Corrin (SSBU): Difference between revisions

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(Undid edit by RagingFurry: Stop adding this back. Forward throw has NO combo potential, Dragon Lunge doesn't even reach the opponent at any percent after they're thrown)
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'''Corrin''' ({{ja|カムイ|Kamui}}, ''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.
'''Corrin''' ({{ja|カムイ|Kamui}}, ''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 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.
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==
==How to unlock==
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*[[Neutral attack]]:
*[[Neutral attack]]:
**{{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 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 and knockback to keep opponents close to Corrin, akin to other neutral attacks. This allows them to connect better and [[jab lock]].}}
**{{buff|The first and second hits have altered angles (60°/92°/110° → 361°/180° (hit 1), 64°/79°/90° → 361° (hit 2)) to keep opponents close to Corrin, and inflict 2 additional frames of [[hitstun]], allowing them to connect better and [[jab lock]].}}
**{{buff|The third hit has less ending lag (FAF 36 → 31).}}
**{{buff|The third hit has less ending lag (FAF 36 → 31).}}
**{{buff|The neutral infinite has a shorter gap between hits (5 frames → 4), and deals less [[hitlag]], allowing it to connect more reliably and making it harder to escape.}}
**{{buff|The neutral infinite has a shorter gap between hits (5 frames → 4), a lower [[hitlag]] multiplier (1× → 0.5×) and [[SDI]] multiplier (1× → 0.6×), 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|All hits except the second and the neutral infinite's finisher deal less damage (3% → 2.5% (hit 1, tipper), 3.3%/5% → 3%/4% (hit 3), 0.9% → 0.5% (infinite)), with knockback not compensated on the third hit, reducing its KO potential.}}
**{{nerf|All hits except the second and the neutral infinite's finisher deal less damage (3% → 2.5% (hit 1, tipper), 3.3%/5% → 3%/4% (hit 3), 0.9% → 0.5% (infinite)), with knockback scaling only partly compensated on the third hit's sweetspot (140 → 150), reducing its KO potential.}}
**{{nerf|The first, second and third hits have a higher hitlag multiplier (1×/1.4× → 1.5×/1.6× (hit 1), 1× → 1.2× (hit 2), 1×/1.4× → 1.8×/2× (hit 3)), giving opponents more time to SDI the first two and [[DI]] the last one.}}
**{{nerf|The third hit has a shorter duration (frames 6-8 → 6-7).}}
**{{nerf|The third hit has a shorter duration (frames 6-8 → 6-7).}}
**{{nerf|The neutral infinite's finisher deals less knockback, reducing its KO potential.}}
**{{nerf|The neutral infinite's finisher deals less knockback (52 base/150 scaling → 85/90), reducing its KO potential.}}
**{{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 higher percents.}}<!--it has no jab cancel setups-->
**{{change|The third hit of neutral attack is an outward [[slash]], rather than a [[Slash#Stab|stab]].}}
**{{change|The third hit of neutral attack is an outward [[slash]], rather than a [[Slash#Stab|stab]].}}
**{{change|The neutral infinite's finisher launches at a lower angle, no longer being the same as the third hit's.}}
**{{change|The neutral infinite's finisher launches at a lower angle (50° → 40°), no longer being the same as the third hit's.}}
*[[Forward tilt]]:
*[[Forward tilt]]:
**{{nerf|Forward tilt has a shorter hitbox duration (frames 8-10 → 8-9).}}
**{{nerf|Forward tilt has a shorter hitbox duration (frames 8-10 → 8-9).}}
**{{change|It launches at a noticeably lower angle, more akin to other forward tilts. This removes its juggling potential, and reduces its KO ability from center stage, but improves it more drastically near edges.}}
**{{change|It launches at a noticeably lower angle, more akin to other forward tilts (70° → 45°). This removes its juggling potential, and reduces its KO ability from center stage, but improves it more drastically near edges.}}
*[[Dash attack]]:
*[[Dash attack]]:
**{{buff|Dash attack has less ending lag (FAF 56 → 50).}}
**{{buff|Dash attack has less ending lag (FAF 56 → 50).}}
**{{nerf|It has one frame more startup (frame 11 → 12).}}
**{{nerf|It has one frame more startup (frame 11 → 12).}}
**{{buff|It has altered hitbox timings with shorter gaps between hits (frames 11, 14, 17, 20, 23, 26 → 12, 14, 16, 18, 20, 23), and the looping hits deal less hitlag. This allows it to connect more reliably and makes it harder to escape.}}
**{{buff|It has altered hitbox timings with shorter gaps between hits (frames 11, 14, 17, 20, 23, 26 → 12, 14, 16, 18, 20, 23), and the looping hits have a lower hitlag multiplier (1× → 0.5×). This allows it to connect more reliably and makes it harder to escape.}}
**{{change|The loop hits launch at a minimally lower angle (15° → 14°), and their innermost hitboxes have more set knockback (55/12 → 65/25).}}
*[[Forward smash]]:
*[[Forward smash]]:
**{{buff|The ability to hold smash attack charges for two additional seconds benefits forward smash, allowing Corrin to extend the duration of its looping charge hits and thus deal more damage.}}
**{{buff|The ability to hold smash attack charges for two additional seconds benefits forward smash, allowing Corrin to extend the duration of the looping charge hits and thus deal more damage.}}
**{{buff|The looping charge hits inflict 3 additional frames of hitstun, connecting better as a result.}}
**{{buff|The sourspots have higher knockback scaling (99 → 103), slightly improving their KO potential.}}
**{{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)).}}
**{{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 sweetspot to come out faster.}}
***{{buff|This allows it to hit from farther distances earlier, and causes the early sweetspot to come out faster.}}
***{{nerf|However, this removes the late sweetspot, and shortens the move's hitbox duration (frames 17-22 → 17-18). This hinders the sweetspot's KO potential, and makes it harder to land.}}
***{{nerf|However, this removes the late sweetspot, and shortens the move's hitbox duration (frames 17-22 → 17-18). This hinders the sweetspot's KO potential, despite its slightly higher knockback scaling (105 → 107).}}
**{{buff|It has slightly increased knockback, improving the sourspots' KO potential.}}
**{{nerf|The move has drastically smaller hitboxes (3.5u/3u/2.2u → 2u/1.7u/1.1u).}}
**{{nerf|The extended intangibility frames made to [[edge attack|edge attacks]] removes the ability to catch opponents with reverse charging forward smash near edges.}}
**{{change|The sweetspot has a higher hitlag multiplier (1× → 1.5×).}}
**{{change|Forward smash has gained a water hit effect.}}
**{{change|Forward smash has gained a water hit effect.}}
*[[Up smash]]:
*[[Up smash]]:
**{{buff|Up smash's sweetspot deals slightly more knockback, improving its KO potential.}}
**{{buff|Up smash has a longer hitbox duration (frames 13-15 → 13-17).}}
**{{buff|The sweetspot has increased knockback scaling (86 → 91) and vertical range (Y offset: 27 → 30), improving its KO potential and making it easier to land.}}
*[[Down smash]]:
*[[Down smash]]:
**{{buff|Down smash has less ending lag (FAF 54 → 49).}}
**{{buff|Down smash has less ending lag (FAF 54 → 49).}}
**{{nerf|The back hit's sweetspot deals less knockback, hindering its KO potential.}}
**{{nerf|The back hit's sweetspot has lower knockback scaling (95 → 85), hindering its KO potential.}}


===Aerial attacks===
===Aerial attacks===
*{{buff|All aerials except down aerial have less landing lag (13 frames → 10 (neutral), 14 frames → 8 (forward), 14 frames → 13 (back), 15 frames → 9 (up)). This noticeably improves Corrin's combo ability overall, due to all but back and down aerial launching opponents vertically.}}
*{{buff|All aerials except down aerial have less landing lag (13 frames → 10 (neutral), 14 → 8 (forward), 14 → 13 (back), 15 → 9 (up)). This noticeably improves Corrin's combo ability overall, due to all but back and down aerial launching opponents vertically.}}
*[[Neutral aerial]]:
*[[Neutral aerial]]:
**{{buff|Neutral aerial [[auto-cancel]]s earlier (frame 50 → 47).}}
**{{buff|Neutral aerial [[auto-cancel]]s earlier (frame 50 → 47).}}
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*[[Up aerial]]:
*[[Up aerial]]:
**{{buff|Up aerial auto-cancels earlier (frame 40 → 37), allowing it to auto-cancel in a [[short hop]].}}
**{{buff|Up aerial auto-cancels earlier (frame 40 → 37), allowing it to auto-cancel in a [[short hop]].}}
*[[Down aerial]]:
**{{buff|Down aerial's looping hits have a lower hitlag multiplier (1× → 0.8×) and use [[weight-independent]] knockback, allowing them to connect more reliably.}}


===Throws and other attacks===
===Throws and other attacks===
*{{nerf|All [[grab]]s have more ending lag (FAF 31 → 37 (standing), 38 → 45 (dash), 36 → 40 (pivot)).}}
*[[Grab]]s:
*{{nerf|Dash and pivot grab have more startup (frame 8 → 10 (dash), 9 → 11 (pivot)).}}
**{{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)).}}
*[[Pummel]]:
*[[Pummel]]:
**{{change|Corrin has a new pummel, a knee strike.}}
**{{change|Corrin has a new pummel, a knee strike.}}
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**{{nerf|Forward throw hits and releases the opponent slower (frame 10, 11 → 14, 15), making it easier to [[DI]].}}
**{{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.}}
***{{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 throw|back]], [[up throw|up]] and [[down throw]] 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.}}
*{{change|Corrin's [[back throw|back]], [[up throw|up]] and [[down throw]] 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]]:
*[[Back throw]]:
**{{nerf|Back throw's tipper deals less knockback, reducing its KO ability against bystanders.}}
**{{nerf|Back throw's tipper has lower knockback scaling (110 → 100), reducing its KO ability against bystanders.}}
*[[Edge attack]]:
*[[Edge attack]]:
**{{buff|Edge attack deals more damage (7% → 9%).}}
**{{buff|Edge attack deals more damage (7% → 9%).}}
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*[[Dragon Fang Shot]]:
*[[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|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, but more knockback scaling, improving its KO potential.}}
**{{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, allowing it to KO even earlier.}}
**{{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|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 less knockback, and paralyzes opponents for a much shorter time. This makes it much harder to follow up on, even into the subsequent bite attack.}}
**{{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 (1.3× → 0.3× (uncharged), 0.5× (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.}}
***{{nerf|This is further hindered by the new knockback physics, as opponents are launched faster and experience less [[hitstun]] at higher percents.}}
*[[Dragon Lunge]]:
*[[Dragon Lunge]]:
**{{buff|Dragon Lunge's pin can be manually canceled by pressing down on the control stick. While allowing pinned opponents to escape immediately, this leaves Corrin less vulnerable if the move misses.}}
**{{buff|Dragon Lunge's pin can be manually canceled by pressing down on the control stick. While allowing pinned opponents to escape immediately, this leaves Corrin less vulnerable if the move misses.}}
***{{buff|Canceling the pin also incurs less ending lag (FAF 15 → 13).}}
**{{buff|The jump grants more intangibility (frames 2-5 → 2-7).}}
**{{buff|The jump grants more intangibility (frames 2-5 → 2-7).}}
**{{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|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|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 change, as they can no longer go through [[shield]]ing opponents, making them much easier to punish.}}
**{{nerf|The changes to [[jostle]] mechanics significantly hinder the safety of the kicks, especially combined with the aforementioned changes, as they can no longer go through [[shield]]ing opponents, making them much easier to punish.}}
**{{nerf|The early hit of the back kick deals less knockback.}}
**{{nerf|The early hit of the back kick deals less knockback (70 base/110 scaling → 63/100).}}
**{{nerf|The jump has more ending lag (FAF 44 → 46).}}
**{{nerf|The jump has more ending lag (FAF 44 → 46).}}
**{{nerf|Pin canceling now incurs 19 frames of landing lag.}}
**{{nerf|Pin canceling now incurs 19 frames of landing lag.}}
*[[Draconic Ascent]]:
*[[Draconic Ascent]]:
**{{buff|Draconic Ascent grants more intangibility (frames 10-17 → 7-17).}}
**{{buff|The last hit has increased knockback scaling (155 → 170).}}
**{{nerf|Draconic Ascent halts at the end of the move instead of granting slight momentum, reducing its recovery potential.}}
**{{nerf|Draconic Ascent halts at the end of the move instead of granting slight momentum, reducing its recovery potential.}}
**{{change|It deals seven hits, down from eight, but the second to sixth hits deal more damage (1% → 1.2%), leaving the total unchanged.}}
**{{change|It deals seven hits, down from eight, but the second to sixth hits deal more damage (1% → 1.2%), leaving the total unchanged.}}
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**{{buff|Its minimum damage has been increased (8% → 10%).}}
**{{buff|Its minimum damage has been increased (8% → 10%).}}
**{{nerf|It has reduced vertical range, making it less safe against opponents attacking from above.}}
**{{nerf|It has reduced vertical range, making it less safe against opponents attacking from above.}}
**{{nerf|Counter Surge deals less knockback, which compensates for its higher minimum damage if a countered move is weak enough, but drastically reduces its KO ability otherwise. Additionally, it no longer has a late hit with a higher damage multiplier, instead being consistent throughout (1.2×/1.3× → 1.2×). As a result, it is no longer the strongest counterattack in the game without knockback modifications.}}
**{{nerf|Counter Surge deals less knockback (clean: 90 base/74 scaling → 87/68, late: 90/68 → 85/66), which compensates for its higher minimum damage if a countered move is weak enough, but drastically reduces its KO ability otherwise. Additionally, the late hit no longer has a higher damage multiplier, instead being consistent throughout (1.2×/1.3× → 1.2×). 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 successful (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 successful counter.}}
**{{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.}}
**{{change|It has a higher hitlag multiplier (1× → 1.2×).}}


==Update History==
==Update History==
 
Corrin has been buffed via game updates, but only received few noteworthy buffs. Forward smash's charging loop hits connect better and Dragon Ascent has 3 more invincibility frames, connects better and the last hit deals more knockback.  
Corrin has been buffed via game updates, but only received few noteworthy buffs. Forward smash’s charging loop hits connect better and Dragon Ascent has 3 more invincibility frames, connects better and the last hit deals more knockback.  


'''{{GameIcon|SSBU}} {{SSBU|2.0.0}}'''
'''{{GameIcon|SSBU}} {{SSBU|2.0.0}}'''