Info
Corrin is the default name for the player customizable "Avatar" protagonist of Intelligent Systems' 2015 Nintendo 3DS title "Fire Emblem Fates". In the game, Corrin is a member of the Hoshidan royal family but is kidnapped at an early age and raised by rival nation Nohr. Corrin must eventually choose sides, or side with neither in the hopes of uniting against a greater foe. Corrin is not fully human but rather half dragon, with the ability to partially transform parts of the body into dragon form.
Smash 4 is Corrin's debut in the Smash franchise. Corrin is voiced by Cam Clarke (male) and Marcella Lentz-Pope (female). In Smash 4, Corrin is a well-rounded mid-weight sword fighter with average recovery and mobility. Corrin's projectiles and exceptionally safe range of attack provides a safer neutral game, with good mixups, fakeouts, combo options and a powerful counter.
Moves
Jab
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Forward Tilt
Frames: 8-10, FAF 35, -18 on shield
Use: Run turnaround cancel
Due to its 70° KB angle, Ftilt does not combo into anything. Extend combos with Dtilt or Fair instead.
Fresh Ftilt deals 11.025% and will beat out any 1% or stale 2% hitbox.
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Up Tilt
Down Tilt
Frames: 5-7, FAF 31, -19 on shield
Use: Combo starter, whiff punish, 2-frame
Scoops the opponent upward and slightly inward. Dtilt is Corrin's best grounded combo starter, pulling the opponent into all tilts and aerials. However it is punishable on shield even at max range, making it unsafe in the neutral. At 0%, Dtilt is +1 on hit, so fastfallers can shield all followups and floaty characters can break out with a frame 3 aerial. Does not kill confirm into Uair.
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Forward Smash
Up Smash
Down Smash
Frames: 13-15, FAF 54, -33/-32/-30 on shield
Use: Roll punish, 2v2 kill move
Hits at a low angle. The rear hitbox is stronger. Its tip is stronger still, but will not hit enemies who close distance by rolling behind Corrin. Mostly outclassed by pivot Fsmash unless priority is an issue.
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Dash Attack
Frames: 11, 14, 17, 20, 23 (multihits), 26 (knockback)
FAF 56, -26 on shield
Use: Roll punish, dodge punish
Bad. Shorter than Corrin's sword and does not combo due to its 60° knockback angle. Shielding the first hit autoshields all subsequent hits. Pin and kick backward instead.
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Dash Up Smash
Anti-Air: Mediocre
Distance: Short
Unreliable. Corrin runs slowly and does not easily condition jumps. This attack won't tipper most shorthops. Dash up smash can punish ledge jumps, but a kick backward can cover the same thing with less risk.
Neutral Air (Nair)
Foward Air (Fair)
Up Air (Uair)
Back Air (Bair)
Down Air (Dair)
Neutral B
Side B
Up B
Down B
Aerial Neutral B
Aerial Side B
Aerial Up B
Aerial Down B
Grab
Z Air (Zair)
Dodge
Air Dodge
Shield
Up Taunt
Side Taunt
Down Taunt
Techniques
Instapin
Use: Spacing, whiff punish, out-of-shield-punish, regrab punish, 2-frame
Difficulty: Easy
Hop and spear the ground on frame 8. Done the most easily by pressing sideB and sliding your thumb to A.
Because aerial pin is frame 10, this is a faster out-of-shield option than jump > side B. (7F shield drop + 8F attack VS. 6F jumpsquat + 10F attack)
May not work on downward slopes.