Matchup Summary (Win Condition and Game Plan)
Greninja’s speed, Dash Attack, down tilt, nair, and juggling make this matchup dangerous the moment Pichu accepts a straight trade in front of him. Because Pichu also pays recoil on many electric hits, losing even one grounded scramble can push the stock toward kill percent much faster than the raw damage count suggests.
Pichu does better by using his tiny hurtbox and air drift to shift Greninja’s entry angle first, then forcing shield or jump with Thunder Jolt so nair, bair, and grab can touch before Greninja starts the long chase. Greninja’s out-of-shield game is not especially strong, so once Pichu is in, the reward comes from keeping the turn alive rather than cashing out instantly.
The table shows Jab 1-3, every tilt, Dash Attack, every smash attack, Uair, Dair, Neutral B, and the later part of Side B are all punishable by OOS Nair, OOS Uair, OOS Bair, or Up Smash. By contrast, nair, fair, and bair often do not give a clean immediate shield punish, so mashing after every block only hands Greninja another fast close-range guess.
Kills are more stable when Pichu uses one opening to push Greninja to ledge, then forces jump, neutral getup, or drift-in with bair, down smash, and continued landing pressure. If Pichu keeps trying to force center-stage smashes or overextends offstage, recoil and Greninja’s mobility make the whole exchange far more volatile than it needs to be.
Full Move Frame Quick Reference
| Opponent Move | Startup | On Shield | Pichu OOS Candidate Moves | Barely Missed Moves |
|---|---|---|---|---|
| Jab 1 | 3 | -15 |
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| Jab 2 | 3 | -15 |
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| Jab 3 | 5 | -26 |
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| Rapid Jab | 5/8/11/14… | — | ||
| Rapid Jab Finisher | 4 | -39 |
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| Forward Tilt | 10 | -14/-14 |
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| Up Tilt | 9 | -18 |
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| Down Tilt | 5 | -12 |
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| Dash Attack | 7 | -13 |
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| Forward Smash | 13 | -26 |
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| Up Smash | 12/18 | -23 |
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| Down Smash | 11 | -29 |
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| Neutral Air | 12 | -2/-4 |
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| Forward Air | 16 | -6 |
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| Back Air | 5/7/11 | -8/-7 |
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| Up Air | 7/10/13/16/19/22 | -12/-12 |
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| Down Air | 17 | -16 |
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| Neutral B | 20—60 | -18 to -13 |
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| Side B | 24(+5) | -29/-28 |
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| Up B | 19 | — | ||
| Down B (1) | 8 (Start of Counter) | — | ||
| Down B (2) | 19 | -33/-32 |
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| Grab | 10 | — | ||
| Dash Grab | 13 | — | ||
| Pivot Grab | 14 | — |
Win Condition Checklist
- Use Thunder Jolt to interrupt dash-ins and freeze shield timing, then touch first with nair, bair, or grab instead of taking a raw footrace.
- Keep shifting the approach angle with Pichu’s small hurtbox and drift so Dash Attack and down tilt do not get to define neutral.
- After blocking Jab 1-3, any tilt, Dash Attack, any smash attack, Uair, Dair, Neutral B, or late Side B, take the listed punish with OOS Nair, OOS Uair, OOS Bair, or Up Smash.
- After blocking nair, fair, or bair, do not force the instant answer if the punish is not guaranteed. Track the landing and the pullback instead.
- Remember the recoil math at kill percent and build the stock around ledge pressure and landing traps, not around desperate center-stage swings.
Actions to Avoid
- Spending recoil freely with electric moves until Greninja only needs one anti-air or juggle to close the stock.
- Sitting still in front of Dash Attack, down tilt, and Water Shuriken and letting Greninja choose the pace for free.
- Trying to punish every blocked fair or bair on the spot and turning a non-guaranteed situation into another close-range scramble.
- Overchasing offstage into Shadow Sneak or Substitute reads when the safer stock win was to keep ledge control.