User:Xerneasthebest/Greninja (SSBU)

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Greninja
in Super Smash Bros. Ultimate
Greninja SSBU.png
PokemonSymbol.svg
Universe Pokémon
Availability Unlockable
Final Smash Secret Ninja Attack
GreninjaHeadSSBU.png
A doctor. He has super weight, It is absolutely incredible. 1 of the heaviest characters ever and his weight is too heavy, heavier than King K Rool. When Heavier, It is much heavier like difference between King K Rool and Mario. And Greninja has incredible defence and power. He is the slowest but His power will easily knock your characters out very quicky.
[1], Super Smash Bros. Ultimate

How to Unlock[edit]

  • Play classic mode and win as playing Lucario and be the 3rd Character unlocked.
  • Play VS Matches and being the last character unlocked.

About this fighter in this game[edit]

He is the slowest character in the game. He has the lowest speeds in every stat. His attacks take ridiculously long to start. Example is when he does a neutral side attack, you can see him lifting up his leg and slowly turning around for the attack. This gives you over 2 seconds to escape the attack or do an easy counter. He has incredible defence and armour. He has incredible weight too. The worst move too hit him with is a weight based throw. He will just be knocked right next to you. he has one of the highest weights ever. And in the top 10s. His weight is in the top 10 through out the entire history of Super smash bros. His speed is the slowest through out the history of Super smash bros. His defence and resistance to launching could have been the highest in the history but of the The 11 and Ultra Beasts he is not the highest. Same for attack.

Attributes[edit]

  • Buff Defence is 0.45. Highest defence after the 11 and Ultra beasts.
  • Buff Resistance to launching is 0.7.
  • Buff In total he is the hardest to launch after the 11 and Ultra beasts. You cant even knock him off stage with a non- smash attack which is any smash stronger than Mario even if he is on 140%. Even 170%.
  • Buff Highest attack and defence after UBs and The 11.
  • Change His weight is 155. Making him a super heavy weight.
  • Nerf Slowest run speed. 0.193.
  • Nerf Slowest walk speed. 0.093.
  • Nerf Slowest air speed. 0.101.

Moveset[edit]

Like all move set table, it is against defence 1.

Note: All numbers are listed as base damage, without the 1v1 multiplier.

  Name Damage Description
Neutral attack   10% Greninja hits with a jab which covers quite a lot of distance in a lower angle down wards then another jab a bit up and a final jab which has water. This is slow and it has many factors which hinders combo potential. And it is very hard to dodge, each jab is slow. The start up of the first jab is long and very easy to dodge, it has over 40 frames before the jab starts and another 20 frames before the actual attack and the frames between the next jab is long and it has 30 frames which makes it so hard to get to the second jab because he will mainly have 1 jab. The second jab's finish and frames between the 3rd jab is 62 frames. And the lag is 55. This move has a lot of lag and is very hard to get to the 2nd jab. The first Jab has a knockback and its damage is high making the first jab of the attack launch opponents quite good at 0%. The only characters which can not flinch without UBs and the 11 is Mewtwo. But Mewtwo can resist 1st jab at 0% the second jab only if He has under 10% but then he flinches. But Other characters get launched good. It has a very high base knock back so when characters get 30% or over then it can even have a potential to KO opponents with the first jab only. The second jab is strong but is very hard to activate of the lag and combo potential which will be talked about soon. It has a high knock back but not as high as the first jab. The third jab is very hard to activate, he has to even use the 2nd jab. The third jab has a very high knock back and is irresistible and can knock Mewtwo good but obviously UBs and The 11 can resist it. The combo potential is horrible. The first jab has a very high start up which effects it even to do damage because it is hard to hit opponents, the next factor is it is a very slow move which makes it even harder to use it, having a powerful knockback can be a problem with his stats. of having a high knockback and he has a very high lag between already makes it almost impossible to combo but with the power of this move, it is 99.99% to combo and actually 100% not able to combo. This move CANNOT COMBO. So he cannot use the full power of this move, 32% and can easily KO opponents like used twice and a KO.
7%
15%
Forward tilt   31.4% A hook kick.Greninja does a kick where he turns around but stops half way. The start up is even higher than his neutral attack, it is 89 frames. It is very powerful and has an extremely high Knock back and with its damage. It can launch Mario off stage from the middle of the stage and if he does this 2 times it can be a 70% KO from the half way between edge or center of stage. Greninja is a fighter who has a high KO potential but a VERY, VERY, VERY Low Combo potential. Of Greninja's lag which is huge, such a large lag, it is too hard to combo and with the speed he cannot combo. Greninja does not fit into any running thing, actually he can Barely run. He is a just stand and an easy KO fighter. His Lags and disgusting speed, he cannot Combo. Also the start up makes it incredibly hard to hit.
Up tilt   24.6% Crouches forward and bobs its head to strike with its tongue. Its start up is large like all moves but not as large as other but to rest of SSBU roster, it is large. 25 Frames of start up. For Greninja is will be good even though he cannot combo with any moves. This move has high knock back and with its damage, it really hits opponents up but of its high lag (44 Frames) It may stop when the opponent already reaches the ground. This move can do a KO with 2 uses but it is a very hard move to use and like all moves he cannot combo.
Down tilt   29.8% A hand. It has very high knock back with its damage and cannot combo. It has a high start up, 35 Frames and its lag is 50 Frames, He is very slow in all aspects but at least he launches opponents powerfully. Around 2-3 Uses it can KO opponents.
Dash attack   26.1% A leg sweep. Its lag is great (Meaning high so bad), it is 63 Frames and has a high start up, 29 Frames. It can launch opponents powerful but not as powerful as the others but it is so powerful, it can KO opponents in 3-4 uses.
Forward smash   52.3% (normal no charge)
67.9% (Fully charged)
A reverse gripped inward slash while wielding a kunai made of water. It has incredible start up, 95 Frames, With this start up you will need to find a way to use this move, it is too hard to use. Its lag is incredible too, 100 frames of lag. Greninja is super powerful and can 1 hit KO opponents with this move, charged or not. Even KO Mewtwo in 2 uses with a non charge and 50% KO Mewtwo if it is used once and is fully charged. This is so powerful but such a hard move to use. Greninja is such an easy Character to avoid making it very hard for him to land a hit but when he attacks It is dangerous and be careful if hit by a smash attack.
Up smash   Two reverse gripped outward arcing slashes while wielding two kunai made of water.No charged is: (10% (hit 1), 50% (hit 2 clean center), 44.5% (Only sides))
Fully Charged is: (15% (hit 1), 60% (hit 2 clean center), 55.3% (Only Sides))
Same power, if it is the 2hits one than it KOs every one even Mewtwo has a 50% of being KOd if not charged. Sides KO almost every one but fully charged does KO every one but Mewtwo need to be used Twice. The end lag is horrible, 114 Frames and it start up is bad 76 Frames. When bad, it means bad compared to his smash attacks because his forwards smash is horrible, but to every thing this is the 2nd worst.
Down smash   49.6% (No Charge)
60% (full charged)
Two reverse gripped outward fanning slashes while wielding two kunai made of water. High knock back and Can KO opponents and Mewtwo is most likely to get KOd by it too. It has high lag (99 Frames) And high start up (67 Frames).
Neutral aerial   35.3% Strikes a ninjutsu pose while it emitting an exploding water bubble around itself. This move has high start up, 30 Frames and high lag, 40 Frames and landing lag is 50 Frames, This move has so much lag. But has incredible power and can KO Mario from the edge onwards from stage at any percents.
Forward aerial   40.1% A reverse gripped slash while wielding a kunai made of water, essentially being a midair version of its forward smash. It has high start up, 70 Frames and lag is 90 Lag and 60 End lag. It has incredible power and can KO Mario from centre on the stage from centre of stage but hard to do other stuff.
Back aerial   11.5% (hit 1), 9.5% (hit 2), 12% (hit 3) A series of back kicks, beginning at a high angle, then a low angle and ending at a mid-level. It has high knock back at the start it's attributes are almost the same has neutral ground attack.
Up aerial   5% (hits 1-5), 10% (hit 6) A corkscrew flying kick. It has a high launching power but the thing is of Greninja's disgusting jump height and his start up, All of his aerials are just too hard to use, before he can attack he will be on the floor landed. This move has relatively low start up compared to the other moves, 19 Frames but the lag is high. The problem for this to KO is Greninja won't be able to use all the hits of his jumping height and it won't KO much as he jumps very low, he has horrible jumping to.
Down aerial   30% A diving double foot stomp. It can smash opponents right down and the landing lag is huge, 76, the start up is high 44 Frames. Has SO much power and if he does not do a direct hit, the opponents will just smash of the ground into the air. The problem is of his jump height, it is very hard to hit because he can't jump high so he will miss most of the time like his other moves.
Grab   Grabs the opponent with a whirlpool. It has high start up. Very high start up, Incredibly high start up.
Pummel   5% Squeezes the opponent with the whirlpool. Super slow but strong.
Forward throw   24.6% Shoves the opponent forward. This is weight based but it has such a powerful base launch that it can KO heavy weight on 4 uses (Middle) and 2 uses on edge of stage. It can KO Middle weights 1 use on edge of stage but from middle, 2-3. And any weight under 90 will always be KOd. Weights like over 125-140 can be KOd on edge with 3 and middle 5 uses. 140-150 can be KOd in 4 and 6. 151-154 is 3-4 uses on edge and 6 uses on middle. 155-170 is 6 uses on edge and 7-8 uses on middle.
Back throw   31.8% Turns around and throws. Much more stronger than front throw and at 0% it Can KO all weights under 93 from any where on stage and if opponentis on 10% or higher, then weights under 105 can be KOd any where and weights under 110 can be KOd on the edge. Weights from 110-120 has a 50% chance of being KOd on edge and 2 uses for middle. For 2 uses of middle it is 120-130. 120-140 on edge is 2 uses. and 140-170 is 3 uses from middle and 2-3 uses from back.
Up throw   24.6% Heaves the opponent upward. Attributes same as front throw.
Down throw   31.7%. Sweep kicks around itself while getting up.
Forward roll
Back roll
Spot dodge
Air dodge
Techs
Floor attack (front)
Floor getups (front)
  22.5% Sweep kicks around itself while getting up.
Floor attack (back)
Floor getups (back)
  22.5% Sweep kicks around itself while getting up.
Floor attack (trip)
Floor getups (trip)
  22.5% Sweep kicks around itself while getting up.
Edge attack
Edge getups
  25.6% punches while coming up.
Neutral special Water Shuriken 5% (Uncharged)
2% (Fully charged loop), 35% (Fully charged end hit)
Throws a shuriken made of water. It is chargeable, but its charge cannot be held indefinitely. Additionally, charging the move noticeably increases its power, but reduces its speed and range. It has high start up and high lag but not like the other hits, it has 20 frames of lag. The fully charged one is very, very powerful. easily KO opponents and can launch Mewtwo strongly as well.
Side special Shadow sneak. 30% (normal)
38.7% (fully charged)
Silently prepares to teleport to a moving shadow, which activates when either attack button is released. The shadow moves relative to Greninja's position, and while it is being prepared, Greninja cannot run, shield, grab or attack, but can walk, jump and taunt. If the shadow is in front of the opponent, Greninja performs a handstand-initiated backflip kick. If the shadow is behind the opponent, Greninja dropkicks them instead. It has a huge start up, 50 frames and a huge lag. Normal one's lag is 57 frames and reverse one is 70 frames. It is such a powerful move especially when opponent is behind than it is too powerful. Stronger than his down smash non charged.
Up special Hygro Pump. 17.5% (Per shot) Shoots two streams of water from one of its hands in the opposite direction of travel, propelling Greninja in the input directions. Functions similarly to Quick Attack, though it can be used twice in the same direction. Each water stream has a push effect, allowing it to be used as an unorthodox edgeguarding technique; on the ground, Greninja can also fire a single spurt of water in one direction and then cancel it by aiming downward. While it offers excellent distance, Greninja will immediately start falling once the second water stream ends, making it easy to underestimate vertical distance gained. Unlike other up specials, Greninja's up special input will trigger a Shadow Sneak charge instead if the Control Stick is angled to the side enough. It has a huge lag and start up. Also the travel is so, so slow making him very predictable where he will go and land.
Down special Counter Counters with 1.5× strength. A counter
Final Smash Greninja Punch. 100% This was not a move from any Pokémon game. This Final smash was taken from Pokémon The Series Episode 18. It was just an ordinary punch but it ended up destroying the area. This game gave it a name but in anime it was just a punch where stuff happens and good beats bad. This move 100% KOs all opponents except UBS and the 11.

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