Super Smash Bros. Ultimate (SSBU)

Greninja Guide: Matchup Chart and Combos

July 2022 Major Tier List Update!
13.0 Best Character Tier List

Patch Notes and Updates
All Update and Patch Note History
Ver. 13.0.1 Patch Notes and Balance Changes

Super Smash Bros. Ultimate Greninja Guide

This is a guide to using Greninja in Super Smash Bros. Ultimate. Greninja's bread and butter combos, how to unlock, frame data, alt costumes and skins, as well as Greninja's matchups, counters, and tier list placement can all be found here.

Greninja Tier and Overview

Stats and General Info

Greninja
Greninja Image
Game Series Pokémon
Smash Bros. Debut Super Smash Bros. for WiiU/3DS
Fighter Number 50
Unlock Order 58
Number of Jumps 2
Weight 88 Units (66/87)
Dash Speed 2.288 (8/87)
Air Speed 1.239 (10/87)
Fast Fall Speed 2.96 (9/87)
Special Attributes Crouch Walk, Wall Jump, Wall Cling

Tier List Placement

SSBU Greninja Icon A Tier Tier

A versatile fighter with great mobility

Smash Ultimate Greninja is a very versatile charcter with excellent speed and mobility, a good projectile, as well as lots of deadly combos. Greninja relies heavily on its powerful combo game, so it is important to learn which moves can be comboed off of to make the most of this character. Greninja has access to combos from its grabs, aerials, and grounded options, including dash attack. Additionally, the character is not short of KO options.

While a very good character overall, Greninja is quite light, and thus can be KO'ed rather early. It also has poor out of shield options, meaning that it will struggle to punish opponents that attack its shield. Lastly, Greninja's disadvantage is somewhat mediocre, so Greninja players will have to be creative in order to land and reset neutral.

See Our Tier List Here!

Greninja's Strengths and Weaknesses

Strengths ・Very good mobility
・Powerful vertical recovery (Up Special)
・Access to a projectile, which can be charged to increase power (neutral B)
・Access to a variety of combos
・Has several moves for KO'ing opponents
Weaknesses ・Predictable recovery route
・Lack of good Out of Shield Options
・Light, and easy to KO

Greninja Matchup Chart

Matchup Chart

Greninja Image
-2
-1
FoxJokerPikachuYoung Link
0
BayonettaDiddy KongDuck HuntInklingKenMarioMega ManMr. Game & WatchPalutenaPeach/DaisyPichuPokemon TrainerR.O.B.RyuShulkSnakeSonicTerryWarioWolfYoshiZero Suit Samus
+1
Banjo & KazooieBowserBowser Jr.Captain FalconChromCloudCorrinDonkey KongDr. MarioFalcoIkeIncineroarIsabelleJigglypuffKing DededeLinkLittle MacLucarioLucasLucinaLuigiMarthMeta KnightMewtwoMii BrawlerMii GunnerMin MinNessOlimarPac-ManPiranha PlantRidleyRobinRosalina & LumaRoySamus/Dark SamusSheikSteveToon LinkVillagerWii Fit Trainer
+2
BylethGanondorfHeroIce ClimbersKing K. RoolKirbyMii SwordfighterPit/Dark PitSephirothSimon/RichterZelda

Notes About Matchup Chart

1. -2 = Disadvantage. -1 = Slight Disadvantage or Even. 0 = Even. +1 = Slight Advantage or Even. +2 = Advantage.
2. The matchup chart was based around both the opinions of professional players of each character, as well as our own experience through playing Greninja.
3. Characters within each tier are unordered
4. Pokemon Trainer's individual Pokemon (Squirtle, Ivysaur, and Charizard) as well as Echo fighters with no significant difference than their regular counterpart are not shown.
5. For other characters who are not shown here, we are still investigating the matchup.

Greninja Combos

Bread and Butter Combos
Dash→Up tilt→Up Smash
Up Throw→Jump→Up Air
Down Tilt→Dash→Up Smash
Advanced Combos
Nair→Dash→Up Smash
Up Air→Forward Smash
Fair→Dash Attack→Dash→Up Smash

Bread and Butter Combos Explanation

Combo 1
Combo 2
Combo 3
Dash→Up tilt→Up Smash
This combo can be used on opponents with various percents. This combo will deal around 28%.
Up Throw→Jump→Up Air
This combo can be used on opponents with various percents. After you grab your opponent, use this combo.
Down Tilt→Dash→Up Smash
This combo can be used on opponents with high percents. If you can memorize the timing of down tilt to up smash, this is an easy and effective combo.

Advanced Combos Explanation

Combo 4
Combo 5
Combo 6
Nair→Dash→Up Smash
This combo can be used on opponents with various percents. When your opponent is at higher percents, at least a light hit of the neutral air will required for this combo.
Up Air→Forward Smash
This combo can be used on opponents with middle percents or higher.
Fair→Dash Attack→Dash→Up Smash
This combo can be used on opponents with lower percents. Due to the timing of the forward air and need to input a dash right after a dash attack, this is one of Greninja's more advanced combos.

Greninja Frame Data and Moveset

Best Out of Shield Options

Move Frames
Back Air 8 Frames
Up Air 10 Frames
Up Smash 12 Frames
Shield Grab 14 Frames
Shield Release > Jab 14 Frames

Greninja has poor out of shield options, meaning that he struggles a bit in terms of defense. The only somewhat quick options he has are back air and up air, but they are situational, as they will ht an opponent behind or above Greninja only, and even then, they don't come out until frames 8 and 10 respectively. Up smash can also be used to try and hit opponents above him, although the hitboxes that hit on both sides of Greninja do not come out until later than frame 12.

He also has a slow grab, which is too slow to be used out of shield for a quick punish. In most cases, Greninja will have no option other than simply dropping shield and trying to hit with a quick move like jab or down tilt, or simply moving away to reset neutral.

Jab (Neutral Attack)

1v1 Damage (%) Startup Frames
Jab 1
(A)
2.4 3
Jab 2 2.4 3
Jab 3 3.6 5
Rapid Jab (Multi-Hit) 0.6 -
Rapid Jab (Finisher) 2.4 4

Jab

Greninja's jab has a quick startup. Greninja lacks many attacks with quick startup, so it's a valuable short-range tool for Greninja.

Dash Attack / Tilts

1v1 Damage (%) Startup Frames
Dash Attack
(Dash + A)
9.6 7
Forward Tilt
(← or → + A)
9.96 10
Forward Tilt (Regular) 8.76 10
Forward Tilt (Angled Down) 9.96 10
Up Tilt
(↑ + A)
5.4 9
Down Tilt
(↓ + A)
4.8 5

Dash Attack

Greninja's dash attack has a quick startup. It's a great combo starter due to the angle it sends opponents, and can be used as a whiff punish.

Forward Tilt

Greninja's forward tilt has decent range, and can be angled up or down to hit an opponent in the air or close to the ground. It's mostly used as a poking tool, especially after a back dash.

Up Tilt

Greninja's up tilt hits opponents upward into the air with its tongue. It's mainly used as a get-off-me tool against opponents trying to catch your landing, or as a combo starter. It can combo into itself, as well as an aerial.

Down Tilt

Greninja swipes his opponent with his tongue. It's mainly used to hit enemies on the ledge, or for a KO confirm into an Up Smash.

Smash Attacks

1v1 Damage (%) Startup Frames
Forward Smash
(Smash ← or → + A)
16.8 13
Up Smash (Hit 1)
(Smash ↑ + A)
6 12
Up Smash (Hit 2) 16.8/13.2 18
Up Smash (Hit 2/Late 1) 13.2 19
Up Smash (Hit 2/Late 2) 12 21
Down Smash
(Smash ↓ + A)
15.6/15.6/
13.2/13.2
11
Down Taunt 0.6 30

Forward Smash

Greninja's forward smash is great for range and knockback. Most of the time, Greninja can KO without relying on smash attacks, so forward smash alone is rarely used, other than as a hard punish.

Up Smash

Greninja's up smash is a two-staged hit, beginning upward then proceeding down to Greninja's sides. If the first hit connects, the opponent is knocked strongly upwards. However, if it the first hit doesn't connect, the second hit will only lightly launch the opponent horizontally. Since it's difficult to land the first hit, it's mostly just used as a combo finisher, or to hit opponents on a platform.

Down Smash

Greninja's down smash has the fastest startup of all its smash attacks. It's mainly used as an edgeguarding tool, or a way to counter an opponent that is rolling in, due to the range of the multiple hitboxes.

Aerials

1v1 Damage (%) Startup Frames
Neutral Air
(A + no direction while airborne)
13.2 12
Neutral Air (Late) 7.2 14
Forward Air
(Hold ← or → in the direction you are facing + A while airborne)
16.8 16
Back Air (Hit 1)
(← or → Opposite of the direction you are facing + A while airborne)
3.6 5
Back Air (Hit 2) 3 7
Back Air (Hit 3) 7.2 11
Up Air (Hit 1-4)
(↑ + A While Airborne)
1.56 7/10/13/16
Up Air (Hit 5) 1.56 19
Up Air (Hit 6) 3.6 22
Down Air
(↓ + A While Airborne)
9.6 17
Down Air (Late) 9.6 20
Down Air (Bounce) - -

Neutral Air

Greninja's neutral air is mainly used as a combo starter. It can confirm into an up smash or back air. The hitbox covers Greninja's whole body, and it is very safe on shield.

Forward Air

Greninja's forward air is great for range, damage, and knockback. Despite its long startup, its range makes it a very useful poking tool, and it is very safe on shield. It is a very useful tool in Greninja's neutral game, as it can be used to start combos, and can KO at higher percentages. It also works as an edgeguarding tool for offstage opponents.

Back Air

Greninja's back air is its fastest aerial. Since most of its other aerials suffer from slow startup, back air is the go to for a combo follow-up.

Up Air

Greninja's up air has quick startup. It's mainly used to juggle, but it can also be used as for drag-down combo due to its multi-hit property.

Down Air

Greninja kicks down with his feet in his down air. This attack's long landing lag makes it difficult to make use of, although hitting an opponent with it causes Greninja to bounce into the air, and it can lead into some combos.

Specials

1v1 Damage (%) Startup Frames
Neutral Special
(Ground, No Charge)
(B)
3.6 20
Neutral Special
(Ground, Partial Charge)
12 -
Neutral Special
(Ground, Max Charge, Multi Hit)
1.2 60
Neutral Special
(Ground, Max Charge, Finisher)
10.8 96
Neutral Special
(Aerial, No Charge)
3.6 20
Neutral Special
(Aerial, Partial Charge)
12 -
Neutral Special
(Aerial, Max Charge, Multi Hit)
1.2 60
Neutral Special
(Aerial, Max Charge, Finisher)
10.8 96
Side Special (Front)
(← or → + B)
12 24
Side Special (Back) 14.4 24
Up Special (First Pump)
(↑ + B)
2.4 19/24
Up Special (Second Pump) 2.4 30/35
Down Special (Counter)
(↓ + B)
- 8
Down Special (Attack, Sideways) 13.2 40
Down Special (Attack, Up) 15.6 ?
Down Special (Attack, Down) 15.6 ?
Down Special (Attack, Diagonal Up) 14.4 ?
Down Special (Attack, Diagonal Down) 14.4 ?
Down Special (Bounce) - -
Down Special (Landing) - -

Neutral Special (Water Shuriken)

Greninja's Water Shuriken is a useful projectile. It can be charged by holding the special button longer, which leads to an increase in damage and knockback, at the cost of less speed and range. The charge can't be cancelled and held onto, so only start the move when you want to release it then. When charged to the full extent, the move can KO at high percents, and when uncharged, it is useful as a long ranged poking tool.

Side Special (Shadow Sneak)

Greninja disappears into the shadows for a sneak attack in his side special. Greninja goes into the shadows when you press and hold the special button, then it performs the attack when you release the button. You can control the movement of Greninja even in the shadows. The attack has a slow startup at close range, so it's mainly used as a recovery tool, although landing the attack on the opponent can deal significant knockback.

Up Special (Hydro Pump)

Greninja launches himself in a given direction using his up special. You choose the direction Greninja is initially launched in, and you're also able to change it once. The travel distance of the jump is quite far, but Greninja will go into helplessness immediately after the second hydro pump is used. While the move doesn't damage opponents, it can be used to prevent the recovery of some characters, similar to Mario's F.L.U.D.D.

Down Special (Substitute)

Greninja's down special is essentially a counterattack. Greninja will freeze in place until struck. After being struck, Greninja will disappear then jump out to strike the opponent. You can decide the direction it jumps out in. Unlink other counters, the attack portion has rather slow startup, which makes it better to only for edgeguarding.

Grab / Throws

1v1 Damage (%) Startup Frames
Pummel 1.2 2
Grab (Normal) - 10
Dash Grab - 13
Pivot Grab - 14
Forward Throw (Hitbox)
(← or → While Grabbing)
3.6 15
Forward Throw (Throw) 6 16
Back Throw (Throw)
(← or → While Grabbing)
10.8 18
Up Throw (Throw)
(↑ While Grabbing)
6 16
Down Throw (Hitbox)
(↓ While Grabbing)
6 16

Forward Throw

Greninja shoves his opponent forward. It's not used for combos, because of the distance it creates between Greninja and the opponent even at low percentages.

Back Throw

Greninja smacks his opponent backwards. Like its Forward Throw, it cannot be used for combos, because of the distance it creates between Greninja and the opponent at low percentages, so it's mainly used to put an opponent offstage.

Up Throw

Greninja tosses his opponent upward. It can be followed up with an up air. At very high percents, it can KO.

Down Throw

Greninja throws his opponent downward. It works as a combo starter into back air, so be sure and practice your timing with doing a reverse aerial rush.

Final Smash

Attack How to Use Effect
Secret Ninja Attack Press B after obtaining the Smash Ball Greninja kicks opponents into the air in front of the moon, and unleashes a series of attacks on them before finishing them off with a final kick to the ground that deals heavy damage and knockback.

Greninja Balance Changes

Version 7.0.0 Balance Patch

Change
Other Increased shield size.

Version 4.0.0 Balance Patch

Change
Down Air Attack Immediately descend when using the attack after being launched.

Version 3.0.0 Balance Patch

Change
Neutral Special Reduced the power against shields.

Version 2.0.0 Balance Patch

Change
Down Smash Attack Increased the range of the inner attacks.
Up Special Can no longer move immediately when landing on a moving platform or slanted ground.

How to Unlock Greninja

Unlocking Via Smash Mode
58th Fighter Unlocked
After unlocking Ken, let 10 minutes pass OR play another battle in smash after soft-resetting OR return to the menu from World of Light
Unlocking via Classic Mode
Clear Classing Mode 6 times using Donkey Kong.
Unlocking via World of Light
Mysterious Dimension

There are three ways to unlock Greninja. Completing any of these, then defeating Greninja when they appear in the “a New Challenger Appears” screen will allow you to use them afterward.

How to Unlock Characters Fast

Greninja Alt Costumes and Skins

Greninja Reveal Trailer

Smash Ultimate Character Guides

Fighters.png
List of Fighters
Tier List
Tier List
Unlocking Characters
Unlocking Fighters

Character Stat Lists

Character Stats
Weights of All Characters Run Speeds of All Characters
Air Speeds of All Characters Fast Fall Speeds of All Characters

Comment

3 Wario-Timealmost 3 years

Nice bro, also I think his dair is under rated, SH hair can combo into nair. Also his up B can gimp, and his projectile can deal chip damage when semi charged, and KO as well as melt shields when fully charged. His dash attack is also good. confirm - Dtilt --> run forward --> up smash (this is a true combo/confirm) - I only have 279 KO's as Grenija is online quickplay, but I am a Wario/Yoshi/R.O.B main with 2,571 KO's as Wario, 1,510 KO's as Yoshi, and 786 KO's with R.O.B

2 Anonymousabout 3 years

As a greninja main, his side be is my most used attack since it lets you teleport apply shield pressure as will as rush sloppy enemies. It’s also great for edgegaurding. - I have 948 KO’s multiplayer as greninja

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