Personally, I don't get a lot of protectile Revenge in against Joker. The reward is too low--Eiha's low base damage means the bonus is marginal compared to what Joker gets for landing it. (You still take the DoT!) While Revenging bullet spam prevents Joker from pursuing that as a strategy and exploiting his slowness, I just have never really had it come up.I think it's due how soft Joker's midrange game is against the big cat and how Eiha / guns can be Revenge'd making zoning/run-away cost prohibitive against Incineroar ( the former is slow-ish with mid reward and the latter needs to be close to have any effect). It also helps that the recovery of Revenge was buffed so this tactic is more viable.
Non-projectile Revenge thrives when 2 conditions are met:
- The enemy has a safe button they would normally never be punished for. (And is thus inclined to spam it as their "default")
- If you miss, the enemy doesn't get to somehow do 40% or kill you.
As a reminder, Revenge is more than just a reward amplifier. It does 2 things:
- Makes all of Incineroar's attacks safer on shields.
- Pressures the opponent to fish for grabs, which puts them on equal frame and range footing with Incineroar while he is at his most dangerous.
Yes. Rebel's Guard is pretty horrific against Incineroar. As both a grab and burst movement option, with a bonkers reward even at zero Revenge, running the ropes is arguably the best all-purpose tool in the game against a Rebel Guard whiff. I land more side-Bs against Joker than I would ordinarily have any business landing against a character of that speed. Like, we compare Joker to Sheik (at least I do), but good luck landing that against her.What is it about Incineroar that allows the cat to do well against Joker? Is it that Rebel Guard is discouraged against a grappler? Is it that Joker's main damage comes from being very close and thus in danger of getting grabbed?
Joker's slipperierness, generously evasive hurtbox, and +90% fastfall speed really don't interfere with the cat's gameplan much. Yet Joker is still light, and it's hard to get a second Arsene when Rebel's Guard doesn't exist and your opponent is killing you with the consistency of Ness. And as a fast faller, Incineroar's d-tilt setups are at their best.
Incineroar does just generally dislike Joker's raw speed and solid grab game. Arsene also forces Incineroar to double down on the make-or-break big plays, which is somewhat fine but no one likes feeling pressured. As mentioned, Eiha is uniquely poor to Revenge.On top of this, Incineroar has the range and frame data to contest Joker's buttons coupled with nair OOS to make pressuring Incineroar surprisingly difficult. Even Incineroar's disadvantage state is to be noted since he can either fast-fall nair or Revenge through some frame traps to get out of trouble (both have risks, but also have their uses). The only area I can think of where Joker oppresses the cat is edge-guarding, however Incineroar can edge-guard non-Arsene with equal prejudice thanks to being able to move slightly during Darkest Lariat such that he can fall off the edge while the move is active and hit Joker (Browny brought the Lariat edge-guard up a couple times).
Dunno if it's enough to have the matchup even, but its enough to not write Incineroar off as "lol. Heavy get combo'd".
Right??? Incineroar does okay against G&W for many of the same reasons he does against Joker. G&W is so slippery that you were only hitting him with hard reads anyway, so why not play the hard read king?For that matter, a character with good Joker and G&W matchups sounds like something people would be desperate for.
However, the data suggests that "Dabuz characters" have a pattern of beating Incineroar, along with people like Mario/Wario. Ness too. This data has him as Meta Knight's easiest matchup. He supposedly does very well against Bowser, which surprises me.
Edit for more matchups: The data suggests he has a positive record against Pikachu, which surprises me too but I guess is possible--it's a brutal matchup on both sides. Pikachu's chains are just awful, but Revenge (post-patch!) is the perfect tool for thunder jolts as long as you are careful about avoiding the narrow range window at which he can dash grab you. Pikachu is so light, builds Revenge so easily, and is so exposed in those brief moments of coming in, that it can make up for the rest feeling like one of the most abusive matchups in the game. I once had a Pikachu main tell me after some sets that it was the most stressful matchup he had ever played, despite the fact that he was nair chaining me to 50.
Incineroar also shows as having a great matchup against Wolf. Lasers? Tasty!
Aside: It's extra-impressive that Jigglypuff has the 10th highest overall win-rate, in that her worst matchups tend to be the highest usage characters. With very, very little deviation, she loses to every character with a sword (not-named-Hero) and wins against every character without a sword.
It's not going to be wise to look into the Byleth data too much, but it stands out because the overall win rate is so dang high. You expect new DLC to be an outlier on the low end in terms of raw win-rate; the character is new, and the effect of "no one knows how to play them" is always expected to be bigger than "no one knows how to fight them." But Byleth is sitting at 51.5% smash.gg wins, #11! Joker himself is merely #7!
All the DLC characters enjoyed decent adoption that more than made up for their late arrival, but in 5 months Byleth already has lifetime usage matching that of Wario, without compromising on win-rate. There seems to be a lot of grass-roots support of this character, and not from those going 0-2.
Also, it's impressive that Mewtwo and Corrin have such sky-high win-rates. This is lifetime data, including pre-patch games for both. More evidence (as if we needed any) that the balance team is focused very heavily on higher levels of play than this level of data.
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