69-
Incineroar
Last Updated:
March 2nd, 2021
Notes on the Young Link vs Incineroar MU
Attributes
Air Acceleration: 0.07 (#48)
Air Speed: 0.88 (#80)
Fall Speed: 1.76/2.816 (#22)
Dash Speed: 1.18 (#69)
Run Speed: 1.48 (#88)
Walk Speed: 0.62 (#88)
Weight: 116 (#6)
Wall Jump: No
Wall Cling: No
Crawl: No
Jumps: 2
Win Conditions
Incineroar's Win Conditions:
Establish pressure in the deadzone. Hold that spacing, and trap Young Link’s landings. Capitalize on close quarters combat. Abuse Revenge’s added shield safety. Capitalize on edgeguards.
Young Link’s Win Conditions:
Hold stage control, and lock Incineroar out with projectiles. Whiff punish over-commitments with speed. Use positional pressure in advantage state to force over-commitments. Keep track of the Revenge timer. Choose close quarters combat timing carefully. Capitalize on edgeguards.
Out of Shield
*Note: Revenge makes Incineroar's attacks much safer. Notable attacks to watch out for will be mentioned.
Jab1 (-14) & Jab2 (-23):
NAir (Frame 7)
GSA (Frame 9)
Jab3 (-28):
FSmash (Frame 26)
FTilt (-12):
GSA (Frame 9)
USmash (Frame 10)
(Can be spaced)
(This move becomes +4 with near max Revenge and +9 with max Revenge)
UTilt (-19):
GSA (Frame 9)
USmash (Frame 10)
DTilt (-11):
GSA (Frame 9)
(Can be spaced)
(This move becomes 0 with near max Revenge and +4 with max Revenge)
Dash Attack (-21):
GSA (Frame 9)
USmash (Frame 10)
FSmash (-22):
NAir (Frame 7)
GSA (Frame 9)
USmash (Frame 10)
USmash (-23):
NAir (Frame 7)
GSA (Frame 9)
USmash (Frame 10)
DSmash (-28):
FSmash (Frame 26)
NAir (-6):
Unpunishable
(Safe on shield. This move becomes -1 with near max Revenge and 0 with max Revenge)
FAir (-9):
NAir (Frame 7)
GSA (Frame 9)
BAir (-6):
Unpunishable
(Safe on shield. This move becomes -2 with near max Revenge and -1 with max Revenge)
UAir (-4):
Unpunishable
(Safe on shield. This move becomes -1 with near max Revenge and 0 with max Revenge)
DAir (-11):
GSA (Frame 9)
USmash (Frame 10)
Darkest Lariat (-65):
FSmash (Frame 26)
(Roll away before punishing, as the move can rehit shields)
Alolan Whip (--):
Command Grab
Cross Chop (-51):
FSmash (Frame 26)
Revenge (--):
--
Neutral
What Moves To Watch Out For, When Neutral Is Happening, Main Strategies and Mix-Ups, Spacing, Stage Control.
Neutral Moves: Aerials, Tilts, Jab, Grab, Darkest Lariat, Alolan Whip.
Kill Moves: Aerials, Smash Attacks, Specials, Tilts.
Incineroar’s caveat to neutral is his low speed. His moveset is well-rounded. A strong x-factor in Revenge, shield pokes, range, safety, Command Grab, an intangible option…
This low speed is an issue because of the increased time that he must commit. This is indirectly tied to stage control, and is why stage control is so important vs Incineroar.
Although Young Link is safe up close, be careful in close quarters combat. Incineroar can counter with Revenge, or use the intangibility on Darkest Lariat.
The conflicting opportunity cost of this MU is stage control and zoning. Using stage control is stronger vs Incineroar because of his slow speed, but zoning with projectiles is safe and strong in this MU as well.
Strike an intermittent balance between these two. Incineroar gains more out of close quarters combat than Young Link.
Boomerang is inconsistent, as Incineroar can clank it easily or use it to build Revenge, but it is still a strong option. Best used in advantage as a followup on hitstun.
The source of struggle for Incineroar in this MU is being locked out/whiff punished by his speed. Neutral is not consistent, but Incineroar is forced on the backend of pressure. Incineroar doesn't want to face pressure, and be in Young Link’s deadzone.
Point-blank Revenge activation combos into a Grab.
Disadvantage
Above Stage, Ledgetrapping, Edgeguarding
Boxing
(How do I escape this situation?):
Play low-committal. Incineroar clanks with projectiles reliably in advantage.
ZAir out of the corner is a safe poke vs Incineroar, who’s slow speed makes it harder to avoid.
Hold some stage control if possible. Incineroar becomes increasingly threatening with the more stage control he has.
Whiff punish/dip in and out of burst range. It’s better to have some space (maybe even in the deadzone) as opposed to being next to Incineroar.
Landing
(How do they cover it? What are my best options?):
Incineroar can directly challenge Young Link's aerials with UAir.
Land away from Incineroar. Mix up drift and timing to avoid him.
This is because Incineroar is slow, and has consistent options up close for anti-airing, pressuring landings, and frame trapping.
Incineroar can burst forward with Alolan Whip, and launch up as an aggressive read. Be wary of this option, and take it into consideration when landing.
Offstage
(How Do I Escape This Position And What Do I Look Out For?):
Incineroar will opt for NAir or Darkest Lariat most of the time. Those moves are his lowest commitment moves, and clank with projectiles.
Of course, he can always DAir, too.
As a hard read, he can use Alolan Whip and easily take the stock.
Ledge:
Incineroar’s DTilt hits ledge, which he can kill confirm off of.
Incineroar’s DSmash, Darkest Lariat, and Cross Chop hit ledge. Darkest Lariat safely covers the ledge.
Incineroar aims to box and keep the opponent right at the ledge. Move interactions are inconsistent for Young Link.
Focus on timing and mix-ups.
Advantage
What are my best options? What does advantage look like? What mix-ups are available?
Juggling/Boxing:
Box outside of Incineroar’s burst range. This can be accomplished with ZAir, dash baits (footsies), and projectiles.
Hold stage control. Avoid the habit of sacrificing stage control for projectiles. Incineroar can take that and run with it. This is where abusing the conditioning offered by projectiles comes into play (baits, Grabs, etc.).
Ideally, always have some space from Incineroar, but close the gap slowly and create edgeguard/ledgetrap situations.
Take into account Incineroar’s Alolan Whip as a burst option out of disadvantage, in the air or on the ground.
Incineroar is unable to mix up horizontal movement efficiently to escape disadvantage. He relies more on airdodging and fastfalling aggressively.
Trap his landing, challenge with UAir, or take stage control for positional pressure.
Boomerang is inconsistent in directly hitting Incineroar in the air, as he can reliably NAir clank with it. Its use for juggling is limited, since Incineroar can’t move much in the air anyway.
Offstage:
Incineroar’s Cross Chop, Alolan Whip, and some aerials can be incontestable.
Prioritize racking up damage and ledgetrapping, unless a recovery is easy to edgeguard, which is when Incineroar is vulnerable/unable to recover after being hit.
Incineroar struggles to recover when below the ledge. Knock Incineroar at lower angles with moves like DSmash.
Counter a high Cross Chop with dashback, as opposed to shielding.
Use stage control to trap Incineroar. He is incapable of bursting off the ledge without Alolan Whip or Cross Chop.
Staying back while ledgetrapping is important for avoiding punishes from projectiles/losing hitbox interactions/getting reversaled.
Only stand at the ledge for baits/hitting the ledge.
Ledge Info:
XLR8’s Spreadsheet Young Link Ledge Info:
DTilt: Hits, specific
DSmash: Hits
FTilt: Hits
Most Reliable Move: All
Animation Info: N/A
Note: Normal, don’t get too close.
Miscellaneous
Other Tips/General Notes, Move Kill Percents
FD DTilt ASA %s: 127, 115
FD FThrow Ledge %s: 198, 168
FD Milkshake %s: 118-165, 106-136
Kill Throws: Alolan Whip, FThrow, BThrow, UThrow
Revenge can be instantly removed by Grabbing.
GSA murders the Revenge timer.
Darkest Lariat is invincible on startup, and then his hands become invincible, which blocks projectile punishes.
Incineroar’s arms are invincible during his USmash on Frames 13-18.
A Description of Revenge’s Mechanics:
The multiplier for Revenge is calculated with the following equation: 0.075 * d + 1.25, upper limit of 3x (d = total damage of all stacked attacks). “For example, using Revenge on King K. Rool’s Crownerang both times (19.2% total) in 1v1 would make 0.075 * 19.2 + 1.25, which a simple calculator would tell you is a 2.69x Revenge Boost.” (Plague Von Karma’s Revenge Breakdown, linked below).
Revenge stacks damage first before calculating the multiplier.
Revenge lasts for 60 seconds by default, however Incineroar whiffing moves decreases the time by a few seconds on average, further details in the resources linked below.
Grabbing Incineroar or dealing 36% damage total instantly removes Revenge.
Incineroar recovering with specials is considered whiffing.
Increases shieldstun (check neutral notes for important interactions).
Some Notable Interactions with Revenge:
Boomerang: Far (1.88) Near (2.24) Smash Near (2.438) Returning (2.06)
Fire Arrow (Uncharged): 1.61
One Fire Arrow + One Boomerang = Max Revenge (3x)
Stages
Battlefield:
Indifferent. This stage is a double-edged sword to Young Link in this MU. The space is ample, but the platforms exaggerate advantage, but also disadvantage. Other stages are preferable.
Final Destination:
Good. No platforms, but Incineroar’s approach game becomes very linear. Stage control is more valuable on FD in this MU.
Smashville:
Terrible. This stage is compact in neutral, leaving little room to dodge Incineroar’s attacks without giving up hefty stage control, which means his moves have more immediate threat.
Town & City:
Good. Same reasons as PS2, but be wary of small side zones. Use the side platforms in disadvantage, as Incineroar can’t touch them easily.
Lylat Cruise:
Indifferent. The stage is compacted, but the airspace above/row of platforms offers some leniency vs Incineroar, as opposed to YS and SV.
Pokémon Stadium 2:
Great. Best choice in zoning and disengaging Incineroar.
Kalos Pokémon League:
Great. Incineroar won’t kill you as early here, and the platforms stuff out a high Cross Chop to ledge. Plenty of space to run away, too.
Yoshi’s Story:
Terrible. Same reasons as BF, in addition to smaller stage width and smaller zones. Disadvantage for Young Link is exaggerated more than advantage.
Sets & Resources
Stylos vs WTT Pabu: Torneo Smash Ultimate - Stylos(Young Link) vs WTT Pabu(Incineroar) Smash@LRT8 WQ SSBU
Incineroar’s Ledgetrapping: On The Ropes: An Incineroar Ledge Trapping Guide
Plague Von Karma’s Incineroar Revenge Document & Spreadsheet (there is a spreadsheet specifically for all of Young Link’s moves vs Revenge in there): Incineroar Revenge Boost Multiplier Landing Page