Game of Origin:Chrono Trigger
Backstory (excerpt from Wikipedia): Crono is the silent protagonist of the game Chrono Trigger. He lives with his mother in the Guardia kingdom, in the town of Truce. While the other six playable characters have many lines of dialogue, Crono’s responses are usually implied through gestures and reactions, often for comedic effect. He wields a katana and once he obtains magic his techs become lightning-oriented, although this element has also been called heaven and light. Although he is a silent protagonist, he is shown to have romantic feelings for Marle, as shown by his dream after being knocked out a one point in the game, in which Marle is his wife. Crono, Marle, and Lucca later appear in the game Chrono Cross as apparitions of themselves as children.
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Movies: The following list contains cutscenes, battles, and other parts from Chrono Trigger that help portray Crono well.
WARNING: These videos may contain some spoilers!
Technique Exhibition(Various Clips) – All characters’ single techs are shown here. Hint: Crono is the one with red hair.
*More Coming Soon!
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STATS
Size: Average human. *A bit shorter than Link
Weight: Average for a guy with a sword, about as heavy as Marth
Jumps: 2
Jump (1): Crono bends his legs and then jumps. Decent speed, but not as much vertical gain as some.
Jump (2): Crono kind of spins in midair to gain height. Not much, but a big enough boost to give him a respectable jump height overall.
Speed (Walk): Crono walks a bit faster than Ganondorf.
Speed (Run): Crono runs about 2/3 as quickly as Marth.
Speed (Attack): Crono makes up for anything he may lack in power with speed, attacking faster than pretty much any other swordsman bar MK.
Speed (Falling): Crono falls about the same speed as your average guy with a sword, so roughly Marth’s speed.
Traction: About as good as Captain Falcon’s
Range: His sword isn’t long by any means, but his magic and good speed stat balance it out.
Crouch: Crono kneels down, bracing himself with his hand. This is one of the worse crouches in the game, but not THE worst.
Crawl: No
Wall-Kick: No
Wall-Cling:
Yes, after a small set of sparks upon clinging, he hangs on with both feet and one hand, the other one holding his sword.
<Except the sword is held behind him and his hand is on the wall.
Glide: No
STANDARD ATTACKS
Neutral A Combo (1) – The basic attack in the game, Crono slashes diagonally downward. Not much to say on this one except that it comes out reasonably quick and makes the cool slashy sound from the game.
Neutral A Combo (2) – The basic second attack from the game, Crono swings his katana back the way it came, again making a cool noise and dealing respectable damage for an A combo. Has some small lag at the end of it though.
Forward Tilt – / Strike - Crono slides forward while slashing, goes about the length of Kirby. Does average knockback for a forward tilt and okay damage, but the only exceptional trait of the move is its ability to move Crono forward. [IMG]http://i429.photobucket.com/albums/qq11/Umunrose/F-Tilt.jpg[/IMG] (NOTE: The lines in the picture are speed lines, not actually there in the move.)
Up Tilt – Crono thrusts his hand in the air, radiating small sparks. Low damage and knockback. It’s a good way to mess with aerial spammers though!
Down Tilt – Confuse – Crono hops tiny distances back and forth while slashing, doing low knockback but adding up many small attacks to do above average damage for a tilt. Unfortunately, it also is laggy due to being unable to cancel mid-attack and therefore is easily punshiable.
Dash Attack – Falcon Hit- Crono Holds his sword out and flies forward, blazing. Has excellent priority and as such is good for interrupting oncoming attacks. It pushes the opponent forward a short distance if they hit while he’s shooting forward, then knocks them away with horizontal knockback at the end.
<Only, you know, on fire.
SMASH ATTACKS
Forward Smash – V Strike - Crono holds his sword behind him and faces away from the screen while charging, then slides backwards and slashes before quickly sliding twice the distance forwards and slashing. So basically he slides backwards a Kirby length, then back past his starting point and forwards a Kirby length. More damage and much more knockback, but significant lag on the forward attack because he slides back first.
(RED is back and GREEN is forward in diagram)
Up Smash – Lightning – Crono assumes his magic charging move from the game and then raises his arms above his head and a bolt of lightning fires upward from them. The bolt travels almost instantaneously from his hands to the top of the screen, dealing electric damage and knocking enemies away horizontally. This does good damage and is fast once it’s fired. On the other hand it’s predictable, takes slightly longer to charge than Crono’s other smashes, and isn’t nearly as effective when used against people on the ground.
Down Smash – Frenzy – Crono slashes 4 times rapidly in front of him and then spin-slashes while turning and slashes thrice the other way. The slashes don’t do much damage, but put together they’re good for racking up damage, and it’s not easy to punish because of all the slashes. Good knockback on the spin-slash halfway through, but mediocre knockback on all the other ones.
AERIALS
Neutral Air – Crono stabs forward with his sword repeatedly, each hit holding the opponent in position for the next. The attack will continue if he hits the ground during it and pulls foe along in the direction Crono is moving. These properties could possibly allow a pseudo-Cronocide.
Forward Air – Crono points the Gate Key ahead and a small gate opens up just ahead of it, about the size of a Soccer Ball and functioning similarly to a Black Hole. Basically, it lasts for roughly 2 seconds and draws in projectiles and jumping enemies. There can be only 1 Gate per Crono at a time. The gate does no damage the first time you use it, but then, when you use the attack againg, any projectiles absorbed will be shot out of the Gate at the exact speed and trajectory they would normally.
Backward Air – Crono spins and kicks behind him. His weakest aerial, it only makes up what it lacks in power with ludicrously high priority, cancelling out almost everything except explosions and Final Smashes! It also spikes if the tip of his boot hits the foe.
Up Air – Lightning – Wwwwhat?! The same attack as an Upsmash AND a Uair? MADNESS! Crono only charges for a split second, then fires a much thinner line of lightning up and down at the same pace. Any enemies hit by this will not take as much damage as in the Smash attack version, but they will be stunned until they ground themselves (as in, touch the ground, not take away privileges). It knocks enemies horizontally, doing less damage but having equal priority than/as the Smash.
Down Air – Lightning Rod – Crono tosses his sword into the ground below, pinning any enemies it strikes, as he (with super armor until he touches the sword) plummets to retrieve it. The instant he touches the sword, he does one of 2 things:
- If it hit an enemy, a bolt of Lightning comes down rapidly straight into the sword, electrocuting the enemy. Crono then retrieves his sword.
- If it did not hit an enemy, Crono simply pulls his blade from the ground.
Either way, the ending lag of retrieving the blade makes this nigh unusable in most free-for-all situations, but the attack is excellent in one-on-one matches because your opponent is helpless if pinned. This attack cannot be used from off the stage because Crono would lose his sword.
*If Crono does try the attack from offstage, he will instead drop Marle's pendant, which does 3% fixed damage and almost no knockback.
SPECIAL ATTACKS
Neutral Special – Lightning II – This move has two slightly different uses, both of which do electric damage.
*On the ground, Crono does his standard magic charging pose for 1 second or until B is released, then fires out lightning bolts about the width of a Thunder Jolt from Pikachu, but slightly longer, straight, and whitish-gold. They fly out in a pattern like this:
Except that they are spaced more widely apart due to Crono being bigger than the dot. This makes it fairly easy to avoid. The bolts travel fairly quickly and about the distance that Samus gets if she jumps once. Does good damage but low, multihit knockback.
*In The air, Crono does his charging pose while frozen in midair and surrounded by a circular aura the same color as his lightning and about ½ the circumference of a smart bomb explosion for 1 second or until B is released, then the aura is replaced by lightning bolts the same width as the ground ones, but slightly longer and slightly curved. They quickly rotate around Crono once before disappearing. The aura will shock anyone that touches it but it only does 1-2% and almost nonexistent knockback. The bolts, unlike the ground version, do some respectable knockback and can hit foes coming from any direction. They only hit once though.
Hurray for cruddy drawings!
Side Special – Cyclone – Crono begins to twirl, his katana held out, while sliding back and forth, about ¼ of Luigi’s max distance to slide on his Down Special. The move draws in opponents but does not carry them with Crono as he slides, making it easy to DI out of the move. The move does several small hits and no knockback, pulling enemies in instead.
Up Special – Cleave – Crono, sword held in a stabbing position in front of him, leaps up a Dedede body length (Vertical) below where Dedede’s SD Jump would take him, fade images trailing behind him. At the apex of the jump, Crono slightly lowers his sword, ready to attack, and stabs it into any enemies he contacts. If he hits an enemy in the air after the apex it spikes the foe and goes on past them. The move does diagonal upward knockback unless the spike happens. Overall, this move is not great at recovery as he does not auto-sweetspot the ledge. He jumps like this
with little faded images of himself trailing behind, then like this
until he hits the ground.
Down Special – Wind Slash – Crono’s only fairly normal projectile, he simply slashes diagonally upwards and away from the screen, loosing a small shockwave of white wind that damages and blows enemies away. The blade swing doesn’t push enemies away or do much knockback but does more damage.
FINAL SMASH
Luminaire
The screen dims and the background changes to resemble a color changing tunnel being moved through rapidly as Crono rises through the air to the center of the screen. 4 thin blue rays of light radiate from behind Crono and swing around randomly, stunning foes hit by them. Then the rays disappear and a dome of green light expands from the ground underneath Crono, reaching a size that covers the ground on Battlefield except for the very edges. It then melts away, starting at the top, and whiting out the screen with white light. Enemies hit by this are instantly KO’d, but those it misses will have an easy time with revenge due to the precious time Crono loses lowering back to the ground. (Roughly 1.5--2 seconds depending on where he was standing!)
GRAB & THROWS
Grab --Crono leans forward a bit and reaches with the arm not holding a sword. Not the best reach in a grab, but not as bad as say, Captain Falcon’s.
Pummel – Crono kicks the opponent in the shins (or wherever his foot connects in nonhumans).
Forward Throw – Max Cyclone – Crono grabs the opponent’s legs and swings them around in a circle like Mario’s back throw thrice before releasing them. The difference: The throw isn’t the main damager. The held foe takes damage after the throw, sure, but the primary force of the attack is behind the fact that if the opponent is swung into another opponent, both the opponent and the held foe take about 8-11% damage. Combine this with the fact that Crono spins them 3 times before releasing and you have a formidable attack. The only problems are predictability, wildly differing range depending on character, and the pathetic damage done in 1v1s.
Backward Throw – Rocket Roll – A Purple Smidge temporarily appears and Crono stretches his sword toward it. The Smidge fires a pulse of Shadow magic at the sword as Crono lets go of the opponent, only leaving them a split second to realize what’s happening. Crono sweeps around in a pseudo-Cyclone attack, but slower, from which radiates a growing ring of blue shadow energy that carries away the enemy and has the added effect of being like one uncharged hit from a Lip’s Stick attack to the grabbed opponent. Enemies not being held can be hurt by the ring, which extends to about a Battlefield platform and a half before dissipating, but not poisoned. (Don’t have a sprite for the ring, look at the dual tech video for the attack)
Up Throw – Fire Whirl – A Red Smidge temporarily appears next to Crono and fires a stream of Fire magic while Crono traps the held foe in a weaker Cyclone attack. The 2 attacks combine into a flaming spin attack and the opponent is struck several times before being shot out diagonally upwards and forwards. NOTE: As Crono is not technically holding the opponent during this move, DI can be applied to escape, but it isn’t easy due to the drawing power of the attack.
Down Throw – The opponent goes limp and Crono drops them and crouches down, placing his hand over their heart (or the general area, in nonhumans). He then hits himself with a bolt of lightning, channeling it through is hand, shocking them and causing them to jolt into standing position with impossible speed, completely mobile and ready to punish Crono. Why the obvious disadvantages to the move you ask? Because once the opponent is up, the energy still pulsing through Crono makes physical or melee weapon attacks do a fixed 5% damage and no knockback to the attacker. So, although it doesn’t fully protect Crono, the, ‘Ahem’, shocking effects do afford him a modicum of protection from damage-conscious foes. Lucario will own you if you spam this though.
SITUATIONAL MOVES
Ledge Attack (Below 100%) – Crono rolls onto the stage and swipes with his katana, doing downward bounce knockback.
Ledge Attack (Above 100%) – Crono sends a small spark along the ground that trips anyone it hits and does minor damage. Then he crawls back up onto the stage.
Rising Attack (Below 100%) – Life – A circle of white light surrounds Crono as he levitates back to a standing position. The light blocks projectiles but does low damage and knockback.
Rising Attack (Above 100%) – Revive/Athenian Water – Crono drinks something and stands up with a small aura of light surrounding him and spins once with sparkles going around him. The aura does no damage, but enemies are pushed away at about half the speed of Ganondorf’s run from the time Crono downs the drink to the time he redraws his sword. Both the sparkles and aura also reflect projectiles for the same duration. Due to the spinning, the move has lots of lag (LOL lol), but reflecting projectiles is a decent trade-off.
TAUNTS
Up Taunt – Crono examines his sword while sparks play along it.
Side Taunt – Crono leaps back with a shocked expression on his face like his surprised pose from the game and then laughs.
Down Taunt – Crono drinks what looks like orange soda and then wipes his mouth.
VICTORY POSES
Up Victory Pose – Crono sheathes his sword and pumps his fist. Victory Pose from the game.
Side Victory Pose – Crono is seen practicing with his sword, he then sheathes it, wipes his brow and drinks some water before practicing some more. This loops infinitely.
Down Victory Pose – A gate opens and Crono nods at the screen and steps in before it disappears.
Loss Pose –
Crono just claps.
COLORS:
ORANGE/LUCCA/FUTURE PERSON
EXTRAS
Entrance – Crono steps out of a gate and unsheathes his sword like at the beginning of a battle in Chrono Trigger.
Kirby Hat – Kirby gets Crono’s hair and headband.
Idle: I can’t figure out a way to describe his battle stance from the game, so just look at pretty much any of the gameplay videos back in the video section at what he’s doing when not attacking.
Dizzy: Crono gets a star above his head and laughs silently, looking kind of crazy. His confused/berserk animation from Chrono Trigger.
(NOTE: Not the actual star from the game because I couldn’t find the sprite)
Sleep: He lies down, his back to the screen and Zs rising off his hidden face.
CODEC:
Snake: Otacon, who’s the kid?
Otacon: That’s Crono, a swordsman from 1000 A.D., he helped save the world from an evil entity called Lavos.
Snake: 1000 A.D.? He doesn’t look that old…
Otacon: Well, in order to defeat Lavos they had to travel through time.
Snake: Time travel huh? So what else can he do?
Otacon: Well, after visiting the End of Time, he and his friends learned to use magic, giving him an advantage over purely physical opponents.
Snake: The End of Time? Lavos? More magic?
Otacon: That’s right Snake, and due to the volatile nature of time travel, almost 18 different timelines resulted from their adventure, so we actually have no idea exactly which Crono this is, or exactly what his abilities are!
Snake: Hmm, maybe I should just concentrate on fighting…
Man, I really don't like BBC code.