Shulk vs Incineroar

Incineroar Matchup (Shulk)

Shulk vs Incineroar

Shulk vs Incineroar is won by playing from outside with Normal and Speed, and by refusing the close-range high-reward guesses around Side B and Revenge.

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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 MoveStartupOn ShieldShulk OOS Candidate MovesBarely Missed Moves
Jab 15-14
  • Grab (10f)
  • Up B (10f)
  • OOS Nair (+2)
  • OOS Dair (+3)
  • OOS Fair (+3)
  • OOS Uair (+3)
Jab 24-23
  • Grab (10f)
  • Up B (10f)
  • OOS Nair (16f)
  • OOS Dair (17f)
  • OOS Fair (17f)
  • OOS Uair (17f)
  • Up Smash (18f)
  • OOS Bair (22f)
Jab 34-28
  • Grab (10f)
  • Up B (10f)
  • OOS Nair (16f)
  • OOS Dair (17f)
  • OOS Fair (17f)
  • OOS Uair (17f)
  • Up Smash (18f)
  • OOS Bair (22f)
Forward Tilt12-12
  • Grab (10f)
  • Up B (10f)
Up Tilt6-19
  • Grab (10f)
  • Up B (10f)
  • OOS Nair (16f)
  • OOS Dair (17f)
  • OOS Fair (17f)
  • OOS Uair (17f)
  • Up Smash (18f)
  • OOS Bair (+3)
Down Tilt9-11
  • Grab (10f)
  • Up B (10f)
Dash Attack8-21
  • Grab (10f)
  • Up B (10f)
  • OOS Nair (16f)
  • OOS Dair (17f)
  • OOS Fair (17f)
  • OOS Uair (17f)
  • Up Smash (18f)
  • OOS Bair (+1)
Forward Smash16-22/-24
  • Grab (10f)
  • Up B (10f)
  • OOS Nair (16f)
  • OOS Dair (17f)
  • OOS Fair (17f)
  • OOS Uair (17f)
  • Up Smash (18f)
  • OOS Bair (22f)
Up Smash13-23
  • Grab (10f)
  • Up B (10f)
  • OOS Nair (16f)
  • OOS Dair (17f)
  • OOS Fair (17f)
  • OOS Uair (17f)
  • Up Smash (18f)
  • OOS Bair (22f)
Down Smash18-28
  • Grab (10f)
  • Up B (10f)
  • OOS Nair (16f)
  • OOS Dair (17f)
  • OOS Fair (17f)
  • OOS Uair (17f)
  • Up Smash (18f)
  • OOS Bair (22f)
Neutral Air5-6/-8
  • None
Forward Air8-9/-9
  • None
  • Grab (+1)
  • Up B (+1)
Back Air7-7/-6
  • None
Up Air7-4
  • None
Down Air16-11/-11/-12
  • Grab (10f)
  • Up B (10f)
Neutral B5/15/23/37/50/56-65
  • Grab (10f)
  • Up B (10f)
  • OOS Nair (16f)
  • OOS Dair (17f)
  • OOS Fair (17f)
  • OOS Uair (17f)
  • Up Smash (18f)
  • OOS Bair (22f)
Side B16
Up B11/38-51
  • Grab (10f)
  • Up B (10f)
  • OOS Nair (16f)
  • OOS Dair (17f)
  • OOS Fair (17f)
  • OOS Uair (17f)
  • Up Smash (18f)
  • OOS Bair (22f)
Down B3 (Start of Counter)
Grab7
Dash Grab11
Pivot Grab12

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.

Reference Links

Related Pages