Greninja vs Dark Samus

Dark Samus Matchup (Greninja)

Greninja vs Dark Samus

Greninja vs Dark Samus is about breaking the setup rhythm with Water Shuriken and movement first, then chaining that opening into juggle pressure before Dark Samus can reset space.

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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 MoveStartupOn ShieldGreninja OOS Candidate MovesBarely Missed Moves
Jab 13-10
  • OOS Bair (8f)
  • Grab (10f)
  • OOS Uair (10f)
  • Up Smash (+2)
Jab 26-15
  • OOS Bair (8f)
  • Grab (10f)
  • OOS Uair (10f)
  • Up Smash (12f)
  • OOS Nair (15f)
Forward Tilt8-17/-16/-15
  • OOS Bair (8f)
  • Grab (10f)
  • OOS Uair (10f)
  • Up Smash (12f)
  • OOS Nair (15f)
Up Tilt15-12
  • OOS Bair (8f)
  • Grab (10f)
  • OOS Uair (10f)
  • Up Smash (12f)
  • OOS Nair (+3)
Down Tilt6-26
  • OOS Bair (8f)
  • Grab (10f)
  • OOS Uair (10f)
  • Up Smash (12f)
  • OOS Nair (15f)
  • OOS Fair (19f)
  • Up B (19f)
  • OOS Dair (20f)
Dash Attack8-23
  • OOS Bair (8f)
  • Grab (10f)
  • OOS Uair (10f)
  • Up Smash (12f)
  • OOS Nair (15f)
  • OOS Fair (19f)
  • Up B (19f)
  • OOS Dair (20f)
Forward Smash10-29/-28
  • OOS Bair (8f)
  • Grab (10f)
  • OOS Uair (10f)
  • Up Smash (12f)
  • OOS Nair (15f)
  • OOS Fair (19f)
  • Up B (19f)
  • OOS Dair (20f)
Up Smash11/15/19/23/27-24
  • OOS Bair (8f)
  • Grab (10f)
  • OOS Uair (10f)
  • Up Smash (12f)
  • OOS Nair (15f)
  • OOS Fair (19f)
  • Up B (19f)
  • OOS Dair (20f)
Down Smash9/17-27/-18
  • OOS Bair (8f)
  • Grab (10f)
  • OOS Uair (10f)
  • Up Smash (12f)
  • OOS Nair (15f)
  • OOS Fair (+1)
  • Up B (+1)
  • OOS Dair (+2)
Neutral Air8/14-5/-5/-6
  • None
  • OOS Bair (+3)
Forward Air6/12/18/24/30-12/-12/-11
  • OOS Bair (8f)
  • Grab (10f)
  • OOS Uair (10f)
  • Up Smash (+1)
Back Air9-9/-9/-10
  • OOS Bair (8f)
  • Grab (+1)
  • OOS Uair (+1)
  • Up Smash (+3)
Up Air5…-16/-16/-15
  • OOS Bair (8f)
  • Grab (10f)
  • OOS Uair (10f)
  • Up Smash (12f)
  • OOS Nair (15f)
Down Air17-8/-7
  • None
  • OOS Bair (+1)
  • Grab (+3)
  • OOS Uair (+3)
Z Air8/16-4/-3
  • None
Neutral B3(+13)-17 to +4
  • OOS Bair (8f)
  • Grab (10f)
  • OOS Uair (10f)
  • Up Smash (12f)
  • OOS Nair (15f)
  • OOS Fair (+2)
  • Up B (+2)
  • OOS Dair (+3)
Side B (1)18-26
  • OOS Bair (8f)
  • Grab (10f)
  • OOS Uair (10f)
  • Up Smash (12f)
  • OOS Nair (15f)
  • OOS Fair (19f)
  • Up B (19f)
  • OOS Dair (20f)
Side B (2)21-24
  • OOS Bair (8f)
  • Grab (10f)
  • OOS Uair (10f)
  • Up Smash (12f)
  • OOS Nair (15f)
  • OOS Fair (19f)
  • Up B (19f)
  • OOS Dair (20f)
Up B (1)4…
Up B (2)5…
Down B33
Grab15
Dash Grab17
Pivot Grab18

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.

Reference Links

Related Pages