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The boost given by {{clr|special|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: |
The boost given by {{clr|special|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: |
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<table style="width:65% ; border-collapse:collapse" border="1" align="center"> |
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{{FP Box |
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|padding = no |
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⚫ | |||
|content= |
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<table class="stripe" style="width:100%;overflow: visible" cellspacing="0" ><nowiki /> |
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<tr> |
<tr> |
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<th> Attack </th> |
<th align="center"> Attack </th> |
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<th> Knockback Multiplier </th> |
<th align="center"> Knockback Multiplier </th> |
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<th> Storage Loss (Seconds) </th> |
<th align="center"> Storage Loss (Seconds) </th> |
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</tr> |
</tr> |
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<tr> |
<tr> |
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<th> Jab 3 </th> |
<th align="center"> Jab 3 </th> |
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<th> 1.2× </th> |
<th align="center"> 1.2× </th> |
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<th> 2 </th> |
<th align="center"> 2 </th> |
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</tr> |
</tr> |
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<tr> |
<tr> |
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<th> Tilts / Dash Attack </th> |
<th align="center"> Tilts / Dash Attack </th> |
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<th> 1.15× </th> |
<th align="center"> 1.15× </th> |
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<th> 4 </th> |
<th align="center"> 4 </th> |
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</tr> |
</tr> |
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<tr> |
<tr> |
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<th> Smashes </th> |
<th align="center"> Smashes </th> |
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<th> 1.2× </th> |
<th align="center"> 1.2× </th> |
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<th> 5 </th> |
<th align="center"> 5 </th> |
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</tr> |
</tr> |
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<tr> |
<tr> |
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<th> Aerials </th> |
<th align="center"> Aerials </th> |
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<th> 1.15× </th> |
<th align="center"> 1.15× </th> |
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<th> 3 </th> |
<th align="center"> 3 </th> |
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</tr> |
</tr> |
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<tr> |
<tr> |
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<th> Throws </th> |
<th align="center"> Throws </th> |
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<th> 1.1× </th> |
<th align="center"> 1.1× </th> |
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<th> 0 </th> |
<th align="center"> 0 </th> |
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</tr> |
</tr> |
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<tr> |
<tr> |
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<th> Alolan Whip </th> |
<th align="center"> Alolan Whip </th> |
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<th> 1.2× </th> |
<th align="center"> 1.2× </th> |
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<th> 5 </th> |
<th align="center"> 5 </th> |
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</tr> |
</tr> |
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<tr> |
<tr> |
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<th> Darkiest Lariat </th> |
<th align="center"> Darkiest Lariat </th> |
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<th> 1.1× </th> |
<th align="center"> 1.1× </th> |
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<th> 5 </th> |
<th align="center"> 5 </th> |
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</tr> |
</tr> |
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<tr> |
<tr> |
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<th> Cross Chop </th> |
<th align="center"> Cross Chop </th> |
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<th> 1× </th> |
<th align="center"> 1× </th> |
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<th> 5 </th> |
<th align="center"> 5 </th> |
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</tr> |
</tr> |
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<tr> |
<tr> |
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<th> Final Smash </th> |
<th align="center"> Final Smash </th> |
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<th> 1× </th> |
<th align="center"> 1× </th> |
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<th> 0.5 </th> |
<th align="center"> 0.5 </th> |
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</tr> |
</tr> |
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<tr> |
<tr> |
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<th> Item Swing </th> |
<th align="center"> Item Swing </th> |
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<th> 1× </th> |
<th align="center"> 1× </th> |
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<th> 3 </th> |
<th align="center"> 3 </th> |
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</tr> |
</tr> |
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</table> |
</table> |
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}} |
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{{clr|special|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. |
{{clr|special|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. |
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Revision as of 15:08, 23 April 2023
Incineroar's whole gameplan is to 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. Incineroar struggles against zoning as a result. Thus, Incineroar must be patient when approaching the opponent, dodging projectiles to get in. Don't fret though: 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.
Unfortunately, Incineroar does not have any means of dealing with characters with long ranged projectiles, and must move forward patiently while being camped. Thankfully, their high weight allows them survive for longer, giving Incineroar more time to approach. Opponents may also be scared of messing up their spacing and getting grabbed, allowing Incineroar to get away with more aggressive approaches.
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. Remember, all you need is 1 opening to turn things around.
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 |
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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 |
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 |
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 |
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 |
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. Guaranteed to make opponents wince.
- 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 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. 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.
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(Placeholder).
- 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 |
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 |
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 |
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 |
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 |
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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 •
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