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 Move | Startup | On Shield | Ridley 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 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.