Bowser Jr. vs Incineroar

Incineroar Matchup (Bowser Jr.)

Bowser Jr. vs Incineroar

Bowser Jr. beats Incineroar by making him walk through Mechakoopa and cannon pressure, forcing whiffs from Revenge and Side B, then converting ledge pressure before the heavy weight matters.

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Matchup Summary (Win Condition and Game Plan)

Bowser Jr. wants to make Incineroar walk and commit through Mechakoopa and cannon pressure, then meet the slow approach with Uair, Up Smash, or Fair before the close-range brawl starts.
Incineroar’s Jab, Up Tilt, Dash Attack, smash attacks, Neutral B, and Up B are all punishable on shield by Up Smash (7f), OOS Uair (9f), Grab (10f), and OOS Nair (10f), so grounded overextensions should be cashed out immediately.
The danger is simplifying the game into static shield and autopilot projectile timing, because Side B punishes passive defense and Revenge can turn repetitive item pressure back on Bowser Jr.
The stable win condition is to keep Incineroar moving toward ledge, vary when items are released, and then let Mechakoopa plus aerial coverage handle the recovery and ledge return.

Full Move Frame Quick Reference

Opponent MoveStartupOn ShieldBowser Jr. OOS Candidate MovesBarely Missed Moves
Jab 15-14
  • Up Smash (7f)
  • OOS Uair (9f)
  • Grab (10f)
  • OOS Nair (10f)
  • OOS Fair (13f)
  • OOS Bair (+1)
  • Up B (+3)
Jab 24-23
  • Up Smash (7f)
  • OOS Uair (9f)
  • Grab (10f)
  • OOS Nair (10f)
  • OOS Fair (13f)
  • OOS Bair (15f)
  • Up B (17f)
  • OOS Dair (18f)
Jab 34-28
  • Up Smash (7f)
  • OOS Uair (9f)
  • Grab (10f)
  • OOS Nair (10f)
  • OOS Fair (13f)
  • OOS Bair (15f)
  • Up B (17f)
  • OOS Dair (18f)
Forward Tilt12-12
  • Up Smash (7f)
  • OOS Uair (9f)
  • Grab (10f)
  • OOS Nair (10f)
  • OOS Fair (+1)
  • OOS Bair (+3)
Up Tilt6-19
  • Up Smash (7f)
  • OOS Uair (9f)
  • Grab (10f)
  • OOS Nair (10f)
  • OOS Fair (13f)
  • OOS Bair (15f)
  • Up B (17f)
  • OOS Dair (18f)
Down Tilt9-11
  • Up Smash (7f)
  • OOS Uair (9f)
  • Grab (10f)
  • OOS Nair (10f)
  • OOS Fair (+2)
Dash Attack8-21
  • Up Smash (7f)
  • OOS Uair (9f)
  • Grab (10f)
  • OOS Nair (10f)
  • OOS Fair (13f)
  • OOS Bair (15f)
  • Up B (17f)
  • OOS Dair (18f)
Forward Smash16-22/-24
  • Up Smash (7f)
  • OOS Uair (9f)
  • Grab (10f)
  • OOS Nair (10f)
  • OOS Fair (13f)
  • OOS Bair (15f)
  • Up B (17f)
  • OOS Dair (18f)
Up Smash13-23
  • Up Smash (7f)
  • OOS Uair (9f)
  • Grab (10f)
  • OOS Nair (10f)
  • OOS Fair (13f)
  • OOS Bair (15f)
  • Up B (17f)
  • OOS Dair (18f)
Down Smash18-28
  • Up Smash (7f)
  • OOS Uair (9f)
  • Grab (10f)
  • OOS Nair (10f)
  • OOS Fair (13f)
  • OOS Bair (15f)
  • Up B (17f)
  • OOS Dair (18f)
Neutral Air5-6/-8
  • None
  • Up Smash (+1)
  • OOS Uair (+3)
Forward Air8-9/-9
  • Up Smash (7f)
  • OOS Uair (9f)
  • Grab (+1)
  • OOS Nair (+1)
Back Air7-7/-6
  • None
  • Up Smash (+1)
  • OOS Uair (+3)
Up Air7-4
  • None
  • Up Smash (+3)
Down Air16-11/-11/-12
  • Up Smash (7f)
  • OOS Uair (9f)
  • Grab (10f)
  • OOS Nair (10f)
  • OOS Fair (+2)
Neutral B5/15/23/37/50/56-65
  • Up Smash (7f)
  • OOS Uair (9f)
  • Grab (10f)
  • OOS Nair (10f)
  • OOS Fair (13f)
  • OOS Bair (15f)
  • Up B (17f)
  • OOS Dair (18f)
Side B16
Up B11/38-51
  • Up Smash (7f)
  • OOS Uair (9f)
  • Grab (10f)
  • OOS Nair (10f)
  • OOS Fair (13f)
  • OOS Bair (15f)
  • Up B (17f)
  • OOS Dair (18f)
Down B3 (Start of Counter)
Grab7
Dash Grab11
Pivot Grab12

Win Condition Checklist

  • Bowser Jr. should use Mechakoopa and cannonball to rush Incineroar’s walking approach and force him to swing or jump before he reaches point-blank range.
  • After Bowser Jr. blocks Incineroar’s Jab, Up Tilt, Dash Attack, smash attacks, Neutral B, or Up B, answer with Up Smash (7f) or OOS Uair (9f) first, then Grab (10f) or OOS Nair (10f) when those are cleaner.
  • Bowser Jr. should vary whether Mechakoopa or cannonball is thrown, held, or delayed so Revenge never gets a free predictable trigger.
  • Once Incineroar is offstage, Bowser Jr. should avoid reckless chase first and instead keep Mechakoopa or aerial coverage ready for the Side B path and the Up B landing.

Actions to Avoid

  • Sitting in shield directly in front of Incineroar and making the Side B threat easy to run.
  • Repeating the same projectile rhythm until Revenge becomes a guaranteed answer.
  • Forcing raw kart approaches in center stage just because Incineroar is heavy and hard to kill.
  • Abandoning ledge control after winning neutral and giving Incineroar another grounded reset for free.

Reference Links

Related Pages