Matchup Summary (Win Condition and Game Plan)
Jigglypuff’s air drift and edgeguarding are strong enough to turn each time Incineroar is pushed offstage into a real stock-loss threat. That makes this matchup dangerous whenever Incineroar is forced to recover from below or spend jumps early.
Still, Incineroar is stronger in grounded exchanges and shield pressure. If he gets one clean touch with nair, up tilt, a spaced forward tilt, or fair, his damage output and ledge trapping can push Jigglypuff’s light weight into kill range very quickly.
The game plan is to avoid chasing Jigglypuff around in open air, punish landings and ledge options hard, and lean on Alolan Whip and back air once percent is high. The more Incineroar swings first at Jigglypuff’s lateral drift, the more he invites whiff punishes and edgeguards, so patient center-stage positioning matters more than reckless pursuit.
Full Move Frame Quick Reference
| Opponent Move | Startup | On Shield | Incineroar OOS Candidate Moves | Barely Missed Moves |
|---|---|---|---|---|
| Jab 1 | 5 | -7 |
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| Jab 2 | 5 | -7 |
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| Forward Tilt | 7 | -7 |
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| Up Tilt | 9 | -6 |
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| Down Tilt | 10 | -10 |
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| Dash Attack | 5 | -22/-23 |
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| Forward Smash | 16 | -22 |
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| Up Smash | 16 | -18 |
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| Down Smash | 14 | -26 |
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| Neutral Air | 6 | -4/-6 |
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| Forward Air | 8 | -5/-6 |
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| Back Air | 10 | -3 |
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| Up Air | 9 | -5 |
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| Down Air | 7/10/13/16/19/22/25/28/31 | -13 |
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| Neutral B | 15+37… | ** | ||
| Side B | 13 | -11 |
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| Up B | 27/61/100 | — | ||
| Down B | 2 | -166 |
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| Grab | 6 | — | ||
| Dash Grab | 9 | — | ||
| Pivot Grab | 10 | — |
Win Condition Checklist
- Hold center stage instead of chasing, and stop Jigglypuff’s landing drift with nair, up tilt, and spaced forward tilt
- At low percent, use nair starters, grab, and down tilt to build damage and carry to ledge instead of forcing Alolan Whip immediately
- At ledge, cover neutral getup and jump with back air, up smash, and Alolan Whip to cash out Jigglypuff’s light weight
- On recovery, prioritize early horizontal drift and quick ledge grab so offstage air scrambles stay as short as possible
Actions to Avoid
- Chasing Jigglypuff sideways in the air and spending jumps first before the real edgeguard mixup begins
- Fishing too openly for Revenge and giving up grabs or empty-land punishes
- Overcommitting offstage for an early kill and turning Incineroar’s own recovery weakness into the deciding factor