Chrome Dome (TF): Difference between revisions
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|description=The only command grab possessed by a tournament-legal character. This is one of Chrome's most important moves. It is an instant grab that cannot be jumped out of or blocked, there is no whiff animation, and it has a decent amount of range. These three traits in particular help Electric Pile Driver's general viability a lot. It allows it to be used as an unorthodox anti-air, block string interrupter, and most importantly, an instant reversal. EPD allows for a lot of creativity, and there is no specific way to use it. Don't be afraid to be expressive with it. Always remember that you can buffer the "down" input indefinitely, and | |description=The only command grab possessed by a tournament-legal character. This is one of Chrome's most important moves. It is an instant grab that cannot be jumped out of or blocked, there is no whiff animation, and it has a decent amount of range. These three traits in particular help Electric Pile Driver's general viability a lot. It allows it to be used as an unorthodox anti-air, block string interrupter, and most importantly, an instant reversal. EPD allows for a lot of creativity, and there is no specific way to use it. Don't be afraid to be expressive with it. Always remember that you can buffer the "down" input indefinitely, and EPD will still come out. Since you can throw out of blockstun in TMNT, it allows you to cancel almost all of his normals into it, including close st.hk and cr.hk. | ||
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Revision as of 05:36, 19 May 2022
Introduction
Have you ever wondered what you'd get if you threw Dhalsim and Zangief in some vile blender? That's right! You get an obscenity, but on good days, you get Chrome Dome! Calling Chrome a strange character would be an understatement. He's a ranged-based grappler who can really do it all. The interesting thing about him, is that he isn't held back by any specific archetype weaknesses. He's held back by Chrome Dome specific weaknesses. He's capable of zoning, but he has a mediocre fireball and struggles getting in against other fireballers. He has awesome jumping normals, but has a somewhat slow and floaty jump arc. He has great buttons; possible the best array of normals in the game, but can have a hard time keeping opponents out of the air and has a slow walk speed. These "Cause and Effect" relationships are what make the character so interesting, and he has his fair share of strengths to make up for said weaknesses. He may have a mediocre fireball, but he can work around it with his great long-ranged grounded pokes and Chrome Spark's invincibility. He's slow and has a floaty jump arc, but he has a quick dive kick that can move him around the stage safely. He can have a hard time keeping opponents out of the air, but has a ton of things he can do with his specials that can help with that. Like many other characters, knowing Chrome Dome's quirks and oddities are mandatory if you want to really get good with this strange character. He can redizzy the turtles and War off of one grab, but there's a lot more to him than that. For one, he probably has the most gimmicky arsenal of special moves in the game. Chrome Spark is secretly a reversal and setup-up tool first and a fireball second; contrary to what is common with most projectiles. EPD is a dangerous command grab that can sneak Chrome Dome out of many bad situations and create a lot of cheap scenarios for any poor cretin who happens to fall in Chrome's deadly corner traps. All that has been mentioned doesn't even scratch the surface when it comes to all of Chrome Dome's odd traits, so the question becomes "What are you waiting for"? Get out there and get creative. His options are almost limitless.
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.
- EPD Corner Trap
One of the deadliest things you can do with EPD is make the opponent to block and then immediately throw them out of blockstun. This is especially viable in the corner; where you can knock the opponent over, throw a Chrome Spark, then either throw them with EPD regularly, or make them block a normal, and throw after that. The example below showcases the latter. Since the properties of Chrome's close normals vary depending on the character, you can do other setups like a far light kick or heavy kick into EPD if the character you're fighting allows it.
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 Fireball Trap Escape
Chrome Dome's best option against fireball traps. There's no exact timing for this, so try and get a feel for which methods work best in these situations
- 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
Matchups
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 |
































