![]() Shadow Sneak works as an effective recovery mix up, as well as a potent KO move from a good read or pseudo-combo finisher. At low-to-mid percents, it is also a combo starter, allowing Greninja to rush down its opponent and follow up with any aerial attack or an up smash. Water Shuriken acts as a versatile zoning tool, as well as a high-percentage KO option when fully charged. Because of this, Greninja has plenty of options off of a grab, as not one of its throws could be considered useless.įinally, Greninja's special moves are effective in various situations. Up throw acts as a versatile combo starter that can lead to juggling situations. Down throw acts as a middle percent combo starter, as well as a strong DI mix up, especially at higher percentages at ledge as a 50/50 between DI in and out in conjunction with forward throw. Its forward, up, and back throws can KO at high percentages. Greninja's grab game is overall very effective, due to its grabs being among the longest ranges of any non-tether grab in the game. Down aerial can be used as a mix up to return to the stage from far above, as well as perform surprise combos on hit with both its meteor smash and sourspot hitbox. Its back aerial is a very fast follow up or offstage edgeguarding option. Greninja can also utilize its multihits to drag down opponents to create tech chase and jab lock situations. Its up aerial is a great juggling option with low all-around lag and boasting good KO potential near the upper blast line. Forward aerial's low landing lag and disjointed nature also make it safe on shield in many situations when spaced correctly. Its forward aerial acts as a combo finisher from its combo starters and can KO moderately early. Its neutral aerial is a decent low percent combo starter due to it having incredibly low landing lag and a good launch angle. ![]() Greninja's aerials are reliable for multiple situations and all have low landing lag (except for down aerial, at 30 frames). Greninja also has a very strong air game due to its aforementioned air speed and jump height. Its smash attacks are also reliable in their own right its forward smash is quick for its range and power, down smash is an excellent punishment option for ledge regrabs, as well as sending at a low angle, and up smash is a potent combo finisher. Greninja's up tilt is a frame 9 disjointed hitbox that acts well as an anti-air and can also be a combo starter. Its down tilt is an excellent combo starter due to its low startup, ending lag and vertical launch angle. It can also lock, which gives Greninja access to potent punishes from opponents missing techs. Its neutral jab attack comes out on frame 3, making it a good grounded combo breaker. Its knockback angle allows for many true follow-ups and strings over a large range of percents. Greninja's dash attack comes out on frame 7 and has very low ending lag, as well as the ability to cross upon shields. One of Greninja's most notable traits is its high mobility which complements its grounded moveset. However, unlike most characters who boast similar mobility (such as Sheik), Greninja boasts a surprising amount of KO options, good range on plenty of its attacks, and KO throws. Greninja, true to being a ninja-themed character, has very strong mobility it has the 4th fastest walking speed, the 8th fastest run speed, the 10th fastest air speed, is tied for the 9th fastest falling and fast falling speed, the 2nd highest gravity, and possesses the 2nd highest jump height overall. Greninja must then be defeated on Kalos Pokémon League (the Ω form is used in World of Light). Have Greninja join the player's party in World of Light.Clear Classic Mode with Donkey Kong or any character in his unlock tree, being the 6th character unlocked after Sheik.matches, with Greninja being the 58th character to be unlocked. 6.2 Most historically significant players.
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