WolfieXVII ❂
stay woke
Dair to utilt is guaranteed I think
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Dair>utilt a couple of times>nair is a great damage rack against blue kermit
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Dair>utilt a couple of times>nair is a great damage rack against blue kermit
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I don't really see how this analysis leads to a fairly large advantage for Kirby.So you needed some info? Here's what I know:
Kirby's Advantages: Kirby can easily up-tilt juggle fast-fallers, and Greninja is no exception. Logically, he could go for a lot of d-air setups, mainly for that up-tilt. Then Kirby can copy your Water Shurikens and boast a pretty solid projectile. Like Greninja, Kirby can probably get some follow-ups after fully charged Water Shurikens, as well. Kirby also holds a great arsenal of edgeguarding moves, b-air and d-air in particular. If he gets the hang of your recovering pattern or reads your Hydro Pump direction, the Greninja is gonna have a pretty hard time successfully returning onto the stage. Also, Kirby might hit you with Stone if Greninja is far enough below the ledge. Last, but not least, the little puff can crouch under your moves... sort of. He can duck under your f-smash and the side hitboxes of the up-smash, except if you're REALLY close to him to connect them. And he crouches under Greninja's grabs. Obviously, Kirby's light, so Greninja doesn't have that many true combos.
Greninja's Advantages: Well, Greninja can utilize his Water Shuriken to keep Kirby from approaching. Then he could apply pressure with n-airs and maybe f-airs as a mix-up. Catching Kirby in midair with up-smash is also essential, with a well enough read. Generally, I find Greninja to be useful at pressuring Kirby. And if you continuously rack up damage, you could score a well enough hit to possibly KO him. Greninja's jab and d-tilt work effectively, as well, since Kirby can't duck under that either.
Maybe a rough 60:40 in Kirby's favor, overall. Hope this was useful...
I was aware of the many ways Hydro Pump can be used to safely recover back onstage. I just didn't mention or emphasise how effective it truly was. Honestly, it is difficult to land a b-air or d-air on Greninja, but doing so is also pretty effective.I don't really see how this analysis leads to a fairly large advantage for Kirby.
Edge guarding Greninja is much harder than you give it credit for. There are many safe ways Greninja can use Hydro pump to sweet spot the ledge (either diagonally or like aMSa does it, horizontal to vertical) that really leaves almost no opening. And believe me, even as Kirby the last thing you want to do is mess up that edge guard and put yourself in disadvantage against a Greninja. I'm not saying don't try, I'm saying be conservative and respect that you don't have a consistent option to punish hydro pump. Playing the ledge getup mind game is going to net you much better results than going offstage. Shadow Sneak and Counter offstage can be absolute nightmares to deal with, as well as the obvious B-air and Fair.
Crouching for Kirby is nice up close, but at a distance really doesn't get him anywhere. Even up close, down tilt and FF nair are two of Greninja's best string starters and will punish Kirby from trying to crouch too much. It's also kinda silly to say Greninja doesn't have many true combos on Kirby. Greninja has several guaranteed combos, just not necessarily out of throw. It's about using d-tilt, up tilt, and ff nair to pop your opponent up for followups. Up throw to up air is the big one everyone knows, but it's not guaranteed past mid % on most characters and becomes a mindgame. In Kirby's case, stone and dair can be used to punish greedy ninjas.
Again I do think Kirby has nice tools in this matchup, and if Greninja sits in his shield and lets Kirby control the pace of the match it's going to be a rough time. But with Ninja's mobility and kill power on Kirby, as well as fairly safe recovery options, I don't really see this as an advantageous matchup for Kirby. It's about 50:50 imo, maybe a slight advantage to Ninja.
I definitely don't think gimping Ness is easy unless you have a character that really has no risk going out to challenge PK Thunder 2 (Villager comes to mind, invincibility on pocket means they either grab it or likely avoid PKT2). Even Hydro Pump is not a foolproof tool for gimping Ness. If you mis-aim your stream you could end up getting bopped and most Ness players know to conserve their PKT until they absolutely need it anyway. And of course, Ness wins this MU in neutral so to get him off the stage is not as easy as it sounds.Ohhhh, the Greninja MU is one I really would have loved more time with. One of the other Ness mains with more exp on it can discuss it, but I'm gonna argue that you're over-rating how easily we get gimped... because it's really not that easy when we conserve DJ / PKT in particular places offstage. :D
When trying to gimp Ness with Hydro Pump (or a lot of characters, really), you generally don't want to get close enough that PKT2 could be a problem. Hydro Pump doesn't have an immediate start up, so it is risky. Same thing with Substitute - you can really ruin Ness's day with a well timed Sub, especially against a PKT2 that isn't off stage, but it doesn't come out very quickly so it's not nearly as safe up close.I definitely don't think gimping Ness is easy unless you have a character that really has no risk going out to challenge PK Thunder 2 (Villager comes to mind, invincibility on pocket means they either grab it or likely avoid PKT2). Even Hydro Pump is not a foolproof tool for gimping Ness. If you mis-aim your stream you could end up getting bopped and most Ness players know to conserve their PKT until they absolutely need it anyway. And of course, Ness wins this MU in neutral so to get him off the stage is not as easy as it sounds.
There's a reason Ness is considered one of the best characters even with a very risky recovery game, it's because having to use PKT with such a high double jump and good aerial mobility isn't a huge issue very often.
You make very good points. Even so, if Kirby can only crouch under two attacks, it's better than none at all. This gives kirby more defensive options, and ultimately, take less damage. Kirby isn't all that great approaching, so waiting for the opponent to approach Kirby is sometimes the right way to go. Like in my last post, if Kirby does duck under an attack, and if he's close, he can use his down tilt, giving him an offensive option. Sure, it's a little offensive option, but it's an option.The only move Kirby is dodging by crouching is F-Smash and Up-tilt. F-Tilt can be aimed downwards and if Greninja is using Up-Smash he probably wasn't trying to hit you with the side hitbox anyway. Two moves is not a lot, especially when one of those is more of an anti-air move. I suppose you can also duck under shurikens but it's not like Kirby can take advantage of that with a crawl to approach us.
And here I thought the Ness MU would be the one that would be all over the place.
Actually no, Kirby can't crouch under shurikens so he's going to be forced to approach Greninja no matter what, otherwise Greninja can just pelt him with shurikens forever.You make very good points. Even so, if Kirby can only crouch under two attacks, it's better than none at all. This gives kirby more defensive options, and ultimately, take less damage. Kirby isn't all that great approaching, so waiting for the opponent to approach Kirby is sometimes the right way to go. Like in my last post, if Kirby does duck under an attack, and if he's close, he can use his down tilt, giving him an offensive option. Sure, it's a little offensive option, but it's an option.
The information that I've collected in my posts are from my own experiences against highly skilled Greninjas. From those matches, Kirby comes through and wins me the game a vast majority of the time. Though, after testing a few things around, I do see my mistakes from the older posts. Yes, Kirby cannot crouch under and shurikens, however, there's nothing stopping Kirby from simply jumping over them. Now, I'm not saying to simply jump over them to get to Greninja, but instead, a Kirby player can use a mind game. make the Greninja player think Kirby's going straight at him, and once the Greninja player reacts to Kirby getting closer, Kirby can counter accordingly, if that may be from an aerial attack, or whatever they please.Actually no, Kirby can't crouch under shurikens so he's going to be forced to approach Greninja no matter what, otherwise Greninja can just pelt him with shurikens forever.
So the only really relevant attack Kirby can crouch under is F-Smash and even then it's something you would have to bait out which can easily work against you because if Greninja throws a d-tilt instead while you're crouching then you just gave yourself to a combo from us. It's an option but hardly something game-changing.
Greninja still outranges Kirby with pretty much all of his attacks thanks to his disjoints that don't expand his hurtbox. He can kill Kirby faster than Kirby can kill him thanks to his weight (sweetspot Up-Smash kills him at 78% without any rage, and considering Kirby's main way of approaching is an aerial....), plus if Greninja forces him to use Final Cutter, he's extremely gimpable.
Kirby is going to have a very hard time getting in on Greninja but he does very well once he manages that, at the same time though, Greninja has a good number of combos, a great advantage and disadvantage state and is very hard to edgeguard while being able to edgeguard Kirby pretty well with shuriken harassment to force him to go low like you yourself stated. Our dash grab also allows you to punish nearly any mistake Kirby makes on the ground.
I can't see how Kirby wins here considering Greninja can just keep him at bay most of the match if he wants while Kirby can do almost nothing about it other than make reads or wait for Greninja to mess up.
I think it's even mainly because if Kirby copies the shurikens, then things become harder for Greninja as he doesn't force Kirby to approach anymore. Kirby will kinda struggle to inhale Greninja in the first place and of course we can take the copy from him. I think it's something that makes enough impact to make the MU even though. That and Kirby is really scary once he gets in.
In the situation you said, I imagine Greninja could just use a retreating F-Air if he was expecting Kirby to come in, which would be unpunishable and would pretty much leave things the way they were at the beginning. Besides, mindgames are more of a player thing than something about the character themselves. Whether or not Greninja is going to fall for that trick is the same as whether or not Greninja is going to be able to Substitute Kirby's Up-Smash and kill him at 76% with an upwards substitute without rage. That's more like a read that depends on someone else to mess up, while you can't deny that Greninja really controls the neutral game with how he keeps Kirby away while also forcing him to approach.The information that I've collected in my posts are from my own experiences against highly skilled Greninjas. From those matches, Kirby comes through and wins me the game a vast majority of the time. Though, after testing a few things around, I do see my mistakes from the older posts. Yes, Kirby cannot crouch under and shurikens, however, there's nothing stopping Kirby from simply jumping over them. Now, I'm not saying to simply jump over them to get to Greninja, but instead, a Kirby player can use a mind game. make the Greninja player think Kirby's going straight at him, and once the Greninja player reacts to Kirby getting closer, Kirby can counter accordingly, if that may be from an aerial attack, or whatever they please.
Honestly, i think the match up is even. I know I said other wise in a past post, but after giving it thought and testing, the match up is 50:50. Both characters have their strength and weakness, but in this match up, they seem to cancel out imo.
Greninja could just use a retreating F-Air
This and this. Kirby's horizontal speed while in air is very bad. Greninja just shouldn't be getting caught by Kirby's Dair unless he's baited in by a Kirby he thinks is about to land. Kirby can't "air camp" nearly as well as Jigglypuff or Dedede, though.Greninja beats Kirby for the same reasons he beats the Mario brothers. Kirby simply doesn't deal well with his mobility+range.
Considering how easy it is to gimp FC with Pump and how hard it is to edgeguard Gren in general, I'd say he wins there too.The only area where these two probably go evenish against each other is edgeguarding....
You don't even need to use Hydro Pump, you can just stage spike Kirby with B-Air as well. I myself think of the MU as even mainly because most of the time I faced Kirby I actually struggled quite a bit, but I guess that may be just unfamiliarity.Considering how easy it is to gimp FC with Pump and how hard it is to edgeguard Gren in general, I'd say he wins there too.
I can't see kirby having anything in this matchup.
Greninja does have stuff on Diddy but neutral game is extremely annoying. Greninja cannot punish Diddy's autocanelled Fair unless you read it and if spaced well he can't punish a non-fast falled Fair on shield either. That alone makes the matchup a pain in the ass as Diddy can literally throw out those moves for free and create a wall which can be really hard to deal with once mixed up with Uair and good banana placement. He also mitigates a lot of Greninja's Uair combos by DI'ing away and fastfalling with Uair so now Greninja is in the receiving side of getting punished.To be honest, I have quite a lot of Diddy experience thanks to Anther's Ladder and I must say, this isn't a bad MU for us.
Both characters are similar in that they get much mileage of their throws, Diddy more so but still. Greninja's amazing advantageous state makes so that if we get Diddy where we want him to, we can really wreck havoc on him. Diddy's best option for getting out of juggles in Monkey Flip, which is not a bad choice, but if you can predict a use of it you can really punish him.
Greninja's disjoints really help in this MU, but Diddy has some himself so it's pretty even in that regard. Bananas are annoying but at least our shuriken cancels them and IIRC we can't trip while grabbing someone. Greninja can also take advantage of Diddy's bananas if we manage to catch them, such as using it to set up a d-tilt combo or a Dash Attack -> F-Air. We have a great dash grab and it really helps make this MU a lot less irritating and allows us to punish Diddy better than most characters.
You actually see a lot of what I'm talking about in that recent Lea match vs Rain.
Offstage is where we shine. Diddy is in serious trouble if Greninja makes him recover low and if you see the Diddy trying to recover high with Monkey Flip we can really punish him by catching him with an Up-Smash if he's close enough to the ground or a F-Air.
Of course, Diddy is still painful especially because of his infamous Up-Air, but overall this MU is not bad at all. Shurikens help disrupt Diddy a lot at a long range, we have a great grab, we can edgeguard Diddy pretty well and our advantageous state is great. Once we get Diddy in a bad position, we need to keep him like that for as long as we can and we can do that pretty nicely especially if we can read the Monkey Flips.
So going from my experience playing with plenty of Diddy players in the ladder, the MU is 50:50. We have a lot going for ourselves in this MU, but Diddy is still Diddy so it's still not going to be easy.
Water Shuriken doesn't come even close to breaking Wario's bike, at best the fully charged one can take Wario out of it but charging shuriken while Wario is coming at you with the bike is not a very smart idea.Water shurikens destroy his bike, so feel free to spam them at long range in the MU, he has no way of getting past them but to jump or sit there and eat them.