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Incineroar (SSBU)/Neutral special

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Incineroar neutral special hitbox visualizations
Grounded Aerial
Hitbox visualization for Incineroar's Darkest Lariat  IncineroarDarkestLariatAerial.gif

OverviewEdit

Incineroar uses his arms to spin around to attack the opponent while on one foot. During the period the hitbox is active (50 frames), his arms are invincible, making the attack somewhat disjointed only happening on the ground. His full body is also invincible (2 frames) at the start of the move, on the frame after his head is invincible (1 frame).

Update historyEdit

  6.0.0

  •   Darkest Lariat's clean first hit deals more damage (16%/12% → 17%/13%) with no compensation on knockback.
  •   The clean first hit's hitboxes on Incineroar's arms are larger (4.6u/4.2u → 5.8u/5.4u) and placed higher (Y offset: 10u → 11u), increasing its range.
  •   The late first hit's arm hitboxes are placed higher (Y offset: 10u → 11u). While this better matches the move's animation, it more prominently makes it slightly worse at hitting small characters.

Hitbox dataEdit

GroundedEdit

ID Part Rehit rate Damage SD Angle Angle type BK KS FKV Set weight Radius Bone Offset SDI× T% Clang Rebound Effect Type G A Sound Direct Hit bits Hit part Blockable Reflectable Absorbable Flinchless No GFX Heedless
Clean hit
0 0 15 17.0% 0   Standard 85 47 0   5.8 top 0.0 11.0 4.0 to 8.0 1.2× 1.0× 0%               Punch   All All            
1 0 15 13.0% 0   Standard 80 50 0   5.4 top 0.0 11.0 -4.0 1.2× 1.0× 0%               Punch   All All            
2 0 15 13.0% 0   Standard 80 50 0   4.6 top 0.0 8.0 2.0 1.2× 1.0× 0%               Punch   All All            
Early hit 1
0 0 15 12.0% 0   Standard 85 50 0   4.2 top 0.0 11.0 4.0 to 8.0 1.0× 1.0× 0%               Punch   All All            
1 0 15 10.0% 0   Standard 80 40 0   3.8 top 0.0 11.0 -2.0 to -8.0 1.0× 1.0× 0%               Punch   All All            
2 0 15 10.0% 0   Standard 80 40 0   4.2 top 0.0 8.0 2.0 1.0× 1.0× 0%               Punch   All All            
Early hit 2
0 0 15 12.0% 0   Standard 85 50 0   4.2 top 0.0 10.0 4.0 to 8.0 1.0× 1.0× 0%               Punch   All All            
1 0 15 10.0% 0   Standard 80 40 0   3.8 top 0.0 10.0 -2.0 to -8.0 1.0× 1.0× 0%               Punch   All All            
2 0 15 10.0% 0   Standard 80 40 0   4.2 top 0.0 8.0 2.0 1.0× 1.0× 0%               Punch   All All            
Mid hit 1
0 0 15 11.0% 0   Standard 85 50 0   4.2 top 0.0 10.0 -2.0 to -8.0 1.0× 1.0× 0%               Punch   All All            
1 0 15 9.0% 0   Standard 80 40 0   3.8 top 0.0 10.0 4.0 to 8.0 1.0× 1.0× 0%               Punch   All All            
2 0 15 9.0% 0   Standard 80 40 0   4.2 top 0.0 8.0 2.0 1.0× 1.0× 0%               Punch   All All            
Mid hit 2
0 0 15 11.0% 0   Standard 85 50 0   4.2 top 0.0 10.0 4.0 to 8.0 1.0× 1.0× 0%               Punch   All All            
1 0 15 9.0% 0   Standard 80 40 0   3.8 top 0.0 10.0 -2.0 to -8.0 1.0× 1.0× 0%               Punch   All All            
2 0 15 9.0% 0   Standard 80 40 0   4.2 top 0.0 8.0 2.0 1.0× 1.0× 0%               Punch   All All            
Late hit 1
0 0 15 10.0% 0   Standard 85 50 0   4.2 top 0.0 10.0 -2.0 to -8.0 1.0× 1.0× 0%               Punch   All All            
1 0 15 8.0% 0   Standard 80 40 0   3.8 top 0.0 10.0 4.0 to 8.0 1.0× 1.0× 0%               Punch   All All            
2 0 15 8.0% 0   Standard 80 40 0   4.2 top 0.0 8.0 2.0 1.0× 1.0× 0%               Punch   All All            
Late hit 2
0 0 15 10.0% 0   Standard 85 50 0   4.2 top 0.0 10.0 4.0 to 8.0 1.0× 1.0× 0%               Punch   All All            
1 0 15 8.0% 0   Standard 80 40 0   3.8 top 0.0 10.0 -2.0 to -8.0 1.0× 1.0× 0%               Punch   All All            
2 0 15 8.0% 0   Standard 80 40 0   4.2 top 0.0 8.0 2.0 1.0× 1.0× 0%               Punch   All All            
Latest hit 1
0 0 15 8.0% 0   Standard 85 50 0   4.2 top 0.0 10.0 -2.0 to -8.0 1.0× 1.0× 0%               Punch   All All            
1 0 15 6.0% 0   Standard 80 40 0   3.8 top 0.0 10.0 4.0 to 8.0 1.0× 1.0× 0%               Punch   All All            
2 0 15 6.0% 0   Standard 80 40 0   4.2 top 0.0 8.0 2.0 1.0× 1.0× 0%               Punch   All All            
Latest hit 2
0 0 15 8.0% 0   Standard 85 50 0   4.2 top 0.0 10.0 4.0 to 8.0 1.0× 1.0× 0%               Punch   All All            
1 0 15 6.0% 0   Standard 80 40 0   3.8 top 0.0 10.0 -2.0 to -8.0 1.0× 1.0× 0%               Punch   All All            
2 0 15 6.0% 0   Standard 80 40 0   4.2 top 0.0 8.0 2.0 1.0× 1.0× 0%               Punch   All All            

AerialEdit

ID Part Rehit rate Damage SD Angle Angle type BK KS FKV Set weight Radius Bone Offset SDI× T% Clang Rebound Effect Type G A Sound Direct Hit bits Hit part Blockable Reflectable Absorbable Flinchless No GFX Heedless
Clean hit
0 0 30 17.0% 0   Standard 85 47 0   4.6 top 0.0 10.0 4.0 to 8.0 1.2× 1.0× 0%               Punch   All All            
1 0 30 13.0% 0   Standard 80 50 0   4.2 top 0.0 10.0 -4.0 1.2× 1.0× 0%               Punch   All All            
2 0 30 13.0% 0   Standard 80 50 0   4.6 top 0.0 8.0 2.0 1.2× 1.0× 0%               Punch   All All            
Early hit 1
0 0 30 12.0% 0   Standard 85 50 0   4.2 top 0.0 10.0 4.0 to 8.0 1.0× 1.0× 0%               Punch   All All            
1 0 30 10.0% 0   Standard 80 40 0   3.8 top 0.0 10.0 -2.0 to -8.0 1.0× 1.0× 0%               Punch   All All            
2 0 30 10.0% 0   Standard 80 40 0   4.2 top 0.0 8.0 2.0 1.0× 1.0× 0%               Punch   All All            
Early hit 2
0 0 30 12.0% 0   Standard 85 50 0   4.2 top 0.0 10.0 4.0 to 8.0 1.0× 1.0× 0%               Punch   All All            
1 0 30 10.0% 0   Standard 80 40 0   3.8 top 0.0 10.0 -2.0 to -8.0 1.0× 1.0× 0%               Punch   All All            
2 0 30 10.0% 0   Standard 80 40 0   4.2 top 0.0 8.0 2.0 1.0× 1.0× 0%               Punch   All All            
Mid hit 1
0 0 30 11.0% 0   Standard 85 50 0   4.2 top 0.0 10.0 -2.0 to -8.0 1.0× 1.0× 0%               Punch   All All            
1 0 30 9.0% 0   Standard 80 40 0   3.8 top 0.0 10.0 4.0 to 8.0 1.0× 1.0× 0%               Punch   All All            
2 0 30 9.0% 0   Standard 80 40 0   4.2 top 0.0 8.0 2.0 1.0× 1.0× 0%               Punch   All All            
Mid hit 2
0 0 30 11.0% 0   Standard 85 50 0   4.2 top 0.0 10.0 4.0 to 8.0 1.0× 1.0× 0%               Punch   All All            
1 0 30 9.0% 0   Standard 80 40 0   3.8 top 0.0 10.0 -2.0 to -8.0 1.0× 1.0× 0%               Punch   All All            
2 0 30 9.0% 0   Standard 80 40 0   4.2 top 0.0 8.0 2.0 1.0× 1.0× 0%               Punch   All All            
Late hit 1
0 0 30 10.0% 0   Standard 85 50 0   4.2 top 0.0 10.0 -2.0 to -8.0 1.0× 1.0× 0%               Punch   All All            
1 0 30 8.0% 0   Standard 80 40 0   3.8 top 0.0 10.0 4.0 to 8.0 1.0× 1.0× 0%               Punch   All All            
2 0 30 8.0% 0   Standard 80 40 0   4.2 top 0.0 8.0 2.0 1.0× 1.0× 0%               Punch   All All            
Late hit 2
0 0 30 10.0% 0   Standard 85 50 0   4.2 top 0.0 10.0 4.0 to 8.0 1.0× 1.0× 0%               Punch   All All            
1 0 30 8.0% 0   Standard 80 40 0   3.8 top 0.0 10.0 -2.0 to -8.0 1.0× 1.0× 0%               Punch   All All            
2 0 30 8.0% 0   Standard 80 40 0   4.2 top 0.0 8.0 2.0 1.0× 1.0× 0%               Punch   All All            
Latest hit 1
0 0 30 8.0% 0   Standard 85 50 0   4.2 top 0.0 10.0 -2.0 to -8.0 1.0× 1.0× 0%               Punch   All All            
1 0 30 6.0% 0   Standard 80 40 0   3.8 top 0.0 10.0 4.0 to 8.0 1.0× 1.0× 0%               Punch   All All            
2 0 30 6.0% 0   Standard 80 40 0   4.2 top 0.0 8.0 2.0 1.0× 1.0× 0%               Punch   All All            
Latest hit 2
0 0 30 8.0% 0   Standard 85 50 0   4.2 top 0.0 10.0 4.0 to 8.0 1.0× 1.0× 0%               Punch   All All            
1 0 30 6.0% 0   Standard 80 40 0   3.8 top 0.0 10.0 -2.0 to -8.0 1.0× 1.0× 0%               Punch   All All            
2 0 30 6.0% 0   Standard 80 40 0   4.2 top 0.0 8.0 2.0 1.0× 1.0× 0%               Punch   All All            

TimingEdit

Invincibility (grounded only) 5-57
Clean hit 5-6
Early hits 9-10, 15-16
Mid hits 23-24, 29-30
Late hits 37-38, 42-44
Latest hits 50-51, 56-57
Interruptible 85
Animation 118
Hitboxes                                                                                                                                                                                                                                             
Full body                                                                                                                                                                                                                                             
Head/Arms                                                                                                                                                                                                                                             
Arms                                                                                                                                                                                                                                             
Legend (1 square = 1 frame)
 
Lag time
 
Hitbox
 
Vulnerable
 
Invincible
 
Interruptible

TriviaEdit

  • The hitbox does not actually have any gaps between hits; instead, during the "inactive" frames, its hit bits are changed to be unable to hit fighters or items. The hitbox's size is also changed to 0.1.