Super Smash Bros. Obliteration/Greninja

Greninja is an Ulockable Character in Super Smash Bros. Obliteration. A Water/Dark Type Pokemon known as the "Ninja" Pokemon, Greninja is the evolved form of Frogadier as well as the final evolution of the Water Type Kalos Region Starter Froakie. Greninja is renowned for its speed and agility, being able to swiftly vanish around the stage like a ninja while throwing Water Shuriken Stars to damage its opponents into submission. Mysterious, Aggressive, Super Fast, and Stealthy, Greninja is back for another round, ready to make a splash against any opponent while vanishing all the way to the top of the Mountain of Smashers. Armed with a moveset of Kicks, Jabs, Slashes, Shuriken's, and a Mysterious Ninja Final Smash, Greninja is bound to show its poise and skill as a fighter against any opponent, in a true fight for the ages.
== Attacks ==
Type 	Name	Damage 	Description
Neutral 	 	(2% = palms 1-2, 1.5% = double thrust, 3.3% = knifehand, 1% = loop, 1% = last, 10.8% = total).	Two alternating palm thrusts followed by a double palm thrust that emits a small blast f water, if button mashed, it is instead followed by a series of knifehand strikes that emit blade-shaped blasts of water that concludes with an outward knifehand strike that emits a small blast of water, it can also be jab canceled, such as into forward tilt, down tilt and forward smash.</span>
Forward Tilt 	 	(7.25%) 	A hook kick. Can be angled, and is able to lock opponents. 
Up Tilt 	 	(4.5%) 	Crouches forward and bobs its head to strike with its tongue. A good set-up for aerial combos,
such as neutral, up and back aerials, </span>
Down Tilt 	 	(6%) 	A crouching shin kick. Slightly launches the opponent into the air, which can be followed
by forward a tilt, forward smash or down smash at low percents or a short hopped forward aerial at 
high percents,
Forward Smash	 	(12%) 	A reverse gripped inward slash while wielding a katana made of water. It can be pivot canceled,Good range and strong for its speed, KOing Mario on the middle of Final Destination at 123%, though it has punishable ending lag.
Up Smash 	 	(5% = hit 1, 12% = hit 2 clean center, 10% = hit 2 clean sides, 8% = hit 2 late). 	Two reverse gripped outward arcing slashes while wielding two katanas made of water. The move consists of two hits: a double stab upwards followed by an outward rip. Its sweetspot is the initial upward stab, which chains directly into the second hit and has very high power, KOing at around 98% and is Greninja's strongest finisher,Meanwhile, the outward slashes are easier to connect with due to their range but are much weaker, KOing at 125% at the edge, The sweetspot is useful for aerial protection or covering ledge jump options, and the outward rip can be used in the same fashion as a down smash.
Down Smash 	 	(12% = katanas, 10% = arms). 	Two reverse gripped outward fanning slashes while wielding two katanas made of water. Hits on both sides and is a relatively strong semi-spike that can KO at around 118% at the edge, though it has some startup and ending lag.
== Aerial Attacks  ==
Type 	Name	Damage 	Description
Neutral	 	(9% = clean, 5% = late). 	Strikes a ninjutsu pose while it emitting an exploding water bubble around itself. The bubble itself is the attack's hitbox, despite it appearing larger due to the "water splash" around it. Can combo into tilts or a grab at low percents, or a forward/back aerial at mid percents. Its extremely generous auto-cancel window allows it to cancel from a full hop and even a double jump, but it has unusually high ending lag in the air, preventing Greninja from doing anything until landing, even from a double jump.
Forward	 	(12%). 	A reverse gripped slash while wielding a katana made of water, essentially being a midair version of its forward smash. Has some startup, but it is strong and viable for both KOing and edgeguarding. Auto-cancels from a full hop, but suffers from disproportionately high ending lag, much like Greninja's neutral air (though not to the same extent), this is Greninja's strongest aerial attack.
Back 	 	(3% = hit 1, 2.5% = hit 2, 4% = hit 3, 9.5% = total/all hits connect).	A series of back kicks, beginning at a high angle, then a low angle and ending at a mid-level. Greninja's fastest aerial, making it very useful for aerial combos and can even chain into itself. Like up aerial, the first two hits use the auto-link angle, allowing it to start unique combos (though this is comparatively difficult to do). The first two hits can also lock prone opponents on platforms by fast-falling through them. Auto-cancels from a full-hop fast-fall.
Up 	 	(1.3% = hits 1-5, 3% = hit 6, 8.5% = total). 	A corkscrew flying kick. It is similar to Sheik and Samus', but differs in that Greninja attacks directly upward, instead of diagonally upward. An excellent combo tool and a useful KO option at high percents, especially when considering Greninja's high jump height. Since it launches opponents at the auto-link angle, it can be used to drag opponents down to the ground for a combo. Auto-cancels from a full-hop fast-fall.
Down 	 	(8%) 	A diving double foot stomp, it is a stall-then-fall and bounces off opponents, although the bounce deprives Greninja of its double jump. A clean hit meteor smashes opponents powerfully. Inadvisable to spam due to its high landing lag and ease of causing a self-destruct over the edge. Despite the risk involved, it is actually a good combo starter, with a meteor smash onstage being able to lead into aerials at high percents depending on DI, or even another down air. Similar combos can be done with the late hit at earlier percentages.
== Other Attacks  ==
Type 	Name	Damage	Description
Floor Attack (Front)	 	(6%) 	Sweep kicks around itself in both Forward/Back directions, while getting up.
Floor Attack (Back) 	 	(5%) 	Same As Front Attack, Just With Less Power.
Floor Attack (Trip) 	 	(6%) 	Sweep Kicks in Both Forward/Back Directions Near The Ground.
Ledge Attack 	 	(7%) 	Performs A Roundhouse Kick While Climbing Up.
Dash Attack 	 	(8%) 	A legsweep. Very weak knockback but sends at a favorable angle for followups It can combo reliably into forward aerial at medium percents, in terms of power it is one of the weakest dash attacks in the game.
== Grabs/Throws  ==
Type 	Name	Damage 	Description
Grab 	 	(N/A) 	Grabs An Opponent
Pummel 	 	(1.5%). 	Squeezes the opponent with the whirlpool, It is one of the worst pummels in the game due to being moderately slow and having a below average damage output.
Forward	 	(4% = hit 1, 2% = throw, 6% = total).	Shoves the opponent forward, then slashes them with a shuriken,this attack has good range but poor knockback and high ending lag, makingit hard for Greninja to follow up with another dash or
ground attack.
Back 	 	(5% = hit 1, 3% = throw, 8% = total).	Leans forward and then flings the opponent backward and kicks them,
this attack has moderate knockback and can be followed up by a dash attack
easily thanks to Greninja's speed, it is also Greninja's strongest throw 
in terms of damage caused.
Up 	 	(3% = hit 1, 2% = throw, 5% = total).	Heaves the opponent upward. Possibly Greninja's most useful throw, even
though it's Greninja's weakest in terms of poweras it can be followed up with 
up smash at low percents, up aerial at medium percents and can KO around 
150%-200%, the latter of which depends on the opponent's DI and weight.
Down 	 	(4% = hit 1, 2% = throw, 6% = total).	Slams opponents onto the ground in front of itself. It can be followed
reliably with forward tilt, forward smash or Shadow Sneak at low percents,
or a full hopped forward aerial at high percents.
== Taunts  ==
Up  = Strikes a pose, then rises slightly more upright to strike a ninjutsu pose.
Side = Shakes head from side to side, causing its tongue to whip out in the same directions.
Down = Poses upright and holds out arms to either side, releasing fountains of water from its palms, 
the water fountains deal 1%-2% with vertical knockback to nearby opponents, it can even rarely KO, 
though only at extremely high percents (in the 400%-600% range for most characters), however, it is 
the only attack it can still use during Shadow Sneak. It is surprisingly effective in Multi-Man Obliteration, and it is the only taunt of any character in the game what can deal damage to 
adjacent opponents.
== Special Moves  ==
Type 	Name 	Damage 	Description
Neutral Special	Water Shuriken	(7% = uncharged, 0.7% = fully charged loop, 8% = fully charged last).	Throws a shuriken made of water. It is chargeable, but its charge cannot be held indefinitely. Additionally, charging the move noticeably increases its power, but reduces its speed and range. When fully charged, the shuriken hits multiple times, ending with a final hit that has KO potential at the edge. The first use in midair lifts Greninja into the air very slightly. 
Side Special 	Shadow Sneak 	(10% = forward, 12% = reverse). 	Silently prepares to teleport to a moving shadow, which activates when either attack button is released. The shadow moves relative to Greninja's position, and while it is being prepared, Greninja cannot run, shield, grab or attack, but can walk, jump and taunt. If the shadow is in front of the opponent, Greninja performs a handstand-initiated backflip kick. If the shadow is behind the opponent, Greninja dropkicks them instead. The latter strike is slightly stronger than the former, making it a deceptively strong finishing move, especially if used off-stage. Can be used to extend Greninja's recovery as it does not cause helplessness. If used with the correct timing, Greninja can escape some multi-hitting moves, but the ending lag will leave it in a vulnerable state. 
Up Special 	Hydro Pump 	2% = hits 1-2, 4% = total). 	Shoots two streams of water from one of its hands in the opposite direction of travel, propelling Greninja in the input directions. Functions similarly to Quick Attack, though it can be used twice in the same direction. Each water stream has a push effect, allowing it to be used as an unorthodox edgeguarding technique; on the ground, Greninja can also fire a single spurt of water in one direction and then cancel it by aiming downward. While it offers excellent distance, Greninja will immediately start falling once the second water stream ends, making it easy to underestimate vertical distance gained. Unlike other up specials, Greninja's up special input will trigger a Shadow Sneak charge instead if the Control Stick is angled to the side enough.
Down Special 	Substitute 	(13% = direct contact against an opponent). 	Assumes a defensive stance. If attacked, Greninja disappears and counterattacks while leaving a plush doll or a log in its place before counterattacking with a flying kick upon reappearing. The kick's direction can be inputted while Greninja has vanished, which can result mindgames due to the kick being able to function as a vertical KOing option, a semi-spike or even a meteor smash. It is unique as a counterattack due to its fixed damage, along with Greninja being vulnerable during the retaliating hit, allowing multi-hit moves to interrupt the counterattack.
== Final Smash  ==
Type 	Name 	Damage 	Description
Final Smash	Mysterious Ninha	(2% = snag, 5% = flip, 2% = hits 1-15, 15% = hit 16, 52% = total).	Launches opponents into the air with Mat Block, its signature move in the Pokémon games. It then proceeds to slash them several times in midair while a moonlit backdrop appears, and then finally
spikes them down to the stage with a downward knifehand strike.
Category:Characters
Category:Playable Characters
Category:Super Smash Bros. (series)
Category:Super Smash Bros. Characters
Category:Pokémon (series)
Category:Pokémon Characters