Knife8193
Smash Journeyman
I know there are lots of other threads on Shadow Sneak Hitstun Cancelling (SSHC for short) already, but the goal of this thread will be to put together a more comprehensive list of things we can SSHC out of, including %s that work and optimal direction.
What is SSHC and when does it work? Basically, you can use Greninja's side B (Shadow Sneak) when hit by a move that doesn't cause tumble and cancel the hitstun with a Shadow Sneak. For example, Metaknight's up air strings can be SSHC out of, making it an invaluable tool in the MU since it effectively takes away an important early kill setup. This is arguably the best use of his side B and has not been patched since the game came out as of the 1.15 patch, so we assume it is here to stay. There are times to use it such as getting out of potentially large combo strings or kill setups and there times not to use it such as when the move would cause enough lag that the opponent can punish it harder than whatever combo you got out of. This list is not supposed to list every single thing you can SSHC out of as we'd be here all day. Rather, we focus on moves that are practical to SSHC out of that don't entail being punished too hard or at all due to how laggy Shadow Sneak is. For example, most utilt strings are not good to SSHC out of due how fast juggling utilts recover, meaning they can continue hitting you after your endlag even if they whiff. In many cases, double jumping, FF shielding, or airdodging is still the best defensive option.
There are times where your positioning on stage (like being offstage) or the stage itself will create good oppotunities to SSHC. For example, you can SSHC Mario's uptilts if there's a platform above you and land on it which will force him to finish his combo with an aerial instead of more uptilts, potentially saving you damage.
Please note for the "%'s that work column", if "Any" is listed, that assumes any percent 200% or below (since we'd be talking impractical living % after this point). Some moves can no longer be SSHC out of as Greninja gains damage. Also, rage affects these %'s a lot, therefore consider this a very loose range of percents.
"Optimal direction" is simply either "away" from the move or "towards" the move (keep in mind you can only go left or right when Shadow Sneaking). Many of these are very situational since moves can have wide hitboxes and can hit with different parts, so use your best judgement when determining a SSHC direction. Assume mashing side B is the best way to reliably escape the combo unless otherwise stated.
Character | Move | %'s that work | Optimal direction | Notes
Mario | Dthrow | Up to 47% | Away | None
Metaknight | Up Air | Up to 38% | Either | None
Metaknight | Shuttle Loop (1st hit) | Any | Either | Does not work if first hit was sweetspotted
Bowser Jr. | Multijab | Any | Away | None
King Dedede | Multijab | Any | Away | None
Pits | Multijab | Any | Away | None
Pits | Fsmash (1st hit) | ? | Depends | Depending on how far they hit you with Fsmash 1, you can go either towards or away. Your goal is to avoid the second hit which has more range and power.
Sheik | Fsmash (1st hit) | ? | Towards| None
Sheik | Fair | ? (low %) | Away | Sheik can very easily punish a SSHC onstage, therefore best use of SSHC to stop a fair chain is do it offstage a little past the ledge, avoiding being sent too far offstage and allowing to be edgeguarded.
Sheik | Up air (2nd last hit) | See Linked | Towards | Better to time the SSHC, mashing may cause you to get stuck in the last hit
Sheik | Multijab | Any | Away | None
Zero Suit Samus | Fsmash (1st hit) | ? | Towards| None
Zero Suit Samus | Boost Kick (2nd last hit) | ? | Towards | Better to time the SSHC, mashing may cause you to get stuck in the last hit
Zero Suit Samus | Uair | ? (low %) | Either | None
Ryu | Utilt | Any | Towards | Have to be quick to react as the Ryu could opt for a Shoryuken right after the utilt as opposed to utilt chaining you. He can also read your SSHC and punish you.
Captain Falcon | Multijab | Any | Away | None
Diddy Kong | Fsmash (1st hit) | ? | Towards | None
Diddy Kong | Multijab | Any | Away | None
Duck Hunt | Multijab | Any | Away | None
Falco | Multijab | Any | Away | None
Fox | Multijab | Any | Away | None
Greninja | Multijab | Any | Away | None
Kirby | Multijab | Any | Away | None
Lucas | Dtilt | ? | Away | SSHC doesn't work if tripped
Marth/Lucina | Dancing Blade (first 3 hits) | Any | Towards | None
Meta Knight | Multijab | Any | Away | None
Meta Knight | Ftilt (first 2 hits) | Any | Towards | None
Game & Watch | Multijab | Any | Away | None
Ness | Dtilt | ? | Away | SSHC doesn't work if tripped
Palutena | Multijab | Any | Away | None
Robin | Multijab (wind) | Any | Away | None
Rosalina & Luma | Multijab (Rosalina or Luma) | Any | Away | Be aware of Luma's positioning, if caught in the middle of both jabs, no reliable way to escape.
Zelda | Fsmash (any hit except last) | ? (low %) | Towards | None
Little Mac | Multijab | Any | Away | None
Meta Knight | Mach Tornado | Any | Away | Unlikely to escape tornado, but will most likely reduce damage taken (max damage is 23%)
Luigi | Down Throw | Up to 15% | Away | Helps to avoid early low% throw combos.
Peach | Dsmash | Any | Away | Weird hitboxes make this inconsistent, but you have a good chance of reducing damage.
Bowser | Uthrow | Up to 37% | Either | Good for escaping low percent upthrow combos, but may be hit by the active hitboxes of the move.
Donkey Kong | Spinning Kong (grounded and aerial) | ? | Towards | Weird hitboxes make this inconsistent, but can at least reduce damage taken
Donkey Kong | Cargo Up throw | Up to 11% | Away | None
Little Mac | Down tilt | Up to 50% | Either | Avoids setup into Up B and KO Punch, though this can be read and SSHC endlag can be punished
Link | Upsmash (first 2 hits) | Any | Depends | Can still be caught by the 3rd hit, depending on where the first 2 hits position you
Link | Fsmash (1st hit) | Any | Towards | None
Toon Link | Fsmash (1st hit) | Any | Towards | None
Samus | Uair | Up to 20% | Depends | None
Kirby | Dair | Any | Either | None
Kirby | Fair (first 2 hits) | ? | Away | None
Rob | Uair (2nd last hit) | Up to 100% | Depends | You can position yourself in a good place to SSHC through DI. For Rob, DIing in one direction means you'll end up on the opposite side of wherever you DIed. For example, you can get out by holding left (which will place you on the right side of the uair) then before the last hit comes out, SSHC to the right.
Mewtwo | Fthrow | Any | Away | Can avoid damage from the mini Shadow Balls
Sheik | Bair | Up to mid percents for sweetspot | Depends | Optimal SSHC direction depends on Sheik's aerial momentum. Better to use this offstage to mitigate a punish.
Mega Man | Dash Attack | Any | Towards | None
Pikachu | Down Smash | Low percents | Away | None
Peach | Dash Attack | ? | Towards | None
Rosalina | Dash Attack | ? | Towards | None
Ganondorf | Flame Choke | Mid percents | Towards | None
Bowser Jr. | Mechakoopa (1st launching hit) | Any | Any | Safety depends on how far you are from Bowser Jr.
Captain Falcon | Nair (1st hit) | Any | Towards | Best used offstage to avoid a punish
Zero Suit Samus | Fair (1st hit) | Any | Towards | Best used offstage to avoid a punish
Ryu | Light Utilt strings | Any | Towards | Opponent can read the SSHC and drop the string early to punish
Ryu | Light Dtilt strings | Any | Away | Opponent can read the SSHC and drop the string early to punish
Credit to these threads for some starting data:
http://smashboards.com/threads/incorporating-shadow-sneak.409994/
http://smashboards.com/threads/shadow-sneak-hitstun-canceling-out-of-throws.422150/
http://smashboards.com/threads/shadow-sneak-hitstun-cancel.393006/
If you want to add something to this list, make a post and put it in this format for ease:
Character:
Move:
%'s that work: (It's ok not to know this one, leave ? if unsure)
Optimal direction: (Pick from "towards", "away", "either", or "depends")
Notes: (if applicable)
What is SSHC and when does it work? Basically, you can use Greninja's side B (Shadow Sneak) when hit by a move that doesn't cause tumble and cancel the hitstun with a Shadow Sneak. For example, Metaknight's up air strings can be SSHC out of, making it an invaluable tool in the MU since it effectively takes away an important early kill setup. This is arguably the best use of his side B and has not been patched since the game came out as of the 1.15 patch, so we assume it is here to stay. There are times to use it such as getting out of potentially large combo strings or kill setups and there times not to use it such as when the move would cause enough lag that the opponent can punish it harder than whatever combo you got out of. This list is not supposed to list every single thing you can SSHC out of as we'd be here all day. Rather, we focus on moves that are practical to SSHC out of that don't entail being punished too hard or at all due to how laggy Shadow Sneak is. For example, most utilt strings are not good to SSHC out of due how fast juggling utilts recover, meaning they can continue hitting you after your endlag even if they whiff. In many cases, double jumping, FF shielding, or airdodging is still the best defensive option.
There are times where your positioning on stage (like being offstage) or the stage itself will create good oppotunities to SSHC. For example, you can SSHC Mario's uptilts if there's a platform above you and land on it which will force him to finish his combo with an aerial instead of more uptilts, potentially saving you damage.
Please note for the "%'s that work column", if "Any" is listed, that assumes any percent 200% or below (since we'd be talking impractical living % after this point). Some moves can no longer be SSHC out of as Greninja gains damage. Also, rage affects these %'s a lot, therefore consider this a very loose range of percents.
"Optimal direction" is simply either "away" from the move or "towards" the move (keep in mind you can only go left or right when Shadow Sneaking). Many of these are very situational since moves can have wide hitboxes and can hit with different parts, so use your best judgement when determining a SSHC direction. Assume mashing side B is the best way to reliably escape the combo unless otherwise stated.
Mario | Dthrow | Up to 47% | Away | None
Metaknight | Up Air | Up to 38% | Either | None
Metaknight | Shuttle Loop (1st hit) | Any | Either | Does not work if first hit was sweetspotted
Bowser Jr. | Multijab | Any | Away | None
King Dedede | Multijab | Any | Away | None
Pits | Multijab | Any | Away | None
Pits | Fsmash (1st hit) | ? | Depends | Depending on how far they hit you with Fsmash 1, you can go either towards or away. Your goal is to avoid the second hit which has more range and power.
Sheik | Fsmash (1st hit) | ? | Towards| None
Sheik | Fair | ? (low %) | Away | Sheik can very easily punish a SSHC onstage, therefore best use of SSHC to stop a fair chain is do it offstage a little past the ledge, avoiding being sent too far offstage and allowing to be edgeguarded.
Sheik | Up air (2nd last hit) | See Linked | Towards | Better to time the SSHC, mashing may cause you to get stuck in the last hit
Sheik | Multijab | Any | Away | None
Zero Suit Samus | Fsmash (1st hit) | ? | Towards| None
Zero Suit Samus | Boost Kick (2nd last hit) | ? | Towards | Better to time the SSHC, mashing may cause you to get stuck in the last hit
Zero Suit Samus | Uair | ? (low %) | Either | None
Ryu | Utilt | Any | Towards | Have to be quick to react as the Ryu could opt for a Shoryuken right after the utilt as opposed to utilt chaining you. He can also read your SSHC and punish you.
Captain Falcon | Multijab | Any | Away | None
Diddy Kong | Fsmash (1st hit) | ? | Towards | None
Diddy Kong | Multijab | Any | Away | None
Duck Hunt | Multijab | Any | Away | None
Falco | Multijab | Any | Away | None
Fox | Multijab | Any | Away | None
Greninja | Multijab | Any | Away | None
Kirby | Multijab | Any | Away | None
Lucas | Dtilt | ? | Away | SSHC doesn't work if tripped
Marth/Lucina | Dancing Blade (first 3 hits) | Any | Towards | None
Meta Knight | Multijab | Any | Away | None
Meta Knight | Ftilt (first 2 hits) | Any | Towards | None
Game & Watch | Multijab | Any | Away | None
Ness | Dtilt | ? | Away | SSHC doesn't work if tripped
Palutena | Multijab | Any | Away | None
Robin | Multijab (wind) | Any | Away | None
Rosalina & Luma | Multijab (Rosalina or Luma) | Any | Away | Be aware of Luma's positioning, if caught in the middle of both jabs, no reliable way to escape.
Zelda | Fsmash (any hit except last) | ? (low %) | Towards | None
Little Mac | Multijab | Any | Away | None
Meta Knight | Mach Tornado | Any | Away | Unlikely to escape tornado, but will most likely reduce damage taken (max damage is 23%)
Luigi | Down Throw | Up to 15% | Away | Helps to avoid early low% throw combos.
Peach | Dsmash | Any | Away | Weird hitboxes make this inconsistent, but you have a good chance of reducing damage.
Bowser | Uthrow | Up to 37% | Either | Good for escaping low percent upthrow combos, but may be hit by the active hitboxes of the move.
Donkey Kong | Spinning Kong (grounded and aerial) | ? | Towards | Weird hitboxes make this inconsistent, but can at least reduce damage taken
Donkey Kong | Cargo Up throw | Up to 11% | Away | None
Little Mac | Down tilt | Up to 50% | Either | Avoids setup into Up B and KO Punch, though this can be read and SSHC endlag can be punished
Link | Upsmash (first 2 hits) | Any | Depends | Can still be caught by the 3rd hit, depending on where the first 2 hits position you
Link | Fsmash (1st hit) | Any | Towards | None
Toon Link | Fsmash (1st hit) | Any | Towards | None
Samus | Uair | Up to 20% | Depends | None
Kirby | Dair | Any | Either | None
Kirby | Fair (first 2 hits) | ? | Away | None
Rob | Uair (2nd last hit) | Up to 100% | Depends | You can position yourself in a good place to SSHC through DI. For Rob, DIing in one direction means you'll end up on the opposite side of wherever you DIed. For example, you can get out by holding left (which will place you on the right side of the uair) then before the last hit comes out, SSHC to the right.
Mewtwo | Fthrow | Any | Away | Can avoid damage from the mini Shadow Balls
Sheik | Bair | Up to mid percents for sweetspot | Depends | Optimal SSHC direction depends on Sheik's aerial momentum. Better to use this offstage to mitigate a punish.
Mega Man | Dash Attack | Any | Towards | None
Pikachu | Down Smash | Low percents | Away | None
Peach | Dash Attack | ? | Towards | None
Rosalina | Dash Attack | ? | Towards | None
Ganondorf | Flame Choke | Mid percents | Towards | None
Bowser Jr. | Mechakoopa (1st launching hit) | Any | Any | Safety depends on how far you are from Bowser Jr.
Captain Falcon | Nair (1st hit) | Any | Towards | Best used offstage to avoid a punish
Zero Suit Samus | Fair (1st hit) | Any | Towards | Best used offstage to avoid a punish
Ryu | Light Utilt strings | Any | Towards | Opponent can read the SSHC and drop the string early to punish
Ryu | Light Dtilt strings | Any | Away | Opponent can read the SSHC and drop the string early to punish
Credit to these threads for some starting data:
http://smashboards.com/threads/incorporating-shadow-sneak.409994/
http://smashboards.com/threads/shadow-sneak-hitstun-canceling-out-of-throws.422150/
http://smashboards.com/threads/shadow-sneak-hitstun-cancel.393006/
If you want to add something to this list, make a post and put it in this format for ease:
Character:
Move:
%'s that work: (It's ok not to know this one, leave ? if unsure)
Optimal direction: (Pick from "towards", "away", "either", or "depends")
Notes: (if applicable)
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