Incineroar (SSBU): Difference between revisions

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==Update history==
==Update history==
Incineroar has been notably buffed by game updates. Update 2.0.0 further increased the power of up smash and up throw, and made down aerial [[autocancel]] properly, but most notably increased the recovery distance covered by [[Cross Chop]], heavily improving its 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. Update 3.1.0 allowed neutral attack's hits to connect more reliably, making the combo harder to whiff.
Incineroar has been significantly 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, which heavily improved 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 gave Incineroar further buffs. Neutral attack was further improved by making the third hit more powerful. Forward aerial gained a new late hit (making the move more similar to {{SSBU|Diddy Kong}}'s forward aerial), while down aerial's meteor sweetspot is now significantly easier to land. Finally, [[Darkest Lariat]]'s clean hit has increased power and range, while [[Revenge]] has more active frames and generally reduced ending lag. As a result of these changes, Incineroar fares better than it initially did during the game's release.
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 {{SSBU|Diddy Kong}}'s forward aerial, while down aerial's meteor smashing hitbox is now significantly easier to land thanks. 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.


'''{{GameIcon|ssbu}} {{SSBU|2.0.0}}'''
'''{{GameIcon|ssbu}} {{SSBU|2.0.0}}'''
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'''{{GameIcon|ssbu}} {{SSBU|6.0.0}}'''
'''{{GameIcon|ssbu}} {{SSBU|6.0.0}}'''
*{{buff|The third hit of neutral attack deals more damage (4.7% → 6.7%) and has increased knockback (75 base/50 scaling → 80/60).}}
*{{buff|Neutral attack's third hit deals more damage (4.7% → 6.7%) and has more knockback (75 (base)/50 (scaling) → 80/60).}}
*{{buff|Forward aerial now has a late, weaker hit that deals 9.0%/9.6% and lasts from frame 11-14, allowing Incineroar to hit opponents later into the move.}}
*{{buff|Forward aerial received a late hitbox that deals 9%/9.6% and lasts on frames 11-14. This lengthens its duration.}}
*{{buff|Down aerial's meteor hitbox (ID 1 → 0) now takes priority over the non-meteor sourspot (ID 0 → 1), making the former much easier to land.}}
*{{buff|Down aerial's meteor smashing hitbox (ID 1 → 0) now takes priority over the [[Sakurai angle]] hitbox (ID 0 → 1).}}
*{{buff|Darkest Lariat's clean hit deals more damage (16% → 17%), with no compensation on knockback, and has larger hitboxes on Incineroar's arms (4.6u/4.2u → 5.8u/5.4u) with altered vertical placements (Y-offset: 10 → 11). This improves its power and range.}}
*{{buff|[[Darkest Lariat]]'s clean hit deals more damage (16% → 17%) and has larger hitboxes on Incineroar's arms (4.6u/4.2u → 5.8u/5.4u) with altered vertical placements (Y-offset: 10 → 11). This improves its power and range.}}
*{{nerf|Darkest Lariat's first late hit has had its arm hitboxes vertical placement altered (Y-offset: 10 → 11). While this makes them more accurate with the animation, this makes the move slightly harder to hit shorter opponents with.}}
*{{nerf|Darkest Lariat's late first hit had its arm hitboxes' vertical placements adjusted (Y-offset: 10 → 11). While this makes it more accurate with the move's animation, this more prominently makes it slightly worse at hitting small characters.}}
*{{buff|Revenge has increased active frames (frames 3-22 → 3-27) and has less endlag both if it misses (FAF: 57 → 54) and if it hits (FAF: 35 → 32).}}
*{{buff|[[Revenge]] has more active frames (frames 3-22 → 3-27) and less ending lag (FAF 35 → 32 (successful), FAF 57 → 54 (unsuccessful)).}}
*{{change|Revenge's counterattack has increased knockback (38/36 set / 36/34 base → 40/38 / 40/38) and sends at a lower angle (52°/56° → 51°/54°). This makes it safer, but removes the combo/KO confirm it had into dash attack.}}
*{{buff|Revenge's counterattack has more knockback (38/36 (set)/36/34 (base) → 40/38 (both)) and its angle has been adjusted (52°/56° → 51°/54°). While this removes its potential as a set-up into dash attack, this more prominently makes it safer.}}


==Moveset==
==Moveset==