Dragon Fang Shot
Dragon Fang Shot involves Corrin transforming one hand into a draconic mouth that fires a paralyzing blast of water and bites right afterwards. Both parts of the move can be individually charged on the spot prior to their execution.
The water projectile's damage, knockback, paralyzing power, and range increases with its charge, ranging from 4%-11% damage. Corrin follows up the shot with a bite from the same draconic mouth created from Dragon Fang. The bite's damage, knockback, and range can be increased by continuing to hold the button after shooting a fully charged shot, or by quickly pressing and holding the button again after firing a partially charged shot. This bite is an easy and powerful followup for nearby opponents, with its damage output ranging from 10%-17.7% before the full charge, and 20% at full charge. However, the bite deals more knockback when released a few frames before the full charge, similar to Roy's Flare Blade or Ike's Eruption (it appears this behavior may not have been retained in Ultimate, however).
This move can easily be used to bait approaches and punish with an incoming attack with solid launch power. However, the choice of charging and/or dropping the charge of either attack could lead to Corrin getting easily punished if done so incorrectly. This move is difficult to approach with because of its smaller size when not fully charged, the time it takes to charge and fire a larger shot, the slowness of the projectile itself, and the shot traveling in a straight line. Also, charging up the bite at the wrong time needlessly prolongs the move, making it a risky-yet-rewarding zoning tool that balances out the heavy stun caused by the shot. The bite's charge must be dropped properly in order for Corrin to act promptly after the shot to capitalize on a successful paralyzing hit from a distance if the opponent is out of the bite's range. However, both portions of the move can easily allow Corrin to cover any of the opponent's options with frame-trapping reads; proper timing is required to connect with either the projectile or bite.
Both portions of the move have low priority. Therefore, they cannot nullify non-projectile hitboxes, and any such attack will always hit Corrin without trading blows while the hitboxes of this move are active.
Special Move customization was added in Super Smash Bros. 4. These are the variations:
Like the other DLC characters, Corrin lacks custom move variations.
In Fire Emblem Fates, the Nohr Prince and Nohr Princess classes possess the Dragon Fang skill, which adds 50% of their attack value to their damage output when activated. If wielding a sword or tome, the character transforms parts of his or her body into that of a dragon's to attack. This move comes from the final part of the Dragon Fang attack, in which the character transforms his or her free hand into a draconic mouth and fires either a shot of water when wielding a sword or a shot of magic when wielding a tome. After firing, the draconic mouth clamps down its jaws and retracts. The ability to attack with the draconic mouth after firing the shot is unique to the Super Smash Bros. series.
While the term 竜穿 translates more literally to "dragon drill", the games even in the Japanese versions dub it contextually as "Dragon Fang".