Incineroar (SSBU): Difference between revisions

→‎Attributes: edited the revenge paragraph because it does go away after being hit enough or missing too many moves. also edited the aerial paragraph to include talking a bit more about back air and forward air, because they're important moves in incin's kit.
(→‎Attributes: edited the revenge paragraph because it does go away after being hit enough or missing too many moves. also edited the aerial paragraph to include talking a bit more about back air and forward air, because they're important moves in incin's kit.)
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[[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]].
[[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.


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.
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 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.  
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. 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.


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}}).
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}}).
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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.
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.


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 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.
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.


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.
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.
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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.
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.


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}}. Skyjay, in particular, has made significant contributions to Incineroar's metagame, although it is uncertain how Incineroar will fare in the long run.
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}}. Skyjay, in particular, has recently made significant contributions to Incineroar's metagame, although it is uncertain how Incineroar will fare in the long run.


==Update history==
==Update history==
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