Chrome Dome (TF): Difference between revisions
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|description=Possibly the most interesting fireball in the game. It has some bit of invincibility on startup, making it double as a reversal and anti-air. Being a good Chrome Dome player requires utilizing this as more than a fireball. In fact, some might say it's better as a reversal than a fireball. Yes, it can help Chrome Dome control space and play keep away, but it's fairly slow on recovery, and it's completely grounded, allowing fireballs like Dragon Breath to pass right over it. Seasoned Chromes will mostly use this moves as a "get off me" attack. It can help Chrome Dome wiggle out of fireball traps, counter okis, and call out special moves. Against cornered opponents, Chrome Spark mostly becomes a setup for EPD. The process is usually knock down, into canceled Chrome Spark, into EPD. | |description=Possibly the most interesting fireball in the game. It has some bit of invincibility on startup, making it double as a reversal and anti-air. Being a good Chrome Dome player requires utilizing this as more than a fireball. In fact, some might say it's better as a reversal than a fireball. Yes, it can help Chrome Dome control space and play keep away, but it's fairly slow on recovery, and it's completely grounded, allowing fireballs like Dragon Breath to pass right over it. Seasoned Chromes will mostly use this moves as a "get off me" attack. It can help Chrome Dome wiggle out of fireball traps, counter okis, and call out special moves. Against cornered opponents, Chrome Spark mostly becomes a setup for EPD. The process is usually knock down, into canceled Chrome Spark, into EPD. | ||
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|description=Similar to the light version animation wise, but speed and recovery frames are different stories. This move, unlike the light chrome spark, has slower startup and recovery in exchange for faster speed. In reference to the light chrome spark, heavy Chrome Spark also has invincibility frames. This allows it to be used to get out of of certain fireball loop setups and as a sneaky reversal. Be sure to use this move at safe distances because you can take a bit of damage if this move is thrown out at a bad time. | |description=Similar to the light version animation wise, but speed and recovery frames are different stories. This move, unlike the light chrome spark, has slower startup and recovery in exchange for faster speed. In reference to the light chrome spark, heavy Chrome Spark also has invincibility frames. This allows it to be used to get out of of certain fireball loop setups and as a sneaky reversal. Be sure to use this move at safe distances because you can take a bit of damage if this move is thrown out at a bad time. | ||
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|description=The only command grab possessed by a legal character. This 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 strings 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. | |description=The only command grab possessed by a legal character. This 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 strings 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 EDP will still come out. | ||
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Revision as of 07:04, 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 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
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 | |||
|---|---|---|---|
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