Mario vs Incineroar

Incineroar Matchup (Mario)

Mario vs Incineroar

In Mario vs Incineroar, the stable plan is to make Incineroar walk with Fireball, touch first with short whiff punishes, then turn weak landing and recovery routes into ledge pressure.

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Matchup Summary (Win Condition and Game Plan)

This matchup is decided by whether Mario can make Incineroar walk with Fireball and touch first before the close-range power game starts. Once Incineroar gets a real point-blank exchange, neutral air, Alolan Whip, throws, and Revenge can swing the entire stock, but the character still has clear weaknesses in approach speed and recovery flexibility.
Mario’s direct reach is short, but Fireball can disturb Incineroar’s pace and create openings for neutral air, up air, and grab. After that first touch, it is usually more stable to keep Incineroar above you and extend into landing traps or ledge pressure than to overforce raw combo damage. Incineroar falls quickly and does not retreat well sideways, so the escape routes are readable if Mario stays disciplined.
The frame table shows that jab, forward tilt, up tilt, down tilt, dash attack, all smash attacks, forward air, down air, neutral special, and up special are all broadly punishable by Mario’s Up B (3f) or fast OOS aerials. By contrast, side special does not lose to shield in the same way, and down special is not a direct punish target, so relying on shield alone is dangerous. When Revenge is shown, avoid feeding it with automatic Fireballs or aerials, and be willing to let the buff fade or force it out with grabs instead.
For kills, it is more repeatable to send Incineroar to ledge, narrow the recovery path, and convert with up smash, forward air, or edgeguard tools like Cape and FLUDD, rather than brawling on the ground and risking Alolan Whip or back air at even percent.

Full Move Frame Quick Reference

Opponent MoveStartupOn ShieldMario OOS Candidate MovesBarely Missed Moves
Jab 15-14
  • Up B (3f)
  • OOS Nair (6f)
  • OOS Uair (7f)
  • OOS Dair (8f)
  • OOS Bair (9f)
  • Up Smash (9f)
  • Grab (10f)
Jab 24-23
  • Up B (3f)
  • OOS Nair (6f)
  • OOS Uair (7f)
  • OOS Dair (8f)
  • OOS Bair (9f)
  • Up Smash (9f)
  • Grab (10f)
  • OOS Fair (19f)
Jab 34-28
  • Up B (3f)
  • OOS Nair (6f)
  • OOS Uair (7f)
  • OOS Dair (8f)
  • OOS Bair (9f)
  • Up Smash (9f)
  • Grab (10f)
  • OOS Fair (19f)
Forward Tilt12-12
  • Up B (3f)
  • OOS Nair (6f)
  • OOS Uair (7f)
  • OOS Dair (8f)
  • OOS Bair (9f)
  • Up Smash (9f)
  • Grab (10f)
Up Tilt6-19
  • Up B (3f)
  • OOS Nair (6f)
  • OOS Uair (7f)
  • OOS Dair (8f)
  • OOS Bair (9f)
  • Up Smash (9f)
  • Grab (10f)
  • OOS Fair (19f)
Down Tilt9-11
  • Up B (3f)
  • OOS Nair (6f)
  • OOS Uair (7f)
  • OOS Dair (8f)
  • OOS Bair (9f)
  • Up Smash (9f)
  • Grab (10f)
Dash Attack8-21
  • Up B (3f)
  • OOS Nair (6f)
  • OOS Uair (7f)
  • OOS Dair (8f)
  • OOS Bair (9f)
  • Up Smash (9f)
  • Grab (10f)
  • OOS Fair (19f)
Forward Smash16-22/-24
  • Up B (3f)
  • OOS Nair (6f)
  • OOS Uair (7f)
  • OOS Dair (8f)
  • OOS Bair (9f)
  • Up Smash (9f)
  • Grab (10f)
  • OOS Fair (19f)
Up Smash13-23
  • Up B (3f)
  • OOS Nair (6f)
  • OOS Uair (7f)
  • OOS Dair (8f)
  • OOS Bair (9f)
  • Up Smash (9f)
  • Grab (10f)
  • OOS Fair (19f)
Down Smash18-28
  • Up B (3f)
  • OOS Nair (6f)
  • OOS Uair (7f)
  • OOS Dair (8f)
  • OOS Bair (9f)
  • Up Smash (9f)
  • Grab (10f)
  • OOS Fair (19f)
Neutral Air5-6/-8
  • Up B (3f)
  • OOS Nair (6f)
  • OOS Uair (+1)
  • OOS Dair (+2)
  • OOS Bair (+3)
  • Up Smash (+3)
Forward Air8-9/-9
  • Up B (3f)
  • OOS Nair (6f)
  • OOS Uair (7f)
  • OOS Dair (8f)
  • OOS Bair (9f)
  • Up Smash (9f)
  • Grab (+1)
Back Air7-7/-6
  • Up B (3f)
  • OOS Nair (6f)
  • OOS Uair (+1)
  • OOS Dair (+2)
  • OOS Bair (+3)
  • Up Smash (+3)
Up Air7-4
  • Up B (3f)
  • OOS Nair (+2)
  • OOS Uair (+3)
Down Air16-11/-11/-12
  • Up B (3f)
  • OOS Nair (6f)
  • OOS Uair (7f)
  • OOS Dair (8f)
  • OOS Bair (9f)
  • Up Smash (9f)
  • Grab (10f)
Neutral B5/15/23/37/50/56-65
  • Up B (3f)
  • OOS Nair (6f)
  • OOS Uair (7f)
  • OOS Dair (8f)
  • OOS Bair (9f)
  • Up Smash (9f)
  • Grab (10f)
  • OOS Fair (19f)
Side B16
Up B11/38-51
  • Up B (3f)
  • OOS Nair (6f)
  • OOS Uair (7f)
  • OOS Dair (8f)
  • OOS Bair (9f)
  • Up Smash (9f)
  • Grab (10f)
  • OOS Fair (19f)
Down B3 (Start of Counter)
Grab7
Dash Grab11
Pivot Grab12

Win Condition Checklist

  • Use Fireball to interrupt Incineroar’s forward walk, then watch for jump or shield and touch first with neutral air, up air, or grab before the close-range power game starts.
  • On shielded jab, forward tilt, up tilt, down tilt, dash attack, any smash attack, forward air, down air, neutral special, or up special, default to Up B (3f) so the big swing tools are never effectively free.
  • Do not treat side special as a normal shield-punish situation. Beat it with spacing, jumps, and preemptive hitboxes before startup, or punish the whiff and landing afterward.
  • When Revenge appears, do not reflexively throw Fireball or aerial pressure into it. Use grab, delay, and stage control so the buff does not cash out into one disastrous hit.
  • At kill percent, avoid extending center-stage scrambles and push Incineroar to ledge instead, where up smash, forward air, Cape, and FLUDD can directly exploit the weak recovery.

Actions to Avoid

  • Repeating obvious Fireballs in front of Incineroar, charging Revenge for free, and turning the next grounded hit into a stock-ending threat.
  • Drifting too close behind shield without respecting side special, then getting command-grabbed into ledge pressure or a kill confirm.
  • Touching Incineroar once and tunneling only on combo damage, while giving up the stronger landing-trap and ledge-trap routes that punish the poor mobility.
  • Chasing too deep offstage and walking into Cross Chop’s hitbox or a trade-heavy reversal instead of preserving the safer ledge-trap position.

Reference Links

Related Pages