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Chrom and Robin, The Shepherds of Ylisse, awaken for SSB4!

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jaytalks

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jaytalks
"Chrom: So you can watch my back?
Robin: That's part of it, yes. But I also want to be there when you find the next me, face down in a field. I want to help you make this army stronger. I want to help you forge new bonds."



Chrom and Robin

credit to: http://www.pixiv.net/member_illust.php?mode=medium&illust_id=35403300
[collapse=other art]



[/collapse]

Bio:
Chrom is the most recent lord of the Fire Emblem series. He is the main character of Fire Emblem: Awakening. Prince of Ylisse and descendent of Marth, he leads the Shepherds in order to protect his kingdom.

Robin is the tactician of the Shepherds. Found in a field by Chrom, he/she serves as a customizable avatar character in Fire Emblem: Awakening. He/she also serves as a main character in the game. His/her origins are shrouded in mystery. Also known as the Avatar and the Tactician.

Robin could either be a female or male in Smash. Or the gender could be hidden if Robin was a hooded figure, as seen in much of the art. Personally, I prefer female.

Pairing up is a new mechanic introduced in Fire Emblem: Awakening. Replacing rescuing, it allows to users to team up, gain a stat boost, and built their relationships for supports. Increasing a pair's support level increases their stat boosts. Characters can receive up to an A class support without marrying. If the characters are the opposite gender, there is the possibility the two could marry, in which case the move up to the S Class.

Playstyle:
[collapse=Jaytalks]
Chrom and Robin would be a team, much like the Ice Climbers. The difference is that they can switch places. For the most part, the character in the main position will be doing most of the attacks. With their smash attacks, a second flick like with Link's forward smash results in a second smash attack from the partner character.

Individually, Chrom is a slightly heavy character following the beatdown archetype. Robin is a lighter character following the mix up archetype.
[/collapse]
[collapse=ToothiestAura]
CHROM & ROBIN

Playstyle: I've seen a few ideas about how they would work as a tag team (IC style, "transformation" style and one that was more unique, that had the off member stay in background [like PT] much like how they do in the game during Dual Support). So I've come up with something using the Dual Support style that I don't think has been suggested. Dual Support allows for the off teammate to block an attack or add an attack during the battling teammate's moves. I think this idea should be transferred to smash. The basic idea is that the off teammate could be used to extend a combo or as a combo breaker.
[/collapse]

Moveset:
[collapse=Jaytalks: Chrom]
Chrom Moveset:
Some of the attacks use this movie as a reference: http://www.youtube.com/watch?v=5NpJ_afFukQ
A button attacks
A-A-A: Slash: Chrom use high to low sword strike, from his left shoulder, to his opponent's right. He follows up with a second sword strike from the opposite side, and ends the combo with a left to right sword strike, that goes from low to mid .
A- forward: Turning strike: He turns his body counter clockwise and swings his sword with two hands in a mid to high slash.
A-up: Upward slash: Chrom slashes from his left hip to the right side in an upward direction.
A-down: One handed sword slash: While crouching, Chom slashes from right to left one, and a second press he stabs from left to right
Smash attacks
Forward: Shepherd's Blade: Standing still, Chrom slashes his sword with a doublehanded side slash. The sword has blue flames (3:30)
.
Down: Fallen Flames. Chrom does a slash on both sides with blue flames.
Up: Rise of the Exault: Chrom charges blue flames at his side, and hit an upward one handed slash with blue flames.
Aerials
Nair: Slash: he slashes forward with his sword
.
Fair: Spinning strike: he spins in the air, and strikes from his right shoulder to his left hip
Dair: Double handed slash. Chrom unleashes a two handed sword strike, from up to down. Seen at 5:40.

Bair: Turning strike: he turns in the air, beginning his strike mid through the air, but its a front slash
Grabs (not really able to throw opponent off the stage.
Grab: grabs opponent with left hand.
Grab + A: hits the opponent with his elbow.
Grab up: throws the opponent up, and slashes the opponent.
Grab down: Throw his opponent down, then does a downward stab, with his cape waving in the background.
Grab forward: throws the opponent forward, and then hits them with a slash
Grab back: throws her opponent backward, and then hits them with a back slash

Chrom Specials:
Neutral Special: Rightful King
Chrom stabs the sword into the ground with one hand, with fully waving cape behind him. Can be charged (Like prior to his battle animations in Awakening).
Side: Blue Aether - Chrom moves forward, stabbing the opponent with a one handed sword strike using the top edge of his Falchion. It has blue flames. He runs upright and is invincible during the move, but takes damage. (seen at 5:57).
Up: Divine Crash: Chrom waves his sword around really quickly, and jumps high in the air,, and does a downward two handed stab (with blue flame (seen at 3:40). Chrom only does damage on the way down but is unable to flinch prior.
Down: Dual Support: Chrom switches with Robin.
Chrom Taunts:
Up: Chrom hold his sword up and says: "Your end has come!"
Side: He points his sword forward and proclaims "Anything can change!"
Down: Chrom sheaths his sword and his cape waves in the background. He unsheathe's his sword to go back in to his normal stance.
Chrom Entrance:
Chrom arrives via warp spells (rescue in awakening). Chrom does his waving cape and then unsheathes his sword.
Kirby Hat:
Short blue hair and a small white cape for Chrom.
[/collapse]
[collapse= Jaytalks:Robin]
A button attacks
A-A-A: Sword play. Robin strikes with the sword horizontally, and then vertically, and the cast Wind for the final blow.
A- forward: Fire, Robin cast fire on an unsuspecting opponent.
A-up: Thunder: Robin casts thunder from above.
A-down: One handed sword slash


Smash Attacks: with each smash attack, Robin will have her left hand out while charging, casting magic.
Up: Blade of Light "Hikari no Tsurugi" - Robin will charge her sword at her sid and cast lightning onto her sword. She stabs it upward, damaging foes from above.


Forward: Binding Blade "Fuuin no Tsurugi" - Robin will charge her behind her right shoulder, and once it's in front of her, her sword will be on fire and leave a flame trail as she strikes from her right shoulder to right before her left hip.

Down: Blazing Sword "Rekka no Ken" - Robin will charge her sword at her left hip and cast fire in front of her. She will spread the flames using her sword and spread it on the ground around her.

Aerials (note: in the air, she just hold her sword with her right hand.)
Nair: Slash: slashes forward
.
Fair: Spinning strike: Robin' spins with her sword.
Dair: Wind: Robin uses wind magic underneath her for a spike.
Bair: Turning slash


Grabs (not really able to throw opponent off the stage.
Grab: grabs opponent with left hand.
Grab + A: hits the opponent with a tome.
Grab up: throws the opponent up, and uses thunder
Grab down: Throw his opponent down, and casts wind.
Grab forward: throws the opponent forward, and then hits fire.



Specials:

Neutral: Spell Cast
Robin will cast either fire, wind, or thunder as a projectile.

Forward: Tome Strike:
Robin will dash forward (even in the air) and at the end of the dash, she casts one of three type of magic. Elfire will cast a flame ball in front of her, allowing her to rack up some damage. Elthunder will do a about 13% damage should they receive any part of the attack. Elwind has the most knock out power out of the three moves.

Up: Ignis:
Robin will lift up her left hand and then do an upward sword strike in which she strikes at the low and then turns slightly in the air toward the end of her jump (based on her critical hit animation with a sword).

Down: Dual Support:
Robin switches places with Chrom.

Kirby Hat:
Kirby wears the Tactician hood.

Final Smash (for both):
Shepherd of Ylisse
Starts with all the horse riding units attacking at once (Sully, Frederick, and Stahl) along with Panne.
And then the flyers (Cherche, Sumia, Cordelia) , (bonus, it's a triangle attack)
Then the mages (Miriel, Ricken, Henry, and Tharja) (Lissa and Maribelle appear but just assist the others)
Then swords, axe, bow, and lance users (Lonqu, Gaius, Vaike, Donnel, Virion)
And finally Tiki and Nowi appear for the final knock out blow.
Kellam appears behind Tiki and Nowi, ready to strike. He's revealed after they transform back. Then the move ends.

or

Dual Awakening (or Dual Strike)

Positions can switch depending whose the lead. Any one struck by Chrom's or Robin's First Strike becomes trapped.
Chrom attacks forward, hitting any in front, while Robin attacks anyone behind. After a few strikes (in the same manner as a brave sword) , they switch, doing the same to anyone in front on the other side. Finally, they hit one blue flamed Aether and one flamed sword on their respective sides to knock any opponents out of sight.
CHROM & ROBIN
[/collapse]

Playstyle: I've seen a few ideas about how they would work as a tag team (IC style, "transformation" style and one that was more unique, that had the off member stay in background [like PT] much like how they do in the game during Dual Support). So I've come up with something using the Dual Support style that I don't think has been suggested. Dual Support allows for the off teammate to block an attack or add an attack during the battling teammate's moves. I think this idea should be transferred to smash. The basic idea is that the off teammate could be used to extend a combo or as a combo breaker.

[collapse=Chrom & Robin by ToothiestAura]
Chrom

General: Chrom represents the direct fighting side of the duo. I see Chrom being a spiritual successor to Roy for this moveset (which really means his attacks will have fire effects, blue fire effects).

Playstyle:

-- Special Moves:

- Standard Special: Rapier
Chrom takes a step forward and stabs with a rapier. This move has the most range of any of his moves. While not that powerful, the sweetspot on the tip of the rapier can do significant damage. It hits a shielding opponent like a Mr. Saturn.

- Side Special: Shield of Seals
Can be aimed straight up or directly forward and any angle in between. Leaves Chrom vulnerable from behind. Can block projectile and attacks. Once this shield blocks five attacks (one for each stone) it starts to glow. While glowing it causes damage to an opponent who hits (akin to a counter) and can reflect projectiles. However, it can only take five hits while glowing before it reverts to it's normal stage.

- Up Special: Aether
This is only similar in name to Ike's Aether.
Chrom will perform a quick slash directly in front of him followed by a stronger slash upward. The first strike will heal Chrom slightly and the second will do additional damage to shields.

- Down Special: Dual Support!
This move switches the active fighter between Chrom & Robin. However, using this move can extend a combo. When inputted during the end of an attack, the off teammate will tag in with an attack. (For example: Chrom lands a hit, and then Robin jumps in striking with a spell. Then Robin is free to launch a projectile after the opponent who, is presumably, being knocked away. The offensive switch will offer no invulnerability frames. A defensive switch turns the move into a pseudo-counter: when inputted while being hit by an opponent the off teammate will switch-in and attack, there will be some invulnerability frames on the attack. Both the offensive and defensive switch will have a cooldown time. When input not during an attack or while being hit they simply switch places very quickly, the quickest switch in game; no invulnerability frames.

Chrom Switch-in quotes & Techniques

-- Smashes:

- Side Smash:
Chrom unleashes a strong forward slash imbued with blue flames. Charging this move will create an explosion of blue flame when released. Similar to Roy's Standard Special, though the explosion is not as powerful nor as big.

- Down Smash:
Chrom performs a quick spinning slash at his feet imbued with blue flames. Think Roy's Project M down smash.

- Up Smash:
Chrom performs a stab directly upward, imbued with blue flames.

-- Basic Moves:

- Combo:
Two slashes with Falchion followed up by a headbutt.

- Side Tilt:
A quick, spammable stab with falchion.

- Down Tilt:
A slash at the opponents feet, has the potential to trip the opponent but has poor range.

- Up Tilt:
A quick overhead slash.

- Dash Attack:
Chrom performs a double drop kick using falchion to vault.

--Aerials:

Neutral Aerial:
Chrom will slash behind himself with Falchion and in front of himself with his rapier. Poor range, but it is one of his quickest attacks.

- Forward Aerial:
Chrom stabs forward with Falchion. Reasonable power and range.

- Backward Aerial:
Chrom performs a quick slash which briefly turns him around.

- Downward Aerial:
Chrom performs a slash below himself and follows up with a stronger second slash. Not much knockback, on the first strike but enough holding power to keep an opponent there for the slightly slower second strike.

- Upward Aerial:
Chrom brings his sword up in fashion similar to Ike's Up Tilt. Bigger damage and range than most of his aerials, but less knockback.

-- Grabs/Throws:
Chrom stabs forward with his spear, good range.

- Pummel:
He headbutts his opponent. Slower than most pummels, does slightly more damage too.

- Forward Throw: Think Halbredier in FE:RD.
He jumps up into the air spinning his spear, bringing it down hard on his opponent.

- Backward Throw:
Chrom tosses his opponent behind him and lazily tosses his spear into them over his back.

- Up Throw:
Chrom slides his spear under the opponent and flings them upward quickly.

- Down Throw:
Chrom throws the opponent to the ground and then stabs them with his spear.
Spoiler: ROBIN
Toggle Spoiler
General:

Playstyle:

-- Special Moves:

- Standard Special: Ignis
Robin will read from his tome and it will glow with blue flames, the blue flames will stay on the tome until his next attack. The next attack Robin performs will be increased in power, and will also gain pink flower petal effects. If you switch to Chrom before your next attack, Chrom will gain its effects. As shown by blue fire and pink petals on Chrom's Falchion.

- Side Special: Lifetaker
Lifetaker is the class skill of Dark Knights. This heals half a unit's HP when they kill an opponent.
After some casting lag, Robin will produce a moderately sized ball of green lightening (Again based on the skill's icon - it actually more closely resembles green wind. Wind seemed more suited for Galeforce and I wanted all three types of Anima magic represented in Robin's Specials.) It will move forward slowly and dissipate quickly (think Luigi's Brawl Fireball). It will do moderate damage with little knockback. It will heal Robin 1/3-1/4 of the damage done.

- Up Special: Galeforce
Galeforce is the class skill of Dark Fliers. Galeforce allows a unit to move and attack once more after killing an opponent.
Robin would perform an attack very much Like Fox's Up Special; it would have a little starting lag, could be aimed in the same 8 directions and would be a tackle imbued with purple wind (Icon for the skill). Here's where things get interesting: if it comes in contact with an opponent, an additional attack is added at the end. Furthermore, if Robin hits an opponent with this move they will not enter freefall. Robin will get the ability to "move" again afterward. Note that this extra ability can only be used once in the air (before touching the ground) to keep things fair and similar to skill's in game usage.

- Down Special: Dual Support!
This move switches the active fighter between Chrom & Robin. However, using this move can extend a combo. When inputted during the end of an attack, the off teammate will tag in with an attack. (For example: Chrom lands a hit, and then Robin jumps in striking with a spell. Then Robin is free to launch a projectile after the opponent who, is presumably, being knocked away. The offensive switch will offer no invulnerability frames. A defensive switch turns the move into a pseudo-counter: when inputted while being hit by an opponent the off teammate will switch-in and attack, there will be some invulnerability frames on the attack. Both the offensive and defensive switch will have a cooldown time. When input not during an attack or while being hit they simply switch places very quickly, the quickest switch in game no invulnerability frames.

Robin's Switch-in quotes & Techniques

-- Smashes:

- Side Smash: Thunder
Robin creates an orb of thunder and unleashes it forward. A projectile smash, like Megaman's Megabuster. Moves very quickly, it is a multi-hit attack capable of stunning.

- Down Smash: Fire
Robin creates two orbs of fire on either side of himself, then detonates them. Robin's most powerful smash.

- Up Smash: Wind
Robin waves his hand above himself creating several orbs of wind. This smash move does the least damage, but the most knockback.

-- Basic Moves:

- Combo: (I liked the idea of magical combo I read in someone's moveset, but I wanted to stay somewhat original.) (This idea comes from Injustice: Gods Among Us - if you've played it you may be familiar with a Combo of Sinistro where does 1 or 2 normal hits and then creates three energy spikes at different time intervals to hit his opponent. This combo would be similar.)

This move would be truly unique - the only ranged combo. It starts off with a quick and low damage tome smack, but then Robin opens his book and casts a spell. Robin's spell tome will glow and three pillars of magic will appear (or less, if the button is pressed fewer times). The first pillar will be short fire magic, the second pillar will be medium sized wind magic and third will be a larger thunder magic pillar.

The main thing to remember with this move is that each successive hit gets further away from the Avatar and thus leaving him more open to attack. Connecting the slash and continuing with combo is not recommended, because the opponent will likely be able to close the distance and interrupt your attack. The same goes for characters with longer reach and the first hit of the spell combo.

- Side Tilt:
Robin creates a gust of wind with good range. Low damage, however.

- Down Tilt:
Robin slams his tome on the ground it then emits a small burst of fire.

- Up Tilt:
A bolt of lightning strikes from above Robin and strikes the ground at his feet. Comparable to Pikachu's down special on a much smaller scale of course.

- Dash Attack:
Robin jumps and spins engulfed in flames, when he lands flames shoot from the ground. One of Robin's more powerful moves.

-- Aerial Moves:

- Neutral Aerial:
Robin spins twice, engulfed in a tornado.

- Forward Aerial:
Robin strikes hard with his tome. Possible meteor.

- Backward Aerial:
Robin detonates a quick fire orb behind himself.

- Upward Aerial:
A bolt of lightning strikes from above Robin, hitting his tome. multi-hit.

- Downward Aerial:
Robin unleashes a bolt of lightning beneath him. Good reach, low killing power, more of a stunning move.

-- Grabs/Throws:

- Pummel:
Robin will create a ball of wind in the palm of his hand and slam it into his opponent. This will be a very quick pummel, with little damage.

- Forward Throw: Arcwind
Robin grabs his opponent by the feet and jumps into the air, spinning rapidly in a green tornado and then releases the opponent in front of him.

- Backward Throw: Arcwind
Robin grabs his opponent by the feet and jumps into the air, spinning rapidly in a green tornado and then releases the opponent behind him.

- Up Throw: Arcfire
Robin throws his opponent above his head and follows up with a heavy stream of fire from his hand. Most damaging throw, but does the least knockback.

- Down Throw: Arcthunder
Robin throws the grabbed opponent onto the ground and then strikes them with three bolts of lightning.

Final Smash: Rally Spectrum
Rally Spectrum is a class skill of Grandmasters (The promotion of tactician). It increases all the stats of friendly units within range by 4 for a turn. So, this would affect both Chrom and Robin. Naturally, Robin would yell, "Time to tip the scales!" and then he would grab his tome as if performing Ignis, but instead of blue flames and petals Robin's tome is covered in an aura of rainbow flames as is Chrom's Falchion. When imbued with this rainbow flame all aspects of Chrom & Robin get stronger: they are faster, stronger and immune to damage. This will last about the time that Wario Man lasts. The cooldown on Dual-Strike will be lifted.
[/collapse]

Chances:
The chances of Awakening rep are quite good, with the Awakening Stage Arena Ferox being a 3DS stage. Who it will be is where everyone differs. Chrom individually has the best chance, but if Sakurai goes outside of the box, this would be one of his options. If IS has any say, this might be something they suggest. This would add diversity of movesets to the roster while representing a key aspect of the series,

Arguments and Counter Arguments:
There are problems with the ice climbers on the 3DS version. Therefore, there will not be another team up character.
The game is over a year out from release. They have time to fix it. If Ice Climbers can be fixed, there's nothing stopping them from adding other team up characters.
Why would FE get basically two newcomers? It's such a small series.
The pairing of these characters best represents the pair up system in Fire Emblem: Awakening. It's one of the key features to the game, and represents the game's most important aspects.
This over Chom and Lucina?
While I love that concept, the game's pairs up these two characters far more, regardless of whether or not Robin is female. The game begins and ends with these two characters. Their relationship defines the game.
But Robin has no real appearance?
This could easily be remedied by Robin having a hood. Or like the villager, just using Robin's default appearance. Either gender could be selectable or they could just pick at the select screen.

Music!
Divine Decree Ablaze
Recruitment Theme
Fire Emblem Main Theme
Id Purpose
Return and Purpose [Combined]
Destiny Ablaze
Prelude Ablaze
Don't Speak Her Name

Recruited Users:
Swamp Castle
jaytalks
DragonSniperNintendo
Final Smash Gamer
UltimateWario

Icons:

 
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Pega-pony Princess

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Ahem. Anyway, isn't there already a thread for both of these characters? I mean, I love both of these characters and the whole pairing team concept, but I was just wondering...Regardless, if they were both in SSB4 I'd be extremely happy.
 
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UltimateWario

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Hot DAMN, this is a great idea! I've always heard the DS system being represented as Chrom/Lucina, but this would not only make them vastly different from the Ice Climbers, but also add a much-needed Magic-using FE character. I can safely say that I would definitely enjoy maining this sort of character, especially as much as I loved Awakening (and the Shepherd's FS is AMAZING). I very much like the idea of both male AND female Robin being playable, as well, because I enjoyed the camaraderie between Chrom and the Male Avatar more than the somewhat awkward romance between opposing genders (odd, since I usually prefer to make avatars female).

Anyway, I'm all for mixing up the admittedly boring FE representation in Smash, and this would be an excellent option, and the one I hope they choose.
 
D

Deleted member

Guest
Playstyle:
Chrom and Robin would be a team, much like the Ice Climbers. The difference is that they can switch places. For the most part, the character in the main position will be doing most of the attacks. With their smash attacks, a second flick like with Link's forward smash results in a second smash attack from the partner character.

Individually, Chrom is a slightly heavy character following the beatdown archetype. Robin is a lighter character following the mix up archetype.
It is almost like I've thought myself.

My only concern is that I fear an IC-like playstyle would be too over-powered, and as a result, I thought about a PKMN-Trainer-style side, as I've already posted on other threads :
So, I was thinking about a Chrom & Robin slot, a sort of gameplay mix between PKMN Trainer, Sheilda and Rosalina, representing Awakening's most important characters and main feature (double characters battling) at the same time :

- While you're controlling Chrom, Robin follow him on the battlefield, a bit like PKMN Trainer who follows his Pokémons, but does not count as a second character ala Ice Climber.
- Some of Chrom's and Robin's attacks work with both characters.
- You could alternate between Chrom and Robin like for Zelda & Sheik.
- Chrom is more sword-oriented, while Robin is more magic-oriented.
- When Chrom is KO'd, the player lose one life, and Robin takes over without Chrom.
- Then, some of his/her attacks doesn't work as well as when he/she is accompanied by Chrom.
- The player could re-have both Chrom and Robin after he gets KO'd a second time.
- Finally, Chrom works with Female Robin, while Lucina and Male Robin could be an alt for this slot.

[...]

EDIT : Instead of the specificities I've striked, I suggest, like for the PKMN Trainer, Robin takes over Chrom when he's KO'd, and the latter reappears on the background.
For a Final Smash, they can do a Chain Attack (who said hint), combining both magic and sword.
 

Morbi

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I like the notion of Chrom and Lucina more to be honest, but this is better than nothing. I suppose it is better than just Chrom or just Robin as well. I wouldn't mind, I suppose you are right though, the relationship between Chrom and Robin is more overt and relevant to the game. ESPECIALLY if you are Female Robin banging Chrom.
 

Swamp Castle

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Hey, could someone add these two to the music list? (The second one in particular sounds perfect for Smash Bros.)

Prelude: Ablaze
Destiny: Ablaze
 

UltimateWario

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I also think that Don't Speak Her Name!! would be a great "Midna's Lament" sort of song. It's not really a fighting song, but it's very beautiful and the moment around it is very powerful.
 
D

Deleted member

Guest
Hey, could someone add these two to the music list? (The second one in particular sounds perfect for Smash Bros.)

Prelude: Ablaze
Destiny: Ablaze
I also suggest the best track of all time :

 

Superyoshiom

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An ideal FE dual character would be Chrom and Lucina. This is a neat idea, but Robin is such a unique and interesting character that he deserves his own spot by himself/herself.
 

Swamp Castle

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I also suggest the best track of all time :

(Id Purpose was already on the list ... but yes, it is perfection)

An ideal FE dual character would be Chrom and Lucina. This is a neat idea, but Robin is such a unique and interesting character that he deserves his own spot by himself/herself.
Could you elaborate? What makes Chrom and Lucina a more desirable team-up than Chrom and Robin? To me, Chrom and Lucina just seems like Ice Climbers with swords ... this just seems better in every way to me.
 

Niko Mar

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It is almost like I've thought myself.

My only concern is that I fear an IC-like playstyle would be too over-powered, and as a result, I thought about a PKMN-Trainer-style side, as I've already posted on other threads :
For a Final Smash, they can do a Chain Attack (who said hint), combining both magic and sword.
I had thought of a different idea like this, where the characters essentially "summon" each other out for moves. This was originally made for a Chrom & Lucina moveset, so just ignore the Lucina part lol. Although what if we throw some other of you guys' ideas in here, such as having some Smash attacks include both characters (without switching, like the two part Link Smash).


""""For example, Chrom could have a Side-B where he summons Lucina (via magic or whatever) to throw him into a sliding sword attack. If he holds B however, he'll throw Lucina around into the attack instead, then disappear after. They would share the same specials in that regard, but have different properties and A moves. I think holding B to switch would be more efficient, then you don't have to switch characters with every special (but could choose to).""""
 

Swamp Castle

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I checked out the Robin thread. Although I like the idea of a stance-changing character, Chrom and Robin as a team just seems more interesting to me, as well as a better way to represent Fire Emblem: Awakening.
 
D

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Guest
Are some people on this thread have objections about Lucina and Male Robin being alternatives of Chrom and Female Robin ?
 

jaytalks

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I also think that Don't Speak Her Name!! would be a great "Midna's Lament" sort of song. It's not really a fighting song, but it's very beautiful and the moment around it is very powerful.
I think it would of it was remixed it bit.

It is almost like I've thought myself.

My only concern is that I fear an IC-like playstyle would be too over-powered, and as a result, I thought about a PKMN-Trainer-style side, as I've already posted on other threads :
For a Final Smash, they can do a Chain Attack (who said hint), combining both magic and sword.
I don't think that's a problem if there clear drawbacks to switching. I would make them vulnerable in the switch, so it needs to be timed right.
Are some people on this thread have objections about Lucina and Male Robin being alternatives of Chrom and Female Robin ?
I would have no problem with it considering Lucina is my favorite FE lord. But I chose to make this thread since the pair up mechanic is mainly explained and used by these two in the game.
But here is the Chrom and Lucina thread:
http://smashboards.com/threads/spoilers-the-awakening-lords-team-chrom-and-lucina-for-ssb4.338447/
Hey, could someone add these two to the music list? (The second one in particular sounds perfect for Smash Bros.)

Prelude: Ablaze
Destiny: Ablaze
I updated the music with all the requests! Feel free to add your movesets.
 

ToothiestAura

Smash Champion
Joined
Jul 15, 2013
Messages
2,077
3DS FC
4527-8092-0589
So, I meant to come up with a moveset for Chrom & Robin as a tag team a long time ago, but sort forgot after I made movesets for them separately. This combine elements of their individual movesets, but adds a more unique concept.


CHROM & ROBIN

Playstyle: I've seen a few ideas about how they would work as a tag team (IC style, "transformation" style and one that was more unique, that had the off member stay in background [like PT] much like how they do in the game during Dual Support). So I've come up with something using the Dual Support style that I don't think has been suggested. Dual Support allows for the off teammate to block an attack or add an attack during the battling teammate's moves. I think this idea should be transferred to smash. The basic idea is that the off teammate could be used to extend a combo or as a combo breaker.

[collapse=Chrom]

General: Chrom represents the direct fighting side of the duo. I see Chrom being a spiritual successor to Roy for this moveset (which really means his attacks will have fire effects, blue fire effects).

Playstyle:

-- Special Moves:

- Standard Special: Rapier
Chrom takes a step forward and stabs with a rapier. This move has the most range of any of his moves. While not that powerful, the sweetspot on the tip of the rapier can do significant damage. It hits a shielding opponent like a Mr. Saturn.

- Side Special: Shield of Seals
Can be aimed straight up or directly forward and any angle in between. Leaves Chrom vulnerable from behind. Can block projectile and attacks. Once this shield blocks five attacks (one for each stone) it starts to glow. While glowing it causes damage to an opponent who hits (akin to a counter) and can reflect projectiles. However, it can only take five hits while glowing before it reverts to it's normal stage.

- Up Special: Aether
This is only similar in name to Ike's Aether.
Chrom will perform a quick slash directly in front of him followed by a stronger slash upward. The first strike will heal Chrom slightly and the second will do additional damage to shields.

- Down Special: Dual Support!
This move switches the active fighter between Chrom & Robin. However, using this move can extend a combo. When inputted during the end of an attack, the off teammate will tag in with an attack. (For example: Chrom lands a hit, and then Robin jumps in striking with a spell. Then Robin is free to launch a projectile after the opponent who, is presumably, being knocked away. The offensive switch will offer no invulnerability frames. A defensive switch turns the move into a pseudo-counter: when inputted while being hit by an opponent the off teammate will switch-in and defend, there will be some invulnerability frames on that. Both the offensive and defensive switch will have a cooldown time. When input not during an attack or while being hit they simply switch places very quickly, the quickest switch in game; no invulnerability frames.

[collapse=Chrom Switch-in quotes & Techniques]
Switch-in quotes:
  • "My strength is yours!"
  • "I got your back."
  • "Anything can change!"
Dual Strike Switch-in quotes:
  • "Have another!"
  • "We're not done yet!"
  • "My turn!"
  • "Come on!"
  • "Face me!"
Dual Guard Switch-in quotes:
  • "Hold on, I'm coming!"
  • "Think again!"
Techniques:
Dual Guard: Chrom will block with his Shield of Seals. This can activate it's abilities.
Dual Strike: Chrom will attack with his spear, giving the move good range. This will be a straight lunge with the spear on the ground, and a stab at a 45 degree angle in air.


-- Smashes:

- Side Smash:
Chrom unleashes a strong forward slash imbued with blue flames. Charging this move will create an explosion of blue flame when released. Similar to Roy's Standard Special, though the explosion is not as powerful nor as big.

- Down Smash:
Chrom performs a quick spinning slash at his feet imbued with blue flames. Think Roy's Project M down smash.

- Up Smash:
Chrom performs a stab directly upward, imbued with blue flames.

-- Basic Moves:

- Combo:
Two slashes with Falchion followed up by a headbutt.

- Side Tilt:
A quick, spammable stab with falchion.

- Down Tilt:
A slash at the opponents feet, has the potential to trip the opponent but has poor range.

- Up Tilt:
A quick overhead slash.

- Dash Attack:
Chrom performs a double drop kick using falchion to vault.

--Aerials:

Neutral Aerial:
Chrom will slash behind himself with Falchion and in front of himself with his rapier. Poor range, but it is one of his quickest attacks.

- Forward Aerial:
Chrom stabs forward with Falchion. Reasonable power and range.

- Backward Aerial:
Chrom performs a quick slash which briefly turns him around.

- Downward Aerial:
Chrom performs a slash below himself and follows up with a stronger second slash. Not much knockback, on the first strike but enough holding power to keep an opponent there for the slightly slower second strike.

- Upward Aerial:
Chrom brings his sword up in fashion similar to Ike's Up Tilt. Bigger damage and range than most of his aerials, but less knockback.

-- Grabs/Throws:
Chrom stabs forward with his spear, good range.

- Pummel:
He headbutts his opponent. Slower than most pummels, does slightly more damage too.

- Forward Throw: Think Halbredier in FE:RD.
He jumps up into the air spinning his spear, bringing it down hard on his opponent.

- Backward Throw:
Chrom tosses his opponent behind him and lazily tosses his spear into them over his back.

- Up Throw:
Chrom slides his spear under the opponent and flings them upward quickly.

- Down Throw:
Chrom throws the opponent to the ground and then stabs them with his spear.
[/collapse]
[collapse=ROBIN]
General:

Playstyle:

-- Special Moves:

- Standard Special: Ignis
Robin will read from his tome and it will glow with blue flames, the blue flames will stay on the tome until his next attack. The next attack Robin performs will be increased in power, and will also gain pink flower petal effects. If you switch to Chrom before your next attack, Chrom will gain its effects. As shown by blue fire and pink petals on Chrom's Falchion.

- Side Special: Lifetaker
Lifetaker is the class skill of Dark Knights. This heals half a unit's HP when they kill an opponent.
After some casting lag, Robin will produce a moderately sized ball of green lightening (Again based on the skill's icon - it actually more closely resembles green wind. Wind seemed more suited for Galeforce and I wanted all three types of Anima magic represented in Robin's Specials.) It will move forward slowly and dissipate quickly (think Luigi's Brawl Fireball). It will do moderate damage with little knockback. It will heal Robin 1/3-1/4 of the damage done.

- Up Special: Galeforce
Galeforce is the class skill of Dark Fliers. Galeforce allows a unit to move and attack once more after killing an opponent.
Robin would perform an attack very much Like Fox's Up Special; it would have a little starting lag, could be aimed in the same 8 directions and would be a tackle imbued with purple wind (Icon for the skill). Here's where things get interesting: if it comes in contact with an opponent, an additional attack is added at the end. Furthermore, if Robin hits an opponent with this move they will not enter freefall. Robin will get the ability to "move" again afterward. Note that this extra ability can only be used once in the air (before touching the ground) to keep things fair and similar to skill's in game usage.

- Down Special: Dual Support!
This move switches the active fighter between Chrom & Robin. However, using this move can extend a combo. When inputted during the end of an attack, the off teammate will tag in with an attack. (For example: Chrom lands a hit, and then Robin jumps in striking with a spell. Then Robin is free to launch a projectile after the opponent who, is presumably, being knocked away. The offensive switch will offer no invulnerability frames. A defensive switch turns the move into a pseudo-counter: when inputted while being hit by an opponent the off teammate will switch-in and defend, there will be some invulnerability frames on that. Both the offensive and defensive switch will have a cooldown time. When input not during an attack or while being hit they simply switch places very quickly, the quickest switch in game no invulnerability frames.

[collapse=Robin's Switch-in quotes & Techniques]
Switch-in quotes:
  • "Here's how it's done!"
  • "Time to tip the scales!"
  • "We can do it!"
Dual Strike quotes:
  • "Wrong move."
  • "You're finished!"
  • "Checkmate!"
  • "My Turn"
Dual Guard quotes:
  • "Predictable!"
  • "Back off!"
  • "I'll cover you!"
Techniques:
Dual Guard: Robin blocks the opponents attack with his tome.
Dual Strike: Robin casts Thoron, a mid-range burst of lightning from his hands. Straight forward on ground at 45 degree angle in air. This will be a multihit move that may allow for continued combo.
[/collapse]

-- Smashes:

- Side Smash: Thunder
Robin creates an orb of thunder and unleashes it forward. A projectile smash, like Megaman's Megabuster. Moves very quickly, it is a multi-hit attack capable of stunning.

- Down Smash: Fire
Robin creates two orbs of fire on either side of himself, then detonates them. Robin's most powerful smash.

- Up Smash: Wind
Robin waves his hand above himself creating several orbs of wind. This smash move does the least damage, but the most knockback.

-- Basic Moves:

- Combo: (I liked the idea of magical combo I read in someone's moveset, but I wanted to stay somewhat original.) (This idea comes from Injustice: Gods Among Us - if you've played it you may be familiar with a Combo of Sinistro where does 1 or 2 normal hits and then creates three energy spikes at different time intervals to hit his opponent. This combo would be similar.)

This move would be truly unique - the only ranged combo. It starts off with a quick and low damage tome smack, but then Robin opens his book and casts a spell. Robin's spell tome will glow and three pillars of magic will appear (or less, if the button is pressed fewer times). The first pillar will be short fire magic, the second pillar will be medium sized wind magic and third will be a larger thunder magic pillar.

The main thing to remember with this move is that each successive hit gets further away from the Avatar and thus leaving him more open to attack. Connecting the slash and continuing with combo is not recommended, because the opponent will likely be able to close the distance and interrupt your attack. The same goes for characters with longer reach and the first hit of the spell combo.

- Side Tilt:
Robin creates a gust of wind with good range. Low damage, however.

- Down Tilt:
Robin slams his tome on the ground it then emits a small burst of fire.

- Up Tilt:
A bolt of lightning strikes from above Robin and strikes the ground at his feet. Comparable to Pikachu's down special on a much smaller scale of course.

- Dash Attack:
Robin jumps and spins engulfed in flames, when he lands flames shoot from the ground. One of Robin's more powerful moves.

-- Aerial Moves:

- Neutral Aerial:
Robin spins twice, engulfed in a tornado.

- Forward Aerial:
Robin strikes hard with his tome. Possible meteor.

- Backward Aerial:
Robin detonates a quick fire orb behind himself.

- Upward Aerial:
A bolt of lightning strikes from above Robin, hitting his tome. multi-hit.

- Downward Aerial:
Robin unleashes a bolt of lightning beneath him. Good reach, low killing power, more of a stunning move.

-- Grabs/Throws:

- Pummel:
Robin will create a ball of wind in the palm of his hand and slam it into his opponent. This will be a very quick pummel, with little damage.

- Forward Throw: Arcwind
Robin grabs his opponent by the feet and jumps into the air, spinning rapidly in a green tornado and then releases the opponent in front of him.

- Backward Throw: Arcwind
Robin grabs his opponent by the feet and jumps into the air, spinning rapidly in a green tornado and then releases the opponent behind him.

- Up Throw: Arcfire
Robin throws his opponent above his head and follows up with a heavy stream of fire from his hand. Most damaging throw, but does the least knockback.

- Down Throw: Arcthunder
Robin throws the grabbed opponent onto the ground and then strikes them with three bolts of lightning.
[/collapse]
[collapse=Final Smash]
Final Smash: Rally Spectrum
Rally Spectrum is a class skill of Grandmasters (The promotion of tactician). It increases all the stats of friendly units within range by 4 for a turn. So, this would affect both Chrom and Robin.
Naturally, Robin would yell, "Time to tip the scales!" and then he would grab his tome as if performing Ignis, but instead of blue flames and petals Robin's tome is covered in an aura of rainbow flames as is Chrom's Falchion. When imbued with this rainbow flame all aspects of Chrom & Robin get stronger: they are faster, stronger and immune to damage. This will last about the time that Wario Man lasts. The cooldown on Dual-Strike will be lifted.[/collapse][/collapse]
 
Last edited:

Pega-pony Princess

Smash Lord
Joined
Sep 28, 2013
Messages
1,693
Location
Indiana
NNID
auraoftwilight
3DS FC
2938-6383-8579
So, I meant to come up with a moveset for Chrom & Robin as a tag team a long time ago, but sort forgot after I made movesets for them separately. This combine elements of their individual movesets, but adds a more unique concept.


CHROM & ROBIN

Playstyle: I've seen a few ideas about how they would work as a tag team (IC style, "transformation" style and one that was more unique, that had the off member stay in background [like PT] much like how they do in the game during Dual Support). So I've come up with something using the Dual Support style that I don't think has been suggested. Dual Support allows for the off teammate to block an attack or add an attack during the battling teammate's moves. I think this idea should be transferred to smash. The basic idea is that the off teammate could be used to extend a combo or as a combo breaker.

[collapse=Chrom]

General: Chrom represents the direct fighting side of the duo. I see Chrom being a spiritual successor to Roy for this moveset (which really means his attacks will have fire effects, blue fire effects).

Playstyle:

-- Special Moves:

- Standard Special: Rapier
Chrom takes a step forward and stabs with a rapier. This move has the most range of any of his moves. While not that powerful, the sweetspot on the tip of the rapier can do significant damage. It hits a shielding opponent like a Mr. Saturn.

- Side Special: Shield of Seals
Can be aimed straight up or directly forward and any angle in between. Leaves Chrom vulnerable from behind. Can block projectile and attacks. Once this shield blocks five attacks (one for each stone) it starts to glow. While glowing it causes damage to an opponent who hits (akin to a counter) and can reflect projectiles. However, it can only take five hits while glowing before it reverts to it's normal stage.

- Up Special: Aether
This is only similar in name to Ike's Aether.
Chrom will perform a quick slash directly in front of him followed by a stronger slash upward. The first strike will heal Chrom slightly and the second will do additional damage to shields.

- Down Special: Dual Support!
This move switches the active fighter between Chrom & Robin. However, using this move can extend a combo. When inputted during the end of an attack, the off teammate will tag in with an attack. (For example: Chrom lands a hit, and then Robin jumps in striking with a spell. Then Robin is free to launch a projectile after the opponent who, is presumably, being knocked away. The offensive switch will offer no invulnerability frames. A defensive switch turns the move into a pseudo-counter: when inputted while being hit by an opponent the off teammate will switch-in and attack, there will be some invulnerability frames on the attack. Both the offensive and defensive switch will have a cooldown time. When input not during an attack or while being hit they simply switch places very quickly, the quickest switch in game; no invulnerability frames.

[collapse=Chrom Switch-in quotes]
Switch-in quotes:
  • "My strength is yours!"
  • "I got your back."
  • "Anything can change!"
Dual Strike Switch-in quotes:
  • "Have another!"
  • "We're not done yet!"
  • "My turn!"
  • "Come on!"
  • "Face me!"
Dual Guard Switch-in quotes:
  • "Hold on, I'm coming!"
  • "Think again!"


-- Smashes:

- Side Smash:
Chrom unleashes a strong forward slash imbued with blue flames. Charging this move will create an explosion of blue flame when released. Similar to Roy's Standard Special, though the explosion is not as powerful nor as big.

- Down Smash:
Chrom performs a quick spinning slash at his feet imbued with blue flames. Think Roy's Project M down smash.

- Up Smash:
Chrom performs a stab directly upward, imbued with blue flames.

-- Basic Moves:

- Combo:
Two slashes with Falchion followed up by a headbutt.

- Side Tilt:
A quick, spammable stab with falchion.

- Down Tilt:
A slash at the opponents feet, has the potential to trip the opponent but has poor range.

- Up Tilt:
A quick overhead slash.

- Dash Attack:
Chrom performs a double drop kick using falchion to vault.

--Aerials:

Neutral Aerial:
Chrom will slash behind himself with Falchion and in front of himself with his rapier. Poor range, but it is one of his quickest attacks.

- Forward Aerial:
Chrom stabs forward with Falchion. Reasonable power and range.

- Backward Aerial:
Chrom performs a quick slash which briefly turns him around.

- Downward Aerial:
Chrom performs a slash below himself and follows up with a stronger second slash. Not much knockback, on the first strike but enough holding power to keep an opponent there for the slightly slower second strike.

- Upward Aerial:
Chrom brings his sword up in fashion similar to Ike's Up Tilt. Bigger damage and range than most of his aerials, but less knockback.

-- Grabs/Throws:
Chrom stabs forward with his spear, good range.

- Pummel:
He headbutts his opponent. Slower than most pummels, does slightly more damage too.

- Forward Throw: Think Halbredier in FE:RD.
He jumps up into the air spinning his spear, bringing it down hard on his opponent.

- Backward Throw:
Chrom tosses his opponent behind him and lazily tosses his spear into them over his back.

- Up Throw:
Chrom slides his spear under the opponent and flings them upward quickly.

- Down Throw:
Chrom throws the opponent to the ground and then stabs them with his spear.
[/collapse]
[collapse=ROBIN]
General:

Playstyle:

-- Special Moves:

- Standard Special: Ignis
Robin will read from his tome and it will glow with blue flames, the blue flames will stay on the tome until his next attack. The next attack Robin performs will be increased in power, and will also gain pink flower petal effects. If you switch to Chrom before your next attack, Chrom will gain its effects. As shown by blue fire and pink petals on Chrom's Falchion.

- Side Special: Lifetaker
Lifetaker is the class skill of Dark Knights. This heals half a unit's HP when they kill an opponent.
After some casting lag, Robin will produce a moderately sized ball of green lightening (Again based on the skill's icon - it actually more closely resembles green wind. Wind seemed more suited for Galeforce and I wanted all three types of Anima magic represented in Robin's Specials.) It will move forward slowly and dissipate quickly (think Luigi's Brawl Fireball). It will do moderate damage with little knockback. It will heal Robin 1/3-1/4 of the damage done.

- Up Special: Galeforce
Galeforce is the class skill of Dark Fliers. Galeforce allows a unit to move and attack once more after killing an opponent.
Robin would perform an attack very much Like Fox's Up Special; it would have a little starting lag, could be aimed in the same 8 directions and would be a tackle imbued with purple wind (Icon for the skill). Here's where things get interesting: if it comes in contact with an opponent, an additional attack is added at the end. Furthermore, if Robin hits an opponent with this move they will not enter freefall. Robin will get the ability to "move" again afterward. Note that this extra ability can only be used once in the air (before touching the ground) to keep things fair and similar to skill's in game usage.

- Down Special: Dual Support!
This move switches the active fighter between Chrom & Robin. However, using this move can extend a combo. When inputted during the end of an attack, the off teammate will tag in with an attack. (For example: Chrom lands a hit, and then Robin jumps in striking with a spell. Then Robin is free to launch a projectile after the opponent who, is presumably, being knocked away. The offensive switch will offer no invulnerability frames. A defensive switch turns the move into a pseudo-counter: when inputted while being hit by an opponent the off teammate will switch-in and attack, there will be some invulnerability frames on the attack. Both the offensive and defensive switch will have a cooldown time. When input not during an attack or while being hit they simply switch places very quickly, the quickest switch in game no invulnerability frames.

[collapse=Robin's Switch-in quotes]
Switch-in quotes:
  • "Here's how it's done!"
  • "Time to tip the scales!"
  • "We can do it!"
Dual Strike quotes:
  • "Wrong move."
  • "You're finished!"
  • "Checkmate!"
  • "My Turn"
Dual Guard quotes:
  • "Predictable!"
  • "Back off!"
  • "I'll cover you!"
[/collapse]

-- Smashes:

- Side Smash: Thunder
Robin creates an orb of thunder and unleashes it forward. A projectile smash, like Megaman's Megabuster. Moves very quickly, it is a multi-hit attack capable of stunning.

- Down Smash: Fire
Robin creates two orbs of fire on either side of himself, then detonates them. Robin's most powerful smash.

- Up Smash: Wind
Robin waves his hand above himself creating several orbs of wind. This smash move does the least damage, but the most knockback.

-- Basic Moves:

- Combo: (I liked the idea of magical combo I read in someone's moveset, but I wanted to stay somewhat original.) (This idea comes from Injustice: Gods Among Us - if you've played it you may be familiar with a Combo of Sinistro where does 1 or 2 normal hits and then creates three energy spikes at different time intervals to hit his opponent. This combo would be similar.)

This move would be truly unique - the only ranged combo. It starts off with a quick and low damage tome smack, but then Robin opens his book and casts a spell. Robin's spell tome will glow and three pillars of magic will appear (or less, if the button is pressed fewer times). The first pillar will be short fire magic, the second pillar will be medium sized wind magic and third will be a larger thunder magic pillar.

The main thing to remember with this move is that each successive hit gets further away from the Avatar and thus leaving him more open to attack. Connecting the slash and continuing with combo is not recommended, because the opponent will likely be able to close the distance and interrupt your attack. The same goes for characters with longer reach and the first hit of the spell combo.

- Side Tilt:
Robin creates a gust of wind with good range. Low damage, however.

- Down Tilt:
Robin slams his tome on the ground it then emits a small burst of fire.

- Up Tilt:
A bolt of lightning strikes from above Robin and strikes the ground at his feet. Comparable to Pikachu's down special on a much smaller scale of course.

- Dash Attack:
Robin jumps and spins engulfed in flames, when he lands flames shoot from the ground. One of Robin's more powerful moves.

-- Aerial Moves:

- Neutral Aerial:
Robin spins twice, engulfed in a tornado.

- Forward Aerial:
Robin strikes hard with his tome. Possible meteor.

- Backward Aerial:
Robin detonates a quick fire orb behind himself.

- Upward Aerial:
A bolt of lightning strikes from above Robin, hitting his tome. multi-hit.

- Downward Aerial:
Robin unleashes a bolt of lightning beneath him. Good reach, low killing power, more of a stunning move.

-- Grabs/Throws:

- Pummel:
Robin will create a ball of wind in the palm of his hand and slam it into his opponent. This will be a very quick pummel, with little damage.

- Forward Throw: Arcwind
Robin grabs his opponent by the feet and jumps into the air, spinning rapidly in a green tornado and then releases the opponent in front of him.

- Backward Throw: Arcwind
Robin grabs his opponent by the feet and jumps into the air, spinning rapidly in a green tornado and then releases the opponent behind him.

- Up Throw: Arcfire
Robin throws his opponent above his head and follows up with a heavy stream of fire from his hand. Most damaging throw, but does the least knockback.

- Down Throw: Arcthunder
Robin throws the grabbed opponent onto the ground and then strikes them with three bolts of lightning.
[/collapse]
[collapse=Final Smash]
Final Smash: Rally Spectrum
Rally Spectrum is a class skill of Grandmasters (The promotion of tactician). It increases all the stats of friendly units within range by 4 for a turn. So, this would affect both Chrom and Robin.
Naturally, Robin would yell, "Time to tip the scales!" and then he would grab his tome as if performing Ignis, but instead of blue flames and petals Robin's tome is covered in an aura of rainbow flames as is Chrom's Falchion. When imbued with this rainbow flame all aspects of Chrom & Robin get stronger: they are faster, stronger and immune to damage. This will last about the time that Wario Man lasts. The cooldown on Dual-Strike will be lifted.[/collapse][/collapse]
Very well done. I like it. The only thing that worries me is, predictably, if its too powerful...although, that wouldn't necessarily be a bad thing. :3
 

UltimateWario

Smash Master
Joined
Jan 2, 2014
Messages
3,067
Location
Indiana, US
Very well done. I like it. The only thing that worries me is, predictably, if its too powerful...although, that wouldn't necessarily be a bad thing. :3
Only if you never want to see your character win tournaments. :U

I'm sure Meta Knight fans aren't happy that they can never see their character used to its maximum potential because it takes no skill to win with him.
 

jaytalks

Smash Champion
Joined
Jun 20, 2013
Messages
2,009
NNID
jaytalks
So, I meant to come up with a moveset for Chrom & Robin as a tag team a long time ago, but sort forgot after I made movesets for them separately. This combine elements of their individual movesets, but adds a more unique concept.


CHROM & ROBIN

Playstyle: I've seen a few ideas about how they would work as a tag team (IC style, "transformation" style and one that was more unique, that had the off member stay in background [like PT] much like how they do in the game during Dual Support). So I've come up with something using the Dual Support style that I don't think has been suggested. Dual Support allows for the off teammate to block an attack or add an attack during the battling teammate's moves. I think this idea should be transferred to smash. The basic idea is that the off teammate could be used to extend a combo or as a combo breaker.

[collapse=Chrom]

General: Chrom represents the direct fighting side of the duo. I see Chrom being a spiritual successor to Roy for this moveset (which really means his attacks will have fire effects, blue fire effects).

Playstyle:

-- Special Moves:

- Standard Special: Rapier
Chrom takes a step forward and stabs with a rapier. This move has the most range of any of his moves. While not that powerful, the sweetspot on the tip of the rapier can do significant damage. It hits a shielding opponent like a Mr. Saturn.

- Side Special: Shield of Seals
Can be aimed straight up or directly forward and any angle in between. Leaves Chrom vulnerable from behind. Can block projectile and attacks. Once this shield blocks five attacks (one for each stone) it starts to glow. While glowing it causes damage to an opponent who hits (akin to a counter) and can reflect projectiles. However, it can only take five hits while glowing before it reverts to it's normal stage.

- Up Special: Aether
This is only similar in name to Ike's Aether.
Chrom will perform a quick slash directly in front of him followed by a stronger slash upward. The first strike will heal Chrom slightly and the second will do additional damage to shields.

- Down Special: Dual Support!
This move switches the active fighter between Chrom & Robin. However, using this move can extend a combo. When inputted during the end of an attack, the off teammate will tag in with an attack. (For example: Chrom lands a hit, and then Robin jumps in striking with a spell. Then Robin is free to launch a projectile after the opponent who, is presumably, being knocked away. The offensive switch will offer no invulnerability frames. A defensive switch turns the move into a pseudo-counter: when inputted while being hit by an opponent the off teammate will switch-in and attack, there will be some invulnerability frames on the attack. Both the offensive and defensive switch will have a cooldown time. When input not during an attack or while being hit they simply switch places very quickly, the quickest switch in game; no invulnerability frames.

[collapse=Chrom Switch-in quotes & Techniques]
Switch-in quotes:
  • "My strength is yours!"
  • "I got your back."
  • "Anything can change!"
Dual Strike Switch-in quotes:
  • "Have another!"
  • "We're not done yet!"
  • "My turn!"
  • "Come on!"
  • "Face me!"
Dual Guard Switch-in quotes:
  • "Hold on, I'm coming!"
  • "Think again!"
Techniques:
Dual Guard: Chrom will block with his Shield of Seals. This can activate it's abilities.
Dual Strike: Chrom will attack with his spear, giving the move good range. This will be a straight lunge with the spear on the ground, and a stab at a 45 degree angle in air.


-- Smashes:

- Side Smash:
Chrom unleashes a strong forward slash imbued with blue flames. Charging this move will create an explosion of blue flame when released. Similar to Roy's Standard Special, though the explosion is not as powerful nor as big.

- Down Smash:
Chrom performs a quick spinning slash at his feet imbued with blue flames. Think Roy's Project M down smash.

- Up Smash:
Chrom performs a stab directly upward, imbued with blue flames.

-- Basic Moves:

- Combo:
Two slashes with Falchion followed up by a headbutt.

- Side Tilt:
A quick, spammable stab with falchion.

- Down Tilt:
A slash at the opponents feet, has the potential to trip the opponent but has poor range.

- Up Tilt:
A quick overhead slash.

- Dash Attack:
Chrom performs a double drop kick using falchion to vault.

--Aerials:

Neutral Aerial:
Chrom will slash behind himself with Falchion and in front of himself with his rapier. Poor range, but it is one of his quickest attacks.

- Forward Aerial:
Chrom stabs forward with Falchion. Reasonable power and range.

- Backward Aerial:
Chrom performs a quick slash which briefly turns him around.

- Downward Aerial:
Chrom performs a slash below himself and follows up with a stronger second slash. Not much knockback, on the first strike but enough holding power to keep an opponent there for the slightly slower second strike.

- Upward Aerial:
Chrom brings his sword up in fashion similar to Ike's Up Tilt. Bigger damage and range than most of his aerials, but less knockback.

-- Grabs/Throws:
Chrom stabs forward with his spear, good range.

- Pummel:
He headbutts his opponent. Slower than most pummels, does slightly more damage too.

- Forward Throw: Think Halbredier in FE:RD.
He jumps up into the air spinning his spear, bringing it down hard on his opponent.

- Backward Throw:
Chrom tosses his opponent behind him and lazily tosses his spear into them over his back.

- Up Throw:
Chrom slides his spear under the opponent and flings them upward quickly.

- Down Throw:
Chrom throws the opponent to the ground and then stabs them with his spear.
[/collapse]
[collapse=ROBIN]
General:

Playstyle:

-- Special Moves:

- Standard Special: Ignis
Robin will read from his tome and it will glow with blue flames, the blue flames will stay on the tome until his next attack. The next attack Robin performs will be increased in power, and will also gain pink flower petal effects. If you switch to Chrom before your next attack, Chrom will gain its effects. As shown by blue fire and pink petals on Chrom's Falchion.

- Side Special: Lifetaker
Lifetaker is the class skill of Dark Knights. This heals half a unit's HP when they kill an opponent.
After some casting lag, Robin will produce a moderately sized ball of green lightening (Again based on the skill's icon - it actually more closely resembles green wind. Wind seemed more suited for Galeforce and I wanted all three types of Anima magic represented in Robin's Specials.) It will move forward slowly and dissipate quickly (think Luigi's Brawl Fireball). It will do moderate damage with little knockback. It will heal Robin 1/3-1/4 of the damage done.

- Up Special: Galeforce
Galeforce is the class skill of Dark Fliers. Galeforce allows a unit to move and attack once more after killing an opponent.
Robin would perform an attack very much Like Fox's Up Special; it would have a little starting lag, could be aimed in the same 8 directions and would be a tackle imbued with purple wind (Icon for the skill). Here's where things get interesting: if it comes in contact with an opponent, an additional attack is added at the end. Furthermore, if Robin hits an opponent with this move they will not enter freefall. Robin will get the ability to "move" again afterward. Note that this extra ability can only be used once in the air (before touching the ground) to keep things fair and similar to skill's in game usage.

- Down Special: Dual Support!
This move switches the active fighter between Chrom & Robin. However, using this move can extend a combo. When inputted during the end of an attack, the off teammate will tag in with an attack. (For example: Chrom lands a hit, and then Robin jumps in striking with a spell. Then Robin is free to launch a projectile after the opponent who, is presumably, being knocked away. The offensive switch will offer no invulnerability frames. A defensive switch turns the move into a pseudo-counter: when inputted while being hit by an opponent the off teammate will switch-in and attack, there will be some invulnerability frames on the attack. Both the offensive and defensive switch will have a cooldown time. When input not during an attack or while being hit they simply switch places very quickly, the quickest switch in game no invulnerability frames.

[collapse=Robin's Switch-in quotes & Techniques]
Switch-in quotes:
  • "Here's how it's done!"
  • "Time to tip the scales!"
  • "We can do it!"
Dual Strike quotes:
  • "Wrong move."
  • "You're finished!"
  • "Checkmate!"
  • "My Turn"
Dual Guard quotes:
  • "Predictable!"
  • "Back off!"
  • "I'll cover you!"
Techniques:
Dual Guard: Robin blocks the opponents attack with his tome.
Dual Strike: Robin casts Thoron, a mid-range burst of lightning from his hands. Straight forward on ground at 45 degree angle in air. This will be a multihit move that may allow for continued combo.
[/collapse]

-- Smashes:

- Side Smash: Thunder
Robin creates an orb of thunder and unleashes it forward. A projectile smash, like Megaman's Megabuster. Moves very quickly, it is a multi-hit attack capable of stunning.

- Down Smash: Fire
Robin creates two orbs of fire on either side of himself, then detonates them. Robin's most powerful smash.

- Up Smash: Wind
Robin waves his hand above himself creating several orbs of wind. This smash move does the least damage, but the most knockback.

-- Basic Moves:

- Combo: (I liked the idea of magical combo I read in someone's moveset, but I wanted to stay somewhat original.) (This idea comes from Injustice: Gods Among Us - if you've played it you may be familiar with a Combo of Sinistro where does 1 or 2 normal hits and then creates three energy spikes at different time intervals to hit his opponent. This combo would be similar.)

This move would be truly unique - the only ranged combo. It starts off with a quick and low damage tome smack, but then Robin opens his book and casts a spell. Robin's spell tome will glow and three pillars of magic will appear (or less, if the button is pressed fewer times). The first pillar will be short fire magic, the second pillar will be medium sized wind magic and third will be a larger thunder magic pillar.

The main thing to remember with this move is that each successive hit gets further away from the Avatar and thus leaving him more open to attack. Connecting the slash and continuing with combo is not recommended, because the opponent will likely be able to close the distance and interrupt your attack. The same goes for characters with longer reach and the first hit of the spell combo.

- Side Tilt:
Robin creates a gust of wind with good range. Low damage, however.

- Down Tilt:
Robin slams his tome on the ground it then emits a small burst of fire.

- Up Tilt:
A bolt of lightning strikes from above Robin and strikes the ground at his feet. Comparable to Pikachu's down special on a much smaller scale of course.

- Dash Attack:
Robin jumps and spins engulfed in flames, when he lands flames shoot from the ground. One of Robin's more powerful moves.

-- Aerial Moves:

- Neutral Aerial:
Robin spins twice, engulfed in a tornado.

- Forward Aerial:
Robin strikes hard with his tome. Possible meteor.

- Backward Aerial:
Robin detonates a quick fire orb behind himself.

- Upward Aerial:
A bolt of lightning strikes from above Robin, hitting his tome. multi-hit.

- Downward Aerial:
Robin unleashes a bolt of lightning beneath him. Good reach, low killing power, more of a stunning move.

-- Grabs/Throws:

- Pummel:
Robin will create a ball of wind in the palm of his hand and slam it into his opponent. This will be a very quick pummel, with little damage.

- Forward Throw: Arcwind
Robin grabs his opponent by the feet and jumps into the air, spinning rapidly in a green tornado and then releases the opponent in front of him.

- Backward Throw: Arcwind
Robin grabs his opponent by the feet and jumps into the air, spinning rapidly in a green tornado and then releases the opponent behind him.

- Up Throw: Arcfire
Robin throws his opponent above his head and follows up with a heavy stream of fire from his hand. Most damaging throw, but does the least knockback.

- Down Throw: Arcthunder
Robin throws the grabbed opponent onto the ground and then strikes them with three bolts of lightning.
[/collapse]
[collapse=Final Smash]
Final Smash: Rally Spectrum
Rally Spectrum is a class skill of Grandmasters (The promotion of tactician). It increases all the stats of friendly units within range by 4 for a turn. So, this would affect both Chrom and Robin.
Naturally, Robin would yell, "Time to tip the scales!" and then he would grab his tome as if performing Ignis, but instead of blue flames and petals Robin's tome is covered in an aura of rainbow flames as is Chrom's Falchion. When imbued with this rainbow flame all aspects of Chrom & Robin get stronger: they are faster, stronger and immune to damage. This will last about the time that Wario Man lasts. The cooldown on Dual-Strike will be lifted.[/collapse][/collapse]
added. I like the Rally Spectrum as a Final Smash. I was thinking of making them just switch with a successful counter, but your idea is a good, just potentially overpowering. What would be the drawbacks to the character.

I also like how you used blue flame for Chrom and view him as a spiritual successor to Roy. I'm sure it wont please any Roy fans, but its a good idea to differentiate the FE newcomers from the returners. I also list Chrom as a Beat Down type, the same as Roy.
For the OP, I've found the same picture with better resolution :

http://www.pixiv.net/member_illust.php?mode=medium&illust_id=35403300
added. The resolution is the same, it's just a larger image.
 

ToothiestAura

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added. I like the Rally Spectrum as a Final Smash. I was thinking of making them just switch with a successful counter, but your idea is a good, just potentially overpowering. What would be the drawbacks to the character.
Well, the way I see it the cooldown time is sort of hindering. Not allowing you to extend a combo every time you want it. The Dual Strike isn't a guaranteed hit, either. You just have to know the Dual Strike's hits well enough to time it. Also, the Dual Strike doesn't have invincibility frames and an opponent could still dodge it.

I also like how you used blue flame for Chrom and view him as a spiritual successor to Roy. I'm sure it wont please any Roy fans, but its a good idea to differentiate the FE newcomers from the returners. I also list Chrom as a Beat Down type, the same as Roy.
Having some of his moves seems like the next best thing.
 
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