Super Smash Bros. Ultimate

Greninja (SSBU)

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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
Greninja (SSBU)
A ninja-like fighter that battles with moves like the Water Shuriken. Greninja can use a log for clever counterattacks, and this Pokémon can even stick to walls. During its Final Smash, it turns into Ash-Greninja...!?
Super Smash Blog, Super Smash Bros. Ultimate Official Site

Greninja (ゲッコウガ, Gekkouga) is a playable character in Super Smash Bros. Ultimate. It was confirmed on June 12th, 2018. Greninja is classified as fighter #50.

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

How to unlock

Complete one of the following:

With the exception of the third method, Greninja must then be defeated on Kalos Pokémon League.

Attributes

Greninja, true to being a ninja-themed character, has very strong mobility. 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 compliments its grounded moveset. Greninja's dash attack comes out frame 7 and has very low endlag, as well as the ability to cross up on 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, down smash is an excellent punishment option for ledge regrabs, as well as sending at a low angle, and up smash is a potent combo finisher.

Greninja also has a very strong air game due to its aforementioned air speed, jump height. Greninja's aerials are reliable for multiple situations and all have low landing lag (except for down aerial, at 30 frames). Its neutral aerial is a decent low percent-combo starter due to it having incredibly low landing lag and 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. Forward aerial's low landing lag and disjointed nature also makes it safe on shield in many situations when spaced correctly. Its up aerial is a great juggling option with low all-around lag and boasting 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. 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. 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 forward throw. Up throw acts as a versatile combo starter that can lead into juggle 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 for 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.

Like all characters, Greninja is flawed in many ways. Greninja's primary flaws are its inability to break out of disadvantage state and its lack of out of shield options. While not as bad as the previous game, Greninja still has difficulties escaping combos due to 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 back aerial's almost entirely horizontal hitboxes and 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's out of shield options are relatively weak as well. Though its standing grab was buffed by one frame of start up, he still lacks an out of shield option quicker than frame 10, other than jumping. This means that when Greninja is pinned down into shield, it lacks many options to punish its opponent effectively.

Altogether, Greninja's playstyle requires players to think like an actual ninja: utilizing running speed 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

Greninja has been greatly buffed from Smash 4 to Ultimate. Its playstyle's traits have been further improved in the transition, 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, allowing Greninja to close in the distance and escape to reset the neutral game much more easily. 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 up and down tilt and dash attack. Furthermore, the reduced landing lag on Greninja's aerial attacks gives it an easier time landing, while the universal 3-frame jumpsquat improves Greninja's ground-to-air potential. The implementation of spotdodge canceling improves its potential punish game, due to its wide variety of combo starters and fast frame data. Finally, the changes to air dodge mechanics slightly improve its previously below average edgeguarding game.

Aside from the universal changes, Greninja has also got 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 Smash 4, deals less damage but is significantly faster, which allows Greninja to deal much more damage before throwing the opponent. Greninja's forward throw has higher knockback, allowing it to KO in an emergency, as with up throw. Its up and down throws also have better combo and juggling potential due to the universal changes to mobility - down throw notably now allows for potential KO confirms into forward and back aerial. Other buffs include Water Shuriken having more range, improving Greninja's camping ability. 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. Greninja's KO power has also been buffed, with forward smash and forward aerial receiving higher knockback, up smash connecting better into its second hit, and down smash having faster startup. Lastly, Substitute now slows opponents down and offers Greninja intangibility during all of its attack variations, bringing it in line with other counterattacks.

On the other hand, Greninja is not without its nerfs. Notably, the ability to tech footstools has made footstool comboes harder to pull off, which hinders Greninja's combo ability (specifically from its down aerial); however, this nerf is alleviated by Greninja's buffed combo game, due to other universal changes that impact it more positively. 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.

As a result of receiving multiple buffs with relatively few nerfs, Greninja has improved significantly from Smash 4, and has retained its status as a viable character in Ultimate, with above average representation and some strong results in competitive play thanks to smashers such iStudying, Jw, Lea, Somé, and Stroder. Because of this, Greninja is now considered as a high- or even top tier character by many professional players.

Aesthetics

  • Change Much like all veterans from Smash 4, Greninja's model features a slightly more subdued color scheme.
  • 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 now takes three frames to complete (down from 4).
  • Buff Greninja dashes faster (2.08 → 2.288).
  • Buff Greninja walks faster (1.43 → 1.502).
  • Buff Greninja has increased air speed (1.18 → 1.239).
  • Change Greninja is lighter (94 → 88). This worsens its survivability, but makes it slightly less susceptible to combos.
  • Nerf The ability to tech footstools hinders Greninja's combo options.
  • 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.

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 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.
    • 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.
    • Buff The second hit deals more damage (1.6% → 2%).
    • 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 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).
    • 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 has reduced hitlag (3.0x → 2.0x).
  • 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). This improves its KO power if sweetspotted (especially when angled up), but hinders its KO power otherwise.
  • Down tilt:
    • Change Greninja has a new down tilt: a downward hand sweep instead of a shin kick.
    • 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.
    • 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:
    • Change The move has an altered animation with Greninja stopping halfway through the spin.
    • Buff It deals more damage (7% → 8%).
    • Buff It has reduced base knockback (100 → 90).
    • 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 followup and 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 (1.0x → 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.
  • Down smash:
    • Buff The move has much less startup lag (15 → 10), and thus a shorter duration (FAF 55 → 50).
    • Buff Both hits' arm hitboxes are now extended (Z-stretch: 0 → 7). This removes their 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).
  • Forward aerial:
    • Buff It has much more knockback scaling (84 → 95), improving its KO power.
    • 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.
    • 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.
  • Back aerial
    • Buff The move has less ending lag (FAF 46 → 41).
    • 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 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:
    • Buff The fifth hit now sends at an autolink angle (85° → 367°). This allows it to connect slightly better into the final hit.
    • 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.
  • Down aerial:
    • Buff The move has less ending lag if it misses (FAF 57 → 52).
    • Buff Greninja no longer loses its double jump when it lands down aerial.
    • 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 Its hitboxes are smaller (clean: 6u → 4.3u; late: 7u → 5.2u) and higher up (Y-offset: -2 → 0.1).

Throws/other attacks

  • Grab:
    • 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:
    • 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.
  • 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 throw has less base knockback, but significantly more knockback scaling (70 base/45 scaling → 65/100), improving its KO power.
  • Back throw:
    • Change Greninja has a new back throw: it turns around and throws the opponent with both hands.
    • Buff It deals more damage (8% → 9%).
    • Buff Its animation is faster, making it harder to DI properly.
  • Buff Edge attack has increased damage (7% → 9%).

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.
  • 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.

Update history

Super Smash Bros. Ultimate 1.2.0

Super Smash Bros. Ultimate 2.0.0

  • Buff Down smash has a larger internal hitbox.
  • Nerf Hydro Pump's ending lag can no longer be canceled instantly by landing on a moving or slanted platform.

Super Smash Bros. Ultimate 3.0.0

Super Smash Bros. Ultimate 3.1.0

  • Bug fix Fixed a glitch where Greninja would slide while shielding.

Super Smash Bros. Ultimate 4.0.0

  • Change Down aerial no longer has its downward movement disabled when used out of hitstun.

Moveset

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

  Name Damage Description
Neutral attack   2% Two alternating palm thrusts followed by a double palm thrust that emits a small blast of water. If button mashed, it is instead followed by a series of knifehand strikes that emit blade-shaped blasts of water that concludes with an outward knifehand strike that emits a small blast of water. It can also be jab canceled, such as into forward tilt, down tilt and forward smash.
2%
3%
0.5% (infinite), 2% (finisher)
Forward tilt   7.3% A hook kick which stops half way. It can be angled and can lock opponents.
Up tilt   4.5% Greninja attacks with its tongue. A good aerial combo starter.
Down tilt   4% Greninja 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   8% A sweep kick. Sends opponents at a favorable angle for combos.
Forward smash   14% An inward slash with a water kunai. Deals good knockback and has good range. However, it has notable startup lag.
Up smash   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. Greninja's strongest finisher, especially when hit clean.
Down smash   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 10, it is a quick and effective way to set up an edge-guard situation.
Neutral aerial   11% (clean), 6% (late) Strikes a ninjutsu pose while emitting an exploding water bubble.
Forward aerial   14% A forward slash with a water kunai. It has some start-up and suffers from high end lag, but it is a viable edge-guarding and KOing option.
Back aerial   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.
Up aerial   1.3% (hits 1-5), 3% (hit 6) A corkscrew flying kick. One of Greninja's best combo and KO tools, as it can juggle and KO effectively due to its great jumping prowess.
Down aerial   8% A diving double foot stomp. It acts as a stall-then-fall and bounces off opponents. The clean hit meteor smashes opponents. The descent can be stalled by using Water Shuriken.
Grab   Grabs with a whirlpool. While its standing grab is slow, it is among the longest-reaching grabs in the game, and its dash grab comes out quickly for its range.
Pummel   1% Compresses target with water. Decent speed.
Forward throw   3.5% (hit 1), 4.5% (throw) Shoves the opponent forward. Can KO at high percentages.
Back throw   9% Greninja leans forward and flings the opponent backwards. Like forward throw, its decent knockback gives it good edgeguarding and KO potential at high percentages.
Up throw   11% Tosses the opponent upwards. One of Greninja's most useful throws, as it can combo into a up tilt, up aerial, up smash at low and medium percents and can even KO at later percents.
Down throw   12% Slams the opponent onto the ground. It can combo into a down tilt, forward tilt, forward smash, dash attack and a Shadow Sneak at low percentages. It can also combo into forward aerial at higher percentages.
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 is a decent KOing option. 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) Disappears briefly, then preforms a forward kick or a drop kick (relative to the user's reappearance in relation to the enemy) to attack. The move activates when the special button is released. 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. While performing Shadow Sneak, Greninja cannot run, attack, grab, dodge or shield. However, it can walk slowly, jump and taunt.
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 14% (up or down), 11% (left or right) Does a pose, if anyone hits it while posing, Greninja will temporarily disappear and get replaced by a wooden log or a Substitute doll 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.

On-screen appearance

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

Taunts

  • Up Taunt: 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: While standing on one foot, Greninja holds out its hands, faces the screen, and summons small sprays of water. The sprays can do 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. Unlike the rest of Greninja's taunts, this one cannot be cancelled (unless Shadow Sneak is being charged before using it).

Idle Poses

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

Victory poses

  • Left: Does a few hand seals with splashing water, and then a ninja pose.
  • 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

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, gaining a stronger combo game thanks to improved frame data on moves such as dash attack, up throw, down throw, and neutral aerial. Despite this, Greninja is not a very popular pick compared to other characters such as Joker and Snake due to its high learning curve. Nevertheless, smashers such as Stroder, Jw, and Lea have proven that the character is a viable pick, causing many players to agree that Greninja is a high to top tier character.

Notable players

Any number following the Smasher name indicates placement on the Spring 2019 PGRU, which recognizes the official top 50 players in the world in Super Smash Bros. Ultimate from February 1st, 2019 to July 7th, 2019.

Active

Inactive

Classic Mode: Your Turn, Greninja!

Greninja's congratulations screen.

Greninja fights against characters that represent different types from the Pokémon games: for example, Charizard and Bowser represent Fire type, and Mewtwo, Ness, and Lucas represent Psychic type.

Round Opponent Stage Music Notes
1 Charizard Charizard (SSBU) and Bowser Bowser (SSBU) Pokémon Stadium Battle! (Elite Four) / Battle! (Solgaleo/Lunala) Represents Fire-type. Charizard's Pokémon Trainer is absent.
2 Pikachu Pikachu (SSBU), Pichu Pichu (SSBU), and Zero Suit Samus Zero Suit Samus (SSBU) Pokémon Stadium 2 Battle! (Steven) Represents Electric-type.
3 Lucario Lucario (SSBU), Ryu Ryu (SSBU), and Ken Ken (SSBU) Pokémon Stadium Battle! (Reshiram / Zekrom) Represents Fighting-type.
4 Ivysaur Ivysaur (SSBU) Pokémon Stadium Battle! (Gladion) Represents Grass-type. Ivysaur's Pokémon Trainer is absent.
5 Mewtwo Mewtwo (SSBU), Ness Ness (SSBU), and Lucas Lucas (SSBU) Pokémon Stadium 2 Battle! (Dialga/Palkia) / Spear Pillar Represents Psychic-type.
6 Squirtle Squirtle (SSBU) and Greninja Greninja (SSBU) Kalos Pokémon League Battle! (Champion) - Pokémon X / Pokémon Y Represents Water-type. Squirtle's Pokémon Trainer is absent. The CPU will be default Greninja Greninja (SSBU) 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.

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

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

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

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Spirits

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.

In Spirit battles

As the main opponent

Spirit Battle parameters
No. Image Name Series Enemy Fighter(s) Type Power Stage Rules Conditions Music
154
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
Zora Spirit.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
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
•The enemy tends to avoid conflict
Corneria - Star Fox
482
LegendaryDogsSpirits.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
516 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
Metal Gear Ray Spirit.png
Metal Gear RAY Metal Gear Solid series •Metal Greninja Greninja (SSBU)
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
Shadowman.png
Shadow Man Mega Man series Greninja Greninja (SSBU) (×3)
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
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
Octoling Octopus Spirit.png
Octoling Octopus Splatoon series Greninja Team Greninja (SSBU) (×4)
Shield
3,900 Moray Towers N/A •Timed battle Octoweaponry
1,143
Sable Prince.png
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 Castle Lololo

Alternate costumes

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

Gallery

Character Showcase Video

Trivia

  • 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 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, Cloud, and Ken are the only characters to never appear as minions in any Spirit battles.
  • Greninja is one of two characters in Ultimate with a taunt that cannot be cancelled, due to the fact that their non-cancelable taunts have hitboxes alongside Luigi.
    • Greninja and Luigi are also the only two characters whose Classic Mode titles feature their names.
  • Greninja being featured in Donkey Kong's unlock column may be a reference to Winky the Frog, one of the Animal Buddies in the Donkey Kong Country series.
    • Greninja even appears in Winky's Spirit Battle.
    • 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.
  • 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 nearly matches its weight in Pokémon (in pounds), being 88.2 lbs.