Matchup Summary (Win Condition and Game Plan)
Both characters hit extremely hard, but Donkey Kong usually gets the earlier tempo through mobility, bair, and grab pressure. If Incineroar walks straight into that pace, he often gets touched first and then carried into juggle or ledge pressure before his own reward ever starts.
At the same time, DK is far weaker once he has to defend, and his recovery is much easier to exploit. The frame table shows that jab 1-2, forward tilt, up tilt, down tilt, dash attack, every smash attack, fair, uair, neutral special, side special, up special, and down special are all punishable enough for OOS nair, grab, OOS uair, OOS bair, OOS fair, up B, or up smash. In particular, punishing fair or up B from shield and sending DK back toward the ledge is worth much more than trying to brawl with him in raw neutral.
The win condition is to stop DK’s bair and grab starters instead of challenging them recklessly, then convert the first stop into high-damage punishes and offstage pressure. DK has plenty of recovery distance, but the path of up B is still readable enough that Incineroar can narrow the return route with aerials and ledge positioning.
If you keep mashing into safer bair or nair timings, or if you overcommit to Revenge and get grabbed for it, the heavy-vs-heavy exchange still turns into a stock deficit fast. This matchup is steadier when Incineroar preserves the flow of stop first, punish second, edgeguard third.
Full Move Frame Quick Reference
| Opponent Move | Startup | On Shield | Incineroar OOS Candidate Moves | Barely Missed Moves |
|---|---|---|---|---|
| Jab 1 | 5 | -14 |
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| Jab 2 | 4 | -20 |
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| Forward Tilt | 7 | -19/-18 |
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| Up Tilt | 5 | -24 |
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| Down Tilt | 6 | -11 |
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| Dash Attack | 9 | -13 |
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| Forward Smash | 22 | -17/-18 |
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| Up Smash | 14 | -22 |
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| Down Smash | 11 | -32 |
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| Neutral Air | 10 | -5/-6 |
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| Forward Air | 18 | -12/-11/-12 |
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| Back Air | 7 | -6/-7 |
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| Up Air | 6 | -10 |
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| Down Air | 14 | -8/-9 |
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| Neutral B | 19(+7) | -33 to -19 |
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| Side B | 20 | -32 |
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| Up B | 19/25/32/40/49/55/62 | -37 |
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| Down B | 12/23 | -15 |
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| Grab | 8 | — | ||
| Dash Grab | 11 | — | ||
| Pivot Grab | 12 | — |
Win Condition Checklist
- Do not force challenges into DK’s bair and grab starters. Stop his advance with shield and spacing first.
- After shielding jab 1-2, forward tilt, up tilt, down tilt, dash attack, any smash attack, fair, uair, neutral special, side special, up special, or down special, punish with OOS nair, grab, OOS uair, OOS bair, OOS fair, up B, or up smash.
- After punishing fair or dash attack, do not leave the reward in center stage. Take the stage back and extend into ledge pressure.
- During edgeguards, watch the up-B route first and shrink the comeback angle with bair, fair, or ledge coverage.
- Use Revenge only in spots where tippered bair or grab is less likely to catch it immediately.
Actions to Avoid
- Repeatedly walking into direct scrambles against DK’s movement and close-range pressure.
- Swinging in place into safer bair or nair timings and handing him the whiff punish.
- Letting punishable fair or up B go after shield because you hesitated.
- Overfocusing on Revenge and getting grabbed or carried offstage for it.
- Trusting the heavyweight mirror too much and giving DK repeated recoveries back for free.