Chrome Dome (TF): Difference between revisions
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*'''Anti-air EPD''' | *'''Anti-air EPD''' | ||
Chrome Dome lacking "The perfect anti-air" is a minor, but very real weakness for Chrome. Electric Pile Driver's awesome range can (kinda sorta) make up for it! The key is to watch where the opponent lands. Many times, players will make risky full screen jumps that will cause any jump-in normal to whiff. Use this to your advantage and throw them as soon as they land. | Chrome Dome lacking "The perfect anti-air" is a minor, but very real weakness for Chrome. Electric Pile Driver's awesome range can (kinda sorta) make up for it! The key is to watch where the opponent lands. Many times, players will make risky full screen jumps that will cause any jump-in normal to whiff. Use this to your advantage and throw them as soon as they land. | ||
[[ File:EPDFS.gif ]] | |||
*'''Power Drill EPD Punish''' | *'''Power Drill EPD Punish''' | ||
Power Drill is super plus, and most of the time you will get thrown for free, but don't worry! With immaculate timing (and a bit off luck) you can time an Electric Pile Driver after Raph recovers. Whether this is a true punish or not is up for debate, but it's almost unanimously agreed that it's worth trying just in case the Raph doesn't time the throw correctly. | Power Drill is super plus, and most of the time you will get thrown for free, but don't worry! With immaculate timing (and a bit off luck) you can time an Electric Pile Driver after Raph recovers. Whether this is a true punish or not is up for debate, but it's almost unanimously agreed that it's worth trying just in case the Raph doesn't time the throw correctly. | ||
[[File:EPDPDP.gif]] | |||
*'''EPD Fireball Trap Escape''' | *'''EPD Fireball Trap Escape''' | ||
Like the Powerdrill setup mentioned before, doing this trick successfully mostly relies on the opponent messing up. In this case, you have to either hope the opponent throws too late if you block the fireball, or; if you don't block and take the fireball, hope the opponent still attempts to throw after you get hit by it. In the gif, you can see that Raph attempts to throw after Chrome took the fireball. The Raph ended up getting a close heavy punch, and the Chrome Dome was able to throw him before the normal connected. | Like the Powerdrill setup mentioned before, doing this trick successfully mostly relies on the opponent messing up. In this case, you have to either hope the opponent throws too late if you block the fireball, or; if you don't block and take the fireball, hope the opponent still attempts to throw after you get hit by it. In the gif, you can see that Raph attempts to throw after Chrome took the fireball. The Raph ended up getting a close heavy punch, and the Chrome Dome was able to throw him before the normal connected. | ||
[[File:EPDFB.gif]] | |||
'''Chrome Spark Tricks''' | '''Chrome Spark Tricks''' | ||
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*'''Chrome Spark Anti-Air''' | *'''Chrome Spark Anti-Air''' | ||
Chrome Spark can make up for Chrome Dome's mostly average anti-air game just like EPD. In fact, it may be an even better one, as it's much better for countering actual air normals rather than the opponent's landing. | |||
[[ File:AACS.gif ]] | [[ File:AACS.gif ]] | ||
*Buffered Chrome Spark Anti-Air | *Buffered Chrome Spark Anti-Air | ||
Chrome Spark can still be buffered after a whiffed normal. Use this to your advantage! | |||
[[File:CSBAA.gif]] | [[File:CSBAA.gif]] | ||
*'''Chrome Aska UA Dodge''' | |||
*'''Chrome Spark Aska UA Dodge''' | |||
A neat (and the only) way to avoid Aska's super with Chrome Dome. It's possible with both light and heavy Chrome Spark, and it must be done very late. | A neat (and the only) way to avoid Aska's super with Chrome Dome. It's possible with both light and heavy Chrome Spark, and it must be done very late. | ||
[[File:CSUAD.gif]] [[ File:HCSUAD.gif]] | |||
Left: Light Chrome Spark | |||
Right: Heavy Chrome Spark | |||
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== Data Arsenal == | == Data Arsenal == | ||
Revision as of 06:41, 18 May 2022
Introduction
Filler.
Quirks & Tech
Electric Pile Driver tricks
Electric Pile Driver being an instant grab that requires no diagonal inputs makes it a fantastic option as a punish and instant reversal. There are hundreds of ways to experiment with it, but here are a few important tricks you can do with it to really make your Chrome Dome threatening.
- Anti-air EPD
Chrome Dome lacking "The perfect anti-air" is a minor, but very real weakness for Chrome. Electric Pile Driver's awesome range can (kinda sorta) make up for it! The key is to watch where the opponent lands. Many times, players will make risky full screen jumps that will cause any jump-in normal to whiff. Use this to your advantage and throw them as soon as they land.
- Power Drill EPD Punish
Power Drill is super plus, and most of the time you will get thrown for free, but don't worry! With immaculate timing (and a bit off luck) you can time an Electric Pile Driver after Raph recovers. Whether this is a true punish or not is up for debate, but it's almost unanimously agreed that it's worth trying just in case the Raph doesn't time the throw correctly.
- EPD Fireball Trap Escape
Like the Powerdrill setup mentioned before, doing this trick successfully mostly relies on the opponent messing up. In this case, you have to either hope the opponent throws too late if you block the fireball, or; if you don't block and take the fireball, hope the opponent still attempts to throw after you get hit by it. In the gif, you can see that Raph attempts to throw after Chrome took the fireball. The Raph ended up getting a close heavy punch, and the Chrome Dome was able to throw him before the normal connected.
Chrome Spark Tricks
Chrome Spark allows for a magnitude of eccentric techniques that will definitely catch your opponents off guard. As mentioned below, Chrome Spark works as a fantastic reversal and anti-air because of it's invincibility. Use these tricks to really take advantage of it.
- Chrome Spark Anti-Air
Chrome Spark can make up for Chrome Dome's mostly average anti-air game just like EPD. In fact, it may be an even better one, as it's much better for countering actual air normals rather than the opponent's landing.
- Buffered Chrome Spark Anti-Air
Chrome Spark can still be buffered after a whiffed normal. Use this to your advantage!
- Chrome Spark Aska UA Dodge
A neat (and the only) way to avoid Aska's super with Chrome Dome. It's possible with both light and heavy Chrome Spark, and it must be done very late.
Left: Light Chrome Spark
Right: Heavy Chrome Spark
Data Arsenal
Pre-jump Frames : 4 frames (Hi-Speed 1) Dizzy : 640 points
Movelist
Legend N = Normal chain ok S = Special cancel ok C = CPS Chain ok [] = frames between next active hitbox
- = After active frame(s) For calculating total move time
Advantage is on hit and block, respectively
Normal Attacks
Standing Light Punch
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Close Light Punch
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Standing Light Kick
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Close Light Kick
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Standing Heavy Punch
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Close Heavy Punch
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Back Heavy Punch
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Standing Heavy Kick
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Close Heavy Kick
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Crouching Normals
Crouching Light Punch
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Crouching Light Kick
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Crouching Heavy Punch
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Crouching Heavy Kick
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Jumping Normals
Jumping Light Punch
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Jumping Light Kick
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Diagonal Jump Light Kick
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Jumping Heavy Punch
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Jumping Heavy Kick
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Diagonal Jump Heavy Kick
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Dive Kick
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Special Moves
| Chrome Spark (Light)
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| Chrome Spark (Heavy)
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Electric Pile Driver
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Ultimate Attack
| Chrome Bomb
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Combos
Throw Loop
[ LP Grab > jHP 2LK-2LK-2LK-2HK (dizzy) ] x ∞
Chrome Dome has a throw loop vs. the turtles.
| Teenage Mutant Ninja Turtles Tournament Fighters | |||
|---|---|---|---|
| Aska | Chrome Dome | Donatello | Armaggon |
| Karai | Leonardo | Michelangelo | Raphael |
| Rat King | Shredder | War | Wingnut |
| List of Fighting Games | |||
|---|---|---|---|
| Back to Mainpage |






























