|“||The protagonist of Fire Emblem Awakening joins the battle as Roy's echo fighter. His final smash is Awakening Aether. Like Aether in the original game, this move has Chrom charge toward his opponent, slashing with his sword.||”|
|—Description from the Super Smash Blog.|
Chrom is a newcomer fighter in Super Smash Bros. Ultimate from the Fire Emblem universe. He was confirmed during the August 8th Smash Direct. Chrom is the Echo Fighter of Roy (although some of his moves are borrowed from Ike), and is classified as fighter number is 25e.
- 1 How to Unlock
- 2 Attributes
- 3 Summary
- 4 Moveset
- 5 In competitive play
- 6 Classic Mode: Fight as One
- 7 In World of Light
- 8 Palette Swaps
- 9 Gallery
- 10 Videos
- 11 Trivia
How to Unlock
- Play VS mode matches, with Chrom being the 59th character unlocked.
- Clear Classic Mode with Yoshi or any other character in his character tree, with Chrom being unlocked after Ridley.
- Have Chrom join the party in the World of Light. Chrom is trapped in the Sacred Land, and his position can be accessed from a treasure chest that contains a portal to that place's location.
For the first two methods, the player must fight and defeat Chrom on Arena Ferox.
- Disjointed reach due to his sword, giving him options for spacing.
- Fast mobility, allowing him to approach opponents easily and chain combos.
- Consistent damage output, making securing KOs easier without the need for spacing.
- High damage output, allowing him to deal high damage in a short amount of time.
- Fast startup and end lag on moves, giving him the ability to combo moves quickly.
- Powerful aerial game, making him excellent at pressuring and juggling.
- Flare Blade is an effective KO option, having the ability to be charged and reversed for mix-up potential.
- Double-Edge Dance is a quick damage racker, giving Chrom the ability to shift through various inputs to launch opponents forwards, upwards, or rack up damage.
- Soaring Slash can serve as a damage racker, can meteor smash opponents off the ledge, or be used as a sacrificial KO option.
- Counter allows Chrom to retaliate.
- Requires close combat to deal damage reliably.
- Very poor recovery, making him easily edgeguarded.
- Lacks ranged options and the means to counter them, making him susceptible to camping.
- Lacks sourspots, which eliminates potential setups.
- Cannot secure KOs as early as Roy.
- Can be pressured easily.
- Soaring Slash KO's Chrom first, making it a risky option when used on Chrom's final stock.
Fundamentally, Chrom shares the same advantages of his original fighter Roy: he possesses outstanding mobility, making him a very effective unit for approaching and pressuring on the ground and in the air. Chrom also possesses disjointed reach, giving him options for spacing and disrupting approaches. All these traits combined with outstanding startup and ending data, which makes his moves difficult to anticipate or punish, makes Chrom a very effective rushdown character.
However, unlike Roy and in a similar vein to his daughter Lucina, Chrom lacks sweetspots and sourspots along his Falchion. This trait makes his damage output and knockback more consistent, and allows him to secure KOs more reliably at any range unlike Roy, who suffers from his reliance on close-combat and the polarizing power of his strong sweetspots and ineffective sourspots. Chrom also retains Roy's high damage output, while less extreme, still enables him to deal a high amount of damage in a short amount of time, which makes Chrom one of the strongest sword fighters around, and somewhat exists as a balance between Ike and Lucina in terms of mobility and raw power.
Chrom's Special Moves offer him various options for keeping opponents from approaching while dealing considerable damage. Flare Blade is a chargeable move that deals high damage, ends fast, and can be reversed to catch landings or punish whiffed moves. Double Edge Dance is a quick option for dealing damage and setting up combos, and can have its hits altered for mix-ups. Soaring Slash is a useful escape option and quickly disrupting a grounded opponent's defense, and can be a Sacrificial KO option off-stage due to its Meteor Smash hitbox. Finally, Counter provides Chrom a means of instant retaliation against attacks, with its power increasing as it intercepts more attacks.
Chrom's greatest weakness lies in his exceptionally poor recovery; possessing a purely vertical option in Soaring Slash, if Chrom gets knocked off stage he is almost guaranteed to be KO'd, as his fast falling speed and effective edgeguarding can easily place him in a position where he cannot recover. Chrom's poor recovery option also limits his ability to edgeguard opponents unless he fully commits to eliminate his own stock along with theirs. Due to Chrom possessing a consistent blade, he also lacks the ability to set up KO or combo setups with sourspots or secure KOs as early as Roy. In addition, Chrom suffers from problems associated with most sword characters, being susceptible to projectile camping and juggling due to lacking any means of countering projectiles and possessing a rather poor grab game. Chrom's sword range is also shorter than most sword fighters like Roy, which necessitates him to fight closer and putting him at risk.
To conclude, Chrom must be capable of shifting between aggression and baiting and punishing, using his mobility, range, and damage output to accomplish each gameplan. Chrom must also take care to avoid getting pressured off-stage, and must take full advantage off his mobility and spacing options to ward off aggression.
- Neutral Attack: Swings Falchion upwards; Chrom's fastest combo starter due to its low startup and good knockback.
- Forward Tilt: Swings Falchion over his shoulder in front; fast startup and good KO potential at the ledge
- Up Tilt: Swings Falchion upwards in an arc above him; good anti-air and juggling option from the ground.
- Down Tilt: Stabs Falchion downward; good poking tool.
- Dash Attack: Halts and slashes forward while bending for more reach.
- Forward Smash: Lunges and slashes forward; One of the most powerful Forward Smashes due to fast startup and strong power, but has a short duration and high endlag
- Up Smash: Stabs Falchion upwards, creating a wind gale that hits three times.
- Down Smash: Swipes Falchion on both his sides.
- Floor Attack (Front):
- Floor Attack (Back):
- Floor Attack (Trip):
- Ledge Attack: Slashes his sword in front of him.
- Neutral aerial: Slashes two times around him while spinning.
- Forward aerial: Swipes Falchion in front of him.
- Back aerial: Turns around and swipes Falchion behind him; Chrom's most powerful aerial in terms of knockaback.
- Up aerial: Swipes Falchion above him while turning in the air; good juggling tool.
- Down aerial: Swipes Falchion downwards; spikes at the first extension of the attack..
Grabs and Throws
- Pummel: Knees the opponent.
- Forward Throw: Knocks opponent forward.
- Back Throw: Tosses foe behind him.
- Up Throw: Thrusts opponent upwards.
- Down Throw: Tosses the foe to the ground.
|Chrom's Special Moves|
|Standard Special||Flare Blade|
|Side Special||Double-Edge Dance|
|Up Special||Soaring Slash|
|Final Smash||Awakening Aether|
- Up Taunt: Holds Falchion across his body while saying, "Come at me!"
- Side Taunt: Holds Falchion outward in front of him while saying, "Come on!"
- Down Taunt: Spins Falchion before resting the blade in his opposite hand while saying, "I will not fail!"
- Emerges from a Warp Circle and takes Falchion out from the ground.
If Lucina is present during the match, Chrom will say "Our bond is stronger than steel."
- Rushes forward and slashes once before holding Falchion outward while saying "Training paid off!"
- Performs two sword slashes before holding Falchion across his body saying "Anything can change!"
- Plants Falchion into the ground, places his hand on his hip while saying "I will cut a path!"
In competitive play
To be added
Classic Mode: Fight as One
Chrom's Classic Mode consists of him fighting a pair of fighters from a certain universe with either Robin or Lucina as an ally, as a reference to Awakening's Pair Up mechanic. However, the very first battle is a reference to Chrom's very first encounter with Lucina in Awakening. His song in the credits is Id (Purpose).
|1||Lucina||Arena Ferox||Id (Purpose)|
|2||Fox and Falco||Lylat Cruise||Space Armada||Lucina is a CPU ally.|
|3||Ness and Lucas||Onett||Pollyanna (I Believe in You)||Female Robin is a CPU ally.|
|4||Donkey Kong and Diddy Kong||Jungle Japes||Jungle Hijinks||Lucina is a CPU ally.|
|5||Peach and Daisy||Mario Circuit||Rainbow Road - Mario Kart: Double Dash!!||Male Robin is a CPU ally.|
|6||Simon and Richter||Dracula's Castle||Vampire Killer||Lucina is a CPU ally.|
|7||Master Hand and Crazy Hand||Final Destination||Master Hand/Crazy Hand||Female Robin is a CPU ally.|
In World of Light
Chrom does not make a direct appearance in the opening cutscene, but as with the majority of the fighters except Kirby he is vaporized when Galeem unleashes his beams of light.
Later on when Galeem is first defeated and Dharkon emerges, Chrom is one of the fighters to fall under its control. He can be found in the Triforce of Courage section within the Sacred Land sub-area of the Dark Realm, though he can only be reached by opening a chest and reexamining it, allowing the player to be transported to Chrom's location.
- Upon release, Chrom retained the original Fire Emblem victory theme based off of Brawl, which is shared by Marth, Roy, and Ike. However, in version 3.0.0, he received the new Awakening-based victory theme that was given to Lucina and Robin, making Chrom the only character to change victory themes within a title.
- Chrom's up taunt and victory pose mimics his pose from Awakening.
- Chrom's up taunt mimics Lucina's up taunt, which was demonstrated twice in his reveal and his character trailer.
- Chrom is one of the few characters to speak while being KO'd, occasionally shouting "Sorry!", which alludes to Chrom's clumsiness.
- Chrom's Classic Mode is the only one in which Master Hand and Crazy Hand are fought simultaneously regardless of difficulty, as normally 7.0 intensity or higher is required for the latter hand to appear.