Template:SSB4 to SSBU changelist/Greninja: Difference between revisions

From SmashWiki, the Super Smash Bros. wiki
Jump to navigationJump to search
(Damn, I knew Greninja's final smash got nerfed into the ground, but now that I have the numbers, it's kinda depressing)
No edit summary
Line 7: Line 7:


===Attributes===
===Attributes===
*{{buff|Like all characters, Greninja's [[jumpsquat]] animation takes three frames to complete (down from 4).}}
*{{buff|Like all characters, Greninja's [[jumpsquat]] animation takes 3 frames to complete (down from 4).}}
*{{buff|Greninja [[walk]]s faster (1.43 → 1.502).}}
*{{buff|Greninja [[dash]]es faster (2.08 → 2.288).}}
*{{buff|Greninja [[dash]]es faster (2.08 → 2.288).}}
*{{buff|Greninja [[walk|walks]] faster (1.43 1.502).}}
**{{buff|Its initial dash is significantly faster (1.6 2.178).}}  
*{{buff|Greninja has increased [[air speed]] (1.18 → 1.239).}}
*{{buff|Greninja's [[air speed]] is faster (1.18 → 1.239).}}
*{{nerf|Greninja is [[weight|lighter]] (94 → 88). This worsens its survivability.}}
*{{nerf|Greninja is [[weight|lighter]] (94 → 88), worsening its survivability.}}
*{{nerf|The ability to tech footstools hinders Greninja's combo options.}}
*{{buff|Greninja's [[traction]] is much higher (0.045 → 0.102).}}
*{{nerf|Greninja's down taunt, unlike other taunts, is not interruptible (unless it's used during Shadow Sneak). This makes Greninja more vulnerable while using it. However, due to how incredibly situational down taunt is, this is negligible in normal play.}}
*{{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 [[lock]]ing and the ability to tech aerial [[footstool]]s 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===
===Ground attacks===
*[[Neutral attack]]:
*[[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 they now 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]].}}
**{{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]].}}
**{{change|The third hit now uses stationary hitboxes rather than hitboxes connected to Greninja's arms.}}
**{{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.}}
**{{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%).}}
**{{buff|The second hit deals more damage (1.6% → 2%).}}
**{{nerf|The third hit deals less damage (3.5% → 3%), and thus less knockback.}}
**{{nerf|The third hit deals less damage (3.5% → 3%), and thus less knockback.}}
**{{buff|Neutral attack's infinite hits at a considerably faster rate and now keeps opponents on the ground during the attack. It also has reduced knockback scaling (40 → 10), as well as lower hitlag (1.0x → 0.5x) and SDI (1.0x → 0.4) multipliers. These changes allow it to connect better.}}
**{{change|The third hit uses stationary hitboxes rather than hitboxes connected to Greninja's arms.}}
**{{change|The infinite is now 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).}}
**{{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.}}
**{{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.}}
**{{buff|The infinite has a lower hitlag multiplier (→ 0.) and SDI multiplier (1.→ 0.), making it harder to escape.}}
**{{change|The infinite's finisher now 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 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's finisher has reduced hitlag (3.0x 2.0x).}}
**{{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.}}
*[[Forward tilt]]
**{{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 ().}}
*[[Forward tilt]]:
**{{buff|It deals more damage when angled (7.3% → 8.3%).}}
**{{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). This improves its KO power if sweetspotted (especially when angled up), but hinders its KO power otherwise.}}
**{{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]]:
*[[Down tilt]]:
**{{change|Greninja has a new down tilt: a downward hand sweep instead of a shin kick.}}
**{{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 deals less damage (7% → 4%).}}
**{{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 percentages.}}
**{{nerf|It has smaller hitboxes (4u/3.5u/3u 3u/2.5u/3u), reducing its vertical range.}}
**{{buff|The move launches opponents at a more upward angle (70° → 79°/77°/75°), further improving its combo potential at high percentages.}}
**{{buff|It has less ending lag (FAF 27 → 23).}}
*[[Dash attack]]:
*[[Dash attack]]:
**{{change|The move has an altered animation with Greninja stopping halfway through the spin.}}
**{{change|The move has an altered animation with Greninja stopping halfway through the spin.}}
**{{buff|It deals more damage (7% → 8%).}}
**{{buff|It deals more damage (7% → 8%), with base knockback compensated (100 → 90).}}
**{{buff|It has reduced base knockback (100 → 90).}}
**{{buff|It has a longer hitbox duration (frames 7-10 → 7-11) and less ending lag (FAF 31 → 29).}}
**{{buff|It has 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.}}
**{{buff|It sends at a higher angle (60° → 70°). Combined with its lower ending lag and base knockback, this improves its followup and combo ability.}}
*[[Forward smash]]:
*[[Forward smash]]:
**{{buff|It deals more knockback (30 base/101 scaling → 35/104).}}
**{{buff|It deals more knockback (30 base/101 scaling → 35/104).}}
*[[Up smash]]
*[[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 (1.0x → 0.5x), 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.}}
**{{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 (→ 0.), 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]]:
*[[Down smash]]:
**{{buff|The move has much less startup lag (16 → 11), and thus a shorter duration (FAF 55 → 50).}}
**{{buff|The move has much less startup lag (frame 16 → 11), with its total duration reduced as well (FAF 55 → 50).}}
**{{buff|Both hits' arm hitboxes are now extended (Z-stretch: 0 → 7). This removes their blindspots.}}
**{{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===
===Aerial attacks===
*{{buff|All aerials have less landing lag (12 frames → 7 (neutral), 15 → 11 (forward), 13 → 10 (back), 15 → 14 (up), 32 → 30 (down)).}}
*{{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]]:
*[[Neutral aerial]]:
**{{buff|The move has considerably less ending lag (FAF 65 → 53).}}
**{{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]]:
*[[Forward aerial]]:
**{{buff|It has much more knockback scaling (84 → 95), improving its KO power.}}
**{{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). This removes its blindspot.}}
**{{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). This creates a new blindspot between them.}}
**{{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]]
*[[Back aerial]]:
**{{buff|The move has less ending lag (FAF 46 → 41).}}
**{{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 first 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 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%), though with its knockback scaling mostly compensated (120 → 95).}}
**{{buff|The third hit deals more damage (4% → 6%), with its knockback scaling not fully compensated (120 → 95), allowing it to KO slightly earlier.}}
**{{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).}}
*[[Up aerial]]:
*[[Up aerial]]:
**{{buff|The fifth hit now sends at an autolink angle (85° → 367°). This allows it to connect slightly better into the final hit.}}
**{{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.}}
**{{nerf|The fifth hit no longer has both based and set knockback, instead only using base knockback (45 base/10 set → 55 base). This makes it connect marginally less consistently at very high percentages.}}
**{{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]]:
*[[Down aerial]]:
**{{buff|The move has less ending lag if it misses (FAF 57 → 52).}}
**{{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 it lands down aerial.}}
**{{buff|Greninja no longer loses its [[double jump]] when hitting with the move.}}
**{{nerf|The move has more ending lag when it hits an opponent, hindering its combo potential and making it slightly less safe on shield.}}
**{{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).}}
**{{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===
===Throws and other attacks===
*[[Grab]]:
*[[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).}}
**{{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 has slower startup (frame 9 → 13).}}
Line 79: Line 94:
**{{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.}}
**{{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]]:
*[[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%).}}
**{{nerf|It deals less damage (2% → 1%).}}
**{{buff|It has faster startup (frame 6 → 2), deals more hitlag (4 frames → 11) and has less ending lag, making it significantly faster than in ''Smash 4''.}}
*{{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]]:
*[[Forward throw]]:
**{{buff|The move consists of two hits rather than one. Both deal more damage overall (5% throw → 3.5% hit 1/4.5% throw/8% total).}}
**{{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|The throw has less base knockback, but significantly more knockback scaling (70 base/45 scaling → 65/100), improving its KO power.}}
**{{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]]:
*[[Back throw]]:
**{{change|Greninja has a new back throw: it turns around and throws the opponent with both hands.}}
**{{buff|Back throw deals more damage (8% → 9%).}}
**{{buff|It 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.}}
**{{buff|Its animation is faster, making it harder to [[DI]] properly.}}
*[[Up throw]]:
*{{buff|[[Edge attack]] has increased damage (7% → 9%).}}
**{{buff|Up throw has one frame less ending lag (FAF 44 43).}}
*[[Down taunt]]
*[[Down throw]]:
**{{nerf|Down taunt has increased ending lag (FAF 80 → 110), further reducing its very limited utility.}}
**{{buff|Down throw has less ending lag (FAF 43 → 38), improving its combo potential.}}
**{{nerf|Greninja now suffers hitlag when down taunt connects, however 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.}}
*[[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===
===Special moves===

Revision as of 17:15, March 29, 2021

Aesthetics

  • 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 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

  • 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 much higher (0.045 → 0.102).
  • 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

  • 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

  • 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 first 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

  • 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

  • Water Shuriken:
    • Buff Water Shuriken has slightly increased range.
    • 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 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.