Alright, got to play a total of ten matches this time, taking notes in between my five times at the demo station. I tried to compile all of that, and hopefully I did an alright job. If you guys have any questions or need clarification, I'm happy to help. Do realize that any frame data approximations are just that, approximations based off of Brawl trying to juxtapose Greninja's slower moves with similar moves (Zelda's jab, MK's Fsmash, etc.,) and may not necessarily correct by the time the final game comes out (after all this is just one build). With that said, here is what I found:
Guess I'll start with Water Shuriken. Holy crap, this move is amazing. Takes a little less than two seconds to fully charge, has great knockback, and even cooler, if a fully charged one hits a shield or opponent, it slows down enough to where Greninja can actually run into it and attack the opponent getting hit by it. In the air, launching it cancels your momentum (do not know if this applies to knockback) and you bounce upward slightly. Also, when it's fully charged, it releases automatically. However, when messing around in Smash Run with it, it randomly did not auto-release. Don't know if it was a glitch or if I accidentally triggered some unknown way to not release it. I was able to wave bounce the Water Shuriken fairly easily.
Next, let's talk Smash attacks. Unfortunately, it doesn't seem that Greninja's Dsmash is much to write home about. It looks to come out only a bit faster than MK Fsmash, and it was unable to kill a Marth at around 100 on the very left side of BF, making its power resemble Yoshi's Dsmash with about as much range. His Fsmash, however, seems to have a decent amount of kill power, and its range definitely includes the water blade which means it's likely disjointed. Wish it had less start-up, though (a little less or on par with MK's Fsmash). Greninja's Usmash, I was unfortunately not able to assess in terms of knockback, but it has really fast start-up, and it actually hits opponent's above Greninja twice. That's all I really have on Greninja's Smashes.
Other Special Moves: So, I have confirmed that in the 3DS version, logs and Substitute Dolls can absolutely not be picked up. Interesting, his Counter move seems to always teleport him to the opponent, but I was unable to see if this also applied to projectiles. I also do not know if the opponent is able to shield it or not. Shadow Sneak is, again, a really interesting move. Within a second, it seemed that it already reached its maximum distance, but Greninja is able to hold it for a second or two longer. The shadow seems to move about as fast as Greninja runs. It seems to have some cooldown (definitely punishable if shielded), especially in the air (I'd say there's quite a bit more in the air than on the ground), where Side-B to Up-B is not viable because of the cool down from side-b. Interestingly, unlike Fox's tweaked Side-B, Greninja's Shadow Sneak can have him teleport off ledges even if he's grounded. Wouldn't be surprised if this changed in the final build. Up-B has slightly less landing lag if you go down to the stage during it rather than falling on it when in a helpless state. Also, the water from the Up-B does damage and stun but no perceivable knockback from what I could tell. Greninja himself does not have a hitbox during Up-B.
Quick note about jab: Greninja has both a multihit jab and a regular three hit jab, both seemingly disjointed.
Tilts: Dtilt seems to be very similar to Lucario's, but Pro Controller made it hard to pull off tilts at times, so I was unable to land it. Ftilt can be angled, but it is still a fairly awkward move. Utilt, because of tap jump and Pro controller, was very hard to pull off, but has a very small hitbox in front of Greninja at the end aside from the obvious hitbox above him.
Aerials: So, first of all: Nair is NOT a multhit move. Rather, it seems to be similar to a generic "get away move," little start-up, not much range, not much knockback, about as much as Kirby's in Brawl, or cooldown. I was unable to really hit anyone with Fair, but it has about thirteen to fifteen frames of start-up. Bair, though. I feel that Bair comes out faster than MK's Fair, if not it has just as much start-up. It also does not last long with little cooldown. Definitely one of Greninja's best aerials. Uair is also really cool. I think his entire body is a hitbox during Uair, but there is a slight chance I am wrong (if we could have someone verify this, it'd be great). Also, unlike Samus, Greninja is completely vertical during it. Like Bair, there is very little start-up (but a bit more than Bair I feel). However, on the Fire Emblem stage, I actually KO'd WFT at around 110% with it when I was only a little bit above the middle of the screen. It definitely looks like it has some nice KO potential. The only thing new about Dair is that I think I managed to get it to spike once or twice, and its landing lag is a little less than Brawl Marth Dair. Probably on par with Fair in terms of startup, if not, a little less.
Throws: Uthrow may set-up for combos at low percents but not at higher percents. Bthrow sends people too far away to do much. Fthrow, however, seems that it could lead into potential strings or combos. Dthrow is the important one. I'm almost certain that it has set knockback as I threw someone that was around 100%, and it put them right above just as it did an opponent at around 10ish. That said, it definitely seems like a good throw for set-ups.
General physics of Greninja: Fall speed is about on par with Brawl Fox, fast fall speed being between D3's fast fall speed and Fox's fast fall speed (closer to the latter). Greninja is able to dash dance.