Steve.Stone
Smash Cadet
- Joined
- Jul 19, 2015
- Messages
- 68
So it seems jump cancelling is very important for Greninja, but why does it have to be so hard on the DS! D:
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It's good to know how to do, but I wouldn't say that it's crucial. Greninja has a very fast walk, and you really shouldn't be dashing much unless it's to get a dash grab or aerial follow-up.So it seems jump cancelling is very important for Greninja, but why does it have to be so hard on the DS! D:
Cool. thanks for the little bit of help. What about sweetspot fast fall nairs?I've found it easier to perform up air spikes using the c stick. When you are below your opponent in midair, push up on the c stick and down on your analog stick at around the same time, and you should fast fall while using your up air, which should hopefully drag your opponent down into what's considered the spike.
As for footstool combos, I wish I could help, but I'm still learning them as well. The timing on it is really hard to pull off and the Dair spike doesn't always land for me either.
I have plenty of experience with C. Falcon since I have a couple of friends in my area that main Falcon and are very good. I noticed that you picked up on the more common Falcon strats for their offense. You can slow that down somewhat with small Water Shurikens at a safe distance. The main thing I would say to work on is your spacing on stage. Only go for SHFFNairs when you see an opening, otherwise they'll catch you while they shield, then grab you. Make sure to watch what your opponent is doing and stay patient. Also, get used to their speed. It'll be nerve-wracking at first because Falcon covers so much ground, but Greninja also has speed and a higher jump than Falcon. If you find yourself being juggled, jump out of it, or air-dodge. (Try not to make a habit of either.) Focus on getting Falcon offstage so you can easily guard the ledge with Hydro Pump. Which leads into the next part of the question.How do you play thematchup? At my last tournament and in some friendlies today the character gave me quite some pain, and my other character doesn't exactly have the best matchup against him (not horrible or anything imo, but its not even) so I don't really have any better options than to keep Greninja. In paticular, his shorthop bairs, dash grab combos, and his jab are what give me problems when trying to fight with him, and I also find it almost impossible to land back on the ground because his Uair, dash grab, and dash attack keep me from it. Falcon is a pretty common character where I come from and he has been the most recent threat to me in bracket, so this is the matchup I choose to focus on first.
Greninja can have trouble killing sometimes. The main thing is if you feel like you're using the same options, mix it up a bit. Try SS just off the ledge, or Bair as you go straight down the ledge since they like to recover from below. As for when they recover from the ledge, you can Sub if they try to attack with an aerial after the jump-off. If they roll behind you, you can either DSmash or pivot FSmash or pivot grab, depending on which is more convenient for the situation.I also would like to know some good advice for countering opponents' ledge options and edgeguarding those who like to recover low a lot. My ledge game is pretty weak and whenever I have my opponents there I've been feeling that I give them too much respect (out of fear of getting ledge aerial'd) and the only option I can consistently counter is a ledge jump with falling Uair spikes, my opponents often ledge roll behind me or jump off and come back with an aerial and I'm looking for Greninja's answers to these. When edgeguarding I find myself too reliant on hydro pump, shurikens, and occasional Bairs and most of my opponents just come from below the ledge and UpB to it and avoid whatever I try to get them with, and when combining these two weaknesses of mine together I think I have more trouble taking stocks than I should be.
The primary use is for Uair spike, a trick that has you fall away from an opponent to avoid hitting then with the final hits, resulting in them dropping down after you. This, combined with Greninja's fast fall speed, means you can land before them and combo this into other moves for higher damage output or kills.What uses do a fast fall upair have?
There is a whole section on all of Greninja's moves and how they combo. http://smashboards.com/threads/greninjas-true-combos.375003/What are some true combos at lower percents?
and kill setups at higher percent? since at high percents, i find myself using Uptilt into an upair, or i find myself throwing out random smash attacks.
Also, what moves lock opponents? I've heard all three hits of Bair can, but what else?
I'll get back to you on that combo string. Typically, Sweetspot Nair to UpTilt works between 6-24%.Is Sweetspotted Nair to Uptilt to Up-air a good combo?
When should I use Water Shuriken?
It happens to the best of us sometimes. All I can say is practice up in training. I think it's important to remember to press up + B first, then immediately input where you want to go with Hydro Pump.I also have trouble with mis-inputting Shadow Sneak instead of Hydro Pump when i need a diagonal Hydro Pump, and tips on how to stop this?
From my experience, this matchup isn't too difficult. It should be in Greninja's favor. I would beware of Pit/D. Pit's FSmash just because it's really good, and it's range is a bit deceptive (to me, at least.) Also, watch out if you throw a fully charged WS since they can either use Guardian Orbitars, or their Side B's to reflect it.Any hints on theand
matchup?
I agree somewhatFrom my experience, this matchup isn't too difficult. It should be in Greninja's favor. I would beware of Pit/D. Pit's FSmash just because it's really good, and it's range is a bit deceptive (to me, at least.) Also, watch out if you throw a fully charged WS since they can either use Guardian Orbitars, or their Side B's to reflect it.
Nair to Usmash Gives you more momentum that it actually should and its bread and butter(yes its really good). It does enough damage to catch up in % easily.Is Sweetspotted Nair to Uptilt to Up-air a good combo?
After you fthrow your foe offstage, in neutral, using the little hovering state to mix-up landings. There's a bit of uses for it hon.When should I use Water Shuriken?
BNFI also have trouble with mis-inputting Shadow Sneak instead of Hydro Pump when i need a diagonal Hydro Pump, and tips on how to stop this?
Any hints on theand
matchup?
In general, water shuriken and dash grab are your friends. Shulk has big disjoints but terrible frame data. Just keep out of reach until he overcommits and then rush in with a punish. Also, be aware of which Monado Arte Shulk is using. Shield is easy to just run from and rack up damage, while speed you'll have to be much more care about spacing. Substitute is also a decent tool for once, due to Shulk's slow frame data again, and unless Shulk is in jump or speed he's super easy to gimp with Hydro Pump.Jesus i cannot play againstfor the life of me, any tips on the matchup?
Not one I'm quite as comfortable with, but I can point out a couple little things that might help.Now then, any help with thematchup?
Up tiltHas anyone been able to find a good way to practice the uair into footstools? I know this seems like a stupid question, but I have not been able to find anything.
Just saying, but any Shulk with half a mind will never use Back Slash to recover. It's literally worse than just drifting, plus you can't grab the ledge out of it....shows intent to recover via Back Slash...
Oh, I've seen some things... (it's a high recovery into a dropping backslash to attack potential edgeguarders. dunno why it's so popular in my region, cuz it's not too useful)Just saying, but any Shulk with half a mind will never use Back Slash to recover. It's literally worse than just drifting, plus you can't grab the ledge out of it.