For Squirtle's part in Pokémon Trainer's Final Smash, see Triple Finish.
Hydro Pump
Greninja Up B SSBU.gif
Greninja using Hydro Pump in Super Smash Bros. Ultimate.
User Greninja
Universe Pokémon
Article on Bulbapedia Hydro Pump (move)

Hydro Pump (ハイドロポンプ, Hydro Pump) is Greninja's up special move.

OverviewEdit

 
Hydro Pump being used by Greninja in Super Smash Bros. for Nintendo 3DS.

Greninja uses water to propel itself upward, in a manner similar to Pikachu's Quick Attack in that it can change directions while it moves. However, unlike Quick Attack, the move can move twice the distance in a single direction, is a little slower, and carries most of the momentum gained, which gives it better maneuverability than Quick Attack does. Hydro Pump also deals slight damage with decent knockback and does not cause flinching, which can be used to gimp. While it offers excellent distance, Greninja will immediately start falling once the second water stream ends, which can often cause inexperienced players to underestimate the vertical distance gained from this move. It will also cancel if Greninja bumps into a wall, sending it into a tumble. If this happens, Greninja will no longer be able to use jumps or Shadow Sneak, or reattempt another Hydro Pump until cancelled by landing or with an aerial, Water Shuriken, or Substitute. Greninja is still capable of wall clinging, and thus wall jumping, and is its only means of recovery in this scenario (though Substitute grants mobility if successful). Unlike typical tumbling, Greninja does not need to tech in order to prevent crash landing, and can act immediately as though they had fallen normally.

Instructional quotesEdit

  case foldout   Two bursts while airborne;   selects the direction.
  Move List   Fires a powerful water jet, propelling itself in whichever direction the stick is tilted.

CustomizationEdit

Special Move customization was added in Super Smash Bros. 4. These are the variations:

1. Hydro Pump 2. High-Capacity Pump 3. Single-Shot Pump
"Fire a powerful water jet, propelling you in whichever direction you have pressed." "Fire two jets for a bigger boost. Slower than Hydro Pump, but easier to control." "Rocket skyward with a single short blast. Travels high, but you can't change direction."
  1. Hydro Pump: Default.
  2. High-Capacity Pump: Greninja shoots more controllable water pumps, but the move is slightly slower and doesn't do damage.
  3. Single-Shot Pump: Greninja only shoots one pump, but it's more powerful. It gains about 30% more distance.

Use by other PokémonEdit

  • Blastoise - When summoned as a Poké Ball Pokémon in SSB and Melee, Blastoise uses Hydro Pump in a horizontal direction.
  • Kyogre - When summoned by a Poké Ball, Kyogre uses Hydro Pump with free range horizontally. Unlike other Hydro Pumps, Kyogre's Hydro Pump doesn't do any damage, instead pushes opponents or objects.
  • Squirtle - When its trainer activates Triple Finish, Squirtle uses Hydro Pump as part of the Final Smash.

OriginEdit

 
Hydro Pump in Pokémon X & Y.

Hydro Pump is a powerful special Water-type move with 120 (110 starting with Generation VI) base power but has 80% accuracy that was introduced in Generation I and was considered the strongest Water-type move before Generation III.

Greninja like other Water-type starters is capable of learning this move by leveling up. Hydro Pump is described as "blasting the foe with huge volume of water launched under great pressure" and is usually depicted as a single, large torrent of water launched at the foe, contrary to Greninja's usage in SSB4 which involves riding two thin jets of water in the style of the Smash version of Quick Attack (which has a Pokémon series Water-type variation known as Aqua Jet which Greninja can't learn).

GalleryEdit

Names in other languagesEdit

Language Name
  Japanese ハイドロポンプ, Hydro Pump
  English Hydro Pump
  French Hydrocanon
  German Hydropumpe
  Spanish Hidrobomba
  Italian Idropompa
  Chinese 水炮
  Korean 하이드로펌프, Hydro Pump
  Dutch Hydropomp
  Russian Гидронасос

TriviaEdit

  • Hydro Pump is one of three up special moves that always uses up the character's double jump in Smash 4 regardless if the player saved it before use, despite the near-universal change across all other characters that allows them to use their double jump after their up special move if they are hit out of it. The other two up special moves are Quick Attack and Spin Attack, which also have this quirk in Brawl.