Pokemon: Close Combat/Chesnaught: Difference between revisions
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==Introduction== | ==Introduction== | ||
Protecting a Chespin on his shoulder, Chesnaught believes “The best defense is a good offense”. 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. | |||
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. | 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. | ||
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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:''' 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. | *'''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. |
Revision as of 13:15, 19 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 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.
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, 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.
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.
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!!
Chesnaught is a walking tank with oppressive midrange, with berry buffs that can quickly change the pace of battle. |
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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
(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)
[5b Stocked, Spaced] 5A/2A/6A xx 5B 3A (6B/[2]4B/426B)
[5b Stocked, Spaced] 5B 6A xx 6B
[CH] 5A/2A/4A 3A
[CH] 6A xx 2B
[CH] 5A/2A 5A xx 6B
[CH] [2]8B 6A
Colors