Matchup Summary (Win Condition and Game Plan)
Both characters are scary in raw damage, but they create that damage in very different ways. Incineroar gets enormous reward from Alolan Whip and Revenge, so the more often Charizard stands directly in front of him at close range, the more dangerous every single guess becomes. On the other hand, Incineroar’s mobility and recovery routes are still readable enough that if Charizard forces the first whiff with air drift and spacing, he can keep the advantage going through ledge pressure and landing traps.
The frame table also shows that jab 1, forward tilt, down tilt, dash attack, every smash attack, fair, bair, dair, neutral special, and up special are all punishable enough for up smash, up B, grab, OOS nair, or OOS fair. That means Charizard can reliably take back the turn from shield instead of trying to out-brawl Incineroar head-on. In particular, moves other than nair and bair leave enough recovery that stable punish-and-corner flow is better than gambling on oversized answers.
The win condition is to avoid standing in the range where Alolan Whip threatens for free, use fire and air drift to make Incineroar swing first, then touch him with the tip of fair or nair and take stage. Once Incineroar is offstage, the important layer is to read whether he returns from the side or above, because Charizard’s aerials and ledge positioning convert those routes into stocks well.
If Charizard keeps brawling at point-blank range or keeps feeding the same strong hit into Revenge, one lost guess quickly becomes kill percent. This matchup is more repeatable when Charizard leans on mobility, whiff punishment, and offstage conversion instead of trying to win a straight heavyweight slugfest.
Full Move Frame Quick Reference
| Opponent Move | Startup | On Shield | Charizard 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
- Do not stay for long at the exact front-facing range where Alolan Whip threatens. Use air drift and fire to make Incineroar move first, then whiff-punish.
- After shielding jab 1, forward tilt, down tilt, dash attack, any smash attack, fair, bair, dair, neutral special, or up special, punish with up smash, up B, grab, OOS nair, or OOS fair.
- Touch with the tip of nair or fair instead of forcing point-blank trades, then convert the hit into corner carry.
- Once Incineroar is offstage, watch whether he recovers with side B or up B and cover that route with fair, bair, or ledge pressure.
- When Revenge is active, do not force the next strong hit. Make him lose it through grabs, delay, or repositioning before cashing out again.
Actions to Avoid
- Walking yourself into repeated front-facing guesses at Alolan Whip range.
- Feeding the same fire move or strong hit into Revenge and raising Incineroar’s payoff even more.
- Ignoring guaranteed punish windows after shield because you wanted a bigger swing.
- Sending Incineroar offstage and then letting his readable recovery back for free.
- Throwing away your mobility edge and accepting a grounded heavyweight slugfest.