Pokemon: Close Combat/Chesnaught

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PKMNCC Chesnaught Stats.png
PKMNCC Chesnaught Portrait.png
Archetypes: Bully
Health: 43
Endurance: 16
Walk Speed: 2.4 / -2.1
Prejump Frames: 8
Fastest Attack: 5A, Grab (8f)

Finding Chespin

Introduction

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
PKMNCC Chesnaught NavboxIcon.png 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
PKMNCC A.png
PKMNCC Chesnaught 5A.png
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
PKMNCC4.pngPKMNCC A.png
PKMNCC Chesnaught 4A.png
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
Toggle Hitboxes
Toggle Hitboxes


6A
PKMNCC6.pngPKMNCC A.png
PKMNCC Chesnaught 6A.png
Damage Endurance Damage Guard Cancel Invul Property
4 2 Mid C Cancel - Knockdown (Air Hit)
Startup Active Recovery Advantage Cost Unique
28 6 30 +15 [+2] - Armor with PKMNCC GuardBerry.png
Total: 63

Chesnaught delivers a forward-advancing backhand.

  • Chesnaught's furthest button, strong for keeping the opponent at bay and checking dashes
  • Combos into 5A, 2A, and 4A. Combos into itself on counterhit
  • Has armor after consuming a Guard Berry
Toggle Hitboxes
Toggle Hitboxes


2A
PKMNCC2.pngPKMNCC A.png
PKMNCC Chesnaught 2A.png
Damage Endurance Damage Guard Cancel Invul Property
1 0 Low Special - -
Startup Active Recovery Advantage Cost Unique
9 7 11 +9 [-1] - -
Total: 28

Chesnaught sticks its leg out for a low-hitting kick.

  • Ideal blockstring filler for checking the opponent low
  • Strong for checking opponent's who are holding back/upback, and beating out upper body invulnerability
  • Can be confirmed into itself on hit, once
  • After linking into itself, gains 2 extra frames of recovery
Toggle Hitboxes
Toggle Hitboxes


3A
PKMNCC3.pngPKMNCC A.png
PKMNCC Chesnaught 3A.png
Damage Endurance Damage Guard Cancel Invul Property
2 1 Low 5B, 624B - Sweep
Startup Active Recovery Advantage Cost Unique
16 7 36 +45 [-25] - -
Total: 58

Chesnaught swipes at the ground for a low-hitting sweep.

  • Far-reaching normal that builds a bar on hit
  • Can be cancelled into 5B on whiff, potentially punishing the opponent for attempting to challenge
Toggle Hitboxes
Toggle Hitboxes


j5A
PKMNCC A.png PKMNCC J.png
PKMNCC Chesnaught J5A.png
Damage Endurance Damage Guard Cancel Invul Property
3 2 High - - Knockdown (Air Hit)
Startup Active Recovery Advantage Cost Unique
18 10 6 +27 [+24] - -
Total: 33

Chesnaught delivers a jump-in hook.

  • High damage combo starter, easily linking into 5A
  • Has a generous cross-up box for pressure
Toggle Hitboxes
Toggle Hitboxes


j8A
PKMNCC8.pngPKMNCC A.png PKMNCC J.png
PKMNCC Chesnaught J8A.png
Damage Endurance Damage Guard Cancel Invul Property
2 1 High - - -
Startup Active Recovery Advantage Cost Unique
9 20 6 +16 [+17] - -
Total: 34

Chesnaught delivers a jumping kick with help from Chespin.

  • Go-to air-to-air for checking approaches
  • Allows for juggles in ideal situations when succeeding as an air-to-air
Toggle Hitboxes
Toggle Hitboxes


Specials

Bullet Seed (Eat)
5B
PKMNCC B.png
PKMNCC Chesnaught 5B1.png
Cancel Invul Startup Recovery Cost Unique
- Full (Frames 78-83) 70 6 - Stocks PKMNCC BulletSeedBerry.png
Total: 75

Chesnaught feeds Chespin a berry.

  • Loads Bullet Seed for the next 5B press
  • Does not load a Bullet Seed if hit while Chespin is eating, Chesnaught is invincible at the end
  • Typically performed while far away from the opponent to stay safe
Bullet Seed (Spit)
5B
PKMNCC B.png
PKMNCC Chesnaught 5B2.png
*WAHHHH THOOOO!*
*WAHHHH THOOOO!*
Damage Endurance Damage Guard Cancel Invul Property
3+0+0 1 Mid C Cancel - Projectile
Startup Active Recovery Advantage Cost Unique
9 - 34 +15 [+5] PKMNCC BulletSeedBerry.png -
Total: 57

Chespin spits out seeds.

  • Allows for gapless pressure off of any normal, while easily confirming off any hit cancelled into it
  • Also allows for significant extensions when cancelled from 6B
  • Clashes with other projectiles making it weak in fireball wars, but functions as a decent zoning option
  • Additional hits can whiff on shorter hurtboxes (Falinks, crouching Toxicroak, etc.)
  • On hit, you can confirm to a 3A to build meter


Concussion Rush
6B
PKMNCC6.pngPKMNCC B.png
PKMNCC Chesnaught 6B.png
Damage Endurance Damage Guard Cancel Invul Property
2, 2, 1 0, 0, 1 Mid (Second Hit Only) 5B [Spit], (Third Hit Only) C Cancel - Anti-Projectile, Knockdown
Startup Active Recovery Advantage Cost Unique
11, 6, 9 5, 5, 16 20 28,43,-21 [-10] - -
Total: 71

Chesnaught charges forward with its shield.

  • Go-to meterless combo ender, decent screen carry
  • Connects for more hits the closer the opponent is when the move starts
  • Great hitbox makes it a great counterpoke at midrange, beating out other buttons on prediction
Toggle Hitboxes
Toggle Hitboxes


Thorn Hammer
2B
PKMNCC2.pngPKMNCC B.png
PKMNCC Chesnaught 2B.png
Damage Endurance Damage Guard Cancel Invul Property
5 4 High C-Cancel - Knockdown
Startup Active Recovery Advantage Cost Unique
42 10 43 +6 [-14] - Armor with PKMNCC GuardBerry.png
Total: 84

Chesnaught delivers an overhead slam with its forearm, launching a thorn.

  • Strong pressure tool, forces the opponent to stand-block and does tons of guard damage
  • Drops a thorn that deals one damage when stepped on, thorn can be parried by opponent
  • The thorn will bounce off the wall, trapping the opponent in the corner
  • Goes decently far, can surprise opponents at midrange
  • Has armor after consuming a Guard Berry
Toggle Hitboxes
Toggle Hitboxes


Falling Fortress
jB
PKMNCC B.png PKMNCC J.png
PKMNCC Chesnaught jB.png
Damage Endurance Damage Guard Cancel Invul Property
- - - - - Armor
Startup Active Recovery Advantage Cost Unique
10 20 - - -
Total: 34

Chesnaught throws out their shield mid-air.

  • Functions as a parry, allowing Chesnaught to quickly act upon successfully reading the opponent
  • Can be performed during forward and back dash
  • Refreshes Chesnaught's endurance on successful parry
  • Can be canceled into jBB for 1 meter. If you armor an attack, you can cancel into jBB for free or j8A/j5A

Hyper Moves

Shield Smash
[4]6B
PKMNCC4.pngPKMNCC6.pngPKMNCC B.png
PKMNCC Chesnaught 46B.png
Damage Endurance Damage Guard Cancel Invul Property
1, 1, 1, 6 1, 1, 1, 1 Mid - Projectile Launch
Startup Active Recovery Advantage Cost Unique
19, 6, 6, 16 5, 5, 5, 6 27 +86 [-6] 1 -
Total: 90

Chesnaught charges forward with its shield before smashing it into the opponent.

  • Requires charge to execute (hold PKMNCC4.png for at least 0.6 seconds)
  • Chesnaught travels nearly fullscreen, great option when reacting to projectiles
  • Allows enough time to juggle after when the final hit connects late, usually into 6A or 6B
  • If all four hits connect, damage scaling causes the final hit to deal only 5 damage
Toggle Hitboxes
Toggle Hitboxes


Thorn Upper
[2]8B
PKMNCC2.pngPKMNCC8.pngPKMNCC B.png
PKMNCC Chesnaught 28B.png
Damage Endurance Damage Guard Cancel Invul Property
6 2 Mid C Cancel Full (1-25) Launch
Startup Active Recovery Advantage Cost Unique
21 5 38 +76 [-11] 1 -
Total: 63

Chesnaught swings its arm in an uppercut, launching a thorn.

  • Requires charge to execute (hold PKMNCC2.png for at least 0.6 seconds)
  • 1 bar invincible reversal, though slower than average
  • Drops a thorn similar to 2B
  • The thorn will meaty the opponent midscreen on neutral wakeup
  • On a spaced midscreen counter hit, the thorn will combo from the move outright, allowing for a 6B followup
  • None of this applies in the corner, where the thorn will bounce off the wall and land farther from the corner than a 2B thorn
  • Strong combo ender, allowing Chesnaught to set up berry
  • Allows for a juggled combo on counterhit
Toggle Hitboxes
Toggle Hitboxes


Guard Berry
24B
PKMNCC2.pngPKMNCC4.pngPKMNCC B.png
PKMNCC Chesnaught 214B.png
Cancel Invul Startup Recovery Cost Unique
- - 37 40 1 Gives PKMNCC GuardBerry.png
Total: 76

Chesnaught exercises self-care via berry.

  • Heals 5 HP, refreshes endurance, and removes Poison status
  • Adds armor to 6A and Thorn Hammer
  • Armor carries between rounds, but can only absorb hits for 1 move's duration
  • Armored 6A is a solid approach option, while armored 2B is an unchallengeable overhead with great C-Cancel reward on block


Spiky Counterbash
jBB
PKMNCC B.pngPKMNCC B.png PKMNCC J.png
PKMNCC Chesnaught jBB.png
Damage Endurance Damage Guard Cancel Invul Property
7 2 Mid - - Armor, Launch
Startup Active Recovery Advantage Cost Unique
24 6 28 +57 [-3] 1 -
Total: 57

Chesnaught slams their shield for a counterattack.

  • Jumping and using this move immediately in neutral can be a safe way to approach and can lead to corner carry
  • Can be used meterlessly if you armor an attack with jB
  • Excellent at extending a 5B juggle when in the corner
Toggle Hitboxes
Toggle Hitboxes

Super

Spike Cannon
624B
PKMNCC6.pngPKMNCC2.pngPKMNCC4.pngPKMNCC B.png
PKMNCC Chesnaught 214214B.png
Damage Endurance Damage Guard Cancel Invul Property
10 (Scaled) + 6 (Scaled)/14 - Mid - Full (Startup) Wall Splat
Startup Active Recovery Advantage Cost Unique
41 [-26 Super Freeze] 20 89 +28 [-60] 2 -
Total: 149

Chesnaught launches a huge spike from its back.

  • Initial hitbox is a "sweetspot" that deals more damage
  • Can combo from 5B [Spit] in juggle situations (like when cancelled from 6B)
  • Great for exchanging meter for damage on final round to secure a win
Toggle Hitboxes
Toggle Hitboxes

Universal Mechanics

Forward Throw
6C
PKMNCC6.pngPKMNCC C.png
PKMNCC Chesnaught 6C.png
Damage Endurance Damage Guard Cancel Invul Property
3 - Unblockable (Throw) - - Knockdown
Startup Active Recovery Advantage Cost Unique
8 2 41 - - -
Total: 70

Chesnaught headbutts the opponent.

  • Usually allows enough time to load 5B or attempt to meaty with 6A


Back Throw
4C
PKMNCC4.pngPKMNCC C.png
PKMNCC Chesnaught 4C.png
Damage Endurance Damage Guard Cancel Invul Property
3 - Unblockable (Throw) - - Knockdown
Startup Active Recovery Advantage Cost Unique
8 2 61 - - -
Total: 50

Chesnaught grabs the opponent and lobs them behind it.

  • Usually allows enough time to load 5B or attempt to meaty with 6A


Parry
C
PKMNCC C.png
PKMNCC Chesnaught jBB.png
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 PKMNCC BulletSeedBerry.png 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

PKMNCC6.pngPKMNCC A.png>> PKMNCC5.pngPKMNCC A.png>> PKMNCC4.pngPKMNCC A.png>> PKMNCC6.pngPKMNCC B.png


Low Confirm
2A (2A/5A) x 6B

PKMNCC2.pngPKMNCC A.png>> PKMNCC2.pngPKMNCC A.png>> PKMNCC6.pngPKMNCC B.png

OR

PKMNCC2.pngPKMNCC A.png>> PKMNCC5.pngPKMNCC A.png>> PKMNCC6.pngPKMNCC B.png

Note: 2A 2A is better for pressure, but 2A 5A does more damage.


Simple Meter Gain
6A 3A

PKMNCC6.pngPKMNCC A.png>> PKMNCC3.pngPKMNCC A.png


Anti-Air
4A x 2B

PKMNCC4.pngPKMNCC A.png>> PKMNCC2.pngPKMNCC B.png


Anti-Air Corner
4A x 6B

PKMNCC4.pngPKMNCC A.png>> PKMNCC6.pngPKMNCC B.png

Note: Gives space for berry, good in positions where thorns aren't as valued.


Extended Meter Gain Combo (PKMNCC BulletSeedBerry.png)
6A 5A x 4A x 5B 3A

PKMNCC6.pngPKMNCC A.png>> PKMNCC5.pngPKMNCC A.png>> PKMNCC4.pngPKMNCC A.png>> PKMNCC5.pngPKMNCC B.png>> PKMNCC3.pngPKMNCC A.png


Midscreen WHAM! (PKMNCC BulletSeedBerry.png)
6A 5A x 4A x 6B x 5B 2B

PKMNCC6.pngPKMNCC A.png>> PKMNCC5.pngPKMNCC A.png>> PKMNCC4.pngPKMNCC A.png>> PKMNCC6.pngPKMNCC B.png>> PKMNCC5.pngPKMNCC B.png>> PKMNCC2.pngPKMNCC B.png

Note: Sets up a spike. Can alternatively begin from 2A.


Corner WHAM! (PKMNCC BulletSeedBerry.png)
6A 5A x 6B x 5B 6A 5A x 2B

PKMNCC6.pngPKMNCC A.png>> PKMNCC5.pngPKMNCC A.png>> PKMNCC6.pngPKMNCC B.png>> PKMNCC5.pngPKMNCC B.png>> PKMNCC6.pngPKMNCC A.png>> PKMNCC5.pngPKMNCC A.png>> PKMNCC2.pngPKMNCC B.png

18 Damage


Colors

A
B
C
D
E


General
Controls
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Netplay
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Characters
Bewear
Blaziken
Breloom
Chesnaught
Falinks
G. Zapdos
Great Tusk
Heracross
Kommo-o
M. Lopunny
Medicham
Mienshao
Poliwrath
Primeape
Scrafty
Slither Wing
Toxicroak
Tyrogue