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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. | 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. | 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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|game=SSBU | |game=SSBU | ||
|neutralcount=3 | |neutralcount=3 | ||
|neutralname=Wide Chop ({{ja|すいへいチョップ|Suihei Choppu}}) | |neutralname=Wide Chop ({{ja|すいへいチョップ|Suihei Choppu}}, ''Water-Flat Chop'')<br>Kneebutt ({{ja|ニーバット|Nībatto}})<br>Elbow Smash ({{ja|エルボースマッシュ|Erubō Smasshu}}) | ||
|neutral1dmg=2.5% | |neutral1dmg=2.5% | ||
|neutral2dmg=2.8% | |neutral2dmg=2.8% | ||
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|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. 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. | ||
|dtiltname=Surface Kick ({{ja|すいめんげり|Suimen Geri}}) | |dtiltname=Water Surface Kick ({{ja|すいめんげり|Suimen Geri}}) | ||
|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. 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. | ||
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|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 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. | ||
|uairname=Wheel Kick ({{ja|あびせげり|Abisegeri}}) | |uairname=Wheel Kick ({{ja|あびせげり|Abisegeri}}, ''Heaping Kick'') | ||
|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. 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. | ||
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|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; it KOs at 139% on Final Destination and significantly earlier when used on a platform. | ||
|dthrowname=Chokeslam ({{ja|のどわおとし|Nodowa Otoshi}}) | |dthrowname=Chokeslam ({{ja|のどわおとし|Nodowa Otoshi}}, ''Throat Ring Dropper'') | ||
|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 {{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. | ||
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| shorthop=14.4 | rshorthop=69 | | shorthop=14.4 | rshorthop=69 | ||
| djump=32.8 | rdjump=50-51 | | djump=32.8 | rdjump=50-51 | ||
| ellag=4 | rellag=2-75 | |||
}} | }} | ||
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''See also: [[:Category:Incineroar players (SSBU)]]'' | ''See also: [[:Category:Incineroar players (SSBU)]]'' | ||
*{{Sm| | *{{Sm|LittN!|Mexico}} - One of the best Incineroar players in North America, making his debut in the post-pandemic metagame. He was first recognized for his performances in the second half of 2024, which includes placing 2nd at {{Trn|Smash Train}}, placing 5th at {{Trn|Reset The Bracket}} defeating {{Sm|Cosmos}} and {{Sm|Chag}}, and placing 7th at {{Trn|Posada Gamer 2024}}, in addition to victories at multiple D-tier events. Though he did not meet the attendance requirement, he was recognized as an honorable mention for the [[LumiRank 2024.2]]'s 101st-150th positions. | ||
*{{Sm| | *{{Sm|Magister|USA}} - The first successful Incineroar in competitive play and was the best Incineroar player in the world in the early metagame, with results such as 25th at {{Trn|GENESIS 6}} and 33rd at both {{Trn|2GG: Prime Saga}} and {{Trn|Glitch 8 - Missingno}} that remained unmatched until Skyjay's rise in the post-pandemic 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]], though he was not ranked on the full-year ranking. He has not entered a notable tournament since 2020. | ||
*{{Sm|Skyjay|Mexico}} - The | *{{Sm|Skyjay|Mexico}} - The greatest Incineroar player of all time and one of the best Mexican players in the post-pandemic metagame, his performances largely contributing to Incineroar's rise on the tier list. He is best known for placing 2nd at {{Trn|Collision 2023}}, which was the closest an Incineroar player came to winning a major, and continues to be the only Incineroar player to place top 8 at majors, having also placed 4th at {{Trn|Delfino Maza 2023}}, 5th at both {{Trn|Smash Ultimate Summit 6}} and {{Trn|Luminosity Makes BIG Moves 2024}}, and 7th at {{Trn|Maesuma TOP 14.5 "in Hyogo"}}. He is the only Incineroar player ever ranked top 50 globally, peaking at 32nd on the [[LumiRank 2023]]<!--Full-year rankings take priority over mid-year rankings, so do not add the mid-year 2022 ranking-->. In late-2024, he was banned from attending several events in Mexico and the [[Mexican Power Rankings]] following allegations surrounding his conduct, and he has been inactive in competitive play since. | ||
===Tier placement and history=== | ===Tier placement and history=== | ||
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==[[Spirit]]== | ==[[Spirit]]== | ||
Incineroar's fighter spirit can be obtained by completing {{SSBU|Classic Mode}}. It is also available periodically for purchase in the shop for 300 Gold, but only after Incineroar has been unlocked. Unlocking Incineroar in World of Light allows the player to preview the spirit below in the Spirit List under the name "???". As a fighter spirit, it cannot be used in Spirit Battles and is purely aesthetic. Its fighter spirit has an alternate version that replaces it with its artwork in ''Ultimate''. | Incineroar's fighter spirit can be obtained by completing {{SSBU|Classic Mode}} as Incineroar. It is also available periodically for purchase in the shop for 300 Gold, but only after Incineroar has been unlocked. Unlocking Incineroar in World of Light allows the player to preview the spirit below in the Spirit List under the name "???". As a fighter spirit, it cannot be used in Spirit Battles and is purely aesthetic. Its fighter spirit has an alternate version that replaces it with its artwork in ''Ultimate''. | ||
<center> | <center> | ||
<gallery> | <gallery> |
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