Curleh_Mustache
Smash Cadet
- Joined
- Apr 6, 2015
- Messages
- 30
it can help him tomahawk betterWhy would lower short hop help?
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it can help him tomahawk betterWhy would lower short hop help?
I've only had one instance similar to that, but the reason it didn't hit is because I UAir spiked and they bounced above the hitbox.Is it just me or have y'all had problems with greninja's downsmash not hitting opponents that are clearly in the animation. Every once in a while use Dsmash on somebody standing right where I am and it doesn't hit. I think Greninja's hitboxes need some touching up as well
His hand is a deadzone because someone apparently thinks Smash Bros. is a precision fighting game. It also has a rather small vertical hitbox, so it's seemingly impossible to punish Yoshi and Pikachu if they land with certain moves.Greninja seems to suffer, like many other characters, from wonky hitboxes on certain attacks, thus occasionally royzoning himself.
As previously mentioned his D-smash and F-smash in particular tend to exhibit this kind of behaviour
https://t.co/hWq6xAMV1L
Iirc the up-air spike wasn't nerfed in any way. It was just the knockback that was nerfed I believe. I do wish that the nerf was undone though.Greninja's up air needs to return to the way it was pre-patch, I miss his up air spike.
I think what he's referring to is how Greninja's uair spike used to bounce characters off the ground allowing the uair spike to link into itself unless the opponent teched.Iirc the up-air spike wasn't nerfed in any way. It was just the knockback that was nerfed I believe. I do wish that the nerf was undone though.
It still does that but not as strong, I find that a good thing you can do with the uair drag (I don't call that a spike anymore) is a low percent drag near the ground and a followup with a utilt, a smash, or any decently fast option.I think what he's referring to is how Greninja's uair spike used to bounce characters off the ground allowing the uair spike to link into itself unless the opponent teched.
Alright, I'll bite.If one throw needs to be remade is back throw. It's 100% useless. At least, Fthrow can set up a mixup with dash attack, regrab,or Nair/Fair at low percents.
I agree with the decreased lag in Nair, but not in Fair. That thing is essentially a midair FSmash, and has tremendous killpower when properly connected. Lessened lag in Fair combined with his huge midair jump and his Dair spike, would let Greninja combo half the cast right to the lateral or bottom blast zones, and live to tell the tale with Hydro Pump.
Also, a fast Fair would be crazy good for edgeguarding, and he already is too good at that with Shadow Sneak and Hydro Pump.
Actually on many characters sourspot dair combos into footstool into sweetspot dair. I've killed with this before multiple times, and even if the opponent tries to use up b, you can just dair-footstool-dair again for the kill.Greninja also cannot combo the opponent into the bottom blast zone, his dair prevents it due to the lack of hit stun on the sour spot. Making it frame 10 would make it fast, but still a little slow.
It's not comparable. Mewtwo has much lesser edgeguard potential due to the laggy double jump, and his light weight can cause problems when trading aerial attacks. Plus, Shadow Sneak only leads to SD if you charge it too much when recovering or if you use it instead of Hydro Pump. And Dair is esssentially a footstool on steroids. The sweetspot kills early, and the sourspot chains to a dozen combos, some of them ending on charged Smash attaccks, or into the sweetspotted Dair itself as mentioned above.Alright, I'll bite.
You do realize that fair is a frame SIXTEEN move, right? Taking 6 frames away will atleast make it better for air to air combat. And about that whole fsmash thing, Mewtwo's fair comes out of frame 6, has more kill power, and has considerable range despite the animation.
A fast fair would make greninja about as good for edgeguarding as he is now, shadow sneak only leads to SDs and hydro pump can actually help opponents depending on the trajectory. Greninja also cannot combo the opponent into the bottom blast zone, his dair prevents it due to the lack of hit stun on the sour spot. Making it frame 10 would make it fast, but still a little slow.
No, shadow sneak has so much endlag that if you have no double jump, you're pretty much screwed. Plus no one uses shadow sneak for edgeguarding, or anything for that matter. Maybe for breaking out of attacks and combos but thats it. Also, if you miss your dair, then what happens? Oh yes, you fall, and into the abyss you go.Plus, Shadow Sneak only leads to SD if you charge it too much when recovering or if you use it instead of Hydro Pump. And Dair is esssentially a footstool on steroids. The sweetspot kills early, and the sourspot chains to a dozen combos, some of them ending on charged Smash attaccks, or into the sweetspotted Dair itself as mentioned above.
But you're the only one who is objecting...? Also on the frame dair comes out, you'd be lucky to punish any risky option. Also, how can SHADOW SNEAK of all moves take out edgeguarders..? I'm genuinely curious.Who would be stupid enough to use Shadow Sneak, or any attack for that matter, after exhausting the double jump, at a height low enough for a recovery to be impossible? And yeah, if you miss SuiciDair, you are pretty much screwed, that's why you are supposed to use it at point-blank range, and especially NOT BE PREDICTABLE, so the opponent does not have time to airdodge
Shadow Sneak is a very good attack, it's just that, again, YOU HAVE TO WAIT until you can use it safely. Bait the opponent with a crawl or a taunt, use it to trap a landing, or to take out edge-guarders. That's when Shadow Sneak's potential truly shines.
But that's not the discussion for that. You said your idea, the rest aren't convinced by it. You want it, okay. We don't, also okay. The end.
Oh yes, that is so much easier than just shielding and counter attacking. Also, there is nothing wrong with a little healthy argument..Easy: all of those that keep close to the edge to try to snipe you on the 2 frame vulnerability, they will get hit.
Isn't dash attack already sort of safe? Or do you just want an easier combo option? Because if you remove the endlag, then dash attack to fair or usmash becomes practically guaranteed.Oh, and a good idea would be to remove half of the endlag on the dash attack and the Dair hitstun glitch (buffering that move during hitstun causes you to start floating hopelessly in midair). When the game lags just a bit, those two moves become unusable.
You see, That's a big greninja problem, he has terrible safe frames on shield. What would dash attack to fair kill at?Exactly. The fastest kill confirm Greninja has rounds the 150% damage on the enemy. This would solve the problem. Plus, the dath attack, like everything else in Greninja's movepool, does negligible shield damage.