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Social The Pond - Greninja General Discussion

Spirst

 
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High school isn't that bad, I guess. It's really what you make of it/how involved you are. I went to a really small charter school where everyone pretty much knew each other. It's cool not being a nameless face in a crowd but it also got annoying with the lack of privacy. Plus, a lot of people were out doing high school stuff (read: dumb) and I never really got into it. Majority of the people seemed to like me but even so, I don't feel like I got much out of it. I much prefer the college setting where's no second-hand parenting from the teachers and students generally don't care what you do.
 
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Ekans647

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I got ripped to bits. I should've saved the replay so you guys coulda seen it, now that I think about it. .-.

Thanks for the sentiments.. :L

Highschool. Blehh.
GG. I love Water-types and I love M-Swampert, so a Rain Team was natural. My love for Water-types i also the reason why I was so excited for Greninja.

High school isn't that bad, I guess. It's really what you make of it/how involved you are. I went to a really small charter school where everyone pretty much knew each other. It's cool not being a nameless face in a crowd but it also got annoying with the lack of privacy. Plus, a lot of people were out doing high school stuff (read: dumb) and I never really got into it. Majority of the people seemed to like me but even so, I don't feel like I got much out of it. I much prefer the college setting where's no second-hand parenting from the teachers and students generally don't care what you do.
Fortunately I go to an amazing high school. It's really small, but it a supportive and inclusive community.
 
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FullMoon

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I just finished high school and I don't miss it at all. Sure, I made some great friends, but those that weren't my friends were just really, really grating people who always tried to put me in awkward situations for giggles since I'm the shy and quiet guy. I didn't even go to the graduation ceremony.

I'm actually kinda looking forward to college, I'm at least hoping that people there are more mature.
 

The Goldenbrawler

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Out of the 2 Pokemon, who do you think has been used more on the Wii U version: Greninja or Lucario?
I'm personally still debating between the 2 for one of my mains, as they're both Pokemon I like (both are in my top 5). Greninja was one of my best on the 3DS version, but since the Wii U version came out, he's been kinda hard to get used to for some reason. Thoughts?
 

Spirst

 
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Out of the 2 Pokemon, who do you think has been used more on the Wii U version: Greninja or Lucario?
I'm personally still debating between the 2 for one of my mains, as they're both Pokemon I like (both are in my top 5). Greninja was one of my best on the 3DS version, but since the Wii U version came out, he's been kinda hard to get used to for some reason. Thoughts?
He'll be hard to get into if you're trying to play him just like 1.0.3 Greninja. You need to adjust to the new uair spike/lag on shuriken & usmash/hydro pump properties mainly. KO power from the uair/fair is another thing changed but it's more of a numerical change rather than a functional one that changes how you play.

As for which one has more usage, I'd say Greninja now. Not pre 1.0.4 level but more than Lucario still.
 

elusiveTranscendent

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Out of the 2 Pokemon, who do you think has been used more on the Wii U version: Greninja or Lucario?
I'm personally still debating between the 2 for one of my mains, as they're both Pokemon I like (both are in my top 5). Greninja was one of my best on the 3DS version, but since the Wii U version came out, he's been kinda hard to get used to for some reason. Thoughts?
I'm thinking Lucario's a bit more used, but *shrug* I don't really know.
 

KERO

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Alright, so rather than doing those final Uthrow percents like I was supposed to, I was one: being a traitorous amphibian and messing around with Rosalina on For Glory and two: messing around with tilt stick Greninja.

What I've found is that walking Utilt may be amazing (in theory). You slide while Utilting basically. While this is great enough on its own, there's that one trick where you can input any move on the first couple of frames after you begin moving from a turn around during a dash. If you input a tilt stick Utilt on one of the final frames, you slide fairly far while utilting. While I don't think this will quite solve all our aerial character woes, it's something to really keep in mind.

If some of you guys could mess with tilt stick Greninja, that would be fantastic. I'm gonna be busy with finals these next three days, so I won't be able to test it practically, but I feel it definitely has some potential.

Also, thanks ElusiveTranscendent, but it was only a sixteen-person tourney, haha. I appreciate the encouragement, though =)

I'll strive to do better at the tourney I'll be at next weekend!

Edit: So apparently walking Dtilt can combo into Usmash at kill percents if you can get close enough when sliding with the Dtilt. The window is super small, though.
 
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elusiveTranscendent

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MartinAW4

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FullMoon said:
http://www.eventhubs.com/news/2014/...ther-outside-fixes-improve-online-experience/

As I was already expecting, we won't see Greninja get any buffs. At least we get to keep the ATs we have.
Click to expand...
Kite0692 said:
Sorry kite, but ur2slo
That`s actually pretty much the second best thing that could happen right after bringing back v 1.0.3. This means we can finally explore the game thoroughly and look for new ATs without risking that all of our work would become useless after the next patch. I will start testing the Uair spike combos now and maybe also moves we can SS hitstun cancel out of. Greninja might actually be the last character left with a hitstun cancelling move after patch 1.0.4.
 
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The Goldenbrawler

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He'll be hard to get into if you're trying to play him just like 1.0.3 Greninja. You need to adjust to the new uair spike/lag on shuriken & usmash/hydro pump properties mainly. KO power from the uair/fair is another thing changed but it's more of a numerical change rather than a functional one that changes how you play.

As for which one has more usage, I'd say Greninja now. Not pre 1.0.4 level but more than Lucario still.
I guess I just get confused at which attacks to use when now (noticed I didn't use tilts or aerials much, but when I try incorporating them in, it screws me all up). As for the usage question, I mainly meant to ask that as a "How many skilled Greninja's/Lucario's have you seen?" Like I said on the Lucario thread (figured I'd ask both, that way I could get both perspectives on each character) I know they're both out there, I just don't know for certain who I should go with, but one small detail I like is having one of my mains being underused (at least at a competitive level).
 

MartinAW4

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I guess I just get confused at which attacks to use when now (noticed I didn't use tilts or aerials much, but when I try incorporating them in, it screws me all up). As for the usage question, I mainly meant to ask that as a "How many skilled Greninja's/Lucario's have you seen?" Like I said on the Lucario thread (figured I'd ask both, that way I could get both perspectives on each character) I know they're both out there, I just don't know for certain who I should go with, but one small detail I like is having one of my mains being underused (at least at a competitive level).
In For Glory I`ve personally faced many more Greninjas than Lucarios, but in tournaments Lucario is used more after the patch.
 

KERO

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Alright, here it is, the full Uthrow KO list!

Again, all of these were done on FD on a dummy, so no DI. Everything had the 1.05 freshness bonus.

For those curious, base levels 2 and 3 are at 54% and 82% respectively (assuming we're going in increments of 7% on midweight characters), but there really isn't as much a need to test those. So, without further ado, here it is:

Btw, @ MartinAW4 MartinAW4 if you want to go ahead and make a dedicated Uthrow thread with this+combos, that would be amazing. I'm not too great with consistently getting combos, so I'd be fine with letting you take care of that.
 

MartinAW4

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Alright, here it is, the full Uthrow KO list!

Again, all of these were done on FD on a dummy, so no DI. Everything had the 1.05 freshness bonus.

For those curious, base levels 2 and 3 are at 54% and 82% respectively (assuming we're going in increments of 7% on midweight characters), but there really isn't as much a need to test those. So, without further ado, here it is:



Btw, @ MartinAW4 MartinAW4 if you want to go ahead and make a dedicated Uthrow thread with this+combos, that would be amazing. I'm not too great with consistently getting combos, so I'd be fine with letting you take care of that.
Great job! The only thing I`d change is the name of the rage levels because they don`t seem very clear for anyone who doesn`t visit this thread. Instead of "Base Form" I`d put "No Rage". Rage Levels 1, 2, 3 are good names, but I`d include % ranges that correspond to them. For example:
No Rage (0-40%)
Rage Level 1 (100-124%)
Rage Level 2 (125-150%)
Rage Level 3 (>150%)

And I don`t think this should be in the combo thread because it is different enough to deserve its own thread and I don`t want it to get lost among all the combos. Just make a thread titled "Uthrow kill percentages with rage" or something similar to make it easy to find for everyone.
 

KERO

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Alright, sounds good! I'll have the thread up tonight hopefully.

Edit: Went ahead and made a small demonstration video regarding Utilt and Dtilt sliding shenanigans: https://www.youtube.com/watch?v=U9svjTvQgno&feature=youtu.be

So, I may have an idea for my next project. Substitute kill percents! I just discovered it can potentially kill Puff at at least 60% when at max rage and D3 at 83% (without DI). That's insane!
 
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Kite0692

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Alright, here it is, the full Uthrow KO list!

Again, all of these were done on FD on a dummy, so no DI. Everything had the 1.05 freshness bonus.

For those curious, base levels 2 and 3 are at 54% and 82% respectively (assuming we're going in increments of 7% on midweight characters), but there really isn't as much a need to test those. So, without further ado, here it is:



Btw, @ MartinAW4 MartinAW4 if you want to go ahead and make a dedicated Uthrow thread with this+combos, that would be amazing. I'm not too great with consistently getting combos, so I'd be fine with letting you take care of that.

Is there a list with this exact same thing but Usmash, Fsmash and Fair?
 

KERO

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Is there a list with this exact same thing but Usmash, Fsmash and Fair?
Nope, this is the only one we have out so far. While I may plan on possibly making lists for those in the future, right now I plan to tackle Substitute percents during the break (we kind of have a solid understanding already on the three you mentioned I feel. I want to shed light on some of the more unknown kill potential a couple of Greninja's other moves). Also, Fsmash and Fair would definitely be fairly hard to test, though. Getting someone in the exact center of FD would be really difficult after damaging them, so there would definitely be some slight variance in the results. Usmash would be rather difficult as well without a second person helping out (which, given that it would require someone else to be just as insane as me to put up with hours of the same tests, I'm unlikely to find anyone willing right now).

After Sub, I may try and tackle Shadow Sneak (which has the same problems as Fsmash and Fair with testing unfortunately), but after that, I'd be open to getting exact data on the three moves we usually use for killing.

Edit: So turns out that even with DI, Sub kills D3 at 110% on FD when Greninja has no rage. Killing D3 that early with a vertical killing move... is unimaginably insane. This is definitely worth checking out.

Another Edit: Sub officially has more knockback than Usmash. Sub kills D3 at 108% with no DI/rage. Sweetstpot Usmash... does not.
 
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KERO

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Upward Sub kills that early?

I apologize for thinking that move was so bad.
I thought it was a terrible move, too, but when I was messing around with it on a Lv. 9 MK (pretty much just spamming it to get an idea of what it could do) and seeing it kill him surprisingly early, it got me extremely curious, which led to those experiments. Further testing has found that it can potentially combo into a DJ Uair for even earlier kills (85% as opposed to 90% on Mario). Downward Sub also has really nice kill power, only having slightly less knockback than the Upward Sub, and the side-Subs have a little less knockback than that. Haven't tested the diagonal subs yet, though.
 

elusiveTranscendent

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Nope, this is the only one we have out so far. While I may plan on possibly making lists for those in the future, right now I plan to tackle Substitute percents during the break (we kind of have a solid understanding already on the three you mentioned I feel. I want to shed light on some of the more unknown kill potential a couple of Greninja's other moves). Also, Fsmash and Fair would definitely be fairly hard to test, though. Getting someone in the exact center of FD would be really difficult after damaging them, so there would definitely be some slight variance in the results. Usmash would be rather difficult as well without a second person helping out (which, given that it would require someone else to be just as insane as me to put up with hours of the same tests, I'm unlikely to find anyone willing right now).

After Sub, I may try and tackle Shadow Sneak (which has the same problems as Fsmash and Fair with testing unfortunately), but after that, I'd be open to getting exact data on the three moves we usually use for killing.

Edit: So turns out that even with DI, Sub kills D3 at 110% on FD when Greninja has no rage. Killing D3 that early with a vertical killing move... is unimaginably insane. This is definitely worth checking out.

Another Edit: Sub officially has more knockback than Usmash. Sub kills D3 at 108% with no DI/rage. Sweetstpot Usmash... does not.
I suspected that upward substitute would be good, but not /that/ good. :0

It seems that the best application of substitute would be in the air when you're able to anticipate your opponent to do an aerial from below. Quite dangerous though. If you do so wrong, you're a sitting duck, or in this case, frog.
 

KERO

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It should be noted, though, that for as powerful as Substitute is, it has a couple issues. One: Greninja isn't invincible during it. At all. This means that slow, multi-hit moves (or those that last a long time like multi-hit jabs) will hit you out of an upward counter hit. Secondly, due to the delay, attacks with little cool down can shield the attack. However, when I say little cool down, I mean very little. For instance, while this applies to most jabs, it does not apply to Robin's jab.

Now, the great news is that during an upward counter hit, Greninja teleports right on top of where the opponent was when the opponent hit Greninja (all the other counterattacks also pin this location as a target to hit, but up is the only one that teleports right on top of it immediately). There seems to be a distance limit for when that specific spot is the target assigned, however, about the length of an uncharged Luma Shot or a little shorter than a PK Fire. Otherwise, Greninja will just make the target wherever the hitbox hit him (basically, he'll appear where any long range projectiles hit him if he's too far away from the opponent).

This is great news against characters like Ike or Link that just love throwing those giant hitboxes around. On the other hand, things like MK Dash Attack cannot be punished because of how far the character moves during it (although shield and turn-around jab can still punish MK's). Interesting to note, while diagonal upwards counters aren't really viable (less knockback than straight up, appear on top of opponent like straight up), the diagonal downward counterattacks seem to do the same amount of knockback as the regular side-ways counter attacks, appear about as close as a side-ways counter when you tilt the control stick toward the opposite direction the opponent is from you, and they semi-spike.

Oh, super important I mention this: if Luma hits Greninja while in this range, even if Luma is considered separated from Rosalina, Greninja will still teleport to Rosalina (or where her location was when Luma hit Greninja) for the counter attack!
 
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Lavani

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All this recent discussion on Substitute got me curious about its particulars, so I went to look at it in the data dump.

Perhaps it's old news to some, but I wasn't aware that the different counter directions had different damage percentages as well as angles/knockback. For the sake of convenience, I've listed out the variants in a table. (subaction 276, if anyone wants to doublecheck my work or whatever)

Input | Damage% | Launch Angle | BKB | KBG
:GCN: or :GCR: | 11% | 361° | 62 | 100
:GCUR: | 13% | 60° | 62 | 100
:GCDR: | 13% | 25° | 62 | 72
:GCU: | 14% | 90° | 50 | 100
:GCD: (vs grounded) | 14% | 45° | 50 | 100
:GCD: (vs airborne) | 14% | 270° | 50 | 100
Seems like up would be the preferred direction in most cases, though this should've been obvious anyway due to combo potential. Interestingly, downward-diagonal has reduced knockback. I also wasn't aware downward Substitute spiked, though that sounds like a death sentence for Greninja...
 

KERO

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Oh, thanks a ton for that Lavani! That's really useful to know.

Guess I was wrong about diagonal down having the same knockback as the side hits. Then again, maybe because it's a semi-spike, it has less distance to cover (going straight instead of diagonal), so the knockback appears relatively the same?

Oh, and I've seen people mention Greninja's frame 14 grab. Is there a place where all this frame data is stored and easily readable? I've only seen his standard attacks' frame data recorded. Stuff like that would be super useful to know.

Hmmm. Knowing that downward Substitute spikes, could one do downward Substitute on stage? Provided the opponent doesn't tech, they would bounce. Greninja would now be on the ground with their opponent up in the air right above him. Possibly combo that into a usmash, utilt, or uair?

edit: changed wording to make that clearer. .-.

Hmmm. Knowing that downward Substitute spikes, could one do downward Substitute on stage? Provided the opponent doesn't tech, they would bounce. Greninja would now be on the ground with their opponent up in the air right above him. Possibly combo that into a usmash, utilt, or uair?

edit: changed wording to make that clearer. .-.
Greninja bounces upward off the stage after the downward Sub unfortunately. Also, the opponent would have to be in the air for it to spike (otherwise, it acts as a slightly more powerful version of the side-sub). I suppose you could maybe get a Uair in if the opponent goes high enough, but given that opponents can act out of a stage bounce immediately, you'd probably be more at risk unfortunately =/
 
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Lavani

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Oh, thanks a ton for that Lavani! That's really useful to know.

Guess I was wrong about diagonal down having the same knockback as the side hits. Then again, maybe because it's a semi-spike, it has less distance to cover (going straight instead of diagonal), so the knockback appears relatively the same?

Oh, and I've seen people mention Greninja's frame 14 grab. Is there a place where all this frame data is stored and easily readable? I've only seen his standard attacks' frame data recorded. Stuff like that would be super useful to know.
Damage factors into knockback too. It's worth noting that all variants except for diagonal-down have identical KBG to and higher BKB than Reverse Warlock Punch, but since Substitute does significantly less damage its knockback is nowhere near as drastic. Diagonal-down and side variants might have similar knockback due to the damage difference.

There's a pretty out-of-date and incomplete pastebin that had some frame data parameters neatly laid out, but it didn't account for things like frame speed multipliers, BKB and KBG are swapped, among other things. I'll see if I can find it again though, I suppose it's better than nothing.

EDIT: Here it is.
 
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KERO

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Damage factors into knockback too. It's worth noting that all variants except for diagonal-down have identical KBG to and higher BKB than Reverse Warlock Punch, but since Substitute does significantly less damage its knockback is nowhere near as drastic. Diagonal-down and side variants might have similar knockback due to the damage difference.

There's a pretty out-of-date and incomplete pastebin that had some frame data parameters neatly laid out, but it didn't account for things like frame speed multipliers, BKB and KBG are swapped, among other things. I'll see if I can find it again though, I suppose it's better than nothing.

EDIT: Here it is.
Ahh, I see. I always thought damage done and knockback were completely separate haha.

Yeah, I've seen that pastebin before, but it was missing quite a lot of things (specials, grab data, etc.,) in addition to the issues you listed. I looked through Dantarion's for a bit and realized it's a lot easier to find stuff there now, so I may just stick with that. Thank you for finding it again regardless.
 
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Sneak Frog

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I always bait a getup attack from the ledge when the opponent is at a high enough % if I ever try to kill with it. That being said, it's not gonna work again... if your opponent is smart.
 

FullMoon

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I had discovered recently that Substitute had a lot more potential that I thought at first, but I didn't know it could be THAT good. Teleporting into projectile-spammers with upwards Substitute sounds like a great approach option since even if they shield they can't do much to you since you go so far in the air.
 

Ekans647

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My only concern is the lack of invincibility. At best, you can move yourself away from an attack, but at worst you'll get hit out of, or KO'ed out of Substitute. The timing is also very tight, but that won't be an issue since anyone who mains Greninja will learn the timing, much like how Roy mains will learn the timing for DED.
 

Ekans647

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I've been thinking: With all this data we have, why don't we make a Greninja Guide? Greninja is one of the harder characters to use in Smash4. A guide could not only help newer players learn the ropes, but could also serve a a reference for more senior players.
 

FullMoon

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Perfect Pivoting is one of those things that I can't see myself ever mastering. I just lack the dexterity and timing to do that sort of stuff.
 

Spirst

 
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I've been thinking: With all this data we have, why don't we make a Greninja Guide? Greninja is one of the harder characters to use in Smash4. A guide could not only help newer players learn the ropes, but could also serve a a reference for more senior players.
A Greninja community guide seems interesting. The Mega Man boards have one. What I wonder though is what we would put in it. Would it just be a compilation of the information we already have stickied/what more can we add?

My proudest moment

I can't believe how early Substitute kills.
Very nice read. Almost every Greninja recovers like that and it's funny to see that character knowledge because of the fact that you main the same character.
 

Marilink

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I did not know that Subbing on Projectiles leads you to the character. So if a Ness is PK Thunder-happy on his edge guards, if I get close enough to the stage I can Sub on the projectile and knock him up?

That sounds beautiful.
 

Ekans647

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A Greninja community guide seems interesting. The Mega Man boards have one. What I wonder though is what we would put in it. Would it just be a compilation of the information we already have stickied/what more can we add?


Very nice read. Almost every Greninja recovers like that and it's funny to see that character knowledge because of the fact that you main the same character.
We would still use all the technical data we currently have, maybe find some more. The we could add expert overview on Greninja's play styles, pros & cons about the characters, move analysis, Match-ups, and AT's. We have all the people here to do it, and I can write a pretty wicked essay.
 
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Spirst

 
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I did not know that Subbing on Projectiles leads you to the character. So if a Ness is PK Thunder-happy on his edge guards, if I get close enough to the stage I can Sub on the projectile and knock him up?

That sounds beautiful.
Unfortunately, doesn't work with PK thunder. You just reappear from the point the PK thunder hit the counter.

Read that wrong. It does actually work from the close range and should be able to be utilized as a counter edge guard provided you're within that range.

The range seems to be the extent of an uncharged Mega Man fsmash. Any more, and Greninja reappears at the projectile hitbox instead.
 
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Kite0692

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Nope, this is the only one we have out so far. While I may plan on possibly making lists for those in the future, right now I plan to tackle Substitute percents during the break (we kind of have a solid understanding already on the three you mentioned I feel. I want to shed light on some of the more unknown kill potential a couple of Greninja's other moves). Also, Fsmash and Fair would definitely be fairly hard to test, though. Getting someone in the exact center of FD would be really difficult after damaging them, so there would definitely be some slight variance in the results. Usmash would be rather difficult as well without a second person helping out (which, given that it would require someone else to be just as insane as me to put up with hours of the same tests, I'm unlikely to find anyone willing right now).

After Sub, I may try and tackle Shadow Sneak (which has the same problems as Fsmash and Fair with testing unfortunately), but after that, I'd be open to getting exact data on the three moves we usually use for killing.

Edit: So turns out that even with DI, Sub kills D3 at 110% on FD when Greninja has no rage. Killing D3 that early with a vertical killing move... is unimaginably insane. This is definitely worth checking out.

Another Edit: Sub officially has more knockback than Usmash. Sub kills D3 at 108% with no DI/rage. Sweetstpot Usmash... does not.

So, wait, I don't use this move at all lol. The upward one is the one u mentioned, right? I know this is a pretty dumb question, but I don't really know lol, how do I angle it upward? I have to press Up right after down B?
 
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