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This is intented be the one stop shop for everything Corrin. Much of this guide is a compilation of information provided by the Corrin Discord community members and material found in guides on smashboards.com in particular A Fateful Choice by Cirrostratus and Enter The Dragon by PK Gaming. The link to these guides are provided below:
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A Fateful Choice
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Enter The Dragon
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The Corrin discord also provides commands to easily access move information within the discord. The commands can be found within Frame Data Commands. This guide is intended to cover general moves and strategies, for more specific information please check Essential Resources. The guide can be navigated by using control+F to search for particular sections.
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Moveset: Attacks
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Jab
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Frames: 5-6 (Hit 1), 4-5 (Hit 2), 6-8 (Hit 3)
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Damage Output: 3%/2% (Hit 1 - Tip/Non Tip), 2% (Hit 2), 3%/0.9% (Hit 3 - Final Hit/Rapid Jab hit)
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Commands: !jab !rapid jab !rj
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A frame 5 jab with good range which is useful for escaping pressure or quickly punishing the opponent. Jab 2 and 3 come out relatively quick and can be delayed to throw off opponents. Rapid Jab is useful for more damage, but opponents can DI out at higher % as such Jab 3 is more consistent. Neither of the finishers, jab 3 or rapid jab finisher, kill early and the endlag does not accomodate many combos from it. The total damage output of this move ranges from 7%/8% for the 1-2-3 Jab and roughly 11% for the Rapid Jab.
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Forward Tilt (Ftilt)
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Frames: 8-10
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Damage Output: 10.5%
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Commands: !ftilt
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Forward Tilt is Corrin's strongest tilt attack; however, it is also probably his worst for combos due to the high knockback growth and vertical angle on hit. As a punish and spacing tool, Ftilt is usually an inferior to options such as dragon lunge and Dtilt. That said, it has uses since Ftilt can start a combo in low to mid percents. The range allows it to work well out of a running pivot or a grab release.
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Up Tilt (Utilt)
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Frames: 7-16 (Including Late Hits)
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Damage Output: 9%
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Commands: !utilt
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Corrin's up tilt is a great combo tool, almost every aerial at low to mid-high percents can follow up. There are a few moves which can combo into Utilt as well, particularly down tilt and dragon lunge forward kick which can hit the opponent Corrin within Utilt range. At low percents Utilt can combo into itself. The large number of active frames and great vertical range also make it an excellent anti-air option. There is also a fair amount of horizontal range.
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Down Tilt (Dtilt)
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Frames: 5-7
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Damage Output: 7.5%
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Commands: !dtilt
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Down tilt has great attributes, particularly the speed at which the hitbox comes out and the low endlag. Like Utilt, Dtilt is an amazing combo starter and can lead into most aerials, Utilt and Up smash. There are only a few moves which can combo into Dtilt, namely falling Forward air and Dtilt; the first of which works at low percents and the second is dependent on the weight of the opponent. The properties also allow the move to be useful as a spacing tool.
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Dash Attack
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Frames: 11, 14, 17, 20, 23
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Damage Output: 2% (Hits 1-5), 3% (Hit 6)
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Commands: !dash attack
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Note that Dash Attack is a multihit. When compared with any of Corrin's tilts, Dash Attack seems kind of underwhelming as it requires large committment and there are no potential combos from the move. It does have some uses mainly for punishing punishing rolls and there are a decent amount of moves which combo into dash attack. In total, the move does 13%. Overall it's generally pretty niche.
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Forward Smash (Fsmash)
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Frames: 12-68 (Rehit Rate of 5) (Yato Charging Hitbox)
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17, 18, 19-22 (Dragon Fang Spear)
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Damage Output: 0.5% (Charging hits 1-12)/16% (Tip)/15% (Mid)/12% (Close)
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Commands: !fsmash
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Corrin possesses the longest reaching Forward Smash in the game, as well as the only Smash attack in Smash 4 that has a hitbox whilst charging. There are two things that slightly hinder it's awesome power. 1) The hitboxes of the move have low priority which means this move will frequently clank with moves of the opponent. 2) There is a tipper effect which means it's most powerful spot is further away from you. As seen in the gif, the charging hitbox will not confirm into the sweetspot of this move and note that opponents can air dodge between the charging hitbox and the early hitbox of the lance. To land the tipper, spacing will be required. Despite these flaws, this is probably Corrin's best Smash attack. It's especially good at covering ledge getups and especially with the charging hitbox of a pivot Fsmash. It can be angled, and the downward angle of Fsmash can hit opponents hanging on the ledge (though getting the 2 frame is difficult).
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Up Smash (Usmash)
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Frames: 13-15
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Damage Output: 15% (Tip)/13% (Mid)/10% (Side, near the bottom of the move)
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Commands: !usmash
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Up smash is the quickest Smash attack; however, the poor horizontal range, bad knockback on the sourspot, no confirms into the sweetspot and poor knockback growth. Unlike Fsmash, Usmash does not have low priority. 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 Dtilt to deal more damage. It is effective against opponents standing on platforms.
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Down Smash (Dsmash)
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Frames: 13-15
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Damage Output: 14% (Leg Tip)/11% (Yato)/9% (Leg Sour)
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Commands: !dsmash
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Much like all of Corrin's Dragon Fang moves, it's strongest at the tip of the backwards kick and does not have low priority like Fsmash. However, it is Corrin's weakest Smash, with the tipped part only killing at 110%. While it can be useful covering rolls and some ledge getups. The fairly low angle can make it good for purely horizontal KOs. The ending lag is between Usmash (which has the lowest) and Fsmash (which has the highest).
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Neutral Air (Nair)
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Frames: 6-7 (early), 8-19 (late)
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Damage Output: 7%, 5.5% (late)
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Commands: !nair
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Neutral air is an excellent combo tool. It has good range, comes out quickly (Frame 6), has a long lasting hitbox, and hits both sides of Corrin. It has 13 frames of landing lag (around the same as Cloud's Back Air), and it autocancels after Frame 50. This means that it will autocancel in a full hop without fast falling (Corrin's Full Hop Air Time is 57 Frames), however because of the range it covers, this is fine as it will still probably still hit any crouching opponents. It's also fairly safe to use because of the low landing lag. Can be used to start combos or extend them, and it's very good at punishing air dodges. Check out Combos and Strings for a list of combos.
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Foward Air (Fair)
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Frames: 7-10
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Damage Output: 7.5%
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Commands: !fair
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Forward Air has a similar purpose to Neutral Air, except there are a few differences between them. 1) Forward Air comes out one frame slower than Neutral Air, and lacks as many combo options. 2) Forward Air will autocancel from a short hop, and does a bit more damage than Neutral Air. 3) Forward Air has low enough ending lag to reliably combo into itself, Neutral Air doesn't. Perfect for spacing, for striking an aerial opponent and stuffing jumps. It sends the enemy at an angle for easy follow ups. Frequently it can link into other aerial moves including itself. It's one of Corrin's best moves. By all means, Forward Air is about as useful as Neutral Air.
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Back Air (Bair)
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Frames: 13 (early), 14-16 (late)
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Damage Output: 11%, 9% (late)
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Commands: !bair
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Back air causes Corrin to sprout wings, which propels Corrin forwards, giving this move a significant amount of versatility. Corrin can use this move to retreat, to recover, out of a reverse aerial rush for mindgame purposes, as well as for netting KOs. 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. This move is also one of Corrin's only Dragon Fang moves that doesn't have a tipper hitbox. However, the move is not completely invincible. There is a Frame 13 startup, making the move much slower than every move in the arsenal barring specials and smashes. It also extends Corrin's hurtbox a significant amount due to it's range. The move is also essential for recovering.
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Up Air (Uair)
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Frames: 7-12
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Damage Output: 9%