FE_SLaDe
Smash Apprentice
- Joined
- Aug 10, 2018
- Messages
- 77
After having played the game, this list is outdated and is irrelevant so I deleted all of the old info. If you want more information on Roy and Chrom, join the Roy/Chrom discord from Smashcords. Great community and there's a lot of people always willing to help out. I'll get around to actually fixing this whenever I get time that I'm not spending playing the game.
However for now this is what I generally understand, Roy gets more from Jabs (Jab to RAR Bair, Fair, and DED which all kill reliably and early), Roy still has good sourspot utilization, Chrom gets more from F-Tilts and Fairs (Fair is practically Smash 4 prepatch Sheik Fair but disjointed, it's incredible), Chrom's Nair 1 is better and is one of the best kill confirms in the whole game, Chrom is amazing and is very oppressive for some characters in neutral, Roy's pressure up close is insane, and Roy can sour Up-Air into imagination.
Chrom's suicide Up-B strats are everything I thought they would be though with DI the opponent can land on stage or hit a wall and tech. It confirms off of Jab, Nair, Fair, falling Up Air, and Nair 1. It can also kill normally on stage, and is particularly good on stages with platforms. Also it's a pretty strong OOS option buffed by the fact that you don't even need to jump to use Up B OOS. All in all "Soaring Slash" (Should be called Aether but whatever) is a decent move that doesn't hold back Chrom in the slightest. Speaking of that.
They both are susceptible to getting gimped and not recovering without their double jumps, don't fall for the "Chrom recovery is so much more trash than Roy's" circlejerk. I have tested it and you can't just stand at the ledge and counter it (in fact at certain spaces he punishes the counters because the counter-swings whiff but regardless sweetspotting your recovery is safer). Also Chrom has the Air Speed to make it back from all the way near the blast zone to the stage on every potentially legal stage and still sweetspot the ledge. His recovery is a massively overblown issue. There really isn't a super huge issue if you can sweetspot the ledge it unless the enemy has a powerful meteor spike. Before you say "well, why not just go out there and hit Chrom" hilariously enough you can do that to Roy too, Blazer doesn't beat out the majority of characters' disjointed options and actually MORE susceptible to having his recovery countered than Chrom is (run off counter in particular), that's not to say there aren't ways around the counter, but the concept still stands. Roy's recovery is better, but not so much so that it actually makes a difference between the two characters.
It is my opinion that you should dual-main the characters for the best success unless you're just a fan of one or the other (which is fine too). Roy is better against the other swordsmen as well as the characters that try to keep their opponents at bay with his higher damage and kill power. He's also better against characters who have strong meteor spikes. Chrom is better against characters that want to be up close or characters with really good OOS options with his superior spacing. Chrom is also better against some heavies (but I wouldn't say heavies like K Rool or characters with strong projectile games, but it's honestly too soon to really know). Either way, both require discipline and skill... Also don't lose your double jump. Seriously.
However for now this is what I generally understand, Roy gets more from Jabs (Jab to RAR Bair, Fair, and DED which all kill reliably and early), Roy still has good sourspot utilization, Chrom gets more from F-Tilts and Fairs (Fair is practically Smash 4 prepatch Sheik Fair but disjointed, it's incredible), Chrom's Nair 1 is better and is one of the best kill confirms in the whole game, Chrom is amazing and is very oppressive for some characters in neutral, Roy's pressure up close is insane, and Roy can sour Up-Air into imagination.
Chrom's suicide Up-B strats are everything I thought they would be though with DI the opponent can land on stage or hit a wall and tech. It confirms off of Jab, Nair, Fair, falling Up Air, and Nair 1. It can also kill normally on stage, and is particularly good on stages with platforms. Also it's a pretty strong OOS option buffed by the fact that you don't even need to jump to use Up B OOS. All in all "Soaring Slash" (Should be called Aether but whatever) is a decent move that doesn't hold back Chrom in the slightest. Speaking of that.
They both are susceptible to getting gimped and not recovering without their double jumps, don't fall for the "Chrom recovery is so much more trash than Roy's" circlejerk. I have tested it and you can't just stand at the ledge and counter it (in fact at certain spaces he punishes the counters because the counter-swings whiff but regardless sweetspotting your recovery is safer). Also Chrom has the Air Speed to make it back from all the way near the blast zone to the stage on every potentially legal stage and still sweetspot the ledge. His recovery is a massively overblown issue. There really isn't a super huge issue if you can sweetspot the ledge it unless the enemy has a powerful meteor spike. Before you say "well, why not just go out there and hit Chrom" hilariously enough you can do that to Roy too, Blazer doesn't beat out the majority of characters' disjointed options and actually MORE susceptible to having his recovery countered than Chrom is (run off counter in particular), that's not to say there aren't ways around the counter, but the concept still stands. Roy's recovery is better, but not so much so that it actually makes a difference between the two characters.
It is my opinion that you should dual-main the characters for the best success unless you're just a fan of one or the other (which is fine too). Roy is better against the other swordsmen as well as the characters that try to keep their opponents at bay with his higher damage and kill power. He's also better against characters who have strong meteor spikes. Chrom is better against characters that want to be up close or characters with really good OOS options with his superior spacing. Chrom is also better against some heavies (but I wouldn't say heavies like K Rool or characters with strong projectile games, but it's honestly too soon to really know). Either way, both require discipline and skill... Also don't lose your double jump. Seriously.
Last edited: