Chrom Guide: Matchup Chart and Combos | Super Smash Bros Ultimate

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Super Smash Bros. Ultimate Chrom Guide

This is a guide to using Chrom in Super Smash Bros. Ultimate. Chrom's bread and butter combos, how to unlock, frame data, alt costumes and skins, as well as Chrom's matchups, counters, and tier list placement can all be found here.

Chrom Tier and Overview

Stats and General Info

Chrom
Chrom Image
Game Series Fire Emblem
Smash Bros. Debut SSBU
Fighter Number 25E
Unlock Order 59
Number of Jumps 2
Weight 95 Units (43/87)
Dash Speed 2.145 (14/87)
Air Speed 1.302 (4/87)
Fast Fall Speed 2.88 (13/87)
Special Attributes None

Tier List Placement

SSBU Chrom Icon A Tier Tier

A swordie with great frame data and range

Smash Ultimate Chrom is a swordie with great range, as well as great damage output and KO power. His high mobility and quick startup on his moves also allow him to apply pressure on opponents through a number of moves. Although an echo version of Roy, they have several differences, mainly in Chrom's lack of a sweetspot on the hilt of his sword, as well as a totally different recovery. Both character typically play an aggressive, rushdown style.

Speaking of recoveries, Chrom's recovery is his major weakness, since it provides almost no horizontal movement, making it difficult for him to get back to the stage. He also lacks a projectile or reflector, meaning that he will have to get in close to deal with zoners.

See Our Tier List Here!

Chrom's Strengths and Weaknesses

Strengths ・Very fast startup on moves
・Very powerful attacks
・High mobility
・Excellent range
・Several moves for KOing
Weaknesses ・Very awful recovery

Chrom Matchup Chart

Matchup Chart

Chrom Image
-2
Pikachu
-1
Diddy KongFoxGreninjaInklingJokerMin MinPalutenaSheik
0
BowserCaptain FalconCloudKenLittle MacLucinaLuigiMarioMarthMega ManMeta KnightPac-ManPeach/DaisyPichuPit/Dark PitPokemon TrainerR.O.B.RoyRyuSamus/Dark SamusSephirothShulkSnakeSonicTerryWario
+1
Banjo & KazooieBayonettaBowser Jr.BylethCorrinDonkey KongDr. MarioDuck HuntFalcoGanondorfHeroIce ClimbersIkeIncineroarIsabelleJigglypuffKing DededeKing K. RoolKirbyLinkLucarioLucasMii BrawlerMii GunnerMr. Game & WatchNessOlimarPiranha PlantRidleyRobinRosalina & LumaSimon/RichterSteveToon LinkVillagerWii Fit TrainerWolfYoshiYoung LinkZeldaZero Suit Samus
+2
MewtwoMii Swordfighter

Notes About Matchup Chart

1. -2 = Disadvantage. -1 = Slight Disadvantage or Even. 0 = Even. +1 = Slight Advantage or Even. +2 = Advantage.
2. The matchup chart was based around both the opinions of professional players of each character, as well as our own experience through playing Chrom.
3. Characters within each tier are unordered
4. Pokemon Trainer's individual Pokemon (Squirtle, Ivysaur, and Charizard) as well as Echo fighters with no significant difference than their regular counterpart are not shown.
5. For other characters who are not shown here, we are still investigating the matchup.

Chrom Combos

Bread and Butter Combos
Fair → Side Special
Down Throw → Up Special
Down Throw → Nair → Fair
Advanced Combo List
Nair → Up Special
(Only first hit of Nair should hit.)
Nair → Forward Smash
(Only first hit of Nair should hit.)
Nair → Fair → Fair

Bread and Butter Combo Guides

Fair → Side Special

A combo that can connect against enemies until the mid percentages. When using forward air, you'll want to use it while falling instead of using it at the same time as your short hop in order to make side special connect.

Down Throw → Up Special

A handy combo that can work against zero to low percent enemies. It can quickly rack up 30% damage.

Down Throw → Nair → Fair

Similar to the up special combo, this combo will work against enemies that are zero to low percentages. It can quickly rack up at least 25%. What makes this combo different from up special is it doesn't launch the enemy too far, this allows you to deal more damage to enemies.

Advanced Combo Guides

Nair → Up Special

A combo that can connect against mid to high percents. When using this combo, use neutral air while falling, this is to make it so that only the first hit of neutral air will hit which won't launch the enemy away.

Nair → Forward Smash

A combo that can connect against mid to high percents. This combo is made possible due to Chrom's fast forward smash. It can be used to get kills and is much more effective near ledges.

Nair → Fair → Fair

A combo that can work against low percent enemies. This combo requires a bit of practice as it requires you to fast fall in the middle of the combo to chain it.

Chrom Frame Data and Moveset

Best Out of Shield Options

Move Frames
Up Air 8 Frames
Neutral Air 9 Frames
Up B 10 Frames
Shield Grab 11 Frames
Back Air 11 Frames
Up Smash 12 Frames
Jump > Side B 12 Frames

Chrom has some pretty decent out of shield options, with his fastest one (up air) coming out on frame 8. However, it is not the best punish tool unless the opponent hits you from above, so generally up special or neutral air will be his go-to out of shield punish moves. Up B deals a lot of damage and knockback, has armor on its startup, as well as very good range, so it is a great out of shield move, although whiffing it can leave you open to a punish.

Jab (Neutral Attack)

1v1 Damage (%) Startup Frames
Jab 1
(A)
7.8 5

Jab

Chrom's jab is very quick, and is an important part of his kit. While it is good as a get-off-me tool at close range, it can also be used for ledge trapping, since it can be spammed at the edge without consequence. It sends opponents slightly upward, which can combo into a back air for one of Chrom's most reliable KO confirms.

Dash Attack / Tilts

1v1 Damage (%) Startup Frames
Dash Attack (Normal)
(Dash+A)
14.4 13
Forward Tilt
(← or → + A)
13.11 8
Up Tilt
(↑ + A)
12.54 6
Up Tilt (Late 1) 12.54 7
Up Tilt (Late 2) 12.54 9
Down Tilt
(↓ + A)
10.8 7

Dash Attack

Chrom's dash attack has rather slow startup, but great range and knockback. As opposed to Roy that deals more damage near the hilt, Chrom can use this more easily as any part of the attack will deal the same damage so feel free to try and hit the enemies at the edge of the attack to avoid getting punished.

Forward Tilt

Forward tilt also has good range, has quicker startup than dash attack, and can also KO opponents at higher percents, so using the sliding variant of it can often subsitute for dash attack, as it is a bit safer. It's a great tool for ledge trapping as well as getting surprise kills with its speed.

Up Tilt

Chrom's up tilt is very fast, and will cover the entire area above Chrom to his back, so it is a good get-off-me tool. At high percents, it can also kill so try to use it against enemies that stands on platforms.

Down Tilt

Down tilt is a very quick move, with very little endlag, so it is one of Chrom's poking tools, as it is -5 on shield. It can be spaced from a distance to try and pressure an opponent into picking an option.

Smash Attacks

1v1 Damage (%) Startup Frames
Forward Smash
(Smash ← or → + A)
21.6 13
Up Smash (Hit 1)
(Smash ↑ + A)
1.2 12
Up Smash (Hit 1, Late) 2.4 13
Up Smash (Hit 2-4) 2.4 15/17/19
Up Smash (Hit 5) 12 22
Down Smash (Hit 1)
(Smash ↓ + A)
14.82 6
Down Smash (Hit 2) 17.1 21

Forward Smash

Chrom's forward smash has excellent range and will deal great damage at any part of the attack. Thanks to its quick startup, it's a good move to use for surprise kills against enemies at mid to high percent.

Up Smash

Chrom's up smash deals decent damage and knockback. It has great range above Chrom, but its horizontal range is rather small, so its not a move you should throw out too much in neutral, and instead is used as an anti-air.

Down Smash

Down smash is Chrom's quickest smash attack. The first hit is as fast as some of his tilts, but it doesn't deal as much knockback as his other smashes, and it has the most endlag. It is mostly used for catching an opponent's roll, as the hit behind Chrom is more powerful than the first.

Aerials

1v1 Damage (%) Startup Frames
Neutral Air (Hit 1)
(A + no direction while airborne)
5.7 6
Neutral Air (Hit 2) 7.98 15
Forward Air
(Hold ← or → in the direction you are facing + A while airborne)
10.83 10
Back Air
(← or → Opposite of the direction you are facing + A while airborne)
13.11 8
Up Air
(↑ + A While Airborne)
9.12 5
Down Air
(↓ + A While Airborne)
17.1/14.24 16

Neutral Air

Chrom's neutral air is very quick, and essentially to his powerful aerial game. It is -6/-6 on shield, making it pretty safe to use as a tool for pressuring shields. It has two hits, which cover both the front and back of Chrom, so it is good for escaping disadvatage. Landing just the first hit only has a little bit of knockback, making it a great combo starter.

Forward Air

Chrom's forward air has great range, hitting the entire area in front of him. Its startup is a little slow compared to some of his other aerials, but it is -4 on sheld, making it very safe and good for pressuring opponents, and can also be used for edgeguarding.

Back Air

Chrom's back air is powerful, dealing excellent knockback when the sweetspot hits. It is great for edgeguarding, and when used via a reverse aerial rush (jumping immediately after turning around mid-dash).Thanks to Chrom's attacks not having any sourspots, this move is a great move to use for enemies that try to recover by jumping, as landing any part of the attack can net you a kill.

Up Air

Up air is Chrom's fastest aerial. It attacks a wide range above Chrom's head, so it is great for juggling opponents. It covers the area up to Chrom's back, so it can be used low to the ground as well. It can KO opponents at higher percentages.

Down Air

Chrom's down air deals a lot of damage, and has a meteor hitbox. It has rather slow startup and endlag, so using it offstage presents a huge risk to Chrom given his poor recovery, so it is not a move you should use carelessly offstage.

Specials

1v1 Damage (%) Startup Frames
Neutral Special (No Charge)
(B)
9.6 21
Neutral Special (Fully Charged) 60/43.2 261
Side Special (Hit 1)
(← o r→ + B)
3.42 9
Side Special (Hit 2, Up) 3.42 4
Side Special (Hit 2, Neutral) 3.42 5
Side Special (Hit 3, Up) 4.56 5
Side Special (Hit 3, Neutral) 4.56 4
Side Special (Hit 3, Low) 4.56 5
Side Special (Hit 4, Up) 7.752 6
Side Special (Hit 4, Neutral) 6.3 7
Side Special (Hit 4, Low/Hit1-4) 2.4 7/10/13/16
Side Special (Hit 4, Low/Hit5) 5.13 19
Up Special (Initial Hit)
(↑+B)
7.2 10
Up Special (Mulit Hit) 1.8 39
Up Special (Finisher) 7.2 53
Up Special (Landing Hit) 7.2 1
Down Special (Counter)
(↓ + B)
- 8
Down Special (Hit) - 4

Neutral Special (Flare Blade)

Chrom's neutral special can be charged and released for a powerful strike. Its startup is rather slow, so it is not a move you should use super frequently, but if fully charged, it is one of the most powerful attacks in the game, making it an ideal shield break punish.

Side Special (Double-Edge Dance)

Chrom's side special is a 4 part attack where, similar to Marth or Lucina, you can alter the attack by holding up or down during the 2nd and 3rd strikes, givng it different utility according to the situation. Holding up is good for putting opponents in the air for a juggle, while holding down is good for dealing damage. Simply not holding any direction deals the most knockback, and if used by the ledge, can KO opponents extremely early.

Up Special (Soaring Slash)

Chroms up special makes him throw his sword upwards, catches it, then slam it to the ground. Enemies hit by any part of it will always take the full attack, which makes it a great out of shield option against enemies, as well as a combo finisher. When recovering, you can even use it to catch enemies and make them fall together with you (or in some cases, you can even make them fall while you get to cling to the ledge). It lacks horizontal recovery compared to Roy's Up Special, making it a somewhat poor and exploitable offstage recovery move.

Down Special (Counter)

Chrom's down special is a typical counter. The strength of the attack depends on how strong the opponent's attack was, and it works even on attacks that hit Chrom from behind. It is mostly used when reading an opponent's attack, or breaking an untrue combo, but it can also be used to edgeguard characters who have a hitbox and no invulnerability on their recovery. When used on the ground, it will deal more knockback.

Grabs and Throws

1v1 Damage (%) Startup Frames
Pummel 1.56 1
Grab (Normal) - 7
Dash Grab - 10
Pivot Grab - 11
Forward Throw (Throw) (← or → While Grabbing) 6 15
Back Throw (Throw) (← or → While Grabbing) 6 8
Up Throw (Throw) (↑ While Grabbing) 7.2 13
Down Throw (Throw) (↓ While Grabbing) 6 16

Forward Throw

Chrom's forward throw puts an opponent forward, so it it is good for stage control or putting an opponent offstage. It doesn't combo into anything.

Back Throw

Like forward throw, back throw is used for stage control or to put an opponent offstage. It doesn't combo into anything or KO.

Up Throw

Chrom's up throw can be used to put an opponent up into the air to try and juggle them with up airs. At around 200%, it can KO an opponent as well.

Down Throw

Chrom's down throw puts an opponent upward, allowing him to combo into one of his aerials, so it is a good combo starter.

Final Smash

Attack How to Use Effect
Awakening Aether Press B after obtaining the Smash Ball Slashes the enemy, dashes back, then performs another strong follow up slash to send them flying.

Chrom Balance Changes

Version 3.1.0 Balance Patch

Change
Up Smash Attack Made it easier to hit multiple times.

Version 3.0.0 Balance Patch

Change
Dash Grab Increased grab range.

Version 2.0.0 Balance Patch

Change
Down Air Attack Shortened the landing time after using the move.
Up Special Shortened the meteor distance. When falling off the stage with an opponent, Chrom will be KO’d first.

How to Unlock Chrom

Unlocking Via Smash Mode
59th Fighter Unlocked
After unlocking Greninja, let 10 minutes pass OR play another battle in smash after soft-resetting OR return to the menu from World of Light
Unlocking via Classic Mode
Clear Classing Mode 7 times using Yoshi.
Unlocking via World of Light
Sacred Land / Lost Woods

There are three ways to unlock Chrom. Completing any of these, then defeating Chrom when they appear in the “a New Challenger Appears” screen will allow you to use them afterward.

How to Unlock Characters Fast

Chrom Alt Costumes and Skins

Chrom Alternate Costumes

Chrom Reveal Trailer

Smash Ultimate Character Guides

Fighters.png
List of Fighters
Tier List
Tier List
Unlocking Characters
Unlocking Fighters

Character Stat Lists

Character Stats
Weights of All Characters Run Speeds of All Characters
Air Speeds of All Characters Fast Fall Speeds of All Characters

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    New Comment

    • >>[6]
      Depends on who it is you struggle against. I'd say generally someone like Wolf or Palu is a good secondary for any character. Byleth's largest drawback is mobility and frame data, so a character with faster options and movement is your best bet.

    • >>[4]
      Hi! We actually have a section on Marth's matchups here:
      https://game8.co/games/SSBU/archives/281194#hl_2
      As Marth has great range and framedata, a good matchup will be a character that can whiff punish with quick burst options, and have a way to get in and find an opening! Quick characters with excellent frame data, like Pika, Greninja, or Sheik, ZSS, or Sonic are our top recommendations!
      Thank you for using our guides!

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