Marth vs Greninja

Greninja Matchup (Marth)

Marth vs Greninja

Marth vs Greninja is about making Greninja run into tipper space instead of chasing his speed, then turning the end of each approach into punishes and ledge pressure.

This page is not in your favorites.

Matchup Summary (Win Condition and Game Plan)

Marth vs Greninja becomes shaky if Marth starts chasing raw movement, because Greninja is faster and much better at turning whiffs into long carries. The matchup stabilizes once Marth keeps reestablishing tipper space with walking, retreat timing, and front-loaded sword placement so Greninja has to enter on predictable lines. Greninja’s burst is dangerous, but his shield punish game is not overwhelming, and many grounded approach tools are clearly punishable on block, so Marth has to collect those windows and cash them into stage control. Do not overreact to Water Shuriken or Hydro Pump by rushing forward. The win condition is still center control and repeated tipper resets, not a footrace.

Full Move Frame Quick Reference

Opponent MoveStartupOn ShieldMarth OOS Candidate MovesBarely Missed Moves
Jab 13-15
  • Up B (5f)
  • OOS Uair (8f)
  • OOS Fair (9f)
  • OOS Nair (9f)
  • Grab (10f)
  • OOS Bair (10f)
  • OOS Dair (12f)
  • Up Smash (13f)
Jab 23-15
  • Up B (5f)
  • OOS Uair (8f)
  • OOS Fair (9f)
  • OOS Nair (9f)
  • Grab (10f)
  • OOS Bair (10f)
  • OOS Dair (12f)
  • Up Smash (13f)
Jab 35-26
  • Up B (5f)
  • OOS Uair (8f)
  • OOS Fair (9f)
  • OOS Nair (9f)
  • Grab (10f)
  • OOS Bair (10f)
  • OOS Dair (12f)
  • Up Smash (13f)
Rapid Jab5/8/11/14…
Rapid Jab Finisher4-39
  • Up B (5f)
  • OOS Uair (8f)
  • OOS Fair (9f)
  • OOS Nair (9f)
  • Grab (10f)
  • OOS Bair (10f)
  • OOS Dair (12f)
  • Up Smash (13f)
Forward Tilt10-14/-14
  • Up B (5f)
  • OOS Uair (8f)
  • OOS Fair (9f)
  • OOS Nair (9f)
  • Grab (10f)
  • OOS Bair (10f)
  • OOS Dair (12f)
  • Up Smash (13f)
Up Tilt9-18
  • Up B (5f)
  • OOS Uair (8f)
  • OOS Fair (9f)
  • OOS Nair (9f)
  • Grab (10f)
  • OOS Bair (10f)
  • OOS Dair (12f)
  • Up Smash (13f)
Down Tilt5-12
  • Up B (5f)
  • OOS Uair (8f)
  • OOS Fair (9f)
  • OOS Nair (9f)
  • Grab (10f)
  • OOS Bair (10f)
  • OOS Dair (12f)
  • Up Smash (+1)
Dash Attack7-13
  • Up B (5f)
  • OOS Uair (8f)
  • OOS Fair (9f)
  • OOS Nair (9f)
  • Grab (10f)
  • OOS Bair (10f)
  • OOS Dair (12f)
  • Up Smash (13f)
Forward Smash13-26
  • Up B (5f)
  • OOS Uair (8f)
  • OOS Fair (9f)
  • OOS Nair (9f)
  • Grab (10f)
  • OOS Bair (10f)
  • OOS Dair (12f)
  • Up Smash (13f)
Up Smash12/18-23
  • Up B (5f)
  • OOS Uair (8f)
  • OOS Fair (9f)
  • OOS Nair (9f)
  • Grab (10f)
  • OOS Bair (10f)
  • OOS Dair (12f)
  • Up Smash (13f)
Down Smash11-29
  • Up B (5f)
  • OOS Uair (8f)
  • OOS Fair (9f)
  • OOS Nair (9f)
  • Grab (10f)
  • OOS Bair (10f)
  • OOS Dair (12f)
  • Up Smash (13f)
Neutral Air12-2/-4
  • None
  • Up B (+3)
Forward Air16-6
  • Up B (5f)
  • OOS Uair (+2)
  • OOS Fair (+3)
  • OOS Nair (+3)
Back Air5/7/11-8/-7
  • Up B (5f)
  • OOS Uair (+1)
  • OOS Fair (+2)
  • OOS Nair (+2)
  • Grab (+3)
  • OOS Bair (+3)
Up Air7/10/13/16/19/22-12/-12
  • Up B (5f)
  • OOS Uair (8f)
  • OOS Fair (9f)
  • OOS Nair (9f)
  • Grab (10f)
  • OOS Bair (10f)
  • OOS Dair (12f)
  • Up Smash (+1)
Down Air17-16
  • Up B (5f)
  • OOS Uair (8f)
  • OOS Fair (9f)
  • OOS Nair (9f)
  • Grab (10f)
  • OOS Bair (10f)
  • OOS Dair (12f)
  • Up Smash (13f)
Neutral B20—60-18 to -13
  • Up B (5f)
  • OOS Uair (8f)
  • OOS Fair (9f)
  • OOS Nair (9f)
  • Grab (10f)
  • OOS Bair (10f)
  • OOS Dair (12f)
  • Up Smash (13f)
Side B24(+5)-29/-28
  • Up B (5f)
  • OOS Uair (8f)
  • OOS Fair (9f)
  • OOS Nair (9f)
  • Grab (10f)
  • OOS Bair (10f)
  • OOS Dair (12f)
  • Up Smash (13f)
Up B19
Down B (1)8 (Start of Counter)
Down B (2)19-33/-32
  • Up B (5f)
  • OOS Uair (8f)
  • OOS Fair (9f)
  • OOS Nair (9f)
  • Grab (10f)
  • OOS Bair (10f)
  • OOS Dair (12f)
  • Up Smash (13f)
Grab10
Dash Grab13
Pivot Grab14

Win Condition Checklist

  • Use walking and retreat spacing so Dash Attack, Down Tilt, and Nair approaches have to run into the sword tip first
  • Punish Jab enders, tilts, Dash Attack, and Side B with Up B or aerials whenever shield gives you the frame window
  • After launching Greninja, cover drift out and air-dodge landings with Fair and Bair instead of only chasing straight above
  • At the ledge, threaten Down Tilt, Bair, and Counter so both Hydro Pump recovery paths and jump get checked

Actions to Avoid

  • Chasing Greninja’s movement and volunteering for his whiff-punish game
  • Dropping tipper spacing to brawl point-blank into his fast normals and low-profile movement
  • Overcommitting through Water Shuriken and running into the Nair or Dash Attack entry you were trying to avoid

Reference Links

Related Pages