Protecting a Chespin on its shoulder, Chesnaught believes the best offense is a good defense. That's not to say that it's forgone offense entirely, however. Chesnaught's slaps and shield bashes can do quite a bit of damage already, and with a berry in its mouth, Chespin can assist its caretaker with a combo-extending, plus on block Bullet Seed to take its power to the next level!
Chesnaught plays a slow neutral. It can control the midrange with its long normals, bolstered by the thorns that it places when landing a Thorn Hammer. If the opponent chooses to sit at fullscreen, Bullet Seed makes for a respectable zoning tool. Ches plays like a solid brick wall, and any mistake the opponent makes will be swiftly punished by its burst movement through Concussion Rush. It can also choose to brute-force its way through neutral by consuming a fortifying Guard Berry, which also heals it. Combine that with its aerial parry, strong reversals & maxed-out Endurance, and Ches can win the war of attrition if need-be. However, it can just as easily use its thorns to trap opponents in the corner and unleash devastating Guard Breaks leading into punishing charge-based combos.
Chesnaught's main drawback is its speed. Its jump is slow and predictable, its dash is committal, and it overall lacks tools to deal with more mobile foes. Additionally, getting a berry stocked can be an uphill battle in some matchups, and without it, even your metered combos leave something to be desired. Finally, despite its defensive options, it can sometimes be exploitable due to its slow reversal and buttons that are frame 8 at best.
If you want a solid character that can cash out resources to brutally punish mistakes, then this is the character for you. Patient play, optimization, and effective risk assessment will be sure to land you in the Hall of Fame. Good luck, dynamic duo!
Playstyle
Chesnaught is a walking tank with oppressive midrange, with berry buffs that can quickly change the pace of battle.
Pick if you like
Avoid if you dislike
Bulky: Chesnaught has the highest endurance value in the game & close to the highest health value which it can recharge with 24B. It can afford to sacrifice health to win the round.
Space Control: The creation of thorns, a fast moving projectile, and large buttons like 3A, 6A, and 2B cover ranges the opponent may have difficulty challenging from.
Punishing Hits: Chesnaught has almost unrivaled meterless damage, and achieving this through powerful moves instead of long combos keeps it low-execution.
Corner Pressure: Chesnaught's high damage, plus-frame access through its berry, and trapping via thorns make it great at locking down the corner and melting Endurance bars.
Sluggish Movement: With a lumbering walkspeed, underwhelming forward dash, and larger amount of prejump frames compared to the rest of the cast, it can be difficult for Chesnaught to outmaneuver its opponent.
Sluggish Buttons: Chesnaught's defensive abare and 1 bar reversal are both slower than average; good usage of parrying is crucial.
Combo Prerequisites: Chesnaught has a fair amount of combo variety, but most of its combos require either a berry stocked or charge.
Normals
5A
Damage
Endurance Damage
Guard
Cancel
Invul
Property
2
1
Mid
4A, Special
-
-
Startup
Active
Recovery
Advantage
Cost
Unique
8
5
16
+2 [-4]
-
-
Total: 28
Chesnaught sticks its fist out for a far standing jab.
Chesnaught's fastest button for challenging
Chesnaught's strongest combo starter
Solid stop-sign in neutral, can be buffered into 6B for knockdown
Leaves a large hurtbox out during end lag for opponents to whiff punish
Toggle Hitboxes
Toggle Hitboxes
4A
You go little man
Damage
Endurance Damage
Guard
Cancel
Invul
Property
2
1
Mid
Special
Upper Body
-
Startup
Active
Recovery
Advantage
Cost
Unique
10
12
18
+7 [-6]
-
-
Total: 43
Chespin joins Chesnaught in delivering a quick uppercut.
Ideal blockstring filler for guard damage
Incredible answer to jumps with quick startup, great hitbox, and lots of active frames
Can cancel into 2B or [4]6B on air-hit for a combo into knockdown
Chesnaught grabs the opponent and lobs them behind it.
Usually allows enough time to load 5B or attempt to meaty with 6A
Parry C
Damage
Endurance Damage
Guard
Cancel
Invul
Property
5
-
-
-
-
-
Startup
Active
Recovery
Advantage
Cost
Unique
-
-
-
-
-
-
Chesnaught slams the opponent with its shield.
Combos
Combo Theory:
All normals can reliably combo out of 6A on regular hit, with the exception of 6A itself, which can combo into itself out of a counterhit 6A or a C-cancel 6A.
All combos listed that begin with 6A can also begin with j5A or j8A instead. Because Chesnaught connects 6A more often than jump in normals, this section lists the 6A versions.
Counterhit j5A combos into 6A.
Combos that require a Berry stocked will have a in parentheses.
By cancelling 5A out of your prejump frames, you can do it with a 7, 8 or 9 input, which can be useful for charge purposes. This will simply be notated as 7A/8A/9A.
Holding back during 2A can also be useful for charge purposes, and will be notated as 1A.
Meterless BnBs
6A Starter
6A 5A x 4A x 6B
>>>>>>
Low Confirm
2A (2A/5A) x 6B
>>>>
OR
>>>>
Note: 2A 2A is better for pressure, but 2A 5A does more damage.
Simple Meter Gain
6A 3A
>>
Anti-Air
4A x 2B
>>
Anti-Air Corner
4A x 6B
>>
Note: Gives space for berry, good in positions where thorns aren't as valued.
Extended Meter Gain Combo ()
6A 5A x 4A x 5B 3A
>>>>>>>>
Midscreen WHAM! ()
6A 5A x 4A x 6B x 5B 2B
>>>>>>>>>>
Note: Sets up a spike. Can alternatively begin from 2A.
Corner WHAM! ()
6A 5A x 6B x 5B 6A 5A x 2B
>>>>>>>>>>>>
18 Damage
One Meter Combos
Shield Smash Charge Partition
6A [4] 7A x 4A x [4]6B 6A
>>>>>>>>>>
Note: The [4]6B is input simply as 6B, as the charging was completed during the [4] 7A x 4A.
Shield Smash Low Starter
1A 1A x [4]6B 6A
>>>>>>
Note: 1A 7A x [4]6B doesn't work, so the double 1A is necessary here.
Thorn Upper Charge Partition
6A [2] dl 8A x [2]8B
>>>>>>
Note: The [2]8B is input simply as 8B, as the charging was completed just before the 8A. The delay is to ensure Chesnaught has enough time to charge.
Thorn Upper Low Starter
2A 2A x [2]8B
>>>>
Stylish Corner WHAM! ()
6A 5A x 6B x 5B j.BB 5A 2B
>>>>>>>>>>>>>>>>
Two Meter Combos
Main Spike Cannon Combo
6A x 5A x 624B
>>>>
Meter-Neutral C-Cancel Combo ()
6A 5A x 4A x 5B cc 6A 3A
>>>>>>>>>>>>
Anti-Air Cannon
4A x 624B
>>
C-Cancel Combos
Note: All these combos can be started with either 2A 2A x [2]8B or 6A [2] 8A x [2]8B.
Thorn Cancel Berry Gain
[2]8B cc 5B (thorn hits) dl 5A x 6B
>>>>>>>>
Note: The delay is to get 2 hits of 6B.
Thorn Cancel Berryless Damage
[2]8B cc 5B (thorn hits) dl 5A x 6B x 5B 6A
>>>>>>>>>>>>
Patrick's Thorn Cancel + Berry ()
[2]8B cc dl 5B 2B (thorn hits) 5A x dl 6B 5A x 6B
>>>>>>>>>>>>>>
Note: The 5B delay is to ensure that the thorn juggles properly, while the 6B delay is to land only the late hit so that it juggles into the thorn.
Meter Dump Combos
Few three meter combos are better than the two meter 6A 5A x 624B.
Counter Hit 6A Combo
ch.6A 6A cc 6A cc 6A 2A 2A x [4]6B 6A
>>>>>>>>>>>>>>>>>>
Note: Has to end in the corner. This can be averted by swapping in a [2]8B ender.