I can finally change my pinned tweet! After popular request, here's part one of my Greninja guide, where we cover an entire FIVE moves over the course of thirty minutes. Let me know what you think!
Today I learned that you can kinda just tech out of Joker's Arsene Dair. Because the move has two hits, it's not really a grounded spike and you're able to tech out of confirms like Dair > Up Smash.
So apparently just inputting Shadow Sneak once after parrying a single hit of Bayo's Up B auto parry's the rest? I'm literally just pressing Side B once here and getting perfect 2-frames.
I found this setup for ledge canceling that works on every flat stage or platform. Go into teeter, do a non-buffered C-stick Bair, and then do a diagonal pump. If you do this on stage, you can buffer a 180 pump for another cancel. This gives us more setups! Slow-mo inputs below.
I haven't seen this documented anywhere, so I'm sure that 99.9% of you guys are at fault for doing this. Greninja can't throw Wario's Bike left. The hitbox only activates once Bike falls a set distance, making it almost useless to throw Bike in that direction.
I swear, Hydro Pump is the answer to everything. Here's how to instantly delete any of Steve's walls in the key hole orientation, regardless of the material, while canceling the end lag of Hydro Pump, and letting you kill Steve.
Was messing around in Training Mode yesterday and found this. If you buffer a forwards walk after Fair, Greninja does a little spin animation. This shifts his hurtbox back a bit and lets you act out immediately, giving Fair more range/safety. It's like a mini-lagless-spot dodge.
It might just be me, but I feel like everyone's overreacting to Steve's hitstun canceling tech. Greninja was doing stuff like this in Smash 4 and everyone just stuck him in mid tier. It's nothing game breaking, it's just something to be aware of and play around imo.
Sonic's Homing Attack can give him a way to hit opponents off of their ledge hangs while recovering. Being ready to tech allows you to RockCrock him for a punish!
Since this list hasn't been updated publicly since release, here's the amount of vulnerability frames every character has in between air dodging to ledge and beginning their ledge snap animation.
Messing around with Trampoline for an hour seems to have paid off. If Greninja counters PAC-MAN's Up B and aims Substitute upwards, he can cancel the kick and drag PAC-MAN back down onto the Trampoline with an Up Air, killing at any percent.
You've heard of putting the opponent in Hitlag, but have you heard of putting them in Hitlog? Here's a new way to give Greninja some of the deadliest out of shield options in the game regardless of an attack's safety!
Guess what's true...This basically abuses the fact that Bowser never enters tumble whenever he's hit by sour spot nair, meaning that he has not opportunity to tech, air dodge, or jump out (tested), while having extra landing lag. The fact that nair gets stale helps too
#ssbu_gren
Another edge guarding tech that should be able to work on any character without a hitbox on their up b. The game also makes it untechable for some reason so that's cool!
Similar to cancelling jump squat with an Up Smash or Up Special, you can also cancel it with an item toss. If you perform a slingshot and throw an item, you'll get a boost in momentum when doing so.
Yesterday I found out how BUSTED Greninja's pivot grab actually is! Use this in combination with Up Throw > Up Air autocancels to get some super early stocks!
(Instant pivot grab inputs: Dash Back -> C-Stick Forward + Shield/Grab)
So here's a pretty cool setup for dair canceling using a bunch of Greninja tech:
Nair is -3 on shield
Bowser does a frame 6 up B oos
Greninja performs a frame 2 shadow sneak parry
Greninja down air cancels with Bowser's up B and combos into up smash (DACUS with dair)
#ssbu_gren
I was messing around in training mode, and I think that I broke the Diddy matchup... If Greninja tilts his shield down against Banana toss, it completely changes the bounce's trajectory. If Diddy tries Z-catching this like normal, Gren gets to both punish Diddy and grab Banana!
The PAC-MAN matchup grind begins!! Here's some counterplay to Bonus Fruit I found in training mode. You can Nair everything but Key and Bell to deactivate the hitbox and Z-catch it after it pops up.
A nice little movement optimization I found. Normally you have to tap the analog stick down twice to drop through the platform and fast fall. Holding down and inputting a C-stick Fair gives you a frame perfect fast fall and lets you A-land with its huge autocancel window.
Against a lot of characters, you can't connect Dair on a missed tech. By doing a slingshot, you'll be directly above them so that you can. This covers neutral tech at the same time, giving more reward than Jab 1. It also works great from Bair locking, as it is +28.
Was messing around in Training Mode yesterday and found this. If you buffer a forwards walk after Fair, Greninja does a little spin animation. This shifts his hurtbox back a bit and lets you act out immediately, giving Fair more range/safety. It's like a mini-lagless-spot dodge.
Some more Greninja tech! You can setup Hydro Pump to hit your opponent just after you ledge trump them. Because HP has increased knockback on airborne opponents and is a windbox, it can send them back off stage without ledge grab invincibility. Setup: Teeter>SH Up Air>Cshift out
I'm really stumped as to how I got this. Hit me with your theories so that maybe I can get pointed in the right direction! I fast fell from ledge and input Pump on frame 11.
If Ness uses PK Thunder and makes contact with a player, it cuts his distance short. This can be used for gimps but becomes untechable very early. Greninja can activate Substitute and aim it perpendicular to Ness so that the kick whiffs and Ness hits Log, safely gimping his Up B.
Since everyone loves to mash on Greninja's shield, this option actually seems kind of decent. It's frame 11 (beating a lot of negative hits plus attack startup), lingers for 27 frames, leads to tech chases and edge guards, and can outright kill above 100%.
Was labbing combos against Peach, and I found this. Tossing Turnip after a drag down Up Air gives Peach a window to tech, but buffering a Z-drop gives Greninja a guaranteed followup for more damage and kills. This is super simple and can give up to three item tosses in one combo!
I've been doing some theory crafting about disadvantage for Gren, and HOLY CRAP is Hydro Pump slept on (wild Apo opinion, I know). This move is actually like Bouncing Fish on steroids.
Found a VERY nice VOD of
@JayGRNT7
's Greninja in action at Encore Smash ARCADIAN. Here's a highlight reel of just a few of the interactions that I noticed in the set! Sorry if the text is a bit fast, but there's a lot going on here.
Labbing out some more Steve interactions! If you drift into a Block off stage and Dair, Greninja will SD. If you time the Dair just before you touch the Block, you can bounce off of it from the side. From here, you can flick the stick and Dair again. Great for walls off stage!
Normally, Pika can Dash Attack > Jab on Greninja's shield, interrupting Grab or Jab's startup. If the Dash Attack is stale at all, Greninja can Jab oos. If it trades, Greninja can combo into Dtilt at all percents. Inputting the Dtilt will option select Jab 2 if no trade occurs.
"Use those skills for something else. Maybe then you would have more to offer the world than clips nobody cares about or is going to look at."
Guys, I'm gonna have to cancel the Snake guide since nobody cares. Time to go offer something else to the world.
Mythra's Up B is annoying and prevents 2-frames, but Greninja can use its hitbox to activate Substitute and spawn Log at the ledge. Here's some Log ledge trap setups that I found using this!
I made these two stages in custom stage builder to help practice timing on Greninja's Nair and Fair! You can download them online.
Nair Stage- BF1RBQ1B
Fair Stage- MTTM1FH2
I’m definitely late to this concept, but I feel like I’ve just opened my third eye. It’s not about what moves you use in Smash. It’s about HOW you use them. With all of Greninja’s movement options, there’s literally hundreds of ways to toss out the same attack. Not linear at all!
Well, my run at No Caps 74 has ended with a VERY close 5th/44, tying for my highest placement at an event. Enjoy this "why aren't more Greninja's doing this" moment that ended it all 🥲
Small Battlefield Ledge Cancel Thread! (Now with inputs!!!)
A lot of the cancels in this thread use C-Shifting, so make sure that you have an understanding of that before trying these out!
Recently I was taking a look at every character's ledge getup attack range on Ultimate Frame Data, and I noticed that some information was missing/wrong. Here's an updated chart, with DLC included.