Chrome Dino
Chrome Dino joins the battle!
…
Chrome Dino is a snowballing character that must use its ultra to continuously become more powerful.
Chrome Dino generates ultra meter differently than other characters. Specifically…
- 2.0% meter for hitting the opponent (in addition to the normal amount).
- 2.0% meter for shielding an attack.
- 5.0% meter for parrying an attack.
- 1.0% meter for getting hit.
- Meter over time depending on Speed Level:
- 3.5% per second at LVL-1
- 3.0% per second at LVL-2
- 2.5% per second at LVL-3
- 2.0% per second at LVL-4
- 1.0% per second at LVL-5
These extra meter gain effects stop once reaching 90% meter, so Chrome Dino will need to gain it the normal way upon reaching that threshold.
Chrome Dino’s ultra, Next Level, upgrades all stats and frame data on use. This makes Chrome Dino faster and faster as the game goes on, giving it incredible snowballing potential. There are five speed levels, each one getting progressively better and better.
Stats change according to this chart:
An invincible commmand dash with multiple followups. Tyrant Sway allows for pressure that can be difficult to react to, as each option requires a different response from the opponent. It also has use on its own as a movement tool, though this is only effective at high speeds.
Chromatic Crusher is by far the safest followup, having quick frame data and a large, highly active hitbox. It does however have the least reward of any followup.
The high-risk, high-reward option out of Tyrant Sway. It stuns for very easy conversions, but also has a lot of recovery making it bad when blocked.
An armored followup that is the strongest when not accounting for combos using the other two. Very powerful for getting through attempts to hit the other followups, though the slow startup easily loses to grabs.
A combination of an anti-projectile wall and setup tool. On their own, Cacti stop attempts at zoning Chrome Dino by reflecting the projectiles back. When destroyed by Chrome Dino’s own attacks, the cactus explodes and allows for better combos than normal. At high speed levels it also has niche use as a horizontal recovery tool due to the small airstall.
An effective recovery tool that does not put Chrome Dino into freefall. It can be canceled into itself once for every speed level above 1. At low speed levels it isn’t much better than an extra jump, but at high levels it essentially guarantees a path back to the stage.
A slow command grab that doesn’t do a ton of damage but uniquely generates a large chunk of ultra meter. Incredibly useful for pushing into the next speed level, though somewhat risky to go for.
Chrome Dino’s primary gimmick. Each use greatly improves all stats and most frame data. It is fairly fast, so it comes with little risk. It is best to simply use it as soon as it becomes availible in order to start charging for the next one.
A strong ultra with a range of very powerful traits. It does high damage, has good kill power, is unblockable, has fullscreen range, is invincible, and has quick startup. It is limited by only being usable at Speed Level 5, but still charges way faster than every other character’s ultra. It also has a blind spot when used too close, so make sure to space it well.
For a more detailed view of all of Chrome Dino’s attacks, as well as hitboxes and framedata, please visit this page: Chrome Dino Overview [breadonfire.neocities.org]
Chrome Dino supports LAP using the following tag: