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==Differences from {{SSBU|Roy}}== | ==Differences from {{SSBU|Roy}}== | ||
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 | 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}} [[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, these three are not expected to share a spot with their counterparts 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 idle stance and altered idle poses, with his left arm lifted, his sword pointed downward. However, this does not apply when holding a light item.}} | *{{change|Chrom has a different No Contest animation.}} | ||
**{{change|Chrom has an additional animation for transitioning into his idle | *{{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, | *{{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 off of "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 | |||
===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 [[ | *{{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 ineffective sourspots.}} | ||
**{{buff|This makes Chrom's damage racking and | **{{buff|Chrom's moves are more effective for combos than Roy's sweetspots due to their lower damage and knockback.}} | ||
**{{nerf|Chrom | **{{buff|This makes Chrom's edgeguarding, damage racking and KOing abilities more consistent.}} | ||
**{{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.}} | |||
===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]]: | |||
*[[Neutral attack]] | **{{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|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.}} | ||
*[[Forward tilt]] | *[[Forward tilt]]: | ||
**{{buff| | **{{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 | *[[Up tilt]]: | ||
**{{change|Up | **{{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.}} | ||
*[[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=== | ||
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===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. | **{{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|Chrom uses only one voice clip upon releasing Flare Blade once sufficiently charged, similarly to how | **{{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.}} | ||
*[[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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===Misc.=== | ===Misc.=== | ||
*{{change|Chrom uses a different animation when | *{{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 Impact Run hitbox is the same as Marth and 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).}} | ||
==Update history== | ==Update history== |
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