Marilink
Smash Journeyman
Martin, I have a lot of trouble setting things up with Nair, even after reading your instructions. Could you/someone make a video about Nair followups for us?
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The main reason I say that his NAir has low priority is because I see myself get hit out of it often and even see it happen during tournament matches, especially against those with swords or longer range. Also because his short hop is a little high, you have to wait before using it, which doesn't always get the hitbox out fast enough. I guess it is a well balanced move, but just sucks that other characters have stronger NAirs and grounded moves that counter it.I agree with most of this. Nair is also my favorite approach move. If you SHFF it, it becomes Greninja`s safest move because the hitbox lasts from the top of your short hop until you land on the ground and then you can immediately follow up with any attack, grab, dash or roll. And since it hits from every side around you, you can angle your short hops in a way that makes it hardest for your opponent to intercept the Nair with their attacks. Even the priority on it seems to be good from my experience. What makes you think it isn`t?
It also deals good damage and combos into Jab or Dtilt at low %, into sweetspot Usmash at mid %, then the sourspot hit combos into Usmash at mid-high % and into Fair at high %, both of which are kill combos. I actually think Nair is Greninja`s best move now after the nerfs to all of its moves that used to be better.
I also partially agree that Greninja has trouble killing because most of its kill combos can be DI`d out of. Dtilt -> Usmash and Uthrow -> Uair can be avoided by DI-ing upwards and Utilt -> Uair is not so good because Utilt isn`t easy to land and is very punishable if shielded.
- Most of my kills come from Bair gimps off stage which are really good.
- Dash Attack -> Fair works too.
- Charged Water Shuriken is safe and kills pretty early, especially if landed off stage.
- Hydro Pump sometimes sets up into Usmash if you hit the opponent while they`re in the air and sometimes it still gimps.
- Shadow Sneak tricks are nice as well, but you have to get creative because each one usually only works once.
- Another thing that often works for me is going for Uthrow -> Uair and if they DI or dodge, I fall with them while continuously using Uair to force them to keep dodging. And because I am slightly below them, I will land first and immediately Dsmash or Fsmash to punish their laggy landing from dodging into the ground.
- Then you have combos like Dtilt -> Usmash that work unless the opponents DI upwards, but then instead of Usmash you can combo them with Uair. Same goes for Nair -> Usmash, Nair -> Fair and Nair -> Uair.
- Even Dair is good against characters with vertical recoveries like Diddy, Ike, King DDD, Link...
- And if all else fails, Uthrow can kill by itself starting from 150-170% depending on the character and rage.
So while Greninja doesn`t have any Diddy-level reliable kill combos, it has many different options to choose from. And because the opponent cannot be sure what to expect and which way to DI, you can often pull off combos that would be easily avoidable as long as you keep mixing it up and staying unpredictable. This is what makes Greninja so interesting for me to play and watch. I can often play several matches during which I get every kill using a different move or combo.
Unfortunately I don`t have a good camera for taking videos of 3DS gameplay. But I can at least give you some more tips. Which follow-ups are you having trouble with?Martin, I have a lot of trouble setting things up with Nair, even after reading your instructions. Could you/someone make a video about Nair followups for us?
Yeah sorry, I guess I don't mean priority in clashing. I meant it as in getting hit before it due to the timing and range. It especially becomes difficult when people advance towards you when trying to land NAirs because you have to time it out pretty good.@ Shack
I see what you mean. It is more risky to Nair approach characters with longer ranged moves. In those cases I usually aim my Nairs slightly in front of them to stay out of their reach or hit them if they move forward. If they stay in place, I can immediately jab them and if they back off, I can follow them with another SHFF Nair. Or you can make use of Nair`s hitboxes that surround you to approach from an angle to avoid the opponent`s main way of punishing it. But this is more of a range problem than priority. I`ve never had Nair clash or be cancelled by any other move. Unless I get hit during the small start-up lag, Nair usually goes through everything, so I think the priority on it is great.
As far as I know, Uthrow -> Usmash doesn`t true combo any character. That was one of the first things I tested because it would be amazing if you could get 24% off of your first grab (back then it was 52% when Usmash still comboed into itself and into Uair). But they always have time to either air dodge or jump away.Does up throw to up smash on 0% work? I tried it on the heavier characters and it seems to work up to Capt. Falcon though Ike just fails to get the first hit of the up smash for whatever reason.
Yeah. I guess I should have put the CPU on attack instead of stop in training though.As far as I know, Uthrow -> Usmash doesn`t true combo any character. That was one of the first things I tested because it would be amazing if you could get 24% off of your first grab (back then it was 52% when Usmash still comboed into itself and into Uair). But they always have time to either air dodge or jump away.
I`m glad you find this thread helpful.Thanks heaps for the thread, the idea of using some of these combos has motivated me to put it more effort with this game.
I just have a few questions to help me with execution
1) How is it best to setup the meteor on Dair? I get it sometimes but I'm not sure where to aim to get the meteor every time. Where is the meteor hitbox?
2) Which hits of Uair spike and how do you set it up? do you fastfall to end it early or start it late in the jump?
3) Do you have C-stick set to tilts, I hear that having C-stick set to smash affects aerial momentum, I was wondering what you were using.
Cheers
If it helps anyone, I'd like to mention that when it comes to starting up dtilt/dashatk combos, if you have someone that spotdodges your dash attack, you can mixup with running at them, inputting a crouch option and dtilting. During the time you stop the run and begin dtilt, their spotdodge will start and end and you will hit them as they come out of it. It's a good mixup against an opponent who wants a big punish on your dash attack, although if they roll or shield this mixup isn't very handy, but it is quite safe especially if you condition your opponent.
Yes, walking Dtilt -> Usmash is already included. That`s the only way I can make Dtilt -> Usmash truly combo since the hitstun from Dtilt is so low.I was messing around with sliding Dtilt (tilt sticking while walking) and found that not only does it lead into Usmash a ton more easily, but at lower percents, it can lead into a Utilt which can lead into a Uair for 21% (or more if you drag them down into another Utilt). Not sure the exact percents this works at as I just discovered this and I need to go to bed and then study for finals, but we got another combo at least.
Thanks for sharing, but all of those combos are already included in the OP. You can check them out for exact percentages against Sheik.according to training mode, Dtilt > up tilt is not a true combo against some characters. It seems to work best on bigger ones like Rob.
True combos I've found:
short hop Nair > Fsmash at low percents
short hop Nair (sourspot) > full jump Fair at higher percents (around 130% for most characters)
short hop Nair (sourspot) > dashing upsmash at mid percents
uptilt > up air at mid-high percents
uptilt with back facing opponent > back air at mid percents (this one's strangely hard to true chain)
I managed to get 10 hits off of up tilt > up air > fast fall > up tilt against Rob at mid percents, but that's probably stuffed up by DI in a practical situation.
walking Down tilt into running upsmash works at around 100% on a fair few characters it seems. Sets them up perfectly for KO's. The timing is pretty strict. Oddly, it doesn't work on lower % targets.
up throw > up air works on Diddy at mid percents, but you need to full jump and then immediately use the attack. the timing is very tight.
As Lavani said, Grab is slower than Fsmash, so if Dtilt -> Fsmash doesn`t truly combo, Dtilt -> Grab won`t either. I still like to use it though because they have little time to react so it often works. And at low %, Dtilt -> Dtilt is a true combo, so you can do Dtilt -> Dtilt -> Grab -> Uthrow -> Uair -> Uair for over 30 damage.Yah, I'm just verifying it really.
Also, I think Dtilt > grab or Dtilt > running grab should be given a mention. they don't register as combos, but I'm pretty sure they're inescapable at low percents up till about 40%.
I've also been testing Dtilt > running upsmash and have found that even though it doesn't register as a combo at mid-high percents (like around 70% or so), it still might be inescapable because it hits on the first frames where air dodge is not invulnerable. In the advent where your upsmash gets air dodged, you can usually follow up immediately with a jab string instead. So...guaranteed setup on most characters who don't have frame-1 invincibility?
Also, none of the dash attack combos seem to work reliably for me.
That`s a good idea. I used the color blue to mark all combos I`m almost 100% sure are not DI-able. Some of the other ones might be inescapable at certain %, like Uthrow -> Bair at low %, but since I cannot test DI in training mode, I can`t confirm that.I'd really appreciate if the front page could be updated to say which combos are DI-able. The dash attack into Fair is so tight that it can be stuffed with even a little DI away from Greninja, and it only seems to work reliably if you strike with the dash attack as close to the target as possible.
For me, it seems like the Nair and up tilt combos are by far the most reliable. Too bad both of these moves are quite hard to land in a real match!
You`re right, Uthrow -> Uair is harder to perform against certain characters like Samus. I still managed to make it combo at 60%, but the timing was much more strict than against Sheik.Speaking of Uthrow, I cannot for the life of me get Uthrow > up air to combo against a lot of characters. Samus for example, seems to escape it every time. Is there some kind of trick to making it work?
Greninja seems to be woefully inadequate at punishing spammed air dodges. none of his air attacks are quick or rapid enough to do so at height, so I often find myself at a loss when I use up throw followed by a missed up air.
Also, I can confirm that Up tilt > shffed up air > up tilt > up air is a legit combo at around 30% to 60% for midweight characters. The combo counter went up to 11 for around 28% damage.
Found some more combos. These were tested on Diddy Kong.
shff'd Forward Air > AAA combo. only seems to be able to do it at 0%
shff'd back air > Ftilt. seems to work up to about 20%. you need to be quite close to make this work, so it's probably not very useful.
shff'd back air > back air works against bigger characters like DK and Bowser at low percents.
Ive been trying it lately its easier to land because of the sliding animation that it does with the perfect pivot. Especially with the amount of hitstun it does to the opponent instead of upthrow.I find it a lot harder to land the upair spike when hitting with the back part of Utilt though. But I definately need to look into that. Utilt is probably greninja's most important move since it combos easily into kill moves at reasonable percents. Having more ways to land it is always good.
If we had some video of somebody applying Perfect Pivots with Greninja, it'd be very useful.Something we should incorporate to give us more combos is perfect pivoting.
For Instance:
Nair>PP Utilt>Upair Spike>Uptilt
Dtilt>PP Utilt>Upair Spike>Uptilt
Reason is because when you PP with uptilt it hits the back part faster, OoS with PP Uptilt (on laggy hits) would be a really interesting to start combos and finishing with them and go for the kill with a DSmash, or reading if they are mashing buttons and catching them offguard with a substitute for an early kill.
This really transforms the metagame for Greninja.
Ill put up a video soon, its a little difficult to pull off unless you put in some practice.If we had some video of somebody applying Perfect Pivots with Greninja, it'd be very useful.
Great info, Im just saying that the perfect pivot gives us more options. Also, the Nair>Uptilt can only be executed at around low percents.The perfect pivot combos seem interesting, but I can`t test them since I`m on the 3DS. However both Nair -> Utilt -> Uair spike -> Utilt and Dtilt -> Utilt -> Uair spike -> Utilt combos can be done even without the perfect pivot.
Today I tested the Uair spike -> Utilt combos and the longest combo I managed to get against Sheik was:
sweetspot Nair -> 3×(Utilt -> Uair spike) -> Utilt -> sweetspot Nair which works at 27% and deals 55 damage.
However it is extremely hard to perform and most likely DI-able, so I don`t think this will ever be used in a real match.
I also found a pretty good string:
sweetspot Nair -> Dtilt -> Grab -> Uthrow -> Uair which works at 0-24% and deals 32 damage.
Only the Dtilt -> Grab part is not a true combo and even that part is almost inescapable, so this is probably the most reliable string to use at the start of the match to build up some damage. You can use a different throw if needed, but Uthrow -> Uair deals the most damage.
Nice, I didn`t know that SS truly comboed into meteor Dair. You can pull off some really flashy combos with Dair if the opponent doesn`t tech. For example he could have even used Dair -> Dair -> Dair -> Nair for the kill which is a 35 damage combo, but you give the opponent 3 opportunities to tech, so it is less reliable than the combo used in the video.Situational but kool =o