Corrin (SSBU): Difference between revisions

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==Attributes==
==Attributes==
{{incomplete|Update 8.0.0 made Corrin more viable}}
{{incomplete|Update 8.0.0 made Corrin more viable}}
Corrin is a middleweight swordfighter (same as {{SSBU|Mario}} and {{SSBU|Dr. Mario}}), 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 their mobility fall more along the side of below-average.  
Corrin is a middleweight swordfighter (same as {{SSBU|Mario}} and {{SSBU|Dr. Mario}}), 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.  


Being a swordfighter, Corrin has the innate benefit of having the vast majority of their moves be disjoints, giving them a respectable neutral game with their spacing capabilities as well as fast frame data, as all standard moves except for six (dash attack, back air, down air, and all smash attacks) come out at frame 9 or faster.  
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 not having combo or kill potential, has its use for catching landings due to its decent amount of active frames. Their 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, their 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. In addition, the move also has a close hitbox when the move is being charged, which can have its applications in shield pressure. Finally, their grab game, while being among the least useful aspects of their moveset, still has a degree of utility, as up throw can kill middleweights at 160% and above.
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 not having combo or kill potential, has its 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. In addition, the move also has a close hitbox when the move is being charged, which can have its applications in shield pressure. 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.


Corrin's air game is also potent, further supplementing their 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 at 130% 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 105% 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, but its utility is fairly limited.
Corrin's air game is also 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 at 130% 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 105% 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, but its utility is fairly limited.


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 their primary recovery tool with 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 their attacks while also boasting a solid advantage state with damage racking and juggling abilities thanks to fast and ranged tilts and aerials. In addition, their special moves also give them some other unique forms of utility in the form of projectiles and ranged kill options.
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 the lack of kill power and kill confirms; while their jabs and tilts are fast, forward tilt and gentleman jab are the only moves that have a somewhat decent degree of kill power, albeit only killing at around 130% and 150% against middleweights near the edge respectively. Meanwhile, the moves that can kill earlier either require precise spacing and positioning (up smash and forward smash) or are committal and carry some degree of risk due to end lag (Dragon Lunge, and to some extent, Counter Surge). This lack of kill power not only translates to onstage interaction, but offstage as well, as their offstage edgeguarding leaves more to be desired; while neutral and forward aerial are good as combo starters, their vertical launch angles and weak knockback make them far less than ideal moves for securing stocks, with down aerial also having very limited edgeguarding utility due to it being a stall and fall move, meaning that using it offstage will result in a sacrificial KO at best and a self destruct at worst. This means that up aerial and back aerial are the only aerials Corrin can use to secure stocks offstage, both of which require good positioning, as they will either have to do a [[reverse aerial rush]] to use a back air or will have to position themselves below the opponent for using an up air, which may not always result in closing the stock due to the vertical launch angle of up air.  
However, Corrin also has notable weaknesses, one of which is his lack of kill power and kill confirms; while his jabs and tilts are fast, forward tilt and gentleman jab are the only moves that have a somewhat decent degree of kill power, and even then, they only start killing at around 130% and 150% against middleweights near the edge respectively. Meanwhile, the moves that can kill earlier either require precise spacing and positioning (up smash and forward smash) or are committal and carry some degree of risk due to end lag (Dragon Lunge, and to some extent, Counter Surge). This lack of kill power not only translates to onstage interaction, but offstage as well, as his offstage edgeguarding leaves more to be desired; while neutral and forward aerial are good as combo starters, their vertical launch angles and weak knockback make them far less than ideal moves for securing stocks, with down aerial also having very limited edgeguarding utility due to it being a stall and fall move, meaning that using it offstage will result in a sacrificial KO at best and a self destruct at worst. This means that up aerial and back aerial are the only aerials Corrin can use to secure stocks offstage, both of which require good positioning, as he will either have to do a [[reverse aerial rush]] for using the back aerial or will have to position himself below the opponent for using the up aerial, which may not always result in closing the stock due to the vertical launch angle of up aerial.  


Another one of Corrin's most notable flaws is their poor disadvantage and recovery. Due to Corrin's slow air speed and acceleration, they don't have many options for mixing up their momentum in the air with the exception of B-reversing. Their disadvantage is made more problematic due to the fact that while neutral aerial can sometimes be a decent combo breaker, their only other landing options (down aerial and Counter Surge) are committal and have rather high end lag, which can, additionally, result in getting deeper into a disadvantage state if these options are used too hastily. Their slow air mobility not only hinders their disadvantage, but also their recovery, as while Dragon Ascent has decent distance, its usefulness can be greatly hindered if Corrin is launched too far offstage, though the 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 up special has a hitbox and some intangibility, it doesn't change the fact that Corrin's recovery is fairly linear, making them susceptible to losing stocks at earlier percents with well placed edgeguards. In addition to those flaws, their not so stellar mobility on the ground also makes them vulnerable to projectiles and camping.
Another one of Corrin's most notable flaws is his poor disadvantage and recovery. Due to Corrin's slow air speed 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, 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 edgeguards. In addition to those flaws, his not so stellar mobility on the ground also makes him vulnerable to projectiles and camping.


Another issue with Corrin is their below-average grab game, as 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 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.
Another issue with Corrin is his below-average grab game, as 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 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 their ground up close and rack up damage efficiently with spacing tools and a slight combo game with some advantage potential, but such is are held back by their struggle to secure stocks onstage and offstage. On top of this, their grab game is lackluster and is prone to being juggled, edgeguarded, and camped due to a lack of reliable landing options, a linear recovery, and overall below-average mobility on the ground and in the air. While not having extremely glaring flaws compared to other characters, their flaws are prominent enough that they eclipse their areas of strength, which can explain why players opt for other ''Fire Emblem'' characters such as {{SSBU|Ike}}. Corrin's issue is similar to characters such as {{SSBU|Pit}}; while they don't have extremely polarizing flaws, they also don't really have a dominant area of strength that other characters have even if their flaws are more noticeable; such examples include characters like {{SSBU|Ryu}} and {{SSBU|Ken}} who are fairly popular picks due to their outstanding shield pressure, damage output, and kill confirms even if they are more vulnerable to camping and gimping. It is for such reasons that Corrin has had negative competitive reception and very few notable results in tournaments, with many tier lists now putting them on low and bottom tiers, some even considering Corrin to be among the worst character in the game.
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 such strengths are held back by Corrin's struggles to secure stocks onstage and offstage. On top of this, his grab game is lackluster and he is prone to juggles, edgeguarding, and camping  due to his lack of reliable landing options, linear recovery, and overall below-average mobility on the ground and in the air. While not having extremely glaring flaws compared to other characters, his flaws are prominent enough that they eclipse his areas of strength, which can explain why players opt for other ''Fire Emblem'' characters such as {{SSBU|Ike}}; although his flaws are more polarizing due to his very 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. Corrin's issue is similar to characters such as {{SSBU|Pit}}; while they don't have extremely polarizing flaws, they also don't really have that x-factor, that dominant area of strength that other characters have even if their flaws are more noticeable; such examples include characters like {{SSBU|Ryu}} and {{SSBU|Ken}} who are fairly popular picks due to their outstanding shield pressure, damage output, and kill confirms even if they are more vulnerable to camping and gimping. It is for such reasons that Corrin has had negative competitive reception and very few notable results in tournaments, with many tier lists now putting him on low and bottom tiers, some even considering Corrin to be among the worst characters in the game.


==Changes from ''[[Super Smash Bros. 4]]''==
==Changes from ''[[Super Smash Bros. 4]]''==
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