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I probably should not be here, but oh well. I get an adrenaline rush when I play fox because his fast speed and the fact he dies so easily makes the whole match super intense. Bu then I like wario for his dance around, frame traps, and all around awkwardness. I heard greninja was pretty interesting, with a bait and punish kind of style like wario, but hes also fast( like fox), but I really don't wanna get invested into another character if their potential isn't higher than who I'm currently using. Can he handle a majority of the match ups? I don't mind like a few 7-3's because that's what pockets are for.
You push them in the opposite direction you travel. Think of it like this...Can someone please explain the physics of the hydro pump? When pump the water up at someone (I go down) it pushes them up. But when I pump down, it still brings them up.
N-air has it's uses. Mainly a good cross-up tool, which follows up with a turn around F-tilt, D-tilt, Jab and Grab.Does the nair have any practical use? I can't seem to follow it up with much.
Greninja is a hit and run character.so what are some common tips on playing neutral with Greninja?
Basically but mainly to predict what your opponent is going to do. By throwing out water shuriken and walling out your opponent gives you a chance to think of what to do next and if you spam water shuriken it gives the opponent time to power shield and approachso should my neutral mostly be around spamming water shuriken and running away until i see a clear opening to go for a grab or something?
okay, thanksBasically but mainly to predict what your opponent is going to do. By throwing out water shuriken and walling out your opponent gives you a chance to think of what to do next and if you spam water shuriken it gives the opponent time to power shield and approach
you. Greninja's neutral game is pretty much technical and you have to be on your toe and react to your opponent every move and punish your opponent.
For approachingokay, thanks
any tips for approaching?
Platform cancelinghttp://youtu.be/iVZ9VVcwlco
how did this Grenjina (@istudying ) cancel his footstool jump like that?
Wasn't that removed in Smash 4 :o (pls tell me I'm wrong)Platform canceling
I'm pretty sure at the percent uair forces a tech, ftilt stops resetting.Hey greninjas. So i have been putting some work in on greninja's Uair Spike. The reason I am able to get a Dsmash after it is usually because they miss the tech. but Greninja's Ftilt Jab Locks. Can I jab lock after the Uair Spike? this is a much better option than uncharged Dsmash because it allows me to either 1. charge a smash or 2. shorthop nair into Usmash or 3. use he Ftilt for extra damage, then Utilt and reset anyway. Also, how many times can Ftilt jab reset?
That's correct, however, you can time the FF from U-Air so that they don't bounce by the time the Smash comes out(4th hit I think).I'm pretty sure at the percent uair forces a tech, ftilt stops resetting.
Perhaps, fast fall uair (> footstool) > dair spike > footstool > fast fall bair lock/nair to usmash.Is there anything fast enough to jab lock out of the Uair spike?
Well yes it is hitting by a weak attack such as a jab but....So jab locking is when you hit your opponent with a small knockback attack (such as your first jab.) And it forces them to do a regular getup right? And we can do this by doing a fast fall up air spike?
yep thats how it works because dair resets. also I should mention that all spikes can reset too if they are weak enough.Oh so that's how the footstool --> Nair --> down air works, because down air can reset? And are you saying footstool can reset just by itself?
Even though he has amazing footsies his frame data lacks a fast reliable aerial, this makes it hard to face rushdown characters like sheik or fox, or just characters with a similar speed and frame data like sonic. That is his biggest weakness. That and somewhat of a lack of a general safe neutral game. Fair is his only true safe on shield aerial. Nair is somewhat safe but you need to either hit with the most outwards part of it on the corner of their shield(therefore you would be barely missing if your opponent didn't shield or you can try to cross them up and make it hard to punish but still punishable with fast ftilts/fsmashes like pikachu's.What are greninja's weaknesses?
I feel this. Hydro Pump has some BS built into it (like how you go horizontally into a ledge and you die), but it's jsut what it is.Basically, there was a time where I tried to main Greninja and had the c-stick set to tilts/attack and I realized two things:
Firstly, the command for hydro-pump works entirely different than any other up specials.
With other characters, if you input a perfect diagonal (45%) in an upwards direction you're guaranteed to get your up special.
The exception to this is Greninja where a perfect diagonal input will result in your side special instead.
This is a bit of a problem because I've grown quite used to how up specials work in the series so it seems weird that I have to unlearn it for just one character.
Also because it's resulted in accidental KOs.
One could say that this exists to 'nerf' Hydro Pump's recovery by making it difficult to angle immediately, but by this reasoning, other attacks that would benefit from being angled in such a way (teleports, PK Thunder, Agility) should posses the same irregular input.
You just gotta get used to this. It's got its uses and it makes doing some inputs a little easier once you lab it out a little bit. It does this for all characters, btw.The second thing is that if you input a perfect a perfect diagonal in any direction with a stick set to attack you will get a jab instead of any directional attack.
You can even get a jab while walking (but not running).
Also the commands will still come out wrong if you use air attacks.
I've had a few situations where, I've tried to perform a dive kick only to get a nair (and punished).
You totally can. With Fox, you can do a side tilt with the c-stick and then press an angle down/forward the same direction and you'll get the angle. I do it all the time.I get that the term used while changing controls is called 'attack,' but getting a neutral from a directional input just seems so unintuitive.
On top of that, it seems like getting angled tilts with the stick is impossible for some reason.
I've tested this with both the Gamecube and classic controllers.
I have no idea if this effects High-Capacity Pump or Single-Shot Pump.
Is it just my game or has anyone else experienced this?
I feel this. Hydro Pump has some BS built into it (like how you go horizontally into a ledge and you die), but it's jsut what it is.
Mhm.I'll go ahead and tell you though, this has been known for a long time. I presumed it has something to do with the was Shadow Sneak starts instantaneously but still allows you to do other inputs. Like what you said, other teleports would benefit from instant diagonal angling. But shadow sneak is truly unique in having a hidden startup that is cancelable and allows you to do other movements.
I know, but I guess I didn't specify it correctly in the OP.It does this for all characters, btw.
Ah, my mistake. I haven't used it too much while it's been set to tilt, so I wasn't sure.You totally can. With Fox, you can do a side tilt with the c-stick and then press an angle down/forward the same direction and you'll get the angle. I do it all the time.
From what I tested Pikachu's recovery follows the same input for other up specials, unlike Greninja.I am pretty sure that Pikachu's quick attack has the same issue as greninjas triple jump; though, I wouldn't consider it an issue myself. Comparatively, Greninja's TJ is much easier to direct than Pikachu's, as it provides more of a buffer between the initiated input and the follow up input required to direct it. I am going to assume that you play with tap jump. I would recommend using anything other than the stick to jump.
I use Gren's TJ from short hop a lot.From what I tested Pikachu's recovery follows the same input for other up specials, unlike Greninja.
Also, how would tap jump affect the input for up special?