KERO
Smash Journeyman
- Joined
- Oct 17, 2012
- Messages
- 411
Decided to go ahead and analyze some of Greninja's substates. Here's what I believe some of them are:
unknown substate 0x23a Shadow Sneak back flip
Frame 7- 8: 10% 60b/102g (1428g*) 48° 1.3-Hitlag
unknown substate 0x23b Shadow Strike back flip
Frame 10-11: 15% 65b/102g (1938g*) 55° 1.8-Hitlag
unknown substate 0x23c Shadow Dash back flip
Frame 16-18: 6% 65b/90g (900g*) 80° 1.3-Hitlag
unknown substate 0x23e Shadow Sneak back kick
Frame 7- 8: 12% 60b/101g (1616g*) 48° 1.3-Hitlag
unknown substate 0x23f Shadow Strike back kick
Frame 10-11: 17% 65b/101g (2121g*) 55° 1.8-Hitlag
unknown substate 0x240 Shadow Dash back kick
Frame 16-18: 7% 65b/90g (990g*) 60° 1.3-Hitlag
unknown substate 0x24a Aerial Shadow Sneak back flip
Frame 7- 8: 10% 60b/102g (1428g*) 48° 1.3-Hitlag
unknown substate 0x24b Aerial Shadow Strike back flip
Frame 10-11: 15% 65b/102g (1938g*) 55° 1.8-Hitlag
unknown substate 0x24c Aerial Shadow Dash back flip
Frame 16-18: 6% 65b/90g (900g*) 80° 1.3-Hitlag
unknown substate 0x24e Aerial Shadow Sneak back kick
Frame 7- 8: 12% 60b/101g (1616g*) 48° 1.3-Hitlag
unknown substate 0x24f Aerial Shadow Strike back kick
Frame 10-11: 17% 65b/101g (2121g*) 55° 1.8-Hitlag
unknown substate 0x250 Aerial Shadow Dash back kick
Frame 16-18: 7% 65b/90g (990g*) 60° 1.3-Hitlag
Note: There seems to be no difference between the aerial and non-aerial Shadow specials.
unknown substate 0x26c <---- No idea about this one
Enables all ledge grabs on real frame 0
unknown substate 0x26e Substitute (counter window)
Enables state transition on real frame 8
Cancels state transition on real frame 30
unknown substate 0x26f Explosion Attack (intangibility not included?)
Frame 40-42: 10% 55b/100g (1400g*) 361° 1.5-Hitlag Fire
Frame 40-42: 8% 60b/100g (1200g*) 361° 1.5-Hitlag Fire
unknown substate 0x270 Substitute Ambush (counter window)
Enables state transition on real frame 11
Cancels state transition on real frame 41
unknown substate 0x276 Substitute (successful counter)
Frame 5- 4: 14%(+5) 50b/100g (1800g*) 90° 1.1-Hitlag (Upward)
Frame 5- 4: 13%(+5) 62b/100g (1700g*) 60° 1.1-Hitlag (Diagonal upward)
Frame 5- 4: 13%(+5) 62b/72g (1224g*) 25° 1.1-Hitlag (Diagonal downward)
Frame 5- 4: 11%(+5) 62b/100g (1500g*) 361° 1.1-Hitlag (Side-ways/no input)
Frame 5-19: 14%(+5) 50b/100g (1800g*) 45° 1.1-Hitlag Ground-Target-Only (Downward)
Frame 5-19: 14%(+5) 50b/100g (1800g*) 270° 1.1-Hitlag Aerial-Target-Only (Downward)
unknown substate 0x278 Substitute Ambush (successful counter)
Frame 5- 4: 18%(+23) 75b/65g (1430g*) 90° 1.1-Hitlag (Upward)
Frame 5- 4: 17%(+23) 85b/65g (1365g*) 60° 1.1-Hitlag (Diagonal upward)
Frame 5- 4: 17%(+23) 85b/55g (1155g*) 25° 1.1-Hitlag (Diagonal downward)
Frame 5- 4: 15%(+23) 85b/65g (1235g*) 361° 1.1-Hitlag (Side-ways/no input)
Frame 5-19: 18%(+23) 75b/65g (1430g*) 45° 1.1-Hitlag Ground-Target-Only (Downward)
Frame 5-19: 18%(+23) 75b/65g (1430g*) 270° 1.1-Hitlag Aerial-Target-Only (Downward)
unknown substate 0x286 Aerial Substitute? (counter window)
Enables state transition on real frame 8
Cancels state transition on real frame 30
unknown substate 0x28a Aerial Substitute? (successful counter)
Frame 5- 4: 14%(+5) 50b/100g (1800g*) 90° 1.1-Hitlag (Upward)
Frame 5- 4: 13%(+5) 62b/100g (1700g*) 60° 1.1-Hitlag (Diagonal upward)
Frame 5- 4: 13%(+5) 62b/72g (1224g*) 25° 1.1-Hitlag (Diagonal downward)
Frame 5- 4: 11%(+5) 62b/100g (1500g*) 361° 1.1-Hitlag (Side-ways/no input)
Frame 5-19: 14%(+5) 50b/100g (1800g*) 45° 1.1-Hitlag Ground-Target-Only (Downward)
Frame 5-19: 14%(+5) 50b/100g (1800g*) 270° 1.1-Hitlag Aerial-Target-Only Downward)
unknown substate 0x28c Aerial Substitute Ambush? (successful counter)
Frame 5- 4: 18%(+23) 75b/65g (1430g*) 90° 1.1-Hitlag (Upward)
Frame 5- 4: 17%(+23) 85b/65g (1365g*) 60° 1.1-Hitlag (Diagonal upward)
Frame 5- 4: 17%(+23) 85b/55g (1155g*) 25° 1.1-Hitlag (Diagonal downward))
Frame 5- 4: 15%(+23) 85b/65g (1235g*) 361° 1.1-Hitlag (Side-ways/no input)
Frame 5-19: 18%(+23) 75b/65g (1430g*) 45° 1.1-Hitlag Ground-Target-Only (Downward)
Frame 5-19: 18%(+23) 75b/65g (1430g*) 270° 1.1-Hitlag Aerial-Target-Only (Downward)
Note: Not sure why Substitute Ambush is lacking a second substate like Substitute has. If I had to guess, they may share the same aerial frame data, but I find that unlikely as Substitute Ambush does still seem to have a little slower start-up/more end lag.... Also, as far as aerial vs grounded goes, Substitute's counter window and counter hitboxes all act the same/have the same frame data regardless.
unknown substate 0x292 I want to say Single Shot Pump, but that is already covered under gekkouga_water
Frame 20-26: 5% 8b/40g (360g*) 361° 2.0-SDI
unknown substate 0x294 <--- This one utterly perplexes me. None of Greninja's moves are unblockable
Frame 8-10: 2% 100f/40w 90° 0.2-Hitlag Slash Unblockable
Frame 243-243: 15% 65b/160g (3040g*) 275° Slash Unblockable
unknown substate 0x298 <--- Not sure about this one either.
Frame 15-24: 2% 50b/50g (300g*) 22° 2.0-Hitlag Stun Unblockable
gekkouga_shuriken
unknown substate 0x8 Uncharged/Slightly Charged Water Shuriken
Frame 0- 1: 11% 20b/85g (1275g*) 50° Slash
Frame 0- 1: 3% 10b/85g (595g*) 50° Slash
unknown substate 0x9 Uncharged/Slightly Charged Stagnant Shuriken
Frame 0- 1: 1.2% 10b/70g (364g*) 50° 0.8-SDI Slash
Frame 0- 1: 1% 10b/70g (350g*) 50° 0.8-SDI Slash
unknown substate 0xa Uncharged Shifting Shuriken
Frame 0-15: 3% 90b/45g (315g*) 93° 1.5-Hitlag Slash
Frame 16-17: 3% 90b/45g (315g*) 98° 1.5-Hitlag Slash
unknown substate 0x10 Fully Charged Water Shuriken
Frame 0-28: [0.7%]x5 100f/50w 21° 0.15-Hitlag 0.6-SDI Slash
Frame 0-28: 0% 30b/85g (340g*) 50° 0.6-SDI Slash
Frame 30-31: 9% 40b/122g (1586g*) 60° 1.5-Hitlag Slash
unknown substate 0x11 Fully Charged Stagnant Shuriken
Frame 0-69: [2%]x9 10b/70g (420g*) 60° 0.6-SDI Slash
Frame 0-69: [1.5%]x9 10b/70g (385g*) 60° 0.8-SDI Slash
Frame 70-71: 3% 70b/100g (700g*) 45° 1.5-Hitlag Slash
unknown substate 0x12 Fully Charged Shifting Shuriken
Frame 0- 9: 3% 60b/70g (490g*) 110° Slash
Frame 10-19: 3% 60b/70g (490g*) 120° Slash
Frame 20-29: 3% 60b/70g (490g*) 130° Slash
Frame 30-31: 3% 60b/70g (490g*) 135° Slash
gekkouga_water
unknown substate 0x0 Hydro Pump (first hit)
Frame 1- 2: 2% 65b/100g (600g*) 58° 2.0-Hitlag Water Push
unknown substate 0x1 High-Capacity Pump (first hit)
Frame 1- 2: 0% 130f/90w 58° 2.0-Hitlag Water Push
unknown substate 0x2 Single-Shot Pump (first hit)
Frame 1- 2: 5% 55b/85g (765g*) 40° Water Push
unknown substate 0x4 Hydro Pump (second hit)
Frame 1- 2: 2% 65b/100g (600g*) 58° 2.0-Hitlag Water Push
unknown substate 0x5 High-Capacity Pump (second hit)
Frame 1- 2: 0% 130f/90w 58° 2.0-Hitlag Water Push
unknown substate 0x6 Single-Shot Pump (second hit)
Frame 1- 2: 5% 55b/85g (765g*) 40° Water Push
There seems to be no differences at all (frame and damage-wise) between the first and second hits/pumps of any of Greninja's up-bs.
Finally, there were some interesting substates that I'm about 95% sure relate to Water Shuriken in some way (the very first eight after Dthrow), but it's sort of hard to match them up.
EDIT: After some testing, I believe that Stagnant Shuriken is the slowest (the one that allows a state transition on frame 12 most likely) with Shifting Shuriken being the frame 9 one. All the frame six ones may just be the various Water Shuriken sizes. Then again, Shifting Shuriken has two distinct speeds. Not really quite sure what to make of this, but from testing, I do believe Stagnant is the slowest followed by Shifting.
If anyone could perhaps piece this together better than I am, we'd at least have somewhat complete data on Greninja's specials.
unknown substate 0x23a Shadow Sneak back flip
Frame 7- 8: 10% 60b/102g (1428g*) 48° 1.3-Hitlag
unknown substate 0x23b Shadow Strike back flip
Frame 10-11: 15% 65b/102g (1938g*) 55° 1.8-Hitlag
unknown substate 0x23c Shadow Dash back flip
Frame 16-18: 6% 65b/90g (900g*) 80° 1.3-Hitlag
unknown substate 0x23e Shadow Sneak back kick
Frame 7- 8: 12% 60b/101g (1616g*) 48° 1.3-Hitlag
unknown substate 0x23f Shadow Strike back kick
Frame 10-11: 17% 65b/101g (2121g*) 55° 1.8-Hitlag
unknown substate 0x240 Shadow Dash back kick
Frame 16-18: 7% 65b/90g (990g*) 60° 1.3-Hitlag
unknown substate 0x24a Aerial Shadow Sneak back flip
Frame 7- 8: 10% 60b/102g (1428g*) 48° 1.3-Hitlag
unknown substate 0x24b Aerial Shadow Strike back flip
Frame 10-11: 15% 65b/102g (1938g*) 55° 1.8-Hitlag
unknown substate 0x24c Aerial Shadow Dash back flip
Frame 16-18: 6% 65b/90g (900g*) 80° 1.3-Hitlag
unknown substate 0x24e Aerial Shadow Sneak back kick
Frame 7- 8: 12% 60b/101g (1616g*) 48° 1.3-Hitlag
unknown substate 0x24f Aerial Shadow Strike back kick
Frame 10-11: 17% 65b/101g (2121g*) 55° 1.8-Hitlag
unknown substate 0x250 Aerial Shadow Dash back kick
Frame 16-18: 7% 65b/90g (990g*) 60° 1.3-Hitlag
Note: There seems to be no difference between the aerial and non-aerial Shadow specials.
unknown substate 0x26c <---- No idea about this one
Enables all ledge grabs on real frame 0
unknown substate 0x26e Substitute (counter window)
Enables state transition on real frame 8
Cancels state transition on real frame 30
unknown substate 0x26f Explosion Attack (intangibility not included?)
Frame 40-42: 10% 55b/100g (1400g*) 361° 1.5-Hitlag Fire
Frame 40-42: 8% 60b/100g (1200g*) 361° 1.5-Hitlag Fire
unknown substate 0x270 Substitute Ambush (counter window)
Enables state transition on real frame 11
Cancels state transition on real frame 41
unknown substate 0x276 Substitute (successful counter)
Frame 5- 4: 14%(+5) 50b/100g (1800g*) 90° 1.1-Hitlag (Upward)
Frame 5- 4: 13%(+5) 62b/100g (1700g*) 60° 1.1-Hitlag (Diagonal upward)
Frame 5- 4: 13%(+5) 62b/72g (1224g*) 25° 1.1-Hitlag (Diagonal downward)
Frame 5- 4: 11%(+5) 62b/100g (1500g*) 361° 1.1-Hitlag (Side-ways/no input)
Frame 5-19: 14%(+5) 50b/100g (1800g*) 45° 1.1-Hitlag Ground-Target-Only (Downward)
Frame 5-19: 14%(+5) 50b/100g (1800g*) 270° 1.1-Hitlag Aerial-Target-Only (Downward)
unknown substate 0x278 Substitute Ambush (successful counter)
Frame 5- 4: 18%(+23) 75b/65g (1430g*) 90° 1.1-Hitlag (Upward)
Frame 5- 4: 17%(+23) 85b/65g (1365g*) 60° 1.1-Hitlag (Diagonal upward)
Frame 5- 4: 17%(+23) 85b/55g (1155g*) 25° 1.1-Hitlag (Diagonal downward)
Frame 5- 4: 15%(+23) 85b/65g (1235g*) 361° 1.1-Hitlag (Side-ways/no input)
Frame 5-19: 18%(+23) 75b/65g (1430g*) 45° 1.1-Hitlag Ground-Target-Only (Downward)
Frame 5-19: 18%(+23) 75b/65g (1430g*) 270° 1.1-Hitlag Aerial-Target-Only (Downward)
unknown substate 0x286 Aerial Substitute? (counter window)
Enables state transition on real frame 8
Cancels state transition on real frame 30
unknown substate 0x28a Aerial Substitute? (successful counter)
Frame 5- 4: 14%(+5) 50b/100g (1800g*) 90° 1.1-Hitlag (Upward)
Frame 5- 4: 13%(+5) 62b/100g (1700g*) 60° 1.1-Hitlag (Diagonal upward)
Frame 5- 4: 13%(+5) 62b/72g (1224g*) 25° 1.1-Hitlag (Diagonal downward)
Frame 5- 4: 11%(+5) 62b/100g (1500g*) 361° 1.1-Hitlag (Side-ways/no input)
Frame 5-19: 14%(+5) 50b/100g (1800g*) 45° 1.1-Hitlag Ground-Target-Only (Downward)
Frame 5-19: 14%(+5) 50b/100g (1800g*) 270° 1.1-Hitlag Aerial-Target-Only Downward)
unknown substate 0x28c Aerial Substitute Ambush? (successful counter)
Frame 5- 4: 18%(+23) 75b/65g (1430g*) 90° 1.1-Hitlag (Upward)
Frame 5- 4: 17%(+23) 85b/65g (1365g*) 60° 1.1-Hitlag (Diagonal upward)
Frame 5- 4: 17%(+23) 85b/55g (1155g*) 25° 1.1-Hitlag (Diagonal downward))
Frame 5- 4: 15%(+23) 85b/65g (1235g*) 361° 1.1-Hitlag (Side-ways/no input)
Frame 5-19: 18%(+23) 75b/65g (1430g*) 45° 1.1-Hitlag Ground-Target-Only (Downward)
Frame 5-19: 18%(+23) 75b/65g (1430g*) 270° 1.1-Hitlag Aerial-Target-Only (Downward)
Note: Not sure why Substitute Ambush is lacking a second substate like Substitute has. If I had to guess, they may share the same aerial frame data, but I find that unlikely as Substitute Ambush does still seem to have a little slower start-up/more end lag.... Also, as far as aerial vs grounded goes, Substitute's counter window and counter hitboxes all act the same/have the same frame data regardless.
unknown substate 0x292 I want to say Single Shot Pump, but that is already covered under gekkouga_water
Frame 20-26: 5% 8b/40g (360g*) 361° 2.0-SDI
unknown substate 0x294 <--- This one utterly perplexes me. None of Greninja's moves are unblockable
Frame 8-10: 2% 100f/40w 90° 0.2-Hitlag Slash Unblockable
Frame 243-243: 15% 65b/160g (3040g*) 275° Slash Unblockable
unknown substate 0x298 <--- Not sure about this one either.
Frame 15-24: 2% 50b/50g (300g*) 22° 2.0-Hitlag Stun Unblockable
gekkouga_shuriken
unknown substate 0x8 Uncharged/Slightly Charged Water Shuriken
Frame 0- 1: 11% 20b/85g (1275g*) 50° Slash
Frame 0- 1: 3% 10b/85g (595g*) 50° Slash
unknown substate 0x9 Uncharged/Slightly Charged Stagnant Shuriken
Frame 0- 1: 1.2% 10b/70g (364g*) 50° 0.8-SDI Slash
Frame 0- 1: 1% 10b/70g (350g*) 50° 0.8-SDI Slash
unknown substate 0xa Uncharged Shifting Shuriken
Frame 0-15: 3% 90b/45g (315g*) 93° 1.5-Hitlag Slash
Frame 16-17: 3% 90b/45g (315g*) 98° 1.5-Hitlag Slash
unknown substate 0x10 Fully Charged Water Shuriken
Frame 0-28: [0.7%]x5 100f/50w 21° 0.15-Hitlag 0.6-SDI Slash
Frame 0-28: 0% 30b/85g (340g*) 50° 0.6-SDI Slash
Frame 30-31: 9% 40b/122g (1586g*) 60° 1.5-Hitlag Slash
unknown substate 0x11 Fully Charged Stagnant Shuriken
Frame 0-69: [2%]x9 10b/70g (420g*) 60° 0.6-SDI Slash
Frame 0-69: [1.5%]x9 10b/70g (385g*) 60° 0.8-SDI Slash
Frame 70-71: 3% 70b/100g (700g*) 45° 1.5-Hitlag Slash
unknown substate 0x12 Fully Charged Shifting Shuriken
Frame 0- 9: 3% 60b/70g (490g*) 110° Slash
Frame 10-19: 3% 60b/70g (490g*) 120° Slash
Frame 20-29: 3% 60b/70g (490g*) 130° Slash
Frame 30-31: 3% 60b/70g (490g*) 135° Slash
gekkouga_water
unknown substate 0x0 Hydro Pump (first hit)
Frame 1- 2: 2% 65b/100g (600g*) 58° 2.0-Hitlag Water Push
unknown substate 0x1 High-Capacity Pump (first hit)
Frame 1- 2: 0% 130f/90w 58° 2.0-Hitlag Water Push
unknown substate 0x2 Single-Shot Pump (first hit)
Frame 1- 2: 5% 55b/85g (765g*) 40° Water Push
unknown substate 0x4 Hydro Pump (second hit)
Frame 1- 2: 2% 65b/100g (600g*) 58° 2.0-Hitlag Water Push
unknown substate 0x5 High-Capacity Pump (second hit)
Frame 1- 2: 0% 130f/90w 58° 2.0-Hitlag Water Push
unknown substate 0x6 Single-Shot Pump (second hit)
Frame 1- 2: 5% 55b/85g (765g*) 40° Water Push
There seems to be no differences at all (frame and damage-wise) between the first and second hits/pumps of any of Greninja's up-bs.
Finally, there were some interesting substates that I'm about 95% sure relate to Water Shuriken in some way (the very first eight after Dthrow), but it's sort of hard to match them up.
EDIT: After some testing, I believe that Stagnant Shuriken is the slowest (the one that allows a state transition on frame 12 most likely) with Shifting Shuriken being the frame 9 one. All the frame six ones may just be the various Water Shuriken sizes. Then again, Shifting Shuriken has two distinct speeds. Not really quite sure what to make of this, but from testing, I do believe Stagnant is the slowest followed by Shifting.
If anyone could perhaps piece this together better than I am, we'd at least have somewhat complete data on Greninja's specials.
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