Chrom (SSBU): Difference between revisions

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As the Echo Fighter of {{SSBU|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 [[dash]]ing, [[air speed|air]], and [[falling speed]]s, 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 [[Sweet spot (hitbox)|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.
As the Echo Fighter of {{SSBU|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 [[dash]]ing, [[air speed|air]], and [[falling speed]]s, 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 [[Sweet spot (hitbox)|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 {{SSBU|Lucina}} (who acts as the non-sweetspot/sourspot equivalent of {{SSBU|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, 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).
Since Chrom's lack of a sweetspot makes his unique attribute similar to his daughter {{SSBU|Lucina}} (who acts as the non-sweetspot/sourspot equivalent of {{SSBU|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 [[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).