Onyxsbayne
Smash Cadet
- Joined
- Jan 9, 2015
- Messages
- 43
I'm also interested in how this works. Been trying it out, but I havnt gotten it to work.
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Yep. ^^So you can do lagless get up and forward Smash or grab? Amazing! :O
Definitely. Shff F-air is one of Greninja's best options in neutral. aMSa, Venia and Some/Consomme are masters of it and it gives Greninja a safe option to approach and keep people out. This is something that you should definitely work on spacing and go to Training mode to practice.I am a new Greninja and I have watched lots of videos of VGBC aMSa and Techie. I noticed that aMSa spaces with shff fair quite a lot whereas Techie barely uses it. While shff fair really looks cool to me, and landing with a mid range aerial with disjoint hit box might make sense, I still have trouble understanding why/whether it is useful. In fact, I've been watching some replays on Online Replay Channel, and mostly greninja's would do short hop or full hop fast fall nairs to get in here and there, and I have not seen a single greninja using shff fair to land (but sample size is quite limited here).
Looking at the frame data, greninja short hop air time is 34 frames, and even full hop is 52 frames. Empirically, for shff fair to work, the fair would need to begin at near apex of short hop, even a little bit before that. It makes sense, because the hit box is active through frames 16-17, and you most of time land right after the hitbox is active. Looking at frame data again, the move is autocancellable either before frame 12, in which case hit box is not active, or after 40 frames. If one performs shff fair, greninja most likely lands before frame 20. That means greninja will have to suffer the 18 frames of landing lag. For comparison, landing lag of nair is 12 frames.
I've also read that fair is safe on shield in that it pushes opponents away. I have not found that to be true in the videos I have watched. I then wonder if hit stun is what makes it safe. However, according to SmashWiki, hit stun is directly proportional to knockback. Then according to the frame data again, fair actually has the same base/weight based knockback with nair and bair, and has less knockback growth.
Is shff fair worthy of a spacing technique at all? Would appreciate it if someone could elaborate! Thanks a lot in advance!
Wow! Thank you so much for the reply, Jaguar360! That's a new bunch of channels for me to watch!Definitely. Shff F-air is one of Greninja's best options in neutral. aMSa, Venia and Some/Consomme are masters of it and it gives Greninja a safe option to approach and keep people out. This is something that you should definitely work on spacing and go to Training mode to practice.
F-air is only really safe at its maximum distance. Otherwise you're likely to get punished, but it's still good to throw out. Same goes for Shff N-air after patch 1.11 increased shield stun.
Other good Greninjas to watch are Some (who supposedly dropped Greninja last week, but was probably the best Greninja so far; check SHI-G's channel for his matches), Venia (probably best USA Greninja, HouseOf3000 has videos of him in tournament), NinjaLink (another NY Greninja, has his own channel and also has a couple matches on other channels), iStudying (Netherlands Greninja who's probably the best in the world atm), Elexiao (France) and Edddy (Spain). This should give you a lot to learn from .
Welcome to Smashboards! Glad to see another player interested in the underrated frog.
The only problem with that, is that Greninja's dair only has its first 3 frames meteoring opponents. If your opponent see you setting it up by double jumping, he could usually avoid the situation. If he was recovering low, he has ample time to react, but if he is recovering high, he could just drop low as long as he does not drop below the stage to get stage spiked.Not sure if anyone has mentioned this yet, but it's worth pointing out, his d-air spike is a great surprise edge guarding tool and if done right is 100% safe.
If you double jump and dair at the top of your jump, you will have time to drop down and hydro pump back up to the ledge with no worries. This works great against characters with good vertical recovery, and often your follow up hydro pump can hinder (and sometimes assist ) the enemies recovery.
What AT?Updated to 1.1.4; no changes, but a new AT was added.
What AT?
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.
[/spoiler]
I tend to set it up through juggling. put them in the air, usually with u throw or some other move, then empty hop bait and up tilt. perfect pivoting it is also really good due to the better horizontal distance. you can beat out most aerials with it since the tongue is completely invincible. It is pretty when fighting on the ledge as well.I feel like utilt is core in our game. i know that if i get an uptilt in a match its either big damage or a death. but my current problem is how do i set up utilt? i get that whole at low percentages thing (even though i normally opt for jab or dtilt) but what about at mid or high percents?
but ppl with range stuff me every time. marth's fair for exampleI tend to set it up through juggling. put them in the air, usually with u throw or some other move, then empty hop bait and up tilt. perfect pivoting it is also really good due to the better horizontal distance. you can beat out most aerials with it since the tongue is completely invincible. It is pretty when fighting on the ledge as well.
I usually try to use the back part of the hitbox for utilt although it may not work on shorter characters (https://zippy.gfycat.com/CourageousGrandioseHorse.mp4)I feel like utilt is core in our game. i know that if i get an uptilt in a match its either big damage or a death. but my current problem is how do i set up utilt? i get that whole at low percentages thing (even though i normally opt for jab or dtilt) but what about at mid or high percents?
The hitbox on F-Air is only active for two frames, both of which are at the right depth to hit everytime, so flat stages wouldn't actually make any difference. Same goes for F-Smash and D-Smash.speaking of Fair, I was thinking about the Z axis, and the arc that Fair makes. Because Duck hunt and omega DH flatten everything, Could Fair have even better Frame data on that stage? that would be very useful. It could come out faster and stay out longer.
I've noticed that when you do a sliding SS and just go softly in the other direction Greninja won't turnaround but still perform his shadow sneal in the opposite wayOkay everybody! Incoming wall of text, but probably worth your time!
I have been lurking pretty hard for the past few months (like a ninja amirite :^] ) and It's been pretty quite. Not a lot of new discoveries . I came across some very interesting things that to my knowledge have not been discussed. So I would like to share my findings and give you some videos to go with it.
I have been messing around with some more uses for shadow sneak. IIRC some of the good stuff was patched out like SS while shielding or running with SS. I don't have my capture card with me right now so these videos are imported right from my WiiU to YouTube. So I will explain how to do the techs below. Hopefully someday I can do a proper video of my findings.
https://www.youtube.com/watch?v=0a_JZ3GKwnM
Wall Cling Shadow Sneak(better name soon)
Because SS stops your running animation when you are going of the ledge you can hold back and wall cling. When you let go of the B button (or your special button) he will activate his shadow sneak. It's pretty versatile because you can now put a strong hit box in front of the ledge that can yield you early KO's which is something that can be hard for Greninja. The cool thing about this is you have quite a few options when your clinging the wall.
-If your SS is moving toward the stage you will kick in place.
-If your SS is moving away from the stage you can catch someone unsuspectingly way out while still keeping your jump.
**Both of the two from above can jump off the wall for more height or to cover the right space to connect with SS and still keep your double jump**
-If you are holding SS towards the stage and you see them recovering high, you can jump over the ledge and SS back on stage retaining the charge distance. You could potentially catch them getting on stage.
The motions are pretty simple and will take no more than 30-60 mins training to get the hang of it. The motions are straight forward but the timing and knowing when to release the SS is the tricky part. I just figured this out tonight after just labbing around a few times this week.
**Remember it has to be a stage you can wall cling on. you can do similar moves on some stages but Duck Hunt and Some of the Omega stages are optimal for this technique. **
Instructions:
- Run towards the ledge
- Choose what direction you want to go with SS:
* If towards the stage start holding as soon as you fall off the ledge and keep holding.
* If away from the stage start your SS right BEFORE you leave the stage. As you fall off the ledge immediately hold back to cling the wall.
* The Wall cling can be delayed a bit if you want to drop down lower, but that depends on the situation or opponent.
- Jump if needed and let go of the B(special) button. I suggest assigning a shoulder button to jump so you can be fast.
https://www.youtube.com/watch?v=W7wJcGUEqPk
Sliding Shadow Sneak (maybe needs a better name idk lol)
This may have been related to the patch out of the running SS. I'm not quite sure, but this is pretty simple and I think it may be pretty useful when done right. SS hits surprisingly hard but we don't really have any true kill confirms outside of Dair > SS at 120%-ish.
How this works is when your initial dash animation starts you immediately start your SS in the opposite direction. Doing this gives Greninja a unique sliding animation that is different than his regular turn around. And it goes noticeably far. It is important that you hold the SS or a second or else he wont slide. This is a good mind game / bait tool or a whiff punish. Another great thing is you gain more distance coming back so you can start at a safer distance. Most of the time you will be running away and slingshoting back to kick them in the face. Although if you have next level mind games you can potentially use this as a cross up. This can also utilize the "back stab" AT to make sure you hit with the back kick that does more damage and knock back.
I made a little demo video of me playing around with some of this stuff on a level 3 CPU. The video is not meant to show my skill, or lack thereof. Only as a technical exhibition to remove it out of the vacuum or training mode. I by no means have this stuff mastered, and I am definitely not the best Greninja out there. If anything I am an obsessive lab rat who likes shadow sneak too much lol. I finally figured out how to do it and explain it today and I was excited to share this with everyone and see how far we can take it. and breath some new life in the thread.
https://www.youtube.com/watch?v=h4Lb5rnh7_Q
A few other things I have notice that may be worth mentioning about Shadow Sneak in general that I haven't come across in the forums:
-You can fall though a platform while charging SS. this causes the shadow to jump right to its destination because if you or on a platform it stops at the edge, but then you are in the air it moves freely. That may lend for a sneaky side B that is hard to predict.
- I have no idea how I did this and I have only done it 2 or 3 times, but I canceled a SS with a ledge trump. I have no Idea if this is even worth using or not but I though I would share. I think its in one of my recorded matches. If I can find it I'll share it.
Thanks so much for reading! Please let me know if this stuff was known so that I don't take someone else's credit. I checked the original post and didn't see it. I think this could bring some much needed power to our character.
STAY FROGGY
That's a really smart idea about using the camera angle to hide your SS. I try to use it either in the air because their movement options are limited, or in a quick burst when I think people forget that move exists lol.I like SS to punish SH approachs or dashgrabs. Disappear like a spotdodge -> punish.
Your platform sneak is something i use! I find standing at the edge of the plat helps, since your shadow stays beneath you its nice.
Another sneaky SS trick is to start charging it when they recover really low such that the camera is below the height of the stage (ie cant see the shadow move). Release when they'd see it, hopefully you get a hit on a buffered ledge option.
I've noticed that when you do a sliding SS and just go softly in the other direction Greninja won't turnaround but still perform his shadow sneal in the opposite way