SuperSmashKing009
Smash Ace
I just found out today that Perfect Pivot Uptilt leads into an upsmash that spikes and then follow up with a Dtilt and another upsmash. This is tested with ZSS starting at 40-43%.
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This is a pretty good concept. The only issue I see with grab specifically is the fact that in that scenario your opponent will either tend to Jab or Grab themselves in an attempt to take advantage to Nair's landing or it's hit on shield. Jab and Dtilt are preobabaly better options in the scenario due to them being faster moves overall.One thing that was mentioned earlier in the thread is the way that skilled perfect pivoting can turn greninja into an absolute monster, I've been screwing around with that a bit and I've found one strong option in particular, SH crossup autocancel nair to PP dash grab. This really forces shield grab happy characters like diddy to play better defense because if you block the nair crossup greninja can often just whip around for the grab. Seeing as the nair and the grab can both lead into more damage this seems pretty legit, and mixups like that are always pretty demoralizing when executed correctly. And I'm confident that someone with better hands then me could come up with a lot of other crazy **** off of PP.
Keep in mind the Uair spike can be tech'd by your opponent so at higher levels of play it becomes quite hard to do as it's more dependent on your opponent missing the tech but you got pretty much any move as a followup if they land and don't.One other post from earlier was asking about the uair spike? if someone could explain how that is landed and the proper way to followup I would greatly appreciate that; i wasn't even aware uair spike was a thing until reading this thread.
EDIT: The information thread explained the way up air can spike if you fast fall quick enough that the last two hits don't connect. Any videos or tips on converting this to more damage?
If Greninja is already fairly close, he can short hop over the opponent so if they shield the nair, they are facing the wrong way to punish with shield or jab. Greninja can still pivot for his grab on landing, could he do this fast enough to punish the shield against a good player? I'm sure if you were really expecting it you could escape but Greninja's SH game can be really confusing. Jab or d-tilt would be the better option out of SH nair without the cross up though.The only issue I see with grab specifically is the fact that in that scenario your opponent will either tend to Jab or Grab themselves in an attempt to take advantage to Nair's landing or it's hit on shield. Jab and Dtilt are preobabaly better options in the scenario due to them being faster moves overall.
They won't be stunned long enough for a smash attack. However at high percents (130%+) you can follow up with Utilt -> Uair for a true kill combo.First, haven't played since last year and am on 3ds
What's up with the first hit of bair? It seems like at certain percentages if you hit with the first hit only it can stun your opponent long enough to get you a follow up, possibly a smash. Note that the situation I'm talking about is vs a standing opponent
How do you know?Off topic but i'd advise everybody to get in their last few running shadow sneaks because come tomorrow...they're gone :[
Dash attack to U-Sm? At what percentages does this work? It would make Greninjas early game a lot stronger.Dash Attack to Usmash is a thing on a few characters at low percents.
Another one I've been using is Dash Attack to sourspot Nair to Usmash. Depending on the character and percent you can sometimes toss in an Utilt before the Usmash.
I generally go for it between 0-20% but I don't know the exact ranges that it works. Have to look into it a bit more at some point.Dash attack to U-Sm? At what percentages does this work? It would make Greninjas early game a lot stronger.
You can see in training mode that Utilt -> Uair is a true combo. If you do it fast enough, nothing will be able to come out fast enough to avoid it including Mewtwo's airdodge.In the OP, I would argue that u-tilt -> up air doesn't really have a better alternative, at high % it is one of Greninja's easiest kill setups. Up tilt just has an ungodly amount of hitstun at high % for some reason, to the point where up air is almost guaranteed. I've gotten dozens of kills on almost all of the cast and varying degrees of skill. Meaning, if it's not true I haven't discovered a way to avoid it yet.
I've even played really good Luigis and his frame 3 nair hasn't been able to come out to beat it. The only thing I've found is Mewtwo's air dodge comes out fast enough to avoid it, but you can easily read that and wait to jump up with your up air.
I know i tried but i think you can't airdodge.Its not a true combo, you can DI away from the down tilt.
I haven't really noticed this but I can see your point.I want to bump this thread to bring up some discussion on Greninja's "combos".
Watching most Greninja players these days, the japanese ones included it seems like most players don't really have a good grasp of what combos function as effective bnb and most players just tend to go for the more difficult combos in general in situations where other setups would score guaranteed damage.
I attribute this mostly to these more difficult strings being advertised highly when the game first came out, hence players tend to go for them more. However there are a lot more simple strings to be discussed with Greninja, particularly his low percent strings.
I've recently decided I want to invest a lot more time into the character as a solid secondary (maaaaaaybe main) so I'm going to try to get some more productive discussion going on so we can some more consistent results from the frog!