Incineroar (SSBU)


 * Incineroar Enters the Ring!

Incineroar (, Gaogaen) is a playable character in Super Smash Bros. Ultimate. It was confirmed alongside and  on November 1st, 2018, and was the final newcomer revealed for the base roster. Incineroar is classified as Fighter #69.

(credited as "H.D. Quinn"), who voices in the English dub of , reprises his role. In Japanese, Incineroar is voiced by, 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 unidentified voice actor in German.

Incineroar is ranked 64th out of 82 on the current tier list, placing it in the C+ tier. Incineroar's main strength is its high damage power especially when fighting up close. It has several moves that have fast frame data and large hitboxes, which allows it to rack up damage quickly. In addition, Incineroar possesses several strong KO options, including three of its throws, Alolan Whip, and most of its aerials. All of its moves are further powered up thanks to Revenge, which allows Incineroar to not only tank a hit, but also deal even more damage the next time it attacks. Finally, Revenge and Incineroar's heavyweight allow it to survive to higher percents and take advantage of rage, making it even deadlier.

However, Incineroar also has several weaknesses, most notably its sluggish movement in both the air and on the ground; its walking and dashing speed are the slowest in the game. This gives Incineroar a poor neutral game, which combined with a lack of projectiles and somewhat short range, means it can have trouble getting close to those that can camp or outrange it. Furthermore, its KO moves are also somewhat inconsistent, as many of its moves either have sourspots that deal less damage and knockback or have poor knockback scaling; Revenge also does not last forever as there are several ways for it to disappear, including getting grabbed. This leads to Incineroar having to rely on either its throws or Alolan Whip to KO, which can become predictable. Finally, Incineroar's recovery is also lackluster due to Cross Chop's limited horizontal distance if not used above or near the stage, which can lead into a self-destruct if not positioned properly.

Overall, Incineroar is most effective when fighting and pressuring players up-close, but it has trouble against those that can outspeed or outrange it. Although initial results from Incineroar were lackluster, they have since noticeably improved thanks to the efforts of players such as.

How to unlock
Complete one of the following: With the exception of the third method, Incineroar must then be defeated on Boxing Ring. In World of Light, it is fought on the Ω form of Spear Pillar.
 * Play VS. matches, with Incineroar being the 46th character to be unlocked.
 * Clear with  or any character in her unlock tree, being the 4th character unlocked after.
 * Have Incineroar join the player's party in World of Light.

Attributes
Incineroar draws many comparisons to some of the slowest, hardest-hitting fighters from throughout the history of the Super Smash Bros. series: it is a tall super heavyweight (being tied with as the 6th heaviest character) who has the 19th fastest falling speed, the 11th highest gravity, and average air acceleration. However, Incineroar is the overall slowest character in the game: it has the slowest walking and dashing speeds among the entire cast, the 10th slowest air speed, and it is tied for the 14th slowest initial dashing 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 heavy weight, Incineroar's frame data is surprisingly above-average, with fairly quick start-up and respectable ending lag in spite of their impressive damage outputs. Unlike most other hard hitters, Incineroar's weaker attacks are fairly reliable combo starters that work at a myriad of percentages, giving its moveset an excellent amount of utility. Meanwhile, most of its stronger moves are greatly damaging and, in many cases, capable of KOing early. As expected of a super heavyweight, rage helps Incineroar KO even easier, and it is able to take advantage of it easily thanks to its quick falling speed, high gravity and aforementioned weight collectively granting it impressive endurance.

Unsurprisingly for a professional wrestling-inspired fighter, Incineroar's greatest asset is its excellent grab game. While Incineroar's grab range is average, its grabs are decently quick, linger longer than average (though its dash grab and pivot grab are slow), and it has one of the best sets of throws among the entire cast, all of which have respectable damage outputs. Its forward, back, and up throws are all powerful (with each being the strongest of their kind in the game in certain situations), whereas down throw is the core of its combo game. The latter can lead into various aerials (including down aerial, though its slow start-up 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 edge, can potentially rival ' 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 relatively easily if used mid-stage and kills far later than Ness' own throw if used in such a situation. Finally, up throw is Incineroar's most reliable KO throw due to being the strongest of its kind (only surpassed by 's up throw with Blue Pikmin), and easily KOs earlier with the assistance of platforms and/or a low upper blast line. Overall, Incineroar has KO throws for any given situation, while also having a reliable combo starter.

Similarly to some of its fellow super heavyweights, Incineroar also possesses a unique grab; in this case, a command grab that functions as 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 result in a back body drop that has 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 collide with Incineroar) results in a lariat that is one of Incineroar's strongest moves, thanks to impressive horizontal knockback and a low launch angle. Even the early and failed versions of the move have their uses, with the back body drop KOing earlier while near the upper blast line, and the collision being usable to set up a reversal.

Incineroar's grounded moveset is a good example of its fast frame data for its high damage and power. Neutral attack is tied for the second fastest attack in Incineroar's moveset, and it is tied with, , and 's neutral attacks for the third most damaging non-infinite neutral attack in the entire game, being surpassed only by and 's. Forward tilt is the strongest in the game when sweetspotted, and is among Incineroar's best KO options on the ground due to its solid startup and semi-spike angle. Up tilt and down tilt serve similar purposes, being combo starters that can set up into Incineroar's other moves. Up tilt can link into itself at low percentages and into aerials at low to medium ones, and serves as an anti-air due to invincibility on Incineroar's head. Conversely, down tilt has impressive range, lowers Incineroar's hurtbox, and has excellent combo potential throughout all percentages, allowing combos into up tilt or up smash at low percentages or aerials at high percentages, including KO confirms into all its aerials (barring down aerial) or Darkest Lariat.

Dash attack's clean hitbox makes it is one of the strongest attacks of its kind 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, Incineroar's smash attacks have their own unique perks. Forward smash comes out surprisingly quickly, KOs extremely early when sweetspotted at the foot (being the 4th strongest when sweetspotted), and deals good shield damage. Up smash has a wide, consistently strong hitbox and grants intangibility, which make it useful for both anti-air tactics and KOing outright. Finally, 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, with short hop forward aerial being a quick follow up to down tilt, and full hop forward aerial following down throw at higher percentages. Due to its aerials' power and decent enough recovery, Incineroar's edgeguarding game is respectable.

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. 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 its smashes, 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 successful move, it is not lost should the attack hit an opponent's shield, making Incineroar's moves generally safe on block and can even result in the opponent's shield being broken if they keep shielding, leading to their doom. The buff does eventually go away if Incineroar uses too many moves without landing a hit, or if Incineroar itself is hit enough times, or if Incineroar is grabbed and thrown by an opponent. Revenge's buff is not lost upon hitting the failed version of Alolan Whip, but is lost upon hitting the first neutral attack if you do not complete the jab combo.

However, Incineroar's powerful abilities come at a severe cost. Its biggest issue comes from its poor 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 (such as ), superior melee range (such as ), good zoning games (such as ), or in some cases, all three points (such as ).

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 make 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 edge or above stage level, which can lead to falling into predictable recovery paths, while Alolan Whip is very linear and has considerable ending lag. Incineroar's slow air speed, fast falling speed, and high gravity further compound its recovery issues. That said, Alolan Whip can intercept edgeguard attempts thanks to its non-inputted collision, allowing Incineroar to potentially reverse the situation. Furthermore, neither Cross Chop's descent nor Alolan Whip render 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, if it doesn't have its double jump, Incineroar is highly vulnerable to being edgeguarded. By extension, any sufficiently strong semi-spike or meteor smash will almost certainly result in Incineroar being KO'd, and any combo that drags it offstage is usually fatal if it is 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; all of which are exceptionally simple to punish predicted. If it is unable to break through combos, its slow mobility can leave it very vulnerable to constant aggression, 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 slow air speed also leaves it vulnerable to juggling. Altogether, all these flaws collectively result in Incineroar having a poor disadvantage state.

Although its moveset has greatly damaging options, Incineroar has surprisingly inconsistent KO potential compared to many of its fellow super heavyweights. While its throws are among the strongest in the game and many of its other moves possess high knockback at low percentages as a result of their high base knockback, their knockback doesn't increase quickly due to their low knockback scaling. Notable examples of this are neutral and back aerials, back throw, Darkest Lariat and Alolan Whip's back body drop. Notably, some of Incineroar's moves require landing a sweetspot in order to attain their maximum knockback; notable cases include forward tilt (despite the sweetspot being the strongest in the game), forward smash, and both forward and back aerials.

Finally, disregarding its up throw, Incineroar has the worst vertical KO potential of the super heavyweights. Up tilt, up aerial, and Alolan Whip's back body drop all have lackluster power, while its up smash, while powerful, is relatively slow for an out of shield option. Revenge can alleviate this issue to a degree, but this requires Incineroar to read the opponent's attack in the first place. In addition, the buff is lost once it has successfully 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 after approximately 60 seconds (which is possible due to Incineroar's susceptibility to being outranged or camped), or outright wasted by throwing Incineroar via a regular grab or a 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, its significantly below-average mobility and relatively short range makes getting in its greatest hurdle, as most of the cast can simply run away and attack from a distance. Also, while it has an incredible overall damage output, it suffers inconsistent KO potential that is mostly reliant on its throws and side special, making it predictable when it comes to scoring a KO.

Update history
Incineroar received a mix of buffs, nerfs and glitch fixes via game updates, but was buffed overall. Update 2.0.0 strengthened 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, which improved Incineroar's notoriously weak recovery at certain angles and especially its vertical recovery (although lower angles that are not directly below the edge are still almost impossible to recover from). 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 was strengthened noticeably, thus improving neutral attack's reliability in regard to warding off opponents. Forward aerial gained a late hitbox, which makes the move function similarly to 's forward aerial. Down aerial's meteor smashing hitbox is now significantly easier to land, thanks to it out-prioritizing the sourspot. Lastly, 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. Following this, update 7.0.0 adjusted the collateral knockback of Alolan Whip's back body drop and lariat: this made them safer on hit against at low percentages when used on bystanders, yet noticeably weakened the lariat's KO potential against bystanders.

Update 8.0.0 provided Incineroar with a number of helpful buffs, the most notable of which were to Alolan Whip and Revenge. Alolan Whip's overall lag was decreased by 2 frames, and its already powerful lariat was strengthened even further. Revenge's damage multiplier was increased significantly, thus making it much more rewarding. Its ending lag from a missed counter attempt was also decreased yet again, which improved its safety.

In addition to these buffs, up smash's already respectable KO potential was improved even further via its knockback being increased overall. Incineroar's grab game was also improved: each of its grabs received 1 frame decreases to their start-up and ending lag, while forward throw was strengthened slightly, making it the strongest forward throw in the game. Lastly, update 13.0.0 buffed Incineroar by slightly increasing the damage outputs of down smash, up aerial and Cross Chop at the cost of slight knockback compensation for each move.

Overall, Incineroar fares better than it did at the launch of Ultimate, thanks to its buffs improving the consistency and/or utility of several of its moves, particularly Cross Chop and Revenge.

 

 

 

 

 

 

 

Moveset
For a gallery of Incineroar's hitboxes, see here.
 * Incineroar will display various animations after using certain attacks, such as striking a boastful pose if it hits, or expressing frustration if it misses. Aside from neutral attack's third hit, all of these animations are interruptible. All pose-inducing attacks (excluding neutral attack's third hit) also result in a crowd (separate from the standard crowd) cheering in response.
 * Incineroar continuously receives damage while swimming. This trait is shared with, , and . This is a reference to Incineroar being susceptible to water due to being a Fire-type Pokémon.

On-screen appearance

 * Emerges from a Poké Ball and struts while smirking.

Taunts

 * Up taunt: Points to the sky as its flame belt ignites.
 * Side taunt: Pounds its chest then raises its fist triumphantly while facing forward.
 * Down taunt: Kneels and poses with its arms out, as if calling to the crowd.

Idle poses

 * Flexes its muscles in the "crab pose", a variant of the "" bodybuilder pose.
 * Wiggles the fingers of one of its paws, a common taunt used to initiate a -based test of strength.

Crowd cheer
 

Victory poses

 * Left: Roars as its flame belt ignites, then throws a punch toward the camera while grinning.
 * Up: Laughs while triumphantly raising a above its head, then makes a beckoning gesture while grinning.
 * Right: Performs a left-handed claw swipe, then a right-handed claw swipe, and then roars briefly upon kneeling.

Most historically significant players
See also: Category:Incineroar players (SSBU)


 * - The first Incineroar player to garner significant results and was the best Incineroar player in the world in the early metagame. He was the first Incineroar player ranked in the top 100 on a notable global ranking, ranking 93rd on the OrionRank Ultimate: Six Months In. He also placed top 64 at several majors including 25th at the supermajor and 33rd at  and . He has not entered a notable tournament since 2020.
 * - One of the best Incineroar players in the early metagame. Regularly placed top 64 at Mexican events, including 9th at the superregional, 13th at the superregional , and 33rd at the major.
 * - The best Incineroar player of all-time, and one of the best Mexican players in the post-online metagame. He is the only Incineroar player to place top 8 at majors, most notably placing 2nd at the supermajor . He is also the only Incineroar player who was ranked in the top 50 on a notable global power ranking, with his highest ranking being 23rd on the LumiRank Mid-Year 2023.

Tier placement and history
At the start of Ultimate, Incineroar was considered a mid-tier fighter by most professionals thanks to its raw power and threatening KO potential. Incineroar also attained a decent amount of success from players, especially, who placed well at both regional and majors. However, as the metagame progressed, Incineroar's sluggish movement began to work against it as it was unable to keep up with the fast, agile characters that were in the metagame. Likewise, Incineroar's representation also suffered, especially following Magister's lower activity and performance. As such, opinions on Incineroar fell, with many professionals considering him to be a low-tier or even bottom-tier character.

The post-pandemic metagame saw a revival for Incineroar as dedicated mains began showcasing Incineroar's grappler archetype, specifically its high damage and KO potential. In particular, 's greater presence on the national scene helped improve Incineroar's representation as Skyjay began consistently placing highly at majors, becoming a consistent top 50 threat by the end of 2021. Due to Incineroar's improving results, players reassessed Incineroar as a mid-tier once again, which is reflected in its position on the current tier list, where it is ranked 64th as a lower-mid tier. Since then, many players have argued that Incineroar should be ranked even higher, especially following an explosion of strong results from Skyjay which included his 2nd-place finish at.

: Burning Pro Wrestling Spirit!
Incineroar's opponents, like itself, are among the heaviest fighters of Super Smash Bros. Ultimate's base roster. Its Classic Mode route's title is further highlighted by Rounds 1 through 6 occurring on Boxing Ring, as well as Round 3 and the Final Round referencing wrestling by featuring  as a CPU ally.

Note: Each Round uses a music track from the opponents' respective home series.

Credits roll after completing Classic Mode. Completing it as Incineroar has  accompany the credits.

Role in World of Light
Although Incineroar does not appear in World of Light's opening cutscene, it was vaporized and later imprisoned alongside the rest of the fighters (except ) 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.

Spirit
Incineroar's fighter spirit can be obtained by completing. It is also available periodically for purchase in the shop for 300 Gold, but only after Incineroar has been unlocked. Unlocking Incineroar in World of Light allows the player to preview the spirit below in the Spirit List under the name "???". As a fighter spirit, it cannot be used in Spirit Battles and is purely aesthetic. Its fighter spirit has an alternate version that replaces it with its artwork in Ultimate.

Trivia

 * While explaining Incineroar's neutral special, Darkest Lariat, Masahiro Sakurai referenced 's by mentioning his "Red Cyclone" nickname.
 * Fittingly, Zangief's spirit is placed within an Incineroar puppet fighter for his spirit battle.
 * Prior to the addition of Super Smash Bros. Ultimate's downloadable content, Incineroar was the fighter with the most recent games of origin, Pokémon Sun and Moon, which were released on November 18, 2016 for the Nintendo 3DS. Incidentally, also held this title in Super Smash Bros. 4. Both are partial Dark types who are the final evolutions of starter Pokémon, they were the sole Pokémon series newcomers in their respective Super Smash Bros. installments, and their damage meter portraits are tilted slightly compared to their official renders.
 * With the addition of DLC, Incineroar's placement as the most recent fighter of origin (Pokémon Sun and Moon released in November 2016) has been superseded by ( released in July 2019), similarly to how Greninja's placement as the most recent fighter of origin in SSB4 was superseded by.
 * Leaked artwork of 's fully evolved depicts Incineroar using a giant swing and an  drop. In Ultimate, it uses these moves as its forward throw and up throw, respectively.
 * provided the Japanese voice for Incineroar in Ultimate before his unexpected passing on August 13, 2018. Ishizuka recorded all of his voice clips for the game before his death.
 * Incineroar's Japanese voice clips are much more muffled and lower in quality than in other languages, especially given how they appear to be in much higher quality in the Japanese version of its reveal trailer. This is likely because Ishizuka was not able to return for ADR before his death, resulting in the development team having to use the voice clips as they originally were.
 * Incineroar's double jump fall animation notably has it descend lower than in its regular falling animation. This can result in it hitting the lower blast zone slightly earlier if it attempts to recover low on certain stages.
 * Incineroar is the only playable Pokémon that does not have a special move based on a Pokémon move of its primary type.
 * It is also the only playable Pokémon to not have a special move that originated in.
 * Incineroar and are the first pair of fighters from different series who share a reveal trailer.
 * Incineroar is the only first-party newcomer in the base game for Ultimate who was not represented in any way in previous Super Smash Bros. installments, due to not existing at the time.
 * Incineroar is the only Pokémon fighter (and non-Street Fighter fighter) that is not fought in any of its home series' stages when being unlocked. It is instead fought on Boxing Ring as a reference to its reveal trailer and wrestling influences.
 * Incineroar's Classic Mode route features the lowest number of stages among the entire cast, due to it traveling only to Boxing Ring (in all three forms).
 * Incineroar, and  all have Classic Mode routes themed around super heavyweight fighters.
 * Morton and Ludwig are the only opponents in Incineroar's Classic Mode route that are heavyweights instead of super heavyweights. However, their inclusion could be a reference to how they (along with ) are portrayed as heavier than the rest of the Koopalings in the series.
 * Incineroar is one of the few fighters who emits any sounds during their idle animations.
 * Due to an error on the American official site blog, Incineroar does not have its own fighter tag on its blog entry and is thus not listed when sorting the "By Fighter" category. This also applies to.
 * Incineroar is the only fighter in the base version of Ultimate who was not in the game's original project plan when it was drafted in December 2015. When choosing characters, Sakurai wanted to pick one from a newer game, and with the upcoming release of Pokémon Sun and Moon, a spot for a playable Pokémon was reserved in order to be determined later. Although Sakurai did consider, he ultimately chose Incineroar instead, primarily because he had never designed a wrestling-oriented fighter before.
 * Incineroar is the second fighter to brandish a in their victory pose, with the first being.
 * Unlike Little Mac, who wears the World Video Boxing Association (WVBA) World Circuit Championship from the Wii version of Punch-Out!!, Incineroar's championship belt is unique to Ultimate.
 * Aside from touching Pac-Jump's red trampoline, Incineroar cannot render itself helpless apart from a very specific condition, this being landing with a Cross Chop and failing to touch solid ground during the initial rebound. It shares this trait with, who can only experience helplessness if he slides off an edge during Final Cutter or with certain Copy Abilities.
 * There is a visual glitch with Incineroar's eyes in spirit battles where it gains multiple irises when hit.
 * Zooming in around Incineroar's neck during its reverse knockback animation reveals a gap between its neck and body.
 * Due to the visual aesthetic used in Ultimate, Incineroar's design differs slightly from its design in the Pokémon series. As a fighter, it has more defined musculature, its torso's gray fur has a light-to-dark color gradation, and its fur (especially the spiky portions on its head, shoulders and tail) has noticeable definition.
 * Incineroar will briefly extend its toes' claws (similarly to the retractable claws of real-life felines) during its forward smash, back aerial, and the dropkick it uses during Max Malicious Moonsault. Although Incineroar's model in the Pokémon series also has these claws, they are not used due to it lacking animations that make them appear.
 * Despite Incineroar having separate voice actors for the French and German translations, its trailer in those languages uses its English voice clips instead.
 * After Pichu, Incineroar is the second playable Pokémon to possess only types shared with previously-introduced Pokémon fighters, due to Fire and Dark already being represented by Charizard and Greninja, respectively.