Matchup Summary (Win Condition and Game Plan)
Incineroar’s ground approach is slow and his recovery path is direct, so this is a matchup where Shulk can control large stretches of the game if Normal and Speed are already placing the sword where Incineroar wants to enter. The problem is that one close-range miss can still explode into Side B, nair, up tilt, or Revenge, so the punishment for losing a single scramble is much heavier than the neutral pace suggests.
Shulk does best by using low forward tilt, nair, and fair to stop grounded entries and landings, then converting that space into uair pressure or a ledge sequence. If Revenge appears, forcing a big swing into it gives Incineroar exactly the kind of exchange he wants, so making him spend the buff through grab pressure or patient spacing is much more stable.
The frame table shows Jab 1-3, Forward Tilt, Up Tilt, Down Tilt, Dash Attack, every smash attack, Down Air, Neutral B, and Up B can all be answered mainly through Grab (10f) or Up B (10f). By contrast, Nair, Fair, Bair, and Uair are mostly not direct shield-punish spots, so mashing after those blocks often just resets the situation back into landing pressure or a Side B guess.
Stocks are more repeatable when Shulk walks Incineroar to ledge and splits coverage with forward tilt, fair, uair, Up B, and Smash Art against jump getup and the low recovery route, rather than brawling in center stage. Once Side B and bair are threatening stocks, Shield Art matters a lot, and chasing too far into the front of Cross Chop only throws away a winning ledge position.
Full Move Frame Quick Reference
| Opponent Move | Startup | On Shield | Shulk 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
- Hold center with Normal and Speed, and use low forward tilt, nair, and fair to cut off Incineroar’s grounded approach and landing route before he reaches close range.
- After blocking Jab 1-3, Forward Tilt, Up Tilt, Down Tilt, Dash Attack, any smash attack, Down Air, Neutral B, or Up B, take the listed punish with Grab (10f) or Up B (10f) instead of letting him reset.
- After blocking Nair, Fair, Bair, or Uair, do not force the immediate shield punish. Cover the relanding, pullback, or Side B path with forward tilt, fair, or uair for the second touch instead.
- If Revenge is active, do not answer with a huge swing. Clear it with grab when possible, or keep the sword between you and Incineroar until the buff expires.
- Build kills from ledge pressure first, using forward tilt, fair, uair, Up B, and Smash Art to cover jump getup and recovery. At kill percent, mix in Shield Art to reduce Side B and bair reversals.
Actions to Avoid
- Staying in Buster or Smash at close range and letting one Side B, nair, or up tilt guess turn into a full damage swing or an early stock loss.
- Trying to shield punish every Nair, Fair, Bair, and Uair immediately, then getting clipped by the next landing, drift, or Side B callout because the first answer never truly reached.
- Seeing Revenge and instantly swinging harder into it, which only raises the payoff on Incineroar’s next Side B, bair, or smash attack.
- Chasing too far offstage into the front of Cross Chop and giving away a ledge situation that should have stayed in Shulk’s favor.