Greninja (SSBU)/Side special

## Overview

This is shadow sneak, one of the best moves in the game, this moves makes attacking Greninja recklessly way too dangerous making Greninja not vulnerable to rush down unlike other slow characters such as Incineroar, If Greninja shields, your guaranteed to get hit by a move stronger than Ganon's forward smash: even if your bowser with negligible end lag on moves due to ignoring shield hitlag (this is the only move in this game to do this, as well as shield stun) you will still be punished severely.

### KO potential

Back Version deals 23% damage and Launches at a 48 degrees angle, it deals 57 BKB and 99 KBG. At FD's edge, it KOs Mario at 31.58%. This makes it only weaker than certain Greninja moves, Dedede Fsmash, Walrock punch, Lucario Max aura Attacks, Hero Critical hits, it is even stronger than fully charged waft and Dedede's fully charged Jet hammer. With All the ones which are stronger than it either have insane start up (dedede, walrock) or Require a very specific situation with some start up still (lucario) or RNG with some start up (Hero).

The Forward version is weaker than the back version but in return it is slightly faster. It deals 18% damage, launches at a 36 Degree launch angle and has 99 KBG and 56 BKB. It KOs Mario at 40.3% making it similar to his Forward aerial and Incineroar's Forward smash. When used on the ledge at FD but launches Mario the other way round, It KOs at 110% unlike Back which does 60%, so it is a weaker than Back especially when a higher knockback is needed to KO however it is still incredibly powerful as it is overall still stronger than Moves such as Donkey Kong's forward smash.

### Range/Hitboxes

Shadow sneak has massive hitboxes leading huge range, even outranging Ganondrof's forward smash.

Forward Variant has more vertical reach nut with less horizontal reach, it reaches 24 units from Greninja's body, 25 units vertically from the ground and has some hitboxes on Greninja's body as well and slightly above him too due to its massive size.
Back Variant has more horizontal reach (even more than 24 units) and less vertical reach, From Greninja's body the hitbox extends till 31 units while vertically it extends 16 units above, and like Forward, there is hitboxes on Greninja's body, and strangely, there is a small hitbox (3 units) on the other side of Greninja horizontally which can end up hitting opponents.

### Multipliers like SDI

Both Variants have an SDI multiplier of 1.0, Both Variants also have a hitlag multiplier of 1.3.

Back Variant has a shield stun multiplier of 1.1 putting it at a shield disadvantage of -8, which is decent when compared to other similar attacks such as Ganondorf's which is -24 while being weaker.

Front variant has a shield stun multiplier of 1.05, putting it at a disadvantage at -13.
Front Variant also deals additional shield damage of 8, giving 32.011 shield damage which is massive.
Back Variant deals even more shield damage, Has additional of 10 and deals 40.64 Shield damage which is higher than the standard version of Walrock punch (other versions are higher).

Aerial shadow sneak multiplies fall speed by 0.5 making it an effective horizontal recovery.
Shadow moves in air and ground at 1.45 which means Greninja can teleport into areas faster than he can move, in air it makes him the 2nd fastest, beating yoshi, a great horizontal recovery when combined with other properties such as stall.

Both Variants can reflect some projectiles, not all. most just get cancelled out and A few get reflected at a higher speed and power.

King K. Rool's Blunderbuss, Forward launches it with a 2.5 times damage multiplier and at a speed slightly slower than Fox's laser, Back Variant launches it with a 3 times damage multiplier at a speed faster than Fox's laser.
Crownerang, Forward launches it at a speed same as a fox laser with 2 times damage multiplier and Back variant launches it at a speed drastically faster than a fox laser and has a 3 damage multiplier.
Gordo, Forward launches it fast as Fox laser and with a 2.5 damage multiplier and Back variant launches it drastically faster than fox laser and has a 3.5 damage multiplier.
Ptooie, Both variants do the same launch speed with Gordo. But Forward does 2 times instead. And Back does 2.6 times (OHKO at ledge).
Richter/Simon's Axe, Launch speed is the same as Gordo. Forward Does 2 times and back deals 3 times.
Bowser Jr Cannon, When uncharged, The speed launch is same as Gordo, Meaning fully charged will be launch insanely fast. The multipliers are (They all ignore late hits, the shadow sneak launches it as if they were clean): Forward does 2 times and back does 3 times. With fully charges at the ledge being an OHKO with back variant and the latest KO for Back variant is 1.1% damage KO.
Wii fit Header. Forward launches at a speed lot faster than fox laser and Back launches drastically faster than forward. When doing damage out put, the variants take the maximum damage (16%) output of soccer ball and multiply it. Forward multiplies it by 2 and back does 3.

### Other stuff

This section will talk about other attributes of the move and an overall summary of it.

Its shadow can be move back an forth and held indefinitely can Greninja can shield, walk, jump, taunt during this, however the disappearance is maximum 60 frames.
 It also is only cancelled out by a Greninja move.

This move can cancel hitstun effectively, allowing it to break out of combos especially at low percents however this can be predicted and punished but still acts as a good Combo breaker if opponents are not aware due to its insane power, reach and also if opponent's hurtbox touches his first frame, they are going to get hit. This also fully stops momentum that Greninja has during the launch, which is decent. Also It is very effective when it comes to preventing KOs, Mario's up smash should KO Greninja at 217.12% but if this move if smashed heavily at the moment he is hit, Greninja can survive up to 257.12%, anything above that will end up Killing him, making it a way to further increase Greninja's already insane survivability.

This move functions as a recovery, stated in the multiplier section. Due to its 1.45 Speed of the shadow, and halving Greninja's fall speed, Greninja can move a lot of horizontal distance, Greninja also end up only dropping 8 units till he can next use any move, allowing this move to be used multiple times successfully so he can end up Hydro Pumping.

This move also moves as fast as Steve's dash/run speed, enabling it to be used in situations where speed may be needed as Greninja is too slow however this move has a lot of end lag to be punished so it should not be used, just foxtrot instead.

This attack also deals heavy shield damage, and combined with Greninja's other attacks, it will be incredibly dangerous to shield against, so it is best just dodging it, as the back variant will break shields with only 10 HP lost, And given this is Greninja, his moveset deals heavy shield damage so it can end up shattering shields so Greninja can then Fully charge a forward smash and punish, which can OHKO characters at the edge of FD, only few characters survive that, such as Super heavyweights however Bowser dies at 5.6% at the edge.

This attack is also incredibly quick at its minimum start up (a frame 9 attack or frame 11) and during its start up, Hitboxes, Greninja is invulnerable since frame 1, making this a fantastic move to use when an opponent is just going to attack Greninja, and then he can punish it with a deadly attack. Greninja can also hold his disappearance longer which is useful.

This move is the most powerful out of shield option in the game, and is the only move in the entire game to ignore shield lag, shield hitstun while having good start up, meaning any attack will be punished so hard, and Greninja's 60 shield health helps also.

Overall, this move is a fantastic move, making approaching Greninja recklessly, so deadly due to its fast start up, also can be help longer for mix ups maybe, invulnerable start up, over powering Oos, insane power (Forward is strong as Incineroar's, Back is stronger than Ganondorf/Kazuya). This is overall amongst the best moves in the game (2nd to Bowser's dumb flame breath). Though this has 1 weakness, 30 end lag frames but the its qualities makes it likely that the opponent will get hit.

## Frame data

**The Table below shows the Minimum possible start up, 1 frame to disappear, minimum 2 frame gone, and 5 frame start up for forward and 7 frame is backwards but is fully invincible during it and hitbox. The maximum time of disappearance is 60 frame intangibility.** Both Shadow sneaks have fast start up for their power and are invulnerable during it with massive range however there is 1 weakness this move has, 30 frames of end lag which is high.
Aerial version has 5 frames less lag at the end.

### Forward

8 frame start up but invulnerable, 2 hitbox frame but invulnerable, 30 end lag frames but 1 invulnerable and 2 super armor.

 Intangible
 Hitboxes
 Interruptible
 Super armor

### Backwards

10 frame start up but invulnerable, 2 hitbox frame but invulnerable, 31 end lag frames but 1 invulnerable and 2 super armor.

 Intangible
 Hitboxes
 Interruptible
 super armour