Sorry about the run-offs, was trying to get as much information as I could out there.
With that character specific info, I had no clue that d-air's disjoint beat out PKT2! Helps a ton since I had just been fast falling then rising thunder under them to try to punish their recovery. (That knockback on PKT2 is damn scary)
The b-air info is much appreciated, I had been wondering how to implement its usefulness off-stage. I had been mainly using it as a quick rising hit with full-hop b-air into someone above me as a mix up.
I'm glad I'm not the only one with the n-air finisher with the u-air string. :/ I guess that also means I just need more practice with the DI as well. That u-tilt into thunder sounds incredibly useful especially if the opponent is expecting your usual. Although quick question: Do you do it like you do a DI responded Up-throw into thunder? ( DI Away =
>
>
+
not sure of the term for this sorry!) Or is it just as simple as run underneath and thunder?
Thanks for the help already, I'll be sure to try to implement that stuff and practice my DI responces.
I hadn't known dair could beat out PKT2 either until Hoenn told me, and a reminder that PKT2 is invincible on the startup, so be wary of doing the dair too close and getting hit anyway. It's definitely tricky at first, but if you spend a little time doing it, nailing them out of PKT2 becomes much easier.
As for thunder stuff: I usually get away with run underneath to thunder, but it's rather finicky and I still mess it up sometimes [and there's a sort of stopping animation that costs some time which is definitely not a good thing if we want it to be a true combo]. Also, jumping vs not jumping it is percentage-dependent - if you launch them high enough with utilt [due to percent, their DI, etc.], you'll have to jump to connect the thunder [much like if you do a uthrow thunder on someone who you know doesn't DI, at some percentages you have to jump to connect the thunder]. I don't do it the way you described, usually doing a double jump instead of those inputs [and there is currently no succint term for that, but you could call it a RAR thunder, RAR being reverse aerial rush, which is the first three inputs you described], but that method should work too [again, assuming they go high enough to where a grounded thunder won't connect].
Jonarobin said:
I'm a Greninja main, thus a fast faller, and I have a hard time doing much to Pikachu with his general safety, and I had a couple questions...
1. Is up-throw to thunder/thunderbolt (down-b) DI-able or escapable specifically for fast fallers (not sure it matters)
2. what should I do when I'm being uptilt spammed because its really annoying lol, figuring without a jump i can't escape or just can't at all because again, fast faller.
Or just any tips at all against Pikachu maybe especially for Greninja?
I'm fairly sure Gren has a terrible matchup... I feel like I need a secondary for Pika almost...
What areas does he struggle? Sorry if this isn't a good place for it...
1. You can DI up throw thunder. You have to hold left or right, but here's a warning - if you hold towards Pikachu and he uses dthrow, you go straight upwards and might get hit by thunder anyway. For DIing all of Pikachu's throws, I recommend always holding away from him - this DIs dthrow and uthrow correctly while making you live a while against bthrow and getting you far away from Pikachu after an fthrow [you can test yourself, fthrow has very little KO power... I'd be surprised if it killed at 200% on Jigglypuff].
2. Ah, one of Pikachu's best tools! The first rule of thumb, don't get hit, applies here, but a couple of things that are helpful should you get hit by one:
- Once you've been hit, I recommend tapping up with the c-stick each time you are hit to try to get above the utilts (called smash DI, or hitstun shuffling in the tips that scroll by), while holding up [don't jump!], so that if you get high enough that one whiffs, you can jump away [Greninja has an excellent double jump].
- I don't know the specifics, but I believe Greninja has a special Shadow Sneak trick that lets him escape multi-hit moves [I've been told it works on ZSS up+B if you time it to be between the second-to-last and last hits.] I'm not certain this would work on someone using utilt over and over, but it's something you should almost certainly ask the Greninja boars about [especially if this is unfamiliar]. If it works on Pikachu's repeated utilt, please let us know!
- Remember that even if Pikachu gets a full uttilt string and a few uairs into nair to finish it off, you took... 40%? It's a decent chunk of damage, sure, but I'm pretty sure Greninja has some seriously strong combos of his own [not to mention a few potent kill moves in his smashes and fair], and Pikachu is a lightweight and rather fragile, so don't get too discouraged when it happens.
As for struggles Pikachu has: low range, lightweight, VERY poor airspeed outside of a jump and Quick Attack (seriously, have a Sheik dthrow you at 150%, double jump away, then just hold a direction and notice how very slowly you move in that direction), projectile is present but rather laggy (when I use Sheik as Pikachu I often punish thunder jolt with bouncing fish), relatively low KO power [two decent smashes but aerials rarely KO except offstage or at like 160+%], no DI mixups from his throw game [always go in front of him], his jab is rather unsafe when not at the ledge, Quick Attack requires rather specific precision for anything beyond generic onstage use and simple recoveries, ... there are probably more, but here's a decent list of them.
If I had to guess, the matchup is not terrible for Greninja, but a matchup I'd guess he loses. I suggest also asking the Greninja boards about Pikachu in general [especially Shadow Sneaking out of utilt strings] if you haven't already.