Incineroar (SSBU): Difference between revisions

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==Attributes==
==Attributes==
Incineroar draws many comparisons to some of the slowest, hardest-hitting fighters in ''Smash Bros.'' history: it is a super-heavyweight with the sixth-highest [[weight]] (tied with {{SSBU|Charizard}}), the nineteenth-fastest [[falling speed]] (therefore classifying it as a fast-faller), and average [[air acceleration]]. However, it is the slowest character in the game overall, with the lowest [[walk]] and [[dash]] speeds in the base game, the eighth slowest [[air speed]], and the twelfth slowest initial dash speed, making it pale in regards to mobility.
Incineroar draws many comparisons to some of the slowest, hardest-hitting fighters in ''Super Smash Bros.'' history: it is a super-heavyweight with the sixth-highest [[weight]] (tied with {{SSBU|Charizard}}), the nineteenth-fastest [[falling speed]] (therefore classifying it as a fast-faller), and average [[air acceleration]]. However, it is the overall slowest character in the game, with the slowest [[walk]] and [[dash]] speeds in the base game, the eighth-slowest [[air speed]], and the twelfth-slowest initial dash 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, its frame data is fast, and almost all of its moves are heavily damaging and capable of KOing very early, while also having respectable lag in spite of their power. Unlike most other hard hitters, Incineroar's weaker attacks are very reliable combo starters that work at a wide percent range, giving its moveset an excellent amount of utility.
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, its frame data is fast, and almost all of its moves are heavily damaging and capable of KOing very early, while also having respectable lag in spite of their power. Unlike most other hard hitters, Incineroar's weaker attacks are very reliable combo starters that work at a wide percent range, giving its moveset an excellent amount of utility.
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Incineroar's combo starters make up the rest of its moveset, and are notable for their reliability. [[Up tilt]]'s wide hitbox allows it to function as an anti-air, and easily combos into itself or aerials at low-mid percents. [[Down tilt]] has good range, lowers Incineroar's 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. [[Up aerial]] is Incineroar's go-to aerial [[juggle]] option due to its wide hitbox, capability of comboing from up and down tilts, and can even KO outright at higher percents.
Incineroar's combo starters make up the rest of its moveset, and are notable for their reliability. [[Up tilt]]'s wide hitbox allows it to function as an anti-air, and easily combos into itself or aerials at low-mid percents. [[Down tilt]] has good range, lowers Incineroar's 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. [[Up aerial]] is Incineroar's go-to aerial [[juggle]] option due to its wide hitbox, capability of comboing from up and down tilts, and can even KO outright at higher percents.


Of note are Incineroar's [[throws]]: despite its average [[grab]], Incineroar is notorious for having one of the best sets of throws in the game. Apart from [[down throw]], all of Incineroar's throw are KO options for any given situation: [[forward throw]] has high base knockback and can KO at high percents; [[back throw]] when performed at the ledge is the strongest throw in the game (rivaling the now second strongest throw, {{SSB4|Ness}}'s back throw in ''Smash 4'') and can KO the lightest fighters exceptionally early, though due to its launch angle and lack of resistance to DI, it can be survived if done mid-stage and technically can be considered inferior to Ness's; [[up throw]] easily KOs with the assistance of high platforms and low top [[blast line]]s; and down throw, being Incineroar's only combo throw, allows it to combo forward smash, Darkest Lariat, or running up smash on fresh stocks, dealing as much as 35% during 1v1s just from two hits.
Of note are Incineroar's [[throws]]: despite its average [[grab]], Incineroar is notorious for having one of the best sets of throws in the game. Apart from [[down throw]], all of Incineroar's throw are KO options for any given situation: [[forward throw]] has high base knockback and can KO at high percents; [[back throw]] when performed at the ledge is the strongest throw in the game (rivaling the now second strongest throw, {{SSB4|Ness}}' back throw in ''SSB4'') and can KO the lightest fighters exceptionally early, though due to its launch angle and lack of resistance to DI, it can be survived if done mid-stage and technically can be considered inferior to Ness'; [[up throw]] easily KOs with the assistance of high platforms and low top [[blast line]]s; and down throw, being Incineroar's only combo throw, allows it to combo forward smash, Darkest Lariat, or running up smash on fresh stocks, dealing as much as 35% during 1v1s just from two hits.


Incineroar's [[special moves]] complete its moveset with versatile tools. [[Darkest Lariat]] is Incineroar's get-off-me option, possessing fast startup, a long duration, [[transcendent priority]] throughout its hitboxes, [[invincibility]] for its arms, and a strong early hit. Though its power gradually weakens over time, its perks allow it to outprioritize many moves (even weak projectiles) while hitting hard. [[Alolan Whip]] is a unique [[command grab]] that has varying effectiveness based on Incineroar's input: the strongest version (a lariat) KOs extremely early, while the second version (a vertical-launching back body drop) can end stocks easily near the top blast lines.  
Incineroar's [[special moves]] complete its moveset with versatile tools. [[Darkest Lariat]] is Incineroar's get-off-me option, possessing fast startup, a long duration, [[transcendent priority]] throughout its hitboxes, [[invincibility]] for its arms, and a strong early hit. Though its power gradually weakens over time, its perks allow it to outprioritize many moves (even weak projectiles) while hitting hard. [[Alolan Whip]] is a unique [[command grab]] that has varying effectiveness based on Incineroar's input: the strongest version (a lariat) KOs extremely early, while the second version (a back body drop) can KO easily near the top blast line.  


[[Cross Chop]] can contest against other attacks due to its [[super armor]] during the start, and the descending tackle 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. [[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 gains 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. Finally, it should be noted that none of Incineroar's moves render it [[helpless]] under normal circumstances, allowing it to mix up Cross Chop, Alolan Whip, and a directional [[air dodge]] while recovering.
[[Cross Chop]] can contest against other attacks due to its [[super armor]] during the start, and the descending tackle 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. [[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 gains 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. Finally, it should be noted that none of Incineroar's moves render it [[helpless]] under normal circumstances, allowing it to mix up Cross Chop, Alolan Whip, and a directional [[air dodge]] while recovering.


However, Incineroar's strong abilities come at a cost. Its aforementioned sluggishness and lack of a projectile make it one of the easiest characters to camp out, giving it similar issues to ''Smash 4'''s {{SSB4|Ganondorf}} in which it has trouble getting close to opponents to begin with. While it has less of an issue breaking out of combos or faring against rushdown tactics due to its frame data and special moves, any sort of [[projectile]] or sufficiently long [[disjoint]]ed range is enough to keep Incineroar at bay in general, since its only options to break through such tactics is Darkest Lariat, Cross Chop and Revenge. Adding to this issue is its limited and linear [[recovery]], which has limited angles and is one of the most unreliable in the game despite the ways it can be mixed up; 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 high ending lag. As a result, a semi-spike of sufficient strength is all it takes for Incineroar to be KO'd, and any combo that drags it offstage is usually fatal. Finally, Incineroar's moveset is not perfect despite its strengths, with some attacks having issues like small horizontal hitboxes (up tilt and up aerial), tendency to whiff ([[neutral attack]]'s hits and Cross Chop at certain positions), and variable performance (Darkest Lariat is extremely laggy despite its outproritizing ability, Alolan Whip can fail outright or turn into a different move, and Revenge is completely lost once an attack lands or Incineroar is thrown from a grab, making it possible to waste it entirely).
However, Incineroar's strong abilities come at a cost. Its aforementioned sluggishness and lack of a projectile make it one of the easiest characters to camp out, giving it issues similar to what {{SSB4|Ganondorf}} had in ''SSB4'', in which it has trouble getting close to opponents to begin with. While it has less of an issue breaking out of combos or faring against rushdown tactics due to its frame data and special moves, any sort of [[projectile]] or sufficiently long [[disjoint]]ed range is enough to keep Incineroar at bay in general, since its only options to break through such tactics is Darkest Lariat, Cross Chop and Revenge. Adding to this issue is its limited and linear [[recovery]], which has limited angles and is one of the most unreliable in the game despite the ways it can be mixed up; 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 high ending lag. As a result, a semi-spike of sufficient strength is all it takes for Incineroar to be KO'd, and any combo that drags it offstage is usually fatal. Finally, Incineroar's moveset is not perfect despite its strengths, with some attacks having issues like small horizontal hitboxes (up tilt and up aerial), tendency to whiff ([[neutral attack]]'s hits and Cross Chop at certain positions), and variable performance (Darkest Lariat is extremely laggy despite its out-prioritizing ability, Alolan Whip can fail outright or turn into a different move, and Revenge is completely lost once an attack lands or Incineroar is thrown from a grab, making it possible to waste it entirely).


Overall, Incineroar falls within the "grappler" playstyle archetype: it excels when 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 shove off due to its staying power and heavy punish abilities. Its excellent strength and combo potential make it formidable once it wins the [[neutral game]], but it is just as easily kept in control by its weak mobility, and any opening on its end is costly due to its extremely limited recovery.
Overall, Incineroar falls within the "grappler" playstyle archetype: it excels when 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 shove off due to its staying power and heavy punish abilities. Its excellent strength and combo potential make it formidable once it wins the [[neutral game]], but it is just as easily kept in control by its weak mobility, and any opening on its end is costly due to its extremely limited recovery.


==Update History==
==Update History==
Incineroar has been buffed by game updates. The most notable one involves its recovery move, [[Cross Chop]], which travels further than before, 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). Some of its moves have also been improved by being able to grab ledges faster (up aerial), gaining the ability to [[autocancel]] (down aerial) or dealing more knockback (up smash and up throw), making even more of its moveset hit harder. As a result, Incineroar fares better than it initially did during the game's release.
Incineroar has been buffed by game updates. The most notable one involves its recovery move, [[Cross Chop]], which travels further than before, 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). Some of its moves have also been improved by being able to grab edges faster (up aerial), gaining the ability to [[auto-cancel]] (down aerial), or dealing more knockback (up smash and up throw). As a result, Incineroar fares better than it initially did during the game's release.


'''{{GameIcon|ssbu}} {{SSBU|2.0.0}}'''
'''{{GameIcon|ssbu}} {{SSBU|2.0.0}}'''
*{{buff|Up smash deals more knockback.}}
*{{buff|Up smash has increased knockback, improving its KO potential.}}
*{{buff|Incineroar can grab ledges faster after using up aerial (frame 58 → 56).}}
*{{buff|Incineroar can grab edges faster after using up aerial (frame 58 → 56).}}
*{{buff|Down aerial [[auto-cancel]]s earlier (frame 59 → 45), matching the move's [[interruptibility]].}}
*{{buff|Down aerial [[auto-cancel]]s earlier (frame 59 → 45), matching the move's [[interruptibility]].}}
*{{buff|Up throw deals more knockback.}}
*{{buff|Up throw has increased knockback, improving its KO potential.}}
*{{buff|Cross Chop travels more vertical and horizontal distance.}}
*{{change|Cross Chop covers more vertical and horizontal distance. This improves its recovery potential, but hinders its potential as a KO confirm from down throw.}}
**{{nerf|Cross Crop's increased recovery distance hinders its KO confirm out of down throw as it limits the range from which Incineroar can safely recover back to the stage after using it.}}


'''{{GameIcon|ssbu}} {{SSBU|3.0.0}}'''
'''{{GameIcon|ssbu}} {{SSBU|3.0.0}}'''
*{{bugfix|The glitch that allowed the opponent to lose 2 stocks using Alolan Whip collision glitch with [[Fishing Rod]] in Stamina matches has been fixed.}}
*{{bugfix|Fixed the glitch that allowed the opponent to lose 2 stocks using the Alolan Whip collision glitch with [[Fishing Rod]] in [[Stamina Mode]].}}


'''{{GameIcon|ssbu}} {{SSBU|3.1.0}}'''
'''{{GameIcon|ssbu}} {{SSBU|3.1.0}}'''
*{{buff|Neutral attack's hits connect more reliably.}}
*{{buff|Neutral attack's hits connect more reliably.}}
*{{bugfix|A glitch involving [[Alolan Whip]] and {{SSBU|Mii Brawler}}'s [[Counter Throw]] putting a fighter in a state where the game will crash if they are KO'd has been fixed.}}
*{{bugfix|Fixed the glitch involving [[Alolan Whip]] and [[Counter Throw]] placing a fighter in a state where the game will crash if they are KO'd.}}


==Moveset==
==Moveset==
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|neutral2dmg=2.7%
|neutral2dmg=2.7%
|neutral3dmg=4.6%
|neutral3dmg=4.6%
|neutraldesc=A {{s|wikipedia|knifehand strike}}, followed by a [[wikipedia:Professional wrestling attacks#Knee lift|knee lift]], followed by an uppercut. 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]], and appears almost identical to the ''Pokémon'' anime's depiction of {{iw|bulbapedia|Throat Chop}}.
|neutraldesc=A {{s|wikipedia|knifehand strike}}, followed by a [[wikipedia:Professional wrestling attacks#Knee lift|knee lift]], followed by an uppercut. 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]], and appears almost identical to the ''Pokémon'' anime's depiction of {{s|bulbapedia|Throat Chop}}.
|ftiltname= 
|ftiltname= 
|ftiltdmg=13%
|ftiltdmg=13%
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|utiltname= 
|utiltname= 
|utiltdmg=9%
|utiltdmg=9%
|utiltdesc=An 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% to 75%. The move has blind spots directly beside Incineroar's legs, meaning it can miss short or prone enemies.
|utiltdesc=An 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.
|dtiltname= 
|dtiltname= 
|dtiltdmg=9%
|dtiltdmg=9%
|dtiltdesc=A legsweep. Has impressive combo potential, allowing followups 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 become intangible during the move (the intangibility for 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 become intangible during the move: the intangibility for the attacking leg lasts on frames 8-11, while the other leg lasts on frames 9-11.
|dashname= 
|dashname= 
|dashdmg=13% (clean), 9% (late)
|dashdmg=13% (clean), 9% (late)
|dashdesc=A dashing knee strike, similar to {{SSBU|Zero Suit Samus}}' dash attack. Deals less damage when late. The clean hit KOs at 102% from the edge of Final Destination. If it lands, Incineroar will kneel on one knee, and point its thumb towards itself while gloating.
|dashdesc=A dashing knee strike, similar to {{SSBU|Zero Suit Samus}}' dash attack. Deals less damage when late. The clean hit KOs at 102% from the edge of Final Destination. If it lands, Incineroar will kneel on one knee, and point its thumb towards itself while gloating.
|fsmashname= 
|fsmashname= 
|fsmashdmg={{ChargedSmashDmgSSB4|20}} (clean), {{ChargedSmashDmgSSB4|16}} (close)
|fsmashdmg={{ChargedSmashDmgSSB4|20}} (foot), {{ChargedSmashDmgSSB4|16}} (leg)
|fsmashdesc=An [[wikipedia:Professional wrestling attacks#Enzuigiri|enzuigiri]]. If it lands, Incineroar will gloat with its arms spread out, similarly to its down taunt. It has decent range and has a sweetspot on Incineroar's foot, which deals high shield damage. Extremely damaging and powerful without sacrificing in speed, KOing at 39% from the edge of Final Destination with the foot, but the rest of the leg is underwhelming.
|fsmashdesc=An [[wikipedia:Professional wrestling attacks#Enzuigiri|enzuigiri]]. If it lands, Incineroar will gloat with its arms spread out, similarly to its down taunt. It has decent range and has a sweetspot on Incineroar's foot, which deals high shield damage. Extremely damaging and powerful without sacrificing in speed, the sweetspot KOs at 39% from the edge of Final Destination. However, the sourspot is underwhelming in comparison.
|usmashname= 
|usmashname= 
|usmashdmg={{ChargedSmashDmgSSB4|17}}
|usmashdmg={{ChargedSmashDmgSSB4|17}}
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|nairname= 
|nairname= 
|nairdmg={{ShortHopDmgSSBU|13}} (clean), {{ShortHopDmgSSBU|7}} (late)
|nairdmg={{ShortHopDmgSSBU|13}} (clean), {{ShortHopDmgSSBU|7}} (late)
|nairdesc=A [[wikipedia:Professional wrestling aerial techniques#Diving splash|splash]], similar to down smash. Very fast start-up and acts as a [[sex kick]], and also sends at a semi-spike angle. Useful for breaking out of combos. [[Auto cancel]]s from a full hop.
|nairdesc=A [[wikipedia:Professional wrestling aerial techniques#Diving splash|splash]], similar to down smash. Very fast start-up and acts as a [[sex kick]], and also sends at a semi-spike angle. Useful for breaking out of combos. [[Auto-cancel]]s with a jump.
|fairname= 
|fairname= 
|fairdmg={{ShortHopDmgSSBU|13}} (feet), {{ShortHopDmgSSBU|12}} (legs)
|fairdmg={{ShortHopDmgSSBU|13}} (feet), {{ShortHopDmgSSBU|12}} (legs)
|fairdesc=A {{s|wikipedia|dropkick}}. Deals more damage and knockback if the feet hitbox lands. Starts fast enough to hit opponents if buffered from a short hop. Auto cancels if Incineroar lands before the hitbox appears, allowing it to cancel [[tumbling]]. Sends at a semi-spike angle, and 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. Starts fast enough to hit opponents if buffered from a short hop. Auto-cancels if Incineroar lands before the hitbox appears, allowing it to cancel [[tumbling]]. Launches at a semi-spike angle, and can KO at 110% from the edge of Final Destination.
|bairname= 
|bairname= 
|bairdmg={{ShortHopDmgSSBU|13}} (feet), {{ShortHopDmgSSBU|11}} (heel)
|bairdmg={{ShortHopDmgSSBU|13}} (feet), {{ShortHopDmgSSBU|11}} (heel)
|bairdesc=A back kick. Like forward aerial, it deals more damage and knockback if the feet hitbox lands. Starts fast enough to hit opponents if buffered from a short hop. KOs at 89% from the edge of Final Destination, and auto cancels from a full hop.
|bairdesc=A back kick. Like forward aerial, it deals more damage and knockback if the feet hitbox lands. 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= 
|uairdmg={{ShortHopDmgSSBU|8}}
|uairdmg={{ShortHopDmgSSBU|8}}
|uairdesc=An upward arcing hook kick, similar to the {{SSBU|Mii Brawler}}'s up aerial. Has a wide arc, covering above Incineroar, but cannot hit opponents directly next to it. Auto cancels from a short hop, allowing it to be spammed. Can juggle into itself, but opponents can react out of it. Generally useful for combo chains.
|uairdesc=An upward arcing hook kick, similar to the {{SSBU|Mii Brawler}}'s up aerial. Has a wide arc, covering above Incineroar, but cannot hit opponents directly next to it. Auto-cancels with a short hop, allowing it to be spammed. Can juggle into itself, but opponents can react out of it. Generally useful for combo chains.
|dairname= 
|dairname= 
|dairdmg={{ShortHopDmgSSBU|15}} (feet), {{ShortHopDmgSSBU|14}} (body), {{ShortHopDmgSSBU|9}} (late)
|dairdmg={{ShortHopDmgSSBU|15}} (feet), {{ShortHopDmgSSBU|14}} (body), {{ShortHopDmgSSBU|9}} (late)
|dairdesc=A [[wikipedia:Professional wrestling attacks#Double foot stomp|double foot stomp]]. Rather slow start-up, but it is a powerful meteor smash if the feet hitbox lands. The body hitbox sends opponents diagonally.
|dairdesc=A [[wikipedia:Professional wrestling attacks#Double foot stomp|double foot stomp]]. Rather slow start-up, but it is a powerful meteor smash if the feet hitbox lands. The body hitbox launches opponents diagonally.
|grabname= 
|grabname= 
|grabdesc=Reaches out with both arms.
|grabdesc=Reaches out with both arms to clinch the opponent.
|pummelname= 
|pummelname= 
|pummeldmg=1.6%
|pummeldmg=1.6%
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|bthrowname= 
|bthrowname= 
|bthrowdmg=14% (throw and collateral)
|bthrowdmg=14% (throw and collateral)
|bthrowdesc=A {{h2|wikipedia:Suplex|German suplex}}. When used right at the edge, it is potentially even stronger than [[Ness (SSBU)|Ness]]' back throw, being capable of KOing at 90% from the edge of Final Destination. It can even [[OHKO]] the lightest characters at the edge of stages while under the influence of [[Revenge]]. However, further away from the edge Ness' back throw is still stronger, Incineroar has higher knockback until about 120% where after, Ness'back throw becomes stronger due to better knockback growth. The slam affects bystanders, launches them at a lower angle, and KOs even earlier (at 75%).
|bthrowdesc=A {{h2|wikipedia:Suplex|German suplex}}. When used right at the edge, it is potentially even stronger than [[Ness (SSBU)|Ness]]' back throw, being capable of KOing at 90% from the edge of Final Destination. It can even [[OHKO]] the lightest characters at the edge of stages while under the influence of [[Revenge]]. However, further away from the edge Ness' back throw is still stronger, Incineroar has higher knockback until about 120% where after, Ness' back throw becomes stronger due to higher knockback growth. The suplex also affects bystanders, as it launches them at a lower angle and KOs them even earlier (at 75%).
|uthrowname= 
|uthrowname= 
|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. Has too much ending lag to combo into anything, but can follow up into an up aerial or [[Cross Chop]] if the opponent does not react in a sufficient amount of time. Like its other throws, it is extremely powerful, KOing at 139% on Final Destination, and KOs significantly earlier with low ceilings.
|uthrowdesc=An {{h2|wikipedia:Backbreaker|Argentine backbreaker rack}} [[wikipedia:Backbreaker#Backbreaker drop|drop]]. Incineroar poses with its arms raised and fists clenched upon completion. Has too much ending lag to combo into anything, 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= 
|dthrowdmg=9%
|dthrowdmg=9%
|dthrowdesc=A {{s|wikipedia|chokeslam}}. Incineroar pumps its fist upon completion. Unlike its other throws, it lacks damage and knockback and works poorly as a combo starter at high percents, due to Incineroar's slow speed. However, it has good combo potential at low percents, with true follow-ups including forward smash or running up smash at 0%, and forward aerial or [[Darkest Lariat]] at medium percents.
|dthrowdesc=A {{s|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, its combo potential wanes past medium percents.
|floorfname= 
|floorfname= 
|floorfdmg=7%
|floorfdmg=7%
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|nsdesc=[[bulbapedia:Darkest Lariat (move)|Spins rapidly to perform a series of discus lariats]]. Loses strength as the move goes on. Incineroar gains [[invincibility]] during the move (frames 5 and 6 on its whole body; frame 7 on its head and arms; frames 8-57 on just its arms). Starts extremely quickly, and the entire move possesses [[transcendent priority]], allowing it to break through opposing attacks (and weaker [[projectile]]s) apart from moves with sufficient reach. Incineroar can slowly move left or right by holding a direction, and the move also slows its descent, though its slow speed means it is not suitable for recovery. The early hit KOs at 108% from the edge of Final Destination.
|nsdesc=[[bulbapedia:Darkest Lariat (move)|Spins rapidly to perform a series of discus lariats]]. Loses strength as the move goes on. Incineroar gains [[invincibility]] during the move (frames 5 and 6 on its whole body; frame 7 on its head and arms; frames 8-57 on just its arms). Starts extremely quickly, and the entire move possesses [[transcendent priority]], allowing it to break through opposing attacks (and weaker [[projectile]]s) apart from moves with sufficient reach. Incineroar can slowly move left or right by holding a direction, and the move also slows its descent, though its slow speed means it is not suitable for recovery. The early hit KOs at 108% from the edge of Final Destination.
|ssname=Alolan Whip
|ssname=Alolan Whip
|ssdmg=20% (lariat) 12% (back body drop) 4% (failed throw, recoil and damage)
|ssdmg=20% (lariat), 12% (back body drop), 4% (failed throw and recoil)
|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 collide 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=2.5/3/4/5% (rise), 3.5% (descent), 11% (direct hit) 9% (close explosion), 5.5% (far explosion)
|usdmg=2.5/3/4/5% (ascent), 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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|dsdesc=Points its chest outward, retaliating against incoming attacks or projectiles. Functions as a [[counterattack]], albeit much differently; Incineroar retaliates with a weak burst of flame, takes significantly reduced damage from the retaliated attack, and its [[bulbapedia:Revenge (move)|next move is powered up]]. As a visual indicator, Incineroar's body radiates an orange glow. This buff can stack depending on the number of countered moves and damage resisted. The buff lasts for a very long time (around 60 seconds), though it is reduced slightly each time Incineroar uses an attack and misses, but it is lost entirely if it is grabbed. Once a powered up move lands, the buff is removed. If a smash attack, [[Cross Chop]], or the lariat from [[Alolan Whip]] lands while Revenge is active, the camera will perform the [[Special Zoom]]. At maximum stacks, Incineroar is able to deal an excess of 70% with just a single smash attack, giving it the strongest possible attacks in standard matches. The flame attack also grants intangibility (frames 1-19).
|dsdesc=Points its chest outward, retaliating against incoming attacks or projectiles. Functions as a [[counterattack]], albeit much differently; Incineroar retaliates with a weak burst of flame, takes significantly reduced damage from the retaliated attack, and its [[bulbapedia:Revenge (move)|next move is powered up]]. As a visual indicator, Incineroar's body radiates an orange glow. This buff can stack depending on the number of countered moves and damage resisted. The buff lasts for a very long time (around 60 seconds), though it is reduced slightly each time Incineroar uses an attack and misses, but it is lost entirely if it is grabbed. Once a powered up move lands, the buff is removed. If a smash attack, [[Cross Chop]], or the lariat from [[Alolan Whip]] lands while Revenge is active, the camera will perform the [[Special Zoom]]. At maximum stacks, Incineroar is able to deal an excess of 70% with just a single smash attack, giving it the strongest possible attacks in standard matches. The flame attack also grants intangibility (frames 1-19).
|fsname=Max Malicious Moonsault
|fsname=Max Malicious Moonsault
|fsdmg=3% (startup), 2% (initial grab), 7% (hit 1-4)
|fsdmg=3% (start-up), 2% (initial grab), 7% (hit 1-4)
|fsdesc=Activates its {{s|bulbapedia|Incinium Z}} and lunges forward. Upon grabbing the first victim it comes in contact with, the victim is thrown against the ropes of a wrestling ring. Incineroar then uppercuts the victim upward, dropkicks them even further upward, uppercuts them again, and then finishes with a diving [[wikipedia:Professional wrestling attacks#Battering ram|battering ram]] that sends it and the victim crashing into the ring to generate an explosion within the ring as a boxing bell chimes. The victim is sent flying alongside any bystanders. Can KO as early as 20%.
|fsdesc=Activates its {{s|bulbapedia|Incinium Z}} and lunges forward. Upon grabbing the first victim it comes in contact with, the victim is thrown against the ropes of a wrestling ring. Incineroar then uppercuts the victim upward, dropkicks them even further upward, uppercuts them again, and then finishes with a diving [[wikipedia:Professional wrestling attacks#Battering ram|battering ram]] that sends it and the victim crashing into the ring to generate an explosion within the ring as a boxing bell chimes. The victim is sent flying alongside any bystanders. Can KO as early as 20%.


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===[[Idle pose]]s===
===[[Idle pose]]s===
*Flexes its muscles in the "crab pose", a variant of the "{{s|wikipedia|Most Muscular}}" bodybuilder pose.
*Flexes its muscles in the "crab pose", a variant of the "{{s|wikipedia|Most Muscular}}" bodybuilder pose.
*Spreads its arms out and wriggles its claws towards the opponent in a mocking fashion.
*Wriggles the fingers of one of its paws, a common taunt used to initiate a {{s|wikipedia|wristlock}}-based test of strength.
<gallery>
<gallery>
SSBUIncineroarIdle1.gif|Incineroar's first idle pose
SSBUIncineroarIdle1.gif|Incineroar's first idle pose
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===[[Victory pose]]s===
===[[Victory pose]]s===
*'''Left:''' Roars as its flame belt ignites, then punches towards the camera with a mocking expression.
*'''Left:''' Roars as its flame belt ignites, then punches towards the camera with a mocking expression.
*'''Up:''' Laughs and raises a {{s|wikipedia|Champion belt}} in the air, then makes a beckoning gesture.
*'''Up:''' Laughs and raises a {{s|wikipedia|championship belt}} in the air, then makes a beckoning gesture.
*'''Right:''' Swings both its arms left and right, before posing on one knee and roaring.
*'''Right:''' Swings both its arms left and right, before posing on one knee and roaring.
[[File:PokemonSeriesVictoryThemeUltimate.ogg|thumb|A small excerpt of the title theme of ''Pokémon Red, Blue, Yellow, and Green Versions'', a track which would go on to become the ''Pokémon'' main theme and the title theme for the entire series.]]
[[File:PokemonSeriesVictoryThemeUltimate.ogg|thumb|A small excerpt of the title theme of ''Pokémon Red, Blue, Yellow, and Green Versions'', a track which would go on to become the ''Pokémon'' main theme and the title theme for the entire series.]]
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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 {{SSBU|Kirby}}) when Galeem unleashed his beams 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 {{SSBU|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 southweast path of the Realm of Darkness, where the spirit of Caeda must be beaten to access it.
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 Realm of Darkness, where the spirit of Caeda must be beaten to access it.
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