
Incineroar's whole gameplan is to push the opponent to the ledge, then find ways to grab the opponent either with their command grab or with their normal variant, which has rewarding followup throws. He has ways of countering opponents who attempt to dodge this, with great aerials like the long lasting NAir and long ranged FAir. Should opponents think they are safe from Incineroar's normal moves, their command grab's long reach allows them to punish careless opponents.
Incineroar's main weak point is their slow movement: possessing the worst grounded mobility in the game with no means of dealing with projectiles. They struggle against zoning as a result. Thus, Incineroar must be patient when approaching the opponent, dodging projectiles to get in. Incineroar's disadvantage state isn't all that bad though: their high weight allows them to survive for longer, and Revenge is a frame 3 combo breaker and counter that boosts up Incineroar's next attack, cranking attacks that do high damage like Smash Attacks and Alolan Whip to obscene levels.
Incineroar is recommended for players who like to use strong, satisfying grabs and damaging normals to terrify their opponents, and punish them severely for messing up. All you need is 1 opening to turn things around.
![]() |
|
Pros | Cons |
|
|
The initial boost applied after counterattacking equals to (0.075 * d + 1.5), where d is the base damage of the attack that was countered, capping at 20.0% base damage. The minimum a damage boost can give is 1.5× damage multiplier and a maximum of boost 3× damage multiplier. After countering an attack once, every next countered attack before using Revenge has the formula (m + (d * 0.075 + 0.5) * (1 - 0.25 * (m - 1))), where m is the previous boost multiplier and d is the base damage of the newest attack countered, also having a max multiplier 3× damage. Using a boosted attack on shield will reduce the strength to a 0.2× (maximum of 1.4×) multiplier. However, shieldlag and shieldstun are not reduced, making a Revenge attack safer on shield.
The boost given by Revenge is active for a maximum of 60 seconds before going away. The number of seconds will decrease by each attack use, the seconds varying depending on the attack missed. Also, each type of attack has separate knockback multipliers dependent from the damage boost. The knockback of each attack scaling from 1× to their max amount, proportionally to how close the damage multiplier is to the maximum boost of 3×. For example, with the maximum damage multiplier, Incineroar's tilts and aerial attacks receive a knockback multiplier of 1.15×, while smash attacks receive a multiplier of 1.2×; however, if the damage multiplier is 2×, the resulting knockback multipliers for these attacks are 1.075× and 1.1×, respectively. Each max knockback multiplier and second loss are recorded below:
Attack | Knockback Multiplier | Storage Loss (Seconds) |
---|---|---|
Jab 3 | 1.2× | 2 |
Tilts / Dash Attack | 1.15× | 4 |
Smashes | 1.2× | 5 |
Aerials | 1.15× | 3 |
Throws | 1.1× | 0 |
Alolan Whip | 1.2× | 5 |
Darkiest Lariat | 1.1× | 5 |
Cross Chop | 1× | 5 |
Final Smash | 1× | 0.5 |
Item Swing | 1× | 3 |
Revenge is not affected by these attacks: Jab 1, Jab 2, Pummel, Get-Up Attacks, Trip Attack, Ledge Attack, and non-battering items. These will not make Incineroar lose the boost nor receive storage loss.
Normal Moves
Jab
Hit / HitboxWhich hit timing (such as early or late), or hitbox (such as sweetspot or sourspot) of this move that the data to the right is referring to. | DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. | Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. | Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". | AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. | Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. | ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has. |
---|---|---|---|---|---|---|
Jab 1 | 2.5 | 5-6 | 24 | 361/180 | -14 to -13 | N/A |
Jab 2 | 2.8 | 4-5 | 32 | 361/180 | -23 to -22 | N/A |
Jab 3 | 6.7 | 4-5 | 38 | 361 | -26 to -25 | N/A |
Considered Incineroar's least useful move, Jab is Incineroar's fastest grounded move. However, it is outclassed by Darkest Lariat in such a regard due to the latter's invinciblity.
Hit / Hitbox | Base KB | Fixed KB | KB Growth | Landing Lag | Autocancel Window | Shieldstun | Shieldlag | Bonus Shield Damage | Direct Hitbox | Clang ReboundThe type of interaction when a hitbox interacts with another hitbox Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with. Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property. Transcendent cannot interact with other hitboxes. No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch. |
Rehit | Hitlag Multiplier | SDI Multiplier |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Jab 1 | 30/25 | 30/25/10/20 | N/A | N/A | 4 | ||||||||
Jab 2 | 30 | 30/10 | N/A | N/A | 4 | ||||||||
Jab 3 | 80 | 60 | N/A | N/A | 7 |
Forward Tilt
/
+
(angleable)
DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. | Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. | Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". | AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. | Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. | ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has. |
---|---|---|---|---|---|
13.0/12.0Tipper/Arm | 12-14 | 37 | 31 | -12 to -10/-13 to -11 | N/A |
Base KB | Fixed KB | KB Growth | Landing Lag | Autocancel Window | Shieldstun | Shieldlag | Bonus Shield Damage | Direct Hitbox | Clang ReboundThe type of interaction when a hitbox interacts with another hitbox Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with. Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property. Transcendent cannot interact with other hitboxes. No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch. |
Rehit | Hitlag Multiplier | SDI Multiplier |
---|---|---|---|---|---|---|---|---|---|---|---|---|
54 | 85 | N/A | N/A | 12/11 |
- Angleable up or down
Up Tilt
+
Hit / HitboxWhich hit timing (such as early or late), or hitbox (such as sweetspot or sourspot) of this move that the data to the right is referring to. | DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. | Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. | Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". | AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. | Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. | ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has. |
---|---|---|---|---|---|---|
Early | 9.0 | 6-8 | 35 | 86 | -19 to -17 | head intangible 6-11 |
Late | 9.0 | 9-11 | 35 | 94 | -16 to -14 | head intangible 6-11 |
Hit / Hitbox | Base KB | Fixed KB | KB Growth | Landing Lag | Autocancel Window | Shieldstun | Shieldlag | Bonus Shield Damage | Direct Hitbox | Clang ReboundThe type of interaction when a hitbox interacts with another hitbox Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with. Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property. Transcendent cannot interact with other hitboxes. No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch. |
Rehit | Hitlag Multiplier | SDI Multiplier |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Early | 50 | 90 | N/A | N/A | 9 | ||||||||
Late | 50 | 90 | N/A | N/A | 9 |
Down Tilt
+
Hit / HitboxWhich hit timing (such as early or late), or hitbox (such as sweetspot or sourspot) of this move that the data to the right is referring to. | DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. | Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. | Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". | AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. | Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. | ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has. |
---|---|---|---|---|---|---|
Close Hitbox | 9.0 | 9-11 | 30 | 89 | -11 to -9 | legr intangible 8-11/kneer intangible 8-11/kneel intangible 9-11 |
Far Hitbox | 9.0 | 9-11 | 30 | 93/97 | -11 to -9 | legr intangible 8-11/kneer intangible 8-11/kneel intangible 9-11/legr intangible 8-11/kneer intangible 8-11/kneel intangible 9-11 |
A fantastic low sweep for Incineroar due its knockback angle, D-Tilt starts combos at a variety of percentages for Incineroar. When hitting ledge hangs, it is also able to kill confirm into several moves such as F-Tilt, B-Air and even U-Smash. With a platform, D-Tilt can set up tech-chases into Alolan Whip or D-Air
Hit / Hitbox | Base KB | Fixed KB | KB Growth | Landing Lag | Autocancel Window | Shieldstun | Shieldlag | Bonus Shield Damage | Direct Hitbox | Clang ReboundThe type of interaction when a hitbox interacts with another hitbox Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with. Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property. Transcendent cannot interact with other hitboxes. No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch. |
Rehit | Hitlag Multiplier | SDI Multiplier |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Close Hitbox | 60 | 35 | N/A | N/A | 9 | ||||||||
Far Hitbox | 60 | 35 | N/A | N/A | 9 |
Dash Attack
while dashing or running
Hit / HitboxWhich hit timing (such as early or late), or hitbox (such as sweetspot or sourspot) of this move that the data to the right is referring to. | DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. | Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. | Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". | AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. | Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. | ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has. |
---|---|---|---|---|---|---|
Clean | 13.0 | 8-11 | 42 | 55 | -21 to -18 | N/A |
Late | 9.0 | 12-15 | 42 | 55 | -20 to -17 | N/A |
Hit / Hitbox | Base KB | Fixed KB | KB Growth | Landing Lag | Autocancel Window | Shieldstun | Shieldlag | Bonus Shield Damage | Direct Hitbox | Clang ReboundThe type of interaction when a hitbox interacts with another hitbox Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with. Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property. Transcendent cannot interact with other hitboxes. No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch. |
Rehit | Hitlag Multiplier | SDI Multiplier |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Clean | 70 | 81 | N/A | N/A | 12 | ||||||||
Late | 70 | 81 | N/A | N/A | 9 |
Smash Attacks
Forward Smash
/
+
DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. | Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. | Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". | AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. | Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. | ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has. |
---|---|---|---|---|---|
16.0/20.024/30 charged | 16-18 | 52 | 47 | -24 to -22/-22 to -20-20 to -18/-16 to -14 charged | N/A |
Base KB | Fixed KB | KB Growth | Landing Lag | Autocancel Window | Shieldstun | Shieldlag | Bonus Shield Damage | Direct Hitbox | Clang ReboundThe type of interaction when a hitbox interacts with another hitbox Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with. Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property. Transcendent cannot interact with other hitboxes. No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch. |
Rehit | Hitlag Multiplier | SDI Multiplier |
---|---|---|---|---|---|---|---|---|---|---|---|---|
65 | 71/94 | N/A | N/A | 11/135/6 charged |
Up Smash
+
DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. | Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. | Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". | AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. | Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. | ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has. |
---|---|---|---|---|---|
17.025.5 charged | 13-18 | 48 | 88 | -23 to -18-18 to -13 charged | arml intangible 13-18/armr intangible 13-18/arml intangible 13-18/armr intangible 13-18 |
Great as a preemptive anti-air due to arm intangiblity. Can also be used as an OoS option, though bear in mind the slower startup.
Base KB | Fixed KB | KB Growth | Landing Lag | Autocancel Window | Shieldstun | Shieldlag | Bonus Shield Damage | Direct Hitbox | Clang ReboundThe type of interaction when a hitbox interacts with another hitbox Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with. Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property. Transcendent cannot interact with other hitboxes. No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch. |
Rehit | Hitlag Multiplier | SDI Multiplier |
---|---|---|---|---|---|---|---|---|---|---|---|---|
89 | 61 | N/A | N/A | 115 charged |
Down Smash
+
DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. | Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. | Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". | AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. | Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. | ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has. |
---|---|---|---|---|---|
17.025.5 charged | 18-20 | 58 | 361 | -28 to -26-23 to -21 charged | High Profile 2-18 |
A high risk, high reward Smash Attack. The high profile frames on startup allow D-Smash to crush low hitting attacks. Typically used when the opponent chooses not to tech on platforms to punish them for attempting to avoid Alolan Whip. Can also be used after a whiffed Alolan Whip and the opponent miscalculates their ability to whiff punish Incineroar. Take note of the high amount of recovery frames, as Incineroar will be easy to whiff punish with this move.
Base KB | Fixed KB | KB Growth | Landing Lag | Autocancel Window | Shieldstun | Shieldlag | Bonus Shield Damage | Direct Hitbox | Clang ReboundThe type of interaction when a hitbox interacts with another hitbox Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with. Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property. Transcendent cannot interact with other hitboxes. No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch. |
Rehit | Hitlag Multiplier | SDI Multiplier |
---|---|---|---|---|---|---|---|---|---|---|---|---|
73 | 71 | N/A | N/A | 115 charged |
Aerials
Neutral Aerial
Airborne
Hit / HitboxWhich hit timing (such as early or late), or hitbox (such as sweetspot or sourspot) of this move that the data to the right is referring to. | DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. | Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. | Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". | AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. | Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. | ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has. |
---|---|---|---|---|---|---|
Clean | 13.0 | 5-7 | 42 | 361 | -6 | N/A |
Late | 7.0 | 8-25 | 42 | 361 | -8 | N/A |
Hit / Hitbox | Base KB | Fixed KB | KB Growth | Landing Lag | Autocancel Window | Shieldstun | Shieldlag | Bonus Shield Damage | Direct Hitbox | Clang ReboundThe type of interaction when a hitbox interacts with another hitbox Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with. Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property. Transcendent cannot interact with other hitboxes. No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch. |
Rehit | Hitlag Multiplier | SDI Multiplier |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Clean | 50 | 70 | 11 | ? | 5 | ||||||||
Late | 15 | 70 | 11 | ? | 3 |
Forward Aerial
Airborne +
Hit / HitboxWhich hit timing (such as early or late), or hitbox (such as sweetspot or sourspot) of this move that the data to the right is referring to. | DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. | Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. | Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". | AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. | Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. | ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has. |
---|---|---|---|---|---|---|
Clean | 12.0/13.0 | 8-10 | 45 | 361 | -9 | N/A |
Late | 9.0/9.6 | 11-14 | 45 | 361 | -10 | N/A |
Hit / Hitbox | Base KB | Fixed KB | KB Growth | Landing Lag | Autocancel Window | Shieldstun | Shieldlag | Bonus Shield Damage | Direct Hitbox | Clang ReboundThe type of interaction when a hitbox interacts with another hitbox Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with. Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property. Transcendent cannot interact with other hitboxes. No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch. |
Rehit | Hitlag Multiplier | SDI Multiplier |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Clean | 33 | 85 | 14 | ? | 5 | ||||||||
Late | 33 | 85 | 14 | ? | 4 |
Back Aerial
Airborne +
DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. | Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. | Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". | AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. | Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. | ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has. |
---|---|---|---|---|---|
11.0/13.0Foot/Knee | 7-10 | 42 | 361 | -7/-6 | N/A |
Base KB | Fixed KB | KB Growth | Landing Lag | Autocancel Window | Shieldstun | Shieldlag | Bonus Shield Damage | Direct Hitbox | Clang ReboundThe type of interaction when a hitbox interacts with another hitbox Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with. Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property. Transcendent cannot interact with other hitboxes. No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch. |
Rehit | Hitlag Multiplier | SDI Multiplier |
---|---|---|---|---|---|---|---|---|---|---|---|---|
66 | 73 | 11 | ? | 4/5 |
Up Aerial
Airborne +
DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. | Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. | Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". | AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. | Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. | ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has. |
---|---|---|---|---|---|
9.0 | 7-11 | 32 | 85 | -4 | N/A |
Base KB | Fixed KB | KB Growth | Landing Lag | Autocancel Window | Shieldstun | Shieldlag | Bonus Shield Damage | Direct Hitbox | Clang ReboundThe type of interaction when a hitbox interacts with another hitbox Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with. Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property. Transcendent cannot interact with other hitboxes. No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch. |
Rehit | Hitlag Multiplier | SDI Multiplier |
---|---|---|---|---|---|---|---|---|---|---|---|---|
66 | 79 | 8 | ? | 4 |
Down Aerial
Airborne +
Hit / HitboxWhich hit timing (such as early or late), or hitbox (such as sweetspot or sourspot) of this move that the data to the right is referring to. | DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. | Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. | Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". | AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. | Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. | ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has. |
---|---|---|---|---|---|---|
Clean | 15.0/14.0 | 16-19 | 45 | 270/361 | -11 | N/A |
Late | 9.0/8.0 | 20-21 | 45 | 361 | -12 | N/A |
Hit / Hitbox | Base KB | Fixed KB | KB Growth | Landing Lag | Autocancel Window | Shieldstun | Shieldlag | Bonus Shield Damage | Direct Hitbox | Clang ReboundThe type of interaction when a hitbox interacts with another hitbox Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with. Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property. Transcendent cannot interact with other hitboxes. No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch. |
Rehit | Hitlag Multiplier | SDI Multiplier |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Clean | 30/50 | 100/67 | 16 | ? | 5 | ||||||||
Late | 50 | 70 | 16 | ? | 4 |
Special Moves
Darkest Lariat
Hit / HitboxWhich hit timing (such as early or late), or hitbox (such as sweetspot or sourspot) of this move that the data to the right is referring to. | DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. | Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. | Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". | AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. | Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. | ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has. |
---|---|---|---|---|---|---|
Hit 1 | 17.0/13.0 | 5-8 | 85 | 45 | -64 to -62/-67 to -65 | all invincible 5-6/head invincible 7/arm invincible 7-57 |
Hit 2 | 12.0/10.0 | 9-22 | 85 | 45 | -64 to -63/-65 to -64 | all invincible 5-6/head invincible 7/arm invincible 7-57 |
Hit 3 | 11.0/9.0 | 23-36 | 85 | 45 | -51 to -50/-52 to -51 | all invincible 5-6/head invincible 7/arm invincible 7-57 |
Hit 4 | 10.0/8.0 | 37-49 | 85 | 45 | -37 to -36/-39 to -38 | all invincible 5-6/head invincible 7/arm invincible 7-57 |
Hit 5 | 8.0/6.0 | 50-55 | 85 | 45 | -26 to -25/-28 to -27 | all invincible 5-6/head invincible 7/arm invincible 7-57 |
Hit 6 | 8.0/6.0 | 56-57 | 85 | 45 | -20 to -19/-22 to -21 | all invincible 5-6/head invincible 7/arm invincible 7-57 |
Hit / Hitbox | Base KB | Fixed KB | KB Growth | Landing Lag | Autocancel Window | Shieldstun | Shieldlag | Bonus Shield Damage | Direct Hitbox | Clang ReboundThe type of interaction when a hitbox interacts with another hitbox Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with. Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property. Transcendent cannot interact with other hitboxes. No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch. |
Rehit | Hitlag Multiplier | SDI Multiplier |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Hit 1 | 85/80 | 47/50 | N/A | N/A | 15/12 | ||||||||
Hit 2 | 85/80 | 50/40 | N/A | N/A | 11/10 | ||||||||
Hit 3 | 85/80 | 50/40 | N/A | N/A | 10/9 | ||||||||
Hit 4 | 85/80 | 50/40 | N/A | N/A | 10/8 | ||||||||
Hit 5 | 85/80 | 50/40 | N/A | N/A | 8/6 | ||||||||
Hit 6 | 85/80 | 50/40 | N/A | N/A | 8/6 |
Alolan Whip
/
+
, then
Hit / HitboxWhich hit timing (such as early or late), or hitbox (such as sweetspot or sourspot) of this move that the data to the right is referring to. | DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. | Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. | Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". | AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. | Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. | ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has. |
---|---|---|---|---|---|---|
Grab Hitbox | N/A | 16-32 | 58 | N/A | N/A | N/A |
Early, Throw | 12.0 | 8-17 | 43 | 105 | -23 to -14 | all armor 1-47 11.99% hp |
Failure, Throw | 4.0 | 1-2 | 35 | 30 | -28 to -27 | all armor 1-47 11.99% hp |
Lariat, Throw | 20.0 | 7-19 | 48 | 145 | -21 to -10 | all armor 1-47 11.99% hp |
A long ranged, hard to react command grab; with all of its followups having use. Use it to punish opponents laggy options in neutral, catch ledge options, tech chase opponents, or just hard read them in neutral. The mere existence of this move makes opponents panic at the ledge due to the Lariat follow-up.
- Does not cause helplessness when used.
- Early
- Press
early
Used on platforms to get KOs off the top. Can also be used as a mixup tool when the opponent expects a Lariat.
- Late
- Press
late
Despite the recoil damage, this move does have use. Because it doesn't refresh offstage resources(e.g: Jumps, Up-B), you can use this as a risky option off stage to guarantee your opponent dies. On stage, you want to opt for either the Early or Lariat followup instead.
- Does 4% self damage
- Lariat
- Press
at perfect timing
The main followup used most of the time. Highly damaging. Satisfaction Maximum, Guaranteed.
Lariat followup KOs at mid percents at the edge of stages, and sends your opponent at a mostly horizontal angle offstage if it doesn't kill them, setting up another ledge trap for Incineroar. If that wasn't enough, Revenge bumps up Lariat's damage to ludicrous levels, with it common to do up to 50+% off a Revenge boosted Lariat.
Despite its potent killpower, it's not advisable to keep spamming this move, lest stale damage negation catches up with this move. Instead, it's best to be used at the ledge once your opponent is near or at kill percentage to get the best use out of this move.
Hit / Hitbox | Base KB | Fixed KB | KB Growth | Landing Lag | Autocancel Window | Shieldstun | Shieldlag | Bonus Shield Damage | Direct Hitbox | Clang ReboundThe type of interaction when a hitbox interacts with another hitbox Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with. Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property. Transcendent cannot interact with other hitboxes. No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch. |
Rehit | Hitlag Multiplier | SDI Multiplier |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Grab Hitbox | N/A | N/A | N/A | N/A | N/A | ||||||||
Early, Throw | 128 | 34 | N/A | N/A | 11 | ||||||||
Failure, Throw | 70 FKB | 100 | N/A | N/A | 5 | ||||||||
Lariat, Throw | 88 | 40 | N/A | N/A | 18 |
Cross Chop
+
Hit / HitboxWhich hit timing (such as early or late), or hitbox (such as sweetspot or sourspot) of this move that the data to the right is referring to. | DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. | Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. | Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". | AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. | Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. | ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has. |
---|---|---|---|---|---|---|
Rise, Initial Hitbox | 3.0/5.0/4.0 | 11-12 | 27 | 81/87/80/78/90 | -11 to -10/-9 to -8/-10 to -9 | arms intangible 13-26/all armor 4-15 12%hp |
Rise, Late Hitbox | 4.0 | 13-14/15 | 27 | 66/45 | -8 to -7 | arms intangible 13-26/all armor 4-15 12%hp |
Rise, Later Hitbox | 2.5 | 16-19 | 27 | 30 | -6 to -3 | arms intangible 13-26/all armor 4-15 12%hp |
Rise, Latest Hitbox | 2.5 | 20-24 | 27 | 5 | -2 to 2 | arms intangible 13-26/all armor 4-15 12%hp |
Fall, Early | 7.0 | 12 | 33 | 70 | -13 | N/A |
Fall, Clean Sourspot | 3.5 | 13-17 | 33 | 312 | -15 to -11 | N/A |
Fall, Clean Sweetspot | 13.0 | 13-32 | 33 | 54 | -7 to 12 | N/A |
Fall, Late Hitbox 1 | 3.5 | 18-20 | 33 | 312 | -10 to -8 | N/A |
Fall, Late Hitbox 2 | 3.5 | 21-23 | 33 | 312 | -7 to -5 | N/A |
Fall, Late Hitbox 2 | 3.5 | 24-26 | 33 | 312 | -4 to -2 | N/A |
Fall, Late Hitbox 3 | 3.5 | 27-32 | 33 | 312 | -1 to 4 | N/A |
Landing Explosion | 10.8/5.5Close/Far | 1-4 | 40 | 361 | -3411/7 to -3111/7/-3511/7 to -3211/7 | N/A |
- The descent is angleable left/right.
Hit / Hitbox | Base KB | Fixed KB | KB Growth | Landing Lag | Autocancel Window | Shieldstun | Shieldlag | Bonus Shield Damage | Direct Hitbox | Clang ReboundThe type of interaction when a hitbox interacts with another hitbox Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with. Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property. Transcendent cannot interact with other hitboxes. No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch. |
Rehit | Hitlag Multiplier | SDI Multiplier |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Rise, Initial Hitbox | 82/81/80/90/91 | 1 | N/A | N/A | 4/6/5 | ||||||||
Rise, Late Hitbox | 58/49 | 5 | N/A | N/A | 5 | ||||||||
Rise, Later Hitbox | 34 | 5 | N/A | N/A | 4 | ||||||||
Rise, Latest Hitbox | 30 | 5 | N/A | N/A | 4 | ||||||||
Fall, Early | 50 | 100 | N/A | N/A | 7 | ||||||||
Fall, Clean Sourspot | 175 FKB | 100 | N/A | N/A | 4 | ||||||||
Fall, Clean Sweetspot | 135 | 48 | N/A | N/A | 12 | ||||||||
Fall, Late Hitbox 1 | 100 FKB | 100 | N/A | N/A | 4 | ||||||||
Fall, Late Hitbox 2 | 80 FKB | 100 | N/A | N/A | 4 | ||||||||
Fall, Late Hitbox 2 | 60 FKB | 100 | N/A | N/A | 4 | ||||||||
Fall, Late Hitbox 3 | 40 FKB | 100 | N/A | N/A | 4 | ||||||||
Landing Explosion | 89/85 | 72/80 | 61/35 | N/A | 4/3 |
Revenge
+
Hit / HitboxWhich hit timing (such as early or late), or hitbox (such as sweetspot or sourspot) of this move that the data to the right is referring to. | DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. | Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. | Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". | AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. | Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. | ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has. |
---|---|---|---|---|---|---|
Catch | - | 3-27 Catch | 49 | - | - | - |
Success | 2.4 | 8-9 | 27 | 51/54 | -15 to -14 | all intangible 1-14 |
Incineroar's main way of calling out careless hits in neutral. A fantastic counter that powers up Incineroar's next attack.
As a counter, Revenge is great at interrupting opponents recoveries that have a hitbox. The resulting hitbox that comes from Revenge can be combo'd out of with Impact Revenge - activating aerial Revenge on its first active frame.
Other than just buffing Incineroar's damage and knockback on hit, Revenge also buffs Incineroar's safety on shield, giving their moves better safety and pushback on shield.
- Counter window 3~27F
- Lost after taking 36% or getting grabbed
Hit / Hitbox | Base KB | Fixed KB | KB Growth | Landing Lag | Autocancel Window | Shieldstun | Shieldlag | Bonus Shield Damage | Direct Hitbox | Clang ReboundThe type of interaction when a hitbox interacts with another hitbox Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with. Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property. Transcendent cannot interact with other hitboxes. No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch. |
Rehit | Hitlag Multiplier | SDI Multiplier |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Catch | - | - | - | - | - | ||||||||
Success | 40 FKB/38 FKB | 100 | N/A | N/A | 3 |
Catch:
- Stacks a maximum of 3x
Grabs & Throws
Grab
Hit / HitboxWhich hit timing (such as early or late), or hitbox (such as sweetspot or sourspot) of this move that the data to the right is referring to. | DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. | Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. | Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". | AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. | Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. | ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has. |
---|---|---|---|---|---|---|
Standing | N/A | 7-9 | 38 | N/A | N/A | N/A |
Dash | N/A | 11-13 | 46 | N/A | N/A | N/A |
Pivot | N/A | 12-14 | 44 | N/A | N/A | N/A |
Pummel | 1.6 | 1 | 7 | 80 | -2 | N/A |
Incineroar's win condition. Grants Incineroar exceptionable reward, and all follow up throws are good.
- Standing Grab
- Pivot Grab (While Dashing,
/ >
)
- Dash Grab (While Dashing,
)
- Pummel (After grabbing,
)
Hit / Hitbox | Base KB | Fixed KB | KB Growth | Landing Lag | Autocancel Window | Shieldstun | Shieldlag | Bonus Shield Damage | Direct Hitbox | Clang ReboundThe type of interaction when a hitbox interacts with another hitbox Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with. Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property. Transcendent cannot interact with other hitboxes. No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch. |
Rehit | Hitlag Multiplier | SDI Multiplier |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Standing | N/A | N/A | N/A | N/A | N/A | ||||||||
Dash | N/A | N/A | N/A | N/A | N/A | ||||||||
Pivot | N/A | N/A | N/A | N/A | N/A | ||||||||
Pummel | 30 FKB | 100 | N/A | N/A | 3 |
Forward Throw
After grabbing,
Hit / HitboxWhich hit timing (such as early or late), or hitbox (such as sweetspot or sourspot) of this move that the data to the right is referring to. | DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. | Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. | Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". | AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. | Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. | ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has. |
---|---|---|---|---|---|---|
Initial Hits | 4.0/6.0/8.0/10.0 | 24-56 | 82 | 30 | -52 to -15 | all invincible 1-58 |
Throw | 12.0 | 58 | 82 | 45 | N/A | all invincible 1-58 |
A throw with respectable kill power at the ledge.
Hit / Hitbox | Base KB | Fixed KB | KB Growth | Landing Lag | Autocancel Window | Shieldstun | Shieldlag | Bonus Shield Damage | Direct Hitbox | Clang ReboundThe type of interaction when a hitbox interacts with another hitbox Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with. Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property. Transcendent cannot interact with other hitboxes. No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch. |
Rehit | Hitlag Multiplier | SDI Multiplier |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Initial Hits | 100 | 63/62/61/60 | N/A | N/A | 5/6/8/10 | ||||||||
Throw | 82 | 58 | N/A | N/A | N/A |
Back Throw
After grabbing,
Hit / HitboxWhich hit timing (such as early or late), or hitbox (such as sweetspot or sourspot) of this move that the data to the right is referring to. | DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. | Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. | Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". | AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. | Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. | ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has. |
---|---|---|---|---|---|---|
Initial Hit | 14.0 | 28 | 52 | 32 | -10 | all invincible 1-30 |
Throw | 0.0 | 30 | 52 | 47 | N/A | all invincible 1-30 |
One of the best B-Throws in the game due to its killpower. The high base knockback of the move means that even if B-Throw does not kill, it will set up a ledge situation for Incineroar, and allow him to enforce his scary ledgetrap game.
Hit / Hitbox | Base KB | Fixed KB | KB Growth | Landing Lag | Autocancel Window | Shieldstun | Shieldlag | Bonus Shield Damage | Direct Hitbox | Clang ReboundThe type of interaction when a hitbox interacts with another hitbox Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with. Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property. Transcendent cannot interact with other hitboxes. No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch. |
Rehit | Hitlag Multiplier | SDI Multiplier |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Initial Hit | 60 | 80 | N/A | N/A | 13 | ||||||||
Throw | 57 | 340 | N/A | N/A | N/A |
Up Throw
After grabbing,
DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. | Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. | Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". | AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. | Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. | ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has. |
---|---|---|---|---|---|
12.0 | 27 | 56 | 88 | N/A | all invincible 1-27 |
Yet another throw that can kill for Incineroar. Used on platforms to kill off the top.
Base KB | Fixed KB | KB Growth | Landing Lag | Autocancel Window | Shieldstun | Shieldlag | Bonus Shield Damage | Direct Hitbox | Clang ReboundThe type of interaction when a hitbox interacts with another hitbox Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with. Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property. Transcendent cannot interact with other hitboxes. No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch. |
Rehit | Hitlag Multiplier | SDI Multiplier |
---|---|---|---|---|---|---|---|---|---|---|---|---|
68 | 70 | N/A | N/A | N/A |
Down Throw
After grabbing,
DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. | Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. | Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". | AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. | Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. | ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has. |
---|---|---|---|---|---|
9.0 | 24 | 36 | 68 | N/A | all invincible 1-24 |
A fantastic D-Throw that helps start combos for Incineroar at a multitude of percentages. (Placeholder)
Base KB | Fixed KB | KB Growth | Landing Lag | Autocancel Window | Shieldstun | Shieldlag | Bonus Shield Damage | Direct Hitbox | Clang ReboundThe type of interaction when a hitbox interacts with another hitbox Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with. Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property. Transcendent cannot interact with other hitboxes. No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch. |
Rehit | Hitlag Multiplier | SDI Multiplier |
---|---|---|---|---|---|---|---|---|---|---|---|---|
70 | 47 | N/A | N/A | N/A |
Misc. Attacks
Ledge Attack
while holding the ledge
DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. | Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. | Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". | AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. | Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. | ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has. |
---|---|---|---|---|---|
10.0 | 24-26 | 56 | 45 | -21 to -19 | all intangible 1-26 |
- PlaceHolder
Base KB | Fixed KB | KB Growth | Landing Lag | Autocancel Window | Shieldstun | Shieldlag | Bonus Shield Damage | Direct Hitbox | Clang ReboundThe type of interaction when a hitbox interacts with another hitbox Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with. Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property. Transcendent cannot interact with other hitboxes. No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch. |
Rehit | Hitlag Multiplier | SDI Multiplier |
---|---|---|---|---|---|---|---|---|---|---|---|---|
90 | 20 | N/A | N/A | 10 |
Getup Attack
after getting knocked down
Hit / HitboxWhich hit timing (such as early or late), or hitbox (such as sweetspot or sourspot) of this move that the data to the right is referring to. | DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. | Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. | Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". | AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. | Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. | ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has. |
---|---|---|---|---|---|---|
Facing Up | 7.0 | 18-24 | 46 | 48 | -20 to -14 | all intangible 1-24 |
Facing Down | 7.0 | 18-24 | 46 | 48 | -20 to -14 | all intangible 1-24 |
It's a Getup Attack.
Hit / Hitbox | Base KB | Fixed KB | KB Growth | Landing Lag | Autocancel Window | Shieldstun | Shieldlag | Bonus Shield Damage | Direct Hitbox | Clang ReboundThe type of interaction when a hitbox interacts with another hitbox Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with. Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property. Transcendent cannot interact with other hitboxes. No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch. |
Rehit | Hitlag Multiplier | SDI Multiplier |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Facing Up | 80 | 48 | N/A | N/A | 7 | ||||||||
Facing Down | 80 | 48 | N/A | N/A | 7 |
Trip Attack
after tripping
DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. | Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. | Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". | AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. | Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. | ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has. |
---|---|---|---|---|---|
5.0 | 19-32 | 50 | 361 | -24 to -11 | all intangible 1-7 |
- PlaceHolder
Base KB | Fixed KB | KB Growth | Landing Lag | Autocancel Window | Shieldstun | Shieldlag | Bonus Shield Damage | Direct Hitbox | Clang ReboundThe type of interaction when a hitbox interacts with another hitbox Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with. Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property. Transcendent cannot interact with other hitboxes. No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch. |
Rehit | Hitlag Multiplier | SDI Multiplier |
---|---|---|---|---|---|---|---|---|---|---|---|---|
60 | 50 | N/A | N/A | 6 |
![]() |
To edit frame data, edit values in SSBU/Incineroar/Data. |

Essentials
• Controls • FAQ •
The Basics
• Movement •
Offense •
Defense •
Detailed & Advanced Information
• Damage/Knockback • Frame Data Explanations • States of Play • Universal Strategy • Esoterica •
Archived Information
• Patch Notes • Tier Lists • Alternate Resources • Discords •
Placeholder