SSBU/Incineroar

From Dragdown


Overview

Incineroar
Weight:116
Spotdodge:The duration and intangibility of this character's on-spot dodges.26F (3~17F intangible)
Air Dodge:The intangibility of this character's air dodges, both neutral and directional.3~29F intangible (Neutral)
3~21F intangible (Directional)
Unique Recovery Options:Recovery options that this character may have other than their Up Special.Alolan Whip x1
Fastest OOS:N-Air (8F)
Overview
Fast attacks, super heavyweight status and powerful throws are what make up the pro wrestling-themed Fire-/Dark-type Heel Pokémon Incineroar. Its most notorious move is Alolan Whip, a long-reaching command grab that deals tremendous damage and knockback with its Lariat followup.

Incineroar's whole gameplan is to push its opponent to the ledge, then find ways to grab them with either its command grab or with its regular grab, the latter of which has rewarding follow-up throws. Incineroar 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, its command grab's long reach allows it to punish careless or frightened opponents.

Incineroar's main weak point is its incredibly sluggish movement: possessing the worst grounded mobility in the game with no direct means of dealing with projectiles. It struggles against zoning and camping strategies as a result. Thus, Incineroar must be very patient when approaching an opponent. Incineroar's disadvantage state isn't all that bad though: its high weight allows it 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 highly damaging normals to terrify their opponents, then punish them severely for messing up. All you need is one opening to turn a game around.

Summary
Incineroar is a slow-paced grappler that instills fear by dealing tremendous damage that stacks up quick from powerful grabs and rapid attacks.
Pros Cons
  • Highly Damaging: Stray hits off single interactions inflict high damage on the opponent, with simple two-hit combos able to deal over 30%.
  • Powerful Grabs: Fitting for a pro-wrestling inspired character, Incineroar's grab game is exceptional. It haz a solid combo throw in DThrow, and all of its other throws act as KO throws. Notably, BThrow is one of the strongest of its kind in the game when used by the ledge, and can be made even more potent with Revenge. Alolan Whip is long ranged, has a deceptively active hitbox and leads to massive damage (and satisfaction) if the Lariat version is done, KOing at medium percentages at the ledge.
  • Super Heavyweight: Incineroar is one of the heaviest characters in the game, meaning it can take hits and survive for much longer, simultaneously enabling it to abuse Rage better than most.
  • Revenge: A frame 3 counter that stores the damage that is dealt to Incineroar, using it to increase the damage of their next attack. Revenge increases their next attack's damage and knockback, as well as shield safety. If Incineroar lands a Revenge boosted Alolan Whip, expect it to do a minimum of 50%.
  • Great Frame Data: Despite being a superheavyweight, Incineroar doesn't really suffer from the pitfalls of having poor frame data associated with these characters. Incineroar's OoS options are decent, with most of its aerials being safe on shield when properly spaced.
  • Horrid Mobility★: Incineroar's grounded mobility is the worst in the entire cast: slowest walking and dashing speeds, 10th-slowest air speed, and tied for the 14th-slowest initial dashing speed.
  • No Anti-Zoning Tools★: Further exacerbating its ability to approach is Incineroar's lack of anti-zoning tools. It has virtually nothing to directly counter projectiles that threaten the long range and camp Incineroar out. While Revenge can allow Incineroar to absorb the zoning projectile and power up its next succesful attack, the move is not a substitute let alone a replacement for actually getting Incineroar close to their opponent.
  • Exploitable Recovery: While Incineroar can mix up its stage recovery with Alolan Whip, Cross Chop is very exploitable in regards to the direction that move travels. The quick downward descent of the move means that Incineroar might accidentally self-destruct if it does not position itself properly when recovering.
Note: ★Although Incineroar's movement stats are among the worst in the game with no dedicated anti-zoning tools, that does not mean you should put down your controller when playing against characters who have the ability to zone or camp Incineroar out. Be patient with your approach, and an opening will appear.
Revenge
When Incineroar successfully uses its down special, Revenge, it will tank an attack, receive 0.4× of that attack's damage, and then counterattack with a burst of flame that deals a small bit of damage with set knockback. Once activated, Incineroar will start to glow a flaming red, boosting the next attack that it uses. Incineroar can lose this boost if it receives a total of 36.0% base damage or is thrown from a grab, including most command grabs. So, when the boost procs, watch out! Incineroar can keep countering with Revenge to reset the move's duration and give additional boost's to Incineroar's next attack, up to a cap.

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 boosted attack significantly 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 type of attack missed. Also, each type of attack has separate knockback multipliers independent of 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 their second loss are recorded below:

Max Revenge Storage
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 5
Final Smash 0.5
Item Swing 3

Revenge is not affected by these attacks: Pummel, Get-Up Attacks, Trip Attack, Ledge Attack, and non-battering items. These will not make Incineroar lose the boost nor receive storage loss. The rising and non-spike hitbox of Cross Chop are also not affected, though storage loss still applies.


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
  • Hitting jab 1 or 2 but not finishing the combo will still remove Revenge

Despite being tied for the third most damaging non-infinite jab combo in the game, it is widely considered Incineroar's least useful move. Jab is tied for Incineroar's fastest grounded move, but it is generally outclassed by Darkest Lariat in such a regard due to the latter's invinciblity, damage and knockback. It may also have issues comboing into itself properly. Only really used for jab locks on certain characters.

At least the taunt that Incineroar does after landing Jab 3 is cool.


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
  • Can be angled up or down

One of Incineroar's primary KO options, having the honor of being the strongest F-Tilt in the game in terms of raw kill power, able to KO at mid-high percents by the ledge and only slightly later when done center stage thanks to its high knockback growth. Has a sweetspot on Incineroar's hand and a slightly weaker "sourspot" on Incineroar's arm. Fortunately, you will usually land the sweetspot regardless due to the hitbox actually taking priority over the sourspot. The move launches at a semi-spike angle as well, possibly rendering characters with weaker recoveries unable to return to stage even if it doesn't KO outright.

It can be done raw to punish certain ledge options, rolls or whiffed attacks and can be easily confirmed into from a D-Tilt, especially if done off of a 2-frame or ledge hang. The down angled version is also capable of catching opponents hanging on ledge. The deceptively long range can also make it fairly safe on shield when spaced, even without Revenge.


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

Fairly underwhelming compared to Incineroar's other moves, but it's still not bad. Serves as an anti-air that can catch aerial opponents while being much safer to throw out compared Up Smash. Though not nearly as strong in the combo department compared to D-Tilt, it can still lead to simple conversions into Up Air or Darkest Lariat.

While Up Air is much better for juggles and is used much more often against aerial opponents, Up Tilt is less likely to trade with the head intangibility, and can simultaneously catch taller grounded opponents with relatively low commitment. Can also KO at higher percents.


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 to its knockback angle, disjoint, and good frame data, D-Tilt starts combos at a variety of percentages for Incineroar while simultaneaously being their best move for 2-framing. When hitting ledge hangs, it is easily able to kill confirm into several moves such as F-Tilt, B-Air and even U-Smash. D-Tilt can also set up tech-chases on platforms, which can then lead into Alolan Whip or D-Air. The move also shifts Incineroar's hurtbox quite low, allowing it to potentially low-profile some attacks.


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

Amazing whiff punish tool when Alolan Whip is a bit too slow while also easily being able to punish missed techs. It has solid kill power despite its low startup, with the clean hit able to KO at reasonably high percents. Dash Attack is also capable of crossing up shields against slimmer characters if it connects with the initial strong hitbox. Can situationally be combo'd into from a D-Throw against fast fallers at starting percents. Overall, a very solid burst option.

Also, Incineroar taunts when successfully landing this move, which is pretty dope.


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
  • Charge hold is frame 1

An absolute powerhouse of a move that can absolutely EVISCERATE stocks should you land the tipper, able to kill as early as 40% against midweights, and potentially even earlier should you have built up Rage or have Revenge active. However, the inner sourspot is MUCH weaker, making this move inconsistent as a kill option even on a correct read. It is also susceptible to being low profiled against smaller or crouching characters.

Despite these flaws, it has surprisingly low startup for a move as potentially strong as it is, making it usable as a whiff punish against laggier moves or as a hard callout against an opponent's landing. Can be comboed into from a D-Throw against certain characters at starting percents for a very damaging 2-hit combo. It's also extraordinarily satisfying to land the tipper.


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
  • Charge hold is frame 5

Great as a preemptive anti-air due to Incineroar's arms being rendered intangible during the active frames. It is Incineroar's most commonly used Smash attack due to it being the fastest of the bunch while still having very good kill power, and is also Incineroar's most consistent vertical kill option alongside U-Throw. Can also be used as a niche OoS option against particularly unsafe or otherwise poorly-spaced moves.

U-Smash is able to reach slightly above Battlefield's lower platforms, making it suitable for covering enemies attempting to land on them, though the spacing can be a bit precise. Notably, it also reaches slightly behind Incineroar while still being just as strong, meaning you may still hit opponents standing directly behind you (and get some odd looking kill screens as well).


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
  • Charge hold is frame 1

A high risk, high reward Smash Attack. The high profile frames on startup essentially function as a built-in frame 2 spotdodge that allows D-Smash to crush many grounded attacks and grabs. This move is no slouch in the strength department either, able to reliably KO at mid-high percents depending on stage positioning. Commonly used when the opponent chooses not to tech on platforms to punish them for attempting to avoid Alolan Whip, which can potentially cover every possible getup option if timed properly.

Can also be used after a whiffed Alolan Whip (or anything really) 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 punish, both on whiff and on shield, 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
  • Incineroar's safest landing aerial on shield in terms of pure frame data
  • Can combo into grab at starting percents when done landing with the clean hit
    • Late hit generally doesn't lead to anything at low percents and should be avoided

A quick body splash that serves multiple functions for Incineroar. For starters, it's the Pokémon's fastest and most reliable OoS option, being a respectable frame 8 when factoring in jumpsquat. It being frame 5 when performed in the air makes it great for quickly stuffing out aerial approaches, with the initial strong hitbox being quite damaging as well. Said hitbox can also KO at higher percents, and can be confirmed into from a D-Tilt. The lingering hitbox essentially makes it function like a sex kick (e.g. Mario nair) which makes it very useful in both ledgetrapping by catching getup options such as neutral getup on reaction, as well as edgeguarding scenarios where Incineroar can either KO outright with the strong hit or gimp opponents with the lingering weak hit. Overall, a fantastic aerial that you will be using quite frequently.


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
  • Has a slightly stronger tipper hitbox on Incineroar's feet

While not super amazing, you will be using this move a LOT due to its sheer range. Great for spacing out opponents with shorter range, as well as punishing opponents attempting to dash or jump back. Not terribly safe on shield normally, but can be made safer by spacing it to hit closer to max range. Very good for calling out opponents jumping out of hitstun after a succesful Revenge as they will often be at a range for the tipper to connect. It can very easily be comboed into from both a D-Throw as well as a D-Tilt at mid to high percents, though B-Air will generally yield higher reward.


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

Incineroar stomps downward with its two feet. The clean hit has a hitbox on Incineroar's feet that meteor smashes and one on the Pokémon's legs that launches horizontally, while the late hit always launches horizontally regardless of positioning. This is one of Incineroar's two meteor smashes, the other being the diving portion of Cross Chop.


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

Tied with jab as being Incineroar's fastest attack with only five frames of startup, Darkest Lariat is a highly useful spin move with plenty of utility.


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
  • Has a windbox on frames 13-15, which can push opponents off ledges for a very situational jab lock finisher
  • Does not cause helplessness when used in the air.

Incineroar's fear factor. A unique, relatively long-ranged, and deceptively active command grab which has three different followups, all of which have uses in different situations. Use it to whiff punish laggy or predictable 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 powerful Lariat follow-up. The armor can also allow it to tank less disjointed attacks should they make contact as the grab connects. It also functions as a solid option to get off ledge against opponents who like to hold shield while ledgetrapping by inputting ledge jump into an immediate Alolan Whip.

It's also extremely important in helping Incineroar recover after being launched offstage, as the extra horizontal distance will often help mitigate Cross Chop's vertical nature. Do note that it has a fair amount of ending lag, meaning that opponents can punish it easily if used at the wrong time. It can only be used once before landing on stage, grabbing the ledge or getting hit again before landing. It will also snap to ledge when spaced correctly.


Early (Back Body Drop)
Press early

Incineroar performs a back body drop that launches the opponent vertically with high base knockback. Most commonly used on platforms or while high up to get KOs off the top. Can also be used as a cheeky DI mixup when the opponent expects a Lariat. The button can be held to guarantee this followup.


Late (Chest Bounce)
Press late / No input
  • Deals 4% recoil damage

Despite being the result of "failing" to press the B button, this followup does have notable use as a reversal/gimping tool. If you connect with Alolan Whip while recovering, this is usually your best option as it will position you between your opponent and the stage, which can lead to a safe recovery or even a cheesy reversal stock if you correctly read their option. Because it doesn't refresh offstage resources (e.g. Airdodge, certain Up-Bs), it can potentially gimp characters with recoveries that don't render them helpless. When on-stage, you'll usually want to opt for either the Early or Lariat followup instead.


Lariat
Press at perfect timing

The primary followup you will be using most of the time. Highly damaging. Maximum satisfaction guaranteed.

The 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 its damage to ludicrous levels, with Revenge boosted Lariat regularly dealing 50+%.

Despite its potent killpower, it's not advisable to keep spamming this move, both due to the grab naturally being vulnerable to whiff punishes, and staling will reduce its KO potential quite a bit. 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.
  • Explosion hitbox causes Special Zoom if boosted by Revenge

Incineroar's primary recovery option. After rising directly upward, Incineroar descends downward at an angle, which can be adjusted by holding the stick left or right. Incineroar gains damage-based heavy armor during the ascent, which can easily allow it to tank certain attacks that may attempt to interrupt it, though strong attacks can still break it. An interesting quirk of Cross Chop is that, unlike most Up-Bs, it does not render Incineroar helpless after the move has finished, which makes it great in allowing for high recoveries after being launched offstage.

Unfortunately, the linear nature of the move makes it quite exploitable if you become too predictable with your recovery trajectories, and the downward descent can be easy to intercept or punish if your opponent positions themselves properly. For this reason, learning to mix up your recovery as Incineroar by utilising different recovery paths along with Alolan Whip and preserving offstage resources such as double jumps for as long as possible is VITAL, as failing to do so will usually result in it getting gimped and losing stocks earlier than it should.

Holding down on the control stick during low recoveries to go slightly above the ledge and hit your opponent with the landing explosion is also useful as a mixup that can end up skipping the ledgetrapping phase entirely and give stage control, but if it is intercepted it may just lead to Incineroar losing a stock early. It also has a horrendous amount of landing lag, meaning if your opponent shields it, you're probably gonna be eating a huge punish.

Cross Chop isn't just limited to being a recovery tool, however. It can be used as a niche out-of-shield options, as the initial rising hitbox comes out at a reasonable frame 11, and the aforementioned armor is great for deterring opponents who insist on pressing buttons during their shield pressure. If all hits connect, it can easily do upwards of 20+% unstaled, but can be somewhat inconsistent in that regard. The downward descent has extremely high base knockback as well, KOing offstage opponents as early as 0 percent. The landing explosion is also a decently strong KO move which launches opponents horizontally, so don't be afraid to use this move aggressively if the situation calls for it.


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
  • Counter window 3~27F
  • Has a minimum damage boost of 1.5x and a maximum of 3x after countering an attack that deals 20%
    • The max can also be achieved by countering multiple attacks, which will also refresh the buff's duration
  • Buff can be lost after taking a total of 36%, getting thrown after a grab as well as after most command grabs, or if the storage timer expires
    • Getting grab released will not remove the buff
    • Command grabs that do NOT remove the buff include King Dedede and Kirby's Inhale, Steve's, Minecart, Yoshi's Egg Lay, Robin's Nosferatu, as well as an opposing Incineroar's Alolan Whip
    • Ridley's Space Pirate Rush will not remove Revenge if it is succesfully mashed out of, functioning as a grab release
    • Isabelle's Fishing Rod will usually remove Revenge, with the exception of the down throw variant
    • The buff will be removed upon hitting certain objects created by special moves, such as Pac-Man's Fire Hydrant

Incineroar's main way of calling out careless hits in neutral or while in disadvantage. A fantastic counter that, when succesful, causes Incineroar to take 0.4x damage from an attack as well as no knockback, and boosts the power of their next attack. This boost is consumed upon landing a succesful attack. Other than just buffing Incineroar's damage and knockback on hit, Revenge also buffs Incineroar's safety on shield, giving its moves improved shieldstun, pushback and shield damage while still allowing them to retain the buff.

As a counter, Revenge is great at interrupting opponents recoveries that have a hitbox. The resulting hitbox that comes from Revenge, which has set knockback, can lead to combos with Impact Revenge - which occurs when aerial Revenge is triggered on its first active frame - or if the opponent DI's in. Usually, however, this leads to an advantageous scenario for Incineroar, allowing you to subsequently call out defensive options out of hitstun while not necessarily true comboing into anything.

While it is relatively fast and has low ending lag for a counter, you cannot afford to get too predictable when using it. Wary opponents may attempt to bait it out during juggle scenarios or combos to get a potential reset and put you back in disadvantage, which Incineroar may struggle to get out of. This can be seen as a double-edged sword, however, as the mere threat of Revenge's damage boost will sometimes cause a guessing game between you and your opponent as to whether you will use Revenge in disadvantage or during an untrue string, which can allow you to either reset to neutral or get a damage boost should you guess correctly.

Important to note is that you must exercise caution when attempting to use this move against certain lingering projectiles, notably those where the opponent is free to act while it is active such as Pikachu's Thunder Jolt. If they position themselves outside of the initial flame burst you leave yourself wide open to a grab, ultimately removing the buff before you even get a chance to use it.

Overall, while the move naturally has the usual weaknesses of a counter-style move, Revenge is fantastic at enabling Incineroar's comeback potential via ludicrous damage output while giving it a unique defensive option that opponents may be forced to respect.


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 primary win condition. Grants Incineroar exceptionable reward, with all follow-up throws being good.


Standing Grab

Commonly used out of shield to punish close-up pressure. While its startup is fairly average, it's actually active for an additional frame compared to most grabs.


Pivot Grab (While Dashing, / > )

Like most pivot grabs, it is best used to catch landings against misspaced aerial approaches, and has noticably more range than Standing Grab. Though this naturally comes at the cost of increased startup, it does have less ending lag than Dash Grab.


Dash Grab (While Dashing, )

Pummel (After grabbing, )

Great for tacking on a bit of extra damage for Incineroar's kill throws, as well as unstaling its other important moves.


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. It looks like a forward-facing version of Mario's back throw, and much like his back throw, it has a collateral hitbox that can hir bystanders. It's useful in doubles and free-for-alls, and can also be used against the Ice Climbers as well.


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 strong kill power. The high base knockback of the move means that even if B-Throw does not kill, it will usually set up a ledge situation for Incineroar, and allow them to enforce their scary ledgetrap game. This throw only really KOs when used by the ledge due to most of its power being in its base knockback, but is still useful with it being Incineroar's most damaging throw, and is best at percents when D-Throw stops comboing but Up Throw doesn't KO.


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. Being among the strongest Up Throws in the game, it is Incineroar's best kill throw when not by a ledge, and can kill earlier with platforms.


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


Navigation

To edit frame data, edit values in SSBU/Incineroar/Data.
Incineroar


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