This thread contains Greninja's moveset (for reference) and other general information. In addition, Advanced Techniques are to be discussed in here.
FRAME DATA
General Statistics & Information
Weight: 94 (Credit to Aerodrome)
# of Jumps: 2
Ability to Crawl: Yes
Wall Cling: Greninja can cling to the wall.
# of Jumps: 2
Ability to Crawl: Yes
Wall Cling: Greninja can cling to the wall.
Greninja's Alternates
Blue- Greninja's original color.
Red- Red color.
Pink- Resembles Lickitung's color scheme.
Black- Loose interpretation of Greninja's shiny color.
Lavender- Lavender color.
Green- Green color.
Grey- Resembles Mewtwo's color scheme.
Dark Purple- Resembles Shadow Lugia's color scheme.
Normal Attacks
1st Jab, followed by ender
Neutral Attack: Jab Combo
Damage: 2% (1st), 1.6% (2nd), 3.5% (basic ender), (1% per infinite jab)
Greninja does 2 quick jabs, then a multi-hit repeated jab. This is finished with a straight punching ender, or a rapid infinite with a minimum of 4 hits.
Dash Attack: Slide
Damage: 7%
Greninja will slide down during his slide and sweep with a low kick. It launches the opponent a bit.
Forward Tilt: Ninja Kick
Damage: 7.3%
A quick, basic kick. It can be angled up or down, and used for poking.
Up Tilt: Tongue Swipe
Damage: 4.5%
Greninja will fling its tongue into the air and back. It's best to use this when you aren't facing the opponent, as the hitbox comes from behind Greninja.
Down Tilt: Low Kick
Damage: 7%
A basic low kick. This kick is rather useful, linking into a variety of attacks.
Getup Attack
Damage: 5%
A two-sided kick followed by a swift return to Greninja's neutral position.
Edge Attack
Damage: 7%
A swift kick that knocks the opponent back into the air a bit.
Forward Smash: Water Sword
Damage: 14%-19%
Greninja uses a water sword to attack forward. Note that using the sword doesn't hit right in front of Greninja, but a short distance away.
Up Smash: Water Arc
Damage: 19%-26% (sweetspot); 11%-15% (sourspot sides); 10-15% (sourspot late hit)
Greninja will swing two swords upwards in an outwards arc. This works well against opponents who are trying to recover onto the stage itself, but has some endlag. There are two hits to this move; the side hit (which is the sourspot, as is a late hit with the center) and the center hit (the sweetspot).
Down Smash: Dual Swords
Damage: 13%-18%
Greninja swings two water blades horizontally, in both directions. This attack has a bit more range compared to Up Smash, and a bit more base damage; however, it has less KO power vertically.
Neutral Aerial: Water Vortex
Damage: 11% (sweetspot), 6% (sourspot)
Greninja summons a vortex of water to damage his surroundings. In the air, this has large endlag, but it fast falled onto the ground, it is cancelled. The sweetspot is closest to Greninja, and the sourspot is the outside of the water.
Forward Aerial: Aerial Water Sword
Damage: 14%
A slow yet powerful aerial attack using a water sword. Arguably one of Greninja's best KO moves in its arsenal, it is used best when following up a dash attack or a down tilt. It does not hit on Greninja's arm, so it needs to be slightly spaced.
Back Aerial: Triple Back Kick
Damage: 3% (1st kick), 2.5% (2nd kick), 4% (final kick)
Greninja kicks backward, three times. The final kick has much more knockback than the other previous ones.
Up Aerial: Rising Drill Kick
Damage: 1.3% for each kick, 3% for the ender, and 9% if all hits connect.
A basic upwards drilling kick. It looks and behaves similar to Sheik's and Zero Suit Samus's up aerial. The first few hits spike, and the last one launches. By fast falling at the right time, you can send them to the ground with you (see Advanced Techniques)
Down Aerial: Dive Kick
Damage: 8%
Greninja dives down onto the ground, hitting any enemies below him. If Greninja hits someone, it'll bounce up again, allowing for a potential follow up. Don't use this in the air unless you are sure you can recover from it, or you will hit an opponent, guaranteed.
Pummel: Water Jab
Damage: 2%
Greninja hits the opponent with water. It's an average jab.
Forward Throw: Forward Toss
Damage: 5%
A basic, forwards throw. This throw is not exactly useful against many opponents, and may be used to setup a Hydro Pump off the ledge.
Back Throw: Swinging Throw
Damage: 8%
Greninja will swing the opponent around and throw them. Like Forward Throw, the uses of this attack aren't plentiful. The best uses of it are to get the opponent off the ledge.
Up Throw: Upwards Toss
Damage: 5%
A basic upwards toss. Likely, one will use this the most often, as you can follow up with a few moves, notably Up Air.
Down Throw: Slam
Damage: 5%
Throws the opponent onto the ground, causing a slight ground bounce. Depending on the opponent's DI, you can follow this up.
Up Taunt:
Greninja strikes a simple pose, similar to the one he does in a few of his moves.
Side Taunt:
Greninja waggles his tongue scarf around.
Down Taunt:
Greninja summons two small fountains of water. Does .5% damage per hit (hitting in 3 frame intervals) and has a launching windbox. This move has some rather odd uses to it.
Special Moves
Neutral Special: Water Shuriken
Damage: 3%- 10.5% on No Charge to Almost Full Charge. On a full charge, .7% for each hit of the Shuriken (being 5 total), and 9% for the ender.
Properties: Chargeable, Cannot be Stored
Greninja's signature move (or, one of them) is his neutral special. A single shuriken is fired forward in Greninja's direction, parallel to the ground. Charging it will increase it's power and distance. A Shuriken that isn't fully charged will only hit once, while a fully charged shuriken hits multiple times with more knockback at the end.
Side Special: Shadow Sneak
Damage: 10% for Forward Attack, 12% for back kick
Properties: Chargeable, Cannot be Stored
Shadow Sneak is yet another chargeable move at Greninja's disposal. Greninja will teleport in the direction it is facing for a set distance (determined by Greninja's current shadow), then attack. This move is the same in the air, but the shadow will appear on the ground. Unlike many other moves that charge, you can move around while charging this. Charging it will increase the distance it travels. If you are trying to recover, this move can be used before a Hydro Pump to massively increase the distance you are able to recover.
Up Special: Hydro Pump
Damage: 2% for each water blast.
Properties: Can be used Twice or Once, Causes Special Fall, Pushes Opponents
Greninja's primary recover is Hydro Pump. This allows Greninja to move in two different directions (like Pikachu's Quick Attack), or in one direction for an extended period. It's unique in that it not only deals damage, but pushes characters.
Down Special: Substitute
Damage: Horizontal counters do 11%. Vertical counters do 14%. Diagonal counters do 13%.
Properties: Counter
Greninja strikes a quick pose, and if he is attacked, a log or substitute will appear to take the hit. After the input, holding a directional button can change where Greninja will strike from (either from the right, left, or above.) Vertical Counters will KO earlier than others, but it's rather difficult to pull off.
Neutral 2: Stagnant Shuriken
Damage: 3%-12%
Properties: Stationary, Chargeable, Cannot be Stored
Greninja's second Neutral is Stagnant Shuriken. This Shuriken has a small range to it, so it doesn't hit opponents directly next to you if it's not charged. You can charge this to allow it to do more damage. The main use of this move is likely at a ledge to pester recovering opponents, or on the ground to gain some temporary space.
Side 2: Shadow Strike
Damage: 15-17%
Properties: Chargeable, Cannot be Stored, Backslash
Intense Shadow Sneak is similar to Shadow Sneak, but it acts slightly differently. It gets much stronger when it is charged (and he will get much slower once the shadow is charged more), and has a backslash effect with knockback when you get behind the opponent with Greninja's shadow.
Up 2: High-Capacity Pump
Damage: 0%
Properties: Causes Special Fall, Pushes Opponents
Similar to Hydro Pump, Large Pump allows Greninja to move in two directions. However, both bursts will be used, and this does not damage opponents. This move is inferior to the normal pump, as it is slower and easier to intercept.
Down 2: Exploding Attack
Damage: 10%
Properties: Explosive
Greninja's second Down Special acts much differently to Substitute. When used, Greninja will disappear briefly and reappear with an explosive wave around itself. Unlike Substitute, this move does not function as a counter. This can be used as a good KO tool, as it will finish off most characters at ~100% by the ledge.
Neutral 3: Shifting Shuriken
Damage: 3%
Properties: Pseudo-Chargable
Greninja's third Neutral Special acts similarly to Water Shuriken. Holding down special will determine how fast and how long the shuriken travels, but the distance and knockback are set at moderate, static levels. This move is good for mixing up opponents and charges quicker, but cannot travel or camp at the level neutral Shuriken does.
Side 3: Shadow Dash
Damage: 6% (+1% if you pass through the opponent)
Properties: Backslash
Greninja's third Side Special is somewhat different from it's first one. The distance that is used is a set function and it activates as soon as you press the button. Damage is reduced, but it has more knockback and a small backslash bonus for passing through the opponent. This move has it's uses, but has more endlag than the normal Shadow Sneak.
Up 3: Single-Shot Pump
Damage: 5%
Properties: Pushes Opponents, Causes Special Fall
Greninja's third Up Special behaves much differently from Hydro Pump. As suggested by the name, it only fires one burst of water. However, it is much faster and covers more vertical distance. This move removes the windbox and replaces it with a normal hitbox, but cannot be angled.
Down 3: Substitute Ambush
Damage: 15%
Properties: Counter
Greninja's third down special is a slower version of Substitute; this move is stronger, but has a long window between the counter and the attack. This move is very interceptable and avoidable, so it's best to not use this.
Greninja's Final Smash, taken from the Wii U Invitational.
Final Smash: Secret Ninja Attack
Damage: ~52%
Greninja will capture the opponent in a mat (based off of Mat Block) and will launch the opponent into the sky and assault them with a barrage of slashes (which appear to be similar to Night Slash). This attack ends with a downwards strike that will launch the opponent back to the ground, and bears similarities to Galaxia Darkness and Great Aether, Meta Knight and Ike's Final Smashes, respectively. It's also similar to Strider Hiryu's "Ragnarock" and Spiderman's "Maximum Spider" from the Marvel VS Capcom series.
Official Custom Moveset Project Sets
1112, 3112, 3111, 1312, 1311, 3312, 3311, 3113
1112, 3112, 3111, 1312, 1311, 3312, 3311, 3113, 2112, 2111
Added: 2112, 2111
Added: 2112, 2111
Advanced Techniques
Please read this post regarding ATs.
Shadow Sneak Delaying - Shadow Sneak can be delayed for what seems to be an indefinite amount of time; this is done by starting Shadow Sneak, jumping and tapping a L, R, the D-Pad, or A (at the apex of the jump) while holding B. For more info, check out the thread!
Platform Shadow Sneak - Shadow Sneak, when released level to a platform, will release differently if it you end in the air. You are pulled to the left; facing right pulls you next to your starting direction, left pushes you back. For more info, check out the thread!
Out of Shield Shadow Sneak - It's possible to Shadow Sneak out of a shield, but not jump. Activate Shadow Sneak on the ground, and shield (while holding the circle/analog stick the same direction as you are moving) and then press B. Check out this post for details and a video!
Shadow Sneaking While Shielding - It's possible to activate Shadow Sneak while you are sliding after shielding post-running. Activate Shadow Sneak's input during this sliding animation, and while in shield you will be able to charge Shadow Sneak. Check this post for details and a video!
Platform Shadow Sneak - Shadow Sneak, when released level to a platform, will release differently if it you end in the air. You are pulled to the left; facing right pulls you next to your starting direction, left pushes you back. For more info, check out the thread!
Out of Shield Shadow Sneak - It's possible to Shadow Sneak out of a shield, but not jump. Activate Shadow Sneak on the ground, and shield (while holding the circle/analog stick the same direction as you are moving) and then press B. Check out this post for details and a video!
Shadow Sneaking While Shielding - It's possible to activate Shadow Sneak while you are sliding after shielding post-running. Activate Shadow Sneak's input during this sliding animation, and while in shield you will be able to charge Shadow Sneak. Check this post for details and a video!
SHFF Nair (Short Hop Fast Fall Neutral Aerial) - This technique uses a short hop, followed by a fast falling Nair. This is a helpful technique as you can get in a quick hit with it.
Hydro Bubbling - Using Hydro Pump on the ground results in a single pump shot. It's often an overlooked detail, but it does the same damage and knockback as a standard single pump.
Frontstab - Using Shadow Sneak, holding the charge, turning around while releasing the button and flicking the button will have Greninja do the backstab in the direction you initially faced.
Patch Changes
Buffs:
-DSmash's damage increased from 11-15 to 13-18.
-UAir Spike is much easier to perform, and now properly combos into a variety of moves.
-Shadow Sneak's endlag reduced.
Nerfs:
USmash:
-More end lag.
-Sourspot damage has decreased from 13-18 to 11-15, swapping with DSmash.
Shadow Sneak:
-Shadow Sneak cannot cancel landing lag from aerials anymore
-Fast Fall Shadow Sneak removed.
-Water Shuriken's ending and landing lag increased.
-Hydro Pump's pushback and hitbox reduced.
-UAir's 5th hit does not spike anymore, and the previous spikes are weaker. The spike, in addition, cannot cause a ground bounce anymore.
-Fair's knockback reduced.
-DSmash's damage increased from 11-15 to 13-18.
-UAir Spike is much easier to perform, and now properly combos into a variety of moves.
-Shadow Sneak's endlag reduced.
Nerfs:
USmash:
-More end lag.
-Sourspot damage has decreased from 13-18 to 11-15, swapping with DSmash.
Shadow Sneak:
-Shadow Sneak cannot cancel landing lag from aerials anymore
-Fast Fall Shadow Sneak removed.
-Water Shuriken's ending and landing lag increased.
-Hydro Pump's pushback and hitbox reduced.
-UAir's 5th hit does not spike anymore, and the previous spikes are weaker. The spike, in addition, cannot cause a ground bounce anymore.
-Fair's knockback reduced.
Unchanged.
While many reports of USmash's hits being easier to connect were reported, there was never any hard evidence to prove this.
While many reports of USmash's hits being easier to connect were reported, there was never any hard evidence to prove this.
Buffs:
FTilt:
-Damage changed from 6.5 to 7.3.
-Knockback slightly reduced, Base Knockback increased
-Speed adjusted (appx. 7 frames faster)
FTilt:
-Damage changed from 6.5 to 7.3.
-Knockback slightly reduced, Base Knockback increased
-Speed adjusted (appx. 7 frames faster)
Buffs:
Water Shuriken
-Start up decreased by 5 frames
-Bugfix: Aerial Stall ability
Changes:
Down Throw
-Damage changed from 6 to 5.
-Ending frames reduced by 7.
Water Shuriken
-Start up decreased by 5 frames
-Bugfix: Aerial Stall ability
Changes:
Down Throw
-Damage changed from 6 to 5.
-Ending frames reduced by 7.
Changes:
Win animation fixed to have better water effects.
Win animation fixed to have better water effects.
Buffs:
The following moves have higher knockback growth (meaning they kill earlier)
FSmash (99 to 101)
USmash Hit 2 Sweetspot (103 to 104)
DSmash (90 to 92)
Shadow Sneak Front Attack (102 to 104)
Shadow Sneak Rear Attack (101 to 103)
Shadow Dash Attack (90 to 92)
The following moves have higher knockback growth (meaning they kill earlier)
FSmash (99 to 101)
USmash Hit 2 Sweetspot (103 to 104)
DSmash (90 to 92)
Shadow Sneak Front Attack (102 to 104)
Shadow Sneak Rear Attack (101 to 103)
Shadow Dash Attack (90 to 92)
Unchanged.
Data mining found that there was no changes.
Data mining found that there was no changes.
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