Editing Chrom (SSBU)
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|game = SSBU | |game = SSBU | ||
|availability = [[Unlockable character|Unlockable]] | |availability = [[Unlockable character|Unlockable]] | ||
|tier = | |tier = B+ | ||
|ranking = | |ranking = 43 | ||
}} | }} | ||
'''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'' | {{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.<ref>[https://twitter.com/matthewmercer/status/1027209533179932672]</ref><ref>[https://twitter.com/sugitaLOV/status/1027199951409803264]</ref> | ||
Chrom is ranked | Chrom is ranked 43rd out of 82 on the current [[tier list]], placing him in the B+ tier. This is significantly lower than his base fighter Roy, who is ranked 8th out of 82 on the current tier list and placed in the S tier. This drastic difference in tier placement is due to Chrom's infamously poor recovery. Chrom's [[Soaring Slash]] offers very little horizontal distance compared to Roy's [[Blazer]] and can be easily [[gimp]]ed due to its predictable nature, especially by characters with [[counterattack]]s. Chrom's [[Double-Edge Dance]] is also notably weaker than Roy's equivalent move. | ||
==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, | 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 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. | ||
==Differences from {{SSBU|Roy}}== | ==Differences from {{SSBU|Roy}}== | ||
Much like with | 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. | ||
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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.}} | ||
*[[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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===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|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 | 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 | 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 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.}} | |||
'''{{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 | |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 | |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. | |pummeldmg=1.2% | ||
|pummeldesc=A knee strike. | |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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| 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. | ||
|} | |} | ||
===[[Announcer]] call=== | ===[[Announcer]] call=== | ||
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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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|- | |- | ||
! scope="row"|Cheer | ! scope="row"|Cheer | ||
|[[File:Chrom Cheer English SSBU.ogg|center]]||[[File:Chrom Cheer Japanese SSBU.ogg|center]]||[[File:Chrom Cheer Italian SSBU.ogg|center]]||[[File:Chrom Cheer Dutch SSBU.ogg|center]]||[[File:Chrom Cheer French SSBU.ogg|center]] | |[[File:Chrom Cheer English SSBU.ogg|center]]||[[File:Chrom Cheer Japanese SSBU.ogg|center]]||[[File:Chrom Cheer Italian SSBU.ogg|center]]||[[File:Chrom Cheer Dutch SSBU.ogg|center]]||{{NTSC}} [[File:Chrom Cheer French NTSC SSBU.ogg|center]] <br> {{PAL}} [[File:Chrom Cheer French PAL SSBU.ogg|center]] | ||
|- | |- | ||
! scope="row"|Description | ! scope="row"|Description | ||
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|- | |- | ||
! scope="row"|Cheer | ! scope="row"|Cheer | ||
|[[File:Chrom Cheer German SSBU.ogg|center]]||[[File:Chrom Cheer Spanish SSBU.ogg|center]]||[[File:Chrom Cheer Russian SSBU.ogg|center]]||[[File:Chrom Cheer Korean SSBU.ogg|center]] | |[[File:Chrom Cheer German SSBU.ogg|center]]||{{NTSC}} [[File:Chrom Cheer Spanish NTSC SSBU.ogg|center]] <br> {{PAL}} [[File:Chrom Cheer Spanish PAL SSBU.ogg|center]]||[[File:Chrom Cheer Russian SSBU.ogg|center]]||[[File:Chrom Cheer Korean SSBU.ogg|center]] | ||
|- | |- | ||
! scope="row"|Description | ! scope="row"|Description | ||
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==In [[competitive play]]== | ==In [[competitive play]]== | ||
===Tier placement and history=== | |||
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. Regardless, he is ranked 43rd on the first and current tier list. | |||
===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 --> | ||
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''See also: [[:Category:Chrom players (SSBU)]]'' | ''See also: [[:Category:Chrom players (SSBU)]]'' | ||
*{{Sm| | *{{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]]. | ||
*{{Sm| | *{{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}}. Ranked 4th at the [[Chilean Power Rankings]]. | ||
*{{Sm| | *{{Sm|Lancelot|Finland}} - One of the best Chrom players 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|Pound 2022}} with wins over players such as {{Sm|quiK}}, {{Sm|Meru}}, and {{Sm|Tru4}}. Ranked 28th on the [[PGRU v3 EU]]. | ||
*{{Sm| | *{{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| | *{{Sm|Mr.R|Netherlands}} - The best Chrom player in the world prior to dropping the character. 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}}. Ranked 7th on the [[PGRU v3 EU]]. | ||
*{{Sm|Rivers|USA}} - The best Chrom player in the world during the early metagame but has since switched to {{SSBU|Diddy Kong}}. 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}}. Ranked 18th on the [[Spring 2019 PGRU]]. | |||
*{{Sm|tk3|Japan}} - Co-mains Chrom with {{SSBU|Roy}} and is considered one of the best Chrom players in Japan. 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== | ||
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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}}|| | |5||{{CharHead|Peach|SSBU|hsize=20px}} and {{CharHead|Daisy|SSBU|hsize=20px}}||{{SSB4|Mario Circuit}}||''{{SSBUMusicLink|Mario Kart|Rainbow Road - Mario Kart: Double Dash!!}}''||{{Head|Robin|g=SSBU|s=20px}} Robin is a CPU ally. The opponents, stage and music references ''Mario Kart: Double Dash!!'', in which Peach and Daisy are partners in that game. | ||
|- | |- | ||
|6||{{CharHead|Simon|SSBU|hsize=20px}} and {{CharHead|Richter|SSBU|hsize=20px}}||[[Dracula's Castle]]||''{{SSBUMusicLink|Castlevania|Vampire Killer (Remix)}}''||{{Head|Lucina|g=SSBU|s=20px}} Lucina is a CPU ally. | |6||{{CharHead|Simon|SSBU|hsize=20px}} and {{CharHead|Richter|SSBU|hsize=20px}}||[[Dracula's Castle]]||''{{SSBUMusicLink|Castlevania|Vampire Killer (Remix)}}''||{{Head|Lucina|g=SSBU|s=20px}} Lucina is a CPU ally. | ||
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==[[Spirit]]== | ==[[Spirit]]== | ||
Chrom's fighter spirit can be obtained by completing {{SSBU|Classic Mode}} | 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''. | ||
<center> | <center> | ||
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|•[[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}} | ||
|} | |} | ||
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SSBUWebsiteChrom4.jpg|Chrom's Double-Edge Dance on [[Skyloft]]. | SSBUWebsiteChrom4.jpg|Chrom's Double-Edge Dance on [[Skyloft]]. | ||
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 | SSBUWebsiteChrom6.jpg|Chrom's red [[costume]] and Female {{SSBU|Robin}} on [[Coliseum]]. | ||
Kirby Chrom.jpg|Chrom preparing to use [[Counter]] with {{SSBU|Kirby}} | Kirby Chrom.jpg|Chrom preparing to use [[Counter]] with {{SSBU|Kirby}} on Coliseum. | ||
Chrom Awakening Aether SSBU.png|Chrom using his Final | 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]]. | ||
</gallery> | </gallery> | ||
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**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 | *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. | ||
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**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'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. | ||
==References== | ==References== |