Hey @
Opossum
, as a huge Awakening fan (one of my favorite games) and Chrom supporter, I was hoping to submit my own moveset. As @
Banjodorf
said, yours is very good, so kudos for that.
My moveset is inspired by Chrom's swordplay in Awakening to make him authentic to the game. He will be a character with great combo potential, but a bit lacking on the defensive side.
NEUTRAL SPECIAL: Exalted Falchion- Chrom holds the Falchion in front of him and closes his eyes as the sword glows. He loses 1% per second, similar to Ivysaur's Synthesis in Project M. This special is reminiscent of using Exalted Falchion as an item in Awakening. This special can be useful to heal, but is also punished easily so it's optimally used when the opponent is far away.
SIDE SPECIAL: Cartwheel Blade- This special is directly taken from the cutscene where Chrom fights "Marth" in Arena Ferox. Jumping and spinning in the air, he attacks left or right(whatever direction you input). Looks similar to Meta Knight's Neutral aerial, but goes longer to the left or right. Useful as horizontal recovery or as a combo finisher, or even a movement option.
UP SPECIAL: Falchion Dive- Chrom uses this to slay a Risen during the cutscene when they first appear. He leaps high into the air and then comes down, holding Falchion under him. It has powerful knockback but primarily is used for vertical recovery. Chrom can grab the ledge on the way up OR down.
DOWN SPECIAL: Counter- Every FE lord in Smash has had this, and Chrom is no exception. He holds his sword intending to parry and if he is hit, Chrom will strike back.
SIDE SMASH: Chrom moves forward a bit and swings Falchion in front of him. A powerful kill option, but punishable if whiffed.
UP SMASH: Similar to Marth's up smash, but has a higher hitbox. It's a bit slower, but it's a useful anti-air or vertical kill move.
DOWN SMASH: Chrom sweeps Falchion around his legs. It's not all that powerful but it's pretty quick. Used to punish rolls.
DASH ATTACK: Chrom uses this to kill an assassin in the scene where Lucina's identity is discovered. He dashes forward and swings the sword in a diagonally upwards angle. It's a quick combo starter that pops foes into the air, and it's pretty safe on block. It can be linked after many of Chrom's attacks, so it's used not only as an approaching move or combo starter, but also to continue combos on the ground.
JAB: Chrom swings Falchion left and right and then thrusts in the middle. A very useful 3-hit combo jab. Knockback is decent enough to allow for some comboing.
FORWARD TILT: A slow slice that swings above Chrom to the floor. Think Marth's Shield Breaker in Melee. It's a tool to stop reckless approaches and the knockback is strong, but it's very punishable if used in a bad situation.
UP TILT: Chrom reaches Falchion above him in the direction he's facing, rather similar to Link's Up air (except on the ground). It's a pretty quick tilt that can start juggles.
DOWN TILT: Chrom sweeps Falchion on the ground. If the foe is hit in the middle of the blade, they will be launched into the air, and if they are hit on the edge of the blade, they will be launched horizontally.
NEUTRAL AERIAL: Chrom spins in the air and swings Falchion around his waist. It's useful to shake off opponents, and to continue combos. It's his main combo aerial. It also has great priority allowing it to clank with a lot of attacks.
FORWARD AERIAL: Chrom swings Falchion in front of him and below, in the same manner that he holds it on Awakening's cover. This aerial has a lot of ending lag, but it's a good combo finisher and it has a lot of range. It sends opponents down and away.
UP AERIAL: Chrom quickly swings Falchion above his head. The hitbox is only decent, but if spaced correctly, its knockback makes it an great juggling/combo tool.
BACK AERIAL: Chrom whips the Falchion around his body to hit opponents behind him. It's rather quick and is a reliable kill option offstage.
DOWN AERIAL: A potent spike. Chrom stabs below him similar to the end of his Up Special. The startup is average and it only hits in the direction that he's facing, but if used right this move can earn Chrom early gimps.
GRAB: A very good option. Chrom quickly lunges forward with his non-sword hand, and seizes the foe. It's a quick grab with a lot of range, similar to Marth's in Melee.
PUMMEL: Chrom knees his opponent in the chest. Deals about 2% per hit, so it's average.
UP THROW: Chrom crouches down and then launches up, tossing his opponent upwards. It can have many potential follow-ups and is a great option to start juggles.
FORWARD THROW: Chrom powerfully strikes his opponent with the hilt of Falchion, sending them stumbling away from him. It deals high damage and above average knockback. At low percents, it combos into another Forward Throw or Dash attack.
BACK THROW: Chrom sticks out his leg and pushes the foe over it, causing the foe to trip and fly behind him. Although the opponent is sent too far away at mid to high percentages to follow up, it can create a tech chase situation at lower percents.
DOWN THROW: Likely Chrom's best throw. He forcibly slams the opponent into the ground, dealing a lot of damage and popping them above his head. The knockback is pretty consistent, so it remains a combo starter at low to higher percents. Down Throw to Up tilt is a staple combo for Chrom. This is the least situational of Chrom's throws and is the go-to throwing option.
LEDGE ATTACK: Chrom sweeps the area around the ledge with his blade, similar to his Down tilt. Not bad as far as ledge attacks go.
100+ % LEDGE ATTACK: Same as his normal ledge attack, but slower and more powerful.
GET-UP ATTACK: Chrom spins Falchion around his sides. It's a rather good option when needed.
SPOT DODGE: Chrom sidesteps and then returns to his stance. It's pretty slow relative to most spot dodges, so when on the defensive you're better off shield grabbing or jabbing.
FORWARD ROLL/BACK ROLL: Like Marth and Ike in Brawl, Chrom's rolls go far, so they're a useful option when you need to retreat quickly.
AIR DODGE: Similar to his spot dodge, Chrom's air dodge is a poor option. It wouldn't be used often.
WALK: Average speed. Nothing out of the ordinary here.
DASH: Goes far and it's quick, allowing Chrom to approach fast and have a good dash dance game.
CROUCH: Chrom gets pretty low to the ground, allowing him to avoid some attacks. He cannot crawl, though.
FINAL SMASH: Twin Falchions- When used, Chrom glows and slashes across the side of the stage that he is facing. Lucina warps in and does the same on the other side. Any opponents hit by one of them are KO'd. It's very similar to Marth's Final Smash except it covers both sides of the stage.
Chrom is in the middle weight class and is in the higher end of average in terms of kill power. He's heavier than Marth, but lighter than Ike. His grab game is great, allowing for early chaingrabs, some tech chasing off his Back Throw, and combos. Success using Chrom often requires the player to make good reads in order get a lot of grabs. His good dash dance lends itself to this. Chrom's Falchion gives his attacks high priority, and many of them string together well, most notably his Down Throw (to start off strings), his Dash Attack, his Neutral Aerial (Chrom's staple combo continuer) and his Up Aerial. These moves give Chrom a great combo/juggle game, and with knowledge of his moveset, allow him to rack up damage and finish off combos with his Forward Aerial. Chrom is a hard character to pick up, but when played correctly, using his moves to their fullest, he's a great fighter.
I hope you guys enjoyed my moveset, and I'd really like to hear your input. I'm really excited at the prospect of Chrom being in the game.