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Smash Journeyman
So Greninja's Up-b move Hyrdo Pump has a windbox (where an opponent gets pushed while receiving no damage or hitstun). I think we've all found this out ever since we got a copy of the game. And while it's primary use is for recovery, it should be noted that it can be used offensively and defensively as well.
Let's go through an example of using it defensively. Hydro Pump is actually very good to escape option. Say I'm in the air and a persistent Rosalina is trying to keep me on the air with her many anti-aerial moves, perhaps even get the kill off the top. Due to Greninja's lackluster landing tools and Rosalina's great anti-air abilities it's very difficult to land safely. Well, why not give Hydro Pump a try? You can after all aim it in every angle, you can bend the trajectory and it's not slow. If you angle the Hydro Pump so that Greninja travels away from Rosalina so that Greninja can land safely, not only were you avoiding potential damage but you may now be at a position where you can start juggling her provided you got there in time.
Okay so let's try using it offensively now. You probably have tried gimping an opponent with Hydro Pump before ver 1.04. Hydro Pump may not have the same strong push it had previously but that does not mean it can't be used similarly at all. Characters with mediocre recovery moves and option are quote vulnerable to Hydro Pump.
Let's take Luigi for example. He's offstage, burnt his double jump and green missile, all he has is his rather linear and not so lengthy up-b. Well that's a shame for him because Hydro Pump has pushed him too far away. So while this option is best on characters with poorer recoveries it still has use against characters with more reliable recoveries. Say Fox is charging a fire fox and aiming for the ledge. Greninja drops down uses Hydro Pump and it causes Fox's fire fox to travel to a position much higher from the ledge and since he is in free-fall he is completely vulnerable. However, this won't always work because the trajectory the opponent takes when coming back stage is very reliant when you want to pull this off and for that it is somewhat less reliable than fair, bair, shuriken, etc when edge guarding.
It is to be said though that while using Hydro Pump is cool to pull off it may not always be the best option. As with everything, mix things up so you don't become predictable. Also, Hydro Pump itself is a bit flimsy to control so I suggest working on getting a feel for it to start off with.
Tell me what you think of Hydro Pump. Were these tricks good or am I way over my head here? I personally think it can be used very creatively although flimsy and not really the best option. If anything it's more of a mix-up in my opinion.
Let's go through an example of using it defensively. Hydro Pump is actually very good to escape option. Say I'm in the air and a persistent Rosalina is trying to keep me on the air with her many anti-aerial moves, perhaps even get the kill off the top. Due to Greninja's lackluster landing tools and Rosalina's great anti-air abilities it's very difficult to land safely. Well, why not give Hydro Pump a try? You can after all aim it in every angle, you can bend the trajectory and it's not slow. If you angle the Hydro Pump so that Greninja travels away from Rosalina so that Greninja can land safely, not only were you avoiding potential damage but you may now be at a position where you can start juggling her provided you got there in time.
Okay so let's try using it offensively now. You probably have tried gimping an opponent with Hydro Pump before ver 1.04. Hydro Pump may not have the same strong push it had previously but that does not mean it can't be used similarly at all. Characters with mediocre recovery moves and option are quote vulnerable to Hydro Pump.
Let's take Luigi for example. He's offstage, burnt his double jump and green missile, all he has is his rather linear and not so lengthy up-b. Well that's a shame for him because Hydro Pump has pushed him too far away. So while this option is best on characters with poorer recoveries it still has use against characters with more reliable recoveries. Say Fox is charging a fire fox and aiming for the ledge. Greninja drops down uses Hydro Pump and it causes Fox's fire fox to travel to a position much higher from the ledge and since he is in free-fall he is completely vulnerable. However, this won't always work because the trajectory the opponent takes when coming back stage is very reliant when you want to pull this off and for that it is somewhat less reliable than fair, bair, shuriken, etc when edge guarding.
It is to be said though that while using Hydro Pump is cool to pull off it may not always be the best option. As with everything, mix things up so you don't become predictable. Also, Hydro Pump itself is a bit flimsy to control so I suggest working on getting a feel for it to start off with.
Tell me what you think of Hydro Pump. Were these tricks good or am I way over my head here? I personally think it can be used very creatively although flimsy and not really the best option. If anything it's more of a mix-up in my opinion.
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