Pokemon: Close Combat/Chesnaught: Difference between revisions
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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. | 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 | 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. | 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 | 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!! | ||
{{CharacterPickReasons | {{CharacterPickReasons | ||
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|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= | ||
*'''Bulky:''' | *'''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. | *'''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. | ||
}} | }} | ||
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|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 = | |caption = You go little man | ||
|hitbox = PKMNCC_Chesnaught_4A1Hitbox.png | |hitbox = PKMNCC_Chesnaught_4A1Hitbox.png | ||
|hitboxCaption = | |hitboxCaption = | ||
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|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 = | ||
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|active = | |active = | ||
|recovery = 34 | |recovery = 34 | ||
|advantage = +15 [+ | |advantage = +15 [+6] | ||
|framedata={{#invoke:FrameChart-PKMNCC|drawFrameData | |framedata={{#invoke:FrameChart-PKMNCC|drawFrameData | ||
|startup = 9 | |startup = 9 | ||
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*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. | |||
}} | }} | ||
}} | }} | ||
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|active = 5, 5, 16 | |active = 5, 5, 16 | ||
|recovery = 20 | |recovery = 20 | ||
|advantage = | |advantage = 28,43,-21 [-10] | ||
|framedata={{#invoke:FrameChart-PKMNCC|drawFrameData | |framedata={{#invoke:FrameChart-PKMNCC|drawFrameData | ||
|startup = 11 | |startup = 11 | ||
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|active5 = 16 | |active5 = 16 | ||
|recovery = 20 | |recovery = 20 | ||
|advantage = | |advantage = 28, 43, -21 [-10] | ||
}} | }} | ||
|description= Chesnaught charges forward with his shield. | |description= Chesnaught charges forward with his shield. | ||
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*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 | ||
}} | }} | ||
}} | }} | ||
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}} | }} | ||
<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== | ||
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*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. | |||
}} | }} | ||
}} | }} | ||
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}} | }} | ||
|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 | ||
}} | }} | ||
}} | }} | ||
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}} | }} | ||
|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== | ||
[ | [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== | ==Colors== |
Latest revision as of 12:47, 20 May 2024
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!!
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 |
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Normals
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Specials
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Hyper Moves
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Super
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Throws
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