Editing Chrom (SSBU)

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|name = Chrom
|name = Chrom
|image = [[File:Chrom SSBU.png|250px]]
|image = [[File:Chrom SSBU.png|250px]]
|echo = {{SSBU|Roy}}
|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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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.
Much like with 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.


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 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.


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 with their counterparts on the tier list, and he is allowed to be used with their base fighters in [[Squad Strike]].


===Aesthetics===
===Aesthetics===
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**{{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 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, a voice clip when performing a tech, a voice clip for waking up from a sleep and one for 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 earlier versions, Chrom and Roy shared the same victory theme.}}


===Attributes===
===Attributes===
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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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**{{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.===
===Misc.===
*{{change|Chrom uses a different animation when trapped within {{SSBU|Steve}}'s [[Minecart]], being the same as Lucina.}}
*{{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).}}
*{{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 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.}}
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.


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, while Chrom is still seen as strong character in the metagame, his parent character, Roy is seen as the better choice between the two, especially due to the aforementioned character receiving no nerfs throughout the game's update cycle.
 
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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|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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|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 (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===
===[[Announcer]] call===
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*'''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!}}) This is also similar to (and mirrors) [[Lucina (SSBU)|his daughter's]] up taunt.
*'''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.
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*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>


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==In [[competitive play]]==
==In [[competitive play]]==
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.
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. He is commonly used as secondary for notable professional players as a replacement for Roy or Lucina.
Chrom would experience 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 {{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.
===Most historically significant players===
===Most historically significant players===
<!--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 -->
<!--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)]]''
''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.''


*{{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}}.
''See also: [[:Category:Chrom professionals (SSBU)]]''
*{{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}}.
<!--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.-->
*{{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===
*{{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 {{Trn|Frostbite 2019}} with wins over players such as {{Sm|Samsora}} and {{Sm|Ryuga}}. Ranked 5th on the [[Florida Power Rankings#Central Florida 2|Central Florida Ultimate Power Rankings]].
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.
*{{Sm|Dertolo|Chile}} - Co-mains Chrom alongside {{SSBU|Diddy Kong}} and is considered the best Chrom player in South America. Placed 2nd at both {{Trn|Smash Chile - Civil War}} and {{Trn|Royalty 3}} with wins over players such as {{Sm|Frido}}, {{Sm|Harlonga}}, and {{Sm|Sekai Doggo}}. Currently ranked 4th at the [[Chilean Power Rankings]].
 
*{{Sm|Lancelot|Finland}} - The best solo-Chrom player in Europe. Placed 3rd at {{Trn|Valhalla III}}, 9th at {{Trn|DreamHack Winter 2019}}, 13th at {{Trn|ICARUS V}}, and 17th at {{Trn|Albion 4}} and {{Trn|Syndicate 2019}} with wins over players such as {{Sm|quiK}}, {{Sm|Meru}}, and {{Sm|Tru4}}. Currently ranked 16th on the [[European Smash Rankings|European Smash Rankings]].
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}}.
*{{Sm|MattyG|USA}} - Co-mains Chrom with {{SSBU|Wolf}} and was considered one of the best Chrom players in the United States, but has since been banned. Placed 5th at {{Trn|Return to Subspace 2}}, 13th at both {{Trn|Let's Make Moves}} and {{Trn|Frostbite 2020}}, 17th at {{Trn|Pound 2019}}, and 33rd at {{Trn|The Big House 9}}. Ranked 4th on the [[New England Power Rankings#Super Smash Bros. Ultimate rankings|New England Ultimate Power Rankings]].
 
*{{Sm|Mr.R|Netherlands}} (#44) - Tri-mains Chrom with {{SSBU|Snake}} and {{SSBU|Sheik}} and is considered one of the best Chrom players in the world. Placed 4th at  {{Trn|VCA 2019}}, 5th at both {{Trn|Smash Factor 8}} and {{Trn|Ultimate Fighting Arena 2019}}, and 9th at both {{Trn|2GG: Prime Saga}} and {{Trn|2GG: SwitchFest 2019}} with wins over players such as {{Sm|ESAM}} and {{Sm|Nairo}}.
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.
*{{Sm|Rivers|USA}} - Co-mains Chrom with {{SSBU|Diddy Kong}} and is considered one of the best Chrom players in the world. Placed 2nd at {{Trn|Play With Heart}}, 7th at {{Trn|Get On My Level 2019}}, and 9th at {{Trn|Frostbite 2019}}, {{Trn|MomoCon 2019}}, {{Trn|Smash 'N' Splash 5}} with wins over players such as {{Sm|Cosmos}}, {{Sm|Dabuz}}, and {{Sm|ESAM}}.
*{{Sm|tk3|Japan}} - Co-mains Chrom with {{SSBU|Roy}} and is considered one of the best Chrom players in the world. Placed 4th at {{Trn|Sumabato SP 11}}, 5th at {{Trn|Kagaribi 3}}, 7th at {{Trn|Sumabato SP 8}}, 9th at {{Trn|Kagaribi 4}}, and 13th at {{Trn|EVO Japan 2020}} with wins over players such as {{Sm|Kome}}, {{Sm|DIO}}, and {{Sm|takera}}.


=={{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.
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|''{{SSBUMusicLink|Fire Emblem|Id (Purpose) (Remix)}}''
|''{{SSBUMusicLink|Fire Emblem|Id (Purpose) (Remix)}}''
|}
|}
{{clr}}
{{clear}}


==[[Spirit]]==
==[[Spirit]]==
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</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%;"
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|-
|-
|1,510
|1,510
|{{SpiritTableName|Terra|iw=khwiki|size=64}}
|{{SpiritTableName|Terra|iw=goldensun|size=64}}
|''Kingdom Hearts'' Series
|''Kingdom Hearts'' Series
|•{{SSBU|Chrom}} {{Head|Chrom|g=SSBU|s=20px|cl=Yellow}} (140 HP)
|•{{SSBU|Chrom}} {{Head|Chrom|g=SSBU|s=20px|cl=Yellow}} (140 HP)
Line 568: Line 537:
|•[[Stamina battle]]<br>•Hostile assist trophies will appear when the enemy's at high damage
|•[[Stamina battle]]<br>•Hostile assist trophies will appear when the enemy's at high damage
|{{SSBUMusicLink|Kingdom Hearts|Hollow Bastion}}
|{{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}}
|}
|}


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==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]].
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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>


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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.
*Excluding Mario and 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.
Line 682: Line 639:
*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.
*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.
 
*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]].
==References==
{{reflist}}


{{SSBUCharacters}}
{{SSBUCharacters}}

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