Greninja (SSBU): Difference between revisions

→‎Changes from Super Smash Bros. 4: The frog is a sleeper top tier.
(→‎Changes from Super Smash Bros. 4: The frog is a sleeper top tier.)
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==Changes from ''[[Super Smash Bros. 4]]''==
==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.


Greninja has been greatly buffed from ''Smash 4'' to ''Ultimate''. As with all other characters in the game, its already quick mobility is faster like most characters, while its previously situational moves (such as dash attack, down smash and Water Shuriken) are much more versatile. Due to the game's universal changes to dash mechanics, Greninja can also further exploit its amazing ground mobility, allowing for easier setups into its combo starters, such as 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.
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.


However, its biggest buffs were to its grab game, which saw an even faster standing grab, while its forward and back throws can now KO in addition to its up throw. Its pummel, previously considered one of the worst pummels in ''Super Smash Bros. 4'', has been buffed as well. Despite dealing less damage, it is significantly faster. Up throw and down throw actually have better combo potential as well due to the universal changes. The universal 3-frame jumpsquat and ability to buffer aerials from a short hop improves Greninja's up throw, being able to combo into up aerial at low percents to high percents more reliably, while also being able to start juggles with up aerial more consistently due to up aerial's lowered landing lag. The universal buff of [[dash-canceling]] and the ability to buffer aerials from a short hop greatly benefits Greninja's down throw, now being able to combo into dash attack at low percents to extend combos and being able to potentially kill confirm with a short hop forward aerial or full hop back aerial at higher percentages.
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, its biggest being the universal nerf of footstools. While Greninja can still perform footstool combos, they're now harder to pull off due to the ability to tech footstools, which hinders Greninja's combo ability (specifically its down aerial). However, the nerf is not very significant due to Greninja's combo game actually being buffed overall due to other universal changes that impact it more positively.
On the other hand, Greninja is not without its nerfs. Notably, the ability to tech footstools has made them now 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, 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 retains its status as a viable character in ''Ultimate'''s early meta with above average representation as of late thanks to {{Sm|Stroder}}, {{Sm|Lea}}, {{Sm|Jw}}, {{Sm|Somé}}, and {{Sm|iStudying}} and is considered as a high or even top tier character by many professional players.
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 {{Sm|iStudying}}, {{Sm|Jw}}, {{Sm|Lea}}, {{Sm|Somé}}, and {{Sm|Stroder}}. Because of this, Greninja is now considered as a high- or even top tier character by many professional players.


===Aesthetics===
===Aesthetics===
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*{{change|Greninja's tongue has less physics-based movement than the previous game.}}
*{{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 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===
===Attributes===
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*{{buff|Greninja [[walk]]s faster (1.43 → 1.502).}}
*{{buff|Greninja [[walk]]s faster (1.43 → 1.502).}}
*{{buff|Greninja has increased [[air speed]] (1.18 → 1.239).}}
*{{buff|Greninja has increased [[air speed]] (1.18 → 1.239).}}
*{{change|Greninja [[weight|weighs]] less (94 → 88). This worsens its survivability but makes it less susceptible to combos.}}
*{{change|Greninja is [[weight|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|The ability to tech footstools hinders Greninja's combo options.}}
*{{nerf|Greninja's down taunt has lower knockback and much higher ending lag; unlike other taunts, it is not interruptible (unless it's used during Shadow Sneak). This prevents it from KOing and makes Greninja more vulnerable while using it. However, due to how incredibly situational down taunt is, this is negligible in normal play.}}
*{{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===
===Ground attacks===
*[[Neutral attack]]:
*[[Neutral attack]]:
**{{buff|Neutral attack's rapid jab is considerably faster.}}
**{{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|Jab 3 now uses stationary hitboxes rather than hitboxes connected to Greninja's arms.}}
**{{change|The third hit now uses stationary hitboxes rather than hitboxes connected to Greninja's arms.}}
**{{nerf|Jab 3 deals less damage (3.5% → 3%), and thus less knockback.}}
**{{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|Rapid Jab finisher now has 3 hitboxes instead of 2, with different sizes and positions, increasing its range overall.}}
**{{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]]:
*[[Down tilt]]:
**{{change|Down tilt is now a downward hand sweep.}}
**{{change|Greninja has a new down tilt: a downward hand sweep instead of a shin kick.}}
**{{buff|Down tilt launches opponents at a more upward angle (70 → 79/77/75), improving its combo potential.}}
**{{nerf|It deals less damage (7% 4%).}}
**{{buff|Down tilt has less ending lag (FAF 27 23).}}
**{{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.}}
**{{nerf|Down tilt deals less damage (7% → 4%), and also has altered knockback (60 (base)/40 (scaling) → 30/110), narrowing its combo range into some moves.}}
**{{buff|The move launches opponents at a more upward angle (70° → 79°/77°/75°), further improving its combo potential at high percentages.}}
***{{buff|However, it can now combo into up aerial at realistic percentages for a KO.}}
**{{buff|It has less ending lag (FAF 27 → 23).}}
*[[Dash attack]]:
*[[Dash attack]]:
**{{change|Dash attack has an altered animation with Greninja stopping halfway through the spin.}}
**{{change|The move has an altered animation with Greninja stopping halfway through the spin.}}
**{{buff|Dash attack deals more damage (7% → 8%) with base knockback reduced to somewhat compensate (100 → 90).}}
**{{buff|It deals more damage (7% → 8%).}}
**{{buff|Dash attack has less ending lag (FAF 31 → 29).}}
**{{buff|It has reduced base knockback (100 → 90).}}
*[[Forward smash]]
**{{buff|It has less ending lag (FAF 31 → 29).}}
**{{buff|Forward smash deals more knockback (30 (base)/101 (scaling) → 35/104).}}
**{{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]]:
*[[Down smash]]:
**{{buff|Down smash has much less startup lag (15 → 10), and thus a shorter duration (FAF 55 → 50).}}
**{{buff|The move has much less startup lag (15 → 10), and thus a shorter duration (FAF 55 → 50).}}
**{{buff|Down smash's inner hitbox is now extended (z-offset: 0 → 0-7).}}
**{{buff|Both hits' arm hitboxes are now extended (Z-stretch: 0 → 7). This removes their blindspots.}}


===Aerial attacks===
===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)).}}
*{{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]]:
*[[Neutral aerial]]:
**{{buff|Neutral aerial has considerably less ending lag (FAF 65 → 53).}}
**{{buff|The move has considerably less ending lag (FAF 65 → 53).}}
*[[Forward aerial]]:
*[[Forward aerial]]:
**{{buff|Forward aerial has more knockback scaling (84 → 95).}}
**{{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]]
*[[Back aerial]]
**{{buff|Back aerial has less ending lag (FAF 46 → 41).}}
**{{buff|The move has less ending lag (FAF 46 → 41).}}
**{{buff|The third hit deals more damage (4% → 6%) with knockback scaling compensated (120 → 95)}}
**{{buff|The third 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|It has bigger hitboxes (5u/4u/2u → 5.5u/4.3u/2.5u (hits 1 and 2), 5.8u/4.5u/2u → 5.8u/4.5u/2.5u}}
**{{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]]:
*[[Down aerial]]:
**{{nerf|Down aerial has more ending lag when it hits an opponent, hindering its combo potential and making it slightly less safe on shield.}}
**{{buff|The move has less ending lag if it misses (FAF 57 52).}}
**{{nerf|Down aerial's hitboxes are smaller (6u (clean)/7u (late) 4.3u/5.2u) and higher up (Y offset: -2 → 0.1)}}
**{{buff|Greninja no longer loses its [[double jump]] when it lands down aerial.}}
**{{buff|Greninja no longer loses its [[double jump]] when it lands down aerial.}}
**{{buff|Down aerial has less ending lag when missed (FAF 57 52).}}
**{{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===
===Throws/other attacks===
*[[Grab]]:
*[[Grab]]:
**{{buff|Standing grab's startup is reduced by 1 frame (11 → 10).}}
**{{buff|Standing and pivot grab have one frame faster startup (standing: frame 11 → 10; pivot: frame 15 → 14).}}
**{{nerf|Dash grab's grabbox doesn't extend out as far (Z offset: 4-20 → 4-17.5), reducing its range.}}
**{{nerf|Dash grab has slower startup (frame 9 → 13).}}
**{{buff|Pivot grab's grabbox extends further (Z offset: 4-22 → 4-25.3), increasing its range.}}
**{{nerf|Dash grab's grabbox doesn't extend out as far (Z-stretch: 20 → 17.5), reducing its range.}}
*{{buff|[[Pummel]] is significantly faster than in ''Smash 4''. It deals 1% less damage (2% → 1%), but is buffed overall due to Greninja's previously sluggish pummel.}}
**{{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]]:
*[[Forward throw]]:
**{{buff|Forward throw now has 2 hits, dealing more damage overall (5 (throw) → 3.5 (collateral) + 4.5 (throw), 8 (total)).}}
**{{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|Forward throw has altered knockback, dealing more knockback overall (70 (base)/45 (scaling) → 65/100).}}
**{{buff|The throw has less base knockback, but significantly more knockback scaling (70 base/45 scaling → 65/100), improving its KO power.}}
*[[Back throw]]:
*[[Back throw]]:
**{{change|Back throw has a new animation. Greninja turns around and throws the opponent with both hands.}}
**{{change|Greninja has a new back throw: it turns around and throws the opponent with both hands.}}
**{{buff|Back throw's animation is faster, making it harder to [[DI]] properly.}}
**{{buff|It deals more damage (8% → 9%).}}
**{{buff|Back throw deals more damage (8% → 9%), and thus knockback.}}
**{{buff|Its animation is faster, making it harder to [[DI]] properly.}}
*{{buff|[[Edge attack]] has increased damage (7% → 9%).}}
*{{buff|[[Edge attack]] has increased damage (7% → 9%).}}


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**{{buff|Water Shuriken has slightly increased range.}}
**{{buff|Water Shuriken has slightly increased range.}}
**{{buff|Opponents don't fall out of the fully charged shuriken as much as before.}}
**{{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.}}
**{{change|Water Shuriken looks sharper.}}
**{{nerf|Uncharged Water Shuriken has less knockback growth.}}
*[[Shadow Sneak]]:
*[[Shadow Sneak]]:
**{{change|Greninja now cloaks itself in a whirlwind before disappearing. It may also perform a forward kick to attack.}}
**{{buff|It can now be used multiple times in midair.}}
**{{buff|Shadow Sneak’s shadow travels faster.}}
**{{buff|Shadow Sneak's shadow travels faster.}}
**{{buff|Shadow Sneak's attack has less startup.}}
**{{buff|Both attack variants have less startup.}}
**{{buff|Forward Shadow Sneak launches at a lower angle, improving its knockout potential.}}
**{{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.}}
**{{buff|Shadow Sneak can be used multiple times in midair.}}
**{{change|Greninja now cloaks itself in a whirlwind before disappearing.}}
**{{nerf|The shadow's eyes flash red just before release. Combined with the shadow being notably darker, this makes it easier to predict the attack.}}
**{{nerf|The shadow is notably darker, and the shadow's eyes flash red just before release. This makes it easier to predict the attack.}}
*[[Substitute]]:
**{{buff|Substitute's counter window is longer.}}
**{{buff|Substitute's attack has less startup.}}
**{{buff|Substitute slows down the opponent when the attack activates, allowing the attack to land more consistently.}}
**{{buff|Substitute now grants Greninja invincibility during the attack.}}
**{{change|Substitute has more vibrant particles effects.}}
*[[Hydro Pump]]:
*[[Hydro Pump]]:
**{{change|Hydro Pump now has an arrow pointing in the direction of travel, similar to {{SSBU|Pikachu}}'s [[Quick Attack]] and {{SSBU|Pichu}}'s [[Agility]].}}
**{{change|Hydro Pump now has an arrow pointing in the direction of travel, similar to {{SSBU|Pikachu}}'s [[Quick Attack]] and {{SSBU|Pichu}}'s [[Agility]].}}
**{{buff|Hydro Pump can now be [[ledge-cancel]]led.}}
**{{buff|Hydro Pump can now be [[ledge-cancel]]led.}}
**{{buff|Greninja no longer loses its double jump if it is hit out of Hydro Pump.}}
**{{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 smash]]es 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]]:
*[[Secret Ninja Attack]]:
**{{change|Greninja now turns into {{s|bulbapedia|Ash-Greninja}} during its [[Final Smash]].}}
**{{change|Greninja now turns into {{s|bulbapedia|Ash-Greninja}} during its [[Final Smash]].}}
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