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Greninja (SSB4): Difference between revisions

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===Tier placement and history===
Greninja was played extensively in Japanese tournaments when ''[[Smash 4]]'' came out. However, he was nerfed in patch 1.0.4., hurting his kill options, hurtbox, and also fixing a glitch that he had with his Shadow Sneak. This, along with better characters up and coming, lowered Greninja's representation in tournaments to where he was usually never seen and was later thought to be among the worst characters in the game. Recently, Greninja started to pick up representation due to the works of {{sm|iStudying}}, {{sm|Techei}}, {{sm|aMSa}}, and others. Along with buffs given to him that improved his neutral and combo game, Greninja has risen to be a force to be reckoned with when mastered.
Greninja was looked down upon due to his slow aerials, lackluster grab game, and lack of reliable finishers, and was passed over for more viable characters. This and his high learning curve made him very distasteful to pick up. Later, less and less people played Greninja and he saw very little solid results. Then, in 1.1.3. and 1.1.5., Greninja received massive buffs, increasing his kill power and his combo options. With these buffs, Greninja began to see representation and people began to realize his potential, leading him to become a threat in the game.
Greninja's tier placement has barely changed over the two tier lists released, coming from a mid-tier placement to a high-tier placement. He has started to see more players play him, adding more tournament representation. With this, Greninja is seen to be a viable option in tournaments.


==[[List of Super Smash Bros. 4 character trailers#Charizard and Greninja|Reveal trailer]]==
==[[List of Super Smash Bros. 4 character trailers#Charizard and Greninja|Reveal trailer]]==

Revision as of 19:13, November 13, 2016

This article is about Greninja's appearance in Super Smash Bros. 4. For the character in other contexts, see Greninja.
Greninja
in Super Smash Bros. 4
Greninja
PokemonSymbol.svg
Universe Pokémon
Availability Starter
Final Smash Secret Ninja Attack
Tier C (21)
Greninja's stock icon in Super Smash Bros. for Wii U.
Greninja Makes a Splash!
—Introduction Tagline

Greninja (ゲッコウガ, Gekkōga) is a playable character in Super Smash Bros. 4. It was revealed during the April 8th, 2014 Super Smash Bros. Direct, alongside fellow Pokémon representative Charizard. Greninja is voiced by Billy Bob Thompson in English and Yūji Ueda in Japanese. Like numerous other Pokémon, it has different voice actors in the French and German versions due to name changes, similarly to Jigglypuff.

Greninja is currently ranked 21st out of 58 on the tier list, placing it in the C tier. Greninja's greatest strength is its overall mobility: its walking, dashing and air speeds and its jumps are each among the top 10 within their respective categories. These traits grant Greninja the distinction of being among the fastest characters in not just SSB4, but the entire series as well. It also has an impressive combo game courtesy of a number of moves, most notably its up and down tilts, its neutral and up aerials, and its down throw, all of which are decently fast. Its recovery is also above average, with Shadow Sneak being able to cover a noticeable amount of horizontal distance, while Hydro Pump is decently fast and maneuverable like Quick Attack.

Greninja also boasts a decent projectile in Water Shuriken and a variable counterattack in Substitute. Water Shuriken functions as both a decent approach tool and boasts KO potential when fully charged against highly damaged opponents, while Substitute possesses combo, recovery and mindgame potential due to its unique ability to be aimed in various angles during the counterattack. Lastly, Greninja has some of the best smash attacks in regard to overall utility, with its up smash being one of the strongest in the game.

Despite these strengths, Greninja has glaring flaws. One of them is the abnormally high ending lag on its attacks, particularly its smash attacks, which leaves it at a disadvantage against characters with attacks that have low ending lag. Its special moves also have some flaws, with Shadow Sneak and Hydro Pump being somewhat predictable recovery moves. Water Shuriken is easily blockable due to its low shield damage, and Substitute is considered to be one of the game's worst counterattacks due to its low power and ability to be blocked if the opponent is vigilant enough.

While Greninja has a couple of reliable finishers, none of them are easy to sweetspot due to hitbox timings (such as its up smash and down aerial) or even land at all due to start-up (such as its forward aerial) from a neutral standpoint. Greninja's grab game is also sub-par: its standing and pivot grabs are among the slowest among the game despite being the farthest reaching non-tether grabs in the game, its forward, up and down throws have unimpressive damage outputs, and its up throw is its only throw that has KO potential.

Overall, Greninja has a fairly high learning curve, but can become a relatively potent character when mastered. As a result, it has average matchups with the rest of the cast with decent tournament results along with a few dedicated and noteworthy players. Thanks to the efforts of professionals such as iStudying, aMSa, Illusion, and P2P with Gibus, as well as its handful of decent buffs from game updates, Greninja's current high-tier placement is a noticeable improvement over its previous mid-tier placement. Additionally, a few of its hardest matchups, such as Sheik and Meta Knight, were also nerfed to varying degrees in update 1.1.5, which further solidified its current tier placement.

Attributes

Fittingly for a ninja-inspired character, Greninja fits the "hit-and-run" archetype alongside the likes of Sonic, Sheik and Zero Suit Samus. This is clearly evident in regard to its mobility: it has the fourth fastest walking speed, the sixth fastest dashing speed, the eighth fastest air speed and the second highest jumps. It also possesses the ability to both wall jump and wall cling. Unlike said characters, however, Greninja's KO power is more consistent overall, which is evident in its up smash, forward aerial and up throw, all of which are powerful relative to SSB4's cast. As such, Greninja can be considered a good mix of speed and power.

Aside from its impressive mobility, Greninja has a good recovery due to being both long-distanced and unpredictable, as its side special Shadow Sneak allows it to "teleport" a long distance while its up special, Hydro Pump, is fast and covers adequate distance compared to other recoveries. Although both moves are slow in start-up compared to other recovery moves, along with the former being easily telegraphed and the latter having difficult-to-land hitboxes, they can easily edgeguard by themselves since Shadow Sneak does not enforce helplessness while Hydro Pump can push opponents off-stage while not causing them to flinch.

Greninja's good recovery and mobility also give it strong edgeguarding potential. This is evident with its back aerial's speed and range, its forward aerial's power, and its up aerial's ability to drag opponents off-stage due to using the auto-link angle, the latter of which is further supplemented by its fast falling speed. Additionally, Greninja is one of the few characters who can wall cling, which allows it to perform mindgames or confuse opponents better than characters who can only wall jump.

Finally, Greninja has a versatile set of special moves at its disposal. Water Shuriken is a relatively powerful projectile, gaining KO potential usually starting at 115% if fully charged. However, unlike most other projectiles, it has actual combo potential due to a fully charged Water Shuriken being able to trap opponents, while Greninja can potentially rush them down and follow up with a neutral, forward or up aerial or even an up smash. Even then, a quickly uncharged Water Shuriken can allow Greninja to recover fast enough to punish with options such as a dash grab. Aside from recovery/edgeguarding applications, Shadow Sneak can be used to dodge an attack and act as a pseudo-counterattack if timed properly, while Hydro Pump can be used to escape pressure from opponents while still pushing them away. Finally, Substitute is the only counterattack in the game that can be aimed should it succeed, which allows Greninja to set up a deadly combo (usually into up aerial) for a quick KO, or even recover as stated previously.

However, Greninja has flaws that can counteract its strengths. Despite being a character with relatively quick frame data, Greninja's attacks have among the highest ending lag in SSB4, which makes it easy to punish on shield. This flaw is even more emphasized with its attacks generally having low hitlag, and when given poor traction (being tied for the sixth lowest), Greninja has a poor out of shield game with the exception of Shadow Sneak. However, some of its attacks are safer on shield than others, due to having either high hitlag or damage outputs. Greninja's fast falling speed and movement also require some precision to control it properly; this ties true into most of its aerials being hard to connect with in this case during a moderately high launch.

Although Greninja has a number of powerful finishers, they are usually hard to land from from a neutral standpoint due to hitbox placements or slow start-up. In addition, while Greninja has the longest-ranged non-tether grabs, a fast dash grab (being active on frame 9), and one of the best up throws in SSB4 due to its low percent combo potential and KO potential at high percents, the consistency of its grab game is only average at best due to its standing and pivot grabs being relatively slow (being active on frames 11 and 15, respectively) and having one of the worst pummels in the game. Surprisingly for a fast character, Greninja's speed does not necessarily translate to it having a powerful combo game, which forces it to rely on its grabs and tilts to perform combos (with the former being slow and the latter being hard to land aside from down tilt).

Greninja's custom moves are rather polarizing, as the majority of them are inferior to their regular versions, while only very few are very useful. One example of this involves its versions of Water Shuriken. Stagnant Shuriken is a very poor alternative due to it only staying in front of Greninja. However, Shifting Shuriken is extremely useful in that while it slightly detracts from Greninja's already poor range, it addresses its combo game's issues: when uncharged, it launches opponents straight up, and when charged, launches opponents toward Greninja. Shadow Dash and especially Shadow Strike are both somewhat inferior to Shadow Sneak. High-Capacity Pump does not do much to improve Greninja's already excellent recovery, while Single-Shot Pump is significantly inferior due to it being very linear and lacking any edgeguarding potential due to it only propelling Greninja straight up. Although Substitute Ambush may make it even easier to intercept, it gives the player more time to pick a direction and also does high shield damage. However, Exploding Attack is a superior option to both due to being more practical, powerful, and easier to hit with.

Update history

Greninja has received a mix of buffs and nerfs from game updates. Update 1.0.4 notably nerfed Greninja by weakening a number of its attacks by lowering their damage outputs, reducing their hitboxes' sizes, and removing the Shadow Sneak glitch that allowed it to cancel the lag off of its aerials. Greninja's hurtbox size at the top of its head was also increased in 1.0.4, making it easier to hit and rendering its once-decent crouch nearly useless. However, these nerfs were slightly compensated for as Shadow Sneak was buffed to a degree. Like 1.0.4, 1.0.5 removed another exploitable glitch, the running Shadow Sneak glitch.

However, Greninja has also seen some improvements in later updates. 1.0.8 noticeably improved its forward tilt's follow-up potential. Update 1.1.0 gave Greninja a mix of buffs and nerfs, though the former was more prevalent than the latter. While its down throw's damage output was decreased and Water Shuriken no longer stalls Greninja in the air after a jump, its down throw's ending lag was reduced while Water Shuriken's start-up was decreased. In addition to its ending lag, down throw's damage nerf indirectly improved its combo potential, with one notable combo being into its forward aerial for a KO confirm around 140%. Update 1.1.1 improved its neutral and back aerials' hitbox timings, though at the expense of slower start-up, while Shadow Dash had its ending lag decreased.

However, the changes to the shield mechanics brought about by updates 1.1.0 and 1.1.1 were also mixed for Greninja: its attacks for the most part possess low damage outputs and hitlag, while its poor out of shield game was weakened further. A notable exception to this is its forward aerial, which has become a much more useful move due to its safety on shield while providing relatively lenient spacing.

Update 1.1.3 buffed the knockback to Greninja's smash attacks and all variations of Shadow Sneak, which helps compensate for 1.0.4's weakening of its KO potential. Lastly, update 1.1.5 decreased Greninja's forward and back aerials' landing lag, decreasing its dash attack's and standing grab's start-up lag, and considerably improved Hydro Pump's reliability by tweaking its angle to avoid it from "headbonking".

Overall, Greninja's changes via updates have been a mixed bag, but it is still considered a viable character nonetheless.

Super Smash Bros. for Nintendo 3DS 1.0.4

  • Buff Greninja can be at its maximum fall speed for an additional frame before it is forced into hard landing lag when landing (6 frames → 7). This notably means that Greninja now goes into a soft landing after a short hop.
  • Nerf The hurtboxes on Greninja's central body and head are larger (2.6u (body)/2u (head) → 3.2u/2.5u) and the head hurtbox has been extended overall, making Greninja easier to hit.
  • Nerf Up smash has considerably higher ending lag (FAF 42 → 52), significantly hindering its combo potential and making it considerably more punishable.
    • In Super Smash Bros. for Wii U 1.0.0, the FAF was 50.
  • Nerf Up smash's first hit has a smaller hitbox (6.5u → 5u).
  • Nerf Up smash's second hit's sweetspot is smaller (7u → 6u) and it is positioned lower (y offset: -5 → -4), reducing its range.
  • Nerf Up smash's second hit's sourspot deals less damage (13%11%), significantly hindering its KO potential.
  • Nerf Up smash's late second hit deals less damage (11%10%) hindering its KO potential.
  • Buff Down smash deals more damage (11% (katanas), 9% (arms) → 13%/11%) without full compensation on its knockback scaling (93 → 90), significantly improving its KO potential.
  • Nerf Forward aerial has lower knockback scaling (92 → 84), significantly hindering its KO potential.
  • Nerf Up aerial's fifth hit now has set knockback (0 → 10) and no longer uses the auto-link angle (366° → 85°). This makes it connect less reliably with the final hit, along with making Greninja's drag down up aerial combos less consistent.
  • Buff Up aerial's fifth hit has a larger hitbox (5.5u → 6.2u).
  • Nerf Up aerial's final hit has lower knockback scaling (190 → 168), significantly hindering its KO potential.
  • Buff Up aerial's final hit's lower hitbox is slightly larger (6u → 6.2u).
  • Nerf Water Shuriken has more ending lag on the ground (FAF 25 (from release) → 32).
  • Buff Shadow Sneak and Shadow Strike have slightly higher knockback scaling (100 → 102 (forwards)/101 (backwards)).
  • Buff Shadow Sneak has less ending lag (FAF 77 → 67).
  • Bug fix Fixed a glitch where Greninja could cancel the landing lag from its aerials with Shadow Sneak.
    • Nerf This naturally hinders the mixup potential of Greninja's aerials on landing, as well as removing Shadow Sneak's ability to combo after certain aerials at specific percents.
  • Nerf Hydro Pump deals significantly less knockback (85 (base)/130 (scaling) → 65/100).
  • Nerf High-Capacity Pump has less set knockback (100 → 90).


Super Smash Bros. for Nintendo 3DS 1.0.5

  • Bug fix Fixed a glitch where Greninja could run before performing Shadow Sneak.
  • Nerf The removal of this glitch hinders Shadow Sneak's approach and mindgame potentials.

Super Smash Bros. 4 1.0.8

  • Buff Forward tilt deals 0.75% more damage: 6.5% → 7.25%.
  • Buff Forward tilt's ending lag decreased: 41 frames → 32.

Super Smash Bros. 4 1.1.0

  • Buff Water Shuriken's start-up lag decreased: 25 frames → 20.
  • Bug fix Fixed a glitch where Water Shuriken stalled Greninja in midair after a jump.
  • Nerf The removal of this glitch removes Water Shuriken's recovery potential.
  • Nerf Down throw deals 1% less damage: 6% → 5%.
  • Buff Down throw's ending lag decreased: 49 frames → 42, improving its combo potential

Super Smash Bros. 4 1.1.1

  • Buff Shadow Dash's ending lag decreased.
  • Change Neutral and back aerials' frame speed multipliers modified to change the timing of their hitboxes.
  • Change Greninja's second victory pose has slightly changed.

Super Smash Bros. 4 1.1.3

  • Buff Forward smash's knockback scaling was increased (99 → 101).
  • Buff Sweetspotted up smash's second hit's knockback scaling was increased (103 → 104).
  • Buff Down smash's knockback scaling was increased (90 → 92).
  • Buff All variations of Shadow Sneak have had their knockback scaling increased (102 → 104 (front Shadow Sneak/Shadow Strike), 101 → 103 (back Shadow Sneak/Shadow Strike), 90 → 92 (front/back Shadow Dash)).


Super Smash Bros. 4 1.1.5

  • Buff Standing grab has 3 frames less startup (14 frames → 11).
  • Buff Dash attack has 2 frames less startup (9 frames → 7), and thus has a shorter duration (FAF 33 → 31).
  • Buff When using Hydro Pump and bonking into the stage, Greninja is sent at a higher angle, making it easier to avoid an SD.
  • Buff Forward aerial's landing lag was reduced (18 frames → 15).
  • Buff Back aerial's landing lag was reduced (16 frames → 13).


Moveset

  Name Damage Description
Neutral attack   2% Two alternating palm thrusts followed by a double palm thrust that emits a small blast of water. If button mashed, it is instead followed by a series of knifehand strikes that emit blade-shaped blasts of water that concludes with an outward knifehand strike that emits a small blast of water. It can also be jab canceled, such as into forward tilt, down tilt and forward smash.
1.6%
3.5%
1% (loop), 2% (last)
Forward tilt   7.25% A hook kick. Can be angled.
Up tilt   4.5% Crouches forward and bobs its head to strike with its tongue. A good set-up for a combo.
Down tilt   7% A crouching shin kick. Slightly launches the opponent into the air, which can be followed by forward tilt, forward smash or down smash at low percents or a short hopped forward aerial at high percents.
Dash attack   7% A legsweep. It can be followed reliably by forward aerial at medium percents.
Forward smash   14% A reverse gripped inward slash while wielding a katana made of water. It can be pivot canceled.
Up smash   5% (hit 1), 14% (hit 2 clean center), 11% (hit 2 clean sides), 10% (hit 2 late) Two reverse gripped outward arcing slashes while wielding two katanas made of water. The first slashes occur via a double stab and the second slashes occur with an outward rip. One of Greninja's most viable KOing options.
Down smash   13% (katanas), 11% (arms) Two reverse gripped outward fanning slashes while wielding two katanas made of water. Hits on both sides and is a semi-spike.
Neutral aerial   11% (clean), 6% (late) Strikes a ninjutsu pose while it emitting an exploding water bubble around itself.
Forward aerial   14% A reverse gripped slash while wielding a katana made of water, essentially being a midair version of its forward smash. Although a bit slow for an aerial, it is strong and viable for both KOing and edgeguarding.
Back aerial   3% (hit 1), 2.5% (hit 2), 4% (hit 3) A series of back kicks, beginning at a high angle, then a low angle and ending at a mid-level.
Up aerial   1.3% (hits 1-5), 3% (hit 6) A corkscrew flying kick. It is similar to Sheik's and Samus', but differs in that Greninja attacks directly upward, instead of diagonally upward. Since it launches opponents at the auto-link angle, it can be used to drag opponents down to the ground for a combo.
Down aerial   8% A diving double foot stomp. It is a stall-then-fall and bounces off opponents, although the bounce deprives Greninja of its double jump. A clean hit, however, meteor smashes opponents. Spamming it may warrant a punish or a miss depending on how far it launches the opponent back, or a possible self-destruct over the edge.
Grab   Grabs the opponent with a whirlpool. Farthest reaching non-tether grabs in the game. Surprisingly, however, Greninja's standing and pivot grabs are the slowest non-tether grabs in the game, being active on frames 11 and 15, respectively. However, Greninja's dash grab is relatively faster, as it is active on frame 9.
Pummel   2% Squeezes the opponent with the whirlpool. It is one of the worst pummels in the game due to being moderately slow and having an average damage output.
Forward throw   5% Shoves the opponent forward.
Back throw   8% Leans forward and then flings the opponent backward.
Up throw   5% Heaves the opponent upward. Possibly Greninja's most useful throw, as it can be followed up with up smash at low percents, up aerial at medium percents and can KO around 150%-200%, the latter of which depends on the opponent's DI and weight.
Down throw   6% Slams opponents onto the ground in front of itself. It can be followed reliably with forward tilt, forward smash or Shadow Sneak at low percents, or a full hopped forward aerial at high percents.
Floor attack (front)   7% Sweep kicks around itself while getting up.
Floor attack (back)   7%
Floor attack (trip)   5%
Edge attack   7% Performs a roundhouse kick while climbing up.
Neutral special Default Water Shuriken 3%-11% (uncharged), 0.7% (fully charged loop), 9% (fully charged last) Horizontally throws a chargeable shuriken made of water. Gains power, but loses speed and range the more it is charged. Hits multiple times when fully charged.
Custom 1 Stagnant Shuriken 1%-1.2% (uncharged loop), 1.5% (fully charged loop 1), 2% (fully charged loop 2), 3% (fully charged last) The shuriken stays in place, but deals less damage at varying charges.
Custom 2 Shifting Shuriken 3% Uncharged shurikens deal strong upward knockback, while charged ones pierce opponents.
Side special Default Shadow Sneak 10% (normal), 12% (reverse) Silently prepares to teleport to a moving shadow, which activates when the button is released. If the shadow is in front of the opponent, Greninja performs a handstand-initiated backflip kick. If the shadow is behind the opponent, Greninja dropkicks them instead. The latter strike is slightly stronger than the former.
Custom 1 Shadow Strike 15% (normal), 17% (reverse) The shadow moves slower and farther while the attack is stronger. Additionally, Greninja takes longer to reappear.
Custom 2 Shadow Dash 6% (normal), 7% (reverse) Teleports a fixed distance instantly, though it is weaker than normal.
Up special Default Hydro Pump 2% (per shot) Shoots two streams of water from one of its hands in the opposite direction of travel, propelling Greninja in the input directions. Functions similarly to Quick Attack.
Custom 1 High-Capacity Pump The water streams are more controllable, but deal no damage.
Custom 2 Single-Shot Pump 5% Only one water stream is fired, though it is slightly more powerful.
Down special Default Substitute 14%/13%/11%/13%/14% (based on position) Assumes a defensive stance. If attacked, Greninja disappears while leaving a plush doll or a log in its place before counterattacking with a flying kick upon reappearing. The kick's direction can be inputted while Greninja has vanished, which can result mindgames due to the kick being able to function as a vertical KOing option, a semi-spike or even a meteor smash.
Custom 1 Exploding Attack 10% (close), 8% (far) Vanishes and reappears with an explosion around itself instead of counterattacking.
Custom 2 Substitute Ambush 18%/17%/15%/17%/18% (based on position) Disappears for a longer amount of time, but performs a stronger counterattack upon reappearing.
Final Smash Secret Ninja Attack 2% (snag), 5% (flip), 2% (hits 1-15), 15% (hit 16) Launches opponents into the air with Mat Block, its signature move in the Pokémon games. It then proceeds to slash them several times in midair while a moonlit backdrop appears, and then finally spikes them down to the stage with a downward knifehand strike.

On-screen appearance

  • Emerges from a Poké Ball, then performs a ninjutsu hand sign that emits a small burst of water from its hands.
GreninjaOnScreenAppearanceSSB4.gif

Taunts

  • Up taunt: Strikes a pose, then rises slightly more upright to strike a ninjutsu pose.
  • Side taunt: Shakes head from side to side, causing its tongue to whip out in the same directions.
  • Down taunt: Poses upright and holds out arms to either side, releasing fountains of water from its palms. The water fountains deal 1%-2% with vertical knockback to nearby opponents. It can even KO, though only at extreme percents (in the 400%-600% range for most characters).[1] However, it is the only attack it can still use during Shadow Sneak. It is surprisingly effective in Multi-Man Smash.
Up taunt Side taunt Down taunt
Greninja's up taunt in Smash 4 Greninja's side taunt in Smash 4 Greninja's down taunt in Smash 4

Idle Poses

  • Crosses arms over its body, then separates them with a flourish.
  • Hunches over and assumes a ninjutsu stance.
Greninja's second idle pose in Super Smash Bros. for Wii U. Greninja's first idle pose in Super Smash Bros. for Wii U.

Crowd cheer

English Japanese
Cheer
Description Gre-nin-ja! Gek-kou-ga!
Pitch Group chant Group chant

Victory poses

An orchestral excerpt of the title theme from Pokémon Red, Blue and Green Versions, which has since become the main theme of the Pokémon series.
  • Performs Double Team to briefly create three afterimages of itself.
  • Performs a few ninjutsu hand signs that emit small bursts of water and then strikes a ninjutsu pose similar to its up taunt.
  • Performs a flip and then crosses its arms after landing. It resembles one of its attack animations in Pokémon X and Y.
GreninjaPose1WiiU.gif GreninjaPose2WiiU.gif GreninjaPose3WiiU.gif

In competitive play

Official Custom Moveset Project

Character Custom sets available
Greninja's stock icon in Super Smash Bros. for Wii U. Greninja 1112 3112 3111 1312 1311
3312 3311 3113 2112 2111

Notable players

Tier placement and history

Greninja was played extensively in Japanese tournaments when Smash 4 came out. However, he was nerfed in patch 1.0.4., hurting his kill options, hurtbox, and also fixing a glitch that he had with his Shadow Sneak. This, along with better characters up and coming, lowered Greninja's representation in tournaments to where he was usually never seen and was later thought to be among the worst characters in the game. Recently, Greninja started to pick up representation due to the works of iStudying, Techei, aMSa, and others. Along with buffs given to him that improved his neutral and combo game, Greninja has risen to be a force to be reckoned with when mastered.

Greninja was looked down upon due to his slow aerials, lackluster grab game, and lack of reliable finishers, and was passed over for more viable characters. This and his high learning curve made him very distasteful to pick up. Later, less and less people played Greninja and he saw very little solid results. Then, in 1.1.3. and 1.1.5., Greninja received massive buffs, increasing his kill power and his combo options. With these buffs, Greninja began to see representation and people began to realize his potential, leading him to become a threat in the game.

Greninja's tier placement has barely changed over the two tier lists released, coming from a mid-tier placement to a high-tier placement. He has started to see more players play him, adding more tournament representation. With this, Greninja is seen to be a viable option in tournaments.

Reveal trailer

<youtube>xEJBPMcbRkk</youtube>

Trophies

Greninja
Ntsc This Water/Dark-type Pokémon is the fully evolved form of Froakie. It's just as fast and dangerous as any other ninja, and the throwing stars it can make out of water can shear metal. In Smash Bros., as well as being a graceful, speedy fighter, it can also use moves like Hydro Pump that let it travel through the air and avoid falling.
Pal This Water- and Dark-type Pokémon is the fully evolved form of Froakie. It is just as fast and dangerous as its name suggests, and the throwing stars it can make out of water can shear metal. In this game, as well as being a graceful, speedy fighter, it can also use moves like Hydro Pump to let it move through the air and avoid falling.
3DS: Pokémon X and Pokémon Y (10/2013)
Greninja (Alt.)
Ntsc Greninja's Substitute down special lets you teleport to dodge attacks and then strike back, making it an effective and hard-to-predict way to counterattack. You can also control where you reappear by inputting directions. When you vanish, sometimes you'll be replaced by a log, other times by a cuddly toy.
Pal Greninja's Substitute down special lets you teleport to dodge attacks and then strike back, making it an effective and hard-to-predict way to counter-attack. You can also control where you reappear. When you vanish, sometimes you'll be replaced by a log, and other times by a Substitute doll.
3DS: Pokémon X and Pokémon Y (10/2013)
Secret Ninja Attack
In Greninja's Final Smash, it uses its Mat Block move to flip opponents into the air. It then slices them repeatedly in front of the bright moon before smacking them back down to the ground and launching them. The initial Mat Block flip doesn't have much range, but should it hit home, the rest of the attack is unavoidable.
Pal In Greninja's Final Smash, it uses its Mat Block move to flip an opponent into the air. It then slices them repeatedly in front of the shining moon, before smacking them down to the ground so hard they get launched. The inital Mat Block flip doesn't have much range, but if it hits home, there's no evading the rest of the attack.

In Event Matches

Solo Events

Co-op Events

Alternate costumes

Greninja Palette (SSB4).png
Greninja's stock icon in Super Smash Bros. for Wii U. GreninjaHeadRedSSB4-U.png GreninjaHeadPinkSSB4-U.png GreninjaHeadBlackSSB4-U.png GreninjaHeadLavenderSSB4-U.png GreninjaHeadGreenSSB4-U.png GreninjaHeadGreySSB4-U.png GreninjaHeadPurpleSSB4-U.png

Gallery

Trivia

  • From December 9, 2014 to January 29, 2015, Japanese players of Pokémon Omega Ruby and Alpha Sapphire were able to gain a serial code to download a Greninja based on this Greninja, complete with a moveset consisting of SSB4 Greninja's special moves, an Original Trainer listed as スマブラ (SmaBra) and Hidden Ability Protean.[2]
    • Interestingly, the event Greninja is always male, which indicates that the SSB4 Greninja is as well. Regardless, it is not listed under a specific gender per Nintendo's stance on, for the most part, using gender neutral pronouns for all Pokémon, regardless of a species' appearance/gender ratio or lack thereof.
    • Prior to the release of Pokémon Omega Ruby and Alpha Sapphire, Water Shuriken was also one of Greninja's signature moves. However, Accelgor later gained access to Water Shuriken in Omega Ruby and Alpha Sapphire, albeit via Move Reminder.
  • Greninja knows six official Pokémon moves, all of which it can legally learn in the Pokémon core series. In addition to Water Shuriken, Shadow Sneak, Hydro Pump, Substitute and Mat Block, it also uses Double Team during one of its victory animations.
  • Greninja's color palette of its official artwork and in-game appearance are actually slightly different. For its in-game appearance, its body and legs are a slightly darker shade of blue, while its webbings, face, and chest are cream instead of beige.
  • Greninja and Lucario are the only Pokémon to not have a custom move that share a name with an actual Pokémon move.
  • Greninja and Bayonetta are the only characters that can interrupt their own taunts.
    • Greninja is also the third character in the series to have a taunt that inflicts damage, with the first two being Luigi and Snake.
  • In Super Smash Bros. for Nintendo 3DS, the bottom screen marker tracks characters even during their teleporting moves. However, this does not apply to Greninja when it uses Shadow Sneak or Substitute.
  • Despite being a partial Dark type Pokémon, none of Greninja's attacks have the darkness effect. However, this is largely a result of the Dark type in Pokémon being associated with deception and underhanded fighting tactics (which is reflected in it being called the Evil type in Japanese), rather than literal darkness and shadows, which are characteristics associated with the Ghost type instead.
    • Coincidentally, its side special move, Shadow Sneak, is a Ghost type attack. It is also a variation of Quick Attack in its home series, another move Greninja can learn naturally through level up.
  • Greninja and Corrin are the only water-themed characters in SSB4.

References