Last Updated:
February 8th, 2021
Notes on the Young Link vs Chrom MU
*Note: Roy & Chrom have recently had their pages separated, with Roy receiving updated notes. The notes on this page have not been updated, and use the old notes that paired them together.
Air Acceleration: 0.05 (#70)
Air Speed: 1.302 (#4)
Fall Speed: 1.8/2.88 (#13)
Dash Speed: 2.2 (#12)
Run Speed: 2.145 (#14)
Walk Speed: 1.208 (#27)
Weight: 95 (#44)
Wall Jump: No
Wall Cling: No
Crawl: No
Jumps: 2
Win Conditions
Chrom's Win Conditions:
Abuse Chrom's superior range, and dish out major damage from a tech chase or Jab. Similarly, use that same superior range to edgeguard Young Link, and keep him in the corner to force him to commit to an option.
Young Link’s Win Conditions:
Time your projectiles appropriately to avoid giving them an opening, and take every opportunity to edgeguard them. Understand the key differences between them; Roy needs to be closer, meaning a stronger possibility to punish out of shield, but Chrom can't snap to ledge easily.
Out of Shield
Jab (-10):
GSA (Frame 9)
(Can be spaced out)
FTilt (-15):
GSA (Frame (9)
USmash (Frame 10)
(Can be spaced out)
UTilt (-22):
GSA (Frame 9)
USmash (Frame 10)
DTilt (-5):
Unpunishable
(Safe on shield)
Dash Attack (-21):
GSA (Frame 9)
USmash (Frame 10)
FSmash (-28):
GSA (Frame 9)
USmash (Frame 10)
FSmash (Frame 26)
USmash (-29):
GSA (Frame 9)
USmash (Frame 10)
FSmash (Frame 26)
DSmash (-31):
GSA (Frame 9)
USmash (Frame 10)
FSmash (Frame 26)
NAir (-6):
Unpunishable
(Safe on shield)
FAir (-4):
Unpunishable
(Safe on shield)
BAir (-5):
Unpunishable
(Safe on shield)
UAir (-4):
Unpunishable
(Safe on shield)
DAir (-9):
GSA (Frame 9)
Flare Blade (-15 to Shield Break):
Unpunishable
(Same as Marth and Lucina's, doesn't technically break shields without charge, but you're asking for trouble)
Double-Edge Dance (-45 Neutral, -31 Up, -47 Down):
GSA (Frame 9)
USmash (Frame 10)
FSmash (Frame 26)
Soaring Slash (-29):
Grab (Frame 16)
FSmash (Frame 26)
Counter:
--
Neutral
What Moves To Watch Out For, When Neutral Is Happening, Main Strategies and Mix-Ups, Spacing, Stage Control.
Neutral Moves: Aerials, Tilts, Jab, Grab.
Kill Options: NAir1 > FSmash, Jab > BAir, BAir, FAir, NAir, FTilt/UTilt, DAir, Smash Attacks, Double-Edge Dance (Roy), Flare Blade, (out of shield), Soaring Slash (offstage suicide stock).
Pivot Grabs are great for whiff punishing an aerial rushdown from Chrom, but are risky.
Know when to simply run out of shield when punishing out of shield is impossible, since you will most likely not be able to do anything about spaced moves on shield.
NAir and ZAir are tools to read jumps with since they’ll be faster/outrange than the swords.
Fire Arrows are necessary in this MU (even if it doesn’t seem that great), because it still limits movement on the board, even though they’ll just get dodged and shielded. Be careful with its usage.
Boomerang in neutral has the same feel, but is even laggier, so it may be better only as a tool for reads in neutral.
At the midrange, where Chrom shield a projectile, one of their common options is to jump with an aerial, so using ZAir to catch it could work.
Disadvantage
Above Stage, Ledgetrapping, Edgeguarding
Boxing
(How do I escape this situation?):
UAir juggling is a common way to pressure/pressure while on platforms. They can hit you with UAir the moment you jump.
DTilt especially is great for catching landings, FTilt and FSmash on reads.
DAir, Bomb, airdodge, and moving around to land safely are all options, though don’t be predictable when landing or trying to escape the corner.
Chrom can fish for full hop BAir in the corner, using it to catch jumps. You can double jump DAir as a read.
Chrom DTilt
This stupid move. They can use it to easily set up tech chase scenarios, maybe letting them rip an FSmash or something. The worst part of this move is that you are instantly in disadvantage as soon as you shield this move. Sit too long in shield and your shield will be broken and you will get killed at 0%, or can they just Grab you, or they can swing their disjoint aggressively or defensively, or they can chase your roll, anything. It’s safe on shield and spaceable. This is the equivalent of a ledgetrap situation, and the goal is to reset neutral. The goal is not to punish DTilt, but react to what they do after. First, jump and spotdodge. Jump is probably best, as you can shoot a Fire Arrow or FAir going forwards or backwards. If Chrom expects you to move backwards and runs, NAir or GSA works. If they try to cover jump, you can shield dash towards or away. The idea here is to think of it as a ledgetrap situation.
Offstage
(How Do I Escape This Position And What Do I Look Out For?):
Chrom can edgeguard with FAir/BAir, and a DAir spike. You’ll have to drift carefully around the range.
Like the other swordies, Chrom also have a Counter. Delay around it and use tether to mix up.
Be wary of Soaring Slash cheese.
Ledge:
They can 2-frame with Flare Blade.
Chrom Jab and FSmash hits ledge.
Ledge jump NAir is a decent option for a mistimed Jab.
Do NOT DI in on Jab. Always DI out. DI up on FThrow to give yourself more options.
Ledge is really a nightmare, Chrom has the speed to cover every option, and absurd reach.
Advantage
What are my best options? What does advantage look like? What mix-ups are available?
Juggling/Boxing:
Usual mix-up of waiting to catch their landing/airdodge.
When you have more stage control, hold your ground, and find a conversion to force ledgetrapping. You can’t challenge their disjoint.
Chrom can use the first swing of Double-Edge Dance to mix-up his aerial drift, making his landing harder to track.
Hold center stage if possible, and don’t give it up.
Offstage:
Chrom likes to airdodge to ledge if possible. Punish accordingly with a DTilt/Boomerang, fall down NAir if you have time to set it up. You can force out this option with projectiles.
Chrom can be hit with a move while rising with Soaring Slash, though it is risky. If he’s falling with it, FTilt is easy to land on him.
You have to be comfortable with catching Soaring Slash with NAir, since he loses super armor on the way up.
Ledge Info:
XLR8’s Spreadsheet Young Link Ledge Info:
DTilt: Hits
DSmash: Hits
FTilt: Hits
Most Reliable Move: All
Animation Info: Wait for the head rise if you’re closer.
Note: Normal, FTilt reaches farthest.
Miscellaneous
Other Tips/General Notes, Move Kill Percents
FD DTilt ASA %s: 112, 99
FD FThrow Ledge %s: 176, 151
FD Milkshake %s: 104-154, 93-128
Roy and Chrom’s FThrow can tech chase.
Chrom UThrow Kills Young Link at 178% on FD with Max Rage and No DI.
BAir can be inconsistent vs Chrom.
Chrom Differences:
Like Marth, Roy has a sweetspot on most of his attacks, at the hilt (the hitboxes closest to Roy), while his tipper is weak. Chrom does not have this sweetspot, but to compensate, his hitboxes are all the same, giving him more workable range than Roy, but having overall less power than Roy's hilt.
Stages
Battlefield:
Terrible. Generally a good swordie stage, as their platform pressure is really good.
Final Destination:
Indifferent. Kalos-ish, but less space. No platforms for them to extend advantage.
Smashville:
Indifferent. Small zones, but the platform layout isn’t awful.
Town & City:
Terrible. Chrom is way too good on this stage. His moves kill much earlier, and his neutral flows much better here. Arguably his best stage.
Lylat Cruise:
Indifferent. The space is small, but the platforms are nice for combos. Being on them is awful, though.
Pokémon Stadium 2:
Indifferent. Still our best stage, and although he doesn’t mind it, it’s still a good pick.
Kalos Pokémon League:
Good. Lots of space and the blast zones actually help since Chrom kills horizontally a lot.
Yoshi’s Story:
Terrible. Small zones, and platform pressure.
Sets & Resources
Mr. R vs CookieSlayer: BC | Mr. R (Chrom) Vs. CookieSlayer (Young Link) Pools - Smash Ultimate