Corrin (SSBU)

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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.
Corrin
in Super Smash Bros. Ultimate

Corrin SSBU.png

Corrin-Alt1 SSBU.png


FireEmblemSymbol.svg
Universe Fire Emblem
Other Smash Bros. appearance in SSB4


Availability Unlockable
Final Smash Torrential Roar
CorrinHeadSSBU.png
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. 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[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 6th 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 was previously considered to be high-tier in Smash 4 (13th out of 55 characters) as a result of various factors, including a varied and incredibly versatile special moveset that synergized well with the rest of their toolkit, as well as good combo ability for a swordfighter, and excellent range and KO power throughout their moveset. While they had received nerfs in-game updates, Corrin was still considered a viable character, and the highest-ranked high tier. Most likely as a result of this, Corrin has been significantly nerfed overall in their transition to Ultimate.

Corrin has received a few noteworthy buffs. One of the most notable is to Dragon Lunge, as it can now be canceled manually, granting Corrin an extra option that further improves the move's mix-up potential. Forward smash benefits from the ability to hold smash attacks for longer, allowing it to increase the duration of the looping charge hits and deal higher damage with them, which can lead into the sourspots KOing afterward, or 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, grant Corrin less trouble at approaching and far more combo opportunities, by virtue of possessing a myriad of attacks that launch opponents vertically and can cover wide areas (up tilt, down tilt, and all aerial attacks except back and down aerial). The changes to the paralysis effect allow Dragon Fang Shot to paralyze for slightly longer at high enough percents, and to deal knockback to already paralyzed opponents (rather than only damage), allowing Corrin to keep their KO confirms into Dragon Fang Shot's bite at higher percentages.

However, Corrin's buffs are outweighed by a significant amount of nerfs, the largest ones being those to their special moveset. Dragon Lunge, previously the most versatile and infamous move in Corrin's kit, has lost a large part of its utility, as both kicks cover less distance and have received a sizable amount of ending lag that leaves them much easier to punish if missed; this is exacerbated by the changes to jostling, which prevent the move from going through shielding opponents as easily, especially if they're heavier than Corrin, therefore now leaving them vulnerable in front of the opponent. Dragon Fang Shot has slightly increased lag and has received various changes that, despite keeping its paralysis time at higher percentages or when fully charged, cause it to paralyze opponents for a much shorter time at lower percentages, especially if not fully charged, significantly worsening its follow-up potential into the bite. Counter Surge has lost its stronger late hit, deals considerably less knockback, and has much more ending lag upon a successful counterattack. Finally, Dragon Ascent has received a mix of buffs and nerfs; it travels more distance, which improves Corrin's vertical recovery, but no longer offers momentum at the end of the move, hindering their horizontal recovery. As for their standard moveset, forward smash, formerly the longest-ranged non-projectile move of its kind, has a much shorter hitbox duration and a weaker sweetspot, and down smash's knockback on the back hit is much lower, reducing their KO ability. Corrin's double jump also covers less distance, worsening their combo game and recovery.

Most of the indirect changes from the game's engine have also hindered Corrin. The changes to air dodging make Corrin easier to edgeguard, despite their faster aerial mobility and Dragon Ascent's longer distance. The weakening of rage makes their most powerful moves, such as sweetspotted forward smash, back aerial, Dragon Fang Shot's bite, and Dragon Lunge's kick, weaker at high percentages, making it harder for them to end a stock. The universal nerfs of grabs leave Corrin more punishable should they whiff a grab, as they have less range and more ending lag, causing them to be more easily kept at bay by shielding opponents, despite forward smash's newfound shield breaking potential. Lastly, while Corrin somewhat benefits from the various changes to mobility, the changes to run canceling, and the reduced landing lag, said changes now allow opponents to break through Corrin's defense without less issue. Combined with their overall worsened moveset, this now forces Corrin to approach more, which is risky since their main tool in the neutral game, Dragon Lunge, is drastically more commital, and not very rewarding due to their most potent punish options being all toned down.

Overall, Corrin's direct buffs and the improvements from the game's engine do not compensate at all for their more impactful nerfs, as both Corrin's potent punish options and neutral game are all significantly worse, and the universal changes make their defensive playstyle fare much worse. Corrin has received a few notable buffs in-game updates, but so far, they've failed to alleviate their significant nerfs. This has resulted in Corrin thriving significantly worse in Ultimate than in Smash 4, similarly to its other DLC newcomers, and has gone from one of the best swordfighters in the game to arguably the weakest. Corrin's playerbase in competitive play has quickly dwindled within the first few months, as almost every top level Corrin player (most notably Cosmos, Ryuga, and Zackray) have dropped the character entirely in favor of Inkling, Ike and Wolf respectively, causing their tournament representation to be one of the worst out of the entire cast, to the point where even characters like Bowser Jr. and King K. Rool have better tournament representation; additionally, the very few players who still main the character, like Ke-ya, who is inactive at the moment, have failed to place notable enough in major tournaments with the character. Due to their lack of representation and results, Corrin's true viability remains unknown, though the general consensus is that they are significantly worse in Ultimate than in Smash 4.

Aesthetics[edit]

Attributes[edit]

  • Buff Like all characters, Corrin's jumpsquat animation now takes 3 frames to complete (down from 6).
  • Buff Corrin runs faster (1.45 → 1.595).
  • Buff Corrin walks faster (1.15 → 1.208).
  • Buff Corrin's air speed is higher (0.97 → 1.019).
  • Buff Corrin's traction is significantly higher (0.065 → 0.129).
  • Nerf Corrin's double jump covers less distance.
  • Buff Forward roll grants more intangibility (frames 4-14 → 4-15) and has less ending lag (FAF 31 → 30).
  • Nerf Back roll has more startup (frame 4 → 5) and ending lag (FAF 31 → 35).
  • Buff Back roll grants more intangibility (frames 4-14 → 5-16).
  • Buff Spot dodge has less ending lag (FAF 27 → 26).
  • Buff Air dodge grants more intangibility (frames 3-27 → 3-29).
  • Nerf Air dodge has more ending lag (FAF 34 → 50).

Ground attacks[edit]

  • Neutral attack:
    • Nerf All hits except the second and the neutral infinite's finisher deal less damage (hit 1 tip: 3% → 2.5%, hit 3: 3.3%/5% → 3%/4%, infinite: 0.9% → 0.5%), with knockback scaling only partly compensated on the third hit's sweetspot (140 → 150), reducing its KO potential.
    • Buff The first hit transitions into the second hit faster (frame 11 → 9), which transitions into the neutral infinite faster (frame 9 → 8).
    • Buff The first and second hits have altered angles (hit 1: 160°/92°/110° → 361°/180°, hit 2: 64°/79°/90° → 361°) to keep opponents close to Corrin, and inflict 2 additional frames of hitstun, allowing them to connect better and jab lock.
    • Buff The first and second hits have slightly larger hitboxes overall (hit 1: 3.8u/3.8u/1.8u/1.5u → 4.5u/3.8u/1.8u/1.8u, hit 2: 3.5u (all) → 4u/3.5u/3.2u).
    • Nerf The first, second and third hits have a higher hitlag multiplier (1x/1.4x → 1.5x/1.6x (hit 1), 1x → 1.2x (hit 2), 1x/1.4x → 1.8x/2x (hit 3)), giving opponents more time to SDI the first two and DI the last one.
    • Nerf The first hit no longer deals set knockback (35/20/30 set/100 scaling → 25/20 base/25/20 scaling), causing it to connect less reliably at much higher percents, and removing their jab cancel setups.
    • Nerf The third hit of neutral attack has a new animation: it is now an outward slash, rather than a stab. This new animation's hitboxes have one frame shorter duration (frames 6-8 → 6-7).
    • Buff The new third hit has less ending lag (FAF 36 → 31).
    • Nerf The new third hit has smaller hitboxes (5.7u/4.2u → 5u/4.2u).
    • Buff The new third hit's sourspot extends further inwards and overlaps less with the sweetspot (Z-offset/stretch: 13/11.5 → 11.5/11). This makes the sweetspot easier to land.
    • Buff The neutral infinite has a shorter gap between hits (5 frames → 4), lower hitlag (1x → 0.5x) and SDI (1x → 0.6x) multipliers, and deals less knockback (8 base/40 scaling → 10/20) while inflicting 2 additional frames of hitstun per hit. This allows it to connect more reliably and makes it much harder to escape.
    • Nerf One of the neutral infinite's hitboxes that lifted opponents off the ground has been removed. Since its hitbox was larger than the attack's other remaining hitbox, this gives the attack slightly less vertical range.
      • Buff However, the previous neutral infinite's hitbox is now extended and is positioned differently (Y/Z-offset: 8.5/8 → 7/16, Y/Z-stretch: 0.0/0.0 → 7/10). Since this hitbox keeps opponents on the ground, this makes the infinite harder to escape.
    • Nerf The neutral infinite's finisher has an additional hitbox (size: 5.5u, Y/Z-offset: 7.5/19.5). However, the move's other hitboxes are smaller (6u/8u → 4.5u/5.5u) and are positioned differently (ID 0: 8.5 Y-offset/10 Z-offset → 7.5/11.5, ID 1: 8.5 Y-offset/18 Z-offset → 7.5/15.5). While these changes keep its horizontal range mostly intact, they reduce its vertical range and create a blindspot right in front of Corrin.
    • Nerf The neutral infinite's finisher deals less knockback (52 base/150 scaling → 85/90), reducing its KO potential.
    • Buff The neutral infinite's finisher launches at a lower angle (50° → 40°), no longer being the same as the third hit's. Combined with its increased base knockback, this makes it much safer on hit.
  • Forward tilt:
    • Nerf The move has a shorter hitbox duration (frames 8-10 → 8-9).
    • Buff The move launches at a noticeably lower angle, more akin to other forward tilts (70° → 45°). This overall improves its KO power from center stage and especially near edges, making it much more consistent and no longer as vulnerable to LSI.
      • Nerf However, it removes its situational juggling potential and hinders its KO power from across the stage.
  • Dash attack:
    • Nerf The move has one frame slower startup (frame 11 → 12).
    • Buff The move has less ending lag (FAF 56 → 50).
    • Buff The move has altered hitbox timings with shorter gaps between hits (frames 11, 14, 17, 20, 23, 26 → 12, 14, 16, 18, 20, 23). The looping hits launch at a minimally lower angle (15° → 14°), have a lower hitlag multiplier (1× → 0.5x), and their innermost hitboxes have increased set knockback (55/12 → 65/25). This allows it to connect more reliably and makes it harder to escape.
  • Forward smash:
    • Buff The ability to hold smash attack charges for two additional seconds allows its looping hits' duration to be extended, letting it deal more damage and potentially break shields.
    • Buff The looping charge hits inflict 3 additional frames of hitstun, connecting better as a result.
    • Change Forward smash reaches its maximum range on the first active frame, and its hitboxes no longer change with timing (12%/11% (early), 12%/11%/15.2% (clean), 12%/11%/16.5% (late) → 12%/11%/15.2% (all)).
      • Buff This allows it to hit from farther distances earlier, and causes the early tip sweetspot to come out faster.
      • Nerf However, this removes the late tip sweetspot, and shortens the move's hitbox duration (frames 17-22 → 17-18).
    • Buff The move has increased knockback (base and middle: 35 base/99 scaling → 40/103, tip: 35 base/105 scaling → 45/107). This improves the sourspots' KO power, and compensates for the tip's lower damage while making the move safer at low percentages.
    • Nerf The move has drastically smaller hitboxes (3.5u/3u/2.2u → 2u/1.7u/1.1u).
    • Change The middle and tip have higher hitlag multipliers (middle: 0.8x → 1x, tip: 1x → 1.5x).
    • Change The move has gained a water effect on hit.
  • Up smash:
    • Buff The move has a longer hitbox duration (frames 13-15 → 13-17).
    • Buff The tip has increased knockback scaling (86 → 91) and more vertical range (Y-stretch: 26-27 → 26-30), improving its KO potential and making it much easier to land.
  • Down smash:
    • Buff The move has less ending lag (FAF 54 → 49).
    • Nerf The back hit's tip sweetspot has lower knockback scaling (95 → 85).

Aerial attacks[edit]

  • Buff All aerials except down aerial have less landing lag (13 frames → 10 (neutral), 14 → 8 (forward), 14 → 13 (back), 15 → 9 (up)).
  • Neutral aerial:
  • Forward aerial:
    • Nerf The move has more startup lag (frame 7 → 9).
      • Buff However, its total duration remains unchanged, giving it slightly more combo potential into attacks other than itself in the air.
  • Up aerial:
    • Buff The move auto-cancels earlier (frame 40 → 37), allowing it to auto-cancel in a short hop.
  • Down aerial:
    • Buff The move's looping hits have a lower hitlag multiplier (1x → 0.8x) and use weight-independent knockback, allowing them to connect more reliably.
    • Nerf Due to universal changes made to stall-then-fall down aerials, the move can no longer fully connect against targets at certain height, worsening its damage output.
    • Change The move no longer halts Corrin's downward momentum when used out of hitstun after timing it a double jump.

Throws and other attacks[edit]

  • Grabs:
    • Nerf All grabs have more ending lag (FAF 31 → 37 (standing), 38 → 45 (dash), 36 → 40 (pivot)).
    • Nerf Dash and pivot grab have more startup (frame 8 → 10 (dash), 9 → 11 (pivot)).
    • Nerf All grabs have slightly shorter range (standing: 4-8.9 Z-stretch → 4-8.7, dash: 4-10.7 Z-stretch → 4-10.3, pivot: 4-14.9 Z-stretch → 4-14.6).
  • Pummel:
    • Change Corrin has a new pummel, a knee strike.
      • Nerf It deals much less damage (3% → 1.3%).
      • Buff However, it has significantly faster startup (frame 16 → 1), deals more hitlag (5 frames → 14) and has reduced ending lag (FAF 24 → 7), shortening its duration and increasing the number of times Corrin can pummel the opponent before throwing them or before they break out.
  • Forward throw:
    • Nerf Forward throw hits and releases the opponent slower (frame 10, 11 → 14, 15), making it easier to DI.
      • Buff However, its total duration remains unchanged, reducing its ending lag.
    • Nerf The tipper has lower knockback scaling (120 → 110), reducing its KO ability against bystanders.
  • Change Corrin's back, up and down throws release the opponent one frame faster (frame 14 → 13 (back, up), frame 28 → 27 (down)). However, their total durations remain unchanged, giving them one frame more ending lag.
  • Back throw:
    • Nerf Back throw's tipper has lower knockback scaling (110 → 100), reducing its KO ability against bystanders.
  • Edge attack:
    • Buff Edge attack deals more damage (7% → 9%).

Special moves[edit]

  • Dragon Fang Shot:
    • Buff Due to the altered paralysis mechanics, Dragon Fang Shot can deal knockback to offstage opponents that have been already paralyzed, improving its edgeguarding ability, and can paralyze opponents for longer at higher percents.
    • Buff A fully charged shot has less base knockback (50 → 40), but more knockback scaling (80 → 90), improving its KO potential.
    • Buff A fully charged bite has more base knockback (10 → 28), allowing it to KO even earlier.
    • Nerf Uncharged Dragon Fang Shot has more startup (frame 15 → 17), with its total duration increased as well (FAF 60 → 62).
    • Nerf A non-fully charged shot deals slightly less knockback overall (30/50 base/80 scaling → 20/30/90), and the shot has a much lower hitlag multiplier at all levels of charge (1.3x → 0.3x (uncharged), 0.5x (charged)), paralyzing opponents for a considerably shorter time as a result. This makes it much harder to follow up on, even into the subsequent bite attack.
      • Nerf This is further hindered by the new knockback physics, as opponents are launched faster and experience less hitstun at higher percents.
  • Dragon Lunge:
    • Buff Dragon Lunge's pin can now be manually canceled by pressing down on the control stick. This allows for mix-ups, by allowing pinned opponents to escape faster but setting them up for a tech-chase, and also leaves Corrin less vulnerable if the move misses.
      • Buff Manually canceling the pin also incurs less ending lag (FAF 15 → 13).
    • Buff The jump grants more intangibility (frames 2-5 → 2-7) and has less ending lag (FAF 44 → 40).
    • Nerf The kick portion has Corrin slant towards the ground during the kick itself, rather than after. This ends up reducing the distance the kick travels, worsening its utility.
    • Nerf Both kicks have drastically more ending lag (FAF 46 → 57 (forward), 46 → 61 (back)).
    • Nerf The changes to jostle mechanics significantly hinder the safety of the kicks, especially combined with the aforementioned changes, as Corrin can no longer go through shielding opponents, especially if the opponent is heavier, making the kicks much easier to punish.
    • Nerf The early hit of the back kick deals less knockback (70 base/110 scaling → 63/100), making it less safe on hit.
    • Nerf Pin canceling now incurs 19 frames of landing lag.
  • Dragon Ascent:
    • Change The move is now called Dragon Ascent across all English versions of the game, rather than Draconic Ascent in the NTSC version.
    • Buff The move grants more intangibility (frames 10-17 → 7-17).
    • Buff The last hit has increased knockback scaling (155 → 170).
    • Change The move travels more distance, but halts at the end of the move instead of granting slight horizontal momentum. Overall, this improves Corrin's vertical recovery, but at the cost of having no extra momentum for horizontal recovery.
    • Change It deals seven hits, down from eight, but the second to sixth hits deal more damage (1% → 1.2%), leaving the total unchanged.
  • Counter Surge:
    • Buff Counter Surge has a longer counterattack window (frames 7-24 → 7-26). However, with a window of just 20 frames, it is still one of the shortest counter windows in the game.
    • Nerf Counter Surge deals less knockback (clean: 90 base/74 scaling → 87/68, late: 90/68 → 85/66). Additionally, the late hit no longer has a higher damage multiplier, instead being consistent throughout (1.2x/1.3x → 1.2x). As a result, it is no longer the strongest counterattack in the game without knockback modifications.
    • Nerf It has more ending lag both when missed (FAF 64 → 67) and upon a successful counterattack (FAF 50 → 67), most significantly in the latter case. This removes its combo potential, hinders the effectiveness of consecutive counters (additionally removing the infinite Counter Surge performed by two Corrins), and causes Corrin to no longer be intangible for the entire duration of a counterattack.
    • Nerf It has a higher hitlag multiplier (1x → 1.2x), making it easier to DI and SDI.

Update history[edit]

Corrin has been buffed via game updates. Forward smash's charging loop hits connect better and its spear hitbox has increased knockback, improving its reliability. Dragon Ascent has 3 more invincibility frames, its hits connect better (the last of which has more knockback), and it travels farther both vertically and horizontally. Altogether, these buffs make it a better attack and recovery move in general. Dragon Lunge's stab and jump have less ending lag, which makes both options safer.

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 edges earlier after using forward aerial (62 frames → 60).
  • Buff Up aerial auto-cancels earlier (frame 40 → 37), matching the move's interruptibility and enabling it to auto-cancel with a rising short hop.

Super Smash Bros. Ultimate 3.0.0

  • Buff Forward smash's looping hits connect more reliably into its spear hitbox.
  • Buff Up smash has a longer hitbox duration (frames 13-15 → 13-17).
  • Buff Up smash's sweetspot has more range.
  • Buff Down aerial's looping hits connect more reliably against lightweight characters.
  • Buff Uncharged Dragon Fang Shot travels farther (61 frames → 71).
  • Buff Dragon Lunge's stab has less ending lag (FAF 15 → 13).
  • Buff Dragon Ascent has more invincibility frames (frames 10-17 → 7-17).
  • Buff Dragon Ascent's hits connect more reliably and its final hit has more knockback.

Super Smash Bros. Ultimate 3.1.0

  • Bug fix The universal changes to intangibility before beginning countdown no longer results in Corrin being stuck in Feral Dragon form.

Super Smash Bros. Ultimate 4.0.0

  • Buff Forward smash has more base knockback (35 (all) → 40 (base, middle)/45 (tip)).
  • Change Down aerial no longer has its downward movement disabled when used out of hitstun.
  • Buff Dragon Lunge's jump has less ending lag (FAF 46 → 40).
  • Buff Dragon Ascent travels farther vertically and horizontally.

Moveset[edit]

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

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.
2%
3% (base), 4% (tip)
0.5% (loop), 3% (finisher)
Forward tilt   10.5% A downwards outward swipe with the Omega Yato.
Up tilt   9% (clean, late sword), 6% (late body) 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 up and 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% (charging 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. It possesses immense reach, being the third longest reaching non-projectile forward smash in the game, only behind Simon and Richter's. 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 SDI out of, 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% (sides), 13% (base), 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% (sword), 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 in Corrin's other moves, the Dragon Fang spear doesn't deal more damage at the tip. It hits all around Corrin, has low landing lag, and launches opponents at a high angle, allowing it to function as a reliable combo starter at a wide range of percents.
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. It launches at a fairly high angle, 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 11% (clean), 9% (late) 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 difficult to recover offstage after using it. 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   1.3% A knee strike.
Forward throw   5% (hit 1, base), 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 hit bystanders. If tippered, this throw is significantly more powerful, and is thus very deadly if at the edge.
Back throw   6.5% (hit 1, base), 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 1), 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 1), 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 paralysis 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 followed up with either a kick to either side, by pressing the attack button or tilting the control stick horizontally; or a jump by pressing the jump button or tilting the control stick upward. It can also be canceled entirely by tilting the control stick down, or automatically after pinning a surface for two seconds, which can be useful for reading the opponent's floor recovery. However, canceling the move allows the opponent to act out of it immediately. Pinned opponents can also escape by button mashing if Corrin does not choose an action soon enough. 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 2-6), 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 and vertically as possible by pushing backward immediately after activation (though not too early in order to not accidentally reverse the move instead).
Down special Counter Surge 1.2× (minimum 10%) 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.

Taunts[edit]

  • Up Taunt: Ducks down, stands back up, and poses in dragon form. Male Corrin says "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. Male Corrin 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. Male Corrin says "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]

  • Left: 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.).
  • Up: 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.
  • Right: 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.

In competitive play[edit]

Notable players[edit]

Inactive[edit]

  • Japan Ke-ya - Co-mained Corrin with Robin and is considered the best Corrin player in the world. Placed 13th at Sumabato SP 2 and 33rd at Umebura SP 2. Currently on a hiatus
  • USA Promaelia - Considered one of the best Corrin players in the world prior to his hiatus. Placed 7th at Just Roll With It! 10 with solo Corrin. Has since been banned from tournament play.

Classic Mode: Between White and Black[edit]

Corrin's congratulations screen.

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, including the two kingdoms' conflict.

Round Opponent Stage Music Notes
1 Dr. Mario DrMarioHeadSSBU.png Golden Plains Fever
2 Dark Samus DarkSamusHeadSSBU.png Brinstar Depths Lockdown Battle Theme
3 Opposite-gender Corrin CorrinHeadFemaleSSBU.png (CorrinHeadSSBU.png), Daisy DaisyHeadWhiteSSBU.png, and Palutena PalutenaHeadSSBU.png Mario Galaxy Fated Battle Peach PeachHeadBlackSSBU.png and Rosalina & Luma RosalinaHeadBlackSSBU.png in their black alternate costumes are CPU allies.
4 Pit PitHeadSSBU.png and Dark Pit DarkPitHeadSSBU.png Reset Bomb Forest Boss Fight 1 - Kid Icarus: Uprising The opposite-gendered Corrin CorrinHeadFemaleSSBU.png (CorrinHeadSSBU.png) is a CPU ally.
5 Mr. Game & Watch (x6) (MrGame&WatchHeadWhiteSSBU.png (x3) MrGame&WatchHeadSSBU.png (x3)) The Great Cave Offensive (Ω form) CROWNED: Ver. 2
6 Opposite-gender Corrin CorrinHeadFemaleSSBU.png (CorrinHeadSSBU.png), Lucina LucinaHeadNavySSBU.png, and Robin RobinHeadSSBU.png Castle Siege Lost in Thoughts All Alone (Remix) Marth MarthHeadWhiteSSBU.pngin his white costume and Chrom ChromHeadSSBU.png are CPU allies.
Bonus Stage
Final Master Hand Final Destination Master Hand (Less than 7.0 intensity)
Master Hand / Crazy Hand (Intensity 7.0 or higher)
On intensity 7.0 and higher, Crazy Hand fights alongside Master Hand.

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[edit]

Finding Corrin 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).

Fighter Battle[edit]

No. Image Name Type Power Stage Music
62
Corrin SSBU.png
Corrin Shield 10,700 Castle Siege (Ω form) Lost in Thoughts All Alone


Spirits[edit]

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.

In Spirit battles[edit]

As the main opponent[edit]

Spirit Battle parameters
No. Image Name Series Enemy Fighter(s) Type Power Stage Rules Conditions Music
151
Enguarde Spirit.png
Enguarde Donkey Kong series Corrin CorrinHeadBlueSSBU.png
Attack
3,600 Great Bay •Buoyancy Reduced •You can't swim
•The enemy's dash attacks have increased power
•The enemy favors dash attacks
Ice Cave Chant
228
Ghirahim.png
Ghirahim The Legend of Zelda series Corrin CorrinHeadBlueSSBU.png
Grab
8,800 Skyloft Assist Trophy Enemies (Ghirahim) •The enemy's melee weapons have increased power
•Hostile assist trophies will appear after a little while
•The enemy has increased move speed
Ballad of the Goddess (Remix)
519
ArceusSpirit.png
Arceus Pokémon series Corrin CorrinHeadGreenSSBU.png
Neutral
13,900 Spear Pillar (hazards off) •Easy to Launch
•Hazard: Heavy Wind
•You are easy to launch
•Dangerously high winds are in effect after a little while
•Only certain Pokémon will emerge from Poké Balls (Arceus)
Battle! (Dialga/Palkia) / Spear Pillar
676
Azura.png
Azura Fire Emblem series Corrin CorrinHeadFemaleSSBU.png
Attack
13,500 Fountain of Dreams •Sudden Final Smash •The enemy will suddenly have a Final Smash
•The enemy can use their Final Smash twice in a row
•The enemy has increased attack power
Lost in Thoughts All Alone (JP)
683
Camilla.png
Camilla Fire Emblem series Corrin CorrinHeadBlackSSBU.png
Charizard CharizardHeadPurpleSSBU.png
Grab
9,700 Spear Pillar •Item: X Bomb
•Hazard: Poison Cloud
•The stage is covered in a poisonous cloud Lost in Thoughts All Alone (for 3DS / Wii U)
953
Mechafiora.png
Mecha-Fiora Xenoblade Chronicles series Corrin CorrinHeadFemaleSSBU.png
Shulk ShulkHeadWhiteSSBU.png
Neutral
13,200 Reset Bomb Forest Assist Trophy Enemies (Riki) •Hostile assist trophies will appear You Will Know Our Names
968
Mythra.png
Mythra Xenoblade Chronicles series Corrin CorrinHeadFemaleSSBU.png
Shulk ShulkHeadBlueSSBU.png
Shield
13,500 Gaur Plain (Battlefield form) N/A •The enemy will charge up a powerful Final Smash
•The enemy starts the battle with an enhanced Beam Sword
Still, Move Forward!
1,220
Elite Beat Diva Spirit.png
Elite Beat Divas Elite Beat Agents series Corrin CorrinHeadOrangeSSBU.png (×3)
Neutral
3,900 Saffron City •Attack Power ↑ •The enemy has increased attack power after a little while
•The enemy starts the battle with a Rocket Belt
Pop Fashion Show
1,289
Min min.png
Min Min ARMS Corrin CorrinHeadOrangeSSBU.png
Attack
9,300 New Pork City (Ω form) N/A •The enemy favors special moves
•The enemy has increased attack power when badly damaged
•The enemy has increased move speed
Dragon Driftway
1,351
I Block Spirit.png
I-Tetrimino Tetris series Corrin Team (CorrinHeadBlueSSBU.png) (×3)
Attack
9,900 75m (Ω form) Assist Trophy Enemies (Color TV-Game 15) •Hostile assist trophies will appear
•The enemy favors down air attacks.
•Only certain Pokémon will emerge from Poké Balls (Deoxys)
Tetris: Type A

As a minion[edit]

Spirit Battle parameters Inspiration
No. Image Name Series Enemy Fighter(s) Type Power Stage Rules Conditions Music Character
681
SakuraSpirit.PNG
Sakura (Fire Emblem) Fire Emblem series Isabelle IsabelleHeadRedSSBU.png
Corrin CorrinHeadPinkSSBU.png
Shield
9,100 Reset Bomb Forest (hazards off) N/A •Defeat the main fighter to win
•The enemy heals over time
Lost in Thoughts All Alone (Remix) Corrin
1,204
Sagi.png
Sagi Baten Kaitos series Roy RoyHeadVioletSSBU.png
Corrin CorrinHeadRedSSBU.png
Neutral
1,600 Gaur Plain (Battlefield form) •Item: Timer •Reinforcements will appear during the battle
•The enemy is easily distracted by items
The Valedictory Elegy Guillo

Alternate costumes[edit]

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

Gallery[edit]

Character Showcase Video[edit]

Trivia[edit]

  • Corrin is the only character who, in the mural for Classic Mode, is represented by an alternate costume: the default female Corrin. Female Corrin is also notably present in pre-launch advertisements and rules display screens when other characters exclusively use their default costumes. This is consistent with how Corrin is primarily represented as female in most Fire Emblem spinoffs, such as Fire Emblem Warriors, and Fire Emblem Heroes.
  • Corrin is one of the few fighters whose Star KO spins forward instead of away from the screen, similarly to how Star KOs acted in Smash 4. Corrin shares this trait with Cloud, Shulk, Incineroar, Inkling and Joker.
  • 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 present in some of the spirit battles from the Ultimate's initial release.
  • Female Corrin's Fighter Spirit uses artwork from Fire Emblem: Fates, where her armor exposes her inner thighs rather than having her wear black leggings. This is probably an oversight, as the Spirits for Camilla, likewise from Fire Emblem: Fates, and Mythra from Xenoblade Chronicles 2 had modified artwork to be less provocative.
    • This oversight appears to be shared with the Fighter Spirits for Palutena and Bayonetta, who likewise use unaltered artwork from their games of origin, but have had censorship applied to them in their playable forms.
  • As well as Richter, Corrin is the only other character to travel to Golden Plains in Classic Mode.
  • Corrin and Hero are the only fighters who face the same fighter in multiple rounds in Classic Mode; in Corrin's case, Corrin’s opposite-gendered counterpart appears as an opponent in Rounds 3 and 6, while also appearing as a CPU ally in Round 4.