Villager vs Greninja

Greninja Matchup (Villager)

Villager vs Greninja

Villager vs Greninja is most stable when you slow the opponent's approach from range, then convert their forced entries into punishes.

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ChatGPT Matchup Summary (Win Condition and Game Plan)

Villager is strongest at layered projectile pressure and stage-control traps, while Greninja is strongest at speed-driven rushdown and combo-based advantage.
Range tools can distort the opponent’s approach timing here, so the stable route is to force an entry, punish it, and convert into landing traps or ledge pressure.
The table shows reliable shield punishes on Rapid Jab Finisher, Down B (2), Down Smash, Side B, and Jab 3, with OOS Nair, OOS Uair, Grab, and Up Smash showing up most often as the clean ways to take the turn back.
Do not force shield punishes on the relatively safer choices like Neutral Air. It is usually better to read the landing or ledge route and punish the next action.

Full Move Frame Quick Reference

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

Win Condition Checklist

  • Use range to slow the approach, then convert the delayed response into a whiff punish and landing trap.
  • After blocking Rapid Jab Finisher, Down B (2), Down Smash, Side B, and Jab 3, answer immediately with OOS Nair, OOS Uair, Grab, and Up Smash so the opponent cannot keep the turn.
  • Do not force immediate retaliation on Neutral Air; take the landing route, escape route, or ledge direction first.
  • Finish stocks through repeated landing traps and ledge pressure instead of overcommitting to single hard reads in center stage.

Actions to Avoid

  • Giving up your ranged leverage and turning the matchup into a raw scramble before your setup has value.
  • Swinging after every blocked Neutral Air and feeding the whiff punish or reset the opponent wants.
  • Chasing too deep for the kill and exposing Villager’s own recovery or defensive weakness.
  • Panic-jumping or panic-rolling from the ledge and making the opponent’s ledge trap too simple.

Reference Links

Related Pages