Super Smash Bros. Obliteration/Corrin

Corrin is and Unlockable Character in Super Smash Bros. Obliteration.  Born into royalty in the Hoshidian Royal Family as the son of King Sumerigi and Mikto, with two younger and two older half siblings, as the Hoshido and Nohr kingdoms are ready to go to war, Corrin must choose which side he would like to fight on even though he might alienate some within his family. The King of Nohr Garon, laid a trap for the avatar, lying that he wanted to parley with Sumerigi, while killing Sumerigi and kidnapping Corrin as a teenager. Garon then raised the boy in the northern fortress and did not let Corrin leave until he was deemed worthy. Many years later after Corrin returns to the surface he is knocked out, captured, and brought to Castle Shirasagi, where he meets his long lost older brother ryoma. As the siblings of both kingdoms are brought together by fate and are set to cross blades during the battle of the Plains of Hoshido, Corrin ultimately chooses against his siblings on both sides to fight and stays neutral as a result. Fiercly independant and unwilling to take sides unless it is a must, Corrin is a strong willed, versatile fighter ready to unleash his dragon like method of swordfighting to ascend to the top of the Mountain of Smashers. Equipped with a moveset based around His Hacking and Slashing Attacks, along with a Signature Torrential Whirlpool FInal Smash, Corrin is a true brave and humble man, willing to take a stand against any opponent in a fight for the ages.
== Attacks  ==
Type 	Name	Damage 	Description
Neutral 	 	(3% = sweetspot hit 1, 2% = sourspot hit 1, 2% = hit 2, 5% = sweetspot hit 3, 3% = sourspot hit 3, 1% = loop, 3% = final hit).	Stabs the opponent with a spear appendage, slashes them upwards with his sword, and performs a turning two-handed back stab forward to finish the combo. If the rapid-jab is initiated, Corrin transforms his free arm into a draconic mouth that repeatedly bites the opponent until finishing with a final bite.
Forward Tilt 	 	(11%) 	Swings his sword downwards with an outward swipe akin to the Mii Swordfighter's forward tilt. It is Corrin's strongest tilt, and it has vertical knockback, which can lead into air combos,
Up Tilt 	 	(9% = clean, 6% = late). 	A twirling-turn upwards slash with his sword. Its low knockback and cooldown gives it great combo potential even at higher percents, especially against heavyweights.
Down Tilt 	 	(8%) 	Slashes with the Omega Yato across the ground, knocking opponents upwards. Relatively low knockback which sends opponents directly upwards, making it a viable combo starter, leading into an up tilt, up smash or aerials at lower percentages. Also somewhat vacuums in the opponent.
Forward Smash	 	(0.5% = sword 1-12 hits 16% = tip), 14% = mid, 12% = close), 10% = closest). 	Extends his free arm into a spear with Dragon Fang and stabs opponents away. Tremendous reach, being the highest reaching non-projectile forward smash in the game and can be angled. The sweetspot is at the tip and deals very high knockback, KOing at 108%, although the rest of the attack is considerably weaker. Has a hitbox while charging, where Corrin holds Omega Yato in front of him as the chainsaw blades start to move to repeatedly damage opponents in range, and though this does not lead into the sweetspot, it can catch opponents for a fully charged blow. However, the Yato's hitbox is rather easy to Smash DI out, as doing so upward can allow the opponent to avoid the main attack with a well-timed air dodge, while doing so towards Corrin will cause enemies to end up behind him if close enough. Based on the second hit of the Dragon Fang skill in Fire Emblem Fates.
Up Smash 	 	(15% = tip, 13% = mid, 10% = side). 	Crouches and transforms his arms into Dragon Fangs, pointing them upward across himself in a bracing position to launch opponents. Has a sweetspot at the tip that KOs around 107%, but its range is poor and knockback is lacking on the sourspot.
Down Smash 	 	(11% = sword, 15% = leg sweetspot, 9% = leg sourspot). 	Corrin transforms one of his legs into a Dragon Fang, then launches opponents on both sides with his sword and Dragon Fang leg by stabbing behind and in front in a one-legged forward lean stance. Animation is similar to the Mii Brawler's down smash. The tip of Corrin's leg has a sweetspot that KOs at 110%. Moderate ending lag.
== Aerial Attacks ==
Type 	Name	Damage 	Description
Neutral	 	(7% = clean, 6% = late). 	Slashes with the Omega Yato from above to behind him and uses Dragon Fang to slash in front of him with his transformed arm. Has low landing lag, which makes up for not autocanceling in a short hop, a wide arc, and sends at a good upward angle for combos.
Forward	 	(8%) 	Slashes forward with the Omega Yato in an inward single-handed reaping slash, similar to Marth's, Roy's, and Lucina's forward aerials (only with his legs positioned differently). Interestingly, it launches at a fairly high angle, similar to Marth's tipped forward aerial in Melee (as well as Corrin's own forward tilt), it autocancels from a short hop, has a wide arching reach, and low ending lag, making it very viable for launch comboing.
Back 	 	(10% = clean, 8% = late) 	Corrin sprouts dragon wings and uses them to attack behind him by flapping them. Can be used for recovering as it propels Corrin forward like R.O.B.'s back aerial. It also has good knockback, KOing at 114% near the edge when clean, but has somewhat slow startup lag.
Up 	 	(8%) 	Slashes with the Omega Yato above him in a backwards flip, closely resembling the up aerials of all the other Fire Emblem characters (sans Ike). Has wide range, quick startup and surprisingly good knockback, making it a go-to vertical KO move and an excellent finisher from Corrin's combos.
Down 	 	(2% = loop hits, 3% = landing hit, 11% = total).	Corrin's legs morph into spears with Dragon Fang as he zooms downward feet first. A stall-then-fall drill that meteor smashes weakly with set knockback, excluding the landing hit which deals moderate upwards knockback, both in the air and when landing. However, since Corrin fast-falls during the attack, it is almost impossible to cancel out of it and recover offstage. As a result, it works better when used for a Sacrificial KO, or to quickly punish actions air-to-ground. If the move is used immediately after hitstun ends, Corrin will drop downwards significantly slower during the move, allowing it to hit up to 9 times if timed well.
== Other Attacks ==
Type 	Name	Damage 	Description
Floor Attack (Front)	 	(7%) 	Swipes Omega Yato In Both Forward/Back Directions, while getting up.
Floor Attack (Back) 	 	(6%) 	Same As Front Attack, Just With Less Power.
Floor Attack (Trip) 	 	(7%) 	Swipes Omega Yato In Both Forward/Back Directions, near the ground,
Ledge Attack 	 	(8%) 	Performs A Forward Slash While Climbomg Up.
Dash Attack 	 	(2% = hits 1-5, 4% = final hit, 12% = total).	Spins forward in a corkscrew-like manner while holding his sword forward. Functions like a drill attack in that it deals multiple hits. It can also combo into a jab at very low percents, or forward, neutral or up aerial at mid-percents. Based on his attack after triggering offensive skills like Luna or Lethality in Fire Emblem Fates.
== Grabs/Throws ==
Type 	Name	Damage 	Description
Grab 	 	(N/A) 	Grabs An Opponent
Pummel 	 	(2.5%) 	Hits the opponent with the Omega Yato's hilt, A moderately slow pummel
Forward	 	(5% = first hit close, 10% = first hit tip, 2% = throw). 	Transforms his arm and stabs his opponent with it, knocking them upwards away from him. Unusually, even though the scaling of this throw is very low, it possesses a tipper hitbox that can be used to hit unsuspecting fighters. If tippered, this throw is significantly more powerful, and is thus very deadly if at the edge.
Back 	 	(5% = first hit, close, 10% = first hit, tip, 2% = throw).	Places the opponent behind him and stabs them upwards with his transformed arm, knocking them away from him. Similar to forward throw, though with slightly more damage and knockback, along with possessing a tipper hitbox just like forward throw, but due to the slight differences in damage and knockback, it's considered more powerful than the forward throw in both regards.
Up 	 	(5% = hit 1, 3% = throw, 8% = total). 	Lifts the opponent above him and assumes his dragon form, headbutting them skyward and reverting back to human form. Corrin's strongest throw, it works well in unison with his down throw for mindgames. His strongest throw, KOing at around 160%.
Down 	 	(5% = hit 1, 3% = throw, 8% = total) 	Throws the opponent to the ground and assumes his dragon form, body-slamming them and reverting back to human form. Similar to up throw with high base knockback, making it nonviable for combos, despite one of the in-game tips stating such. However, it works well in unison with his up throw for mindgames, and can be used near the ledge as a way for DI mixups. Second strongest throw, being slightly weaker than his up throw. KOs at 164%.
== Taunts ==
Up Taunt = Puts his head down, then raises it back up in its dragon form saying "My path is clear!" (好きにはさせない!, You won't have your way!) Female Corrin says "Let's do this!" (行きますよ!, Here I come!) . Based on his animation before performing the Critical version of the Dragon Fang skill in Fire Emblem Fates.
Side Taunt = Twirls the Omega Yato before getting back in his idle stance saying "I've made my choice." (僕は選んだ!, I've chosen!) Female Corrin says "Your fate is clear." (折れたりしません!, I won't give in!) Based on his animation when activating a skill in Fire Emblem Fates.
Down Taunt = Twirls the Omega Yato over his head and places it on its tip while saying "Are you ready?" (準備はいい?) Female Corrin says "You ready for this?" (準備はいいですか?, Are you prepared?) Based on Female Corrin's victory animation in Fire Emblem Fates.
== Special Moves ==
Type 	Name 	Damage 	Description
Neutral Special	Dragon Deluge 	(8% = shot, 12% = arm, 20% = total). 	Corrin's left hand transforms into a dragon's mouth and fires a ball of water. The ball of water can temporarily paralyze opponents in addition to sending them back. After the projectile is fired, Corrin's dragon hand will bite before reverting to normal, hitting nearby opponents. The projectile can be charged to cause more damage and knockback and increased stun duration. The special button can also be pressed after firing to charge the bite; when fully charged, Corrin clamps down forcefully with the dragon mouth, causing very high damage and knockback. Because of the move's utility in the projectile, it is considered one of the secondary components of Corrin's neutral game.
Side Special 	Draco Lunge 	(14% = spear tip, 8% = spear mid, 6% = spear close, 12% = clean kick, 6% = late kick, 4% = turn around).	When used on the ground, Corrin hops a short distance into the air. When used in the air, Corrin transforms his arm into a spear and strikes diagonally down. If it hits any terrain during the move, Corrin's arm will remain there, pinning any opponent caught in place. From there, it can be cancelled into either a kick to either side (which deals enough knockback to KO at 130%) or a jump. It can also be cancelled entirely, which can be useful for reading the opponent's floor recovery. The tip deals high knockback. This move is considered to be a vital part of Corrin's excellent neutral game, due to various reasons: it can be used to pin himself on the floor immediately after he hops, if used quickly enough, making it nigh-impossible to punish out of shield, even when powershielded. The spear also has long reach, making it a viable approach option in a neutral position. Meanwhile, the kick is hard to DI properly at both low and KO percents, while it can lead into combos at low percents, therefore being able to rack up large amounts of damage if the opponents' reactions are read well, and is also able to muscle through strong projectiles and cross-up the opponent, making it just as hard to punish as the spear. Lastly, turning around when not pinning an opponent makes Corrin unpunishable for using the move, and when an opponent is pinned, it leaves them on an unfavorable position where they cannot punish Corrin as well as letting him capitalize on the opponent's reaction. As a result, is is one of Corrin's most commonly used moves, as well as being considered one of the best side special moves in the
game overall.
Up Special 	Draconic Ascent	(4% = hit 1, 1% = hits 2-5, 3% = hit 6, 11% = total). 	Corrin grows wings and leaps upwards. A multi-hit move that can be angled by approximately 45°, similarly to Roy's Blazer. It deals enough knockback to KO at 140%, and gives Corrin a fair amount of momentum when angled, but it covers a relatively short distance overall as a recovery move.
Down Special 	Counter 	(1.2% = min. 8) 	Corrin uses a counter motion. When hit, Corrin turns into a dragon using Dragon Fang, and slams the ground. A surge of water (hence the name) then erupts from the ground on both sides of Corrin, launching opponents upwards. It is one of the strongest counterattack moves in the game, launching opponents at a very high angle, and has become infamous for KOing opponents at very low percents near the
top blast line.
== Final Smash ==
Type 	Name 	Damage 	Description
Final Smash	Torrential Whirlpool	(15% = initial, 60% = whirlpool, 75% = total).	Corrin performs a motion similar to Counter Surge. If the move hits any opponents, they are transported to a rocky mountain scene in a similar fashion to Captain Falcon's Blue Falcon. Corrin then transforms into a dragon and unleashes a whirlpool, washing all the fighters away in a water cyclone, launching them before going back to the standard stage.
Category:Characters
Category:Playable Characters
Category:Super Smash Bros. (series)
Category:Super Smash Bros. Characters
Category:Fire Emblem (series)
Category:Fire Emblem Characters