Corrin (SSB4): Difference between revisions

Undid edit by 184.181.102.188: If you think the policy should change, you need a consensus on it. You can't just blatantly ignore it and make your change anyway
(Even Ultimate’s tips say “they” and “their” instead of “he” and “him” in the tips. To be consistent with this I believe all characters who have alta with different genders should be changed from the default to gender neutral pronouns)
(Undid edit by 184.181.102.188: If you think the policy should change, you need a consensus on it. You can't just blatantly ignore it and make your change anyway)
Line 17: Line 17:
In the Japanese version, the male and female Corrins are voiced by Nobunaga Shimazaki and Satomi Satō, respectively. In the English version, the male and female Corrins are voiced by Cam Clarke and Marcella Lentz-Pope, respectively.
In the Japanese version, the male and female Corrins are voiced by Nobunaga Shimazaki and Satomi Satō, respectively. In the English version, the male and female Corrins are voiced by Cam Clarke and Marcella Lentz-Pope, respectively.


Corrin is currently ranked 13th in the tier list, putting them at the top of B tier, being the highest ranked high tier character, but also the lowest ranking DLC newcomer. Corrin's best strength is his overall range, with his sword attacks having rather long disjoint, while his forward smash is notably the farthest-reaching of its kind. He also boasts relatively quick frame data, with many moves that come out on or before frame 10, and when given his range, it is relatively easy for them to land attacks. Corrin's combo game is also very effective due to being one of a select few characters whose tilts and aerials all have true combo potential. His power is also respectable in its own right, with the tips on all of Corrin's smash attacks dealing very high knockback. He also has a fairly capable kill throw in the form of his up throw, which synergizes with his ability to rack up damage, giving them a fairly reliable method of closing out stocks. Finally, Corrin has a unique approach move in [[Dragon Lunge]], which allows them to stay in place, attack, or [[mindgame]].
Corrin is currently ranked 13th in the tier list, putting him at the top of B tier, being the highest ranked high tier character, but also the lowest ranking DLC newcomer. Corrin's best strength is his overall range, with his sword attacks having rather long disjoint, while his forward smash is notably the farthest-reaching of its kind. He also boasts relatively quick frame data, with many moves that come out on or before frame 10, and when given his range, it is relatively easy for him to land attacks. Corrin's combo game is also very effective due to being one of a select few characters whose tilts and aerials all have true combo potential. His power is also respectable in its own right, with the tips on all of Corrin's smash attacks dealing very high knockback. He also has a fairly capable kill throw in the form of his up throw, which synergizes with his ability to rack up damage, giving him a fairly reliable method of closing out stocks. Finally, Corrin has a unique approach move in [[Dragon Lunge]], which allows him to stay in place, attack, or [[mindgame]].


However, Corrin is held back by a couple of notable flaws. One of his biggest problems is that, in vein to fellow ''Fire Emblem'' representative {{SSB4|Marth}}, he often has trouble KO'ing at point blank range due to only the tips on his smash attacks having high knockback, and when given their low shield damage and high ending lag, he is easy to punish on shield. Another flaw is in his recovery; despite having one of the highest jumps and a fast, powerful recovery option in [[Dragon Ascent]], Corrin's recovery is linear and predictable. Finally, his mobility is below-average due to his slow dash and air speeds.
However, Corrin is held back by a couple of notable flaws. One of his biggest problems is that, in vein to fellow ''Fire Emblem'' representative {{SSB4|Marth}}, he often has trouble KO'ing at point blank range due to only the tips on his smash attacks having high knockback, and when given their low shield damage and high ending lag, he is easy to punish on shield. Another flaw is in his recovery; despite having one of the highest jumps and a fast, powerful recovery option in [[Dragon Ascent]], Corrin's recovery is linear and predictable. Finally, his mobility is below-average due to his slow dash and air speeds.


Overall, Corrin's strengths outweigh his flaws, making them a fairly capable character in the current metagame. Though Corrin still has a small playerbase, he has a few high-level players such as {{sm|Cosmos}}, {{sm|Ryo}}, and {{sm|Ryuga}} representing them. Cosmos in particular has shown immaculate results as of late, such as 3rd at [[CEO 2018]], 4th at [[Super Smash Con 2018]], and most notably, 1st at [[The Big House 8]], increasing opinion of Corrin as of late.
Overall, Corrin's strengths outweigh his flaws, making him a fairly capable character in the current metagame. Though Corrin still has a small playerbase, he has a few high-level players such as {{sm|Cosmos}}, {{sm|Ryo}}, and {{sm|Ryuga}} representing him. Cosmos in particular has shown immaculate results as of late, such as 3rd at [[CEO 2018]], 4th at [[Super Smash Con 2018]], and most notably, 1st at [[The Big House 8]], increasing opinion of Corrin as of late.


==Attributes==
==Attributes==
As the only fighter in ''Smash Bros.'' who possesses the ability to transform body parts into tools for combat, Corrin has many unique features that make them stand out from other weapon-wielding fighters. Nonetheless, he retains many concepts of other swordsmen from the {{uv|Fire Emblem}} series, such as good range with his disjointed weapon, quick startup to most of his moves, along with a standard single-direction recovery in [[Draconic Ascent]] and a counter in [[Counter Surge]]. His attributes reflect this, as his jump height is comparable with {{SSB4|Marth}}'s, his weight is slightly in the range between the latter and {{SSB4|Ike}}, and his movement speed somewhat mirrors {{SSB4|Ike}}; Corrin has an above average [[walking speed]], below average [[dashing]] and [[air speed]]s, and above average [[falling speed]].
As the only fighter in ''Smash Bros.'' who possesses the ability to transform body parts into tools for combat, Corrin has many unique features that make him stand out from other weapon-wielding fighters. Nonetheless, he retains many concepts of other swordsmen from the {{uv|Fire Emblem}} series, such as good range with his disjointed weapon, quick startup to most of his moves, along with a standard single-direction recovery in [[Draconic Ascent]] and a counter in [[Counter Surge]]. His attributes reflect this, as his jump height is comparable with {{SSB4|Marth}}'s, his weight is slightly in the range between the latter and {{SSB4|Ike}}, and his movement speed somewhat mirrors {{SSB4|Ike}}; Corrin has an above average [[walking speed]], below average [[dashing]] and [[air speed]]s, and above average [[falling speed]].


Corrin's greatest strength is arguably his disjointed [[range]]. Most of Corrin's standard attacks are similar to those of Marth and other swordfighters, being wide swings with good range and quick startup. This, coupled with his tilts' speed and low knockback, allow them to combo his attacks reliably into each other, especially into his forward aerial, which [[auto-cancel]]s from a short hop, and neutral and up aerials, which have wide swings. The aforementioned combos are capable of racking up considerable damage, making Corrin particularly effective at dealing burst damage. Corrin additionally combines many attributes of his brethren into his playstyle: this includes Marth's fast attacks and a [[tipper]] mechanic, evident in his smash attacks and [[Dragon Lunge]], which gives his finishers immensely stronger knockback if positioned correctly. This makes several of his attacks very good poking tools at long distance, which further benefit from their strong tippers. While he has a recovery similar to {{SSB4|Roy}}'s [[Blazer]], it grants several frames of [[intangibility]] on startup, has a wide range due to Corrin spreading his wings out, and covers more distance, making his recovery quite reliable, especially when coupled with his high jumps. Corrin can also further boost themself towards the stage using his back aerial, making them less likely to get KO'd offstage.  
Corrin's greatest strength is arguably his disjointed [[range]]. Most of Corrin's standard attacks are similar to those of Marth and other swordfighters, being wide swings with good range and quick startup. This, coupled with his tilts' speed and low knockback, allow him to combo his attacks reliably into each other, especially into his forward aerial, which [[auto-cancel]]s from a short hop, and neutral and up aerials, which have wide swings. The aforementioned combos are capable of racking up considerable damage, making Corrin particularly effective at dealing burst damage. Corrin additionally combines many attributes of his brethren into his playstyle: this includes Marth's fast attacks and a [[tipper]] mechanic, evident in his smash attacks and [[Dragon Lunge]], which gives his finishers immensely stronger knockback if positioned correctly. This makes several of his attacks very good poking tools at long distance, which further benefit from their strong tippers. While he has a recovery similar to {{SSB4|Roy}}'s [[Blazer]], it grants several frames of [[intangibility]] on startup, has a wide range due to Corrin spreading his wings out, and covers more distance, making his recovery quite reliable, especially when coupled with his high jumps. Corrin can also further boost himself towards the stage using his back aerial, making him less likely to get KO'd offstage.  


Like every ''Fire Emblem'' characters sans Robin, he also possesses a counter, albeit one which retaliates on both sides with high vertical power, with it being the only counter in the series to have both of these attributes. His two other special moves, [[Dragon Fang Shot]] and Dragon Lunge, give them unique mix-up options: like {{SSB4|Robin}}, the former gives them access to a projectile, although it [[paralyze]]s opponents on hit and allows them to followup with either an aerial during the paralysis duration, or a fully-charged bite of incredible power at close range, giving them a unique combo and finishing tool. The latter allows them to leap and stab opponents at a distance, dealing more damage with a tipped blow, or hold down an opponent if the move connects on a surface, before finishing off with a powerful kick from either direction. Corrin can even fake-out by cancelling the jump, giving them an array of followup options, or hang beside edges by spearing the sides of the stage for a period of time, forcing approaches from opponents. 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.
Like every ''Fire Emblem'' characters sans Robin, he also possesses a counter, albeit one which retaliates on both sides with high vertical power, with it being the only counter in the series to have both of these attributes. His two other special moves, [[Dragon Fang Shot]] and Dragon Lunge, give him unique mix-up options: like {{SSB4|Robin}}, the former gives him access to a projectile, although it [[paralyze]]s opponents on hit and allows him to followup with either an aerial during the paralysis duration, or a fully-charged bite of incredible power at close range, giving him a unique combo and finishing tool. The latter allows him to leap and stab opponents at a distance, dealing more damage with a tipped blow, or hold down an opponent if the move connects on a surface, before finishing off with a powerful kick from either direction. Corrin can even fake-out by cancelling the jump, giving him an array of followup options, or hang beside edges by spearing the sides of the stage for a period of time, forcing approaches from opponents. 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.


Additionally, to further compliment Corrin's damage racking game, all of his moves come out very fast, with all of his grounded, special, and aerial moveset (barring Draconic Ascent, which comes out on frame 18) coming out before frame 15, and a good number of his moves coming out even earlier than frame 10. This forces opponents to play against Corrin very carefully in the hands of a component player, as one slip-up could allow them to rush in and deal heavy amounts of damage, or even KO if the player manages to space correctly.
Additionally, to further compliment Corrin's damage racking game, all of his moves come out very fast, with all of his grounded, special, and aerial moveset (barring Draconic Ascent, which comes out on frame 18) coming out before frame 15, and a good number of his moves coming out even earlier than frame 10. This forces opponents to play against Corrin very carefully in the hands of a component player, as one slip-up could allow him to rush in and deal heavy amounts of damage, or even KO if the player manages to space correctly.


While Corrin benefits from having an all-rounded moveset, he still has some flaws. One of the biggest issues is how he, similar to Marth, struggles when his opponent is at a close proximity to them. Since most of his moves are punishable at close range, Corrin is forced to retreat or go for a grab to place his opponent at an optimal distance. His tipper finishing moves also require careful positioning to deal immense knockback; otherwise they deal much lower knockback, giving them a harder time KOing at point blank. His smash attacks additionally suffer from noticeable ending lag, which hinder their otherwise useful spacing ability, while his strongest and safest aerial, his back aerial, has noticeable startup. Dragon Fang Shot, while being a powerful combo when both stages are used together, has rather high ending lag, preventing true followups at a distance with uncharged shots.  
While Corrin benefits from having an all-rounded moveset, he still has some flaws. One of the biggest issues is how he, similar to Marth, struggles when his opponent is at a close proximity to him. Since most of his moves are punishable at close range, Corrin is forced to retreat or go for a grab to place his opponent at an optimal distance. His tipper finishing moves also require careful positioning to deal immense knockback; otherwise they deal much lower knockback, giving him a harder time KOing at point blank. His smash attacks additionally suffer from noticeable ending lag, which hinder their otherwise useful spacing ability, while his strongest and safest aerial, his back aerial, has noticeable startup. Dragon Fang Shot, while being a powerful combo when both stages are used together, has rather high ending lag, preventing true followups at a distance with uncharged shots.  


While his grab is fast, his grab game is overall lacking, despite possessing a strong [[pummel]], as it has poor reach and his throws all prevent followups due to unfavorable angles and high ending lag, with only his up and down throws being able to KO at reasonable percents. His recovery is also lackluster without his second jump, as Draconic Ascent gives only moderate diagonal distance, while Dragon Lunge is unable to help his recovery unless there is a wall to pin against. Finally, Corrin's tall frame and moderate gravity make them susceptible to aerial combos and juggling, similar to other fighters from his series, while his below average ground speed makes it difficult to approach faster characters without use of Dragon Fang Shot and Dragon Lunge.
While his grab is fast, his grab game is overall lacking, despite possessing a strong [[pummel]], as it has poor reach and his throws all prevent followups due to unfavorable angles and high ending lag, with only his up and down throws being able to KO at reasonable percents. His recovery is also lackluster without his second jump, as Draconic Ascent gives only moderate diagonal distance, while Dragon Lunge is unable to help his recovery unless there is a wall to pin against. Finally, Corrin's tall frame and moderate gravity make him susceptible to aerial combos and juggling, similar to other fighters from his series, while his below average ground speed makes it difficult to approach faster characters without use of Dragon Fang Shot and Dragon Lunge.


All in all, Corrin has an array of options to keep opponents away at a distance, unlike many other swordsmen from the ''Fire Emblem'' series, and he has a dependable combo game that can be started from nearly any aerial or tilt, making them quite threatening at most ranges. However, due to the precision needed for his finishers, he plays optimally by keeping a good distance from his opponent once they are at KO percentage in order to finish them as early as possible. Corrin has solid representation in tournaments, with several notable players to speak of, namely {{Sm|Cosmos}}, {{Sm|Ryo}}, and {{Sm|Ryuga}}.
All in all, Corrin has an array of options to keep opponents away at a distance, unlike many other swordsmen from the ''Fire Emblem'' series, and he has a dependable combo game that can be started from nearly any aerial or tilt, making him quite threatening at most ranges. However, due to the precision needed for his finishers, he plays optimally by keeping a good distance from his opponent once they are at KO percentage in order to finish them as early as possible. Corrin has solid representation in tournaments, with several notable players to speak of, namely {{Sm|Cosmos}}, {{Sm|Ryo}}, and {{Sm|Ryuga}}.


==Update history==
==Update history==
Line 69: Line 69:
|fsmashname= 
|fsmashname= 
|fsmashdmg=0.5% (sword, 1-12 hits) {{ChargedSmashDmgSSB4|16}} (tip), {{ChargedSmashDmgSSB4|15}} (mid), {{ChargedSmashDmgSSB4|12}} (close), {{ChargedSmashDmgSSB4|11}} (closest)
|fsmashdmg=0.5% (sword, 1-12 hits) {{ChargedSmashDmgSSB4|16}} (tip), {{ChargedSmashDmgSSB4|15}} (mid), {{ChargedSmashDmgSSB4|12}} (close), {{ChargedSmashDmgSSB4|11}} (closest)
|fsmashdesc=Extends his free arm into a spear with Dragon Fang and thrusts it forward. Tremendous reach, being the longest reaching non-projectile forward smash in the game while 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, KOing at 108%, although the rest of the attack is considerably weaker. Has a hitbox while charging, where Corrin holds Omega Yato in front of them as the chainsaw blades start to move to repeatedly damage opponents in range, and 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 Smash DI out, 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 them if close enough. Based on the second hit of the Dragon Fang skill in ''Fire Emblem Fates''.
|fsmashdesc=Extends his free arm into a spear with Dragon Fang and thrusts it forward. Tremendous reach, being the longest reaching non-projectile forward smash in the game while 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, KOing at 108%, although the rest of the attack is considerably weaker. Has a hitbox while charging, where Corrin holds Omega Yato in front of him as the chainsaw blades start to move to repeatedly damage opponents in range, and 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 Smash DI out, 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 him if close enough. Based on the second hit of the Dragon Fang skill in ''Fire Emblem Fates''.
|usmashname= 
|usmashname= 
|usmashdmg={{ChargedSmashDmgSSB4|15}} (tip), {{ChargedSmashDmgSSB4|13}} (mid), {{ChargedSmashDmgSSB4|10}} (side)
|usmashdmg={{ChargedSmashDmgSSB4|15}} (tip), {{ChargedSmashDmgSSB4|13}} (mid), {{ChargedSmashDmgSSB4|10}} (side)
|usmashdesc=Crouches and transforms his arms into Dragon Fangs, pointing them upward across themself in a bracing position to launch opponents. Has a sweetspot at the tip that KOs around 107%, but its range is poor and knockback is lacking on the sourspot. However, it has the lowest ending lag out of all his smash attacks.
|usmashdesc=Crouches and transforms his arms into Dragon Fangs, pointing them upward across himself in a bracing position to launch opponents. Has a sweetspot at the tip that KOs around 107%, but its range is poor and knockback is lacking on the sourspot. However, it has the lowest ending lag out of all his smash attacks.
|dsmashname= 
|dsmashname= 
|dsmashdmg={{ChargedSmashDmgSSB4|11}} (sword), {{ChargedSmashDmgSSB4|14}} (leg, sweetspot) {{ChargedSmashDmgSSB4|9}} (leg, sourspot)
|dsmashdmg={{ChargedSmashDmgSSB4|11}} (sword), {{ChargedSmashDmgSSB4|14}} (leg, sweetspot) {{ChargedSmashDmgSSB4|9}} (leg, sourspot)
Line 78: Line 78:
|nairname= 
|nairname= 
|nairdmg=7% (clean), 5.5% (late)
|nairdmg=7% (clean), 5.5% (late)
|nairdesc=Slashes with the Omega Yato from above to behind them and uses Dragon Fang to slash in front of them with his transformed arm. Has only 13 frames of landing lag, low base knockback, a long-lasting hitbox with good startup (frames 6-19), and long range all around Corrin, which makes it good for starting air combos when used while air-to-ground transitioning. It can also KO at higher percentages due to its high knockback growth, though it deals low damage, has relatively high ending lag and cannot autocancel from a short hop.
|nairdesc=Slashes with the Omega Yato from above to behind him and uses Dragon Fang to slash in front of him with his transformed arm. Has only 13 frames of landing lag, low base knockback, a long-lasting hitbox with good startup (frames 6-19), and long range all around Corrin, which makes it good for starting air combos when used while air-to-ground transitioning. It can also KO at higher percentages due to its high knockback growth, though it deals low damage, has relatively high ending lag and cannot autocancel from a short hop.
|fairname= 
|fairname= 
|fairdmg=7.5%
|fairdmg=7.5%
Line 84: Line 84:
|bairname= 
|bairname= 
|bairdmg=11% (clean), 9% (late)
|bairdmg=11% (clean), 9% (late)
|bairdesc=Corrin sprouts dragon wings and uses them to attack behind them by flapping them. Can be used for recovering as it propels Corrin forward like {{SSB4|R.O.B.}}'s back aerial. It also has good range and knockback, KOing at 114% near the edge when clean, but has the slowest startup out of all of Corrin's aerials as its hitbox is active starting on frame 13.
|bairdesc=Corrin sprouts dragon wings and uses them to attack behind him by flapping them. Can be used for recovering as it propels Corrin forward like {{SSB4|R.O.B.}}'s back aerial. It also has good range and knockback, KOing at 114% near the edge when clean, but has the slowest startup out of all of Corrin's aerials as its hitbox is active starting on frame 13.
|uairname= 
|uairname= 
|uairdmg=9%
|uairdmg=9%
|uairdesc=Slashes with the Omega Yato above them in a backwards flip, closely resembling the up aerials of all the other ''Fire Emblem'' characters (sans {{SSB4|Ike}}). 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.
|uairdesc=Slashes with the Omega Yato above him in a backwards flip, closely resembling the up aerials of all the other ''Fire Emblem'' characters (sans {{SSB4|Ike}}). 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.
|dairname= 
|dairname= 
|dairdmg=2% (loop), 3% (landing)
|dairdmg=2% (loop), 3% (landing)
Line 98: Line 98:
|fthrowname= 
|fthrowname= 
|fthrowdmg=5% (hit 1 close), 10% (hit 1 tip), 2% (throw)
|fthrowdmg=5% (hit 1 close), 10% (hit 1 tip), 2% (throw)
|fthrowdesc=Transforms his arm and stabs his opponent with it, knocking them upwards away from them. Unusually, even though the scaling of this throw is very low, it possesses a tipper hitbox that can be used to hit unsuspecting fighters. If tippered, this throw is significantly more powerful, and is thus very deadly if at the edge.
|fthrowdesc=Transforms his arm and stabs his opponent with it, knocking them upwards away from him. Unusually, even though the scaling of this throw is very low, it possesses a tipper hitbox that can be used to hit unsuspecting fighters. If tippered, this throw is significantly more powerful, and is thus very deadly if at the edge.
|bthrowname= 
|bthrowname= 
|bthrowdmg=6.5% (hit 1 close), 12% (hit 1 tip), 2% (throw)
|bthrowdmg=6.5% (hit 1 close), 12% (hit 1 tip), 2% (throw)
|bthrowdesc=Places the opponent behind them and stabs them upwards with his transformed arm, knocking them away from them. 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.
|bthrowdesc=Places the opponent behind him and stabs them upwards with his transformed arm, knocking them away from him. 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.
|uthrowname= 
|uthrowname= 
|uthrowdmg=6.5% (hit 1), 3% (throw)
|uthrowdmg=6.5% (hit 1), 3% (throw)
|uthrowdesc=Lifts the opponent above them and assumes his dragon form, headbutting them skyward and reverting back to human form. Corrin's strongest throw, it works well in unison with his down throw for mindgames. His strongest throw, KOing at around 160%.
|uthrowdesc=Lifts the opponent above him and assumes his dragon form, headbutting them skyward and reverting back to human form. Corrin's strongest throw, it works well in unison with his down throw for mindgames. His strongest throw, KOing at around 160%.
|dthrowname= 
|dthrowname= 
|dthrowdmg=6.5% (hit 1), 3% (throw)
|dthrowdmg=6.5% (hit 1), 3% (throw)
Line 131: Line 131:
|ssdefname=Dragon Lunge
|ssdefname=Dragon Lunge
|ssdefdmg=15%/8%/7% (spear tip/mid/close) 12% (clean kick), 7% (late kick), 5% (turn around kick)
|ssdefdmg=15%/8%/7% (spear tip/mid/close) 12% (clean kick), 7% (late kick), 5% (turn around kick)
|ssdefdesc=When used on the ground, Corrin hops a short distance into the air. When used in the air, Corrin transforms his arm into a spear and strikes diagonally down. If it hits any terrain during the move, Corrin's arm will remain there, pinning any opponent caught in place. From there, it can be cancelled into either a kick to either side (which deals enough knockback to KO at 130%) or a jump. It can also be cancelled entirely, which can be useful for reading the opponent's [[floor recovery]]. The tip deals high knockback. This move is considered to be a vital part of Corrin's excellent neutral game, due to various reasons: it can be used to pin themself on the floor immediately after he hops, if used quickly enough, making it nigh-impossible to punish [[out of shield]], even when [[powershield]]ed. The spear also has long reach, making it a viable approach option in a neutral position. Meanwhile, the kick is hard to DI properly at both low and KO percents, while it can lead into combos at low percents, therefore being able to rack up large amounts of damage if the opponents' reactions are read well, and is also able to muscle through strong projectiles and [[cross-up]] the opponent, making it just as hard to punish as the spear. Lastly, turning around when not pinning an opponent makes Corrin unpunishable for using the move, and when an opponent is pinned, it leaves them on an unfavorable position where they cannot punish Corrin as well as letting them capitalize on the opponent's reaction. As a result, is is one of Corrin's most commonly used moves, as well as being considered one of the best side special moves in the game overall.
|ssdefdesc=When used on the ground, Corrin hops a short distance into the air. When used in the air, Corrin transforms his arm into a spear and strikes diagonally down. If it hits any terrain during the move, Corrin's arm will remain there, pinning any opponent caught in place. From there, it can be cancelled into either a kick to either side (which deals enough knockback to KO at 130%) or a jump. It can also be cancelled entirely, which can be useful for reading the opponent's [[floor recovery]]. The tip deals high knockback. This move is considered to be a vital part of Corrin's excellent neutral game, due to various reasons: it can be used to pin himself on the floor immediately after he hops, if used quickly enough, making it nigh-impossible to punish [[out of shield]], even when [[powershield]]ed. The spear also has long reach, making it a viable approach option in a neutral position. Meanwhile, the kick is hard to DI properly at both low and KO percents, while it can lead into combos at low percents, therefore being able to rack up large amounts of damage if the opponents' reactions are read well, and is also able to muscle through strong projectiles and [[cross-up]] the opponent, making it just as hard to punish as the spear. Lastly, turning around when not pinning an opponent makes Corrin unpunishable for using the move, and when an opponent is pinned, it leaves them on an unfavorable position where they cannot punish Corrin as well as letting him capitalize on the opponent's reaction. As a result, is is one of Corrin's most commonly used moves, as well as being considered one of the best side special moves in the game overall.
|ssc1name=N/A
|ssc1name=N/A
|ssc1dmg=
|ssc1dmg=
Line 163: Line 163:
===[[On-screen appearance]]===
===[[On-screen appearance]]===
{{Appearance
{{Appearance
|desc=In his dragon form, he gently falls down to the ground with a pool of water appearing underneath them, and reverts to his human form.
|desc=In his dragon form, he gently falls down to the ground with a pool of water appearing underneath him, and reverts to his human form.
|char=Corrin
|char=Corrin
|game=SSB4}}
|game=SSB4}}
Line 176: Line 176:
===[[Idle pose]]s===
===[[Idle pose]]s===
{{Idle
{{Idle
|desc-1=Twirls the Omega Yato around in front of them.
|desc-1=Twirls the Omega Yato around in front of him.
|desc-2=Holds the sword behind them and poses.
|desc-2=Holds the sword behind him and poses.
|image-1=CorrinIdlePose1SSB4.jpg
|image-1=CorrinIdlePose1SSB4.jpg
|image-2=CorrinIdlePose2SSB4.jpg}}
|image-2=CorrinIdlePose2SSB4.jpg}}
Line 221: Line 221:


===Tier placement and history===
===Tier placement and history===
Corrin was, along with {{SSB4|Bayonetta}}, one of the only two characters to miss out on the first ''4BR'' [[tier list]], due to them being available two days after the tier list was released. Upon his release, he was deemed as a viable, if unusual, mold-breaking character, due to the extreme reach of his attacks granting them a strong neutral game. Corrin's release, however, was ultimately overlooked and overshadowed due to the simultaneous release of Bayonetta and her great status in competitive play, causing his standing among the cast to be debatable, moreso after the nerfs he had also gained in update [[1.1.5]], most notably to his Counter Surge. Despite this, a healthy amount of representation in tournament followed, namely from smashers like {{Sm|Cosmos}}, {{Sm|Earth}} and {{Sm|Ryuga}}, and his results were strong enough to rank at 18th on the second ''4BR'' tier list.
Corrin was, along with {{SSB4|Bayonetta}}, one of the only two characters to miss out on the first ''4BR'' [[tier list]], due to him being available two days after the tier list was released. Upon his release, he was deemed as a viable, if unusual, mold-breaking character, due to the extreme reach of his attacks granting him a strong neutral game. Corrin's release, however, was ultimately overlooked and overshadowed due to the simultaneous release of Bayonetta and her great status in competitive play, causing his standing among the cast to be debatable, moreso after the nerfs he had also gained in update [[1.1.5]], most notably to his Counter Surge. Despite this, a healthy amount of representation in tournament followed, namely from smashers like {{Sm|Cosmos}}, {{Sm|Earth}} and {{Sm|Ryuga}}, and his results were strong enough to rank at 18th on the second ''4BR'' tier list.


In the current metagame, however, Corrin would be studied further, which would follow into several KO confirms and neutral game optimization that allowed Corrin's results to bloom much more. This burst of results were reflected on them rising on the third tier list, at 13th. However, after repeated appearances among the Top 8 of major tournaments from Cosmos (who also upset {{Sm|ZeRo}} at [[The Big House 7]]), opinions on Corrin have shifted to that of a top tier, rather than a high tier character. Regardless, he remains on the 13th spot on the fourth and current tier list, still at the high tier.
In the current metagame, however, Corrin would be studied further, which would follow into several KO confirms and neutral game optimization that allowed Corrin's results to bloom much more. This burst of results were reflected on him rising on the third tier list, at 13th. However, after repeated appearances among the Top 8 of major tournaments from Cosmos (who also upset {{Sm|ZeRo}} at [[The Big House 7]]), opinions on Corrin have shifted to that of a top tier, rather than a high tier character. Regardless, he remains on the 13th spot on the fourth and current tier list, still at the high tier.


==[[Alternate costume (SSB4)#Corrin|Alternate costumes]]==
==[[Alternate costume (SSB4)#Corrin|Alternate costumes]]==
Line 293: Line 293:
==Trivia==
==Trivia==
*Corrin is the newest character to be introduced as playable in ''Super Smash Bros. 4'', with ''Fire Emblem Fates'' post-dating ''SSB4'''s release by nine months in Japan and sixteen months in North America.
*Corrin is the newest character to be introduced as playable in ''Super Smash Bros. 4'', with ''Fire Emblem Fates'' post-dating ''SSB4'''s release by nine months in Japan and sixteen months in North America.
**Corrin almost didn't make it into ''Smash 4'', as Sakurai had thought there were already too many ''Fire Emblem'' characters in the game. However, the team convinced them that Corrin would be a unique addition to the roster, so Sakurai allowed them to be playable.<ref>https://www.vgfacts.com/trivia/10911/</ref>
**Corrin almost didn't make it into ''Smash 4'', as Sakurai had thought there were already too many ''Fire Emblem'' characters in the game. However, the team convinced him that Corrin would be a unique addition to the roster, so Sakurai allowed him to be playable.<ref>https://www.vgfacts.com/trivia/10911/</ref>
*Corrin and {{SSB4|Roy}} are the only DLC characters from the same [[universe]].
*Corrin and {{SSB4|Roy}} are the only DLC characters from the same [[universe]].
*Corrin is the only DLC newcomer that does not come packed with a stage, although downloading them on ''Super Smash Bros. for Wii U'' adds the [[List of SSB4 Music (Fire Emblem series)#Lost in Thoughts All Alone (Original)|the original version]] and [[List of SSB4 Music (Fire Emblem series)#Lost in Thoughts All Alone (Remix)|rearrangement]] of the song [[fireemblemwiki:Lost In Thoughts All Alone|Lost In Thoughts All Alone]] from ''Fire Emblem Fates'' to the existing ''Fire Emblem'' stages [[Castle Siege]] and [[Coliseum]]. The remix is also added in ''Super Smash Bros. for 3DS'' as a [[Smash Run]] track. Additionally, trophies of [[List_of_SSB4_trophies_(Fire_Emblem_series)#Ryoma|Ryoma]] and [[List_of_SSB4_trophies_(Fire_Emblem_series)#Xander|Xander]] are added to the 3DS version.
*Corrin is the only DLC newcomer that does not come packed with a stage, although downloading him on ''Super Smash Bros. for Wii U'' adds the [[List of SSB4 Music (Fire Emblem series)#Lost in Thoughts All Alone (Original)|the original version]] and [[List of SSB4 Music (Fire Emblem series)#Lost in Thoughts All Alone (Remix)|rearrangement]] of the song [[fireemblemwiki:Lost In Thoughts All Alone|Lost In Thoughts All Alone]] from ''Fire Emblem Fates'' to the existing ''Fire Emblem'' stages [[Castle Siege]] and [[Coliseum]]. The remix is also added in ''Super Smash Bros. for 3DS'' as a [[Smash Run]] track. Additionally, trophies of [[List_of_SSB4_trophies_(Fire_Emblem_series)#Ryoma|Ryoma]] and [[List_of_SSB4_trophies_(Fire_Emblem_series)#Xander|Xander]] are added to the 3DS version.
*Corrin is the only DLC newcomer to not be a third party character.
*Corrin is the only DLC newcomer to not be a third party character.
*Corrin is the only ''Fire Emblem'' character:
*Corrin is the only ''Fire Emblem'' character:
489

edits