mimgrim
Smash Hero
Shadow Sneak is mostly a move used for traps, mainly trapping landings, and sometimes used for edge guarding.
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Aiko. He's on sax monthlies on VGbootcampThe only 2 I really know of are AMSA and Lea (or w/e his name is, and that is just second hand info) but I don't really keep up with that kind of thing because I'm not really able to watch videos reliably because of satellite internet johns so I don't really know who to watch besides AMSA.
Ah ok its all good Lea is another Japanese player right? I think I remember watching his/her Greninja on SHI-G's channel.The only 2 I really know of are AMSA and Lea (or w/e his name is, and that is just second hand info) but I don't really keep up with that kind of thing because I'm not really able to watch videos reliably because of satellite internet johns so I don't really know who to watch besides AMSA.
Shurikens are super weak to shields uncharged and Charged shurikens makes us too vulnerable. Shielding is a powerful option against us. Up-b OOS is a strong option tooAre you guys sure Greninja's Dash grab is only two active frames? I cannot escape that move to save my life. As a Bowser main, I don't have anything OoS that will reach Greninja after his shuriken. Any tips for breaking the constant shuriken > Dash grab neutral game, or is learning to perfect shield my only option to have a chance at punishing? The only thing I can do is advance with Fire breath, which will beat the shurikens and deal minor damage to him before he dodge rolls back to continue with more shurikens.
I wouldn't agree with the charged version. That one passes clean through shields as a multihit box and can't be stopped with fire breath. That move will lock somebody into their shield and allow for a grab followup very consistently, no?Shurikens are super weak to shields uncharged and Charged shurikens makes us too vulnerable. Shielding is a powerful option against us. Up-b OOS is a strong option too
Maybe if it were pre-Wii U nerf.I wouldn't agree with the charged version. That one passes clean through shields as a multihit box and can't be stopped with fire breath. That move will lock somebody into their shield and allow for a grab followup very consistently, no?
Shuriken > dashgrab neutral hasn't been effective since the 1.04 patch. You don't even have to powershield the shuriken, you have a million options to avoid the dashgrab. Roll in either direction, jump out of shield, hell just drop shield and jab. As Bowser you could also up B out of shield.Are you guys sure Greninja's Dash grab is only two active frames? I cannot escape that move to save my life. As a Bowser main, I don't have anything OoS that will reach Greninja after his shuriken. Any tips for breaking the constant shuriken > Dash grab neutral game, or is learning to perfect shield my only option to have a chance at punishing? The only thing I can do is advance with Fire breath, which will beat the shurikens and deal minor damage to him before he dodge rolls back to continue with more shurikens.
That's where mindgames come in though. If you predict the opponent rolling back, then you can just tech chase and grab him anyway, and if you position yourself right, you can hit with Shadow Sneak no matter where they roll or if they spotdodge. If they try jumping you could catch them with Up-Smash.Shuriken > dashgrab neutral hasn't been effective since the 1.04 patch. You don't even have to powershield the shuriken, you have a million options to avoid the dashgrab. Roll in either direction, jump out of shield, hell just drop shield and jab. As Bowser you could also up B out of shield.
Charged Shuriken doesn't guarantee a grab. Far from it. Once again you have loads of time to get out of the way before Greninja can grab.
I know all the mixups, I know all the mindgames. And guaranteed stuff is far better than mindgames. My point was that Greninja used to be able to guarantee his dashgrabs in far more situations than he can now, hence there really shouldn't be an issue with "constant shuriken > dashgrab neutral" for any character.That's where mindgames come in though. If you predict the opponent rolling back, then you can just tech chase and grab him anyway, and if you position yourself right, you can hit with Shadow Sneak no matter where they roll or if they spotdodge. If they try jumping you could catch them with Up-Smash.
Greninja is a mindgame character and having an opponent shielding a charged water shuriken might not give him an easy follow up, but there are still ways for you to catch people's attempts to get away, especially since most of them will be expecting you to go for a grab.
I know I've hit and/or killed people with Shadow Sneak more times than I can count after they failed to predict a grab and rolled or spotdodged right into my attack.
Greninja has quite a lot of follow ups scattered across lots of%. There are actually other threads on this board about them, so I suggest checking those out.So what are good combos/grab followups etc for Greninja? Or just some general tips?
I tend to use uncharged WS to grab to up air a lot but people air dodge a lot and I'm too speedy, I mostly play For Glory too, so it can be laggy... Generally not too bad though, I also tend to use a lot of FAirs, they're so satisfying to pull off and I think it might be good for pressure, I've been using more FAirs ever since I saw a Greninja game of AMSa's.
https://vine.co/v/Ox7jpdUxPrH
I also found this vine, is this legit? This combo is so epic, looks hard to pull off though.
The only reason I question it is because its on a cpu and it looks like you could roll away but not sure if that counts for footstooling.
I also think I'm not using shadow sneak well enough... I've seen so many cool mid air shadow sneak cools but I'm not too familiar with shadow sneak myself and I think I have a hard time visualizing where greninja will be in midair, pretty okay at aiming on the ground though.
I main Ness, Greninja, Robin, and Mario, so my playtime is a bit spread out between them.
Greninja has a lot of potential and I wanna get better with him
That sounds perfect! Do you have any tips on set-ups for this combo at higher percents, when the throw tosses them higher than your jump could reach? Or is that even viable?I find it works very well out of up throw, if the opponent dodges your first up air or you wait their dodge out. When you both reach the apex of your jumps and start to descend, throw the up air out and fast fall it. They'll drop to the ground with you and have a chance to tech, and if they miss the tech d-smash will connect for major knockback.
Alrighty. I tend to avoid using it anyway, but that makes sense considering how much fast-falling the uair cripples your recovery ability. I can still take some consolation knowing that dair works out of uair-spike perfectly on-stage. Thanks for the help!You just have to get up on your opponent's level and bait an air dodge, it's really the best way to get it to work. It can work at higher % though.
And I really wouldn't recommend trying it offstage, especially with dair. Dair offstage is an absolute death sentence and I'd really just avoid trying it.
Does anyone have trouble with Charizard? I find this matchup obscenely hard and the matchup thread doesn't have anything good. Jab isn't punishable as far as I can tell, huge grab range, can't punish neutral air. Spacing needs to be incredibly good and because Charizard has extra jumps and two moves with super armor, setups/ mixups for most characters don't work.
It's all in his movement. You need to be constantly moving, retreating to throw shurikens and being ready to punish any over-extension by the opponent. Good opponents will not over-extend nearly as often as bad players, which is why shurikens and retreatning Fair are so important, they're reasonably safe moves that can be used to exert pressure on the opponent. Oh, and Greninja has one of the best dash grabs in the game. It's pretty easy to hit someone with it.I've decided to pick up Greninja after initially being put-off by him because of how slippery/weird(?) he plays, despite all of my intentions being to main him. I've gotten the hang of SHFF Nair/Fair, OoS SS, Falling Uair, and quite a few combos/kill setups. However, my Greninja is still not anywhere close to the level of my Falcon or Shulk, and its because of how I play the neutral with Greninja. I try to approach with him despite his bad options and if I try to bait with WS then I overextend. So my question is, how should I play the neutral with Greninja? I see aMSa using retreating Fairs on shield since its so safe, but any other tips besides using his combo starters like Dtilt, Dash attack, Utilt, Nair, and Fair?
avoid it or if you can, connect a sweetspotted Upsmash under them. substitute can work as well.Considering how weak our OoS game is with a grab around 14 frames of startup, what can I do against a , , or who likes to use Dair a lot?