Template:SSB4 to SSBU changelist/Corrin

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Aesthetics

  • Change Corrin's appearance is largely the same as it was in SSB4, though his model features a more subdued color scheme. The fabric of his attire is more detailed, which is more noticeable during his Dragon Fang transformations. His eyes are sharper.
    • Change These changes also apply to Corrin's Feral Dragon form. Its features are also more pronounced.
  • Change Corrin's previously unused damage yells from Smash 4's Sound Test are now heard when taking high knockback.
  • Change As with all previous downloadable fighters in SSB4, Corrin now has a unique Palutena's Guidance conversation.
  • Change Corrin has a unique victory theme, based upon Lost in Thoughts All Alone.

Attributes

  • Buff Like all characters, Corrin's jumpsquat animation takes 3 frames to complete (down from 6).
  • Buff Corrin runs faster (1.45 → 1.595).
  • Buff Corrin walks faster (1.15 → 1.208).
  • Buff Corrin's air speed is higher (0.97 → 1.019).
  • Buff Corrin's traction is significantly higher (0.065 → 0.129).
  • Nerf Corrin's double jump covers less distance.
  • Buff Forward roll grants more intangibility (frames 4-14 → 4-15) and has less ending lag (FAF 31 → 30).
  • Nerf Back roll has more startup (frame 4 → 5) and ending lag (FAF 31 → 35).
  • Buff Back roll grants more intangibility (frames 4-14 → 5-16).
  • Buff Spot dodge has less ending lag (FAF 27 → 26).
  • Buff Air dodge grants more intangibility (frames 3-27 → 3-29).
  • Nerf Air dodge has more ending lag (FAF 34 → 50).

Ground attacks

  • Neutral attack:
    • Nerf All hits except the second and the neutral infinite's finisher deal less damage (hit 1 tip: 3% → 2.5%, hit 3: 3.3%/5% → 3%/4%, infinite: 0.9% → 0.5%), with knockback scaling only partly compensated on the third hit's sweetspot (140 → 150), reducing its KO potential.
    • 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 (hit 1: 160°/92°/110° → 361°/180°, hit 2: 64°/79°/90° → 361°) to keep opponents close to Corrin, and has gained a hitstun modifier of 2, allowing them to connect better and jab lock.
    • Buff The first and second hits have slightly larger hitboxes overall (hit 1: 3.8u/3.8u/1.8u/1.5u → 4.5u/3.8u/1.8u/1.8u, hit 2: 3.5u (all) → 4u/3.5u/3.2u).
    • Nerf The first, second and third hits have a higher hitlag multiplier (1x/1.4x → 1.5x/1.6x (hit 1), 1x → 1.2x (hit 2), 1x/1.4x → 1.8x/2x (hit 3)), giving opponents more time to SDI the first two and DI the last one.
    • 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 much higher percents, and removing their jab cancel setups.
    • Nerf The third hit of neutral attack has a new animation: it is an outward slash, rather than a stab. This new animation's hitboxes have one frame shorter duration (frames 6-8 → 6-7).
    • Buff The new third hit has less ending lag (FAF 36 → 31).
    • Nerf The new third hit has smaller hitboxes (5.7u/4.2u → 5u/4.2u).
    • Buff The new third hit's sourspot extends further inwards and overlaps less with the sweetspot (Z-offset/stretch: 13/11.5 → 11.5/11). This makes the sweetspot easier to land.
    • Buff The neutral infinite has a shorter gap between hits (5 frames → 4), lower hitlag (1x → 0.5x) and SDI (1x → 0.6x) multipliers, and deals less knockback (8 base/40 scaling → 10/20) while gaining a hitstun modifier of 2 for each hit. This allows it to connect more reliably and makes it much harder to escape.
    • Nerf One of the neutral infinite's hitboxes that lifted opponents off the ground has been removed. Since its hitbox was larger than the attack's other remaining hitbox, this gives the attack slightly less vertical range.
      • Buff However, the previous neutral infinite's hitbox is extended and positioned differently (Y/Z-offset: 8.5/8 → 7/16, Y/Z-stretch: 0.0/0.0 → 7/10). Since this hitbox keeps opponents on the ground, this makes the infinite harder to escape.
    • Change The infinite has gained a shieldstun multiplier of 8×. This allows it to lock opponents into their shields between each hit, and thus pressure them more effectively, but also allows them to cancel shieldstun and punish Corrin more easily if they shield 10 hits or more.
    • Nerf The neutral infinite's finisher has an additional hitbox (size: 5.5u, Y/Z-offset: 7.5/19.5). However, the move's other hitboxes are smaller (6u/8u → 4.5u/5.5u) and are positioned differently (ID 0: 8.5 Y-offset/10 Z-offset → 7.5/11.5, ID 1: 8.5 Y-offset/18 Z-offset → 7.5/15.5). While these changes keep its horizontal range mostly intact, they reduce its vertical range and create a blindspot right in front of Corrin.
    • Nerf The neutral infinite's finisher deals less knockback (52 base/150 scaling → 85/90), reducing its KO potential.
    • Buff The neutral infinite's finisher launches at a lower angle (50° → 40°), no longer being the same as the third hit's. Combined with its increased base knockback, this makes it much safer on hit.
  • Forward tilt:
    • Nerf The move has a shorter hitbox duration (frames 8-10 → 8-9).
    • Buff The move launches at a noticeably lower angle, more akin to other forward tilts (70° → 45°). This overall improves its KO power from center stage and especially near edges, making it much more consistent and no longer as vulnerable to LSI.
      • Nerf However, it removes its situational juggling potential and hinders its KO power from across the stage.
  • Dash attack:
    • Nerf The move has one frame slower startup (frame 11 → 12).
    • Buff The move has less ending lag (FAF 56 → 50).
    • Buff The move has altered hitbox timings with shorter gaps between hits (frames 11, 14, 17, 20, 23, 26 → 12, 14, 16, 18, 20, 23). The looping hits launch at a minimally lower angle (15° → 14°), have a lower hitlag multiplier (1× → 0.5x), and their innermost hitboxes have more set knockback (55/12 → 65/25). This allows it to connect more reliably and makes it harder to escape.
  • Forward smash:
    • Buff The ability to hold smash attack charges for two additional seconds allows its looping hits' duration to be extended, letting it deal more damage and potentially break shields.
    • Buff The looping charge hits have gained a hitstun modifier of 3, connecting better as a result.
    • Buff Forward smash has more range.
    • 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%/16.7% (all)).
      • Buff This allows it to hit from farther distances earlier, and causes the early tip sweetspot to come out faster.
      • Nerf However, this removes the late tipper sweetspot and shortens the move's total duration (frames 17-22 → 17-18).
    • Buff The move deals more knockback (base and middle: 35 base/99 scaling → 40/103, tip: 35 base/105 scaling → 45/107). This compensates for the tip's lower damage while making the move safer at low percentages.
    • Nerf The move has drastically smaller hitboxes (3.5u/3u/2.2u → 2u/1.7u/1.1u).
    • Change The middle and tip have higher hitlag multipliers (middle: 0.8x → 1x, tip: 1x → 1.5x).
    • Change The move has gained a water effect on hit.
  • Up smash:
    • Buff The move has a longer active duration (frames 13-15 → 13-17).
    • Buff The tip has more knockback scaling (86 → 91) and more vertical range (Y-stretch: 26-27 → 26-30), improving its KO potential and making it much easier to land.
  • Down smash:
    • Buff The move has less ending lag (FAF 54 → 49).
    • Nerf The back hit's tip sweetspot has lower knockback scaling (95 → 85).

Aerial attacks

  • Buff All aerials except down aerial have less landing lag (13 frames → 10 (neutral), 14 → 8 (forward), 14 → 13 (back), 15 → 9 (up)).
  • Neutral aerial:
  • Forward aerial:
    • Buff Forward aerial deals more damage (7.5% → 9%) with knockback compensated.
    • Nerf The move has more startup lag (frame 7 → 9).
      • Buff However, its total duration remains unchanged, giving it slightly more combo potential into attacks other than itself in the air.
  • Up aerial:
    • Buff Up aerial deals more damage (9% → 10%) and knockback.
    • Buff The move auto-cancels earlier (frame 40 → 37), allowing it to auto-cancel in a short hop.
  • Back aerial:
    • Buff Back aerial's early hitbox deals more damage (11% → 12%) and knockback.
  • Down aerial:
    • Buff The move's looping hits have a lower hitlag multiplier (1x → 0.8x) and use weight-independent knockback, allowing them to connect more reliably.
    • Nerf Due to universal changes made to stall-then-fall down aerials, the move can no longer fully connect against targets at certain height, worsening its damage output.
    • Change The move no longer halts Corrin's downward momentum when used out of hitstun after timing it a double jump.

Throws and other attacks

  • Grabs:
    • 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)).
    • Nerf All grabs have slightly shorter range (standing: 4-8.9 Z-stretch → 4-8.7, dash: 4-10.7 Z-stretch → 4-10.3, pivot: 4-14.9 Z-stretch → 4-14.6).
  • Pummel:
    • Change Corrin has a new pummel, a knee strike.
      • Nerf It deals much less damage (3% → 1.3%).
      • Buff However, it has significantly faster startup (frame 16 → 1), deals more hitlag (5 frames → 14) and has less ending lag (FAF 24 → 7), shortening its duration and increasing the number of times Corrin can pummel the opponent before throwing them or before they break out.
  • Forward throw:
    • 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.
    • Nerf The tipper has lower knockback scaling (120 → 110), reducing its KO ability against bystanders.
  • Change Corrin's back, up and down throws 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:
    • Nerf Back throw's tipper has lower knockback scaling (110 → 100), reducing its KO ability against bystanders.
  • Edge attack:
    • Buff Edge attack deals more damage (7% → 9%).

Special moves

  • 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 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 (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 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 (1.3x → 0.3x (uncharged), 0.5x (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 speed up effect, as opponents are launched faster and experience less hitstun at higher percents.
  • Dragon Lunge:
    • Buff Dragon Lunge's pin can be manually canceled by pressing down on the control stick. This allows for mix-ups, by allowing pinned opponents to escape faster but setting them up for a tech-chase, and also leaves Corrin less vulnerable if the move misses.
      • Buff Manually canceling the pin also incurs less ending lag (FAF 15 → 13).
    • Buff The jump grants more intangibility (frames 2-5 → 2-7) and has less ending lag (FAF 44 → 40).
    • 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 The changes to jostle mechanics significantly hinder the safety of the kicks, especially combined with the aforementioned changes, as Corrin can no longer go through shielding opponents, especially if the opponent is heavier, making the kicks much easier to punish.
    • Nerf The early hit of the back kick deals less knockback (70 base/110 scaling → 63/100), making it less safe on hit.
    • Nerf Pin canceling incurs 19 frames of landing lag.
  • Dragon Ascent:
    • Change The move is called Dragon Ascent across all English versions of the game, rather than Draconic Ascent in the NTSC version.
    • Buff The move grants more intangibility (frames 10-17 → 7-17).
    • Buff The last hit has more knockback scaling (155 → 170).
    • Change The move travels more distance, but halts at the end of the move instead of granting slight horizontal momentum. Overall, this improves Corrin's vertical recovery, but at the cost of having no extra momentum for horizontal recovery.
    • Change It deals seven hits, down from eight, but the second to sixth hits deal more damage (1% → 1.2%), leaving the total unchanged.
  • Counter Surge:
    • Buff Counter Surge has a longer counterattack window (frames 7-24 → 7-26). However, with a window of just 20 frames, it is still one of the shortest counter windows in the game.
    • Nerf Counter Surge deals less knockback (clean: 90 base/74 scaling → 87/68, late: 90/68 → 85/66). Additionally, the late hit no longer has a higher damage multiplier, instead being consistent throughout (1.2x/1.3x → 1.2x). 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 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.
    • Nerf It has a higher hitlag multiplier (1x → 1.2x), making it easier to DI and SDI.