How to train a Corrin amiibo in Super Smash Bros. Ultimate

Corrin was a late addition to the Smash 4 amiibo metagame, but she quickly cemented herself as a solid mid-tier contender with unique strengths. Corrin retained most of these strengths during the transition to Ultimate and retains her position as a viable character who can go neck-and-neck with the best of the best.

Changes from Super Smash Bros. 4

Compared to the previous title, Corrin no longer overuses Dragon Fang Shot and has been freed of most of her previous AI flaws. However, Corrin has gained a new one relating to Dragon Lunge; when facing the edge, the AI will occasionally use the first half of the move and bounce right off the stage. Aside from this slight change in behavior, not much has changed for Corrin since Smash 4.

Stats & Spirit Effects

In terms of stats, using a balanced spread (2100 / 2100) or a fully defensive (0 / 4200) are both viable options that work well with Corrin; it really comes down to personal preference.

In order to stay afloat in the defensive-heavy metagame, Corrin uses Armor Knight and Move Speed ↑. It’s possible to drop Move Speed ↑ in exchange for Weapon Attack ↑, but it may be best to retain the increased mobility bonus.

Other options are available, but Armor Knight is essentially required on Corrin; otherwise she is knocked off-stage and KOed too quickly to be considered a viable tournament contender.

Recommended Training

An amiibo becomes strongest if it is mirror matched all the way to Level 50 with its Learn button switched on. Playing a best-of-five match (configurable via the rules menu) will cause it to level up much faster.

Corrin has a rather balanced grounded and aerial game, making a mix of both her most optimal playstyle. Unfortunately, Dragon Ascent’s low height makes recovery difficult, so staying on-stage is generally her best chance at survival. Here is a full breakdown of Corrin’s moveset and which attacks to focus on during training.

  • Neutral attack: A rapid jab that can be used as a mixup. It’s mostly outclassed by other moves.
  • Forward tilt: It’s a solid grounded option that can be used to play keep-away with close-ranged opponents. Use it every once in a while.
  • Up tilt: Combos into itself and some of Corrin’s best aerial options. A solid move to use at lower percentages to start racking up damage.
  • Down tilt: It can combo into aerial options, making it a great poking tool to get opponents into the air.
  • Dash attack: Should be used in moderation, as it doesn’t accomplish much and executes quite slowly.
  • Forward smash (Dragon Fang Thrust): A solid on-stage move that can be used as an edgeguard. Corrin’s most reliable grounded kill option alongside up smash and side special. Comes strongly recommended.
  • Up smash (Vertical Dragon Fang Thrust): Best used on Battlefield-form stages to punish opponents on platforms. It’s a solid move even on stages without platforms and KOs rather early. Use it frequently.
  • Down smash (Yato Dragon Fang): Slightly faster than forward smash, but has much less range and power. Not an attack to focus on.
  • Neutral aerial: Can be used to rack up damage in midair. KOing and juggling should be left to other moves. Neutral aerial can be used after a down tilt or up tilt.
  • Forward aerial: Doesn’t see a ton of use, as Corrin can’t afford to go off-stage to gimp opponents with it. Don’t prioritize this one.
  • Back aerial (Dragon Fang Wings): The AI cannot learn to use its back aerial to aid in its recovery; as a result, it isn’t very useful.
  • Up aerial: Corrin’s best aerial option, as it can juggle and KO opponents. It can combo off down tilt and up tilt.
  • Down aerial (Dragon’s Piercing Drop): Avoid this one altogether. It’s too risky for too little reward.
  • Forward throw: Fairly strong for a throw. Use it to toss opponents off-stage.
  • Back throw: Stronger than forward throw, but doesn’t combo into anything. Use it at the edge and hope for the best!
  • Up throw: Corrin’s strongest throw in terms of knockback. It can KO at extremely high percentages.
  • Down throw (Dragon-Form Kick): Deals respectable damage and knockback, but doesn’t combo into much. Mostly a damage-racker.
  • Neutral special (Dragon Fang Shot): It can be used to edgeguard every once in a while, but should never be used as an off-stage attack.
  • Side special (Dragon Lunge): The initial pin of Dragon Lunge is a great KO option when sweetspotted. Use this one sparingly, as the AI sometimes uses it to bounce off-stage and self-destruct.
  • Up special (Dragon Ascent): Recovery purposes only, or else the AI will learn to use it at random and leave itself vulnerable.
  • Down special (Counter Surge): Corrin might land a Counter Surge here or there, but it’s not something to prioritize. Avoid it for the most part.

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