Zero Suit Samus vs Greninja

Greninja Matchup (Zero Suit Samus)

Zero Suit Samus vs Greninja

Zero Suit Samus vs. Greninja hinges on spacing around Greninja's low profile and getting to the landing trap first off up B punishes and anti-airs.

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Matchup Summary (Win Condition and Game Plan)

Greninja’s speed, low profile, dash attack, down tilt, neutral tools, and Water Shuriken make it easy for him to slip under Zero Suit Samus’s naturally high hitboxes, so shallow spacing quickly turns into long landing traps against ZSS.
At the same time, Greninja’s out-of-shield game is not dominant, and his jab string, tilts, dash attack, smashes, Shadow Sneak, and failed Substitute leaves real punish windows where ZSS can cash out with up B or aerial reversals.
The win condition is to hold a Zair and walking range that still clips Greninja’s crouched movement, get the first launch with neutral air, grab, or anti-air forward air, and then hunt only the landing instead of overchasing everywhere at once.
For kills, it is more repeatable to convert through up B punishes, back air, and ledge Paralyzer confirms than to overcommit to center-stage Flip Jump hard reads.

Full Move Frame Quick Reference

Opponent MoveStartupOn ShieldZero Suit Samus OOS Candidate MovesBarely Missed Moves
Jab 13-15
  • Up B (6f)
  • OOS Fair (9f)
  • OOS Uair (9f)
  • Grab (10f)
  • Up Smash (10f)
  • OOS Bair (11f)
  • OOS Nair (13f)
  • OOS Dair (+2)
Jab 23-15
  • Up B (6f)
  • OOS Fair (9f)
  • OOS Uair (9f)
  • Grab (10f)
  • Up Smash (10f)
  • OOS Bair (11f)
  • OOS Nair (13f)
  • OOS Dair (+2)
Jab 35-26
  • Up B (6f)
  • OOS Fair (9f)
  • OOS Uair (9f)
  • Grab (10f)
  • Up Smash (10f)
  • OOS Bair (11f)
  • OOS Nair (13f)
  • OOS Dair (17f)
Rapid Jab5/8/11/14…
Rapid Jab Finisher4-39
  • Up B (6f)
  • OOS Fair (9f)
  • OOS Uair (9f)
  • Grab (10f)
  • Up Smash (10f)
  • OOS Bair (11f)
  • OOS Nair (13f)
  • OOS Dair (17f)
Forward Tilt10-14/-14
  • Up B (6f)
  • OOS Fair (9f)
  • OOS Uair (9f)
  • Grab (10f)
  • Up Smash (10f)
  • OOS Bair (11f)
  • OOS Nair (13f)
  • OOS Dair (+3)
Up Tilt9-18
  • Up B (6f)
  • OOS Fair (9f)
  • OOS Uair (9f)
  • Grab (10f)
  • Up Smash (10f)
  • OOS Bair (11f)
  • OOS Nair (13f)
  • OOS Dair (17f)
Down Tilt5-12
  • Up B (6f)
  • OOS Fair (9f)
  • OOS Uair (9f)
  • Grab (10f)
  • Up Smash (10f)
  • OOS Bair (11f)
  • OOS Nair (+1)
Dash Attack7-13
  • Up B (6f)
  • OOS Fair (9f)
  • OOS Uair (9f)
  • Grab (10f)
  • Up Smash (10f)
  • OOS Bair (11f)
  • OOS Nair (13f)
Forward Smash13-26
  • Up B (6f)
  • OOS Fair (9f)
  • OOS Uair (9f)
  • Grab (10f)
  • Up Smash (10f)
  • OOS Bair (11f)
  • OOS Nair (13f)
  • OOS Dair (17f)
Up Smash12/18-23
  • Up B (6f)
  • OOS Fair (9f)
  • OOS Uair (9f)
  • Grab (10f)
  • Up Smash (10f)
  • OOS Bair (11f)
  • OOS Nair (13f)
  • OOS Dair (17f)
Down Smash11-29
  • Up B (6f)
  • OOS Fair (9f)
  • OOS Uair (9f)
  • Grab (10f)
  • Up Smash (10f)
  • OOS Bair (11f)
  • OOS Nair (13f)
  • OOS Dair (17f)
Neutral Air12-2/-4
  • None
Forward Air16-6
  • Up B (6f)
  • OOS Fair (+3)
  • OOS Uair (+3)
Back Air5/7/11-8/-7
  • Up B (6f)
  • OOS Fair (+2)
  • OOS Uair (+2)
  • Grab (+3)
  • Up Smash (+3)
Up Air7/10/13/16/19/22-12/-12
  • Up B (6f)
  • OOS Fair (9f)
  • OOS Uair (9f)
  • Grab (10f)
  • Up Smash (10f)
  • OOS Bair (11f)
  • OOS Nair (+1)
Down Air17-16
  • Up B (6f)
  • OOS Fair (9f)
  • OOS Uair (9f)
  • Grab (10f)
  • Up Smash (10f)
  • OOS Bair (11f)
  • OOS Nair (13f)
  • OOS Dair (+1)
Neutral B20—60-18 to -13
  • Up B (6f)
  • OOS Fair (9f)
  • OOS Uair (9f)
  • Grab (10f)
  • Up Smash (10f)
  • OOS Bair (11f)
  • OOS Nair (13f)
Side B24(+5)-29/-28
  • Up B (6f)
  • OOS Fair (9f)
  • OOS Uair (9f)
  • Grab (10f)
  • Up Smash (10f)
  • OOS Bair (11f)
  • OOS Nair (13f)
  • OOS Dair (17f)
Up B19
Down B (1)8 (Start of Counter)
Down B (2)19-33/-32
  • Up B (6f)
  • OOS Fair (9f)
  • OOS Uair (9f)
  • Grab (10f)
  • Up Smash (10f)
  • OOS Bair (11f)
  • OOS Nair (13f)
  • OOS Dair (17f)
Grab10
Dash Grab13
Pivot Grab14

Win Condition Checklist

  • Keep Zair and walking ranges that still hit Greninja’s low profile so your first poke does not whiff into dash attack or down tilt.
  • Punish jab string, tilts, dash attack, smashes, Shadow Sneak, and failed Substitute with up B or up air, then turn that hit into a landing trap instead of chasing everywhere at once.
  • Use kills through up B punishes, back air, and ledge Paralyzer confirms rather than overfunneling the stock into a single Flip Jump read.

Actions to Avoid

  • Throwing out high neutral air and forward air placements carelessly and letting Greninja’s crouched movement pass underneath for free.
  • Showing Flip Jump too predictably once Water Shuriken and retreating movement start to slow the pace, then jumping straight into prepared back air or up smash coverage.
  • Overextending after the first launch and giving up stage control to Hydro Pump or aerial drift reversals that put ZSS at the ledge instead.

Reference Links

Related Pages