Sheik vs Incineroar

Incineroar Matchup (Sheik)

Sheik vs Incineroar

Sheik vs Incineroar is about never settling into Incineroar's heavy close-range guesses, and instead abusing the speed gap to keep landing traps and edge pressure running.

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Matchup Summary (Win Condition and Game Plan)

This matchup is decided by how well Sheik avoids getting dragged into Incineroar’s close-range guess game built around Side B, Nair, and Up Tilt. Incineroar only needs a few openings to swing the stock count, but its ground speed and recovery are both slow enough that Sheik usually gets far more chances to force movement first.
The frame table shows that Jab 1-3, Forward Tilt, Up Tilt, Down Tilt, Dash Attack, every smash attack, Fair, Dair, Neutral B, and Up B are all broadly punishable with OOS Nair (6f) and Sheik’s other fast options. By contrast, Uair is relatively safe, and forcing a reckless answer into Side B or Revenge is exactly how Incineroar gets paid. The matchup gets much easier once Sheik only contests the clearly punishable spots and then keeps stage control.
Sheik wins by using needles and constant micro-movement to make Incineroar commit first, then converting Nair, Fair, and Grab into long landing traps that carry all the way to the ledge. Because Incineroar is heavy, center-stage kills come later than usual, so Sheik has to treat ledge Bair, Up Smash, needles, Vanish, and edgeguards as part of the stock-closing plan, not as optional extras.
If Sheik overextends in close quarters or hard-reads Side B too often, one mistake is enough to lose the entire advantage state. The stable version of this matchup is winning through speed, position, and repetition rather than trying to overpower Incineroar directly.

Full Move Frame Quick Reference

Opponent MoveStartupOn ShieldSheik OOS Candidate MovesBarely Missed Moves
Jab 15-14
  • OOS Nair (6f)
  • OOS Bair (7f)
  • OOS Uair (7f)
  • OOS Fair (8f)
  • Grab (10f)
  • Up Smash (11f)
Jab 24-23
  • OOS Nair (6f)
  • OOS Bair (7f)
  • OOS Uair (7f)
  • OOS Fair (8f)
  • Grab (10f)
  • Up Smash (11f)
  • OOS Dair (18f)
Jab 34-28
  • OOS Nair (6f)
  • OOS Bair (7f)
  • OOS Uair (7f)
  • OOS Fair (8f)
  • Grab (10f)
  • Up Smash (11f)
  • OOS Dair (18f)
Forward Tilt12-12
  • OOS Nair (6f)
  • OOS Bair (7f)
  • OOS Uair (7f)
  • OOS Fair (8f)
  • Grab (10f)
  • Up Smash (11f)
Up Tilt6-19
  • OOS Nair (6f)
  • OOS Bair (7f)
  • OOS Uair (7f)
  • OOS Fair (8f)
  • Grab (10f)
  • Up Smash (11f)
  • OOS Dair (18f)
Down Tilt9-11
  • OOS Nair (6f)
  • OOS Bair (7f)
  • OOS Uair (7f)
  • OOS Fair (8f)
  • Grab (10f)
  • Up Smash (11f)
Dash Attack8-21
  • OOS Nair (6f)
  • OOS Bair (7f)
  • OOS Uair (7f)
  • OOS Fair (8f)
  • Grab (10f)
  • Up Smash (11f)
  • OOS Dair (18f)
Forward Smash16-22/-24
  • OOS Nair (6f)
  • OOS Bair (7f)
  • OOS Uair (7f)
  • OOS Fair (8f)
  • Grab (10f)
  • Up Smash (11f)
  • OOS Dair (18f)
Up Smash13-23
  • OOS Nair (6f)
  • OOS Bair (7f)
  • OOS Uair (7f)
  • OOS Fair (8f)
  • Grab (10f)
  • Up Smash (11f)
  • OOS Dair (18f)
Down Smash18-28
  • OOS Nair (6f)
  • OOS Bair (7f)
  • OOS Uair (7f)
  • OOS Fair (8f)
  • Grab (10f)
  • Up Smash (11f)
  • OOS Dair (18f)
Neutral Air5-6/-8
  • OOS Nair (6f)
  • OOS Bair (+1)
  • OOS Uair (+1)
  • OOS Fair (+2)
Forward Air8-9/-9
  • OOS Nair (6f)
  • OOS Bair (7f)
  • OOS Uair (7f)
  • OOS Fair (8f)
  • Grab (+1)
  • Up Smash (+2)
Back Air7-7/-6
  • OOS Nair (6f)
  • OOS Bair (+1)
  • OOS Uair (+1)
  • OOS Fair (+2)
Up Air7-4
  • None
  • OOS Nair (+2)
  • OOS Bair (+3)
  • OOS Uair (+3)
Down Air16-11/-11/-12
  • OOS Nair (6f)
  • OOS Bair (7f)
  • OOS Uair (7f)
  • OOS Fair (8f)
  • Grab (10f)
  • Up Smash (11f)
Neutral B5/15/23/37/50/56-65
  • OOS Nair (6f)
  • OOS Bair (7f)
  • OOS Uair (7f)
  • OOS Fair (8f)
  • Grab (10f)
  • Up Smash (11f)
  • OOS Dair (18f)
  • Up B (36f)
Side B16
Up B11/38-51
  • OOS Nair (6f)
  • OOS Bair (7f)
  • OOS Uair (7f)
  • OOS Fair (8f)
  • Grab (10f)
  • Up Smash (11f)
  • OOS Dair (18f)
  • Up B (36f)
Down B3 (Start of Counter)
Grab7
Dash Grab11
Pivot Grab12

Win Condition Checklist

  • Use needles and constant micro-movement to make Incineroar swing, dash, or shield first instead of brawling head-on.
  • After blocking Jab 1-3, Forward Tilt, Up Tilt, Down Tilt, Dash Attack, every smash attack, Fair, Dair, Neutral B, or Up B, punish immediately with OOS Nair (6f) and extend to Uair, Bair, Fair, Grab, or Up Smash when they reach.
  • Do not swing recklessly into Side B or Revenge; back off, reposition, and punish the next grounded commitment or landing instead.
  • Once Incineroar is airborne, keep it there with Uair, needles, and Fair until it is forced to the ledge.
  • Finish stocks with ledge Bair, Up Smash, Vanish, and edgeguards, and treat Incineroar’s weak recovery as a main win path.

Actions to Avoid

  • Staying in close-range scrambles too long and letting one Side B or Nair starter undo the entire neutral lead.
  • Dropping clear punishes on Jab strings, Dash Attack, and the heavy grounded buttons, which removes all pressure from Incineroar’s slow offense.
  • Overrespecting Side B or Revenge so much that panic jumps and early dodges become predictable landing traps.
  • Chasing too deep offstage and giving up the ledge-trap structure that should be doing most of the stock-closing work.

Reference Links

Related Pages