Matchup Summary (Win Condition and Game Plan)
This matchup gets worse for Greninja the more he tries to block everything, because Dark Samus can slow the pace with Charge Shot, missiles, fair, and up air while Greninja’s shield punishes are not strong enough to make passive defense pay over time.
That is why Greninja does better here by using Water Shuriken and raw movement to interrupt charge windows and missile rhythm before the wall is fully established, forcing Dark Samus to jump or land first instead of comfortably setting up in place.
The frame table also shows that jab 1-2, forward tilt, up tilt, down tilt, dash attack, every smash attack, fair, back air, up air, neutral B, and side B all give real punish opportunities, but neutral air, down air, and zair are not the spots to force a big immediate answer. Greninja needs to separate the true punish windows from the moments where he should simply chase the next landing.
The win condition is to turn dash attack, down tilt, or back air into vertical carry, keep Dark Samus from drifting back to center, and then finish at the ledge with back air, up smash, or Water Shuriken coverage before the projectile game restarts.
Full Move Frame Quick Reference
| Opponent Move | Startup | On Shield | Greninja OOS Candidate Moves | Barely Missed Moves |
|---|---|---|---|---|
| Jab 1 | 3 | -10 |
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| Jab 2 | 6 | -15 |
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| Forward Tilt | 8 | -17/-16/-15 |
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| Up Tilt | 15 | -12 |
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| Down Tilt | 6 | -26 |
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| Dash Attack | 8 | -23 |
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| Forward Smash | 10 | -29/-28 |
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| Up Smash | 11/15/19/23/27 | -24 |
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| Down Smash | 9/17 | -27/-18 |
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| Neutral Air | 8/14 | -5/-5/-6 |
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| Forward Air | 6/12/18/24/30 | -12/-12/-11 |
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| Back Air | 9 | -9/-9/-10 |
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| Up Air | 5… | -16/-16/-15 |
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| Down Air | 17 | -8/-7 |
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| Z Air | 8/16 | -4/-3 |
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| Neutral B | 3(+13) | -17 to +4 |
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| Side B (1) | 18 | -26 |
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| Side B (2) | 21 | -24 |
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| Up B (1) | 4… | — | ||
| Up B (2) | 5… | — | ||
| Down B | 33 | — | ||
| Grab | 15 | — | ||
| Dash Grab | 17 | — | ||
| Pivot Grab | 18 | — |
Win Condition Checklist
- Do not wait for max Charge Shot. Use Water Shuriken, movement speed, and retreating space control to cut into charge and missile setup time before Dark Samus settles.
- After blocking jab 1-2, forward tilt, up tilt, down tilt, dash attack, any smash attack, fair, back air, up air, neutral B, or side B, punish with OOS Bair (8f), Grab (10f), OOS Uair (10f), or Up Smash (12f).
- After blocking neutral air, down air, or zair, do not force a fake punish. Track the airdash drift or landing spot first, then start the real sequence from dash attack, down tilt, or back air.
- Once Dark Samus is airborne, do not give center stage back. Keep the juggle and ledge pressure going so she cannot reset Charge Shot and missiles, then finish with ledge Bair, Up Smash, or Water Shuriken coverage.
Actions to Avoid
- Sitting in shield at midrange and letting Charge Shot and missiles dictate the pace while Greninja stays in the weaker defensive role.
- Swinging immediately after every blocked neutral air, down air, or zair and getting punished by airdash drift or retreat instead of a real punish window.
- Taking one opening, then backing off too early and handing Dark Samus the exact time she wants to rebuild charge and missile pressure.
- Overchasing too deep offstage for a quick kill and losing the ledgetrap or stage control that should have closed the stock more reliably.