Incineroar (SSBU): Difference between revisions

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|ssdesc=A [[command grab]] involving Incineroar lunging a short distance forward to grab opponents. Victims are thrown against wrestling ropes that appears after the grab connects. Depending on when the special or attack button is pressed after grabbing an opponent, Incineroar will perform one of three different moves: a [[wikipedia:Professional wrestling attacks#Lariat|lariat]] that launches the opponent the direction Incineroar is facing (input just as the opponent touches Incineroar); a [[wikipedia:Professional wrestling throws#Back body drop|back body drop]] that launches the opponent vertically (input any time after the opponent rebounds); or a failed attempt that causes the victim to crash against Incineroar's head, dealing 4% to both (too early/no input). Upon executing the lariat, Incineroar poses with its arms in the air and its head tilted upwards. The lariat deals 20% and can KO at 72% from the edge of Final Destination, the back body drop deals 12% and can KO at 159% (or earlier with a low ceiling), while the failed version cannot KO at all (outside of extremely situational [[gimp]]s). During the throw, Incineroar is granted [[super armor]], and if the opponent is hit out of the move, Incineroar will shrug towards the screen. Does not cause [[helpless]]ness, which allows Incineroar to use it to extend its recovery.
|ssdesc=A [[command grab]] involving Incineroar lunging a short distance forward to grab opponents. Victims are thrown against wrestling ropes that appears after the grab connects. Depending on when the special or attack button is pressed after grabbing an opponent, Incineroar will perform one of three different moves: a [[wikipedia:Professional wrestling attacks#Lariat|lariat]] that launches the opponent the direction Incineroar is facing (input just as the opponent touches Incineroar); a [[wikipedia:Professional wrestling throws#Back body drop|back body drop]] that launches the opponent vertically (input any time after the opponent rebounds); or a failed attempt that causes the victim to crash against Incineroar's head, dealing 4% to both (too early/no input). Upon executing the lariat, Incineroar poses with its arms in the air and its head tilted upwards. The lariat deals 20% and can KO at 72% from the edge of Final Destination, the back body drop deals 12% and can KO at 159% (or earlier with a low ceiling), while the failed version cannot KO at all (outside of extremely situational [[gimp]]s). During the throw, Incineroar is granted [[super armor]], and if the opponent is hit out of the move, Incineroar will shrug towards the screen. Does not cause [[helpless]]ness, which allows Incineroar to use it to extend its recovery.
|usname=Cross Chop
|usname=Cross Chop
|usdmg=2.5%-5% (rise), 3.5% (descent), 11% (direct hit) 9% (close explosion), 5.5% (far explosion)
|usdmg=2.5/3/4/5% (rise), 3.5% (descent), 11% (direct hit) 9% (close explosion), 5.5% (far explosion)
|usdesc=Leaps upward while engulfed in [[flame]]s before [[bulbapedia:Cross Chop|descending diagonally to perform a cross chop]]. Incineroar gains [[super armor]] a few frames after its initial ascent (frames 4-15), and Incineroar can change its direction right before starting the move. Causes an explosion once Incineroar lands. The rising and descending hits have [[set knockback]], with the descending hit having extremely high base knockback; this is capable of gimping opponents even at 0% for a [[sacrificial KO]], with Incineroar always being KO'd after its opponent. Incineroar's descending body hitbox is similarly powerful, KOing at 75% from the edge of Final Destination, with the explosion being almost as powerful. However, the move has high ending lag. Unlike most up specials, Cross Chop does not put Incineroar into helplessness (unless Incineroar lands during its descent and does not touch solid ground), though its awkward angle requires it to be used extremely high for recovery, as it is a [[self-destruct]] any other way.
|usdesc=Leaps upward while engulfed in [[flame]]s before [[bulbapedia:Cross Chop|descending diagonally to perform a cross chop]]. Incineroar gains [[super armor]] a few frames after its initial ascent (frames 4-15), and Incineroar can change its direction right before starting the move. Causes an explosion once Incineroar lands. The rising and descending hits have [[set knockback]], with the descending hit having extremely high base knockback; this is capable of gimping opponents even at 0% for a [[sacrificial KO]], with Incineroar always being KO'd after its opponent. Incineroar's descending body hitbox is similarly powerful, KOing at 75% from the edge of Final Destination, with the explosion being almost as powerful. However, the move has high ending lag. Unlike most up specials, Cross Chop does not put Incineroar into helplessness (unless Incineroar lands during its descent and does not touch solid ground), though its awkward angle requires it to be used extremely high for recovery, as it is a [[self-destruct]] any other way.
|dsname=Revenge
|dsname=Revenge
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