Amiibo Training Guide: Greninja (Wii U & 3DS)

Welcome to Cloud Nine’s Greninja amiibo training guide! To start off, thank you for taking the time to visit: your support is very much appreciated.

This guide is up-to-date as of Version 1.1.7 of Super Smash Bros. for Wii U and Nintendo 3DS.

Table of Contents

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Section 1: Amiibo Overview / Pros & Cons

Amiibo Overview

Greninja is just about as average as you can get – its abilities aren’t particularly outstanding, and its strengths and weaknesses perfectly balance each other out. Even so, “average” is still good enough to work with. Greninja has a powerful set of smash attacks; each one has fast startup and can KO most opponents by 140%. It also has a fantastic infinite jab – it deals great damage and is very difficult to escape from. Greninja also has a useful projectile in Water Shuriken; its power and distance can be adjusted depending on how long the attack is charged. Its down special, Substitute, serves as a pseudo-counter that deals consistent damage each time. Greninja’s up special, Hydro Pump, also grants good horizontal and vertical distance.

However, Greninja is held back somewhat by several flaws in both its character design and AI. Though its smash attacks come out fast, they have high ending lag, making them punishable if missed. Greninja’s grab is the slowest non-tether grab in the game and brings it no notable benefit if successfully executed. Greninja’s amiibo may occasionally recover too high, leaving it vulnerable to attack; it may also use Shadow Sneak at close range and leave itself open.

The Verdict

Greninja’s amiibo is somewhat awkward because it has no overwhelming strengths nor any crippling weaknesses. That being said, training a champion Greninja amiibo is still a very realistic goal – just as long as it doesn’t get hit by a Blast Burn from Mega Charizard X.


Section 2: Recommended Equipment

Greninja – Recommended Stats & Bonuses

For more information on equipment, including instructions on how to farm for custom parts, please read the amiibo equipment guide.

Before you begin training your amiibo, you must equip it with a viable setup of stats and bonuses. The following build has been extensively tested and proven effective:

+80 Attack / +80 Defense / -40 Speed

AutoLifesteal

Once your amiibo’s equipment setup is refined and ready to go, your training will officially begin! If you encountered a problem while feeding your amiibo, feel free to jump into Cloud Nine’s Discord server to ask a question.


Section 3: Training Your Amiibo

Amiibo training is a very specific task, and for the best possible results, you will need to go about it very carefully. You can’t just go all-out and use combos and aerials: both of these are frowned upon in the amiibo metagame. Instead, you should remain grounded at all times, punishing your amiibo for every aerial move it uses against you.

To help your amiibo properly utilize its moveset, you will mirror match it from Level 1 all the way to Level 50. Playing timed matches on Ω-form stages is highly recommended.

Greninja – Training Tips

  • Primary damage-racking moves: jab, forward tilt, down tilt, and neutral special. Greninja’s infinite jab is one of the most efficient available – it deals a lot of damage and is difficult for opponents to escape from. Jab should be your go-to move for damage-racking. Its forward tilt is stronger but slower, while down tilt can combo into a forward smash. It’s also a good idea to occasionally use Water Shuriken from a distance. Uncharged shurikens travel far, whereas charged shurikens hit multiple times and inflict more damage. Be sure to fully charge Water Shuriken before firing so that your amiibo learns to do the same. If you gave your Greninja the Shifting Shuriken custom move, charge the attack each time so that you fire the piercing shuriken – the uncharged Shifting Shuriken is far too slow and has pitiful range.
  • Primary KO moves: forward smash, up smash, and neutral special. Greninja’s forward smash is its most reliable KO option. It’s moderately fast, but has punishable ending lag. When sweetspotted, Greninja’s up smash is its strongest attack. Unfortunately, this sweetspot is difficult to land, which relegates its utility to an aerial punish. The Ninja Pokémon’s fully charged Water Shuriken also has decent KO potential near the edge.
  • Utilize down special. Greninja’s Substitute isn’t very effective as a counter due to its delayed reaction time, but it can be aimed in different directions to disorient opponents. Greninja’s amiibo is extraordinarily accurate in its aim, so encouraging the use of Substitute is a good plan. If you gave your Greninja the Exploding Attack custom move, don’t use it as often – in fact, don’t use it at all. Your Greninja may learn to overuse it unless proper precautions are taken.

When your amiibo finally reaches Level 50, its training will truly begin. Just like a real player, amiibo need match experience and practice against different characters. For more information on training your amiibo past Level 50, follow this link.


Section 4: Conclusion & Credits

File:SSB4-Wii U Congratulations Classic Greninja.png

Conclusion

Thank you so much for reading! Although the guide may be coming to an end, your training most certainly isn’t: there’s always a way to make an amiibo stronger, and yours is no exception. If you need additional help, give the Amiibo Mechanics & Metagame Guide a read. If you want to ask specific questions, you can also stop by Cloud Nine’s Discord server.

If your desire to read amiibo training guides and articles hasn’t been entirely fulfilled, there are some more posts here that you might like. Cloud Nine’s ongoing series, Amiibo Training Analysis, analyzes a specific aspect of the metagame in great detail. Meanwhile, the official amiibo tier list ranks every amiibo’s overall capabilities – you might even learn something new if you take a look at it. The FAQ is another good resource worth checking out. Alternatively, you can head to the master list of guides for even more amiibo training methods!

Credits

Images are courtesy of the official Super Smash Bros. website.


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4 thoughts on “Amiibo Training Guide: Greninja (Wii U & 3DS)”

  1. 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. 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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  2. Hi there, your guides are really interesting I appreciate all the information you’re laying out. I’m an experienced smash player but I’m just getting into the amiibo meta game so I’ve just been playing around with what works and what doesn’t. However, I’d like to point out that I know maybe training with CPU may not be the best idea, but it might be worth while if you go into a match with a CPU and notice some nice simple combos they may pull like for example, since I’m commenting on the Greninja guide, I’d like to point out that the CPU character tends to string short combos with forward tilt. For example, D tilt to F tilt. I know Greninja’s grab is sluggish, but I’ve seen him combo with a D throw to F tilt as well. I’m still quite early in the learning process so correct me if you wish. Anyway keep up the great work! I’ll stay tuned in!

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  3. Hey i just wanted to give a little heads up on Greninja training in general. Be very careful playing off stage and edge guarding your Greninja one of the minor A.I. flaws and nasty habits that a Greninja amiibo can pick up is using Neutral Air to edge guard which the amiibo sees as a nice damage output but it causes them to frequently SD because they simply cant get out of the animation and recover in time. I say this because this minor flaw can ruin a greninja amiibo

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