Incineroar (ガオガエン, Gaogaen) is a playable character in Super Smash Bros. Ultimate. It was confirmed as a playable character alongside Ken and Piranha Plant on November 1st, 2018. Incineroar is classified as Fighter #69.
Tyler Bunch (credited as "H.D. Quinn"), who voiced Ash's Incineroar and Professor Kukui's Incineroar in the Sun and Moon anime, reprises his role as the Pokémon in English. In Japanese, it is voiced by Unshō Ishizuka, who passed away 2 months and 19 days before Incineroar's reveal. Incineroar also has different voice actors for the French and German versions due to its name being different in those languages, being voiced by Frédéric Clou in French and an unknown voice actor in German.
How to unlock
Complete one of the following:
With the exception of the third method, Incineroar must then be defeated on Boxing Ring.
Incineroar draws many comparisons to some of the slowest, hardest-hitting fighters in Smash Bros. history: it is a large super heavyweight with the sixth highest weight (tied with Charizard), the 19th fastest falling speed (therefore classifying it as a fast-faller), the eleventh highest gravity, and average air acceleration. However, it is the overall slowest character in the game, with the slowest walking and dashing speeds in the game, and the eighth slowest initial dash and air speed.
As a character that pays homage to professional wrestling, Incineroar's moveset boasts an abundance of single-hit attacks and throws, and its attacks have respectably large hitboxes for a close-range fighter of its mobility. Contrary to its sluggish movement and high weight, Incineroar's frame data is surprisingly above average, with fast to decent startup and respectable ending lag in spite of their damage. Unlike most other hard hitters, Incineroar's weaker attacks are semi-reliable combo starters that work at a wide percent range, giving its moveset an excellent amount of utility. Meanwhile, some of its stronger moves are greatly damaging and, in some cases, capable of KOing early. As with most other heavyweights, rage helps Incineroar seal out stocks easier, and it's able to take advantage of it easily thanks to its high weight.
Unsurprisingly for a character based on wrestling, Incineroar's greatest asset comes from its excellent grab game. While Incineroar's grab range is average, its grabs are decently quick, last longer than average (though its dash grab and pivot grab are slow), and all of its throws deal high damage. Its forward, back and up throws are all strong (with up throw being the strongest one in the game), while down throw, while being its only combo throw, is the core of its combo game. The latter can lead into various aerials (including down aerial, though due to its slow speed, this makes it a mix-up), forward and dashing up smash (at very low percentages), and Darkest Lariat; it can also potentially lead to a risky sacrificial KO with Cross Chop, which will always result in the opponent being KO'd first. Forward throw has high knockback even at low percentages, making it an acceptable throw to set up an edgeguard at percentages where down throw won't combo anymore, and to KO at high percentages near the edge. Back throw, when performed at the ledge, can potentially rival Ness' own back throw as the strongest throw in the game, and can KO light characters exceptionally early; however, due to its launch angle, lack of damage during the actual throw (as it consists of a hit before the opponent is thrown), and lackluster resistance to DI, it can be survived if done mid-stage and technically can be considered inferior to Ness'. Finally, up throw is Incineroar's most reliable KO throw due to being the strongest of its kind, and easily KOs earlier with the assistance of platforms and/or a low top blast line. Overall, Incineroar has KO throws for any given situation, while also having a good combo starter.
Similarly to some of its fellow super heavyweights, Incineroar also possesses a unique grab - in this case, a command grab that makes up its side special, Alolan Whip. Upon execution, the player must press the attack or special button again after the throw initiates, and depending on timing, it has three outcomes: performing it early will inflict high vertical knockback that scales slowly, performing it too late will result in the opponent harmlessly bouncing back while damaging Incineroar, and performing it cleanly (as the opponent is about to crash into Incineroar) deals very high horizontal knockback at a low angle and constitutes the move's main part, as it's one of Incineroar's strongest moves. Even the early and failure versions of the move have their uses, with the early version KOing off the top blast line earlier, and the failure version being usable to set up a reversal.
Incineroar's grounded moveset is a good example of its decently fast frame data for its high damage and power. Neutral attack is tied for the second fastest attack in Incineroar's moveset, and deals surprisingly high damage, outdamaging some of its fellow super heavyweights (with the sole exception being King Dedede). Forward tilt is the strongest in the game and, when sweetspotted, is Incineroar's quickest KO option on the ground due to its high knockback and semi-spike angle. Up tilt and down tilt serve similar purposes, being combo starters that can set up into Incineroar's other moves; whereas up tilt can link into itself at low percentages and into aerials at low-mid to mid ones, and serves as an anti-air due to invincibility on Incineroar's head, down tilt has longer range, lowers its hurtbox, and has excellent combo potential throughout all percent ranges, allowing combos into up tilt or up smash at low percents or aerials at high percents, including KO confirms into back aerial, up aerial or Darkest Lariat. Dash attack is one of the strongest in the game, but is mainly useful as a burst KO option when fresh, as Incineroar's slow speed can make it quite predictable. Finally, all of its smash attacks have their unique perks: forward smash comes out surprisingly quickly, kills extremely early when sweetspotted at the foot (being the fourth strongest when sweetspotted), and deals good shield damage; up smash has a wide hitbox that is useful for both anti-air tactics and damage racking; and down smash momentarily shifts Incineroar's hurtbox upwards, allowing it to dodge grabs, attacks, and even projectiles to act as a hard punish.
A few of Incineroar's aerial moves are also useful. Neutral aerial is also tied for its second fastest attack and has a large hitbox all-around. When sweetspotted, it can be used to KO offstage; if not, it can still function as a powerful combo starter, especially for an out of shield option. Up aerial is Incineroar's go-to aerial juggle option due to its wide hitbox and its capability of comboing from up and down tilts. Down aerial is a powerful meteor smash that can still KO even if the sourspot hits, and at lower percentages, sets the opponent up for a combo. Forward and back aerials are Incineroar's main way to KO opponents in the air, aside from Alolan Whip, thanks to their faster startup. Due to its aerials' power and decent enough recovery, Incineroar's edgeguarding game is respectable.
Finally, Incineroar's other special moves complete its moveset with a few versatile tools. Darkest Lariat is Incineroar's get-off-me option, possessing fast startup (being tied for neutral attack and neutral aerial as its second fastest attack), a long duration, transcendent priority throughout its hitboxes, invincibility on its arms, and a very strong early hit. Though its power gradually weakens over time, its perks allow it to outprioritize many moves (even weak projectiles) while hitting hard. It can also be used Cross Chop is Incineroar's main recovery move; it can contest against other attacks due to its super armor during the start, and the descending hit deals high knockback. It is also a powerful combo finisher or sacrificial KO, as the initial descent's high base knockback allows it to gimp any character at 0% should the descending hit connect. Finally, Revenge is a unique counterattack that retaliates with a weak hit, but stores a stackable power increase that affects Incineroar's next move; with a sufficiently strong buff, it grants exorbitantly powerful punishes, with moves such as forward smash, Darkest Lariat, Alolan Whip, and most infamously back throw turning into some of the strongest attacks in the game. While the buff lasts for one landed move, it is not lost should the attack hit an opponent's shield. This can also result in the opponent's shield being broken if they keep shielding, leading to their doom.
However, Incineroar's strong abilities come at a severe cost. Its biggest issue comes from its miserable neutral game. As mentioned before, Incineroar possesses abysmal mobility; when combined with a lack of a projectile, this makes it very easy to zone out and gives it a terrible approach. While the hitboxes on its moves are large, Incineroar's overall range remains somewhat short, so any sufficiently long-ranged projectile or disjointed range can be enough to keep Incineroar at bay. This is especially troublesome considering the cast is also full of characters with either greater mobility (like Sonic or Zero Suit Samus), superior melee range (like Lucina or Donkey Kong), good zoning games (like Villager or Min Min), or in some cases, all three points (like Pikachu or Palutena). Further adding to this is Incineroar's poor air game. Although moves like neutral aerial offer good utility, and forward and back aerials have the range to outspace opponents, none of Incineroar's aerials can autocancel from a short hop aside from up aerial (with forward aerial not autocanceling even from a full hop). This significantly limits their use in the neutral game, as their poor autocancel windows makes them unable for approaching reliably. In bulk, this gives Incineroar one of the most lackluster neutral games of any character, being one of the characters with the most trouble at getting close to opponents to begin with, and forces it to heavily rely on bait-and-punish tactics in order to get in.
Another prominent issue is Incineroar's recovery. Cross Chop turns into an inevitable self-destruct if Incineroar is not directly below the ledge or above stage level, while Alolan Whip grants mediocre distance and has somewhat high ending lag. Incineroar's low air speed and high falling speed and gravity further add insult to injury. That said, Alolan Whip can intercept edgeguard attempts thanks to the failure version, allowing Incineroar to reverse the situation. Furthermore, neither Cross Chop's descent nor Alolan Whip leave Incineroar helpless, so Incineroar does have the ability to mix its recovery up when used in tandem with a directional air dodge and its midair jump, especially if it recovers from a high altitude, which adds to its impressive endurance. However, in a similar manner to Marth, if it doesn't have its midair jump, Incineroar is very vulnerable to being edgeguarded. To finish off, any semi-spike or meteor smash of sufficient strength is all it takes for Incineroar to be KO'd, and any combo that drags it offstage is usually fatal if its not at a high enough altitude to recover.
Although its frame data gives it less of an issue breaking out of combos and rushdown tactics, its only reliable options to break through such tactics are neutral aerial, Darkest Lariat and Revenge; the lattermost can also be easily predicted. If it's not able to break through combos, its slow movement speed can leave it very vulnerable to consistent rushdowns, in addition to being vulnerable to zoning and spacing. Its poor neutral game further contributes to this, as it can make it very difficult for Incineroar to even get back to a position where it can try to exploit the opponent's offense or defense. Despite its fast falling speed, Incineroar's mediocre air speed also leaves it vulnerable to juggling. Altogether, all these flaws collectively result in Incineroar having a poor disadvantage.
Finally, although its moveset has greatly damaging options, Incineroar has surprisingly inconsistent KO power compared to many of its fellow super heavyweights. While its throws are all strong and some of its other moves possess high knockback at low percentages as a result of their high base knockback, their knockback doesn't grow quickly due to their surprisingly low knockback scaling; notable examples of this are neutral and back aerials, back throw, Darkest Lariat and Alolan Whip's early hit. Notably, some of Incineroar's moves require landing a sweetspot in order to attain their maximum knockback, as they're otherwise not as strong as its fellow super heavyweights; notable cases include forward tilt (despite the sweetspot being the strongest in the game), forward smash and forward and back aerials. Finally, disregarding its up throw, Incineroar has among the worst vertical KO power of the super heavyweights. Up tilt, up aerial and Alolan Whip's early activation all have lackluster power, while its up smash, despite being decently strong, is relatively slow for an out of shield option. Revenge can patch this issue to a degree, but this requires Incineroar to read the opponent's attack in the first place, and the buff is lost once it has succesfully landed an attack, meaning that if Incineroar is forced to attack with one of its weaker moves, it is possible to waste the buff entirely. The buff can also be gradually lost by attacking Incineroar, by waiting a certain amount of time -which is possible due to Incineroar's susceptibility to being outspaced or camped-, or outright wasted by throwing Incineroar, either by a regular or command grab, further adding to its inconsistency.
In the end, Incineroar falls within the "grappler" playstyle archetype, which notoriously requires a very specific playstyle to be effective. Incineroar excels at taking advantage of close-range openings, where it can land powerful blows or start consistent combos that rack up damage quickly in only a few hits, all while being difficult for an opponent to punish due to its staying power, relative safety on shield and heavy punish abilities, making Incineroar very formidable once it wins the neutral game and gets in close. However, while it has incredible damage output, it suffers an inconsistent KOing ability that is mostly reliant on its throws and side special, making it predictable when it comes to closing out a stock. Additionally, Incineroar suffers from issues similar to Ganondorf, where its very weak mobility, lack of projectile, melee range and lack of reliable aerials for approaching collectively make it just as easily kept in control by its weak mobility, and an opening on its end is costly due to its limited recovery, and despite having better options to break pressure at close quarters. Because of this, Incineroar is a high risk, high reward type of character, and benefits from a patient, largely bait-and-punish oriented playstyle in order to achieve the same momentum its other super heavyweights can. Incineroar's flaws outweigh its pros, and is widely considered a low tier character, though similarly to Ganondorf, it is also a popular choice at the low- and mid-levels of play, due to its attributes and moveset resulting in ludicrous and extravagant punishes that can easily KO an unaware player. Nevertheless, Incineroar usually performs poorly at the highest levels of play, with poor tournament results despite having a few notable smashers to its credit, like Kusari Katabira, Magister, Sharpy and Skyjay.
Incineroar has been buffed by game updates. Update 2.0.0 increased the power of up smash and up throw, and made down aerial auto-cancel properly. The most notable buff, however, was Cross Chop's increased overall travel distance, improving Incineroar's notoriously weak recovery at certain angles (although lower angles that are not directly below the edge are still almost impossible to recover from) and especially its vertical recovery. As part of a near-universal buff to multi-hit attacks, update 3.1.0 buffed neutral attack by adjusting its hits in order for them to connect more reliably.
Update 6.0.0 further buffed Incineroar in a number of ways. Neutral attack's third hit became more powerful, thus noticeably improving its reliability in regard to warding off opponents. Forward aerial gained a late hitbox, which makes the move function similarly to Diddy Kong's forward aerial, while down aerial's meteor smashing hitbox is now significantly easier to land. Finally, Darkest Lariat's clean hit has increased power and range, while Revenge became safer via increases to its active frames and knockback alongside decreased ending lag. As a result of these changes, Incineroar fares better than it initially did during the game's release.
For a gallery of Incineroar's hitboxes, see here.
Note: All numbers are listed as base damage, without the 1v1 multiplier.
In competitive play
At the start of Ultimate, Incineroar was considered a mid-tier by most professionals, with access to moves that have the potential to deal high knockback and damage thanks to Revenge, a powerful back throw that can potentially KO earlier than Ness', and a suicide KOing option in the form of Cross Chop, which can be performed out of a down throw. It also had a decent amount of success from players, especially Magister, who placed well at both regional and national tournaments.
Despite this, as the metagame progressed, Incineroar's representation has been noticeably limited overall, with below-average results at major tournaments. Magister also started attending less tournaments while placing worse at the tournaments that he did attend. Although Incineroar has received buffs in its combo potential and power balancing in its poor recovery, it continues to have poor representation and few notable results, and most professionals currently consider it a low tier or bottom tier character.
Classic Mode: Burning Pro Wrestling Spirit!
Incineroar's opponents are all heavy characters and are stylized in a way as if it was similar to a Championship Tournament. Additionally, all rounds aside from the final round take place on Boxing Ring.
Note: Incineroar teams up with Greninja in the third and final round.
Note 2: Each round uses a track taken from the series the characters are fought in their respective round.
Role in World of Light
Although Incineroar does not appear in the World of Light opening cutscene, it was vaporized and later imprisoned alongside the rest of the fighters (except Kirby) when Galeem unleashed his beams of light.
Incineroar was one of the many fighters that fell under Dharkon's control upon Galeem's first defeat. It can be found on the southwest path of The Dark Realm, where the spirit of Caeda must be beaten to access it.
Incineroar's fighter spirit can be obtained by completing Classic Mode. It is also available periodically for purchase in the shop for 500 coins. Unlocking Incineroar in World of Light allows the player to preview the first spirit below in the Spirit List under the name "???". As a fighter spirit, it cannot be used in Spirit Battles and is purely aesthetic. Each fighter spirit has an alternate version that replaces them with their artwork in Ultimate.
In Spirit battles
As the main opponent
As a minion
Character Showcase Video