Matchup Summary (Win Condition and Game Plan)
Incineroar struggles if he has to chase Ken around, but Ken also has short reach and a narrow recovery, so if Incineroar can cut off one close-range turn with shield, the gap in weight and punish damage swings the exchange hard. The first priority is to avoid repeatedly losing in the space where jab, down tilt, and confirms into Shoryuken start.
The frame table shows that Jab 2, Jab 3, Jab (1), Forward Tilt (1), Forward Tilt (3), Up Tilt (2), Down Tilt (2), Dash Attack, all smash attacks, Hadoken, Tatsumaki Senpukyaku, and Focus Attack are punishable after shield by Incineroar’s OOS nair (8f), grab (10f), OOS uair (10f), and OOS bair (10f), so the matchup is less about outguessing every string and more about making the few stoppable points hurt.
By contrast, nair, fair, bair, Forward Tilt (2), Up Tilt (1), and Down Tilt (1) are mostly too safe to answer immediately. If you mash there, Ken’s auto-turnaround and point-blank damage pick up the next touch for free. When the punish is not there, reclaim stage, track the landing, and only swing when Hadoken or Tatsumaki commit him forward.
Kills are more reliable when Incineroar pushes Ken to the ledge and abuses Ken’s weak horizontal recovery and poor air drift with Side B, bair, and up smash. Do not overchase offstage. Seal the exit onstage and make the corner do the work.
Full Move Frame Quick Reference
| Opponent Move | Startup | On Shield | Incineroar OOS Candidate Moves | Barely Missed Moves |
|---|---|---|---|---|
| Jab 1 | 2 | -10 |
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| Jab 2 | 3 | -21 |
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| Jab 3 | 8 | -21 |
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| Jab (1) | 7 | -19 |
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| Jab (2) | 9/16 | -10/-6 |
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| Forward Tilt (1) | 3 | -20 |
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| Forward Tilt (2) | 8 | -8 |
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| Forward Tilt (3) | 10 | -18/-14 |
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| Up Tilt (1) | 3 | -8 |
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| Up Tilt (2) | 7 | -19 |
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| Down Tilt (1) | 2 | -9 |
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| Down Tilt (2) | 6 | -15 |
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| Dash Attack | 7 | -22 |
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| Forward Smash | 13 | -24/-21 |
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| Up Smash | 9 | -24 |
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| Down Smash | 5 | -25 |
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| Neutral Air | 6 | -2/-2, -1/-2 |
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| Forward Air | 8 | -7/-6, -7/-6 |
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| Back Air | 8 | -4/-5 |
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| Up Air | 5 | -8 |
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| Down Air | 8 | -10 |
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| Neutral B | 13 | -35/-34 |
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| Side B (1) | 8/13—38 | -25 to -30 |
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| Side B (2) | 8/13/18/23/28/33/38 | -36 |
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| Up B (1) | 6 | ** | ||
| Up B (2) | 5/6/9 | ** | ||
| Down B | 12 (+21), 12(+31), 12(+59) | -32, -33, unblockable |
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| Grab | 6 | — | ||
| Dash Grab | 9 | — | ||
| Pivot Grab | 10 | — |
Win Condition Checklist
- Use walk shield and spaced nair to hold the lane in front of you, then force Ken to commit first with jab, down tilt, Hadoken, or Tatsumaki before stepping into Side B, grab, or bair range.
- When you block Jab 2, Jab 3, Jab (1), Forward Tilt (1), Forward Tilt (3), Up Tilt (2), Down Tilt (2), Dash Attack, any smash attack, Neutral B, Side B, or Down B, answer immediately with OOS nair (8f), grab (10f), OOS uair (10f), or OOS bair (10f) and carry that punish to the ledge.
- Do not swing back instantly against nair, fair, bair, Forward Tilt (2), Up Tilt (1), or Down Tilt (1). Reset spacing once, then take the second beat by covering Ken’s landing and retreat path.
- Save Revenge for clearer spots such as a farther Hadoken or a committed single-hit special. Cut down on careless Revenge attempts into close-range jab/down tilt pressure or delayed Focus timing.
- At kill percent, stay disciplined near the ledge and finish with Side B, bair, and up smash instead of diving too far offstage.
Actions to Avoid
- Running straight into the range where jab and down tilt start and letting Ken loop close-range pressure into Shoryuken over and over.
- Trying to shield punish nair, fair, bair, Forward Tilt (2), Up Tilt (1), and Down Tilt (1) every time, whiffing, and getting caught again by auto-turnaround follow-ups.
- Showing Revenge too often in close scrambles, then losing the defensive layer entirely once Ken starts grabbing or delaying his timing.
- Jumping over Ken carelessly at point-blank range and feeding auto-turnaround up tilt, uair, or Shoryuken.
- Chasing too deep offstage for the kill and exposing Incineroar’s weaker recovery before Ken’s.