Editing Incineroar (SSBU)

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|game = SSBU
|game = SSBU
|availability = [[Unlockable character|Unlockable]]
|availability = [[Unlockable character|Unlockable]]
|tier = C+
|ranking = 52
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:{{cquote|Incineroar Enters the Ring!|cite=Introduction tagline}}
REMINDER: Our Manual of Style states that all Pokémon are to use gender-neutral pronouns.
'''Incineroar''' ({{ja|ガオガエン|Gaogaen}}, ''Gaogaen'') is a playable character in ''[[Super Smash Bros. Ultimate]]''. It was confirmed as a playable character alongside {{SSBU|Ken}} and {{SSBU|Piranha Plant}} on November 1st, 2018, and was the final newcomer revealed for the base roster. Incineroar is classified as [[Fighter number|Fighter #69]].
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:{{cquote|''Incineroar Enters the Ring!''|cite=Introduction tagline}}
'''Incineroar''' ({{ja|ガオガエン|Gaogaen}}, ''Gaogaen'') is a playable character in ''[[Super Smash Bros. Ultimate]]''. It was confirmed alongside {{SSBU|Ken}} and {{SSBU|Piranha Plant}} on November 1st, 2018, and was the final [[newcomer]] revealed for the base roster. Incineroar is classified as [[Fighter number|Fighter #69]].


{{iw|wikipedia|Tyler Bunch}} (credited as "H.D. Quinn"), who voices {{iw|bulbapedia|Professor Kukui's Incineroar}} in the English dub of ''{{iw|bulbapedia|Pokémon the Series: Sun & Moon}}'', reprises his role. In Japanese, Incineroar is voiced by {{iw|wikipedia|Unshō Ishizuka}}, who passed away 2 months and 19 days before Incineroar's reveal. Incineroar also has different voice actors for the French and German versions due to its name being different in those languages, being voiced by Frédéric Clou in French and an unidentified voice actor in German.
{{s|wikipedia|Tyler Bunch}} (credited as "H.D. Quinn"), who voiced {{s|bulbapedia|Ash's Incineroar}} and {{s|bulbapedia|Professor Kukui's Incineroar}} in the ''Sun'' and ''Moon'' anime, reprises his role as the Pokémon in English. In Japanese, it is voiced by {{s|wikipedia|Unshō Ishizuka}}, who passed away 2 months and 19 days before Incineroar's reveal. Incineroar also has different voice actors for the French and German versions due to its name being different in those languages, being voiced by Frédéric Clou in French and an unidentified voice actor in German.
 
Incineroar is ranked 52nd out of 82 on the current [[tier list]], placing it in the C+ tier. Incineroar's main strength is its high damage power especially when fighting up close. It has several moves that have fast frame data and large hitboxes, which allows it to rack up damage quickly. In addition, Incineroar possesses several strong KO options, including three of its throws, [[Alolan Whip]], and most of its aerials. All of its moves are further powered up thanks to [[Revenge]], which allows Incineroar to not only tank a hit, but also deal even more damage the next time it attacks. Finally, Revenge and Incineroar's heavyweight allow it to survive to higher percents and take advantage of rage, making it even deadlier.
 
However, Incineroar also has several weaknesses, most notably its sluggish movement in both the air and on the ground; its walking and dashing speed are the slowest in the game. This gives Incineroar a poor [[neutral game]], which combined with a lack of projectiles and somewhat short range, means it can have trouble getting close to those that can camp or outrange it. Furthermore, its KO moves are also somewhat inconsistent, as many of its moves either have sourspots that deal less damage and knockback or have poor knockback scaling; Revenge also does not last forever as there are several ways for it to disappear, including getting grabbed. This leads to Incineroar having to rely on either its throws or Alolan Whip to KO, which can become predictable. Finally, Incineroar's recovery is also lackluster due to [[Cross Chop]]'s limited horizontal distance if not used above or near the stage, which can lead into a [[self-destruct]] if not positioned properly.
 
Overall, Incineroar is most effective when fighting and pressuring players up-close, but it has trouble against those that can outspeed or outrange it. Although initial results from Incineroar were lackluster, they have since noticeably improved thanks to the efforts of players such as {{Sm|Skyjay}}.


==How to unlock==
==How to unlock==
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==Attributes==
==Attributes==
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Incineroar draws many comparisons to some of the slowest, hardest-hitting fighters in ''Super Smash Bros.'' history: it is a tall super [[Weight|heavyweight]] (being tied with {{SSBU|Charizard}} as the 6th heaviest character) who has the 19th fastest [[falling speed]], the 11th highest [[gravity]], and average [[air acceleration]]. However, Incineroar is the overall slowest character in the game, with the slowest [[walk]]ing and [[dash]]ing speeds in the game, and the 8th slowest initial dash and [[air speed]].
REMINDER: Our Manual of Style states that all Pokémon are to use gender-neutral pronouns.
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Incineroar draws many comparisons to some of the slowest, hardest-hitting fighters from throughout the history of the [[Super Smash Bros. (series)|''Super Smash Bros.'' series]]: it is a tall super [[Weight|heavyweight]] (being tied with {{SSBU|Charizard}} as the 6th heaviest character) who has the 19th fastest [[falling speed]], the 11th highest [[gravity]], and average [[air acceleration]]. However, Incineroar is the overall slowest character in the game: it has the slowest [[walk]]ing and [[dash]]ing speeds among the entire cast, the 10th slowest [[air speed]], and it is tied for the 14th slowest initial dashing speed.
 
As a character that pays homage to professional wrestling, Incineroar's moveset boasts an abundance of single-hit attacks and throws, and its attacks have respectably large hitboxes for a close-range fighter of its mobility. Contrary to its sluggish movement and heavy weight, Incineroar's frame data is surprisingly above-average, with fairly quick start-up and respectable ending lag in spite of their impressive damage outputs. Unlike most other hard hitters, Incineroar's weaker attacks are fairly reliable combo starters that work at a myriad of percentages, giving its moveset an excellent amount of utility. Meanwhile, most of its stronger moves are greatly damaging and, in many cases, capable of KOing early. As expected of a super heavyweight, [[rage]] helps Incineroar KO even easier, and it is able to take advantage of it easily thanks to its quick falling speed, high gravity and aforementioned weight collectively granting it impressive endurance.


Unsurprisingly for a professional wrestling-inspired fighter, Incineroar's greatest asset is its excellent [[grab]] game. While Incineroar's grab range is average, its grabs are decently quick, linger longer than average (though its dash grab and pivot grab are slow), and it has one of the best sets of throws among the entire cast, all of which have respectable damage outputs. Its [[forward throw|forward]], [[back throw|back]], and [[up throw]]s are all powerful (with each being the strongest of their kind in the game in certain situations), whereas [[down throw]] is the core of its combo game. The latter can lead into various aerials (including [[down aerial]], though its slow start-up makes it a mix-up), [[forward smash|forward]] and dashing [[up smash]] at very low percentages, and [[Darkest Lariat]]. It can also potentially lead to a risky [[sacrificial KO]] with [[Cross Chop]], which will always result in the opponent being KO'd first.
As a character that pays homage to professional wrestling, Incineroar's moveset boasts an abundance of single-hit attacks and throws, and its attacks have respectably large hitboxes for a close-range fighter of its mobility. Contrary to its sluggish movement and high weight, Incineroar's frame data is surprisingly above average, with fast to decent startup and respectable ending lag in spite of their damage. Unlike most other hard hitters, Incineroar's weaker attacks are semi-reliable combo starters that work at a wide percent range, giving its moveset an excellent amount of utility. Meanwhile, most of its stronger moves are greatly damaging and, in many cases, capable of KOing early. As with most other heavyweights, [[rage]] helps Incineroar KO easier, and it is able to take advantage of it easily thanks to its status as a super heavyweight.


Forward throw has high knockback even at low percentages, making it an acceptable throw to set up an edgeguard at percentages where down throw won't combo anymore, and to KO at high percentages near the edge. Back throw, when performed at the edge, can potentially rival {{SSBU|Ness}}' own back throw as the strongest throw in the game, and can KO light characters exceptionally early; however, due to its launch angle, lack of damage during the actual throw (as it consists of a hit before the opponent is thrown), and lackluster resistance to DI, it can be survived relatively easily if used mid-stage and kills far later than Ness' own throw if used in such a situation. Finally, up throw is Incineroar's most reliable KO throw due to being the strongest of its kind (only surpassed by {{SSBU|Olimar}}'s up throw with Blue Pikmin), and easily KOs earlier with the assistance of platforms and/or a low upper [[blast line]]. Overall, Incineroar has KO throws for any given situation, while also having a reliable combo starter.
Unsurprisingly for a professional wrestling-inspired fighter, Incineroar's greatest asset is its excellent [[grab]] game. While Incineroar's grab range is average, its grabs are decently quick, last longer than average (though its dash grab and pivot grab are slow), and it has one of the best sets of throws among the entire cast, all of which deal respectable damage. Its [[forward throw|forward]], [[back throw|back]] and [[up throw]]s are all strong (with forward throw being the strongest of its kind in the game), whereas [[down throw]] is the core of its combo game. The latter can lead into various aerials (including [[down aerial]], though due to its slow speed, this makes it a mix-up), [[forward smash|forward]] and dashing [[up smash]] at very low percentages, and [[Darkest Lariat]]. It can also potentially lead to a risky [[sacrificial KO]] with [[Cross Chop]], which will always result in the opponent being KO'd first. Forward throw has high knockback even at low percentages, making it an acceptable throw to set up an edgeguard at percentages where down throw won't combo anymore, and to KO at high percentages near the edge. Back throw, when performed at the edge, can potentially rival {{SSBU|Ness}}' own back throw as the strongest throw in the game, and can KO light characters exceptionally early; however, due to its launch angle, lack of damage during the actual throw (as it consists of a hit before the opponent is thrown), and lackluster resistance to DI, it can be survived if done mid-stage and technically can be considered inferior to Ness'. Finally, up throw is Incineroar's most reliable KO throw due to being one the strongest of its kind (only surpassed by {{SSBU|Olimar}}'s up throw), and easily KOs earlier with the assistance of platforms and/or a low-hanging upper [[blast line]]. Overall, Incineroar has KO throws for any given situation, while also having a reliable combo starter.


Similarly to some of its fellow super heavyweights, Incineroar also possesses a unique grab; in this case, a [[Grab#Special moves that can grab|command grab]] that functions as its [[side special]], [[Alolan Whip]]. Upon execution, the player must press the attack or special button again after the throw initiates, and depending on timing, it has three outcomes: performing it early will result in a back body drop that has high vertical knockback that scales slowly, performing it too late will result in the opponent harmlessly bouncing back while damaging Incineroar, and performing it cleanly (as the opponent is about to collide with Incineroar) results in a lariat that is one of Incineroar's strongest moves, thanks to impressive horizontal knockback and a low launch angle. Even the early and failed versions of the move have their uses, with the back body drop KOing earlier while near the upper blast line, and the collision being usable to set up a reversal.
Similarly to some of its fellow super heavyweights, Incineroar also possesses a unique grab; in this case, a [[Grab#Special moves that can grab|command grab]] that functions as its [[side special]], [[Alolan Whip]]. Upon execution, the player must press the attack or special button again after the throw initiates, and depending on timing, it has three outcomes: performing it early will result in a back body drop that has high vertical knockback that scales slowly, performing it too late will result in the opponent harmlessly bouncing back while damaging Incineroar, and performing it cleanly (as the opponent is about to collide with Incineroar) results in a lariat that is one of Incineroar's strongest moves, thanks to its very high horizontal knockback and low launching angle. Even the early and failure versions of the move have their uses, with the back body drop KOing earlier while near the upper blast line, and the collision being usable to set up a reversal.


Incineroar's grounded moveset is a good example of its fast frame data for its high damage and power. [[Neutral attack]] is tied for the second fastest attack in Incineroar's moveset, and it is tied with {{SSBU|King K. Rool}}, {{SSBU|Ike}}, and {{SSBU|Wario}}'s neutral attacks for the third most damaging non-infinite neutral attack in the entire game, being surpassed only by {{SSBU|Kazuya}} and {{SSBU|Terry}}'s. [[Forward tilt]] is the strongest in the game when sweetspotted, and is among Incineroar's best KO options on the ground due to its solid startup and [[semi-spike]] angle. [[Up tilt]] and [[down tilt]] serve similar purposes, being combo starters that can set up into Incineroar's other moves. Up tilt can link into itself at low percentages and into aerials at low to medium ones, and serves as an anti-air due to invincibility on Incineroar's head. Conversely, down tilt has impressive range, lowers Incineroar's hurtbox, and has excellent combo potential throughout all percentages, allowing combos into up tilt or [[up smash]] at low percentages or aerials at high percentages, including KO confirms into all its aerials (barring down aerial) or [[Darkest Lariat]].
Incineroar's grounded moveset is a good example of its fast frame data for its high damage and power. [[Neutral attack]] is tied for the second fastest attack in Incineroar's moveset, and it is tied with {{SSBU|King K. Rool}}'s neutral attack for the third most damaging non-infinite neutral attack in the entire game, being surpassed only by {{SSBU|Kazuya}} and {{SSBU|Terry}}'s neutral attacks. [[Forward tilt]] is the strongest of its kind in the game when sweetspotted, and is Incineroar's quickest KO option on the ground due to its high knockback and [[semi-spike]] angle. [[Up tilt]] and [[down tilt]] serve similar purposes, being combo starters that can set up into Incineroar's other moves; whereas up tilt can link into itself at low percentages and into aerials at low-mid to mid ones, and serves as an anti-air due to invincibility on Incineroar's head, down tilt has longer range, lowers Incineroar's hurtbox, and has excellent combo potential throughout all percentages, allowing combos into up tilt or [[up smash]] at low percentages or aerials at high percentages, including KO confirms into [[back aerial]], [[up aerial]] or [[Darkest Lariat]]. [[Dash attack]] is one of the strongest in the game, but is mainly useful as a burst KO option when fresh, as Incineroar's slow speed can make it quite predictable. Finally, Incineroar's [[smash attack]]s have their own unique perks. [[Forward smash]] comes out surprisingly quickly, KOs extremely early when sweetspotted at the foot (being the 4th strongest when sweetspotted), and deals good [[shield damage]]. Up smash has a wide, consistently strong hitbox and grants [[intangibility]], which make it useful for both anti-air tactics and KOing outright. Finally, [[down smash]] momentarily shifts Incineroar's hurtbox upwards, allowing it to dodge grabs, attacks, and even projectiles to act as a hard [[punish]].


[[Dash attack]]'s clean hitbox makes it is one of the strongest attacks of its kind in the game, but is mainly useful as a burst KO option when fresh, as Incineroar's slow speed can make it quite predictable. Finally, Incineroar's [[smash attack]]s have their own unique perks. [[Forward smash]] comes out surprisingly quickly, KOs extremely early when sweetspotted at the foot (being the 4th strongest when sweetspotted), and deals good [[shield damage]]. Up smash has a wide, consistently strong hitbox and grants [[intangibility]], which make it useful for both anti-air tactics and KOing outright. Finally, [[down smash]] momentarily shifts Incineroar's hurtbox upwards, allowing it to dodge grabs, attacks, and even projectiles to act as a hard [[punish]].
A few of Incineroar's aerial moves are also useful. Neutral aerial is also tied for its second fastest attack and has a large hitbox all-around. When sweetspotted, it can be used to KO offstage; if not, it can still function as a powerful combo starter, especially for an [[out of shield]] option. Up aerial is Incineroar's go-to aerial [[juggle]] option due to its wide hitbox and its capability of comboing from up and down tilts. [[Down aerial]] is a powerful [[meteor smash]] that can still KO even if the sourspot hits, and at lower percentages, sets the opponent up for a combo. Forward and back aerials are Incineroar's main way to KO opponents in the air, aside from Alolan Whip, thanks to their faster startup. Due to its aerials' power and decent enough recovery, Incineroar's edgeguarding game is respectable.


A few of Incineroar's aerial moves are also useful. Neutral aerial is also tied for its second fastest attack and has a large hitbox all-around. When sweetspotted, it can be used to KO offstage; if not, it can still function as a powerful combo starter, especially for an [[out of shield]] option. Up aerial is Incineroar's go-to aerial [[juggle]] option due to its wide hitbox and its capability of comboing from up and down tilts. [[Down aerial]] is a powerful [[meteor smash]] that can still KO even if the sourspot hits, and at lower percentages, sets the opponent up for a combo. Forward and back aerials are Incineroar's main way to KO opponents in the air, aside from Alolan Whip, thanks to their faster startup, with short hop forward aerial being a quick follow up to down tilt, and full hop forward aerial following down throw at higher percentages. Due to its aerials' power and decent enough recovery, Incineroar's edgeguarding game is respectable.
Finally, Incineroar's other [[special moves]] complete its moveset with a few versatile tools. [[Darkest Lariat]] is Incineroar's get-off-me option, possessing fast startup (being tied for neutral attack and neutral aerial as its second fastest attack), a long duration, [[transcendent priority]] throughout its hitboxes, [[invincibility]] on its arms, and a very strong early hit. Though its power gradually weakens over time, its perks allow it to outprioritize many moves (even weak projectiles) while hitting hard. [[Cross Chop]] is Incineroar's main recovery move; it can contest against other attacks due to its [[super armor]] during the start, and the descending hit deals high knockback. It is also a powerful combo finisher or [[sacrificial KO]], as the initial descent's high base knockback allows it to [[gimp]] any character at 0% should the descending hit connect. Finally, [[Revenge]] is a unique [[counterattack]] that retaliates with a weak hit, but stores a stackable power increase that affects Incineroar's next move; with a sufficiently strong buff, it grants exorbitantly powerful punishes, with moves such as forward smash, Darkest Lariat, Alolan Whip, and most infamously back throw turning into some of the strongest attacks in the game. While the buff lasts for one landed move, it is not lost should the attack hit an opponent's shield, making Incineroar's moves generally safe on block and can even result in the opponent's shield being broken if they keep shielding, leading to their doom.  


Incineroar's other [[special moves]] complete its moveset with a few versatile tools. [[Darkest Lariat]] is Incineroar's get-off-me option, possessing fast startup (being tied for neutral attack and neutral aerial as its second fastest attack), a long duration, [[transcendent priority]] throughout its hitboxes, [[invincibility]] on its arms, and a very strong early hit. Though its power gradually weakens over time, its perks allow it to outprioritize many moves (even weak projectiles) while hitting hard. [[Cross Chop]] is Incineroar's main recovery move; it can contest against other attacks due to its [[super armor]] during the start, and the descending hit deals high knockback. It is also a powerful combo finisher or [[sacrificial KO]], as the initial descent's high base knockback allows it to [[gimp]] any character at 0% should the descending hit connect.
However, Incineroar's powerful abilities come at a severe cost. Its biggest issue comes from its poor [[neutral game]]. As mentioned before, Incineroar possesses abysmal mobility; when combined with a lack of a [[projectile]], this makes it very easy to zone out and gives it a terrible approach. While the hitboxes on its moves are large, Incineroar's overall [[range]] remains somewhat short, so any sufficiently long-ranged projectile or [[disjoint]]ed range can be enough to keep Incineroar at bay. This is especially troublesome considering the cast is also full of characters with either greater mobility (like {{SSBU|Sonic}} or {{SSBU|Zero Suit Samus}}), superior melee range (like {{SSBU|Marth}} or {{SSBU|Donkey Kong}}), good zoning games (like {{SSBU|Villager}} or {{SSBU|Min Min}}), or in some cases, all three points (like {{SSBU|Wolf}} or {{SSBU|Palutena}}). Further adding to this is Incineroar's poor air game: although moves like neutral aerial offer good utility, and forward and back aerials have the range to outspace opponents, none of Incineroar's aerials can autocancel from a short hop aside from up aerial (with forward aerial not autocanceling even from a full hop). This significantly limits their use in the neutral game, as their poor autocancel windows make them unable for approaching reliably. In bulk, this gives Incineroar one of the most lackluster neutral games of any character, being one of the characters with the most trouble at getting close to opponents to begin with, and forces it to heavily rely on bait-and-punish tactics in order to get in.


Finally, [[Revenge]] is a unique [[counterattack]] that retaliates with a weak hit, but stores a stackable power increase that affects Incineroar's next move; with a sufficiently strong buff, it grants exorbitantly powerful punishes, with moves such as its smashes, Darkest Lariat, Alolan Whip, and most infamously back throw turning into some of the strongest attacks in the game. While the buff lasts for one successful move, it is not lost should the attack hit an opponent's shield, making Incineroar's moves generally safe on block and can even result in the opponent's shield being broken if they keep shielding, leading to their doom. The buff does eventually go away if Incineroar uses too many moves without landing a hit, or if Incineroar itself is hit enough times, or if Incineroar is grabbed and thrown by an opponent. Revenge's buff is not lost upon hitting the failed version of Alolan Whip, but is lost upon hitting the first neutral attack if you do not complete the jab combo.
Another prominent issue is Incineroar's [[recovery]]. Cross Chop turns into an inevitable [[self-destruct]] if Incineroar is not directly below the edge or above stage level, while Alolan Whip grants mediocre distance and has somewhat high ending lag. Incineroar's slow air speed and quick falling speed and high gravity further compound its recovery issues. That said, Alolan Whip can intercept edgeguard attempts thanks to its non-inputted collision, allowing Incineroar to reverse the situation. Furthermore, neither Cross Chop's descent nor Alolan Whip render Incineroar [[helpless]], so Incineroar does have the ability to mix its recovery up when used in tandem with a directional [[air dodge]] and its midair jump, especially if it recovers from a high altitude, which adds to its impressive endurance. However, in a similar manner to {{SSBU|Marth}}, if it doesn't have its double jump, Incineroar is very vulnerable to being edgeguarded. Any semi-spike or meteor smash of sufficient strength will almost certainly result in Incineroar being KO'd, and any combo that drags it offstage is usually fatal if it is not at a high enough altitude to recover.


However, Incineroar's powerful abilities come at a severe cost. Its biggest issue comes from its poor [[neutral game]]. As mentioned before, Incineroar possesses abysmal mobility; when combined with a lack of a [[projectile]], this makes it very easy to zone out and gives it a terrible approach. While the hitboxes on its moves are large, Incineroar's overall [[range]] remains somewhat short, so any sufficiently long-ranged projectile or [[disjoint]]ed range can be enough to keep Incineroar at bay. This is especially troublesome considering the cast is also full of characters with either greater mobility (such as {{SSBU|Sonic}}), superior melee range (such as {{SSBU|Lucina}}), good zoning games (such as {{SSBU|Min Min}}), or in some cases, all three points (such as {{SSBU|Wolf}}).
Although its frame data gives it less of an issue breaking out of combos and rushdown tactics, its only reliable options to break through such tactics are neutral aerial, Darkest Lariat and Revenge; the lattermost can also be easily predicted. If it is unable to break through combos, its slow mobility can leave it very vulnerable to consistent rushdowns, in addition to being vulnerable to zoning and spacing. Its poor neutral game further contributes to this, as it can make it very difficult for Incineroar to even get back to a position where it can try to exploit the opponent's offense or defense. Despite its fast falling speed, Incineroar's slow air speed also leaves it vulnerable to juggling. Altogether, all these flaws collectively result in Incineroar having a poor disadvantage state.


Further adding to this is Incineroar's poor air game: although moves like neutral aerial offer good utility, and forward and back aerials have the range to outspace opponents, none of Incineroar's aerials can autocancel from a short hop aside from up aerial (with forward aerial not autocanceling even from a full hop). This significantly limits their use in the neutral game, as their poor autocancel windows make them unable for approaching reliably. In bulk, this gives Incineroar one of the most lackluster neutral games of any character, being one of the characters with the most trouble at getting close to opponents to begin with, and forces it to heavily rely on bait-and-punish tactics in order to get in.
Finally, although its moveset has greatly damaging options, Incineroar has surprisingly inconsistent KO potential compared to many of its fellow super heavyweights. While its throws are all strong and some of its other moves possess high knockback at low percentages as a result of their high base knockback, their knockback doesn't grow quickly due to their low knockback scaling. Notable examples of this are neutral and back aerials, back throw, Darkest Lariat and Alolan Whip's back body drop. Notably, some of Incineroar's moves require landing a sweetspot in order to attain their maximum knockback; notable cases include forward tilt (despite the sweetspot being the strongest in the game), forward smash, and both forward and back aerials. Finally, disregarding its up throw, Incineroar has the worst vertical KO potential of the super heavyweights. Up tilt, up aerial and Alolan Whip's back body drop all have lackluster power, while its up smash, despite being decently strong, is relatively slow for an out of shield option. Revenge can alleviate this issue to a degree, but this requires Incineroar to read the opponent's attack in the first place. In addition, the buff is lost once it has successfully landed an attack, meaning that if Incineroar is forced to attack with one of its weaker moves, it is possible to waste the buff entirely. The buff can also be gradually lost by attacking Incineroar, by waiting after approximately 60 seconds (which is possible due to Incineroar's susceptibility to being outranged or camped), or outright wasted by throwing Incineroar via a regular grab or a command grab, further adding to its inconsistency.


Another prominent issue is Incineroar's [[recovery]]. Cross Chop turns into an inevitable [[self-destruct]] if Incineroar is not directly below the edge or above stage level, which can lead to falling into predictable recovery paths, while Alolan Whip is very linear and has considerable ending lag. Incineroar's slow air speed, fast falling speed, and high gravity further compound its recovery issues. That said, Alolan Whip can intercept edgeguard attempts thanks to its non-inputted collision, allowing Incineroar to potentially reverse the situation. Furthermore, neither Cross Chop's descent nor Alolan Whip render Incineroar [[helpless]], so Incineroar does have the ability to mix its recovery up when used in tandem with a directional [[air dodge]] and its midair jump, especially if it recovers from a high altitude, which adds to its impressive endurance. However, in a similar manner to {{SSBU|Marth}}, if it doesn't have its double jump, Incineroar is highly vulnerable to being edgeguarded. By extension, any sufficiently strong semi-spike or meteor smash will almost certainly result in Incineroar being KO'd, and any combo that drags it offstage is usually fatal if it is not at a high enough altitude to recover.
In the end, Incineroar falls within the "grappler" playstyle archetype, which notoriously requires a very specific playstyle to be effective. Incineroar excels at taking advantage of close-range openings, where it can land powerful blows or start consistent combos that rack up damage quickly in only a few hits, all while being difficult for an opponent to punish due to its staying power, relative safety on shield and heavy punish abilities, making Incineroar very formidable once it wins the neutral game and gets in close. However, while it has an incredible overall damage output, it suffers inconsistent KO potential that is mostly reliant on its throws and side special, making it predictable when it comes to scoring a KO. Additionally, Incineroar suffers from issues similar to {{SSBU|Ganondorf}}, where its poor mobility, middling range, and lack of both a projectile and reliable approach options collectively make it very susceptible to being kept in check and paying a costly price for any wide openings on its end despite having better options to break pressure at close quarters. Because of this, Incineroar is a "high risk, high reward" type of character, and benefits from a patient, largely bait-and-punish oriented playstyle in order to achieve the same momentum its fellow super heavyweights can.


Although its frame data gives it less of an issue breaking out of combos and rushdown tactics, its only reliable options to break through such tactics are neutral aerial, Darkest Lariat, and Revenge; all of which are exceptionally simple to punish predicted. If it is unable to break through combos, its slow mobility can leave it very vulnerable to constant aggression, in addition to being vulnerable to zoning and spacing. Its poor neutral game further contributes to this, as it can make it very difficult for Incineroar to even get back to a position where it can try to exploit the opponent's offense or defense. Despite its fast falling speed, Incineroar's slow air speed also leaves it vulnerable to juggling. Altogether, all these flaws collectively result in Incineroar having a poor disadvantage state.
Like Ganondorf, Incineroar is widely considered a low tier character, yet is nevertheless a popular choice at the low- and mid-levels of play because of its attributes and moveset resulting in ludicrous and extravagant punishes that can easily KO an unaware player. By extension, Incineroar usually performs poorly at the highest levels of play, though it has a few notable tournament results thanks to a few notable smashers like {{Sm|brandon|p=NorCal}}, {{Sm|Kusari Katabira}}, {{Sm|Magister}}, {{Sm|Sharpy}} and {{Sm|Skyjay}}. As of recent, Skyjay in particular has made significant contributions to Incineroar's metagame, although it is uncertain how Incineroar will fare in the long run.
 
Although its moveset has greatly damaging options, Incineroar has surprisingly inconsistent KO potential compared to many of its fellow super heavyweights. While its throws are among the strongest in the game and many of its other moves possess high knockback at low percentages as a result of their high base knockback, their knockback doesn't increase quickly due to their low knockback scaling. Notable examples of this are neutral and back aerials, back throw, Darkest Lariat and Alolan Whip's back body drop. Notably, some of Incineroar's moves require landing a sweetspot in order to attain their maximum knockback; notable cases include forward tilt (despite the sweetspot being the strongest in the game), forward smash, and both forward and back aerials.
 
Finally, disregarding its up throw, Incineroar has the worst vertical KO potential of the super heavyweights. Up tilt, up aerial, and Alolan Whip's back body drop all have lackluster power, while its up smash, while powerful, is relatively slow for an out of shield option. Revenge can alleviate this issue to a degree, but this requires Incineroar to read the opponent's attack in the first place. In addition, the buff is lost once it has successfully landed an attack, meaning that if Incineroar is forced to attack with one of its weaker moves, it is possible to waste the buff entirely. The buff can also be gradually lost by attacking Incineroar, by waiting after approximately 60 seconds (which is possible due to Incineroar's susceptibility to being outranged or camped), or outright wasted by throwing Incineroar via a regular grab or a command grab, further adding to its inconsistency.
 
In the end, Incineroar falls within the "grappler" playstyle archetype, which notoriously requires a very specific playstyle to be effective. Incineroar excels at taking advantage of close-range openings, where it can land powerful blows or start consistent combos that rack up damage quickly in only a few hits, all while being difficult for an opponent to punish due to its staying power, relative safety on shield and heavy punish abilities, making Incineroar very formidable once it wins the neutral game and gets in close. However, its significantly below-average mobility and relatively short range makes getting in its greatest hurdle, as most of the cast can simply run away and attack from a distance. Also, while it has an incredible overall damage output, it suffers inconsistent KO potential that is mostly reliant on its throws and side special, making it predictable when it comes to scoring a KO.


==Update history==
==Update history==
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Incineroar received a mix of buffs, nerfs and glitch fixes via game updates, but was buffed overall. Update 2.0.0 strengthened up smash and up throw, and made down aerial [[auto-cancel]] properly. The most notable buff, however, was [[Cross Chop]]'s increased overall travel distance, which improved Incineroar's notoriously weak recovery at certain angles and especially its vertical recovery (although lower angles that are not directly below the edge are still almost impossible to recover from). As part of a near-universal buff to multi-hit attacks, update 3.1.0 buffed neutral attack by adjusting its hits in order for them to connect more reliably.
Incineroar received a mix of buffs, nerfs and glitch fixes via game updates, but was buffed overall. Update 2.0.0 strengthened up smash and up throw, and made down aerial [[auto-cancel]] properly. The most notable buff, however, was [[Cross Chop]]'s increased overall travel distance, which improved Incineroar's notoriously weak recovery at certain angles and especially its vertical recovery (although lower angles that are not directly below the edge are still almost impossible to recover from). As part of a near-universal buff to multi-hit attacks, update 3.1.0 buffed neutral attack by adjusting its hits in order for them to connect more reliably.


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==Moveset==
==Moveset==
*Incineroar will display various animations after using its neutral attack, dash attack, all smash attacks and Alolan Whip; it strikes a boastful pose if an attack hits, and expresses frustration if it misses (during its smash attacks). Aside from neutral attack's third hit, all of these animations are [[interruptible]]. All pose-inducing attacks (excluding neutral attack's third hit) also result in a crowd (separate from the standard [[crowd]]) cheering in response.
*Incineroar will display various animations after using certain attacks, such as striking a boastful pose if it hits, or expressing frustration if it misses. Aside from neutral attack's third hit, all of these animations are [[interruptible]]. All pose-inducing attacks (excluding neutral attack's third hit) also result in a crowd (separate from the standard [[crowd]]) cheering in response.
*Incineroar continuously receives damage while [[swimming]]. This trait is shared with {{SSBU|Charizard}}, {{SSBU|Sonic}}, and {{SSBU|Inkling}}. This references Incineroar being susceptible to water due to being a Fire-type Pokémon.
*Incineroar continuously receives damage while [[swimming]]. This trait is shared with {{SSBU|Charizard}}, {{SSBU|Sonic}}, and {{SSBU|Inkling}}. This is a reference to Incineroar being susceptible to water due to being a Fire-type Pokémon.
''For a gallery of Incineroar's hitboxes, see [[Incineroar (SSBU)/Hitboxes|here]].''
''For a gallery of Incineroar's hitboxes, see [[Incineroar (SSBU)/Hitboxes|here]].''


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|game=SSBU
|game=SSBU
|neutralcount=3
|neutralcount=3
|neutralname=Wide Chop ({{ja|すいへいチョップ|Suihei Choppu}}) / Kneebutt ({{ja|ニーバット|Nībatto}}) / Elbow Smash ({{ja|エルボースマッシュ|Erubō Smasshu}})
|neutralname=&nbsp;
|neutral1dmg=2.5%
|neutral1dmg=2.5%
|neutral2dmg=2.8%
|neutral2dmg=2.8%
|neutral3dmg=6.7%
|neutral3dmg=6.7%
|neutraldesc=A {{iw|wikipedia|knifehand strike}}, followed by a [[wikipedia:Professional wrestling strikes#Knee lift|knee lift]], followed by the [[wikipedia:Muay Thai#Elbow (Sok)|sok ngat]] (an uppercut-style elbow strike used in Muay Thai). If the third hit lands, Incineroar will taunt by pointing its finger toward the ground. Unlike many neutral attacks, holding the attack button only causes Incineroar to do a single attack unless it connects. The first hit can [[jab reset]]. As of update 6.0.0, it is tied with {{SSBU|King K. Rool}}, {{SSBU|Ike}} and {{SSBU|Wario}}'s neutral attacks for the third most damaging non-infinite neutral attack in the entire game, and is surpassed in that regard only by {{SSBU|Kazuya}} and {{SSBU|Terry}}'s neutral attacks.
|neutraldesc=A {{s|wikipedia|knifehand strike}}, followed by a [[wikipedia:Professional wrestling strikes#Knee lift|knee lift]], followed by the sok ngat, an uppercut-style elbow strike used in Muay Thai. If the third hit lands, Incineroar will taunt by pointing its finger towards the ground. Unlike many neutral attacks, holding the attack button only causes Incineroar to do a single attack unless it connects. The first hit can [[jab reset]]. As of update 6.0.0, it is tied with {{SSBU|King K. Rool}}'s neutral attack for the third most damaging non-infinite neutral attack in the entire game, and is surpassed only by {{SSBU|Kazuya}} and {{SSBU|Terry}}'s neutral attacks.
|ftiltname=Throat Chop ({{ja|じごくづき|Jigoku Zuki}}, ''Hell Thrust'')
|ftiltname=&nbsp;
|ftiltdmg=13% (hand), 12% (arm)
|ftiltdmg=13% (hand), 12% (arm)
|ftiltdesc=A knifehand thrust. Can be angled. It is a [[semi-spike]] and deals high damage for a tilt attack of its speed. It is the strongest forward tilt in the game in regard to KO potential; it KOs at 80% from the edge of {{SSBU|Final Destination}}, and at 116% from the center. Despite possessing a sourspot, it is practically impossible to land unless initiated at very close range due to the sweetspot taking priority over the sourspot. It appears almost identical to the [[bulbapedia:Pokémon anime|''Pokémon'' anime]]'s depiction of {{iw|bulbapedia|Throat Chop}}.
|ftiltdesc=A knifehand thrust. It is a [[semi-spike]] and deals high damage for a tilt attack of its speed. It is the strongest forward tilt in the game in terms of KO power, KOing at 80% from the edge of {{SSBU|Final Destination}} and 116% from the center. It appears almost identical to the ''Pokémon'' anime's depiction of {{s|bulbapedia|Throat Chop}}. Can be angled upward or downward.
|utiltname=Jumping Headbutt ({{ja|ジャンピングヘッドバット|Janpingu Heddobatto}})
|utiltname=&nbsp;
|utiltdmg=9%
|utiltdmg=9%
|utiltdesc=A hopping, upward arcing headbutt. It has a wide hitbox above Incineroar and grants [[intangibility]] to its head on frames 6-11, allowing it to fend off aerial approaches. It also combos into itself at 0%, and neutral aerial or up aerial from 25%-75%. However, it has blind spots directly beside Incineroar's legs; as a result, it can miss short and/or prone enemies due to its very minimal horizontal range.
|utiltdesc=A hopping, upward arcing headbutt. Has a wide hitbox above Incineroar and grants Incineroar's head [[intangibility]] (frames 6-11), allowing it to fend off aerial approaches. Combos into itself at 0%, or a neutral aerial or up aerial from 25%-75%. The move has blind spots directly beside Incineroar's legs, meaning it can miss short or prone enemies due to its very minimal horizontal range.
|dtiltname=Surface Kick ({{ja|すいめんげり|Suimen Geri}})
|dtiltname=&nbsp;
|dtiltdmg=9%
|dtiltdmg=9%
|dtiltdesc=A legsweep. It has impressive combo potential at various percentages; follow-ups include neutral attack or grab at 0%, up tilt at 18%-90%, up smash at 50%-69%, forward aerial at 30%-145%, back aerial at 40%-170%, and up aerial up to as high as 210%. Despite only using one leg for the attack, both of Incineroar's legs gain intangibility during the move; the kicking leg lasts on frames 8-11, whereas the other leg lasts on frames 9-11.
|dtiltdesc=A legsweep. Has impressive combo potential, allowing follow-ups into neutral attack or grab at 0%, up tilt from 18%-90%, up smash from 50%-69%, forward aerial from 30%-145%, back aerial from 40%-170%, and up aerial at percentages as high as 210%. Despite only using one leg for the attack, both of Incineroar's legs gain intangibility during the move (the attacking leg lasts on frames 8-11, while the other leg lasts on frames 9-11).
|dashname=Jumping Kneebutt ({{ja|ジャンピングニーバット|Janpingu Nībatto}})
|dashname=&nbsp;
|dashdmg=13% (clean), 9% (late)
|dashdmg=13% (clean), 9% (late)
|dashdesc=A knee strike. The clean hit KOs at 102% from the edge of Final Destination, whereas the late hit has underwhelming power. If it lands, Incineroar will kneel on one knee, and point its thumb toward itself while gloating.
|dashdesc=A knee strike. The clean hit KOs at 102% from the edge of Final Destination, whereas the late hit has underwhelming power. If it lands, Incineroar will kneel on one knee, and point its thumb towards itself while gloating.
|fsmashname=Medullary Slash ({{ja|えんずいぎり|Enzuigiri}})
|fsmashname=&nbsp;
|fsmashdmg={{ChargedSmashDmgSSBU|16}} (leg), {{ChargedSmashDmgSSBU|20}} (foot)
|fsmashdmg={{ChargedSmashDmgSSBU|16}} (leg), {{ChargedSmashDmgSSBU|20}} (foot)
|fsmashdesc=An [[wikipedia:Professional wrestling strikes#Enzuigiri|enzuigiri]]. If it lands, Incineroar will gloat with its arms spread out, similarly to its down taunt. Conversely, it will fold its arms and clench its fists in dismay if it misses, though this animation is rarely seen due to the attack being interruptible before it plays. It has decent range and a sweetspot on Incineroar's foot; the sweetspot is strong enough to KO at 39% from the edge of Final Destination, and inflicts high [[shield damage]] as well. It is also fairly fast in spite of its power, thanks to it coming out on frame 16, but its high ending makes it easy to punish, especially on shield. Although its sourspot has a respectable damage output, its knockback values result in its KO potential being underwhelming in comparison. Despite being small, the sourspot also takes priority over the sweetspot.
|fsmashdesc=An [[wikipedia:Professional wrestling strikes#Enzuigiri|enzuigiri]]. If it lands, Incineroar will gloat with its arms spread out, similarly to its down taunt, and it will fold its arms and clench its fists in dismay if it misses, though this animation is rarely seen due to the attack being interruptible before it plays. It has decent range and has a sweetspot on Incineroar's foot, which does high shield damage. Extremely powerful, the sweetspot KOs at 39% from the edge of Final Destination. It is also fairly fast in spite of its power, thanks to it coming out on frame 16. However, it has rather high ending lag, making it easy to punish. Despite having a respectable damage output, the sourspot's power is underwhelming in comparison and, although it is small, it takes priority over the sweetspot.
|usmashname=Hammer Knuckle ({{ja|ハンマーナックル|Hanmā Nakkuru}})
|usmashname=&nbsp;
|usmashdmg={{ChargedSmashDmgSSBU|17}}
|usmashdmg={{ChargedSmashDmgSSBU|17}}
|usmashdesc=An upward [[wikipedia:Professional wrestling strikes#Double axe handle|double axe handle]]. If it lands, Incineroar will look to the sky and point upward, and it will clench its fists in dismay if it misses. It is Incineroar's fastest smash attack, both start-up and endlag-wise. It starts at ground level and has a rather big hitbox that covers the front of Incineroar and even reaches slightly behind it. It also grants intangibility to Incineroar's arms and hands throughout its active frames (frames 13-18). Although its damage output is respectable and consistent, these traits are counterbalanced slightly by its below-average knockback scaling. It KOs at 116% on Final Destination.
|usmashdesc=An upward [[wikipedia:Professional wrestling strikes#Double axe handle|double axe handle]]. If it lands, Incineroar will look to the sky and point upward, and it will clench its fists in dismay if it misses. It starts at ground level and has a rather big hitbox that covers the front of Incineroar and even reaches slightly behind it, all while gaining intangibility on its arms and hands (frames 13-18). Keeps consistent power throughout the move, but its knockback is only moderate for an up smash despite its high damage output, KOing at 116% on Final Destination.
|dsmashname=Body Press ({{ja|ボディプレス|Bodi Puresu}})
|dsmashname=&nbsp;
|dsmashdmg={{ChargedSmashDmgSSBU|17}}
|dsmashdmg={{ChargedSmashDmgSSBU|17}}
|dsmashdesc=A [[wikipedia:Professional wrestling strikes#Big splash|jumping splash]]. If it lands, Incineroar will point its finger upward while on the floor, and it will pound its fist on the ground angrily if it misses. As Incineroar leaves the ground while using the move, it can dodge ground attacks and act as a hard [[punish]]. It inflicts moderately high shield damage and, like forward smash, it is incredibly powerful, KOing at 62% from the edge of Final Destination. However, it has considerable start-up and ending lag, being Incineroar's laggiest smash attack in both regards.
|dsmashdesc=A [[wikipedia:Professional wrestling strikes#Big splash|jumping splash]]. If it lands, Incineroar will point its finger upwards while on the floor, and it will pound its fist on the ground angrily if it misses. As Incineroar leaves the ground while using the move, it can dodge ground attacks and act as a hard [[punish]]. Deals moderately high shield damage and, like forward smash, it is incredibly powerful, KOing at 62% from the edge of Final Destination. However, it has considerable start-up and ending lag.
|nairname=Flying Body Attack ({{ja|フライングボディアタック|Furaingu Bodi Atakku}})
|nairname=&nbsp;
|nairdmg={{ShortHopDmgSSBU|13}} (clean), {{ShortHopDmgSSBU|7}} (late)
|nairdmg={{ShortHopDmgSSBU|13}} (clean), {{ShortHopDmgSSBU|7}} (late)
|nairdesc=A [[wikipedia:Professional wrestling aerial techniques#Diving splash|splash]]. It has very fast start-up and functions like a [[sex kick]], which make it useful for breaking out of combos. [[Auto-cancel]]s with a jump.
|nairdesc=A [[wikipedia:Professional wrestling aerial techniques#Diving splash|splash]]. Very fast start-up and acts as a [[sex kick]]. Useful for breaking out of combos. [[Auto-cancel]]s with a jump.
|fairname=Drop Kick ({{ja|ドロップキック|Droppu Kikku}})
|fairname=&nbsp;
|fairdmg={{ShortHopDmgSSBU|12}} (clean legs), {{ShortHopDmgSSBU|13}} (clean feet), {{ShortHopDmgSSBU|9}} (late legs), {{ShortHopDmgSSBU|9.6}} (late feet)
|fairdmg={{ShortHopDmgSSBU|12}} (clean legs), {{ShortHopDmgSSBU|13}} (clean feet), {{ShortHopDmgSSBU|9}} (late legs), {{ShortHopDmgSSBU|9.6}} (late feet)
|fairdesc=A {{iw|wikipedia|dropkick}}. It inflicts more damage and knockback if the feet hitbox connects, enabling it to KO at 110% from the edge of Final Destination. Its start-up lag also enables it to hit opponents if it is buffered from a short hop. It auto-cancels if Incineroar lands before the hitbox comes out, allowing it to cancel [[tumbling]].
|fairdesc=A {{s|wikipedia|dropkick}}. Deals more damage and knockback if the feet hitbox lands. It starts fast enough to hit opponents if buffered from a short hop. Auto-cancels if Incineroar lands before the hitbox comes out, allowing it to cancel [[tumbling]]. It can KO at 110% from the edge of Final Destination.
|bairname=Sobat ({{ja|ソバット|Sobatto}})
|bairname=&nbsp;
|bairdmg={{ShortHopDmgSSBU|11}} (leg), {{ShortHopDmgSSBU|13}} (foot)
|bairdmg={{ShortHopDmgSSBU|11}} (leg), {{ShortHopDmgSSBU|13}} (foot)
|bairdesc=A hook kick. Like forward aerial, it deals more damage and knockback if the foot hitbox connects, and it can hit opponents if buffered from a short hop. KOs at 89% from the edge of Final Destination. Like neutral aerial, it auto-cancels with a jump.
|bairdesc=A hook kick. Like forward aerial, it deals more damage and knockback if the foot hitbox lands. It starts fast enough to hit opponents if buffered from a short hop. KOs at 89% from the edge of Final Destination, and auto-cancels with a jump.
|uairname=Wheel Kick ({{ja|あびせげり|Abisegeri}})
|uairname=&nbsp;
|uairdmg={{ShortHopDmgSSBU|9}}
|uairdmg={{ShortHopDmgSSBU|9}}
|uairdesc=A crescent kick. It has a wide arc covering above Incineroar, but cannot hit opponents directly next to it. It auto-cancels with a short hop. A very useful juggling option that can even combo into itself, it is also generally useful for combo chains. However, opponents can react out of its combos with proper DI.
|uairdesc=A crescent kick. It has a wide arc covering above Incineroar, but cannot hit opponents directly next to it. Auto-cancels from a short hop. A very useful juggling option that can even juggle into itself, although opponents can react out of it. It is also generally useful for combo chains.
|dairname=Meteor Stomping ({{ja|メテオストンピング|Meteo Sutopingu}})
|dairname=&nbsp;
|dairdmg={{ShortHopDmgSSBU|15}} (clean feet), {{ShortHopDmgSSBU|14}} (clean legs), {{ShortHopDmgSSBU|9}} (late feet), {{ShortHopDmgSSBU|8}} (late legs)
|dairdmg={{ShortHopDmgSSBU|15}} (clean feet), {{ShortHopDmgSSBU|14}} (clean legs), {{ShortHopDmgSSBU|9}} (late feet), {{ShortHopDmgSSBU|8}} (late legs)
|dairdesc=A [[wikipedia:Professional wrestling strikes#Double foot stomp|double foot stomp]]. It has rather slow start-up, but it is a powerful meteor smash if the feet hitbox connects. Conversely, the body hitbox launches opponents diagonally.
|dairdesc=A [[wikipedia:Professional wrestling strikes#Double foot stomp|double foot stomp]]. It has rather slow start-up, but it is a powerful meteor smash if the feet hitbox lands. The body hitbox launches opponents diagonally.
|grabname=Grab ({{ja|つかみ|Tsukami}})
|grabname=&nbsp;
|grabdesc=[[wikipedia:Grappling hold#Clinch hold|Clinches]] the opponent. Incineroar's grabs have great range, but standing grab has noticeable ending lag, while its dash and pivot grabs have somewhat slow startup at frame 11 and 12, respectively.
|grabdesc=Reaches out with both arms to clinch the opponent. It has noticeable ending lag, while its dash and pivot grabs come out somewhat slow on frame 11 and 12, respectively.
|pummelname=Grab Headbutt ({{ja|つかみヘッドバット|Tsukami Heddobatto}})
|pummelname=&nbsp;
|pummeldmg=1.6%
|pummeldmg=1.6%
|pummeldesc=A headbutt. Slow but strong.
|pummeldesc=A headbutt. Powerful, but slow.
|fthrowname=Tiger Swing ({{ja|タイガースイング|Taigā Suingi}})
|fthrowname=&nbsp;
|fthrowdmg=12% (throw), 4% (early), 6% (mid), 8% (late), 10% (latest)
|fthrowdmg=12% (throw), 4% (early), 6% (mid), 8% (late), 10% (latest)
|fthrowdesc=A [[wikipedia:Professional wrestling throws#Giant swing|giant swing]]. It deals collateral damage to bystanders, which grows in power as Incineroar gains speed during the swing. As of update 8.0.0, it is the strongest forward throw in the game, and is able to KO middleweights at 103% from the edge of Final Destination. However, it launches too far for any follow-ups aside from a dash attack at 0% if the opponent misses a tech.
|fthrowdesc=A [[wikipedia:Professional wrestling throws#Giant swing|giant swing]]. Deals collateral damage to bystanders, which grows in power as Incineroar gains speed. Sends too far for any follow-ups apart from a dash attack at 0% if the opponent misses a tech. As of update 8.0.0, it is the strongest forward throw in the game, and is able to KO middleweights at 103% from the edge of Final Destination.
|bthrowname=German Suplex ({{ja|ジャーマンスープレックス|Jānman Sūpurekkusu}})
|bthrowname=&nbsp;
|bthrowdmg=14% (hitbox), — (throw)
|bthrowdmg=14% (hitbox), — (throw)
|bthrowdesc=A {{h2|wikipedia:Suplex|German suplex}}. When used right at the edge, it is potentially even stronger than {{SSBU|Ness}}' back throw, as it is capable of KOing at 90% from the edge of Final Destination. It can even [[OHKO]] the lightest characters at the edge of stages while boosted by [[Revenge]]. While further away from the edge, however, Incineroar's back throw is considerably weaker than Ness', and is actually outclassed by {{SSBU|Zelda}}, {{SSBU|Dr. Mario}}, and {{SSBU|Isabelle}}'s back throws in addition to Ness'. Incineroar has higher knockback until about 120%; thereafter, Ness' back throw becomes stronger due to its higher knockback scaling. It can also hit bystanders, as it launches them at a lower angle and KOs them even earlier (at 75%).
|bthrowdesc=A {{h2|wikipedia:Suplex|German suplex}}. When used right at the edge, it is potentially even stronger than {{SSBU|Ness}}' back throw, as it is capable of KOing at 90% from the edge of Final Destination. It can even [[OHKO]] the lightest characters at the edge of stages while boosted by [[Revenge]]. While further away from the edge, however, Incineroar's back throw is considerably weaker than Ness', and is actually outclassed by {{SSBU|Zelda}}, {{SSBU|Dr. Mario}}, and {{SSBU|Isabelle}}'s back throws in addition to Ness'. Incineroar has higher knockback until about 120% thereafter, Ness' back throw becomes stronger due to higher damage. It can also hit bystanders, as it launches them at a lower angle and KOs them even earlier (at 75%).
|uthrowname=Tiger Bridge ({{ja|タイガーブリッジ|Taigā Burijji}})
|uthrowname=&nbsp;
|uthrowdmg=12%
|uthrowdmg=12%
|uthrowdesc=An {{h2|wikipedia:Backbreaker|Argentine backbreaker rack}} [[wikipedia:Backbreaker#Backbreaker drop|drop]]. Incineroar poses with its arms raised and fists clenched upon completion. It has too much ending lag to combo reliably, but can follow up into an up aerial or [[Cross Chop]] if the opponent does not react in a sufficient amount of time. Like forward and back throws, it is extremely powerful; it KOs at 139% on Final Destination and significantly earlier when used on a platform.
|uthrowdesc=An {{h2|wikipedia:Backbreaker|Argentine backbreaker rack}} [[wikipedia:Backbreaker#Backbreaker drop|drop]]. Incineroar poses with its arms raised and fists clenched upon completion. It has too much ending lag to combo reliably but can follow up into an up aerial or [[Cross Chop]] if the opponent does not react in a sufficient amount of time. Like forward and back throws, it is extremely powerful, KOing at 139% on Final Destination, and KOs significantly earlier when used on a platform.
|dthrowname=Chokeslam ({{ja|のどわおとし|Nodowa Otoshi}})
|dthrowname=&nbsp;
|dthrowdmg=9%
|dthrowdmg=9%
|dthrowdesc=A {{iw|wikipedia|chokeslam}}. Incineroar pumps its fist upon completion. Unlike Incineroar's other throws, it is a combo starter instead of a KOing option. It has forward smash and dashing up smash as true follow-ups at 0%. It can also combo reliably into [[Darkest Lariat]] and neutral aerial at low percentages, and forward and up aerials at low to medium percentages. Due to Incineroar's overall slow speed, however, it loses its combo potential past medium percentages or if Incineroar has a sufficiently high level of rage. Prior to update 2.0.0, down throw could KO confirm into [[Cross Chop]] as a [[sacrificial KO]]. Due to Cross Chop's vertical travel distance being increased as of update 2.0.0, however, this KO confirm now usually works only as a mix-up if the opponent reacts poorly.
|dthrowdesc=A {{s|wikipedia|chokeslam}}. Incineroar pumps its fist upon completion. Unlike Incineroar's other throws, it is a combo starter instead of a KOing option. It has forward smash or dashing up smash as true follow-ups at 0%. It can also combo reliably into [[Darkest Lariat]] and neutral aerial at low percents, and forward and up aerials at low to medium percents. Due to Incineroar's overall slow speed, however, it loses its combo potential past medium percents or if Incineroar has rage. Prior to update 2.0.0, down throw could KO confirm into [[Cross Chop]] as a [[sacrificial KO]]. Due to Cross Chop's vertical travel distance being increased as of update 2.0.0, however, this KO confirm now usually works only as a mix-up if the opponent reacts poorly.
|floorfname=&nbsp;
|floorfname=&nbsp;
|floorfdmg=7%
|floorfdmg=7%
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|edgename=&nbsp;
|edgename=&nbsp;
|edgedmg=10%
|edgedmg=10%
|edgedesc=Swipes forward while climbing up.
|edgedesc=Swipes forward.
|nsname=Darkest Lariat
|nsname=Darkest Lariat
|nsdmg=17%/13% (clean hit 1), 12%/10% (late hit 1, hit 2), 11%/9% (hits 3-4), 10%/8% (hits 5-6), 8%/6% (hits 7-8)
|nsdmg=17%/13% (clean hit 1), 12%/10% (late hit 1, hit 2), 11%/9% (hits 3-4), 10%/8% (hits 5-6), 8%/6% (hits 7-8)
|nsdesc=[[bulbapedia:Darkest Lariat (move)|Spins rapidly to perform a series of discus lariats]] and [[wikipedia:Professional wrestling strikes#Spinning backfist|spinning backfists]]. It hits multiple times, with each hit becoming progressively weaker, but they launch opponents away instead of linking into each other. Incineroar gains [[invincibility]] during the move (frames 5 and 6 on its whole body, frame 7 on its head and arms, and frames 8-57 on its arms). It has extremely minimal start-up, and the entire move possesses [[transcendent priority]]; combined with its arm invincibility, this allows it to break through opposing attacks and weaker [[projectile]]s, aside from moves with sufficient range. Incineroar can move left or right slowly by holding a direction, and it even slows Incineroar's descent, though its slow speed means it is not suitable for recovery. Its early hit KOs at 108% from the edge of Final Destination.
|nsdesc=[[bulbapedia:Darkest Lariat (move)|Spins rapidly to perform a series of discus lariats]] and [[wikipedia:Professional wrestling strikes#Spinning backfist|spinning backfists]]. It hits multiple times, with each hit becoming progressively weaker, but they launch opponents away instead of linking into each other. Incineroar gains [[invincibility]] during the move (frames 5 and 6 on its whole body, frame 7 on its head and arms, and frames 8-57 on its arms). It has extremely minimal start-up, and the entire move possesses [[transcendent priority]], allowing it to break through opposing attacks (and weaker [[projectile]]s) apart from moves with sufficient range. Incineroar can slowly move left or right by holding a direction, and the move also slows its descent, though its slow speed means it is not suitable for recovery. The early hit KOs at 108% from the edge of Final Destination.
|ssname=Alolan Whip
|ssname=Alolan Whip
|ssdmg=20% (lariat), 12% (back body drop), 4% (collision)
|ssdmg=20% (lariat), 12% (back body drop), 4% (collision)
|ssdesc=A [[command grab]] involving Incineroar lunging a short distance forward to grab an opponent. The opponent is then thrown against wrestling ropes that appear after the grab connects. Depending on when the special or attack button is pressed after grabbing an opponent, Incineroar will perform one of three different moves: a [[wikipedia:Professional wrestling strikes#Lariat|lariat]] that launches the opponent the direction Incineroar is facing (input just as the opponent touches Incineroar); a [[wikipedia:Professional wrestling throws#Back body drop|back body drop]] that launches the opponent vertically (input any time after the opponent rebounds); or a failed attempt that causes the victim to collide against Incineroar's head, dealing 4% to both (too late/no input). Upon executing the lariat, Incineroar poses with its arms in the air and performs "devil horn" signs with both its paws, while tilting its head upward. The lariat deals 20% and can KO at 72% from the edge of Final Destination. The back body drop deals 12% and can KO at 159% (or earlier when used near the upper blast line and/or on a stage with a low ceiling). Although the collision cannot KO at all, it can be used to simultaneously help Incineroar recover and [[gimp]] the opponent. During the throw, Incineroar gains [[heavy armor]] that withstands 11.99%. If the opponent is hit out of the move, Incineroar will shrug toward the screen. It does not cause [[helpless]]ness, which allows Incineroar to use it to extend its recovery.
|ssdesc=A [[command grab]] involving Incineroar lunging a short distance forward to grab opponents. Victims are thrown against wrestling ropes that appear after the grab connects. Depending on when the special or attack button is pressed after grabbing an opponent, Incineroar will perform one of three different moves: a [[wikipedia:Professional wrestling strikes#Lariat|lariat]] that launches the opponent the direction Incineroar is facing (input just as the opponent touches Incineroar); a [[wikipedia:Professional wrestling throws#Back body drop|back body drop]] that launches the opponent vertically (input any time after the opponent rebounds); or a failed attempt that causes the victim to collide against Incineroar's head, dealing 4% to both (too late/no input). Upon executing the lariat, Incineroar poses with its arms in the air and performs "devil horn" signs with both its paws, while tilting its head upwards. The lariat deals 20% and can KO at 72% from the edge of Final Destination. The back body drop deals 12% and can KO at 159% (or earlier with a low ceiling). Although the collision cannot KO at all, it can be used to simultaneously help Incineroar recover and [[gimp]] the opponent. During the throw, Incineroar gains 11.99% [[heavy armor]], and if the opponent is hit out of the move, Incineroar will shrug towards the screen. It does not cause [[helpless]]ness, which allows Incineroar to use it to extend its recovery.
|usname=Cross Chop
|usname=Cross Chop
|usdmg=2.5%/3%/4%/5% (ascent), 3.5% (descent), 13% (Cross Chop), 10.8% (close explosion), 5.5% (far explosion)
|usdmg=2.5%/3%/4%/5% (ascent), 3.5% (descent), 13% (Cross Chop), 10.8% (close explosion), 5.5% (far explosion)
|usdesc=Leaps upward while engulfed in [[flame]]s before [[bulbapedia:Cross Chop|descending diagonally to perform a cross chop]]. Incineroar gains [[Armor#Damage-based Armor|damage-based armor]] a few frames after its initial ascent (frames 4-15), and Incineroar can change its direction right after starting the move. It causes a large explosion if Incineroar lands while the descending hitbox is still active. The rising and descending hits have [[set knockback]], with the descending hit having extremely high base knockback; this is capable of gimping opponents even at 0% for a [[sacrificial KO]], with Incineroar always being KO'd after its opponent. Incineroar's descending body hitbox is similarly powerful, KOing at 75% from the edge of Final Destination, with the explosion being almost as powerful. However, the move has a high ending lag. Unlike most up specials, Cross Chop does not render Incineroar helpless unless Incineroar lands during its descent and does not touch any solid ground. However, its awkward trajectory requires it to be used parallel to or above an edge to recover, as it is a [[self-destruct]] any other way.
|usdesc=Leaps upward while engulfed in [[flame]]s before [[bulbapedia:Cross Chop|descending diagonally to perform a cross chop]]. Incineroar gains [[Armor#Damage-based Armor|damage-based armor]] a few frames after its initial ascent (frames 4-15), and Incineroar can change its direction right after starting the move. It causes a large explosion if Incineroar lands while the descending hitbox is still active. The rising and descending hits have [[set knockback]], with the descending hit having extremely high base knockback; this is capable of gimping opponents even at 0% for a [[sacrificial KO]], with Incineroar always being KO'd after its opponent. Incineroar's descending body hitbox is similarly powerful, KOing at 75% from the edge of Final Destination, with the explosion being almost as powerful. However, the move has a high ending lag. Unlike most up specials, Cross Chop does not render Incineroar helpless (unless Incineroar lands during its descent and does not touch the solid ground), though its awkward angle requires it to be used extremely high for the recovery, as it is a [[self-destruct]] any other way.
|dsname=Revenge
|dsname=Revenge
|dsdmg=2.4% (counterattack)
|dsdmg=2.4% (counterattack)
|dsdesc=Points its chest outward in a cocky manner. It functions as a [[counterattack]], albeit much differently: upon being hit by an attack or projectile, Incineroar retaliates with a weak burst of flame after receiving significantly reduced damage from the countered attack, and its [[bulbapedia:Revenge (move)|next move is powered up]]. As a visual indicator, Incineroar's body radiates an orange glow. This buff can stack depending on the number of countered moves and damage resisted. The buff has a very long duration (≈60 seconds), though its duration is reduced slightly each time Incineroar gets hit and it is lost entirely if Incineroar is grabbed and thrown. Once a powered up move connects, the buff is expended. If a smash attack, [[Cross Chop]], or [[Alolan Whip]]'s lariat connects while Revenge is active, the camera will perform the [[Special Zoom]]. With maximum stacks, Incineroar is able to inflict ≈70% with just a single smash attack, giving it some of the strongest possible attacks in standard matches. The flame attack also grants intangibility on frames 1-19.
|dsdesc=Points its chest outward, retaliating against incoming attacks or projectiles. Functions as a [[counterattack]], albeit much differently: Incineroar retaliates with a weak burst of flame after receiving significantly reduced damage from the retaliated attack, and its [[bulbapedia:Revenge (move)|next move is powered up]]. As a visual indicator, Incineroar's body radiates an orange glow. This buff can stack depending on the number of countered moves and damage resisted. The buff lasts for a very long time (approximately 60 seconds), though its duration is reduced slightly each time Incineroar gets hit and lost entirely if Incineroar is grabbed and thrown. Once a powered up move lands, the buff is removed. If a smash attack, [[Cross Chop]], or [[Alolan Whip]]'s lariat connects while Revenge is active, the camera will perform the [[Special Zoom]]. With maximum stacks, Incineroar is able to do about 70% with just a single smash attack, giving it some of the strongest possible attacks in standard matches. The flame attack also grants intangibility (frames 1-19).
|fsname=Max Malicious Moonsault
|fsname=Max Malicious Moonsault
|fsdmg=3% (start-up), 2% (initial grab), 7% (hit 1-4)
|fsdmg=3% (start-up), 2% (initial grab), 7% (hit 1-4)
|fsdesc=Activates its {{iw|bulbapedia|Incinium Z}} and lunges forward. Upon grabbing the first opponent it comes in contact with, the opponent is thrown against the ropes of a wrestling ring. Incineroar then uppercuts the opponent upward, dropkicks them even further upward, uppercuts them again, and then finishes with a diving [[wikipedia:Professional wrestling strikes#Battering ram|battering ram]] that sends it and the opponent descending into the ring to generate an explosion within the ring as a boxing bell chimes. The opponent is then launched alongside any bystanders. It is very powerful, as it can KO as early as 20%. If Incineroar misses on the ground, it slaps its knee in frustration.
|fsdesc=Activates its {{s|bulbapedia|Incinium Z}} and lunges forward. Upon grabbing the first victim it comes in contact with, the victim is thrown against the ropes of a wrestling ring. Incineroar then uppercuts the victim upward, dropkicks them even further upward, uppercuts them again, and then finishes with a diving [[wikipedia:Professional wrestling strikes#Battering ram|battering ram]] that sends it and the victim crashing into the ring to generate an explosion within the ring as a boxing bell chimes. The victim is sent flying alongside any bystanders. Can KO as early as 20%. If Incineroar misses on the ground, it slaps its knee in frustration.
}}
}}
===Stats===
{{Attributes
| cast=89
| weight=116 | rweight=6-7
| dash=1.76 | rdash=73-77
| run=1.18 | rrun=89
| walk=0.62 | rwalk=89
| trac=0.114 | rtrac=31-33
| airfric=0.015 | rairfric=9-30
| air=0.88 | rair=81
| baseaccel=0.01 | rbaseaccel=15-87
| addaccel=0.06 | raddaccel=45-49
| gravity=0.126 | rgravity=12
| fall=1.76 | rfall=22-23
| ff=2.816 | rff=22-23
| jumpsquat=3 | rjumpsquat=1-88
| jumpheight=31.6 | rjumpheight=53
| shorthop=14.4 | rshorthop=69
| djump=32.8 | rdjump=50-51
}}
===[[Announcer]] calls===
{{audio|Needs announcer calls from other languages.}}
<gallery>
Incineroar English Announcer SSBU.wav|English
Incineroar Japanese Announcer SSBU.wav|Japanese/Chinese
Incineroar Korean Announcer SSBU.wav|Korean
Incineroar Russian Announcer SSBU.wav|Russian
</gallery>


===[[On-screen appearance]]===
===[[On-screen appearance]]===
*Emerges from a [[Poké Ball]] and struts while smirking.
*Emerges from a [[Poké Ball]] and struts while smirking.
<gallery>
<gallery>
IncineroarOnScreenAppearanceSSBU.gif|Incineroar's on-screen appearance.
IncineroarOnScreenAppearanceSSBU.gif|Incineroar's on-screen appearance
</gallery>
</gallery>


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===[[Idle pose]]s===
===[[Idle pose]]s===
*Flexes its muscles in the "crab pose", a variant of the "{{iw|wikipedia|Most Muscular}}" bodybuilder pose.
*Flexes its muscles in the "crab pose", a variant of the "{{s|wikipedia|Most Muscular}}" bodybuilder pose.
*Wiggles the fingers of one of its paws, a common taunt used to initiate a {{iw|wikipedia|wristlock}}-based test of strength.
*Wiggles the fingers of one of its paws, a common taunt used to initiate a {{s|wikipedia|wristlock}}-based test of strength.
<gallery>
<gallery>
SSBUIncineroarIdle1.gif|Incineroar's first idle pose.
SSBUIncineroarIdle1.gif|Incineroar's first idle pose
SSBUIncineroarIdle2.gif|Incineroar's second idle pose.
SSBUIncineroarIdle2.gif|Incineroar's second idle pose
</gallery>
</gallery>


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===[[Victory pose]]s===
===[[Victory pose]]s===
*'''Left:''' Roars as its flame belt ignites, then throws a punch toward the camera while grinning.
*'''Left:''' Roars as its flame belt ignites, then throws a punch towards the camera while grinning.
*'''Up:''' Laughs while triumphantly raising a {{iw|wikipedia|championship belt}} above its head, then makes a beckoning gesture while grinning.
*'''Up:''' Laughs while triumphantly raising a {{s|wikipedia|championship belt}} above its head, then makes a beckoning gesture while grinning.
*'''Right:''' Performs a left-handed claw swipe, then a right-handed claw swipe, and then roars briefly upon kneeling.
*'''Right:''' Swings both its arms left and right, before kneeling and roaring.
[[File:PokemonSeriesVictoryThemeUltimate.ogg|thumb|A small excerpt of the [[bulbapedia:Pokémon Red & Pokémon Green: Super Music Collection|title screen theme song]] of [[bulbapedia:Pokémon Red and Green Versions|''Pokémon Red'', ''Green'']], [[bulbapedia:Pokémon Blue Version (Japanese)|''Blue'']], and [[bulbapedia:Pokémon Yellow Version|''Yellow Versions'']]. The song has since become the {{uv|Pokémon}} series' main theme song.]]
[[File:PokemonSeriesVictoryThemeUltimate.ogg|thumb|A small excerpt of the title theme of ''Pokémon Red'', ''Blue'', ''Yellow'', and ''Green Versions'', a track which would go on to become the ''Pokémon'' main theme and the title theme for the entire series.]]
<gallery>
<gallery>
IncineroarVictoryPose1.gif
IncineroarVictoryPose1.gif
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</gallery>
</gallery>


==In [[competitive play]]==
==In competitive play==
At the start of ''Ultimate'', Incineroar was considered a mid-tier by most professionals, with access to moves that have the potential to deal high knockback and damage thanks to [[Revenge]], a powerful back throw that can potentially KO earlier than {{SSBU|Ness}}', and a suicide KOing option in the form of [[Cross Chop]], which can be performed out of a down throw. It also had a decent amount of success from players, especially {{Sm|Magister}}, who placed well at both regional and national tournaments.
 
However, as the metagame progressed, Incineroar saw limited representation and below-average results at major tournaments. Magister also started attending less tournaments while placing worse at the tournaments that he did attend. Although Incineroar has received buffs in its combo potential and power balancing in its poor recovery, it didn't alleviate its declining results, which led most professionals to consider it a low tier or even bottom tier character.
 
Following the end of the online metagame, however, Incineroar saw an increase in results thanks to players such as {{Sm|Mystery Sol}} and {{Sm|Skyjay}}. Skyjay, in particular, reached new heights with Incineroar by defeating several top players and achieving consistent top 48 placements at major tournaments. Due to this rise in representation, opinions on Incineroar have shifted positively; some players, such as {{Sm|Dabuz}}, once again believe the character is a mid tier.
 
===Most historically significant players===
===Most historically significant players===
<!--This character has a ten player limit for this section. Before adding and/or removing a player, read these guidelines: https://www.ssbwiki.com/SmashWiki:Notability#%22Most_historically_significant_players%22_guidelines -->
<!--This character has a ten player limit for this section. Before adding and/or removing a player, read these guidelines: https://www.ssbwiki.com/SmashWiki:Notability#%22Most_historically_significant_players%22_guidelines -->


''See also: [[:Category:Incineroar players (SSBU)]]''
''See also: [[:Category:Incineroar professionals (SSBU)]]''


*{{Sm|Magister|USA}} - The first Incineroar player to garner significant results and was the best Incineroar player in the world in the early metagame. He was the first Incineroar player ranked in the top 100 on a notable global ranking, ranking 93rd on the [[OrionRank Ultimate: Six Months In]]. He also placed top 64 at several majors including 25th at the supermajor {{Trn|GENESIS 6}} and 33rd at {{Trn|2GG: Prime Saga}} and {{Trn|Glitch 8 - Missingno}}. He has not entered a notable tournament since 2020.
*{{Sm|Magister|USA}} - Formerly the best Incineroar player in the world and is currently inactive. Placed 1st {{Trn|FanimeCon 2019}}, 5th at {{Trn|Kawaii Kon 2019}}, 25th at {{Trn|GENESIS 6}}, 33rd at {{Trn|Glitch 8 - Missingno}}, and 49th at {{Trn|GENESIS 7}} with wins over players such as {{Sm|MVD}}, {{Sm|Stroder}}, and {{Sm|Sonido}}.
*{{Sm|Nanon|Mexico}} - One of the best Incineroar players in the early metagame. Regularly placed top 64 at Mexican events, including 9th at the superregional {{Trn|BIT MASTER MTY 8}}, 13th at the superregional {{Trn|Bit Master Mty 10}}, and 33rd at the major {{Trn|Smash Factor 8}}.  
*{{Sm|Nanon|Mexico}} - One of the best Incineroar players in Mexico. Placed 5th at both {{Trn|BIT MASTER MTY 7}} and {{Trn|WeTecThose X}}, 9th at {{Trn|BIT MASTER MTY 8}}, 13th at {{Trn|Guerras Regias!}}, and 33rd at {{Trn|Smash Factor 8}} with wins over players like {{Sm|Rox}}, {{Sm|Nery}}, and {{Sm|Wonf}}. Currently ranked 22nd on the [[Mexican Power Rankings]].
*{{Sm|Skyjay|Mexico}} - The best Incineroar player of all-time, and one of the best Mexican players in the post-online metagame. He is the only Incineroar player to place top 8 at majors, most notably placing 2nd at the supermajor {{Trn|Collision 2023}}. He is also the only Incineroar player who was ranked in the top 50 on a notable global power ranking, with his highest ranking being 23rd on the [[LumiRank Mid-Year 2023]].
*{{Sm|Skyjay|Mexico}} - Currently the best Incineroar player in the world. Placed 5th at {{Trn|ChillHouse}}, 13th at {{Trn|Port Priority 6}}, 17th at {{Trn|Mainstage 2021}}, and 33rd at both {{Trn|Glitch 8.5 - Konami Code}} and {{Trn|Low Tide City 2021}} with wins over players such as {{Sm|Elegant}}, {{Sm|Chag}}, and {{Sm|Ned}}. Currently ranked 6th on the [[Mexican Power Rankings]]. Online, placed 5th at both {{Trn|Maruchan Gaming Series}} and {{Trn|Frame Perfect Series 4: ONLINE}}. Currently ranked 30th on the [[Wi-Fi Warrior Rank v7]].
 
===Tier placement and history===
In early ''Ultimate'', Incineroar was considered a mid-tier fighter by most professionals thanks to its raw power and threatening KO potential, and it attained a decent amount of success from players such as {{Sm|Magister}}, who placed well at both regionals and majors. However, Incineroar's sluggish movement gradually began to work against it as it was unable to keep up with the fast, agile characters that were in the early metagame. Likewise, Incineroar's representation suffered, especially following Magister's lower activity and performance, and by the end of 2019 Incineroar's representation was among the bottom 10. As such, Incineroar's reputation suffered greatly, with many players considering it to be a low or bottom tier.
 
The post-pandemic metagame saw a revival for Incineroar as dedicated mains began showcasing Incineroar's grappler archetype, specifically its high damage and KO potential. In particular, {{Sm|Skyjay}}'s greater presence on the continental scene and high major placements greatly improved Incineroar's representation, and with Skyjay establishing himself as a top 50 player by the end of 2021, players began to reassess Incineroar as a mid-tier once again, ranking it 64th on the first tier list at the bottom of C+ tier. Following the first tier list, many players further pushed for Incineroar to be ranked even higher, especially following an explosion of strong results from Skyjay throughout 2023, which included his 2nd place finish at {{Trn|Collision 2023}}. Incineroar's improving reputation ultimately led it to rise 12 spots on the second tier list, ranking 52nd near the top of C+ tier, one of the biggest improvements of any character from the first to second tier list.


=={{SSBU|Classic Mode}}: Burning Pro Wrestling Spirit!==
=={{SSBU|Classic Mode}}: Burning Pro Wrestling Spirit!==
[[File:SSBU Congratulations Incineroar.png|thumb|Incineroar's congratulations screen.]]
[[File:SSBU Congratulations Incineroar.png|thumb|Incineroar's congratulations screen.]]
Incineroar's opponents, like itself, are among the heaviest fighters of ''Super Smash Bros. Ultimate''{{'}}s base roster. Its Classic Mode route's title is further highlighted by Rounds 1 through 6 occurring on [[Boxing Ring]], as well as Round 3 and the Final Round referencing {{iw|wikipedia|tag team}} wrestling by featuring {{SSBU|Greninja}} as a CPU ally.
Incineroar's opponents are all heavy characters and are stylized in a way as if it was similar to a Championship Tournament. Additionally, all rounds aside from the final round take place on [[Boxing Ring]].


{|class="wikitable" style="text-align:center"
{|class="wikitable" style="text-align:center"
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|2||{{CharHead|Ganondorf|SSBU|hsize=20px}}||Boxing Ring||''{{SSBUMusicLink|The Legend of Zelda|Molgera}}''||
|2||{{CharHead|Ganondorf|SSBU|hsize=20px}}||Boxing Ring||''{{SSBUMusicLink|The Legend of Zelda|Molgera}}''||
|-
|-
|3||{{Head|Bowser Jr.|g=SSBU|s=20px|cl=Morton}} [[Bowser Jr. (SSBU)|Morton]] and {{Head|Bowser Jr.|g=SSBU|s=20px|cl=Ludwig}} [[Bowser Jr. (SSBU)|Ludwig]]||Boxing Ring ([[Battlefield form]])||''{{SSBUMusicLink|Super Mario Bros.|Fortress Boss - Super Mario World}}''||{{CharHead|Greninja|SSBU|hsize=20px}} is a CPU ally. Based on a {{iw|wikipedia|tag team}} wrestling match.
|3||{{Head|Bowser Jr.|g=SSBU|s=20px|cl=Morton}} [[Bowser Jr. (SSBU)|Morton]] and {{Head|Bowser Jr.|g=SSBU|s=20px|cl=Ludwig}} [[Bowser Jr. (SSBU)|Ludwig]]||Boxing Ring ([[Battlefield form]])||''{{SSBUMusicLink|Super Mario Bros.|Fortress Boss - Super Mario World}}''||{{CharHead|Greninja|SSBU|hsize=20px}} is a CPU ally. Based on a general wrestling tag-team match.
|-
|-
|4||{{CharHead|King K. Rool|SSBU|hsize=20px}}||Boxing Ring (Battlefield form)||''{{SSBUMusicLink|Donkey Kong|Gang-Plank Galleon}}''||References the boss battle against {{iw|mariowiki|King Krusha K. Rool}} in ''{{iw|mariowiki|Donkey Kong 64}}''.
|4||{{CharHead|King K. Rool|SSBU|hsize=20px}}||Boxing Ring (Battlefield form)||''{{SSBUMusicLink|Donkey Kong|Gang-Plank Galleon}}''||Resembles the boss battle against King K. Rool in ''Donkey Kong 64''.
|-
|-
|5||{{CharHead|Donkey Kong|SSBU|hsize=20px}}||Boxing Ring ([[Ω form]])||''{{SSBUMusicLink|Donkey Kong|Boss 2 - DK: Jungle Climber}}''||References {{iw|mariowiki|Donkey Kong}}'s guest appearance as a bonus opponent in the [[mariowiki:Punch-Out!! (Wii)|Wii version of ''Punch-Out!!'']]
|5||{{CharHead|Donkey Kong|SSBU|hsize=20px}}||Boxing Ring ([[Ω form]])||''{{SSBUMusicLink|Donkey Kong|Boss 2 - DK: Jungle Climber}}''||Resembles the boss battle against Donkey Kong in ''Punch Out (Wii)''.
|-
|-
|6||{{CharHead|Incineroar|SSBU|hsize=20px|color=Purple}}||Boxing Ring (Ω form)||''{{SSBUMusicLink|Pokémon|Battle! (Lorekeeper Zinnia)}}''||If the player uses the purple alternate costume, the opponent will be the {{Head|Incineroar|g=SSBU|s=20px}} default Incineroar.
|6||{{Head|Incineroar|g=SSBU|s=20px|cl=Purple}} Incineroar||Boxing Ring (Ω form)||''{{SSBUMusicLink|Pokémon|Battle! (Lorekeeper Zinnia)}}''||If using the purple alternate costume, the opponent will be the {{Head|Incineroar|g=SSBU|s=20px}} default Incineroar.
|-
|-
|colspan="5"|[[Bonus Stage]]
|colspan="5"|[[Bonus Stage]]
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|}
|}


Note: Each Round uses a music track from the opponents' respective home series.
Note: Each round uses a track taken from the series the characters are fought in their respective round.


[[Credits]] roll after completing Classic Mode. Completing it as Incineroar has ''{{SSBUMusicLink|Pokémon|The Battle at the Summit!}}'' accompany the credits.
[[Credits]] roll after completing Classic Mode. Completing it as Incineroar has ''{{SSBUMusicLink|Pokémon|The Battle at the Summit!}}'' accompany the credits.
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==Role in [[World of Light]]==
==Role in [[World of Light]]==
[[File:WoL-69Incineroar.jpg|thumb|Finding Incineroar in World of Light|left]]
[[File:WoL-69Incineroar.jpg|thumb|Finding Incineroar in World of Light|left]]
Although Incineroar does not appear in World of Light's opening cutscene, it was vaporized and later imprisoned alongside the rest of the fighters (except {{SSBU|Kirby}}) when [[Galeem]] unleashed his beams of light.
Although Incineroar does not appear in the World of Light opening cutscene, it was vaporized and later imprisoned alongside the rest of the fighters (except {{SSBU|Kirby}}) when [[Galeem]] unleashed his beams of light.


Incineroar was one of the many fighters that fell under [[Dharkon]]'s control upon Galeem's first defeat. It can be found on the southwest path of [[The Dark Realm]], where the spirit of [[List of spirits (Fire Emblem series)#Caeda|Caeda]] must be beaten to access it.
Incineroar was one of the many fighters that fell under [[Dharkon]]'s control upon Galeem's first defeat. It can be found on the southwest path of [[The Dark Realm]], where the spirit of [[List of spirits (Fire Emblem series)#Caeda|Caeda]] must be beaten to access it.
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|''{{SSBUMusicLink|Pokémon|The Battle at the Summit!}}''
|''{{SSBUMusicLink|Pokémon|The Battle at the Summit!}}''
|}
|}
{{clr}}
{{clear}}


==[[Spirit]]==
==[[Spirit]]==
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</center>
</center>


==In Spirit Battles==
==In Spirit battles==
===As the main opponent===
===As the main opponent===
{|class="wikitable sortable" style="width:100%;"
{|class="wikitable sortable" style="width:100%;"
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|•Defeat the main fighter to win<br>•[[Stamina battle]]<br>•Reinforcements will appear during the battle
|•Defeat the main fighter to win<br>•[[Stamina battle]]<br>•Reinforcements will appear during the battle
|{{SSBUMusicLink|Punch-Out!!|Minor Circuit (Original)}}
|{{SSBUMusicLink|Punch-Out!!|Minor Circuit (Original)}}
|Great Tiger's illusionary clones (gray costume)
|Great Tiger's illusionary clones (Grey Costume)
|-
|-
|983
|983
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|{{SSBUMusicLink|Tekken|Ethno Evening}}
|{{SSBUMusicLink|Tekken|Ethno Evening}}
| King (orange costume)<br>Armor King (gray costume)
| King (orange costume)<br>Armor King (gray costume)
|-
|1,522
|{{SpiritTableName|Ogerpon|size=64}}
|''Pokémon'' Series
|•{{SSBU|Incineroar}} Team {{Head|Incineroar|g=SSBU|s=20px|cl=Green}}{{Head|Incineroar|g=SSBU|s=20px|cl=Blue}}{{Head|Incineroar|g=SSBU|s=20px}} (60 HP)<br>•Metal {{SSBU|Incineroar}} {{Head|Incineroar|g=SSBU|s=20px|cl=Grey}} (60 HP)
|{{SpiritType|Grab}}
|8,900
|[[Tortimer Island]]
|N/A
|•[[Stamina battle]]<br>•Reinforcements will appear after an enemy is KO'd<br>•The enemy is metal
|{{SSBUMusicLink|Pokémon|Battle! (Wild Pokémon) - Pokémon Diamond / Pokémon Pearl}}
|Green: {{pkmn|Ogerpon}}<br>Red: Ogerpon ({{iw|bulbapedia|Hearthflame Mask}})<br>Blue: Ogerpon ({{iw|bulbapedia|Wellspring Mask}})<br>Metal: Ogerpon ({{iw|bulbapedia|Cornerstone Mask}})
|}
|}


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|rowspan="2"|•[[Stamina battle]]<br>•The enemy heals over time
|rowspan="2"|•[[Stamina battle]]<br>•The enemy heals over time
|{{SSBUMusicLink|Xenoblade Chronicles|Battle!! - Xenoblade Chronicles 2}}
|{{SSBUMusicLink|Xenoblade Chronicles|Battle!! - Xenoblade Chronicles 2}}
|rowspan="2"|{{iw|xenoserieswiki|Dromarch}}
|rowspan="2"|[https://xenoblade.fandom.com/wiki/Dromarch Dromarch]
|-
|-
|style="background-color:#EEE;"|{{SSBUMusicLink|Xenoblade Chronicles|Gormott}}<ref group="SB" name="DLC"/>
|style="background-color:#EEE;"|{{SSBUMusicLink|Xenoblade Chronicles|Gormott}}<ref group="SB" name="DLC"/>
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|•The enemy is easily distracted by items
|•The enemy is easily distracted by items
|{{SSBUMusicLink|Other|Monkey Watch}}
|{{SSBUMusicLink|Other|Monkey Watch}}
|{{iw|rhwiki|Forthington}}
|[https://nintendo.fandom.com/wiki/Forthington Forthington]
|-
|-
|1,309
|1,309
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<gallery>
<gallery>
Incineroar Enters the Ring.png|Incineroar's splash art.
Incineroar Enters the Ring.png|Incineroar's splash art.
Pokémon Smash Bros.png|Artwork of all playable Pokémon characters and Poké Ball Pokémon, as posted by the official ''Pokémon'' Twitter account.
Incineroar amiibo.png|Incineroar's [[amiibo]].
Incineroar amiibo.png|Incineroar's [[amiibo]].
SSBU Incineroar Number.png|Incineroar's fighter card.
SSBU Incineroar Number.png|Incineroar's fighter card.
Incineroar unlock notice SSBU.jpg|Incineroar's unlock notice.
Incineroar unlock notice SSBU.jpg|Incineroar's unlock notice.
Pokémon Smash Bros.png|Artwork featuring all of the playable Pokémon and Poké Ball Pokémon, as posted by the official {{uv|Pokémon}} Twitter account.
SSBUWebsiteIncineroar1.jpg|Incineroar on [[Kongo Falls]].
SSBUWebsiteIncineroar1.jpg|Incineroar on [[Kongo Falls]].
SSBUWebsiteIncineroar2.jpg|Using its dash attack on {{SSBU|Little Mac}} on [[Big Blue]].
SSBUWebsiteIncineroar2.jpg|Using its dash attack on {{SSBU|Little Mac}} on [[Big Blue]].
SSBUWebsiteIncineroar3.jpg|Using [[Alolan Whip]]'s lariat on {{SSBU|Falco}} on [[Pirate Ship]].
SSBUWebsiteIncineroar3.jpg|Using [[Alolan Whip]] on {{SSBU|Falco}} on [[Pirate Ship]].
SSBUWebsiteIncineroar4.jpg|Using its down taunt alongside multiple {{SSBU|Pikachu}} and {{SSBU|Pichu}} on [[Paper Mario]].
SSBUWebsiteIncineroar4.jpg|Using its down taunt alongside multiple {{SSBU|Pikachu}} and {{SSBU|Pichu}} on [[Paper Mario]].
SSBUWebsiteIncineroar5.jpg|[[Roll]]ing next to a [[Smoke Ball]] on [[Wii Fit Studio]].
SSBUWebsiteIncineroar5.jpg|[[Roll]]ing next to a [[Smoke Ball]] on [[Wii Fit Studio]].
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==Trivia==
==Trivia==
<!--Do not add what Incineroar's costumes are references to. Those do not go here - they go on the alternate costumes page. And as a side note, no, Incineroar's purple costume is not a reference to Big the Cat, no matter how similar it may look.-->
<!--Do not add what Incineroar's costumes are references to. Those do not go here - they go on the alternate costumes page. And as a side note, no, Incineroar's purple costume is not a reference to Big the Cat, no matter how similar it may look.-->
*While explaining Incineroar's neutral special, [[Darkest Lariat]], [[Masahiro Sakurai]] referenced {{uv|Street Fighter}}'s {{iw|wikipedia|Zangief}} by mentioning his "[[wikipedia:Zangief|Red Cyclone]]" nickname.
*[[Masahiro Sakurai]] references [[wikipedia:Zangief|Red Cyclone]], the nickname of {{uv|Street Fighter}} wrestling character Zangief, when explaining Incineroar's neutral special, [[Darkest Lariat]].
**Fittingly, Zangief's spirit is placed within an Incineroar puppet fighter for his spirit battle.
**Additionally, Zangief's spirit is placed within an Incineroar puppet fighter for his spirit battle.
*Prior to the addition of ''Super Smash Bros. Ultimate''{{'}}s [[downloadable content]], Incineroar was the fighter with the most recent games of origin, [[bulbapedia:Pokémon Sun and Moon|''Pokémon Sun'' and ''Moon'']], which were released on November 18, 2016 for the [[Nintendo 3DS]]. Incidentally, {{SSB4|Greninja}} also held this title in ''Super Smash Bros. 4''. Both are partial Dark types who are the final evolutions of starter Pokémon, they were the sole ''Pokémon'' series [[newcomer]]s in their respective ''Super Smash Bros.'' installments, and their [[damage meter]] portraits are tilted slightly compared to their official renders.
*Prior to the addition of ''Ultimate''{{'}}s [[downloadable content]], Incineroar was the fighter with the most recent games of origin, [[bulbapedia:Pokémon Sun and Moon|''Pokémon Sun'' and ''Moon'']], which were released on November 18, 2016 for the [[Nintendo 3DS]]. Incidentally, {{SSB4|Greninja}} also held this title in ''Super Smash Bros. 4''. Both are part Dark types who are the final evolutions of starter Pokémon, they were the sole ''Pokémon'' series [[newcomer]]s in their respective ''Super Smash Bros.'' installments, and their [[damage meter]] portraits are tilted slightly compared to their character artwork.
**With the addition of DLC, Incineroar's placement as the most recent fighter of origin (''Pokémon Sun'' and ''Moon'' released in November 2016) has been superseded by {{SSBU|Byleth}} (''{{iw|wikipedia|Fire Emblem: Three Houses}}'' released in July 2019), similarly to how Greninja's placement as the most recent fighter of origin in ''SSB4'' was superseded by {{SSB4|Corrin}}.
**With the addition of DLC, Incineroar's placement as the most recent character of origin (''Pokemon Sun'' and ''Moon'' released in November 2016) has been superseded by {{SSBU|Byleth}} (''{{iw|wikipedia|Fire Emblem: Three Houses}}'' released in July 2019), similarly to how Greninja's placement as the most recent character of origin in ''SSB4'' was superseded by {{SSB4|Corrin}}.
*Leaked artwork of {{iw|bulbapedia|Alola}}'s fully evolved {{iw|bulbapedia|starter Pokémon}} depicts Incineroar using a [[wikipedia:Professional wrestling throws#Giant swing|giant swing]] and an {{h2|wikipedia:Backbreaker|Argentine backbreaker rack}} [[wikipedia:Backbreaker#Backbreaker drop|drop]].<ref>[http://66.media.tumblr.com/0250e03bd66ab9ca99dc62e78ecf5d7b/tumblr_o8adnyxaSF1qhkgqso1_540.jpg]</ref> In ''Ultimate'', it uses these moves as its forward throw and up throw, respectively.
*Leaked artwork of {{s|bulbapedia|Alola}}'s fully evolved {{s|bulbapedia|starter Pokémon}} depicts Incineroar using a [[wikipedia:Professional wrestling throws#Giant swing|giant swing]] and an {{h2|wikipedia:Backbreaker|Argentine backbreaker rack}} [[wikipedia:Backbreaker#Backbreaker drop|drop]].<ref>[http://66.media.tumblr.com/0250e03bd66ab9ca99dc62e78ecf5d7b/tumblr_o8adnyxaSF1qhkgqso1_540.jpg]</ref> In ''Ultimate'', it uses these moves as its forward throw and up throw, respectively.
*{{iw|wikipedia|Unshō Ishizuka}} provided the Japanese voice for Incineroar in ''Ultimate'' before his unexpected passing on August 13, 2018. Ishizuka recorded all of his voice clips for the game before his death.<ref>https://nintendosoup.com/incineroar-was-voiced-by-the-now-deceased-professor-oak-voice-actor/</ref>
*{{s|wikipedia|Unshō Ishizuka}} provided the Japanese voice for Incineroar in ''Ultimate'' before his unexpected passing on August 13, 2018. Ishizuka recorded all of his voice clips for the game before his death.<ref>https://nintendosoup.com/incineroar-was-voiced-by-the-now-deceased-professor-oak-voice-actor/</ref>
**Incineroar's Japanese voice clips are much more muffled and lower in quality than in other languages, likely because Ishizuka was not able to return for ADR before his death, resulting in the development team having to use the voice clips as they originally were. Oddly, however, the voice clips appear to be in much higher quality in the Japanese version of its reveal trailer.
**Incineroar's Japanese voice clips are much more muffled and lower in quality than other languages, especially given how they appear to be in a much higher quality in the Japanese version of its reveal trailer. This is likely because Ishizuka was not able to return for ADR before his death, resulting in them having to use the voice clips in the way they originally were.
*Incineroar's double jump fall animation notably has it descend lower than in its regular falling animation. This can result in it hitting the lower blast zone slightly earlier if it attempts to recover low on certain stages.
*Incineroar's double jump fall animation notably has it lower down in the air than in its regular falling animation. This can result in it hitting the lower blast zone slightly earlier if it attempts to recover low on certain stages.
*Incineroar is the only playable Pokémon that does not have a special move based on a Pokémon move of its primary type.
*Incineroar is the only playable Pokémon that does not have a special move based on a Pokémon move of its primary type.
**It is also the only playable Pokémon to not have a special move that originated in {{iw|bulbapedia|Generation I}}.
**It is also the only playable Pokémon to not have a special move that originated in {{s|bulbapedia|Generation I}}.
*Incineroar and {{SSBU|Ken}} are the first pair of fighters from different series who share a reveal trailer.
*Incineroar and {{SSBU|Ken}} are the first pair of characters from different series who share a reveal trailer.
*Incineroar is the only first-party newcomer in the base game for ''Ultimate'' who was not represented in any way in previous ''Super Smash Bros.'' installments, due to not existing at the time.
*Incineroar is the only first-party newcomer in the base game for ''Ultimate'' who was not represented in any way in previous ''Super Smash Bros.'' installments, due to not existing at the time.
*Incineroar is the only ''Pokémon'' fighter (and non-''Street Fighter'' fighter) that is not fought in any of its home series' stages when being unlocked. It is instead fought on [[Boxing Ring]] as a reference to its reveal trailer and wrestling influences.
*Incineroar is the only Pokémon who is not fought in any of its series' home stages when being unlocked. It is instead fought on [[Boxing Ring]], Little Mac's home stage, as a reference to its reveal trailer and wrestling influences.
*Incineroar's Classic Mode route features the lowest number of stages among the entire cast, due to it traveling only to Boxing Ring (in all three forms).
*Incineroar travels to the lowest number of stages in its Classic Mode route of all characters, traveling only to Boxing Ring (in all three forms).
*Incineroar, {{SSBU|Wario}} and {{SSBU|King K. Rool}} all have Classic Mode routes themed around super heavyweight fighters.
*Incineroar, {{SSBU|Wario}} and {{SSBU|King K. Rool}} all have Classic Mode routes themed around super-heavyweight fighters.
**[[Bowser Jr. (SSBU)|Morton and Ludwig]] are the only opponents in Incineroar's Classic Mode route that are heavyweights instead of super heavyweights. However, their inclusion could be a reference to how they (along with {{iw|mariowiki|Roy Koopa}}) are portrayed as heavier than the rest of the [[Koopalings]] in the {{uv|Mario}} series.
**Morton and Ludwig are only characters in Incineroar's Classic Mode route that aren't super-heavyweights, instead being normal heavyweights. However, this could be a reference to how they (along with [[Roy Koopa]]) are portrayed heavier than the rest of the [[Koopalings]] in the {{uv|Mario}} series.
*Incineroar is one of the few fighters who emits any sounds during their idle animations.
*Incineroar is one of the few characters who makes any sounds during their idle animations.
*Due to an error on the American official site blog, Incineroar does not have its own fighter tag on its blog entry and is thus not listed when sorting the "By Fighter" category. This also applies to {{SSBU|Falco}}.
*Due to an error on the American official site blog, Incineroar does not have its own fighter tag on its blog entry, and is thus not listed when sorting the "By Fighter" category. This also applies to {{SSBU|Falco}}.
*Incineroar is the only fighter in the base version of ''Ultimate'' who was not in the game's original project plan when it was drafted in December 2015. When choosing characters, Sakurai wanted to pick one from a newer game, and with the upcoming release of ''Pokémon Sun'' and ''Moon'', a spot for a playable Pokémon was reserved in order to be determined later. Although Sakurai did consider {{iw|bulbapedia|Decidueye}}, he ultimately chose Incineroar instead, primarily because he had never designed a wrestling-oriented fighter before.<ref>https://twitter.com/AllSourceGaming/status/1062726902341746691</ref><ref>https://www.sourcegaming.info/2018/12/12/sakurai-tells-more-details-about-smash-ultimates-development/</ref><ref>[https://twitter.com/PushDustIn/status/1087124581867958273]</ref><ref>https://nintendowire.com/news/2019/01/21/sakurai-reveals-that-decidueye-was-almost-in-smash-bros-ultimate-and-other-facts/</ref>
*Incineroar is the only playable character in the base game of ''Ultimate'' who was not in the game's original project plan when it was drafted in December 2015. When choosing characters, Sakurai wanted to pick a character from a newer game, and with the upcoming release of ''Pokémon Sun'' and ''Moon'', a Pokémon spot was reserved to be determined later. Although Sakurai did consider {{s|bulbapedia|Decidueye}}, he ended up choosing Incineroar, mostly because he had never designed a wrestling-oriented fighter before.<ref>https://twitter.com/AllSourceGaming/status/1062726902341746691</ref><ref>https://www.sourcegaming.info/2018/12/12/sakurai-tells-more-details-about-smash-ultimates-development/</ref><ref>[https://twitter.com/PushDustIn/status/1087124581867958273</ref><ref>https://nintendowire.com/news/2019/01/21/sakurai-reveals-that-decidueye-was-almost-in-smash-bros-ultimate-and-other-facts/</ref>
*Incineroar is the second fighter to brandish a {{iw|wikipedia|championship belt}} in their [[victory pose]], with the first being {{SSBU|Little Mac}}.
*Incineroar is the second fighter to brandish a {{s|wikipedia|championship belt}} in their [[victory pose]], the first being {{SSBU|Little Mac}}. However, the designs of the belts are very different.
**Unlike Little Mac, who wears the World Video Boxing Association (WVBA) World Circuit Championship from [[mariowiki:Punch-Out!! (Wii)|the Wii version of ''Punch-Out!!'']], Incineroar's championship belt is unique to ''Ultimate''.
*Excluding touching a red trampoline from [[Pac-Jump]], Incineroar cannot render itself [[helpless]] apart from a very specific condition, this being landing with a [[Cross Chop]] and failing to touch solid ground during the initial rebound. It shares this trait with {{SSBU|Kirby}}, who can only experience helplessness if he slides off an edge during [[Final Cutter]] (or with certain Copy Abilities).
*Aside from touching [[Pac-Jump]]'s red trampoline, Incineroar cannot render itself [[helpless]] apart from a very specific condition, this being landing with a [[Cross Chop]] and failing to touch solid ground during the initial rebound. It shares this trait with {{SSBU|Kirby}}, who can only experience helplessness if he slides off an edge during [[Final Cutter]] or by copying {{SSBU|Meta Knight}} and using [[Mach Tornado]] in the air.
*There is a visual glitch with Incineroar's eyes in spirit battles where it gains multiple irises when hit.<ref>[https://i.imgur.com/t1nofCq.jpg]</ref>
*There is a visual glitch with Incineroar's eyes in spirit battles where it gains multiple irises when hit.<ref>[https://i.imgur.com/t1nofCq.jpg]</ref>
*Zooming in around Incineroar's neck during its reverse knockback animation reveals a gap between its neck and body.<ref>[https://imgur.com/a/eirC6A8]</ref>
*Zooming in around Incineroar's neck during its reverse knockback animation reveals a gap between its neck and body.<ref>[https://imgur.com/a/eirC6A8]</ref>
*Due to the visual aesthetic used in ''Ultimate'', Incineroar's design differs slightly from its design in the ''Pokémon'' series. As a fighter, it has more defined musculature, its torso's gray fur has a light-to-dark color gradation, and its fur (especially the spiky portions on its head, shoulders and tail) has noticeable definition.
*Incineroar's base costume in ''Ultimate'' features a white-to-dark color gradation for its fur around its torso, which is inconsistent with any of its official appearances in ''Pokémon''.
*Incineroar will briefly extend its toes' claws (similarly to the retractable claws of real-life felines) during its forward smash, back aerial, and the dropkick it uses during [[Max Malicious Moonsault]]. Although Incineroar's model in the ''Pokémon'' series also has these claws, they are not used due to it lacking animations that make them appear.
*Incineroar's feet are briefly shown to have claws on the ends of them during its forward smash, back aerial, and the dropkick during [[Max Malicious Moonsault]]. Incineroar's model in ''Pokémon Sun and Moon'' also has these feet claws, though no animations seem to make them appear, rendering them unused.
*Despite Incineroar having separate voice actors for the French and German translations, its trailer in those languages uses its English voice clips instead.
*Despite Incineroar having separate voice actors for French and German, its trailer in those languages uses its English voice clips instead.
*After Pichu, Incineroar is the second playable Pokémon to possess only types shared with previously-introduced Pokémon fighters, due to Fire and Dark already being represented by Charizard and Greninja, respectively.
*Incineroar added no new Pokémon types to ''Ultimate'', with Dark already being represented by Greninja, and Charizard already having the Fire type.
*Incineroar's list of techniques menu of ''Ultimate'' incorrectly states the three slowest walkers as Incineroar, Robin, and Jigglypuff. In actuality, these three are actually the three slowest in dashing, with the exception of Incineroar, who actually is the slowest walker.


==References==
==References==

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