Katuro117
Smash Rookie
- Joined
- May 20, 2016
- Messages
- 16
The quintessential thread for figuring out which characters are good for gimping with Hydro Pump.
This move is being tested with the following:
Gimpable: Means that with Hydro Pump alone, they are pushed completely off the stage and can't recover.
Follow up: A situation that allows Greninja to follow up with something else.
Percent: The percent listed is generally trying to say when using the move is reasonably viable at the lowest possible %.
Any details for feedback for possible influences or how the thread format could work in this are greatly appreciated.
# |a| Characters | Difficulty: | Gimpable? | Gimpable% | Follow up? | Follow up% | Notes:
1|27| | 8 | Yes | 50%~ | ?? | ?? |
2|26| | 7 | Yes | 0% | ?? | ?? |
3|38| | 8 | No | -- | Yes | 0% |
4|2| | 4 | No | -- | Yes | 100%~ |
- Rearranged and added new categories
- Follow up data now included
- Can now be rearranged by game roster order and alphabetical order
- Updated existing difficulty values according to posted feedback
- Updated existing Notes according to posted feedback
- Using training mode's damage set up (so Greninja rage plays a tiny part)
- A custom stage using platforms measured in Greninja full hops
- The opponent has to max out their jump height ending in a special fall that attempts to snap to the ledge
- Difficulty measured below 10 being impossible 1 being laughably easy
Gimpable: Means that with Hydro Pump alone, they are pushed completely off the stage and can't recover.
Follow up: A situation that allows Greninja to follow up with something else.
Percent: The percent listed is generally trying to say when using the move is reasonably viable at the lowest possible %.
Any details for feedback for possible influences or how the thread format could work in this are greatly appreciated.
1|27| | 8 | Yes | 50%~ | ?? | ?? |
Mario can quick snap to the ledge thus the difficulty. He also has just enough horizontal momentum to make at low% force Greninja to do follow up pumps. Mario only get's pushed into the air only slightly as a result of getting hit, but every hit with hydro pump is a slight deficit to Mario. Practice is recommended.
If Luigi recovers with Side B it stops and pushes him up but does not effectively stop him. But, if Luigi is recovering low and forced to use Up B you have the opportunity if they don't insta-snap to the ledge.
Doesn't work on it's own, since Peach goes up into the air dramatically on the first hit and has controlled descent. This is viable to force Peach into being above you.
Bowser's horizontal momentum is good enough that this move won't work on it's own, but one can keep Bowser up in the air for a while, even indefinitely at the right %, which makes for a very free punish.
5|54| | 8 | No | -- | Yes* | 75%~|
6|43| | 5 | No | -- | Yes | 0% |
7|3| | 6 | No | -- | Yes* | 50%~ |
8|52|| 7 | No | -- | Yes | 100%~ |
9|10| | 7 | Yes* | 0% | No | -- |
10|9| | | |
11|32| | | |
12|22| | 1 | Yes | 0% | ?? | ?? |
5|54| | 8 | No | -- | Yes* | 75%~|
Yoshi pretty much gets back for free. Is only slightly effected and does not shoot up into the air. *Yoshi can follow up with aerial game, so it's not free.
Rosalina keeps her top tier status by having good horizontal momentum, but can be followed up with a free hit since it shoots her up in the air.
Retains horizontal momentum and cannot push off the stage. However at the right % follow ups can happen *Bowser Jr. however can attack with the hammer so it's not free.
Wario retains horizontal momentum that Greninja can possibly hold Wario in the air indefinitely but be unable to push off the stage.
When Kong decides to expand his dong, he is not effected by Hydro Pump even at 999%. This also results in a lack of any upward momentum shooting. *However when he goes into special fall you can push him really easily at any%.
11|32| | | |
12|22| | 1 | Yes | 0% | ?? | ?? |
It's considered more viable than getting close and personal with the Mac due to Greninja's range with the attack. Up B doesn't insta-snap, so Little Mac can get hit easy by his hand sticking up just over the ledge, and Side B's momentum is effectively halted. [/spoilers]
13|21| | 6 | Yes | ?? | Yes | ?? |
14|54| | | |
15|47| | | |
16|15| | | |
17|50| | | |
18|46| | 5 | Yes | 0% | Yes | ?? |
19|55| | | |
20|40| | | |
21|37| | | |
22|28| | | |
23|17| | | |
24|42| | | |
25|12|| | |
26|20|| | |
27|19| | | |
28|30| | | |
29|14|| | |
30|13| | | |
31|39|| | |
32|5| | | |
33|23| | | |
34|18| | | | | |
35|16| | | |
36|41| | | |
37|33| | | |
38|4| | | |
39|51| | | |
40|34| | | |
41|53| | | |
42|48| | | |
43|11| | | |
44|8| | | |
45|25| | | |
46|36| | 10 | ?? | ?? | ?? | ?? | WTH this character
47|29| | | |
48|49| | | |
49|31| | | |
50|24| | | |
51|44| | | |
52|45| | | |
53|6| | | |
54|7| | | |
55|1| | | |
13|21| | 6 | Yes | ?? | Yes | ?? |
It's easy to hit Link due to slow vertical movement. But Link's special fall retains horozontal momentum. It's easier to follow up with another attack since it does send Link into an easy follow up.
15|47| | | |
16|15| | | |
17|50| | | |
18|46| | 5 | Yes | 0% | Yes | ?? |
Screw Attack juts up pretty fast but if you space it correctly, Samus' horizontal movement will be easy to exploit. Is otherwise pretty safe for Samus if she snaps to the ledge.
20|40| | | |
21|37| | | |
22|28| | | |
23|17| | | |
24|42| | | |
25|12|| | |
26|20|| | |
27|19| | | |
28|30| | | |
29|14|| | |
30|13| | | |
31|39|| | |
32|5| | | |
33|23| | | |
34|18| | | | | |
35|16| | | |
36|41| | | |
37|33| | | |
38|4| | | |
39|51| | | |
40|34| | | |
41|53| | | |
42|48| | | |
43|11| | | |
44|8| | | |
45|25| | | |
46|36| | 10 | ?? | ?? | ?? | ?? | WTH this character
47|29| | | |
48|49| | | |
49|31| | | |
50|24| | | |
51|44| | | |
52|45| | | |
53|6| | | |
54|7| | | |
55|1| | | |
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