This article is about Corrin's appearance in Super Smash Bros. for Nintendo 3DS/Wii U. For other uses, see Corrin.

Corrin SSB4

Corrin (female)

Universe Fire Emblem
Availability Downloadable
Final Smash Torrential Roar
Tier B (13)
Character Statistics
Number of Jumps 2
Can Wall Jump No
Can Wall Cling No
Can Crawl No
Has a Tether No
Voice Actors
Voiced by (English) ♂: Cam Clarke
♀: Marcella Lentz-Pope
Voiced by (Japanese) ♂: Nobunaga Shimazaki
♀: Satomi Satō

Corrin (カムイ, Kamui) is a downloadable character who was released on February 3, 2016, alongside Bayonetta. He costs $4.99 for one version of the game and $5.99 for both versions.

They currently rank 13th on the tier list. This is due to them having good range, a great approach and edge game, and a powerful projectile. However, their grab game leaves much to be desired and poor recovery prevents them from being in a higher tier.



  • Decent air speed.
  • Most of their attacks have disjointed hitboxes as they fight with a sword.
  • Good majority of attacks launches opponents in the air upward, allowing for combos and juggles.
  • Has a projectile, Dragon Fang Shot, which is their Special Attack. It can be charged and deals, increasing the projectile size and damage. It also has a close range hitbox that deals high knockback.
    • Dragon Fang Shot inflicts high hitstun, similar to Zero Suit Samus's Paralyzer.
  • Dragon Lunge can be cancelled or have different inputs used to extend the attack.
    • It can pin opponents down to the ground if timed right.
      • It can also pin Corrin to the stage if used right at the ledge.
        • Can perform pseudo-wall-clings with this move by hitting a wall or ledge with it.
  • Has a Counter Attack, Counter Surge, which hits both sides and has high range and is one of the strongest counters in the game alongside Shulk's Vision.
    • It is also the only counterattack that sends opponents directly upwards.
  • Dragon Ascent has large hitboxes and has KO potential, as well giving Corrin good momentum after it is finished, improving his horizontal recovery.
  • Back Air has forward momentum that can help with recovery.
  • Smash attacks have incredible range, namely Forward Smash.
    • Forward Smash also damage opponents while charging, being the only Smash Attack in the game that can damage opponents during its charge.
  • Most of their Tilts and Aerials are quite fast and have great combo potential.
  • Has a Meteor Smash: Down Air Attack.


  • Dash Attack has long ending lag if it misses, leading to easy punishes.
  • Down Air Attack drops straight down, which can lead into Self-Destructs.
  • Lack of Combo throws.
  • Poor recovery.


Corrin is a solid character, possessing a multitude of excellent combo tools, edge-guarding moves, and KO attacks as well as special moves that can give Corrin control over a stage. Corrin has a great speed to back up his excellent combo and KO power.

Some of Corrin's ground attacks are his best combo starting tools. Corrin's jab attack is good for damage and as a combo finisher; his infinite jab is excellent for damage and shield pressure as well. Corrin's forward tilt is good for damage and as a spacing tool, as well as for ground combos. Corrin's down tilt comes out fast and is an excellent combo starter, combo'ing into up tilt, up smash attack, neutral air attack, up air attack, and forward air attack. Corrin's up tilt is also a fast attack that combos out of down tilt and into itself at lower percentages, comboing into up smash attack reliably as a combo extension. Corrin's dash attack is great for damage and combos out of down air attack but is easy to punish because of its ending lag.

His smash attacks all have good range and are quite fast. Corrin's Side Smash Attack has incredible range and deals the most damage at the tip, which can make spacing key because the tip KO's earlier than the rest of the attack. Side smash attack also works as a spacing tool and the charging hitboxes can be great for punishing rolls, trapping opponent for the actual attack, and when the charging hitboxes and attack are used together they can break shields. Corrin's up smash attack is a fast attack but it has very short horizontal range, though it combos out of down tilt and up tilt. Down smash attack comes out so fast that when uncharged that it can be difficult to punish rolls with, so try to charge it up a bit before launching it when trying to punish a roll.

Corrin is equally fast and agile in the air, and his air attacks are some of his best combo tools and edge-guarding tools. Corrin's neutral air attack has wide range, deals good damage, is an excellent combo move and edge-guarding tool, and can KO near the edge. Corrin's forward aerial is a good aerial combo tool and edge-guarding method. The back air attack, as I said before, is great for assisting in recovery, though it is also great for just dealing damage and is also a good KO move. Corrin's up aerial is good for juggling and also kills off the ceiling. Down air attack is easy to punish if it misses, but when it connects it deals good damage and works as an edge-guarding tool.

As for Corrin's throws, they are usually taken not to be good for combos, and this is true when they are used at higher percentages, but at lower percentages they can combo quite nicely. The down throw is a great KO move that combos into forward aerial at low percentages, up a, up special, neutral aerial, and can combo into side special if Corrin jumps into the air and executes the attack in the opposite direction. Up throw combos into Up Tilt, Up Air Attack, Forward Air Attack, Neutral Air Attack, and Up Special. Forward throw does not combo into anything and is only good for getting opponents off-stage. Back throw combos into forward aerial but is otherwise not a great move.

Corrin's best tools for stage control are his special moves, which often have multiple avenues for attacking an opponent, making them great for use in nearly any situation with many options as to how they can be used.

Dragon Fang Shot charges up fairly quickly but at a range it cannot combo because of the ending lag on the attack. This ending lag is actually a powerful bite attack that is a deadly KO move on nearby opponents, especially when they are already under the paralysis effect of the move's projectile. Holding down the button after the projectile is fired increases the damage of the bite; the bite is also excellent for edge-guarding. Use the move on the edge and 95% of the time an opponent will climb up onto the edge after the projectile is fired, not expecting the powerful jaws to clamp down upon them, launching them back off-stage and possibly KO'ing them in the process. The projectile itself is also a KO move at high percentages; when uncharged, the move can combo into dash attack, but not much else. The projectile at full charge is also great for shield pressure; two fully charged Dragon Fang Shots will break an enemy shield.

Perhaps one of Corrin's most versatile and useful moves, the Dragon Lunge has lots of set-ups. The move deals the most damage at the very tip. When an opponent is pinned down, Corrin has lots of options to go off of. However, don't forget that even if Corrin doesn't pin down an opponent with the move, he can still perform some of these options. The front kick and back kick are good for damage and also excellent kill moves. An opponent will usually block the initial lunge attack with their shield and then drop their shield to try and attack; when they drop shield, this is the perfect time to do a front kick as a punish. If the opponent rolls behind Corrin when the initial lunged is executed, do a back kick to attack the opponent. If the opponent rolls away from Corrin as the lunge is executed, do a front kick. When Corrin has pinned down an opponent, he can jump out of the lunge and then hit the opponent with a down aerial. If the opponent manages to dodge the lunge and then prepares to fire a projectile at Corrin, jump out of the lunge to dodge the projectile and then use an aerial attack to punish. If the opponent does not escape the pin, Corrin can wait until the move cancels, dropping Corrin and the opponent to the ground; once on the ground, Corrin can do a down tilt to launch the opponent into the air and then follow up with an up aerial, neutral aerial, up smash attack, or up tilt, with the up air attack option being a viable KO combo. If the opponent does escape the pin, simply launch a forward or back kick to attack them and avoid being punished. If Corrin is recovering low and the up special won't make it to the edge, try to side special the wall of the stage (this method only works on stages that have walled edges such as Gamer on Wii U or Omega Green Hill Zone on Nintendo 3DS.) Once this has been done, jump out of the lunge, granting Corrin an increase in height, and use the midair jump if he still has it. Then use the up special to reach the edge. If Corrin is trying to get back on the stage and an opponent is edge-guarding, use Dragon Lunge to skewer the edge and then forward kick the edge-guarding opponent; this damages the opponent and gets Corrin back on stage.

Up Special, Draconic Ascent, is an excellent combo finisher and KO move. It doesn't get much horizontal movement, so if Corrin is launched far off stage, use back aerial to assist Corrin in recovering; this helps out more with recovery than one might think.

Counter Surge is Corrin's run-of-the-mill counterattack, though it is very powerful and hits on both sides; it is a great KO move, but should not be spammed or Corrin will be easily punished.

Corrin is weak in terms of recovery when only up special is used, but using the other options effectively can help Corrin with this tremendously. The key to playing Corrin is to know the options he has at his disposal and use them effectively in the right situation.


Ground Attacks

  • Standard Attack: Jabs the dragon spire, does an upward slash with the Yato Blade and finishes by jabbing Yato Sword. The infinite version of the attack has Corrin swiping the dragon fang forth very rapidly many times. Normal Version: 2%, 2%, 3% Infinite Version: 2%, 2%, 1% each hit, 3% finisher
  • Forward Tilt: Does a strong forward slash. 10%
  • Up Tilt: Does an upward slash that knocks opponents into the air. 9%
  • Down Tilt: Does a sweeping slash near the ground. Same animation of Ike's Down Tilt. 7%
  • Dash Attack: Jumps forward and spins like a drill. Hits multiple times. 13% when all hits connect.


Smash Attacks

  • Side Smash Attack: A spinning dragon spire attack. It has the longest range of any side smash attack and does the most damage at the tip. Damages opponents with the Yato Blade when the move is charging, linking into the second hit. Charging hotboxes deal 6% if the attack is being fully charged. 12-16%, 16-21% when tip connects
  • Up Smash Attack: Takes on the dragon form and stabs upwards with two dragon spires. Requires quite of a pinpoint accuracy since it has no horizontal reach, however it can hit opponents who are very close to Corrin. 13-18%
  • Down Smash Attack: Corrin stabs forwards with Yato Blade and stabs backwards with their leg-turned-dragon-spire. 11-15% sword, 9-12% leg-spire

Other Attacks

Air Attacks

  • Neutral Air Attack: One arm transforms into a short dragon spire while the other arm extends the Yato blade; both are slashed in a clockwise position when facing right and counterclockwise when facing left. 8%
  • Forward Air Attack: Does a downward slash. Looks a bit similar to MarthLucina and Roy's Forward Air Attacks. 7% early, 9%, 8% late
  • Back Air Attack: Sprouts dragon wings that flap backwards and slam together; the move gives Corrin some forward momentum and actually helps with recovery. 11%
  • Up Air Attack: Flips and does an upward slash. Same animation of Marth, Lucina and Roy's Up Air Attacks. 10%
  • Down Air Attack: Corrin's legs transform into a dragon spire and then they quickly fall, stabbing downwards with it as they plummet towards the ground, dealing multi-hit damage; functions much like Toon Link's Down Air Attack, piercing opponents, but resembles Greninja's Down Air Attack. 19% when all hits connect; 3% when impacting ground

Grabs and Throws

  • Pummel: Slams the opponent with the Yato Blade. 3% each hit
  • Down Throw: Transforms into dragon form and slams down upon the opponent. 9%
  • Up Throw: Transforms into a dragon and headbutts the opponent into the air. 9%
  • Forward Throw: Stabs the opponent with a dragon spire. 7%
  • Back Throw: Corrin spins around and stabs the opponent with a dragon spire. 8%

Special Moves

Corrin's Special Moves
3DS/Wii U
Standard Special Dragon Fang Shot
Side Special Dragon Lunge
Up Special Draconic Ascent
Down Special Counter Surge
Final Smash Torrential Roar


  • Up Taunt: Corrin swings the Yato Blade overhead and then stabs it into the ground behind them; male Corrin says "Are you ready!?" and female Corrin says, "You ready for this!?"
  • Side Taunt: Corrin spins the Yato Blade around in their hand in front of them as it glows red, and then brings it back into its original position; male Corrin says, "I've made my choice." and female Corrin says, "Your fate is clear."
  • Down Taunt: Corrin's head takes on the dragon form; Corrin brandishes the Yato Blade and roars to the sky; male Corrin says, "My path is clear." and female Corrin says, "Let's do this!"

Costume Gallery

Corrin Palette (SSB4)

Announcement Video

Super Smash Bros02:37

Super Smash Bros. – Corrin Chooses to Smash!



  • Corrin is the only DLC character who has both a male and female variation, similarly to Villager, Robin, and Wii Fit Trainer.
  • Corrin is the only first-party DLC newcomer.
  • Corrin and Roy are the only DLC characters to share a universe.
  • Corrin is the only DLC newcomer that does not come with a stage. He does, however, come with two songs for the Fire Emblem Arena stage.
    • Corrin is the second Fire Emblem character added into the game before a global release. The first character was Roy in Melee.
    • However, Corrin was released on February 3, which was 16 days before Fire Emblem: Fates was released in North America, which was on February 19.
  • In Corrin's announcement trailer, Xander Mobus (Smash Bros. announcer) says "Are those warriors of the Outrealms?" when the other Fire Emblem characters are shown. This is a reference to Awakening having a location on the map called "Outrealm Gate" (Dragon's Gate for Fates) , where DLC maps and DLC characters of past Fire Emblem games can be purchased.
  • Corrin is the only character that hurts opponents while charging his side smash attack.
  • Corrin is the only Fire Emblem character that doesn't use a warp circle in their on-screen appearance.
  • Female Corrin's tights were altered for the Nintendo 3DS/Wii U versions into more normal looking tights likely to avoid a higher rating from the ESRB for the Nintendo 3DS/Wii U version's E10+ rating.
  • Despite Fire Emblem: Fates' release year in America and Europe is in 2016, All-Star mode had characterized Corrin as a character from 2007-2015. 2015 is the year when Fire Emblem: Fates was released in Japan.
  • Interestingly, Corrin does not use a voice clip when struck by a strong attack, regardless of which gender is used. Despite this, both gender's high damage yells can still be heard in the Sound Test.
  • Corrin is one of the only human characters to fight barefoot.
  • Corrin is one the DLC fighters who doesn't have any Custom Moves.

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