Editing Chrom (SSBU)

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Chrom is ranked 54th out of 82 on the current [[tier list]], placing him in the C+ tier. This is significantly lower than his base fighter Roy, who is ranked 19th out of 82 on the current tier list and placed in the A tier. As with Roy, Chrom is blessed with an effective set of tools which work well with ''Ultimate'''s more aggressive pace: his combination of strong mobility and falling speed, quick frame data for a swordsman, good hitboxes on his attacks, and overall high damage-to-frame data ratio (courtesy of the weighted average of Roy's sweetspots and sourspots being rather high) grant him a powerful advantage state once the opportunity presents itself. Chrom also possesses one of the best [[neutral attack]]s in the game that has a myriad of uses (including being able to hit some opponents hanging from ledge) and a strong set of [[special attack]]s, including a unique up special in [[Soaring Slash]], which is an effective damage dealer, decent [[out of shield]] option, and is infamous for its powerful [[meteor smash]], allowing it to KO ledge-hanging opponents at 0% or function as a powerful [[sacrificial KO]].
Chrom is ranked 54th out of 82 on the current [[tier list]], placing him in the C+ tier. This is significantly lower than his base fighter Roy, who is ranked 19th out of 82 on the current tier list and placed in the A tier. As with Roy, Chrom is blessed with an effective set of tools which work well with ''Ultimate'''s more aggressive pace: his combination of strong mobility and falling speed, quick frame data for a swordsman, good hitboxes on his attacks, and overall high damage-to-frame data ratio (courtesy of the weighted average of Roy's sweetspots and sourspots being rather high) grant him a powerful advantage state once the opportunity presents itself. Chrom also possesses one of the best [[neutral attack]]s in the game that has a myriad of uses (including being able to hit some opponents hanging from ledge) and a strong set of [[special attack]]s, including a unique up special in [[Soaring Slash]], which is an effective damage dealer, decent [[out of shield]] option, and is infamous for its powerful [[meteor smash]], allowing it to KO ledge-hanging opponents at 0% or function as a powerful [[sacrificial KO]].


However, despite his strengths, the drastic difference in tier placement compared to Roy is due to Chrom's infamously poor recovery. Soaring Slash is Chrom's only recovery move and acts like [[Aether]], offering very little horizontal distance compared to Roy's [[Blazer]]; it also lacks protection outside of its high [[super armor]] frames on startup, and cannot snap the ledge till Chrom begins falling. This makes it incredibly easy to [[gimp]] Chrom, as an opponent can simply bat him away with any attack (including holding down certain neutral attacks) or [[counterattack]] his recovery. As a result, he has one of the worst recoveries in the game despite his high air speed, making him highly dependable on recovery mixups and his [[air dodge]]; this also translates to him having a very poor disadvantage state, especially offstage. Finally, his balanced blade sacrifices the stronger, polarized sweetspots of Roy's sword, meaning he often has to win more neutral exchanges to compensate for the lack of stronger punishes, while his KO ability is still weaker than Roy's, most notably with [[Double-Edge Dance]].
However, despite the myriad of strengths, the drastic difference in tier placement compared to Roy is due to Chrom's infamously poor recovery. Soaring Slash is Chrom's only recovery move and acts like [[Aether]], offering very little horizontal distance compared to Roy's [[Blazer]]; it also lacks protection outside of its high [[super armor]] frames on startup, and cannot snap the ledge till Chrom begins falling. This makes it incredibly easy to [[gimp]] Chrom, as an opponent can simply bat him away with any attack (including holding down certain neutral attacks) or [[counterattack]] his recovery. As a result, he has one of the worst recoveries in the game despite his high air speed, making him highly dependable on recovery mixups and his [[air dodge]]; this also translates to him having a very poor disadvantage state, especially offstage. Finally, his balanced blade sacrifices the stronger, polarized sweetspots of Roy's sword, meaning he often has to win more neutral exchanges to compensate for the lack of stronger punishes, while his KO ability is still weaker than Roy's, most notably with [[Double-Edge Dance]].


Initially, Chrom was highly regarded and considered one of the best swordfighters in the game, with high representation across all levels during the first year of ''Ultimate''. However, after several nerfs to Soaring Slash and the community learning the matchup, his overall representation dropped significantly due to the playerbase taking advantage of his fragile offstage presence. This has resulted in Chrom struggling to make the same impact as he did in the early metagame.
Initially, Chrom was highly regarded and considered one of the best swordfighters in the game, with high representation across all levels during the first year of ''Ultimate''. However, after several nerfs to Soaring Slash and the community learning the matchup, his overall representation dropped significantly due to the playerbase taking advantage of his fragile offstage presence. This has resulted in Chrom struggling to make the same impact as he did in the early metagame.
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**{{change|Up tilt has an altered animation where Chrom holds his sword in a regular grip.}}
**{{change|Up tilt has an altered animation where Chrom holds his sword in a regular grip.}}
**{{buff|Due to Chrom dealing consistent damage across his entire sword, up tilt is more effective overall, especially from the front.}}
**{{buff|Due to Chrom dealing consistent damage across his entire sword, up tilt is more effective overall, especially from the front.}}
*[[Forward smash]]:
**{{buff|Due to its lack of a sweetspot and middlespot, forward smash's hitbox is much more favorable due to it covering a very large area, with the earliest vertical hitbox having enough coverage to hit half a character length above Chrom's head. This makes it significantly more effective for catching jumps and ending combos.}}
*[[Up smash]]:
*[[Up smash]]:
**{{buff|Up smash has drastically less hitlag, making it harder to [[DI]] and [[SDI]] correctly while also making it more difficult for bystanders to punish Chrom for successfully landing the move.}}
**{{buff|Up smash has drastically less hitlag, making it harder to [[DI]] and [[SDI]] correctly while also making it more difficult for bystanders to punish Chrom for successfully landing the move.}}
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|neutralcount=1
|neutralcount=1
|neutral1dmg=6.5%
|neutral1dmg=6.5%
|neutraldesc=An upward slash while keeping the Sealed Falchion horizontal. It comes out on frame 5, making it Chrom's fastest ground attack. A great combo starter, due to launching at a rather high angle and having low knockback and ending lag. It can easily start combos into a grab, tilts, aerials, or [[Double-Edge Dance]]. Just like Roy's neutral attack, it is effective at comboing into a [[reverse aerial rush]] back aerial for a highly potent KO confirm; compared to Roy however, it is easier to land thanks to Chrom's lack of sourspots. Additionally, its altered animation gives it slightly more range than Roy's neutral attack at the height of the slash. Finally, its earliest hitbox starts low enough to hit certain ledge-hanging opponents, which can transition into an punish.
|neutraldesc=An upward slash while keeping the Sealed Falchion horizontal. It comes out on frame 5, making it Chrom's fastest ground attack. A great combo starter, due to launching at a rather high angle and having low knockback and ending lag. It can easily start combos into a grab, tilts, aerials, or [[Double-Edge Dance]]. Just like Roy's neutral attack, it is effective at comboing into a [[reverse aerial rush]] back aerial for a highly potent KO confirm; compared to Roy however, it is easier to land thanks to Chrom's lack of sourspots. Additionally, its altered animation gives it slightly more range than Roy's neutral attack at the height of the slash.
|ftiltname=Sharp Edge ({{ja|オーバーバッシュ|ōbābasshu}}, ''Over Bash'')
|ftiltname=Sharp Edge ({{ja|オーバーバッシュ|ōbābasshu}}, ''Over Bash'')
|ftiltdmg=10.925%
|ftiltdmg=10.925%
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|fsmashname=Power Slash ({{ja|パワー スマッシュ|Pawā Sumasshu}})
|fsmashname=Power Slash ({{ja|パワー スマッシュ|Pawā Sumasshu}})
|fsmashdmg={{ChargedSmashDmgSSBU|18}}
|fsmashdmg={{ChargedSmashDmgSSBU|18}}
|fsmashdesc=Rotates his body to perform a lunging, two-handed downward slash. Has high ending lag and a short hitbox duration, but hits hard for its speed. In exchange for losing Roy's extremely powerful sweetspot, Chrom's version also loses Roy's weaker middlespot and sourspot, giving it above-average knockback overall and a very large disjoint; the earliest vertical hitbox has enough coverage to hit half a character length above Chrom's head, which also allows it to hit opponents on Battlefield's lower platforms. Overall, this makes the move significantly more effective, as it functions as a more reliable KO option, and lets it end combos from aerials without losing power. It is based on Roy's regular attack as a Great Lord in ''Fire Emblem: The Binding Blade''.
|fsmashdesc=Rotates his body to perform a lunging, two-handed downward slash. Has high ending lag and a short hitbox duration, but hits hard for its speed, has good range, and is a good punishing tool. It is based on Roy's regular attack as a Great Lord in ''Fire Emblem: The Binding Blade''.
|usmashname=Windmill ({{ja|ウインドミル|Uindumiru}})
|usmashname=Windmill ({{ja|ウインドミル|Uindumiru}})
|usmashdmg={{ChargedSmashDmgSSBU|2}}/{{ChargedSmashDmgSSBU|1}}  (hit 1), {{ChargedSmashDmgSSBU|2}} (hits 2-4), {{ChargedSmashDmgSSBU|10}} (hit 5)
|usmashdmg={{ChargedSmashDmgSSBU|2}}/{{ChargedSmashDmgSSBU|1}}  (hit 1), {{ChargedSmashDmgSSBU|2}} (hits 2-4), {{ChargedSmashDmgSSBU|10}} (hit 5)
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|grabdesc=Reaches out with his free hand.
|grabdesc=Reaches out with his free hand.
|pummelname=Grab Kneebutt ({{ja|つかみニーバット|Tsukami Nībatto}})
|pummelname=Grab Kneebutt ({{ja|つかみニーバット|Tsukami Nībatto}})
|pummeldmg=1.3%
|pummeldmg=1.2%
|pummeldesc=A knee strike. Average power and speed.
|pummeldesc=A knee strike. A fairly fast pummel.
|fthrowname=Elbowbutt ({{ja|エルボーバット|Erubōbatto}})
|fthrowname=Elbowbutt ({{ja|エルボーバット|Erubōbatto}})
|fthrowdmg=5%
|fthrowdmg=5%
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|4||{{CharHead|Donkey Kong|SSBU|hsize=20px}} and {{CharHead|Diddy Kong|SSBU|hsize=20px}}||[[Jungle Japes]]||''{{SSBUMusicLink|Donkey Kong|Jungle Hijinxs}}''||{{Head|Lucina|g=SSBU|s=20px}} Lucina is a CPU ally.
|4||{{CharHead|Donkey Kong|SSBU|hsize=20px}} and {{CharHead|Diddy Kong|SSBU|hsize=20px}}||[[Jungle Japes]]||''{{SSBUMusicLink|Donkey Kong|Jungle Hijinxs}}''||{{Head|Lucina|g=SSBU|s=20px}} Lucina is a CPU ally.
|-
|-
|5||{{CharHead|Peach|SSBU|hsize=20px}} and {{CharHead|Daisy|SSBU|hsize=20px}}||[[Mario Circuit]]||''{{SSBUMusicLink|Mario Kart|Rainbow Road - Mario Kart: Double Dash!!}}''||{{Head|Robin|g=SSBU|s=20px}} Robin is a CPU ally. The opponents, stage and music references ''Mario Kart: Double Dash!!'', in which Peach and Daisy are partners in that game.  
|5||{{CharHead|Peach|SSBU|hsize=20px}} and {{CharHead|Daisy|SSBU|hsize=20px}}||{{SSB4|Mario Circuit}}||''{{SSBUMusicLink|Mario Kart|Rainbow Road - Mario Kart: Double Dash!!}}''||{{Head|Robin|g=SSBU|s=20px}} Robin is a CPU ally. The opponents, stage and music references ''Mario Kart: Double Dash!!'', in which Peach and Daisy are partners in that game.  
|-
|-
|6||{{CharHead|Simon|SSBU|hsize=20px}} and {{CharHead|Richter|SSBU|hsize=20px}}||[[Dracula's Castle]]||''{{SSBUMusicLink|Castlevania|Vampire Killer (Remix)}}''||{{Head|Lucina|g=SSBU|s=20px}} Lucina is a CPU ally.
|6||{{CharHead|Simon|SSBU|hsize=20px}} and {{CharHead|Richter|SSBU|hsize=20px}}||[[Dracula's Castle]]||''{{SSBUMusicLink|Castlevania|Vampire Killer (Remix)}}''||{{Head|Lucina|g=SSBU|s=20px}} Lucina is a CPU ally.

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