Matchup Summary (Win Condition and Game Plan)
Incineroar can flip the stock off one touch through Nair, Side B, Up Tilt, and Revenge, so Meta Knight gets punished extremely hard if he keeps stacking shallow aerial pressure in front of shield or tunnels too directly into every landing. Because Meta Knight is much lighter, repeating the same entry timing when Side B or Revenge is available is especially dangerous.
At the same time, Incineroar is painfully slow on the ground, has a large body, and returns in predictable ways, so Meta Knight is favored whenever extra jumps and lateral drift make the big swing miss first. Jab 1-3, Forward Tilt, Up Tilt, Down Tilt, Dash Attack, every smash attack, Fair, Dair, Neutral B, and grounded Up B are all clean shield-punish targets for OOS Dair (7f), Up B (7f), Up Smash (8f), OOS Nair (9f), or OOS Uair (9f), so the stable plan is to cash in only on the truly heavy grounded commitments.
By contrast, Nair, Bair, and Uair do not give reliable immediate shield punishes, and forcing a button there often just feeds the exact landing scramble or Side B window Incineroar wants. After blocking those safer aerials, Meta Knight should stay disciplined, take the landing or drift route first, and start the real juggle from the second touch with Nair, Up Tilt, and Uair carry. Revenge should be handled the same way: stop feeding repeated aerials into it, confirm the whiff, and switch to grab, drift bait, or landing pressure so the powered state never gets clean value.
The kill plan is far more repeatable through vertical carry and edgeguards than through center-stage gambling. Incineroar’s Side B and Up B recoveries are straightforward enough that Meta Knight can usually finish the stock by narrowing the route with Bair, Up B, and ledge Down Smash without diving so deep that he loses first to a reversal hitbox or command-grab swing.
Full Move Frame Quick Reference
| Opponent Move | Startup | On Shield | Meta Knight OOS Candidate Moves | Barely Missed Moves |
|---|---|---|---|---|
| Jab 1 | 5 | -14 |
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| Jab 2 | 4 | -23 |
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| Jab 3 | 4 | -28 |
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| Forward Tilt | 12 | -12 |
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| Up Tilt | 6 | -19 |
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| Down Tilt | 9 | -11 |
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| Dash Attack | 8 | -21 |
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| Forward Smash | 16 | -22/-24 |
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| Up Smash | 13 | -23 |
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| Down Smash | 18 | -28 |
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| Neutral Air | 5 | -6/-8 |
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| Forward Air | 8 | -9/-9 |
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| Back Air | 7 | -7/-6 |
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| Up Air | 7 | -4 |
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| Down Air | 16 | -11/-11/-12 |
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| Neutral B | 5/15/23/37/50/56 | -65 |
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| Side B | 16 | — | ||
| Up B | 11/38 | -51 |
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| Down B | 3 (Start of Counter) | — | ||
| Grab | 7 | — | ||
| Dash Grab | 11 | — | ||
| Pivot Grab | 12 | — |
Win Condition Checklist
- Use extra jumps and lateral drift to make Incineroar swing first, then convert Nair, Up Tilt, and Uair into vertical carry that pushes him all the way to ledge.
- After shielding Jab 1-3, Forward Tilt, Up Tilt, Down Tilt, Dash Attack, any smash attack, Fair, Dair, Neutral B, or grounded Up B, default to OOS Dair (7f) or Up B (7f), and use Up Smash (8f), OOS Nair (9f), or OOS Uair (9f) when spacing makes them stronger.
- After blocking Nair, Bair, or Uair, do not mash the first punish. Track the landing and retreat first, then take the second touch into the real juggle.
- If Revenge is on the table, stop repeating the same aerial timing. Mix in whiff punishes, empty movement, and grab so Incineroar cannot cash out the buff immediately.
- At kill percent, prioritize Uair carry, offstage Bair or Up B, and ledge Down Smash over center-stage hard reads.
Actions to Avoid
- Repeating shallow aerial pressure directly in front of Incineroar and handing him Nair, Side B, or Up Tilt starters for free.
- Swinging after every blocked Nair, Bair, and Uair and getting checked by the landing scramble or a delayed Side B that your punish never covered.
- Feeding the same multihit aerial timing into Revenge and letting one powered hit skip entire damage ranges.
- Chasing too deep offstage and losing first to Cross Chop’s reversal hitbox or a sudden Side B swing while Meta Knight’s lighter body is still at real risk.