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If Greninja saves his jump he should never die to Tempest.If he's recovering high then Ike has a pretty low risk Aether/Uair attempt for extra damage/kill if its Uair but probably isn't knocking Greninja back off stage. The stuff with Tempest is for if Greninja got knocked horizontal or low off stage. If he was recovering high and I was in position I still might try Tempest. That Up B momentum + windbox sending him significantly higher = flying off the other side of the stage.
SS isn't really used much uncharged.If SS is only transcendent when charged, we can most likely CQC through any spam/uncharged poking attempts with it. CQC will either flat out beat it or clank, which lets us act again sooner.
You clearly don't know how Sub works....Unless Sub/one of its variants is one of those Counters that freezes the opponent, its not going to stop a CQC recovery (Ike doesn't stop to swing), and it won't stop an Aether Drive that's done near the stage. The apex of the sword throw will be like 1/4 of the way into the stage, but Ike will just ride up the side of the stage and grab the ledge.
Bombs have many uses the main one being that in ball mode Samus's aerial mobility is greatly increased. Bombs also are great for laying down when edge guarding, retreating or charging CS. Also if your having trouble juggling just jump into her and attack, Dair is very slow and bombs are on a timer so they don't explode on contact at first and with Greninja's insane jump the Samus player is in a bad position. Hope that helped.Samus I feel has the worst down b in the game. With her floaty jumps, there is reason why we can't juggle her. She jumps like she is on the freakin moon.
How do you Substitute Flamethrower if you're recovering low?
If recovering low is going to leave you vulnerable then simply don't recover low unless you see Charizard trying to chase you off-stage. If Charizard tries to Flamethrower you he's going to be stuck breathing fire enough for you to recover high without any risk of being punished. Charizard can't really edgeguard Greninja all that well unless he gets a good read or the Greninja messes up.You guys all talk about how Flamethrower can screw up with our recovery, but have you guys ever thought about Substitute offstage? Use the flames to trigger it and then kick Charizard away as he has no way of blocking it. Since he'll be at the edge of the stage, even just hitting him on his back could result in super early kills and so Charizard really shouldn't be trying that against a savvy Greninja unless he's recovering low and well, that's easily avoidable.
Aerial mobility is a blessing against some.... And a curse against others.Bombs have many uses the main one being that in ball mode Samus's aerial mobility is greatly increased. Bombs also are great for laying down when edge guarding, retreating or charging CS. Also if your having trouble juggling just jump into her and attack, Dair is very slow and bombs are on a timer so they don't explode on contact at first and with Greninja's insane jump the Samus player is in a bad position. Hope that helped.
But how does he get in is the question?I'm gonna say 60:40 Greninja's favor. Once he gets in and starts pressing his advantages its hard for Pac-Man to retaliate, especially when hes off stage. Gnin's Up-B destroys Pac's side-b and obvious up b attempts.
Also, Greninja can literally walk up to a stationary Hydrant and down-b to get a instant counter even though he isn't being hit. Your hitbox just needs to be touching the hydrant.
Actually since Pac-Man's grab is so terribad, we can N-Air your shield fairly safely because everything else you try to use to punish out of shield is probably going to result in you getting hit by our jab. The closest thing you have to punish in that situation is a N-Air, but if the Greninja sees it coming then they can shield it and you've pretty much put yourself in the perfect position to be Up-SmashedBut how does he get in is the question?
In my battles with @ FullMoon i noticed that greninja's approach options are very limited. Nothing except for an extremely well spaced fair is safe on shield.
Greninja usually tries to bait a reaction to get in, but if the Pac-Man player stays focused, then greninja is going have hell trying to approach.
If we control the long and mid range, than we can reap victory.
Unfortunately we lack a kill confirm, so we have to be very creative to get the kill. Bell tricks, z dropped keys, side B tech chases, you name it.
I could have sworn that I used my trampoline OOS to punish your nair approach. The trampoline comes out on frame one and can punish your nair approach every time. I just went for nair because it was the more damaging option.Actually since Pac-Man's grab is so terribad, we can N-Air your shield fairly safely because everything else you try to use to punish out of shield is probably going to result in you getting hit by our jab. The closest thing you have to punish in that situation is a N-Air, but if the Greninja sees it coming then they can shield it and you've pretty much put yourself in the perfect position to be Up-Smashed
In our battles I've tried to do something like that a lot of times, but the input lag was throwing the timing off for me so I often ended up getting hit.
Greninja is significantly safer when attacking characters with slow grabs such as Pac-Man and Link because that means we can use N-Air with more freedom and that makes our approach game a lot better against them, it's why Greninja can deal with ZSS a lot better than he can with say, Fox.
I don't remember the trampoline being used, but since our N-Air auto-cancels I think it should have low enough landing lag for us to be able to shield in time, don't quote me on that though.I could have sworn that I used my trampoline OOS to punish your nair approach. The trampoline comes out on frame one and can punish your nair approach every time. I just went for nair because it was the more damaging option.
But your nair must have very low landing lag if you can shield our frame 3 nair after poking our shield
I also think that you may be underestimating our edgeguards.
Trampoline on the ledge + bell covers all get up attempts and leads into a super powerful side B.
We can also set up a trampoline on the ledge and use the hitbox to bounce the hydrant up. The bouncing hydrant and trampoline cover all get ups.
Our ledge guarding game is one of, if not the best, in the game because of our crazy complex traps.
Hell, we can throw a melon down next to the ledge to prevent you from being able to catch the ledge.
But if we are pursuing you offstage, we can always throw an orange or melon to cover the horizontal recover, or Apple/hydrant for the vertical.
Yeah, I completely forgot about my ledgeguards. I'm not holding you at fault though, but I did want to add those techniques in. I don't always remember them lol.I don't remember the trampoline being used, but since our N-Air auto-cancels I think it should have low enough landing lag for us to be able to shield in time, don't quote me on that though.
The problem with all of those methods is that Greninja can just go over them with Hydro Pump if he wants, especially in a stage with platforms since they help him land safely while making go over anything Pac-Man throws at him because I don't think the hydrant can bounce that high.
Plus I don't remember you ever using any of those ledge traps so I obviously didn't know they existed until you mentioned them just now.
There's no denying that Greninja's edgeguarding is harder for Pac-Man to deal with than Pac's edgeguarding is for Greninja considering all it takes for us is to aim Hydro Pump diagonally then towards the stage so that we land as far from you as possible (assuming you're close to the ledge) while still going over your traps.
Not too sure if side-B could really punish Hydro Pump since Greninja both goes pretty far from the recovery itself and also skids even further so he might go too far for Pac-Man to catch up to or he'll be able to shield the incoming attack. That might require some testing to be sure about. Even then, aiming the side-b properly in a stage with platforms is probably not going to be very worth it.Yeah, I completely forgot about my ledgeguards. I'm not holding you at fault though, but I did want to add those techniques in. I don't always remember them lol.
But if you are bold enough to try and hydro pump over our ledge traps, we can always punish your landing with a fully charged side B. Our side B goes over half the length of FD, so If we expect you to hydro pump onto the stage, you take 12% and possibly die if you are a little over 100%.
But enough about ledgeguarding. I wanna bring up something that I didn't know before that ephOE brought up.
Our dash attack + up B is faster than all of your OOS options?!?
That is very bad for you. Now I have a VERY safe approach.
It's a guranteed hit if we trampoline your shield.Not too sure if side-B could really punish Hydro Pump since Greninja both goes pretty far from the recovery itself and also skids even further so he might go too far for Pac-Man to catch up to or he'll be able to shield the incoming attack. That might require some testing to be sure about. Even then, aiming the side-b properly in a stage with platforms is probably not going to be very worth it.
As for the Dash Attack -> Up B thing... It's hard to really gauge how much of an impact that will have in the MU. For the most part Pac-Man won't even be approaching Greninja in the first place and in all our matches usually when I landed on a spring it was at most a minor annoyance. Plus Pac-Man does stay in a helpless state long enough for Greninja to just move away from him and heck, we might even be able to hit you with an aerial or Shadow Sneak while you're helpless.
Actually I think Greninja might be able to use Shadow Sneak immediatelly after being propelled up by the spring which can result in Pac-Man being hit by it.
I don't know if the spring will make us actually get hit by Pac-Man as he's going up though. Even then he might be able to Shadow Sneak hitstun cancel out of it.
Well most of Greninja's approaches are aerial anyway so it doesn't make much of an impact overall. Dash grab is already difficult to use because of the hydrant staying in the way, though of course it's still a great option.It's a guranteed hit if we trampoline your shield.
The trampoline is mainly there to keep your approaches aerial and a little more predictable.
Lol yes, in a huge way, things like that have happened to me too. Lucario's reward off of a read rivals Ganon's. But I think Greninja has the ability to handle Luke at the theoretical top level of play if he can remain unpredictable, and that's something that Greninja in particular is quite good at.Fear the aura paws.
If it's not dead even then I'd go as far as to put it in Greninja's favor. PK Fire has terrible recovery, Greninja can full hop over it and still have time to punish. Ness is floaty and not particularly heavy. F smash can reflect shuriken but uncharged WS pokes are pretty safe and he can't absorb them. Sitting duck for Hydro Pump gimp when trying to use PK Thunder to recover, or Greninja can even intercept the PK Thunder before it connects with Ness and still make it back to the stage thanks to his good recovery.I myself think the MU is dead even between them
D'aw thanks
I wish. Kirby's dair --> jab comes out way faster than Ninja's grab OoS. Makes the matchup much more frustrating than I feel it should beShield dair and that's a free shield grab
So you needed some info? Here's what I know:Hey Kirby mains, the Greninja boards are going to discuss the Kirby MU, so any input would be very appreciated: http://smashboards.com/threads/mast...ypuff-ness-charizard-3-16-3-23.369356/page-14
Just keep your appetite in check.