Greninja (SSBU)/Down special

## Overview

This is Greninja's counter, and is considered to the the best counter as it hits successfully from long distance, helping him against camping, while destroying his opponents on his due to its incredible power, horizontal forms are strong as his back shadow sneak.

### KO potential

All variants Deals 23% damage. And all Variants Deals massive knockback KOing incredibly early.

Horizontal Variants launches at a Sakurai angle and has 61 BKB and 84 KBG and KOs Mario at 31.58% at the edge which is great.

Up version at launches at a 90 degrees angle and has 50 BKB and 90 KBG and KOs Mario at grounded level at 54.34%.

Down variant's Meteor smash has 270 launch angle with 50 BKB and 65 KBG, off stage it does Mario at 4% and Ground opponents at 108.28%.

Down Variant's non-meteor smash has 45 degree launch angle with 50 BKB and 90 KBG and KOs Mario at the edge at 39.64%.

Diagonal Upwards Variants has 60 launch angle and 62 BKB and 75 KBG and KOs Mario everywhere at 71%.

Diagonal Downwards variants has 25 launch angle and 62 BKB and 70 KBG KOing at the ledge at 35.68%.

### Range/Hitboxes

The hitboxes go from where Greninja starts the counter to 130 units away from him in the inputted direction, if offstage and input downwards, it does 80 units down enabling Greninja to recover back.

### Multipliers like SDI

All Variants has a 1× SDI and 1.1× hitlag Multiplier

All variants deal additional shield damage of 10 so total is 40.6358. Shield stun multiplier of 1.05.

### Other stuff

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

Overall this move helps Greninja from getting camped hard and is in fact risky to throw out projectiles against him, Unlike Incineroar who also has a frame 3 counter, it does not move him anywhere so it only helps slightly but not much, Where as Greninja's one move him 130 units, almost an entire stage (160 is FD), and he goes there very fast (16 frames) and then he also has insane power of his attacks, KOing at 31.58% at the edge of FD, this makes it risky to throw out projectiles all the time against Greninja, he can't be camped like other Super slow fighters like Ganondorf, Greninja also has a projectile to help himself as well. This move also Has low end lag compared to other Counter's also a similarity to Incineroar though it is much more rewarding, as a simple thunder jolt from Pikachu can lead to Pikachu getting hit by a move stronger than Kazuya's forward smash.

The up and down variants grant Greninja combos at low percents, down variants enable drag down up aerials or other aerials. Up variant can KO confirm into Up aerial at mid percents such as 40%.

This move also can be used to meteor smash opponents off stage, and Greninja can get back on with hydro pump, good against recoveries with hitbox however if Greninja is not near the ledge, it will be hard to use of his poor mobility, even near the ledge, travelling distance with Greninja is hard.
 It also is only cancelled out by a Greninja move.

## Frame data

### The Substitute

This is for the counter for Greninja.

It is fast, on active on frame 3, and lasts for 3-34. And has 22 End lag Frames which is low for a counter.

### The Attack

All variants has same end lag and start up aside from Down, with the down and up version having 15 additional hitstun frames. Greninja's counter also grants him invincibility and super armor during a few end lag frames. It travels fast at can move 130 units each direction aside from down which is 80.

All variant aside from down: For Greninja to travel this distance, it takes 15 frames with hitboxes during that. And during his disappearance and first 5 hit box frames, everything is slowed down 0.25× times (apart from himself), and he takes 6 frames for the first hit box to appear. And he in the last hitbox suffers from 17 end lag frames if sides (he is on the ground) and 16 end lag frames in Air.

Down Variant has the same start up and If used on Ground: The 6 frame disappearance and Starts 40 units Above the ground and takes 7 frames to hit ground (with hit boxes). And then suffers from 13 end lag frames while bouncing 30 units from the ground. If He is in Air, he has 15 lag frames.

The table below is when the first hitbox appears for All variants aside from down but remember 6 frame for the hitbox to appear but everything slowed down 4 times until the 5th hitbox.

 Hitboxes
 Interruptible
 super armour

The Table Below if for Down variant if used on Ground.

 Hitboxes
 Interruptible
 super armour