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The Dark Power Within: A general guide for Corrin (WIP).

The Dark Power Within: A general guide for Corrin (WIP).

The Blood of Dragons from Fire Emblem: Fates, Corrin, joins the battle!

This will be a WIP guide on the new character Corrin. I will plan on updating the guide every time new information is discovered and tested. Anything you guys find in here that seems off, feel free to message me about it and I will gladly fix it.

On a side note, I will be referring to Corrin as a HE only because I personally main male Corrin, and it makes it easier/faster to explain his attributes.

Now let's get to the good stuff!

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BASICS:

:4corrin: is a really interesting character, as his Dragon Fang ability makes him like no other fighter in Smash. While he does wield the awesome Omega Yato blade, the key to mastering Corrin is taking advantage of his Dragon Fang abilities.

Corrin is a great spacing character that really benefits from fighting mid range. If you didn't already know, his Dragon spire moves will do extra damage and knock back when it strikes an opponent with it's TIP. Keeping an opponent around the tip of your attacks will maximize your fighting ability and make the match more likely go in your favor.

He has a few combos that I will list towards the end of the guide, but I'd say he isn't quite combo-heavy compared to characters like Roy. What I can't stress enough is that this character really REALLY rewards creative play, and what I mean by that is he can be played both offensively and defensively generally well, allowing freedom and diversity in how you play him.

ALSO. THIS IS IMPORTANT: Whenever a Dragon spire attack involves one of Corrin's limbs being extended, it will increase the character's size (not like the mega mushroom), making you more vulnerable to being hit. Just be wary.

____________________________________________________________________




<===MOVES & % DAMAGE ===>

While going over his moves, I will include general descriptions of each as well as my opinion on the move. All testing was done on Mario.

The percentages have been double checked for the most part, and were checked on the Smash Wiki to confirm. Credit to those on the wiki who found those out.



===============>

JABS

===============>

1st Hit:

2%, 3% TIP

2nd Hit:

2%

3rd Hit:

3%

A 3 strike jab. The first strike being a Dragon spire, and the 2nd and 3rd being a sword swipe.

I think this is a really good jab, considering it comes out fast as hell. It's a great tool to interrupt an opponent trying to rush you, or just getting some space between. I wouldn't rely on using this for combo start ups, only because the last swipe has lag that prevents follow ups.



RAPID JAB:

~11 to 18% TOTAL

This move is hard to judge, only because it depends on how long you hold your opponent in the rapid jab, so if the percentages are off I apologize in advance.

A rapid jab that activates after the first sword swipe. Corrin's hand bites an opponent savagely, and racks up some easy percent early on.

This move is a great start to a match if you manage to catch your opponent off guard early in the match. If you can get your opponent caught directly in the middle of it, it can maximize the damage. Be careful if an opponent is caught in the edge of it though, as they'll most likely air-dodge or jump out of it.


===============>


TILTS & DASH ATTACK

===============>

FOWARD TILT:

10%

A downward slash.

A generally good move. Helps with spacing, and combo into a short hop Fair.



DOWN TILT:

7%

A low sweeping slash.

A really good move for getting opponents into the air. Weirdly, it's damage alternates after it's first hit between 7% and 8%. Combos nicely with Up Smash, Up Tilt, and Up Air at higher percents.



UP TILT:

9%

Corrin spins around with the Yato blade extended.

This move does pick an opponent up when you're next to them, akin to Roy's Up Tilt. Great tool for juggling opponents, and can be used around 3 or 4 times at low percents.



DASH ATTACK:

2% First 5 hits

3% Final Hit

Corrin spins like a drill with the Yato blade extended to pierce through his enemies.

Honestly, from what I've been hearing, people don't like this move. I guess it's because if you miss, it's an easy punish for the opponent. However, I actually think this move is great. It can almost always catch an opponent through rolls, it can be used consecutively to catch an opponent who landed back onstage, and it does a nice amount of damage.

I wouldn't rely on this move all the time, as it still does leave you open if you miss, but I'd give it a chance when you see fit.





===============>


AERIALS

===============>

NEUTRAL AIR (Nair):

8% Clean

6% Late

Corrin swings the Yato blade and his Dragon spire arm in a circular motion.

This is a FANTASTIC move. It covers a good amount of distance, comes out quick and does pretty decent damage. This is a safe move most of the time, as it is hard for an opponent to attack through it. The only thing an opponent can do is air dodge if they are in the outer part of the attack, but otherwise use this move often.



FOWARD AIR (Fair):

8%

Corrin strikes downwards with the Yato blade. Similar to Marth, Roy and Lucina's Fair.

This move is probably Corrin's best sword-based attack. Similar to Marth, Roy and Lucina, this attack shares a similar animation, but it comes out quick as hell, and has little end lag. Excellent for follow ups in the air. It's damage alternates after the 1st hit between 8% and 9%.



BACK AIR (Bair):

11%

Corrin sprouts wings and attacks an opponent with them. Also pushes him forward.

This move is strange. It's a good move, but you can't follow up after it at all. This move does kill at about 130% with rage not included. It does grant good forward movement with it's momentum and can help with a recovery in some instances.



UP AIR (Uair):

10%

Corrin slashes in an upward arc. Similar to Marth, Roy and Lucina's Uair.

This move is great. Like REALLY great. It can be used to juggle opponents to their death, as it comes out really quick and kills at about 120% with rage not included. It can be used twice with each full jump.



DOWN AIR (Dair):

~11% to 17%

Corrin strikes downward with his Dragon spire legs as he falls. A multi-hit attack.

Possibly Corrin's worst move. This can lead to SD's off stage, but it can also drag an opponent down with you, ending both lives. I'm not sure if the opponent dies first, and will update this when I know.

That being said, this move is only really good when you read an opponent and can strike them from above to get the maximum amount of damage. It can also be used to quickly push an opponent off the ledge if they miss a ledge attack or roll. Otherwise, don't rely on this move. It's really easy to punish and you feel foolish missing with it.







===============>


SMASH ATTACKS

===============>

FORWARD SMASH (Fsmash):

Non Charged:

12%

16% TIP

Charged:

21% with Yato blade grind

23% TIP

Corrin uses his arm as a Dragon spire and pierces an opponent. If enemy is nearby, the Yato blade will grind against them as the attack charges. Can be angled.

Easily one of Corrin's best moves. It basically covers all types of ground. If an enemy is nearby, grind that blade against them. If their trying to approach you, halt them in their tracks with the move's tip. This move is also a godsend in the punishing department, as the blade grinding aspect comes in handy when an opponent rolls into you.

The only thing to watch for is the spire attack after the blade grind. Opponents can get out of the grind before getting hit with the spire, so try angling it to catch them. Also, don't spam this move. Though it is fast, it's end lag is noticeable, making it possible to punish if you're not careful.



UP SMASH:

Non Charged:


13%

15% TIP

Charged:

18%

21% TIP

Corrin's hands turn into Dragon spires and pierce upwards as he ducks. Similar animation to Mega Man's Up Smash.

This is a move that comes out quick, but the end lag prevents much follow ups after it. It's great for catching roll-happy opponents, or preventing opponents from coming back at the ledge. It can be used to keep opponents in the air, but I'd recommend sticking with Up Tilt, or Up Air.



DOWN SMASH:

Non Charged:


11%

14% TIP

Charged:

15%

19% TIP

Corrin thrusts his Yato blade forward as he kicks with Dragon spire leg behind him. Similar animation to Mii Brawler's Down Smash.

This move is good for catching opponents rolling around you. It has good range, it comes out quick and has little end lag. Also good for when an opponent lands in front of you. I'd say this is the safest Smash Attack in Corrin's arsenal, but I may be wrong.







===============>

SPECIALS

===============>

NEUTRAL SPECIAL:

SHOT DAMAGE:

Non Charged:

4%

Charged:

13%

BITE DAMAGE:

Non Charged:

10%

Charged:

20%

Corrin fires a paralyzing aqua sphere from his hand. The hand can also bite a nearby opponent.

This is also one of Corrin's best moves, as it can give you an opportunity for a follow up Up air or Dash Attack. A tech for this attack that's really helpful to practice is:

- A Non Charged shot, with a Charged bite

-A Charged shot, with a Non Charged bite.


These two techs will come in handy if you plan on mastering Corrin. As one catches an opponent off guard and punishes hard, while the other with stun the opponent for a good amount of time, allowing for follow ups.



SIDE SPECIAL:

SPIRE:

~7%

15% TIP

KICKS:

12%

Corrin lunges forward with an extending Dragon spire. Can pin an opponent to the ground allowing for a Back Kick, Front Kick, Jump or cancel.

This is Corrin's best move. At least IMO. When you don't use this attack to pin an opponent to the ground, it can kill in the air with TIP at about 120% with rage not included. The kicks are awesome for stage movement as well as kill options.

This move can also assist heavily when recovering onto the ledge. You can stick in in the side of the stage after your double-jumps and jump out of that to get 3 possible jumps. It can also be stuck on the ledge to kick a ledge-guarding opponent and move you back to the center of the stage.

This move has many great uses, just don't go crazy with it, as when you miss will leave you vulnerable for a bit.



UP SPECIAL:

13% TOTAL

Corrin flies a short distance upwards. A multi-hit attack that can be angled.

This is another one of Corrin's shortcomings. His recovery is very... meh. It doesn't go tremendously high, and can get you caught under some stages when trying to recover. It does hit opponents from the top and allows for stage spiking, but it's generally a mediocre move.

An important tip is that it will always arc a bit in whatever direction you're facing unless you hold the opposite direction you're facing. This allows for a purely vertical recovery that goes slightly higher that if you were to hold the joystick/circle pad in the direction you're facing.



DOWN SPECIAL:

2.57 x % knock back of countered move

1.3 x % damage of countered move

Corrin fully transforms into a Dragon and slams down on the opponent in a counter-attack.

This move is absolutely OP. Other than Shulk's vision counter, this is easily the best counter in the game. If you catch any Ganondorf players out there that use the Warlock Punch, run in and counter it. It will without a doubt kill him instantly. This also applies to almost any character's fully charged Smash Attacks as well.

This goes without saying, but don't spam counter. Even though this one is good, Corrin has so many more interesting and safer options in a match than to just counter everything. It should be used only to get an early kill, or as a last resort.

Plus, no one likes a counter-spammer.


===============>

GRABS & THROWS

===============>

PUMMEL:


3%

Corrin pummels his foe with the Yato blade's pummel.

This pummel can be compared to Shulk's, as it shares similar damage and animation, but it can be used relatively fast. I can usually fit about 2 pummels in when my opponent is at 0%, which is more than Shulk can do.

I wouldn't pummel anyone past 1 or 2 times at low percents. Just pummel once and use a throw of choice.



UP THROW:

~6.5% First Hit

3% Throw

Corrin transforms fully into dragon and skull bashes the opponent into the air.

Other than Corrin's Down Throw, I'd say this is his best throw option. It can kill at high percents and has good knock back overall.



FOWARD THROW:

5% First Hit

2% Throw

Corrin pierces the opponent in with a dragon spire.

This throw is okay. It's not great, but it could be worst. Use it to push an opponent into a corner.



BACK THROW:


6% First Hit

2% Throw

Corrin stabs the opponent in their back as he turns around.

Similar to his Forward Throw, this is an okay move. Maybe the worst one in Corrin's arsenal, but it can be used to get an opponent offstage.



DOWN THROW:

~6.5% Body Slam

3% Throw

Corrin body slams the opponent in dragon form. Launches them upwards.

This is probably Corrin's best throw. It can kill at high percents, like Up Throw as well. At low percents, this move can combo into an Up Air or Fair.





<===STRATEGY===>

Corrin is definitely a spacing master in Smash. I'd go as far to say that he is the best spacing character in the game, but I wouldn't want to discourage anyone trying to play other spacing characters.

With this in mind, Corrin fights masterfully from a distance. Most of his attacks can't be countered correctly, as he is too far away to be punished, but can still land the hit. He seems to do really well against most characters, especially medium weight characters with all around good stats (Mario, Pit, Ness, etc.) as he can just out-range them. I originally thought he was good against heavyweights as well, but recently I've been having second thoughts. Corrin isn't tremendously fast like Roy or Cloud, making him more vulnerable to be over-powered in a heavyweight match up. To sum up general strategy, here's an easy list to follow:


Vs. Lightweight Characters: This is generally an okay match-up. Fight up close or at a distance at your will. Push them away with Nair, Fair, and kill with Up Air.

BE WARY OF JIGGLYPUFF. FIGHT FROM A DISTANCE!



Vs. Medium Weight Characters:
Probably the safest match-up. Fight around the tips of Corrin's attacks and try to overwhelm them with the fast start-ups of his attacks. Jab, Dtilt, and aerials are a good option here. Use Smash Attacks whenever you see fit.


Vs. Heavyweight Characters:
Possibly the only problematic match-up. Fight from a distance almost always. Catch them with Dash Attack and aerials. Use counter only to counter in dire situations, or to get an early KO.

DEDEDE COULD BE TROUBLE WITH HIS GORDO THROW. REPEL THEM WITH NAIR OR FAIR. USE CORRIN'S FAST ATTACKS TO YOUR ADVANTAGE!



For now, this is all I have. I will update the guide whenever new info or strategies are found.

As always, all reviews and views of this guide are tremendously appreciated.

Thank you very much!
Applicable Games
Smash 3DS, Smash Wii U
Author
Shuko
Views
658
First release
Last update
Rating
4.45 star(s) 11 ratings

More resources from Shuko

Latest updates

  1. Throws, Dash Attack, Percentage Updates & Strategy

    I've updated some of the percentages to be more accurate, included Throws in the guide as well...

Latest reviews

Great Corrin guide. Something I learned from trying to main him was a faster version of side b. Normally you jump, wait until you are close enough to the ground, then pin the opponent, but there is a way to get the lunge and pin almost immediately. Once you activate side b's jump, slide your thumb to the A button immediately. If done correctly, you will pin the opponent much faster then usual, as well as be a bit sneaky about. Maybe you could include this in your guide?
Nice tips, especially the matchups.
Shuko
Shuko
Thank you for the review! I'm glad the matchups part was of good use to people!
Thanks! This will help a ton
Shuko
Shuko
Thank you for the review! And I'm glad I could help!
Good start to your guide. I do not play Corrin myself but I often review character guides to under more about certain MU's. Keep up the good work. You should go into how Corrin would fight against certain match ups.
Shuko
Shuko
Thank you for the review! And thank you for the suggestion! I think I may go as far as to test out how Corrin does against each character specifically.

But thank you again!
Great guide but on the heavy matchup I disagree because corrin has has many option hurting the heavy and has a very big projectile
FYI:I've played really good DeeDee and Bowser playerd
Shuko
Shuko
Thanks for the review! And I can see what you mean. The Dragon Fang Shot does come in handy against heavyweights (which I just noticed I forgot to put in the guide...) as well as the Tip struck Dragon Spire Attacks.

It could just be though that I'm personally bad against heavyweights in general.

But thank you for the info!
Great guide. Would like a section on tactics and playstyles if that's possible. i.e. Rushdown, Defensive, Punisher, Mindgames, exc.
Shuko
Shuko
Thank you for the review! And I've updated the guide to include basic strategy
Excellent guide!
Shuko
Shuko
Thank you for the review!
thx for this guide :]
Shuko
Shuko
Thank you for the review!
Amazingggggg
Shuko
Shuko
Thanks Cap, for the review!
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