Corrin made their first appearance as a downloadable fighter in Super Smash Bros. 4. They were released in early 2016, and we didn’t receive their amiibo figures until July 2017. What a wait! Since then, Corrin’s pretty much been flying under the radar. Trainers seem to prefer other Fire Emblem representatives, namely Lucina, Chrom, and Ike. Corrin’s huge range and attack power gives them a niche of their own, though, so they’ve still got a ton of potential to explore!
Thanks to MiDe for contributing Corrin’s training information! Feel free to check out their YouTube channel by following this link.
Corrin’s kind of a surface-level Figure Player, in that sense that you can probably guess their strengths and weaknesses before you even train them! Of course, one such strength is their incredible range, particularly on their forward smash and side special attacks. When trained properly, Corrin can keep enemies at bay while dealing high damage with their high-damage tipped hitboxes.
Of course, there’s no character without flaws, and if there were, it certainly wouldn’t be Corrin. It’d be someone much cooler, like Ness. Yeah. Back to Corrin, though, their recovery is kind of bad. It doesn’t grant much distance, and it has a moment of startup, making it risky to go off-stage. In terms of matchups, Corrin (ironically) tends to lose to opponents with swords, or with generally high range. That’s a problem when Link is one of the strongest and most common Figure Players seen in tournaments.
Overall, Corrin’s tournament results have been above average! They’re just a bit lacking in representation. We say that pertaining to just about every character, to be fair, but it’s still true! If you’d like to read more about Corrin and their place in our metagame, you can do so at their wiki page.
If you’d prefer to leave your Corrin amiibo vanilla (no Spirits), you can safely skip this section and move on to training. If you change your mind later, you can safely come back to this section for a whole bunch of recommendations! As always, keep in mind that Spirits scramble a Figure Player’s training data when equipped, but you can help undo that by playing a few Learning on matches afterwards.
Corrin isn’t a heavyweight, doesn’t camp, and doesn’t have a spammable projectile. That means Armor Knight is their most optimal build! Pair it with Move Speed ↑ up Trade-Off Ability ↑ and you’ll have a ridiculously powerful fighter who’s ready for anything. Just about anything, that is. If you’re feeling risky, you can run Physical Attack ↑ as the last bonus instead.
Of course, most of our tournaments keep Armor Knight banned, so you’ll need to look into other options if you want to enter one. Luckily, we’ve done the looking for you: try Physical Attack ↑, Trade-Off Ability ↑, Move Speed ↑, Side Special ↑, or Hyper Smash Attacks. For stats, a balanced setup (2100 / 2100) is almost always the way to go unless stated otherwise.
While training your Corrin amiibo, you’re going to have to play as Corrin. Raising an amiibo to Level 50 takes a long time, so if you only have an hour or so to train, you can play timed matches against it on Ω-form stages until it reaches about Level 30. Then you can turn its Learning off, level it up in the background, and then play some more Learning on matches when it hits Level 50. For more information on training a strong amiibo, check out our general amiibo training guide too!
We’re going to be employing the Musket method once again, which we’ve previously seen on character guides for other Fire Emblem characters. The general jist of this method is that you should always walk. Walking is overall a better movement option than running, as the AI will have more time to react with an attack. Your main move is going to be forward smash. Walk up to your FP and use a forward smash. And repeat that a whole bunch of times to the point of spamming. Since we’re training your Corrin amiibo to fight other FPs, we’re teaching it to take advantage of the fact that AI opponents can’t tell when a move is being spammed. So they’ll run right into it over and over and never learn a thing from it!
So, definitely focus on forward smash, but there’s a few other moves to use a bit less often. At close range, down tilt can combo into up tilt. At close-to-mid range, Dragon Lunge’s pin can keep opponents still and then deal solid damage and knockback. But again, your main move is forward smash. Try to walk around and position yourself such that you hit your FP with the tip of the attack. That’s how you’d get the most possible damage and knockback. Not many characters can outrange Corrin’s forward smash, which is why it’s their best move.
When your FP is launched off-stage, just let it recover. Wait at the ledge and then resume normal behavior. It’s too risky to go off-stage and edgeguard; between Dragon Ascent’s short distance and startup, it’s very likely Corrin will be KOed if they try to get aggressive off-stage. In terms of moves to avoid, just try avoiding every attack we didn’t specifically mention here. The good news is, Corrin’s training strategy is really simple! The bad news is, it’s also kind of lame, but that’s how amiibo training goes. If you’re looking to train your Corrin amiibo to fight human opponents, this training strategy might work against them for a moment, but the thing is, humans can adapt. The AI can’t adapt in the same way. So again, check out our general amiibo training guide for more information what you can and can’t teach an amiibo.
Ultimate’s AI seems super complicated at first, but at the end of the day, training an optimal amiibo is about finding what works and taking advantage of those moves to the max. That’s exactly what we did here! Thanks to MiDe for contributing Corrin’s training information. You can check out their YouTube channel here. And thank you for reading! Feel free to join our Discord server if you have any questions!
If you would like to read more amiibo training guides, please follow this link.