Incineroar (SSBU): Difference between revisions

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Finally, although its moveset has greatly damaging options, Incineroar has surprisingly inconsistent KO power compared to many of its fellow super heavyweights. While its throws are all strong and some of its other moves possess high knockback at low percentages as a result of their high base knockback, their knockback doesn't grow quickly due to their surprisingly low knockback scaling; notable examples of this are neutral and back aerials, back throw, Darkest Lariat and Alolan Whip's early hit. Notably, some of Incineroar's moves require landing a sweetspot in order to attain their maximum knockback, as they're otherwise not as strong as its fellow super heavyweights; notable cases include forward tilt (despite the sweetspot being the strongest in the game), forward smash and forward and back aerials. Finally, disregarding its up throw, Incineroar has among the worst vertical KO power of the super heavyweights. Up tilt, up aerial and Alolan Whip's early activation all have lackluster power, while its up smash, despite being decently strong, is relatively slow for an out of shield option. Revenge can patch this issue to a degree, but this requires Incineroar to read the opponent's attack in the first place, and the buff is lost once it has succesfully 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 a certain amount of time -which is possible due to Incineroar's susceptibility to being outspaced or camped-, or outright wasted by throwing Incineroar, either by a regular or command grab, further adding to its inconsistency.
Finally, although its moveset has greatly damaging options, Incineroar has surprisingly inconsistent KO power compared to many of its fellow super heavyweights. While its throws are all strong and some of its other moves possess high knockback at low percentages as a result of their high base knockback, their knockback doesn't grow quickly due to their surprisingly low knockback scaling; notable examples of this are neutral and back aerials, back throw, Darkest Lariat and Alolan Whip's early hit. Notably, some of Incineroar's moves require landing a sweetspot in order to attain their maximum knockback, as they're otherwise not as strong as its fellow super heavyweights; notable cases include forward tilt (despite the sweetspot being the strongest in the game), forward smash and forward and back aerials. Finally, disregarding its up throw, Incineroar has among the worst vertical KO power of the super heavyweights. Up tilt, up aerial and Alolan Whip's early activation all have lackluster power, while its up smash, despite being decently strong, is relatively slow for an out of shield option. Revenge can patch this issue to a degree, but this requires Incineroar to read the opponent's attack in the first place, and the buff is lost once it has succesfully 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 a certain amount of time -which is possible due to Incineroar's susceptibility to being outspaced or camped-, or outright wasted by throwing Incineroar, either by a regular or command grab, further adding to its inconsistency.


In the end, Incineroar falls within the "grappler" playstyle archetype. 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 shove off due to its staying power, relative safety on shield and heavy punish abilities, making Incineroar very formidable once it wins the neutral game. However, while it has incredible damage output, it suffers an inconsistent KOing ability that is mostly reliant on its throws and side special, making it predictable when it comes to closing out a stock. Additionally, Incineroar suffers from issues similar to {{SSBU|Ganondorf}}, where its very weak mobility, lack of projectile, melee range and lack of reliable aerials for approaching collectively make it just as easily kept in control by its weak mobility, and an opening on its end is costly due to its limited recovery, and despite having better options to break pressure at close quarters. Because of this, Incineroar is a high risk, high reward type of character, and benefits from a patient, largely bait-and-punish oriented playstyle in order to achieve the same momentum its other super heavyweights can. Incineroar's flaws outweigh its pros, and is widely considered a low tier character, though similarly to Ganondorf, it is also a popular choice at the low- and mid-levels of play, due to its attributes and moveset resulting in ludicrous and extravagant punishes that can easily KO an unaware player. Nevertheless, Incineroar usually performs poorly at the highest levels of play, with poor tournament results despite having a few notable smashers to its credit, like {{Sm|Kusari Katabira}}, {{Sm|Magister}}, {{Sm|Sharpy}} and {{Sm|Skyjay}}.
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, while it has incredible damage output, it suffers an inconsistent KOing ability that is mostly reliant on its throws and side special, making it predictable when it comes to closing out a stock. Additionally, Incineroar suffers from issues similar to {{SSBU|Ganondorf}}, where its very weak mobility, lack of projectile, melee range and lack of reliable aerials for approaching collectively make it just as easily kept in control by its weak mobility, and an opening on its end is costly due to its limited recovery, and despite having better options to break pressure at close quarters. Because of this, Incineroar is a high risk, high reward type of character, and benefits from a patient, largely bait-and-punish oriented playstyle in order to achieve the same momentum its other super heavyweights can. Incineroar's flaws outweigh its pros, and is widely considered a low tier character, though similarly to Ganondorf, it is also a popular choice at the low- and mid-levels of play, due to its attributes and moveset resulting in ludicrous and extravagant punishes that can easily KO an unaware player. Nevertheless, Incineroar usually performs poorly at the highest levels of play, with poor tournament results despite having a few notable smashers to its credit, like {{Sm|Kusari Katabira}}, {{Sm|Magister}}, {{Sm|Sharpy}} and {{Sm|Skyjay}}.


==Update history==
==Update history==
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