Editing Greninja (SSB4)

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==Update history==
==Update history==
Greninja has received a mix of buffs and nerfs from game updates. Update [[1.0.4]] notably nerfed Greninja by lowering the knockback on a handful of its amoves, and removing the Shadow Sneak glitch that allowed it to cancel the landing lag of its aerials. The most significantly nerfed move, however, was its up smash; initially one of the best anti-airs and smash attacks in the game, by virtue of its huge range and fast interruptibility allowing it to more easily beat out aerials and juggle opponents while even comboing into Greninja's own aerials, its ending lag and hitbox sizes were significantly increased and decreased respectively, so it is much harder for Greninja to take full advantage of the move. 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, [[List of updates (SSB4-3DS)#1.0.5|1.0.5]] removed another exploitable glitch, the running Shadow Sneak glitch.
{{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.}}
However, Greninja has also seen some improvements in later updates. [[1.0.8]] noticeably improved its forward tilt's utility for spacing. 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 startup was decreased, allowing it to camp more effectively. In addition to its ending lag, down throw's damage decrease indirectly improved its combo potential; one notable combo is into forward aerial for a potential KO at high percentages, although it is nevertheless dependent on DI. Update [[1.1.1]] only changed Greninja's Shadow Dash custom, decreasing its ending lag.
*{{nerf|Up smash has considerably higher ending lag (FAF 42 → 52), significantly hindering its combo potential and making it considerably more punishable.}}
 
**In '''{{GameIcon|ssb4-wiiu}} 1.0.0''', the FAF was 50.
The changes to the shield mechanics brought about by updates 1.1.0 and 1.1.1 were overall beneficial for Greninja: although its poor [[out of shield]] game was further weakened, several of its attacks have increased hitlag multipliers (such as the last hits of its jab, back aerial, up aerial and fully charged Water Shuriken, as well as its forward and down aerials) and are therefore safer on shield; particularly, forward aerial has become a much more useful move thanks to its safety on shield while providing relatively lenient spacing, and its neutral aerial also benefits due to its average damage and low landing lag.
*{{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.}}
Update [[1.1.3]] slightly 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 dash attack's and standing grab's startup lag, and its forward and back aerials' landing lag. It also considerably improved Hydro Pump's reliability by tweaking its angle to avoid it from "headbonking".
*{{nerf|Up smash's second hit's sourspot deals less damage ({{ChargedSmashDmgSSB4|13}} {{ChargedSmashDmgSSB4|11}}), significantly hindering its KO potential.}}
 
*{{nerf|Up smash's late second hit deals less damage ({{ChargedSmashDmgSSB4|11}} {{ChargedSmashDmgSSB4|10}}) hindering its KO potential.}}
'''{{GameIcon|ssb4-3ds}} [[1.0.4]]'''
*{{buff|Down smash deals more damage ({{ChargedSmashDmgSSB4|11}} (katanas), {{ChargedSmashDmgSSB4|9}} (arms) {{ChargedSmashDmgSSB4|13}}/{{ChargedSmashDmgSSB4|11}}) without full compensation on its knockback scaling (93 90), significantly improving its KO potential.}}
{{UpdateList/1.0.4|char=Greninja}}
*{{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.}}
'''{{GameIcon|ssb4-3ds}} 1.0.5'''
*{{buff|Up aerial's fifth hit has a larger hitbox (5.5u → 6.2u).}}
*{{nerf|Fixed a glitch where Greninja could dash before using Shadow Sneak. This hinders its approach and mindgame potential.}}
*{{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).}}
'''{{GameIcon|ssb4}} [[1.0.8]]'''
*{{nerf|[[Water Shuriken]] has more ending lag on the ground (FAF 25 (from release) → 32).}}
*{{buff|Forward tilt has much less ending lag (FAF 42 33), greatly improving its spacing potential.}}
*{{buff|[[Shadow Sneak]] and Shadow Strike have slightly higher knockback scaling (100 → 102 (forwards)/101 (backwards)).}}
*{{buff|Forward tilt deals more damage (6.5% 7.3%). The foot hitbox’s knockback scaling was not fully compensated (112 110), improving its KO potential.}}
*{{buff|Shadow Sneak has less ending lag (FAF 77 → 67).}}
*{{nerf|Forward tilt’s leg and body hitboxes deal less knockback 20 (base), 112 (scaling) 30/90 (leg)/40/70 (body), hindering their KO potential.}}
*{{bugfix|Fixed a glitch where Greninja could cancel the landing lag from its aerials with Shadow Sneak.}}
**{{buff|However, their higher base knockback along with the move’s lower ending lag greatly improves their safety on hit, with the move no longer being punishable on hit at lower percents.}}
**{{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.}}
'''{{GameIcon|ssb4}} [[1.1.0]]'''
*{{nerf|Hydro Pump deals significantly less knockback (85 (base)/130 (scaling) → 65/100).}}
*{{nerf|Down throw deals 1% less damage|6%|5%.}}
*{{nerf|High-Capacity Pump has less set knockback (100 → 90).}}
*{{buff|Down throw has decreased ending lag (FAF 50 → 43), and altered knockback (65 base/50 growth 53 base/75 scaling). Alongside the decreased damage, this grants it combo potential especially at low-mid percents.}}
*{{buff|Water Shuriken's startup lag decreased (frame 25 20).}}
*{{bugfix|Fixed a glitch where Water Shuriken stalled Greninja in midair after a jump.}}
**{{nerf|This worsens its recovery potential.}}
 
'''{{GameIcon|ssb4}} [[1.1.1]]'''
*{{buff|Shadow Dash's ending lag decreased.}}
*{{change|Second [[victory pose]] slightly changed.}}
 
'''{{GameIcon|ssb4}} [[1.1.3]]'''
{{UpdateList/1.1.3|char=Greninja}}
 
'''{{GameIcon|ssb4}} [[1.1.5]]'''
{{UpdateList/1.1.5|char=Greninja}}


==Moveset==
==Moveset==

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