Ridley vs Incineroar

Incineroar Matchup (Ridley)

Ridley vs Incineroar

Ridley vs Incineroar is about refusing side B and Revenge scrambles, then cashing in Incineroar's grounded lag into repeated ledge pressure and recovery traps.

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Matchup Summary (Win Condition and Game Plan)

This matchup gets volatile in the wrong way if Ridley freezes in the range where Incineroar’s side B and Revenge become live threats, because that turns neutral into the exact close-range power contest Incineroar wants. Ridley needs a longer game. Fireballs and long pokes should make Incineroar walk forward first, then the punish starts once the heavy grounded button is finally committed.
The frame table shows Jab 1-3, up tilt, dash attack, every smash attack, neutral B, and up B are all punishable on block by Grab (10f), OOS Nair (11f), or Up Smash (12f). Neutral B at -65 is the biggest swing, because punishing it properly gives Ridley the ledge carry that turns Incineroar’s slow recovery into a repeated problem.
By contrast, nair, fair, bair, and uair do not give a direct in-place punish, and dair only offers narrow answers. That means Ridley should not answer every blocked aerial with a panic swing. Cover the landing and the next grounded step instead, especially when Incineroar still wants to threaten side B afterward.
The win condition is to turn one shield punish into a long corner sequence. Rather than diving offstage too early and risking a reversal, Ridley should keep stacking ledge holds, re-juggles, and return-route coverage until Incineroar finally runs out of room.

Full Move Frame Quick Reference

Opponent MoveStartupOn ShieldRidley OOS Candidate MovesBarely Missed Moves
Jab 15-14
  • Grab (10f)
  • OOS Nair (11f)
  • Up Smash (12f)
  • OOS Bair (13f)
  • OOS Fair (13f)
  • OOS Dair (14f)
  • OOS Uair (14f)
Jab 24-23
  • Grab (10f)
  • OOS Nair (11f)
  • Up Smash (12f)
  • OOS Bair (13f)
  • OOS Fair (13f)
  • OOS Dair (14f)
  • OOS Uair (14f)
Jab 34-28
  • Grab (10f)
  • OOS Nair (11f)
  • Up Smash (12f)
  • OOS Bair (13f)
  • OOS Fair (13f)
  • OOS Dair (14f)
  • OOS Uair (14f)
Forward Tilt12-12
  • Grab (10f)
  • OOS Nair (11f)
  • Up Smash (12f)
  • OOS Bair (+1)
  • OOS Fair (+1)
  • OOS Dair (+2)
  • OOS Uair (+2)
Up Tilt6-19
  • Grab (10f)
  • OOS Nair (11f)
  • Up Smash (12f)
  • OOS Bair (13f)
  • OOS Fair (13f)
  • OOS Dair (14f)
  • OOS Uair (14f)
Down Tilt9-11
  • Grab (10f)
  • OOS Nair (11f)
  • Up Smash (+1)
  • OOS Bair (+2)
  • OOS Fair (+2)
  • OOS Dair (+3)
  • OOS Uair (+3)
Dash Attack8-21
  • Grab (10f)
  • OOS Nair (11f)
  • Up Smash (12f)
  • OOS Bair (13f)
  • OOS Fair (13f)
  • OOS Dair (14f)
  • OOS Uair (14f)
Forward Smash16-22/-24
  • Grab (10f)
  • OOS Nair (11f)
  • Up Smash (12f)
  • OOS Bair (13f)
  • OOS Fair (13f)
  • OOS Dair (14f)
  • OOS Uair (14f)
Up Smash13-23
  • Grab (10f)
  • OOS Nair (11f)
  • Up Smash (12f)
  • OOS Bair (13f)
  • OOS Fair (13f)
  • OOS Dair (14f)
  • OOS Uair (14f)
Down Smash18-28
  • Grab (10f)
  • OOS Nair (11f)
  • Up Smash (12f)
  • OOS Bair (13f)
  • OOS Fair (13f)
  • OOS Dair (14f)
  • OOS Uair (14f)
Neutral Air5-6/-8
  • None
Forward Air8-9/-9
  • None
  • Grab (+1)
  • OOS Nair (+2)
  • Up Smash (+3)
Back Air7-7/-6
  • None
Up Air7-4
  • None
Down Air16-11/-11/-12
  • Grab (10f)
  • OOS Nair (11f)
  • Up Smash (+1)
  • OOS Bair (+2)
  • OOS Fair (+2)
  • OOS Dair (+3)
  • OOS Uair (+3)
Neutral B5/15/23/37/50/56-65
  • Grab (10f)
  • OOS Nair (11f)
  • Up Smash (12f)
  • OOS Bair (13f)
  • OOS Fair (13f)
  • OOS Dair (14f)
  • OOS Uair (14f)
  • Up B (34f)
Side B16
Up B11/38-51
  • Grab (10f)
  • OOS Nair (11f)
  • Up Smash (12f)
  • OOS Bair (13f)
  • OOS Fair (13f)
  • OOS Dair (14f)
  • OOS Uair (14f)
  • Up B (34f)
Down B3 (Start of Counter)
Grab7
Dash Grab11
Pivot Grab12

Win Condition Checklist

  • Do not sit in the range where side B and Revenge become free threats. Use fireballs and long buttons to make Incineroar commit from farther away first.
  • After blocking Jab 1-3, up tilt, dash attack, any smash attack, neutral B, or up B, punish with Grab (10f), OOS Nair (11f), or Up Smash (12f) and send the hit toward the ledge.
  • Treat nair, fair, bair, and uair as landing situations rather than direct shield-punish chances, and keep your eyes on the next grounded burst.
  • When neutral B is blocked, take the full punish and carry it into ledge pressure instead of settling for a small center-stage reset.
  • Cover jump, Up B, and air dodge at the ledge together so Incineroar’s slow return keeps costing him space.

Actions to Avoid

  • Starting neutral in the exact range where side B and Revenge are strongest.
  • Swinging after every blocked aerial and giving away the stronger landing trap that should follow.
  • Punishing neutral B or up B without converting into ledge pressure, even though Incineroar’s recovery path is the bigger weakness.
  • Overcommitting offstage and eating a reversal that gives back all of the stage control you just earned.

Reference Links

Related Pages