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Depends on the opponen'ts weight and fall speed, we would have to make a list for every character individually.at what percent are they true combos?
What didn't work? I just tested it like 15 times with a level 9 CPU Mario on training on both "Jump" and "Run" and it works 100% of the time. They might VI/DI slightly to the right or the left. The only time I missed it was because Mario was too far to the left because he VI/DI left and I stayed put, but as long as you step slightly in that direction it always works (All tests were done on sub 10% damage).i was trying it on mario and it didnt work
The combo counter says 2, it's a sweetspotted U-Smash. It says "1" when I throw and then 2 when I land the U-Smash.huh...maybe i'm just too slow. the combo counter is saying 3 too?
I can't see it reset because both hits hit at the exact same time, it just goes 1 to 2. Anyways it doesn't really matter. Even if it isn't a true combo by "training mode" standards your opponent can't even double jump out of it or dodge out (a level 9 CPU is frame perfect).but sweetspot up smash is still two hits...
watch the combo counter. it resets. up air is six hits. when i do up throw into up air it says seven.
You are right, wtf. Why can Bowser dodge out of it I wonder. Maybe heavy weights have less hitstun since they are launched less? Well, I guess it might not be an assured combo after all on some characters. Plus it only works at very low %. Until now I had never failed that follow up whenever I tried to land it (which is whenever I grab someone below like 5% damage, AKA almost never). CPU Bowser is the first ever able to do that.i see what you mean now by the no airdodging or jumping thing. i'm testing it on bowser and he can airdodge the up smash, but mario can't. time to test this on everyone else...
Am I missing something? B-air seems to have significant landing lag when I do it x.xBasically.
Am I missing something? B-air seems to have significant landing lag when I do it x.x
Still a decent poke because of its range, but it's not even close to n-air in terms of landing lag.
It's more about the safety in the range. But yea multi-hit is nice. The only problem I have with B-Air is that sometimes I mistime it and land before the final hit which means my opponent doesn't get knocked back or hit stunned and punishes me. But this is all my fault and honestly it happens rarely.I find that the multi-hit of the b-air is a good trade-off for the slightly more landing lag in comparison to n-air.
I'm not sure about the exact frames, but I think the multi-hit is generally safer as opposed to the quicker n-air in case they drop their shield too early in anticipation. I feel like n-air ends too quickly to be of real use in actual approaches. I can't wait until the Wii U version either. It's tough doing a number of shorthopped aerials with just a circle pad. I use Jigglypuff too and she's dependant upon quick shorthopped aerials so it's a huge pain in the ass.It's more about the safety in the range. But yea multi-hit is nice. The only problem I have with B-Air is that sometimes I mistime it and land before the final hit which means my opponent doesn't get knocked back or hit stunned and punishes me. But this is all my fault and honestly it happens rarely.
That and the fact that I can't properly space B-Air's or do retreating back airs with correct spacing. Can't wait for the Wii U version.
I got them all. I'll PM you with them.Anyone who has the names of Greninja's custom moves, please send them to me via PM.
I'm currently working on finishing the moveset in the OP, and I only have a few of his customs.
Hey guys! Even before the game came out, Greninja looked like the coolest character to me, so I figured I'd try my hand with him. I already have all of Greninja's custom specials, and as I initially suspected, they really do make him a lot better. Now I really hope custom specials are legal. Here's what I've figured out so far:
[collapse=Specials]Neutral B: #1 - Decent projectile.
#2 - Greninja throws a shuriken which HOVERS in place where he threw it. It looks like a really good anti-approach tool. He takes slightly longer to throw the shuriken than he does for #1, but the shuriken is always larger in return. The longer he charges the shuriken (aka the larger the shuriken is), the longer it stays out, and he can move while the shuriken is still out after he's placed it. Since the shuriken hovers wherever he threw it, he can even place it offstage, such as in front of the ledge. It may also be able to remove projectiles heading his way. This variation looks like it might be a very good option in some MUs.
#3 - This flat-out seems to be the worst shuriken variation. If you tap B, he throws a slow Shuriken that only goes a short distance. If you hold B, he throws a fast Shuriken that goes a long distance. The two options have the same start-up and lag (which admittedly isn't much), but I'm afraid I'd rather use #1 or #2 in most MUs.
Side B: #1 - Seems like it could be useful in teams but not in Singles.
#2 - This variation is slower than #1 in nearly EVERY way (shadow moves slower and Greninja goes into a longer teleport start-up animation). The move is stronger (seems like it can even kill), but it's not worth the increased start-up, IMO. Even the teleport itself seems slow enough to react to, and it still has the same lag.
#3 - Probably the absolute best of the sideB variations. Greninja instantly teleports a set distance in front of him and attacks. The teleport is pretty fast, so it seems unlikely that anyone could just react to it without prior warning. The move itself is weak, though, and it has the same lag as all the other side B variations. More stuff on teleports later.
Up B: #1 - Great recovery or get-away move.
#2 - Slower than #1, but pretty much double the distance. Seems incredible both at recovery and getting away from the opponent (can traverse the entire stage) but its decreased speed could be a problem.
#3 - Greninja quickly shoots himself (only) upwards about the same distance as #2. He can drift left and right as he falls down but not very quickly, so he doesn't cover much horizontal distance. This move seems great for vertical recovery and it's fast, but honestly, #1 is still a good recovery choice while being just as fast, and #2 covers the same distance and offers more mix-up options (can change directions and such), so why ever use #3? Will go over that later.
Didn't extensively test down B yet because everything here was done in the customization 'test' mode against Sandbag, so there was no way for me to trigger the counters. However, down B #2 seems interesting because it's not a counter. Early into the move, Greninja disappears (don't know if he's intangible, though) and then quickly reappears with an explosion. It also appeared strong enough to kill at high %'s, making it potentially a good counterattack option.[/collapse]
[collapse="More on teleports"]Obviously Greninja can cross up his opponent with any variation of sideB. However, he can ALSO turn around at any point during the teleport before he reappears. Right as (or before) Greninja 'poofs', press the other direction and Greninja will turn around out of the teleport and attack, usually with a different attacking animation. Therefore, Greninja can cross-up his opponent and hit his backside with the move. Definitely makes it more useful, especially in teams.
I'm interested in testing whether Greninja is actually invincible during the full duration of the movement phase of his teleport, because it would mean that Greninja could sideB (probably #3) on reaction to projectiles or ranged attacks to hit an opponent. I'm imagining it as a sort of tool he could use to get past Luma and punish Rosalina in specific instances.[/collapse]
[collapse="UpB and a potential reason to use #3"]You may have noticed that the move is called Hydro Pump (or a variation of that) because Greninja shoots the pump in the opposite direction of the control stick in order to propel himself. This water is a far-reaching hitbox with varying effects depending on the upB variation.
#1 - The water hitbox can obviously be angled, has the least range out of all the variations, and does minimal damage while pushing the opponent a tiny bit, but it causes no hitstun.
#2 - The water hitbox, which can still be angled, has a lot more range than #1 and it still pushes the opponent away, but it does not give damage nor does it cause hitstun.
#3 - This water hitbox (only goes straight down) seems to have the most range out of all the variations. I could be at full double jump height above Sandbag (Greninja jumps extremely high, almost to the upper blastzone) and the hitbox would still hit him. This hitbox does the most damage and actually causes real hitstun.
So now I'm thinking, what if Greninja could just jump offstage and use his upB as a gimping tool the way Sonic would do in Brawl (and P:M)? #1 can be angled and actually does damage, and #2 has much more range than #1 while also being angle-able, but only #3 actually causes hitstun while still having an incredible amount of vertical range. This could be a great tool against certain types of recoveries and would be a big reason to use #3 over #1 or #2.[/collapse]
I apologize if any of this info is redundant.
I would never, ever use anything other than default Hydro Pump. The gimps are far too good to pass up for anything else.Hey guys! Even before the game came out, Greninja looked like the coolest character to me, so I figured I'd try my hand with him. I already have all of Greninja's custom specials, and as I initially suspected, they really do make him a lot better. Now I really hope custom specials are legal. Here's what I've figured out so far:
[collapse=Specials]Neutral B: #1 - Decent projectile.
#2 - Greninja throws a shuriken which HOVERS in place where he threw it. It looks like a really good anti-approach tool. He takes slightly longer to throw the shuriken than he does for #1, but the shuriken is always larger in return. The longer he charges the shuriken (aka the larger the shuriken is), the longer it stays out, and he can move while the shuriken is still out after he's placed it. Since the shuriken hovers wherever he threw it, he can even place it offstage, such as in front of the ledge. It may also be able to remove projectiles heading his way. This variation looks like it might be a very good option in some MUs.
#3 - This flat-out seems to be the worst shuriken variation. If you tap B, he throws a slow Shuriken that only goes a short distance. If you hold B, he throws a fast Shuriken that goes a long distance. The two options have the same start-up and lag (which admittedly isn't much), but I'm afraid I'd rather use #1 or #2 in most MUs.
Side B: #1 - Seems like it could be useful in teams but not in Singles.
#2 - This variation is slower than #1 in nearly EVERY way (shadow moves slower and Greninja goes into a longer teleport start-up animation). The move is stronger (seems like it can even kill), but it's not worth the increased start-up, IMO. Even the teleport itself seems slow enough to react to, and it still has the same lag.
#3 - Probably the absolute best of the sideB variations. Greninja instantly teleports a set distance in front of him and attacks. The teleport is pretty fast, so it seems unlikely that anyone could just react to it without prior warning. The move itself is weak, though, and it has the same lag as all the other side B variations. More stuff on teleports later.
Up B: #1 - Great recovery or get-away move.
#2 - Slower than #1, but pretty much double the distance. Seems incredible both at recovery and getting away from the opponent (can traverse the entire stage) but its decreased speed could be a problem.
#3 - Greninja quickly shoots himself (only) upwards about the same distance as #2. He can drift left and right as he falls down but not very quickly, so he doesn't cover much horizontal distance. This move seems great for vertical recovery and it's fast, but honestly, #1 is still a good recovery choice while being just as fast, and #2 covers the same distance and offers more mix-up options (can change directions and such), so why ever use #3? Will go over that later.
Didn't extensively test down B yet because everything here was done in the customization 'test' mode against Sandbag, so there was no way for me to trigger the counters. However, down B #2 seems interesting because it's not a counter. Early into the move, Greninja disappears (don't know if he's intangible, though) and then quickly reappears with an explosion. It also appeared strong enough to kill at high %'s, making it potentially a good counterattack option.[/collapse]
[collapse="More on teleports"]Obviously Greninja can cross up his opponent with any variation of sideB. However, he can ALSO turn around at any point during the teleport before he reappears. Right as (or before) Greninja 'poofs', press the other direction and Greninja will turn around out of the teleport and attack, usually with a different attacking animation. Therefore, Greninja can cross-up his opponent and hit his backside with the move. Definitely makes it more useful, especially in teams.
I'm interested in testing whether Greninja is actually invincible during the full duration of the movement phase of his teleport, because it would mean that Greninja could sideB (probably #3) on reaction to projectiles or ranged attacks to hit an opponent. I'm imagining it as a sort of tool he could use to get past Luma and punish Rosalina in specific instances.[/collapse]
[collapse="UpB and a potential reason to use #3"]You may have noticed that the move is called Hydro Pump (or a variation of that) because Greninja shoots the pump in the opposite direction of the control stick in order to propel himself. This water is a far-reaching hitbox with varying effects depending on the upB variation.
#1 - The water hitbox can obviously be angled, has the least range out of all the variations, and does minimal damage while pushing the opponent a tiny bit, but it causes no hitstun.
#2 - The water hitbox, which can still be angled, has a lot more range than #1 and it still pushes the opponent away, but it does not give damage nor does it cause hitstun.
#3 - This water hitbox (only goes straight down) seems to have the most range out of all the variations. I could be at full double jump height above Sandbag (Greninja jumps extremely high, almost to the upper blastzone) and the hitbox would still hit him. This hitbox does the most damage and actually causes real hitstun.
So now I'm thinking, what if Greninja could just jump offstage and use his upB as a gimping tool the way Sonic would do in Brawl (and P:M)? #1 can be angled and actually does damage, and #2 has much more range than #1 while also being angle-able, but only #3 actually causes hitstun while still having an incredible amount of vertical range. This could be a great tool against certain types of recoveries and would be a big reason to use #3 over #1 or #2.[/collapse]
I apologize if any of this info is redundant.
That's pretty much every game I have against Mac.
Definately gonna try that hahah
Yea but did you notice that you can push him after he has already landed and he's still in helpless mode. Mario and Greninja will not have a blast against Mac. Specially Mario who can FLUDD from half a stage away. Just make him use his side-B as recovery, bam, instant KO.That's pretty much every game I have against Mac.
Yeah. Someone streaming the Japanese version a week or two ago did the same thing, it was up on reddit somewhere.Yea but did you notice that you can push him after he has already landed and he's still in helpless mode. Mario and Greninja will not have a blast against Mac. Specially Mario who can FLUDD from half a stage away. Just make him use his side-B as recovery, bam, instant KO.
This is actually pretty interesting. I can see this being used as a "trick" edgeguard of sorts. If you jump off high when the other player is recovering low, you can anticipate this and do the downwards shadow sneak to reappear right at the ledge and do a kick to send them back to the blastzone. I swear, new stuff keeps appearing to make me love this character even more.So apparently Greninja can "slow fall". He also can instantly teleport Shadow Sneak to the ground.
So if you try to fast fall while charging Shadow Sneak then Greninja will go into a "slow fall". He will start to fall about the same as Jigglypuff's normal fall speed.
Now there's 2 things you can do from this point, you can either release the Shadow Sneak whenever you want which will make Greninja instantly teleport the height of his full jump downwards before performing Shadow Sneak.
Yes, you heard correctly, just by pressing down before releasing Shadow Sneak Greninja will instantly teleport to the ground (or just downwards if you are so incredibly high up in the air)!
The 2nd thing is cancelling the "instant downwards teleportation". I am sure you can cancel the instant downwards teleportation and do a normal Shadow Sneak upon releasing the charge. I still don't know how this is done because I only tested this for 5 minutes. I expect it to be something as simple as pressing upwards.
Being able to cancel this downwards teleportation allows you to use the "slow fall" part of the technique by itself without having to worry about dropping 10 feet into the ground.
I will post videos of this soon!
Edit:
The only way to cancel it seems to be by jumping which is a bummer as you will be required to save your second jump if you want to cancel it.
On other news you can also fast fall BEFORE performing Shadow Sneak and it also works.
If you instantly release side-B without charging it Greninja will actually Shadow Sneak downwards (he will teleport downwards with the attack) allowing you to punish opponents who air dodge one of your aerials by instantly dropping to the ground next to them. You can also punish people charging a Smash or something similar by dropping to their backs instantly.
Needs a little more internalization of how his shadow sneak moves but overall, an advantage.So, is using Shadow Sneak on stages without shadows (PAC-Maze, Pictochat) an advantage or a disadvantage?
Someone made a huge mistake of the Damage Output of Greninja. I tested a lot and find out the follow damage:
Just to correct you guys:
Tilts:
Fitilt does 6,5% damage
Uptilt does 4,5% damage
Nair does 11% and if the attack is longer out it does 6% damage.
Uair does 14% if all hits connect
Standard Version:
Shadow Sneak deals 10% if you attack from the front and 12% if you attack with the back kick from Greninja.
Counter is really tricky to test, you have 5 different angle to attack.
Right and Left deals 11%
Down to Up deals 14%
and diagonal kick deals 13% doesnt matter from right or left.
That are some which are incorrect. Maybe I will give you a full list next time. Just test it if i´m correct. For example use Ftilt to Uptilt it will deal 11% Damage not 10%.
So Far
Kunai KazeKun