Pokemon: Close Combat/Chesnaught: Difference between revisions

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Line 591: Line 591:
(j.A) 5a 2a xx 6b/[2]8b
(j.A) 5a 2a xx 6b/[2]8b


2a 5a2a xx 6b/[2]8b
2a 5a 2a xx 6b/[2]8b


5a4a xx 2b
5a4a xx 2b
Line 598: Line 598:


[Anti-Air Only] 4a xx 2b/[4]6b/41236b
[Anti-Air Only] 4a xx 2b/[4]6b/41236b
[5b Stocked] 6a 5b microwalk 5a 6b


[5b Stocked] (j.A) 5a 2a xx 6b xx 5b 6a (xx 5b restock)
[5b Stocked] (j.A) 5a 2a xx 6b xx 5b 6a (xx 5b restock)
Line 604: Line 606:


[5b Stocked, Spaced] 5b 6a xx 6b
[5b Stocked, Spaced] 5b 6a xx 6b


[CH] 5a/2a/4a 3a
[CH] 5a/2a/4a 3a

Revision as of 12:12, 9 September 2023

PKMNCC Chesnaught Portrait.png

Introduction

Chesnaught is a bruiser's bruiser.

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
  • Huge Normals: Attacks like 3a, 6a, and 2b cover ranges the opponent may have difficulty challenging from.
  • Strong Antiair: 4A is lightning fast with a great hitbox above Chesnaught's head, which leads into great damage when cancelled into 2B/[4]6B.
  • Bulky: Close to the highest health value, as well as the highest armor value which he can recharge with 214b, means that Chesnaught can take a lot of punishment.
  • 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.
  • Zoned Out: Aforementioned slow movement along with having a fireball you have to load (5b) means that Chesnaught can struggle in projectile heavy matchups.

Stats

Health Guard Heatlh Fastest Attack Walkspeed Prejump
30 16 5A (8f) 2.4 / -2.1 9f

Normals

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

Chesnaught sticks out his fist for a far standing jab.

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


4A
PKMNCC Chesnaught 4A.png
PKMNCC Chesnaught 4A1Hitbox.png
PKMNCC Chesnaught 4A2Hitbox.png
PKMNCC Chesnaught 4A3Hitbox.png
PKMNCC Chesnaught 4A4Hitbox.png
Damage Endurance Damage Guard Cancel Invul Property
2 2 Mid Special Upper Body -
Startup Active Recovery Advantage Cost
10 14 21 +2 [-3] -

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
PKMNCC Chesnaught 6A.png
PKMNCC Chesnaught 6AHitbox.png
Damage Endurance Damage Guard Cancel Invul Property
3 2 Mid Special, C-Cancel - -
Startup Active Recovery Advantage Cost
28 7 36 -9 [-16] -

Chesnaught delivers a forward-advancing backhand.

  • Chesnaught's furthest button, strong for keeping the opponent at bay and checking dashes.
  • Combos into 2B on counterhit when cancelled.
Toggle Hitboxes
Toggle Hitboxes


2A
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 12 +8 [-1] -

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

  • Ideal blockstring filler for checking the opponent low.
  • Strong for checking people who are holding back/upback, and beating out upper body invulnerability.
  • Can be confirmed into 5a on hit.
Toggle Hitboxes
Toggle Hitboxes


3A
PKMNCC Chesnaught 3A.png
PKMNCC Chesnaught 3AHitbox.png
Damage Endurance Damage Guard Cancel Invul Property
2 1 Low 5B, 426B - Knockdown
Startup Active Recovery Advantage Cost
19 7 36 +45 [-25] -

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 Chesnaught J5A.png
PKMNCC Chesnaught j5A1Hitbox.png
PKMNCC Chesnaught j5A2Hitbox.png
Damage Endurance Damage Guard Cancel Invul Property
4 0 High - - -
Startup Active Recovery Advantage Cost
18 10 6 +27 [+18] -

Chesnaught delivers a jump-in hook.

  • Advantage assumes done at lowest possible height.
  • High damage combo starter, easily links into 5a.
  • Has a generous cross-up box for pressure.
  • Knocks opponent to the ground on airborne connect.
Toggle Hitboxes
Toggle Hitboxes


j8A
PKMNCC Chesnaught J8A.png
PKMNCC Chesnaught j8AHitbox.png
Damage Endurance Damage Guard Cancel Invul Property
2 0 High - - -
Startup Active Recovery Advantage Cost
9 20 6 +16 [+11] -

Chesnaught delivers a jumping kick.

  • 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 Chesnaught 5B1.png
Damage Endurance Damage Guard Cancel Invul Property
- - - - - -
Startup Active Recovery Advantage Cost
42 - 36 - -

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 Chesnaught 5B2.png
Damage Endurance Damage Guard Cancel Invul Property
1 1 Mid C-Cancel - Projectile
Startup Active Recovery Advantage Cost
10 34 +10~ [+30~] -

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.).


Thorn Hammer
2B
PKMNCC Chesnaught 2B.png
PKMNCC Chesnaught 2B1Hitbox.png
PKMNCC Chesnaught 2B2Hitbox.png
Damage Endurance Damage Guard Cancel Invul Property
5/4 [4] - High C-Cancel - Knockdown
Startup Active Recovery Advantage Cost
39 17 36 +6 [-14] -

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 on block, which will hit the opponent for one damage if they step on it.
  • Goes decently far, can surprise opponents at midrange.
Toggle Hitboxes
Toggle Hitboxes


Concussion Rush
6B
PKMNCC Chesnaught 6B.png
PKMNCC Chesnaught 6B1Hitbox.png
PKMNCC Chesnaught 6B2Hitbox.png
PKMNCC Chesnaught 6B3Hitbox.png
Damage Endurance Damage Guard Cancel Invul Property
1+2+1+2 0+0+1 Mid 5B [Spit], C-Cancel Projectile Knockdown
Startup Active Recovery Advantage Cost
11 5,5,16 20 29,44,-20 [-16] -

Chesnaught charges forward with his shield.

  • Go-to meterless combo ender, decent screen carry.
  • Hits more the closer the opponent is when the move starts.
  • Great hitbox lets it act as a pseudo-reversal at midrange, beating out other buttons on prediction.
Toggle Hitboxes
Toggle Hitboxes


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

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.

EX Moves

Shield Smash
[4]6B
PKMNCC Chesnaught 46B.png
PKMNCC Chesnaught 46BHitbox.png
Damage Endurance Damage Guard Cancel Invul Property
5 3 Mid - Projectile Knockdown
Startup Active Recovery Advantage Cost
15 5,5,5,6 31 +82 [-12] 1

Chesnaught charges forward with his shield, into an uppercut.

  • Chesnaught charges nearly fullscreen, great option when reacting to projectiles.
  • You have enough time to juggle after this move hits at most heights when the final hit connect late, mainly into 6a or 5b.
Toggle Hitboxes
Toggle Hitboxes


Thorn Upper
[2]8B
PKMNCC Chesnaught 28B.png
PKMNCC Chesnaught 28BHitbox.png
Damage Endurance Damage Guard Cancel Invul Property
4 2 Mid - Full Knockdown
Startup Active Recovery Advantage Cost
21 5 38 +76 [-11] 1

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

  • Strong combo ender, as the opponent will end up waking on top of the thorn giving you relatively strong oki.
  • Chesnaught's most reliable reversal, but requires charge.
  • Allows for a juggled combo on counterhit.
Toggle Hitboxes
Toggle Hitboxes


Guard Berry
24B
PKMNCC Chesnaught 214B.png
Damage Endurance Damage Guard Cancel Invul Property
- - - - - -
Startup Active Recovery Advantage Cost
37 - 40 - 1

Chesnaught exercises self-care, via berry.

  • Heals 2 HP, refreshes guard health, and adds armor to 6A & 2B (2 & 4 hits, respectively).
  • Armor is not removed until those attacks actually absorb a move, allowing you to throw them out with reckless abandon.
  • Removes poisoned status, key matchup tool vs. Toxicroak.


Super

Spike Cannon
426B
PKMNCC Chesnaught 214214B.png
PKMNCC Chesnaught 426BHitbox.png
Damage Endurance Damage Guard Cancel Invul Property
8 - Mid - - Projectile
Startup Active Recovery Advantage Cost
43 [-15 Super Freeze] 20 89 KDN [-58] 2

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 (aka when cancelled from 6B).
Toggle Hitboxes
Toggle Hitboxes

Throws

Forward Throw
6C
PKMNCC Chesnaught 6C.png
Damage Endurance Damage Guard Cancel Invul Property
3 - Unblockable - - -
Startup Active Recovery Advantage Cost
7 2 35 - -

Chesnaught headbutts the opponent.

  • Have enough time on hit to load 5B, or attempt to meaty with 6A.


Back Throw
4C
PKMNCC Chesnaught 4C.png
Damage Endurance Damage Guard Cancel Invul Property
3 - Unblockable - - -
Startup Active Recovery Advantage Cost
7 2 35 - -

Chesnaught grabs the opponent and lobs them behind him.

  • Have enough time on hit to load 5B, or attempt to meaty with 6A.

Combos

(j.A) 5a 2a xx 6b/[2]8b

2a 5a 2a xx 6b/[2]8b

5a4a xx 2b

[4]6B 6a

[Anti-Air Only] 4a xx 2b/[4]6b/41236b

[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/41236b)

[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


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