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Roster Prediction Discussion Thread

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Louie G.

Smash Hero
Joined
Aug 21, 2013
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Rhythm Heaven
Black Shadow over Goroh? Why on Earth?
Alright, I was waiting for this. Here's my reasoning.
Although Goroh is the more iconic character and Falcon's rival, Black Shadow is also a villain and can easily fit into that niche.
According to @GoldenYuiitusin, Black Shadow is a highly requested character in Japan, even comparing him to Ridley and Little Mac overseas. This makes me consider Black Shadow as a serious contender, much more so than I had a few days ago.
Not to mention Ganondorf. I feel like Ganondorf's moveset can translate very nicely to Black Shadow, so you can get a brand new Ganon AND Falcondorf's legacy lives on.
And like @SaturnGamer64 often says, F-Zero is a relatively large series, especially when compared to Mother or Kid Icarus. So I find it to be underrepped currently, and Black Shadow can fix that.
So we get a villain, more F-Zero representation, a highly requested character from Japan, a brand new Ganondorf, AND we still get to keep old Ganondorf in a way for those who like it.
It's a win win win win win.
And I fixed my roster.
New Roster.png
 

Cpt.

Smash Lord
Joined
Jan 19, 2014
Messages
1,250
Location
The New World
Alright, I was waiting for this. Here's my reasoning.
Although Goroh is the more iconic character and Falcon's rival, Black Shadow is also a villain and can easily fit into that niche.
According to @GoldenYuiitusin, Black Shadow is a highly requested character in Japan, even comparing him to Ridley and Little Mac overseas. This makes me consider Black Shadow as a serious contender, much more so than I had a few days ago.
Not to mention Ganondorf. I feel like Ganondorf's moveset can translate very nicely to Black Shadow, so you can get a brand new Ganon AND Falcondorf's legacy lives on.
And like @SaturnGamer64 often says, F-Zero is a relatively large series, especially when compared to Mother or Kid Icarus. So I find it to be underrepped currently, and Black Shadow can fix that.
So we get a villain, more F-Zero representation, a highly requested character from Japan, a brand new Ganondorf, AND we still get to keep old Ganondorf in a way for those who like it.
It's a win win win win win.
Nice point will the Ganon clone. Hadn't really considered that. Also F-Zero needs a new character. Falcon was in the original 8!
 

Sonicguy726

Smash Lord
Joined
Jan 3, 2014
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Location
Kalos
What roster maker is that? Also why Dixie over K. Rool? And Tactician wut?
It's not a roster maker I made it from scratch in photoshop, Dixie kong is more relevant than k rool and I think I want her more. I think the tactician would be really unique being able to switch between a sword and magic like zelda/sheik and I really don't wanna add chrom or lucina
 

Cpt.

Smash Lord
Joined
Jan 19, 2014
Messages
1,250
Location
The New World
It's not a roster maker I made it from scratch in photoshop, Dixie kong is more relevant than k rool and I think I want her more. I think the tactician would be really unique being able to switch between a sword and magic like zelda/sheik and I really don't wanna add chrom or lucina
I don't really see how she's more relevant. A sidekick vs. the main Villan?........when DK already has a sidekick.......I think its much more likely that she will be a costume.

That tactician thing sounds cool, but it doesn't sound like its an important character to the series.
 

Sonicguy726

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Anyone wanna like, try to rebut me on Black Shadow?
Everyone agrees? I changed all your minds?
Well hes still a clone and samurai goroh is a samurai so he's a lot more unique and he's far more prominent in the series and was an assist in brawl
 

Louie G.

Smash Hero
Joined
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Well hes still a clone and samurai goroh is a samurai so he's a lot more unique and he's far more prominent in the series and was an assist in brawl
Assist in Brawl doesn't mean as much as you think.
And yes, he's a clone, but some people like Falcondorf, so this way we keep him (technically) and we get the long needed completely original Ganondorf.
 

Sonicguy726

Smash Lord
Joined
Jan 3, 2014
Messages
1,498
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Kalos
Anyone wanna like, try to rebut me on Black Shadow?
Everyone agrees? I changed all your minds?
Well hes still a clone and samurai goroh is a samurai so he's a lot more unique and he's far more prominent in the series and was an assist in brawl
 

Sonicguy726

Smash Lord
Joined
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Messages
1,498
Location
Kalos
I don't really see how she's more relevant. A sidekick vs. the main Villan?........when DK already has a sidekick.......I think its much more likely that she will be a costume.

That tactician thing sounds cool, but it doesn't sound like its an important character to the series.
It's no more important than chrom or lucina and represents the avatar which was a pretty big thing in awakening. With K rool we haven't see him in a main game in 15 years and I don't think he's coming back, dixie and even cranky have far better chances then him and dixie adds another female which sakurai

Okay, let's talk about Impa.
um not that one
 

Arcanir

An old friend evolved
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Some people here still thinks Sakurai is predictable.
They say "put this in your roster, replace this, quit this" .
All the rosters here look like the same.
You need to understand that Sakurai is unpredictable (but this obviously doesn't mean you have to add Goku to your roster).
LOL
I still remember when all the rosters here had Bowser Jr. XD
In the same vein, he still does have candidates that we've guessed. While there were surprises like ROB, most of Brawl's roster is made up of characters that are either very wanted, expected, or popular (King Dedede, Lucario, Captain Olimar, etc.). SSB4 has been more a mixture so far, but we still did get characters like Megaman right (and if we include the pictures, we got Palutena right as well).

Sakurai can be unpredictable in some of his choices, but he doesn't add everyone willy-nilly, there's always a reason behind their inclusion and most of them do fall into the characters that we speculate about. Our rosters are never going to be 100% right, but that doesn't mean we won't get close.
 

Gunla

wow, gaming!
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Assist in Brawl doesn't mean as much as you think.
And yes, he's a clone, but some people like Falcondorf, so this way we keep him (technically) and we get the long needed completely original Ganondorf.
We'll still likely have the Neutral B and God Hand.
 

James92

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I'm fine with Black Shadow being in if it means Ganondorf is no longer a Falcon clone. Besides, I'm not sure about two samurai being added to the game, and when it comes to samurai:
Takamaru>Samurai Goroh :smirk:
 

FalKoopa

Rainbow Waifu
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I think that Samurai Goroh will likely be the next F-Zero rep. I'm basing this on the fact that he has had more appearances in Smash Bros than Black Shadow, appearing in Melee's intro and being an Assist Trophy.
 
D

Deleted member

Guest
*Walks in late* I OBJECT!

.....
Wait, this ain't a wedding.

EDIT: But yes, I am torn between whether I see Goroh or B. Shadow as more likely and which of the two I'd rather see, though I've already said this.
I feel slight edge goes to B. Shadow, though.
If only for the fact that his inclusion would be a win-win situation aside from Goroh fans (such as myself; but since I'm also a B. Shadow fan....kind of bittersweet).
 
Last edited by a moderator:

Louie G.

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It's a tough choice between Goroh and Blach Shadow.

GOROH:
- Melee's intro and assist trophy
- Falcon's rival (closer ties to character)
- Villain

B. SHADOW:
- Popular in JP
- Can inherit Ganondorf's old moveset, Ganondorf can get a well-deserved new one
- Villain

Tough choice indeed, but I'm leaning towards Black Shadow.
 
D

Deleted member

Guest
Goroh isn't exactly a villain. He's just an arch-rival, much like Wolf is to Fox.
But another point for Goroh would be that he's most prominent of F-Zero characters after Falcon himself. (Though at the same time, that didn't stop Rosalina....)
 

Hotfeet444

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Good afternoon all, hope you're doing well. Well, not to throw oil on a wildfire, but I managed to finally design a unique moveset for both Roy AND Chrom. Well, let's start this shall we?




Gameplay Ability: Burning Touch (Roy’s blade, like Marth and Ike’s, has a sweet spot, but instead of dealing extra damage, the sweet spot will set the opponent on fire, leaving them easier to combo and juggle. The sweet spot differs depending on the attack, so knowing which attacks are best for each situation is best. The attacks, if the opponent is set on fire, will still do the same amount of damage, but deliver it in more than one hit to hold the opponent in place longer and allow for follow-up attacks easier)
Standard A Combo: Sealed Slash (x1, 7% total, deals fire damage)

Forward + A: Blazing Pierce (A thrust attack, middle of blade will ignite opponents and cause a burning effect, 11%)

Up + A: Sealed Arch (Will slash in an upward arch, the tip of the blade at the beginning of the slash will ignite opponents on contact, 10%)

Down + A: Heel Poke (Will strike the opponent low with a jabbing poke, same as in Melee. The sword’s lower blade, near the hilt, will ignite the opponent if hit, 9%)

Dash Attack: Sealed Crescent (The same dash attack as in Melee, this attack cannot ignite the opponent. 12%)


Aerial Attacks:
Neutral A: Ignition Circlet (Will spin around in the air, swinging his blade twice. This blade will ignite the opponent on the second hit, 13% total)

Forward + A: Blazing Seal (An arching slash downward, the entire slash being able to engulf the opponent in fire. 11%)

Up + A: Fiery Flip (Will do a backflip in the air with his blade extended, the middle of the blade being able to ignite the opponent. 10%)

Backward + A: Thrusting Fire (Will turn around in the air and thrust his blade forward, the tip able to ignite the opponent in fire, 11%)

Down + A: Sealed Meteor (A powerful slash downward, being able to meteor smash the opponent. The entire attack can ignite the opponent, but does not hold the opponent in place and hits all at once. 13%)


Smash Attacks:
Forward Smash: Fiery Blade (Taken from his original Standard special, Roy will do a hard slash attack forward, the attack being able to release a burst of fire when it hits the ground, if the smash attack is charged up all at once. Can not insta-KO like the original Fiery Blade. 27%)


Up Smash: Heroic Blaze (Will kneel down, blade in sheath, before leaping up into the air and coming back down. Can hit opponents both up in the air or below him mid-attack, cannot meteor smash opponents over edges. 24% total)


Down Smash: Blazing Circlet (Will spin around, sword ignited, and deal damage on both sides of him. Gains extra reach thanks to fire surrounding the blade. 28%)


Grab/Throws:


Grab: Grabs the opponent with his free hand

Pummel: Knees the opponent (3% per pummel)

Front Throw: Throws the opponent over his shoulder (8%)

Up Throw: Throws the opponent upward and slashes them (9%)

Back Throw: Throws the opponent behind him (5%)

Down Throw: Throws the opponent onto the floor (5%)


Special Moves:
Standard Special: Sol


Roy’s new Standard special is the sol ability, which allows Roy to charge up the power of his blade while kneeling and sword sheathed. Once the attack stops charging, Roy will unsheathe his blade and deliver a powerful Horizontal slice with his sword encased in fire. If the attack is fully charged, Roy will be able to heal 15% damage upon contact, much like the actual Sol ability in Fire Emblem. 30% max, heals 15% at maximum charge


Side Special: Blazing Strike
A new side special, almost in the same vein as Ike’s side special, Roy will get into a battle stance with his blade facing behind him. With this attack, Roy can do a lunging strike that can deal fire damage upon contact with the ground, creating a quick flame burst. Roy will lunge farther depending on how long the B button is held. Roy can also use this attack to horizontally recover while in the air. 18% max


Up Special: Blazer


Roy’s up special returns to Smash Bros, but gets a couple of upgrades to differ itself from Marth’s Dolphin Slash. Instead of being a quick slash upwards, this attack is now a spinning ascension as Roy cloaks himself in fire on the way up, rapidly damaging opponents. This attack still mostly goes upward instead of to the side, making Roy better at recovering from a vertical distance than a horizontal distance. 15% total


Down Special: Counter


The counter is a staple of Fire Emblem, and Roy can do it as well like Marth and Ike. Roy’s counter will ignite the opponent on fire to leave them open for combos, making it overall more useful than Marth or Ike’s counter, although slower overall. 10% total.


Final Smash: Sealed Inferno


A quick final smash, Roy will raise his blade above his head as it becomes engulfed in fire, the fire becoming twice as long as the blade before Roy slashes down onto the ground, a huge wave of fire racing forward to deal damage to opponents in front of him. This huge blast of fire will do huge amounts of damage quickly and can very easily KO opponents. 50% total


Color Scheme:


#1: Navy Blue/Black/White (Awakening Roy Standard)

#2: Blue/Gold (Classic Roy)

#3: Red/Black/Gold (Classic Alternate Roy)

#4: Green/Black/Gold (Classic Alternate Roy #2)


Taunts:
#1: Raises blade upward, embers flying off the blade

#2: Original Taunt from Super Smash Bros Melee

#3: Swings and sheaths blade


Victory Circle:
#1: Roy will release do a couple of swings with his blade, giving one of his quotes from Super Smash Bros Melee

#2: Roy will Sheath his sword and cross his arms, giving one of his quotes from Super Smash Bros Melee

#3: Roy will brush his cape aside, his sword becoming ignited as he gives one of his quotes from Super Smash Bros Melee





Gameplay Ability: Exalt’s Blade (Chrom’s Blade, the Falchion, wields the special ability to be cloaked in a mystical blue light, almost as if catching the wind itself, and with this, some of Chrom’s attacks can have push and vacuum effects to push away or pull in opponents. Attacks that can pull in opponents will be marked with # and attacks that will push opponents away are marked with $)


Standard A Combo: Exalt scissors (x2, 10% total, strikes twice with a pair of horizontal slices, the second one reaching slightly farther than the first)

Forward + A: Arching Falchion (Will swing his blade in an upward vertical arch, dealing damage with decent range. 10% $)

Up + A: Piercing Strike (Will thrust upward into the air, cloaked in light. 11% #)

Down + A: Ankle Slice (A wide horizontal slice while crouching, range is above average for crouching attacks. 9%)

Dash Attack: Exalted Thrust (A quick piercing thrust while dashing, does high damage against shields. 9% #)


Aerial Attacks:


Neutral A: Blinding Falchion (A spinning aerial attack, striking on both sides and hitting twice, the light from the blade giving a bit extra range. 14% total $)

Forward + A: Piercing Lance (Switches to Lance, reaches forward to strike with better range, 13%)

Up + A: Arching Slash (Swings vertically and strikes in an arch. 11%)

Backward + A: Reversing Lance (Swings around and strikes behind with lance, giving very good range. 13%)

Down + A: Exalted Comet (Swings downward in an arch, able to meteor smash opponent, 12%)


Smash Attacks:
Forward Smash: Exalt’s Slash (Will kneel down with blade gaining energy, then do a small dash forward to then do a long horizontal slash. 28%)

Up Smash: Luna (Wielding a Lance, will do a powerful thrusting strike up into the air. Has good range, 25%)

Down Smash: Falchion Circlet (Will strike on both sides, dealing more damage behind then in front. 25% $)


Grab/Throws:
Grab: Grabs with free hand

Pummel: Knees the opponent (3%)

Front Throw: Slashes the opponent away (9%)

Down Throw: Hits the opponent onto the ground with the blunt of his sword’s handle (7%)

Back Throw: Will go behind opponent and slash them away (10%)

Up Throw: Tosses the opponent upward (5%)


Special Moves:
Standard Special: Aether


Ike may already wield the aether ability, but Chrom uses it very differently. Chrom’s use of Aether is that of a charge attack which can allow Chrom to do a long dashing slash attack, being able to pierce right through opponents. This attack is also capable of healing 10% damage if charged to its maximum level, and since it can pierce through opponents, can possibly heal up to 30% damage per attack, making it very effective. 28% max, heals 10% per slash at maximum charge.


Side Special: Falchion Eagle

A move seen in the cutscene battle against Chrom and Marth, Chrom will leap up into the air and perform a spinning slash down into the ground, damaging opponents on the way down. By holding the B button during the attack’s start-up, Chrom can hold himself in the air, which can give him a moment to change his trajectory. This attack moves fast, so it’s very good at breaking into crowds of already battling opponents. 17% max


Up Special: Ascension Blade


His blade cloaked in light, Chrom will do a high slashing jump into the air then come down with a piercing blow, which can catch opponents under it to deal damage. This attack acts as a two part attack, but unlike Ike’s Aether, it cannot catch the opponent in one state and continue until the end of the attack. 15% total


Down Special: Counter


The other members of the Fire Emblem series use this stapled move, and since it’s a staple, Chrom uses it as well. Chrom’s counter gives the best responsive range, getting a bit extra distance thanks to his blade being cloaked in light, but has the lowest overall knockback, which can also be an advantage as it is easier to follow up with more attacks. 10%


Final Smash: The Twin Falchions


Fire Emblem Awakening introduced many new mechanics to the Fire Emblem franchise, but the most important one was the ability to fight in pairs, and Chrom’s final smash takes advantage of this. Chrom will do a dashing slash forward to stun an opponent(s) to set up his final smash. If Chrom’s attack hits, he will summon his daughter, Lucina to the field, who will assist Chrom in a sword combo before delivering a final blow to blast the opponent away. Upon finishing their combo, Lucina will disappear. 45% total, high knockback


Color Scheme:


#1: Navy Blue/White, Blue Hair (Standard Chrom)

#2: Dark Red/White, Red hair (Sully)
#3: Dark Green/White, Brown Hair (Stahl)

#4: Golden Yellow/White, Blonde Hair (Lissa)

#5: Aqua Blue/Grey, Brown Hair (Fredrick)

#6: Great Lord Chrom


Taunts:


#1: Will spin his sword in his hand

#2: Will sheath his sword, saying “You fight well”

#3: Falchion will gleam with light, saying “This fight isn’t over yet”


Victory Circle:
#1: Chrom will spin his blade, then plant in the ground as he says “I will protect Ylisse, no what!”

#2: Chrom will Cross his arms, his blade already sheathed, as he says “Well fought, warrior”.

#3: Chrom will put his hand on his blade’s handle, looking up as he says “I cannot afford to lose, I’m sorry.”

 

Gunla

wow, gaming!
BRoomer
Joined
Aug 18, 2013
Messages
9,069
Location
Iowa
Good afternoon all, hope you're doing well. Well, not to throw oil on a wildfire, but I managed to finally design a unique moveset for both Roy AND Chrom. Well, let's start this shall we?



Gameplay Ability: Burning Touch (Roy’s blade, like Marth and Ike’s, has a sweet spot, but instead of dealing extra damage, the sweet spot will set the opponent on fire, leaving them easier to combo and juggle. The sweet spot differs depending on the attack, so knowing which attacks are best for each situation is best. The attacks, if the opponent is set on fire, will still do the same amount of damage, but deliver it in more than one hit to hold the opponent in place longer and allow for follow-up attacks easier)
Standard A Combo: Sealed Slash (x1, 7% total, deals fire damage)

Forward + A: Blazing Pierce (A thrust attack, middle of blade will ignite opponents and cause a burning effect, 11%)

Up + A: Sealed Arch (Will slash in an upward arch, the tip of the blade at the beginning of the slash will ignite opponents on contact, 10%)

Down + A: Heel Poke (Will strike the opponent low with a jabbing poke, same as in Melee. The sword’s lower blade, near the hilt, will ignite the opponent if hit, 9%)

Dash Attack: Sealed Crescent (The same dash attack as in Melee, this attack cannot ignite the opponent. 12%)


Aerial Attacks:
Neutral A: Ignition Circlet (Will spin around in the air, swinging his blade twice. This blade will ignite the opponent on the second hit, 13% total)

Forward + A: Blazing Seal (An arching slash downward, the entire slash being able to engulf the opponent in fire. 11%)

Up + A: Fiery Flip (Will do a backflip in the air with his blade extended, the middle of the blade being able to ignite the opponent. 10%)

Backward + A: Thrusting Fire (Will turn around in the air and thrust his blade forward, the tip able to ignite the opponent in fire, 11%)

Down + A: Sealed Meteor (A powerful slash downward, being able to meteor smash the opponent. The entire attack can ignite the opponent, but does not hold the opponent in place and hits all at once. 13%)


Smash Attacks:
Forward Smash: Fiery Blade (Taken from his original Standard special, Roy will do a hard slash attack forward, the attack being able to release a burst of fire when it hits the ground, if the smash attack is charged up all at once. Can not insta-KO like the original Fiery Blade. 27%)


Up Smash: Heroic Blaze (Will kneel down, blade in sheath, before leaping up into the air and coming back down. Can hit opponents both up in the air or below him mid-attack, cannot meteor smash opponents over edges. 24% total)


Down Smash: Blazing Circlet (Will spin around, sword ignited, and deal damage on both sides of him. Gains extra reach thanks to fire surrounding the blade. 28%)


Grab/Throws:


Grab: Grabs the opponent with his free hand

Pummel: Knees the opponent (3% per pummel)

Front Throw: Throws the opponent over his shoulder (8%)

Up Throw: Throws the opponent upward and slashes them (9%)

Back Throw: Throws the opponent behind him (5%)

Down Throw: Throws the opponent onto the floor (5%)


Special Moves:
Standard Special: Sol


Roy’s new Standard special is the sol ability, which allows Roy to charge up the power of his blade while kneeling and sword sheathed. Once the attack stops charging, Roy will unsheathe his blade and deliver a powerful Horizontal slice with his sword encased in fire. If the attack is fully charged, Roy will be able to heal 15% damage upon contact, much like the actual Sol ability in Fire Emblem. 30% max, heals 15% at maximum charge


Side Special: Blazing Strike
A new side special, almost in the same vein as Ike’s side special, Roy will get into a battle stance with his blade facing behind him. With this attack, Roy can do a lunging strike that can deal fire damage upon contact with the ground, creating a quick flame burst. Roy will lunge farther depending on how long the B button is held. Roy can also use this attack to horizontally recover while in the air. 18% max


Up Special: Blazer


Roy’s up special returns to Smash Bros, but gets a couple of upgrades to differ itself from Marth’s Dolphin Slash. Instead of being a quick slash upwards, this attack is now a spinning ascension as Roy cloaks himself in fire on the way up, rapidly damaging opponents. This attack still mostly goes upward instead of to the side, making Roy better at recovering from a vertical distance than a horizontal distance. 15% total


Down Special: Counter


The counter is a staple of Fire Emblem, and Roy can do it as well like Marth and Ike. Roy’s counter will ignite the opponent on fire to leave them open for combos, making it overall more useful than Marth or Ike’s counter, although slower overall. 10% total.


Final Smash: Sealed Inferno


A quick final smash, Roy will raise his blade above his head as it becomes engulfed in fire, the fire becoming twice as long as the blade before Roy slashes down onto the ground, a huge wave of fire racing forward to deal damage to opponents in front of him. This huge blast of fire will do huge amounts of damage quickly and can very easily KO opponents. 50% total


Color Scheme:


#1: Navy Blue/Black/White (Awakening Roy Standard)

#2: Blue/Gold (Classic Roy)

#3: Red/Black/Gold (Classic Alternate Roy)

#4: Green/Black/Gold (Classic Alternate Roy #2)


Taunts:
#1: Raises blade upward, embers flying off the blade

#2: Original Taunt from Super Smash Bros Melee

#3: Swings and sheaths blade


Victory Circle:
#1: Roy will release do a couple of swings with his blade, giving one of his quotes from Super Smash Bros Melee

#2: Roy will Sheath his sword and cross his arms, giving one of his quotes from Super Smash Bros Melee

#3: Roy will brush his cape aside, his sword becoming ignited as he gives one of his quotes from Super Smash Bros Melee





Gameplay Ability: Exalt’s Blade (Chrom’s Blade, the Falchion, wields the special ability to be cloaked in a mystical blue light, almost as if catching the wind itself, and with this, some of Chrom’s attacks can have push and vacuum effects to push away or pull in opponents. Attacks that can pull in opponents will be marked with # and attacks that will push opponents away are marked with $)


Standard A Combo: Exalt scissors (x2, 10% total, strikes twice with a pair of horizontal slices, the second one reaching slightly farther than the first)

Forward + A: Arching Falchion (Will swing his blade in an upward vertical arch, dealing damage with decent range. 10% $)

Up + A: Piercing Strike (Will thrust upward into the air, cloaked in light. 11% #)

Down + A: Ankle Slice (A wide horizontal slice while crouching, range is above average for crouching attacks. 9%)

Dash Attack: Exalted Thrust (A quick piercing thrust while dashing, does high damage against shields. 9% #)


Aerial Attacks:


Neutral A: Blinding Falchion (A spinning aerial attack, striking on both sides and hitting twice, the light from the blade giving a bit extra range. 14% total $)

Forward + A: Piercing Lance (Switches to Lance, reaches forward to strike with better range, 13%)

Up + A: Arching Slash (Swings vertically and strikes in an arch. 11%)

Backward + A: Reversing Lance (Swings around and strikes behind with lance, giving very good range. 13%)

Down + A: Exalted Comet (Swings downward in an arch, able to meteor smash opponent, 12%)


Smash Attacks:
Forward Smash: Exalt’s Slash (Will kneel down with blade gaining energy, then do a small dash forward to then do a long horizontal slash. 28%)

Up Smash: Luna (Wielding a Lance, will do a powerful thrusting strike up into the air. Has good range, 25%)

Down Smash: Falchion Circlet (Will strike on both sides, dealing more damage behind then in front. 25% $)


Grab/Throws:
Grab: Grabs with free hand

Pummel: Knees the opponent (3%)

Front Throw: Slashes the opponent away (9%)

Down Throw: Hits the opponent onto the ground with the blunt of his sword’s handle (7%)

Back Throw: Will go behind opponent and slash them away (10%)

Up Throw: Tosses the opponent upward (5%)


Special Moves:
Standard Special: Aether


Ike may already wield the aether ability, but Chrom uses it very differently. Chrom’s use of Aether is that of a charge attack which can allow Chrom to do a long dashing slash attack, being able to pierce right through opponents. This attack is also capable of healing 10% damage if charged to its maximum level, and since it can pierce through opponents, can possibly heal up to 30% damage per attack, making it very effective. 28% max, heals 10% per slash at maximum charge.


Side Special: Falchion Eagle

A move seen in the cutscene battle against Chrom and Marth, Chrom will leap up into the air and perform a spinning slash down into the ground, damaging opponents on the way down. By holding the B button during the attack’s start-up, Chrom can hold himself in the air, which can give him a moment to change his trajectory. This attack moves fast, so it’s very good at breaking into crowds of already battling opponents. 17% max


Up Special: Ascension Blade


His blade cloaked in light, Chrom will do a high slashing jump into the air then come down with a piercing blow, which can catch opponents under it to deal damage. This attack acts as a two part attack, but unlike Ike’s Aether, it cannot catch the opponent in one state and continue until the end of the attack. 15% total


Down Special: Counter


The other members of the Fire Emblem series use this stapled move, and since it’s a staple, Chrom uses it as well. Chrom’s counter gives the best responsive range, getting a bit extra distance thanks to his blade being cloaked in light, but has the lowest overall knockback, which can also be an advantage as it is easier to follow up with more attacks. 10%


Final Smash: The Twin Falchions


Fire Emblem Awakening introduced many new mechanics to the Fire Emblem franchise, but the most important one was the ability to fight in pairs, and Chrom’s final smash takes advantage of this. Chrom will do a dashing slash forward to stun an opponent(s) to set up his final smash. If Chrom’s attack hits, he will summon his daughter, Lucina to the field, who will assist Chrom in a sword combo before delivering a final blow to blast the opponent away. Upon finishing their combo, Lucina will disappear. 45% total, high knockback


Color Scheme:


#1: Navy Blue/White, Blue Hair (Standard Chrom)

#2: Dark Red/White, Red hair (Sully)
#3: Dark Green/White, Brown Hair (Stahl)

#4: Golden Yellow/White, Blonde Hair (Lissa)

#5: Aqua Blue/Grey, Brown Hair (Fredrick)

#6: Great Lord Chrom


Taunts:


#1: Will spin his sword in his hand

#2: Will sheath his sword, saying “You fight well”

#3: Falchion will gleam with light, saying “This fight isn’t over yet”


Victory Circle:
#1: Chrom will spin his blade, then plant in the ground as he says “I will protect Ylisse, no what!”

#2: Chrom will Cross his arms, his blade already sheathed, as he says “Well fought, warrior”.

#3: Chrom will put his hand on his blade’s handle, looking up as he says “I cannot afford to lose, I’m sorry.”

You've successfully given me desire to finish my BWD Moveset after my lunch now. Congrats.
 
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