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Anything Can Change! Chrom for SSB4 - Closing Remarks, and an Invitation

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Opossum

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Thanks to N3ON for the banner.
Bio -

The star lord of the latest entry in the Fire Emblem series, Chrom is the descendant of Marth and prince of the Halidom of Ylisse. Wielding his Falchion, Chrom leads an army, known as the Shepherds, to defend his home country against the constant threats it faces, including the forces of Plegia, Valm and the Risen.

[Collapse=Extended Bio That May Contain Awakening Spoilers]
WIP: I will be working on completing this in the coming days.

Chrom is the leader of a band of mercenaries known as the Shepherds, who protect the Halidom of Ylisse. Chrom himself is royalty, being the younger brother of the current Exalt, Emmeryn. When an unknown traveler is found in the middle of the field, Chrom takes the amnesiac into his group as their new Tactician. The two quickly form a deadly duo.

Not all is well, though. Ylisse is constantly being plagued by the threat of Plegia, their neighboring kingdom, and their Mad King Gangrel. Gangrel plans to get revenge on Ylisse for what Chrom's late father did to their people years before during his rule. After an assassination attempt that failed, Emmeryn is moved to a safer location, but that doesn't stop Gangrel. The Plegians capture her, and sentence her to her public death. Gangrel would spare her, or so he says, if Chrom were to give up the Fire Emblem, Ylisse's sacred treasure that is said to help save the world when needed the most. Chrom, with the help of the new Tactician, the rest of the Shepherds, and a mysterious masked ally, try to stop this, but it is of no use: Emmeryn, when brought to the top of a cliff, commits suicide by jumping off, as she wants to ensure the safety of her people, and keep the Fire Emblem out of Plegia's grasp.

Chrom, enraged at what Gangrel has done, vows to kill him, after gaining back his resolve with the help of his friends. In a heated battle, Gangrel is implied to be killed by Chrom and his Shepherds. Two years later, his daughter Lucina is born, and Chrom is declared the rightful Exalt of Ylisse.

But it's not over yet. Two years later, Ylisse receives another threat from the empire of Valm, and its leader, Walhart the Conqueror. After making some deals with the helpful Feroxi warriors and using ships supplied by the defeated Plegians, Chrom's group heads for Valm. Right before, however, an assassination attempt is made on Chrom, but his mysterious masked ally saves him, and reveals herself to be his daughter, Lucina, from the future. After proving herself by showing her Mark of the Exalt, Chrom realizes the sort of danger that Plegia still is. She says that everyone else from the future, minus the other children, have died at the hands of Grima. Plegia's new ruler, Validar, was thought to be dead after Emmeryn's first unsuccessful assassination attempt. Now, he's alive, and can control the evil undead Risen. He also reveals himself to be the Tactician's father, who "bred" the tactician to be the embodiment of the fell-dragon, Grima.

After a much-needed and grueling victory over the Valmese forces, Validar's plan comes into full swing. He is revealed to have what appears to be a copy of the tactician. In actuality, this is the embodiment of Grima, the corrupted tactician from the Bad Future. Validar is killed by Chrom and the Tactician by setting right what went wrong in the future. Now that the tactician knew what was coming, the Thoron shot was made to be non-lethal to Chrom. However, at the Dragon's Table, Grima is awoken, and the titanic dragon threatens to kill everyone again.

Knowing this, Chrom and his Shepherds head to Mount Prism, where they pray to the Divine Dragon, Naga, to bless Chrom. With the five jewels in the Fire Emblem obtained, the Awakening is performed. Chrom, being a hero of pure heart, survives, and is made much stronger. His Falchion is blessed and becomes the Exalted Falchion, which is able to kill Grima.

After journeying to reach Grima, Chrom and his Tactician, as well as the rest of their army, face Grima in a decisive final battle. Should Chrom land the finishing blow, the Tactician will survive, but Grima can return in another time in the future. If the Tactician lands the final blow, both he/she and Grima cease to exist. Either way, the Tactician ends up living through it, so the choice doesn't really matter.

After the war is finally over, Chrom is proclaimed and hailed as the new Exalt, and ushers in an era of peace.

[/Collapse]




Playstyle and thoughts -

Chrom is a character that could be a great balance between Marth and Ike, similarly to how Roy was a "heavier" Marth. Although another blue haired swordsman might seem passé, his design is different enough from other lords in the series that he stands out more prominently. His Falchion has a different enough look (longer) from Marth that I don't think fears of him being a clone of Marth are a real concern. Chrom can also use lances, as he does once he reaches the Great Lord class, so there exists the possibility for him to utilize that function in his moveset if the developers sought to do so.

Essentially, he's a rather versatile character that could either function as a middle ground between Marth and Ike, or a stance character centered around using both his Falchion and a Lance. The Exalted Falchion also includes healing properties that could be included to make him more unique.

My personal favorite idea is the stance-based moveset. In this scenario, Chrom can instantaneously switch which weapon he is holding (either Falchion or a Lance) to better suit his needs. This is rather symbolic of Fire Emblem itself, which often focuses on selecting the best weapons and units to fit the situation, something that isn't really shown so far in Smash Bros. With the Falchion equipped, more damage and knockback is done, and Chrom is more durable, being able to take more hits. However, he is slightly slower and doesn't have a lot of reach. In the Lance Stance, Chrom is able to reach longer distances due to his longer weapon, and even has a projectile. However, he is lighter, and can more easily be sent flying. Switching between the two can be used to set up some pretty cool tricks and strings.


Movesets:
[Collapse=Movesets Inside][Collapse=Opossum's Chrom Moveset (Current)]Neutral Special - Rightful King - Chrom lifts the Falchion high into the air. If the button is held, Chrom begins to become embued with Naga's Holy Fire. After three seconds, the Falchion becomes the Exalted Falchion. All attacks now have the chance to heal Chrom for some damage if he performs a three or more attack string. This effect lasts as long as Chrom's current stock does. Like Olimar's Pikmin, Chrom will need to re-perform the Awakening ritual to regain the Exalted Falchion.
Side Special - Luna - Chrom tosses a Spear forward in an arc. The arc can be controlled, and Chrom can move slowly while charging. This can break shields when fully charged.
Up Special - Sol - Chrom leaps into the air, and comes crashing diagonally downwards with a heavy sword swing. This is similar in execution to Dedede's Super Jump.
Down Special - Counter - A staple of the Fire Emblem characters, Chrom takes a parry stance, and if hit, slices into the attacker. This is different, though, in the sense that it is mainly an anti-air counter due to the direction Chrom's holding the Falchion. If it hits an aerial opponent, they're smacked to the ground. This makes an easy string into the Down Smash.

Side Smash - Chrom dashes forward up to one Bowser length and stabs the opponent with his Falchion.
Up Smash - Chrom charges up with divine dragon energy and stabs his Falchion skyward. Has a burst effect afterwards, where if the opponent is hit, a burst of divine energy can damage those in close proximity without direct contact.
Down Smash - Chrom gets down low. While charging, he enters a bowing position, as if praying to Naga. When released, the result is a quick energy blast from the Falchion and Shield of Seals, hitting both sides of Chrom's body. The energy hits along the ground and sort of makes a wave ripple effect away from Chrom.
Dash Attack - Chrom runs jumps, stabbing the opponent with the Falchion. This knocks the foe upwards, allowing for easy juggle-starting.
Neutral Combo - Chrom swings the Falchion left and right, followed by a spinning slash.
Side Tilt - Chrom swings the Falchion over his head very quickly downward. This move has increased priority and focuses on getting the hit before the opponent does.
Up Tilt - Chrom does a short upward lunge and swings the sword in an overhead arc. What appears as a simple move on the surface is actually a huge help for Chrom's juggling. This allows him to reach Aether more quickly under the effect of Rightful King, so this works well as a damage healer.
Down Tilt - Chrom's Falchion goes from orange glow to blue glow as he quickly kneals and stabs his Falchion into the ground. This sends the foe skyward with ample upward knockback for a down tilt.
Neutral Aerial - Chrom extends his Falchion arm and twirls the blade and his body in mid-air. Low knockback, resulting in easy air combos.
Forward Aerial - Chrom swings the Falchion with both hands over his head, doing a flip in the process.
Backward Aerial - Chrom makes an arc with the Falchion from the forward position downward, and then back, passing the front of his body. It is interesting as this Back Air manages to hit both sides, though the forward hitbox is much smaller and harder to hit with. This works well with dragging the foe closer to you in the air, using a suction effect. This allows for easier air-juggling.
Up Aerial - Chrom does a mid-air backflip and extends his sword upward while doing so, then back, giving a mid-air windshield-wiper type effect as far as appearance. The two hits assist with Aether.
Down Aerial - Chrom stabs his Falchion downward, and then scoops the foe into the air with it (so the motion is down, then arc to the side).
Pummel - Chrom holds the foe in one hand and begins to hit them with the hilt of the Falchion.
Forward Throw - Chrom holds the foe in place, and then stabs them with enough force to send them forward.
Backward Throw - Chrom grabs the foe, throws them over his shoulder. A simple throw.
Up Throw - Chrom throws the opponent up, skewering them on the Falchion to give ample vertical knockback.
Down Throw - Chrom holds the foe in place, leaps up, and bashes them with the hilt of the Falchion.
Ledge Attack - Chrom leaps from the ledge while swinging the Falchion in a circle.
Get-Up Attack - Chrom stabs his sword into the ground, which he then uses to prop himself up.
Final Smash - Shepherd Raid - Some of the other Shepherds appear and attack the stage. Sumia and Cordelia knock foes out of the air, Vaike, Frederick, Stahl and Sully ambush those on the ground, Gaius steals foes' items, Lissa heals Chrom, Lucina mimics Chrom's moves, and Robin hits foes at a distance with Thoron. Kellam's in the background.

Chrom is very good at getting the foe into the air, where he will juggle them to no end, healing himself in the process. This is based both on the Exalted Falchion's healing ability, as well as Chrom's prowess for jump-and-strike sword attacks in Awakening. However, he's not without his faults. Chrom wears very light armor, so he's easily knocked away, but at the same time, he falls decently quickly (similar to Fox in a way). In addition, Chrom lacks a bit of range, minus one projectile. The two moves with longer range, the Down Smash and Side Special, don't utilize the Falchion, so while they give Chrom more utility, they can't be used to get Aether working, and will break the chain if used. Chrom also needs to activate Aether once per stock, so he must space well enough to allow for the small charge time without being hit. Over all, he's a character that's generally pick-up-and-play, but can pull off some really technical stuff at higher levels of play. The strategy needed for his playstyle is analogous to the fact that Fire Emblem is a strategic game series.[/Collapse][Collapse=Opossum's Chrom Moveset (Stance-Based)]Chrom Moveset:

Special Moves
Neutral B: Dual Strike – Chrom does a swift sword or lance strike with the extreme minimum lag possible, but if tapped quickly again, does a leaping downward strike forward that acts as a Shield breaker, as well as giving him some approach options.
Side B: Luna. Differs depending on weapon.
---Sword Mode: Chrom does a quick rush move forward, similar to Ike’s Quick Draw, but sends the opponent directly upwards with an upward swing.
---Lance Mode: Chrom throws a Miniature Lance in a small arc toward the opponent while staying in place.
Up B: Sol: Works the same for both Sword and Lance modes. A basic recovery with an upward swing of Chrom’s weapon, sending him upwards by about twice his height. On impact, there’s a 50% chance of healing 10% damage.
Down B: Weapon Switch – Chrom switches his equipped weapon with his unequipped weapon, with possibilities for both Sword attacks and Lance attacks. This changes the visuals for his Forward Throw, Neutral Special and Up Special, as well as completely altering his Side Special, Smashes, Normal Combo and Down Throw.

Normal Moves (these are the same for both Sword and Lance; Chrom does not use his Lance for these attacks, with the exception of the standard combo):
(Falchion Equipped) AA: Only two attacks that repeat. A quick sword swing left, and then right.
(Lance Equipped) AAA: Chrom pulls out his Lance, doing two swift swings, and then a flurry of continuous pokes.
Side Tilt: Chrom makes a stabbing motion outward with his sword.
Up Tilt: Chrom stabs his sword upward.
Down Tilt: Chrom gets down low and swipes his sword strongly across the ground.
Dash Attack: Chrom bashes into the opponent with the Pedestal of Flames.

Sword Mode Smashes:
Up Smash: Chrom grabs the Falchion with both hands and stabs upward with lots of force.
Down Smash: Chrom holds the Pedestal of Flames, which causes a flurry of blue fire to emit from the ground around Chrom's feet.
Side Smash: Chrom leaps forward about one half of a normal platform length, and slams his sword onto the ground.

Lance Mode Smashes:
Up Smash: Chrom raises his Blessed Lance in an upward arc, back and forth, while the Blessed Lance releases some light magic.
Down Smash: Chrom stabs his lance toward the ground on both sides of his feet. High knockback.
Side Smash: Chrom runs forward a small bit to stab the foe with his Lance.

Aerials (these are the same for both Sword and Lance sets; Chrom only uses a lance in the air, with the exception of the Neutral Air):
Neutral Air: Chrom quickly draws his Falchion and does a quick somersault motion in the air, as seen in the Dual Falchions cutscene. Falls slightly faster while using this move.
Back Air: Chrom does a backflip in the air and jams the blunt end of the lance into the opponent.
Forward Air: Chrom extends his arm outwards and hits the foe with his lance at a downward angle.
Up Air: Chrom swipes his Lance in an overhead arc.
Down Air: Chrom jabs his Lance downward twice, creating a meteor smash effect.

Grabs and Throws:

Pummel: Chrom knees the opponents in the chest
Up Throw: Chrom just throws the foe upward. But then fire from the Pedestal of Flames hits them on the way up.
Forward Throw: Chrom holds the foe up and stabs them with his currently equipped weapon.
Back Throw: Chrom kicks the foe away after flipping them over backwards.
Down Throw: Differs depending on the equipped weapon.
Falchion: Chrom holds his foe on the ground and stabs them directly with his Falchion. High damage.
Lance: Chrom holds the foe down and skewers them with his lance, tossing them sideways. High knockback.

Final Smash: The Shepherds Raid: Similar in idea to others' movesets. Chrom calls forth the Shepherds to attack the stage.
Frederick appears on horseback and leads the charge with brutal lance strikes. Sully and Stahl follow suit.
Lissa appears and heals Chrom for up to 50% damage.
Vaike brashly throws his Axe, and then panics, thinking he lost it.
Sumia and Cordelia arrive on their pegasi and do lance strikes from the air.
Kellam appears too.
Finally, Lucina arrives and does the finishing blow with the Parallel Falchion.[/Collapse][collapse=Niko Mar's Moveset]
A Combo -
Three hit combo. Chrom punches, does a twist-around elbow, then straightens himself out by thrusting his sword forward.
Forward Tilt -
One-handed leaning sword thrust/poke. Good range, along with decent knock-back and damage.
Down Tilt (Crouch Attack) -
Chrom jabs towards the ground, then pulls sword up. Two hit move, and works well as a launcher to combo.
Up Tilt -
Chrom sweeps his sword above him. A very simple/weaker move with good overhead coverage. May work well as a follow-up to his crouch attack.
Running Attack -
Quick, horizontal slash.

Neutral Air -
360 flip spins (much like Meta except slower, and with more range). Three hit move, with 3rd being stronger (in both damage and knock-back) than the rest.
Forward Air -
Single flip-spin into devastating meteor smash. Sword bursts with an aura (and gains the meteor properties) as it comes down from spin. This "burst" halts Chrom's momentum from the spin, so he evens out mid-air.
Back Air -
Backwards fist into a turning sword swipe. Very simple but effective two-hit aerial.
Up Air -
Chrom raises the Falchion high above his head as it explodes with an aura. Slightly delayed move, but is incredibly powerful.
Down Air -
Two-hit foot stomp: One leg, then another, in a fast manor. Effective/fast/safer move for stacking damage, or counter-attacking.

Forward Smash -
Dual-handed thrust into the sword exploding with aura. 2-hit move, but hits are fast and always consecutive.
Down Smash -
Spins sword around for visual flair, before thrusting it into the ground. As soon as his sword hits the floor, aura explodes from all around him (like a character's length on each side).
Up Smash -
Raises sword up into the air with both hands as air draws around it and pulls opponents in (initial raising of sword is not a hit). This swirling draw of wind maintains for as long as the move is charged (the Falchion can also be seen glowing more and more brightly too). Once released from charging (or if no charging is done at all), the Falchion will explode with an aura from all sides. This move has decent reach already, but the wind sucking in opponents adds to that, along with giving the move other uses (note: the area of effect for the wind isn't THAT large, nor is the pulling effect that drastic). Aesthetically, Chrom will be facing towards the screen during this move, and have legs spread apart slightly.

B Special - "Shield Bash"
Chrom uses the "Fire Emblem Shield" for this move. It is a chargeable counter, that becomes an attack once fully charged. So basically, Chrom pulls out the shield and keeps it there for as long as charged. While out, the shield acts as a counter (that will trigger the shield bash early) which gains more power the longer it's charged. So yes, this counter has specified damage outputs, and does not rely on the strength of the opponent's attack. Once fully charged though, Chrom does a "shield bash" attack where he lunges forward (to the degree of Wolf's Smash) with the shield. Upon impact, the shield explodes with a powerful aura, which does significant damage and has devastating knock-back. This move has reasonable cool-down, even if cancelled early. This is to prevent spamming the shield for counter properties.

Up-B Special - "Aether"
Chrom leaps high into the air with his sword in hand, and then comes spinning down. Multiple-hit move, where the last hit colliding with ground is slightly stronger than others. This move can be seen in action during this video: http://www.youtube.com/watch?v=aoaPXlKYoIo

Side-B Special - "Don't Speak Her Name!"
Leaping strike. Chrom can be seen using this move in Awakening, indefinitely during critical hits. This move can also be cancelled in the air for a quick slash below him (where he turns over to do so mid-air). The cancel described will slow the momentum of this move, and allow you to use your second jump afterwards. Very tricky move that can be used in a multitude of ways.

Down-B Special - "Exaltation"
Chargeable move that increases the power of the Falchion. Takes 5 seconds to charge, and needs to be fully charged in order to work (is not cancelable to maintain charge, must be finished to work). This move lasts 15 seconds, and ups the sword's damage x1.5 (aka only when the sword connects with opponent in some form [including aura bursts], punches/kicks will not be powered up). This move can also be cancelled at any time to recover a health percentage = number of seconds left in move. That added ability makes this move amazing for recovering damage after sending opponent flying off. But watch out, it's charging time is longer than you think, and the move's primary effect is worth keeping. It can be used in a variety of ways, such as enabling it and killing the opponent, only to recover 5% of your life for the unused seconds. Visually, the sword will start glowing and burst with an aura when done. The sword will now resemble the Exalted Falchion in appearance until time runs-out/is cancelled.

Final Smash - "Anything Can Change!!"
Chrom slashes the opponent through the top of the screen, where they fall down onto a battlefield from FE Awakening. While the opponent is still dazed on the ground, the camera zooms in on Chrom who activates Aether and a critical. He then shouts "Anything Can Change" as he starts to leap at the opponent.
- First hit does 20%, and heals 10% of Chrom's heath. Second hit does 40% and slashes them back to the main screen, where (if they had at least 40% damage before the move) they will be blown straight to their deaths. This move is still recoverable from, if the opponent had....let's say 30% damage. Any possible kills when starting damage is between 30 and 40 depends on the weight and etc. of the character.

-Miscellaneous/Other-
Forward Throw - Pulls opponent back before tossing them forward (think baseball pitch).
Up Throw - Throws opponent up very slightly, then hits them with his sword for the true power of this move.
Down Throw - Holds sword with flat end facing opponent. It then explodes with an aura which bounces opponents off the ground, and into an arc.
Back Throw - Carelessly tosses opponent behind him.
Grab Attack - Smacks opponent with hilt of sword.

Ledge attack - Horizontal slice as he's getting up.

Up Taunt - Holds sword high with eyes closed, then brings it down while saying "I will not fail." His expression changes to a serious one when he states this.
Down Taunt - Sticks sword in ground and remarks "Well fought."
Side Taunt - Chrom gleams with the critical hit animation (the one that signifies it's going to happen) and shouts "Now I'm Angry!"
[/collapse][Collapse=Jackson's Chrom Moveset]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.[/Collapse][Collapse=Hong's Moveset]
My concept of Chrom is a character all about mobility, mix-ups, and combos. Chrom has never been the most elegant royal, and that reflects in his fighting style. Chrom is a fighter with average run speed, above average weight, a high initial jump and a poor double jump. Chrom is a fast-faller.

Before we begin, I should note Chrom has a special feature: "Rightful King" is a passive quality unique to this fighter. Every successful strike to an enemy empowers his sword, gaining the trademark blue glow. At maximum power, his portrait is bordered with blue flame. While at full power, Chrom gains a small but noticeable increase to both movement and attack speed. Receiving damage or inactivity causes Rightful King to fade.

Specials

Javelin
:GCB:
Chrom draws a javelin in his other hand, which functions as a unique weapon item and is aesthetically similar of that seen in Awakening. Pressing B again while it's in hand throws the javelin, and you can hold B for extra power/distance. You can also throw it with Z just like any other weapon item, and while it's not as strong this way (just flips around in the air like any other thrown weapon), can be thrown in all directions. His jab prods the lance, forward tilt brandishes it across, and forward smash results in a strong thrust with so much impact that it shatters the javelin.

If other fighters pick it up, they just swing it around like any other weapon, nowhere near as effective. Chrom can only have two javelins on screen at a given time.

Rout
:GCB::GCR:
This move causes Chrom to sheathe his sword and dash forward similar to Fox Illusion, but leaving a blue trail. What happens next is where this differs vastly.

Press A at the start will transist the move into a sliding kick. This stops Chrom on impact, pops the enemy upwards, and has little lag on hit.

Press B at the start to expend the Rightful King effect and cut enemies on his path. Those caught en route don't take much damage, but enemies at the end suffer a blow of immense strength. If Rightful King is at full power, this attack has vertical launch power akin to other lethal moves, like Luigi's Fire Jump Punch or Jigglypuff's Rest.

Lastly, you can press R to fake out, creating a blue trail but Chrom merely reappears at his point of origin.

Should no action be taken, Chrom will merely pass through enemies. This doesn't have much delay, but the blue trail sticks to Chrom for few seconds, and Rout cannot be used again until it's gone.

Counter
:GCB::GCD:
The trademark Counter mechanic breathes the spirit of Fire Emblem into Smash Bros! But this one is different. Countering while a Javelin is in hand will cause Chrom to throw it at full charge and at immense speed. If he is empty-handed, he instead tries to grab the attacker, with bonus reach compared to his normal grab.


Exalted Aether
:GCB::GCU:
Chrom flips into the air with sword extended, much like in the cutscene. It doesn't have much height, but a lot of lateral distance. Pressing B while flipping will end the move early and cancel it into a downward sword plant.


Aerial

:GCA:
A corkscrew 360° swish of the sword that combos into itself rather well.
:GCA::GCR: (forward)
Readies his sword before delivering a horizontal cut. A bit of wind-up, but a lot of power.
:GCA::GCL:(backward)
A backward kick followed by a horizontal sword slice.
:GCA::GCD:
Sheathes his sword and faces downwards before delivering a fast and deadly arcing slash below for a meteor smash.
:GCA::GCU:
Swishes his sword above before slashing in an arc. Multi-hit attack that lacks launch power, but has decent damage.

Ground

:GCA:
Delivers rapid horizontal slashes. Like other jab attacks, it automatically leads to an ender. In Chrom's case, it ends with a shoulder check.
:GCA::GCR: (tilt)
Diagonal downward cut followed by an upward slash in quick succession.
:GCA::GCD:(tilt)
Hand planted on the ground, he delivers a low horizontal cut with good reach.
:GCA::GCU:(tilt)
Two quick arcing slashes above.
:GCA::GCR:(smash)
Leans back before stepping forward and delivering a fierce thrust. Has immense reach.
:GCA::GCD:(smash)
Does a fierce spin slash. It's not ideal for hitting low or rolling foes that are small in size.
:GCA::GCU: (smash)
Hops while performing a front-flip sword slash with a large area of effect, but long landing lag.
:GCA: (dash)
Vanishes and re-emerges a short distance ahead, cutting down those in his way.

Throws

:GCA:
Hooks his foes with the hilt of hos sword.
:GCR:(forward)
Kicks them away and follows it up with a slash
:GCL:(backward)
Grabs them by the arm, spins them around once before letting loose.
:GCD:
Stomps the enemy into the ground, leaps into the air off-screen before coming down on them with his sword as they try to stand up. The best throw for damage.
:GCU:
Holds them up-high and delivers a sword thrust to send them upwards. Good for vertical kills.
[/Collapse]
[Collapse=Jaytalks' Chrom moveset]

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 (note: in the air, she just hold her sword with her right hand.)
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: Counter - Like every other Fire Emblem character.

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=Pizzadudemanguy's Playstyle and Moveset Description]I'll do my best to describe it, but I'm a little tired.

The animations that Chrom has in Awakening and the cutscenes that display the battles of both Chrom and Lucina show the specific kinds of manuevers I mean. Because Lucina says that she learned her moves "from her Father," I think it's completely reasonable to incorporate her attacks into Chrom's moveset.

When looking at Chrom's in-battle animations, he jumps a lot (which isn't too uncommon for Fire Emblem Lords), and he angles his sword in arcs that look...very uncomfortable for his arm. Some of his battle animations seem to directly contradict what Marth does: For instance, when he rushes forward to strike, he stabs at an upward-diagonal angle, as opposed to Marth who slashes. When Chrom strikes upward, he slashes TOWARDS HIMSELF at an arc to essentially "uppercut" the opponent with his blade, and follow through outward to pull the opponent in.

When looking at the various cutscenes through Awakening, their are a lot of other moves that I find inspiring. One of the first we see is a fight against the Risen in the beginning. One of the small details that I find interesting in how he fights in this cutscene is how he uses two hands to strike with a forward slash for more power. Ike does something similar sometimes, but it's a bit more unusual with Chrom's smaller blade. In several cutscenes, when Chrom is able to use more power (such as when an enemy is being held off), he switches to a two-handed style that's much more straightforward than his regular way of fighting.

The most impressive display, though, is the cutscene of his fight against Lucina in Arena Ferox. Chrom's iconic pose comes from the way he (and Lucina) masterfully swings his sword around both of his arms in a pinwheel like pattern. Along with the two-handed fighting style, I think this shows that Chrom is fairly proficient in fighting with both of his arms, and makes use of switching arms (sometimes even throwing his blade) to get around his opponent. I think the most impressive manuevers in this fight are one in which Lucina combines a jumping roundhouse kick, followed by a sideways arced forward slash, and an incredible manuever performed by both Chrom and Lucina in which, from an aerial position, they rapidly front-flip while swinging they're blade toward the opponent. Stylistically, it DOES look similar to Ike's Aether in Brawl, but they are able to angle the attack in a way to launch themselves at their opponent.

Using these moves and animations as influences, I think Chrom can have an incredibly athletic fighting style that makes use approaching the opponent through leaping attacks/kicks and attacking by arcing his blade in unusual angles as he slashes, while being able to perform combos by rapidly swinging his blade as he switches hands, as well as more powerful moves where he uses both arms to slash in a forward arc (as opposed to a downward slam). Special moves can make use of the more "specified maneuvers" Chrom has displayed, such as the rapid front-flip spin and rapidly spinning the blade around both arms.
As for the Final Smash, I like the idea of making use of Fire Emblem Awakening's "Dual Support" system, where other characters jump in for team attacks. In this specific example, Lucina appears from a portal, and the duo perform a team attacks on the opponent; this example is entirely based on a cutscene early in the game.[/Collapse][Collapse=Zigzagar' Chrom Specials]
Standard Special: Shade Breaker
Chrom's Blade turns black while charging up and then releases black flames while slashing

Side Special: Night Slasher
Chrom rushes forwards while performing a powerful slash causing a darkness ailment.

Up Special: Shadow Tornado
Chrom Jumps and flies in to a tornado of black flames

Down Special: Counter
Same as Marth's, Ike's and Roy's

Final Smash: Shadow Field

The nearest opponent goes to the top of the screen and Chrom goes above while his sword turns black and he hold is sword down at the opponent and releases a big field of black flames as he hits the ground.[/Collapse]
[collapse=Captain Hotcakes' Moveset for Chrom]
Playstyle: Chrom is a mid weight rush down fighter who specializes in closing space and creating space for himself. He can weave in and out of fights as he pleases with the maneuvers of his Neutral Special and Up Special. He can also put you where he wants with an additional function of his Down Special. While he's no Marth, his attacks are quick and powerful for pressuring opponents.

Special Moves

Neutral Special - Leaping Slash
Chrom holds out his Falchion for a charge. When he releases the charge, he will jump forward in an arc that becomes longer with charge and do an overhead slash. The longer he charges, the farther he jumps and the less transparent a glow of blue flames will be on his Falchion.

Instant (w/o charge): Chrom jumps a space right in front of himself. The arc is parabolic and takes no more than a second to execute.
½ charge: Chrom jumps in an arc roughly two Stage Builder blocks in front of himself.
¾ charge: Chrom jumps in an arc roughly four Stage Builder blocks in front of himself.
Full charge: Chrom will jump roughly half the length of Final Destination. The arc will be high enough that large projectiles can be avoided during the jump.

Additionally, at any point during the jump, Chrom can end it by falling with his sword raised out. You can do this by pressing down and the attack button.

Chrom occasionally does this attack in Fire Emblem: Awakening, usually when at a fair distance, critically striking, and in the Fire Emblem: Awakening Puzzle Swap panel and the cutscene where he fights Lucina.

Side Special - Dual Strike+
Chrom does a downward diagonal slash before bounding forward and drawing another slash back. His Falchion glows with blue flames as he slashes. Both strikes cannot be cancelled, but the speed into the second slash can be executed quicker by tilting forward and pressing special button again.

> Aether

If the second slash is done during a short point of frames in the animation, Chrom will swing his Falchion to hold it overhead with both hands and slashing forward with reddish-orange flames. It has knockback and will hit with a sparkling effect that glows bright before fading out along with the lifesteal sound when Aether hits in Awakening. Chrom can transfer his damage from 5%-8% between him and heal for the same amount from the opponent’s damage he hits.

Dual Strike+ is an ability first learned in the Lord class which premiered in Fire Emblem: Awakening.

Aether is an ability learn by Great Lords at Level 5 in Awakening and by the Occult Scroll to Lords and Heroes in Fire Emblem: Path of Radiance, the game it was introduced in. It alternates the effects of the Sol and Luna skills by a percentage of the enemy’s Skill stat. It’s iconicity to the Super Smash Bros. series is as Ike’s Up Special in Brawl.

Up Special - Javelin Carousel
Chrom takes out a javelin, rapidly spinning its handle overhead. Upon startup, Chrom will be suspended in place for a second before coptering up. The javelin is only an inch bigger on both sides than Chrom horizontally. Chrom holds out the javelin until he makes contact with a ledge, surface, or does an aerial or special attack.

> Attack Button + Left/Right/Down while tilting: Javelin Toss

Chrom throws his javelin to his left side, right side, or below him depending on the direction the control stick is held along with the attack button. The javelin travels in a straight path, continually curving downwards the more distance it gets. It causes knockback upon hit.

> Attack Button + Left/Right/Down while holding: Javelin Lunge

Chrom lunges to his left side, right side, or below him with his javelin pointing out.

Once Chrom promotes to Great Lord (or Paladin for that matter), he gains the ability to use Lances. Javelins are lances which can attack at either close or at distance. Being the first lord in the Smash series to use an alternate weapon other than a sword, this would differentiate him a fair bit.

Down Special - Counter
“Think again!”, “Have another!”

Chrom blocks in front of him with the Fire Emblem. If he is hit, he performs an obtuse slash from above his shoulder to in front of him in the direction he was hit.

Every Fire Emblem character featured in Smash so far has a Counter as their Down Special, where they respond after being hit by an attack with another. Furthermore, the slash arc and direction vary from lord to lord.

The eponymous Fire Emblem is a mythical object that takes many forms depending on the game it is featured in like a MacGuffin. In Awakening, it takes the form of a shield used as the crest for the Ylissean royal family which has six beads containing the elemental powers of Naga.

Final Smash - Fate of Falchions
“Now…”

Chrom raises his Falchion over his head as it glows with blue flames. He then does a massive dashing slash forward at a medium length. This Final Smash activates when it makes contact with an opponent, where they are suspended in blue haze before Chrom.

A rift portal (the one in the second cutscene of Awakening) opens above the space over the opposite end of Chrom before closing, where Lucina in her Masked Marth outfit drops down.

“As one!”

Chrom and Lucina perform a volley of fierce, blue flaming slashes, doing so while they rotate around the opponent and other opponents who contact them (like Link‘s Triforce Slash.) After 8 seconds, Chrom and Lucina draw their Falchions by their sides before slashing across in a blue glowing X, causing massive damage and knockback to the opponent and whoever else is caught in it. They land precisely with Lucina saluting in with a bow of her head and a hand over her chest before fading away in a blue flicker.

Chrom and Lucina are pitted in a rivalry of sorts in the early chapters of Awakening. They share a father-daughter relationship and both wield the Falchion, although from different periods of time. Their united sword combo is reminiscent of a scene in the Awakening intro movie where they are briefly shown fencing swords. I guess you can consider her cameo as a “consolation prize” to her fans if she isn’t included in the game.

Grapples
Pummel: Chrom knees his opponent to where the shin should be.

Down Throw - Pair Up > Assist/Guard
A nod to the Pair Up system introduced in his game (although not necessarily in the same function,) Chrom shoves his opponent behind his side, where they will be suspended in stuttering idle and walk animations as they are paired. The opponent will follow Chrom a certain distance for 4 seconds before regaining control of themselves or when Chrom moves too far away for them to keep following. Chrom cannot do any other action besides ground movement until he “throws” the character by tilting the control stick where they will dash before him and take damage from any attack in that direction or tilting the control stick plus the attack button, where they will do the first hit in their Jab.

Forward Throw: Chrom quickly winds his arm back before tossing his opponent forward.
Back Throw: Chrom backhand tosses his opponent.
Up Throw: Chrom quickly winds his arm below him before tossing his opponent above him.

Standard Attacks
Jab: Chrom delivers a forward slash, then swiping back diagonally upwards before sweeping his opponent off his feet with a two-hand diagonal downward slash.
Dash: Chrom does a wide forward slash that reaches out before going across his shoulder.
Forward Tilt: Chrom draws out the tip of his Falchion for a quick thrust.
Up Tilt: Chrom slashes a quick arc above his head.
Down Tilt: Chrom stabs his Falchion towards where the feet should be on the opponent.
Forward Smash: Chrom holds his Falchion behind him before slashing above him in a wide arc and brings in down in his direction.
Up Smash: Chrom crouches before hoping up for a fierce uppercut slash, revolving slightly in the air before regaining footing.
Down Smash: Chrom sweeps his Falchion below him, then behind him.
Get Up: Chrom slashes his Falchion around him as he gets to his feet.
Ledge: Chrom lunges the tip of his Falchion forward.

Aerial Attacks
Neutral Air: Chrom crouches as he holds his Falchion out and spins his body a few times.
Side Air: Chrom slashes in front of him, turning around briefly.
Back Air: Chrom jabs with his other hands before thrusting his Falchion behind him.
Up Air: Chrom does an uppercut slash in a wide arc.
Down Air: Chrom stabs the Falchion down between his legs, falling towards the bottom of the stage for a second. Gains fair distance and can spike if whipped out during the startup frames.

Taunts
Up Taunt: Chrom bows as he puts the jewel in the handle of the Falchion before his left eye as he closes them solemnly. The symbol of the Ylissean royal family puffs out in blue flames before Chrom draws the sword to its default stance.
Side Taunt: Chrom steps forward as he extends the Falchion outward, saying “Anything can change!” before spinning Falchion by the handle back to his side.
Down Taunt: Chrom stabs Falchion into the ground, places both hands on the handle, and kneels down facing the screen, saying “My strength is yours.” as if he is speaking to the player.[/collapse]
[collapse=Toothiest Aura's Moveset]
CHROM

General: I had originally planned a Chrom/Robin tag team moveset, but my ideas became an independent Robin moveset. So I figured I would work on one for Chrom independently as well. I attempted to use skills that may have been overlooked for Chrom for a more unique moveset.

Playstyle: Chrom would be somewhere in between Marth and Ike in terms of gameplay. He would in no way be close to Ike's strength, and falls behind Marth in terms of speed/reach. His special moves give him some competition with his fellow FE bretheren (Side Special for range/speed and Standard Special for strength). I like the potential that Chrom has to be a stance character with his spear/sword, but I feel as a unit he uses Falchion more.

- Special Moves:

-- Standard Special: Aggressor
Aggressor is a class skill of Dread Fighters - one of Chrom's very few Class Change options. Aggressor increases a unit's Attack Rating by 10 when initiating a battle.
Chrom performs a very quick slash directly in front of him (this is mostly for show, not for attacking) and gains a red aura. The red aura lasts as long as Chrom isn't hit (or a minute) and increases his attack strength and speed

-- Side Special: Rapier
A weapon unique to the Lord class. It does extra damage to heavily armored opponents. The carry over to the smash world would be that it can pierce shields.
Chrom would perform a barrage of quick strikes with his rapier, they will be very weak. This move will nullify shields - not break them. Meaning it will hit them as if they were not shielding at all. It will also nullify counters. There should also be a 5% chance of this move nullifying a dodge. This move will have greater range than the majority of Chrom's moves, due to the rapier's length.
Thankfully, rapiers are lightweight enough for Chrom to carry one on him at all times.

-- 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 has 5% chance of healing Chrom the damage the dealt and the second has a 5% chance of breaking a shield.

- Down Special: Rigthful King
Rightful King is a passive skill of Great Lords. It increases skill activation.
Chrom would hold Falchion front of himself with two hands and be covered in a green aura for a second or so. Following the use of this move Chrom's Specials' extra effects will have a higher chance to activate (15%). Here's the drawback, the move's effects only last for a minute and it requires a minute to cooldown. Furthermore, if Chrom is interrupted during the move it will not activate and the cooldown will commence.

-- Final Smash: Twin Falchions
Chrom would raise his sword skyward and it would be engulfed with blue flames - Lucina would appear through a rift soon afterward. Lucina would essentially be an AT - she would have a few moves and motions and have a relatively short time limit. Just before the time limit is up you lose control of Chrom and he Luncina perform a giant X-Slash imbued with blue flame. Lucina will disappear and the blue flame will linger a bit longer potentially racking up some additional damage. The point of this FS is teamwork - Lucina will relentlessly hound one opponent (only moving on if that opponent is K.O.d). Chrom should join her in attacking that one opponent to ensure a kill.

- Smash Moves: His Smash moves will involve Falchion's blue fire. For all of Chrom's smash moves the blue flame will linger slightly after use allowing for strategic use.

-- Side Smash:
Chrom performs a powerful stab with Falchion, imbued with blue flames.

-- Down Smash:
Chrom jumps and performs a slash with a wide arc directly below himself, imbued with blue flames.

-- Up Smash:
Chrom performs a slash with a wide arc above his head, imbued with blue flames (The arc is no where near as big as Ike's up smash.)

- Basic Attacks:

-- Combo:
Chrom will perform a nice left straight followed by an upward and then a downward slash with Falchion.

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

-- Down Tilt:
A downward slash aimed at his opponents feet. It may trip them.

-- Up Tilt:
A quick, overhead slash with Falchion with little other than over head range.

-- Dash Attack:
Chrom stabs Falchion into the ground, using it to vault, and delivers a pretty powerful double kick.

- Grabs/Throws: For his throws Chrom uses his Spear. I didn't forget it.

-- Pummel:
He headbutts his opponent. Slower than most pummels, does slightly more damage too. (A headbutt seemed perfect for him. He's very Shounen, and a headbutt is a very Shounen thing to do. Even if it isn't part of their normal moves.)

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

-- Upward Throw:
Chrom picks his opponent up with his spear and flings them upward.

-- Downward Throw:
Chrom throws his opponent to the ground and then thrusts his spear down after them.

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

- Aerial Attacks:

-- 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.

Notes:
I had intended to use his blue flame as a Standard Special, but it came across too much like Ignis in my Robin moveset.
I had also wanted to use Aegis (from the Paladin class) as a Down Special, but I felt Rightful King fit him better and my Aegis idea was hard to flesh out.
[/collapse]
[Collapse=Bowserlick's Special Set for Chrom]Chrom Specials:

B Luna: Sword glows silver and extends as he slashes. Goes through shields and other weapons without clashing. But only does damage with no knockback.

Up B Lance (air): Leaps forward in an arch while taking out his lance. Press of A while cause him to thrust the lance downwards and forward for a good amount of damage and stun. Especially if it connects with grounded opponents

Up B Lance (ground): Takes out lance quickly and pole vaults high into the air. Still gets two jumps and is allowed to attack, but can no longer use Up B unless he lands.

Side B Dual Slash: Goes forward quickly covering a short distance and stabs his sword forward. During the animation toward or back B can be pressed again and Chrom will do a second attack. He goes further and does a more powerful slash. But he lags more after the second optional attack.

Down B Aegis: Creates a mystical shield in front of him. Absorbs up to 27 percentage damage. Can be left out. After the last hit, the shield shatters doing splash damage to enemies. Cannot be used again until next stock. However, it can absorb energy projectiles and add to the shields hitpoints.[/Collapse]
[Collapse=Croph's Chrom Moveset (Specials) ]Overview

Chrom is essentially a rush down fighter with speed faster than Ike. Chrom does well close range but also has some moves that could be used for zoning purposes, making him a versatile fighter. Because of this, Chrom can play "keep-away" very well: range attack to force opponents to approach you, force opponents to become vulnerable/make mistakes, and then strike and engage.

I also envision Chrom having a good footsies game: a good mid-range, ground-based gameplay and poke, poke, poke!, for some reason.
Moveset

B - Javelin Thrust: Quickly throws a javelin that could be aimed slightly up or down, though it will always travel in a slight arch (like Link's arrows, though non-chargeable but with more distance). With the right input, Chrom will do a low poke with the javelin instead. This has good range and will cause opponents to trip if they are hit with the tip of the javelin.

B > - Blade Barrage: Charges in the direction faced doing multiple sword slashes. Tapping B > will extend the move, making Chrom keep moving/attacking until the duration of the attack is over (similar to MK's Mach Tornado). At any time during Blade Barrage, Chrom will activate Luna and/or Sol depending on the input. Chrom could initiate either one of the two moves (immediately ending the duration of Blade Barrage), or quickly input one after the other (ending Blade Barrage after the last move but essentially making Chrom's Aether).

Luna: A horizontal low slash with good range. This move bypasses shields and causes upwards knockback if successfully hit
Sol: A slash with less range. If successful, the moves heals half the damage dealt

B ^ - Marvellous Flight: By using the power of his phenomenal wind, Chrom flies upwards with a sword strike (think Marth's recovery). This move has a bit of start-up lag, but it can be slightly aimed at any angle. Once initiated and in the air, with the right input during any time of the attack, Chrom will do a spinning sword strike, cutting through the air (see here). Opponents caught in the attack will receive multiple hits, though it's relatively easy to escape. The final blow of the attack will do more knockback + damage.

B v - Shield of Seals: Chrom pulls out the Shield of Seals (which enlarges and starts to glow) in the direction he's facing. The shield will stay out as long as B v is held or until the duration of the attack is over. Upon initial release, the shield produces two slow-moving shock waves that travel from each side of Chrom for a short distance (the shield will not produce new shockwaves if there's already previous ones already on the stage). The shock waves act as a weak projectile if hit, but they also can reflect any incoming projectiles as well. totally did not rip-off Hsien-Ko's Gong. The shield itself reflects projectiles and blocks physical attacks. However, since it faces the direction Chrom's facing, Chrom is vulnerable from the back. The shield, however, can be aimed in any direction, even above and below Chrom (if in the air).

The more I write this, the more I get Pit vibes for some reason...idk...

Final Smash - Shepherd Raid: Chrom summons various members from his army: Lucina (not a Shepherd but she randomly appears...), Robin, Frederick, Lissa, Sumia, etc, to attack or swoop down on opponents. Some members help Chrom, such as Lissa healing him during her presences. Sumia also throws down rhubarb pies that stun opponents if hit.

Alternatively - Exalted Falchion: Chrom's Falchion starts to glow orange and the centre blue. All damage Chrom previously had is healed, and the sword rapidly heals Chrom if damage is done to him. The sword itself has a bigger hitbox; all standard and smash attacks have huge range and do more damage. All specials are now a holy strike: a powerful sword slash with good range that produces an arch-shaped glowing projectile in the direction faced. The holy strike can be charged; the longer it's charged, the bigger projectile hitbox and more damage it deals. Chrom could also fly with the power of wind. The sword returns to normal after the duration of the FS.[/Collapse]
[Collapse=Chrom Special Moveset by qdMbp]CHROM
Chrom's Sword only Specials
While Marth focuses on quick strikes and Ike focuses on strong strikes, I've chosen to make Chrom focus on mobility and controlling the direction his enemy is launched.

Up, DUAL STRIKE: He dashes in the direction indicated and slashes at the end of the movement, then he dashes again in the direction indicated and slashes again. Unlike Pikachu's UpB, you automatically dash twice and you can dash in the same direction both times.

Side, LUNA: Chrom rolls in the direction indicated and then slashes in the direction indicated (either to the right or left, can be a different direction than the initial roll), knocking foes away.
In the air, he simply dashes to the side instead of rolling.
The slash has the unique property that it completely bypasses shields.

Neutral, CANTO: Chrom jumps slightly in front of him and grabs. If a direction is indicated when he grabs an enemy, Chrom will kick off the enemy and launch them in the direction indicated while Chrom jumps the opposite direction. If no direction is indicated, Chrom will hit them with the hilt of his sword and make them crumple to the ground.

Down, RIGHTFUL KING: Chrom raises his blade and rallies his spirit. If the 1.5 second animation is completed without interruption, Chrom's blade will start shining and his next special attack will activate much faster and deal slightly more damage/launch farther.

Final Smash, TRUE SOL: Chrom's blade shines and he leaps forward. If he runs into an enemy, he slashes powerfully three times and launches them away. The attack deals 20% per slash for 60% total, healing Chrom for the same amount.[/Collapse][/Collapse]


Common Arguments and Counterpoints:

Argument One: Chrom offers nothing unique in terms of playstyle!

Counterpoint One: This is without a shadow of a doubt Chrom detractors' biggest argument. By far, too. Now let's be fair, we're talking about Sakurai here, the man who gave Fox, Captain Falcon, the Ice Climbers, and ROB unique playstyles and movesets despite having far less in their game to draw from than Chrom does. All it takes is a bit of creativity. At the absolute worst, Sakurai could make him a full-blown clone, but I highly doubt this. The next step would be to play the middle man between Marth and Ike. I can see why people wouldn't find this too thrilling. Now we need to start being creative.

One key thing to bring up as far as playstyle, for example, is Chrom's ability to switch his weaponry. Fire Emblem, being a tactical strategy game, has the player adjust their army, weapons, and tactics to fit the situation at hand in an attempt to minimize casualties. Chrom can easily take from this. His playstyle involves adjusting your tactics to fit the situation at hand, allowing you to defeat the opponent. His semi-stance based moveset can reflect this, as his Specials, Smashes, Neutral Combo and Down Throw all change depending on your choice of weapon: the Falchion or the Lance.

In general, people like to use this point against Chrom due to how Sakurai only adds characters that are unique. Clearly, though, he can be made to be unique. Just look at the various moves and playstyle ideas found in this thread, after all. Moveset potential isn't a limiting factor in the slightest.

Argument Two: Chrom should not get in, because it would mean Ike would get replaced, since Chrom is the most recent Lord.


Counterpoint Two (UPDATED!): Here ya go.


Argument Three: Chrom doesn't really have a long-standing potential for popularity in the series like Marth and Ike do...

Counterpoint Three: It was suggested that I cover this in the OP, and I definitely agree that it is a good thing to cover. Being a recent Lord comes with drawbacks, no doubt. One of these drawbacks is that your future in the series comes into question. Seeing as it's a bit early, in my opinion, to give a truly concrete answer to this, I will try to do some form of deduction. First, a little trivia about Fire Emblem:Awakening. Due to some of the minor financial failure that the series has had in the past, Intelligent Systems were worried that this would be the last Fire Emblem game. As in, if Awakening didn't sell well, the series would be over. Not taking any chances and wanting to go out with a bang, IS decided to make the game as good as they possibly could. One of the things Awakening was praised for was the personalities and charm that the cast of characters had. Among these memorable characters, Chrom was voted as the most popular male character of the parent generation, with Gaius coming in second. Out of all of the diverse and, as some would say, more interesting characters, Chrom still reigned supreme. Obviously IS would notice this popularity. Honestly, I'd be surprised if IS never used or mentioned Chrom again after Awakening's success.



Some Reminders -

More information will be added in time, but until then a few words:

1) This is not intended to be a Chrom Vs. Robin or Chrom Vs. Roy debate thread. I would ask that everyone be respectful and try to avoid the same kind of problems that plagued Wolf/Krystal and Pokémon threads during Brawl's development.

2) If anyone wishes to contribute resources (signatures, avatars, etc) to the thread, or has an idea, send me a private message and I will try to respond in a reasonable time.

3) Before any blatant bashing of the character, try to look around the thread to find possible solutions to your problem
.


Color Swaps:

by Venus of the Desert Bloom

Chrom's Shepherds (Supporter List) :

Opossum
HylianHeroBigBoss
BluePikmin11
Scoliosis Jones
R.O.B.
TheKingofTown
Fastblade5035
ZeldaMaster
Cephalopod17
Ascended
Hong
Louie G.
Shortiecanbrawl
Hotfeet444
colder_than_ice
SuperBrawler
Pizzadudemanguy
egaddmario
andimidna
Captain Hotcakes
Niko Mar
MajoraX
MaskO'Gears
Jackson
Dezeray112
NinjaKnight
FinalStarmen
Ferio_Kun
MAGMIS
Minato Arisato
Oblivion129
Muster
Leafeon523
BigAxle
Kevandre
Deathcarter
Zhu Qiao
MewKwota
ChromVoy
LeeYawshee
Rockaphin
JediSuperSonic
Another K-2L Survivor

Some Nice Awakening Music To Enjoy! Beware of comment spoilers.

Fire Emblem Awakening Main Theme

Divine Decree (Ablaze)
Don't Speak Her Name!
Id - Purpose
Monstrosity
Mastermind
Duty
Conquest
You Have Power...Like Mine

Any more music suggestions are appreciated! These are just some of my favorites.

Art!

[Collapse=Fan-Art]

by Orenji-kun on Deviantart


by Hofftits on Deviantart


by our very own Hotfeet444



by Gonzales@Twitter on Pixiv


[Collapse= Official Art]


Ending illustration by Yusuke Kozaki.


Chrom's concept art as a Great Lord.

[Collapse=Kinda Spoiler-y]
Chrom being killed by Grima in the Prologue from the Bad Future.[/Collapse]


Chrom vs Validar through the eyes of the Avatar during the Prologue

[/Collapse] [/Collapse]

I will be adding more to the OP as time goes on. But for now, hopefully you've been promoted from Thread Reader to Chrom Supporter.

Read the second post for information regarding Chrom and the Gematsu Leak.
 
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Chrom and the Gematsu Leak




Now, the Gematsu Leak is a point of contention between the Smash fanbase. However, it is notable that Chrom, this thread's topic, is included in the leak as a playable character.

The leak has quite the amount of points going toward it. To list them:

  • Prior to E3 2013, Sal Romano listed six characters on a forum to be revealed at E3, calling it an "unlikely prediction" to see if the leak held water. This leak included six characters, three of which were shown at E3 2013: Mega Man, Villager, and the most unlikely of all, Wii Fit Trainer. Considering the Wii Fit Trainer had never before been seriously brought up, this definitely wasn't a guess, especially not in tangent with Mega Man and the Villager. The other three, Little Mac, Pac-Man, and Mii, were eventually shown on later dates.
  • Prior to the Smash Direct, the second leak happened, revealing Chrom, Shulk, Palutena, and the Chorus Men, as well as a "Pokemon from X and Y" placeholder. Greninja was then shown at the Direct, adding fuel to the leak.
  • Now, prior to E3 2014, the leak revealed that these characters were still planned, and that the Mii was called the "Mii Fighter." This was the name later used on the website, confirming the leak, essentially. Mii Fighter, Pac-Man, and Palutena were finally shown. After, a Sneaking Ghost enemy from Rhythm Heaven was shown in Smash Run. Considering the enemies come from series with playable characters, from what we know, this adds to the case of the Chorus Men, and by extension, Chrom. At the time of writing, only Shulk, Chrom, and the Chorus Men are left from leak.
Now, assuming that this leak is true (the evidence is quite concrete), it's only a matter of time before Chrom is revealed. That being said, stay polite to those in support of characters not on the Sal Leak, and other Fire Emblem character threads. We may have done it, guys! :D
 
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D

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If he won't blatantly be Ike 2.0, then I support him.
The way I see it, it could end up being like Final Fight:
The faster, weaker Marth (The Guy of the group), the slower, stronger Ike (The Haggar of the group), and the middle ground Krom (the Cody of the group).
 

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If he won't blatantly be Ike 2.0, then I support him.
The way I see it, it could end up being like Final Fight:
The faster, weaker Marth (The Guy of the group), the slower, stronger Ike (The Haggar of the group), and the middle ground Krom (the Cody of the group).
That is pretty much how I envisioned it.

<LIGHT> Marth - Krom - Ike <HEAVY>
 

SmashChu

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Yeah, he seems that way. Plus he has an in between look as well.

Seeing as the game has sold so well and Sakurai likes to add the newest FE character, I don't doubt this one.
 

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Krom is the newcomer I feel has the greatest chance of being in the game. The FE game for WiiU is the only justification that belief needs.

:phone:
 

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Krom is the newcomer I feel has the greatest chance of being in the game. The FE game for WiiU is the only justification that belief needs.

:phone:
I don't think it is necessary for Krom to have a game on the Wii U to be playable. Like I said, Awakening is doing remarkably well on it's own in Japan. It has sold more than Path of Radiance and Dawn Brigade put together, and those were the two most recent new games before Awakening (not counting the two remakes for the DS).
 
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Don't you mean Radiant Dawn? What the Heck is Dawn Brigade?
 

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I see it that way:

Ike/Krom : Heavy, Strong , Reach

Marth/
Lucina
:Light, Weak, Fast


Fire Emblem awakening didn't feature one lord guys it featured two, the first one is heavily based on Ike and the second one is heavily based on Marth...that's why....
 

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Seeing as the game has sold so well and Sakurai likes to add the newest FE character, I don't doubt this one.

Actually, at the time Brawl came out, Micaiah was technically the newest FE character, and more central to the story of Radiant Dawn. Ike was still in the game though.. but regardless, much more popular as a character. I would say that's probably why he got in the game.

If that image that Sakurai tweeted is any indication (yes, I know he only posted it because Pit was #1), Japanese players really like Krom, but also still really like both Marth and Ike. So probably all 3 have a good chance of being in the game, especially with FE13 being so successful in Japan and coming overseas in 2013.
 

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I can definitely see Chrom being in, and also being the "in-between" of Fire Emblem characters. If I get a 3DS soon, I plan on getting Awakening when it gets localized. It'll be my first Fire Emblem, but I'm looking forward to it.
 

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I'd support Krom since we do need more Fire Emblem characters. I wonder what Final Smash he would have though.

:phone:
 

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Actually, at the time Brawl came out, Micaiah was technically the newest FE character, and more central to the story of Radiant Dawn. Ike was still in the game though.. but regardless, much more popular as a character. I would say that's probably why he got in the game.

If that image that Sakurai tweeted is any indication (yes, I know he only posted it because Pit was #1), Japanese players really like Krom, but also still really like both Marth and Ike. So probably all 3 have a good chance of being in the game, especially with FE13 being so successful in Japan and coming overseas in 2013.
FE10 didn't come out until Smash was long into development. You have to look at that.
 

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To add to that, was Michaiah even popular in Japan at that time?
 

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Krom for being the newest main Lord of the FE series, is an almost shoe-in. I'd actually like to see him fight with both a sword and a lance. A varrying fighting style.

And also, his Aether animation is different than Ike's, depsite doing the same: steal HP and then do a critical strike. That just makes me believe that Krom will end up having a different moveset than Ike's.
 

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Just wondering: Has anyone on these boards made a moveset for Chrom yet? I cannot remember...
 
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Also, can anyone describe the difference between Ike's aether and Chrom's aether? I know they're stylistically different, but I've never seen Chrom's.
 
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deuxhero

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Personally I think Anna (reps the entire series) or Lucina (even if she is
cosplaying as Marth half the time
) would be a better potential rep, due to both having a much larger source of potential moves.
 
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@SmashChu: That was the first thing I was asking when I first went into this thread; if anyone has made a full move set for Krom yet and have it be unique.

I have been asking for all the things Krom can do and I do know he does have a spear and a lance, but anything else? And can those two do enough to make him unique? That said, if he can get an unique (or at least a move set different enough from Ike) move set, I'm all for him.

Also, how wanted is Krom in Japan? Here, he is "expected, but not wanted" (at least for most people), but how wanted is Krom in Japan might be an indication of how he'll fare over here.
 

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Well I think that It's up to Intelligent systems to decide if Krom is in as they decided on having Roy in Melee instead of Leaf. Perhaps they will again suggest to Sakurai to add a character from an FE they are working on right now instead of Krom.

But yeah who knows, I'd be cool with Krom, but knowing sakurai he would be a slow power character like Ike instead of a medium type character.
 

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Well I think that It's up to Intelligent systems to decide if Krom is in as they decided on having Roy in Melee instead of Leaf. Perhaps they will again suggest to Sakurai to add a character from an FE they are working on right now instead of Krom.

But yeah who knows, I'd be cool with Krom, but knowing sakurai he would be a slow power character like Ike instead of a medium type character.
It was actually Sakurai's idea to include Roy in Melee, not Intelligent Systems's. They were the ones to suggest Ike though. However, they only suggested Ike when Sakurai asked them which character to use, something I'm not sure will happen for Smash 4. I mean, Ike was only added when Sakurai knew he wanted to add another FE character. This time around there are already three fairly popular FE characters that have been in Smash, and Sakurai might think that's enough to represent the series with (especially if he is trying to keep the amount of newcomers on the low side), and not even contact IS about which character he should add.

Although he was planning on originally having 3 FE characters in Brawl, so who knows, this time he might think 4 FE characters are a good amount. (I doubt it though)

Super Smash Bros. Fan said:
Also, how wanted is Krom in Japan? Here, he is "expected, but not wanted" (at least for most people), but how wanted is Krom in Japan might be an indication of how he'll fare over here.
IIRC Krom is more popular in Japan overall, but Roy is still more requested and more popular for Smash. Also, Krom's popularity might pass eventually (like when a new FE game comes out -- which, granted, probably won't happen until SSB4 is deep in development or even done development), but Roy's popularity seems to be enduring.
 
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@N3ON: Especially when you take into account that Sakurai stated that Roy was put into the game to represent the entire Fire Emblem series (yes, he did state that) and not just a game, so Sakurai sees Roy as a valuable character and should explain why he was planned for Brawl.

And of course we all know that Roy is one of two of the most wanted character in there. I was just curious to see how Krom's popularity for Smash was in there and if he was "expected, but not wanted" there.

Because if the latter's the case, this is bad news for a potential inclusion because by the time FE13 comes out oversea, Sakurai will have already finished deciding characters and will notice that Krom is seen as a generally unfavorable character addition that is expected and knowing Sakurai, he's going to want characters that get people interested in the game and I can't see it from him.
 

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@N3ON: Especially when you take into account that Sakurai stated that Roy was put into the game to represent the entire Fire Emblem series (yes, he did state that) and not just a game, so Sakurai sees Roy as a valuable character and should explain why he was planned for Brawl.
You sure you don't mean Marth? He is considered the face of the series.


Because if the latter's the case, this is bad news for a potential inclusion because by the time FE13 comes out oversea, Sakurai will have already finished deciding characters and will notice that Krom is seen as a generally unfavorable character addition that is expected and knowing Sakurai, he's going to want characters that get people interested in the game and I can't see it from him.
As a note, Fire Emblem characters are always some of the most popular characters in the games. People will like Krom.
 
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SmashChu said:
You sure you don't mean Marth? He is considered the face of the series.
Right here.
ChronoBound said:
On Roy in Smash Bros.:
Contrary to popular belief, Roy was not placed in at the request of Intelligent Systems, but rather it was Sakurai's idea. Sakurai said that placing in Roy was his idea and that he did it primarily to promote "not just a new game, but the series as a whole."
Perhaps "represent" wasn't the right word to use as Marth is the face of the series, but Sakurai did state that Roy was mainly added to promote the series as a whole.

Speaking of Fire Emblem, what do you think are the chances of the series getting four characters? If they were to reach it (which is possible, although I am not expecting it), I would say that we would get both Roy and Krom. Which would be pretty awesome.
 

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Speaking of Fire Emblem, what do you think are the chances of the series getting four characters? If they were to reach it (which is possible, although I am not expecting it), I would say that we would get both Roy and Krom. Which would be pretty awesome.
I think that the chances of Sakurai perhaps planning to have 4 FE characters (Marth, Ike, Roy, Krom), but having to cut one sometime in development, whether it be in the planning phase, pre-production phase or in the phase where there is actually some data developed for that character, are fairly decent. Of course if it's in the first two of those phases, we would probably never hear about it. I believe that the chances of the finished game having 4 FE characters is very low, but still an outside possibility.

And yeah, I agree with you, if we were to get 4 characters, they would most certainly be Marth, Ike, Roy, and Krom. I think the chances of any other FE character being playable is even smaller than the chance of getting 4 FE characters.
 

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^ That's essentially what I was thinking, Neon, although I personally believe the hierarchy of being a choice as far as priority would go something like this:

Marth>Ike>Chrom>Roy.

I feel Marth and Ike will be priorities due to being in Brawl (especially since apparently they imported the engine). I think Chrom may be next, followed by Roy if time allots.
 
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If they imported the engine, it probably means that they still have Roy's leftover data.
Which probably makes him more of a priority, same with Mewtwo and Dr. Mario (if Sakurai doesn't decide against him at this point).
 

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Ah, I forgot about the leftover data. You're probably right, now that I think about it.
 

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Krom is the newest main character, why should he look further? :rolleyes: People where arguing against Krom for being 'too recent' earlier, and now he's too old already?
 

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Looked at the link. I'm less confident on Krom as it mentions Sakurai was looking for a new FE character. It's really will he feel the series needs another character. I'm not sure if that's the case.
My thoughts exactly.

:phone:
 

Ferio_Kun

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Originally Said by Strong Bad
You gotta have blue hair!
This is how I feel about another blue haired swordsman...

Nah I don't mind the blue hair, but can we get someone with an axe or spear from FE for crying out loud? Or even magic would be cool!
 

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Krom will probably be more popular than Roy... All Roy lovers are from the gamecube era, so a lot of them grew up. Kids who grew up without melee will mostly want Krom over Roy.
 
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This is how I feel about another blue haired swordsman...

Nah I don't mind the blue hair, but can we get someone with an axe or spear from FE for crying out loud? Or even magic would be cool!
This is why more people need to suggest Leaf from Fire Emblem 4/5 as a Lord. He's a Master Knight, so there is so much he could do.

...too bad Sakurai saw him as a potential clone pre-Melee.
 

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Krom will probably be more popular than Roy... All Roy lovers are from the gamecube era, so a lot of them grew up. Kids who grew up without melee will mostly want Krom over Roy.
I grew up but I still prefer Roy over krom. I see that Krom can take Ike's place, but I duno...
 

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Marth, Krom, Roy. There you go. Your perfect Fire Emblem characters for SSB4.
 

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Not really perfect if Ike's gone...
 

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It's pretty hilarious that people think Ike will get cut. Fire Emblem is a huge popular franchise, there is no need to cut anyone.

:phone:
 
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