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|overview=Fast attacks, superheavyweight status and powerful throws are what makes up the wrestling pokemon {{StockIcon|SSBU|Incineroar}}. Their most notorious move is {{clr|special|Alolan Whip}}, a long reaching command grab that deals tremendous damage with its Lariat followup.
|overview=Fast attacks, superheavyweight status and powerful throws are what makes up the wrestling pokemon {{StockIcon|SSBU|Incineroar}}. Their most notorious move is {{clr|special|Alolan Whip}}, a long reaching command grab that deals tremendous damage with its Lariat followup.


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 {{clr|aerial|NAir}} and long ranged {{clr|aerial|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 whole gameplan is to push the opponent to the ledge, then find ways to grab the opponent either with their command grab or with their normal variant, which has rewarding followup throws. He has ways of countering opponents who attempt to dodge this, with great aerials like the long lasting {{clr|aerial|NAir}} and long ranged {{clr|aerial|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: {{clr|special|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 {{clr|special|Alolan Whip}} to obscene levels.
Incineroar's main weak point is their slow movement: possessing the worst grounded mobility in the game with no means of dealing with projectiles. They struggle against zoning as a result. Thus, Incineroar must be patient when approaching the opponent, dodging projectiles to get in. Incineroar's disadvantage state isn't all that bad though: their high weight allows them to survive for longer, and {{clr|special|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 {{clr|special|Alolan Whip}} to obscene levels.


Incineroar is recommended for players who like to use strong, satisfying grabs and damaging normals to terrify their opponents, and punish them severely for messing up. All you need is 1 opening to turn things around.
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.


|summary= is a slow-paced grappler that instills fear by dealing tremendous damage that stacks up quick from powerful grabs and rapid attacks.
|summary= is a slow-paced grappler that instills fear by dealing tremendous damage that stacks up quick from powerful grabs and rapid attacks.
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*'''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 their aerials being safe on shield when properly spaced.
*'''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 their aerials being safe on shield when properly spaced.
|cons=
|cons=
*'''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. This weakness of theirs is a '''very''' significant one.
*'''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 their horrid movement stats is Incineroar's lack of anti-zoning tools. He has virtually nothing to counter projectiles that threaten the long range and camp him out. Though {{clr|special|Revenge}} can allow him to absorb the zoning projectile and power up their next move, it is not a substitute nor a replacement for getting him close to their opponent.
*'''No Anti-Zoning Tools★:''' Further exacerbating their ability to approach is Incineroar's lack of anti-zoning tools. They have virtually nothing to counter projectiles that threaten the long range and camp him out. Though {{clr|special|Revenge}} can allow them to absorb the zoning projectile and power up their next move, it is not a substitute nor a replacement for getting him close to their opponent.
*'''Exploitable Recovery:''' While Incineroar can mix up their stage recovery with {{clr|special|Alolan Whip}}, {{clr|special|Cross Chop}} is very exploitable in regards to the direction it travels. The quick downward descent of the move means that Incineroar might accidentally S.D if they does not position himself properly when recovering
*'''Exploitable Recovery:''' While Incineroar can mix up their stage recovery with {{clr|special|Alolan Whip}}, {{clr|special|Cross Chop}} is very exploitable in regards to the direction it travels. The quick downward descent of the move means that Incineroar might accidentally S.D if they does not position himself properly when recovering
|footnote=★Although Incineroar's movement stats are one of the worst in the game with no dedicated anti-zoning tools, it does not mean you should throw your controller playing against characters who have the ability to zone Incineroar out. Be patient with your approach, and the opening will appear.
|footnote=★Although Incineroar's movement stats are one of the worst in the game with no dedicated anti-zoning tools, it does not mean you should put down your controller playing against characters who have the ability to zone Incineroar out. Be patient with your approach, and the opening will appear.


|unique_mechanic1_name =Revenge
|unique_mechanic1_name =Revenge
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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.



|weight = 116
|weight = 116
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|specificHits=
|specificHits=
|description=
|description=
Considered Incineroar's least useful move, {{clr|tilt|Jab}} is Incineroar's fastest grounded move. However, it is outclassed by {{clr|special|Darkest Lariat}} in such a regard due to the latter's invinciblity.
}}
}}
=== {{clr|tilt|Up Tilt}} ===
=== {{clr|tilt|Up Tilt}} ===
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|specificHits=yes
|specificHits=yes
|description=
|description=
A fantastic low sweep for Incineroar due its knockback angle, {{clr|tilt|D-Tilt}} starts combos at a variety of percentages for Incineroar. When hitting ledge hangs, it is also able to kill confirm into several moves such as {{clr|tilt|F-Tilt}}, {{clr|aerial|B-Air}} and even {{clr|smash|U-Smash}}. With a platform, {{clr|tilt|D-Tilt}} can set up tech-chases into {{clr|special|Alolan Whip}} or {{clr|aerial|D-Air}}
}}
}}
=== {{clr|tilt|Dash Attack}} ===
=== {{clr|tilt|Dash Attack}} ===
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|specificHits=
|specificHits=
|description=
|description=
Great as a preemptive anti-air due to arm intangiblity. Can also be used as an OoS option, though bear in mind the slower startup.
}}
}}
=== {{clr|smash|Down Smash}} ===
=== {{clr|smash|Down Smash}} ===
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|specificHits=
|specificHits=
|description=
|description=
A high risk, high reward Smash Attack. The high profile frames on startup allow {{clr|smash|D-Smash}} to crush low hitting attacks. Typically used when the opponent chooses not to tech on platforms to punish them for attempting to avoid {{clr|special|Alolan Whip}}. Can also be used after a whiffed {{clr|special|Alolan Whip}} and the opponent miscalculates their ability to whiff punish Incineroar. Take note of the high amount of recovery frames, as Incineroar will be easy to whiff punish with this move.
}}
}}


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|specificHits=yes
|specificHits=yes
|description=
|description=
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.
A long ranged, hard to react command grab; with all of its followups having use. Use it to punish opponents laggy options in neutral, catch ledge options, tech chase opponents, or just hard read them in neutral. The mere existence of this move makes opponents panic at the ledge due to the Lariat follow-up.


*Does not cause helplessness when used.
*Does not cause helplessness when used.
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The main followup used most of the time. Highly damaging. Satisfaction Maximum, Guaranteed.
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, {{clr|special|Revenge}} bumps up Lariat's damage to ludicrous levels, with it common to do up to 50+% off a Revenge boosted Lariat.
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, {{clr|special|Revenge}} bumps up Lariat's damage to ludicrous levels, with it common to do up to 50+% off a Revenge boosted Lariat.

Despite its potent killpower, it's not advisable to keep spamming this move, lest stale damage negation catches up with this move. Instead, it's best to be used at the ledge once your opponent is near or at kill percentage to get the best use out of this move.


}}
}}
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|specificHits=yes
|specificHits=yes
|description=
|description=
Incineroar's main way of calling out careless hits in neutral. A fantastic counter that powers up Incineroar's next attack(Placeholder).
Incineroar's main way of calling out careless hits in neutral. A fantastic counter that powers up Incineroar's next attack.

As a counter, {{clr|special|Revenge}} is great at interrupting opponents recoveries that have a hitbox. The resulting hitbox that comes from {{clr|special|Revenge}} can be combo'd out of with Impact Revenge - activating aerial {{clr|special|Revenge}} on its first active frame.

Other than just buffing Incineroar's damage and knockback on hit, {{clr|special|Revenge}} also buffs Incineroar's safety on shield, giving their moves better safety and pushback on shield.




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|specificHits=yes
|specificHits=yes
|description=
|description=
A throw with respectable kill power at the ledge.
}}
}}
=== {{clr|grab|Back Throw}} ===
=== {{clr|grab|Back Throw}} ===
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|specificHits=yes
|specificHits=yes
|description=
|description=
One of the best {{clr|grab|B-Throw}}s in the game due to its killpower. The high base knockback of the move means that even if {{clr|grab|B-Throw}} does not kill, it will set up a ledge situation for Incineroar, and allow him to enforce his scary ledgetrap game.

}}
}}
=== {{clr|grab|Up Throw}} ===
=== {{clr|grab|Up Throw}} ===
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|specificHits=
|specificHits=
|description=
|description=
Yet another throw that can kill for Incineroar. Used on platforms to kill off the top.
}}
}}
=== {{clr|grab|Down Throw}} ===
=== {{clr|grab|Down Throw}} ===
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|specificHits=
|specificHits=
|description=
|description=
A fantastic {{clr|grab|D-Throw}} that helps start combos for Incineroar at a multitude of percentages. (Placeholder)
}}
}}



Revision as of 21:16, 21 June 2023


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, superheavyweight status and powerful throws are what makes up the wrestling pokemon Incineroar. Their most notorious move is Alolan Whip, a long reaching command grab that deals tremendous damage with its Lariat followup.

Incineroar's whole gameplan is to push the opponent to the ledge, then find ways to grab the opponent either with their command grab or with their normal variant, which has rewarding followup throws. He has ways of countering opponents who attempt to dodge this, with great aerials like the long lasting NAir and long ranged FAir. Should opponents think they are safe from Incineroar's normal moves, their command grab's long reach allows them to punish careless opponents.

Incineroar's main weak point is their slow movement: possessing the worst grounded mobility in the game with no means of dealing with projectiles. They struggle against zoning as a result. Thus, Incineroar must be patient when approaching the opponent, dodging projectiles to get in. Incineroar's disadvantage state isn't all that bad though: their high weight allows them to survive for longer, and Revenge is a frame 3 combo breaker and counter that boosts up Incineroar's next attack, cranking attacks that do high damage like Smash Attacks and Alolan Whip to obscene levels.

Incineroar is recommended for players who like to use strong, satisfying grabs and damaging normals to terrify their opponents, and punish them severely for messing up. All you need is 1 opening to turn things around.

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 their command grab doing high damage.
  • Extremely Rewarding Grab: Landing either their normal and command throw grab are very rewarding for Incineroar. They have a combo throw in DThrow and all of their other throws act as KO throws. Notably, BThrow is the 2nd strongest Back Throw for KOing in the game. Alolan Whip is long ranged, 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 they can take hits and survive longer.
  • Revenge: A quick counter that stores the damage that is dealt to Incineroar, using it to increase the damage of their next attack. Revenge increases their next move's safety on shield, damage and even knockback. 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 their 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 their ability to approach is Incineroar's lack of anti-zoning tools. They have virtually nothing to counter projectiles that threaten the long range and camp him out. Though Revenge can allow them to absorb the zoning projectile and power up their next move, it is not a substitute nor a replacement for getting him close to their opponent.
  • Exploitable Recovery: While Incineroar can mix up their stage recovery with Alolan Whip, Cross Chop is very exploitable in regards to the direction it travels. The quick downward descent of the move means that Incineroar might accidentally S.D if they does not position himself properly when recovering
Note: ★Although Incineroar's movement stats are one of the worst in the game with no dedicated anti-zoning tools, it does not mean you should put down your controller playing against characters who have the ability to zone Incineroar out. Be patient with your approach, and the opening will appear.
Revenge
When Incineroar uses the down special, Revenge, he will tank the attack, receive 0.4× of the attack's damage, and then counterattack with an attack that does set knockback. When activated, Incineroar will start to glow a flaming red, boosting the next attack he uses. Incineroar can lose the boost, if he receives a total of 36.0% base damage or is thrown from a grab. So, when the boost procs, watch out! Incineroar can keep countering with Revenge to reset its duration and give additional boost's to Incineroar's next attack.

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:

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: 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

Considered Incineroar's least useful move, Jab is Incineroar's fastest grounded move. However, it is outclassed by Darkest Lariat in such a regard due to the latter's invinciblity.


Base KB Fixed KB KB Growth Landing Lag Autocancel Window Shieldstun Shieldlag Bonus Shield Damage Direct Hitbox Clang ReboundThe type of interaction when a hitbox interacts with another hitbox

Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with.

Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property.

Transcendent cannot interact with other hitboxes.

No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch.
Rehit Hitlag Multiplier SDI Multiplier
54 85 N/A N/A 12/11
  • Angleable up or down

Up Tilt

+

Hit / HitboxWhich hit timing (such as early or late), or hitbox (such as sweetspot or sourspot) of this move that the data to the right is referring to. DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has.
Early 9.0 6-8 35 86 -19 to -17 head intangible 6-11
Late 9.0 9-11 35 94 -16 to -14 head intangible 6-11


Hit / Hitbox Base KB Fixed KB KB Growth Landing Lag Autocancel Window Shieldstun Shieldlag Bonus Shield Damage Direct Hitbox Clang ReboundThe type of interaction when a hitbox interacts with another hitbox

Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with.

Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property.

Transcendent cannot interact with other hitboxes.

No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch.
Rehit Hitlag Multiplier SDI Multiplier
Early 50 90 N/A N/A 9
Late 50 90 N/A N/A 9

Down Tilt

+

Hit / HitboxWhich hit timing (such as early or late), or hitbox (such as sweetspot or sourspot) of this move that the data to the right is referring to. DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has.
Close Hitbox 9.0 9-11 30 89 -11 to -9 legr intangible 8-11/kneer intangible 8-11/kneel intangible 9-11
Far Hitbox 9.0 9-11 30 93/97 -11 to -9 legr intangible 8-11/kneer intangible 8-11/kneel intangible 9-11/legr intangible 8-11/kneer intangible 8-11/kneel intangible 9-11

A fantastic low sweep for Incineroar due its knockback angle, D-Tilt starts combos at a variety of percentages for Incineroar. When hitting ledge hangs, it is also able to kill confirm into several moves such as F-Tilt, B-Air and even U-Smash. With a platform, D-Tilt can set up tech-chases into Alolan Whip or D-Air


Hit / Hitbox Base KB Fixed KB KB Growth Landing Lag Autocancel Window Shieldstun Shieldlag Bonus Shield Damage Direct Hitbox Clang ReboundThe type of interaction when a hitbox interacts with another hitbox

Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with.

Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property.

Transcendent cannot interact with other hitboxes.

No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch.
Rehit Hitlag Multiplier SDI Multiplier
Close Hitbox 60 35 N/A N/A 9
Far Hitbox 60 35 N/A N/A 9

Dash Attack

while dashing or running

Hit / HitboxWhich hit timing (such as early or late), or hitbox (such as sweetspot or sourspot) of this move that the data to the right is referring to. DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has.
Clean 13.0 8-11 42 55 -21 to -18 N/A
Late 9.0 12-15 42 55 -20 to -17 N/A


Hit / Hitbox Base KB Fixed KB KB Growth Landing Lag Autocancel Window Shieldstun Shieldlag Bonus Shield Damage Direct Hitbox Clang ReboundThe type of interaction when a hitbox interacts with another hitbox

Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with.

Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property.

Transcendent cannot interact with other hitboxes.

No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch.
Rehit Hitlag Multiplier SDI Multiplier
Clean 70 81 N/A N/A 12
Late 70 81 N/A N/A 9


Smash Attacks

Forward Smash

/ +

DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has.
16.0/20.024/30 charged 16-18 52 47 -24 to -22/-22 to -20-20 to -18/-16 to -14 charged N/A


Base KB Fixed KB KB Growth Landing Lag Autocancel Window Shieldstun Shieldlag Bonus Shield Damage Direct Hitbox Clang ReboundThe type of interaction when a hitbox interacts with another hitbox

Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with.

Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property.

Transcendent cannot interact with other hitboxes.

No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch.
Rehit Hitlag Multiplier SDI Multiplier
65 71/94 N/A N/A 11/135/6 charged

Up Smash

+

DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has.
17.025.5 charged 13-18 48 88 -23 to -18-18 to -13 charged arml intangible 13-18/armr intangible 13-18/arml intangible 13-18/armr intangible 13-18

Great as a preemptive anti-air due to arm intangiblity. Can also be used as an OoS option, though bear in mind the slower startup.


Base KB Fixed KB KB Growth Landing Lag Autocancel Window Shieldstun Shieldlag Bonus Shield Damage Direct Hitbox Clang ReboundThe type of interaction when a hitbox interacts with another hitbox

Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with.

Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property.

Transcendent cannot interact with other hitboxes.

No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch.
Rehit Hitlag Multiplier SDI Multiplier
89 61 N/A N/A 115 charged

Down Smash

+

DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has.
17.025.5 charged 18-20 58 361 -28 to -26-23 to -21 charged High Profile 2-18

A high risk, high reward Smash Attack. The high profile frames on startup allow D-Smash to crush low hitting attacks. Typically used when the opponent chooses not to tech on platforms to punish them for attempting to avoid Alolan Whip. Can also be used after a whiffed Alolan Whip and the opponent miscalculates their ability to whiff punish Incineroar. Take note of the high amount of recovery frames, as Incineroar will be easy to whiff punish with this move.


Base KB Fixed KB KB Growth Landing Lag Autocancel Window Shieldstun Shieldlag Bonus Shield Damage Direct Hitbox Clang ReboundThe type of interaction when a hitbox interacts with another hitbox

Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with.

Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property.

Transcendent cannot interact with other hitboxes.

No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch.
Rehit Hitlag Multiplier SDI Multiplier
73 71 N/A N/A 115 charged


Aerials

Neutral Aerial

Airborne

Hit / HitboxWhich hit timing (such as early or late), or hitbox (such as sweetspot or sourspot) of this move that the data to the right is referring to. DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has.
Clean 13.0 5-7 42 361 -6 N/A
Late 7.0 8-25 42 361 -8 N/A


Hit / Hitbox Base KB Fixed KB KB Growth Landing Lag Autocancel Window Shieldstun Shieldlag Bonus Shield Damage Direct Hitbox Clang ReboundThe type of interaction when a hitbox interacts with another hitbox

Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with.

Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property.

Transcendent cannot interact with other hitboxes.

No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch.
Rehit Hitlag Multiplier SDI Multiplier
Clean 50 70 11 ? 5
Late 15 70 11 ? 3

Forward Aerial

Airborne +

Hit / HitboxWhich hit timing (such as early or late), or hitbox (such as sweetspot or sourspot) of this move that the data to the right is referring to. DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has.
Clean 12.0/13.0 8-10 45 361 -9 N/A
Late 9.0/9.6 11-14 45 361 -10 N/A


Hit / Hitbox Base KB Fixed KB KB Growth Landing Lag Autocancel Window Shieldstun Shieldlag Bonus Shield Damage Direct Hitbox Clang ReboundThe type of interaction when a hitbox interacts with another hitbox

Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with.

Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property.

Transcendent cannot interact with other hitboxes.

No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch.
Rehit Hitlag Multiplier SDI Multiplier
Clean 33 85 14 ? 5
Late 33 85 14 ? 4

Back Aerial

Airborne +

DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has.
11.0/13.0Foot/Knee 7-10 42 361 -7/-6 N/A


Base KB Fixed KB KB Growth Landing Lag Autocancel Window Shieldstun Shieldlag Bonus Shield Damage Direct Hitbox Clang ReboundThe type of interaction when a hitbox interacts with another hitbox

Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with.

Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property.

Transcendent cannot interact with other hitboxes.

No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch.
Rehit Hitlag Multiplier SDI Multiplier
66 73 11 ? 4/5

Up Aerial

Airborne +

DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has.
9.0 7-11 32 85 -4 N/A


Base KB Fixed KB KB Growth Landing Lag Autocancel Window Shieldstun Shieldlag Bonus Shield Damage Direct Hitbox Clang ReboundThe type of interaction when a hitbox interacts with another hitbox

Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with.

Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property.

Transcendent cannot interact with other hitboxes.

No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch.
Rehit Hitlag Multiplier SDI Multiplier
66 79 8 ? 4

Down Aerial

Airborne +

Hit / HitboxWhich hit timing (such as early or late), or hitbox (such as sweetspot or sourspot) of this move that the data to the right is referring to. DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has.
Clean 15.0/14.0 16-19 45 270/361 -11 N/A
Late 9.0/8.0 20-21 45 361 -12 N/A


Hit / Hitbox Base KB Fixed KB KB Growth Landing Lag Autocancel Window Shieldstun Shieldlag Bonus Shield Damage Direct Hitbox Clang ReboundThe type of interaction when a hitbox interacts with another hitbox

Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with.

Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property.

Transcendent cannot interact with other hitboxes.

No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch.
Rehit Hitlag Multiplier SDI Multiplier
Clean 30/50 100/67 16 ? 5
Late 50 70 16 ? 4


Special Moves

Darkest Lariat

Hit / HitboxWhich hit timing (such as early or late), or hitbox (such as sweetspot or sourspot) of this move that the data to the right is referring to. DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has.
Hit 1 17.0/13.0 5-8 85 45 -64 to -62/-67 to -65 all invincible 5-6/head invincible 7/arm invincible 7-57
Hit 2 12.0/10.0 9-22 85 45 -64 to -63/-65 to -64 all invincible 5-6/head invincible 7/arm invincible 7-57
Hit 3 11.0/9.0 23-36 85 45 -51 to -50/-52 to -51 all invincible 5-6/head invincible 7/arm invincible 7-57
Hit 4 10.0/8.0 37-49 85 45 -37 to -36/-39 to -38 all invincible 5-6/head invincible 7/arm invincible 7-57
Hit 5 8.0/6.0 50-55 85 45 -26 to -25/-28 to -27 all invincible 5-6/head invincible 7/arm invincible 7-57
Hit 6 8.0/6.0 56-57 85 45 -20 to -19/-22 to -21 all invincible 5-6/head invincible 7/arm invincible 7-57


Hit / Hitbox Base KB Fixed KB KB Growth Landing Lag Autocancel Window Shieldstun Shieldlag Bonus Shield Damage Direct Hitbox Clang ReboundThe type of interaction when a hitbox interacts with another hitbox

Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with.

Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property.

Transcendent cannot interact with other hitboxes.

No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch.
Rehit Hitlag Multiplier SDI Multiplier
Hit 1 85/80 47/50 N/A N/A 15/12
Hit 2 85/80 50/40 N/A N/A 11/10
Hit 3 85/80 50/40 N/A N/A 10/9
Hit 4 85/80 50/40 N/A N/A 10/8
Hit 5 85/80 50/40 N/A N/A 8/6
Hit 6 85/80 50/40 N/A N/A 8/6


Alolan Whip

/ + , then

Hit / HitboxWhich hit timing (such as early or late), or hitbox (such as sweetspot or sourspot) of this move that the data to the right is referring to. DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has.
Grab Hitbox N/A 16-32 58 N/A N/A N/A
Early, Throw 12.0 8-17 43 105 -23 to -14 all armor 1-47 11.99% hp
Failure, Throw 4.0 1-2 35 30 -28 to -27 all armor 1-47 11.99% hp
Lariat, Throw 20.0 7-19 48 145 -21 to -10 all armor 1-47 11.99% hp

A long ranged, hard to react command grab; with all of its followups having use. Use it to punish opponents laggy options in neutral, catch ledge options, tech chase opponents, or just hard read them in neutral. The mere existence of this move makes opponents panic at the ledge due to the Lariat follow-up.

  • Does not cause helplessness when used.

Early
Press early

Used on platforms to get KOs off the top. Can also be used as a mixup tool when the opponent expects a Lariat.


Late
Press late

Despite the recoil damage, this move does have use. Because it doesn't refresh offstage resources(e.g: Jumps, Up-B), you can use this as a risky option off stage to guarantee your opponent dies. On stage, you want to opt for either the Early or Lariat followup instead.

  • Does 4% self damage

Lariat
Press at perfect timing

The main followup used most of the time. Highly damaging. Satisfaction Maximum, Guaranteed.

Lariat followup KOs at mid percents at the edge of stages, and sends your opponent at a mostly horizontal angle offstage if it doesn't kill them, setting up another ledge trap for Incineroar. If that wasn't enough, Revenge bumps up Lariat's damage to ludicrous levels, with it common to do up to 50+% off a Revenge boosted Lariat.

Despite its potent killpower, it's not advisable to keep spamming this move, lest stale damage negation catches up with this move. Instead, it's best to be used at the ledge once your opponent is near or at kill percentage to get the best use out of this move.


Hit / Hitbox Base KB Fixed KB KB Growth Landing Lag Autocancel Window Shieldstun Shieldlag Bonus Shield Damage Direct Hitbox Clang ReboundThe type of interaction when a hitbox interacts with another hitbox

Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with.

Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property.

Transcendent cannot interact with other hitboxes.

No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch.
Rehit Hitlag Multiplier SDI Multiplier
Grab Hitbox N/A N/A N/A N/A N/A
Early, Throw 128 34 N/A N/A 11
Failure, Throw 70 FKB 100 N/A N/A 5
Lariat, Throw 88 40 N/A N/A 18


Cross Chop

+

Hit / HitboxWhich hit timing (such as early or late), or hitbox (such as sweetspot or sourspot) of this move that the data to the right is referring to. DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has.
Rise, Initial Hitbox 3.0/5.0/4.0 11-12 27 81/87/80/78/90 -11 to -10/-9 to -8/-10 to -9 arms intangible 13-26/all armor 4-15 12%hp
Rise, Late Hitbox 4.0 13-14/15 27 66/45 -8 to -7 arms intangible 13-26/all armor 4-15 12%hp
Rise, Later Hitbox 2.5 16-19 27 30 -6 to -3 arms intangible 13-26/all armor 4-15 12%hp
Rise, Latest Hitbox 2.5 20-24 27 5 -2 to 2 arms intangible 13-26/all armor 4-15 12%hp
Fall, Early 7.0 12 33 70 -13 N/A
Fall, Clean Sourspot 3.5 13-17 33 312 -15 to -11 N/A
Fall, Clean Sweetspot 13.0 13-32 33 54 -7 to 12 N/A
Fall, Late Hitbox 1 3.5 18-20 33 312 -10 to -8 N/A
Fall, Late Hitbox 2 3.5 21-23 33 312 -7 to -5 N/A
Fall, Late Hitbox 2 3.5 24-26 33 312 -4 to -2 N/A
Fall, Late Hitbox 3 3.5 27-32 33 312 -1 to 4 N/A
Landing Explosion 10.8/5.5Close/Far 1-4 40 361 -3411/7 to -3111/7/-3511/7 to -3211/7 N/A
  • The descent is angleable left/right.


Hit / Hitbox Base KB Fixed KB KB Growth Landing Lag Autocancel Window Shieldstun Shieldlag Bonus Shield Damage Direct Hitbox Clang ReboundThe type of interaction when a hitbox interacts with another hitbox

Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with.

Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property.

Transcendent cannot interact with other hitboxes.

No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch.
Rehit Hitlag Multiplier SDI Multiplier
Rise, Initial Hitbox 82/81/80/90/91 1 N/A N/A 4/6/5
Rise, Late Hitbox 58/49 5 N/A N/A 5
Rise, Later Hitbox 34 5 N/A N/A 4
Rise, Latest Hitbox 30 5 N/A N/A 4
Fall, Early 50 100 N/A N/A 7
Fall, Clean Sourspot 175 FKB 100 N/A N/A 4
Fall, Clean Sweetspot 135 48 N/A N/A 12
Fall, Late Hitbox 1 100 FKB 100 N/A N/A 4
Fall, Late Hitbox 2 80 FKB 100 N/A N/A 4
Fall, Late Hitbox 2 60 FKB 100 N/A N/A 4
Fall, Late Hitbox 3 40 FKB 100 N/A N/A 4
Landing Explosion 89/85 72/80 61/35 N/A 4/3

Revenge

+

Hit / HitboxWhich hit timing (such as early or late), or hitbox (such as sweetspot or sourspot) of this move that the data to the right is referring to. DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has.
Catch - 3-27 Catch 49 - - -
Success 2.4 8-9 27 51/54 -15 to -14 all intangible 1-14

Incineroar's main way of calling out careless hits in neutral. A fantastic counter that powers up Incineroar's next attack.

As a counter, Revenge is great at interrupting opponents recoveries that have a hitbox. The resulting hitbox that comes from Revenge can be combo'd out of with Impact Revenge - activating aerial Revenge on its first active frame.

Other than just buffing Incineroar's damage and knockback on hit, Revenge also buffs Incineroar's safety on shield, giving their moves better safety and pushback on shield.


  • Counter window 3~27F
  • Lost after taking 36% or getting grabbed


Hit / Hitbox Base KB Fixed KB KB Growth Landing Lag Autocancel Window Shieldstun Shieldlag Bonus Shield Damage Direct Hitbox Clang ReboundThe type of interaction when a hitbox interacts with another hitbox

Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with.

Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property.

Transcendent cannot interact with other hitboxes.

No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch.
Rehit Hitlag Multiplier SDI Multiplier
Catch - - - - -
Success 40 FKB/38 FKB 100 N/A N/A 3

Catch:

  • Stacks a maximum of 3x


Grabs & Throws

Grab

Hit / HitboxWhich hit timing (such as early or late), or hitbox (such as sweetspot or sourspot) of this move that the data to the right is referring to. DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has.
Standing N/A 7-9 38 N/A N/A N/A
Dash N/A 11-13 46 N/A N/A N/A
Pivot N/A 12-14 44 N/A N/A N/A
Pummel 1.6 1 7 80 -2 N/A

Incineroar's win condition. Grants Incineroar exceptionable reward, and all follow up throws are good.


Standing Grab

Pivot Grab (While Dashing, / > )

Dash Grab (While Dashing, )

Pummel (After grabbing, )


Hit / Hitbox Base KB Fixed KB KB Growth Landing Lag Autocancel Window Shieldstun Shieldlag Bonus Shield Damage Direct Hitbox Clang ReboundThe type of interaction when a hitbox interacts with another hitbox

Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with.

Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property.

Transcendent cannot interact with other hitboxes.

No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch.
Rehit Hitlag Multiplier SDI Multiplier
Standing N/A N/A N/A N/A N/A
Dash N/A N/A N/A N/A N/A
Pivot N/A N/A N/A N/A N/A
Pummel 30 FKB 100 N/A N/A 3

Forward Throw

After grabbing,

Hit / HitboxWhich hit timing (such as early or late), or hitbox (such as sweetspot or sourspot) of this move that the data to the right is referring to. DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has.
Initial Hits 4.0/6.0/8.0/10.0 24-56 82 30 -52 to -15 all invincible 1-58
Throw 12.0 58 82 45 N/A all invincible 1-58

A throw with respectable kill power at the ledge.


Hit / Hitbox Base KB Fixed KB KB Growth Landing Lag Autocancel Window Shieldstun Shieldlag Bonus Shield Damage Direct Hitbox Clang ReboundThe type of interaction when a hitbox interacts with another hitbox

Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with.

Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property.

Transcendent cannot interact with other hitboxes.

No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch.
Rehit Hitlag Multiplier SDI Multiplier
Initial Hits 100 63/62/61/60 N/A N/A 5/6/8/10
Throw 82 58 N/A N/A N/A

Back Throw

After grabbing,

Hit / HitboxWhich hit timing (such as early or late), or hitbox (such as sweetspot or sourspot) of this move that the data to the right is referring to. DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has.
Initial Hit 14.0 28 52 32 -10 all invincible 1-30
Throw 0.0 30 52 47 N/A all invincible 1-30

One of the best B-Throws in the game due to its killpower. The high base knockback of the move means that even if B-Throw does not kill, it will set up a ledge situation for Incineroar, and allow him to enforce his scary ledgetrap game.


Hit / Hitbox Base KB Fixed KB KB Growth Landing Lag Autocancel Window Shieldstun Shieldlag Bonus Shield Damage Direct Hitbox Clang ReboundThe type of interaction when a hitbox interacts with another hitbox

Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with.

Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property.

Transcendent cannot interact with other hitboxes.

No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch.
Rehit Hitlag Multiplier SDI Multiplier
Initial Hit 60 80 N/A N/A 13
Throw 57 340 N/A N/A N/A

Up Throw

After grabbing,

DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has.
12.0 27 56 88 N/A all invincible 1-27

Yet another throw that can kill for Incineroar. Used on platforms to kill off the top.


Base KB Fixed KB KB Growth Landing Lag Autocancel Window Shieldstun Shieldlag Bonus Shield Damage Direct Hitbox Clang ReboundThe type of interaction when a hitbox interacts with another hitbox

Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with.

Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property.

Transcendent cannot interact with other hitboxes.

No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch.
Rehit Hitlag Multiplier SDI Multiplier
68 70 N/A N/A N/A

Down Throw

After grabbing,

DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has.
9.0 24 36 68 N/A all invincible 1-24

A fantastic D-Throw that helps start combos for Incineroar at a multitude of percentages. (Placeholder)


Base KB Fixed KB KB Growth Landing Lag Autocancel Window Shieldstun Shieldlag Bonus Shield Damage Direct Hitbox Clang ReboundThe type of interaction when a hitbox interacts with another hitbox

Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with.

Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property.

Transcendent cannot interact with other hitboxes.

No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch.
Rehit Hitlag Multiplier SDI Multiplier
70 47 N/A N/A N/A


Misc. Attacks

Ledge Attack

while holding the ledge

DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has.
10.0 24-26 56 45 -21 to -19 all intangible 1-26
  • PlaceHolder


Base KB Fixed KB KB Growth Landing Lag Autocancel Window Shieldstun Shieldlag Bonus Shield Damage Direct Hitbox Clang ReboundThe type of interaction when a hitbox interacts with another hitbox

Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with.

Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property.

Transcendent cannot interact with other hitboxes.

No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch.
Rehit Hitlag Multiplier SDI Multiplier
90 20 N/A N/A 10

Getup Attack

after getting knocked down

Hit / HitboxWhich hit timing (such as early or late), or hitbox (such as sweetspot or sourspot) of this move that the data to the right is referring to. DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has.
Facing Up 7.0 18-24 46 48 -20 to -14 all intangible 1-24
Facing Down 7.0 18-24 46 48 -20 to -14 all intangible 1-24

It's a Getup Attack.


Hit / Hitbox Base KB Fixed KB KB Growth Landing Lag Autocancel Window Shieldstun Shieldlag Bonus Shield Damage Direct Hitbox Clang ReboundThe type of interaction when a hitbox interacts with another hitbox

Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with.

Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property.

Transcendent cannot interact with other hitboxes.

No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch.
Rehit Hitlag Multiplier SDI Multiplier
Facing Up 80 48 N/A N/A 7
Facing Down 80 48 N/A N/A 7

Trip Attack

after tripping

DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has.
5.0 19-32 50 361 -24 to -11 all intangible 1-7
  • PlaceHolder


Base KB Fixed KB KB Growth Landing Lag Autocancel Window Shieldstun Shieldlag Bonus Shield Damage Direct Hitbox Clang ReboundThe type of interaction when a hitbox interacts with another hitbox

Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with.

Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property.

Transcendent cannot interact with other hitboxes.

No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch.
Rehit Hitlag Multiplier SDI Multiplier
60 50 N/A N/A 6


Navigation

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


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