Corrin made their first Smash Bros. appearance as a downloadable fighter in Super Smash Bros. 4. They were released in February 2016, but trainers weren’t able to get their hands on the character’s amiibo figure until July 2017. What a long wait! Since then, Corrin’s kind of been flying under the radar. Trainers generally prefer other Fire Emblem representatives, namely Chrom and Byleth. Corrin’s huge range and high attack power give them a niche of their own, though, so they’ve still got a ton of potential to explore! If you want to read more about Corrin’s metagame history, check out their corresponding wiki entry. Otherwise, let’s jump right into today’s training!
Special thanks to Riparo for contributing Corrin’s training information!
If you’d prefer to leave your Corrin amiibo completely vanilla – which means no Spirits at all – then you can safely skip this section and move on to the next. If you change your mind later, you can come back to this section for a whole bunch of setup recommendations! As always, remember that Spirits scramble Figure Player training data, but you can help undo that by playing a few mirror matches with learning on. We’ve also got a full Spirits guide if you’re interested!
Corrin isn’t a heavyweight, doesn’t camp, and doesn’t have a spammable projectile. With all of these factors in mind, Armor Knight emerges as their most optimal build! Pair it with Trade-Off Ability ↑ or Move Speed ↑, and you’ll have a ridiculously powerful fighter who’s ready for just about anything. If you’re okay with the movement penalty, you can run Weapon Attack ↑ instead of the Trade-Off Ability ↑ or Move Speed ↑.
Of course, most of our tournaments keep Armor Knight banned, so you’ll need to look into some other options if you want to enter a tour like that. Luckily, we’ve done the looking for you! Try Weapon Attack ↑, Hyper Smash Attacks, and Toss & Meteor. If you’re going the Raid Boss route, you can use Weapon Attack ↑, Move Speed ↑, and Landing Lag ↓ instead. For stats, a balanced build (2100 / 2100) is the way to go. Make sure your FP’s Spirit-type is Neutral so that it doesn’t lose disadvantageous Spirit-type matchups later on.
The basic rules of competitive training apply to Corrin as well, and you can read more about them over at our general training guide. The “rules” are as follows: no running, no taunting, and no charging smash attacks — and no, don’t try to attack your FP with Corrin’s unique charging hitbox! Stick to these rules, and you should be good to go. Don’t go off-stage, either, as Corrin’s Dragon Ascent move leaves them vulnerable to incoming attacks. We want to avoid the FP getting gimped wherever possible. Better safe than sorry, right? Here’s a full list of attacks you should use against it during your mirror matches:
- Forward smash: Corrin’s main damage-racker and kill move. Its range is flat-out insane! When using this attack, use it at its maximum range — try to connect the tipper hitbox. The FP shouldn’t use this move up close, only from a distance.
- Up smash: As with most up smashes, this one should be used to attack your FP as it falls from above. At close range, up smash actually works rather well even against grounded opponents, so use this move for both purposes!
- Down tilt: Corrin’s primary combo starter. After attacking your FP with a down tilt, follow up with an up tilt. You can then add on additional up tilts for even more damage, and then you can finish out the combo with an up air (or, more rarely, a neutral air).
- Up aerial: One of Corrin’s strongest aerial finishers. Whenever your FP is in the air, you should rotate up air and up smashes to rack on damage and eventually KO. Up air is faster, which generally makes it a more reliable juggling tool.
- Dash attack: We want the FP to walk instead of run, but that kind of clashes with using dash attack. So when you want to use one, break into a dash, instantly attack, and then go right back to walking. Corrin’s dash attack hits multiple times and deals respectable damage. Use it sparingly!
- Down aerial: Only use this move if you’re KO’d and are on the respawn platform. Don’t use it under any other circumstance. When your FP is KO’d, you can try standing under its respawn platform. That way, if the FP uses a down air, you’ll get hit by it — and this will encourage the AI to use down air after respawning more often.
- Dragon Lunge: If you’re launched upwards (perhaps by your FP’s up tilt or up smash), you can occasionally use the very tip of Dragon Lunge’s pin to secure a landing. You’ll only want to use this move in the air, though. Don’t use it while grounded!
Additionally, you can mix in a tiny bit of grounded Dragon Ascent — but only if you want to. It’s a high-risk, medium-reward KO option, and it can be safely ignored if you’d prefer to stick to the moves listed above. Avoid using or getting hit by Dragon Fang Shot, Counter Surge, forward air, and back air. In the case of the latter two, Corrin’s up air simply does their job of damage-racking much better. Make sure you use lots of perfect shields during training, too!
Raid Boss Training
While training your Corrin amiibo, you are going to have to play as Corrin. Raising an amiibo to Level 50 takes a long time, so if you’ve only got 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 and level it up in the background. Don’t go off-stage, as Corrin is very dead if they try to gimp the wrong human opponent. Here’s a full list of moves to focus on for a Raid Boss Corrin:
- Forward tilt: A quick sword swipe that can swat opponents away. Deals good damage, too! Use this at close range.
- Down tilt: This can combo into an up tilt, which can then combo into another up tilt or an up air. You can also mix it up by sometimes using neutral air instead of the final up air.
- Up tilt: A Raid Boss Corrin’s primary anti-air. Combos into itself, an up air, or a neutral air.
- Up aerial: A surprisingly powerful anti-air that can be used to rack on damage or KO outright. It links into itself, so be sure to use several up airs in a row for maximum power.
- Neutral attack: One of the strongest jabs in Ultimate. It shouldn’t be prioritized over Corrin’s tilt attacks, but it can be mixed in every so often for extra damage.
- Grab & throws: Corrin’s throws aren’t all that useful, but they’re necessary for a Raid Boss. Without grabbing, the FP will never be able to beat enemies who shield a lot. When you do grab your FP, simply toss it towards the nearest ledge.
- Neutral aerial: Good for landing. As mentioned before, you can also use neutral air after successfully connecting an up tilt.
- Forward aerial: This move is also good for landing. You can also just use it out of a short hop and then connect it into a second forward air.
- Back aerial: Deals good knockback, but has quite a bit of startup lag. Despite that, it should be one of your primary kill moves alongside forward smash.
- Forward smash: When using this move, try to hit the tipper. You don’t want to use it up-close, and you definitely don’t want to try and attack your FP with its charging hitbox. Tippers only!
There are a couple of extra moves you can use too, and these include Dragon Ascent and aerial Dragon Lunge. Each of these attacks should only be used a little bit, though, and the ones listed above should take priority. The only move you should specifically avoid on a Raid Boss is down air. Once again, don’t go off-stage, because human opponents will easily take advantage of Corrin’s rather unreliable recovery.
Thanks so much for reading! If you have any questions, you’re welcome to join our Discord server and ask away. Corrin is still a bit lacking in representation, so we’d appreciate it if more trainers submitted this character into competitive tournaments! If you want to learn how to enter one, you can do so via our Powersaves guide or mobile backup guide. If you like what you read today, we also appreciate donations to help keep the site up and running. Until next time — happy training!
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