.
      • Buff The individual hits of Corrin's infinite are much faster, and trap opponents more reliably.
  • Dash attack:
    • Nerf Dash attack has 1 frame more startup (10 → 11).
    • Buff Dash attack has less end lag. (FAF 56 → 50).
    • Buff Dash attack deals slightly more knockback.
  • Forward smash:
    • Change Forward smash now has a water hit effect.
  • Down smash:
    • Buff Down smash has less ending lag (FAF 54 → 49).

Aerial Attacks[edit]

  • Buff All aerials, except down aerial, have less landing lag (Neutral: frame 13 → 10, Forward: 14 → 8, Back: 14 → 13, Up: 15 → 9).
  • Forward aerial:
    • Nerf Forward aerial has more startup lag (6 → 8).
    • Change Forward aerial deals more knockback slightly weakening its combo potential but slightly improving its KO potential at very high percentage.
  • Back aerial:
    • Buff Back aerial pushes Corrin farther forward, which improves its safety and recovery potential.
  • Down aerial:
    • Buff Down aerial's landing hit deals more knockback.

Throws/other attacks[edit]

  • Nerf Standing grab has increased start-up lag and ending lag, and dash grab has increased ending lag.
  • Buff Corrin has a new pummel, a knee-kick. It is additionally faster than the previous pummel.
  • Nerf Pummel deals less damage.
  • Forward throw:
    • Nerf Forward throw has lower base knockback.
    • Nerf Forward throw launches at a higher angle, thus combined with universal knockback changes, it has lost its combo potential from a Dragon Lunge at low percents.

Special Moves[edit]

  • Dragon Fang Shot:
    • Buff The second shot of Dragon Fang Shot now gives knockback after the opponent was stunned.
    • Nerf Dragon Fang Shot has had its stun time significantly decreased.
    • Nerf Dragon Fang Shot has had its knockback angle decreased. Combined with the new knockback mechanics, this prevents follow-ups from back aerial, Dragon Lunge, and a fully charged Dragon Fang Bite.
  • Dragon Lunge:
    • Buff Dragon Lunge can now be canceled by pressing down on the control stick.[2]
    • Nerf The opponent can act out of Dragon Lunge if you attempt to cancel it.
    • Nerf The kick portion of Dragon Lunge has Corrin slant towards the ground during the kick itself, rather than after. This, combined with the slower speed of the kick, ends up reducing the distance that the kick travels, which reduces its utility, and makes it easier to punish.
    • Nerf Pinned Dragon Lunge will end automatically if left idle much faster than before.
    • Nerf Dragon Lunge now has less range due to Corrin's lower position when performing it.
    • Nerf After performing Dragon Lunge, Corrin cannot perform a full hop or an aerial attack.
    • Nerf It is extremely difficult or impossible to follow up out of Dragon Lunge in most situations.
  • Draconic Ascent:
    • Nerf Draconic Ascent halts at the end of the move instead of granting slight momentum, reducing its recovery potential.
    • Buff Draconic Ascent has had its knockback increased dramatically, increasing its KO potential at higher percents.
  • Counter Surge:
    • Buff Counter Surge is now active for more frames.
    • Buff All hitboxes of Counter Surge minimum damage increased (8% → 10%).
    • Nerf Counter Surge no longer covers from above, which gives it less vertical range and making it unsafe against opponents attacking from above.
    • Nerf Counter Surge deals less knockback while the late hitbox has less multiplier (1.3x → 1.2x) with knockback growth compensated weakening its KO potential, going from one of the strongest to the second strongest counterattack by base knockback in the game.
    • Nerf Counter Surge has more ending lag (FAF 64 → 67), reducing its already poor safety.
    • Nerf Counter Surge’s counterattack interrupts significantly later. This makes the move more punishable by incoming attacks, hinders its combo potential, and removes the infinite Counter Surge performed by two Corrins.

Update History[edit]

Super Smash Bros. Ultimate 2.0.0

  • Buff Neutral aerial auto-cancels earlier (frame 50 → 47), matching the move's interruptibility.
  • Buff Corrin can grab ledges faster after using forward aerial (62 frames → 60).
  • Buff Up aerial auto-cancels earlier (frame 40 → 37), matching the move's interruptibility and allowing it to auto-cancel out of a rising short hop.


Note: All numbers are listed as base damage, without the 1v1 multiplier.

  Name Damage Description
Neutral attack   2% (base)
2.5% (tip)
A stab with a spear arm, an inward slash with the Omega Yato held in a reverse grip, and an outward slash with the Omega Yato held properly. If the neutral infinite is initiated, Corrin then transforms the spear arm into a draconic mouth with Dragon Fang, which repeatedly bites the opponent. These bites are finished with a final strong bite.
0.5% (loop)
3% (finishing hit)
Forward tilt   10.5% A downwards outward swipe with the Omega Yato.
Up tilt   9% A twirling-turn upward slash with the Omega Yato.
Down tilt   7.5% Slashes across the ground with the Omega Yato. Relatively low knockback which sends opponents directly upwards, while also causing them to shift slightly towards Corrin, making it a viable combo starter. One of Corrin's fastest attacks.
Dash attack   2% (hits 1- 5), 3% (hit 6) Spins forward in a corkscrew-like manner while holding forward the Omega Yato. Based on the attack after triggering offensive skills like Luna or Lethality in Fire Emblem Fates.
Forward smash Dragon Fang Thrust 0.5% (Omega Yato loop), 11% (spear base), 12% (spear center), 15.2% (spear tip) Transforms the free arm into a spear with Dragon Fang and thrusts it forward. Amazing reach, being the second longest reaching non-projectile forward smash in the game (after Simon). 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, although the rest of the attack is considerably weaker. Has a hitbox while charging, where Corrin holds the Omega Yato in front of them as the chainsaw blades start to move to repeatedly damage opponents in range. 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 Corrin if close enough. Based on the second hit of the Dragon Fang skill in Fire Emblem Fates.
Up smash Vertical Dragon Fang Thrust 10% (base), 13% (middle), 15% (tip) Corrin crosses both arms, crouches, and transforms the arms into Dragon Fang spears, pointing them upward across themself in a bracing position to launch opponents. Has a sweetspot at the tip, but its range is poor and knockback is lacking on the sourspot.
Down smash Yato Dragon Fang 11% (Yato), 9% (lance, middle), 14% (lance, tip) Corrin transforms one leg into a Dragon Fang spear, then stabs in front and behind with the Omega Yato and the Dragon Fang spear, respectively, in a one-legged forward lean stance. Animation is similar to the Mii Brawler's down smash. The tip of Corrin's spear leg has a sweetspot that deals the most damage and knockback.
Neutral aerial   7% (clean), 5.5% (late) Slashes with the Omega Yato from above to behind, while simultaneously using a Dragon Fang spear to slash forwards. Unlike most moves, the Dragon Fang spear doesn't deal more damage at the tip.
Forward aerial   7.5% An inward single-handed reaping slash with the Omega Yato. Similar to Marth's, 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 9% (tip), 11% (wings) Corrin sprouts wings with the Dragon Fang, and attacks 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, but has the slowest startup out of all of Corrin's aerials.
Up aerial   9% Slashes in the air with the Omega Yato in a backwards flip, closely resembling the up aerials of all the other Fire Emblem characters (sans Ike, who doesn't backflip). 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 2% (loop), 3% (landing) Corrin's legs morph into spears with Dragon Fang, diving 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.
Grab   Leans forward slightly and reaches out with the free hand, which briefly enlarges.
Pummel   1.2% A knee strike.
Forward throw   5% (hit 1 close), 10% (hit 1 tip), 2% (throw) Transforms the free arm into a spear with Dragon Fang, and stabs the opponent with it, knocking them up and away. 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 backwards and stabs them upwards with the Dragon Fang spear-turned 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), 3% (throw) Lifts the opponent into the air and transforms into dragon form, then raises on its hind legs to launch opponents in the air via a headbutt during the transformation. Afterwards, Corrin reverts back into human form. The strongest out of all of Corrin’s throws.
Down throw Dragon-Form Kick 6.5% (hit), 3% (throw) Throws the opponent to the ground and transforms into dragon form, then roars in anger while proceeding to stomp down on the opponent and emitting a splash of water. Afterwards, Corrin reverts back into human form. 
Floor attack (front)   7% Slashes outward from front to back with the Omega Yato.
Floor attack (back)   7% Same as frontal floor attack.
Floor attack (trip)   5% Slashes outward with the Omega Yato, covering every possible side.
Edge attack   9% Climbs up the ledge and swings the Omega Yato forward.
Neutral special Dragon Fang Shot 4% (shot, uncharged)
11% (shot, fully charged)
10% (bite, uncharged)
20% (bite, fully charged)
Corrin transforms the left arm into a draconic mouth with Dragon Fang, and fires a ball of water. The ball of water briefly paralyzes opponents before launching them away. After the projectile is fired, Corrin's dragon arm will bite before reverting to normal, hitting nearby opponents.

Holding the special button will charge the projectile (causing more damage and knockback, along with increased stun duration), as well as the bite (when fully charged, Corrin clamps down forcefully with the dragon mouth, causing very high damage and knockback). The two attacks can be charged in different intervals from each other (i.e. an uncharged shot followed by a fully charged bite, or vice versa).

Side special Dragon Lunge 7% (lance, middle, ground), 8% (lance, middle, air), 15% (lance, tip)
12% (front/back kick, clean), 7% (front/back kick, late), 5% (back kick, turn)
When used on the ground, Corrin hops a short distance into the air; pressing the attack button during the hop will result in Corrin striking diagonally down with the Dragon Fang spear arm. When used in the air, however, Corrin instantly strikes with the Dragon Fang spear arm. If it hits any terrain during the move (be it the ground or a wall), 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 (either by pressing the attack button, or by a directional input to the left or right) or a jump (either by pressing the jump button, or by flicking the control stick upward).

It can also be cancelled entirely (by flicking the control stick down), which can be useful for reading the opponent's floor recovery. However, cancelling the move allows the opponent to act out of it immediately. Also, pinned opponents can escape by button-mashing. Like most of Corrin’s moves, the tip of the spear deals the most damage and knockback.

Up special Dragon Ascent 4.5% (hit 1), 1.2% (hits 2 - 5), 3% (hit 7) Corrin grows wings using the Dragon Fang and leaps upwards. Similar to Roy's Blazer, it hits multiple times, and can be angled by approximately 45°. Additionally, like Rosalina's Launch Star, it can be angled to go as high & vertically as possible by pushing backward immediately after activation.
Down special Counter Surge 1.2× multiplier Corrin’s head goes into dragon form while getting into a defensive stance. If attacked, Corrin transforms into a dragon using the Dragon Fang, and slams the ground. A surge of water then erupts from the ground on both sides of Corrin, launching opponents upwards; a unique counter with these distinctions.
Final Smash Torrential Roar 7% (light pillars, base), 2% (light pillars, tips), 34% (whirlpool) Corrin strikes with both hands, creating two large pillars of light. Anyone who gets hit will be transported to a rocky mountain area. Corrin then transforms into a dragon with the Dragon Fang, and unleashes a whirlpool that traps and launches all fighters before going back to the standard stage.

On-screen appearance[edit]

  • Falls gently onto the stage in dragon form, with a pool of water appearing underneath. Corrin then transforms into human form.


  • Up Taunt: Ducks down and puts it back up in dragon form while saying "My path is clear!" (好きにはさせない!, I won't let you have your way!) Female Corrin says "Let's do this!" (行きますよ!, Here I come!)
  • Side Taunt: Twirls the Omega Yato and says "I've made my choice." (僕は選んだ!, I've made my choice!) Female Corrin says "Your fate is clear." (折れたりしません!, I will not surrender!) Resembles Corrin's animation before a battle in Fire Emblem Fates.
  • Down Taunt: Twirls the Omega Yato in the air and places it on its tip, saying "Are you ready?" (準備はいい?, Are you ready?) Female Corrin says "You ready for this?" (準備はいいですか?, Are you ready?)

Idle poses[edit]

  • Twirls the Omega Yato around forward.
  • Poses with the Omega Yato positioned behind Corrin.

Victory poses[edit]

  • Swings the Omega Yato. Male Corrin says "I win!" (勝負あったね, That's game.), while female Corrin says "Good!" (勝負ありました, That was game.).
  • Twirls the Omega Yato overhead and places it on its tip, similar to Corrin's down taunt. Male Corrin says "That went well!" (上手くいったね, That went well.), while female Corrin says "That was great." (上手くいきました, That went well.). Resembles Corrin's animation after a battle in Fire Emblem Fates.
  • Corrin crosses both arms, then morphs into dragon form while emitting a flourish of water, roaring to the skies.
A flourished remix of a small excerpt of Lost in Thoughts All Alone from Fire Emblem Fates.

Classic Mode: Between White and Black[edit]

As the name suggests, Corrin's opponents are all in either white or black alternate costumes, referencing Corrin's struggle in choosing between Nohr and Hoshido.

Round Opponent Stage Music Notes
1 Dr. Mario Golden Plains Fever
2 Dark Samus Brinstar Depths Lockdown Battle Theme
3 Corrin, Daisy (white costume), and Palutena (white costume) Mario Galaxy Fated Battle Peach and Rosalina & Luma in black costumes are CPU allies.
4 Pit and Dark Pit Reset Bomb Forest Boss Fight 1 - Kid Icarus: Uprising Another Corrin is a CPU ally.
5 6 Mr. Game & Watches (3 white, 3 black) Great Cave Offensive (Ω form) CROWNED: Ver.2
6 Corrin, Lucina (black costume), and Robin Castle Siege Lost in Thoughts All Alone Marth and Chrom in white costumes are CPU allies.
Bonus Stage
Final Master Hand Final Destination Master Hand On intensity 7.0 and higher, Crazy Hand fights alongside Master Hand, and the track Master Hand / Crazy Hand plays during the battle.

Role in World of Light[edit]

Although neither gender of Corrin does not appear 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).


Corrin's Fighter Spirits can be obtained by completing Classic Mode. They are 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 Fighter Spirits, they cannot be used in Spirit Battles and are purely aesthetic. Each Fighter Spirit has an alternate version that replaces them with their artwork in Ultimate.

Alternate costumes[edit]

Corrin Palette (SSBU).png
CorrinHeadSSBU.png CorrinHeadFemaleSSBU.png CorrinHeadRedSSBU.png CorrinHeadOrangeSSBU.png CorrinHeadBlueSSBU.png CorrinHeadPinkSSBU.png CorrinHeadGreenSSBU.png CorrinHeadBlackSSBU.png


Character Showcase Video[edit]


  • Corrin is the only character who, in the mural for Classic Mode, is represented by one of their alternate costumes: the default female Corrin. This also makes Corrin the only character with a gendered alternate to be represented by the alternate costume.
    • Additionally, while most characters exclusively use their default costumes for promotional material, Corrin is the lone exception, as both genders receive near equal representation in promotional material, both advertisements and in-game (such as in the opening movie or rules images). These oddities are likely due to Corrin being advertised more often as female outside of Smash, such as in Fire Emblem Cipher, Fire Emblem Heroes, and most notably Fire Emblem Warriors.
  • Corrin is one of the few fighters whose Star KO spins forwards instead of away from the screen, similarly to how Star KOs acted in Smash 4. Corrin shares this trait with Cloud, Shulk, Incineroar and Inkling.
  • Corrin can be unlocked by clearing Classic Mode as Robin, likely referencing that they are both avatar characters in their respective Fire Emblem games.
  • While other characters with two selectable genders (Pokémon Trainer, Inkling, Wii Fit Trainer, Robin and the Mii Fighters) have two identical Announcer calls in the English Sound Test (presumably as placeholders for languages with gender-specific pronouns), Corrin is notably the only one who lacks this trait. This is likely due to actually having a name rather than a gender-neutral description in English.
    • While Robin technically has an official name, there are three different names between languages (Robin, Daraen, and Reflet), though, like Corrin, there is no gender separator.
  • While the default male Corrin is never used in any spirit battles, the default female Corrin is. This technically makes Corrin one of the three characters to use a default costume in spirit battles, the other two being Mr. Game & Watch and Bowser Jr., although unlike the other two, Corrin’s true default costume is never used.


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