Chrom (SSBU): Difference between revisions

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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.
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}} [[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, 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]].
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]].
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