Super Smash Bros. Ultimate

Greninja (SSBU): Difference between revisions

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(APRIL FOOL!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!)
(Back air and up air have a startup of 5 and 7 respectively so I would t)
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|ssbgame1 = SSB4
|ssbgame1 = SSB4
|availability = [[Unlockable character|Unlockable]]
|availability = [[Unlockable character|Unlockable]]
|tier = B+
|ranking = 34
}}
}}
==How to <b>Unlock</b>==
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REMINDER: Our Manual of Style states that all Pokémon are to use gender-neutral pronouns.
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'''Greninja''' ({{ja|ゲッコウガ|Gekkōga}}, ''Gekkouga'') is a playable character in ''[[Super Smash Bros. Ultimate]]''. It was officially revealed on June 12th, 2018 alongside {{SSBU|Mr. Game & Watch}} and the rest of the returning roster. Greninja is classified as [[Fighter number|Fighter #50]].


*Play classic mode and win as playing Lucario and be the 3rd Character unlocked.
Billy Bob Thompson, Yūji Ueda, Frédéric Clou and Benedikt Gutjan's portrayals of Greninja from ''[[Super Smash Bros. 4]]'' were repurposed for the English, Japanese, French and German versions of ''Ultimate'', respectively.
*Play VS Matches and being the last character unlocked.


==About this fighter in this game==
Greninja is ranked 34th out of 82 on the current [[tier list]], placing it in the B+ tier. This is a marginal rise from its 26th out of 54 placement in ''SSB4''. Greninja's greatest strength is its mobility, as it has some of the fastest ground and air speed in the game. Coupled with a high jump height and a variety of moves with combo potential, especially its aerials, Greninja possesses a strong combo and rushdown game, allowing it to deal damage quickly and overwhelm opponents. In addition, Greninja also has many strong KO options, especially its forward air and smash attacks, that can all be comboed into at certain percents. This makes it stand out amongst characters of a similar archetype, as it has better KO power compared to other nimble, combo-heavy characters. Finally, Greninja's low stature makes it easier for it to weave through and dodge the opponent's moves.


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 [[Arceus | The 11]] and [[Pokémon | Ultra beasts]] he is not the highest. Same for attack. He is shown to boast the traits of Heavy weights massively. He Is a huge sized Fighter, Even Taller Than Ganondorf, Even Taller than King K. Rool and Even taller than such a big character Bowser but taller Than Lucario even though In the Real Pokémon world, Lucario is Taller than Greninja. Greninja even appears in his doctor's suit and has even a golden doctor suit also showing his wealth. Greninja is shown to be a bit like in the Anime, Acting smart (Like ALl Pokémon) and also Ordering and reminding stuff. And he almost in all fights survives over 200% and in some cases 300% or even 400% and if he verses cloud in some cases then over 800% or 900%. 900% if Xerneas maybe. He has a blue colour with Red Eyes and his Red Eyes glows in his Side Special (Shadow Sneak) but there is a flaw in it, But no effect really, The speed of it already ruined it more than anything really so no point of this being considered as a flaw, It is just an aesthetic.
However, Greninja also has several noteworthy weaknesses. Many of its aerials have slow start-up, which does not work well with its fast falling speed, as it hinders the disadvantage stage. In addition, its high jump can also work against it, as alongside the high aerial start-up and a mediocre grab, it means Greninja has little effective out-of-shield options, giving it one of the worst out-of-shield games in the game. Finally, Greninja's multi-hits are notorious for their inconsistent hitboxes, and as such, opponents have a great chance at falling out of them, greatly affecting Greninja's combo game.  


===Aesthetics===
Overall, Greninja fits its ninja archetype as a speedy, hard-to-hit character that can play aggressively and deal damage quickly, but on the other hand, it possesses more limited options when going on the defense. Greninja's representation was at its highest in the early metagame, as it possessed a strong playerbase spearheaded by {{Sm|Lea}}. Although the representation has since declined, dedicated Greninja players such as {{Sm|Tarik}} and {{Sm|Tsuna}} remain successful at the highest level of competitive play.


*{{change|Greninja's model features a slightly more subdued color scheme.}}
==How to unlock==
*{{change|Every move that once used water katanas now uses water {{s|wikipedia|kunai}}, similar to when {{s|bulbapedia|Ash's Greninja}} uses {{s|bulbapedia|Cut}} in the ''Pokémon'' anime.}}
Complete one of the following:
*{{change|Greninja's tongue has less physics-based movement than the previous game.}}
*Play [[VS. match]]es, with Greninja being the 58th character to be unlocked.
*{{change|Greninja has altered animations for its [[sidestep]], [[roll]], and [[airdodge]] animations; it now disappears in a small whirlwind with leaves scattering, similarly to when Substitute is successful.}}
*Clear {{SSBU|Classic Mode}} with {{SSBU|Donkey Kong}} or any character in his unlock tree, being the 6th character unlocked after {{SSBU|Sheik}}.
*Have Greninja join the player's party in [[World of Light]].
Greninja must then be defeated on [[Kalos Pokémon League]] (the [[Ω form]] is used in World of Light).


==Attributes==
==Attributes==
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REMINDER: Our Manual of Style states that all Pokémon are to use gender-neutral pronouns.
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Greninja, true to being a ninja-themed character, has very strong mobility; it has the 4th fastest [[walking speed]], the 8th fastest [[dash|run speed]], the 10th fastest [[air speed]], is tied for the 9th fastest [[fall speed|falling]] and [[fast fall]]ing speed, the 2nd highest [[gravity]], and possesses the 2nd highest [[jump|jump height]] overall. However, unlike most characters who boast similar mobility (such as {{SSBU|Sheik}}), Greninja boasts a surprising amount of KO options, good range on plenty of its attacks, and KO throws.


===Idling Poses===
One of Greninja's most notable traits is its high mobility, which complements its grounded moveset. Greninja's dash attack comes out on frame 7 and has very low ending lag, as well as the ability to cross upon shields. Its knockback angle allows for many true follow-ups and strings over a large range of percents. Its neutral jab attack comes out on frame 3, making it a good grounded combo breaker. It can also lock, which gives Greninja access to potent punishes from opponents missing techs. Its down tilt is an excellent combo starter due to its low startup, ending lag and vertical launch angle. Greninja's up tilt is a frame 9 disjointed hitbox that acts well as an anti-air and can also be a combo starter. Its smash attacks are also reliable in their own right; its forward smash is quick for its range and power; its down smash is an excellent punishment option for ledge regrabs, as well as sending at a low angle; and its up smash is a potent combo finisher.


*Greninja looks at his fist and clenches it.
Greninja also has a very strong air game due to its aforementioned air speed and jump height. Its aerials are reliable for multiple situations, and all have low landing lag (except for its down aerial, at 30 frames). Its neutral aerial is a decent low percent combo starter due to it having incredibly low landing lag and a good launch angle. It can also KO at high percentages. Its forward aerial acts as a combo finisher from its combo starters and can KO moderately early. Its forward aerial's low landing lag and disjointed nature also make it safe on shield in many situations when spaced correctly. Its up aerial is a great juggling option with low all-around lag, and boasts good KO potential near the upper blast line. Greninja can also utilize its multihits to drag down opponents to create tech chase and jab lock situations. Its back aerial is a very fast follow up or offstage edgeguarding option. Its down aerial can be used as a mix-up to return to the stage from far above, as well as perform surprise combos on hit with both its [[meteor smash]] and sourspot hitbox.
*Greninja punches his fists.


===Taunts===
Greninja's grab game is overall very effective, due to its grabs being among the longest ranges of any non-tether grab in the game. Its forward, up, and back throws can KO at high percentages. Its down throw acts as a middle percent combo starter, as well as a strong DI mix up, especially at higher percentages at ledge as a 50/50 between DI in and out in conjunction with its forward throw. Its up throw acts as a versatile combo starter that can lead to juggling situations. Because of this, Greninja has plenty of options off of a grab, as not one of its throws could be considered useless.


*Greninja punches his fist together saying "Come on".
Finally, Greninja's special moves are effective in various situations. [[Water Shuriken]] acts as a versatile zoning tool, as well as a high-percentage KO option when fully charged. At low-to-mid percents, it is also a combo starter, allowing Greninja to rush down its opponent and follow up with any aerial attack or an up smash. [[Shadow Sneak]] works as an effective recovery mix-up, as well as a potent KO move from a good read or pseudo-combo finisher. Despite lacking an offensive hitbox, [[Hydro Pump]] is a good recovery move for its long distance, and can be used for gimping recoveries due to having windbox properties. [[Substitute]] is a counterattack with the unique attribute of being able to be aimed in one of 8 different directions upon a successful counter. These angled follow ups allow for Greninja to gain pseudo-follow ups, as well as KO earlier, by picking the optimal angle in regards to stage positioning.
*Greninja says "Remember, Greninja's power".
*Greninja says "I need to win".


===Victory poses===
However, Greninja is also flawed in many ways. One of its primary flaws is its inability to break out of a disadvantage state. While not as bad as in the previous game, Greninja still has difficulties escaping combos due to its fast falling speed and its aerials still having relatively high startup. This can sometimes be alleviated with its back or down aerials, but both are not very effective due to the back aerial's almost entirely horizontal hitboxes and the down aerial's landing lag. Another option is aerial Water Shuriken, which stalls Greninja in the air and can be used as a landing mix-up, as well as Hydro Pump landing mix-ups.


*Greninja shatters a diamond in a push of his tip of a finger and looks at the screen.
Another notable weaknesses is Greninja's multi-hit moves, especially its back and up airs, being notoriously inconsistent, allowing opponents to escape out of these moves. As both aerials are some of Greninja's best combo tools, the inconsistency greatly affects its combo game.
*Greninja is on a chair reading a book.
*Greninja says while pointing at the screen, "I have defeated you". Greninja stands and reaches his arm out and points then says that.
**Against Lucario he says "Leave me NOW!"


===Attributes===
Greninja's biggest weakness, however, is its poor out of shield game, which is arguably the worst of the entire cast. Because of its high short hop, its aerials' slow startup, and lacking a fast grab (although it has good range), Greninja lacks an effective out of shield option faster than frame 14. While its back aerial is fairly quick at frame 5 (making it frame 8 out of shield), it is unable to hit opponents in front of Greninja and is very inconsistent at hitting opponents behind Greninja due to its high short hop. Jumping or rolling out of shield are potential options to reset the neutral game, but they are very predictable and easily read. Thus, when Greninja is pinned down in its shield, it has difficulty escaping the situation without being heavily punished. Combined with its vulnerability to combos, this gives it a poor defensive game.


Greninja is the heavy weight fighter who lacks speed severely and has immense power and survivability. Greninja is one of the heaviest characters even surpassing the 2 Bowsers and Celesteela and Dialga and heavier than Guzzlord. Only ones heavier is Yveltal and Arceus. He is even heavier than Kyogre and All the other Character in the game. Greninja is the 3rd Heaviest In the game. This Makes Greninja very resistant to weight based attacks.
Altogether, Greninja's playstyle requires players to think like an actual ninja: utilizing its superb mobility and fast attacks to rush down opponents; saving the slower attacks for potential mixups, mindgames and surprise KO options; and remaining unpredictable to prevent being trapped into disadvantageous positions.


*{{buff| Defence is 0.45. Highest defence after the 11 and Ultra beasts.}}
==Changes from ''[[Super Smash Bros. 4]]''==
*{{buff| Resistance to launching is 0.6.}}
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*{{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%.}}
REMINDER: Our Manual of Style states that all Pokémon are to use gender-neutral pronouns.
*{{buff| Highest attack and defence after UBs and The 11.}}
-->
*{{change| His weight is 155. Making him a super heavy weight. And is in the top 5 heaviest and out classes 98% of the weight in ssbu.}}
Greninja has been greatly buffed in the transition from ''SSB4'' to ''Ultimate''. An assortment of its traits &mdash; such as its strong combo game and great mobility &mdash; that made up its playstyle have been further improved, while the general engine changes benefit said playstyle.
*{{nerf| Slowest run speed. 0.193.}}
*{{nerf| Slowest walk speed. 0.093.}}
*{{nerf| Slowest air speed. 0.091.}}
*{{nerf| His Jumping is trash. His full double jump is the same height as Mario.}}
*{{change| His shield is his putting his arms crossed.}}
*{{change| His shield shifting animation is different. He does a large step back and he still stays visible and has super armor during it.}}
*{{nerf| His animation makes him predictable where he is going to shield shift.}}
*{{nerf| His shield shift is very slow.}}
*{{nerf| He can't move in air of his low speed.}}
*{{nerf| Greninja is a massive character in the game so if they jump, Greninja can still be hit of his large hurtbox.}}
*{{nerf| Greninja is a massive character who now stands up tall making him even easier to hit.}}
*{{nerf| Greninja's roll (Shield shift) has very less distance.}}
*{{nerf| Greninja's roll (Shield shift) Has high start up. It is 47 which is the only one to surpass such a number, Even Mewtwo has a Start up which is not like this. His shield shift is the worst of All shield shift and is utterly useless.}}
*{{nerf| Greninja's roll (Shield Shift) Has a high end lag, 77. Higher lag than even some of his moves.}}
*{{nerf| Greninja's spot dodge is also the only one to have such a number for a spot dodge, 11.}}
*{{change| At least the spot dodge lag is normal.}}
*{{nerf| Greninja's spot dodge is the worst in the game.}}
*{{buff| Greninja has a very powerful Shield and can not break it for so long.}}
*{{nerf| Greninja can't combo.}}
*{{nerf| Greninja's air dodge has higher start up then most, 10.}}
*{{nerf| Greninja's air dodge has higher End lag then most, 16.}}
*{{nerf| Greninja's air dodge has less intangibility frames than most, which is 11-23. only 12 Intangibility frames while average is 21. Very bad one.}}
*{{nerf| Greninja's traction is Low, 0.081.}}
*{{nerf| Greninja's max air acceleration is low (0.05).}}
*{{buff| Greninja's fall speed is high 1.799 so his fast fall is high, 2.8784.}}
*{{nerf| Greninja's air friction is low 0.004.}}
*{{nerf| Greinja's attack speed is like his movement speed.}}


==Moveset==
Most of the universal changes notably benefit Greninja. As with all other characters in the game, Greninja's already quick mobility is faster like most characters, which benefits its hit-and-run playstyle. The ability to [[dash-canceling|run cancel into any ground move]] allows Greninja to further exploit its amazing ground mobility, allowing for easier setups into its combo starters, such as its [[up tilt|up]] and [[down tilt]]s and [[dash attack]]. The universally reduced landing lag on aerial attacks gives Greninja an easier time landing and comboing, while the universal 3-frame jumpsquat improves Greninja's ground-to-air potential. The implementation of [[spot dodge]] canceling and the changes to [[perfect shield]]ing improve its potential punish game, due to its wide variety of combo starters and fast frame data.
 
Aside from the universal changes, Greninja has also received notable direct buffs. The biggest ones were to its [[grab]] game; its standing grab is faster, and its pummel, previously one of the worst in ''SSB4'', deals less damage but is significantly faster, making it better all-around. Greninja's [[forward throw]] has higher knockback, allowing it to KO in an emergency, as with its [[up throw]]. Its up and [[down throw]]s also have better combo and juggling potential due to the universal changes to mobility — the down throw notably now allows for potential KO confirms into its [[forward aerial|forward]] and [[back aerial]]s Outside of its improved grab game, Greninja now has a new down tilt that has lower ending lag and sends at more favorable angles, and its dash attack sends at a higher angle, further improving Greninja's combo game. [[Water Shuriken]] has more range, improving Greninja's camping ability combined with its faster mobility. [[Substitute]] now slows opponents down and offers Greninja intangibility during all of its attack variations, bringing it in line with other counterattacks. Greninja's KO power has also been buffed, with its [[forward smash]] and forward aerial receiving higher knockback, its [[up smash]] connecting better into its second hit, and its [[down smash]] having faster startup.
 
On the other hand, Greninja is not without a few nerfs. Notably, the ability to [[tech]] footstools has made footstool combos much harder to pull off, which hinders Greninja's combo ability (specifically from its [[down aerial]]), though this is alleviated by the various buffs to Greninja's moveset. Substitute's attack variants are all weaker while also being more laggy overall, which compensates for the attack's new intangibility. In exchange for its buffed mobility, Greninja is now lighter, which brings it slightly more in-line with other combo-centric and/or hit-and-run characters, while not compensating much for its vulnerability to combos.


Like all move set table, it is against defence 1.
In terms of universal changes, some of them are as benefitial as they are detrimental to Greninja. The changes to [[air dodge]] mechanics slightly improve its previously below-average edgeguarding game, but also make it more vulnerable to combos. The increased [[shieldstun]] makes Greninja's own attacks much safer on shield, but also weakens its already poor [[out of shield]] game, forcing it to abuse the revamped perfect shielding. Lastly, the weakening of [[rage]] makes it slightly harder for Greninja to take advantage of it, despite compensating for its lighter weight.


{{MovesetTable
Collectively, Greninja's strengths and weaknesses are more defined. It now performs much better as a hit-and-run, combo-centric character, with excellent mobility and various KO options and set-ups at a variety of percentages, but with its light weight and attributes making it just as vulnerable to combos while keeping its poor out of shield game. Despite its nerfs to its previous footstool combos, Greninja has been generally compensated due to the gameplay changes to the engine and the buffs to its moveset giving it a more traditional combo game. That said, various veterans have also been buffed to varying degrees, especially through game updates, while Greninja has comparatively received minor, unimpactful changes from them. Nevertheless, Greninja has improved from ''SSB4'', keeping up with the rest of the cast in ''Ultimate''.
|game=SSBU
|neutralcount=3
|neutralname=&nbsp;
|neutral1dmg=10%
|neutral2dmg=7%
|neutral3dmg=15%
|neutraldesc=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 50 frames before the jab starts and another 50 frames before the actual attack and the frames between the next jab is long and it has 80 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 92 frames. And the lag is 75. 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 <b>CANNOT COMBO</b>. So he cannot use the full power of this move, 32% and can easily KO opponents like used twice and a KO. The First Jab Can Kill Mario around 205%, The second jab individually can kill around 206%, If the 2 combined, Then it can KO around 104%, Third Jab individually can KO Mario around 65.3% and The whole neutral attack can KO Mario around 31.1%. Each jab lasts for one frame but 1 frame before and after every jab grants him invincibility even though it is not much use of his great Survivability which grants him so much defence that he is usually KO around 290% or even 300%. This move has short range but the third jab has almost enough range to be longer range than his side tilt.
|ftiltname=&nbsp;
|ftiltdmg=31.4%
|ftiltdesc=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 135 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 OHKO from the center of the stage if the Opponent uses recovery, it won't work of its 100% a KO. Greninja is a fighter who has a high KO potential but a <b> VERY, VERY, <big>VERY</big> Low Combo potential</b>. 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 <b>Barely run</b>. 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. At edge of the stage, This Move can land a OHKO To Mario. And at center it can KO Mario around 16.8%. It has a okay range. The Longest Range of All his neutral Attacks and Lasts the longest for its hit boxes. Its hit box Lasts for 3 frames. It can even KO Mewtwo at 33.9%. The End lag is 130 Frames
|utiltname=&nbsp;
|utiltdmg=24.9%
|utiltdesc=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. 30 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 (57 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. As it KOs Mario around 31.5%. This move has a short range similar to his Down tilt. This move's hit box only lasts for 1 frame.
|dtiltname=&nbsp;
|dtiltdmg=29.8%
|dtiltdesc=A hand sweep. It has very high knock back with its damage and cannot combo. It has a high start up, 100 Frames and its lag is 90 Frames, He is very slow in all aspects but at least he launches opponents powerfully. Around 2 uses It can Kill Mario. It can KO Mario from edge of stage around 25.3%. It is extremely slow also in addition to the horrible stat thing, Greninja's range is very low and the hit box only is activated for 2 frames. While the rest is lags.
|dashname=&nbsp;
|dashdmg=26.1%
|dashdesc=A leg sweep. Its lag is great (Meaning high so bad), it is 107 Frames and has a high start up, 110 Frames. It can launch opponents powerful but not as powerful as the others but it is so powerful, it can KO Mario from edge of Stage around 54.6%. It has a very short range Like his other attacks. But This one has the shortest range even shorter than his down Tilt. Its hit box only lasts for 1 frame. It is even harder to hit of the short range but that does not really matter any way ad the endlag and start up are too high and his start up is making it almost impossible to attack.
|fsmashname=&nbsp;
|fsmashdmg=52.3% (normal no charge)<br> 67.9% (Fully charged)
|fsmashdesc=A reverse gripped inward slash while wielding a kunai made of water. It has incredible start up, 160 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, 180 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. Greninja is invincible through the 2 frames in attack and has less range than his side tilt also 2 frames of an active hitbox too. It can OHKO Mario from any where in the stage, Even from right from screen to left of the screen. KO Mewtwo from edge of stage at any percent. At edge of center of Stage it can KO Around 60%.
|usmashname=&nbsp;
|usmashdmg=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))<br> Fully Charged is: (15% (hit 1), 60% (hit 2 clean center), 55.3% (Only Sides))
|usmashdesc=Same power, if it is the 2 hits 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 3 times. The end lag is horrible, 200 Frames and it start up is bad 177 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. His sweet spot (A clean hit, when it does the 2 hit part) can KO Any fighter in One Hit, Sides at edge can OHKO Mario. Sweet Spot Can OHKO Mewtwo if he is slightly late to recover. The sides can KO Mewtwo At edge of stage around 89% at at centre of stage it can KO Around 99%. The arms of Greninja when using this move possess no actual hitbox worsenning tbe move, only the kunai does. This move is almost impossible to attack. Its height his very high which is pretty good. As Greninja is a huge Character so the height it reaches is very high,however the kunai are very small so this move also has a severe lack in range.
|dsmashname=&nbsp;
|dsmashdmg=49.6% (No Charge)<br>60% (full charged)
|dsmashdesc=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 (153 Frames) And high start up (127 Frames). It has a very long range but only 2 frames of active hit boxes. This Move grants his Arms intangibility and his body invincibility but only in 1 frame of the hit box. This Move can OHKO Mario from any where from center to edge. But if it is farer from center life in a 10 Metre stage. You are on the other edge of the stage or any thing farer from center to KO right screen Or same for left then It will KO Mario at 56%. Mewtwo can be KOd from center at 56.3%. Greninja's arm possess no hitbox.
|nairname=&nbsp;
|nairdmg=35.3%
|nairdesc=Strikes a ninjutsu pose while it emitting an exploding water bubble around itself. This move has high start up, 80 Frames and high lag, 110 Frames and landing lag is 100 Frames, This move has so much lag. But has incredible power and can KO Mario from the edge onwards from stage at any percents. It cannot be used too of the poor jump height and ludicrous start up. Also the ranhe of this move is quite short, the water possesses no hitbox, it is just an aesthetic.
|fairname=&nbsp;
|fairdmg=40.1%
|fairdesc=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, 120 Frames and landing lag is 120 frames and 118 End lag. It has incredible power and can KO Mario from center on the stage from center of stage but hard to do other stuff.
|bairname=&nbsp;
|bairdmg=11.5% (hit 1), 9.5% (hit 2), 12% (hit 3)
|bairdesc=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. It cannot be used at all. It is like Greninja's dash, It is a useless file which really won't effect anything.
|uairname=&nbsp;
|uairdmg=5% (hits 1-5), 10% (hit 6)
|uairdesc=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. It cannot be used at all. It is like Greninja's dash, It is a useless file which really won't effect anything.
|dairname=&nbsp;
|dairdmg=30%
|dairdesc= A diving double foot stomp. It can smash opponents right down and the landing lag is huge, 136, the start up is high 54 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. Also has a very tiny hit box. This move has a super tiny meteor smash box.
|grabname=&nbsp;
|grabdesc=Grabs the opponent with a whirlpool. It has high start up. Very high start up, Incredibly high start up. It takes ages to do the actual grab. It has around 80 frames start up for the actual grab box,which makes thos an impossible grab to work,no chracters would just stand there, they will try to win. Also the grab box is only 1 frame and it also has 90 end lag. The dash grab is even worser start up and end lag.
|pummelname=&nbsp;
|pummeldmg=5%
|pummeldesc=Squeezes the opponent with the whirlpool. Super slow but strong. But Has 30 Frames of Start up and end lag is over 80 Frames.
|fthrowname=&nbsp;
|fthrowdmg=24.6%
|fthrowdesc=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.
|bthrowname=&nbsp;
|bthrowdmg=31.8%
|bthrowdesc=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.
|uthrowname=&nbsp;
|uthrowdmg=24.6%
|uthrowdesc=Heaves the opponent upward. Attributes same as front throw.
|dthrowname=&nbsp;
|dthrowdmg=31.7%.
|floorfname=&nbsp;
|dthrowdesc=Slams Opponent on floor. Not weight based.
|floorfdmg=22.5%
|floorfdesc=Sweep kicks around itself while getting up. 100 Frames of Start up and 109 Frames of End Lag.
|floorbname=&nbsp;
|floorbdmg=22.5%
|floorbdesc=Sweep kicks around itself while getting up. 100 Frames of Start up and 109 Frames of End Lag.
|floortname=&nbsp;
|floortdmg=22.5%
|floortdesc=Sweep kicks around itself while getting up. 100 Frames of Start up and 109 Frames of End Lag.
|edgename=&nbsp;
|edgedmg=25.6%
|edgedesc=punches while coming up. 40 Frames of Start up and 49 Frames of End Lag. Greninja has invincibility through out the whole attack.
|nsname=Water Shuriken
|nsdmg=5% (Uncharged)<br>2% (Fully charged loop), 35% (Fully charged end hit)
|nsdesc=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 50 frames of end lag. The fully charged one is very, very powerful. easily KO opponents and can launch Mewtwo strongly as well. The un charged shuriken has quite less range and The Fully Charged one has so less range also The Uncharged one does not go that fast, It is pretty slow but the fully charged one is ultra slow, Like A Mewtwo (Not a Greninja). The Uncharged one has a very high KO Potential but it is also quite small too making it even harder to hit. The Fully Charged one significantly increases Size and is So Wide. The Uncharged one can KO Mario at edge less than 70%. The Fully Charged one can Do a One Hit KO. Also the charging of the move is at lest not too slow, It is slow but not too slow which is pretty good for Greninja. But As The Shuriken is very slow and the uncharged one is also very small so it also has a huge amount of Draw back but also has quite a lot of Goods too Making it quite a viable move compared to his whole moveset.
|ssname=Shadow sneak.
|ssdmg=30% (normal) <br> 38.7% (Back)
|ssdesc=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 kick If the shadow is behind the opponent, Greninja dropkicks them instead. It has a huge start up, 121 frames For Reverse and 110 Frames for front and a huge lag. Normal one's lag is 89 frames and reverse one is 108 frames. It is such a powerful move especially when opponent is behind than it is too powerful. Stronger than his down smash non charged. His Movement in the Shadow sneak is slower than he runs so it is even worse and cannot hit and is so easy to dodge (It is Slow<b>er</b> than Greninja so it can 100% dodge actually). But Greninja's shadow sneak has so much power too. Greninja can To A One Hit KO On Mario at Middle of Stage With the reverse one. Greninja can Do a KO at centre of Stage at Mario at the percent 15%. Greninja's eyes also glow red too making it even more easier To Dodge Greninja's shadow Sneak.
|usname=Hygro Pump.
|usdmg=17.5% (Per shot)
|usdesc=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. 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. Greninja's start up in the Move is 80 Frames so Before Greninja starts a pump of Water, They can easily grab him interrupting him also during the Move he has no invincibility except from one point, he has invincibility when he start the second pump, But he also has a large gap of Stuff between the 2 shots, 50 Frames. He is also completely Vulnerable. Greninja does gain altogether lots of distance during this but he also falls but faster than usual. Greninja's ground one does do a launch and Can do One Hit KOs too. He air one only pushes but the push is very large and also Greninja travels so slow when doing the pump that Opponents can easily foot Stool Greninja and Greninja is fully effected by all attacks and Footstools making him very, Very vulnerable during this attack.
|dsname=Counter
|dsdmg=Counters with 1.5× strength. Greninja puts a substitute and kicks in. It has such a high Start up and it also moves so slow making it easy to dodge and the end lag is huge too.
|dsdesc=A counter
|fsname=Greninja Punch.
|fsdmg=100%
|fsdesc=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. This Final Smash is so powerful that it can KO Ultra Beasts From Edge of Stage around 60% and the 11 also at 60%. His move also does not really lack anything and also has a pretty decent range.}}


===Summary===
{{SSB4 to SSBU changelist|char=Greninja}}


He Is the slowest fighter who had made it into the lower tiers. He has so much power and defence but of his speed he is let down. He also received some nerf in the update.
==Update history==
Greninja has received a mix of minor buffs and nerfs and glitch fixes via game updates. Some important nerfs include removing the ability to cancel endlag with Hydro Pump, and the universal projectile shield damage nerf affected Greninja's safety and neutral game, making actions in general less safe. To partially compensate, other aspects like its down smash and pummel were made more reliable, and the increased shield size improves the potency of rushdown.


Greninja is a water and dark type fighter who has made not that good progress so far in super smash bros ultimate. He is in a lower tier. He has good and bads like most characters. He also got some nerfs from the update like he can't foot stool opponents and his footstool were very strong, he also got smaller hit boxes. He is a super heavy weight and his weight, against weight based attacks. He does not get launched like how he does not get launched normally. Greninja is super powerful and cam do easy OHKOs at 0% damage. Surviving over 200% is normal for Greninja, and don't think of being able to KO Greninja with a weight based attack when over 200%, may need to wait till 350% unless your mewtwo. Even mewtwo can't KO him under 150% with a weight based attack. Greninja has the highest survivability after UBs and the 11 and same for the attack, highest. But with speed it is opposite. He is the slowest. So slow that the 2nd slowest can out speed him over hours. His attack speed, air speed, run speed, walk speed, all of his speed are so slow.
These changes did not affect Greninja in significant ways, and thus, Greninja's competitive standing has remained virtually the same since the game's launch.


There is a huge problem with Greninja. It is his speed. It effects everything, the way his speed it, it is horrible. It effects combo potential, recovery, his ability to attack quickly and many more, if he had at least a speed which was normally slow like Zekrom (He is very slow but not like Tapu Koko, Mewtwo and Greninja) then He would be and S tier character with no problem. He Is in a very high state but his speed mad him worser significantly. So much worser that his attack does in 30% damages but it is useless, he is so slow that he takes so long to do even 1 jab. Speed is very important. His speed is not actually slow, it is Greninja's slow speed which no one can achieve like Xerneas is the fastest and is significantly faster than the 2nd fastest character Pheromosa, that is Like Greninja who is significantly slower than the 2nd Slowest but in the update which happened, many character got buffed speed like Mewtwo and Lucario got buffed and Greninja did not which makes his speed even worser compared to the entire roster. Greninja looks fast and light but he is 100% the opposite, he is one of the heaviest and is ridiculously slow.
'''{{GameIcon|ssbu}} {{SSBU|1.2.0}}'''
{{UpdateList (SSBU)/1.2.0|char=Greninja}}


His speed is horrible. He can't even run, want to see him run, you will only see a leg coming up from the ground and after 2-3 minutes you will see him leaning forward starting to move the other leg but bye then the opponent will probably put him on 200% but at least surviving up to 300% is quite normal for him sometimes, especially against damages under average like Corrin or Pichu. Greninja's speed is so bad that when he hits, the only thing you can do is just wait. His run is nothing really, it Is pointless for making him run or chase opponents, Like in a race from which character can run from left-right of a stage and say you chose Greninja and Mewtwo. Mewtwo is another ridiculously slow character who can't run. After 2-3 minutes or something, Mewtwo would be at the end of the stage and Greninja will be still on the start place. Greninja's has no point of walking or being in the air. If he can't run, he can't move in air and walk. His attacking speed is horrible too and his recovery is the worst in the game. All of his speed is in the bottom. He has a disgusting ground mobility, he does not even have a mobility, his stats don't allow him to move. He is a fighter who is glued to 1 spot and can only be moves if you hit him (Which is also you need to wait around 288% to actually flinch him with a neutral attack or something like Mario's side attack will have to be able to at least knock him around 250% but out of stage will be around 350% or higher).  
'''{{GameIcon|ssbu}} {{SSBU|2.0.0}}'''
{{UpdateList (SSBU)/2.0.0|char=Greninja}}


He has so slow speed which make him very susceptible to combos, Character's run to get out of combos and other but Greninja can't do 1% of it. Not only this, his attacking speed, Make Mario do 3 side smashes before Greninja can hit you. Mario can do 3 side smashes and still Greninja did not even launch a hit. His attacking speed is similar to him running. For him to attack, it takes at least a time of 3-4 smash attacks to use a side tilt on Mario. This makes him very easy to dodge and has 1% of hitting his target. So he can't put any pressure on his opponents at all. He looks like a ninja when he is not even faster than a snail. He can easily be dodged so the power he has, it is no use whatsoever.  He is completely useless really but somehow made it into a high tier. Not only he is so predictable to dodge. You can do 3 side smashed and then dodge a hit then another 3 side smashes and dodge a hit then another 3 side smashes then dodge a hit or is you can to counter, so easy to counter him. You can do this forever so him being all defensive and stuff is also no use, you can just hit him forever with no pressure at all, It is like waiting for a game to load.
'''{{GameIcon|ssbu}} {{SSBU|3.0.0}}'''
{{UpdateList (SSBU)/3.0.0|char=Greninja}}


Greninja has horrible recovery and more. His movement in air is like his running. And his jumping is like 50% of Mario and a full double jump is just over Mario and when he is out of stage, He has a hard time to recover and his move hydro pump, it is so slow. Any one can predict where he will go.
'''{{GameIcon|ssbu}} {{SSBU|3.1.0}}'''
{{UpdateList (SSBU)/3.1.0|char=Greninja}}


His attack and defence are useless of his speed. But At least his Defence does not allow him to Be KOd easily. Him against throws, He is very strong. He can Survive Mario's front throw over 300% damage. Look at his weight value, 155. In your Super Smash Bros 4 before the SSBU Bowser where the is the 11, in ssb4 he did not flinch and he did not launch much, your SSB Donkey kong and your difference between your Cloud and Lucario in SSB4 was a bit huge, Cloud survived much better Than Lucario and in SSB4 What was their weight difference, 1. 1 made a difference but your SSB4 Bowser VS your SSBU Greninja is huge. Even your SSBU Bowser is not heavier than Greninja. 25 difference between SSBU Greninja and SSB4 Bowser. 1 made a large difference, Cloud survives significantly better with 1 difference but now we are talking 25. 25 with SSB4 <b>Bowser</b>. Greninja can get KOd at edge of stage by Mario's front throw around 380%. Greninja gets KOd around Front Throw from Mario from middle, that is over 450%. The Thing is Greninja cannot move in air, he is so slow that it is like a rock trying to move in air, Greninja has so little jump that now the double jump together is same height as Mario so it is no point of his Jumping and you know about his Hydro Pump start up and travelling speed. So Greninja can get KOd significantly before 380% of his poor agility stats. But Greninja will always survive this or Mario back throw over 250% damage.
'''{{GameIcon|ssbu}} {{SSBU|4.0.0}}'''
{{UpdateList (SSBU)/4.0.0|char=Greninja}}


Overall. It is absolutely Normal For A Greninja to Survive over 200% or even 300% but of his speed stats, It may take forever but he can't hit you. He is too slow. So he is very easy to KO. He is more of a waste of time for the opponent. At least of him being a Super Tall Character even Taller than Ganondorf, Taller than Master hand and Bowser is also taller than Master hand a tiny bit but Greninja is taller than Bowser quite a lot. Greninja is Bigger than bowser and is in the top 10 Biggest Characters in the game. Only a few is taller than him like Arceus, Groudon and few others. Despite his height, Unlike Groudon who has a huge Hurtbox or Ganondorf who is much small than him and he has a higher hurtbox. Greninja does have a higher hurtbox than most players of being a giant in the game but he needs to be hit very accurate so at least he has something after survivability and useless power. Greninja is a lower tier Character of his huge flaws.
'''{{GameIcon|ssbu}} {{SSBU|7.0.0}}'''
{{UpdateList (SSBU)/7.0.0|char=Greninja}}


His aerial fighting is absolutely useless. The worst jump height and all moves cannot even activate. Even if he Jumps at Lucario's height, 2 of his aerials won't be able to be activated for him. He has been given poor moves. His agility is worser than the slowest turtle on earth, He has a move set which does not suit him at all. Resulting him having ridiculous lags and so easy to dodge him. And is very easy to know why Is he in Such a low tier.
'''{{GameIcon|ssbu}} {{SSBU|8.0.0}}'''
{{UpdateList (SSBU)/8.0.0|char=Greninja}}


Also some of Greninja's ranges are appauling and especially his smash attacks mainly his side smash and up smash. His down smash is not a problem has he slides the kunak out wards to it will possess a quite llng range kf how tall Greninja is,he is taller than Bowser. Greninja's side smash has a very long range for no hit box. The actual size of the hit box is so tiny. There is a lot of space between the kunai. As his arms are very long so when he reaches out, his arms goes very long and possesses no hitbox also the size of the kunai are so tiny, so actual range for the attack is very tiny. Also same for his up smash. It does not really matter because the lags these attacks javw make it impossible to attack. Opponents will alwaus dodge it or do a perfect counter if they have the move.  
==Moveset==
* Greninja can [[Crawling|crawl]], [[wall cling]], and [[wall jump]].
''For a gallery of Greninja's hitboxes, see [[Greninja (SSBU)/Hitboxes|here]].''


Greninja has a lot of Reasons of Being such a bad Character in Super Smash Bros. Ultimate and ended up to be near the worst Character in the entire game of 1050 characters.
{{MovesetTable
|neutralname=Single Hit ({{ja|たんだ|Tanda}}) / Palm Strike ({{ja|しょうだ|Shōda}}) / Water Palm Heel ({{ja|しょうてい|Mizu Shōtei}}) / Water Cutter ({{ja|みずカッター|Mizu Kattā}}) / Cutter Finish ({{ja|カッターフィニッシュ|Kattā Finisshu}})
|neutralcount=3
|neutralinf=y
|neutral1dmg=2%
|neutral2dmg=2%
|neutral3dmg=3%
|neutralinfdmg=0.5% (loop), 2% (last)
|neutraldesc=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 water blasts that concludes with an outward knifehand strike that emits a wide blast of water. It can also be jab canceled, such as into forward tilt, down tilt and forward smash.
|ftiltname=Rolling Kick ({{ja|まわしげり|Mawashigeri}}, ''Roundhouse Kick'')
|ftiltdmg=7.3%
|ftiltdesc=A hook kick which stops half way. It can be angled and can [[lock]] opponents.
|utiltname=Anti-Air Tongue ({{ja|ぜつたいくう|Zetsu Taikū}})
|utiltdmg=4.5%
|utiltdesc=Swings its tongue upwards. A good aerial combo starter and juggling tool due to its low knockback and somewhat disjointed hitbox. It can combo into itself at low percents and is a reliable way to connect into up aerial.
|dtiltname=Shin Slash ({{ja|すねぎり|Sune Giri}})
|dtiltdmg=4%
|dtiltdesc=Does a downward hand sweep. It sends opponents at an upward angle, making it a versatile combo starter. Notably, it can confirm a KO into an up smash rather easily.
|dashname=Surface Kick ({{ja|すいめんげり|Suimen Geri}})
|dashdmg=8%
|dashdesc=Does a sweep kick. Is arguably one of the best dash attacks in the game, as it launches opponents at an excellent angle for combos, making it one of Greninja's best combo starters. Reliably combos into back aerial at virtually any percent, and can set up up aerial strings or drag-down combos with up aerial.
|fsmashname=Water Kunai ({{ja|みずくない|Mizu Kunai}})
|fsmashdmg=14%
|fsmashdesc=An inward slash with a water kunai. Deals good knockback and has good range. However, it has notable ending lag.
|usmashname=Double Water Kunai ({{ja|ダブルみずくない|Daburu Mizu Kunai}})
|usmashdmg=5% (hit 1), 14% (hit 2 clean center), 11% (hit 2 clean sides), 10% (hit 2 late)
|usmashdesc=Two reverse gripped inward slashes with water kunai, similar to {{SSBU|Sheik}}'s up smash. Greninja's strongest finisher, especially when hit clean. Can be combo'd into from a down-tilt at specific percentages for a KO.
|dsmashname=Water Kunai Shake Off ({{ja|ダブルふりはらいみずくない|Daburu Furiharai Mizu Kunai}})
|dsmashdmg=13% (kunai), 11% (arms)
|dsmashdesc=Hits both sides with water kunai. Due to it sending opponents at an [[semi-spike]] angle and coming out on frame 11, it is a quick and effective way to set up an edge-guard situation.
|nairname=Water Burst ({{ja|みずはれつ|Mizu Haretsu}})
|nairdmg=11% (clean), 6% (late)
|nairdesc=Strikes a ninjutsu pose while emitting an exploding water bubble. Despite noticeable start-up lag for a neutral aerial(frame 12), it boasts great combo potential at low to mid percentages with its strong and weak hits and can KO confirm into up-smash at high percents with the weak hit. It can also KO at very high percents with its strong hit.
|fairname=Aerial Water Kunai ({{ja|くうちゅうみずくない|Kūchū Mizu Kunai}})
|fairdmg=14%
|fairdesc=Slashes with a water kunai. It has some start-up and suffers from high end lag, but it is a great tool in the neutral for spacing due to its disjointed hitbox and can be used for KOing. It is also safe on shield if spaced correctly.
|bairname=Triple Kick ({{ja|さんてんげり|Santen Geri}})
|bairdmg= 3% (hit 1), 2.5% (hit 2), 6% (hit 3)
|bairdesc=Kicks backwards three times. It is Greninja's fastest aerial attack, although it is also one of the weakest aerials of its kind. However, this makes it a useful combo tool in return, as it can be followed up from a down throw, down tilt, as well as a dash attack. It can be a situational out-of-shield option if the opponent crosses-up on its shield.
|uairname=Spiral Kick ({{ja|らせんげり|Rasen Geri}})
|uairdmg=1.3% (hits 1-5), 3% (hit 6)
|uairdesc=Does a upward corkscrew kick, similar to both {{SSBU|Sheik}}'s and {{SSBU|Joker}}'s up aerials. One of Greninja's best combo and KO tools, as it can juggle and KO effectively due to its great jumping prowess. It also allows for drag-down combos because it's multi-hit properties, although this requires precise timing to land it at the right time, as its final launching hit comes out too fast to set up drag-down combos otherwise.
|dairname=Aerial Kick ({{ja|きゅうしゅうげり|Kūchū Geri}})
|dairdmg=8%
|dairdesc=A diving double foot stomp. It acts as a [[stall-then-fall]] and bounces off opponents. The clean hit [[meteor smash]]es opponents while the late hit sends the opponent upwards, allowing for some situational combos.
|grabname=Grab ({{ja|つかみ|Tsukami}})
|grabdesc=Grabs with a whirlpool. While its standing grab is slow, it is among the longest-reaching grabs in the game.
|pummelname=Grab Water Bind ({{ja|つかみみずしばり|Tsukami Mizu Shibari}})
|pummeldmg=1%
|pummeldesc=The whirlpool compresses the grabbed opponent. Fast but weak.
|fthrowname=Push Away ({{ja|おしのけ|Oshinoke}})
|fthrowdmg=3.5% (hit 1), 4.5% (throw)
|fthrowdesc=Shoves the opponent forward. Can KO at high percentages near the edge.
|bthrowname=Send-off ({{ja|さかおくり|Sakaokuri}})
|bthrowdmg=9%
|bthrowdesc=Greninja leans forward and flings the opponent backwards. Like forward throw, its decent knockback gives it good edgeguarding potential at high percentages.
|uthrowname=Toss Up ({{ja|なげあげ|Nage Age}})
|uthrowdmg=5%
|uthrowdesc=Tosses the opponent upwards. One of Greninja's most useful throws, as it can combo into a up tilt or up aerial at low and medium percents and can even KO at later percents.
|dthrowname=Slam ({{ja|たたきつけ|Tatakitsuke}})
|dthrowdmg=5%
|dthrowdesc=Slams the opponent onto the ground. It can combo into a down tilt, forward tilt, and dash attack at low percentages. It can combo into back aerial at medium percents and later into forward aerial as well at higher percentages with good timing.
|floorfname=&nbsp;
|floorfdmg=8%
|floorfdesc=Sweep kicks around itself while getting up.
|floorbname=&nbsp;
|floorbdmg=8%
|floorbdesc=Sweep kicks around itself while getting up.
|floortname=&nbsp;
|floortdmg=8%
|floortdesc=Sweep kicks around itself while getting up.
|edgename=&nbsp;
|edgedmg=9%
|edgedesc=Performs a roundhouse kick while climbing up.
|nsname=Water Shuriken
|nsdmg=3%-10.8% (uncharged), 1.0% (fully charged looping hits), 9% (fully charged final hit)
|nsdesc=Uses Water Shuriken, which can be charged. Depending on how long the move is charged, the shuriken will be larger and do more damage; however, the speed and distance will decrease as a result. At full charge, it hits multiple times and can kill with a Shadow Sneak follow-up at low and medium percents. It is also a decent KOing option at higher percents. A fully charged water shuriken that is reflected at a higher speed will have trouble landing the final hit on Greninja because of the looping hits not moving Greninja far enough for it.
|ssname=Shadow Sneak
|ssdmg=10% (normal), 12% (reverse)
|ssdesc=Greninja moves its shadow along the ground; the way the shadow moves is relative to Greninja's position, and it can be moved further or closer to change how far Greninja teleports. After a short time or when the special button is released, Greninja disappears briefly, then reappears at its shadow while performing either a flip kick forwards or a stronger kick backwards (depending on control stick direction) to attack. While performing Shadow Sneak, Greninja cannot run, attack, grab, dodge or shield. However, it can walk slowly, jump and taunt. Has strong knockback and base knockback, which allows it to kill notably early when hitting the move offstage.
|usname=Hydro Pump
|usdmg=2% (per shot)
|usdesc=Uses Hydro Pump to propel itself in the inputted direction; it can be used twice. Each shot has a [[windbox]] effect that pushes opponents, making it a decent option for gimping predictable recoveries.
|dsname=Substitute
|dsdmg=13% (vertical), 12% (diagonal), 11% (horizontal)
|dsdesc=Does a pose, and if anyone hits it while posing, Greninja will temporarily disappear, get replaced by a wooden log or a Substitute doll, and then appear behind the opponent and strike them. It deviates noticeably from other counters, as the attack itself can be angled in an inputted direction and launching the opponent in that direction (with the down input meteor smashing opponents, which makes it a good punish against reckless edgeguarders).
|fsname=Secret Ninja Attack
|fsdmg=6% (the mat), 50% (Total in the attack after mat)
|fsdesc=Turns into Ash-Greninja and attacks the opponent with a mat. If an opponent is caught in the mat, Greninja will send them up into the air and strike the opponent repeatedly in midair with its kunai, before slamming them down with a final hit.
|game=SSBU
|dtauntname=
|dtauntdmg=0.5%
|dtauntdesc=While standing on one foot, Greninja holds out its hands, faces the screen, and summons small sprays of water. The sprays produce some knockback, though they're only able to KO Mario at 599% percent. A video showing the exact KO percentages at which each character can be KO'd can be found [https://www.youtube.com/watch?v=cH7IDQ_8vic here]. Unlike the rest of Greninja's taunts, this one cannot be cancelled (unless Shadow Sneak is being charged before using it).
}}
 
===Stats===
 
{{Attributes
| cast=89
| weight=88 | rweight=66-68
| dash=2.178 | rdash=14-15
| run=2.288 | rrun=8
| walk=1.502 | rwalk=4
| trac=0.087 | rtrac=75-76
| airfric=0.015 | rairfric=9-30
| air=1.239 | rair=10
| baseaccel=0.01 | rbaseaccel=15-87
| addaccel=0.07 | raddaccel=26-38
| gravity=0.18 | rgravity=2
| fall=1.85 | rfall=9-11
| ff=2.96 | rff=9-11
| jumpsquat=3 | rjumpsquat=1-88
| jumpheight=46 | rjumpheight=2
| shorthop=22.11 | rshorthop=1
| djump=46 | rdjump=5
}}
 
===[[Announcer]] call===
{{audio|Needs announcer calls from other languages.}}
<gallery>
Greninja English Announcer SSB4-SSBU.wav|English
Greninja Japanese Announcer SSB4-SSBU.wav|Japanese/Chinese
Greninja Korean Announcer SSB4-SSBU.wav|Korean
Greninja French Announcer SSBU.wav|French
Greninja Russian Announcer SSBU.wav|Russian
</gallery>
 
===[[On-screen appearance]]===
*Emerges from a [[Poké Ball]], then performs a ninjutsu hand sign that emits a small burst of water from its hands.
<gallery>
GreninjaOnScreenAppearanceSSBU.gif|Greninja's on-screen appearance
</gallery>


Greninja does have the power so When He attack he gets a lot of Space which gives him the opportunity to actually get a KO, Greninja may be able to KO Some opponents really early. Also Greninja's moveset for an up tilt is not as bad as his other ones so he can also use that a lot to defeat opponents very early. But As Greninja has lags like his Lags so His Power again Is Useless. The only quite Use full move is his Up tilt. The Up tilt is the only one which may hit but Also the problem is also that the Up tilt also may miss so much also the lag compared to rest of the cast, IT is much higher. Thus Greninja's up tilt has such a short range and only lasts for one frame in a particular area. Making it even harder to attack already his down tile and dash attack is also similar but this one is also now a 5% chance hit move. So Greninja also with all his other moves have so much lag that the Opponent can stand right next to him and walk away from the attack. So Greninja's power is also very, very, very useless.
===[[Taunt]]s===
*'''Up Taunt''': Stands upright, clasping its hands together before assuming a ninjutsu stance. The stance resembles one of its attack animations from the ''Pokémon'' series.
*'''Side Taunt''': Shakes head from side to side, causing its tongue to whip out in the same directions. Particles of saliva fly off with each whip.
*'''Down Taunt''': Poses with arms out and palms upward, and summons small sprays of water from them, which deal 1% or 2% damage and produce some knockback, though they're able to KO only at above 420%. A video showing the exact KO percentages at which each character can be KO'd can be found [https://www.youtube.com/watch?v=cH7IDQ_8vic here].
<gallery>
SSBUGreninjaTaunt1.gif|Greninja's up taunt.
SSBUGreninjaTaunt2.gif|Greninja's side taunt.
SSBUGreninjaTaunt3.gif|Greninja's down taunt.
</gallery>


Graninja's grab game is also horrible, His grab is the worst grab in the game. Greninja cannot even pull of any successful attacks so His Grab is there and he can't even Grab. His Grab has a Ludicrous start up and end lag so if he misses like his other Attacks, They can just attack with a flurry of Attacks like Mario could pull of two Side tilts. Greninja's grab has such a high Start up that even if he grabs the Opponent, If they are in the whirlpool but still it won't even catch the opponent, It will just by turning around and eventually catch the opponent but if he misses then it will continuously spin and he will also take so long to take his hands of and get back to normal which is bad, So Greninja has no chance to Grab, Mewtwo's grab is way better and Mewtwo's grab is now also very slow but not like Greninja. So Greninja is a more tougher Mewtwo but Greninja is much Worser, Greninja cannot even attack.
===[[Idle Pose]]s===
*Crosses arms over its body, then separates them with a flourish.
*Hunches over and assumes a ninjutsu stance.
<gallery>
SSBUGreninjaIdle1.gif|Greninja's first idle pose.
SSBUGreninjaIdle2.gif|Greninja's second idle pose.
</gallery>


Greninja is such a laggy and slow character that even his floor attacks and his edge attack has lag. It also has super power but also so much lag. Greninja's floor attack is particular are very bad with over 100 start up frames and end lag frames. So His floor attack are very use less too. Also Greninja is not a flexible character at all so giving him moves such as a sweep kick for a floor attack is horrible, Greninja is obviously gonna have some large amount of Lag in that one.
===[[Crowd cheer]]===
<div class="tabber">
<div class="tabbertab" title="English, Japanese/Chinese, Italian, Dutch, French">
{| class="wikitable" border="1" cellpadding="4" cellspacing="1"
|-
!{{{name|}}}
!Cheer (English)
!Cheer (Japanese/Chinese)
!Cheer (Italian)
!Cheer (Dutch)
!Cheer (French)
|-
! scope="row"|Cheer
|[[File:Greninja Cheer English SSB4 SSBU.ogg|center]]||[[File:Greninja Cheer Japanese SSB4 SSBU.ogg|center]]||[[File:Greninja Cheer Italian SSB4 SSBU.ogg|center]]||[[File:Greninja Cheer Dutch SSBU.ogg|center]]||{{NTSC}} [[File:Greninja Cheer French NTSC SSBU.ogg|center]] <br> {{PAL}} [[File:Greninja Cheer French PAL SSBU.ogg|center]]
|-
! scope="row"|Description
|Gre - ninja! || Ge - kkou -ga! || Gre - nin - ja! || Gre - ninja! || Am - phi - no - bi!
|}
</div>
<div class="tabbertab" title="German, Spanish, Russian, Korean">
{| class="wikitable" border="1" cellpadding="4" cellspacing="1"
|-
!{{{name|}}}
!Cheer (German)
!Cheer (Spanish)
!Cheer (Russian)
!Cheer (Korean)
|-
! scope="row"|Cheer
|[[File:Greninja Cheer German SSBU.ogg|center]]||{{NTSC}} [[File:Greninja Cheer Spanish NTSC SSB4 SSBU.ogg|center]] <br> {{PAL}} [[File:Greninja Cheer Spanish PAL SSBU.ogg|center]]||[[File:Greninja Cheer Russian SSBU.ogg|center]]||[[File:Greninja Cheer Korean SSBU.ogg|center]]
|-
! scope="row"|Description
|Quaaaaa - jutsu! || Greninja! Greninja! Ya ya ya! || Gre - ninja! || Gae - gul - nin - ja!
|}
</div>
</div>


Greninja's edge attack is also very bad but not as bad as the other ones as it is a punch, Ultimately powerful but still slow but more better than the other ones. It as a high Start up lag and end lag but it is no way near as bad has his floor attacks, His edge one is much more fitting for him.
===[[Victory pose]]s===
*'''Left:''' Does a few hand seals with splashing water, and then a ninja pose. It resembles one of its attack animations in [[bulbapedia:Pokémon X and Y|''Pokémon X'' and ''Y'']].
*'''Up:''' Performs Double Team to briefly create three afterimages of itself.
*'''Right:''' Does a flip, lands in a spinning pose, and crosses its arms.
[[File:PokemonSeriesVictoryThemeUltimate.ogg|thumb|A small excerpt of the title theme of ''Pokémon Red, Blue, Yellow, and Green Versions'', a track which would go on to become the ''Pokémon'' main theme and the title theme for the entire series.]]
<gallery>
GreninjaVictoryPose1SSBU.gif
GreninjaVictoryPose2SSBU.gif
GreninjaVictoryPose3SSBU.gif
</gallery>


Greninja has more factors which effect his disgusting Recovery, His Up special. Despite the fact His up special in total grants a large amount of distance but Firstly Greninja is completely Vulnerable during it, Secondly characters can interfere, Especially with a foot stool which he will get out, He moves so slow that in a normal amount of time he will reach so less distance, He takes ages to fulfill his full distance making his recovery very, very poor with not able to movie in air of air speed and jump height making his recovery the worst thing in the universe after speed which effected recovery, It is like opposite recovery. Incineroar great recovery with a Greninja having such a sucking Recovery.
==In [[competitive play]]==
===Most historically significant players===
<!--This character has a ten player limit for this section. Before adding and/or removing a player, read these guidelines: https://www.ssbwiki.com/SmashWiki:Notability#%22Most_historically_significant_players%22_guidelines -->


Greninja's other attributes are also atrocious. His Traction is incredibly low with a value of 0.081 when 0.1000 is normal. So in a result, Greninja can't punish out of shield that great. He already can't punish out of shield but now its even harder of The Slow fighter to punish of his very low Traction. Not only his Friction (Traction) On the ground is horrible, There is another Friction is air resistance but in the Smash game it is known as air Friction. The Value of Air friction is also very low so it will be hard for him to control direction. However with Greninja's filthy run speed, Traction is not really needed, He does not really need that value as he can't run any way. Same for jump, He literally can't move in air and can't even jump, His full double jump=Mario's height. How bad. So really there is not use for his poor traction or his poor Air resistance.
''See also: [[:Category:Greninja players (SSBU)]]''


Greninja's speeds are all bad but there is one speed which is actually very high. It is his fall speed. His fall speed is actually very good. It does have bad things but when you want to get Greninja onto the ground quickly (Which you really don't need as Greninja can barely jump), his fast fall speed (2.8784) is incredibly high, So already he will fall and touch ground already so fast of poor height so he also really does not need a good fall speed. Despite having high Fall speed, It is useless as even if Greninja has so low fall speed, He will reach the ground anyway so his only good speed is useless.
*{{Sm|iStudying|Netherlands}} - One of the best Greninja players in Europe in the early metagame, with his best results being placing 7th at {{Trn|Tech Republic IV}} defeating {{Sm|quiK}}, placing 9th at {{Trn|Ultimate Fighting Arena 2019}}, and defeating {{Sm|Stroder}} at {{Trn|EVO 2019}}. He remained the second-best European Greninja player in the post-online metagame, most notably placing 9th at {{Trn|Temple: Hermès Edition}} defeating {{Sm|Tilde}}, but became inactive by the end of 2022.
*{{Sm|JW|Canada}} - The second-best Greninja player in North America in the early metagame, and the best player from Canada for the first half of 2019. He is best known for defeating {{Sm|MkLeo}} at {{Trn|Pound 2019}}, ultimately placing 9th, and he has also placed 13th at {{Trn|Shine 2019}} defeating {{Sm|Goblin}} and 17th at {{Trn|The Big House 9}} defeating {{Sm|Kola}} and {{Sm|ESAM}}. Although less active in the post-online metagame, he remained Canada's best Greninja player, notably placing 4th at {{Trn|Pinnacle 2021}} defeating {{Sm|Ouch!?}}, before becoming inactive in 2023.
*{{Sm|Lea|Japan}} - The best Greninja player of all-time, having spearheaded Greninja's early metagame, ranking 21st on the [[Fall 2019 PGRU]] and placing 5th at several {{Trn|Umebura|series}} majors, as well as 7th at {{Trn|2GG: Kongo Saga}} defeating {{Sm|Shuton}} and {{Sm|Dabuz}}. He remained the best Greninja player in the world until his hiatus in mid-2022, notably placing 7th at {{Trn|Kagaribi 7}} during this time, and has sporadically competed since with mixed results.
*{{Sm|Somé|Japan}} - The second-best Greninja player in Japan's early metagame, winning {{Trn|Karisuma SP 4}} and {{Trn|TSC 11}}, and also placing 7th at {{Trn|Sumabato SP 4}} defeating {{Sm|Etsuji}}, 9th at {{Trn|Umebura SP 6}} defeating {{Sm|HIKARU}}, and 13th at {{Trn|Umebura SP 4}}. He took a hiatus from offline competitive play due to the pandemic, and did not return until 2023.
*{{Sm|Stroder Ame|USA}} - Plays a variety of characters, and primarily played Greninja in the early metagame. He was the second-best Greninja player in the world during this time, ranking 29th on the [[Spring 2019 PGRU]]. He is best known for winning {{Trn|Crown}} over {{Sm|Kurama}}, and has also placed 5th at {{Trn|Ultimate Nimbus}} defeating {{Sm|Tweek}}, 5th at {{Trn|Glitch 8 - Missingno}} defeating {{Sm|Cosmos}} and {{Sm|Maister}}, and 13th at {{Trn|2GG: Prime Saga}} defeating {{Sm|ESAM}}. He has since switched to other characters, but continues to use Greninja as an occasional secondary.
*{{Sm|Tarik|Germany}} - The second-best Greninja player of all-time, and the best Greninja player after Lea's hiatus, ranking 55th on the [[LumiRank 2023]]. He is one of the best players in Europe in the post-online metagame, having placed 7th at several European majors such as {{Trn|Ultimate Fighting Arena 2023}} and {{Trn|King Con}}, and having multiple wins over {{Sm|Bloom4Eva}} at ranked events. Internationally, he is known for placing 5th at {{Trn|Rise 'N Grind 2023}} defeating {{Sm|SHADIC}}, and defeating {{Sm|Shuton}} at {{Trn|Port Priority 8}}, {{Sm|Onin}} at {{Trn|GENESIS X}}, and {{Sm|ShinyMark}} at {{Trn|Battle of BC 5}}.
*{{Sm|Tsuna|Japan}} - A known Greninja player in Japan since the early metagame, having placing 2nd at {{Trn|Karisuma SP 6}}, 5th at {{Trn|Sumabato SP 10}}, and 9th at {{Trn|Sumabato SP 11}} during this time. He has since become the best Greninja player in Japan following Lea's hiatus, frequently placing at or near the top 8 at {{Trn|Sumabato}} events, including 5th at {{Trn|Sumabato SP 46}} over {{Sm|Asimo}} and {{Sm|Jogibu}}.


===Tier placement and history===
In the early metagame, players quickly noticed that Greninja had been buffed from ''Smash 4'', with improved versatility and speed, and despite losing its [[footstool]] combos, it gained a stronger combo game thanks to improved frame data on moves such as its dash attack, up throw, down throw, and neutral air. Greninja's high learning curve did not deter players such as {{Sm|Stroder}}, {{Sm|Jw}}, and {{Sm|Lea}} from seeing success with the character, and it became a popular pick in competitive play, culminating in the character peaking at 10th in terms of representation between July and December 2019. Due to Greninja's buffs and its strong representation, it was considered an upper-high tier character in the early metagame.


==In competitive play==
This perception shifted following the end of the online metagame, especially as Greninja players began pointing out frustrating traits in the character's moveset, most notably inconsistencies in its multi-hit moves. Furthermore, Greninja's best players from before the pandemic either became less active, changed mains, or had worse performance: for example, Lea would go on hiatus in 2022, with mixed results in the events he has attended since, while Stroder would begin playing other characters over Greninja. Although Greninja still saw strong results from players such as {{Sm|Tarik}}, its overall representation would drop, bottoming out at 45th between January and June 2022. Greninja's lower representation and more apparent flaws led to a colder reception than in the early metagame, and as such, it was ranked 33rd on the first tier list, towards the lower end of high tier.  
===Notable players===
<!--If you are planning to add a player you consider to be notable, please provide tournament results in some shape or form in the edit summary (be it a link to a results thread or bracket of placing high in a tournament of other notable players or a video of them beating a notable player). Winning tournaments without notable players present is generally not enough to warrant a spot.-->
*{{Sm|Elexiao|France}} - Placed 1st at {{Trn|Phoenix Blue 2}}.
*{{Sm|iStudying|Netherlands}} - Placed 25th at {{Trn|Valhalla II}} and 7th at {{Trn|Tech Republic IV}}.
*{{Sm|Le Goat|United Kingdom}} The best Greninja in the United Kingdom. Won [https://smash.gg/tournament/north-east-smash-arena-3/event/smash-ultimate-singles/entrant/2535396|North North East Smash Arena 3]
*{{Sm|Lea|Japan}} - The best solo Greninja player in the world. Placed 9th at {{Trn|Frostbite 2019}}, 5th at {{Trn|Umebura SP}} and 7th at {{Trn|Umebura SP 2}}.
*{{Sm|MkLeo|Mexico}} - Plays Greninja as a secondary. Placed 1st at {{Trn|Smash Ultimate Summit}} with a win over {{Sm|ZeRo}}.
*{{Sm|Oisiitofu|Japan}} - One of the best Greninja players in Japan. Placed 5th at {{Trn|Sumabato SP}} and 9th at {{Trn|Sumabato SP 2}}.
*{{Sm|Stroder|USA}} - Debuted as the best Greninja player in the United States from ''[[Super Smash Bros. 4|4]]'' and placed 33rd at {{Trn|GENESIS 6}} as well as 5th at {{Trn|Ultimate Nimbus}}.
*{{Sm|Venia|USA}} - One of the best Greninja players in the United States, placed 17th at {{Trn|Let's Make Moves}}.


==Classic Mode: Greninja, Defeat you enemies!==
Following the release of the first list, Greninja's results would noticeably improve, thanks to Tarik's results remaining strong and the rise of many other Greninja players, including {{Sm|Tsuna}} and {{Sm|Anarchy}}, in their respective scenes. Continued efforts from dedicated mains prevented Greninja from dropping further, and it only slid down a spot to 34th on the second list, ranking towards the middle of B+ tier, with this drop mainly being the result of the meteoric rise of {{SSBU|Bayonetta}} and {{SSBU|Corrin}} from the first tier list. Overall, although less common than the early metagame, Greninja remains a rather viable pick in the post-online metagame.


Greninja's opponents are mainly based on Anime. He fights Mewtwo as a boss too. He first Battles Lucario in a battle field as Lucario was the first Antagonist he met, Then he fights Galeem as He tried to solve a mystery and needs to beat up Galeem to save the world. Then he had to fight Buzzwole and other Gangsters and this is in any order, Buzzwole as He had fights with Buzzwole quite a lot and failed all. But Buzzwole is now given 150% so Greninja has a chance to win. Then he fights Tapu Koko as Mewtwo ordered him in Anime to destroy Greninja and Tapu Koko himself was frustrated a bit. Then he fights Genesect because Of Mewtwo's order and Genesect really hates him and was eager to defeat him. In the boss battle, There are minions of Mewtwo, The 3 Legendries then a Genesect for Revenge what he did in anime and finally his Large threatening Enemy of the world and him, Mewtwo.
=={{SSBU|Classic Mode}}: Your Turn, Greninja!==
[[File:SSBU Congratulations Greninja.png|thumb|Greninja's congratulations screen.]]
Greninja battles characters that represent different {{iw|bulbapedia|type}}s from the ''Pokémon'' games: for example, Charizard and Bowser represent the Fire type, while Mewtwo, Ness and Lucas represent the Psychic type. Interestingly, the types represented correspond to those initially available in the {{iw|bulbapedia|Pokémon Trading Card Game}}.


{|class="wikitable sortable" style="text-align:center"
{|class="wikitable" style="text-align:center"
!Round!!Opponent!!Stage!!Music
!Round!!Opponent!!Stage!!Music!!Notes
|-
|-
|1||{{SSBU|Lucario}}||Battlefield (SSBU) (Ω form)|||''Victory road - Pokémon Ruby / Pokémon Sapphire''
|1||{{CharHead|Charizard|SSBU|hsize=20px}} and {{CharHead|Bowser|SSBU|hsize=20px}}||[[Pokémon Stadium]]||''{{SSBUMusicLink|Pokémon|Battle! (Elite Four) / Battle! (Solgaleo/Lunala)}}''||Represents {{iw|bulbapedia|Fire}}-type. Charizard's {{SSBU|Pokémon Trainer}} is absent.
|-
|-
|2||{{SSBU|Galeem}}||Skyworld||''Battle! (Gladion)''
|2||{{CharHead|Pikachu|SSBU|hsize=20px}}, {{CharHead|Pichu|SSBU|hsize=20px}}, and {{CharHead|Zero Suit Samus|SSBU|hsize=20px}}||[[Pokémon Stadium 2]]||''{{SSBUMusicLink|Pokémon|Battle! (Steven)}}''||Represents {{iw|bulbapedia|Electric}}-type.
|-
|-
|3||Handicap Match (Advantage for Greninja) {{SSBU|Buzzwole}} at 150%||Pokémon Stadium 2||''Battle! (Trainer) - Pokémon Sun / Pokémon Moon''
|3||{{CharHead|Lucario|SSBU|hsize=20px}}, {{CharHead|Ryu|SSBU|hsize=20px}}, and {{CharHead|Ken|SSBU|hsize=20px}}||Pokémon Stadium||''{{SSBUMusicLink|Pokémon|Battle! (Reshiram / Zekrom)}}''||Represents {{iw|bulbapedia|Fighting}}-type.
|-
|-
|4||{{SSBU|Zekrom}} And {{SSBU|Reshiram}}||Unova Pokémon League||''Battle! (Reshiram / Zekrom)''
|4||{{CharHead|Ivysaur|SSBU|hsize=20px}}||Pokémon Stadium||''{{SSBUMusicLink|Pokémon|Battle! (Gladion)}}''||Represents {{iw|bulbapedia|Grass}}-type. Ivysaur's Pokémon Trainer is absent.
|-
|-
|5||{{SSBU|Tapu Koko}}||Big Battlefield (SSBU)||''Lumiose City''
|5||{{CharHead|Mewtwo|SSBU|hsize=20px}}, {{CharHead|Ness|SSBU|hsize=20px}}, and {{CharHead|Lucas|SSBU|hsize=20px}}||Pokémon Stadium 2||''{{SSBUMusicLink|Pokémon|Battle! (Dialga/Palkia) / Spear Pillar}}''||Represents {{iw|bulbapedia|Psychic}}-type.
|-
|-
|6||{{SSBU|Genesect}}||Kalos Pokéon League||''The Battle at the Summit!''
|6||{{CharHead|Squirtle|SSBU|hsize=20px}} and {{CharHead|Greninja|SSBU|hsize=20px|color=Black}}||[[Kalos Pokémon League]]||''{{SSBUMusicLink|Pokémon|Battle! (Champion) - Pokémon X / Pokémon Y}}''||Represents {{iw|bulbapedia|Water}}-type. Squirtle's Pokémon Trainer is absent.  The CPU will be the {{Head|Greninja|g=SSBU|s=20px}} default Greninja if the player chooses the black costume.
|-
|-
|colspan="4"|Bonus Stage
|colspan="5"|[[Bonus Stage]]
|-
|-
|Final||{{SSBU|Groudon}} & {{SSBU|Rayquaza}} & {{SSBU|Deoxys}} then after them defeated then A scene happens of Genesect returns after defeat in round 6 now says "You though I will let you go Undefeated" and then Verse Metal {{SSBU|Genesect}}, Finally after that a scene happen of Mewtwo enters and talks for a while and Verses finally a Giant {{SSBU|Mewtwo}}||Kalos Pokémon League (Ω form)||''Battle! (Team Flare)''
|Final||{{SSBU|Master Hand}}||{{SSBU|Final Destination}}||''{{SSBUMusicLink|Super Smash Bros.|Master Hand}}'' <small>(Less than 7.0 intensity)</small><br>''{{SSBUMusicLink|Super Smash Bros.|Master Hand / Crazy Hand}}'' <small>(Intensity 7.0 or higher)</small>||On intensity 7.0 and higher, {{SSBU|Crazy Hand}} fights alongside Master Hand.
|}
|}
Note: All rounds except the sixth round take place on Pokémon Stadium and Pokémon Stadium 2. If applicable, each stage will also shift to their appropriately-typed form at the earliest possible opportunity. (The stages remain in their default form in rounds 3 and 5, as none of the stages have Psychic or Fighting-themed forms.)
[[Credits]] roll after completing Classic Mode. Completing it as Greninja has ''{{SSBUMusicLink|Pokémon|Battle! (Trainer Battle) - Pokémon X / Pokémon Y}}'' accompany the credits.
{{clr}}


==Role in [[World of Light]]==
==Role in [[World of Light]]==
Line 253: Line 353:
Greninja was among the fighters that were summoned to fight the army of [[Master Hand]]s.
Greninja was among the fighters that were summoned to fight the army of [[Master Hand]]s.


He is found in the dark realm also when versing Ultra beasts, If Stakataka chosen, He will be one of the supporters with you.
During the opening cutscene, Greninja was present on the cliffside when [[Galeem]] unleashed his beams of light. Greninja leaped into the air to avoid one of the beams, which hit {{SSBU|Lucario}} instead. Greninja was hit shortly after and vaporized, getting imprisoned by Galeem afterward along with the other fighters, sans {{SSBU|Kirby}}. A puppet fighter cloned from Greninja is later seen alongside ones cloned from {{SSBU|Fox}}, {{SSBU|Samus}}, {{SSBU|Link}} and other fighters.


Greninja was one of the many fighters that fell under [[Dharkon]]'s control upon Galeem's first defeat, and it can be found in the Realm of Darkness in the path necessary to advance, making it an obligatory unlock.
Greninja was one of the many fighters that fell under [[Dharkon]]'s control upon Galeem's first defeat, and it can be found in the [[Mysterious Dimension]] at [[The Dark Realm]]. It can be seen impeding the path, making it an obligatory unlock.


Greninja is later seen among several other fighters, making their last stand against Galeem and Dharkon. It also shows up in the bad ending where Galeem emerges victorious against Dharkon, witnessing Galeem engulf the world in light.
Greninja is later seen among several other fighters, making their last stand against Galeem and Dharkon. It also shows up in the bad ending where Galeem emerges victorious against Dharkon, witnessing Galeem engulf the world in light.
Line 261: Line 361:


===Fighter Battle===
===Fighter Battle===
{|class="wikitable sortable" style="width:100%;"
{|class="wikitable" style="width:100%;"
|-
|-
! style="width:5%;"|No.
!style="width:5%;"|No.
! style="width:5%;"|Image
!style="width:5%;"|Image
! Name
!Name
! Type
!Type
! Power
!Power
! Stage
!Stage
! Music
!Music
|-
|-
| 50
|50
| [[File:Greninja SSBU.png|center|108x108px]]
|[[File:Greninja SSBU.png|center|64x64px]]
| {{SSBU|Greninja}}
|Greninja
| {{color|#18aef5|Shield}}
|{{SpiritType|Shield}} <center>{{color|#18aef5|Shield}}</center>
| 10,600
|10,600
| [[Kalos Pokémon League]] ([[Ω form]])
|[[Kalos Pokémon League]] ([[Ω form]])
| ''{{SSBUMusicLink|Pokémon|Battle! (Trainer Battle) - Pokémon X / Pokémon Y}}''
|''{{SSBUMusicLink|Pokémon|Battle! (Trainer Battle) - Pokémon X / Pokémon Y}}''
|}
|}
{{-}}
{{clr}}


==[[Spirit]]s==
==[[Spirit]]==
Greninja's Fighter Spirit can be obtained by completing [[Classic Mode]]. It is also available periodically for purchase in the shop for 500 coins. Unlocking Greninja in World of Light allows the player to preview the spirit below in the Spirit List under the name "???". As a Fighter Spirit, it cannot be used in Spirit Battles and is purely aesthetic. Each Fighter Spirit has an alternate version that replaces them with their artwork in ''Ultimate''.
Greninja's fighter spirit can be obtained by completing {{SSBU|Classic Mode}} as Greninja. It is also available periodically for purchase in the shop for 300 Gold, but only after Greninja has been unlocked. Unlocking Greninja in World of Light allows the player to preview the spirit below in the Spirit List under the name "???". As a fighter spirit, it cannot be used in Spirit Battles and is purely aesthetic. Its fighter spirit has an alternate version that replaces it with its artwork in ''Ultimate''.


<center>
<center>
<gallery>
<gallery>
Greninja Spirit.png|418. '''''Greninja'''''
SSBU spirit Greninja.png|418. '''''Greninja'''''
</gallery>
</gallery>
</center>
</center>


==In Spirit battles==
==In Spirit Battles==
===As the main opponent===
===As the main opponent===
{|class="wikitable sortable" style="width:100%;"
{|class="wikitable sortable" style="width:100%;"
|-
! colspan=4|Spirit
! colspan=3|Spirit
! colspan=7|Battle parameters
! colspan=7|Battle parameters
! colspan=1|Inspiration
! colspan=1|Inspiration
Line 301: Line 400:
! style="width:5%;"|Image
! style="width:5%;"|Image
! Name
! Name
! Series
! Enemy Fighter(s)
! Enemy Fighter(s)
! style="width:5%;"|Type
! style="width:5%;"|Type
Line 311: Line 411:
|-
|-
|154
|154
|[[File:Winky.png|center|64x64px]]
|{{SpiritTableName|Winky|size=64}}
|{{anchor|Winky}}Winky
|''Donkey Kong'' Series
|•{{SSBU|Greninja}} {{Head|Greninja|g=SSBU|s=20px|cl=Green}}
|•{{SSBU|Greninja}} {{Head|Greninja|g=SSBU|s=20px|cl=Green}}
|{{color|#dc1029|Attack}}
|{{SpiritType|Attack}}
|1,700
|1,700
|[[Mushroom Kingdom U]]
|[[Mushroom Kingdom U]]
Line 320: Line 420:
|•The enemy deals damage when falling<br>•The enemy has increased jump power
|•The enemy deals damage when falling<br>•The enemy has increased jump power
|{{SSBUMusicLink|Donkey Kong|Jungle Level (Brawl)}}
|{{SSBUMusicLink|Donkey Kong|Jungle Level (Brawl)}}
|
|-
|-
|199
|199
|[[File:Zora Spirit.png|center|64x64px]]
|{{SpiritTableName|Zora|size=64}}
|{{anchor|Zora}}Zora
|''The Legend of Zelda'' Series
|•{{SSBU|Greninja}} {{Head|Greninja|g=SSBU|s=20px|cl=Violet}}
|•{{SSBU|Greninja}} {{Head|Greninja|g=SSBU|s=20px|cl=Violet}}
|{{color|#18aef5|Shield}}
|{{SpiritType|Shield}}
|1,800
|1,800
|[[Great Bay]]
|[[Great Bay]]
Line 331: Line 432:
|•The enemy's neutral special has increased power
|•The enemy's neutral special has increased power
|{{SSBUMusicLink|The Legend of Zelda|Ocarina of Time Medley}}
|{{SSBUMusicLink|The Legend of Zelda|Ocarina of Time Medley}}
|
|-
|-
|385
|385
|[[File:Slippy toad.png|center|64x64px]]
|{{SpiritTableName|Slippy Toad|link=y|size=64}}
|{{anchor|Slippy Toad}}[[Slippy Toad]]
|''Star Fox'' Series
|•{{SSBU|Greninja}} {{Head|Greninja|g=SSBU|s=20px|cl=Green}}<br>•{{SSBU|Fox}} {{Head|Fox|g=SSBU|s=20px|cl=Black}}
|•{{SSBU|Greninja}} {{Head|Greninja|g=SSBU|s=20px|cl=Green}}<br>•{{SSBU|Fox}} {{Head|Fox|g=SSBU|s=20px|cl=Black}}
|{{color|#18aef5|Shield}}
|{{SpiritType|Shield}}
|9,600
|9,600
|[[Frigate Orpheon]] (hazards off)
|[[Frigate Orpheon]] (hazards off)
|N/A
|N/A
|•Defeat the main fighter to win<br>•Timed battle<br>•The enemy tends to avoid conflict
|•Defeat the main fighter to win<br>•Timed battle (1:30)<br>•The enemy tends to avoid conflict
|{{SSBUMusicLink|Star Fox|Corneria - Star Fox}}
|{{SSBUMusicLink|Star Fox|Corneria - Star Fox}}
|
|-
|-
|482
|482
|[[File:LegendaryDogsSpirits.png|center|64x64px]]
|{{SpiritTableName|Raikou, Entei, & Suicune|customname=[[Raikou]], [[Entei]], & [[Suicune]]|size=64}}
|{{anchor|Raikou, Entei, & Suicune}}[[Raikou]], [[Entei]], & [[Suicune]]
|''Pokémon'' Series
|•{{SSBU|Greninja}} {{Head|Greninja|g=SSBU|s=20px|cl=Violet}}<br>•{{SSBU|Incineroar}} {{Head|Incineroar|g=SSBU|s=20px|cl=White}}<br>•{{SSBU|Pikachu}} {{Head|Pikachu|g=SSBU|s=20px|cl=Libre}}
|•{{SSBU|Greninja}} {{Head|Greninja|g=SSBU|s=20px|cl=Violet}}<br>•{{SSBU|Incineroar}} {{Head|Incineroar|g=SSBU|s=20px|cl=White}}<br>•{{SSBU|Pikachu}} {{Head|Pikachu|g=SSBU|s=20px|cl=Libre}}
|{{color|#18aef5|Shield}}
|{{SpiritType|Shield}}
|9,900
|9,900
|[[Suzaku Castle]]
|[[Suzaku Castle]]
Line 356: Line 459:
|-
|-
|516
|516
|[[File:Darkrai Spirit.png|center|64x64px]]
|{{SpiritTableName|Darkrai|link=y|size=64}}
|{{anchor|Darkrai}}[[Darkrai]]
|''Pokémon'' Series
|•{{SSBU|Greninja}} {{Head|Greninja|g=SSBU|s=20px|cl=Black}}
|•{{SSBU|Greninja}} {{Head|Greninja|g=SSBU|s=20px|cl=Black}}
|{{color|#18aef5|Shield}}
|{{SpiritType|Shield}}
|9,900
|9,900
|[[Luigi's Mansion]] ([[Ω form]])
|[[Luigi's Mansion]] ([[Ω form]])
|•Item: [[Black Hole]]<br>•Hazard: Slumber Floor
|•Item: [[Black Hole]]<br>•Hazard: Slumber Floor
|•The floor is sleep-inducing<br>•Only certain Pokémon will emerge from Poké Balls ([[Darkrai]])
|•The floor is sleep-inducing<br>•Only certain Pokémon will emerge from Poké Balls (Darkrai)
|{{SSBUMusicLink|Pokémon|Battle! (Team Galactic)}}
|{{SSBUMusicLink|Pokémon|Battle! (Team Galactic)}}
|
|-
|-
|770
|770
|[[File:Metal Gear Ray Spirit.png|center|64x64px]]
|{{SpiritTableName|Metal Gear RAY|size=64}}
|Metal Gear RAY
|''Metal Gear Solid'' Series
|•Metal {{SSBU|Greninja}} {{Head|Greninja|g=SSBU|s=20px|cl=Grey}}
|•Metal {{SSBU|Greninja}} {{Head|Greninja|g=SSBU|s=20px|cl=Grey}} (140 HP)
|{{color|#17ba17|Grab}}
|{{SpiritType|Grab}}
|4,200
|4,200
|[[Shadow Moses Island]]
|[[Shadow Moses Island]]
Line 376: Line 480:
|•[[Stamina battle]]<br>•Explosion attacks aren't as effective against the enemy<br>•The enemy is metal
|•[[Stamina battle]]<br>•Explosion attacks aren't as effective against the enemy<br>•The enemy is metal
|{{SSBUMusicLink|Metal Gear|Yell "Dead Cell"}}
|{{SSBUMusicLink|Metal Gear|Yell "Dead Cell"}}
|
|-
|-
|893
|893
|{{anchor|Shadow Man}}[[File:shadowman.png|center|64x64px]]
|{{SpiritTableName|Shadow Man|size=64}}
|Shadow Man
|''Mega Man'' Series
|•{{SSBU|Greninja}} {{Head|Greninja|g=SSBU|s=20px|cl=Purple}} (×3)
|•{{SSBU|Greninja}} {{Head|Greninja|g=SSBU|s=20px|cl=Purple}}×3 (60 HP)
|{{color|#18aef5|Shield}}
|{{SpiritType|Shield}}
|3,500
|3,500
|[[Norfair]] ([[Battlefield form]])
|[[Norfair]] ([[Battlefield form]])
Line 387: Line 492:
|•The enemy's neutral special has increased power<br>•[[Stamina battle]]<br>•The enemy favors neutral specials
|•The enemy's neutral special has increased power<br>•[[Stamina battle]]<br>•The enemy favors neutral specials
|{{SSBUMusicLink|Mega Man|Shadow Man Stage}}
|{{SSBUMusicLink|Mega Man|Shadow Man Stage}}
|
|-
|-
|1,014
|1,014
|[[File:Luka.png|center|64x64px]]
|{{SpiritTableName|Luka|size=64}}
|Luka
|''Bayonetta'' Series
|•{{SSBU|Greninja}} {{Head|Greninja|g=SSBU|s=20px|cl=Black}}
|•{{SSBU|Greninja}} {{Head|Greninja|g=SSBU|s=20px|cl=Black}}
|{{color|#18aef5|Shield}}
|{{SpiritType|Shield}}
|3,800
|3,800
|[[New Donk City Hall]]
|[[New Donk City Hall]]
Line 398: Line 504:
|•The enemy becomes temporarily invincible when badly damaged
|•The enemy becomes temporarily invincible when badly damaged
|{{SSBUMusicLink|Bayonetta|Riders Of The Light}}
|{{SSBUMusicLink|Bayonetta|Riders Of The Light}}
|
|-
|-
|1,048
|1,048
|[[File:Octoling Octopus Spirit.png|center|64x64px]]
|{{SpiritTableName|Octoling Octopus|size=64}}
|Octoling Octopus
|''Splatoon'' Series
|•{{SSBU|Greninja}} Team {{Head|Greninja|g=SSBU|s=20px|cl=Pink}} (×4)
|•{{SSBU|Greninja}} Team {{Head|Greninja|g=SSBU|s=20px|cl=Pink}}×4
|{{color|#18aef5|Shield}}
|{{SpiritType|Shield}}
|3,900
|3,900
|[[Moray Towers]]
|[[Moray Towers]]
|N/A
|N/A
|•Timed battle
|•Timed battle (2:00)
|{{SSBUMusicLink|Splatoon|Octoweaponry}}
|{{SSBUMusicLink|Splatoon|Octoweaponry}}
|
|-
|-
|1,143
|1,143
|{{anchor|Frog & Snake}}[[File:Sable Prince.png|center|64x64px]]
|{{SpiritTableName|Frog & Snake|customname=[[Sablé Prince|Frog & Snake]]|size=64}}
|[[Sablé Prince|Frog & Snake]]
|''Kaeru no Tame ni Kane wa Naru''
|•{{SSBU|Greninja}} {{Head|Greninja|g=SSBU|s=20px|cl=Green}}<br>•{{SSBU|King K. Rool}} {{Head|King K. Rool|g=SSBU|s=20px|cl=Blue}}
|•{{SSBU|Greninja}} {{Head|Greninja|g=SSBU|s=20px|cl=Green}}<br>•{{SSBU|King K. Rool}} {{Head|King K. Rool|g=SSBU|s=20px|cl=Blue}}
|{{color|#18aef5|Shield}}
|{{SpiritType|Shield}}
|3,600
|3,600
|[[Dream Land GB]] (Castle Lololo interior)
|[[Dream Land GB]] (Castle Lololo interior)
|•[[Assist Trophy]] Enemies ([[Sablé Prince]])
|•Assist Trophy Enemies ([[Sablé Prince]])
|•Hostile assist trophies will appear
|•Hostile assist trophies will appear
|{{SSBUMusicLink|Kirby|Castle Lololo}}
|{{SSBUMusicLink|Kirby|Kirby Retro Medley}} (Castle Lololo)
|Frog
|Frog
|-
|rowspan="2"|1,291
|{{SpiritTableName|Ninjara|link=y|size=64|dlcalt=y}}
|rowspan="2"|''ARMS''
|•{{SSBU|Greninja}} {{Head|Greninja|g=SSBU|s=20px|cl=Green}}
|rowspan="2"|{{SpiritType|Grab}}
|rowspan="2"|3,600
|rowspan="2"|[[Suzaku Castle]]
|rowspan="2"|•Item: [[Boomerang]]
|rowspan="2"|•The enemy has increased move speed
|rowspan="2"|{{SSBUMusicLink|ARMS|Ninja College}}
|rowspan="2"|
|-
|style="background-color:#EEE;"|•{{SSBU|Mii Brawler}} {{Head|Mii Brawler|g=SSBU|s=20px}} (Moveset [[Flashing Mach Punch|2]][[Suplex|3]][[Soaring Axe Kick|1]][[Counter Throw|3]], Ninjara Wig, Ninjara Outfit)<ref group="SB" name="DLC"/>
|}
|}
<references group="SB">
<ref name="DLC">This alternative occurs when the corresponding DLC has been purchased and downloaded.</ref>
</references>


==[[Alternate costume (SSBU)#Greninja|Alternate costumes]]==
==[[Alternate costume (SSBU)#Greninja|Alternate costumes]]==
Line 442: Line 568:
Pokémon Smash Bros.png|Artwork of all playable Pokémon characters and Poké Ball Pokémon, as posted by the official Pokémon Twitter account.
Pokémon Smash Bros.png|Artwork of all playable Pokémon characters and Poké Ball Pokémon, as posted by the official Pokémon Twitter account.
SSBU Greninja Number.png|Greninja's fighter card.
SSBU Greninja Number.png|Greninja's fighter card.
Greninja unlock notice SSBU.jpg|Greninja's unlock notice.
SSBUWebsiteGreninja1.jpg|Greninja coming to a halt on [[Kalos Pokémon League]].
SSBUWebsiteGreninja1.jpg|Greninja coming to a halt on [[Kalos Pokémon League]].
SSBUWebsiteGreninja2.jpg|Charging [[Water Shuriken]] next to {{SSBU|Ryu}} on [[Suzaku Castle]].
SSBUWebsiteGreninja2.jpg|Charging [[Water Shuriken]] next to {{SSBU|Ryu}} on [[Suzaku Castle]].
Line 449: Line 576:
SSBUWebsiteGreninja6.jpg|Performing [[Shadow Sneak]] on [[Luigi's Mansion]].
SSBUWebsiteGreninja6.jpg|Performing [[Shadow Sneak]] on [[Luigi's Mansion]].
SSBUWebsiteLucario3.jpg|Struck by {{SSBU|Lucario}} on [[Pokémon Stadium 2]].
SSBUWebsiteLucario3.jpg|Struck by {{SSBU|Lucario}} on [[Pokémon Stadium 2]].
The Show's Over.png|Greninja being hit with Joker's [[All-Out Attack]].
</gallery>
</gallery>


===Character Showcase Video===
===Fighter Showcase Video===
{{#widget:YouTube|id=rMCn8NuATaE}}
{{#widget:YouTube|id=rMCn8NuATaE}}


Line 457: Line 585:
*In the ''Pokémon'' series, Ash-Greninja is only obtainable as a male. The fact that Greninja transforms into Ash-Greninja for its [[Final Smash]], [[Secret Ninja Attack]], implies that Greninja is a male in ''Ultimate''.
*In the ''Pokémon'' series, Ash-Greninja is only obtainable as a male. The fact that Greninja transforms into Ash-Greninja for its [[Final Smash]], [[Secret Ninja Attack]], implies that Greninja is a male in ''Ultimate''.
*Greninja's new character portrait resembles its [[air dodge]] animation.
*Greninja's new character portrait resembles its [[air dodge]] animation.
*Coincidentally, Greninja's fighter number, 50, is the same as the number of its [[mariowiki:Costume Mario|costume]] in ''Super Mario Maker''.
**It also resembles {{SSB4|Fox}}'s character portrait from ''Super Smash Bros. 4'', but with the arm and leg positions mirrored.
*Greninja's down taunt has a unique property where it will seemingly be absorbed by counters without triggering the counterattack, even against grounded opponents, despite the grounded hitboxes being standard hitboxes. This is because despite the grounded hitboxes being standard hitboxes that are counterable like any other hitbox, the aerial hitboxes actually take priority over the grounded hitboxes, and the aerial hitboxes are windboxes, which cannot trigger counters, but will still be negated by them. Since counters respond to both grounded and aerial hitboxes, the game treats this interaction as a windbox connecting with a counter and completely ignores the regular hitboxes that hit grounded opponents.
**As Greninja's down taunt is the only attack in the game with direct windboxes that trigger hitlag for the user, this gives the unique appearance of the attack striking the counter, but being negated.
*Greninja's fighter number, 50, is the same as the number of its [[mariowiki:Costume Mario|costume]] in ''Super Mario Maker''. It shares this distinction with {{SSBU|Inkling}}.
*Greninja, {{SSBU|Ivysaur}}, {{SSBU|Olimar}}, {{SSBU|Little Mac}}, {{SSBU|Ryu}} and {{SSBU|Ken}} are the only base game characters to never appear as minions in any Spirit battles.
*Alongside {{SSBU|Luigi}}, Greninja is one of two characters in ''Ultimate'' with a taunt that cannot be canceled, due to the fact that their non-cancelable taunts have hitboxes.
**Strangely, this does not apply for {{SSBU|Snake}} and {{SSBU|Kazuya}}'s taunts that have damaging hitboxes.
**Greninja and Luigi are also the only two characters whose Classic Mode titles feature their names.
*Greninja can also be unlocked immediately after clearing Classic Mode as Sheik, referencing their ninja-like traits and movements.
*Greninja appears slightly tilted in its [[damage meter]] compared to its character artwork. This distinction is shared with fellow ''Pokémon'' series character {{SSBU|Incineroar}}.
**Coincidentally, both are final evolutions of starter Pokémon, and both have Dark as their secondary type.
**Both are also found and unlocked in the Dark Realm in World of Light.
*Incineroar and {{SSBU|Jigglypuff}} are the only Pokémon that are not encountered in Greninja's Classic Mode route.
*Oddly, Greninja does not vanish when performing a directional [[air dodge]] despite the sound effects playing. It shares this oddity with {{SSBU|Rosalina & Luma}} and {{SSBU|Palutena}}.
*In ''Ultimate'', Greninja has a weight of 88, which almost matches its weight in ''Pokémon'' (in pounds), being 88.2 lbs.
*Because of Greninja's heavy throwing animation, it is unable to damage opponents with {{SSBU|Wario}}'s [[Wario Bike]] if thrown from the left, as the large tire will clip through the stage first and cause the bike to bounce off the ground. If thrown in such a way that it does not touch the ground during the throwing animation, it will be able to hit opponents.<ref>[https://www.youtube.com/watch?v=VWnUQVcEEBw&t=668 It took OVER 5 YEARS for this Glitch to be discovered! [SMASH REVIEW 281<nowiki>]</nowiki>]</ref>
 
==References==
{{reflist}}


{{SSBUCharacters}}
{{SSBUCharacters}}
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[[Category:Pokémon (SSBU)]]
[[Category:Pokémon (SSBU)]]
[[Category:Spirits]]
[[Category:Spirits]]
[[es:Greninja (SSBU)]]

Latest revision as of 15:25, December 26, 2024

This article is about Greninja's appearance in Super Smash Bros. Ultimate. For the character in other contexts, see Greninja.
Greninja
in Super Smash Bros. Ultimate
Greninja SSBU.png
PokemonSymbol.svg
Universe Pokémon
Other playable appearance in SSB4


Availability Unlockable
Final Smash Secret Ninja Attack
Tier B+ (34)
Greninja (SSBU)

Greninja (ゲッコウガ, Gekkouga) is a playable character in Super Smash Bros. Ultimate. It was officially revealed on June 12th, 2018 alongside Mr. Game & Watch and the rest of the returning roster. Greninja is classified as Fighter #50.

Billy Bob Thompson, Yūji Ueda, Frédéric Clou and Benedikt Gutjan's portrayals of Greninja from Super Smash Bros. 4 were repurposed for the English, Japanese, French and German versions of Ultimate, respectively.

Greninja is ranked 34th out of 82 on the current tier list, placing it in the B+ tier. This is a marginal rise from its 26th out of 54 placement in SSB4. Greninja's greatest strength is its mobility, as it has some of the fastest ground and air speed in the game. Coupled with a high jump height and a variety of moves with combo potential, especially its aerials, Greninja possesses a strong combo and rushdown game, allowing it to deal damage quickly and overwhelm opponents. In addition, Greninja also has many strong KO options, especially its forward air and smash attacks, that can all be comboed into at certain percents. This makes it stand out amongst characters of a similar archetype, as it has better KO power compared to other nimble, combo-heavy characters. Finally, Greninja's low stature makes it easier for it to weave through and dodge the opponent's moves.

However, Greninja also has several noteworthy weaknesses. Many of its aerials have slow start-up, which does not work well with its fast falling speed, as it hinders the disadvantage stage. In addition, its high jump can also work against it, as alongside the high aerial start-up and a mediocre grab, it means Greninja has little effective out-of-shield options, giving it one of the worst out-of-shield games in the game. Finally, Greninja's multi-hits are notorious for their inconsistent hitboxes, and as such, opponents have a great chance at falling out of them, greatly affecting Greninja's combo game.

Overall, Greninja fits its ninja archetype as a speedy, hard-to-hit character that can play aggressively and deal damage quickly, but on the other hand, it possesses more limited options when going on the defense. Greninja's representation was at its highest in the early metagame, as it possessed a strong playerbase spearheaded by Lea. Although the representation has since declined, dedicated Greninja players such as Tarik and Tsuna remain successful at the highest level of competitive play.

How to unlock[edit]

Complete one of the following:

Greninja must then be defeated on Kalos Pokémon League (the Ω form is used in World of Light).

Attributes[edit]

Greninja, true to being a ninja-themed character, has very strong mobility; it has the 4th fastest walking speed, the 8th fastest run speed, the 10th fastest air speed, is tied for the 9th fastest falling and fast falling speed, the 2nd highest gravity, and possesses the 2nd highest jump height overall. However, unlike most characters who boast similar mobility (such as Sheik), Greninja boasts a surprising amount of KO options, good range on plenty of its attacks, and KO throws.

One of Greninja's most notable traits is its high mobility, which complements its grounded moveset. Greninja's dash attack comes out on frame 7 and has very low ending lag, as well as the ability to cross upon shields. Its knockback angle allows for many true follow-ups and strings over a large range of percents. Its neutral jab attack comes out on frame 3, making it a good grounded combo breaker. It can also lock, which gives Greninja access to potent punishes from opponents missing techs. Its down tilt is an excellent combo starter due to its low startup, ending lag and vertical launch angle. Greninja's up tilt is a frame 9 disjointed hitbox that acts well as an anti-air and can also be a combo starter. Its smash attacks are also reliable in their own right; its forward smash is quick for its range and power; its down smash is an excellent punishment option for ledge regrabs, as well as sending at a low angle; and its up smash is a potent combo finisher.

Greninja also has a very strong air game due to its aforementioned air speed and jump height. Its aerials are reliable for multiple situations, and all have low landing lag (except for its down aerial, at 30 frames). Its neutral aerial is a decent low percent combo starter due to it having incredibly low landing lag and a good launch angle. It can also KO at high percentages. Its forward aerial acts as a combo finisher from its combo starters and can KO moderately early. Its forward aerial's low landing lag and disjointed nature also make it safe on shield in many situations when spaced correctly. Its up aerial is a great juggling option with low all-around lag, and boasts good KO potential near the upper blast line. Greninja can also utilize its multihits to drag down opponents to create tech chase and jab lock situations. Its back aerial is a very fast follow up or offstage edgeguarding option. Its down aerial can be used as a mix-up to return to the stage from far above, as well as perform surprise combos on hit with both its meteor smash and sourspot hitbox.

Greninja's grab game is overall very effective, due to its grabs being among the longest ranges of any non-tether grab in the game. Its forward, up, and back throws can KO at high percentages. Its down throw acts as a middle percent combo starter, as well as a strong DI mix up, especially at higher percentages at ledge as a 50/50 between DI in and out in conjunction with its forward throw. Its up throw acts as a versatile combo starter that can lead to juggling situations. Because of this, Greninja has plenty of options off of a grab, as not one of its throws could be considered useless.

Finally, Greninja's special moves are effective in various situations. Water Shuriken acts as a versatile zoning tool, as well as a high-percentage KO option when fully charged. At low-to-mid percents, it is also a combo starter, allowing Greninja to rush down its opponent and follow up with any aerial attack or an up smash. Shadow Sneak works as an effective recovery mix-up, as well as a potent KO move from a good read or pseudo-combo finisher. Despite lacking an offensive hitbox, Hydro Pump is a good recovery move for its long distance, and can be used for gimping recoveries due to having windbox properties. Substitute is a counterattack with the unique attribute of being able to be aimed in one of 8 different directions upon a successful counter. These angled follow ups allow for Greninja to gain pseudo-follow ups, as well as KO earlier, by picking the optimal angle in regards to stage positioning.

However, Greninja is also flawed in many ways. One of its primary flaws is its inability to break out of a disadvantage state. While not as bad as in the previous game, Greninja still has difficulties escaping combos due to its fast falling speed and its aerials still having relatively high startup. This can sometimes be alleviated with its back or down aerials, but both are not very effective due to the back aerial's almost entirely horizontal hitboxes and the down aerial's landing lag. Another option is aerial Water Shuriken, which stalls Greninja in the air and can be used as a landing mix-up, as well as Hydro Pump landing mix-ups.

Another notable weaknesses is Greninja's multi-hit moves, especially its back and up airs, being notoriously inconsistent, allowing opponents to escape out of these moves. As both aerials are some of Greninja's best combo tools, the inconsistency greatly affects its combo game.

Greninja's biggest weakness, however, is its poor out of shield game, which is arguably the worst of the entire cast. Because of its high short hop, its aerials' slow startup, and lacking a fast grab (although it has good range), Greninja lacks an effective out of shield option faster than frame 14. While its back aerial is fairly quick at frame 5 (making it frame 8 out of shield), it is unable to hit opponents in front of Greninja and is very inconsistent at hitting opponents behind Greninja due to its high short hop. Jumping or rolling out of shield are potential options to reset the neutral game, but they are very predictable and easily read. Thus, when Greninja is pinned down in its shield, it has difficulty escaping the situation without being heavily punished. Combined with its vulnerability to combos, this gives it a poor defensive game.

Altogether, Greninja's playstyle requires players to think like an actual ninja: utilizing its superb mobility and fast attacks to rush down opponents; saving the slower attacks for potential mixups, mindgames and surprise KO options; and remaining unpredictable to prevent being trapped into disadvantageous positions.

Changes from Super Smash Bros. 4[edit]

Greninja has been greatly buffed in the transition from SSB4 to Ultimate. An assortment of its traits — such as its strong combo game and great mobility — that made up its playstyle have been further improved, while the general engine changes benefit said playstyle.

Most of the universal changes notably benefit Greninja. As with all other characters in the game, Greninja's already quick mobility is faster like most characters, which benefits its hit-and-run playstyle. The ability to run cancel into any ground move allows Greninja to further exploit its amazing ground mobility, allowing for easier setups into its combo starters, such as its up and down tilts and dash attack. The universally reduced landing lag on aerial attacks gives Greninja an easier time landing and comboing, while the universal 3-frame jumpsquat improves Greninja's ground-to-air potential. The implementation of spot dodge canceling and the changes to perfect shielding improve its potential punish game, due to its wide variety of combo starters and fast frame data.

Aside from the universal changes, Greninja has also received notable direct buffs. The biggest ones were to its grab game; its standing grab is faster, and its pummel, previously one of the worst in SSB4, deals less damage but is significantly faster, making it better all-around. Greninja's forward throw has higher knockback, allowing it to KO in an emergency, as with its up throw. Its up and down throws also have better combo and juggling potential due to the universal changes to mobility — the down throw notably now allows for potential KO confirms into its forward and back aerials Outside of its improved grab game, Greninja now has a new down tilt that has lower ending lag and sends at more favorable angles, and its dash attack sends at a higher angle, further improving Greninja's combo game. Water Shuriken has more range, improving Greninja's camping ability combined with its faster mobility. Substitute now slows opponents down and offers Greninja intangibility during all of its attack variations, bringing it in line with other counterattacks. Greninja's KO power has also been buffed, with its forward smash and forward aerial receiving higher knockback, its up smash connecting better into its second hit, and its down smash having faster startup.

On the other hand, Greninja is not without a few nerfs. Notably, the ability to tech footstools has made footstool combos much harder to pull off, which hinders Greninja's combo ability (specifically from its down aerial), though this is alleviated by the various buffs to Greninja's moveset. Substitute's attack variants are all weaker while also being more laggy overall, which compensates for the attack's new intangibility. In exchange for its buffed mobility, Greninja is now lighter, which brings it slightly more in-line with other combo-centric and/or hit-and-run characters, while not compensating much for its vulnerability to combos.

In terms of universal changes, some of them are as benefitial as they are detrimental to Greninja. The changes to air dodge mechanics slightly improve its previously below-average edgeguarding game, but also make it more vulnerable to combos. The increased shieldstun makes Greninja's own attacks much safer on shield, but also weakens its already poor out of shield game, forcing it to abuse the revamped perfect shielding. Lastly, the weakening of rage makes it slightly harder for Greninja to take advantage of it, despite compensating for its lighter weight.

Collectively, Greninja's strengths and weaknesses are more defined. It now performs much better as a hit-and-run, combo-centric character, with excellent mobility and various KO options and set-ups at a variety of percentages, but with its light weight and attributes making it just as vulnerable to combos while keeping its poor out of shield game. Despite its nerfs to its previous footstool combos, Greninja has been generally compensated due to the gameplay changes to the engine and the buffs to its moveset giving it a more traditional combo game. That said, various veterans have also been buffed to varying degrees, especially through game updates, while Greninja has comparatively received minor, unimpactful changes from them. Nevertheless, Greninja has improved from SSB4, keeping up with the rest of the cast in Ultimate.

Aesthetics[edit]

  • Change Greninja's model features a slightly more subdued color scheme, more closely resembling its appearance in recent mainline Pokémon games. Its body and tongue appear to have a glossy, wet sheen. The textures on Greninja's tongue have also been adjusted.
  • Change Greninja is slightly more expressive, squinting akin to how it does in the Pokémon anime in a few of his animations.
  • Change Every move that once used water katanas now uses water kunai, similar to when Ash's Greninja uses Cut in the Pokémon anime.
  • Change Greninja's tongue has less physics-based movement than the previous game.
  • Change Greninja has altered animations for its sidestep, roll, and airdodge animations; it now disappears in a small whirlwind with leaves scattering, similarly to when Substitute is successful.
  • Change Greninja's victory pose where it flips in the air and lands with its arms crossed has been altered: the camera doesn't move as much, causing Greninja's body to face away from the camera.

Attributes[edit]

  • Buff Like all characters, Greninja's jumpsquat animation takes 3 frames to complete (down from 4).
  • Buff Greninja walks faster (1.43 → 1.502).
  • Buff Greninja dashes faster (2.08 → 2.288).
    • Buff Its initial dash is significantly faster (1.6 → 2.178).
  • Buff Greninja's air speed is faster (1.18 → 1.239).
  • Nerf Greninja is lighter (94 → 88), worsening its survivability.
  • Buff Greninja's traction is higher (0.045 → 0.087).
  • Buff Forward roll has less ending lag (FAF 30 → 29).
  • Buff Back roll grants more intangibility (frames 4-14 → 4-15).
  • Nerf Back roll has more ending lag (FAF 33 → 34).
  • Buff Spot dodge has less ending lag (FAF 26 → 25).
  • Nerf Spot dodge has more startup with less intangibility (frames 2-16 → 3-16).
  • Buff Air dodge grants more intangibility (frames 2-26 → 2-27).
  • Nerf Air dodge has significantly more ending lag (FAF 32 → 42).
  • Nerf The changes to locking and the ability to tech aerial footstools hurts Greninja more than the rest of the cast, weakening notorious damage racking and KO setups it possessed in Smash 4.
  • Nerf The increased shieldstun, shield grab startup and shield drop lag further hinder Greninja's poor out of shield game, now being arguably the worst out of the cast, as unlike most other characters, all its options that can bypass shield drop lag are either too slow or, in the case of its back aerial, cannot hit most opponents on the ground.

Ground attacks[edit]

  • Neutral attack:
    • Buff The first two hits have lower knockback (hit 1: 30 base/30 scaling → 20 / 25/25/15/15; hit 2: 30 base/50 scaling → 20/ 25/25/20), and keep opponents on the ground (hit 1: 70°/60°/80° → 361°/361°/180°/361°; hit 2: 70°/60°/90° → 361°). This allows them to connect better and jab lock.
    • Nerf The first three hits have smaller hitboxes overall (hit 1: 3u/2.5u/3.5u → 2.0u/2.0u/2.2u/2.2u; hit 2: 3u/2.5u/4u → 2.5u/2.8u/3.0u; hit 3: 5u/3u/3u → 3u/3.4u/4u). This reduces their vertical range.
    • Buff The second hit deals more damage (1.6% → 2%).
    • Nerf The third hit deals less damage (3.5% → 3%), and thus less knockback.
    • Change The third hit uses stationary hitboxes rather than hitboxes connected to Greninja's arms.
    • Buff The infinite has faster startup (frame 6 → 4), a shorter gap between hits (4 frames → 3), and has reduced knockback scaling (40 → 10) while gaining a hitstun modifier of 2 on each hit, allowing it to connect much more reliably.
    • Buff The infinite has a lower hitlag multiplier (1× → 0.5×) and SDI multiplier (1.1× → 0.4×), making it harder to escape.
    • Change The infinite is comprised of one extended hitbox rather than two normal ones (size: 5.2u/6.2u → 5.5; Y/Z-offset: 7/7 → 7.5/7.5; Z-stretch: 13 → 14).
    • Change The infinite has gained a shieldstun multiplier of 4×. This allows it to lock opponents into their shields between each hit, and thus pressure them more effectively, but also allows them to cancel shieldstun and punish Greninja more easily if they shield 10 hits or more.
    • Change The infinite's finisher has three hitboxes instead of two, with different sizes (5.6u/6.6 → 4.2u/4.2u/4.8u) and positions (ID 0: 7 Y-offset/8 Z-offset → 7.5/9; ID 1: 7 Y-offset/16 Z-offset → 7.3/13 → ID 2: 7.5 Y-offset/16.5 Z-offset. This increases its horizontal range, but lowers its vertical range.
    • Change The infinite's finisher has reduced hitlag (3× → 2×).
  • Forward tilt:
    • Buff It deals more damage when angled (7.3% → 8.3%).
    • Change It has significantly altered knockback (angled up: 20/30/40 base / 110/90/70 scaling → 50 / 100/79/58; non-angled/angled down: 20/30/40 base / 110/90/70 scaling → 50 / 98/77/56).
      • Buff This improves its KO power if sweetspotted, especially when angled up, allowing it to KO middleweights at around 170% from center stage.
      • Nerf However, this hinders its KO power if sourspotted, and removes its ability to lock opponents at low percents.
  • Down tilt:
    • Change Greninja has a new down tilt: a downward hand sweep instead of a shin kick.
    • Buff It has less ending lag (FAF 27 → 23).
    • Buff It has altered knockback (60 base/40 scaling → 30/110). This slightly narrows its combo range at low percentages, but increases it from mid to higher ones, to the point it now allows for KO confirms at high percents.
    • Buff It launches opponents at a more upward angle (70° → 79°/77°/75°), further improving its combo potential at high percents.
    • Nerf It deals less damage (7% → 4%).
    • Nerf It has smaller hitboxes (4u/3.5u/3u → 3u/2.5u/3u), reducing its vertical range.
  • Dash attack:
    • Change The move has an altered animation with Greninja stopping halfway through the spin.
    • Buff It deals more damage (7% → 8%), with base knockback compensated (100 → 90).
    • Buff It has a longer hitbox duration (frames 7-10 → 7-11) and less ending lag (FAF 31 → 29).
    • Buff It sends at a higher angle (60° → 70°). Combined with its lower ending lag and base knockback, this improves its combo ability.
  • Forward smash:
    • Buff It deals more knockback (30 base/101 scaling → 35/104).
  • Up smash:
    • Buff The first hit has a new hitbox that only hits grounded opponents with significantly reduced knockback (30 base/120 scaling → 20/10) and SDI multiplier (1× → 0.5×), whereas the previous hitbox can now only hit aerial opponents and has reduced knockback scaling (120 → 90). This makes the first hit connect more consistently into the second hit, no longer failing against opponents on platforms above Greninja.
  • Down smash:
    • Buff The move has much less startup lag (frame 16 → 11), with its total duration reduced as well (FAF 55 → 50).
    • Buff The arms' hitboxes have been extended towards Greninja (Z-stretch: 0 → 7), and the move has one additional hitbox at each side during the last active frame, removing its blindspots.

Aerial attacks[edit]

  • Buff All aerials have less landing lag (12 frames → 7 (neutral), 15 → 11 (forward), 13 → 10 (back), 15 → 14 (up), 32 → 30 (down)).
  • Neutral aerial:
    • Buff The move has considerably less ending lag (FAF 65 → 53), making it much less likely to cause a self-destruct offstage.
    • Buff The late hit has a longer duration (frames 14-16 → 14-19).
  • Forward aerial:
    • Buff It has much more knockback scaling (84 → 95), allowing it to KO roughly 20% earlier.
    • Buff The move has a new, smaller extended hitbox directly in front of Greninja (size: 3u; Y/Z-offset: 7.5/8; Y-stretch: 8.5), removing its blindspot.
    • Nerf The move's two other hitboxes are smaller (5.4u/4.4u → 4.7u/3.7u), and one of them is offset further from Greninja (Y-offset: -7 → -8), creating a new blindspot between them.
  • Back aerial:
    • Buff The move has less ending lag (FAF 46 → 41).
    • Buff It has bigger hitboxes (hits 1 and 2: 5u/4u/2u → 5.5u/4.3u/2.5u; hit 3: 5.8u/4.5u/2u → 5.8u/4.5u/2.5u).
    • Buff The last two hits have less startup (hit 2: frame 8 → 7; hit 3: frame 13 → 11).
    • Buff The first hit sends at different angles, one of them being a different autolink angle (365°/30°/30° → 367°/35°/35°). This allows it to connect better into the second hit.
    • Buff The third hit deals more damage (4% → 6%), with its knockback scaling not fully compensated (120 → 95), allowing it to KO slightly earlier.
  • Up aerial:
    • Buff The fifth hit uses the autolink angle like the previous hits (85° → 367°), allowing it to connect more reliably into the final hit, and increasing the move's window for drag-down setups.
    • Buff The first five hits have more base knockback (45 → 55), and the fifth hit no longer uses set knockback. This is overall beneficial to the move, as it inflicts more hitstun to opponents that further facilitates drag-down setups, without drastically disrupting its linking ability due to using the autolink angle.
  • Down aerial:
    • Buff The move has less ending lag if it misses (FAF 57 → 52), making it slightly safer to use offstage.
    • Buff Greninja no longer loses its double jump when hitting with the move.
    • Nerf It has more ending lag when it hits an opponent (FAF 13 → 21), hindering its combo potential and making it less safe on shield.
    • Nerf Its hitboxes are smaller (clean: 6u → 4.3u; late: 7u → 5.2u) and higher up (Y-offset: -2 → 0.1), reducing its range.

Throws and other attacks[edit]

  • Grab:
    • Nerf All grabs have more ending lag (standing: FAF 30 → 39; dash: 40 → 47; pivot: 36 → 42).
    • Buff Standing and pivot grab have one frame faster startup (standing: frame 11 → 10; pivot: frame 15 → 14).
    • Nerf Dash grab has slower startup (frame 9 → 13).
    • Nerf Dash grab's grabbox doesn't extend out as far (Z-stretch: 20 → 17.5), reducing its range.
    • Buff Pivot grab's grabbox extends further (Z-stretch: -22 → -25.3), increasing its range. It is now the largest non-tether pivot grab in the game.
  • Pummel:
    • Buff Pummel deals more hitlag (4 frames → 11), but has less startup (frame 6 → 2) and significantly ending lag (FAF 27 → 8). It is now one of the fastest pummels in the game, rather than one of the slowest.
    • Nerf It deals less damage (2% → 1%).
  • Change The speed of Greninja's forward, back, and up throws is no longer weight-dependent. This improves up throw's combo potential against heavyweights, but worsens it against lightweights.
  • Forward throw:
    • Buff The move has gained a hitbox before the throw, increasing its damage (5% → 3.5% (hit 1), 4.5% (throw); 8% total) and allowing it to hit bystanders.
    • Buff It launches at a lower angle (50° → 40°) with much more knockback overall (70 base/45 scaling → 65/100), to the point it has above-average knockback for a forward throw rather than being one of the weakest in the game, greatly improving its utility for setting up edgeguards and KOing at very high percents.
  • Back throw:
    • Buff Back throw deals more damage (8% → 9%).
    • Change It has an altered animation: Greninja turns towards the screen instead of remaining facing forward, and swings its arms horizontally towards its back to toss the opponent.
  • Up throw:
    • Buff Up throw has one frame less ending lag (FAF 44 → 43).
  • Down throw:
    • Buff Down throw has less ending lag (FAF 43 → 38), improving its combo potential.
  • Edge attack:
    • Buff Edge attack deals more damage (7% → 9%).
  • Down taunt:
    • Nerf Down taunt has much more ending lag (FAF 80 → 110), further reducing its very limited utility.
    • Nerf Greninja now suffers hitlag when down taunt connects, but the opponent only suffers hitlag on the ground, as the air only hitboxes are flinchless, and thus cannot inflict hitlag. This effectively reduces the move's hit rate.

Special moves[edit]

  • Water Shuriken:
    • Buff Fully charged Water Shuriken travels faster (1.9 → 2.2), and has a longer maximum lifespan (32 frames → 36), significantly increasing its range to the point where it now has slightly more range than the uncharged version, rather than the other way around.
    • Buff Opponents don't fall out of the fully charged shuriken as much as before.
    • Nerf Uncharged Water Shuriken has less knockback scaling (85 → 45).
    • Change Water Shuriken looks sharper.
  • Shadow Sneak:
    • Buff It can now be used multiple times in midair.
    • Buff Shadow Sneak's shadow travels faster.
    • Buff Both attack variants have less startup.
    • Buff Forward Shadow Sneak has a new animation: it is a forward kick instead of a handstand kick. It launches at a much lower angle (48° → 36°), improving its KO potential.
    • Change Greninja now cloaks itself in a whirlwind before disappearing.
    • Nerf Shadow Sneak stalls less in the air (initial vertical boost: 2.1 → 1.8), hindering its recovery usage.
    • Nerf The shadow is notably darker, and the shadow's eyes flash red just before release. This makes it easier to predict the attack.
  • Hydro Pump:
    • Change Hydro Pump now has an arrow pointing in the direction of travel, similar to Pikachu's Quick Attack and Pichu's Agility.
    • Buff Hydro Pump can now be ledge-cancelled.
    • Buff Greninja no longer loses its double jump if it is hit out of Hydro Pump.
    • Nerf The water shots have considerably reduced knockback (65 (base)/100(scaling) → 60/80), and smaller hitboxes (6u → 4.7u), greatly reducing the move's offensive utility.
  • Substitute:
    • Buff The counter window is longer (frames 8-29 → 8-34).
    • Nerf It has more ending lag if it misses (FAF 65 → 70).
    • Buff Substitute slows down the opponent when the attack activates, allowing the attack to land more consistently.
    • Buff All of the attack's variants have one frame faster startup (frame 41 → 40).
    • Buff All of the attack's variants now grant Greninja intangibility during the attack (frames 1-37 → 1-56).
    • Nerf All of the attack's variants have slightly more ending lag (FAF 85 → 87).
    • Nerf The side variant has much less knockback scaling (100 → 85).
    • Nerf The up and diagonal up variants deal less damage (up: 14% → 13%; diagonal up: 13% → 12%) and have less knockback scaling (both: 100 → 95), noticeably hindering their KO power.
    • Nerf The down variant deals less damage (14% → 13%) and has less knockback (grounded: 100 scaling → 95; aerial: 50 base/100 scaling → 25/65). This hinders its KO power; particularly, the aerial version is no longer among the strongest meteor smashes in the game.
    • Nerf The diagonal down variant deals less damage (13% → 12%) without compensation on knockback, hindering its KO power.
    • Change Substitute has more vibrant particle effects.
  • Secret Ninja Attack:
    • Change Greninja now turns into Ash-Greninja during its Final Smash.
    • Change Greninja and its opponents are no longer silhouetted during the attack.
    • Nerf The final hit has considerably less knockback scaling (160 → 125), reducing the move's KO potential to the point where it is now weaker than the similar final smashes of Robin and Mii Brawler, both of which also deal less knockback now.

Update history[edit]

Greninja has received a mix of minor buffs and nerfs and glitch fixes via game updates. Some important nerfs include removing the ability to cancel endlag with Hydro Pump, and the universal projectile shield damage nerf affected Greninja's safety and neutral game, making actions in general less safe. To partially compensate, other aspects like its down smash and pummel were made more reliable, and the increased shield size improves the potency of rushdown.

These changes did not affect Greninja in significant ways, and thus, Greninja's competitive standing has remained virtually the same since the game's launch.

Super Smash Bros. Ultimate 1.2.0

  • Bug fix A visual glitch with Greninja's screen KO has been fixed.

Super Smash Bros. Ultimate 2.0.0

  • Buff Down smash has a larger internal hitbox (Z offset: 0u → 0u-7u).
  • Nerf Hydro Pump no longer instantly cancels Greninja's endlag when landing on a moving or slanted platform.

Super Smash Bros. Ultimate 3.0.0

  • Nerf Water Shuriken deals less shield damage (0 → (-1.5 to -5.5)/-4.5 (uncharged/fully charged, hit 6)).

Super Smash Bros. Ultimate 3.1.0

  • Bug fix Fixed an unknown glitch that resulted in Greninja sliding while shielding.

Super Smash Bros. Ultimate 4.0.0

  • Change Greninja nows immediately descends when using down aerial after being launched, rather than air stalling.

Super Smash Bros. Ultimate 7.0.0

  • Buff Overall shield size has been increased by 1.206×.

Super Smash Bros. Ultimate 8.0.0

  • Buff Pummel has a larger hitbox (5u → 6u), allowing it to connect more consistently.

Moveset[edit]

For a gallery of Greninja's hitboxes, see here.

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

  Name Damage Description
Neutral attack Single Hit (たんだ) / Palm Strike (しょうだ) / Water Palm Heel (しょうてい) / Water Cutter (みずカッター) / Cutter Finish (カッターフィニッシュ) 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 water blasts that concludes with an outward knifehand strike that emits a wide blast of water. It can also be jab canceled, such as into forward tilt, down tilt and forward smash.
2%
3%
0.5% (loop), 2% (last)
Forward tilt Rolling Kick (まわしげり, Roundhouse Kick) 7.3% A hook kick which stops half way. It can be angled and can lock opponents.
Up tilt Anti-Air Tongue (ぜつたいくう) 4.5% Swings its tongue upwards. A good aerial combo starter and juggling tool due to its low knockback and somewhat disjointed hitbox. It can combo into itself at low percents and is a reliable way to connect into up aerial.
Down tilt Shin Slash (すねぎり) 4% Does a downward hand sweep. It sends opponents at an upward angle, making it a versatile combo starter. Notably, it can confirm a KO into an up smash rather easily.
Dash attack Surface Kick (すいめんげり) 8% Does a sweep kick. Is arguably one of the best dash attacks in the game, as it launches opponents at an excellent angle for combos, making it one of Greninja's best combo starters. Reliably combos into back aerial at virtually any percent, and can set up up aerial strings or drag-down combos with up aerial.
Forward smash Water Kunai (みずくない) 14% An inward slash with a water kunai. Deals good knockback and has good range. However, it has notable ending lag.
Up smash Double Water Kunai (ダブルみずくない) 5% (hit 1), 14% (hit 2 clean center), 11% (hit 2 clean sides), 10% (hit 2 late) Two reverse gripped inward slashes with water kunai, similar to Sheik's up smash. Greninja's strongest finisher, especially when hit clean. Can be combo'd into from a down-tilt at specific percentages for a KO.
Down smash Water Kunai Shake Off (ダブルふりはらいみずくない) 13% (kunai), 11% (arms) Hits both sides with water kunai. Due to it sending opponents at an semi-spike angle and coming out on frame 11, it is a quick and effective way to set up an edge-guard situation.
Neutral aerial Water Burst (みずはれつ) 11% (clean), 6% (late) Strikes a ninjutsu pose while emitting an exploding water bubble. Despite noticeable start-up lag for a neutral aerial(frame 12), it boasts great combo potential at low to mid percentages with its strong and weak hits and can KO confirm into up-smash at high percents with the weak hit. It can also KO at very high percents with its strong hit.
Forward aerial Aerial Water Kunai (くうちゅうみずくない) 14% Slashes with a water kunai. It has some start-up and suffers from high end lag, but it is a great tool in the neutral for spacing due to its disjointed hitbox and can be used for KOing. It is also safe on shield if spaced correctly.
Back aerial Triple Kick (さんてんげり) 3% (hit 1), 2.5% (hit 2), 6% (hit 3) Kicks backwards three times. It is Greninja's fastest aerial attack, although it is also one of the weakest aerials of its kind. However, this makes it a useful combo tool in return, as it can be followed up from a down throw, down tilt, as well as a dash attack. It can be a situational out-of-shield option if the opponent crosses-up on its shield.
Up aerial Spiral Kick (らせんげり) 1.3% (hits 1-5), 3% (hit 6) Does a upward corkscrew kick, similar to both Sheik's and Joker's up aerials. One of Greninja's best combo and KO tools, as it can juggle and KO effectively due to its great jumping prowess. It also allows for drag-down combos because it's multi-hit properties, although this requires precise timing to land it at the right time, as its final launching hit comes out too fast to set up drag-down combos otherwise.
Down aerial Aerial Kick (きゅうしゅうげり) 8% A diving double foot stomp. It acts as a stall-then-fall and bounces off opponents. The clean hit meteor smashes opponents while the late hit sends the opponent upwards, allowing for some situational combos.
Grab Grab (つかみ) Grabs with a whirlpool. While its standing grab is slow, it is among the longest-reaching grabs in the game.
Pummel Grab Water Bind (つかみみずしばり) 1% The whirlpool compresses the grabbed opponent. Fast but weak.
Forward throw Push Away (おしのけ) 3.5% (hit 1), 4.5% (throw) Shoves the opponent forward. Can KO at high percentages near the edge.
Back throw Send-off (さかおくり) 9% Greninja leans forward and flings the opponent backwards. Like forward throw, its decent knockback gives it good edgeguarding potential at high percentages.
Up throw Toss Up (なげあげ) 5% Tosses the opponent upwards. One of Greninja's most useful throws, as it can combo into a up tilt or up aerial at low and medium percents and can even KO at later percents.
Down throw Slam (たたきつけ) 5% Slams the opponent onto the ground. It can combo into a down tilt, forward tilt, and dash attack at low percentages. It can combo into back aerial at medium percents and later into forward aerial as well at higher percentages with good timing.
Forward roll
Back roll
Spot dodge
Air dodge
Techs
Floor attack (front)
Floor getups (front)
  8% Sweep kicks around itself while getting up.
Floor attack (back)
Floor getups (back)
  8% Sweep kicks around itself while getting up.
Floor attack (trip)
Floor getups (trip)
  8% Sweep kicks around itself while getting up.
Edge attack
Edge getups
  9% Performs a roundhouse kick while climbing up.
Neutral special Water Shuriken 3%-10.8% (uncharged), 1.0% (fully charged looping hits), 9% (fully charged final hit) Uses Water Shuriken, which can be charged. Depending on how long the move is charged, the shuriken will be larger and do more damage; however, the speed and distance will decrease as a result. At full charge, it hits multiple times and can kill with a Shadow Sneak follow-up at low and medium percents. It is also a decent KOing option at higher percents. A fully charged water shuriken that is reflected at a higher speed will have trouble landing the final hit on Greninja because of the looping hits not moving Greninja far enough for it.
Side special Shadow Sneak 10% (normal), 12% (reverse) Greninja moves its shadow along the ground; the way the shadow moves is relative to Greninja's position, and it can be moved further or closer to change how far Greninja teleports. After a short time or when the special button is released, Greninja disappears briefly, then reappears at its shadow while performing either a flip kick forwards or a stronger kick backwards (depending on control stick direction) to attack. While performing Shadow Sneak, Greninja cannot run, attack, grab, dodge or shield. However, it can walk slowly, jump and taunt. Has strong knockback and base knockback, which allows it to kill notably early when hitting the move offstage.
Up special Hydro Pump 2% (per shot) Uses Hydro Pump to propel itself in the inputted direction; it can be used twice. Each shot has a windbox effect that pushes opponents, making it a decent option for gimping predictable recoveries.
Down special Substitute 13% (vertical), 12% (diagonal), 11% (horizontal) Does a pose, and if anyone hits it while posing, Greninja will temporarily disappear, get replaced by a wooden log or a Substitute doll, and then appear behind the opponent and strike them. It deviates noticeably from other counters, as the attack itself can be angled in an inputted direction and launching the opponent in that direction (with the down input meteor smashing opponents, which makes it a good punish against reckless edgeguarders).
Final Smash Secret Ninja Attack 6% (the mat), 50% (Total in the attack after mat) Turns into Ash-Greninja and attacks the opponent with a mat. If an opponent is caught in the mat, Greninja will send them up into the air and strike the opponent repeatedly in midair with its kunai, before slamming them down with a final hit.
Down taunt 0.5% While standing on one foot, Greninja holds out its hands, faces the screen, and summons small sprays of water. The sprays produce some knockback, though they're only able to KO Mario at 599% percent. A video showing the exact KO percentages at which each character can be KO'd can be found here. Unlike the rest of Greninja's taunts, this one cannot be cancelled (unless Shadow Sneak is being charged before using it).

Stats[edit]

Stats Weight Dash speed Walk speed Traction Air friction Air speed Air acceleration Gravity Falling speed Jumpsquat Jump height Double jump height
Value 88 2.178 – Initial dash
2.288 – Run
1.502 0.087 0.015 1.239 0.01 – Base
0.07 – Additional
0.18 1.85 – Base
2.96Fast-fall
3 46 - Base
22.11 - Short hop
46

Announcer call[edit]

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The editor who added this tag suggests: Needs announcer calls from other languages.
If you have a good audio file for this article, upload it here.

On-screen appearance[edit]

  • Emerges from a Poké Ball, then performs a ninjutsu hand sign that emits a small burst of water from its hands.

Taunts[edit]

  • Up Taunt: Stands upright, clasping its hands together before assuming a ninjutsu stance. The stance resembles one of its attack animations from the Pokémon series.
  • Side Taunt: Shakes head from side to side, causing its tongue to whip out in the same directions. Particles of saliva fly off with each whip.
  • Down Taunt: Poses with arms out and palms upward, and summons small sprays of water from them, which deal 1% or 2% damage and produce some knockback, though they're able to KO only at above 420%. A video showing the exact KO percentages at which each character can be KO'd can be found here.

Idle Poses[edit]

  • Crosses arms over its body, then separates them with a flourish.
  • Hunches over and assumes a ninjutsu stance.

Crowd cheer[edit]

Cheer (English) Cheer (Japanese/Chinese) Cheer (Italian) Cheer (Dutch) Cheer (French)
Cheer
NTSC

PAL
Description Gre - ninja! Ge - kkou -ga! Gre - nin - ja! Gre - ninja! Am - phi - no - bi!
Cheer (German) Cheer (Spanish) Cheer (Russian) Cheer (Korean)
Cheer
NTSC

PAL
Description Quaaaaa - jutsu! Greninja! Greninja! Ya ya ya! Gre - ninja! Gae - gul - nin - ja!

Victory poses[edit]

  • Left: Does a few hand seals with splashing water, and then a ninja pose. It resembles one of its attack animations in Pokémon X and Y.
  • Up: Performs Double Team to briefly create three afterimages of itself.
  • Right: Does a flip, lands in a spinning pose, and crosses its arms.
A small excerpt of the title theme of Pokémon Red, Blue, Yellow, and Green Versions, a track which would go on to become the Pokémon main theme and the title theme for the entire series.

In competitive play[edit]

Most historically significant players[edit]

See also: Category:Greninja players (SSBU)

Tier placement and history[edit]

In the early metagame, players quickly noticed that Greninja had been buffed from Smash 4, with improved versatility and speed, and despite losing its footstool combos, it gained a stronger combo game thanks to improved frame data on moves such as its dash attack, up throw, down throw, and neutral air. Greninja's high learning curve did not deter players such as Stroder, Jw, and Lea from seeing success with the character, and it became a popular pick in competitive play, culminating in the character peaking at 10th in terms of representation between July and December 2019. Due to Greninja's buffs and its strong representation, it was considered an upper-high tier character in the early metagame.

This perception shifted following the end of the online metagame, especially as Greninja players began pointing out frustrating traits in the character's moveset, most notably inconsistencies in its multi-hit moves. Furthermore, Greninja's best players from before the pandemic either became less active, changed mains, or had worse performance: for example, Lea would go on hiatus in 2022, with mixed results in the events he has attended since, while Stroder would begin playing other characters over Greninja. Although Greninja still saw strong results from players such as Tarik, its overall representation would drop, bottoming out at 45th between January and June 2022. Greninja's lower representation and more apparent flaws led to a colder reception than in the early metagame, and as such, it was ranked 33rd on the first tier list, towards the lower end of high tier.

Following the release of the first list, Greninja's results would noticeably improve, thanks to Tarik's results remaining strong and the rise of many other Greninja players, including Tsuna and Anarchy, in their respective scenes. Continued efforts from dedicated mains prevented Greninja from dropping further, and it only slid down a spot to 34th on the second list, ranking towards the middle of B+ tier, with this drop mainly being the result of the meteoric rise of Bayonetta and Corrin from the first tier list. Overall, although less common than the early metagame, Greninja remains a rather viable pick in the post-online metagame.

Classic Mode: Your Turn, Greninja![edit]

Greninja's congratulations screen.

Greninja battles characters that represent different types from the Pokémon games: for example, Charizard and Bowser represent the Fire type, while Mewtwo, Ness and Lucas represent the Psychic type. Interestingly, the types represented correspond to those initially available in the Pokémon Trading Card Game.

Round Opponent Stage Music Notes
1 Charizard (SSBU) Charizard and Bowser (SSBU) Bowser Pokémon Stadium Battle! (Elite Four) / Battle! (Solgaleo/Lunala) Represents Fire-type. Charizard's Pokémon Trainer is absent.
2 Pikachu (SSBU) Pikachu, Pichu (SSBU) Pichu, and Zero Suit Samus (SSBU) Zero Suit Samus Pokémon Stadium 2 Battle! (Steven) Represents Electric-type.
3 Lucario (SSBU) Lucario, Ryu (SSBU) Ryu, and Ken (SSBU) Ken Pokémon Stadium Battle! (Reshiram / Zekrom) Represents Fighting-type.
4 Ivysaur (SSBU) Ivysaur Pokémon Stadium Battle! (Gladion) Represents Grass-type. Ivysaur's Pokémon Trainer is absent.
5 Mewtwo (SSBU) Mewtwo, Ness (SSBU) Ness, and Lucas (SSBU) Lucas Pokémon Stadium 2 Battle! (Dialga/Palkia) / Spear Pillar Represents Psychic-type.
6 Squirtle (SSBU) Squirtle and Greninja (SSBU) Greninja Kalos Pokémon League Battle! (Champion) - Pokémon X / Pokémon Y Represents Water-type. Squirtle's Pokémon Trainer is absent. The CPU will be the Greninja (SSBU) default Greninja if the player chooses the black costume.
Bonus Stage
Final Master Hand Final Destination Master Hand (Less than 7.0 intensity)
Master Hand / Crazy Hand (Intensity 7.0 or higher)
On intensity 7.0 and higher, Crazy Hand fights alongside Master Hand.

Note: All rounds except the sixth round take place on Pokémon Stadium and Pokémon Stadium 2. If applicable, each stage will also shift to their appropriately-typed form at the earliest possible opportunity. (The stages remain in their default form in rounds 3 and 5, as none of the stages have Psychic or Fighting-themed forms.)

Credits roll after completing Classic Mode. Completing it as Greninja has Battle! (Trainer Battle) - Pokémon X / Pokémon Y accompany the credits.

Role in World of Light[edit]

Finding Greninja in World of Light

Greninja was among the fighters that were summoned to fight the army of Master Hands.

During the opening cutscene, Greninja was present on the cliffside when Galeem unleashed his beams of light. Greninja leaped into the air to avoid one of the beams, which hit Lucario instead. Greninja was hit shortly after and vaporized, getting imprisoned by Galeem afterward along with the other fighters, sans Kirby. A puppet fighter cloned from Greninja is later seen alongside ones cloned from Fox, Samus, Link and other fighters.

Greninja was one of the many fighters that fell under Dharkon's control upon Galeem's first defeat, and it can be found in the Mysterious Dimension at The Dark Realm. It can be seen impeding the path, making it an obligatory unlock.

Greninja is later seen among several other fighters, making their last stand against Galeem and Dharkon. It also shows up in the bad ending where Galeem emerges victorious against Dharkon, witnessing Galeem engulf the world in light.

Fighter Battle[edit]

No. Image Name Type Power Stage Music
50
Greninja SSBU.png
Greninja
Shield
Shield
10,600 Kalos Pokémon League (Ω form) Battle! (Trainer Battle) - Pokémon X / Pokémon Y

Spirit[edit]

Greninja's fighter spirit can be obtained by completing Classic Mode as Greninja. It is also available periodically for purchase in the shop for 300 Gold, but only after Greninja has been unlocked. Unlocking Greninja in World of Light allows the player to preview the spirit below in the Spirit List under the name "???". As a fighter spirit, it cannot be used in Spirit Battles and is purely aesthetic. Its fighter spirit has an alternate version that replaces it with its artwork in Ultimate.

In Spirit Battles[edit]

As the main opponent[edit]

Spirit Battle parameters Inspiration
No. Image Name Series Enemy Fighter(s) Type Power Stage Rules Conditions Music Character
154
SSBU spirit Winky.png
Winky Donkey Kong Series Greninja Greninja (SSBU)
Attack
1,700 Mushroom Kingdom U N/A •The enemy deals damage when falling
•The enemy has increased jump power
Jungle Level (Brawl)
199
SSBU spirit Zora.png
Zora The Legend of Zelda Series Greninja Greninja (SSBU)
Shield
1,800 Great Bay N/A •The enemy's neutral special has increased power Ocarina of Time Medley
385
SSBU spirit Slippy Toad.png
Slippy Toad Star Fox Series Greninja Greninja (SSBU)
Fox Fox (SSBU)
Shield
9,600 Frigate Orpheon (hazards off) N/A •Defeat the main fighter to win
•Timed battle (1:30)
•The enemy tends to avoid conflict
Corneria - Star Fox
482
SSBU spirit Raikou, Entei, & Suicune.png
Raikou, Entei, & Suicune Pokémon Series Greninja Greninja (SSBU)
Incineroar Incineroar (SSBU)
Pikachu Pikachu (SSBU)
Shield
9,900 Suzaku Castle •Hazard: Lava Floor •The floor is lava Pokémon Red / Pokémon Blue Medley Suicune
516
SSBU spirit Darkrai.png
Darkrai Pokémon Series Greninja Greninja (SSBU)
Shield
9,900 Luigi's Mansion (Ω form) •Item: Black Hole
•Hazard: Slumber Floor
•The floor is sleep-inducing
•Only certain Pokémon will emerge from Poké Balls (Darkrai)
Battle! (Team Galactic)
770
from the game files
Metal Gear RAY Metal Gear Solid Series •Metal Greninja Greninja (SSBU) (140 HP)
Grab
4,200 Shadow Moses Island •Item: Exploding Types Stamina battle
•Explosion attacks aren't as effective against the enemy
•The enemy is metal
Yell "Dead Cell"
893
SSBU spirit Shadow Man.png
Shadow Man Mega Man Series Greninja Greninja (SSBU)×3 (60 HP)
Shield
3,500 Norfair (Battlefield form) N/A •The enemy's neutral special has increased power
Stamina battle
•The enemy favors neutral specials
Shadow Man Stage
1,014
SSBU spirit Luka.png
Luka Bayonetta Series Greninja Greninja (SSBU)
Shield
3,800 New Donk City Hall •Temporary Invincibility •The enemy becomes temporarily invincible when badly damaged Riders Of The Light
1,048
from the game's files
Octoling Octopus Splatoon Series Greninja Team Greninja (SSBU)×4
Shield
3,900 Moray Towers N/A •Timed battle (2:00) Octoweaponry
1,143
Sable Prince
Frog & Snake Kaeru no Tame ni Kane wa Naru Greninja Greninja (SSBU)
King K. Rool King K. Rool (SSBU)
Shield
3,600 Dream Land GB (Castle Lololo interior) •Assist Trophy Enemies (Sablé Prince) •Hostile assist trophies will appear Kirby Retro Medley (Castle Lololo) Frog
1,291
Ninjara
Ninjara ARMS Greninja Greninja (SSBU)
Grab
3,600 Suzaku Castle •Item: Boomerang •The enemy has increased move speed Ninja College
Mii Brawler Mii Brawler (SSBU) (Moveset 2313, Ninjara Wig, Ninjara Outfit)[SB 1]
  1. ^ This alternative occurs when the corresponding DLC has been purchased and downloaded.

Alternate costumes[edit]

Alternate costume (SSBU)
Greninja (SSBU) Greninja (SSBU) Greninja (SSBU) Greninja (SSBU) Greninja (SSBU) Greninja (SSBU) Greninja (SSBU) Greninja (SSBU)

Gallery[edit]

Fighter Showcase Video[edit]

Trivia[edit]

  • In the Pokémon series, Ash-Greninja is only obtainable as a male. The fact that Greninja transforms into Ash-Greninja for its Final Smash, Secret Ninja Attack, implies that Greninja is a male in Ultimate.
  • Greninja's new character portrait resembles its air dodge animation.
    • It also resembles Fox's character portrait from Super Smash Bros. 4, but with the arm and leg positions mirrored.
  • Greninja's down taunt has a unique property where it will seemingly be absorbed by counters without triggering the counterattack, even against grounded opponents, despite the grounded hitboxes being standard hitboxes. This is because despite the grounded hitboxes being standard hitboxes that are counterable like any other hitbox, the aerial hitboxes actually take priority over the grounded hitboxes, and the aerial hitboxes are windboxes, which cannot trigger counters, but will still be negated by them. Since counters respond to both grounded and aerial hitboxes, the game treats this interaction as a windbox connecting with a counter and completely ignores the regular hitboxes that hit grounded opponents.
    • As Greninja's down taunt is the only attack in the game with direct windboxes that trigger hitlag for the user, this gives the unique appearance of the attack striking the counter, but being negated.
  • Greninja's fighter number, 50, is the same as the number of its costume in Super Mario Maker. It shares this distinction with Inkling.
  • Greninja, Ivysaur, Olimar, Little Mac, Ryu and Ken are the only base game characters to never appear as minions in any Spirit battles.
  • Alongside Luigi, Greninja is one of two characters in Ultimate with a taunt that cannot be canceled, due to the fact that their non-cancelable taunts have hitboxes.
    • Strangely, this does not apply for Snake and Kazuya's taunts that have damaging hitboxes.
    • Greninja and Luigi are also the only two characters whose Classic Mode titles feature their names.
  • Greninja can also be unlocked immediately after clearing Classic Mode as Sheik, referencing their ninja-like traits and movements.
  • Greninja appears slightly tilted in its damage meter compared to its character artwork. This distinction is shared with fellow Pokémon series character Incineroar.
    • Coincidentally, both are final evolutions of starter Pokémon, and both have Dark as their secondary type.
    • Both are also found and unlocked in the Dark Realm in World of Light.
  • Incineroar and Jigglypuff are the only Pokémon that are not encountered in Greninja's Classic Mode route.
  • Oddly, Greninja does not vanish when performing a directional air dodge despite the sound effects playing. It shares this oddity with Rosalina & Luma and Palutena.
  • In Ultimate, Greninja has a weight of 88, which almost matches its weight in Pokémon (in pounds), being 88.2 lbs.
  • Because of Greninja's heavy throwing animation, it is unable to damage opponents with Wario's Wario Bike if thrown from the left, as the large tire will clip through the stage first and cause the bike to bounce off the ground. If thrown in such a way that it does not touch the ground during the throwing animation, it will be able to hit opponents.[1]

References[edit]