Incineroar: Difference between revisions

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Incineroar’s moveset complements its hard-punishing playstyle, as it relies on strong single-hit attacks to deal damage. It boasts one of the strongest back throws in the game, making for a potent killing move at the ledge. Aerial attacks are generally used for juggling or creating space, as his air speed does not encourage aerial combos. Smash attacks are fast, dangerous, and generally safe on shield, and each smash attack comes with its own perks. Its neutral special, [[Darkest Lariat]], comes out early and lingers for a long time. [[Alolan Whip]] is its side special and a versatile command grab; it can be used to KO horizontally or vertically depending on the player’s input and does not leave it helpless in the air, aiding its recovery. The up special [[Cross Chop]] is deadly when it connects on-stage, but risky when used off-stage due to its linear travel distance. Finally, [[Revenge]] is a unique [[counterattack]] that stores the power of the inflicted attack for Incineroar’s next move. This could lead to absurdly early KOs if a strong-enough attack is absorbed.
Incineroar’s moveset complements its hard-punishing playstyle, as it relies on strong single-hit attacks to deal damage. It boasts one of the strongest back throws in the game, making for a potent killing move at the ledge. Aerial attacks are generally used for juggling or creating space, as his air speed does not encourage aerial combos. Smash attacks are fast, dangerous, and generally safe on shield, and each smash attack comes with its own perks. Its neutral special, [[Darkest Lariat]], comes out early and lingers for a long time. [[Alolan Whip]] is its side special and a versatile command grab; it can be used to KO horizontally or vertically depending on the player’s input and does not leave it helpless in the air, aiding its recovery. The up special [[Cross Chop]] is deadly when it connects on-stage, but risky when used off-stage due to its linear travel distance. Finally, [[Revenge]] is a unique [[counterattack]] that stores the power of the inflicted attack for Incineroar’s next move. This could lead to absurdly early KOs if a strong-enough attack is absorbed.


Incineroar’s inclusion was the only one in the game’s base roster to be decided at a later point, rather than during the original planning stages. A spot had been reserved for an unspecified Pokémon from the seventh generation and after seeing the new Pokémon from ''Sun and Moon'', Masahiro Sakurai narrowed the choice down to two options: Incineroar or the Grass/Ghost-type starter Decidueye. Sakurai ultimately chose Incineroar due to his inherent potential for a unique fighting style, as a dedicated wrestling-themed fighter had not been attempted before in the ''Super Smash Bros.'' series.
Incineroar’s inclusion was the only one in the game’s base roster to be decided at a later point, rather than during the original planning stages. A spot had been reserved for an unspecified Pokémon from the seventh generation and after seeing the new Pokémon from ''Sun and Moon'', Masahiro Sakurai narrowed the choice down to two options: Incineroar or the Grass/Ghost-type starter Decidueye. Sakurai ultimately chose Incineroar due to its inherent potential for a unique fighting style, as a dedicated wrestling-themed fighter had not been attempted before in the ''Super Smash Bros.'' series.
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