Greninja (SSB4): Difference between revisions
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Aside from its impressive mobility, Greninja has a good recovery due to being both long-distanced and unpredictable, as its side special Shadow Sneak allows it to "teleport" a long distance while its up special, Hydro Pump, is fast and covers adequate distance compared to other recoveries. Although both moves are slow in start-up compared to other recovery moves, along with the former being easily telegraphed and the latter having difficult-to-land hitboxes, they can easily edgeguard by themselves since Shadow Sneak does not enforce helplessness while Hydro Pump can push opponents off-stage while not causing them to flinch. | Aside from its impressive mobility, Greninja has a good recovery due to being both long-distanced and unpredictable, as its side special Shadow Sneak allows it to "teleport" a long distance while its up special, Hydro Pump, is fast and covers adequate distance compared to other recoveries. Although both moves are slow in start-up compared to other recovery moves, along with the former being easily telegraphed and the latter having difficult-to-land hitboxes, they can easily edgeguard by themselves since Shadow Sneak does not enforce helplessness while Hydro Pump can push opponents off-stage while not causing them to flinch. | ||
Greninja's good recovery and mobility also give it strong edgeguarding potential. This is evident with its back aerial's speed and range, its forward aerial's power, and its up aerial's ability to drag opponents off-stage due to using the [[Autolink angle|auto-link angle]], the latter of which is further supplemented by its fast falling speed. Additionally, Greninja is one of the few characters who can [[wall cling]], | Greninja's good recovery and mobility also give it strong edgeguarding potential. This is evident with its back aerial's speed and range, its forward aerial's power, and its up aerial's ability to drag opponents off-stage due to using the [[Autolink angle|auto-link angle]], the latter of which is further supplemented by its fast falling speed. Additionally, although Greninja has an extremely lackluster [[wall jump]], this is compensated due to Greninja being one of the few characters who can [[wall cling]], allowing it to perform mindgames or confuse opponents better than characters who can only wall jump. | ||
Finally, Greninja has a versatile set of special moves at its disposal. Water Shuriken is a relatively powerful projectile, gaining KO potential usually starting at 115% if fully charged. However, unlike most other projectiles, it has actual combo potential due to a fully charged Water Shuriken being able to trap opponents, while Greninja can potentially rush them down and follow up with a neutral, forward or up aerial or even an up smash. Even then, a quickly uncharged Water Shuriken can allow Greninja to recover fast enough to punish with options such as a dash grab. Aside from recovery/edgeguarding applications, Shadow Sneak can be used to dodge an attack and act as a pseudo-[[counterattack]] if timed properly, while Hydro Pump can be used to escape pressure from opponents while still pushing them away. Finally, Substitute is the only counterattack in the game that can be aimed should it succeed, which allows Greninja to set up a deadly combo (usually into up aerial) for a quick KO, or even recover as stated previously. | Finally, Greninja has a versatile set of special moves at its disposal. Water Shuriken is a relatively powerful projectile, gaining KO potential usually starting at 115% if fully charged. However, unlike most other projectiles, it has actual combo potential due to a fully charged Water Shuriken being able to trap opponents, while Greninja can potentially rush them down and follow up with a neutral, forward or up aerial or even an up smash. Even then, a quickly uncharged Water Shuriken can allow Greninja to recover fast enough to punish with options such as a dash grab. Aside from recovery/edgeguarding applications, Shadow Sneak can be used to dodge an attack and act as a pseudo-[[counterattack]] if timed properly, while Hydro Pump can be used to escape pressure from opponents while still pushing them away. Finally, Substitute is the only counterattack in the game that can be aimed should it succeed, which allows Greninja to set up a deadly combo (usually into up aerial) for a quick KO, or even recover as stated previously. | ||
However, Greninja has flaws that can counteract its strengths. Despite being a character with relatively quick frame data, Greninja's attacks | However, Greninja has flaws that can counteract its strengths. Despite being a character with relatively quick frame data, Greninja's attacks has unusually high ending lag when compared to other "hit-and-run" characters, which makes it easy to punish on shield. This flaw is even more emphasized with its attacks generally having low hitlag, and when given poor traction (being tied for the sixth lowest), Greninja has a poor [[out of shield]] game with the exception of Shadow Sneak. However, some of its attacks are safer on shield than others, due to having either high hitlag or damage outputs. Greninja's fast falling speed and movement also require some precision to control it properly; this ties true into most of its aerials being hard to connect with in this case during a moderately high launch, and its high short hop requiring some getting used to. | ||
Although Greninja has a number of powerful finishers, they are usually hard to land from from a neutral standpoint due to hitbox placements or slow start-up. In addition, while Greninja has the longest-ranged non-tether grabs, a fast dash grab (being active on frame 9), and one of the best up throws in ''SSB4'' due to its low percent combo potential and KO potential at high percents, the consistency of its grab game is only average at best due to its standing and pivot grabs being relatively slow (being active on frames 11 and 15, respectively) and having one of the worst pummels in the game. Surprisingly for a fast character, Greninja's speed does not necessarily translate to it having a powerful combo game, which forces it to rely on its grabs and tilts to perform combos (with the former being slow and the latter being hard to land aside from down tilt). | |||
Greninja's [[Character customization|custom moves]] are rather polarizing, as the majority of them are inferior to their regular versions, while only very few are very useful. One example of this involves its versions of Water Shuriken. Stagnant Shuriken is a very poor alternative due to it only staying in front of Greninja. However, Shifting Shuriken is extremely useful in that while it slightly detracts from Greninja's already poor range, it addresses its combo game's issues: when uncharged, it launches opponents straight up, and when charged, launches opponents toward Greninja. Shadow Dash and especially Shadow Strike are both somewhat inferior to Shadow Sneak. High-Capacity Pump does not do much to improve Greninja's already excellent recovery, while Single-Shot Pump is significantly inferior due to it being very linear and lacking any edgeguarding potential due to it only propelling Greninja straight up. Although Substitute Ambush may make it even easier to intercept, it gives the player more time to pick a direction and also does high shield damage. However, Exploding Attack is a superior option to both due to being more practical, powerful, and easier to hit with. | Greninja's [[Character customization|custom moves]] are rather polarizing, as the majority of them are inferior to their regular versions, while only very few are very useful. One example of this involves its versions of Water Shuriken. Stagnant Shuriken is a very poor alternative due to it only staying in front of Greninja. However, Shifting Shuriken is extremely useful in that while it slightly detracts from Greninja's already poor range, it addresses its combo game's issues: when uncharged, it launches opponents straight up, and when charged, launches opponents toward Greninja. Shadow Dash and especially Shadow Strike are both somewhat inferior to Shadow Sneak. High-Capacity Pump does not do much to improve Greninja's already excellent recovery, while Single-Shot Pump is significantly inferior due to it being very linear and lacking any edgeguarding potential due to it only propelling Greninja straight up. Although Substitute Ambush may make it even easier to intercept, it gives the player more time to pick a direction and also does high shield damage. However, Exploding Attack is a superior option to both due to being more practical, powerful, and easier to hit with. | ||
Overall, Greninja is a quick-footed yet somewhat unorthodox combo-oriented fighter, balancing respectable combo ability with stronger yet more punishable KO potential. True to its name, mastering Greninja requires the art of deception through mastering its unique special moves along with knowledge of its unusual combo and KO setups, while minimizing openings due to the ending lag of its attacks and sluggish grab game. While Greninja's learning curve only gives it an average amount of representation, players such as {{Sm|iStudying}} have spearheaded its metagame and shown Greninja's strengths in competitive play. | |||
==Update history== | ==Update history== |
Revision as of 12:50, April 26, 2017
Greninja in Super Smash Bros. 4 | |
---|---|
Universe | Pokémon |
Availability | Starter |
Final Smash | Secret Ninja Attack |
Tier | B (22) |
“ | Greninja Makes a Splash! | ” |
—Introduction Tagline |
Greninja (ゲッコウガ, Gekkōga) is a playable character in Super Smash Bros. 4. It was revealed during the April 8th, 2014 Super Smash Bros. Direct, alongside fellow Pokémon representative Charizard. Greninja is voiced by Billy Bob Thompson in English and Yūji Ueda in Japanese. Like numerous other Pokémon, it has different voice actors in the French and German versions due to name changes, similarly to Jigglypuff.
Greninja is currently ranked 22nd out of 58 on the tier list, placing it in the B tier. Greninja's greatest strength is its overall mobility: its walking, dashing and air speeds and its jumps are each among the top 10 within their respective categories. These traits grant Greninja the distinction of being among the fastest characters in not just SSB4, but the entire series as well. It also has an impressive combo game courtesy of a number of moves, most notably its up and down tilts, its neutral and up aerials, and its down throw, all of which are decently fast. Its recovery is also above average, with Shadow Sneak being able to cover a noticeable amount of horizontal distance, while Hydro Pump is decently fast and maneuverable like Quick Attack.
Greninja also boasts a decent projectile in Water Shuriken and a variable counterattack in Substitute. Water Shuriken functions as both a decent approach tool and boasts KO potential when fully charged against highly damaged opponents, while Substitute possesses combo, recovery and mindgame potential due to its unique ability to be aimed in various angles during the counterattack. Lastly, Greninja has some of the best smash attacks in regard to overall utility, with its up smash being one of the strongest in the game.
Despite these strengths, Greninja has glaring flaws. One of them is the abnormally high ending lag on its attacks, particularly its smash attacks, which leaves it at a disadvantage against characters with attacks that have low ending lag. Its special moves also have some flaws, with Shadow Sneak and Hydro Pump being somewhat predictable recovery moves. Water Shuriken is easily blockable due to its low shield damage, and Substitute's variable attacking angles are largely offset by its low power and ability to be blocked if the opponent is vigilant enough.
While Greninja has a couple of reliable finishers, none of them are easy to sweetspot due to hitbox timings (such as its up smash and down aerial) or even land at all due to start-up (such as its forward aerial) from a neutral standpoint. Greninja's grab game is also sub-par: its standing and pivot grabs are among the slowest in the game despite being the longest-ranged non-tether grabs in the game, its forward, up and down throws have unimpressive damage outputs, and its up throw is its only throw that has KO potential.
Overall, Greninja has a fairly high learning curve, but can become a potent character when mastered. As a result, it has average matchups with the rest of the cast with decent tournament results along with a few dedicated and noteworthy players, such as iStudying and Some.
Attributes
Fittingly for a ninja-inspired character, Greninja fits the "hit-and-run" archetype alongside the likes of Sonic, Sheik and Zero Suit Samus. This is clearly evident in regard to its mobility: it has the fourth fastest walking speed, the sixth fastest dashing speed, the eighth fastest air speed and the second highest jumps. It also possesses the ability to both wall jump and wall cling. Unlike said characters, however, Greninja's KO power is more consistent overall, which is evident in its up smash, forward aerial and up throw, all of which are powerful relative to SSB4's cast. As such, Greninja can be considered a good mix of speed and power.
Aside from its impressive mobility, Greninja has a good recovery due to being both long-distanced and unpredictable, as its side special Shadow Sneak allows it to "teleport" a long distance while its up special, Hydro Pump, is fast and covers adequate distance compared to other recoveries. Although both moves are slow in start-up compared to other recovery moves, along with the former being easily telegraphed and the latter having difficult-to-land hitboxes, they can easily edgeguard by themselves since Shadow Sneak does not enforce helplessness while Hydro Pump can push opponents off-stage while not causing them to flinch.
Greninja's good recovery and mobility also give it strong edgeguarding potential. This is evident with its back aerial's speed and range, its forward aerial's power, and its up aerial's ability to drag opponents off-stage due to using the auto-link angle, the latter of which is further supplemented by its fast falling speed. Additionally, although Greninja has an extremely lackluster wall jump, this is compensated due to Greninja being one of the few characters who can wall cling, allowing it to perform mindgames or confuse opponents better than characters who can only wall jump.
Finally, Greninja has a versatile set of special moves at its disposal. Water Shuriken is a relatively powerful projectile, gaining KO potential usually starting at 115% if fully charged. However, unlike most other projectiles, it has actual combo potential due to a fully charged Water Shuriken being able to trap opponents, while Greninja can potentially rush them down and follow up with a neutral, forward or up aerial or even an up smash. Even then, a quickly uncharged Water Shuriken can allow Greninja to recover fast enough to punish with options such as a dash grab. Aside from recovery/edgeguarding applications, Shadow Sneak can be used to dodge an attack and act as a pseudo-counterattack if timed properly, while Hydro Pump can be used to escape pressure from opponents while still pushing them away. Finally, Substitute is the only counterattack in the game that can be aimed should it succeed, which allows Greninja to set up a deadly combo (usually into up aerial) for a quick KO, or even recover as stated previously.
However, Greninja has flaws that can counteract its strengths. Despite being a character with relatively quick frame data, Greninja's attacks has unusually high ending lag when compared to other "hit-and-run" characters, which makes it easy to punish on shield. This flaw is even more emphasized with its attacks generally having low hitlag, and when given poor traction (being tied for the sixth lowest), Greninja has a poor out of shield game with the exception of Shadow Sneak. However, some of its attacks are safer on shield than others, due to having either high hitlag or damage outputs. Greninja's fast falling speed and movement also require some precision to control it properly; this ties true into most of its aerials being hard to connect with in this case during a moderately high launch, and its high short hop requiring some getting used to.
Although Greninja has a number of powerful finishers, they are usually hard to land from from a neutral standpoint due to hitbox placements or slow start-up. In addition, while Greninja has the longest-ranged non-tether grabs, a fast dash grab (being active on frame 9), and one of the best up throws in SSB4 due to its low percent combo potential and KO potential at high percents, the consistency of its grab game is only average at best due to its standing and pivot grabs being relatively slow (being active on frames 11 and 15, respectively) and having one of the worst pummels in the game. Surprisingly for a fast character, Greninja's speed does not necessarily translate to it having a powerful combo game, which forces it to rely on its grabs and tilts to perform combos (with the former being slow and the latter being hard to land aside from down tilt).
Greninja's custom moves are rather polarizing, as the majority of them are inferior to their regular versions, while only very few are very useful. One example of this involves its versions of Water Shuriken. Stagnant Shuriken is a very poor alternative due to it only staying in front of Greninja. However, Shifting Shuriken is extremely useful in that while it slightly detracts from Greninja's already poor range, it addresses its combo game's issues: when uncharged, it launches opponents straight up, and when charged, launches opponents toward Greninja. Shadow Dash and especially Shadow Strike are both somewhat inferior to Shadow Sneak. High-Capacity Pump does not do much to improve Greninja's already excellent recovery, while Single-Shot Pump is significantly inferior due to it being very linear and lacking any edgeguarding potential due to it only propelling Greninja straight up. Although Substitute Ambush may make it even easier to intercept, it gives the player more time to pick a direction and also does high shield damage. However, Exploding Attack is a superior option to both due to being more practical, powerful, and easier to hit with.
Overall, Greninja is a quick-footed yet somewhat unorthodox combo-oriented fighter, balancing respectable combo ability with stronger yet more punishable KO potential. True to its name, mastering Greninja requires the art of deception through mastering its unique special moves along with knowledge of its unusual combo and KO setups, while minimizing openings due to the ending lag of its attacks and sluggish grab game. While Greninja's learning curve only gives it an average amount of representation, players such as iStudying have spearheaded its metagame and shown Greninja's strengths in competitive play.
Update history
Greninja has received a mix of buffs and nerfs from game updates. Update 1.0.4 notably nerfed Greninja by weakening a number of its attacks by lowering their damage outputs, reducing their hitboxes' sizes, and removing the Shadow Sneak glitch that allowed it to cancel the lag off of its aerials. Greninja's hurtbox size at the top of its head was also increased in 1.0.4, making it easier to hit and rendering its once-decent crouch nearly useless. However, these nerfs were slightly compensated for as Shadow Sneak was buffed to a degree. Like 1.0.4, 1.0.5 removed another exploitable glitch, the running Shadow Sneak glitch.
However, Greninja has also seen some improvements in later updates. 1.0.8 noticeably improved its forward tilt's follow-up potential. Update 1.1.0 gave Greninja a mix of buffs and nerfs, though the former was more prevalent than the latter. While its down throw's damage output was decreased and Water Shuriken no longer stalls Greninja in the air after a jump, its down throw's ending lag was reduced while Water Shuriken's start-up was decreased. In addition to its ending lag, down throw's damage nerf indirectly improved its combo potential, with one notable combo being into its forward aerial for a KO confirm around 140%. Update 1.1.1 improved its neutral and back aerials' hitbox timings, though at the expense of slower start-up, while Shadow Dash had its ending lag decreased.
However, the changes to the shield mechanics brought about by updates 1.1.0 and 1.1.1 were also mixed for Greninja: its attacks for the most part possess low damage outputs and hitlag, while its poor out of shield game was weakened further. A notable exception to this is its forward aerial, which has become a much more useful move due to its safety on shield while providing relatively lenient spacing.
Update 1.1.3 buffed the knockback to Greninja's smash attacks and all variations of Shadow Sneak, which helps compensate for 1.0.4's weakening of its KO potential. Lastly, update 1.1.5 decreased Greninja's forward and back aerials' landing lag, decreasing its dash attack's and standing grab's start-up lag, and considerably improved Hydro Pump's reliability by tweaking its angle to avoid it from "headbonking".
- Greninja can be at its maximum fall speed for an additional frame before it is forced into hard landing lag when landing (6 frames → 7). This notably means that Greninja now goes into a soft landing after a short hop.
- The hurtboxes on Greninja's central body and head are larger (2.6u (body)/2u (head) → 3.2u/2.5u) and the head hurtbox has been extended overall, making Greninja easier to hit.
- Up smash has considerably higher ending lag (FAF 42 → 52), significantly hindering its combo potential and making it considerably more punishable.
- Up smash's first hit has a smaller hitbox (6.5u → 5u).
- Up smash's second hit's sweetspot is smaller (7u → 6u) and it is positioned lower (y offset: -5 → -4), reducing its range.
- Up smash's second hit's sourspot deals less damage (13% → 11%), significantly hindering its KO potential.
- Up smash's late second hit deals less damage (11% → 10%) hindering its KO potential.
- Down smash deals more damage (11% (katanas), 9% (arms) → 13%/11%) without full compensation on its knockback scaling (93 → 90), significantly improving its KO potential.
- Forward aerial has lower knockback scaling (92 → 84), significantly hindering its KO potential.
- Up aerial's fifth hit now has set knockback (0 → 10) and no longer uses the auto-link angle (366° → 85°). This makes it connect less reliably with the final hit, along with making Greninja's drag down up aerial combos less consistent.
- Up aerial's fifth hit has a larger hitbox (5.5u → 6.2u).
- Up aerial's final hit has lower knockback scaling (190 → 168), significantly hindering its KO potential.
- Up aerial's final hit's lower hitbox is slightly larger (6u → 6.2u).
- Water Shuriken has more ending lag on the ground (FAF 25 (from release) → 32).
- Shadow Sneak and Shadow Strike have slightly higher knockback scaling (100 → 102 (forwards)/101 (backwards)).
- Shadow Sneak has less ending lag (FAF 77 → 67).
- Fixed a glitch where Greninja could cancel the landing lag from its aerials with Shadow Sneak.
- This naturally hinders the mixup potential of Greninja's aerials on landing, as well as removing Shadow Sneak's ability to combo after certain aerials at specific percents.
- Hydro Pump deals significantly less knockback (85 (base)/130 (scaling) → 65/100).
- High-Capacity Pump has less set knockback (100 → 90).
- Fixed a glitch where Greninja could run before using Shadow Sneak.
- The removal of this glitch hinders Shadow Sneak's approach and mindgame potentials.
- Forward tilt deals 0.75% more damage: 6.5% → 7.25%.
- Forward tilt's ending lag decreased: FAF 42 → 33.
- Down throw deals 1% less damage: 6% → 5%.
- Down throw's ending lag decreased: FAF 49 → 42, improving its combo potential.
- Water Shuriken's start-up lag decreased: frame 25 → 20.
- Fixed a glitch where Water Shuriken stalled Greninja in midair after a jump.
- The removal of this glitch removes Water Shuriken's recovery potential.
- Greninja's second victory pose has slightly changed.
- Neutral and back aerials' frame speed multipliers modified to change the timing of their hitboxes.
- Shadow Dash's ending lag decreased.
- Forward smash's knockback scaling was increased (99 → 101).
- Sweetspotted up smash's second hit's knockback scaling was increased (103 → 104).
- Down smash's knockback scaling was increased (90 → 92).
- All variations of Shadow Sneak have had their knockback scaling increased (102 → 104 (front Shadow Sneak/Shadow Strike), 101 → 103 (back Shadow Sneak/Shadow Strike), 90 → 92 (front/back Shadow Dash)).
- Standing grab has 3 frames less startup (14 frames → 11).
- Dash attack has 2 frames less startup (9 frames → 7), and thus has a shorter duration (FAF 33 → 31).
- When using Hydro Pump and bonking into the stage, Greninja is sent at a higher angle, making it easier to avoid an SD.
- Forward aerial's landing lag was reduced (18 frames → 15).
- Back aerial's landing lag was reduced (16 frames → 13).
Moveset
- Greninja is able to crawl, wall cling and wall jump.
Name | Damage | Description | ||
---|---|---|---|---|
Neutral attack | 2% | Two alternating palm thrusts followed by a double palm thrust that emits a small blast of water. If button mashed, it is instead followed by a series of knifehand strikes that emit blade-shaped blasts of water that concludes with an outward knifehand strike that emits a small blast of water. It can also be jab canceled, such as into forward tilt, down tilt and forward smash. | ||
1.6% | ||||
3.5% | ||||
1% (loop), 2% (last) | ||||
Forward tilt | 7.25% | A hook kick. Can be angled. | ||
Up tilt | 4.5% | Crouches forward and bobs its head to strike with its tongue. A good set-up for aerial combos, such as neutral, up and back aerials. | ||
Down tilt | 7% | A crouching shin kick. Slightly launches the opponent into the air, which can be followed by forward tilt, forward smash or down smash at low percents or a short hopped forward aerial at high percents. | ||
Dash attack | 7% | A legsweep. It can be followed reliably by forward aerial at medium percents. | ||
Forward smash | 14% | A reverse gripped inward slash while wielding a katana made of water. It can be pivot canceled. | ||
Up smash | 5% (hit 1), 14% (hit 2 clean center), 11% (hit 2 clean sides), 10% (hit 2 late) | Two reverse gripped outward arcing slashes while wielding two katanas made of water. The first slashes occur via a double stab and the second slashes occur with an outward rip. One of Greninja's most viable KOing options. | ||
Down smash | 13% (katanas), 11% (arms) | Two reverse gripped outward fanning slashes while wielding two katanas made of water. Hits on both sides and is a semi-spike. | ||
Neutral aerial | 11% (clean), 6% (late) | Strikes a ninjutsu pose while it emitting an exploding water bubble around itself. | ||
Forward aerial | 14% | A reverse gripped slash while wielding a katana made of water, essentially being a midair version of its forward smash. Although a bit slow for an aerial, it is strong and viable for both KOing and edgeguarding. | ||
Back aerial | 3% (hit 1), 2.5% (hit 2), 4% (hit 3) | A series of back kicks, beginning at a high angle, then a low angle and ending at a mid-level. | ||
Up aerial | 1.3% (hits 1-5), 3% (hit 6) | A corkscrew flying kick. It is similar to Sheik and Samus', but differs in that Greninja attacks directly upward, instead of diagonally upward. Since it launches opponents at the auto-link angle, it can be used to drag opponents down to the ground for a combo. | ||
Down aerial | 8% | A diving double foot stomp. It is a stall-then-fall and bounces off opponents, although the bounce deprives Greninja of its double jump. A clean hit, however, meteor smashes opponents. Spamming it may warrant a punish or a miss depending on how far it launches the opponent back, or a possible self-destruct over the edge. | ||
Grab | — | Grabs the opponent with a whirlpool. Farthest reaching non-tether grabs in the game. Surprisingly, however, Greninja's standing and pivot grabs are the slowest non-tether grabs in the game, being active on frames 11 and 15, respectively. However, Greninja's dash grab is relatively faster, as it is active on frame 9. | ||
Pummel | 2% | Squeezes the opponent with the whirlpool. It is one of the worst pummels in the game due to being moderately slow and having an average damage output. | ||
Forward throw | 5% | Shoves the opponent forward. | ||
Back throw | 8% | Leans forward and then flings the opponent backward. | ||
Up throw | 5% | Heaves the opponent upward. Possibly Greninja's most useful throw, as it can be followed up with up smash at low percents, up aerial at medium percents and can KO around 150%-200%, the latter of which depends on the opponent's DI and weight. | ||
Down throw | 6% | Slams opponents onto the ground in front of itself. It can be followed reliably with forward tilt, forward smash or Shadow Sneak at low percents, or a full hopped forward aerial at high percents. | ||
Forward roll Back roll Spot dodge Air dodge |
— | — | ||
Techs | — | — | ||
Floor attack (front) Floor getups (front) |
7% | Sweep kicks around itself while getting up. | ||
Floor attack (back) Floor getups (back) |
7% | Sweep kicks around itself while getting up. | ||
Floor attack (trip) Floor getups (trip) |
5% | Sweep kicks around itself while getting up. | ||
Edge attack Edge getups |
7% | Performs a roundhouse kick while climbing up. | ||
Neutral special | Default | Water Shuriken | 3%-11% (uncharged), 0.7% (fully charged loop), 9% (fully charged last) | Throws a shuriken made of water. It is chargeable, but its charge cannot be held indefinitely. Additionally, while charging it noticeably increases its power, it also becomes noticeably slower and has less range. Hits multiple times when fully charged. |
Custom 1 | Stagnant Shuriken | 1%-1.2% (uncharged loop), 1.5% (fully charged loop 1), 2% (fully charged loop 2), 3% (fully charged last) | The shuriken stays in place, but deals less damage at varying charges. | |
Custom 2 | Shifting Shuriken | 3% | Uncharged shurikens deal strong upward knockback, while charged ones pierce opponents. | |
Side special | Default | Shadow Sneak | 10% (normal), 12% (reverse) | Silently prepares to teleport to a moving shadow, which activates when the button is released. 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. The latter strike is slightly stronger than the former. |
Custom 1 | Shadow Strike | 15% (normal), 17% (reverse) | The shadow moves slower and farther while the attack is stronger. Additionally, Greninja takes longer to reappear. | |
Custom 2 | Shadow Dash | 6% (normal), 7% (reverse) | Teleports a fixed distance instantly, though it is weaker than normal. | |
Up special | Default | Hydro Pump | 2% (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. |
Custom 1 | High-Capacity Pump | — | The water streams are more controllable, but deal no damage. | |
Custom 2 | Single-Shot Pump | 5% | Only one water stream is fired, though it is slightly more powerful. | |
Down special | Default | Substitute | 14%/13%/11%/13%/14% (based on position) | Assumes a defensive stance. If attacked, Greninja disappears while leaving a plush doll or a log in its place before counterattacking with a flying kick upon reappearing. The kick's direction can be inputted while Greninja has vanished, which can result mindgames due to the kick being able to function as a vertical KOing option, a semi-spike or even a meteor smash. |
Custom 1 | Exploding Attack | 10% (close), 8% (far) | Vanishes and reappears with an explosion around itself instead of counterattacking. | |
Custom 2 | Substitute Ambush | 18%/17%/15%/17%/18% (based on position) | Disappears for a longer amount of time, but performs a stronger counterattack upon reappearing. | |
Final Smash | Secret Ninja Attack | 2% (snag), 5% (flip), 2% (hits 1-15), 15% (hit 16) | Launches opponents into the air with Mat Block, its signature move in the Pokémon games. It then proceeds to slash them several times in midair while a moonlit backdrop appears, and then finally spikes them down to the stage with a downward knifehand strike. |
On-screen appearance
- Emerges from a Poké Ball, then performs a ninjutsu hand sign that emits a small burst of water from its hands.
Taunts
- Up taunt: Strikes a pose, then rises slightly more upright to strike a ninjutsu pose.
- Side taunt: Shakes head from side to side, causing its tongue to whip out in the same directions.
- Down taunt: Poses upright and holds out arms to either side, releasing fountains of water from its palms. The water fountains deal 1%-2% with vertical knockback to nearby opponents. It can even KO, though only at extremely high percents (in the 400%-600% range for most characters).[1] However, it is the only attack it can still use during Shadow Sneak. It is surprisingly effective in Multi-Man Smash.
Up taunt | Side taunt | Down taunt |
---|---|---|
Idle Poses
- Crosses arms over its body, then separates them with a flourish.
- Hunches over and assumes a ninjutsu stance.
Crowd cheer
English | Japanese | |
---|---|---|
Cheer | ||
Description | Gre-nin-ja! | Gek-kou-ga! |
Pitch | Group chant | Group chant |
Victory poses
- Performs Double Team to briefly create three afterimages of itself.
- Performs a few ninjutsu hand signs that emit small bursts of water and then strikes a ninjutsu pose similar to its up taunt.
- Performs a flip and then crosses its arms after landing. It resembles one of its attack animations in Pokémon X and Y.
In competitive play
Official Custom Moveset Project
Character | Custom sets available | ||||
---|---|---|---|---|---|
Greninja | 1112 | 3112 | 3111 | 1312 | 1311 |
3312 | 3311 | 3113 | 2112 | 2111 |
Notable players
Active
- DarkAura - The best Greninja player in Canada. Ranked 3rd on the Montreal Smash 4 Power Rankings, placed 5th at Canada Cup 2016.
- Eddy - The best Greninja player in Germany. Ranked 15th on the German Smash 4 Power Rankings, placed 25th at B.E.A.S.T 6 and 17th at Syndicate 2016.
- Elexiao - The best Greninja player in France. Currently ranked 1st on the French Smash 4 Power Rankings.
- IceArrow - The best Greninja player in New England. Ranked 5th on the Massachusetts Smash 4 Power Rankings.
- Illusion - One of the best Greninja players in Texas. Ranked 2nd on the San Antonio Power Rankings.
- iStudying - The best Greninja player in the world. Placed 2nd at B.E.A.S.T 6, 3rd at Syndicate 2016 and 3rd at Eclipse 2.
- Oisiitofu - One of the best Greninja players in Japan. Ranked 26th on the JAPAN Power Rankings.
- P2P with Gibus - One of the best Greninja players in Texas. Ranked 7th on the Dallas-Fort Worth Smash 4 Power Rankings, placed 7th at Low Tier City 4.
- Some - One of the best Greninja players in Japan. Ranked 57th on the JAPAN Power Rankings, placed 9th at Frostbite 2017.
- Stroder - One of the best Greninja players in the United States. Ranked 3rd on the Arizona Smash 4 Power Rankings, placed 33rd at EVO 2016 and 33rd at 2GGT: Abadango Saga.
- Venia - Arguably the best Greninja player in the United States. Ranked 7th on the New York Smash 4 Power Rankings.
- Waveguider - The best Greninja player in Australia. Ranked 1st on the ACT Smash 4 Power Rankings.
Inactive
- aMSa - Considered one of the best Greninja players in Japan when he played him . Placed 9th at Apex 2015 and 33rd at EVO 2015.
- Techei - Formerly ranked 16th on the MD/VA Smash 4 Power Rankings, placed 33rd at Glitch 2.
Tier placement and history
Upon the game's release, Greninja was played extensively in Japanese tournaments. However, it would soon infamously receive nerfs in update 1.0.4, hurting its KO options, hurtbox, and also fixing a glitch that it had with Shadow Sneak. This, along with better characters up and coming, lowered Greninja's representation in tournaments, and it was beginning to be looked down upon due to its slow aerials, lackluster grab game, and lack of reliable KO options, and was passed over for characters perceived to be more viable. This and its high learning curve made it very distasteful to pick up. Despite this, Greninja still saw solid placings all around at tournaments, which caused its perception to not be as tough as it was after its nerfs. Greninja would at first rank at 25th on the first tier list released by the 4BR.
However, updates 1.1.3 and 1.1.5 gave Greninja noteworthy buffs, with an increase to its KO power and combo options, as well as reduced landing lag on some of its aerial moves. With these buffs, Greninja began to see higher representation and some players began to realize its potential once again, largely due to the work of DarkAura, Eddy, Oisiitofu, Some, Venia, and most notably iStudying, who achieved 2nd place at B.E.A.S.T 6. These results allowed him to rise to 21st on the second tier list.
Currently, Greninja is ranked 22nd on the third tier list, and is seen to be a viable option in tournaments, while also being backed by excellent tournament representation, despite its slightly rare results. Its current tier placing is also somewhat debatable, notably after Some placed 9th at Frostbite 2017.
Reveal trailer
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Trophies
- Greninja
- This Water/Dark-type Pokémon is the fully evolved form of Froakie. It's just as fast and dangerous as any other ninja, and the throwing stars it can make out of water can shear metal. In Smash Bros., as well as being a graceful, speedy fighter, it can also use moves like Hydro Pump that let it travel through the air and avoid falling.
- This Water- and Dark-type Pokémon is the fully evolved form of Froakie. It is just as fast and dangerous as its name suggests, and the throwing stars it can make out of water can shear metal. In this game, as well as being a graceful, speedy fighter, it can also use moves like Hydro Pump to let it move through the air and avoid falling.
- Greninja (Alt.)
- Greninja's Substitute down special lets you teleport to dodge attacks and then strike back, making it an effective and hard-to-predict way to counterattack. You can also control where you reappear by inputting directions. When you vanish, sometimes you'll be replaced by a log, other times by a cuddly toy.
- Secret Ninja Attack
- In Greninja's Final Smash, it uses its Mat Block move to flip opponents into the air. It then slices them repeatedly in front of the bright moon before smacking them back down to the ground and launching them. The initial Mat Block flip doesn't have much range, but should it hit home, the rest of the attack is unavoidable.
- In Greninja's Final Smash, it uses its Mat Block move to flip an opponent into the air. It then slices them repeatedly in front of the shining moon, before smacking them down to the ground so hard they get launched. The inital Mat Block flip doesn't have much range, but if it hits home, there's no evading the rest of the attack.
- GreninjaAllStarTrophy3DS.png
Alt. (3DS)
In Event Matches
Solo Events
- Fire-Type Frenzy: As Charizard, the player must defeat Greninja, Pikachu and Lucario.
- New Challengers 2: Greninja is one of the seven opponents fought in this event alongside Palutena, Robin, Shulk, Dark Pit, Mega Man, and Pac-Man.
- Pokémon Battle: Greninja must defeat Pikachu, Charizard, and Lucario.
Co-op Events
- Pokémon Multi Battle!: Greninja is one of the player's Pokémon to use, as well as being one of the opponents.
- The Ultimate Battle: Two players select a character and must defeat the entire roster.
Alternate costumes
Gallery
Greninja's amiibo.
Using Water Shuriken.
Using Water Shuriken on Charizard.
Using Substitute on Toon Link.
Using Hydro Pump on Pikachu.
Using its up tilt on Mega Man.
Fighting Lucario.
Taunting alongside Olimar and Diddy Kong.
Laying prone next to Wii Fit Trainer.
Greninja and Mario sporting their second alternate costumes.
Trivia
- From December 9, 2014 to January 29, 2015, Japanese players of Pokémon Omega Ruby and Alpha Sapphire were able to gain a serial code to download a Greninja based on this Greninja, complete with a moveset consisting of SSB4 Greninja's special moves, an Original Trainer listed as スマブラ (SmaBra) and Hidden Ability Protean.[2]
- Interestingly, the event Greninja is always male, which suggests that the SSB4 Greninja is as well. Regardless, it is not listed under a specific gender per Nintendo and its affiliates' stance on, for the most part, using gender-neutral pronouns for all Pokémon, regardless of a species' appearance/gender ratio or lack thereof.
- Prior to the release of Pokémon Omega Ruby and Alpha Sapphire, Water Shuriken was also one of Greninja's signature moves. However, Accelgor later gained access to Water Shuriken in Omega Ruby and Alpha Sapphire, albeit via Move Reminder.
- Greninja knows six official Pokémon moves, all of which it can legally learn in the Pokémon core series. In addition to Water Shuriken, Shadow Sneak, Hydro Pump, Substitute and Mat Block, it also uses Double Team during one of its victory animations.
- Greninja's color palette of its official artwork and in-game appearance are actually slightly different. For its in-game appearance, its body and legs are a slightly darker shade of blue, while its webbings, face, and chest are cream instead of beige.
- Greninja and Lucario are the only Pokémon to not have a custom move that share a name with an actual Pokémon move.
- Greninja and Bayonetta are the only characters that can interrupt their own taunts.
- In Super Smash Bros. for Nintendo 3DS, the bottom screen marker tracks characters even during their teleporting moves. However, this does not apply to Greninja when it uses Shadow Sneak or Substitute.
- Despite being a partial Dark type Pokémon, none of Greninja's attacks have the darkness effect. However, this is largely a result of the Dark type in Pokémon being associated with deception and underhanded fighting tactics (which is reflected in it being called the Evil type in Japanese), rather than literal darkness and shadows, which are characteristics associated with the Ghost type instead.
- Coincidentally, its side special move, Shadow Sneak, is a Ghost type attack. It is also a variation of Quick Attack in its home series, another move Greninja can learn naturally through level up.
- Greninja and Corrin are the only water-themed characters in SSB4.
- Greninja's forward smash when wielding a battering item is identical to its normal forward smash, with the held item in lieu of its water katana.
References
Fighters in Super Smash Bros. 4 | |
---|---|
Veterans | Bowser · Captain Falcon · Charizard · Diddy Kong · Donkey Kong · Dr. Mario · Falco · Fox · Ganondorf · Ike · Jigglypuff · King Dedede · Kirby · Link · Lucario · Lucas · Luigi · Mario · Marth · Meta Knight · Mewtwo · Mr. Game & Watch · Ness · Olimar · Peach · Pikachu · Pit · R.O.B. · Roy · Samus · Sheik · Sonic · Toon Link · Wario · Yoshi · Zelda · Zero Suit Samus |
Newcomers | Bayonetta · Bowser Jr. · Cloud · Corrin · Dark Pit · Duck Hunt · Greninja · Little Mac · Lucina · Mega Man · Mii Fighter (Mii Brawler · Mii Gunner · Mii Swordfighter) · Pac-Man · Palutena · Robin · Rosalina & Luma · Ryu · Shulk · Villager · Wii Fit Trainer |