Chrom (クロム, Chrom) is a playable character in Super Smash Bros. Ultimate. He was announced as a newcomer alongside Simon, Richter, Dark Samus, and King K. Rool in the Nintendo Direct on August 8th, 2018. Chrom is Roy's Echo Fighter, thus being classified as Fighter #25ε, though his lack of sweetspots makes him parallel Roy the same way Lucina parallels Marth. In addition to his role as a playable character, Chrom remains a part of Robin's Final Smash, Pair Up.
Matthew Mercer and 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  .
How to unlock
Complete one of the following:
With the exception of the third method, Chrom must then be defeated on Arena Ferox.
As the Echo Fighter of Roy, Chrom's moveset and animations are primarily based on those of Roy, and his attributes are identical as well, with excellent yet polarized overall mobility (very fast dashing, air, and falling speeds, alongside a very effective dash dance, but a slightly above-average walking speed, slow air acceleration and a low midair jump) and good frame data for a weapon user. As a result, Chrom shares an almost similar gameplan: he is mainly a rushdown character, who aims to overwhelm his enemy by closing the distance quickly with fast movement. However, Chrom's primary difference is his sword's lack of a sweetspot and sourspot, making him more oriented towards spacing out his opponents at the cost of having lower damage output and knockback up close, compared to Roy (who focuses more on getting up close to his opponent for very hard hits). Chrom also notably lacks any of Roy's distinctive flame effects and reverse-gripped animations, and his forward tilt moves him slightly forward. Finally, Chrom's up special is completely different compared to Roy's, as Soaring Slash functions much like Aether compared to Blazer, and is more effective at racking up damage than KOing while onstage; it can even act as a niche sacrificial KO at extremely low percents out of a forward aerial, and otherwise acts as a deterrent for edge-guarding that Roy lacks. However, this is only effective if Chrom has a stock lead since he is usually KOed first.
Since Chrom's lack of a sweetspot makes his unique attribute similar to his daughter Lucina (who acts as the non-sweetspot/sourspot equivalent of Marth), Chrom's benefits are also somewhat identical to hers: they both share the trait of having the weighted average of their original fighter's damage numbers. As a result, they have more consistent combos, edgeguarding and KO potential than their base characters, and their attacks are significantly safer on shield and on hit than Marth and Roy's sourspots, at the cost of losing out on stronger sweetspots that can end stocks early. However, as Roy's sweetspots and sourspots are extremely polarized in power, Chrom's damage and knockback averages end up being higher-than-average, giving him an overall powerful offense. Additionally, he arguably benefits more from his balanced blade than Lucina does, since Roy's weaknesses are his reliance on getting extremely close and extremely ineffective sourspots; as a result, Chrom suffers less from Roy's main flaws, allowing him to both space and fight up close very effectively. In terms of general capabilities compared to Lucina directly, Chrom possesses faster overall speed and stronger grounded attacks, in exchange for lower jump height, faster falling speed, and weaker aerials. This makes him more capable than Lucina while on or moving along the ground, but drastically less versatile in the air and especially off-stage (mirroring the differences between Roy and Marth, respectively).
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 counterattacks 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-spikes and gimps. 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 camping 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, 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 has been viewed extremely positively in the early competitive scene since the release of Ultimate, has multiple dedicated mains such as Rivers and Mr.R who represent him in tournaments, and is a popular secondary pick for many high-level players.
As with Marth and Lucina, Chrom and Roy are mostly functionally identical, with the main exception being their completely different up specials. and that Chrom's attacks lack Roy's inverse tipper sweetspots, instead dealing consistent damage across the entire blade with damage and knockback weighted towards the average of Roy's damage output and KO power overall. This gives Chrom the ability to space more effectively with his sword and makes his damage and knockback more consistent, but in turn doesn’t allow him to secure stocks quite as early as Roy. Regardless though, he can still net some fairly early KOs due to his kill power still being 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, 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 gameplay differences are much more pronounced. His up special is Soaring Slash, a move resembling Aether, which makes Chrom's recovery much less safe than Roy's, but also allows him to perform a sacrificial KO. His forward tilt is noticeably more effective, as it has an altered animation which moves him forward slightly, giving it more range and the ability to hit opponents hanging from the ledge. His neutral aerial uses weight-independent knockback on its first hit (like 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.
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 Ken and Lucina. As such, these three are not expected to share a spot on the tier list, and are expected to be allowed to be used with their base fighters in Squad Strike.
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 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 Marth, Roy and Lucina, fixing an issue that prevented them from grabbing a shielding 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.
Technical changelist 3.1.0
For a gallery of Chrom's hitboxes, see here.
Note: All numbers are listed as base damage, without the 1v1 multiplier.
In any victory pose, there is a chance Chrom will say "Our bond is stronger than steel." (いつでも稽古をつけてやる, We can practice anytime.) if Lucina was present during the match.
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 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 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 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 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, 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
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.
See also: Category:Chrom professionals (SSBU)
Classic Mode: Fight as One
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 Chapter 4 of Awakening.
Role in World of Light
Chrom was one of the many fighters that fell under Dharkon's control upon Galeem's first defeat. He is in a desolate part of the Triforce of Courage section of the Sacred Land sub-area. The only way to reach him is by finding a treasure chest and jumping in it once opened in order to be transported to his location. This is hinted by an Owl Statue in the right path of the Triforce of Power section.
Chrom's fighter spirit can be obtained by completing 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.
In Spirit battles
As the main opponent
As a minion
Fighter Showcase Video