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 Guile, Blanka, 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
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: 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.
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.
Normals
5A
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
You go little man
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
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
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
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
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
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
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
*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.)
Thorn Hammer 2B
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
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
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
Air Shield Smash jBB
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 for 1 hyper.
Toggle Hitboxes
Toggle Hitboxes
Hyper Moves
Shield Smash [4]6B
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
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
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
Super
Spike Cannon 426B
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)
Toggle Hitboxes
Toggle Hitboxes
Throws
Forward Throw 6C
Damage
Endurance Damage
Guard
Cancel
Invul
Property
3
-
Unblockable
-
-
Knockdown
Startup
Active
Recovery
Advantage
Cost
8
2
41
-
-
Total: 50
Chesnaught headbutts the opponent.
Allows enough time to load 5B or attempt to meaty with 6A
Back Throw 4C
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.
Allows enough time 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
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)