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Fair cancel out most of the aerial approaches incineroar will try
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Z-air is a great spacing tool, especially off stage.
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Bombs are great to use when landing, otherwise Incineroar will shark you with up airs
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Baiting revenges can net you a free charge shot, which can obviously be very powerful
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Don't be afraid to be aggressive when edge guarding Incineroar, because sometimes he needs to be predictable, since he only has Alolan Whip and Cross Chop. Both of these moves have armor though.
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A good Incineroar will counter your "retreating ledge getup fair" with a well spaced f-tilt, and since you've lost your jump and this attack sends you slightly downwards, you will die early.
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D-throw + up air + up air + up b seem to be a good string on low percentages, probably depending on DI.
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Grabs are great, because you won't get as punished in the end lag because Incineroar is slow
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If Incineroar uses revenge on a missile, charge shot or morph bomb, there is some lag that you can use to your advantage to get a free grab. The grab range is longer than the revenge hit-box.
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Auto-cancel nair + jab in front of a shielding Incineroar will come out before his shield grab.
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The gameplan should be to avoid grabs at all costs. This is because that's how Incineroar kills. Space very carefully, especially around Alolan Whip(side b), and especially around the ledge.
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Alolan Whip is the best kill move Incineroar has, but it's slow and can be punished thereafter. Make sure you bait this move, and that you learn the travel distance(because it's longer than you think)
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***** attack will win a trade against a Cross Chop, so use that to your advantage to call out a recovery.
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Once Incineroar has revenge you should be very careful. If you can condition him to shield, you can go for a grab, which neutralizes the revenge.