Editing Chrom (SSBU)

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|game = SSBU
|game = SSBU
|availability = [[Unlockable character|Unlockable]]
|availability = [[Unlockable character|Unlockable]]
|tier = C+
|ranking = 54
}}
}}
:{{Cquote|''Chrom Joins the battle!!!''|cite=Introduction tagline}}
'''Chrom''' ({{ja|クロム|Kuromu}}, ''Chrom'') is a playable character in ''[[Super Smash Bros. Ultimate]]''. He was announced as a newcomer alongside {{SSBU|Simon}}, {{SSBU|Richter}}, {{SSBU|Dark Samus}}, and {{SSBU|King K. Rool}} in the Nintendo Direct on August 8th, 2018. Chrom is {{SSBU|Roy}}'s [[Echo Fighter]], thus being classified as [[Fighter number|Fighter #25<sup>ε</sup>]], though his lack of sweetspots makes him parallel Roy the same way {{SSBU|Lucina}} parallels {{SSBU|Marth}}. In addition to his role as a playable character, Chrom remains a part of {{SSBU|Robin}}'s final smash [[Pair Up]].
'''Chrom''' ({{ja|クロム|Kuromu}}, ''Chrom'') is a playable character in ''[[Super Smash Bros. Ultimate]]''. He was announced as a newcomer alongside {{SSBU|Simon}}, {{SSBU|Richter}}, {{SSBU|Dark Samus}}, and {{SSBU|King K. Rool}} in the Nintendo Direct on August 8th, 2018. Chrom is {{SSBU|Roy}}'s [[Echo Fighter]], thus being classified as [[Fighter number|Fighter #25<sup>ε</sup>]], though his lack of sweetspots makes him parallel Roy the same way {{SSBU|Lucina}} parallels {{SSBU|Marth}}. In addition to his role as a playable character, Chrom remains a part of {{SSBU|Robin}}'s [[Final Smash]], [[Pair Up]].


{{s|Wikipedia|Matthew Mercer}} and {{s|Wikipedia|Tomokazu Sugita}}, who voiced Chrom in the English and Japanese versions of ''Fire Emblem Awakening'' respectively, reprise their roles in the international and Japanese versions of ''Ultimate'' with newly recorded voice clips. Both voice actors initially revealed their roles on their Twitter accounts.<ref>[https://twitter.com/matthewmercer/status/1027209533179932672]</ref><ref>[https://twitter.com/sugitaLOV/status/1027199951409803264]</ref>
{{s|Wikipedia|Matthew Mercer}} and {{s|Wikipedia|Tomokazu Sugita}}, who voiced Chrom in the English and Japanese versions of ''Fire Emblem Awakening'' respectively, reprise their roles in the international and Japanese versions of ''Ultimate''. Both voice actors initially revealed their roles on their Twitter accounts [https://twitter.com/matthewmercer/status/1027209533179932672] [https://twitter.com/sugitaLOV/status/1027199951409803264].
 
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]].
 
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.


==How to unlock==
==How to unlock==
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*Clear {{SSBU|Classic Mode}} with {{SSBU|Yoshi}} or any character in his unlock tree, being the 7th character unlocked after {{SSBU|Ridley}}.
*Clear {{SSBU|Classic Mode}} with {{SSBU|Yoshi}} or any character in his unlock tree, being the 7th character unlocked after {{SSBU|Ridley}}.
*Have Chrom join the player's party in [[World of Light]].
*Have Chrom join the player's party in [[World of Light]].
With the exception of the third method, Chrom must then be defeated on [[Arena Ferox]]. In World of Light, he is fought on the [[Ω form]] of [[Castle Siege]].
With the exception of the third method, Chrom must then be defeated on [[Arena Ferox]].


==Attributes==
==Attributes==
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Despite his array of strengths, Chrom also has very polarized weaknesses. While Chrom's retention of Roy's high air speed grants him decent survivability with his second jump, his overall recovery and off-stage endurance is notoriously weak, even when compared to Roy, as Soaring Slash grants almost no horizontal distance and only snaps to ledge once he begins the downward slash, making it susceptible to [[counterattack]]s and sufficiently long hitboxes. This, combined with Chrom's low jump height and fast falling speed, results in him having one of the worst recoveries in the game, and also one of the most easily affected by [[semi-spike]]s and [[gimp]]s. His poor recovery is only somewhat remedied by his aforementioned high air speed and the presence of his air dodge, which combined with his second jump, allows him to return to stage surprisingly frequently without the need for Soaring Slash. Despite this, Chrom's air dodge remains unsafe even though he relies on it more than other characters for survival. Additionally, he shares similar flaws with Roy: his excellent mobility is offset by a complete lack of [[projectile]]-denying tools, making him vulnerable to [[camp]]ing from a handful of characters, and his fast falling speed and low [[air acceleration]] makes him vulnerable to combos and juggles (though he has some good tools for escaping such combos, such as neutral aerial and falling up aerial).
Despite his array of strengths, Chrom also has very polarized weaknesses. While Chrom's retention of Roy's high air speed grants him decent survivability with his second jump, his overall recovery and off-stage endurance is notoriously weak, even when compared to Roy, as Soaring Slash grants almost no horizontal distance and only snaps to ledge once he begins the downward slash, making it susceptible to [[counterattack]]s and sufficiently long hitboxes. This, combined with Chrom's low jump height and fast falling speed, results in him having one of the worst recoveries in the game, and also one of the most easily affected by [[semi-spike]]s and [[gimp]]s. His poor recovery is only somewhat remedied by his aforementioned high air speed and the presence of his air dodge, which combined with his second jump, allows him to return to stage surprisingly frequently without the need for Soaring Slash. Despite this, Chrom's air dodge remains unsafe even though he relies on it more than other characters for survival. Additionally, he shares similar flaws with Roy: his excellent mobility is offset by a complete lack of [[projectile]]-denying tools, making him vulnerable to [[camp]]ing from a handful of characters, and his fast falling speed and low [[air acceleration]] makes him vulnerable to combos and juggles (though he has some good tools for escaping such combos, such as neutral aerial and falling up aerial).


Overall, it is fair to describe Chrom as an amalgam of previous ''Fire Emblem'' characters, taking bits and pieces from not just Roy, but also [[Lucina]] and [[Marth]] by extension, [[Ike]], and [[Corrin]] to a much lesser extent. Chrom is a very accessible and effective character and provides for a completely different playstyle from Roy despite their shared attributes and moves. His aim is to strike a balance between aggression and patience, as he has the mobility, range, and damage necessary to switch between gameplans on the fly. However, his very weak recovery mandates that players avoid being thrown off-stage and maintain stage control at all times, as not only is he vulnerable to getting edgeguarded and gimped, but can sometimes also end up in a spot where he is unable to recover at all.
Overall, Chrom is a very accessible and effective character and provides for a completely different playstyle from Roy despite their shared attributes and moves. His aim is to strike a balance between aggression and patience, as he has the mobility, range, and damage necessary to switch between gameplans on the fly. However, his very weak recovery mandates that players avoid being thrown off-stage and maintain stage control at all times, as not only is he vulnerable to getting edgeguarded and gimped, but can sometimes also end up in a spot where he is unable to recover at all.


All in all, Chrom's strengths outweigh his weaknesses. He was viewed extremely positively in the early competitive scene after the release of ''Ultimate'', had multiple dedicated mains such as {{Sm|Rivers}} and {{Sm|Mr.R}} who represented him in tournaments, and was a popular secondary pick for many high-level players.
All in all, Chrom's strengths outweigh his weaknesses. He has been viewed extremely positively in the early competitive scene since the release of ''Ultimate'', has multiple dedicated mains such as {{Sm|Rivers}} and {{Sm|Mr.R}} who represent him in tournaments, and is a popular secondary pick for many high-level players.


==Differences from {{SSBU|Roy}}==
==Differences from {{SSBU|Roy}}==
Much like with {{SSBU|Lucina}} and {{SSBU|Marth}}, Chrom and Roy are overall functionally very similar to each other, and as mentioned above, the main difference between the latter two is similar to that of the former two; Chrom's attacks lack Roy's inverse tipper sweetspots, instead dealing consistent damage across the entire blade. Since Roy's tipper hitboxes are weak sourspots in direct contrast to Marth's tippers being powerful sweetspots, this gives Chrom the ability to more effectively space with his sword and makes him more consistent on-stage; on the contrary however, it does not allow him to secure stocks quite as early as Roy can. Regardless though, Chrom can still net some fairly early KOs, due to his kill power still being overall above-average. Additionally, Chrom has altered animations for his [[neutral attack]], [[forward tilt]] and [[up tilt]] where he holds his sword properly instead of holding it in a reverse grip, which affect the hitbox placements of those moves; and his up smash, down aerial and special moves do not use the flame effect either.
As mentioned above, the main difference between Chrom and Roy is that Chrom's attacks lack Roy's inverse tipper sweetspots, instead dealing consistent damage across the entire blade. This gives Chrom the ability to space effectively with his sword and makes him more consistent, but in turn renders him incapable of securing early stocks. Additionally, Chrom has altered animations for his neutral attack, forward tilt and up tilt where he holds his sword properly instead of holding it in a reverse grip, and his up smash, down aerial and special moves do not use the flame effect either.


Unlike Lucina, whose only other major difference from Marth is that her up tilt has a timing-based sweetspot, Chrom's additional differences are much more pronounced. His [[up special]] is entirely different, being a move called [[Soaring Slash]] which resembles {{SSBU|Ike}}'s [[Aether]], which makes Chrom's recovery much less safe than Roy's, but also allows him to perform a [[sacrificial KO]]. His forward tilt moves him forward slightly, giving it more range; it is also noticeably more effective overall (especially considering his lack of tipper sourspots), and even possesses the ability to hit opponents hanging on the edge. Chrom's up smash also has less hitlag compared to Roy's, which can make it harder for opponents to properly DI or SDI. His [[neutral aerial]] uses weight-independent knockback on its first hit (like with Marth and Lucina) rather than on its second hit. Chrom's [[Counter]] deals less knockback against weaker attacks, but more knockback against stronger attacks. Lastly, his [[Final Smash]], [[Awakening Aether]], is completely different from Roy's, being closer in function to Marth and Lucina's [[Critical Hit]] instead. There are also a few other minor differences mentioned below (in the "Misc." section), but they are much more situational compared to the others.
Unlike Lucina, whose only other major difference from Marth is that her up tilt has a timing-based sweetspot, Chrom's additional differences are much more pronounced. His up special is [[Soaring Slash]], a move resembling [[Aether]], which makes Chrom's recovery much less safe than Roy's, but also allows him to perform a [[sacrificial KO]]. His forward tilt moves him forward slightly, giving it more range. His neutral aerial uses [[weight-independent]] knockback on its first hit (like Marth and Lucina) rather than on its second hit. Chrom's [[Counter]] deals less knockback against weaker attacks, but more knockback against stronger attacks. Lastly, his Final Smash, [[Awakening Aether]], is completely different from Roy's, being closer in function to Marth and Lucina's [[Critical Hit]] instead.


Because Chrom's lack of Roy's sweetspots and flame-based attacks spreads across his entire moveset, and his up special makes his off-stage presence much less safe for both Chrom and his opponent(s), Chrom is generally considered to be one of the most unique Echo Fighters, alongside {{SSBU|Ken}} and Lucina. As such, As such, these three characters are ranked separately from their base fighters on [[tier list]]s, and he is allowed to be used with their base fighters in [[Squad Strike]].
Because Chrom's lack of Roy's sweetspots and flame-based attacks spreads across his entire moveset, and his up special makes his off-stage presence much less safe for both Chrom and his opponent(s), Chrom is generally considered to be one of the most unique Echo Fighters, alongside {{SSBU|Ken}} and Lucina. As such, these three are not expected to share a spot on the tier list, and are expected to be allowed to be used with their base fighters in [[Squad Strike]].


===Aesthetics===
===Aesthetics===
*{{change|As with all other Echo Fighters, Chrom has different taunts and victory poses.}}
*{{change|As with all other Echo Fighters, Chrom has different taunts and victory poses.}}
*{{change|Chrom has a different No Contest animation.}}
*{{change|Chrom has a different idle stance and altered idle poses, with his left arm lifted, his sword pointed downward, and noticeably less bouncing. However, this does not apply when holding a light item.}}
*{{change|Chrom has a different idle stance and altered idle poses, with his left arm lifted, his sword pointed downward, and noticeably less bouncing. However, this does not apply when holding a light item.}}
**{{change|Chrom has an additional animation for transitioning into his idle stance, which is used for all animations aside from his periodical idle poses. This is a trait shared with {{SSBU|Dark Samus}} and {{SSBU|Mythra}}.}}
*{{change|Chrom's sword trails are blue and white, and do not fade out, making them identical to Lucina's.}}
*{{change|Chrom's sword trails are blue and white, and do not fade out, making them identical to Lucina's.}}
*{{change|Chrom has an additional voice clip for taking light knockback, an alternate KO voice clip, a voice clip when performing a tech, a voice clip for waking up from sleep, and one for emerging from underwater.}}
*{{change|Chrom has an additional voice clip for taking light knockback, an alternate KO voice clip, and a voice clip when performing a tech, waking up from a sleep and emerging from underwater.}}
*{{change|As of the 3.0.0 update, Chrom has a distinct victory theme from Roy, shared with Lucina and Robin based on "Id (Purpose)" from ''Fire Emblem Awakening.'' However, in earlier versions, Chrom and Roy shared the same victory theme.}}
*{{change|As of the 3.0.0 update, Chrom has a distinct victory theme from Roy, shared with Lucina and Robin based off of "Id (Purpose)" from ''Fire Emblem Awakening.'' However, in prior versions, Chrom and Roy shared the same victory theme.}}


===Attributes===
===Attributes===
*{{change|Unlike Roy, none of Chrom's attacks have a [[flame]] effect, with all of them (except for [[Flare Blade]]) instead having a [[slash]] or [[stab]] effect.}}
*{{change|Unlike Roy, none of Chrom's attacks have a [[flame]] effect, with all of them (except for [[Flare Blade]]) instead having a [[slash]] or [[stab]] effect.}}
**{{change|Partly as a result of this, Chrom's up smash, down aerial and neutral special have wind vortex visual effects.}}
**{{change|Partly as a result of this, Chrom's up smash, down aerial and neutral special have wind vortex visual effects.}}
*{{change|Chrom's [[List of swords#Sealed Falchion|Sealed Falchion]] lacks a [[Sweet spot (hitbox)|sweetspot]] and [[sourspot]] compared to Roy's Binding Blade. As a result, it always deals consistent damage and knockback throughout, like {{SSBU|Lucina}}'s Parallel Falchion.}}
*{{change|Chrom's [[List_of_swords#Sealed_Falchion|Sealed Falchion]] lacks a [[Sweet spot (hitbox)|sweetspot]] and [[sourspot]] compared to Roy's Binding Blade. As a result, it always deals consistent damage and knockback throughout, like {{SSBU|Lucina}}'s Parallel Falchion.}}
**{{buff|Chrom has more effective reach than Roy, as Roy cannot take advantage of his long reach due to his weak and largely ineffective sourspots.}}
**{{buff|Chrom has more effective reach than Roy, as Roy cannot take advantage of his long reach due to his weak and largely inefficient sourspots.}}
**{{buff|Chrom's moves are more effective for combos than Roy's sweetspots due to their lower damage and knockback.}}
**{{buff|This makes Chrom's combos, edgeguarding and KOing ability more consistent.}}
**{{buff|This makes Chrom's edgeguarding, damage racking and KOing abilities more consistent.}}
**{{nerf|Chrom cannot secure KOs as early as Roy can.}}
**{{nerf|Chrom cannot secure KOs as early as Roy can, and his potential maximum damage output per hit is worse.}}
**{{nerf|Chrom lacks the combos and KO setups that Roy's sourspots grant.}}
**{{nerf|Chrom lacks the combos and KO setups that Roy's sourspots grant.}}
*{{buff|Unlike Roy, Chrom does not hold his sword in a backward grip for his neutral attack, forward tilt and up tilt. This particularly improves the hitbox placements of the former two moves.}}
*{{change|Unlike Roy, Chrom does not hold his sword in a backward grip for his neutral attack, forward tilt and up tilt. This marginally alters the hitbox placements of those moves.}}


===Ground attacks===
===Ground attacks===
*{{change|Chrom has a set voice clip for all three of his smash attacks.}}
*{{change|Chrom has a set voice clip for all three of his smash attacks.}}
*[[Neutral attack]]:
*{{buff|Chrom's [[neutral attack]] has more horizontal range due to an altered animation where Chrom holds his sword in a regular grip, as opposed to a reversed one.}}
**{{buff|Neutral attack has more horizontal range due to an altered animation where Chrom holds his sword in a regular grip, as opposed to a reversed one.}}
*{{buff|Chrom's [[forward tilt]] moves him slightly forward unlike Roy's variant. Its altered animation also causes him to hit lower, enabling him to more reliably hit shorter or crouching opponents, and grants him the ability to hit ledge-hanging opponents with the move. Altogether, these changes improve its range considerably.}}
**{{buff|Neutral attack is a more effective combo starter, due to the move's tipper hitbox having the same launch angle and knockback as the rest of the move, combined with the move's lower damage and knockback compared to Roy's sweetspotted version.}}
*{{buff|Up smash has drastically less hitlag, making it harder to DI correctly.}}
*[[Forward tilt]]:
**{{buff|Forward tilt moves him slightly forward, unlike Roy's variant. Its altered animation also causes him to hit lower, enabling him to more reliably hit shorter or crouching opponents, and grants him the ability to hit ledge-hanging opponents with the move. Altogether, these changes improve its range and effectiveness considerably.}}
*[[Up tilt]]:
**{{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.}}
*[[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]]:
**{{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.}}
**{{change|Up smash has a different vibration effect to match its wind vortex visual effect.}}


===Aerial attacks===
===Aerial attacks===
*[[Neutral aerial]]:
*{{change|Chrom's [[neutral aerial]] uses [[weight-independent]] knockback on the first hit like {{SSBU|Marth}} and {{SSBU|Lucina}}'s, rather than on the second hit like Roy's. As a result, the first hit connects into the second more reliably, but is less effective for comboing into other moves, while the second deals more knockback to lighter opponents, but less to heavier ones.}}
**{{change|Chrom's [[neutral aerial]] uses [[weight-independent]] knockback on the first hit like {{SSBU|Marth}} and {{SSBU|Lucina}}'s, rather than on the second hit like Roy's. As a result, the first hit connects into the second more reliably, but is less effective for comboing into other moves, while the second deals more knockback to lighter opponents, but less to heavier ones.}}
*{{change|Chrom's forward aerial launches at the [[Sakurai angle]], unlike Roy's which launches at 42 degrees.}}
*[[Forward aerial]]:
**{{change|Chrom's forward aerial launches at the [[Sakurai angle]], unlike Roy's which launches at 42 degrees.}}


===Special moves===
===Special moves===
*[[Flare Blade]]:
*[[Flare Blade]]:
**{{change|Flare Blade uses the [[normal]] effect. Additionally, it is aesthetically different; instead of charging up with flames for a fiery explosion, Chrom's sword charges with a wind vortex before it unleashes a powerful shockwave. Additionally, as the move is charged, the Sealed Falchion's blade slowly sparkles from the blade's base to the tip, indicating its charge level, while dust and debris kick up around Chrom. This effect makes the move resemble {{SSBM|Marth}}'s [[Shield Breaker]] and {{SSBM|Roy}}'s Flare Blade in ''Melee''.}}
**{{change|Flare Blade uses the [[normal]] effect. Additionally, it is aesthetically different; instead of charging up with flames for a fiery explosion, Chrom's sword charges with a wind vortex before it unleashes a powerful shockwave. Additionally, as the move is charged, the Sealed Falchion's blade slowly sparkles from the blade's base to the tip, indicating its charge level, while dust and debris kick up around Chrom. This effect is similar to the version of Roy's Flare Blade in ''Melee''.}}
**{{change|Chrom uses only one voice clip upon releasing Flare Blade once sufficiently charged, similarly to how Marth and Lucina vocalize when performing [[Shield Breaker]], instead of using multiple voice clips depending on charge level.}}
**{{change|Chrom uses only one voice clip upon releasing Flare Blade once sufficiently charged, similarly to how {{SSBU|Marth}} and {{SSBU|Lucina}} vocalize when performing [[Shield Breaker]], instead of using multiple voice clips depending on charge level.}}
*[[Soaring Slash]]:
*[[Soaring Slash]]:
**{{change|Chrom has a unique up special, [[Soaring Slash]], which resembles {{SSBU|Ike}}'s [[Aether]]. Unlike Aether, where Ike throws his sword first, Soaring Slash has Chrom launch his opponent upward with his sword by performing a fast upward slash, resembling a move Chrom performs in the "Two Falchions" cutscene of ''Fire Emblem Awakening'' and a move he can perform in ''Fire Emblem Warriors''. Like Aether, Soaring Slash grants Chrom [[super armor]] before he leaps upward.}}
**{{change|Chrom has a unique up special, [[Soaring Slash]], which resembles {{SSBU|Ike}}'s [[Aether]]. Unlike Aether, where Ike throws his sword first, Soaring Slash has Chrom launch his opponent upward with his sword by performing a fast upward slash, resembling a move Chrom performs in the "Two Falchions" cutscene of ''Fire Emblem Awakening'' and a move he can perform in ''Fire Emblem Warriors''. Like Aether, Soaring Slash grants Chrom [[super armor]] before he leaps upward.}}
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**{{buff|Awakening Aether has increased knockback compared to Roy's Critical Hit, allowing it to KO opponents sooner in comparison.}}
**{{buff|Awakening Aether has increased knockback compared to Roy's Critical Hit, allowing it to KO opponents sooner in comparison.}}
**{{buff|Awakening Aether has much more effective range due to Chrom dashing forward instead of remaining in place.}}
**{{buff|Awakening Aether has much more effective range due to Chrom dashing forward instead of remaining in place.}}
 
**{{nerf|However, the move can only catch up to two opponents at once.}}
===Misc.===
*{{change|Chrom uses a different animation when trapped within {{SSBU|Steve}}'s [[Minecart]], being the same as Lucina.}}
**{{change|He also jumps up to a slightly lower height when breaking free of the Minecart (initial y velocity: 2.6 → 2.55).}}
*{{change|Despite having the same running animation as Roy, Chrom's [[Spirits|Impact Run]] hitbox is the same as that of Marth and Lucina (Y offset: 4.75u → 6u, Z offset: 6u → 10u).}}


==Update history==
==Update history==
Chrom received only a few changes in game updates, but was slightly nerfed overall.  
Chrom has received some few changes via game updates, being slightly nerfed overall. Update 2.0.0 reduced the knockback of Soaring Slash's meteor smash hitbox, making it more likely for Chrom to be KOed first during the descent. Previously, this move was quite infamous for being a fairly reliable [[sacrificial KO]] that could be easily confirmed from his aerials, mainly forward aerial and neutral aerial, a series of kill confirms collectively referred to as the "Chrombo"; the consistency of the "Chrombo" made Chrom incredibly proficient at capitalizing from comeback situations. After the update, it is still possible to perform a "Chrombo", but it will only be reliable if Chrom has a stock advantage. It is now also safer to go offstage to edgeguard a Chrom at his last stock, as even being caught by Soaring Slash won't result in Chrom suddenly gaining the advantage, though this is still slightly inconsistent depending from Chrom's height when initiating the move. The same update, however, also buffed his down aerial as well; the move now autocancels earlier, matching its interruptibility. Update 3.0.0 increased the vertical range of Chrom's dash grab, much like with {{SSBU|Marth}}, {{SSBU|Roy}} and {{SSBU|Lucina}}, fixing an issue that prevented them from grabbing a shielding {{SSBU|R.O.B.}}. Update 3.1.0 improved his up smash, enabling its linking hits to connect into each other more reliably, a problem that update 7.0.0 once again addressed by removing the rare instances where opponents would trip out of the last hit.
 
Update 2.0.0 reduced the knockback of Soaring Slash's meteor smash hitbox, making it more likely for Chrom to be KOed first during the descent. Previously, this move was quite infamous for being a fairly reliable [[sacrificial KO]] that could be easily confirmed from his aerials, mainly forward aerial and neutral aerial, a series of kill confirms collectively referred to as the "Chrombo"; the consistency of the "Chrombo" made Chrom incredibly proficient at capitalizing from comeback situations. After the update, it is still possible to perform a "Chrombo", but it will only be reliable if Chrom has a stock advantage. It is now also safer to go offstage to edgeguard a Chrom at his last stock, as even being caught by Soaring Slash will not result in Chrom suddenly gaining the advantage, though this is still slightly inconsistent depending from Chrom's height when initiating the move. The same update, however, also buffed his down aerial as well; the move now autocancels earlier, matching its interruptibility.
 
Update 3.0.0 increased the vertical range of Chrom's dash grab, much like with {{SSBU|Marth}}, {{SSBU|Roy}} and {{SSBU|Lucina}}, fixing an issue that prevented them from grabbing a shielding {{SSBU|R.O.B.}}
 
Finally, update 3.1.0 improved his up smash, enabling its linking hits to connect into each other more reliably, a problem that update 7.0.0 once again addressed by removing the rare instances where opponents would trip out of the last hit.
 
Overall, these changes have not had much of an impact on Chrom's standing relative to the cast.


'''{{GameIcon|ssbu}} {{SSBU|1.1.0}}'''
'''{{GameIcon|ssbu}} {{SSBU|1.1.0}}'''
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==Moveset==
==Moveset==
<!--Copied from Roy's SSB4 Moveset table. May need adjustments.-->
*Chrom's overall damage output is close to the weighted average of each of the hitboxes of {{SSBU|Roy}}'s attacks.
*Chrom's overall damage output is close to the weighted average of each of the hitboxes of {{SSBU|Roy}}'s attacks.
''For a gallery of Chrom's hitboxes, see [[Chrom (SSBU)/Hitboxes|here]].''
''For a gallery of Chrom's hitboxes, see [[Chrom (SSBU)/Hitboxes|here]].''
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{{MovesetTable
{{MovesetTable
|game=SSBU
|game=SSBU
|neutralname=Slash ({{ja|リフトスラッシュ|Rifuto Surasshu}}, ''Lift Slash'')
|neutralname=&nbsp;
|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=&nbsp;
|ftiltdmg=10.925%
|ftiltdmg=10.925%
|ftiltdesc=A downward slash. Powerful for a tilt considering its speed. Unlike Roy's forward tilt, it moves him slightly forward, and its altered animation means that its hitboxes reach much lower, enabling it to hit crouching, prone, or ledge-hanging opponents reliably. It has decent KO power, which is closer to Roy's sweetspot than some of his other moves.  
|ftiltdesc=A downward slash. Powerful for a tilt considering its speed. Unlike Roy's forward tilt, it moves him slightly forward, and its altered animation means that its hitboxes reach much lower, enabling it to hit crouching, prone, or ledge-hanging opponents reliably.
|utiltname=Anti-air Slash ({{ja|アンチエアスラッシュ|Anchi Ea Surasshu}})
|utiltname=&nbsp;
|utiltdmg=10.45%
|utiltdmg=10.45%
|utiltdesc=An overhead arcing slash. A juggling tool that possesses vertical KO power. It has the fastest startup of Chrom's tilts.
|utiltdesc=An overhead arcing slash. A juggling tool that possesses vertical KO power. It has the fastest startup of Chrom's tilts.
|dtiltname=Low Stab ({{ja|ロースラスト|Rō Surasuto}}), ''Low Thrust'')
|dtiltname=&nbsp;
|dtiltdmg=9%
|dtiltdmg=9%
|dtiltdesc=A kneeling thrust. Can be used for spacing, approaching and tech-chasing. It has the lowest ending lag of Chrom's tilts.
|dtiltdesc=A kneeling thrust. Can be used for spacing, approaching and tech-chasing. It has the lowest ending lag of Chrom's tilts.
|dashname=Raid Down ({{ja|レイドダウン|Reidodaun}})
|dashname=&nbsp;
|dashdmg=12%
|dashdmg=12%
|dashdesc=An inward horizontal slash across the ground. Powerful for a dash attack, but has noticeable startup and ending lag, which makes it very unsafe on shield.
|dashdesc=An inward horizontal slash across the ground. Powerful for a dash attack, KOing at around 130% near the ledge. However, it has noticeable startup and ending lag, which makes it very unsafe on shield.
|fsmashname=Power Slash ({{ja|パワー スマッシュ|Pawā Sumasshu}})
|fsmashname=&nbsp;
|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=&nbsp;
|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)
|usmashdesc=An upward thrust, which surrounds the Sealed Falchion's blade with wind and concludes with a small blue explosion. A good anti-air attack, as Chrom's sword arm is granted [[intangibility]] throughout the attack (frames 10-23), though mediocre for ground combat due to it having small horizontal hitboxes. Has enough power to KO at around 110% uncharged. Unlike Roy's version, the move lacks flame properties.
|usmashdesc=An upward thrust, which surrounds the Sealed Falchion's blade with wind and concludes with a small blue explosion. A good anti-air attack, as Chrom's sword arm is granted [[intangibility]] throughout the attack (frames 10-23), though mediocre for ground combat due to it having small horizontal hitboxes. Has enough power to KO at around 100% uncharged. Unlike Roy's version, the move lacks flame properties.
|dsmashname=Whirlwind ({{ja|ワールウインド|Wāru'uindo}})
|dsmashname=&nbsp;
|dsmashdmg={{ChargedSmashDmgSSBU|12.35}}  (front hit), {{ChargedSmashDmgSSBU|14.25}}  (back hit)
|dsmashdmg={{ChargedSmashDmgSSBU|12.35}}  (front hit), {{ChargedSmashDmgSSBU|14.25}}  (back hit)
|dsmashdesc=A kneeling outward slash in front of himself and then behind himself. Chrom's fastest smash attack when it comes to startup, but has the highest ending lag of the three and is weaker. The back hit is stronger than the front hit.
|dsmashdesc=A kneeling outward slash in front of himself and then behind himself. Chrom's fastest smash attack when it comes to startup, but has the highest ending lag of the three and is weaker. The back hit is stronger than the front hit.
|nairname=Double Slash ({{ja|ダブルスラッシュ|Daburu Surasshu}})
|nairname=&nbsp;
|nairdmg={{ShortHopDmgSSBU|4.75}} (hit 1), {{ShortHopDmgSSBU|6.65}} (hit 2)
|nairdmg={{ShortHopDmgSSBU|4.75}} (hit 1), {{ShortHopDmgSSBU|6.65}} (hit 2)
|nairdesc=An inward slash followed by a spinning, outward slash. The first hit can start guaranteed combos, though it can be difficult to setup due to how fast it ends. The move can also be used as a general combo and approach option.
|nairdesc=An inward slash followed by a spinning, outward slash. The first hit can start guaranteed combos, though it can be difficult to setup due to how fast it ends. The move can also be used as a general combo and approach option.
|fairname=Flag Cut ({{ja|フラッグカット|Furaggu Katto}})
|fairname=&nbsp;
|fairdmg={{ShortHopDmgSSBU|9.025}}
|fairdmg={{ShortHopDmgSSBU|9.025}}
|fairdesc=A downward slash. Quick, but noticeably slower and less powerful than Marth and Lucina's similar move. Auto-cancels in a short hop and has some KO potential at high percentages. It can also be used in quick succession due to its low ending lag, making it possible to perform a [[wall of pain]]. Unlike Roy's forward aerial, it launches opponents at the [[Sakurai angle]].
|fairdesc=A downward slash. Very quick, auto-cancels in a short hop, and has KO potential at high percentages. It can also be used in quick succession due to its low ending lag, making it possible to perform a [[wall of pain]]. Unlike Roy's forward aerial, it launches opponents at the [[Sakurai angle]].
|bairname=About Face ({{ja|アッパースイング|Appā Suingu}}, ''Upper Swing'')
|bairname=&nbsp;
|bairdmg={{ShortHopDmgSSBU|10.925}}
|bairdmg={{ShortHopDmgSSBU|10.925}}
|bairdesc=Rotates his body to perform an upward slash. Interestingly, it turns Chrom around completely. Has great KO potential at high percentages.
|bairdesc=Rotates his body to perform an upward slash. Interestingly, it turns Chrom around completely. Has great KO potential at high percentages.
|uairname=Luna Slash ({{ja|ルナスラッシュ|Runa Surasshu}})
|uairname=&nbsp;
|uairdmg={{ShortHopDmgSSBU|7.6}}
|uairdmg={{ShortHopDmgSSBU|7.6}}
|uairdesc=A backflipping, upward arcing slash. Chrom's fastest aerial startup-wise, it is useful for combos and juggling, and can even KO at very high percentages.
|uairdesc=A backflipping, upward arcing slash. Chrom's fastest aerial startup-wise, it is useful for combos and juggling, and can even KO at very high percentages.
|dairname=Half Moon ({{ja|メテオドロップ|meteodoroppu}}, ''Meteor Drop'')
|dairname=&nbsp;
|dairdmg={{ShortHopDmgSSBU|11.85}} (sourspot), {{ShortHopDmgSSBU|14.25}} (sweetspot)
|dairdmg={{ShortHopDmgSSBU|11.85}} (sourspot), {{ShortHopDmgSSBU|14.25}} (sweetspot)
|dairdesc=A two-handed, downward slash between his legs. Has the capability to [[meteor smash]] when sweetspotted (making this Chrom's only attack with a sweetspot and a sourspot). Unlike Roy's version, it lacks [[flame]] hitboxes.
|dairdesc=A two-handed, downward slash between his legs. Has the capability to [[meteor smash]] when sweetspotted (making this Chrom's only attack with a sweetspot and a sourspot). Unlike Roy's version, it lacks [[flame]] hitboxes.
|grabname=Grab ({{ja|つかみ|Tsukami}})
|grabname=&nbsp;
|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=&nbsp;
|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=&nbsp;
|fthrowdmg=5%
|fthrowdmg=5%
|fthrowdesc=An elbow strike with his sword arm. Has very high base knockback, making it mainly used for sending opponents offstage.
|fthrowdesc=An elbow strike with his sword arm. Has very high base knockback, making it mainly used for sending opponents offstage.
|bthrowname=Leg Hooker ({{ja|レッグフッカー|Reggu Fukkā}})
|bthrowname=&nbsp;
|bthrowdmg=5%
|bthrowdmg=5%
|bthrowdesc=Tosses the opponent behind himself. Has extremely low utility, as it is neither useful for combos nor KOs, and is not useful for setting up edgeguards either.
|bthrowdesc=Tosses the opponent behind himself. Has extremely low utility, as it is neither useful for combos nor KOs, and is not useful for setting up edgeguards either.
|uthrowname=Casting ({{ja|キャスティング|Kyasutingu}})
|uthrowname=&nbsp;
|uthrowdmg=6%
|uthrowdmg=6%
|uthrowdesc=Heaves the opponent upward with his free hand. Chrom's only throw with KO potential, starting around 185%.
|uthrowdesc=Heaves the opponent upward with his free hand. Chrom's only throw with KO potential, starting around 185%.
|dthrowname=Slam ({{ja|グラブドロップ|Gurabu Doroppu}}, ''Grab Drop'')
|dthrowname=&nbsp;
|dthrowdmg=5%
|dthrowdmg=5%
|dthrowdesc=A one-armed body slam. Chrom's only combo throw, and is very reliable due to the amount of followups it can potentially set up into. However, it has very low hitstun.
|dthrowdesc=A one-armed body slam. Chrom's only combo throw, and is very reliable due to the amount of followups it can potentially set up into. However, it has very low hitstun.
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|nsname=Flare Blade
|nsname=Flare Blade
|nsdmg=8% (uncharged), 50% (fully charged), 10% recoil (fully charged)
|nsdmg=8% (uncharged), 50% (fully charged), 10% recoil (fully charged)
|nsdesc=Rears back and charges the Sealed Falchion in wind before performing a lunging, two-handed downward slash that generates a powerful shockwave; as it charges, the Sealed Falchion will also slowly glow with a blue sparkle from the hilt to the tip. Unlike Roy's version, it does not have a flame effect. Chrom can turn around while charging the move. Functions similarly to [[Eruption]], as it can be charged before unleashing the explosion, with the shockwave's size growing as it charges. It has very high knockback growth even while uncharged, and the ability to quickly increase its damage output via charging. When fully charged, it will [[OHKO]] every character in the game from the center of {{SSBU|Final Destination}}, with the exception of {{SSBU|Bowser}}, {{SSBU|King K. Rool}}, and {{SSBU|Shulk}} with the Shield [[Monado Art]]. A fully-charged Flare Blade is also capable of instantaneously breaking a full shield, similar to a fully-charged [[Shield Breaker]].
|nsdesc=Rears back and charges the Sealed Falchion in wind before performing a lunging, two-handed downward slash that generates a powerful shockwave; as it charges, the Sealed Falchion will also slowly glow with a blue sparkle from the hilt to the tip. Unlike Roy's version, it does not have a flame effect. Chrom can turn around while charging the move. Functions similarly to [[Eruption]], as it can be charged before unleashing the explosion, with the shockwave's size growing as it charges. It has very high knockback growth even while uncharged, and the ability to quickly increase its damage output via charging. When fully charged, it will [[OHKO]] every character in the game, with the exception of {{SSBU|Bowser}} from center-stage and {{SSBU|Shulk}} with the Shield [[Monado Art]]. A fully-charged Flare Blade is also capable of instantaneously breaking a full shield, similar to a fully-charged [[Shield Breaker]].
|ssname=Double-Edge Dance
|ssname=Double-Edge Dance
|ssdmg=Varies (see below)
|ssdmg=Varies (see below)
|ssdesc=A sequence of sword slashes with several variations based on directional input. Four slashes total, with each capable of being altered in direction, allowing for eighteen total possible combinations. Standard strikes are trailed red, high strikes are trailed blue, and low strikes are trailed green. Unlike Roy's version, however, the last hit of each variation lacks flame hitboxes, and each hit deals equal damage throughout the entire blade (though it has much less KO potential than Roy's sweetspoted move); this makes it effectively identical to Lucina's Dancing Blade, if not superior due to having slightly more damage and knockback.  
|ssdesc=A sequence of sword slashes with several variations based on directional input. Four slashes total, with each capable of being altered in direction, allowing for eighteen total possible combinations. Standard strikes are trailed red, high strikes are trailed blue, and low strikes are trailed green. Unlike Roy's version, however, the last hit of each variation lacks flame hitboxes, and each hit deals equal damage throughout the entire blade; this makes it effectively identical to Lucina's Dancing Blade, if not superior due to having slightly more damage and knockback.
|usname=Soaring Slash
|usname=Soaring Slash
|usdmg=6% (hits 1, 4 and 5), 1.5% (hits 2 and 3)
|usdmg=6% (hits 1, 4 and 5), 1.5% (hits 2 and 3)
|usdesc=Chrom yells one of three possible lines ("How about this?", "I'll end you!" or "Out of my way!") or grunts, and performs a slash upwards, and then jumps with his sword still in hand, twirling in the air before coming back down. Similar to Ike's [[Aether]], but without tossing his sword. Just like Aether, Chrom gains [[armor|super armor]] just before the leap (frames 10-30). Compared to Roy's [[Blazer]], it deals more damage, but offers very little horizontal distance, rendering it as a notoriously inferior recovery move despite its increased vertical travel distance. The first hit has very good range, making the move an excellent [[out of shield]] option, especially when combined with its extremely high damage output should all hits connect. It can also be used as a [[sacrificial KO]], which in a last-stock situation is somewhat unpredictable, KOing either Chrom or his opponent first.
|usdesc=Chrom yells one of three possible lines ("How about this?", "I'll end you!" or "Out of my way!") or grunts, and performs a slash upwards, and then jumps with his sword still in hand, twirling in the air before coming back down. Similar to Ike's [[Aether]], but without tossing his sword. Just like Aether, Chrom gains [[armor|super armor]] just before the leap (frames 10-30). Compared to Roy's [[Blazer]], it deals more damage, but offers very little horizontal distance, rendering it as a notoriously inferior recovery move despite its increased vertical travel distance. The first hit has very good range, making the move an excellent [[out of shield]] option, especially when combined with its extremely high damage output should all hits connect. It can also be used as a [[sacrificial KO]], which in a last-stock situation is somewhat unpredictable, KOing either Chrom or his opponent first.
|dsname=Counter
|dsname=Counter
|dsdmg=1.35× (minimum 8%, maximum 50%)
|dsdmg=1.35× (minimum 9%)
|dsdesc=[[fireemblemwiki:Counter|Parries]] and then [[counterattack]]s against any incoming attacks with an outward slash. It has a 1.35x damage multiplier. Unlike Roy's version, it lacks flame properties, and also deals slightly different knockback as well.
|dsdesc=[[fireemblemwiki:Counter|Parries]] and then [[counterattack]]s against any incoming attacks with an outward slash. It has a 1.35x damage multiplier. Unlike Roy's version, it lacks flame properties, and also deals slightly different knockback as well.
|fsname=Awakening Aether
|fsname=Awakening Aether
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| Fourth Hit (Up) || 6.4% || Twirls counterclockwise and does an upward slash. Launches opponents up, making it useful for starting juggling strings. Has the least ending lag of the three finishers. Fairly low knockback. Has greater vertical reach than any other hit of the move.
| Fourth Hit (Up) || 6.4% || Twirls counterclockwise and does an upward slash. Launches opponents up, making it useful for starting juggling strings. Has the least ending lag of the three finishers. Fairly low knockback. Has greater vertical reach than any other hit of the move.
|-
|-
| Fourth Hit (Neutral) || 5.2% || Turns counterclockwise, steps forward, and does very powerful vertical slash downward. This is the strongest finisher in regards to knockback, and can KO at very high percentages, though it is much weaker than Roy's sweetspotted move.  
| Fourth Hit (Neutral) || 5.2% || Turns counterclockwise, steps forward, and does very powerful vertical slash downward. This is the strongest finisher in regards to knockback, KOing middleweights near the edge by itself around 115%.
|-
|-
| Fourth Hit (Down) || 2% (hit 1-4), 4.2% (hit 5) || Does a flurry of five lower stabs. Deals the most damage of the three finishers, wearing down shields well, and can shield poke low shields. Has the highest ending lag of the three finishers.
| Fourth Hit (Down) || 2% (hit 1-4), 4.2% (hit 5) || Does a flurry of five lower stabs. Deals the most damage of the three finishers, wearing down shields well, and can shield poke low shields. Has the highest ending lag of the three finishers.
|}
|}
===Stats===
{{Attributes
| cast=89
| weight=95 | rweight=44-47
| dash=2.2 | rdash=12-13
| run=2.145 | rrun=14-15
| walk=1.208 | rwalk=27-31
| trac=0.107 | rtrac=48-49
| airfric=0.005 | rairfric=79-82
| air=1.302 | rair=4-5
| baseaccel=0.02 | rbaseaccel=9-12
| addaccel=0.03 | raddaccel=79-84
| gravity=0.114 | rgravity=21-22
| fall=1.8 | rfall=13-18
| ff=2.88 | rff=13-18
| jumpsquat=3 | rjumpsquat=1-88
| jumpheight=30.97 | rjumpheight=58-59
| shorthop=13 | rshorthop=78-80
| djump=28 | rdjump=82-83
}}
===[[Announcer]] call===
{{audio|Needs announcer calls from other languages.}}
<gallery>
Chrom English Announcer SSBU.wav|English/Japanese/Chinese
</gallery>


===[[On-screen appearance]]===
===[[On-screen appearance]]===
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===[[Taunt]]s===
===[[Taunt]]s===
*'''Up taunt''': Looks at the screen as he twirls the Sealed Falchion twice, then assumes a stance highly similar to his pose from his official art in ''Fire Emblem Awakening'', saying "Come at me!" ({{ja|かかってこい!|Kakatte koi!}}) This is also similar to (and mirrors) [[Lucina (SSBU)|his daughter's]] up taunt.
*'''Up taunt''': Looks at the screen as he twirls the Sealed Falchion twice, then assumes a stance highly similar to his pose from his official art in ''Fire Emblem Awakening'', saying "Come at me!" ({{ja|かかってこい!|Kakatte koi!}}, ''Come at me!'')
*'''Side taunt''': Flourishes the Sealed Falchion behind his head, then points it forwards at an upward angle while saying "Come on!" ({{ja|勝負あったな。|Shōbu atta na.}})
*'''Side taunt''': Flourishes the Sealed Falchion behind his head, then points it forwards at an upward angle while saying "Come on!" ({{ja|勝負あったな。|Shōbu atta na.}})
*'''Down taunt''': Twirls the Sealed Falchion twice, then holds the blade of the sword in his left hand as he finishes, saying "I will not fail!" ({{ja|俺は負けん!|Ore wa maken!}}, ''I won't lose!'') This was one of his battle quotes from ''Awakening''.
*'''Down taunt''': Twirls the Sealed Falchion twice, then holds the blade of the sword on his left hand as he finishes, saying "I will not fail!" ({{ja|俺は負けん!|Ore wa maken!}}, ''I won't lose!'') This was one of his battle quotes from ''Awakening''.
<gallery>
<gallery>
SSBUChromTaunt1.gif|Chrom's up taunt.
SSBUChromTaunt1.gif|Chrom's up taunt.
Line 315: Line 253:
*Holds the Sealed Falchion upwards and parallel to his body, while lightly rubbing its edge.
*Holds the Sealed Falchion upwards and parallel to his body, while lightly rubbing its edge.
<gallery>
<gallery>
SSBUChromIdle1.gif|Chrom's first idle pose.
SSBUChromIdle1.gif|Chrom's first idle pose
SSBUChromIdle2.gif|Chrom's second idle pose.
SSBUChromIdle2.gif|Chrom's second idle pose
</gallery>
</gallery>


Line 361: Line 299:
*'''Up:''' Rushes forward, performing an upwards slash, before twirling his sword and posing while pointing his weapon towards the camera, saying "The training paid off!" ({{ja|いつでもかかってこい|Itsu demo kaette koi}}, ''Come at me anytime.''). Based on [[Awakening Aether]].
*'''Up:''' Rushes forward, performing an upwards slash, before twirling his sword and posing while pointing his weapon towards the camera, saying "The training paid off!" ({{ja|いつでもかかってこい|Itsu demo kaette koi}}, ''Come at me anytime.''). Based on [[Awakening Aether]].
*'''Right:''' Performs an outward slash, twirls his sword, then plants it into the ground before posing, saying "I will cut a path!" ({{ja|俺が道を切り拓く!|Ore ga michi o kiri hiraku!}}, ''I will cut a path!''). Based on his victory pose in ''Fire Emblem Awakening.''
*'''Right:''' Performs an outward slash, twirls his sword, then plants it into the ground before posing, saying "I will cut a path!" ({{ja|俺が道を切り拓く!|Ore ga michi o kiri hiraku!}}, ''I will cut a path!''). Based on his victory pose in ''Fire Emblem Awakening.''
[[File:FireEmblemAwakeningVictoryThemeUltimate.ogg|thumb|A short orchestral cover of "Id (Purpose)" from ''{{s|fireemblemwiki|Fire Emblem Awakening}}'' (Used from [[List of updates (SSBU)#3.0.0|Version 3.0.0]] onwards).]]
[[File:FireEmblemAwakeningVictoryThemeUltimate.ogg|thumb|A short orchestral cover of "Id (Purpose)" from ''{{s|fireemblemwiki|Fire Emblem Awakening}}''.]]
[[File:FireEmblemSeriesVictoryThemeUltimate.ogg|thumb|An orchestral, sped-up cover of several bars of the {{s|fireemblemwiki|Fire Emblem Theme}}, the title theme for the original ''[[Fire Emblem: Shadow Dragon and the Blade of Light]]'', which has since become the main theme of the series and appeared in every game (Used prior to Version 3.0.0).]]
<gallery>
<gallery>
ChromVictoryPose1.gif
ChromVictoryPose1.gif
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</gallery>
</gallery>


==In [[competitive play]]==
==In competitive play==
===Most historically significant players===
Prior to the release of ''Ultimate'', players were wary of Chrom's ability as a fighter, due to players perceiving his reliance on [[Soaring Slash]] granting him possibly one of the worst recoveries in the game, alongside {{SSBU|Roy}}'s mediocre standing in ''Smash 4'' (due to Chrom being an [[Echo Fighter]] of him). Mindsets were quickly turned upon release however, as Roy's myriad of buffs allowed Chrom to perform as a highly effective swordfighter, with a powerful overall damage output and excellent speed; in addition, Chrom's access to balanced hitboxes made him less risky in comparison, and Soaring Slash also granted him a notorious KO combo out of forward aerial, allowing him to perform a [[sacrificial KO]] that would always lead to his opponent dying first. This made Chrom extremely popular during the first few months, with him being considered one of the best swordfighters in the game alongside {{SSBU|Ike}} at the time.
<!--This character has a ten player limit for this section. Before adding and/or removing a player, read these guidelines: https://www.ssbwiki.com/SmashWiki:Notability#%22Most_historically_significant_players%22_guidelines -->


''See also: [[:Category:Chrom players (SSBU)]]''
Update 2.0.0 eventually worsened the effectiveness of Chrom's Soaring Slash combo, and his exploitable recovery has also been taken advantage of as the meta grew, which caused his player count to drop as time passed. Both Chrom and Ike would also be overlooked in favor of {{SSBU|Lucina}} and Roy, who were quickly gaining prominence in competitive play as two of the best swordfighters in the game. As a result, players would eventually drop him entirely or designate him as a reliable pocket character, while some would turn to use him alongside Roy for different matchups. Regardless, while Chrom has not been as prominent of a pick as he initially was, he is still considered a very effective fighter, with him commonly being used as secondary for notable professional players as a replacement for Roy or Lucina.


*{{Sm|Lancelot|Finland}} - One of Europe's best Chrom players of all-time, but has been playing more {{SSBU|Roy}} since 2022. He regularly places highly at large European events, most notably placing 2nd at {{Trn|Smash Contest: DoKomi 2021}} and 3rd at {{Trn|Valhalla III}} upsetting {{Sm|quiK}}.
In the online meta, Chrom would experience a precipitous drop in terms of results and representation, with a [https://www.pgstats.com/articles/who-is-picked-and-used-deep-in-brackets-super-smash-bros-ultimate-character-analysis PGstats analysis] of deep bracket picks suggesting that Chrom is the worst online character in the game by a large margin based on paltry win rates and pick rates. This can be attributed to the online environment exacerbating Chrom's fragile disadvantage state, particularly off-stage, making his echo counterpart Roy a much safer pick. Chrom's issues were particularly brought to light when {{Sm|Mr.R}}, who mains the character and ranked 44th in the [[Fall 2019 PGRU]], fell early in bracket and failed to qualify for [[Smash World Tour 2021]] in the European online qualifiers, citing his inability to play the character online as a big reason for his underperformance.
*{{Sm|Lax|Japan}} - The best Chrom player in the world since 2023. He has shown the best Chrom results in the post-pandemic metagame, placing 3rd at {{Trn|Maesuma TOP 13.5 "U-22"}} and 5th at {{Trn|Wave 5}}. His major/supermajor placements are less consistent, but he has made marks nonetheless, including 17th at {{Trn|DELTA 4}} and upsetting {{Sm|Zomba}}.
*{{Sm|Mr.R|Netherlands}} - The best Chrom player of all-time, having played the character alongside others such as {{SSBU|Snake}} and {{SSBU|Sheik}}. He has the best placements for any Chrom player, which include multiple top 8s at majors such as 5th at both {{Trn|Albion 4}} and {{Trn|Smash Factor 8}} and 7th at {{Trn|COLOSSEL 2022}}. He dropped Chrom in mid-2022 in favor of solo-Sheik.
*{{Sm|Rivers|USA}} - One of the best Chrom players in the early metagame, ranking 18th on the [[Spring 2019 PGRU]] and placing highly at several majors, including 7th at {{Trn|Get On My Level 2019}} and 9th at both {{Trn|Frostbite 2019}} and {{Trn|Smash 'N' Splash 5}}. He dropped Chrom in the post-online metagame for solo-{{SSBU|Diddy Kong}}.
*{{Sm|tk3|Japan}} - Co-mains Chrom with {{SSBU|Roy}} and was the best Chrom player in Japan from 2019 to 2021 thanks to several high placements such as 5th at {{Trn|Kagaribi 3}}, 9th at {{Trn|Kagaribi 4}}, and 13th at {{Trn|EVO Japan 2020}}.


===Tier placement and history===
===Notable players===
Prior to the release of ''Ultimate'', players were wary of Chrom's ability as a fighter, due to players perceiving his reliance on [[Soaring Slash]] granting him possibly one of the worst recoveries in the game, alongside {{SSBU|Roy}}'s mediocre standing in ''Smash 4''. Mindsets were quickly turned upon release however, as Chrom prove to be a highly effective swordfighter thanks to a powerful overall damage output and excellent speed; in addition, Chrom's access to balanced hitboxes made him less risky compared to Roy, and Soaring Slash also granted him a notorious KO combo out of forward aerial, allowing him to perform a [[sacrificial KO]] that would always lead to his opponent dying first. This made Chrom extremely popular during the initial months, with him being considered one of the best swordfighters in the early metagame.
''Any number following the Smasher name indicates placement on the [[Fall 2019 PGRU]], which recognizes the official top 50 players in the world in [[Super Smash Bros. Ultimate]] from July 13th, 2019 to December 15th, 2019.''


Update 2.0.0 eventually worsened the effectiveness of Chrom's Soaring Slash combo, and his exploitable recovery has also been taken advantage of as the meta grew, which caused his player count to drop as time passed. Chrom was also overlooked in favor of {{SSBU|Lucina}} and Roy, who were quickly gaining prominence in competitive play as two of the best swordfighters in the game. As a result, players eventually dropped Chrom entirely or designated him as a pocket character, while some would only use him in matchups less favorable for Roy. Nevertheless, the first year of competitive play still saw many notable Chrom players achieve high placements, including {{Sm|Lancelot}}, {{Sm|Mr.R}}, and {{Sm|Rivers}}.
''See also: [[:Category:Chrom professionals (SSBU)]]''
<!--If you are planning to add a player you consider to be notable, please provide tournament results in some shape or form in the edit summary (be it a link to a results thread or bracket of placing high in a tournament of other notable players or a video of them beating a notable player). Winning tournaments without notable players present is generally not enough to warrant a spot.-->
====Active====
*{{Sm|Blank|USA|p=Florida}} - Placed 17th at {{Trn|Smash 'N' Splash 5}}, 25th at both {{Trn|Low Tier City 7}} and {{Trn|Come to Papa 3}}, and 33rd at both {{Trn|Glitch 6}} and {{Trn|Frostbite 2019}}. Ranked 5th on the [[Florida Power Rankings#Central Florida 2|Central Florida Ultimate Power Rankings]].
*{{Sm|Canakrn|Canada}} - Placed 13th at {{Trn|VORTEX}}, {{Trn|Smash at The Comic Strip: Punching Up}}, and {{Trn|Salt Flats 2020}}. Ranked 8th on the [[Alberta_Power_Rankings#Summer_2019_3|Edmonton Power Rankings]].
*{{Sm|Dertolo|Chile}} - The best Chrom player in Chile. Co-mains Chrom and {{SSBU|Diddy Kong}}. Placed 2nd at both {{Trn|Smash Chile - Civil War}} and {{Trn|Royalty 3}}, and has wins over {{Sm|Frido}}, {{Sm|Harlonga}}, and {{Sm|Sekai Doggo}}. He is currently ranked 4th at the [[Chilean Power Rankings]].
*{{Sm|Flow|France}} - Has a strong Chrom secondary. Placed 3rd at {{ Trn|Pop-Off Arena}}, 4th at {{Trn|Le Colossel de M3R}}, 5th at {{Trn|Ultimate WANTED 2}}, and 13th at {{Trn|Ultimate Fighting Arena 2019}}.
*{{Sm|Hope|Mexico}} -  Placed 7th at {{Trn|Guerras Regias!}}, 13th at {{Trn|BIT MASTER MTY 9}}, and 17th at both {{Trn|BIT MASTER MTY 6}} and {{Trn|BIT MASTER MTY 7}}. Has wins over {{Sm|Necro}}, {{Sm|Wonf}}, {{Sm|Addy}}, and {{Sm|Best Taco}}.
*{{Sm|komorikiri|Japan}} - One of the best Chrom players in Japan. Placed 5th at {{Trn|Sumabato SP 2}}, 9th at {{Trn|Sumabato SP}}, 13th at {{Trn|Sumabato SP 6}}, and 25th at {{Trn|Sumabato SP 9}} using Chrom as one of his characters.
*{{Sm|Lancelot|Finland}} - Placed 3rd at {{Trn|Valhalla III}}, 13th at {{Trn|ICARUS V}}, and 17th at {{Trn|Albion 4}}. Has wins over {{Sm|quiK}}, {{Sm|Meru}}, {{Sm|cyve}}, and {{Sm|Tru4}}.
*{{Sm|MattyG|USA}} - One of the best Chrom players in the world. Placed 5th at {{Trn|Return to Subspace 2}}, 13th at both {{Trn|Let's Make Moves}} and {{Trn|Frostbite 2020}}, and 17th at {{Trn|Pound 2019}}. Ranked 14th on the [[New England Power Rankings#Super Smash Bros. Ultimate rankings|New England Ultimate Power Rankings]].
*{{Sm|Mr.R|Netherlands}} (#44) - Currently the best Chrom player in the world. Placed 4th at both {{Trn|Ultimate Nimbus}} and {{Trn|VCA 2019}}, 5th at both {{Trn|Smash Factor 8}} and {{Trn|Ultimate Fighting Arena 2019}}, 9th at both {{Trn|2GG: Prime Saga}} and {{Trn|2GG: SwitchFest 2019}}, and 13th at {{Trn|EVO 2019}}. Has wins over {{Sm|MkLeo}}, {{Sm|ESAM}}, and {{Sm|Nairo}}.
*{{Sm|Rivers|USA}} - One of the best Chrom players in the world. Placed 2nd at both {{Trn|Suplex City Smash}} and {{Trn|Play With Heart}}, 7th at {{Trn|NYXL Pop-Up!}}, 9th at {{Trn|Frostbite 2019}}, and 13th at both {{Trn|Glitch 6}} and {{Trn|2GG: SwitchFest 2019}}. Has wins over {{Sm|Cosmos}}, {{Sm|Dabuz}}, and {{Sm|ESAM}}.
*{{Sm|Rydle|Spain}} - Placed 5th at {{Trn|Codec Call}}, and 13th at both {{Trn|Codec Call 4}} and {{Trn|Codec Call 5}}.
*{{Sm|Sriks|Australia}} - Uses Chrom as a secondary. Placed 1st at {{Trn|SEA Major 2019}} and 2nd at {{Trn|Sunny Side Up}} with both Roy and Chrom, as well as 5th at {{Trn|Melbourne Esports Open}} with solo Chrom.
*{{Sm|tk3|Japan}} - The best Chrom player in Japan and one of the best in the world. Placed 4th at {{Trn|Sumabato SP 11}}, 7th at both {{Trn|KVOxTSB 2019}} and {{Trn|Sumabato SP 8}}, 17th at both {{Trn|Sumabato SP 4}} and {{Trn|Sumabato SP 6}}, and 33rd at {{Trn|Umebura Japan Major 2019}}. Has beaten {{Sm|Kome}}, {{Sm|DIO}}, and {{Sm|takera}}.
*{{Sm|Yei|Costa Rica}} - Placed 7th at {{Trn|Smash Factor 8}} using mostly Chrom.


This would not last very long. For one, Chrom experienced a precipitous drop in terms of results and representation in the online meta, with a [https://www.pgstats.com/articles/who-is-picked-and-used-deep-in-brackets-super-smash-bros-ultimate-character-analysis PGstats analysis] of deep bracket picks suggesting that Chrom is the worst online character in the game by a large margin based on paltry win rates and pick rates. This can be attributed to the online environment exacerbating Chrom's fragile disadvantage state, particularly off-stage, making his echo counterpart Roy a much safer pick. Chrom's issues were particularly brought to light when Mr.R fell early in bracket and failed to qualify for [[Smash World Tour 2021]] in the European online qualifiers, citing his inability to play the character online as a big reason for his underperformance. A few other disappointing results offline, notably at {{Trn|Smash Factor 9}}, ultimately led to Mr.R's decision to drop the character. In addition, even more players began dropping Chrom (Rivers) or relegating him to a secondary or co-main (Lancelot). Although there were still dedicated Chrom mains during this time such as {{Sm|Lax}}, it was not enough to counter Chrom's decline in the metagame. As such, Chrom was ranked 43rd on the first tier list as a mid-tier character, before experiencing a noticeable drop into the C- tier at the 54th place out of 82, a far cry from his status in the early metagame.
====Inactive====
*{{Sm|Fuji|Japan}} - One of the best Chrom players in Japan. Placed 17th at {{Trn|Umebura SP}}, 25th at {{Trn|Sumabato SP}}, {{Trn|Sumabato SP 2}}, and {{Trn|KVOxTSB 2019}} using both Chrom and {{SSBU|Roy}}.
*{{Sm|MkLeo|Mexico}} (#1) - Has a strong Chrom secondary. Placed 1st at {{Trn|Uprising 2019}} using Chrom to defeat {{Sm|Gackt}}.
*{{Sm|RAIN|Japan}} - Considered one of the best Chrom players in Japan before switching to {{SSBU|Cloud}}. Placed 17th at {{Trn|Umebura SP}} and 33rd at {{Trn|Umebura SP 2}}.
*{{Sm|Tweek|USA}} (#3) - The best Chrom player in the world within the first few months of the metagame., Placed 1st at {{Trn|Sky's Ultimate Invitational}} and {{Trn|Let's Make Moves}}, as well as 4th at {{Trn|NYXL Pop-Up!}}


=={{SSBU|Classic Mode}}: Fight as One==
=={{SSBU|Classic Mode}}: Fight as One==
[[File:SSBU Congratulations Chrom.png|thumb|Chrom's congratulations screen.]]
[[File:SSBU Congratulations Chrom.png|thumb|Chrom's congratulations screen.]]
Chrom fights mainly in team battles, in homage to ''Fire Emblem Awakening'''s Pair Up system, in which two units can team up to deal additional damage to an opponent, with the exception of the first round, which instead references his duel with Lucina in [[fireemblemwiki:Two Falchions|Chapter 4]] of ''Awakening''.
Chrom fights mainly in team battles, in homage to ''Fire Emblem Awakening'''s Pair Up system, in which two units can team up to deal additional damage to an opponent. The first round instead recreates his duel with Lucina in [[fireemblemwiki:Two Falchions|Chapter 4]] of ''Awakening''.


{|class="wikitable" style="text-align:center"
{|class="wikitable" style="text-align:center"
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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.
|-
|-
|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.
Line 441: Line 393:
|''{{SSBUMusicLink|Fire Emblem|Id (Purpose) (Remix)}}''
|''{{SSBUMusicLink|Fire Emblem|Id (Purpose) (Remix)}}''
|}
|}
{{clr}}
{{-}}


==[[Spirit]]==
==[[Spirit]]==
Chrom's fighter spirit can be obtained by completing {{SSBU|Classic Mode}}. It is also available periodically for purchase in the shop for 300 Gold, but only after Chrom has been unlocked. Unlocking Chrom in World of Light allows the player to preview the spirit below in the Spirit List under the name "???". As a fighter spirit, it cannot be used in Spirit Battles and is purely aesthetic. His fighter spirit has an alternate version that replaces it with his artwork in ''Ultimate''.
Chrom's fighter spirit can be obtained by completing [[Classic Mode]]. It is also available periodically for purchase in the shop for 500 coins. Unlocking Chrom in World of Light allows the player to preview the first spirit below in the Spirit List under the name "???". As a fighter spirit, it cannot be used in Spirit Battles and is purely aesthetic. Each fighter spirit has an alternate version that replaces them with their artwork in ''Ultimate''.


<center>
<center>
Line 452: Line 404:
</center>
</center>


==In Spirit Battles==
==In Spirit battles==
===As the main opponent===
===As the main opponent===
{|class="wikitable sortable" style="width:100%;"
{|class="wikitable sortable" style="width:100%;"
Line 557: Line 509:
|•Defeat the main fighter to win<br>•The enemy is metal
|•Defeat the main fighter to win<br>•The enemy is metal
|{{SSBUMusicLink|Star Fox|Corneria - Star Fox Zero}}
|{{SSBUMusicLink|Star Fox|Corneria - Star Fox Zero}}
|-
|1,510
|{{SpiritTableName|Terra|iw=khwiki|size=64}}
|''Kingdom Hearts'' Series
|•{{SSBU|Chrom}} {{Head|Chrom|g=SSBU|s=20px|cl=Yellow}} (140 HP)
|{{SpiritType|Attack}}
|3,800
|[[Hollow Bastion]] (Dive to the Heart, Terra)
|•Assist Trophy Enemies ([[Ashley]])
|•[[Stamina battle]]<br>•Hostile assist trophies will appear when the enemy's at high damage
|{{SSBUMusicLink|Kingdom Hearts|Hollow Bastion}}
|-
|1,520
|{{SpiritTableName|Zagreus|size=64}}
|{{rollover|{{sic}}|No series is listed for this spirit|?}}
|•{{SSBU|Chrom}} {{Head|Chrom|g=SSBU|s=20px|cl=Red}} (40 HP) {{Head|Chrom|g=SSBU|s=20px|cl=Red}} (80 HP) {{Head|Chrom|g=SSBU|s=20px|cl=Red}} (130 HP)
|{{SpiritType|Attack}}
|9,500
|[[Dracula's Castle]]
|•Sudden Final Smash
|•The enemy will suddenly have a Final Smash after a little while<br>•[[Stamina battle]]<br>•Reinforcements will appear after an enemy is KO'd
|{{SSBUMusicLink|F-Zero|Brain Cleaner}}
|}
|}


Line 622: Line 552:
|•The enemy will suddenly have a Final Smash when the enemy's at high damage<br>•Reinforcements will appear during the battle
|•The enemy will suddenly have a Final Smash when the enemy's at high damage<br>•Reinforcements will appear during the battle
|{{SSBUMusicLink|Persona|Wake Up, Get Up, Get Out There}}
|{{SSBUMusicLink|Persona|Wake Up, Get Up, Get Out There}}
|[[Yusuke Kitagawa]]
|[https://megamitensei.fandom.com/wiki/Yusuke_Kitagawa Yusuke Kitagawa]
|}
|}


Line 642: Line 572:
==Gallery==
==Gallery==
<gallery>
<gallery>
Fire Emblem Heroes Smash.png|Artwork of all playable ''Fire Emblem'' characters and Assist Trophies, as posted on the official Japanese ''Fire Emblem Heroes'' Twitter account.
Fire Emblem Smash Bros.png|Screenshot of all playable ''Fire Emblem'' characters on Arena Ferox, as posted on the official Japanese ''Fire Emblem'' Twitter account.
Chrom Joins the Battle.png|Chrom's splash art.
Chrom Joins the Battle.png|Chrom's splash art.
Chrom amiibo.png|Chrom's [[amiibo]].
Chrom amiibo.png|Chrom's [[amiibo]].
SSBU Chrom Number.png|Chrom's fighter card.
SSBU Chrom Number.png|Chrom's fighter card.
Chrom unlock notice SSBU.jpg|Chrom's unlock notice.
Chrom unlock notice SSBU.jpg|Chrom's unlock notice.
Fire Emblem Heroes Smash.png|Artwork of all playable ''Fire Emblem'' characters and Assist Trophies, as posted on the official Japanese ''Fire Emblem Heroes'' Twitter account.
Fire Emblem Smash Bros.png|Screenshot of all playable ''Fire Emblem'' characters on Arena Ferox, as posted on the official Japanese ''Fire Emblem'' Twitter account.
SSBUWebsiteChrom1.jpg|Chrom standing on [[Palutena's Temple]].
SSBUWebsiteChrom1.jpg|Chrom standing on [[Palutena's Temple]].
SSBUWebsiteChrom2.jpg|Chrom using his [[Double-Edge Dance]] on {{SSBU|Ganondorf}} in [[Arena Ferox]].
SSBUWebsiteChrom2.jpg|Chrom using his [[Double-Edge Dance]] on {{SSBU|Ganondorf}} in [[Arena Ferox]].
Line 654: Line 584:
SSBUWebsiteChrom5.jpg|Chrom with a [[Super Leaf]] equipped, surrounded by a [[sleeping]] {{SSBU|Wolf}}, {{SSBU|Lucario}} and {{SSBU|Fox}} on [[Living Room]].
SSBUWebsiteChrom5.jpg|Chrom with a [[Super Leaf]] equipped, surrounded by a [[sleeping]] {{SSBU|Wolf}}, {{SSBU|Lucario}} and {{SSBU|Fox}} on [[Living Room]].
SSBUWebsiteChrom6.jpg|Chrom's red [[costume]] and Female {{SSBU|Robin}} on [[Coliseum]].
SSBUWebsiteChrom6.jpg|Chrom's red [[costume]] and Female {{SSBU|Robin}} on [[Coliseum]].
Kirby Chrom.jpg|Chrom preparing to use [[Counter]] with {{SSBU|Kirby}} using Chrom's [[Copy Ability]] on Coliseum.
Kirby Chrom.jpg|Chrom preparing to use [[Counter]] with {{SSBU|Kirby}} on Coliseum.
Chrom Awakening Aether SSBU.png|Chrom using his Final smash on Mewtwo.
Chrom Awakening Aether SSBU.png|Chrom using his Final smash on Mewtwo.
SSBUWebsitePiranhaPlant2.jpg|Chrom struck by {{SSBU|Piranha Plant}}'s [[Ptooie|neutral special]] on [[Halberd]].
SSBUWebsitePiranhaPlant2.jpg|Chrom struck by {{SSBU|Piranha Plant}}'s [[Ptooie|neutral special]] on [[Halberd]].
Chrom and Dark Samus.jpg|Chrom and {{SSBU|Dark Samus}} on [[Skyloft]].
Chrom and Dark Samus.jpg|Chrom and {{SSBU|Dark Samus}} on [[Skyloft]].
ChromSoaringSlash.jpg|Chrom using [[Soaring Slash]].
ChromSoaringSlash.jpg|Chrom using [[Soaring Slash]]
RobinVictoryPose3SSBU.gif|Chrom posing alongside Robin in the latter's victory pose.
</gallery>
</gallery>


===Fighter Showcase Video===
===Character introduction video===
{{#widget:YouTube|id=733o521fbdE}}
{{#widget:YouTube|id=733o521fbdE}}


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*Chrom is the second newcomer in ''Ultimate'' that was previously featured as a [[Mii Fighter]] [[Alternate costume (SSB4)#Mii Fighter|costume]] in ''[[Super Smash Bros. 4]]'', after {{SSBU|Inkling}} and followed by {{SSBU|King K. Rool}} and {{SSBU|Isabelle}}.
*Chrom is the second newcomer in ''Ultimate'' that was previously featured as a [[Mii Fighter]] [[Alternate costume (SSB4)#Mii Fighter|costume]] in ''[[Super Smash Bros. 4]]'', after {{SSBU|Inkling}} and followed by {{SSBU|King K. Rool}} and {{SSBU|Isabelle}}.
**He is also the only Echo Fighter to have been featured as a full Mii outfit in ''Super Smash Bros. 4''.
**He is also the only Echo Fighter to have been featured as a full Mii outfit in ''Super Smash Bros. 4''.
*In ''SSB4'''s [[Palutena's Guidance]], [[Viridi]] teases Chrom for being too similar to Ike, calling him a "carbon copy". Although Chrom is an Echo Fighter, his moves are instead derived from {{SSBU|Roy}}, though it should be noted that Roy was not playable as DLC yet when the Palutena's Guidance was made.
*In ''SSB4'''s [[Palutena's Guidance]], [[Viridi]] teases Chrom for being too similar to Ike, calling him a "carbon copy". Although Chrom is an Echo Fighter, his moves are instead derived from {{SSBU|Roy}}.
**Additionally, Palutena mocks Chrom's lack of an [[Aether]] recovery move, but he is able to use the skill Aether in ''Fire Emblem Awakening'', and can use a similar-looking move in ''Ultimate''.
**Additionally, Palutena mocks Chrom's lack of an [[Aether]] recovery move, but he is able to use the skill Aether in ''Fire Emblem Awakening'', and can use a similar-looking move in ''Ultimate''.
*Chrom is the first ''Fire Emblem'' newcomer since [[Marth]] to not be from the latest ''Fire Emblem'' game at the time of release.
*Chrom is the first ''Fire Emblem'' newcomer since [[Marth]] to not be from the latest ''Fire Emblem'' game at the time of release.
*Excluding {{SSBU|Mario}} and {{SSBU|Dr. Mario}}, who are considered separate in-game characters, Chrom and [[Riki]] are the only characters to appear in multiple Sound Test folders in ''Ultimate''. In Chrom's case, his voice clips as a playable character are part of his own folder, while his voice clips in {{SSBU|Robin}}'s Final Smash and victory pose are listed under Robin's folder.
*Due to an error on the official site, Chrom's character showcase video was not visible on the mobile variant of the main page and was barely visible on the desktop version. The video was only visible on his blog post. This error has since been fixed.
*Due to an error on the official site, Chrom's character showcase video was not visible on the mobile variant of the main page and was barely visible on the desktop version. The video was only visible on his blog post. This error has since been fixed.
*According to Sakurai's weekly Famitsu column, Chrom was added due to his popularity in Japan, while {{SSBU|Dark Samus}} was added due to her popularity overseas.
*According to Sakurai's weekly Famitsu column, Chrom was added due to his popularity in Japan, while {{SSBU|Dark Samus}} was added due to her popularity overseas.
*Chrom reverts to {{SSBU|Marth}}'s ''Brawl'' idle and crouching animations while holding a small throwable [[item]]. He shares this trait with Roy.
*Chrom reverts to {{SSBU|Marth}}'s ''Brawl'' idle and crouching animations while holding a small throwable [[item]]. He shares this trait with Roy.
*Chrom is one of the few characters that speak during a [[KO]], sometimes exclaiming, "Sorry!".
*Chrom is one of the few characters that speak during a [[KO]], sometimes exclaiming, "Sorry!'.
*Chrom is the only Echo Fighter to have an entirely different special move that is not a Final Smash, as his up special, Soaring Slash, resembles Ike's Aether instead of Roy's [[Blazer]].
*Chrom is the only Echo Fighter to have an entirely different special move that is not a Final Smash, as his up special, Soaring Slash, resembles Ike's Aether instead of Roy's [[Blazer]].
*Prior to the [[List of updates (SSBU)#3.0.0|3.0.0 update]], Chrom was the only character from ''Fire Emblem Awakening'' not to have the [[victory theme]] based on "Id (Purpose)", as he used the default ''Fire Emblem'' theme instead.
*When fighting Lucina, Chrom has a chance to say, "Our bond is stronger than steel."
*Prior to the [[List_of_updates_(SSBU)#3.0.0|3.0.0 update]], Chrom was the only character from ''Fire Emblem Awakening'' not to have the [[victory theme]] based on "Id (Purpose)", as he used the default ''Fire Emblem'' theme instead.
**Since the change, Chrom is the first and only character to have his victory theme changed across game updates.
**Since the change, Chrom is the first and only character to have his victory theme changed across game updates.
*Chrom's [[helpless]] state shows him using his sword in a reverse grip, much like his base counterpart, Roy. This can be seen when jumping on the red trampoline of [[Pac-Jump]] or if the platform he's standing on disappears in the middle of the landing animation.
*Chrom is the only [[clone]] character not to be in the same {{SSBU|Classic Mode}} unlock tree as his base; he is in {{SSBU|Yoshi}}'s character tree, while Roy is in {{SSBU|Mario}}'s unlock tree.
*Chrom and Mario are the only characters that appear in one of the victory poses of another character. In Chrom's case, it's Robin.
**However, Chrom shares the same unlock tree as his ancestor, Marth, and his daughter, Lucina.
 
==References==
{{reflist}}


{{SSBUCharacters}}
{{SSBUCharacters}}

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