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Greninja's True Combos

MartinAW4

Smash Journeyman
Joined
Oct 25, 2014
Messages
312
Hello smashboards! My name is MartinAW4. I come from the distant land of Gamefaqs, which unfortunately is not the greatest place for competitive Smash 4 discussion and that is why I came here. Since this is my first message on this site and I didn't want to come empty handed, I decided to make this thread to share all the true combos I've found so far for Greninja.

All the combos were tested in training mode against a lv.9 Sheik, so the percentages will vary in For Glory matches depending on your opponent's character and your move decay. However despite this, I still believe this information might be useful because these combos work on most of the character roster, so you`ll get a general idea when to use which combo and you`ll have very precise values for Sheik which is one of Greninja's tougher matchups.

I chose different colors for each combo based on its usefulness:
Blue: These are the only combos that cannot be escaped even by DI. All the other ones are DI-able.
Green: These are in my opinion the most useful, reliable and safest combos which you'll be using most often.
Yellow: These combos are very good, but they're either hard to pull off or have a better alternative.
Orange: These combos aren't bad, but either have a strictly superior alternative or are very hard to perform.
Red: These combos are either extremely situational or almost impossible to pull off against a good opponent.
GRENINJA'S TRUE COMBOS v 1.0.3
Dtilt Combos:
Combo moves.......................................% at which the combo works.........Total Damage
Dtilt -> Dtilt...............................................................0-17%...................................14%
Dtilt -> Jab...............................................................0-40%................................13-18%
Dtilt -> Usmash ......................................................60-120%.................................27%
Dtilt -> Nair ............................................................120-210%................................18%
Dtilt -> Uair ............................................................120-320%................................16%
Dtilt -> Fair
............................................................132-300%................................21%
Utilt Combos:
Combo moves.......................................% at which the combo works.........Total Damage
Utilt -> Utilt ..............................................................0-22%....................................9%
Utilt -> Bair (1)..........................................................5-140%.................................6-14%
Utilt -> Utilt -> Uair....................................................6-22%...................................18%
Utilt -> Usmash -> Uair (2).........................................10-41%..................................32%
Utilt -> Uair
............................................................30-160%.................................14%
Utilt -> Nair
............................................................31-140%...............................10-15%
Utilt -> Usmash spike -> Jab (3).................................39-43%..................................20%
Utilt -> Fair ............................................................50-120%.................................18%
Dash Attack Combos:
Combo moves.......................................% at which the combo works.........Total Damage
Dash Attack -> Fair
.................................................0-75%...................................21%
Dash Attack -> Uair (4).............................................0-87%...................................17%
Fully charged Water Shuriken (Standard Special) Combos:
Combo moves.......................................% at which the combo works.........Total Damage
fully charged WS -> DTilt -> Dtilt ................................0-5%....................................26%
fully charged WS -> Ftilt ............................................0-6%....................................19%
fully charged WS -> Shadow Sneak
............................0-11%................................ ..22%
fully charged WS -> footstool -> meteor Dair ->
-> Utilt -> Usmash -> Uair
(5) ......................................0-20%..................................53%
fully charged WS -> Dtilt -> Jab
..................................0-28%..................................30%
fully charged WS -> Usmash -> Uair (6) ....................0-40%..................................40%
fully charged WS -> Dash Attack -> Fair .....................0-63%..................................33%
fully charged WS -> Nair ............................................0-70%..................................23%
fully charged WS -> Dash Attack -> Uair
.....................0-75% .................................29%
fully charged WS -> Fair ............................................0-300%.................................26%
fully charged WS -> Dash Attack ...............................0-999%.................................19%
fully charged WS -> Grab (6)....................................0-999%...............................17-20%
fully charged WS -> Uthrow -> Uair .............................5-48%..................................26%
Shifting Shuriken (custom 3 Standard Special) combos:
Combo moves.......................................% at which the combo works.........Total Damage
uncharged SS -> Usmash .........................................0-10%...................................22%
charged SS -> Dtilt -> Dtilt
........................................0-16%...................................17%
charged SS -> Jab
....................................................0-24%..................................13%
charged SS -> Ftilt ...................................................0-100%..................................9%
charged SS -> Fsmash .............................................0-100%.................................17%
charged SS -> Grab
(7)...............................................0-140%................................8-14%
charged SS -> uncharged SS -> any Aerial (16) ............0-140%...............................15-20%
charged SS -> Usmash (8) .......................................0-200%...............................16-22%
uncharged SS -> Shadow Sneak (9).............................0-300%...............................13-15%
uncharged SS -> Bair ...............................................0-380%..................................12%
uncharged SS -> Fair
................................................0-380%.................................17%
uncharged SS -> Nair
.................................................0-380%.................................14%
uncharged SS -> Uair (15).........................................0-600%.................................12%
charged SS -> Utilt -> Usmash -> Uair .......................16-24%..................................35%
charged SS -> Utilt -> Bair .......................................16-100%.................................17%
charged SS -> Utilt -> Uair .......................................17-130%.................................17%
charged SS -> Usmash -> Uair ...............................25-56%..................................31%
charged SS -> Shadow Sneak ..................................25-109%...............................13-15%
Substitute (Down Special) Combos:
Combo moves.......................................% at which the combo works.........Total Damage
Substitute upwards -> Fair .........................................60-70% (approximately)..........28%
Substitute upwards -> Uair
.........................................65-90% (approximately)..........23%
Nair Combos:
Combo moves.......................................% at which the combo works.........Total Damage
sweetspot Nair -> Jab
...............................................0-20%..................................20%
sweetspot Nair -> Dtilt.............................................. 0-24%..................................18%
sourspot Nair -> Jab....................................................0-25%..................................16%
sourspot Nair -> Dtilt
..................................................0-51%..................................13%
sweetspot Nair -> Ftilt.................................................5-30%..................................17%
sweetspot Nair -> Utilt -> Usmash -> Uair (10).............6-24%..................................43%
sweetspot Nair -> Bair................................................25-70%...............................15-20%
sweetspot Nair -> Usmash -> Uair.............................25-45%................................39%
sweetspot Nair -> Usmash........................................25-60%.................................30%
sweetspot Nair -> Fair................................................31-100%................................25%
sourspot Nair -> Fsmash
............................................35-50%.................................20%
sourspot Nair -> Usmash .........................................60-100%................................25%
sourspot Nair -> Fair .................................................70-145%................................20%
Uair Combos:
Combo moves.......................................% at which the combo works.........Total Damage
Uair -> Uair (11)...........................................................0-90%..................................19%
Uair spike -> Utilt .....................................................0-999%.................................5-9%
Uair spike -> Utilt -> Usmash -> Uair
(12) .....................5-40%.................................33-38%
Uair spike -> Utilt -> Uair ..........................................25-159%..............................14-19%
Uair spike -> Usmash (12) .........................................63-999%...............................20-25%
Dair Combos:
Combo moves.......................................% at which the combo works.........Total Damage
meteor Dair -> meteor Dair -> Fair ............................59-115%.................................30%
meteor Dair -> meteor Dair .......................................59-166%................................16%
Dair -> Bair............................................................64-175%...............................12-17%
Dair -> Fair............................................................65-140%.................................22%
meteor Dair -> meteor Dair -> Bair ............................67-115%.................................22%
3 × meteor Dair -> Fair
(13) .......................................82-114%.................................38%
3 × meteor Dair -> Bair
............................................82-166%.................................30%
meteor Dair -> Nair ..................................................83-200%................................19%
meteor Dair -> Uair spike -> Usmash
(14) ...................95-260%...............................28-33%
4 × meteor Dair -> Bair ...........................................108-120%................................38%
4 × meteor Dair
......................................................108-166%................................32%
3 × meteor Dair -> Nair
...........................................120-166%................................35%
3 × meteor Dair -> Uair spike -> Usmash
.................130-166%................................49%
UThrow Combos:
Combo moves.......................................% at which the combo works.........Total Damage
Uthrow -> Bair
(17) ..................................................5-85%....................................14%
Uthrow -> Uair (18)..................................................13-100%..................................14%
Uthrow -> Uair spike -> Utilt -> Usmash -> Uair ...........25%......................................42%

NOTES
Notes:
(1) Use Utilt with your back facing the opponent.
(2) Use Utilt while standing inside your opponent to make it launch them above you right into your Usmash.
(3) Usmash spikes if you hit the first weak hit without hitting the second strong one. It sends your opponent to the ground and allows you to follow up with a Jab or Dtilt.
(4) Hit the Dash Attack as close to the opponent as possible to send them closer above you for an easier follow up.
(5) Throw the Water Shuriken from around grab range, dash after it and footstool your opponent once you reach them to make them trip on the ground. After the footstool immediately perform a Dair, fast fall and Utilt them as they get up.
(6) Throw the Water Shuriken from around grab range, then immediately dash after it and use your Usmash or Grab as soon as you reach your opponent.
(7) Throw the charged Shifting Shuriken (SS) from max range to make it hit twice and send the opponent farther towards you and closer to the ground for an easier grab. At above 70%, dash or walk a few steps away from your opponent after throwing the charged SS, then once the SS hits, immediately dash back towards the opponent and grab them.
(8) At 0-24% throw the charged SS from long range, run after it and perform a non-sweetspot Usmash for 16% total damage. Between 25-200% you can land a sweetspot Usmash for 22% total damage.
(9) Throw the uncharged SS from max range to have more time, then immediately jump and perform Shadow Sneak.
(10) Perform the Nair from a dash and hit the opponent in the middle to land inside them and make your Utilt send them right above you for an Usmash follow up.
(11) Between 0-20% you can Uair, immediately jump and Uair again. Between 21-90% you have to end the first Uair very close to the ground, land, immediately jump or double jump and perform another Uair. It is highly DI dependant.
(12) To perform an Uair spike, land your Uair while falling down and immediately fast fall to prevent the last Uair hit from connecting. This will send your opponent to the ground and make them bounce at high % (68% in Sheik`s case). And since the bounce is techable, it is not a true combo at 68% or above unless your opponent misses the tech.
(13) To perform a meteor Dair, land the Dair at the start of the attack animation. This is not a true combo because the meteor Dair is techable.
(14) This is not a true combo because both the meteor Dair and Uair spike are techable.
(15) Works from any range up to 360%. Above 360% throw the uncharged SS from max range to have more time.
(16) Charged SS -> uncharged SS only works if you throw the shurikens from slightly above your opponent. It can be used while they try to recover under the stage, but still high enough to get hit by the shurikens.
(17) Dash grab and Uthrow immediately while still sliding from the dash to throw the opponent more to the side, right into range of your Bair.
(18) Uthrow while standing still to throw the opponent right above you for an easier Uair follow up.

GRENINJA'S USEFUL STRINGS
Useful Strings..........................................% at which the string works.....Total Damage
Uthrow -> Usmash -> Usmash -> Uair (1) ..........................0-1%...............................52%
fully charged WS -> Usmash ->
Usmash -> Uair (1)............0-2%...............................59%
Utilt -> Usmash -> Usmash -> Uair
.(1)...............................0-8%...............................51%
Dash Attack -> Fair -> Uair spike kill
(2)......................................0-9%...............................27%
Dash Attack -> Fair -> Fair (3) ......................................30-40%.............................35%

NOTES
Notes:
(1) At very low %, Usmash -> Usmash seems to be inescapable even though it is not registered as a true combo. These combos are based around comboing into the Usmash -> Usmash -> Uair string and allow you to deal above 50% damage from the start if the first hit you land is an Uthrow, fully charged Water Shuriken or Utilt. The Uthrow version is easiest to escape and the fully charged WS version is almost inescapable but also hardest to land. And the Usmash -> Usmash -> Uair string works even by itself if you catch an opponent jumping at low %.
(2) Dash Attack near the ledge to send the opponent off stage, follow up with a Fair (true combo) which puts you into an ideal position for the Uair spike for the kill. This can be a 0 to death string if performed at 0%, however it is easiest to land at 9%, so starting the match with 3 uncharged shurikens followed this string can get you an early stock lead. However it is very escapable if your opponent jumps after the Fair, so don`t expect this to work against good opponents more than once.
(3) Dash attack at the edge of the stage and follow up with 2 Fairs. The second Fair is not a true combo, but it is hard to avoid because you can land it off screen. This string kills even at 30%. It is always worth going for if you land the DA -> Fair combo because even if you miss the second Fair, you will be in a favorable position since on your way back you will be able to recover through your opponent`s recovery for a second chance to kill with a Hydro Pump gimp. So you basically get 2 chances to kill for the price of one.
GRENINJA'S TRUE COMBOS v 1.0.4
Jab Combos:
Combo moves.......................................% at which the combo works.........Total Damage
Jab1 -> Jab2 -> Dtilt -> Fair.....................................165-180%................................24%
Jab1 -> Dtilt............................................................270-430%.................................9%
Dtilt Combos:
Combo moves.......................................% at which the combo works.........Total Damage
Dtilt -> Dtilt...............................................................0-39%...................................14%
Dtilt -> Jab...............................................................0-40%................................13-18%
Dtilt -> Utilt -> Uair (19) ..............................................31-60%..................................21%
Dtilt -> Usmash ......................................................60-120%.................................27%
Dtilt -> Nair ............................................................120-210%................................18%
Dtilt -> Uair ............................................................120-320%................................16%
Dtilt -> Fair
............................................................132-300%................................21%
Utilt Combos:
Combo moves.......................................% at which the combo works.........Total Damage
Utilt -> Utilt ..............................................................0-22%....................................9%
Utilt -> Bair (1)..........................................................5-140%.................................6-14%
Utilt -> Utilt -> Uair....................................................6-22%...................................18%
Utilt -> Usmash (2)....................................................10-42%..................................23%
Utilt -> Uair
............................................................30-160%.................................14%
Utilt -> Nair
............................................................31-140%...............................10-15%
Utilt -> Uair spike -> Utilt -> Uair
(21)..............38-61%; 62-73%; 98-107%.................19-23%
Utilt -> Fair
............................................................50-120%.................................18%
Dash Attack Combos:
Combo moves.......................................% at which the combo works.........Total Damage
Dash Attack -> Nair..................................................0-60%...................................18%
Dash Attack -> Uair
(4)..............................................0-87%...................................17%
Dash Attack -> Fair................................................4-140%...................................21%
Fully charged Water Shuriken (Standard Special) Combos:
Combo moves.......................................% at which the combo works.........Total Damage
fully charged WS -> Shadow Sneak..............................0-5%................................ ..22%
fully charged WS -> footstool -> Dair ->
-> Utilt -> Usmash
(5) ..................................................0-5%...................................44%
fully charged WS -> Usmash (6) ...............................0-28%................................23-31%
fully charged WS -> running Shadow Sneak (20) ...........0-75%..................................22%
fully charged WS -> Nair ............................................0-75%..................................23%
fully charged WS -> Fair .........................................0-80%..................................26%
fully charged WS -> Grab (6)....................................0-999%...............................17-20%
fully charged WS -> Uthrow -> Uair .............................1-88%..................................26%
Substitute (Down Special) Combos:
Combo moves.......................................% at which the combo works.........Total Damage
Substitute upwards -> Fair .........................................60-70% (approximately)..........28%
Substitute upwards -> Uair
.........................................65-90% (approximately)..........23%
Nair Combos:
Combo moves.......................................% at which the combo works.........Total Damage
sweetspot Nair -> Jab
...............................................0-20%..................................20%
Fair -> Jab
.................................................................0-21%..................................24%
sweetspot Nair -> Dtilt.............................................. 0-24%..................................18%
sourspot Nair -> Jab
....................................................0-25%..................................16%
sweetspot Nair -> Ftilt.................................................0-30%..................................17%
sourspot Nair -> Dtilt ..................................................0-51%..................................13%
sweetspot Nair -> Grab -> Uthrow -> Uair.................2-24%..................................25%
sweetspot Nair -> Dash Attack -> Fair..........................5-24%..................................32%
sweetspot Nair -> Utilt -> Usmash (10)........................6-24%..................................34%
sweetspot Nair -> Fsmash.........................................9-30%..................................25%
sweetspot Nair -> Bair................................................25-70%...............................15-20%
sweetspot Nair -> Usmash........................................25-60%.................................30%
Nair -> 3×(Utilt -> Uair spike) -> Utilt -> Nair ..................27%....................................55%
sweetspot Nair -> Nair ...............................................30-100%..............................17-22%
sweetspot Nair -> Fair................................................31-100%................................25%
sourspot Nair -> Fsmash
............................................35-50%.................................20%
sourspot Nair -> Usmash .........................................60-100%................................25%
sourspot Nair -> Fair .................................................70-145%................................20%
sourspot Nair -> Nair .................................................70-150%.............................12-17%
Fair Combos:
Combo moves.......................................% at which the combo works.........Total Damage
Fair -> Jab
................................................................0-20%..................................24%
Fair -> Dtilt................................................................0-20%..................................21%
Fair -> Grab -> Uthrow -> Uair.
..................................9-40%..................................28%
Fair -> Ftilt................................................................10-30%..................................20%
Fair -> Fsmash.........................................................13-30%..................................28%
Fair -> Dash Attack -> Fair.........................................26-36%..................................35%
Fair -> Fair................................................................45-55%..................................28%
Bair Combos:
Combo moves.......................................% at which the combo works.........Total Damage
Bair spike -> Utilt -> Uair (22)....................................134-150%..............................16-18%
Bair spike -> Utilt (22)...............................................134-999%.................................7%
Uair Combos:
Combo moves.......................................% at which the combo works.........Total Damage
Uair spike -> Grab .....................................................0-66%.................................6-12%
Uair -> Uair (11)...........................................................0-90%..................................19%
Uair spike -> Jab ................................................0-66%; 67-999%........................11-14%
Uair spike -> Dtilt
...............................................0-66%; 67-999%..........................8-12%
Uair spike -> Utilt
...............................................0-66%; 67-999%...........................5-9%
Uair spike -> Usmash
(12).....................................0-66%; 67-999%.........................20-25%
Uair spike -> Ftilt
................................................5-66%; 67-999%.........................7-11%
Uair spike -> Utilt -> Usmash (12) ................................6-40%................................33-38%
Uair spike -> Fsmash..........................................35-65%; 66-999%.........................19%
Uair spike -> Dsmash.................................................63-999%...............................18%
Dair Combos:
Combo moves.......................................% at which the combo works.........Total Damage
meteor Dair -> meteor Dair -> Fair (13) .......................59-115%.................................30%
meteor Dair -> meteor Dair .......................................59-166%................................16%
Dair -> Bair............................................................64-175%...............................12-17%
Dair -> Fair............................................................65-140%.................................22%
meteor Dair -> meteor Dair -> Bair ............................67-115%.................................22%
3 × meteor Dair -> Fair
...........................................82-114%.................................38%
3 × meteor Dair -> Bair
............................................82-166%.................................30%
meteor Dair -> Nair (13) .............................................83-200%.................................19%
meteor Dair -> Shadow Sneak (13) ............................100-180%..............................18-20%
4 × meteor Dair -> Bair ...........................................108-120%................................38%
4 × meteor Dair
......................................................108-166%................................32%
3 × meteor Dair -> Nair
...........................................120-166%................................35%
UThrow Combos:
Combo moves.......................................% at which the combo works.........Total Damage
Uthrow -> Bair
(17) ..................................................5-85%....................................14%
Uthrow -> Uair
(18)..................................................13-100%..................................14%

NOTES
Notes:
(1) Use Utilt with your back facing the opponent.
(2) Use Utilt while standing inside your opponent to make it launch them above you right into your Usmash.
(4) Hit the Dash Attack as close to the opponent as possible to send them closer above you for an easier follow up.
(5) Throw the Water Shuriken from around grab range, dash after it and footstool your opponent once you reach them to make them trip on the ground. After the footstool immediately perform a Dair, fast fall and Utilt them as they get up.
(6) Throw the Water Shuriken from around grab range, then immediately dash after it and use your Usmash or Grab as soon as you reach your opponent. At 0-5% you can only land a sourspot Usmash, but at 6-28% you can sweetspot it.
(10) Perform the Nair from a dash and hit the opponent in the middle to land inside them and make your Utilt send them right above you for an Usmash follow up.
(11) Between 0-20% you can Uair, immediately jump and Uair again. Between 21-90% you have to end the first Uair very close to the ground, land, immediately jump or double jump and perform another Uair. It is highly DI dependant.
(12) To perform an Uair spike, land your Uair and immediately fast fall to prevent the last two Uair hits from connecting. This will send your opponent to the ground and make them bounce at high % (68% in Sheik`s case). And since the bounce is techable, it is not a true combo at 68% or above unless your opponent misses the tech.
(13) To perform a meteor Dair, land the Dair at the start of the attack animation. This is not a true combo because the meteor Dair is techable. Here are some examples how to perform meteor Dair combos:
https://www.youtube.com/watch?v=i0cs4dh8CS8
(17) Dash grab and Uthrow immediately while still sliding from the dash to throw the opponent more to the side, right into range of your Bair.
(18) Uthrow while standing still to throw the opponent right above you for an easier Uair follow up.
(19) Perform the Dtilt while walking to slide inside the opponent and send them above you in range of Utilt.
(20) Video demonstration: http://gfycat.com/WateryHappygoluckyHairstreak
(21) Between 38-61% the combo is inescapable without good DI. Between 62-73% the Uair spike can be teched and it can be performed from a short hop. Between 98-107% the Uair spike can be teched and it has to be performed from a full jump.
(22) Bair spike is performed by fast falling Bair into the ground to cancel the last hit. At high percents the Bair spike causes a ground bounce which can be teched. The first Bair hit can be teched at above 160% and the second Bair hit can be teched at above 179%.

GRENINJA'S USEFUL STRINGS
Useful Strings..........................................% at which the string works.....Total Damage
Utilt -> Usmash -> Utilt -> Usmash.(1)...............................0-1%...............................47%
Uthrow -> Bair -> Bair
(2).................................................0-13%..............................24%
Bthrow -> Bair -> Bair
(4).................................................0-20%..............................26%
Nair -> Dtilt -> Dash Attack -> Fair (3)...............................0-24%..............................39%
sweetspot Nair -> Dtilt -> Grab -> Uthrow -> Uair .........0-24%..............................32%
Jab1 -> Jab 2 -> Dtilt -> Grab -> Uthrow -> Uair.................0-36%..............................25%
Jab1 -> Jab 2 -> Dtilt -> Dash Attack -> Fair
.....................0-36%..............................31%
Jab1 -> Jab 2 -> Fsmash
................................................0-297%.............................17%
Jab1 -> Jab 2 -> Grab
.....................................................0-297%............................8-11%

NOTES
Notes:
(1) The Usmash -> Utilt part in the middle is the easiest part to escape because the opponent gets about half a second to react, but if they don`t, you can follow up the first Utilt -> Usmash with another one, which is a true combo.
(2) At 0-13% Uthrow -> Uair is not possible, so Bair is a good alternative. Perform the Uthrow from a dash while you`re still moving to send the opponent slightly behind you for an easier Bair follow up. Utilt -> Bair becomes a true combo starting from 5% and even though the second Bair is never a true combo, it is hard to avoid. If you fast fall after the second Bair, you might be able to add another two Bairs or a sweetspot Usmash for a total of 43% damage.
(3) Every part of this string is a true combo except Dtilt -> Dash Attack, so try to perform it as fast as possible.
(4) Bthrow with your back to the ledge and immediately follow up with two Bairs. If both hit, the opponent will get gimped unless they are Villager. However none of this is a true combo, so use it only as a surprise kill.

Credits:
CHOMPY (fully charged B -> Fair combo)
Jmacz (Uair spike discussion)
TehSharpie and BatShark (sweetspot Nair -> Utilt -> Usmash -> Uair combo)
bajisci (fully charged B -> footstool -> meteor Dair -> Utilt -> Usmash -> Uair combo)
Eji1700 (meteor Dair -> meteor Dair)
ItsRainingGravy (sweetspot Nair -> Fair/Usmash/Bair and Nair -> Usmash -> Uair combos)
jabronni (fully charged B -> Shadow Sneak combo)
Lavani (sourspot Nair -> Usmash/Fair/Fsmash, Uair spike -> Usmash, Utilt -> Nair/Fair/Bair, uncharged Shifting Shuriken -> Shadow Sneak, Charged Shifting Shuriken -> Grab and charged WS -> running SS combos)
Blade Knight (Uair spike -> Utilt combo)
KERO (Dtilt -> Utilt -> Uair combo)
ChillySundance (Fair -> Jab combo)
PHaZeX3R0 (Dair -> Shadow Sneak combo)
Pika Kong (Jab1 -> Jab2 strings)
AlMoStLeGeNdArY (Fair -> Dash Attack and Fair -> Fair combos)
bc1910 (Bair spike -> Utilt -> Uair combo)
Ookami Hajime (meteor Dair combos + video)
 
Last edited:

MartinAW4

Smash Journeyman
Joined
Oct 25, 2014
Messages
312
Great! Is it possible for you to test the UTilt -> USmash -> USmash -> UAir string at 0-8% against a human player to see whether they can dodge at any point, or escape it with good DI (especially after the UTilt)?
That`s the string I`m most interested in because landing a well placed UTilt as your first hit is not easy, but if it would be a guaranteed 51% combo, it would be worth the risk.
 

CHOMPY

Sinbad: King of Sindria
Joined
Dec 13, 2007
Messages
1,320
Location
Chicago Illinois
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What I love to do a lot of times is when I hit the opponent with a fully charged shuriken, I can then follow it up with a Fair. It may not always hit, but if your fast or close enough to be able to hit them, while they are in their hitstun animation, go with a Fair.

Sometimes what I like to do is throw the player off stage, then toss a shuriken to lose their jump. However, you have to be patient and try to anticipate where your opponent is going to fly, and thats when you'll launch your shuriken.
 

MartinAW4

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You`re right. Charged Water Shuriken into FAir is a true combo between around 40-60% and deals a very nice amount of damage (26%). I also tested a NAir follow up and that is a true combo as well. It seems a fully charged Water Shuriken comboes into everything as long as you are close enough to run after it, so if you miss the opportunity to USmash, FAir is the next best move to go for.

I also played a bit against Rosalina and ZSS and here is what I`ve noticed so far:
- vs Rosalina you can land a sweetspot USmash against her even when she is just standing on the ground because of how tall she is. Because of her floatiness and low weight, USmash combos are harder to pull off since she gets sent out of reach of a follow up much sooner, but in return, aerial combos work much sooner and are easier to land. Especially the dash attack -> FAir combo which kills very early and seems to always work even at high % if you double jump despite not being a true combo at that point.

- vs ZSS my favorite string DTilt -> USmash becomes a true combo between around 90-130% which is a guaranteed kill at that point. I tried to do it against Sheik as well, but it doesn`t seem to be a true combo against her even though I don`t think I`ve ever seen her dodge it if I did it fast enough.
 

TehSharpie

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You can do sweet spot Nair -> Utilt -> Usmash at 0% which deals about 31% damage (correct me if I'm wrong). In addition, you can also string it with another Nair or Uair which would end up being around 41-45% overall I believe.
 
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MartinAW4

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Have you tested it in Training mode? If it is a true combo, the combo counter would show 4 hits if you manage to chain Nair -> Usmash -> Nair. I tried it but I couldn`t even land a sweetspot Usmash after the first Nair because the opponent gets sent sideways, not up when hit by a sweetspot Nair at 0%. Which character did you manage to pull this off against?
 

Jmacz

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Have you done testing on a second u-air on the Utilt-Usmash-Uair combo? I had been trying it out in training, because if you hit it just right you can jump out of the first Uair before hitting the ground and hit another Uair. I've only tried it on heavy characters and I've never been able to get the second Uair to register as a true combo. I assume it only works if they don't jump/air doge right away but I could be hitting it wrong.
 

MartinAW4

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I tried to link the second Uair after the Utilt > Usmash > Uair combo, but it seems to be very DI dependent whether you can even land it and so far it wasn`t a true combo even against heavy characters. But I`ll try again when I come home because this seems like it might work if the opponent has the right DI.
 

Jmacz

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I tried to link the second Uair after the Utilt > Usmash > Uair combo, but it seems to be very DI dependent whether you can even land it and so far it wasn`t a true combo even against heavy characters. But I`ll try again when I come home because this seems like it might work if the opponent has the right DI.
This was my thinking, this would be especially useful if the second Uair happens offstage because we would be able to spike most characters at low %. I've had a few times where I felt like they didn't have much of a chance to get out of it but it just didn't register.
 

BatShark

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Thanks for putting this together.

I think it highlights how integral the Usmash -> Uair and Utilt -> USmash is to a lot of Greninja's setups.

At very low %s, an approaching Nair->Utilt->Usmash->Uair is possible if you want to mix it up and approach with the Nair once in a while.
 

TehSharpie

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Have you tested it in Training mode? If it is a true combo, the combo counter would show 4 hits if you manage to chain Nair -> Usmash -> Nair. I tried it but I couldn`t even land a sweetspot Usmash after the first Nair because the opponent gets sent sideways, not up when hit by a sweetspot Nair at 0%. Which character did you manage to pull this off against?
Oh snap I totally forgot to put a Utilt in the middle of that lol. I've pulled it off on many characters but apparently it doesn't register the Nair -> Utilt as a combo but the Utilt -> Usmash does register. I'll test it out some more. Sorry about the confusion

EDIT: okay so it seems to be more of a string than a true combo but requires some precise timing by your opponent in order to dodge the Utilt

EDIT AGAIN: So I just got it to work on ZSS starting at 11% and was able to follow up with a Uair for a total of 10 hits. It was Nair -> Utilt -> Usmash -> Uair for a total of about 43%. After 18% I wasn't able to follow up with the Uair at the end
 
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MartinAW4

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@ TehSharpie TehSharpie and BatShark
Wow, great find. So far the Nair -> Utilt -> Usmash -> Uair combo is the strongest true combo Greninja has access to and since Nair is one of Greninja`s best approach options, it will also be easier to land than the other 4-move strings that start with Utilt or fully charged Water Shuriken.
I have a lot of work this evening, but thursday I will have enough time to test the % intervals at which the combo works. Then I will update the OP with all the new combos discovered so far.

@ Jmacz Jmacz
I don't think it is possible to get the Uair spike as part of the combo. The reason for this is that as far as I know, the Uair spike is only possible if you hit the Uair while already falling down. But if you wait long enough to start falling down after your jump, the Uair stops being a true combo.
I know since I've spent a lot of time trying to get the Uair spike at the end of every combo that ends with an Uair because if it were possible, it would allow us to add another Usmash to the combo for an extra 19% or possibly get a spike if for some reason the opponent ends up off stage when you land the Uair.
 

jabronni

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@ Jmacz Jmacz
I don't think it is possible to get the Uair spike as part of the combo. The reason for this is that as far as I know, the Uair spike is only possible if you hit the Uair while already falling down. But if you wait long enough to start falling down after your jump, the Uair stops being a true combo.
I know since I've spent a lot of time trying to get the Uair spike at the end of every combo that ends with an Uair because if it were possible, it would allow us to add another Usmash to the combo for an extra 19% or possibly get a spike if for some reason the opponent ends up off stage when you land the Uair.
I am going to keep trying this out because I really think it's possible. To me, the fast fall timing of the spike is the biggest problem in keeping the true combo. I don't know, I might be wrong. I just really want it to work.
 
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PsychicHero

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I'm really impressed by the WS>Grab combo seems like common sense now that it's pointed out.
 

bajisci

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If you tryna be gimmicky:

Up close Fully charged WS when opponent has less than 10% > follow them > foot stool > IMMEDAITELY dair (have to get the "spike" effect of the dair which is the early part of the move) this causes a jab lock property > fast fall land > utilt (do a meaty utilt as they stand up to better guarentee the usmash) > usmash > uair
Total damage = 53%

Tried it on a handful of characters, true combo on them.
 
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Jmacz

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@ Jmacz Jmacz
I don't think it is possible to get the Uair spike as part of the combo. The reason for this is that as far as I know, the Uair spike is only possible if you hit the Uair while already falling down. But if you wait long enough to start falling down after your jump, the Uair stops being a true combo.
I know since I've spent a lot of time trying to get the Uair spike at the end of every combo that ends with an Uair because if it were possible, it would allow us to add another Usmash to the combo for an extra 19% or possibly get a spike if for some reason the opponent ends up off stage when you land the Uair.
I few of the times I've landed the second uair I've been able to fast fall out of the last hit. It only happened twice in training mode against a DeDeDe and both times I ended up dying and he recovered. So you can get the spike out off the second uair, I just don't know if you can combo it let alone survive it.
 

MartinAW4

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@ bajisci bajisci
That's a very creative combo. I never would've thought that you could incorporate footstools and Dair spikes into a combo. And if it truly combos, then you've just broken the record for strongest Greninja combo by 10%.
It's funny how at first, I thought Greninja barely had any true combos and now we're discovering 11-hit strings that truly combo for over 50% damage.

@ Jmacz Jmacz
If this is true, that would be incredible since half of Greninja`s combos end with Uair, meaning an extra 19% for each one of them or possibly a spike kill. I`m definitely going to test it again and if it works, then Greninja definitely has a very bright competitive future ahead of it.
 

Eji1700

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Few of mine from another post which i'd love if you tested(my dummy however was probably fox)-

Chain dair's into whatever. Seems to combo into itself if you hit dead center at around 125% ish. Not really legit since it can be teched on ground bounce, but might be worth knowing.

Dtilt to Ftilt(up angle)- I want to say the 30%ish range. Again not super practical, but might be worth knowing.


Still, GREAT work. I didn't realize he had this much potential and i've been missing out on a LOT of damage.

Edit- for the record i'm having a hell of a time getting either dash attack combo consistently. Can these be vectord/di'd or am I just following up wrong? I've tried both just jumping right after the dash attack, and dash jumping, with hit or miss success.

Edit 2- after more testing it just seems like you really need to be deep with your dash attack(can't just catch the edge). Still this is pretty huge, as near the edge, if you catch shiek at around 70%, you get a free fair for a kill if that's correct.
 
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ItsRainingGravy

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Sweetspot Nair -> Usmash works from about 25-55% against Sheik, and does 30% damage fresh.

Sweetspot Nair -> Fair works from about 35%-80% and can potentially KO near the end of the stage.

RAR (Reverse Aerial Rush) Sweetspot Nair -> Bair works from about 25-around 70% or so against Sheik, and does 20% max. Damage varies depending on how many hits Bair lands. Not as good as the other two combos but it works.


Sweetspot Nair -> Usmash -> Uair works from 25-35% and does 39% fresh, if you are lucky enough to pull it off in a match.


Sourspot Nairs can be used in the place of sweetspots to make all of these work at later percents. Nair has very little landing lag, the least out of all of Greninja's aerials, making it highly effective for combos. And can even set up for grabs against the opponent as well. Very useful though you do risk being hit since you have to be close to the opponent to land Nair.
 
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jabronni

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After trying out the string @ bajisci bajisci posted, I decided to explore WS follow ups.

Fully charged WS -> sprint with opponent and SS = 22% against sheik

Low damage but easily executed for quick damage. You don't have to be as close when you use WS as the other suggest combo and SS has a bit off reach on it so that leaves slight wiggle room. Best part about this is you can always go for the sprinting SS and whether you get it or not you win. I've been trying to get a footstool before the SS but this requires you to either jump with the opponent and hope they dont spotdodge. Still not sure if it is possible.

Edit: Sprinting SS is actually not always worth because the interruption in your sprint if you don't get it breaks the true combo.
 
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MartinAW4

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I found some time today to test the charged WS -> SS combo which does work, but Usmash is stronger and grab is easier to land while dealing the same damage if you pummel + Bthrow, so I can`t really think of a situation when I would want to use SS. It`s still good to know that it is an option though, so I`ll definitely include it, but likely in the red category.

I also tested the sweetspot Nair -> Usmash combo (didn`t have time to also add Uair). The lowest % at which I managed to get it to combo against Sheik was 26% and so far the highest was 55%, but I haven't tested the upper limit enough yet, so it is probably higher. However at around 40-45% Sheik was already out of range of an Uair follow up after the Nair -> Usmash combo.

Tomorrow I`ll be busy all day, but thursday I`ll have enough time to test all the combos thoroughly and add them to the OP.
 

David Galanos

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Something I use a lot is Dtilt > dash attack > forward air or Nair. It's great towards the beginning of matches
 

tofu951753

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I'm having trouble making the dash atk > fair/uair a true combo. Is there a trick to doing these chains?
 

MartinAW4

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The Dash Attack -> Fair or Uair combo is easily performed around 40%. Just land the Dash Attack close to the opponent, then immediately jump (single jump) after him and perform the aerial. The closer you get to 4% or 75%, the harder it is to perform the combo and with the correct DI, the opponent can even escape it at those percents. So it is most reliable between around 40-60%.
 

Jmacz

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So you definitely get the U-air spike out of the the second U-air from the U-smash-U-air combo and I now have a video of it.

https://www.youtube.com/watch?v=-vmZ1L6AGxQ&feature=youtu.be

Can't tell it was a true combo but I've never even hit it this perfect in 1/4th speed so maybe the way I went into him was the key. I can't really tell why that happened as I only hit him 1 time with my u air, it looks like I hit him right as he tried to throw out an air doge as he's starting some sort of animation as I hit him so I'm actually not so sure this is legit after watching a few times.
 
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MartinAW4

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@ Jmacz Jmacz
Unfortunately that was not a true combo. He was out of hitstun for about half a second after the first Uair which means he could have airdodged the second Uair.
And even the Uair spike wasn`t a real spike because he could have jumped up and recovered after it.
Though that was still a very impressive battle against Ganondorf.

I tested the Uair spike mechanics today and I found out that there are 2 intervals under which the spike behaves differently:
- at low %, the opponent gets sent down a bit by the Uair but they can immediately dodge once they touch the ground and they are able to jump, so it is not a true combo nor spike. (This was the case in your video)
- at high %, the opponent gets truly spiked by the Uair which makes him bounce off the ground always right into range of an Usmash or Utilt (even at 999%) which both truly combo into it.
The % at which the bounce starts to happen varies with each character. For example Sheik starts bouncing at 68%, Ganondorf at 78% and Bowser at 83%.
The Uair -> Usmash or Utilt combo also only becomes a true combo at very high %. So far the earliest I managed to pull it off was at 200% against Sheik, but I haven`t tested it enough yet, so it might work sooner. And even if it isn`t a true combo at lower %, it still seems to be undodgeable as soon as the bounce starts happening (68% against Sheik). But I can confirm that the true combo does work even at 999%.
And finally, technically it never is a true combo, because the bounce off the ground can always be teched. However if the tech is missed, then it becomes a true combo even on the combo counter.
 

tofu951753

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The Dash Attack -> Fair or Uair combo is easily performed around 40%. Just land the Dash Attack close to the opponent, then immediately jump (single jump) after him and perform the aerial. The closer you get to 4% or 75%, the harder it is to perform the combo and with the correct DI, the opponent can even escape it at those percents. So it is most reliable between around 40-60%.
Thanks, got it once i started landing the dash close close to the opponent.

How do you do the uair from it though? dash > uair seems impossible for me. Is there a trick to this one too?
 

MartinAW4

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Thanks, got it once i started landing the dash close close to the opponent.

How do you do the uair from it though? dash > uair seems impossible for me. Is there a trick to this one too?
It's similar to the Dash Attack -> Fair combo. It works best at around 50%, it is important to hit the Dash Attack close to the opponent and then quickly jump and Uair. And since the Uair comes out quicker than the Fair, you can even run a bit after the opponent once you land the Dash Attack and still get the Uair to combo.
 

MartinAW4

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Alright, I finally finished updating the OP. I tested all the combos mentioned in this thread and added the ones that worked. I listed everyone whose combos I used in the credits section at the end and gave their post a like.

And while testing, I made an amazing discovery about meteor Dair combos. At first it seemed that you could only chain 2 of them together, but as I tried it at higher %, I found out that you can chain up to 4 of them into a true combo and even add a Bair at the end. I`m sure everyone here knows how satisfying it is to land a meteor smash, so imagine what it is like landing 4 of them in a single combo.

But most importantly, it is actually possible to combo meteor Dairs into Uair spike Usmashes! You can do 1 or 3 meteor Dairs, fast fall into Uair spike and instantly follow up with an Usmash for the kill. The combo deals 33-48% depending on the number of Dairs you perform and it starts working as low as 95%, which is much better than the 200% I thought it was at first.
So I reccomend trying the combo out for yourself. So far it is the coolest combo I`ve seen in Smash 4 and the first one that manages to make use of the Uair spike -> Usmash combo. If enough people play around with it, they might find more ways to incorporate the Uair spike into other combos as well.
 

Lavani

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Some combos I don't see listed:

sourspot nair -> usmash.......60-100%.......25%
sourspot nair -> fsmash........35-50%.........20%
sourspot nair -> fair...............70-145%.......20%
uair spike -> usmash
............68-999%.......20-25%
(combos tested vs Sheik)

As @ ItsRainingGravy ItsRainingGravy was saying, sourspot nair works in place of sweetspot nair at higher percents, which leads into kill combos with usmash or fair. As for the uair>usmash combo...I'm still not entirely sure what makes it work at lower percents, but I've managed it at 68% six times now. Here's a terrible phone quality webm if someone else sees what's happening to make it connect properly (can't hyperlink, under 10 posts, etc): gfycat.com/HorribleNervousAlligator I'm guessing it has to do with how low to the ground you are when you fastfall.

Lovely thread, by the way. It's great knowing what percents all these combos work at.
 

MartinAW4

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@ Lavani Lavani
Great job testing those combos. Those are exactly the combos I was planning to test today, so you`ve saved me a lot of work, especially with the sourspot Nair combos which I hate testing because I always accidentally land a sweetspot.

It`s also great to see that the Uair spike -> Usmash is a true combo as soon as the bounce starts happening, this really improves its combo potential. I guess I just wasn`t hitting Usmash fast enough. And the interval at which it works is actually even lower, Sheik has to be at 68% the moment the last Uair hit lands, so the minimum is 63% if you land 5 Uair hits.

And I didn`t even know that sourspot Nair -> Fsmash comboed. I was doing it on accident a lot while testing Nair -> Ftilt, but it was never a true combo, so nice to know it works.
 

bajisci

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In regards to all uair spike "combos", for one, bouncing off the ground can be teched and two, after you bounce off the ground as any character, at any % you lose nearly ALL HITSTUN COMPLETELY. You can almost IMMEDAITELY act after being bounced off the ground and therefore can airdodge, I'm sad to say that uair spike (bounce) > usmash is not at all a combo (mainly because of the teching). Though charging an usmash still covers most of their options around it.
 
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MartinAW4

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In regards to all uair spike "combos", for one, bouncing off the ground can be teched and two, after you bounce off the ground as any character, at any % you lose nearly ALL HITSTUN COMPLETELY. You can almost IMMEDAITELY act after being bounced off the ground and therefore can airdodge, I'm sad to say that uair spike (bounce) > usmash is not at all a combo (mainly because of the teching). Though charging an usmash still covers most of their options around it.
Yes, I`ve mentioned in my previous post that it isn`t literally a true combo because of the possibility to tech the ground bounce, however if the tech is missed, the amount of hitstun received is sufficient to make the bounce into Usmash or Utilt a true combo even on the combo counter.
 

David Galanos

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In regards to all uair spike "combos", for one, bouncing off the ground can be teched and two, after you bounce off the ground as any character, at any % you lose nearly ALL HITSTUN COMPLETELY. You can almost IMMEDAITELY act after being bounced off the ground and therefore can airdodge, I'm sad to say that uair spike (bounce) > usmash is not at all a combo (mainly because of the teching). Though charging an usmash still covers most of their options around it.
By the Uair spike are you talking about when you can pull down the opponent with like the last kick of the Uair? I saved the replay but I did one and I was able to do another Uair right after and then I could do another Uair. It's pretty tough to even do the Uair spike tho, should I just try and fall at the last hit or is there an easier way?
 

MartinAW4

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By the Uair spike are you talking about when you can pull down the opponent with like the last kick of the Uair? I saved the replay but I did one and I was able to do another Uair right after and then I could do another Uair. It's pretty tough to even do the Uair spike tho, should I just try and fall at the last hit or is there an easier way?
The Uair spike is hard to do in a match, but pretty easy in training mode if you set the AI to "Jump". All you have to do is jump before him and perform the Uair on your way down while mashing down on the circle pad. It doesn`t matter how many hits you land with your Uair as long as you escape before landing the final hit. And if the opponent is at high enough % and doesn`t tech, he gets bounced off the ground which allows you to combo into an Usmash.

You can even combo into it from a meteor Dair ground bounce or three if the opponent doesn`t tech it.
 

Blade Knight

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One for Up Throw at low percents:
UThrow->USmash (Deals 25%)

One for Up Smash (performed at 0%):
Up Smash->UTilt->Jab (Gentlemen Variant) ((Deals 31%)

And one for Substitute (Performed vs Captain Falcon's Up Air at 31% Damage):
Substitute (downwards)->Up Air->*land*->Utilt->Uair (Deals 31%)

The substitute combo's first Up Air only hit him for 3 hits, but autocancelled when I hit the ground and allowed for an instant followup with up tilt. The latter two were both performed in the same match and as far as I could tell, couldn't be escaped.
 
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