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Corrin Notes

Corrin Notes (by move) (all kill testing vs. Ike)
Dragon Fang Shot (Standard Special): Breaks shields at full charge with both hits, you can just charge Dragon Fang by double tapping B. It does 31% with both hits, 13% with Shot, 20% with fang. It goes across ALMOST all of Final Destination. It Kills at 95% from Center stage with both hits. Dragon Shot Kills at 176% with full charge, while Dragon Fang kills at 120%

Dragon Lunge (Side Special): Planting your opponent into kick does 19%, Planting does 7%, Kicking does 12%. Planting into the wall then jumping is a great recovery tactic before using up special. Reversing the Kick is a really good Mix up tactic. It Sweet Spots at the Tip and does 15-17%. If you mash B or Press B and Immediatly Press A you can immediately plant into the ground. Dragon Lunge is a really good edge guard option if you run of stage and immediately kick backwards, if you jump into the wall and kick, you can't jump. On Stages with Platforms, if Corrin uses Dragon Lunge, if you plant into the ground properly, you will move up onto the platform. When in the Dragon Lunge Hop stage, if you point your movement stick in the opposite direction, corrin will stay in the same place. If you plant your opponent into a wall with Dragon Lunge, they will lose their jumps, keep that in mind for characters with high jumps or high recoveries (Villager, Falco, Zero Suit Samus). Using the hop and then using Down/Side Smash is a decent option, it won't always work though. It Kills at 115% (Sweetspot, no kick) And Kills at 159% (Planted, With Kick) The forward Kick also kills at 159%, while the reverse kick kills at 145%. You can use the Dragon Lunge Kick into Up Tilt until about 25%

Draconic Ascent (Up Special): It works like Roy's Up Special in a sense that it has a similar Arc and is also a Multi Hit. With every hit it does 13%. It has decent hight, not a lot of landing lag, good kill power at top of screen and a good combo finisher. It Kills at 171% from Center Stage.

Counter Surge (Down Special) A very strong Counter, one of the strongest. Hits from both sides, damage does not change depending on the side hit from. Slows Corrin down in the air, countering an opponents recovery is a really good edge guard since it has almost no end lag. It an kill as low as 0%*
*Vs. Ike, Full Charge Euroption, DI included, No rage

Up Smash: A quick move with decent range and a lot of power. it does 18% at full charge with no sweet spot, and 21% with sweet spot. It goes through platforms which is a helpful spacing tool. It kills at 105% (No Sweet Spot) and 76% (With Sweet Spot)*
*Sweet Spot Kill% was tested on the bottom platform of battlefield.

Side Smash: A quick move, with a lot of range and a lot of power, corrin's side smash is one of the longest in sm4sh. when charging it, corrin can use his Omega Yato Blade to damage the opponent and lock them in, they can air dodge or DI out of it though. It Can also be arced Up and Down It does 23% with Sweet Spot, 16% with no Sweet Spot or no Charge Damage and 22% with Charge Damage, but No Sweet Spot. Corrin cannot trap opponents in and get a sweet spotted hit. It Kills at 75% (With Sweet spot, arced forward), 70% (Sweet spot, arced Upward), and 67% (Sweet spot, arced Downward) With no Sweet Spot and Charge Damage, it kills at 115% (Arced Forward), 115% (Arced Upward) and 110% (Arced Downward). With No sweet spot or charge damage it kills at 115% (arced forward), 115% (arced upward), and 120% (Arced Downward)

Down Smash: Corrin's down smash hits from in front and behind. It doesn't have a lot of range, but it has good kill power and does a good amount damage. The Sweet Spot is at the tip of the dragon leg (behind him) With Sweet Spot at full charge it does 19%, 12% behind with no sweet spot, behind at full charge and 15% with the forward hit. The Sweet Spotted hit kills at 80%, 108% on the Forward hit and 120% with No sweet spot on the hit behind.

Up tilt: A move with a slight spin and great combo starter, Corrin's Up tilt combos into itself, and his Up Special, while it only does 9% it is still a good move. Up Tilt will grab opponents laying if corrin is right beside them. Corrin's Up Tilt combos into*: Standard Special (65%), Side Special (40%) (Up Special (60%) Up Smash (65%), Side Smash (55%), Down Smash (33%), Up Tilt (50%), Side Tilt (25%), Down Tilt (16%), Grab (20%), Jab (38%), Up Air**(115%), Forward Air (124%), Back Air*** (134%), Down Air (71%), Neutral Air (120%). Corrin's Up Tilt kills at 290% so it is not a good killing option
* The Percents = The Last Percent it works
** Up Tilt -> Up Air is a Kill Combo
*** corrin needs to be turned around and right beside for Up Tilt ->Back air

Side Tilt: It's quick and it's good for combos. It does 10.5% and combos into itself. 0% Combo: Side Tilt -> Side Tilt -> Dragon Lunge -> Dragon Lunge Kick = 40%
0% Combo: Side Tilt -> Side Tilt -> Dragon Lunge = 28%
Side Tilt Kills at 167%

Down Tilt: It's just as good as up tilt in terms of combos. Down Tilt -> Up Tilt -> Side Tilt is true at 0% and does 27%. The move itself only does 7%, but it combos into itself and then into Up Special. It has almost all the same combos as up tilt, with the exception of: Forward Air, Up Air, Back Air. It kills at 245% so it's also not a very good kill option

Up Air: It's a really good kill option and it's a good combo finisher, not a good combo starter though, it only really combos into side smash (grounded). On the ground it will only hit if the opponent is behind corrin. In the air it combos into Up Special and is a really good kill combo, Up Tilt to Up Air kills at a decent percent. Up Air only does 9% but it is still a good move. Grounded it kills at 163%, and in the air it kills at 147%

Forward Air: Really good combo starter and finisher, decent percent and kill power. It only does 7% but it combos into itself so you can rack up a lot of damage. It can chain into itself 5-9 times, getting anywhere from 42% to 74%, With 9 hits you can combo into up special which is a really good offstage kill option. Corrin's forward air kills at 222%

Down Air: Corrin's down air is a drill and only the first hitbox spikes. It does 16% with every hit and combos out of a few moves (Down Tilt, Forward Air.) It doesn't have a lot of end lag, but is still pretty easy to punish so be careful. Offstage it isn't very helpful unless you have a stock lead. Corrin's down air kills at 365%

Back Air: Corrin's back air does 11% and has really good knock back. It pushes corrin forward so it is really helpful for recovery. Corrin's back air doesn't have a lot of combo game but it is really good at killing. Corrin's Back Air kills at 144%, making it his best killing Aerial.

Neutral Air: Corrin's Neutral Air is good for combo setups, continuing a combo, finishing a combo and getting out a combo. The first hit does 7%, while the second does 5%. It is really good for killing on the top of them screen. The first hit kills at 211% and the second hit kills at 267%.

Up Throw: Corrin's Up Throw is his best kill throw a good High Percent kill option, but has little to no combo potential. If your opponent doesn't jump, you can get an Up Tilt, Side Tilt or Up Smash, if your opponent does jump, all you can use it Up Special or Up Air, while those are good killing options, they are both relatively easy to avoid. Corrin's up throw has two hits and does a low 9%, but a lot of his moves combo into grab so you can build up percent. Corrin's Up throw kills at 164% and is still a pretty good kill option.

Forward Throw: Corrin's Forward Throw isn't a good combo throw, the most you can get is forward throw into Dragon Lunge or Dash Attack, and those aren't even true. Corrin's Forward Throw only does 7%, is actually a decent combo finisher. Corrin's Forward Throw kills at 396% by ledge, making it his worst throw. It seems to have some sort of set knock back. Still not a good Kill option, but it is a good offstage kill setup move. if you throw them offstage and use a Forward Air, Neutral Air, Up Air or Up Special, that is a good way to take a stock.

Down Throw: The Worst of corrin's kill throws, has some low percent combos, it can chain into forward air up to 4 times, or Forward Air into Up Air or Neutral Air. Corrin's Down Throw also does 9% and also has two hits. Kills at 181%

Back Throw: Corrin's back throw is fast and has more combo game than Forward Throw. Back Throw into Dragon Lunge is true at low percents, but if you can plant your opponent you can get back throw into dragon lunge kick, into Forward Air, into forward air into Up Special. Corrin's Back throw does 8%, and combos into dash attack until 74% with no DI. Corrin's Back Throw kills at 305%, also seems to have some sort of set knockback, but not as bad as Forward Throw.

Jab: Corrin has a really quick Multi Jab, but Jab 1, 2 and 3 do 7% with a Sweet Spot on Jab 3, and 8% with Sweet Spot on all 3. Corrin can hold his Multi Jab for quite a while and is actually a high percent kill option by ledge. Jab 1 and 2 Combo into Side Tilt. Jab 1 combos into grab, Up Smash, Up Special, Side Special, Standard Special and Down Tilt. Corrin's Jab 3 kills at 159% by ledge, and his Multi Jab kills at 205% by ledge, so if you need a quick kill, Jab 3 is the better way to go

Dash Attack: Corrin's Dash Attack is quick and it racks up percent fast. It does 13% with every hit, but has little end lag, so it can combo into itself and then into moves like Side Tilt, Down Tilt, Side Smash, Up Smash, Down Smash, Side Special, Standard Special, Grab, and Jab. Corrin's Dash Attack doesn't have a lot of end lag so it's pretty hard to punish. Dash Attack kills at 227% obviously because of it's lack of knockback, but it is a good kill setup.

Corrin's Overall Stats: Corrin is Quick, Strong, Ranged, Has really good aerial mobility and combos, fantastic tilts and smashes, good kill throws, not a lot of end lag on his moves. Corrin lacks combo throws which is an issue easily fixed by his tilt combos. Corrin is definetly better on stages with platforms like Battlefield, Dream Land, Miiverse and Town and City. Gimping Corrin isn't easy due to how high his recovery can go and his moves that help with recovery (Dragon Lunge, Back Air). The Nost effective way to kill corrin offstage is hitting him/her when he/she uses Dragon Lunge into a wall because this will steal their second jump, meaning the only way for them to get back is via Draconic Ascent
Applicable Games
Smash 3DS, Smash Wii U
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TheCrustaceanKing
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