Corrin (SSBU)

Corrin (, Kamui) is a playable character in Super Smash Bros. Ultimate that was officially confirmed on June 12th, 2018. As in Smash 4, both male and female versions of the character are playable. Corrin is classified as Fighter #62.
The voice actors for male and female Corrin reprise their roles in English ( and and Marcella Lentz-Pope) and in Japanese ( and ), with their portrayals from Super Smash Bros. 4 being repurposed for their respective editions of Ultimate.
Corrin is ranked 23rd out of 82 on the current tier list, placing him at the top of the A+ tier. This is a slight drop from his 13th out of 54 placement in SSB4. Corrin's main strength is his range, high damage output and good frame data for a swordsman, along with an extremely reliable combo game thanks to his consistent aerial combos. This gifts him with an amazing neutral and advantage state, with Dragon Lunge serving as the centerpiece of Corrin's gameplan: it consists of an initial pin and followup attack that can be cancelled into an attack or various movement options, while serving as a recovery extender and a fast, low-risk 2 frame punish option. Some of his attacks have extremely high reach, while others have options to keep opponents guessing, such as forward smash (which whittles down shields when charging) and Dragon Fang Shot (which can be charged in two different ways), allowing for useful mixups. Finally, Corrin's recovery is dependable thanks to Dragon Ascent's intangibility and large hitboxes, while he can further aid his recovery by using back air.
However, Corrin has notable weaknesses, most of which revolve around his poor mobility and disadvantage state. Corrin's poor ground speed and lack of effective defensive options (such as fast out of shield moves) makes it difficult for him to win neutral or get out of disadvantage. His slow mobility hinders his ability to chase opponents, giving him unusual difficulty in combo game execution than other swordfighters. Corrin's strongest advantage tools, such as his special attacks and forward smash, have poor frame data and therefore easy to punish, while his strongest KO options additionally require precision due to their small sweetspots. His grab game is only serviceable, with most of them only used for positional advantage and only up throw being a very late KO throw. Finally, Corrin's linear recovery is susceptible to gimps and edgeguards, as Dragon Ascent is his only recovery option outside of back aerial or situational wall pins with Dragon Lunge.
Overall, Corrin is a unique swordfighter that excels in a formidable, freeflow combo game that is reliable across the cast, great edgeguarding and spacing tools, along with many ways to keep his opponent guessing once he is in advantage. However, his lack of defensive options and slow mobility means he has to carefully win neutral to avoid his lacking disadvantage state. Though Corrin was tied for the least represented character in the early metagame (along with the ), his representation improved significantly in the post-pandemic metagame, courtesy of buffs in patches and great performances from players such as and .
==How to unlock==
Complete one of the following:
*Play VS. matches, with Corrin being the 41st character to be unlocked.
*Clear with or any character in his unlock tree, being the 6th character unlocked after .
*Have Corrin join the player's party in World of Light.
With the exception of the third method, Corrin must then be defeated on Coliseum. In World of Light, he is fought on the Ω form of Castle Siege.
==Attributes==
Corrin is a middleweight swordfighter (same as and ), having an above-average height, above-average walking speed, below-average running speed, a below-average initial dash, high traction (having the 10th highest traction), below-average air speed and acceleration (among the bottom 15 in this particular area), and an average falling speed along with a slightly above average gravity. All of these attributes collectively make his mobility fall more along the side of below-average. However, Corrin also possesses the fastest dash to shield speed in the game (at 8 frames, tying with Sheik), which significantly aids in his ability to approach and dealing with projectiles.
Being a swordfighter, Corrin has the innate benefit of having the vast majority of his moves be disjoints, giving him a respectable neutral game with his spacing capabilities as well as his fast frame data, as all of his standard moves except for six (those being dash attack, back air, down air, and all of his smash attacks) come out at frame 9 or faster.
Corrin's grounded moveset has good utility; the rapid jab can act as a good damage-racking option while the gentleman jab has its use as a later kill option, killing middleweights at at around 150% at the edge of Final Destination, and forward tilt is a useful spacing tool and kill option that kills middleweights at around 130% on Final Destination. In addition, up tilt and down tilt both serve as combo starters, with down tilt being able to lead into up tilt at mid percents and both tilts being able to combo into aerials such as neutral, forward, and up aerial. Dash attack, while only having slight combo potential and no kill potential, has some notable use for catching landings due to its decent amount of active frames. His smash attacks also have good utility; up smash, while having a weaker grounded hitbox, possesses a strong sweet-spot on the tip that makes it a kill option against opponents in the air, as an uncharged sweet-spot hit can kill as early as 90% against middleweights, and down smash, while being the least useful for killing, at least covers Corrin on both sides. However, his strongest smash attack by far is forward smash; not only can it be angled, but it also boasts incredible range and can kill middleweights as early as 80% near the edges of Final Destination if the tip of the move connects, making it a deadly spacing tool that rewards precision. After the 8.0.0 update, the tipper hitbox is generally safe on shield, making it a decently safe kill option if used well. In addition, the move also has a close hitbox when the move is being charged, which can have its applications in shield pressure and can score some surprise kills. Finally, his grab game, while being among the least useful aspects of his moveset, still has a degree of utility, as up throw can kill middleweights at 160% and above, earlier with rage. His other throws are surprisingly useful in giving him positional advantage.
Corrin's air game is also very potent, further supplementing his combo game and advantage state while also sporting other forms of utility; a falling neutral aerial can combo into itself, forward aerial, up aerial, and up tilt at the low and mid percents, with forward aerial boasting similar combo potential. Additionally, its fast start up and good coverage make it a useful out of shield option as well as a potential combo breaker. Up aerial is Corrin's ideal juggling tool that can kill middleweights very early (below 80%) near the top blast zone while also comboing into moves such as back aerial when fast falled and reversed at mid percents. Back aerial is Corrin's strongest aerial, having strong range and kill power, being able to kill middleweights at as early as 80% from the edge of Final Destination, while also having applications as a slight horizontal recovery tool due to the forward push that happens upon using the move. Finally, down air is a stall and fall move that can rack up damage and serve as a landing option, and it can also steal stocks off-stage.
Corrin's special moves are quite unique and have mixed utility; Dragon Fang Shot is a chargeable projectile that inflicts stun and possesses a bite follow up attack that serves as situational kill option, and can have its applications as a surprise move to B-reverse with. Dragon Lunge is a skewer attack that can pin opponents in place and be followed up with either a jump or a vaulting kick, with the latter being able to kill middleweights at 105% near the edge of FD; the move also has some edgeguarding utility since the skewer can also be pinned on walls. Dragon Ascent is his primary recovery tool that has decent distance, a hitbox, and intangibility on frames 7-17. Finally, Counter Surge is a counter move that has decent vertical kill power. All of these strengths establish Corrin as a character who excels at range and spacing in the neutral with his attacks while also boasting a solid advantage state with his damage racking and juggling abilities thanks to fast and ranged tilts and aerials. In addition, his special moves also give him some other unique forms of utility in the form of projectiles and ranged kill options.
However, Corrin also has notable weaknesses, one of which is his below average speed. Corrin slightly struggles to keep up with fast opponents and utilize his large disjoints due to low air acceleration and airspeed. Another one of Corrin's most notable flaws is his below average disadvantage. Due to Corrin's slow airspeed and acceleration, he doesn't have many options for mixing up his momentum in the air with the exception of B-reversing. His disadvantage is made more problematic due to the fact that while neutral aerial can sometimes be a decent combo breaker, his only other landing options (down aerial and Counter Surge) are committal and laggy, and can result in getting deeper in disadvantage if these options are used too hastily. His slow air mobility not only hinders his disadvantage but also his recovery, as while Dragon Ascent has decent distance, its usefulness can be greatly hindered if Corrin is launched too far offstage without a jump, though at least that issue can somewhat be circumvented with the horizontal push of back aerial. However, even with this other slight recovery option, as well as the fact that his up special has a hitbox and some intangibility, it doesn't change the fact that Corrin's recovery is fairly linear, making him susceptible to losing stocks at earlier percents with well-placed edge guards against some characters.
Another issue with Corrin is his below-average grab game, as up throw is the only throw with some utility for being a late kill throw. Meanwhile, forward throw and back throw are purely positional throws, which have their uses but do not lead to guaranteed combos, and down throw is solely a high damage option, with none of these other throws having any degree of combo potential or reasonable kill power.
Overall, Corrin is a character who can stand his ground up close and rack up damage efficiently with his spacing tools and his combo and advantage potential, but Corrin's below average speed holds him back from becoming a top tier threat. His tall frame and moderate gravity make him susceptible to aerial combos and juggling, similar to other fighters from Fire Emblem, although his down aerial can prevent some juggles. Although his flaws are somewhat polarizing due to his slightly exploitable recovery and poor disadvantage, they can be made up for with his stable combo game and kill confirms as well as his greater raw kill power and range.
==Changes from Super Smash Bros. 4==
Corrin was previously considered to be a high tier character in SSB4 (13th out of 54 characters) thanks to a combination of excellent range and passable speed to go with good frame data, a surprisingly effective combo game, great approach option in his Dragon Lunge, and repspectable KO power. Most likely owing to the stigma left by DLC characters in the previous game, Corrin was drastically nerfed during the initial release of Ultimate; however, game updates would provide many noteworthy buffs to help compensate and make up for his lost options. Regardless, Corrin is still considered to be slightly nerfed overall.
Corrin's nerfs have primarily addressed the most oppressive aspects of his kit, with his special moveset suffering the largest recipients. Dragon Lunge, previously his most versatile move, has become riskier to execute as its kicking part now covers less distance and suffers much more ending lag, and its ability to cross up opponents is also worsened with the game's changes to jostling. Dragon Fang Shot has increased lag and paralyzes opponents for less time if not fully charged or at low percentage, both changes of which make the projectile follow up into the bite less consistently and remove its previous KO confirm from forward aerial at mid-percentages (though the move itself still follows up naturally at high percentages). Counter Surge, previously one of the most infamous counterattacks in the game, has lost its strong late hit, deals substantially less knockback, and has much more ending lag upon a successful counterattack. Among other nerfs, his forward smash has a much shorter active duration, down smash's back hit is weaker, and Dragon Ascent now halts at the end of the move, slightly reducing Corrin's horizontal recovery distance. His grabs have slightly less range, rendering them harder to use to pressure opponents, and causing Corrin to rely on spacing much more, while his forward and back throws' lower knockback makes them less effective in battles against multiple characters.
However, Corrin has also received some useful buffs. A number of Corrin's moves have seen increases in damage, making it easier for him to rack up damage if he keeps the advantage. Many of Corrin's moves are also more adept for KOing; forward and up smashes, back and up aerials Dragon Ascent, and Dragon Fang Shot's fully charged shot and bite all now deal more knockback, with the latter even compensating somewhat for the move's lowered paralysis time and making it a deadlier hard punish, while forward tilt sends at a much more desirable angle for KOing (in exchange for its former ability to situationally juggle vertically) while seeing no changes to knockback unlike other tilts of its kind. Despite its nerfs, Dragon Lunge has also seen some notorious improvements; it can now be canceled manually by tapping down and jumping has significantly less endlag, making it much safer when not used to attack and improving its mix-up potential. Other buffs include forward smash now reaching its maximum distance immediately and being both safer on shield and stronger when tippered, down smash having less ending lag, Dragon Fang Shot traveling a longer distance, and Dragon Ascent traveling more distance and its intangibility period being more lenient, making it slightly harder to intercept.
The universal changes to the engine are overall mixed for Corrin. On one hand, the universal nerfs to grabs' frame data leave Corrin more open to punishment, and combined with his grabs and throws changes, further weakens his grab game. The increased mobility, faster jumpsquats, the ability to run cancel into any grounded move, the increased shieldstun, and the reduced landing lag, all improve Corrin's approach and combo game, the former somewhat compensating for Dragon Lunge's increased risk, though this also allows opponents to overcome Corrin's defenses with less issue, making his mediocre close-quarters game and vulnerability to combos more exploitable. On the other hand, the changes to the paralysis effect allow Dragon Fang Shot to stun opponents longer at high percents, as well as deal knockback to already paralyzed opponents (rather than only damaging them). The ability for smash attacks to be held for longer also noticeably benefits forward smash, allowing the looping charge hits to last longer and further build damage or lead into shield breaks.
In bulk, the changes to the game physics make it easier for Corrin to approach without the need of his special moves, and he now possesses a less lopsided moveset and a more conventional KOing prowess, helping compensate for the loss of his mid-percentage KO confirms. However, his nerfed grabs and special moves make it less feasible to approach with them and cause Corrin to rely on his standard moveset to fill in the gaps left by these detriments, and the same changes to the engine make it easier to surmount his defense and exploit his disadvantage, forcing him to rely more on his aerials. Aside from his struggle at close range and poor grab game, Corrin also retains his weaknesses from SSB4 (many of which are typical of Fire Emblem characters in general), such as his lance moves' reliance on spacing, mediocre recovery, and being vulnerable to combos. Because of his nerfs, Corrin was initially considered a significantly less viable character than in SSB4, although subsequent updates have mitigated the nerfs' impacts and allowed him to fare substantially better than he did during initial release, keeping up with the rest of the cast even with the introductions of various powerful DLC characters. All in all, Corrin fares moderately worse than in SSB4, but remains a fairly effective character in Ultimate.
==Update history==
Corrin was significantly buffed in game updates. While update 2.0.0 merely improved his neutral and up aerials' auto-cancel windows, update 3.0.0 brought a number of more noticeable buffs. A few of Corrin's moves gained more consistent hitboxes, uncharged Dragon Fang Shot became slightly better at zoning, Dragon Lunge's stab ending lag was slightly decreased, and Dragon Ascent gained more invincibility frames alongside higher knockback. Update 4.0.0 provided one of Corrin's most important buffs by noticeably increasing Dragon Ascent's overall travel distance, which substantially improved his previously crippled recovery. In addition, Dragon Lunge's jump had its ending lag decreased by a fairly noticeable amount, while forward smash gained slightly higher knockback.
Following update 7.0.0's minor buffs to Corrin's shield and down throw, update 8.0.0 granted him a number of substantial buffs. Forward smash's tipper gained a shieldstun multiplier alongside an increased damage output, while its singular hitbox was split in two in order to improve its range. Back and up aerials had their damage outputs increased, which also improved their KO potentials. In comparison, forward aerial also had its damage output increased at the cost of lower knockback scaling, improving its combo potential. Lastly, Dragon Lunge was improved in a few ways: it has less ending lag when its thrust does not pin a surface and especially when Corrin jumps out of its pin, while its clean kicks have significantly higher knockback scaling, thus KOing earlier.
As a result of the many significant buffs he received, Corrin's tournament representation and results have significantly improved since the early metagame, to the point where he is now not only considered to be a high-tier character, but also one of the best swordfighters in the game with some debating whether he should be classified as a top tier or not.
 
 
 
 
 
 
==Moveset==
For a gallery of Corrin's hitboxes, see here.
===Stats===
===Announcer call===
Corrin English Announcer SSB4-SSBU.wav|English
Corrin Japanese Announcer SSB4-SSBU.wav|Japanese/Chinese
Corrin French Announcer SSBU.wav|French
===On-screen appearance===
*Falls gently onto the stage in dragon form, with a pool of water appearing underneath. Corrin then transforms into human form.
CorrinOnScreenAppearanceSSBU.gif|Corrin's on-screen appearance
===Taunts===
*Up taunt: Ducks down, stands back up, and poses with their head in dragon form. Male Corrin says "My path is clear!" (, I won't let you have your way!). Female Corrin says "Let's do this!" (, Here I come!)
*Side taunt: Twirls the Omega Yato. Male Corrin says "I've made my choice." (, I've made my choice!). Female Corrin says "Your fate is clear." (, I will not surrender!) Resembles Corrin's animation before a battle in Fire Emblem Fates.
*Down taunt: Twirls the Omega Yato in the air and places it on its tip. Male Corrin says "Are you ready?" (, Are you ready?). Female Corrin says "You ready for this?" (, Are you ready?) Resembles one of Corrin's post-battle animations in Fire Emblem Fates.
SSBUCorrinTaunt1.gif|Corrin's up taunt.
SSBUCorrinTaunt2.gif|Corrin's side taunt.
SSBUCorrinTaunt3.gif|Corrin's down taunt.
===Idle poses===
*Twirls the Omega Yato around forward. Slightly resembles his side taunt.
*Poses with the Omega Yato positioned behind Corrin.
SSBUCorrinIdle1.gif|Corrin's first idle pose.
SSBUCorrinIdle2.gif|Corrin's second idle pose.
===Crowd cheer===
 	Cheer (English)	Cheer (Japanese/Chinese)	Cheer (Italian/Spanish) 	Cheer (Dutch) 	Cheer (French)
Cheer 	 	 	 	 	
Description	Corr - in! 	Ka - mu - i! 	Corr - in! Corr - in! *claps 4 times*	Corr - in! *claps 2 times*	Allez Corr - in!
 	Cheer (German) 	Cheer (Russian) 	Cheer (Korean)
Cheer 	 	 	
Description	Corr - in! *claps 3 times*	Corr - in! Corr - in!	Ka - mu - i!
===Victory poses===
*Left: Swings the Omega Yato, similar to Corrin's side taunt and idle animation. Male Corrin says "I win!" ("", That's game.), while female Corrin says "Good!" ("", That was game.).
*Up: Twirls the Omega Yato overhead and places it on its tip, similar to Corrin's down taunt. Male Corrin says "That went well!" ("", That went well.), while female Corrin says "That was great." ("", That went well.). Resembles Corrin's animation after a battle in Fire Emblem Fates.
*Right: Crosses both arms, as a whirlpool of water swirls around, then morphs into dragon form while emitting a flourish of water, roaring to the skies. Resembles Corrin's first transformation into their dragon form in Fire Emblem Fates.
CorrinVictoryPose1SSBU.gif
CorrinVictoryPose2SSBU.gif
CorrinVictoryPose3SSBU.gif
==In competitive play==
===Most historically significant players===
See also::Category:Corrin players (SSBU)
* - One of the best Corrin players in Japan and the best since Neo moved to Indonesia. He first broke out onto the global scene at , where he defeated to place 13th. Since then, he has seen a variety of strong performances that have matched Neo's performances, including placing 5th at and 9th at both and . He was ranked 93rd on the LumiRank 2024.2.
* - The first Corrin player with consistent success at majors, co-maining the character alongside with great success during and right after the pandemic, including placing 17th at both and as well as 25th at . Although his results have since been overtaken by other Corrin players, he still sees incredible performances from time to time, most notably defeating to place 17th at .
* - Played Corrin in the first half of 2022 and was the best Corrin player in the world at the time, successfully piloting the character prior to the boom of Corrin results that took place in the following year. He became the first Corrin player to win a major at , using the character predominantly in top 8. He also used Corrin as a secondary at and , defeating several ranked players along the way. He dropped Corrin following , although he has occasionally pulled out the character to cover his other mains' bad matchups, such as defeating at .
* - One of the greatest Corrin players of all time and the best player in South East Asia, having moved to Indonesia in 2024. He was initially known for his strong results in late-2022 despite being a relatively new player at that time, before breaking out onto the global scene after placing 5th at and defeating . Internationally, he is best known for placing 5th at both and , as well as being the only Corrin player who has defeated . At his peak, he was ranked 30th on the LumiRank 2023.
* - The greatest Corrin player of all time. He was one of the first Corrin players in competitive play but found his greatest success in the post-pandemic metagame. He is best known for winning , becoming the first solo-Corrin player to win a major, and the invitational . In addition, he had placed top 8 at some of the largets events of the year, including 3rd at and 7th at both and . At his peak, he was ranked 7th on the LumiRank 2024.1, becoming the first solo-Corrin player to rank in the top 10.
===Tier placement and history===
Corrin was initially seen as a mid-tier character from the beginning of the metagame. While his nerfs were perceived as noticeable, players believed he could still have potential akin to Smash 4 with moves such as back aerial and Dragon Lunge still being strong enough to mitigate their nerfs. However, it soon became apparent that their changes were insufficient to adhere to Ultimates faster engine. Many top professionals considered Corrin a low-tier character, and all of Corrin's notable players from Smash 4 dropped him. Despite occasional success from players such as , who has placed decently in Japan, and , who notably reverse 3-0'd Dabuz at , Corrin's representation was near nonexistent during the early metagame, with him ranking last in representation at the end of 2019, and again in 2020, where an analysis of 251 Power rankings across 5 continents in 2020 showing Corrin having the lowest representation in the roster (0.1%), along with .https://www.youtube.com/watch?v=zGaYyzztjBc&t=872s As a result, opinions on Corrin were highly unfavorable, and he was considered completely irrelevant in competitive play.
However, Corrin's reception would turn around with the release of patch 8.0.0, where his KO power and Dragon Lunge were improved. Although the patch took place during the COVID-19 pandemic, Corrin began seeing improving results from Cosmos, who mained Corrin throughout most of the online metagame. Following the return of offline competitive play, Corrin saw further success from old players such as and and gained new players such as , who co-mained Corrin in the first half of 2022, and , who established himself as one of the best Corrin players in the world by early-2023 despite having started seriously competing only months prior. This led to a renaissance period for Corrin, who swiftly saw more and more representation as time went on, a remarkable improvement from Corrin's near-nonexistent playerbase from the early metagame and one of the most significant turnarounds of any character's overall representation across any Smash game. These marked changes caused the community to reassess the character to a mid-tier, with some going as far as to say Corrin could be ranked as a high-tier. This is reflected in Corrin's first tier list placement, where he was ranked 42nd out of 82 in B+ tier.
During the middle of 2023, an explosion of Corrin results took place thanks to Neo and SHADIC, both of whom placed or had placed top 8 at several majors throughout the year, with SHADIC especially becoming one of the year's biggest rising stars. This explosion of results led to Corrin's rise to 27th on the second tier list into the A- tier, tying as the second-highest rise between the first and second tier lists. These incredible performances then continued into the first half of 2024, especially as SHADIC established himself as a top 10 player and won , the first major ever won by a solo-Corrin player, while briefly used Corrin as a counterpick for certain matchups. Though Corrin's results took a dip in the second half of the year, owing to Sparg0 dropping the character, Neo's inconsistent performances, and SHADIC's small decline due to his studies, the Japanese scene saw the rise of , who was able to put up several notable performances. As such, in spite of already rising greatly between the first and second lists, many players continue to believe that Corrin should rise even further, though how much remains a debate.
==: Between White and Black==
As the name suggests, Corrin's opponents are all in either white or black alternate costumes, referencing Corrin's struggle in choosing between and , including the two kingdoms' conflict.
Round 	Opponent 	Stage 	Music 	Notes
1 	 	Golden Plains 	 	
2 	 	Brinstar Depths 	 	
3 	() Opposite-gender , , and 	Mario Galaxy 	 	and in their black alternate costumes are CPU allies.
4 	and 	Reset Bomb Forest 	 	The () opposite-gendered Corrin is a CPU ally.
5 	(x3) (x3) 	The Great Cave Offensive (Ω form)	 	Horde Battle (3 at a time)
6 	() Opposite-gender Corrin, , and	Castle Siege 	 	in his white costume and are CPU allies.
Bonus Stage	Bonus Stage 	Bonus Stage 	Bonus Stage 	Bonus Stage
Final 	 	 	(Less than 7.0 intensity) (Intensity 7.0 or higher)	On intensity 7.0 and higher, fights alongside Master Hand.
Credits roll after completing Classic Mode. Completing it as Corrin has accompany the credits.
==Role in World of Light==
Although neither male nor female Corrin appear in the World of Light opening cutscene, they were vaporized and later imprisoned alongside the rest of the fighters (sans ) when Galeem unleashed his beams of light.
Male Corrin was one of the many fighters that fell under Dharkon's control upon Galeem's first defeat. He is on a platform made of clouds in the Mysterious Dimension sub-area, guarded by the spirit of Azura (whose spirit battle is, ironically, against the default Female Corrin).
===Fighter Battle===
No.	Image	Name 	Type	Power 	Stage 	Music
62 	 	Corrin	 	10,700	Castle Siege (Ω form)	
==Spirits==
Male Corrin's fighter spirit can be obtained by completing as Corrin. It is also available periodically for purchase in the shop for 300 Gold, but only after Corrin has been unlocked. Unlocking Corrin in World of Light allows the player to preview the first spirit below in the Spirit List under the name "???". As a fighter spirit, it cannot be used in Spirit Battles and is purely aesthetic. Female Corrin also has a fighter spirit of her own, only available through the shop. Each fighter spirit has an alternate version that replaces them with their artwork in Ultimate.
SSBU spirit Corrin (Male).png|618. Corrin (Male)
SSBU spirit Corrin (Female).png|619. Corrin (Female)
==In Spirit Battles==
===As the main opponent===
Spirit	Spirit	Spirit 	Spirit 	Battle parameters	Battle parameters	Battle parameters 	Battle parameters 	Battle parameters 	Battle parameters	Battle parameters
No. 	Image 	Name 	Series 	Enemy Fighter(s) 	Type 	Power 	Stage 	Rules 	Conditions 	Music
151 	 	Donkey Kong Series 	• 	 	3,600 	Great Bay 	•Buoyancy Reduced 	•You can't swim•The enemy's dash attacks have increased power•The enemy favors dash attacks 	 	
228 	 	The Legend of Zelda Series 	• 	 	8,800 	Skyloft 	•Assist Trophy Enemies (Ghirahim) 	•The enemy's melee weapons have increased power•Hostile assist trophies will appear after a little while•The enemy has increased move speed 	 	
519 	 	Pokémon Series 	• 	 	13,900 	Spear Pillar (hazards off) 	•Easy to Launch•Hazard: Heavy Wind 	•You are easy to launch•Dangerously high winds are in effect after a little while•Only certain Pokémon will emerge from Poké Balls (Arceus) 	 	
676 	 	Fire Emblem Series 	• 	 	13,500 	Fountain of Dreams 	•Sudden Final Smash 	•The enemy will suddenly have a Final Smash•The enemy can use their Final Smash twice in a row•The enemy has increased attack power 	 	
683 	 	Fire Emblem Series 	• • 	 	9,700 	Spear Pillar (hazards off) 	•Item: X Bomb•Hazard: Poison Cloud 	•The stage is covered in a poisonous cloud 	 	
953 	 	Xenoblade Chronicles Series	• • 	 	13,200 	Reset Bomb Forest 	•Assist Trophy Enemies (Riki) 	•Hostile assist trophies will appear 	 	
968 	 	Xenoblade Chronicles Series	• • 	 	13,500 	Gaur Plain (Battlefield form)	N/A 	•The enemy will charge up a powerful Final Smash•The enemy starts the battle with an enhanced Beam Sword 	 	
1,220 	 	Elite Beat Agents Series 	• ×3 	 	3,900 	Saffron City (hazards off) 	•Attack Power ↑ 	•The enemy has increased attack power after a little while•The enemy starts the battle with a Rocket Belt 	 	
1,289 	 	ARMS 	• 	 	9,300 	New Pork City (Ω form) 	N/A 	•The enemy favors special moves•The enemy has increased attack power when badly damaged•The enemy has increased move speed 	 	
1,351 	 	Tetris Series 	• Team ×3 	 	9,900 	75m (Ω form) 	•Assist Trophy Enemies (Color TV-Game 15)	•Hostile assist trophies will appear after a little while•The enemy favors down air attacks.•Only certain Pokémon will emerge from Poké Balls (Deoxys)	 	
1,505 	 	Kingdom Hearts Series 	• (160 HP)	 	9,500 	Hollow Bastion (Riku) 	•Move Speed ↑ 	•Stamina battle•The enemy has increased move speed•The enemy starts the battle with a Black Hole 	 	
===As a minion===
Spirit	Spirit	Spirit 	Spirit	Battle parameters	Battle parameters	Battle parameters 	Battle parameters	Battle parameters 	Battle parameters	Battle parameters	Inspiration
No. 	Image 	Name 	Series	Enemy Fighter(s) 	Type 	Power 	Stage 	Rules 	Conditions 	Music 	Character
681 	 	Fire Emblem Series 	• • 	 	9,100 	Reset Bomb Forest (hazards off)	N/A 	•Defeat the main fighter to win•The enemy heals over time 	 	 	
1,204 	 	Baten Kaitos Series	• • 	 	1,600 	Gaur Plain (Battlefield form) 	•Item: Timer 	•Reinforcements will appear during the battle•The enemy is easily distracted by items	 	Guillo 	
==Alternate costumes==
							
							
==Gallery==
Fire Emblem Heroes Smash.png|Artwork of all playable Fire Emblem characters and Assist Trophies, as posted on the official Japanese Fire Emblem Heroes Twitter account.
Fire Emblem Smash Bros.png|Screenshot of all playable Fire Emblem characters on Arena Ferox, as posted on the official Japanese Fire Emblem Twitter account.
SSBU Corrin Number.png|Corrin's fighter card.
Corrin unlock notice SSBU.jpg|Corrin's unlock notice.
SSBUWebsiteCorrin1.jpg|Male Corrin idling on Suzaku Castle.
SSBUWebsiteCorrin2.jpg|Male Corrin using his neutral attack's first hit on Mario Galaxy.
SSBUWebsiteCorrin3.jpg|Female Corrin performing her forward throw on on Kalos Pokémon League.
SSBUWebsiteCorrin4.jpg|Male and female Corrins on the Great Plateau Tower.
SSBUWebsiteCorrin5.jpg|Corrin Unleashing Torrential Roar.
SSBUWebsiteCorrin6.jpg|Female Corrin wearing the Bunny Hood on Luigi's Mansion.
SSBUFireEmblemJPTwitter1.jpg|With all playable veterans on Coliseum.
===Fighter Showcase Video===
==Trivia==
*Corrin is the only character who, in , is represented by an alternate costume: the default female Corrin. This is consistent with how Corrin is primarily represented with the female version in most Fire Emblem media after Fates, such as Fire Emblem Warriors, Fire Emblem Heroes, and Fire Emblem Engage.
*While other characters with two selectable genders (, Inkling, , and the s) have two identical Announcer calls in the English Sound Test (presumably as placeholders for languages with gender-specific pronouns), Corrin and are notably the only characters who lack this trait. This is likely due to actually having a name rather than a gender-neutral description in English.
**While Robin technically has an official name, there are three different names between languages (Robin, Daraen, and Reflet), though, like Corrin and Byleth, there is no gender separator.
*Female Corrin's Fighter Spirit uses artwork from Fire Emblem: Fates, where her armor exposes her inner thighs rather than having her wear black leggings. This is probably an oversight, as the Spirits for Camilla, likewise from Fire Emblem: Fates, and from Xenoblade Chronicles 2 had modified artwork to be less provocative.
**This oversight appears to be shared with the Fighter Spirits for , , and , who likewise use unaltered artwork from their games of origin, but have had censorship applied to them in their playable forms.
*Corrin is the only DLC fighter who had moves changed from Super Smash Bros. 4, those being the third hit of his neutral attack and his pummel.
==References==
 
Category:Spirits
es:Corrin (SSBU)