Saturday, August 1, 2015

GRENINJA Amiibo Guide



GRENINJA
AVERAGE TIER


Greninja is a "good" amiibo. But that is about as far as it goes with this one. I trained him versus average tiers and he dumpstered most of them, so I was thinking he was strong tier. Then I put him against strong tier amiibos and he got obliterated. It's confusing to see an amiibo so hit and so miss at the same time. Certain match ups he is amazing in and some he is terrible in. He has a "good" skill set, but is it great? Not necessarily for amiibo vs amiibo fights. His jab can catch an opponent out of a dodge since it lingers, but he can also be punished in this jab combo if he misses. (If you spam this or get hit repeatedly by this in training, he will spam it relentlessly. I reset him twice for doing that around the lvl 12-20 mark.) He also has a counter, but it isn't instant and can be avoided in a lot of circumstances, though he does manage to land it a lot and is good at aiming himself in the right directions to hit his opponents. His biggest advantages come with his Smash Attacks and Projectile. Both of these things are very strong, kill hard and do a lot of damage. Much like any projectile using amiibo, you have to teach him to fully charge it and you definitely need to teach him to harrass off stage opponents with it. I think he has some of the best smash attacks in the game and they are rangey on top of that. His grab is also good and has pretty nice range on it, so it's easy for him to land. His smashes hit very hard as an amiibo and if he can land them, he can turn a game back in his favor pretty quickly. I like the amiibo a lot but when put up against stronger amiibos he seems to struggle quite a bit. He has a lot of potential and is well worth putting work into, but since he requires more work to make great, I don't think he's quite good enough to place in the strong list.

PROS:
  • Very Quick and Evasive
  • Great Projectile
  • Has a Counter
  • Very Strong Smash Attacks
  • Rangey Grab
  • Good Long-Mid-Short Range Options
CONS:
  • Very Squishy
  • Struggles vs Heavies
  • Can become spammy with jab combo
  • No True Combo
  • No Kill Throw
  • Sometimes recovers over the stage into punishes instead of clinging to the ledge
  • Requires extra effort to make great
TRAINING MUSTS:
  • Do not spam jab or get hit with jab a lot in training, he will spam it.... a lot, if you do
  • Make sure to utilize his smash attacks, they are his strongest asset, show him how to kill with each one
  • Utilize his projectile at range, make sure you show him to full charge it and harass with it off stage
  • Don't focus too much on his F Air, it's not great for the amiibo because it's laggy and hard to land, focus more on his other aerials.
  • Utilize his Back Air, Down Air and Up Air, all are viable aerials that he can land easily.
  • Grab and Pummel often as always, I believe up throw into up air can true combo at low percents but I haven't seen the amiibo do this yet
  • Utilize his counter but don't over use it, you want him to use it on occasion to throw off his opponents but not all the time. It's laggy and can get him punished

4 comments:

  1. I see a lot of the training guides saying that you need to put more work into this. What do you mean by that?

    Once it is Level 50, do I mirror match it? Do I teach it to kill with Smash attacks and Shuriken?

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    1. Some amiibos are easier to train and only require you to show them the basics of what you want them to do. Amiibos like Greninja require a little more honing to make effective, because they aren't as effective if you use the same strategy as leveling a Mario who's going to reach his prime much quicker. Greninja has issues with becoming spammy with multiple moves so that also could require more work to insure that doesn't happen. I would suggest mirror matching and trying to teach him any strategies you don't see them utilizing. If they aren't using projectiles, it's something you may wanna try to spam on them until they start using it more and allow them to do it on you. I don't think he and a few others are as easy to train, hence why the require a little more work.

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  2. The greninja amiibo is an interesting amiibo to train, i suggest putting at leastly half a month into it, try to jump as little as possible and really use that up throw to up air combo alot. It cant learn to hitstun cancel and it is very bad at aiming its up B to push recorvering enemies away from ledge, if you do add customs i strongly suggest keeping its speed stat the same. It never dashes, and even though his down taunt does damage, unlike luigi, he will never use it, ive killed him with it, i have edge gaurded with it, ive tried alot of things and none worked. He can learn to stage spike with back air but it takes alot of time and trainging to even get him to walk off stage ti get him in the position to were he can, if you attemp to teach him it only mirror match for the entire length of that process and recover by going as close to the stage as possible and up B straight up. If he does do it do not tech or attempt to recover so he sees it as a effective kill option, other wise he sees it as defective and it becomes practically impossible for him to finally try it again, but he will mostly run off stage as your heading toward it and forward air you. If he suicides with air nuetral off stage, dont panik, he rarly ever does it and usually never does it twice, ive only seen mine do it twice in well over a months worth of training, once on purpose to try and get damage and the second time was on a non omega stage and he attempted to hit someone on a platform but went straight past the platform to his death.

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    Replies
    1. He is great in 2v2 matches, but after a couple you need to mirror math him for a match or two and focus on walking and his tilts because he will get in tge habit of overly spamming up smash. He does have true combos contrary to belief, you just have to show him them. But he will up throw to up air, rarely, he usually worms his way into getting a fast falling up air sipke into jab or down tilt which i found really supring, if you utilize is down tilt, he will occasionally downt tilt to either jab, forward tilt, forward smash, or grab. Dont bother teaching him dash combos, he will never dash attack. Teach him to short hop fast fall air nuetral. He can combo with that but you have to teach him to fast fall air nuetral before lvl 50 or he will never get the hang of it, but even then he sometimes has a tough time. If he starts spamming aerials, just stay on the ground and focus on walking tilts smashes grabs and specials. Dont try giving him custom move, they arent really good and he will spam exploding attack. There is absolutly no way to teach him to not over recover with his up B, its one of his permanent flaw that are easy for people to exploit, but other amiibo dont punish it too iften but a few usually dont miss the chance. Dont worry about traing him to use his counter, he basically teaches himself. He is OK at 8 player smash but if you want to make him really good, pit him against 3 lvl 9 ganons at 99 stock and just wait till thats over but when you are done, you will need to fo some serious mirror matching but in 8 player smash you will notice that he starts to survive longer and adapt faster. In 2v2s he is great because you can through opponents into him and he usually gets the up smash. Use his back air alot aginst him in mirror match when ever he gets of stage and tries to recover over you by doing the dash reverse thing ( i forget what its called) and back airing so he learns to do that in close quarters when oppenents try to land aerials on him. As you can tell i know alot about him, he is my main and i am extremely good at him. He is a really good amiibo but you just have to work with him and re teach him things after a few matches because he begins to stray but after a while he it takes him longer and longer to stray till you only have to rarely mirror match with him to reteach. He is amazing at being passive aggresive and if you want him to use certain moves more often i suggest putting him on the same team as you against a lvl 1 dinkey kong with team damage off and you those moves alot or when the situations call for it.

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