nyuuzyou/wikis huggingface dataset:
Great Star (disambiguation)

Great Star is a vehicle in the series and appears as:
*a stage element.
**In Melee's , Big Blue, and the Adventure Mode stage, F-Zero Grand Prix.
**In Brawl's Port Town Aero Drive.
**In SSB4's .
*a trophy.
**Part of Melee's F-Zero Racers trophy.
**Part of Brawl's Mr. EAD trophy.
**Part of 's Mr. EAD trophy.
Category:Trophies (SSBM)
Category:Trophies (SSBB)
Category:Trophies (SSB4-Wii U)
Category:F-Zero universe
Greek Power Rankings

This list represents the current top players in Greece.
==Super Smash Bros. Melee==
===Greece===
====September 2023 - August 2024====
Source
|}
Honorable Mentions: , , 
====August 2022 - August 2023====
Source
|}
Honorable Mentions: , , 
====August 2021 - July 2022====
Source
|}
Honorable Mentions: , , 
====August 2021 (Online)====
Source
|}
Honorable Mentions: , , 
====August 2018====
|}
====October 2017====
|}
====January 2017====
|}
====July 2016====
|}
===Thessaloniki===
====December 2019====
|}
==Super Smash Bros. 4==
===Athens===
====December 2018====
|}
====May 2018====
|}
====December 2017====
|}
===Thessaloniki===
====December 2017====
|}
====July 2017====
|}
==Super Smash Bros. Ultimate==
===Greece===
====December 2023====
Source
|}
Honorable Mentions: , 
====July 2022====
Source
|}
Honorable Mentions: , 
====December 2021====
As a result of the COVID-19 pandemic which restricted tournament play outside of Athens, a "Power Guide" was released in place of a power ranking.
Tier 1	Tier 2	Tier 3	Tier 4
 	 	 	
====July 2019====
Source
|}
Honorable Mentions: , 
===Thessaloniki===
====December 2023====
Source
|}
====December 2019====
Source
|}
===Athens===
====2024====
Source
|}
Honorable Mentions: , , 
====July 2024====
Source
|}
Honorable Mentions: 
====June 2023====
Source
|}
Honorable Mentions: , , 
====December 2022====
Source
|}
Honorable Mentions: , , 
====December 2021====
Source
|}
Honorable Mentions: , 
====Winter & Summer 2020====
Posted August 18th, 2020
Source
|}
Honorable Mentions: , , 
Panelists: , 
Category:European Power Rankings
Green (disambiguation)

Green may refer to:
*The green team, a type of team possible in team battles
*Green Greens, a stage in Melee and Brawl.
*Green Hill Zone, a stage in Brawl and SSB4
*Green Shell, an item
*Green Shell glitch, a glitch which uses a Green Shell
*The color of Luigi's Fireballs
*Green Missile, Luigi's side special move
*Green color used in costumes.
*Metal Box, an item known as "Green Box" in Japan.
*Green Koopa Troopa, a common enemy from the series.
*Green Koopa Paratroopa, a common enemy from the Mario series.
*Green Shy Guy, an enemy from the Mario series that appears in Smash Run.
*Green Alloy, an enemy from the Fighting Alloy Team.
*Various smashers:
**, a smasher from El Salvador. 
**, a smasher whose real name is Colin Green.
**
**
*Pokémon Green, a game in the franchise which was one of the original Japanese paired versions of Pokémon Red and Blue
**Pokémon LeafGreen, one of the paired remake games of Pokémon Red and Blue.
The following trophies and stickers have Green mentioned in their titles:
*Wonder-Green
*Green Rupee
Green Shell glitch

The Green Shell glitch is a glitch in Super Smash Bros. involving the usage of a rapid-hitting attack on a pile of Green Shells. As the attack hits the Green Shells, they will hit each other in an infinite loop, causing the attacker to be locked in hitlag until the Green Shells all vanish. Should there be an opponent in the mix, they may take over 999% damage from the sequence.
The Mario Tornado is the most well-known move that causes the glitch, with the Super Jump Punch, , along with Luigi's taunt and the third hit of Link's neutral attack being other methods of invoking it. The typical setup involves placing the opponent on one side of the player and using training mode's menu screen to add four Green Shells on the other side, then using the attack to hit both the opponent and the pile.
The glitch has no practical use; there are no situations in regular gameplay with a stack of two or more shells, and a competent opponent will simply SDI out of the attack.
The glitch can also be performed with Red Shells, which give slightly different and more unpredictable results such as instantly dealing around 800% damage and knocking both characters away.
It cannot be performed in PAL versions of Super Smash Bros.
==Gallery==
File:GS_glitch_2.jpg|Super Jump Punch (Mario)
File:GS_glitch_3.jpg|Super Jump Punch (Luigi)
File:GS_glitch_4.jpg|Screw Attack
==Video==
Category:Glitches (SSB)
Greenhouse

:Not to be confused with Mr. Game & Watch's neutral attack.
The Greenhouse is a well-known combo in Smash 64 that can be performed in the "tent" area on Hyrule Castle. It was created by the top professional player . The combo can start off with multiple forward and back throws to knock the opponent into the walls and back to Pikachu, racking up damage, but if the opponent already has high enough damage, this part can be skipped. A neutral aerial can also be used to knock the opponent into the wall. It is followed by using an up tilt to knock the opponent up, then a back throw so they bounce off the left wall then the right, a back aerial which causes them to bounce towards the right wall again and rebound off it, being knocked towards Pikachu while still in hitstun. Pikachu can end with an up smash, followed by a Thunderspike.
Category:Pikachu
Category:Pikachu (SSB)
Category:Techniques (SSB)
Category:Character-specific terminology
Grenade (disambiguation)

Grenade may refer to:
*Hand Grenade, Snake's neutral special move
*Grenade Launcher, Snake's Final Smash in Super Smash Bros. Brawl
*Burst Grenade, Sheik's side special move in Super Smash Bros. 4 and Super Smash Bros. Ultimate
*Grenade Launch, one of Mii Gunner's neutral special moves in Super Smash Bros. 4
*Rear Egg, Banjo & Kazooie's down special move in Super Smash Bros. Ultimate.
Grenade Launch

Grenade Launch (, Grenade Activate/Startup) is one of three neutral special moves for the Mii Gunner.
==Overview==
When used, the Gunner fires a smoking grenade in an arcing trajectory that explodes upon contact with an enemy or after its fuse runs out, but will merely bounce if it hits the ground. Charging the move will make the grenade fly farther, with max charge being able to clear two-thirds of Final Destination, but won't increase its power. Regardless, the grenade explodes multiple times, trapping opponents within it for a moment. An easy tactic is to hit opponents that are too close with an uncharged Grenade Launch, then fire a Flame Pillar at them. Grenades are also a good tool for edgeguarding, or simply spacing as the they can cover both land and air. While charging, the Gunner is able to aerial drift, allowing them to create space or get closer.
Oddly, one can switch directions with this move up to three times in one use: the first turn by B-reversing, the second one during the animation of the Gunner aiming their arm cannon, and the last one right when the grenade is fired. This can be useful for mindgames, reversing momentum in midair, or if someone is behind the Gunner.
In Ultimate, the move has been made stronger with its final hit able to KO earlier than before, and its endlag has also been reduced. In addition, the grenade is now highly plus on shield (+6), giving the Gunner plenty of time to grab an opponent shielding the grenade. To compensate, however, the move can no longer be manually charged, only fires after a significant delay, and the Gunner can no longer change directions on the ground while charging the grenade.
==Instructional quote==
==Customization==
Special Move customization was added in Super Smash Bros. 4 and returns in Super Smash Bros. Ultimate for the s. These are the variations:
===Smash 4===
===Ultimate===
1. Charge Blast 	2. Laser Blaze 	3. Grenade Launch
 	 	
"Fires a straight plasma shot. Can be charged for extra firepower."	"Fires an energy shot ahead. The rate of fire is slow, but it makes opponents flinch."	"Fires out a small bomb that travels in a curve. It explodes after a bit or when it hits a foe."
==Gallery==
GrenadeLaunchSSB4.jpg|Grenade Launch in for 3DS.
Mii Gunner SSBU Skill Preview Neutral Special 3.png|Grenade Launch as shown by the Move List in Ultimate.
==Names in other languages==
 
Category:Neutral special moves
Category:Projectiles
Category:Super Smash Bros. universe
Category:Mii Gunner (SSB4)
Category:Mii Gunner (SSBU)
Category:Mii Fighter
Category:Mii Fighter (SSB4)
Category:Mii Fighter (SSBU)
Grenade Launcher

The Grenade Launcher (, Grenade Launcher) is 's Final Smash in Super Smash Bros. Brawl.
==Overview==
When his Final Smash activates, Snake will say "It's showtime!" (, Showtime!) as he leaps off the stage and grabs onto a rope ladder of a helicopter. The camera becomes an over-the-shoulder view and the player can aim with a crosshair, much like the Dragoon item, to make Snake shoot grenades at his opponents by pressing an attack button. Each grenade does approximately 18% damage. Snake can fire up to two clips with six grenades; after firing six shots, he loads a new clip. If no rounds are fired within a few seconds, the Grenade Launcher begins to fire automatically. The Final Smash ends when Snake runs out of time or uses all twelve grenades.
==Trophy==
==Origin==
Solid Snake is able to use a Grenade Launcher in various Metal Gear games. Snake first used a grenade launcher in the original Metal Gear for MSX and then in Metal Gear Solid 2: Sons of Liberty. However, it is only a modification for the M4 carbine assault rifle. This particular weapon is taken from Metal Gear Solid 2. The model of Snake's grenade launcher is based on the "RGB6" (based on the real-life ). However, in Metal Gear Solid 2, Snake's grenade launcher was mounted on a rifle. The overall concept of the attack is derived from an event in the same game - at one point during the story, Snake shoots grenades at a Harrier jet controlled by Solidus Snake and Vamp from the passenger area of a Kasatka helicopter. It is thought that the person flying the helicopter Snake rides on is Otacon, as he did in the game.
==Gallery==
Grenade_Launcher.jpg|Grenade Launcher in Brawl.
==Names in other languages==
==Trivia==
*The line Snake delivers when he performs the Final Smash is the same one he gave when he first revealed himself as a newcomer in the E3 trailer (although, in the trailer, Snake only speaks in Japanese).
*On the trophy of the Final Smash, the grenades are bigger than the barrel, and there is no hole for them to be shot out of.
*When Snake has a Smoke Ball emitting smoke on him when using his Final Smash, the entire screen will be covered with smoke, making it one of the two "Smoking" Final Smashes, the other one being Volt Tackle.
**A similar thing occurs when Snake has a Super Star in effect.
*If one pauses the game while Snake uses Grenade Launcher and moves the camera in any way, Snake will vanish from the screen. This is similar to Peach Blossom.
*If the Ultimate Chimera appears while the Final Smash is active, the background will be dark instead of blue-toned.
*The number of shots capable of being fired might be a reference to Revolver Ocelot's Colt Single Action Army Revolver, his signature weapon, which usually holds 6 bullets, the amount that Snake's launcher can fire before reloading. The maximum number of shells allowed during this Final Smash is a reference to the boss battle against Ocelot in Snake Eater wherein he has two revolvers and thus, "12 shots".
*The helicopter Snake hangs from is never seen in-game.
Category:Trophies (SSBB)
Category:Metal Gear universe
Category:Snake
Category:Snake (SSBB)
Category:Final Smashes (SSBB)
Category:Konami
Greninja (SSB4)/Back aerial

==Overview==
==Update history==
 1.1.5
*
==Hitboxes==
|}
==Timing==
===Attack===
Initial autocancel	1-3
Hit 1 	5
Hit 2 	8
Hit 3 	13-16
Ending autocancel 	35-
Animation length 	45
|-
===Landing lag===
Animation length	13
Category:Greninja (SSB4)
Category:Back aerials (SSB4)
Greninja (SSB4)/Back throw

==Overview==
==Throw data==
|}
==Timing==
The speed of this throw depends on the opponent's weight.
|-
!Invincible
|1-18||1-18||1-18||1-18||1-18||1-18||1-18||1-18||1-18||1-18||1-18||1-18||1-18||1-18||1-18||1-18||1-18||1-18||1-18||1-18||1-18||1-18||1-18||1-18||1-18||1-18||1-18||1-18||1-18||1-18||1-18||1-18
|}
|rowspan=2|Min (Jigglypuff) 
|-
|-
|rowspan=2|Baseline 
|-
|-
|rowspan=2|Max (Bowser) 
|-
Category:Greninja (SSB4)
Category:Back throws (SSB4)
Greninja (SSB4)/Down aerial

==Overview==
Greninja stalls for a moment before quickly plummeting straight down. The move has a meteor hitbox near its beginning, while sending opponents up at a high angle later during the move. If it hits, Greninja will stop falling and bounce off of the opponent. If it misses, Greninja will continue to plummet downwards, often causing a self-destruct if it is above the blast zone. This move is commonly used for comboing opponents into either a footstool, a forward aerial, or another down aerial. 
==Hitboxes==
|}
==Timing==
===Attack===
Initial autocancel	1-2
Clean hit 	17-19
Late hit 	20-45
Ending autocancel 	53-
Interruptible 	57
Animation length 	59
|-
===Landing lag===
Animation length	33
Category:Greninja (SSB4)
Category:Down aerials (SSB4)
Greninja (SSB4)/Down smash

==Overview==
==Update history==
 1.0.4/ 1.0.1
*
 1.1.3
*
==Hitboxes==
|}
==Timing==
Charges between 	4-5
Hitboxes 	16-18
Interruptible 	55
Animation length	66
Category:Greninja (SSB4)
Category:Down smashes (SSB4)
Greninja (SSB4)/Forward aerial

==Overview==
==Update history==
 1.0.4/ 1.0.1
*
 1.1.5
*
==Hitboxes==
|}
==Timing==
===Attack===
Initial autocancel	1-12
Hitboxes 	16-17
Ending autocancel 	40-
Interruptible 	55
Animation length 	63
|-
===Landing lag===
Animation length	15
Category:Greninja (SSB4)
Category:Forward aerials (SSB4)
Greninja (SSB4)/Forward throw

==Overview==
==Throw data==
|}
==Timing==
The speed of this throw depends on the opponent's weight.
|-
!Invincible
|1-18||1-18||1-18||1-18||1-18||1-18||1-18||1-18||1-18||1-18||1-18||1-18||1-18||1-18||1-18||1-18||1-18||1-18||1-18||1-18||1-18||1-18||1-18||1-18||1-18||1-18||1-18||1-18||1-18||1-18||1-18||1-18
|}
|rowspan=2|Min (Jigglypuff) 
|-
|-
|rowspan=2|Baseline 
|-
|-
|rowspan=2|Max (Bowser) 
|-
Category:Greninja (SSB4)
Category:Forward throws (SSB4)
Greninja (SSB4)/Forward tilt

Greninja forward tilt hitbox visualization	Greninja forward tilt hitbox visualization
↗ 	
→ 	
↘ 	
==Hitboxes==
This move can be angled, but all three angles have the same properties.
|}
==Timing==
Hitbox 	10-12
Interruptible 	33
Animation length	45
Category:Greninja (SSB4)
Category:Forward tilts (SSB4)
Greninja (SSB4)/Grab

==Overview==
==Update history==
 1.1.5
*
**
==Grabbox Data==
===Standing Grab===
|}
===Dash Grab===
|}
===Pivot Grab===
|}
==Timing==
===Standing grab===
Grab 	11-12
Interruptible 	30
Animation length	43
===Dash grab===
Grab 	9-10
Interruptible 	40
Animation length	47
===Pivot grab===
Grab 	15-16
Interruptible 	36
Animation length	45
Category:Greninja (SSB4)
Category:Grabs (SSB4)
Greninja (SSB4)/Hitboxes

==Hitboxes==
Move 	Name 	Hitbox
Neutral attack 1 	 	
Neutral attack 2 	 	
Neutral attack 3 	 	
Neutral attack infinite 	 	
Neutral attack infinite finisher	 	
Forward tilt 	 	
Forward tilt (angled up) 	 	
Forward tilt (angled down) 	 	
Up tilt 	 	
Down tilt 	 	
Dash attack 	 	
Forward smash 	 	
Up smash 	 	
Down smash 	 	
Neutral aerial 	 	
Forward aerial 	 	
Back aerial 	 	
Up aerial 	 	
Down aerial 	 	
Neutral special 	Water Shuriken	(unavailable)
Side special (forward) 	Shadow Sneak 	
Side special (back) 	Shadow Sneak 	
Up special 	Hydro Pump 	(unavailable)
Down special 	Substitute 	
Down special (hit front) 	Substitute 	
Grab 	 	
Dash grab 	 	
Pivot grab 	 	
Pummel 	 	
Forward throw (collateral) 	 	
Back throw (collateral) 	 	
Up throw (collateral) 	 	
Down throw (collateral) 	 	
Down taunt 	 	
Category:Greninja (SSB4)
Category:Hitboxes (SSB4)
Greninja (SSB4)/Neutral aerial

==Hitboxes==
|}
==Timing==
===Attack===
Initial autocancel	1-9
Clean hit 	12-13
Late hit 	14-16
Ending autocancel 	40-
Animation length 	64
|-
===Landing lag===
Animation length	12
Category:Greninja (SSB4)
Category:Neutral aerials (SSB4)
Greninja (SSB4)/Neutral attack

==Overview==
For the technical data of each individual hit, see:
*Greninja (SSB4)/Neutral attack/Hit 1
*Greninja (SSB4)/Neutral attack/Hit 2
*Greninja (SSB4)/Neutral attack/Hit 3
*Greninja (SSB4)/Neutral attack/Infinite
Category:Greninja (SSB4)
Category:Neutral attacks (SSB4)
Greninja (SSB4)/Up aerial

==Overview==
==Update history==
 1.0.4/ 1.0.0
*
*
*
*
 1.0.4/ 1.0.1
*
==Hitboxes==
|}
==Timing==
===Attack===
Initial autocancel	1-2
Hits 1-4 	7-8, 10-11, 13-14, 16-17
Hit 5 	19-20
Hit 6 	22
Ending autocancel 	35-
Interruptible 	42
Animation length 	47
|-
===Landing lag===
Animation length	16
Category:Greninja (SSB4)
Category:Up aerials (SSB4)
Greninja (SSB4)/Up smash

==Overview==
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. It has very high power, KOing at around 98% and is Greninja's strongest finisher, despite being nerfed. The outward slashes are easier to connect from the side 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.
==Update History==
 1.0.0
*
 1.0.4/ 1.0.1
*
*
*
*
*
*
 1.1.3
*
==Hitboxes==
|}
|}
==Timing==
Charges between 	8-9
First hit 	12-17
Second hit (clean) (sweet)	18
Second hit (clean) (sour) 	18-20
Second hit (Late) 	21
Interruptible 	52
Animation length 	67
Category:Greninja (SSB4)
Category:Up smashes (SSB4)
Greninja (SSB4)/Up throw

==Overview==
==Throw data==
|}
==Timing==
The speed of this throw depends on the opponent's weight.
|-
!Invincible
|1-18||1-18||1-18||1-18||1-18||1-18||1-18||1-18||1-18||1-18||1-18||1-18||1-18||1-18||1-18||1-18||1-18||1-18||1-18||1-18||1-18||1-18||1-18||1-18||1-18||1-18||1-18||1-18||1-18||1-18||1-18||1-18
|}
|rowspan=2|Min (Jigglypuff) 
|-
|-
|rowspan=2|Baseline 
|-
|-
|rowspan=2|Max (Bowser) 
|-
Category:Greninja (SSB4)
Category:Up throws (SSB4)
Greninja (SSBU)/Back aerial

==Overview==
==Hitboxes==
|}
==Timing==
===Attack===
Initial autocancel	1-3
Hits 1-2 	5, 7
Hit 3 	11-14
Ending autocancel 	35-
Interruptible 	41
Animation length 	57
|-
===Landing lag===
Interruptible 	11
Animation length	28
Category:Greninja (SSBU)
Category:Back aerials (SSBU)
Greninja (SSBU)/Back throw

Greninja forward throw hurtbox visualization	Greninja forward throw hurtbox visualization	Greninja forward throw hurtbox visualization	Greninja forward throw hurtbox visualization	Greninja forward throw hurtbox visualization
 	 	 	 	
==Overview==
==Throw Data==
|}
==Timing==
Invincibility 	1-18
Throw Release 	18
Interruptible 	45
Animation length	59
|-
Category:Greninja (SSBU)
Category:Back throws (SSBU)
Greninja (SSBU)/Down aerial

==Overview==
==Update History==
 
*
==Hitboxes==
|}
==Timing==
===Attack===
The move resets Greninja's horizontal momentum and first sets its vertical speed to 2 on frames 1-16, then sets it to -5 from frame 17 onward. Manual horizontal movement is also disabled during frames 1-49, while jostling is disabled during frames 1-16.
If the attack hits an opponent, Greninja performs a midair jump after hitlag (regardless of its actual one's availability and without using it up), which is interruptible on frame 21.
Initial autocancel	1-2
Clean hit 	17-19
Late hit 	20-45
Ending autocancel 	53-
Interruptible 	52
Animation length 	59
|-
===Landing lag===
Interruptible 	31
Animation length	46
Category:Greninja (SSBU)
Category:Down aerials (SSBU)
Greninja (SSBU)/Down throw

Greninja down throw hurtbox visualization	Greninja down throw hurtbox visualization	Greninja down throw hurtbox visualization	Greninja down throw hurtbox visualization	Greninja down throw hurtbox visualization
 	 	 	 	
==Overview==
==Throw Data==
|}
==Timing==
During frame 15, the move inflicts 7 frames of hitlag to both Greninja and the opponent, during which the opponent is invincible. This section shows its timing without the hitlag.
Invincibility 	1-16
Throw Release 	16
Interruptible 	38
Animation length	54
|-
Category:Greninja (SSBU)
Category:Down throws (SSBU)
Greninja (SSBU)/Edge attack

==Overview==
While climbing up, Greninja performs a drop kick.
==Hitboxes==
|}
==Timing==
For each ledge grab without touching the ground or being hit, intangibility is reduced on subsequent ledge grabs, until it is lost entirely from the fourth grab onward. The hitbox visualization only shows intangibility for the first ledge grab.
Intangibility (1st grab)	1-24
Intangibility (2nd grab)	1-19
Intangibility (3rd grab)	1-12
Hitbox 	22-24
Interruptible 	56
Animation length 	55
!Hitboxes 
|-
!1st grab 
|-
!2nd grab 
|-
!3rd grab 
|-
Category:Greninja (SSBU)
Category:Edge attacks (SSBU)
Greninja (SSBU)/Forward aerial

==Overview==
==Hitboxes==
|}
==Timing==
===Attack===
Initial autocancel	1-12
Hitboxes 	16-17
Ending autocancel 	40-
Interruptible 	55
Animation length 	69
|-
===Landing lag===
Interruptible 	12
Animation length	35
Category:Greninja (SSBU)
Category:Forward aerials (SSBU)
Greninja (SSBU)/Forward throw

Greninja forward throw hurtbox and hitbox visualization	Greninja forward throw hurtbox and hitbox visualization	Greninja forward throw hurtbox and hitbox visualization	Greninja forward throw hurtbox and hitbox visualization	Greninja forward throw hurtbox and hitbox visualization
 	 	 	 	
==Overview==
==Throw and Hitbox Data==
|}
|}
==Timing==
Invincibility 	1-16
Hitbox 	15
Throw Release 	16
Interruptible 	32
Animation length	59
|-
Category:Greninja (SSBU)
Category:Forward throws (SSBU)
Greninja (SSBU)/Forward tilt

Greninja forward tilt hitbox visualizations.	Greninja forward tilt hitbox visualizations.	Greninja forward tilt hitbox visualizations.	Greninja forward tilt hitbox visualizations.	Greninja forward tilt hitbox visualizations.
↗ 	 	 	 	
→ 	 	 	 	
↘ 	 	 	 	
==Overview==
==Hitboxes==
|}
==Timing==
Hitboxes 	10-12
Interruptible 	33
Animation length	47
Category:Greninja (SSBU)
Category:Forward tilts (SSBU)
Greninja (SSBU)/Grab

==Overview==
Greninja clenches its arms forwards and creates a whirlpool in front of it, which catches opponents. While Greninja's grabs are quite slow, having high startup lag, they have long range to compensate with Greninja's pivot grab in particular having incredible range.
==Grabbox Data==
===Standing Grab===
|}
===Dash Grab===
|}
===Pivot Grab===
|}
==Timing==
===Standing grab===
Grab 	10-11
Interruptible 	39
Animation length	47
===Dash grab===
Grab 	13-14
Interruptible 	47
Animation length	51
===Pivot grab===
Grab 	14-15
Interruptible 	42
Animation length	45
Category:Greninja (SSBU)
Category:Grabs (SSBU)
Greninja (SSBU)/Hitboxes

==Hitboxes==
Move 	Name 	Hitbox
Neutral attack 1 	Single Hit 	
Neutral attack 2 	Palm Strike 	
Neutral attack 3 	Water Palm Heel 	
Neutral attack rapid jab 	Water Cutter 	
Neutral attack rapid jab finisher	Cutter Finish 	
Forward tilt 	Rolling Kick 	
Forward tilt (up) 	Rolling Kick 	
Forward tilt (down) 	Rolling Kick 	
Up tilt 	Anti-Air Tongue 	
Down tilt 	Shin Slash 	
Dash attack 	Surface Kick 	
Forward smash 	Water Kunai 	
Up smash 	Double Water Kunai 	
Down smash 	Water Kunai Shake Off	
Neutral aerial 	Water Burst 	
Forward aerial 	Aerial Water Kunai 	
Back aerial 	Triple Kick 	
Up aerial 	Spiral Kick 	
Down aerial 	Aerial Kick 	
Neutral special 	Water Shuriken 	(unavailable)
Side special (forward attack) 	Shadow Sneak 	
Side special (back attack) 	Shadow Sneak 	
Up special 	Hydro Pump 	
Down special 	Substitute 	
Down special (side) 	Substitute 	
Down special (up) 	Substitute 	
Down special (diagonal up) 	Substitute 	
Down special (down) 	Substitute 	
Down special (diagonal down) 	Substitute 	
Standing grab 	 	
Dash grab 	 	
Pivot grab 	 	
Pummel 	Grab Water Bind 	
Forward throw 	Push Away 	
Back throw 	Send-off 	
Up throw 	Toss Up 	
Down throw 	Slam 	
Getup attack front 	 	
Getup attack back 	 	
Getup attack trip 	 	
Ledge attack 	 	
Down taunt 	 	
Category:Greninja (SSBU)
Category:Hitboxes (SSBU)