Incineroar (Super Smash Bros.): Difference between revisions

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Reverted edits by Yveltalkyogrearceus (talk) to last revision by MisterE13
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m (Reverted edits by Yveltalkyogrearceus (talk) to last revision by MisterE13)
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*'''Pit:''' If that happens, I'll just let everyone else fight Incineroar until it wears off. Then I'll swoop in and steal the KO!
*'''Pit:''' If that happens, I'll just let everyone else fight Incineroar until it wears off. Then I'll swoop in and steal the KO!
*'''Viridi:''' Sure, if you wanna be THAT guy. Might as well edge guard while you're at it.
*'''Viridi:''' Sure, if you wanna be THAT guy. Might as well edge guard while you're at it.
==Attributes==
Incineroar draws many comparisons to some of the slowest, hardest-hitting fighters in Smash Bros. history: it is a super heavyweight with the sixth highest weight (tied with Charizard), the nineteenth fastest falling speed (therefore classifying it as a fast-faller), and average air acceleration. However, it is the slowest character in the game overall, with the lowest walk and dash speeds in the base game, the eighth slowest air speed, and the twelfth slowest initial dash speed, making it pale in regards to mobility.
As a character that plays 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, its frame data is average, and almost all of its moves are heavily damaging and capable of KOing very early, while also having respectable lag in spite of their power. Unlike most other hard hitters, Incineroar's weaker attacks are very reliable combo starters that work at a wide percent range, giving its moveset an excellent amount of utility.
Unsurprisingly, Incineroar has a multitude of KO options. Its smash attacks are all powerful in their own right, and each have their unique perks: forward smash is one of the strongest of its kind and deals good shield damage, up smash has a wide hitbox that is useful for both anti-air tactics and damage racking, while down smash momentarily shifts Incineroar's hurtbox upwards, allowing it to dodge grabs, attacks and even projectiles to act as a hard punish. Clean neutral aerial, forward aerial and back aerial all deal good damage, with the latter two being capable KO options especially offstage, while down aerial is a powerful meteor smash that can still KO even if the sourspot hits. Forward tilt is Incineroar's quickest KO option on the ground due to its knockback growth and semi-spike angle, and dash attack can KO at high percents.
Incineroar's combo starters make up the rest of its moveset, and are notable for their reliability. Up tilt's wide hitbox allows it to function as an anti-air, and easily combos into itself or aerials at low-mid percents. Down tilt has good range, lowers Incineroar's hurtbox, and has excellent combo potential throughout all percent ranges, allowing combos into up tilt or up smash at low percents or aerials at high percents. Up aerial is Incineroar's go-to aerial juggle option due to its wide hitbox, capability of comboing from up and down tilts, and can even KO outright at higher percents.
Of note are Incineroar's throws; despite its average grab, Incineroar is notorious for having one of the best sets of throws in the game. Apart from down throw, all of Incineroar's throw are KO options for any given situation: forward throw has high base knockback and can KO at high percents, back throw is the strongest throw in the game (beating the previous strongest throw, Ness's back throw in Smash 4) and can KO the lightest fighters exceptionally early, up throw easily KOs with the assistance of high platforms and low top blast lines, while down throw, being Incineroar's only combo throw, allows it to combo forward smash or running up smash on fresh stocks, dealing as much as 35% during 1v1s just from two hits.
Incineroar's special moves complete its moveset with versatile tools. Darkest Lariat is Incineroar's get-off-me option, possessing fast startup, a long duration, transcendent priority throughout its hitboxes, invincibility for its arms, and a strong early hit. Though its power gradually weakens over time, its perks allow it to outprioritize many moves (even weak projectiles) while hitting hard. Alolan Whip is a unique command grab that has varying effectiveness based on Incineroar's input: the strongest version (a lariat) KOs extremely early, while the second version (a vertical-launching back body drop) can end stocks easily near the top blast lines.
Cross Chop can contest against other attacks due to its super armor during the start, and the descending tackle 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. 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 gains exorbitantly powerful punishes, with moves such as dash attack, lariat Alolan Whip and most infamously back throw turning into some of the strongest attacks in the game. Finally, it should be noted that none of Incineroar's moves render it helpless under normal circumstances, allowing it to mix up Cross Chop, Alolan Whip and an air dodge while recovering.
However, Incineroar's strong abilities come at a cost. Its aforementioned sluggishness make it one of the easiest characters to zone out, giving it similar issues to Smash 4's Ganondorf in which it has trouble getting close to opponents to begin with. While it has less of an issue breaking out of combos or faring against rushdown tactics due to its frame data and special moves, any sort of projectile or sufficiently long disjointed range is enough to keep Incineroar away in general, since its only options to break through such tactics is Darkest Lariat, Cross Chop and Revenge. Adding to this issue is its atrocious recovery, which is overall short and one of the most unreliable in the game despite the ways it can be mixed up; Cross Chop turns into an inevitable self-destruct if Incineroar is anywhere but high up, while Alolan Whip grants little distance and has high ending lag. As a result, a semi-spike of sufficient strength is all it takes for Incineroar to be KO'd, and any combo that drags it offstage is usually fatal. Finally, Incineroar's moveset is not perfect despite its strengths, with some attacks having issues like small horizontal hitboxes (up tilt and up aerial), tendency to whiff (neutral attack's hits and Cross Chop at certain positions), and variable performance (Darkest Lariat is extremely laggy despite its outproritizing ability, Alolan Whip can fail outright or turn into a different move, and Revenge is completely lost once an attack lands, making it possible to waste it entirely).
Overall, Incineroar falls within the "grappler" playstyle archetype: it excels when 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 shove off due to its staying power and heavy punish abilities. Its excellent strength and combo potential make it formidable once it wins the neutral game, but it is just as easily kept in control by its weak mobility, and any opening on its end is costly due to its extremely limited recovery.


==Trivia==
==Trivia==
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