Incineroar (SSBU): Difference between revisions

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(→‎Moveset: added translations of moves from the japanese strategy guide. most are straight up common wrestling moves, so english equivalent translations were used (ex. nodowa otoshi more closely translates to choke throw but chokeslam is the term used in english wrestling))
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|game=SSBU
|game=SSBU
|neutralcount=3
|neutralcount=3
|neutralname= 
|neutralname=Wide Chop ({{ja|すいへいチョップ|Suihei Choppu}}) / Knee Bat ({{ja|ニーバット|Nī Batto}}) / Elbow Smash ({{ja|エルボースマッシュ|Erubō Smasshu}})
|neutral1dmg=2.5%
|neutral1dmg=2.5%
|neutral2dmg=2.8%
|neutral2dmg=2.8%
|neutral3dmg=6.7%
|neutral3dmg=6.7%
|neutraldesc=A {{s|wikipedia|knifehand strike}}, followed by a [[wikipedia:Professional wrestling strikes#Knee lift|knee lift]], followed by the sok ngat, an uppercut-style elbow strike used in Muay Thai. If the third hit lands, Incineroar will taunt by pointing its finger towards the ground. Unlike many neutral attacks, holding the attack button only causes Incineroar to do a single attack unless it connects. The first hit can [[jab reset]]. As of update 6.0.0, it is tied with {{SSBU|King K. Rool}}, {{SSBU|Ike}} and {{SSBU|Wario}}'s neutral attacks for the third most damaging non-infinite neutral attack in the entire game, and is surpassed in that regard only by {{SSBU|Kazuya}} and {{SSBU|Terry}}'s neutral attacks.
|neutraldesc=A {{s|wikipedia|knifehand strike}}, followed by a [[wikipedia:Professional wrestling strikes#Knee lift|knee lift]], followed by the sok ngat, an uppercut-style elbow strike used in Muay Thai. If the third hit lands, Incineroar will taunt by pointing its finger towards the ground. Unlike many neutral attacks, holding the attack button only causes Incineroar to do a single attack unless it connects. The first hit can [[jab reset]]. As of update 6.0.0, it is tied with {{SSBU|King K. Rool}}, {{SSBU|Ike}} and {{SSBU|Wario}}'s neutral attacks for the third most damaging non-infinite neutral attack in the entire game, and is surpassed in that regard only by {{SSBU|Kazuya}} and {{SSBU|Terry}}'s neutral attacks.
|ftiltname= 
|ftiltname=Throat Chop ({{ja|じごくづき|Jigoku Zuki}}, ''Hell Thrust'')
|ftiltdmg=13% (hand), 12% (arm)
|ftiltdmg=13% (hand), 12% (arm)
|ftiltdesc=A knifehand thrust. It is a [[semi-spike]] and deals high damage for a tilt attack of its speed. It is the strongest forward tilt in the game in terms of KO power, KOing at 80% from the edge of {{SSBU|Final Destination}} and 116% from the center. It appears almost identical to the ''Pokémon'' anime's depiction of {{iw|bulbapedia|Throat Chop}}. Can be angled upward or downward.
|ftiltdesc=A knifehand thrust. It is a [[semi-spike]] and deals high damage for a tilt attack of its speed. It is the strongest forward tilt in the game in terms of KO power, KOing at 80% from the edge of {{SSBU|Final Destination}} and 116% from the center. It appears almost identical to the ''Pokémon'' anime's depiction of {{iw|bulbapedia|Throat Chop}}. Can be angled upward or downward.
|utiltname= 
|utiltname=Jumping Headbutt ({{ja|ジャンピングヘッドバット|Janpingu Heddobatto}})
|utiltdmg=9%
|utiltdmg=9%
|utiltdesc=A hopping, upward arcing headbutt. Has a wide hitbox above Incineroar and grants Incineroar's head [[intangibility]] (frames 6-11), allowing it to fend off aerial approaches. Combos into itself at 0%, or a neutral aerial or up aerial from 25%-75%. The move has blind spots directly beside Incineroar's legs, meaning it can miss short or prone enemies due to its very minimal horizontal range.
|utiltdesc=A hopping, upward arcing headbutt. Has a wide hitbox above Incineroar and grants Incineroar's head [[intangibility]] (frames 6-11), allowing it to fend off aerial approaches. Combos into itself at 0%, or a neutral aerial or up aerial from 25%-75%. The move has blind spots directly beside Incineroar's legs, meaning it can miss short or prone enemies due to its very minimal horizontal range.
|dtiltname= 
|dtiltname=Surface Kick ({{ja|すいめんげり|Suimen Geri}})
|dtiltdmg=9%
|dtiltdmg=9%
|dtiltdesc=A legsweep. Has impressive combo potential, allowing follow-ups into neutral attack or grab at 0%, up tilt from 18%-90%, up smash from 50%-69%, forward aerial from 30%-145%, back aerial from 40%-170%, and up aerial at percentages as high as 210%. Despite only using one leg for the attack, both of Incineroar's legs gain intangibility during the move (the attacking leg lasts on frames 8-11, while the other leg lasts on frames 9-11).
|dtiltdesc=A legsweep. Has impressive combo potential, allowing follow-ups into neutral attack or grab at 0%, up tilt from 18%-90%, up smash from 50%-69%, forward aerial from 30%-145%, back aerial from 40%-170%, and up aerial at percentages as high as 210%. Despite only using one leg for the attack, both of Incineroar's legs gain intangibility during the move (the attacking leg lasts on frames 8-11, while the other leg lasts on frames 9-11).
|dashname= 
|dashname=Jumping Knee Bat ({{ja|ジャンピングニーバット|Janpingu Nī Batto}})
|dashdmg=13% (clean), 9% (late)
|dashdmg=13% (clean), 9% (late)
|dashdesc=A knee strike. The clean hit KOs at 102% from the edge of Final Destination, whereas the late hit has underwhelming power. If it lands, Incineroar will kneel on one knee, and point its thumb towards itself while gloating.
|dashdesc=A knee strike. The clean hit KOs at 102% from the edge of Final Destination, whereas the late hit has underwhelming power. If it lands, Incineroar will kneel on one knee, and point its thumb towards itself while gloating.
|fsmashname= 
|fsmashname=Medullary Slash ({{ja|えんずいぎり|Enzuigiri}})
|fsmashdmg={{ChargedSmashDmgSSBU|16}} (leg), {{ChargedSmashDmgSSBU|20}} (foot)
|fsmashdmg={{ChargedSmashDmgSSBU|16}} (leg), {{ChargedSmashDmgSSBU|20}} (foot)
|fsmashdesc=An [[wikipedia:Professional wrestling strikes#Enzuigiri|enzuigiri]]. If it lands, Incineroar will gloat with its arms spread out, similarly to its down taunt, and it will fold its arms and clench its fists in dismay if it misses, though this animation is rarely seen due to the attack being interruptible before it plays. It has decent range and has a sweetspot on Incineroar's foot, which does high shield damage. Extremely powerful, the sweetspot KOs at 39% from the edge of Final Destination. It is also fairly fast in spite of its power, thanks to it coming out on frame 16. However, it has rather high ending lag, making it easy to punish. Despite having a respectable damage output, the sourspot's power is underwhelming in comparison and, although it is small, it takes priority over the sweetspot.
|fsmashdesc=An [[wikipedia:Professional wrestling strikes#Enzuigiri|enzuigiri]]. If it lands, Incineroar will gloat with its arms spread out, similarly to its down taunt, and it will fold its arms and clench its fists in dismay if it misses, though this animation is rarely seen due to the attack being interruptible before it plays. It has decent range and has a sweetspot on Incineroar's foot, which does high shield damage. Extremely powerful, the sweetspot KOs at 39% from the edge of Final Destination. It is also fairly fast in spite of its power, thanks to it coming out on frame 16. However, it has rather high ending lag, making it easy to punish. Despite having a respectable damage output, the sourspot's power is underwhelming in comparison and, although it is small, it takes priority over the sweetspot.
|usmashname= 
|usmashname=Hammer Knuckle ({{ja|ハンマーナックル|Hanmā Nakkuru}})
|usmashdmg={{ChargedSmashDmgSSBU|17}}
|usmashdmg={{ChargedSmashDmgSSBU|17}}
|usmashdesc=An upward [[wikipedia:Professional wrestling strikes#Double axe handle|double axe handle]]. If it lands, Incineroar will look to the sky and point upward, and it will clench its fists in dismay if it misses. It starts at ground level and has a rather big hitbox that covers the front of Incineroar and even reaches slightly behind it, all while gaining intangibility on its arms and hands (frames 13-18). Keeps consistent power throughout the move, but its knockback is only moderate for an up smash despite its high damage output, KOing at 116% on Final Destination.
|usmashdesc=An upward [[wikipedia:Professional wrestling strikes#Double axe handle|double axe handle]]. If it lands, Incineroar will look to the sky and point upward, and it will clench its fists in dismay if it misses. It starts at ground level and has a rather big hitbox that covers the front of Incineroar and even reaches slightly behind it, all while gaining intangibility on its arms and hands (frames 13-18). Keeps consistent power throughout the move, but its knockback is only moderate for an up smash despite its high damage output, KOing at 116% on Final Destination.
|dsmashname= 
|dsmashname=Body Press ({{ja|ボディプレス|Bodi Puresu}})
|dsmashdmg={{ChargedSmashDmgSSBU|17}}
|dsmashdmg={{ChargedSmashDmgSSBU|17}}
|dsmashdesc=A [[wikipedia:Professional wrestling strikes#Big splash|jumping splash]]. If it lands, Incineroar will point its finger upwards while on the floor, and it will pound its fist on the ground angrily if it misses. As Incineroar leaves the ground while using the move, it can dodge ground attacks and act as a hard [[punish]]. Deals moderately high shield damage and, like forward smash, it is incredibly powerful, KOing at 62% from the edge of Final Destination. However, it has considerable start-up and ending lag.
|dsmashdesc=A [[wikipedia:Professional wrestling strikes#Big splash|jumping splash]]. If it lands, Incineroar will point its finger upwards while on the floor, and it will pound its fist on the ground angrily if it misses. As Incineroar leaves the ground while using the move, it can dodge ground attacks and act as a hard [[punish]]. Deals moderately high shield damage and, like forward smash, it is incredibly powerful, KOing at 62% from the edge of Final Destination. However, it has considerable start-up and ending lag.
|nairname= 
|nairname=Flying Body Attack ({{ja|フライングボディアタック|Furaingu Bodi Atakku}})
|nairdmg={{ShortHopDmgSSBU|13}} (clean), {{ShortHopDmgSSBU|7}} (late)
|nairdmg={{ShortHopDmgSSBU|13}} (clean), {{ShortHopDmgSSBU|7}} (late)
|nairdesc=A [[wikipedia:Professional wrestling aerial techniques#Diving splash|splash]]. Very fast start-up and acts as a [[sex kick]]. Useful for breaking out of combos. [[Auto-cancel]]s with a jump.
|nairdesc=A [[wikipedia:Professional wrestling aerial techniques#Diving splash|splash]]. Very fast start-up and acts as a [[sex kick]]. Useful for breaking out of combos. [[Auto-cancel]]s with a jump.
|fairname= 
|fairname=Drop Kick ({{ja|ドロップキック|Droppu Kikku}})
|fairdmg={{ShortHopDmgSSBU|12}} (clean legs), {{ShortHopDmgSSBU|13}} (clean feet), {{ShortHopDmgSSBU|9}} (late legs), {{ShortHopDmgSSBU|9.6}} (late feet)
|fairdmg={{ShortHopDmgSSBU|12}} (clean legs), {{ShortHopDmgSSBU|13}} (clean feet), {{ShortHopDmgSSBU|9}} (late legs), {{ShortHopDmgSSBU|9.6}} (late feet)
|fairdesc=A {{s|wikipedia|dropkick}}. Deals more damage and knockback if the feet hitbox lands. It starts fast enough to hit opponents if buffered from a short hop. Auto-cancels if Incineroar lands before the hitbox comes out, allowing it to cancel [[tumbling]]. It can KO at 110% from the edge of Final Destination.
|fairdesc=A {{s|wikipedia|dropkick}}. Deals more damage and knockback if the feet hitbox lands. It starts fast enough to hit opponents if buffered from a short hop. Auto-cancels if Incineroar lands before the hitbox comes out, allowing it to cancel [[tumbling]]. It can KO at 110% from the edge of Final Destination.
|bairname= 
|bairname=Sobat ({{ja|ソバット|Sobatto}})
|bairdmg={{ShortHopDmgSSBU|11}} (leg), {{ShortHopDmgSSBU|13}} (foot)
|bairdmg={{ShortHopDmgSSBU|11}} (leg), {{ShortHopDmgSSBU|13}} (foot)
|bairdesc=A hook kick. Like forward aerial, it deals more damage and knockback if the foot hitbox lands. It starts fast enough to hit opponents if buffered from a short hop. KOs at 89% from the edge of Final Destination, and auto-cancels with a jump.
|bairdesc=A hook kick. Like forward aerial, it deals more damage and knockback if the foot hitbox lands. It starts fast enough to hit opponents if buffered from a short hop. KOs at 89% from the edge of Final Destination, and auto-cancels with a jump.
|uairname= 
|uairname=Wheel Kick ({{ja|あびせげり|Abisegeri}})
|uairdmg={{ShortHopDmgSSBU|9}}
|uairdmg={{ShortHopDmgSSBU|9}}
|uairdesc=A crescent kick. It has a wide arc covering above Incineroar, but cannot hit opponents directly next to it. Auto-cancels from a short hop. A very useful juggling option that can even juggle into itself, although opponents can react out of it. It is also generally useful for combo chains.
|uairdesc=A crescent kick. It has a wide arc covering above Incineroar, but cannot hit opponents directly next to it. Auto-cancels from a short hop. A very useful juggling option that can even juggle into itself, although opponents can react out of it. It is also generally useful for combo chains.
|dairname= 
|dairname=Meteor Stomping ({{ja|メテオストンピング|Meteo Sutopingu}})
|dairdmg={{ShortHopDmgSSBU|15}} (clean feet), {{ShortHopDmgSSBU|14}} (clean legs), {{ShortHopDmgSSBU|9}} (late feet), {{ShortHopDmgSSBU|8}} (late legs)
|dairdmg={{ShortHopDmgSSBU|15}} (clean feet), {{ShortHopDmgSSBU|14}} (clean legs), {{ShortHopDmgSSBU|9}} (late feet), {{ShortHopDmgSSBU|8}} (late legs)
|dairdesc=A [[wikipedia:Professional wrestling strikes#Double foot stomp|double foot stomp]]. It has rather slow start-up, but it is a powerful meteor smash if the feet hitbox lands. The body hitbox launches opponents diagonally.
|dairdesc=A [[wikipedia:Professional wrestling strikes#Double foot stomp|double foot stomp]]. It has rather slow start-up, but it is a powerful meteor smash if the feet hitbox lands. The body hitbox launches opponents diagonally.
|grabname= 
|grabname=Grab ({{ja|つかみ|Tsukami}})
|grabdesc=Reaches out with both arms to clinch the opponent. It has noticeable ending lag, while its dash and pivot grabs come out somewhat slow on frame 11 and 12, respectively.
|grabdesc=Reaches out with both arms to clinch the opponent. It has noticeable ending lag, while its dash and pivot grabs come out somewhat slow on frame 11 and 12, respectively.
|pummelname= 
|pummelname=Grab Headbutt ({{ja|つかみヘッドバット|Tsukami Heddobatto}})
|pummeldmg=1.6%
|pummeldmg=1.6%
|pummeldesc=A headbutt. Powerful, but slow.
|pummeldesc=A headbutt. Powerful, but slow.
|fthrowname= 
|fthrowname=Tiger Swing ({{ja|タイガースイング|Taigā Suingi}})
|fthrowdmg=12% (throw), 4% (early), 6% (mid), 8% (late), 10% (latest)
|fthrowdmg=12% (throw), 4% (early), 6% (mid), 8% (late), 10% (latest)
|fthrowdesc=A [[wikipedia:Professional wrestling throws#Giant swing|giant swing]]. Deals collateral damage to bystanders, which grows in power as Incineroar gains speed. Sends too far for any follow-ups apart from a dash attack at 0% if the opponent misses a tech. As of update 8.0.0, it is the strongest forward throw in the game, and is able to KO middleweights at 103% from the edge of Final Destination.
|fthrowdesc=A [[wikipedia:Professional wrestling throws#Giant swing|giant swing]]. Deals collateral damage to bystanders, which grows in power as Incineroar gains speed. Sends too far for any follow-ups apart from a dash attack at 0% if the opponent misses a tech. As of update 8.0.0, it is the strongest forward throw in the game, and is able to KO middleweights at 103% from the edge of Final Destination.
|bthrowname= 
|bthrowname=German Suplex ({{ja|ジャーマンスープレックス|Jānman Sūpurekkusu}})
|bthrowdmg=14% (hitbox), — (throw)
|bthrowdmg=14% (hitbox), — (throw)
|bthrowdesc=A {{h2|wikipedia:Suplex|German suplex}}. When used right at the edge, it is potentially even stronger than {{SSBU|Ness}}' back throw, as it is capable of KOing at 90% from the edge of Final Destination. It can even [[OHKO]] the lightest characters at the edge of stages while boosted by [[Revenge]]. While further away from the edge, however, Incineroar's back throw is considerably weaker than Ness', and is actually outclassed by {{SSBU|Zelda}}, {{SSBU|Dr. Mario}}, and {{SSBU|Isabelle}}'s back throws in addition to Ness'. Incineroar has higher knockback until about 120% thereafter, Ness' back throw becomes stronger due to higher damage. It can also hit bystanders, as it launches them at a lower angle and KOs them even earlier (at 75%).
|bthrowdesc=A {{h2|wikipedia:Suplex|German suplex}}. When used right at the edge, it is potentially even stronger than {{SSBU|Ness}}' back throw, as it is capable of KOing at 90% from the edge of Final Destination. It can even [[OHKO]] the lightest characters at the edge of stages while boosted by [[Revenge]]. While further away from the edge, however, Incineroar's back throw is considerably weaker than Ness', and is actually outclassed by {{SSBU|Zelda}}, {{SSBU|Dr. Mario}}, and {{SSBU|Isabelle}}'s back throws in addition to Ness'. Incineroar has higher knockback until about 120% thereafter, Ness' back throw becomes stronger due to higher damage. It can also hit bystanders, as it launches them at a lower angle and KOs them even earlier (at 75%).
|uthrowname= 
|uthrowname=Tiger Bridge ({{ja|タイガーブリッジ|Taigā Burijji}})
|uthrowdmg=12%
|uthrowdmg=12%
|uthrowdesc=An {{h2|wikipedia:Backbreaker|Argentine backbreaker rack}} [[wikipedia:Backbreaker#Backbreaker drop|drop]]. Incineroar poses with its arms raised and fists clenched upon completion. It has too much ending lag to combo reliably but can follow up into an up aerial or [[Cross Chop]] if the opponent does not react in a sufficient amount of time. Like forward and back throws, it is extremely powerful, KOing at 139% on Final Destination, and KOs significantly earlier when used on a platform.
|uthrowdesc=An {{h2|wikipedia:Backbreaker|Argentine backbreaker rack}} [[wikipedia:Backbreaker#Backbreaker drop|drop]]. Incineroar poses with its arms raised and fists clenched upon completion. It has too much ending lag to combo reliably but can follow up into an up aerial or [[Cross Chop]] if the opponent does not react in a sufficient amount of time. Like forward and back throws, it is extremely powerful, KOing at 139% on Final Destination, and KOs significantly earlier when used on a platform.
|dthrowname= 
|dthrowname=Chokeslam ({{ja|のどわおとし|Nodowa Otoshi}})
|dthrowdmg=9%
|dthrowdmg=9%
|dthrowdesc=A {{iw|wikipedia|chokeslam}}. Incineroar pumps its fist upon completion. Unlike Incineroar's other throws, it is a combo starter instead of a KOing option. It has forward smash or dashing up smash as true follow-ups at 0%. It can also combo reliably into [[Darkest Lariat]] and neutral aerial at low percents, and forward and up aerials at low to medium percents. Due to Incineroar's overall slow speed, however, it loses its combo potential past medium percents or if Incineroar has rage. Prior to update 2.0.0, down throw could KO confirm into [[Cross Chop]] as a [[sacrificial KO]]. Due to Cross Chop's vertical travel distance being increased as of update 2.0.0, however, this KO confirm now usually works only as a mix-up if the opponent reacts poorly.
|dthrowdesc=A {{iw|wikipedia|chokeslam}}. Incineroar pumps its fist upon completion. Unlike Incineroar's other throws, it is a combo starter instead of a KOing option. It has forward smash or dashing up smash as true follow-ups at 0%. It can also combo reliably into [[Darkest Lariat]] and neutral aerial at low percents, and forward and up aerials at low to medium percents. Due to Incineroar's overall slow speed, however, it loses its combo potential past medium percents or if Incineroar has rage. Prior to update 2.0.0, down throw could KO confirm into [[Cross Chop]] as a [[sacrificial KO]]. Due to Cross Chop's vertical travel distance being increased as of update 2.0.0, however, this KO confirm now usually works only as a mix-up if the opponent reacts poorly.