Chrome Dome (TF): Difference between revisions
No edit summary |
No edit summary |
||
| Line 564: | Line 564: | ||
The main thing to note about this matchup is Aska's great Kochou No Mai (DP). Because of it's fantastic priority and invincibility, you have to play around it and be patient. You want to do this while also not allowing her to get too close and start her shenanigans. If you do get a knock-down, try not to pressure her too much. Try and analyze how the Aska uses their DP. If they're greedy with them, bait it and go for a punish. If they respect your advances and let you jump in, take advantage of that and proceed to pressure her. Chrome Dome excels in the middle screen in this matchup because of his good pokes. Keep Aska there and don't let her get too close. If the Aska gets in and does a close Hyabusa, remember that it can be punished with a well-timed EPD. | The main thing to note about this matchup is Aska's great Kochou No Mai (DP). Because of it's fantastic priority and invincibility, you have to play around it and be patient. You want to do this while also not allowing her to get too close and start her shenanigans. If you do get a knock-down, try not to pressure her too much. Try and analyze how the Aska uses their DP. If they're greedy with them, bait it and go for a punish. If they respect your advances and let you jump in, take advantage of that and proceed to pressure her. Chrome Dome excels in the middle screen in this matchup because of his good pokes. Keep Aska there and don't let her get too close. If the Aska gets in and does a close Hyabusa, remember that it can be punished with a well-timed EPD. | ||
Vs. Raph | |||
*Theorized to be 6 - 4 | |||
Like a lot of Chrome's other matches, at round start, you want to try to back up and analyze the Raph. What you want is a defensive Raph who jumps back a lot so you can push him in the corner; a place where he doesn't want to be. Dealing with a defensive Raph can be fairly difficult, though. You can be somewhat aggresive, but make sure not to be so aggresive that you essentially kill yourself. Jumping heavy punch is a good normal for calling out some of his far anti-airs, and jumping light punch is a good normal for trading with Chest Buster if you make an incorrect jump-in. Never jump-in when you're close to Raph, his amazing cr.hp will beat almost everything you throw out. When you're that close, the goal is to pressure him into making a mistake. A small one being Power Drill, and a big one being Chest Buster. Since those two moves are an essential part of Raph's tool kit, a lot of the match involves working around these moves and baiting them to get the advantage. For Power Drill, the safest way to work around it is to neutral jump with a normal like j.lp. but you can also try jump back and try to get a punish which is slightly riskier. If you get a punish on Drill, try your best to close the gap on Raph to increase your chances of putting him in the corner. As mentioned above, blocked Power Drills can be punished with an EPD, but the timing is strict. For Chest Buster, in most scenarios you can simply punish it with a lp throw. This leads into the redizzy, which is the match. If the Raph is ever pushed to the corner, this is your chance to take the round. The plan is to continuously harass Raph and take advantage of his lack of safe reversal options. This involves doing jump back lp or nj.hks to call out Power Drill, cr.hp into Chrome Spark to keep him in block strings, and b.hp to punish his attempts to jump out. Remember that you need to be correctly spaced so Chest Buster will either be blocked, or whiff completely. Keep in mind that if Raph dizzies you from midscreen, he can punish you from the left side with is redizzy, so avoid that at all costs. | |||
Revision as of 09:18, 24 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; possibly 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
![]() |
|---|
Close Light Punch
![]() |
|---|
Standing Light Kick
![]() |
|---|
Close Light Kick
![]() |
|---|
Standing Heavy Punch
![]() |
|---|
Close Heavy Punch
![]() |
|---|
Back Heavy Punch
![]() |
|---|
Standing Heavy Kick
![]() |
|---|
Close Heavy Kick
![]() |
|---|
Crouching Normals
Crouching Light Punch
![]() |
|---|
Crouching Light Kick
![]() |
|---|
Crouching Heavy Punch
![]() |
|---|
Crouching Heavy Kick
![]() |
|---|
Jumping Normals
Jumping Light Punch
![]() |
|---|
Jumping Light Kick
![]() |
|---|
Diagonal Jump Light Kick
![]() |
|---|
Jumping Heavy Punch
![]() |
|---|
Jumping Heavy Kick
![]() |
|---|
Diagonal Jump Heavy Kick
![]() |
|---|
Dive Kick
![]() |
|---|
Special Moves
| Chrome Spark (Light)
|
|---|
| Chrome Spark (Heavy)
|
|---|
Electric Pile Driver
![]() |
|---|
Ultimate Attack
| Chrome Bomb
|
|---|
Combos
Matchups
Serious Advantage Match-ups
Vs. War:
- Theorized to be 8 - 2
This is the rare matchup where Chrome Dome can get aggressive instantly. The game plan is to suffocate War and punish any and all of his attempts to play the game. Almost everything War can do is either punishable or easily countered by Chrome. Heavy and light turning uppercuts can be punished with Electric Pile Driver on block when done close enough. And even if the War does it far to make it safer, there's almost nothing he can do to capitalize on it. It's your main opening to knock War down, and once you do, the match flips almost entirely in Chrome Dome's favor. War will get safe jumped on for the entirety of the match, and even if he does a reversal DFA to counter throw attempts, you can still just jump in on him again to start the process all over. Never give War any chances to play an annoying game with his pokes. Establish a life lead, get aggressive, and the match is over. Remember that if he's dizzied once, you can grab loop him to death.
Vs. Leonardo
- Theorized to be 7 - 3
The main game plan in this matchup is to make Leo mess up and get unnecessarily aggressive. Try to establish a life lead before he can so you can make Leo come to you, not the other way around. There is almost no reason to get aggressive immediately at round start. Back up and try to analyze whether the Leo plays offensive or defensive. An offensive Leo is what you want. His awesome jumping heavy punch is indeed a threat for Chrome Dome, but if the Leo is just mindlessly jumping in with it, it becomes an opening. Anti-air with a late Chrome Spark and slowly build up his dizzy. If the Leo is dizzied once, the game is over. Grab loop him until death. Take advantage of Leo's somewhat mediocre DP by purposefully jumping outside of its range and baiting it when he's in the corner. On the topic of the corner, this is the main place Leo does not want to be. If you're playing against a defensive Leo, focus on pushing him there and baiting Roto Cutter as mentioned before. "Baiting" it involves safe jumping, and shimmying around. One blocked Cutter can be the round. This match seems easy at a very basic level, but good Leo's will definitely be a challenge. Don't give him any chances.
Advantage Match-ups
Vs. Aska
- Theorized to be 6.5 - 3.5
The main thing to note about this matchup is Aska's great Kochou No Mai (DP). Because of it's fantastic priority and invincibility, you have to play around it and be patient. You want to do this while also not allowing her to get too close and start her shenanigans. If you do get a knock-down, try not to pressure her too much. Try and analyze how the Aska uses their DP. If they're greedy with them, bait it and go for a punish. If they respect your advances and let you jump in, take advantage of that and proceed to pressure her. Chrome Dome excels in the middle screen in this matchup because of his good pokes. Keep Aska there and don't let her get too close. If the Aska gets in and does a close Hyabusa, remember that it can be punished with a well-timed EPD.
Vs. Raph
- Theorized to be 6 - 4
Like a lot of Chrome's other matches, at round start, you want to try to back up and analyze the Raph. What you want is a defensive Raph who jumps back a lot so you can push him in the corner; a place where he doesn't want to be. Dealing with a defensive Raph can be fairly difficult, though. You can be somewhat aggresive, but make sure not to be so aggresive that you essentially kill yourself. Jumping heavy punch is a good normal for calling out some of his far anti-airs, and jumping light punch is a good normal for trading with Chest Buster if you make an incorrect jump-in. Never jump-in when you're close to Raph, his amazing cr.hp will beat almost everything you throw out. When you're that close, the goal is to pressure him into making a mistake. A small one being Power Drill, and a big one being Chest Buster. Since those two moves are an essential part of Raph's tool kit, a lot of the match involves working around these moves and baiting them to get the advantage. For Power Drill, the safest way to work around it is to neutral jump with a normal like j.lp. but you can also try jump back and try to get a punish which is slightly riskier. If you get a punish on Drill, try your best to close the gap on Raph to increase your chances of putting him in the corner. As mentioned above, blocked Power Drills can be punished with an EPD, but the timing is strict. For Chest Buster, in most scenarios you can simply punish it with a lp throw. This leads into the redizzy, which is the match. If the Raph is ever pushed to the corner, this is your chance to take the round. The plan is to continuously harass Raph and take advantage of his lack of safe reversal options. This involves doing jump back lp or nj.hks to call out Power Drill, cr.hp into Chrome Spark to keep him in block strings, and b.hp to punish his attempts to jump out. Remember that you need to be correctly spaced so Chest Buster will either be blocked, or whiff completely. Keep in mind that if Raph dizzies you from midscreen, he can punish you from the left side with is redizzy, so avoid that at all costs.
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 |
































