Pokemon: Close Combat/Chesnaught: Difference between revisions
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[CH] [2]8B 6a | [CH] [2]8B 6a | ||
{{ComboHeader-SG}} | |||
{{Combo-SG | |||
| notation= | |||
:2LK 2MK 2HK | |||
| damage=1825 | |||
| meter=0 | |||
| location=Anywhere | |||
| charspecific=Universal | |||
| description= | |||
|}} | |||
{{Combo-SG | |||
| notation= | |||
:2LK 2MK 5HPx2 [2]8HK | |||
| damage=2896 | |||
| meter=0 | |||
| location=Anywhere | |||
| charspecific=Universal | |||
| description= | |||
This combo will get you used to doing charge motions in combos. After you input 5HP, be sure to hold 1 (the down-back position) so you have a charge ready for [2]8HK. | |||
|}} | |||
{{Combo-SG | |||
| notation= | |||
:2LK 2MK 5HPx2 [2]8HK 236KK | |||
| damage=4079 | |||
| meter=1 | |||
| location=Anywhere | |||
| charspecific=Universal | |||
| description= | |||
Adding a super cancel to this combo makes it similar her standard ender. Sometimes the last bike won't connect. | |||
|}} | |||
{{Combo-SG | |||
| notation= | |||
:2LK 2MK 5HPx2 [4]6LP | |||
:5LPx1 5MP 2HK | |||
| damage=3703 | |||
| meter=0 | |||
| location=Anywhere | |||
| charspecific=Universal | |||
| description= | |||
Linking moves after L Shot is a key concept for her combos. | |||
|}} | |||
{{Combo-SG | |||
| notation= | |||
:2LK 2MK 5HPx2 [4]6LP | |||
:5LPx1 5MP [4]6LK | |||
:dash 5LKx2 5MKx2 5HPx2 [2]8HK 236KK | |||
| damage=5348 | |||
| meter=1 | |||
| location=Anywhere | |||
| charspecific=Universal | |||
| description= | |||
Add an egret cancel in with an L shot link to consistently get more damage in at further ranges. | |||
|}} | |||
|} | |||
==Colors== | ==Colors== |
Revision as of 09:32, 1 November 2023
Archetypes: | Bruiser; Setplay; Charge |
Health: | 30 |
Guard Health: | 16 |
Walk Speed: | 2.4 / -2.1 |
Prejump Frames: | 9f |
Fastest Attack: | 5A (8f) |
Introduction
With Chespin on his shoulder, Chesnaught barrels through the opposition with brute strength in numbers. Chesnaught is a relatively straightforward character, playing best at midrange. 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, often the threat of just having it loaded is enough to change the pace of battle.
While Chesnaught does not build meter particularly well, his options to spend meter are top notch. Guard Berry (214b) is another way to mitigate the risk of his higher-commitment options, adding armor to the startup of 6a and 2b. This armor is not unapplied until the move actually armors through an opponent's challenge, giving you free reign to control neutral until said condition. 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 pressure. Chesnaught is one of the slowest characters in the game, making it a struggle to get in on opponents who prefer to fight at a further range than you. Once Chesnaught gets in, his combo enders will often leave you a half-screen away, meaning you have to fight to get in again rather than staying in and gaining offensive momentum. If Chesnaught manages to close that distance again, his tools for opening up the opponent are generally reactable and offer him no way to continue offensive pressure without C-Cancels and pre-stocked 5bs. 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. |
Pick if you like | Avoid if you dislike |
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Normals
5A
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4A
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6A
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2A
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3A
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j5A
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Toggle Hitboxes Toggle Hitboxes
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j8A
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Toggle Hitboxes Toggle Hitboxes
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Specials
Bullet Seed (Eat)
5B |
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Bullet Seed (Spit)
5B |
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Thorn Hammer
2B |
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Toggle Hitboxes Toggle Hitboxes
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Concussion Rush
6B |
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Toggle Hitboxes Toggle Hitboxes
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Falling Fortress
jB |
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Air Shield Smash
jBB |
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EX Moves
Shield Smash
[4]6B |
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Toggle Hitboxes Toggle Hitboxes
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Thorn Upper
[2]8B |
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Toggle Hitboxes Toggle Hitboxes
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Guard Berry
24B |
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Super
Spike Cannon
426B |
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Toggle Hitboxes Toggle Hitboxes
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Throws
Forward Throw
6C |
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Back Throw
4C |
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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
Notation | Damage | Meter Cost | Location | Character Specific? | Notes | Video |
---|---|---|---|---|---|---|
|
1825 |
0 |
Anywhere |
Universal |
{{{video}}} | |
|
2896 |
0 |
Anywhere |
Universal |
This combo will get you used to doing charge motions in combos. After you input 5HP, be sure to hold 1 (the down-back position) so you have a charge ready for [2]8HK. |
{{{video}}} |
|
4079 |
1 |
Anywhere |
Universal |
Adding a super cancel to this combo makes it similar her standard ender. Sometimes the last bike won't connect. |
{{{video}}} |
|
3703 |
0 |
Anywhere |
Universal |
Linking moves after L Shot is a key concept for her combos. |
{{{video}}} |
|
5348 |
1 |
Anywhere |
Universal |
Add an egret cancel in with an L shot link to consistently get more damage in at further ranges. |
{{{video}}} |
Colors