Pokemon: Close Combat/Chesnaught: Difference between revisions

From Mizuumi Wiki
Jump to navigation Jump to search
No edit summary
 
(27 intermediate revisions by the same user not shown)
Line 19: Line 19:


==Introduction==
==Introduction==
With Chespin on his shoulder, Chesnaught barrels through the opposition with brute strength in numbers. Chesnaught has two kinds of moves to use in midrange; low-commitment and high-commitment, both with their own strengths and weaknesses. Low-commitment moves like 5A, 2A, and 4A have strong hitboxes and low recovery, and all can be buffered into specials to secure knockdowns and extra damage while remaining safe. High-commitment moves like 3A, 6A and 2B reach further and can open a defensive opponent up, but their long start-up and recovery can cause you to get stuffed out or punished. Chesnaught's moveset has ways to mitigate these risks however, predominantly in Bullet Seed.
Protecting a Chespin on his shoulder, Chesnaught believes “The best defense is a good offense”. Chesnaught can do a great job controlling the midrange with long normals while also doing an excellent job of waiting an opponent out, forcing your opponent to make mistakes and getting hard punishes off them using his signature move Bullet Seed (5B) which can help him extend his combos with no meter, or go in while you are super plus on your opponents block.


Bullet Seed may very well be Chesnaught's character-defining function. Feeding your little buddy a berry with 5B allows Chesnaught to cancel into Bullet Speed (Spit) after a wide variety of normals and specials by hitting 5B again, leading to huge plus-frames on block and hit. This can remove the risk of being punished by cancelling around the recovery frames of the normals/specials entirely, and additionally the massive plus-frames created from the blocked 5B can enable you to use key mix-up tools like 2B without risk of being hit during their lengthy startup. Bullet Seed can also be used to create new optimal damage routes, enabling combos into sweep and cancels from 6B which lead to Chesnaught's most rewarding combos. On top of all these uses, Bullet Seed is by far the fastest projectile in the game once loaded, managing to surprise opponents from anywhere closer than fullscreen into potential combos/guard pressure. While it may seem like spamming Bullet Seed is a recipe for success, loading the bullet can leave you wide open for any character to get a full punish.  
Chesnaught is a character who can play until timeout. With his high health and endurance. On top of that he has Guard Berry (24B) which adds armor to the startup of his forward advancing moves and restores his health by 7%, An invincible charge input DP and an air parry. Using these tools effectively makes Chesnaught a defensive powerhouse.


Chesnaught is a character who can play until timeout. With his high health, endurance and Guard Berry (24B) which adds armor to the startup of 6A and 2B. This armor is not unapplied until the move actually armors through an opponent's challenge or an opponent lands a heavy hitting move upon you. On top of this effect, the berry will slightly heal you and refresh your guard health. Nothing in this world is more satisfying than winning via time out with some health from your Guard Berry.  
Chesnaught's main drawback is his speed and sluggish buttons, he has a slow predictable jump, an 8-frame startup on his 5A, and cannot effectively chase down opponents who are running away or zoning without spending resources.


A potentially even stronger use of your meter is with Thorn Upper ([2]8B), a massive move where Chesnaught swings his arm upwards. This move requires charge to utilize but is fully invincible from frame 1, a combo-starter on counterhit, hard to punish, as well as one of Chesnaught's highest-damaging combo enders that leads to pressure on hit. Successfully hitting a Thorn Upper launches a thorn behind the opponent, forcing them to wake up into it and make a choice between taking more damage or letting you run a mixup on them.
If you want a weird bulky May/Ramlethal/Happy Chaos fusion then this is the character for you. Patient play, optimization, and effective risk assessment will be sure to land you in the Hall of Fame. Good luck, dynamic duo!!
 
Chesnaught's main drawback is his speed and sluggish buttons. All is not lost though of course, as team work can make the dream work. Chesnaught's 4A is maybe the best anti-air in the game, hitting behind his head thanks to Chespin and dealing massive damage when cancelled. Chespin's Bullet Seed (Spit) allows Chesnaught to deal some of the highest damage in the game meterlessly and with very little risk. Falling Fortress (j.B) allows Chesnaught to take risks in neutral that other characters cannot, punishing the opponent for checking his sluggish jumps and dashes with armor. Patient play, optimization, and effective risk assessment will be sure to land you in the Hall of Fame. Good luck, dynamic duo!!


{{CharacterPickReasons
{{CharacterPickReasons
Line 33: Line 31:
|intro = [[file:PKMNCC Chesnaught NavboxIcon.png|40px|link=]] '''Chesnaught''' is a walking tank with oppressive midrange, with berry buffs that can quickly change the pace of battle.
|intro = [[file:PKMNCC Chesnaught NavboxIcon.png|40px|link=]] '''Chesnaught''' is a walking tank with oppressive midrange, with berry buffs that can quickly change the pace of battle.
|pros=
|pros=
*'''Huge Normals:''' Attacks like 3A, 6A, and 2B cover ranges the opponent may have difficulty challenging from.
*'''Bulky:''' Chesnaught has the highest endurance value in the game & close to the highest health value which he can recharge with 24B. Chesnaught can afford to sacrifice his health as a means to win the round.
*'''Bulky:''' Close to the highest health value, as well as the highest armor value which he can recharge with 24B, means that Chesnaught can use his health as a resource to get in.
*'''Space Control:''' The creation of thorns, a fast moving projectile, and large buttons like 3A, 6A, and 2B cover ranges the opponent may have difficulty challenging from.
|cons=
|cons=
*'''Sluggish Movement:''' With a lumbering walkspeed, underwhelming forward dash, and larger amount of prejump frames compared to the rest of the cast, it can be difficult for Chesnaught to outmaneuver their opponent.
*'''Sluggish Movement:''' With a lumbering walkspeed, underwhelming forward dash, and larger amount of prejump frames compared to the rest of the cast, it can be difficult for Chesnaught to outmaneuver their opponent.
*'''Sluggish Buttons:''' Chesnaughts fastest button (5A) has a whopping 8f startup, leading to him often time being stuck in the corner.
*'''Sluggish Buttons:''' Chesnaughts fastest button (5A) has a whopping 8f startup, leading to him often time being stuck in the corner, landing parries is essential.
}}
}}


Line 80: Line 78:
|subtitle = [[File:PKMNCC4.png]][[File:PKMNCC_A.png]]
|subtitle = [[File:PKMNCC4.png]][[File:PKMNCC_A.png]]
|image  = PKMNCC_Chesnaught_4A.png
|image  = PKMNCC_Chesnaught_4A.png
|caption = you go little man
|caption = You go little man
|hitbox  = PKMNCC_Chesnaught_4A1Hitbox.png
|hitbox  = PKMNCC_Chesnaught_4A1Hitbox.png
|hitboxCaption =
|hitboxCaption =
Line 246: Line 244:
   |startup    = 18
   |startup    = 18
   |active    = 10
   |active    = 10
   |recovery  = 7
   |recovery  = 6
   |advantage  = +27 [+18]
   |advantage  = +27 [+18]
|framedata={{#invoke:FrameChart-PKMNCC|drawFrameData
|framedata={{#invoke:FrameChart-PKMNCC|drawFrameData
Line 281: Line 279:
   |startup    = 9
   |startup    = 9
   |active    = 20
   |active    = 20
   |recovery  = 7
   |recovery  = 6
   |advantage  = +16 [+11]
   |advantage  = +16 [+11]
|framedata={{#invoke:FrameChart-PKMNCC|drawFrameData
|framedata={{#invoke:FrameChart-PKMNCC|drawFrameData
Line 323: Line 321:
   |advantage  =  
   |advantage  =  
|framedata={{#invoke:FrameChart-PKMNCC|drawFrameData
|framedata={{#invoke:FrameChart-PKMNCC|drawFrameData
|startup        = 48
|startup        = 45
|active          =  
|active          =  
|recovery        = 34
|recovery        = 36
|specialRecovery =  
|specialRecovery =  
}}
}}
Line 340: Line 338:
|input = [[File:PKMNCC_B.png]]
|input = [[File:PKMNCC_B.png]]
|image  = PKMNCC_Chesnaught_5B2.png
|image  = PKMNCC_Chesnaught_5B2.png
|caption =
|caption = *WAHHHH THOOOO!*
|hitbox  =
|hitbox  =
|hitboxcaption =
|hitboxcaption =
Line 359: Line 357:
   |active    =  
   |active    =  
   |recovery  = 34
   |recovery  = 34
   |advantage  = +15 [+13]
   |advantage  = +15 [+6]
|framedata={{#invoke:FrameChart-PKMNCC|drawFrameData
|framedata={{#invoke:FrameChart-PKMNCC|drawFrameData
|startup        = 9
|startup        = 9
Line 373: Line 371:
*Despite being a projectile, moves that are projectile immune (ex. Bewear 2B) will lose to this
*Despite being a projectile, moves that are projectile immune (ex. Bewear 2B) will lose to this
*Additional hits can whiff on shorter hurtboxes (Falinks, crouching Toxicroak, etc.)
*Additional hits can whiff on shorter hurtboxes (Falinks, crouching Toxicroak, etc.)
*On hit, you can confirm to a 3A to build meter.
   }}
   }}
}}
}}
Line 400: Line 399:
<!------------>
<!------------>
   |startup    = 42
   |startup    = 42
   |active    = 14
   |active    = 10
   |recovery  = 39
   |recovery  = 43
   |advantage  = +6 [-14]
   |advantage  = +6 [-14]


|framedata={{#invoke:FrameChart-PKMNCC|drawFrameData
|framedata={{#invoke:FrameChart-PKMNCC|drawFrameData
|startup        = 42
|startup        = 42
|active          = 14
|active          = 10
|recovery        = 39
|recovery        = 33
|specialRecovery =  
|specialRecovery =  
}}
}}
Line 446: Line 445:
   |active    = 5, 5, 16
   |active    = 5, 5, 16
   |recovery  = 20
   |recovery  = 20
   |advantage  = 29,44,-20 [-16]
   |advantage  = 28,43,-21 [-10]
|framedata={{#invoke:FrameChart-PKMNCC|drawFrameData
|framedata={{#invoke:FrameChart-PKMNCC|drawFrameData
   |startup    = 11
   |startup    = 11
Line 455: Line 454:
   |active5    = 16
   |active5    = 16
   |recovery  = 20
   |recovery  = 20
   |advantage  = 29, 44, -20 [-16]
   |advantage  = 28, 43, -21 [-10]
}}
}}
   |description= Chesnaught charges forward with his shield.
   |description= Chesnaught charges forward with his shield.
Line 498: Line 497:
*Can be performed during forward and back dash
*Can be performed during forward and back dash
*Refreshes Chesnaught's endurance on successful parry
*Refreshes Chesnaught's endurance on successful parry
  }}
}}
{{MoveData
|name    = Air Shield Smash
|subtitle = <big>jBB</big>
|input = [[File:PKMNCC_B.png]][[File:PKMNCC_B.png]] [[File:PKMNCC_J.png]]
|image  = PKMNCC_Chesnaught_jBB.png
|caption =
|hitbox  = PKMNCC_Chesnaught_jBBHitbox.png
|hitboxcaption =
|linkname=
|data    =
{{AttackData-PKMNCC
  |version    =
  |subtitle  =
  |damage    = 5
  |guard      =
  |cancel    =
  |invul      =
  |property  = Armor, Knockdown
  |cost      = 1
<!------------>
  |startup    = 17
  |active    = 8
  |recovery  = 10
  |advantage  = +70
|framedata={{#invoke:FrameChart-PKMNCC|drawFrameData
|startup        = 17
|active          = 8
|recovery        = 10
|specialRecovery =
}}
  |description= Chesnaught slams their shield for a counterattack.
*Can only be performed after parrying an attack with Falling Fortress
   }}
   }}
}}
}}
Line 557: Line 522:
   |cost      = 1
   |cost      = 1
<!------------>
<!------------>
   |startup    = 15, 6, 6, 16
   |startup    = 19, 6, 6, 16
   |active    = 5, 5, 5, 6
   |active    = 5, 5, 5, 6
   |recovery  = 27
   |recovery  = 27
Line 657: Line 622:
}}
}}
<br>
<br>
{{MoveData
|name    = Air Shield Smash
|subtitle = <big>jBB</big>
|input = [[File:PKMNCC_B.png]][[File:PKMNCC_B.png]] [[File:PKMNCC_J.png]]
|image  = PKMNCC_Chesnaught_jBB.png
|caption =
|hitbox  = PKMNCC_Chesnaught_jBBHitbox.png
|hitboxcaption =
|linkname=
|data    =
{{AttackData-PKMNCC
  |version    =
  |subtitle  =
  |damage    = 7
  |guard      =
  |cancel    =
  |invul      =
  |property  = Armor, Knockdown
  |cost      = 1
<!------------>
  |startup    = 24
  |active    = 6
  |recovery  = 28
  |advantage  = +57 [-2]
|framedata={{#invoke:FrameChart-PKMNCC|drawFrameData
|startup        = 24
|active          = 6
|recovery        = 28
|specialRecovery =
}}
  |description= Chesnaught slams their shield for a counterattack.
*Jumping and using this move immediately in neutral can be a very safe way to approach and can lead to corner carry.
  }}
}}


==Super==
==Super==
Line 695: Line 694:
*Huge damage, primarily used after antiairs and guard breaks
*Huge damage, primarily used after antiairs and guard breaks
*Can combo from 5B [Spit] in juggle situations (like when cancelled from 6B)
*Can combo from 5B [Spit] in juggle situations (like when cancelled from 6B)
*Mainly used to "Cash Out" damage on final round to secure a win.
  }}
  }}
}}
}}
Line 732: Line 732:
}}
}}
   |description= Chesnaught headbutts the opponent.
   |description= Chesnaught headbutts the opponent.
*Allows enough time to load 5B or attempt to meaty with 6A
*Usually Allows enough time to load 5B or attempt to meaty with 6A
  }}
  }}
}}
}}
Line 768: Line 768:
}}
}}
   |description= Chesnaught grabs the opponent and lobs them behind him.
   |description= Chesnaught grabs the opponent and lobs them behind him.
*Allows enough time to load 5B or attempt to meaty with 6A.
*Usually Allows enough time to load 5B or attempt to meaty with 6A.
  }}
  }}
}}
}}


==Combos==
==Combos==
(j.A) 5A 2A xx 6B/[2]8B
2A 5A 2A xx 6B/[2]8B
5A 4A xx 2B
[4]6B 6B
[Anti-Air Only] 4B xx 2B/[4]6B/426b
[5b Stocked] 6A 5B microwalk 5A 6B


[5b Stocked] (j.A) 5A 2A xx 6B xx 5B 6A (xx 5B restock)
[BnB] 5A 6B


[5b Stocked, Spaced] 5A/2A/6A xx 5B 3A (6B/[2]4B/426B)
[5B Stocked] 5A 4A 6B 5B 2B


[5b Stocked, Spaced] 5B 6A xx 6B
[6A Starter] 6A 5A 6B


[Grounded] 46B 6A


[CH] 5A/2A/4A 3A
[Anti-Air] 4A 2B


[CH] 6A xx 2B
[Jump In + 5B Stocked] j.5A 5A 4A 6B 5B 2B


[CH] 5A/2A 5A xx 6B
[Jump In] j.5A 3A
*Builds 1 Hyper


[CH] [2]8B 6A
[5B Stocked + 2 Hyper] 5A 4A 6B 5B 426B
*24 Damage Combo, will leave a full HP squishy at 1/3 health left.


==Colors==
==Colors==

Latest revision as of 12:47, 20 May 2024

PKMNCC Chesnaught Portrait.png
Archetypes: Charge; Big Body
Health: 43
Endurance: 16
Endurance Refresh: 5
Walk Speed: 2.4 / -2.1
Prejump Frames: 9f
Fastest Attack: 5A (8f)

Introduction

Protecting a Chespin on his shoulder, Chesnaught believes “The best defense is a good offense”. Chesnaught can do a great job controlling the midrange with long normals while also doing an excellent job of waiting an opponent out, forcing your opponent to make mistakes and getting hard punishes off them using his signature move Bullet Seed (5B) which can help him extend his combos with no meter, or go in while you are super plus on your opponents block.

Chesnaught is a character who can play until timeout. With his high health and endurance. On top of that he has Guard Berry (24B) which adds armor to the startup of his forward advancing moves and restores his health by 7%, An invincible charge input DP and an air parry. Using these tools effectively makes Chesnaught a defensive powerhouse.

Chesnaught's main drawback is his speed and sluggish buttons, he has a slow predictable jump, an 8-frame startup on his 5A, and cannot effectively chase down opponents who are running away or zoning without spending resources.

If you want a weird bulky May/Ramlethal/Happy Chaos fusion then this is the character for you. Patient play, optimization, and effective risk assessment will be sure to land you in the Hall of Fame. Good luck, dynamic duo!!


Playstyle
PKMNCC Chesnaught NavboxIcon.png Chesnaught is a walking tank with oppressive midrange, with berry buffs that can quickly change the pace of battle.
Pick if you like Avoid if you dislike
  • Bulky: Chesnaught has the highest endurance value in the game & close to the highest health value which he can recharge with 24B. Chesnaught can afford to sacrifice his health as a means to win the round.
  • Space Control: The creation of thorns, a fast moving projectile, and large buttons like 3A, 6A, and 2B cover ranges the opponent may have difficulty challenging from.
  • Sluggish Movement: With a lumbering walkspeed, underwhelming forward dash, and larger amount of prejump frames compared to the rest of the cast, it can be difficult for Chesnaught to outmaneuver their opponent.
  • Sluggish Buttons: Chesnaughts fastest button (5A) has a whopping 8f startup, leading to him often time being stuck in the corner, landing parries is essential.

Normals

5A
PKMNCC A.png
PKMNCC Chesnaught 5A.png
PKMNCC Chesnaught 5AHitbox.png
Damage Endurance Damage Guard Cancel Invul Property
2 1 Mid 4A, Special - -
Startup Active Recovery Advantage Cost
8 5 20 -2 [0] -
Total: 32

Chesnaught sticks out his fist for a far standing jab.

  • Chesnaught's fastest button for challenging
  • Chesnaught's strongest combo starter
  • Solid stop-sign in neutral, can be buffered into 6B for knockdown
Toggle Hitboxes
Toggle Hitboxes


4A
PKMNCC4.pngPKMNCC A.png
PKMNCC Chesnaught 4A.png
PKMNCC Chesnaught 4A1Hitbox.png
You go little man
PKMNCC Chesnaught 4A2Hitbox.png
PKMNCC Chesnaught 4A3Hitbox.png
PKMNCC Chesnaught 4A4Hitbox.png
Damage Endurance Damage Guard Cancel Invul Property
3/1 2 Mid Special Upper Body -
Startup Active Recovery Advantage Cost
10 14 21 +2 [-3] -
Total: 44

Chespin joins Chesnaught in delivering a quick uppercut.

  • Ideal blockstring filler for guard damage
  • Incredible answer to jumps with quick startup, great hitbox, and lots of active frames
  • Can cancel into 2B or [4]6B on air-hit for a combo into knockdown
Toggle Hitboxes
Toggle Hitboxes


6A
PKMNCC6.pngPKMNCC A.png
PKMNCC Chesnaught 6A.png
PKMNCC Chesnaught 6AHitbox.png
Damage Endurance Damage Guard Cancel Invul Property
5 2 Mid C Cancel - Knockdown (Air Hit)
Startup Active Recovery Advantage Cost
28 6 31 +14 [-5] -
Total: 64

Chesnaught delivers a forward-advancing backhand.

  • Chesnaught's furthest button, strong for keeping the opponent at bay and checking dashes
  • Combos into 5A, 2A, and 4A. Combos into itself on counterhit.
  • Has armor after consuming a Guard Berry. Removed after absorbing a move.
Toggle Hitboxes
Toggle Hitboxes


2A
PKMNCC2.pngPKMNCC A.png
PKMNCC Chesnaught 2A.png
PKMNCC Chesnaught 2AHitbox.png
Damage Endurance Damage Guard Cancel Invul Property
1 0 Low Special - -
Startup Active Recovery Advantage Cost
9 7 11 +9 [0] -
Total: 26

Chesnaught sticks out his leg for a low-hitting kick.

  • Ideal blockstring filler for checking the opponent low
  • Strong for checking opponent's who are holding back/upback, and beating out upper body invulnerability
  • Can be confirmed into itself on hit, once
Toggle Hitboxes
Toggle Hitboxes


3A
PKMNCC3.pngPKMNCC A.png
PKMNCC Chesnaught 3A.png
PKMNCC Chesnaught 3AHitbox.png
Damage Endurance Damage Guard Cancel Invul Property
2 1 Low 5B (On Whiff Only), 426B - Knockdown
Startup Active Recovery Advantage Cost
16 7 36 +45 [-25] -
Total: 58

Chesnaught swipes at the ground for a low-hitting sweep.

  • Far-reaching normal that builds a bar on hit
  • Can be cancelled into 5B on whiff, potentially punishing the opponent for attempting to challenge
Toggle Hitboxes
Toggle Hitboxes


j5A
PKMNCC A.png PKMNCC J.png
PKMNCC Chesnaught J5A.png
PKMNCC Chesnaught j5A1Hitbox.png
PKMNCC Chesnaught j5A2Hitbox.png
Damage Endurance Damage Guard Cancel Invul Property
4 0 High - - Knockdown (Air Hit)
Startup Active Recovery Advantage Cost
18 10 6 +27 [+18] -
Total: 34

Chesnaught delivers a jump-in hook.

  • Advantage assumes done at lowest possible height
  • High damage combo starter, easily linking into 5A
  • Has a generous cross-up box for pressure
Toggle Hitboxes
Toggle Hitboxes


j8A
PKMNCC8.pngPKMNCC A.png PKMNCC J.png
PKMNCC Chesnaught J8A.png
PKMNCC Chesnaught j8AHitbox.png
Damage Endurance Damage Guard Cancel Invul Property
3 0 High - - -
Startup Active Recovery Advantage Cost
9 20 6 +16 [+11] -
Total: 35

Chesnaught delivers a jumping kick (with help from Chespin)!

  • Advantage assumes done at lowest possible height
  • Go-to air-to-air for checking approaches
  • Allows for juggles in ideal situations when succeeding as an air-to-air
Toggle Hitboxes
Toggle Hitboxes


Specials

Bullet Seed (Eat)
5B
PKMNCC B.png
PKMNCC Chesnaught 5B1.png
Damage Endurance Damage Guard Cancel Invul Property
- - - - - -
Startup Active Recovery Advantage Cost
45 - 36 - -
Total: 80

Chesnaught feeds Chespin a berry.

  • Loads a follow-up attack on the next 5B press
  • Safe when cancelled off of juggled 6A, on hit
  • Also safe after landing 6B.


Bullet Seed (Spit)
5B
PKMNCC B.png
PKMNCC Chesnaught 5B2.png
*WAHHHH THOOOO!*
*WAHHHH THOOOO!*
Damage Endurance Damage Guard Cancel Invul Property
3 1 Mid C Cancel - Projectile
Startup Active Recovery Advantage Cost
9 - 34 +15 [+6] -
Total: 57

Chespin spits out seeds.

  • Allows for gapless pressure off of any normal, while easily confirming off any hit cancelled into it
  • Also allows for significant extensions when cancelled from 6B
  • Clashes with other projectiles making it weak in fireball wars, but functions as a decent zoning option
  • Despite being a projectile, moves that are projectile immune (ex. Bewear 2B) will lose to this
  • Additional hits can whiff on shorter hurtboxes (Falinks, crouching Toxicroak, etc.)
  • On hit, you can confirm to a 3A to build meter.


Thorn Hammer
2B
PKMNCC2.pngPKMNCC B.png
PKMNCC Chesnaught 2B.png
PKMNCC Chesnaught 2B1Hitbox.png
PKMNCC Chesnaught 2B2Hitbox.png
Damage Endurance Damage Guard Cancel Invul Property
6 4 High C Cancel - Knockdown
Startup Active Recovery Advantage Cost
42 10 43 +6 [-14] -
Total: 84

Chesnaught delivers an overhead slam with their forearm.

  • Strong pressure tool, forces the opponent to stand-block and does tons of guard damage
  • Drops a thorn that deals one damage when stepped on
  • Goes decently far, can surprise opponents at midrange
  • Has armor after consuming a Guard Berry. Removed after absorbing a move.
Toggle Hitboxes
Toggle Hitboxes


Concussion Rush
6B
PKMNCC6.pngPKMNCC B.png
PKMNCC Chesnaught 6B.png
PKMNCC Chesnaught 6B1Hitbox.png
PKMNCC Chesnaught 6B2Hitbox.png
PKMNCC Chesnaught 6B3Hitbox.png
Damage Endurance Damage Guard Cancel Invul Property
3, 2, 1 0, 0, 1 Mid (Second Hit Only) 5B [Spit], (Third Hit Only) C Cancel Projectile Knockdown
Startup Active Recovery Advantage Cost
11, 6, 9 5, 5, 16 20 28,43,-21 [-10] -
Total: 71

Chesnaught charges forward with his shield.

  • Go-to meterless combo ender, decent screen carry
  • Connects for more hits the closer the opponent is when the move starts
  • Great hitbox makes it a pseudo-reversal at midrange, beating out other buttons on prediction
Toggle Hitboxes
Toggle Hitboxes


Falling Fortress
jB
PKMNCC B.png PKMNCC J.png
PKMNCC Chesnaught jB.png
Damage Endurance Damage Guard Cancel Invul Property
- - - - - Armor
Startup Active Recovery Advantage Cost
10 25 - -
Total: 34

Chesnaught throws out their shield mid-air.

  • Functions as a parry, allowing Chesnaught to quickly act upon successfully reading the opponent
  • Can be performed during forward and back dash
  • Refreshes Chesnaught's endurance on successful parry

Hyper Moves

Shield Smash
[4]6B
PKMNCC4.pngPKMNCC6.pngPKMNCC B.png
PKMNCC Chesnaught 46B.png
PKMNCC Chesnaught 46BHitbox.png
Damage Endurance Damage Guard Cancel Invul Property
1, 1, 1, 4 1, 1, 1, 1 Mid - Projectile Knockdown
Startup Active Recovery Advantage Cost
19, 6, 6, 16 5, 5, 5, 6 27 +86 [-8] 1
Total: 90

Chesnaught charges forward with his shield and uppercuts the opponent.

  • Chesnaught travels nearly fullscreen, great option when reacting to projectiles
  • Allows enough time to juggle after this move hits at most heights when the final hit connects late, mainly into 6A or 5B
  • Scaling kicks in enough here to reduce the damage of the last hit to 5, so raw Shield Smash is effectively an 8 damage move, not a 9 damage one.
Toggle Hitboxes
Toggle Hitboxes


Thorn Upper
[2]8B
PKMNCC2.pngPKMNCC8.pngPKMNCC B.png
PKMNCC Chesnaught 28B.png
PKMNCC Chesnaught 28BHitbox.png
Damage Endurance Damage Guard Cancel Invul Property
8 2 Mid C Cancel Full Knockdown
Startup Active Recovery Advantage Cost
21 5 38 +76 [-11] 1
Total: 63

Chesnaught swings his arm in an uppercut, launching a thorn.

  • Chesnaught's most reliable reversal, but requires charge
  • Drops a thorn on block and on hit that deals one damage when stepped on
  • Strong combo ender, as the opponent will end up waking on top of the thorn giving you relatively strong oki
  • Allows for a juggled combo on counterhit
Toggle Hitboxes
Toggle Hitboxes


Guard Berry
24B
PKMNCC2.pngPKMNCC4.pngPKMNCC B.png
PKMNCC Chesnaught 214B.png
Damage Endurance Damage Guard Cancel Invul Property
- - - - - -
Startup Active Recovery Advantage Cost
37 - 40 - 1
Total: 76

Chesnaught exercises self-care via berry.

  • Heals 3 HP, refreshes endurance, and adds armor to 6A & 2B (2 & 4 hits, respectively)
  • Armor is not removed until those attacks actually absorb a move, or your opponent lands a strong blow against you.
  • Removes poisoned status, key tool against Toxicroak


Air Shield Smash
jBB
PKMNCC B.pngPKMNCC B.png PKMNCC J.png
PKMNCC Chesnaught jBB.png
PKMNCC Chesnaught jBBHitbox.png
Damage Endurance Damage Guard Cancel Invul Property
7 - - - - Armor, Knockdown
Startup Active Recovery Advantage Cost
24 6 28 +57 [-2] 1
Total: 57

Chesnaught slams their shield for a counterattack.

  • Jumping and using this move immediately in neutral can be a very safe way to approach and can lead to corner carry.
Toggle Hitboxes
Toggle Hitboxes

Super

Spike Cannon
426B
PKMNCC4.pngPKMNCC2.pngPKMNCC6.pngPKMNCC B.png
PKMNCC Chesnaught 214214B.png
PKMNCC Chesnaught 426BHitbox.png
Damage Endurance Damage Guard Cancel Invul Property
16 - Mid - - Projectile
Startup Active Recovery Advantage Cost
43 [-15 Super Freeze] 20 89 KDN [-60] 2
Total: 161

Chesnaught launches a huge spike from his back.

  • Huge damage, primarily used after antiairs and guard breaks
  • Can combo from 5B [Spit] in juggle situations (like when cancelled from 6B)
  • Mainly used to "Cash Out" damage on final round to secure a win.
Toggle Hitboxes
Toggle Hitboxes

Throws

Forward Throw
6C
PKMNCC6.pngPKMNCC C.png
PKMNCC Chesnaught 6C.png
Damage Endurance Damage Guard Cancel Invul Property
3 - Unblockable - - Knockdown
Startup Active Recovery Advantage Cost
8 2 41 - -
Total: 50

Chesnaught headbutts the opponent.

  • Usually Allows enough time to load 5B or attempt to meaty with 6A


Back Throw
4C
PKMNCC4.pngPKMNCC C.png
PKMNCC Chesnaught 4C.png
Damage Endurance Damage Guard Cancel Invul Property
3 - Unblockable - - Knockdown
Startup Active Recovery Advantage Cost
8 2 41 - -
Total: 50

Chesnaught grabs the opponent and lobs them behind him.

  • Usually Allows enough time to load 5B or attempt to meaty with 6A.

Combos

[BnB] 5A 6B

[5B Stocked] 5A 4A 6B 5B 2B

[6A Starter] 6A 5A 6B

[Grounded] 46B 6A

[Anti-Air] 4A 2B

[Jump In + 5B Stocked] j.5A 5A 4A 6B 5B 2B

[Jump In] j.5A 3A

  • Builds 1 Hyper

[5B Stocked + 2 Hyper] 5A 4A 6B 5B 426B

  • 24 Damage Combo, will leave a full HP squishy at 1/3 health left.

Colors

A
B
C
D
E


General
Controls
FAQ
HUD
Training Mode
Netplay
Gallery
System
Patch Notes
Links
Characters
Bewear
Blaziken
Breloom
Chesnaught
Falinks
G. Zapdos
Great Tusk
Heracross
Medicham
Mienshao
Poliwrath
Primeape
Scrafty
Toxicroak