Corrin (SSBU)

Corrin (, 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.

and 's portrayals of male Corrin in English and Japanese and Marcella Lentz-Pope and 's portrayals of female Corrin in English and Japanese from Super Smash Bros. 4 were repurposed for Ultimate.

Corrin is ranked 42nd out of 82 on the current tier list, placing him in the B+ tier. This is a noticeable drop from his 13th out of 54 placement in SSB4. Corrin's main strength is his massive range, courtesy of the disjointed hitboxes of the Yato Blade, which alongside his fast frame data on most of his moves grants him amazing frame trapping, combo, and juggling potential, as well as allowing him to maintain advantage state. In addition, Corrin possesses a strong set of aerials that complements his strengths; most notably, his up aerial is used to catch landings and score KOs, while his back air propels him forward, which is both a great spacing tool and can be used to help his recovery. Finally, Corrin's Dragon Lunge is a solid approaching tool and burst option to aid his neutral game.

However, Corrin also has some notable weaknesses, most of which revolves around his slow mobility. His subpar ground speed causes him to struggle in approaching or catching up to faster characters or zoners, while his subpar air speed causes him to have trouble landing and makes him prone to juggling; both of these gives him a below average disadvantage state. In addition, his subpar air speed and average distance on Dragon Ascent gives him a rather linear recovery, making him susceptible to edgeguards.

Overall, Corrin's range makes him good at comboing and spacing, however these strengths are also hindered by his poor mobility. Although Corrin saw little to no representation in the first year of Ultimate, his representation greatly improved following the online metagame, and he has seen strong major and supermajor results from players such as, and. Due to this, Corrin's tier placement has been heavily debated, with many suggesting that he should be ranked higher.

How to unlock
Complete one of the following: With the exception of the third method, Corrin must then be defeated on Coliseum. In World of Light, he is fought on the Ω form of Castle Siege.
 * Play VS. matches, with Corrin being the 41st character to be unlocked.
 * Clear with  or any character in his unlock tree, being the 6th character unlocked after.
 * Have Corrin join the player's party in World of Light.

Attributes
Corrin is a middleweight swordfighter (same as and ), 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.

Changes from Super Smash Bros. 4
Previously considered to be a high tier character in Smash 4 (13th out of 55 characters), Corrin has been drastically nerfed during the initial release of Ultimate, although game updates would provide many noteworthy buffs for him. Corrin received a mix of buffs and nerfs during the transition from Smash 4 to Ultimate, but was noticeably nerfed overall.

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.

Overall, due to changes to his special moveset and the game's engine hurting him, Corrin was initially considered a significantly less viable character than in Smash 4, although subsequent updates have mitigated the nerfs' impacts, leading him to fare substantially better than he did during initial release.

Update history
Corrin was significantly buffed 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.

Thanks to the plentiful and impressive buffs, Corrin is considered to be a much better character in the current Ultimate metagame.

 

 

 

 

 

 

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

On-screen appearance

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

Taunts

 * Up taunt: Ducks down, stands back up, and poses with their head in dragon form. Male Corrin says "My path is clear!" (, I won't let you have your way!). Female Corrin says "Let's do this!" (, Here I come!)
 * Side taunt: Twirls the Omega Yato. Male Corrin says "I've made my choice." (, I've made my choice!). Female Corrin says "Your fate is clear." (, 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?" (, Are you ready?). Female Corrin says "You ready for this?" (, Are you ready?) Resembles one of Corrin's post-battle animations in Fire Emblem Fates.

Idle poses

 * Twirls the Omega Yato around forward. Slightly resembles his side taunt.
 * Poses with the Omega Yato positioned behind Corrin.

Crowd cheer
 

Victory poses

 * Left: Swings the Omega Yato, similar to Corrin's side taunt and idle animation. Male Corrin says "I win!" ("", That's game.), while female Corrin says "Good!" ("", 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!" ("", That went well.), while female Corrin says "That was great." ("", That went well.). Resembles Corrin's animation after a battle in Fire Emblem Fates.
 * Right: Crosses both arms, as a whirlpool of water swirls around, then morphs into dragon form while emitting a flourish of water, roaring to the skies. Resembles Corrin's first transformation into their dragon form in Fire Emblem Fates.

Most historically significant players
See also:Category:Corrin players (SSBU)


 * - Although more well known for his and /, Cosmos has occasionally pulled out Corrin in offline sets, notably reverse 3-0ing  at  with Corrin and defeating  at  using Corrin in the last two games. He also used Corrin in the online metagame and was considered the best Corrin player in the online metagame, ranking 36th on the Wi-Fi Warrior Rank v6 with the character.
 * - Co-mains Corrin alongside and was considered the best offline Corrin player in the world during the pandemic period, with notable placements such as 17th at  and 33rd at . Although his results have since declined, he still sees the occasional strong performance, most notably at, where he placed 17th and upset.
 * - Began using Corrin in his roster in early 2022 and was the best Corrin player in the world at the time, predominantly using the character in top 8 of, becoming the first and only time Corrin saw significant usage to win a major. He has also used Corrin to win crucial sets in order to win and . He dropped Corrin following , although he has occasionally pulled out the character to cover his other mains' bad matchups, such as defeating  at.
 * - Although he began seriously competing in late-2022, he quickly established himself as one of the best Corrin players in the world, most notably placing 5th at the supermajor defeating, the highest placement for a Corrin player relative to number of participants.
 * - One of the first Corrin players who began placing well consistently at majors and is one of the best Corrin players of all-time. He is the overall highest-placing Corrin player at a major/supermajor, placing 4th at after defeating players such as, , and.

Tier placement and history
Corrin was initially seen as a 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 apparent that their changes were insufficient to adhere to Ultimate's faster engine. Many top professionals considered Corrin a low-tier character, and all of Corrin's notable players from Smash 4 dropped him. Despite occasional success from players such as, who has placed decently in Japan, and , who notably reverse 3-0'd Dabuz at , Corrin had arguably the worst representation in the game, ranking last in representation at the end of 2019.

However, Corrin's reception would begin to turn around with the release of patch 8.0.0, where his KO power and Dragon Lunge were improved. Although the patch took place during the COVID-19 pandemic, Corrin began seeing improving results from Cosmos, who mained Corrin throughout most of the online metagame. Following the return of offline competitive play, Corrin saw further success from old players such as and  and gained new players such as, who co-mained Corrin in the first half of 2022, and , who established himself as one of the best Corrin players in the world by early-2023 despite having started seriously competing months prior. This led to a renaissance period for Corrin, who swiftly saw more and more representation as time went on, and the community reassessed the character to a mid-tier, with some going as far as to say Corrin could be ranked as a high-tier. This is reflected in Corrin's current placement, where he is ranked 42nd out of 82 as an upper-mid tier character. Even with that placement, some argue that Corrin should be ranked higher, especially following an explosion of Corrin results in mid-2023 thanks to Neo, Ly, and SHADIC.

: Between White and Black
As the name suggests, Corrin's opponents are all in either white or black alternate costumes, referencing Corrin's struggle in choosing between and, including the two kingdoms' conflict.

Credits roll after completing Classic Mode. Completing it as Corrin has  accompany the credits.

Role in World of Light
Although neither male nor female Corrin appear in the World of Light opening cutscene, they were vaporized and later imprisoned alongside the rest of the fighters (sans ) 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 is, ironically, against the default Female Corrin).

Spirits
Male Corrin's fighter spirit can be obtained by completing. It is also available periodically for purchase in the shop for 300 Gold, but only after Corrin has been unlocked. 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.

Trivia

 * Corrin is the only character who, in the mural for Classic Mode, is represented by an alternate costume: the default female Corrin. This is consistent with how Corrin is primarily represented with the female version in most Fire Emblem media after Fates, such as Fire Emblem Warriors, Fire Emblem Heroes, and Fire Emblem Engage.
 * While other characters with two selectable genders (, Inkling,, and the s) have two identical Announcer calls in the English Sound Test (presumably as placeholders for languages with gender-specific pronouns), Corrin and  are notably the only characters who lack 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 and Byleth, there is no gender separator.
 * 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 and, who likewise use unaltered artwork from their games of origin, but have had censorship applied to them in their playable forms.

Corrin (SSBU)