• Welcome to Smashboards, the world's largest Super Smash Brothers community! Over 250,000 Smash Bros. fans from around the world have come to discuss these great games in over 19 million posts!

    You are currently viewing our boards as a visitor. Click here to sign up right now and start on your path in the Smash community!

Enter The Dragon

Enter The Dragon

Game Versions
Smash 3DS, Smash Wii U


Hello and welcome to your one stop shop for everything Corrin! Whether you're looking to pick up Corrin for the first time or someone who is looking to further develop skills as a Corrin main, this guide should have you covered! Finishing it should at least give you a general idea of how to play Corrin, and those of who you who want to improve will have an idea of where to start.

Now with that out of the way, let's get started!





Pros
+Solid damage, KO options, and stage control
+Can confirm into combos from most normals at pretty much any %
+Side B is incredible
+Good recovery for a sword character

Cons
-Poor mobility
-Fast fall speed & tall frame makes Corrin susceptible to combos/pressure after a hit




Normal Attacks



Jab: 5 frame jab with good range. Useful for escaping pressure or quickly punishing the opponent. Jab 2 and 3 come out relatively quick, so you can throw off opponents by delaying them. Rapid Jab is useful for more damage and is safer, but opponents can DI at higher %. Jab 3 is more consistent.

Forward Tilt: Pops the enemy into the air on hit. Usually an inferior option to Side B as a punish/spacing tool and Down Tilt (at closer ranges). That said, it has its uses since you can start a combo at mid %. Best used when you want to quickly launch the opponent up into the air but you're too close for Side B to land.

Down Tilt: Very fast, and a good pressure option, though it's one of Corrin's shortest ranged moves. Your go-to combo starter on the ground when your opponent is vulnerable (ie: after they land near you or when they're shielding directly in front of you).

Up Tilt: Launches the opponent and can juggle them at lower %. Best used after Down Tilt strings start to send the opponent above you. Has tons of active frames and has great vertical range, making it an excellent anti-air option. It also deceptively good horizontal range.

Dash Attack:The lag on this move is tremendous, and it doesn't come out that quickly. You can use it punish rolls or enemies who are outside of your stationary attack range, but it's generally a pretty niche move.

Forward Smash: This move has got range for days, easily outranging pretty much every grounded normal attack in the game. Good for fishing for KOs at high % (especially when you land the tipper). It has slowish start up, and significantly negative on block unless spaced properly. Don't rely on this move as a crutch for KOes, since your opponent will anticipate and punish. The chainsaw hitbox comes out much faster than the attack portion, so you can occasionally use it to throw the opponent off. The chainsaw portion of the move is also reliable for catching ledge options since it can cover getup, jump, and the lance hitbox can cover rolls. It can be angled, and the downward angle Fsmash can hit opponents hanging on the ledge (though getting the 2 frame is difficult).

Down Smash: A move that strikes on both sides at the same time. Good for punishing people with a KO since it's fairly fast, and a great option against opponents on the ledge since it can cover get ups and rolls. Corrin's transformed leg has more range and a tipper hitbox that can KO early. This move is very unsafe so exercise caution when using it.

Up Smash: The range on this move is deceptively poor, unfortunately. It's almost always inferior to Up Air or Up Tilt against aerial opponents. It can seldom be used after Down Tilt to deal more damage, and is effective against opponents standing on platforms. A mediocre move overall.

Neutral Aerial: It has good reach, low landing lag, covers various ranges (above, below and next to Corrin) and has tons active frames, making it a great for just about everything. Can be used to start combos or extend them, and it's very good at punishing air dodges. Amazing aerial normal.

Forward Aerial: Forward air with great horizontal reach, quick start up and low lag. Perfect for spacing and your go-to for striking aerial opponent or stuffing jump ins. It sends the enemy at a perfect angle on hit, giving you easy follow ups for combos. Autocancels after a short hop.

Back Aerial: One of Corrin's best spacing tools. Deals a ton of shield damage and pushes Corrin forward after use, making it completely safe on shield. It can also be used to fish for KOs and is effective against recovering opponents. The start up is fairly lengthy, so learn how to space with this move, otherwise you'll get stuffed. Helpful for recovering.

Up Aerial: Fast and long ranged, and also great combo tool. Also doubles as a KO option at higher %. Very strong aerial normal.

Down Aerial: A divekick of sorts. This move is a situational, yet powerful tool for Corrin since opponents will rarely be able to contest this move with their attacks, giving Corrin an opportunity to land. The risk comes from the fact that its high end lag makes it easy for opponents to punish on whiff. It can also be used to drag both Corrin and a recovering opponent off stage. Potentially worth it if you have the stock lead.

Grabs & Throws



Standing Grab: A standing grab with average speed and mediocre range. You won't be using this often, especially since Corrin's dash grab barely has any more lag. Strictly used for shield grabbing poorly spaced aerials.

Dash Grab: A fast dash grab with poor range. In spite of its low range, this move is still one of Corrin's most important tools, since Corrin is a character that constantly forces opponents to block. It's in your best interest to get as many grabs as possible to rack up damage.

Pivot Grab: A fast pivot grab with okay range. You'll rarely be using this.

Forward Throw: Low damage throw that launches the opponent in front of you. Useful for pushing them towards the ledge, but not much else.

Back Throw: Low damage throw that launches the opponent behind you. Similar to the forward throw in that it's useful for pushing the opponent towards the ledge, but not much else. Has the lowest lag out of any of Corrin's throws.

Up Throw: Corrin's kill throw. Can typically KO most of the cast at around 140-160% without rage. You should never stale this move; it should only be used when you're absolutely certain that it will KO.

Down Throw: Your primary throw option after grab. Deals decent damage, and sends the opponent into the air. It usually sends them too far out of follow up range, but enemies are thrown into air nonetheless, which is exactly where you want them to be. After a Down Throw, harass them with aerials and cover their landings with Shield + Grab or even Side B. Also doubles as a kill throw, but with DI, opponents can avoid dying at higher % than Up throw, making it strictly better for racking up damage.

Specials



Neutral B: A two part attack. The first half is a projectile that can stun the opponent. It can be charged to increase its range and damage. The second half is a bite that can also be charged for even more damage. The projectile can lead to devastating set ups on hit and the bite has significant KO power, though both are fairly easy to block. When it comes to actually landing this move, tripping your opponent up with an unexpected uncharged shot or B-reversed shot is the way to go. Full screen charged shots are easy to anticipate and have significant lag, so you should avoid using it as a zoning tool (though it's handy in certain matchups and effective against recovering opponents.) Neutral B can be also used against opponents hanging on the ledge since it can cover all of the ledge options, but this carries a risk due to the move's lag.

Side B: The Judge, Jury and Executioner. This is the single best attack in Corrin's moveset. Like Neutral B, it's a multi part move. The first part of the move causes Corrin to hop forward, and pressing either A or B again will make Corrin thrust their transformed hand into the ground. From there, Corrin has several options at their disposal; they can kick forward, kick backwards, jump upwards or wait until the move cancels itself. This move has it all; range, speed, damage, safety and the ability to KO. The first part of this move takes 4 frames to complete and the pin portion comes out in 4 more frames (so in total, this move can come out as early as Frame 8). This is called instant pinning and it is one of the cornerstones of Corrin's gameplan. It is the BEST grounded move for Corrin to use since it can rack up damage, space, and it's almost always safe on shield. It also doubles as an anti-pressure tool since you can use it to quickly hit opponents who are behind you. Although it's safe on shield, Corrin gives up some space in neutral when using the retreating kick, and certain characters can actually punish Corrin for doing it, so take care when using it (for more information, see this thread). Jumping or letting the move cancel on its own is generally not advised since they're unsafe actions, though jumping after a pin is a viable option on stages with platforms. Opponents who are pinned can mash out, though this isn't much of a concern in practice since you should attack pinned opponents immediately. Overall, learning how to effectively use this move is crucial, as it often separates the good Corrin players from the rest.

Up B: Your standard recovery special. Corrin flies upwards, and you control Corrin's trajectory beforehand by pressing the control stick in a specific direction. Pressing back while cause Corrin to fly upwards, while tilting the control stick forward will naturally move Corrin in that direction. The move has some freedom in how you can angle it, but it's not extensive. It has limited use in certain combos and can KO off the top at high %, but you generally just want to use it to recover. Corrin is intangible from frames 10-17, making it difficult for opponents to interrupt this recovery.

Down B: Your standard counter. It no longer has the ability to KO opponents at infamously low %, but it's still very powerful, especially when used near the ceiling. It should rarely be used, however, since you give up a ton of offensive momentum after attempting to use it and can be punished severely on whiff. Ideally, you want to use this if you can 100% anticipate your opponent's moves, or use it to stuff recoveries (eg. Ness). But really, it's in your best interest to avoid giving into the temptation of relying on this for a desperate KO, especially at high %, since it can cost you big time.





Corrin plays a mix of passive and aggression. In general, you don't need to rush in on your opponent due to your range, so you can take your time approaching them (unless they can force you to approach with a projectile). You have long range normals + Side B to wall opponents and control space. Side B in particular is very good at doing this, since it's safe and a very damaging punishing tool. Your primary goal in neutral is to bait your opponent into choosing an undesirable option and then punishing them accordingly. For example, Corrin has a strong mixup in the form of Side B and grab. You can condition them into shielding because of the threat of Side B in order to get an easy throw. Corrin's damage out of grab isn't high, but multiple throws will eventually start to add up. On the other hand, if your opponent is making it difficult to grab them, then it's the perfect opportunity to go for a Side B and make them respect you.

When you want to go for the big damage combos, going for aerials against airborne opponents is ideal, since Corrin's aerials are fast, long ranged, and they send them even higher into the air, giving Corrin air juggle opportunities. Baiting an air dodge and getting a combo started from Nair or Fair is also good way of going about it. Trying to open them from the ground is possible, but less likely due to shield. In other words, you want to get the opponent into the air in general, because it's difficult for them to land against Corrin (especially if they've wasted their double jump). Air dodge traps can let you deal heavy damage or even net you KOs.

If you want to approach, your best bet is to rely on Corrin's quick dash to shield. This allows you to safely close the gap between you and your opponent. Short hop is very useful on Corrin since you can throw out aerials to control space at little risk to yourself (take care to space your attacks since you can be punished without proper spacing). Sometimes short hopping without committing to anything to feel your opponent out is the best move you can make. Overall, the most important thing to take away with Corrin in neutral is to be patient (don't just blindly throw out moves) and to avoid being predictable. You'll struggle to open your open up if they can anticipate your moves. Mix it up, especially when trying to land the KO.





When it comes to KOing the opponent, you have several ways of going about it. Corrin's kill throw is inevitable at late %, but you ideally want to KO them before having to use it since it will help you secure a bigger lead. Back Air is a safe option throw out and it's good against recovering opponents. Pivot Forward Smash is safe and a powerful kill option when tippered, but laggy, and it can cause you to lose momentum. Side B can KO at reasonable % (even when stale) and it comes out really fast, making it a great grounded KO option. Neutral B can be a devastating KO option, though it absolutely works best as a surprise, since opponents will start looking for it after you use it. Down Smash is Corrin's quickest KO option. Use it to secure a KO against opponents who whiff moves, or as a ledge option. Uair is very effective at KOing near the top, and Corrin can combo into it from Nair or Fair at high %. Overall, patience is key here. Don't get desperate and fish for kills when behind; let the KOs come to you.



Corrin has a very dependable combo game with tons of ways of setting them up. Rather than listing out the specific combos, I've decided to go over the main combo starters instead. You don't need to memorize these combos, but having a general sense of what you can do after a successful hit is very important.

Down Tilt: Down Tilt can string into other Down Tilts, as well as Up Tilt, Up Smash and aerials, though this depends on the opposing character.



Up Tilt: Similar to Down Tilt, it links into other Up Tilts, Up Smash and aerials. You don't really want to use this as a combo starter unless the opponent is directly above you.



Neutral Air
: Neutral Air sends the opponent up into the air, making it easy to follow up with aerials at any %.



Forward Air: At lower %, fast fall Forward Air can link into various attacks, such as Jab, Forward Tilt and even Side B. At higher %, it sends the opponent up into the air, making them susceptible to Up Tilt/Up Smash and other aerials.






Battlefield: The platforms in this stage really benefit Side B. For starters, they help with recovering since you can pin the edge of a platform with Side B and quickly propel yourself to the center of the stage. Jumping after a Side B pin is very useful here since you don't give up as much momentum after a whiffed Side B, and far less risky than on other stages since you can land on a platform after use. Corrin can also platform cancel Side B for instant pressure, though it's a situational option. The platforms also make it difficult for opponents to actually land against Corrin since you can cover their landings with aerials or even Up Tilt. It's a small stage, so Corrin doesn't have to actually move all that much. On the other hand, the blast zones are large and it can be difficult for Corrin to land against opponents as well. Usually a good pick.

Town and City: The occasional platform are helpful and low ceiling makes it easier for Corrin to KO with Up Throw/Uair. A solid stage.

Smashville: Similar to Town and City, but the ceiling isn't as low. People who land on the floating platform are vulnerable to Back air.

Final Destination: Not a stage Corrin particularly benefits from. It's a bit on the wide side so there's a lot distance to cover on the ground.

Lylat: The tilting really messes with Dragon Lunge, noticeably worsening Corrin's neutral. The platforms can be helpful, but overall you want to avoid this stage.

Dreamland 64: Similar to Battlefield. Top platform is close to the ceiling, which improves vertical KOing, but that's about it. The large blast zone makes it harder to KO opponents and the tree might screw you over so choose this stage with caution.

Duck Hunt: It's Duck Hunt. Lowered visibility is a double-edged sword. I's easier to land Side Bs but the dog can mess them up as well. Characters with higher movement options can be annoying, but you have so much range it's difficult for opponents to camp. High ceiling.



Ledge options

Corrin is very effective against opponents who are hanging on the ledge. You can stand in front of them and shield and cover most options. Rolls and get ups can be punished with Down Smash, and you cover jumps with your own aerial. As previously mentioned, charged Forward Smash can cover jumps, rolls and get ups. The Side B can be used as well, and you can go for the 2 frame with Forward Smash. Down Tilt is the most consistent and easiest ledge option to land, however.

Corrin has powerful ledge KO option in the form of trump aerial tipper Side B, which can be absolutely devastating when pulled off, but the timing is incredibly strict. In order to perform it, you need to ledge trump your opponent then buffer a jump. Press Side B as soon you're off the ledge. Mashing will prevent you from pulling this off so it's very tight. In general, you should mix up your ledge options to throw your opponents off. Doing the same thing over and over again will make it easy for the opponent to get back on the ledge, which is something that should absolutely be avoided since you can get a ton of damage (and possibly even a KO) with good ledge reads.

Corrin players to watch out for

-Cosmos
-Ryo
-Ryuga
-Frozen
-Regi
-SmashG0D
-Earth
-YOC



Cosmos (consultant)
KuroganeHammer (frame data)
Corrin board regulars (for being awesome)
Author
PK Gaming
Views
938
First release
Last update
Rating
4.59 star(s) 22 ratings

Latest reviews

Great guide overall, however some things DO need to be updated. For example, change the picture at the start so it says 1.1.7, if people see that they have a different version they might think the guide is outdated. Also, some more general info should be added such as jab locks, HOW to do the pin cancel on platforms, things like that.
only gives the basis of combos and not the optimal combos, as well as doesnt say whether certan moves are safe on shield, it also doesnt say whether some moves can lock or set up for a lock, it also lacks many other things like where to use these moves
Well paced and avoided absolute walls of text, it was enjoyable and informative <3
I was looking for general advice for this character since I choosed to change main after a long time without playing. Thanks to you.
Very good guide as a whole. Yoh should probably mention nair and forward air comboing into side b and low percents. Another thing to add is a ledge trap where u run up to the edge of the stage and reverse f smash, this covers every option but is a bit risky. All in all good guide.
Very good guide. Professional and informative. You might want to mention the instant side-B tech since side-B is very important it is probably better to be able to get it out faster. Also, in my experience with Corrin (about 75 battles or so competitively) I think that the instant side-B makes it much harder to block and helps me land it more consistently. I would love it if you could create a Villager or Marth guide next if that's reasonable.
PK Gaming
PK Gaming
Instant pin is mentioned actually (search "instant pinning")

Thanks for the response. I might make a guide for another character, though it would have to be another one of my mains.
The best corrin guide ever in my opinion! Succint, clear and very complete! As a corrin main I learned many useful things, thanks a lot!
Overall helpful guide, finally have some guidance of what I want to do with Corrin.
D
Pretty concise, honestly- and I admit, I didn't actually take my time in the first place, but you brought me back down to Earth. The guide covers pretty much all there is to be said, and I might've even noticed a bit of the Corrin discussion boards thrown in there, which is great. Some things I needed to just slap some sense into me and realise they're there, like our extensive ledgeguard options I never take advantage of (constantly limiting myself to one of F-Smash or Side B TIPPER.

What can I say, got me good.
[s]I'm also better than half the Corrins you listed, like, who the **** is YOC[/s]
This really helped me!
Top Bottom