Moobussir
Smash Apprentice
I sadly cannot speak for the new DLC characters as my 3DS is broken, so I can't play against them online for basic info, and I've only fought one Bayonetta at my locals (A Melee player who tried her in pools vs me). That was just one match but I feel like Toon Link wins that matchup due to her poor approach and frame data that's worse then even ours. As for Corrin, do you have replays? I can analyze then and give advice on both plays and what I see from the matchup.
However that's not what I'm here to talk about today. I promised a Greninja post and I'm delivering.
I fight a local Greninja occasionally, and our sets end up being very close between each other. I've learned a lot of what Greninja plays like, so I'm offering this advice to those who fight him.
Greninja in the neutral will mostly rely on one of two things. He can toss Shuriken's to catch you and space, or approach with N-air. For Shuriken's, the less charge on them, the farther they travel, so be aware of how Greninja uses them to interrupt space. In the air, Greninja floats after launching one, which extends his edgeguard and can trip up your aerial approach. When Greninja approaches, he commits fully to running in with N-air, which leads to many combo's, the most notable being his Footstool -> D-air lock combo. The timing for this is very strict, and can leave him open to punishes, so be sure to take advantage of him if he messes up. He can also use Up-Tilt -> Falling Up-Air a few times to build percent, though it seems to be easily escapable for Toon Link's light weight. And watch your rolls/air-dodges. Similar to Sheik's D-throw to 50/50 Up-air/Up-B, Greninja can pull off something similar with his Side-B if he can read an air-dodge or roll.
Be sure to respect Greninja's Up-B as well. Not only can he use it to return to the stage from above you well, but while on stage, he can use it to deflect bombs and push you away. I was silly and used Up-B near the edge, and his Up-B pushed me off at the right time, forcing me into helpless and losing a stock. Don't be like me XD. Other then that, it can be used to edgeguard, but be aware that it won't push you away that far. I find you get pushed up very high, but you'll have used your Up-B, putting you in helpless and easily left open (Though having a bomb in hand can refresh your Up-B). And respect his Down-B counter. he can appear from multiple directions, so be ready to block or dodge. Plus, he leaves behind a substitute doll or piece of wood, which blocks projectiles. Get rid of that before it interrupts you.
In terms of weaknesses, Greninja has a useful but slow grab. Although he can use Down and Up-throw for combo's and KOing respectively, it comes out on Frame 14, the 4th slowest grab including tetherer's, even slower then us (Though his Dash Grab is Frame 9, much faster but more punishable). And as mentioned before, he has to fully commit to everything he does. Toon Link can throw projectiles but stay back if he chooses, whereas Greninja, while approaching, MUST commit to his N-air or it won't work. This makes him a little more predictable, and less-then-perfect Greninja's will be easier to punish, so keep that in mind.
Other then that, respect his Smash's for their power and disjointed hitbox's, especially Up-Smash which can cover ledge jumps and DJ's. Also forgot to mention, Greninja has a kill confirm from D-throw into F-air above 100%. He can also get F-air out of Dash Attack and D-tilt. Remember that. Best of luck.
Was this a good writeup? Let me know. I want to make better writeups like this so if you have constructive criticism for my post, PM me please. Other then that, if anyone has advice vs Link, I'd like to learn more about him, I found that matchup to be pretty hard personally (Looking at you Fox Is Openly Deceptive )
However that's not what I'm here to talk about today. I promised a Greninja post and I'm delivering.
I fight a local Greninja occasionally, and our sets end up being very close between each other. I've learned a lot of what Greninja plays like, so I'm offering this advice to those who fight him.
Greninja in the neutral will mostly rely on one of two things. He can toss Shuriken's to catch you and space, or approach with N-air. For Shuriken's, the less charge on them, the farther they travel, so be aware of how Greninja uses them to interrupt space. In the air, Greninja floats after launching one, which extends his edgeguard and can trip up your aerial approach. When Greninja approaches, he commits fully to running in with N-air, which leads to many combo's, the most notable being his Footstool -> D-air lock combo. The timing for this is very strict, and can leave him open to punishes, so be sure to take advantage of him if he messes up. He can also use Up-Tilt -> Falling Up-Air a few times to build percent, though it seems to be easily escapable for Toon Link's light weight. And watch your rolls/air-dodges. Similar to Sheik's D-throw to 50/50 Up-air/Up-B, Greninja can pull off something similar with his Side-B if he can read an air-dodge or roll.
Be sure to respect Greninja's Up-B as well. Not only can he use it to return to the stage from above you well, but while on stage, he can use it to deflect bombs and push you away. I was silly and used Up-B near the edge, and his Up-B pushed me off at the right time, forcing me into helpless and losing a stock. Don't be like me XD. Other then that, it can be used to edgeguard, but be aware that it won't push you away that far. I find you get pushed up very high, but you'll have used your Up-B, putting you in helpless and easily left open (Though having a bomb in hand can refresh your Up-B). And respect his Down-B counter. he can appear from multiple directions, so be ready to block or dodge. Plus, he leaves behind a substitute doll or piece of wood, which blocks projectiles. Get rid of that before it interrupts you.
In terms of weaknesses, Greninja has a useful but slow grab. Although he can use Down and Up-throw for combo's and KOing respectively, it comes out on Frame 14, the 4th slowest grab including tetherer's, even slower then us (Though his Dash Grab is Frame 9, much faster but more punishable). And as mentioned before, he has to fully commit to everything he does. Toon Link can throw projectiles but stay back if he chooses, whereas Greninja, while approaching, MUST commit to his N-air or it won't work. This makes him a little more predictable, and less-then-perfect Greninja's will be easier to punish, so keep that in mind.
Other then that, respect his Smash's for their power and disjointed hitbox's, especially Up-Smash which can cover ledge jumps and DJ's. Also forgot to mention, Greninja has a kill confirm from D-throw into F-air above 100%. He can also get F-air out of Dash Attack and D-tilt. Remember that. Best of luck.
Was this a good writeup? Let me know. I want to make better writeups like this so if you have constructive criticism for my post, PM me please. Other then that, if anyone has advice vs Link, I'd like to learn more about him, I found that matchup to be pretty hard personally (Looking at you Fox Is Openly Deceptive )