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Greninja Super Smash Bros. 4 artwork

Greninja Super Smash Bros. 4 moves


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Tips for Greninja

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bubbulious posted November 20, 2014

Some general Greninja strategy:

At a distance, Greninja's lone projectile, the Water Shuriken, serves as an unpredictable zoning tool, as it can be charged to increase its attack power, making it difficult to predict when and at what speed the shuriken will come. Short hop uncharged shurikens are also useful for controlling a large portion of the short hop jump height.

When approaching your opponent as Greninja, it's important to take advantage of Greninja's dash speed and midair movement speed. Watch your opponents' projectiles (if any) and look for an opportunity to punish the ending lag of projectile attacks with NAIR or a fast fall dash grab (press down at any point after the peak of your jump, then quickly dash and grab your recovering opponent). If NAIR hits at lower percentages, follow up with a quick jab combo and continue to put on pressure with NAIR strikes or lay back with shurikens to frustrate your opponents.

Another viable option when in close to your opponent is DTILT. At lower percentages, down tilt can be followed with a delayed side smash to punish landing lag of opponents who are too quick to air dodge. At higher percentages, a quick dash into Up Smash becomes a terrifying followup to DTILT, along with short hop NAIR FAIR and BAIR. While these aren't true combos they are effective for building damage and potentially KOing an already overwhelmed opponent.

UTILT can also be used close, and followed up into Up Smash (at lower percentages) and UAIR for true combos.

Greninja's recovery is very strong. His double jump ability is quite high and his UpB, Hydro Pump, can shoot him over huge distances, horizontal and vertical. Greninja can also change the direction of his Hydro Pump once after the initial burst of water, depending on which way the control stick is pressed. This allows him to avoid opponents' follow-up attempts while attempting to recovery back to the stage/ledge.

Greninja's offstage follow-up game is quite strong as well. Greninja's FAIR and BAIR are both great for meeting opponents offstage for KO attempts. Try to mix up the two, as BAIR is significantly faster than FAIR, which can throw off your opponents' air dodge timing and score a quick KO. What really cements Greninja's offstage game is his Hydro Pump. While most landed attacks will restore an opponent's use of a recovery move, Greninja's Hydro Pump is a bit different. The damage suffered by the attack and the following pushback caused by the water will NOT restore an opponent's recovery move, meaning if used effectively, Greninja can push a helpless opponent into position for a follow-up or even push them away from the ledge entirely, thwarting any recovery attempts by your foe. The best way to perform this method is to alter the initial Hydro Pump water blast to aim at your opponent and push you back on stage (quickly tilt the control stick towards the stage after the initial B input).

Hope this was helpful! Happy Smashing!

PikachuWannabe2005 posted June 5, 2018

To be honest,I like the high compasity canon better than the hydro pump based off of what I heard.Sometimes you may want customs more than the regular b attacks.But you should test out what you what first.

ZachSmashAttack posted January 10, 2018

Random greninja tips that no one else has covered:

With practice it is possible to footstool someone out of shield. If they are at high percents you can follow up with an immediate dair and depending on how high their percent is you can either follow up with another footstool into either a weak nair, up smash, or a bair jab lock. The other option is to immediately shadow sneak out of the dair and score a kill. Greninja can also shadow sneak out of shield which is very good for punishing grab attempts. Another trick is you can full hop shuriken and then land with a fair. Doing this covers aerial approaches fairly well and punishes ground approaches. It's very reliable for stuffing out ground approaches due to how amazingly same fair is on shield. Just be wary for powershields.

MetalStorm1337 posted August 11, 2017

Againts Mr. GAW @ 85%, you can do a spiking D-Air (Footstooling to D-Air works to) to a FF U-Air, to Short hop D-Air, (Do it when GAW lands) and then to a FF U-Air again, and then rinse and repeat until around 140%. Which then after the D-Air, you go for a non FF U-Air, or a F-Air

deaco posted December 9, 2016

It's not easy to kill with grenija so here are some useful setups:
-weak nair -> dash up smash. Super useful, true combo. At higher percents use weak nair -> fair
-down tilt -> up smash/ dash up smash if you hit the opponent near the base of down tilt the up smash is true, however if you don't it's an airdodge 50/50 at higher percents go for dtilt -> fair
-dair(spike) -> upair(spike) -> down smash/ uptilt -> up air. The opponent will have the chance to tech the upair spike but it's a small window you can use down smash or uptilt up air interchangeably(they start killing at around the same percent) but uptilt upair provides more room for error.
-dair(spike) -> side b. True combo at relly high percents(150ish) useful when started with a dair out of sheild.
-up throw -> up air/side b/up b. If you think the opponent will do nothing then up air, if you think the opponent will jump then up b(aim the water towards the opponent so it pushes them into the blastzone), if you think the opponent will airdodge then side b. Not the most reliable kill setup but it's useful to keep in mind.
-up tilt -> up air. True combo, great if you can land the up tilt
-dair(spike) -> footstool -> bair(first hits)- pretty hard, only try it if you're good at it otherwise use dair(spike) to upair(spike)
-grab -> two pummels -> upthorw. kills at later percents(130ish depending on rage) good to remember if you're struggling for the kill. I'm pretty sure it's almost impossible to mash out of just 2 pummels(I heard that from somewhere idk it could be wrong but no one has ever mashed out of two pummels for me)

bumothegreat2 posted March 22, 2016

Congratulations on selecting Greninja-brand Greninja as your new main! Using him is not easy, so make sure you read this comprehensive manual to best utilize your new Greninja!

Hazards: Greninja is not for new players, anyone wanting to fully utilize their Greninja must have solid fundamentals, quick reflexes, and plenty of time to practice. Using Greninja may result in broken control sticks, nerf jokes, and overwhelming amounts of hype. Do not use Greninja if you want easy kills, low learning curves, or a defensive character. Check with your doctor to see if Greninja is right for you.

So you want to use Greninja, do you? Let's start with a basic explanation of the character: Greninja is a rushdown character with quick projectiles, extensive combos, multiple mixup options, and a high mobility. "Why don't more people use Greninja," I hear you say? Well, most of the things Greninja does, someone else can do it better. Defensive play? Rosalina. Rushdown? Fox. So on, so forth. However, Greninja has an ability to do a lot of things relatively well while other characters specialize in one aspect.

A big reason why I personally chose Greninja was because he was fun to play. Let me emphasize this right now:

When you start playing Greninja, YOU WILL LOSE.

Don't pick up Greninja if you want immediate results. Pick up Greninja if you want a character that you can learn something new everyday. (When I first started using him, I knew no combos and relied on projectiles and individual hits.)

Greninja LIVES off of combos. Individually, his moves do a small amount of damage. No combo = no wins. A good, solid strategy on how to use Greninja is to stay in a mid-range area, or a specific distance away where you can rush in for combos or use projectiles without getting punished. You always want to be moving when using him. Greninja is the overall most mobile character, with one of the highest run speeds and jump heights, and isn't exactly "big," so he can naturally dodge moves because of it.

Also, don't use his counter. Hardly any active frames, low KO power, no invincibility, and is easy to block.

So if you want to use Greninja, it's going to be a long road, but one of the biggest draws of using Greninja is the constant learning. I loved finding out little tricks to him daily. (Literally, daily.) If you want that hype character that isn't Falcon, Greninja is for you.

HookshotHotshot posted March 8, 2016

Some thoughts of my own

Shadow Sneak can be easily predicted, but if the opponent is charging a projectile or can be caught off-guard, it's a great move with high power and speed. On top of that, some stages, including Pac-Maze and Pictochat won't show the shadow, so it's a much better move on those stages as it's completely unpredictable for your opponent while you should be able to guess where the shadow is. One last note on Shadow Sneak, it can be used as a recovery mixup tool. if you use it just below the stage, the shadow will stop at the edge of the stage and releasing the button will cause the kick to hit an opponent standing at the ledge waiting to punish you.

Water Shuriken is a quick projectile that can be utilized (even uncharged) for hitstun and damage-racking. While the full version is an almost-valid kill move if the opponent's caught at the ledge, I personally find uncharged Shuriken as useful as the more charged versions for their speed alone. don't forget about them.

Greninja's counter could be considered one of the worst in the game, because, unlike the Fire Emblem counters or Shulk's Vision, there's a distinct delay that allows the counter to be shielded, and the counter window itself is pretty small. You don't want to get predictable with counters anyway, but this one in particular is easy to punish. If you want to deal damage, use sparingly, or if the opponent's smashes have high ending lag. however, you can easily use Counter to reposition yourself, thanks to Greninja's high-speed movement after reappearing. you can use it to put yourself in a favorable position, even if the opponent shields the attack.

Valhalen posted January 29, 2015

Complementing bubbulious's tips:

• It's notable that Greninja has the 2nd highest jump after Falco, so this is something to be noted.
• He can also wall-cling and wall jump.
• All his water blade attacks are disjointed hitboxes.
• Up Aerial initial hits can Meteor Smash, but only if the last hit doesn't connect. It's pretty hard to do, but can lead into a surprise KO.

Omikron posted January 3, 2015

Not very useful maybe but when an opponent is charging a projectile, use shadow sneak to surprise them. Don't use it too many times tough or you will be too predictable.

delbuster posted November 30, 2014

Bubbulious did a good job of listing some of Greninja's strengths, so I will just follow up with some common strings you can do.

Utilt->Uair: If done correctly, this is a true combo.

Uthrow->Uair: It is hard to get this to combo, but the Uair will catch the opponent if they are mashing jump or an attack.

Nair(land)-> Fair or Bair : Based on which way nair hits them. Nair has low enough landing lag that these followups are sometimes possible

Dtilt->Dash grab or Dash Usmash: While not a true combo, at lower percents the grab will catch them as they land. At mid percents, Usmash will anti air a lot of their attacks and beat airdodge attempts if done correctly.

lucasxness posted July 21, 2016

better worsen the grenunjo am i right fellow smashers XDDD


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