Incineroar (SSBU)
Incineroar in Super Smash Bros. Ultimate | |
---|---|
Universe | Pokémon |
Availability | Unlockable |
Final Smash | Max Malicious Moonsault |
“ | Incineroar Enters the Ring! | ” |
—Introduction Tagline |
“ | A fighter with many special moves that appear to come from the world of pro wrestling. Incineroar has many moves from its original game, like Darkest Lariat, Cross Chop, and Revenge. Its Final Smash is Max Malicious Moonsault. Let the Z-Power explode and deliver a powerful blow! | ” |
—Super Smash Blog, Super Smash Bros. Ultimate Official Site |
Incineroar (ガオガエン, Gaogaen) is a playable character in Super Smash Bros. Ultimate. It was confirmed as a playable character alongside Ken and Piranha Plant on November 1, 2018. Incineroar is classified as fighter #69.
Unshō Ishizuka, who passed away before Incineroar's reveal, voices the Pokémon in Japanese. In English, it is voiced by H.D. Quinn, who voices Professor Kukui's Incineroar in the Sun and Moon anime.
How to unlock
Complete one of the following:
- Play VS. matches, with Incineroar being the 46th character to be unlocked.
- Clear Classic Mode with Samus or any character in her unlock tree, being the fourth character unlocked after Pit.
- Have Incineroar join the player's party in World of Light.
With the exception of the third method, Incineroar must then be defeated on Boxing Ring.
Attributes
- Incineroar mainly utilizes moves from professional wrestling, most notably having powerful throws.
- Incineroar is a super heavyweight, and is a fast-faller with incredibly slow grounded and aerial mobility; only Piranha Plant has slower grounded mobility than Incineroar itself. This is compensated for with many of its attacks having high damage and knockback, with several attacks such as Darkest Lariat having transcendent priority.
Moveset
- Incineroar takes continuous damage when swimming. It shares this with Charizard, Sonic, and Inkling.
- Incineroar will show various animations after using certain attacks, striking a boastful pose if it hits or expressing frustration if it misses. These animations are all interruptible. All pose-inducing attacks (excluding neutral attack's third hit) causes a crowd to cheer, separate from the standard crowd.
The following damage percentages were calculated without the damage multiplier that is active during one-on-one fights. Full hop damage numbers are shown in bold.
Note: All numbers are listed as base damage, without the 1v1 multiplier.
Name | Damage | Description | ||
---|---|---|---|---|
Neutral attack | 2.5% | A hand thrust towards the enemy's abdomen, a knee strike, and an uppercut while flexing its forearm. If the third hit lands, Incineroar will taunt by jabbing 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 second hit usually fails to connect into the third, as it can knock grounded opponents off edges or send aerial opponents too far. The first hit can jab reset. | ||
2.7% | ||||
4.6% | ||||
Forward tilt | 13% | Takes a step forward and performs a delayed hand jab towards the throat, potentially based on its former signature move, Throat Chop. Hits at a semi-spike angle, deals high damage for a tilt attack of its speed, and has enough power to KO at 80% from the edge of Final Destination. | ||
Up tilt | 9% | A headbutt from back to front. Has a wide hitbox above Incineroar, allowing it to fend off aerial approaches. Combos into itself at 0%, or a neutral aerial or up aerial from 25% to 75%. The move has blind spots directly beside Incineroar's legs, meaning it can miss short or prone enemies. | ||
Down tilt | 9% | A leg sweep from back to front. Has impressive combo potential, allowing followups 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%. | ||
Dash attack | 13% (clean), 9% (late) | A dashing knee strike, similar to Zero Suit Samus'. Deals less damage when late. The clean hit KOs at 102% from the edge of Final Destination. | ||
Forward smash | 20.5% (clean), 16% (close) | Performs a lunging Enzuigiri kick, a wrestling kick aimed at the head, that causes Incineroar to fall on the floor. If it lands, Incineroar will gloat with its arms spread out, like its down taunt. As Incineroar lunges forward, it has decent range. The sweetspot is Incineroar's foot, which also does high shield damage. Extremely damaging and powerful without sacrificing in speed, KOing at 39% from the edge of Final Destination. | ||
Up smash | 17% | A lifting double axe handle with both claws. If it lands, Incineroar will look into the sky and point upward, and it will clench its fists in dismay if it misses. Starts at ground level and has a rather big hitbox that covers the front of Incineroar and even reaches slightly behind it. Keeps consistent power throughout the move, and can KO at 116% on Final Destination. | ||
Down smash | 16% | Leaps into the air and performs a splash, similar to King K. Rool's down smash. 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. Sends at a semi-spike angle, deals high shield damage and, like forward smash, it is incredibly powerful, KOing at 62% from the edge of Final Destination. However it has heavy startup and ending lag. | ||
Neutral aerial | 13% (clean), 7% (late) | A ground-facing splash, similar to down smash. Very fast startup and acts as a sex kick, and also sends at a semi-spike angle. Useful for breaking out of combos. Auto cancels from a full hop. | ||
Forward aerial | 13% (feet), 12% (legs) | A dropkick, similar to King K. Rool's. Deals more damage and knockback if the feet hitbox lands. Starts fast enough to hit opponents if buffered from a short hop. Auto cancels if Incineroar lands before the hitbox appears, allowing it to cancel tumbling. Sends at a semi-spike angle, and can KO at 110% from the edge of Final Destination. | ||
Back aerial | 13% (feet), 11% (heel) | A back kick. Like forward aerial, it deals more damage and knockback if the feet hitbox lands. Starts fast enough to hit opponents if buffered from a short hop. KOs at 89% from the edge of Final Destination, and auto cancels from a full hop. | ||
Up aerial | 8% | An arching leg sweep up aerial, comparable to the Mii Brawler's. Has a wide arc, covering above Incineroar, but cannot hit opponents directly next to it. Auto cancels from a short hop, allowing it to be spammed. Can juggle into itself, but opponents can react out of it. Generally useful for combo chains. | ||
Down aerial | 15% (feet), 14% (body), 9% (late) | Stomps downwards in a Superman pose. Rather slow startup, but it is a powerful meteor smash if the feet hitbox lands. The body hitbox sends opponents diagonally. | ||
Grab | — | Reaches out with both arms. | ||
Pummel | 1.6% | Headbutts the opponent. | ||
Forward throw | 12% (throw), 6% (front collateral), 4% (back collateral), | A giant swing, similar to Mario and Wario's back throws. Deals collateral damage to bystanders, with the back hit dealing less damage. Sends too far for any followups apart from dash attack at 0% if the opponent misses a tech. Powerful for a throw, KOing at 133% from the edge of Final Destination. | ||
Back throw | 14% (throw and collateral) | A German suplex that slams the opponent into the ground. Like its other throws, it is extremely powerful, KOing at 90% from the edge of Final Destination. However, its extremely high base knockback prevents any followups. The slam affects bystanders, sends at a lower angle, and KOs even earlier at 75%. | ||
Up throw | 12% | An Argentine backbreaker rack. Has too much ending lag to combo into anything, but can follow up into an up aerial or Cross Chop if the opponent doesn't react. Like its other throws, it is extremely powerful, KOing at 147% on Final Destination, and KOs significantly earlier with low ceilings. | ||
Down throw | 9% | A chokeslam. Incineroar pumps its fist upon completion. Unlike its other throws, it lacks damage and knockback and works poorly as a combo starter due to Incineroar's slow speed, but can true combo into forward smash or running up smash at 0%, and forward aerial at medium percents. | ||
Forward roll Back roll Spot dodge Air dodge |
— | — | ||
Techs | — | — | ||
Floor attack (front) Floor getups (front) |
7% | Claws around itself. | ||
Floor attack (back) Floor getups (back) |
7% | Claws around itself. | ||
Floor attack (trip) Floor getups (trip) |
5% | Swipes behind itself, then punches forward. | ||
Edge attack Edge getups |
10% | Swipes forward. | ||
Neutral special | Darkest Lariat | 16% (early), 12-11% (middle), 10-8% (late) | Extends its arms out and spins rapidly like a top, similar to Mach Tornado. Loses strength as the move goes on. Incineroar's arms gain invincibility during the move. Starts extremely quickly, and the entire move possesses transcendent priority, allowing it to break through opposing attacks apart from moves with sufficient reach. 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. | |
Side special | Alolan Whip | 20% (lariat) 12% (back body drop) 4% (failed throw, recoil and damage) | A command grab involving Incineroar lunging a short distance forward to grab opponents. Victims are thrown against a wrestling rope that appears after the grab connects. Depending on when B is pressed, Incineroar will do three different moves: a powerful lariat that sends the opponent the direction Incineroar is facing (B right when the opponent touches Incineroar), a back body drop that sends the opponent vertically (B anytime after the opponent rebounds), or a failed attempt that causes the victim to crash against Incineroar's head, dealing 4% to both (too early/no input). 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), while the failed version cannot KO at all. If the opponent is hit out of the move, Incineroar will shrug towards the screen. Does not actually cause helplessness, allowing Incineroar to extend his recovery. | |
Up special | Cross Chop | 3% (rise), 3.5% (descent), 11% (direct hit) 9% (close explosion), 5.5% (far explosion) | Rises straight upwards while engulfed in flames, before descending in a fiery tackle diagonally downwards. Causes an explosion once Incineroar lands. Incineroar can change its direction right before starting the move. 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 his 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 high ending lag. Unlike most up specials, Cross Chop does not put Incineroar into helplessness, though its awkward angle requires it to be used extremely high for recovery, as it is a self destruct any other way. | |
Down special | Revenge | 2.4% (close) | Points its chest outward, retaliating against incoming attacks or projectiles. Functions as a counterattack, albeit much differently; Incineroar retaliates with a weak flame burst, takes significantly reduced damage from the retaliated attack, and its next move is powered up. As a visual indicator, Incineroar's body glows with orange embers. This buff can stack depending on the number of countered moves and damage resisted. The buff lasts for a very long time (around 60 seconds), though it is reduced slightly each time Incineroar uses an attack and misses. Once a powered up move lands, the buff is removed. If a smash attack lands while Revenge is active, the camera will perform a dramatic zoom effect. | |
Final Smash | Max Malicious Moonsault | 3% (startup), 2% (initial grab), 7% (hit 1-4) | Activates its Incinium Z crystal and lunges forward, grabbing the first victim it comes in contact with. Once caught, the victim is thrown against the ropes of a boxing ring. Incineroar then punches the victim thrice into the air and ends with an upside-down headbutt that sends it and the victim crashing in an explosion within the ring as a boxing bell chimes. The victim is sent flying alongside any bystanders. Can KO as early as 60%. |
On-screen appearance
- Emerges from a Poké Ball, strutting antagonistically like a wrestler.
Taunts
- Points to the sky as its flame belt ignites.
- Pounds its chest then raises its fist triumphantly while facing forward.
- Kneels and poses with its arms out, as if calling to the crowd.
Idle poses
- Flexes its muscles in the Crab pose, a variant of the "Most Muscular" bodybuilder pose.
- Spreads its arms out and wriggles its claws towards the opponent in a mocking fashion.
Victory poses
- Roars as its flame belt ignites, then punches.
- Raises a Champion belt in the air, then makes a beckoning gesture.
- Performs a throwing motion, then roars.
Classic Mode: Burning Pro Wrestling Spirit!
Incineroar's opponents all are heavy characters and are stylized in a way as if it was similar to a Championship Tournament.
Round | Opponent | Stage |
---|---|---|
1 | Bowser | Boxing Ring |
2 | Ganondorf | Boxing Ring |
3 | Morton and Ludwig with Greninja as an ally | Boxing Ring (Battlefield form) |
4 | King K. Rool | Boxing Ring (Battlefield form) |
5 | Donkey Kong | Boxing Ring (Ω form) |
6 | Incineroar | Boxing Ring (Battlefield form) |
Bonus Stage | ||
Final | Master Hand and Crazy Hand | Final Destination |
Role in World 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 Kirby) when Galeem unleashed his beams of light.
Alternate costumes
Reveal trailer
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Gallery
Incineroar on Kongo Falls.
Attacking Little Mac on Big Blue.
Using Alolan Whip on Falco on Pirate Ship.
Posing with multiple Pikachu and Pichu on Paper Mario.
Reaching for a ball of yarn on Wii Fit Studio.
Using Revenge on Mushroom Kingdom U.
Character Showcase Video
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Trivia
- Masahiro Sakurai references Red Cyclone, the nickname of Street Fighter wrestling character Zangief, when explaining Incineroar's neutral special, Darkest Lariat.
- The reference to Zangief is taken up to extreme since it's one of the opponents Ryu will face in Classic Mode.
- Incineroar is currently the fighter in Ultimate with the most recent game of origin, Pokémon Sun and Moon, which was released on November 18, 2016 for the Nintendo 3DS.
- 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.[1]
- Incineroar is the only playable Pokémon that doesn't have a special move based on a Pokémon move of its primary type.
- Incineroar is the second character revealed for Ultimate to share a reveal trailer with a character not from the same franchise, having been revealed in the same trailer as Ken and being the second character revealed within that trailer.
- Incineroar is the only first-party newcomer in Ultimate who was not represented in any way in previous Super Smash Bros. installments.
- Incineroar is the only Pokémon character who is not fought in its home stages when being unlocked. It is instead fought on Boxing Ring, Little Mac's home stage.
- Due to an error on the American official site blog, Incineroar does not have its own Fighter tag on its blog entry, thus not being listed when sorting the "By Fighter" category. This also applies to Falco.
- When choosing characters, Sakurai wanted to pick a character from a newer game, and chose Incineroar because a Pokémon "slot" was left open after Pokémon Ultra Sun and Ultra Moon was released, and because he has never done a wrestling fighter before.[2]
- Incineroar is one of the few characters that cannot put itself into helplessness without assistance from Pac-Man's red Pac-Jump trampoline. It shares this trait with Jigglypuff, Sonic, Mr. Game & Watch, Snake, R.O.B., Mega Man and Bayonetta.
References