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(Added up tilt difference.) |
Ragnarok320 (talk | contribs) (Tweek has dropped Chrom.) |
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While Chrom's retention of Roy's high [[air speed]] grants him decent survivability with his second jump, his overall recovery is notoriously weak, 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 horizontal recoveries in the game, and also one of the most easily affected by [[semi-spike]]s and [[gimp]]s. | While Chrom's retention of Roy's high [[air speed]] grants him decent survivability with his second jump, his overall recovery is notoriously weak, 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 horizontal recoveries in the game, and also one of the most easily affected by [[semi-spike]]s and [[gimp]]s. | ||
Overall, Chrom is a swordfighter who falls under the rushdown archetype; the objective of his playstyle is to overwhelm his enemy by closing the distance between him and them quickly with fast movement, then deal large amounts of damage with fast attacks without leaving Chrom himself open to punishment. However, his extremely poor recovery means that he cannot afford to leave the stage to chase the opponent, unlike Roy, and his damage output, whilst high, is weaker overall. Despite this, Chrom has seen respectable results in the early metagame, seeing play from top competitors such as [[ | Overall, Chrom is a swordfighter who falls under the rushdown archetype; the objective of his playstyle is to overwhelm his enemy by closing the distance between him and them quickly with fast movement, then deal large amounts of damage with fast attacks without leaving Chrom himself open to punishment. However, his extremely poor recovery means that he cannot afford to leave the stage to chase the opponent, unlike Roy, and his damage output, whilst high, is weaker overall. Despite this, Chrom has seen respectable results in the early metagame, seeing play from top competitors such as [[Shoyo James]]. | ||
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*{{Sm|Miloni|USA}} | *{{Sm|Miloni|USA}} | ||
*{{Sm|Shoyo James|USA}} - Placed 13th at {{Trn|Glitch 6}}, 25th at {{Trn|Let's Make Moves}} and 7th at {{Trn|NYXL Pop-Up!}}. | *{{Sm|Shoyo James|USA}} - Placed 13th at {{Trn|Glitch 6}}, 25th at {{Trn|Let's Make Moves}} and 7th at {{Trn|NYXL Pop-Up!}}. | ||
=={{SSBU|Classic Mode}}: Fight as One== | =={{SSBU|Classic Mode}}: Fight as One== |
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