Editing Greninja (SSBU)

From SmashWiki, the Super Smash Bros. wiki
Jump to navigationJump to search
Warning You aren't logged in. While it's not a requirement to create an account, doing so makes it a lot easier to keep track of your edits and a lot harder to confuse you with someone else. If you edit without being logged in, your IP address will be recorded in the page's edit history.

The edit can be undone. Please check the comparison below to verify that this is what you want to do, and then publish the changes below to finish undoing the edit.

Latest revision Your text
Line 101: Line 101:


{{MovesetTable
{{MovesetTable
|neutralname=Single/Base Hit ({{ja|たんだ|Tanda}})<br>Palm Strike ({{ja|しょうだ|Shōda}})<br>Water Palm Heel/Sole ({{ja|しょうてい|Mizu Shōtei}}) / Water Cutter ({{ja|みずカッター|Mizu Kattā}})<br>Cutter Finish ({{ja|カッターフィニッシュ|Kattā Finisshu}})
|neutralname=Single Hit ({{ja|たんだ|Tanda}}) / Palm Strike ({{ja|しょうだ|Shōda}}) / Water Palm Heel ({{ja|しょうてい|Mizu Shōtei}}) / Water Cutter ({{ja|みずカッター|Mizu Kattā}}) / Cutter Finish ({{ja|カッターフィニッシュ|Kattā Finisshu}})
|neutralcount=3
|neutralcount=3
|neutralinf=y
|neutralinf=y
Line 112: Line 112:
|ftiltdmg=7.3%
|ftiltdmg=7.3%
|ftiltdesc=A hook kick which stops half way. It can be angled and can [[lock]] opponents.  
|ftiltdesc=A hook kick which stops half way. It can be angled and can [[lock]] opponents.  
|utiltname=Tongue Anti-Air ({{ja|ぜつたいくう|Zetsu Taikū}})
|utiltname=Anti-Air Tongue ({{ja|ぜつたいくう|Zetsu Taikū}})
|utiltdmg=4.5%
|utiltdmg=4.5%
|utiltdesc=Swings its tongue upwards. A good aerial combo starter and juggling tool due to its low knockback and somewhat disjointed hitbox. It can combo into itself at low percents and is a reliable way to connect into up aerial.
|utiltdesc=Swings its tongue upwards. A good aerial combo starter and juggling tool due to its low knockback and somewhat disjointed hitbox. It can combo into itself at low percents and is a reliable way to connect into up aerial.
Line 118: Line 118:
|dtiltdmg=4%
|dtiltdmg=4%
|dtiltdesc=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.
|dtiltdesc=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.
|dashname=Water Surface Kick ({{ja|すいめんげり|Suimen Geri}})
|dashname=Surface Kick ({{ja|すいめんげり|Suimen Geri}})
|dashdmg=8%
|dashdmg=8%
|dashdesc=Does a sweep kick. Is arguably one of the best dash attacks in the game, as it launches opponents at an excellent angle for combos, making it one of Greninja's best combo starters. Reliably combos into back aerial at virtually any percent, and can set up up aerial strings or drag-down combos with up aerial.
|dashdesc=Does a sweep kick. Is arguably one of the best dash attacks in the game, as it launches opponents at an excellent angle for combos, making it one of Greninja's best combo starters. Reliably combos into back aerial at virtually any percent, and can set up up aerial strings or drag-down combos with up aerial.
Line 127: Line 127:
|usmashdmg=5% (hit 1), 14% (hit 2 clean center), 11% (hit 2 clean sides), 10% (hit 2 late)
|usmashdmg=5% (hit 1), 14% (hit 2 clean center), 11% (hit 2 clean sides), 10% (hit 2 late)
|usmashdesc=Two reverse gripped inward slashes with water kunai, similar to {{SSBU|Sheik}}'s up smash. Greninja's strongest finisher, especially when hit clean. Can be combo'd into from a down-tilt at specific percentages for a KO.
|usmashdesc=Two reverse gripped inward slashes with water kunai, similar to {{SSBU|Sheik}}'s up smash. Greninja's strongest finisher, especially when hit clean. Can be combo'd into from a down-tilt at specific percentages for a KO.
|dsmashname=Water Kunai Shake Off ({{ja|ダブルふりはらいみずくない|Daburu Furiharai Mizu Kunai}}, ''Double Shake-Off Water Kunai'')
|dsmashname=Water Kunai Shake Off ({{ja|ダブルふりはらいみずくない|Daburu Furiharai Mizu Kunai}})
|dsmashdmg=13% (kunai), 11% (arms)
|dsmashdmg=13% (kunai), 11% (arms)
|dsmashdesc=Hits both sides with water kunai. Due to it sending opponents at an [[semi-spike]] angle and coming out on frame 11, it is a quick and effective way to set up an edge-guard situation.
|dsmashdesc=Hits both sides with water kunai. Due to it sending opponents at an [[semi-spike]] angle and coming out on frame 11, it is a quick and effective way to set up an edge-guard situation.
|nairname=Water Burst/Rupture ({{ja|みずはれつ|Mizu Haretsu}})
|nairname=Water Burst ({{ja|みずはれつ|Mizu Haretsu}})
|nairdmg=11% (clean), 6% (late)
|nairdmg=11% (clean), 6% (late)
|nairdesc=Strikes a ninjutsu pose while emitting an exploding water bubble. Despite noticeable start-up lag for a neutral aerial(frame 12), it boasts great combo potential at low to mid percentages with its strong and weak hits and can KO confirm into up-smash at high percents with the weak hit. It can also KO at very high percents with its strong hit.
|nairdesc=Strikes a ninjutsu pose while emitting an exploding water bubble. Despite noticeable start-up lag for a neutral aerial(frame 12), it boasts great combo potential at low to mid percentages with its strong and weak hits and can KO confirm into up-smash at high percents with the weak hit. It can also KO at very high percents with its strong hit.
|fairname=Aerial/Midair Water Kunai ({{ja|くうちゅうみずくない|Kūchū Mizu Kunai}})
|fairname=Aerial Water Kunai ({{ja|くうちゅうみずくない|Kūchū Mizu Kunai}})
|fairdmg=14%
|fairdmg=14%
|fairdesc=Slashes with a water kunai. It has some start-up and suffers from high end lag, but it is a great tool in the neutral for spacing due to its disjointed hitbox and can be used for KOing. It is also safe on shield if spaced correctly.
|fairdesc=Slashes with a water kunai. It has some start-up and suffers from high end lag, but it is a great tool in the neutral for spacing due to its disjointed hitbox and can be used for KOing. It is also safe on shield if spaced correctly.
|bairname=Triple/Three-Spot Kick ({{ja|さんてんげり|Santen Geri}})
|bairname=Triple Kick ({{ja|さんてんげり|Santen Geri}})
|bairdmg= 3% (hit 1), 2.5% (hit 2), 6% (hit 3)
|bairdmg= 3% (hit 1), 2.5% (hit 2), 6% (hit 3)
|bairdesc=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, as it can be followed up from a down throw, down tilt, as well as a dash attack. It can be a situational out-of-shield option if the opponent crosses-up on its shield.
|bairdesc=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, as it can be followed up from a down throw, down tilt, as well as a dash attack. It can be a situational out-of-shield option if the opponent crosses-up on its shield.
Line 142: Line 142:
|uairdmg=1.3% (hits 1-5), 3% (hit 6)
|uairdmg=1.3% (hits 1-5), 3% (hit 6)
|uairdesc=Does a upward corkscrew kick, similar to both {{SSBU|Sheik}}'s and {{SSBU|Joker}}'s up aerials. One of Greninja's best combo and KO tools, as it can juggle and KO effectively due to its great jumping prowess. It also allows for drag-down combos because it's multi-hit properties, although this requires precise timing to land it at the right time, as its final launching hit comes out too fast to set up drag-down combos otherwise.
|uairdesc=Does a upward corkscrew kick, similar to both {{SSBU|Sheik}}'s and {{SSBU|Joker}}'s up aerials. One of Greninja's best combo and KO tools, as it can juggle and KO effectively due to its great jumping prowess. It also allows for drag-down combos because it's multi-hit properties, although this requires precise timing to land it at the right time, as its final launching hit comes out too fast to set up drag-down combos otherwise.
|dairname=Aerial/Midair Kick ({{ja|きゅうしゅうげり|Kūchū Geri}})
|dairname=Aerial Kick ({{ja|きゅうしゅうげり|Kūchū Geri}})
|dairdmg=8%
|dairdmg=8%
|dairdesc=A diving double foot stomp. It acts as a [[stall-then-fall]] and bounces off opponents. The clean hit [[meteor smash]]es opponents while the late hit sends the opponent upwards, allowing for some situational combos.  
|dairdesc=A diving double foot stomp. It acts as a [[stall-then-fall]] and bounces off opponents. The clean hit [[meteor smash]]es opponents while the late hit sends the opponent upwards, allowing for some situational combos.  
Line 150: Line 150:
|pummeldmg=1%
|pummeldmg=1%
|pummeldesc=The whirlpool compresses the grabbed opponent. Fast but weak.
|pummeldesc=The whirlpool compresses the grabbed opponent. Fast but weak.
|fthrowname=Push Aside ({{ja|おしのけ|Oshinoke}})
|fthrowname=Push Away ({{ja|おしのけ|Oshinoke}})
|fthrowdmg=3.5% (hit 1), 4.5% (throw)
|fthrowdmg=3.5% (hit 1), 4.5% (throw)
|fthrowdesc=Shoves the opponent forward. Can KO at high percentages near the edge.
|fthrowdesc=Shoves the opponent forward. Can KO at high percentages near the edge.
|bthrowname=Inverted Send-Off ({{ja|さかおくり|Saka Okuri}})
|bthrowname=Send-off ({{ja|さかおくり|Sakaokuri}})
|bthrowdmg=9%
|bthrowdmg=9%
|bthrowdesc=Greninja leans forward and flings the opponent backwards. Like forward throw, its decent knockback gives it good edgeguarding potential at high percentages.
|bthrowdesc=Greninja leans forward and flings the opponent backwards. Like forward throw, its decent knockback gives it good edgeguarding potential at high percentages.
|uthrowname=Toss/Throw Up ({{ja|なげあげ|Nage Age}})
|uthrowname=Toss Up ({{ja|なげあげ|Nage Age}})
|uthrowdmg=5%
|uthrowdmg=5%
|uthrowdesc=Tosses the opponent upwards. One of Greninja's most useful throws, as it can combo into a up tilt or up aerial at low and medium percents and can even KO at later percents.
|uthrowdesc=Tosses the opponent upwards. One of Greninja's most useful throws, as it can combo into a up tilt or up aerial at low and medium percents and can even KO at later percents.
|dthrowname=Slamming ({{ja|たたきつけ|Tatakitsuke}})
|dthrowname=Slam ({{ja|たたきつけ|Tatakitsuke}})
|dthrowdmg=5%
|dthrowdmg=5%
|dthrowdesc=Slams the opponent onto the ground. It can combo into a down tilt, forward tilt, and dash attack at low percentages. It can combo into back aerial at medium percents and later into forward aerial as well at higher percentages with good timing.
|dthrowdesc=Slams the opponent onto the ground. It can combo into a down tilt, forward tilt, and dash attack at low percentages. It can combo into back aerial at medium percents and later into forward aerial as well at higher percentages with good timing.

Please note that all contributions to SmashWiki are considered to be released under the Attribution-ShareAlike 4.0 International license (see SmashWiki:Copyrights for details). Your changes will be visible immediately. Please enter a summary of your changes above.

Do not submit copyrighted work without permission!

Cancel Editing help (opens in new window)

Templates used on this page:

This page is a member of 1 meta category: