Inkling (SSBU)

## About Inkling In Super Smash Bros. Ultimate

Inkling is a middle weight who has slightly above average Dash speed and air speed, average walk speed and jump height and has a couple of KO moves and combo starter. KO Ones such as Fully Charged Down Special, And Smash attacks. Also Forward Aerial and neutral special's rapid jab finisher at later percents. Combo starters such as up throw, up tilt and few aerials. Inkling's back aerial is a good edge guarding tool, and Inkling also has a decent recovery. Inkling has a side special which burries opponents and also covers the floor with ink. Also Inkling has a unique ability which is Ink. Inkling has many other inklings available in her costumes.

## Update History

Inkling has been uneffected by the updates.

## Attributes

### Attributes

* Inkling's Dash speed is 1.735 which is above around 48% of the fighters.
* Inkling's Walk Speed is 1.148 which is above average.
* Inkling's Air speed is 1.055 which is also good.
* Inkling is a middle weight with a weight of 96.
* Inkling has an average jump height of 33.4.
* Inkling has a dash animation which shrinks her hurt box a lot.
* Inkling has a traction of 0.1000.
* Inkling has an air friction of 0.0096.
* Inkling has a gravity of 0.097.
* Inkling has a base air acceleration of 0.01.
* Inkling has an additional air acceleration of 0.070.
* Inkling has a max air acceleration of 0.0845.
* Inkling's roll, Front and back has a bit higher distance than average.
* Inkling has an average defence (1.00).
* Inkling has a normal resistance to launching of 1.00.

### Taunts

* **Up taunt**: Raises the Splattershot several times into the air in a celebratory cheer saying "C'mon". Based on the "C'mon!"/"This Way!" signal from *Splatoon* and *Splatoon 2*.
* **Side taunt**: Fires the Splattershot into the air with one hand and holds the other in the air.
* **Down taunt**: Jumps happily on the spot while smiling saying "Booyah!". Based on the "Booyah!" signal from *Splatoon* and *Splatoon 2*.

### Victory Poses

* Jumps for joy twice, spins around, and poses with the Splattershot. Directly based on the victory animation when using a Shooter-type weapon in *Splatoon 2*. The initial animation is based off the male Inkling's animation with the weapon of the same type in *Splatoon*. This pose is slightly altered for the male Inkling.
* Sways the Splat Roller from side to side, before striking a pose while resting the Roller's handle against a shoulder. This victory pose combines the victory animations in *Splatoon* and *Splatoon 2* when the Inkling uses a Roller-type weapon.
* Tosses the Slosher upward with their right arm and catches it in their left whilst spinning. They then toss it upwards a second time , posing with their left arm on their hip while the Slosher spins on their right index finger. Based on the female Inkling's victory animation when using a Slosher-type weapon in *Splatoon*.

### Idling Poses

* Briefly looks the other way, then turns back.
* Casually poses with the Splattershot pointing upwards, with the other hand on resting on Inkling's hip.

## Moveset

* Inkling will transform into squid form while dashing and dodging. This allows Inkling to avoid some projectiles and attacks while dashing due to a lower hurtbox, but only for a slight few frames, making it unviable as an actual tactic.
* Inkling takes continuous damage while swimming in water. This trait is shared with Charizard, Sonic, and Incineroar, and other fire type pokemon.
* Inkling can crawl and wall jump.
* Some of Inkling's attacks use up and apply ink. Attacks that use ink each use a set amount of the Ink Tank. If the Inkling does not have enough ink for a move, it will deal less damage and knockback, and certain moves will have no effect at all.
* The Ink Tank can be gradually replenished at any time by holding the special button while shielding, or via the Splattershot only when the Ink Tank is completely empty. This lowers the Inkling's hitbox, but lacks any defensive options apart from canceling the charge (which is punishable). It is also restored to full capacity when the Inkling is KO'd.
* The Inkling's Ink Tank is shown in the HUD and while charging ink. The red line on the tank is the minimum ink needed to throw a Splat Bomb. Once the Inkling runs out of ink, the Ink Tank will flash with a red "X" both in the HUD and on the Inkling's model.

*Note: All numbers are listed as base damage, without the 1v1 multiplier.*

### Ink mechanic

Inkling has a unique character mechanic: a handful of attacks will cover opponents in ink. Characters affected by ink are shown being coated with varying amounts of brightly colored liquid (which varies on the Inkling's alternate costume), and can be repeatedly inked until they are fully coated. Inked opponents take additional damage proportional to the amount of ink covering them. However, the damage/knockback multiplier (up to 1.5x) is maxed out after the victim is coated by roughly 60% of the maximum value. Applying more ink only lengthens the duration of being coated, and has no further effect on damage and launch rate.

Ink gradually disappears over time, from around 5s for the smallest application, to around 20s for a completely covered character. Ink can also be applied onto some Assist Trophies.

Once the Inkling runs out of ink, the only ways to regain charge are to be KO'd, or manually recharge it by holding the shield and special button at once (or via the special button with an empty tank). The charge animation lowers the Inkling's hurtbox enough to dodge grabs and projectiles, but it can can only be done on the ground, prevents the Inkling from dodging or moving, and has noticeable ending lag, making it very punishable.

The ink mechanic affects:

* All smash attacks. Without ink, all of them do significantly lower damage and knockback and is much less effective at killing, and can't kill reliably at percents such as 120%, but still feature "ink splatter" effects.
* All special attacks. Without ink, Inkling’s special moves (apart from Super Jump) are negatively affected:
	+ Splattershot will gradually lose damage and range once it passes the line of the Ink Tank, and will not fire any projectiles when no ink is remaining. Pressing the special button once this happens will cause the Inkling to charge ink.
	+ Splat Roller will slowly lose speed once it passes the line of the Ink Tank, and becomes completely harmless when no ink remains. This will also cause the Inkling to walk forward slowly and dejectedly.
	+ Splat Bomb cannot be thrown if the Inkling has less ink than the line of the Ink Tank. If attempted, the Inkling will quickly look back at the ink tank, giving opponents a chance to attack freely.
* Forward throw. Without ink, the Splattershot's hitbox deals no damage and will not cover opponents in ink.
* Neutral attack infinite. Without ink, the infinite and infinite finisher will have no hitboxes at all, and therefore deal no damage or knockback.

## Damages against the UBs and the 11

### Neutral Attack

* UB. Does 0.05% (Hit 1), 0.15% (Hit 2), 0.2% (Hit 3), 0.03% (Loop), 0.4% (End).
* UB. Does 0.05% (Hit 1), 0.15% (Hit 2), 0.2% (Hit 3), 0.03% (Loop), 0.4% (End).
* UB. Does 0.05% (Hit 1), 0.15% (Hit 2), 0.2% (Hit 3), 0.03% (Loop), 0.4% (End).
* UB. Does 0.05% (Hit 1), 0.15% (Hit 2), 0.2% (Hit 3), 0.03% (Loop), 0.4% (End).
* UB. Does 0.05% (Hit 1), 0.15% (Hit 2), 0.2% (Hit 3), 0.03% (Loop), 0.4% (End).
* UB. Does 0.05% (Hit 1), 0.15% (Hit 2), 0.2% (Hit 3), 0.03% (Loop), 0.4% (End).
* UB. Does 0.05% (Hit 1), 0.15% (Hit 2), 0.2% (Hit 3), 0.03% (Loop), 0.4% (End).
* UB. Does 0.05% (Hit 1), 0.15% (Hit 2), 0.2% (Hit 3), 0.03% (Loop), 0.4% (End).
* the11. Does 0.05% (Hit 1), 0.15% (Hit 2), 0.2% (Hit 3), 0.03% (Loop), 0.4% (End).
* the11. Does 0.05% (Hit 1), 0.15% (Hit 2), 0.2% (Hit 3), 0.03% (Loop), 0.4% (End).
* the11. Does 0.05% (Hit 1), 0.15% (Hit 2), 0.2% (Hit 3), 0.03% (Loop), 0.4% (End).
* the11. Does 1%, 2%, 2.5%, 0.8% (Loop), 3.5% (End).
* the11. Does 0.05% (Hit 1), 0.15% (Hit 2), 0.2% (Hit 3), 0.03% (Loop), 0.4% (End).
* the11. Does 0.05% (Hit 1), 0.15% (Hit 2), 0.2% (Hit 3), 0.03% (Loop), 0.4% (End).
* the11. Does 0.05% (Hit 1), 0.15% (Hit 2), 0.2% (Hit 3), 0.03% (Loop), 0.4% (End).
* the11. Does 0.05% (Hit 1), 0.15% (Hit 2), 0.2% (Hit 3), 0.03% (Loop), 0.4% (End).
* the11. Does 0.05% (Hit 1), 0.15% (Hit 2), 0.2% (Hit 3), 0.03% (Loop), 0.4% (End).
* the11. Does 0.05% (Hit 1), 0.15% (Hit 2), 0.2% (Hit 3), 0.03% (Loop), 0.4% (End).
* the11. Does 0.05% (Hit 1), 0.15% (Hit 2), 0.2% (Hit 3), 0.03% (Loop), 0.4% (End).

### Side Attack

* UB. Does 0.4%.
* UB. Does 0.4%.
* UB. Does 0.4%.
* UB. Does 0.4%.
* UB. Does 0.4%.
* UB. Does 0.4%.
* UB. Does 0.4%.
* UB. Does 0.4%.
* the11. Does 0.4%.
* the11. Does 0.4%.
* the11. Does 0.4%.
* the11. Does 7.6%.
* the11. Does 0.4%.
* the11. Does 0.4%.
* the11. Does 0.4%.
* the11. Does 0.4%.
* the11. Does 0.4%.
* the11. Does 0.4%.
* the11. Does 0.4%.

### up Attack

* UB. Does 0.4%.
* UB. Does 0.4%.
* UB. Does 0.4%.
* UB. Does 0.4%.
* UB. Does 0.4%.
* UB. Does 0.4%.
* UB. Does 0.4%.
* UB. Does 0.4%.
* the11. Does 0.4%.
* the11. Does 0.4%.
* the11. Does 0.4%.
* the11. Does 6.7%.
* the11. Does 0.4%.
* the11. Does 0.4%.
* the11. Does 0.4%.
* the11. Does 0.4%.
* the11. Does 0.4%.
* the11. Does 0.4%.
* the11. Does 0.4%.

### Down Attack

* UB. Does 0.1% (hit 1), 0.3% (hit 2).
* UB. Does 0.1% (hit 1), 0.3% (hit 2).
* UB. Does 0.1% (hit 1), 0.3% (hit 2).
* UB. Does 0.1% (hit 1), 0.3% (hit 2).
* UB. Does 0.1% (hit 1), 0.3% (hit 2).
* UB. Does 0.1% (hit 1), 0.3% (hit 2).
* UB. Does 0.1% (hit 1), 0.3% (hit 2).
* UB. Does 0.1% (hit 1), 0.3% (hit 2).
* the11. Does 0.1% (hit 1), 0.3% (hit 2).
* the11. Does 0.1% (hit 1), 0.3% (hit 2).
* the11. Does 0.1% (hit 1), 0.3% (hit 2).
* the11. Does 3%, 6%.
* the11. Does 0.1% (hit 1), 0.3% (hit 2).
* the11. Does 0.1% (hit 1), 0.3% (hit 2).
* the11. Does 0.1% (hit 1), 0.3% (hit 2).
* the11. Does 0.1% (hit 1), 0.3% (hit 2).
* the11. Does 0.1% (hit 1), 0.3% (hit 2).
* the11. Does 0.1% (hit 1), 0.3% (hit 2).
* the11. Does 0.1% (hit 1), 0.3% (hit 2).

### Dash Attack

* UB. Does 0.4%.
* UB. Does 0.4%.
* UB. Does 0.4%.
* UB. Does 0.4%.
* UB. Does 0.4%.
* UB. Does 0.4%.
* UB. Does 0.4%.
* UB. Does 0.4%.
* the11. Does 0.4%.
* the11. Does 0.4%.
* the11. Does 0.4%.
* the11. Does 7.5%.
* the11. Does 0.4%.
* the11. Does 0.4%.
* the11. Does 0.4%.
* the11. Does 0.4%.
* the11. Does 0.4%.
* the11. Does 0.4%.
* the11. Does 0.4%.

### Side Smash

* UB. Does 1.00%-1.800% (ink, brush), 0.95%-1.75% (ink, handle), 0.55%-1.35% (no ink).
* UB. Does 1.00%-1.800% (ink, brush), 0.95%-1.75% (ink, handle), 0.55%-1.35% (no ink).
* UB. Does 1.00%-1.800% (ink, brush), 0.95%-1.75% (ink, handle), 0.55%-1.35% (no ink).
* UB. Does 1.00%-1.800% (ink, brush), 0.95%-1.75% (ink, handle), 0.55%-1.35% (no ink).
* UB. Does 1.00%-1.800% (ink, brush), 0.95%-1.75% (ink, handle), 0.55%-1.35% (no ink).
* UB. Does 1.00%-1.800% (ink, brush), 0.95%-1.75% (ink, handle), 0.55%-1.35% (no ink).
* UB. Does 1.00%-1.800% (ink, brush), 0.95%-1.75% (ink, handle), 0.55%-1.35% (no ink).
* UB. Does 1.00%-1.800% (ink, brush), 0.95%-1.75% (ink, handle), 0.55%-1.35% (no ink).
* the11. Does 1.00%-1.800% (ink, brush), 0.95%-1.75% (ink, handle), 0.55%-1.35% (no ink).
* the11. Does 1.00%-1.800% (ink, brush), 0.95%-1.75% (ink, handle), 0.55%-1.35% (no ink).
* the11. Does 1.00%-1.800% (ink, brush), 0.95%-1.75% (ink, handle), 0.55%-1.35% (no ink).
* the11. Does 16.1% (ink, brush), 14.3% (ink, handle), 13.2% (no ink).
* the11. Does 1.00%-1.800% (ink, brush), 0.95%-1.75% (ink, handle), 0.55%-1.35% (no ink).
* the11. Does 1.00%-1.800% (ink, brush), 0.95%-1.75% (ink, handle), 0.55%-1.35% (no ink).
* the11. Does 1.00%-1.800% (ink, brush), 0.95%-1.75% (ink, handle), 0.55%-1.35% (no ink).
* the11. Does 1.00%-1.800% (ink, brush), 0.95%-1.75% (ink, handle), 0.55%-1.35% (no ink).
* the11. Does 1.00%-1.800% (ink, brush), 0.95%-1.75% (ink, handle), 0.55%-1.35% (no ink).
* the11. Does 1.00%-1.800% (ink, brush), 0.95%-1.75% (ink, handle), 0.55%-1.35% (no ink).
* the11. Does 1.00%-1.800% (ink, brush), 0.95%-1.75% (ink, handle), 0.55%-1.35% (no ink).

### Up Smash

* UB. Does 0.05%-0.1% (hit 1), 0.95%-1.75% (hit 2, ink, center), 0.85%-1.75% (hit 2, ink, outer), 0.45%-1.25% (hit 2, no ink, center).
* UB. Does 0.05%-0.1% (hit 1), 0.95%-1.75% (hit 2, ink, center), 0.85%-1.75% (hit 2, ink, outer), 0.45%-1.25% (hit 2, no ink, center).
* UB. Does 0.05%-0.1% (hit 1), 0.95%-1.75% (hit 2, ink, center), 0.85%-1.75% (hit 2, ink, outer), 0.45%-1.25% (hit 2, no ink, center).
* UB. Does 0.05%-0.1% (hit 1), 0.95%-1.75% (hit 2, ink, center), 0.85%-1.75% (hit 2, ink, outer), 0.45%-1.25% (hit 2, no ink, center).
* UB. Does 0.05%-0.1% (hit 1), 0.95%-1.75% (hit 2, ink, center), 0.85%-1.75% (hit 2, ink, outer), 0.45%-1.25% (hit 2, no ink, center).
* UB. Does 0.05%-0.1% (hit 1), 0.95%-1.75% (hit 2, ink, center), 0.85%-1.75% (hit 2, ink, outer), 0.45%-1.25% (hit 2, no ink, center).
* UB. Does 0.05%-0.1% (hit 1), 0.95%-1.75% (hit 2, ink, center), 0.85%-1.75% (hit 2, ink, outer), 0.45%-1.25% (hit 2, no ink, center).
* UB. Does 0.05%-0.1% (hit 1), 0.95%-1.75% (hit 2, ink, center), 0.85%-1.75% (hit 2, ink, outer), 0.45%-1.25% (hit 2, no ink, center).
* the11. Does 0.05%-0.1% (hit 1), 0.95%-1.75% (hit 2, ink, center), 0.85%-1.75% (hit 2, ink, outer), 0.45%-1.25% (hit 2, no ink, center).
* the11. Does 0.05%-0.1% (hit 1), 0.95%-1.75% (hit 2, ink, center), 0.85%-1.75% (hit 2, ink, outer), 0.45%-1.25% (hit 2, no ink, center).
* the11. Does 0.05%-0.1% (hit 1), 0.95%-1.75% (hit 2, ink, center), 0.85%-1.75% (hit 2, ink, outer), 0.45%-1.25% (hit 2, no ink, center).
* the11. Does 4% (hit 1), 15% (hit 2, ink, center), 10% (hit 2, ink, outer), 10% (hit 2, no ink, center).
* the11. Does 0.05%-0.1% (hit 1), 0.95%-1.75% (hit 2, ink, center), 0.85%-1.75% (hit 2, ink, outer), 0.45%-1.25% (hit 2, no ink, center).
* the11. Does 0.05%-0.1% (hit 1), 0.95%-1.75% (hit 2, ink, center), 0.85%-1.75% (hit 2, ink, outer), 0.45%-1.25% (hit 2, no ink, center).
* the11. Does 0.05%-0.1% (hit 1), 0.95%-1.75% (hit 2, ink, center), 0.85%-1.75% (hit 2, ink, outer), 0.45%-1.25% (hit 2, no ink, center).
* the11. Does 0.05%-0.1% (hit 1), 0.95%-1.75% (hit 2, ink, center), 0.85%-1.75% (hit 2, ink, outer), 0.45%-1.25% (hit 2, no ink, center).
* the11. Does 0.05%-0.1% (hit 1), 0.95%-1.75% (hit 2, ink, center), 0.85%-1.75% (hit 2, ink, outer), 0.45%-1.25% (hit 2, no ink, center).
* the11. Does 0.05%-0.1% (hit 1), 0.95%-1.75% (hit 2, ink, center), 0.85%-1.75% (hit 2, ink, outer), 0.45%-1.25% (hit 2, no ink, center).
* the11. Does 0.05%-0.1% (hit 1), 0.95%-1.75% (hit 2, ink, center), 0.85%-1.75% (hit 2, ink, outer), 0.45%-1.25% (hit 2, no ink, center).

### Down Smash

* UB. Does 1%-1.8% (hit 1, ink, close), 0.9%-1.7% (hit 2, ink, close), 0.9%-1.7% (hit 1, no ink, close), 0.8%-1.6% (hit 2, no ink, close).
* UB. Does 1%-1.8% (hit 1, ink, close), 0.9%-1.7% (hit 2, ink, close), 0.9%-1.7% (hit 1, no ink, close), 0.8%-1.6% (hit 2, no ink, close).
* UB. Does 1%-1.8% (hit 1, ink, close), 0.9%-1.7% (hit 2, ink, close), 0.9%-1.7% (hit 1, no ink, close), 0.8%-1.6% (hit 2, no ink, close).
* UB. Does 1%-1.8% (hit 1, ink, close), 0.9%-1.7% (hit 2, ink, close), 0.9%-1.7% (hit 1, no ink, close), 0.8%-1.6% (hit 2, no ink, close).
* UB. Does 1%-1.8% (hit 1, ink, close), 0.9%-1.7% (hit 2, ink, close), 0.9%-1.7% (hit 1, no ink, close), 0.8%-1.6% (hit 2, no ink, close).
* UB. Does 1%-1.8% (hit 1, ink, close), 0.9%-1.7% (hit 2, ink, close), 0.9%-1.7% (hit 1, no ink, close), 0.8%-1.6% (hit 2, no ink, close).
* UB. Does 1%-1.8% (hit 1, ink, close), 0.9%-1.7% (hit 2, ink, close), 0.9%-1.7% (hit 1, no ink, close), 0.8%-1.6% (hit 2, no ink, close).
* UB. Does 1%-1.8% (hit 1, ink, close), 0.9%-1.7% (hit 2, ink, close), 0.9%-1.7% (hit 1, no ink, close), 0.8%-1.6% (hit 2, no ink, close).
* the11. Does 1%-1.8% (hit 1, ink, close), 0.9%-1.7% (hit 2, ink, close), 0.9%-1.7% (hit 1, no ink, close), 0.8%-1.6% (hit 2, no ink, close).
* the11. Does 1%-1.8% (hit 1, ink, close), 0.9%-1.7% (hit 2, ink, close), 0.9%-1.7% (hit 1, no ink, close), 0.8%-1.6% (hit 2, no ink, close).
* the11. Does 1%-1.8% (hit 1, ink, close), 0.9%-1.7% (hit 2, ink, close), 0.9%-1.7% (hit 1, no ink, close), 0.8%-1.6% (hit 2, no ink, close).
* the11. Does 14.6% (hit 1, ink, close), 12% (hit 2, ink, close), 10% (hit 1, no ink, close), 9% (hit 2, no ink, close).
* the11. Does 1%-1.8% (hit 1, ink, close), 0.9%-1.7% (hit 2, ink, close), 0.9%-1.7% (hit 1, no ink, close), 0.8%-1.6% (hit 2, no ink, close).
* the11. Does 1%-1.8% (hit 1, ink, close), 0.9%-1.7% (hit 2, ink, close), 0.9%-1.7% (hit 1, no ink, close), 0.8%-1.6% (hit 2, no ink, close).
* the11. Does 1%-1.8% (hit 1, ink, close), 0.9%-1.7% (hit 2, ink, close), 0.9%-1.7% (hit 1, no ink, close), 0.8%-1.6% (hit 2, no ink, close).
* the11. Does 1%-1.8% (hit 1, ink, close), 0.9%-1.7% (hit 2, ink, close), 0.9%-1.7% (hit 1, no ink, close), 0.8%-1.6% (hit 2, no ink, close).
* the11. Does 1%-1.8% (hit 1, ink, close), 0.9%-1.7% (hit 2, ink, close), 0.9%-1.7% (hit 1, no ink, close), 0.8%-1.6% (hit 2, no ink, close).
* the11. Does 1%-1.8% (hit 1, ink, close), 0.9%-1.7% (hit 2, ink, close), 0.9%-1.7% (hit 1, no ink, close), 0.8%-1.6% (hit 2, no ink, close).
* the11. Does 1%-1.8% (hit 1, ink, close), 0.9%-1.7% (hit 2, ink, close), 0.9%-1.7% (hit 1, no ink, close), 0.8%-1.6% (hit 2, no ink, close).

### Neutral Aerial

* UB. Does 0.4%.
* UB. Does 0.4%.
* UB. Does 0.4%.
* UB. Does 0.4%.
* UB. Does 0.4%.
* UB. Does 0.4%.
* UB. Does 0.4%.
* UB. Does 0.4%.
* the11. Does 0.4%.
* the11. Does 0.4%.
* the11. Does 0.4%.
* the11. Does 6.5%.
* the11. Does 0.4%.
* the11. Does 0.4%.
* the11. Does 0.4%.
* the11. Does 0.4%.
* the11. Does 0.4%.
* the11. Does 0.4%.
* the11. Does 0.4%.

### Forward Aerial

* UB. Does 0.4%.
* UB. Does 0.4%.
* UB. Does 0.4%.
* UB. Does 0.4%.
* UB. Does 0.4%.
* UB. Does 0.4%.
* UB. Does 0.4%.
* UB. Does 0.4%.
* the11. Does 0.4%.
* the11. Does 0.4%.
* the11. Does 0.4%.
* the11. Does 10.3%.
* the11. Does 0.4%.
* the11. Does 0.4%.
* the11. Does 0.4%.
* the11. Does 0.4%.
* the11. Does 0.4%.
* the11. Does 0.4%.
* the11. Does 0.4%.

### Back aerial

* UB. Does 0.2% (Sourspot), 0.4% (Sweet Spot).
* UB. Does 0.2% (Sourspot), 0.4% (Sweet Spot).
* UB. Does 0.2% (Sourspot), 0.4% (Sweet Spot).
* UB. Does 0.2% (Sourspot), 0.4% (Sweet Spot).
* UB. Does 0.2% (Sourspot), 0.4% (Sweet Spot).
* UB. Does 0.2% (Sourspot), 0.4% (Sweet Spot).
* UB. Does 0.2% (Sourspot), 0.4% (Sweet Spot).
* UB. Does 0.2% (Sourspot), 0.4% (Sweet Spot).
* the11. Does 0.2% (Sourspot), 0.4% (Sweet Spot).
* the11. Does 0.2% (Sourspot), 0.4% (Sweet Spot).
* the11. Does 0.2% (Sourspot), 0.4% (Sweet Spot).
* the11. Does 7.2%, 5.7%.
* the11. Does 0.2% (Sourspot), 0.4% (Sweet Spot).
* the11. Does 0.2% (Sourspot), 0.4% (Sweet Spot).
* the11. Does 0.2% (Sourspot), 0.4% (Sweet Spot).
* the11. Does 0.2% (Sourspot), 0.4% (Sweet Spot).
* the11. Does 0.2% (Sourspot), 0.4% (Sweet Spot).
* the11. Does 0.2% (Sourspot), 0.4% (Sweet Spot).
* the11. Does 0.2% (Sourspot), 0.4% (Sweet Spot).

### up Aerial

* UB. Does 0.15% (Hit 1), 0.25% (Hit 2).
* UB. Does 0.15% (Hit 1), 0.25% (Hit 2).
* UB. Does 0.15% (Hit 1), 0.25% (Hit 2).
* UB. Does 0.15% (Hit 1), 0.25% (Hit 2).
* UB. Does 0.15% (Hit 1), 0.25% (Hit 2).
* UB. Does 0.15% (Hit 1), 0.25% (Hit 2).
* UB. Does 0.15% (Hit 1), 0.25% (Hit 2).
* UB. Does 0.15% (Hit 1), 0.25% (Hit 2).
* the11. Does 0.15% (Hit 1), 0.25% (Hit 2).
* the11. Does 0.15% (Hit 1), 0.25% (Hit 2).
* the11. Does 0.15% (Hit 1), 0.25% (Hit 2).
* the11. Does 3.5%, 4.5%.
* the11. Does 0.15% (Hit 1), 0.25% (Hit 2).
* the11. Does 0.15% (Hit 1), 0.25% (Hit 2).
* the11. Does 0.15% (Hit 1), 0.25% (Hit 2).
* the11. Does 0.15% (Hit 1), 0.25% (Hit 2).
* the11. Does 0.15% (Hit 1), 0.25% (Hit 2).
* the11. Does 0.15% (Hit 1), 0.25% (Hit 2).
* the11. Does 0.15% (Hit 1), 0.25% (Hit 2).

### Down aerial

* UB. Does 0.2% (Sourspot), 0.4% (Sweet Spot).
* UB. Does 0.2% (Sourspot), 0.4% (Sweet Spot).
* UB. Does 0.2% (Sourspot), 0.4% (Sweet Spot).
* UB. Does 0.2% (Sourspot), 0.4% (Sweet Spot).
* UB. Does 0.2% (Sourspot), 0.4% (Sweet Spot).
* UB. Does 0.2% (Sourspot), 0.4% (Sweet Spot).
* UB. Does 0.2% (Sourspot), 0.4% (Sweet Spot).
* UB. Does 0.2% (Sourspot), 0.4% (Sweet Spot).
* the11. Does 0.2% (Sourspot), 0.4% (Sweet Spot).
* the11. Does 0.2% (Sourspot), 0.4% (Sweet Spot).
* the11. Does 0.2% (Sourspot), 0.4% (Sweet Spot).
* the11. Does 7.2%, 5.7%.
* the11. Does 0.2% (Sourspot), 0.4% (Sweet Spot).
* the11. Does 0.2% (Sourspot), 0.4% (Sweet Spot).
* the11. Does 0.2% (Sourspot), 0.4% (Sweet Spot).
* the11. Does 0.2% (Sourspot), 0.4% (Sweet Spot).
* the11. Does 0.2% (Sourspot), 0.4% (Sweet Spot).
* the11. Does 0.2% (Sourspot), 0.4% (Sweet Spot).
* the11. Does 0.2% (Sourspot), 0.4% (Sweet Spot).

### Pummel

* UB. Does 0.1%.
* UB. Does 0.1%.
* UB. Does 0.1%.
* UB. Does 0.1%.
* UB. Does 0.1%.
* UB. Does 0.1%.
* UB. Does 0.1%.
* UB. Does 0.1%.
* the11. Does 0.1%.
* the11. Does 0.1%.
* the11. Does 0.1%.
* the11. Does 1.2%.
* the11. Does 0.1%.
* the11. Does 0.1%.
* the11. Does 0.1%.
* the11. Does 0.1%.
* the11. Does 0.1%.
* the11. Does 0.1%.
* the11. Does 0.1%.

### Forward Throw

* UB. Does 0.2% (Hit 1), 0.2% (Hit 2).
* UB. Does 0.2% (Hit 1), 0.2% (Hit 2).
* UB. Does 0.2% (Hit 1), 0.2% (Hit 2).
* UB. Does 0.2% (Hit 1), 0.2% (Hit 2).
* UB. Does 0.2% (Hit 1), 0.2% (Hit 2).
* UB. Does 0.2% (Hit 1), 0.2% (Hit 2).
* UB. Does 0.2% (Hit 1), 0.2% (Hit 2).
* UB. Does 0.2% (Hit 1), 0.2% (Hit 2).
* the11. Does 0.2% (Hit 1), 0.2% (Hit 2).
* the11. Does 0.2% (Hit 1), 0.2% (Hit 2).
* the11. Does 0.2% (Hit 1), 0.2% (Hit 2).
* the11. Does 5%, 3%.
* the11. Does 0.2% (Hit 1), 0.2% (Hit 2).
* the11. Does 0.2% (Hit 1), 0.2% (Hit 2).
* the11. Does 0.2% (Hit 1), 0.2% (Hit 2).
* the11. Does 0.2% (Hit 1), 0.2% (Hit 2).
* the11. Does 0.2% (Hit 1), 0.2% (Hit 2).
* the11. Does 0.2% (Hit 1), 0.2% (Hit 2).
* the11. Does 0.2% (Hit 1), 0.2% (Hit 2).

### Back Aerial

* UB. Does 0.4%.
* UB. Does 0.4%.
* UB. Does 0.4%.
* UB. Does 0.4%.
* UB. Does 0.4%.
* UB. Does 0.4%.
* UB. Does 0.4%.
* UB. Does 0.4%.
* the11. Does 0.4%.
* the11. Does 0.4%.
* the11. Does 0.4%.
* the11. Does 8.7%.
* the11. Does 0.4%.
* the11. Does 0.4%.
* the11. Does 0.4%.
* the11. Does 0.4%.
* the11. Does 0.4%.
* the11. Does 0.4%.
* the11. Does 0.4%.

### Up Throw

* UB. Does 0.2% (Hit 1), 0.2% (Hit 2).
* UB. Does 0.2% (Hit 1), 0.2% (Hit 2).
* UB. Does 0.2% (Hit 1), 0.2% (Hit 2).
* UB. Does 0.2% (Hit 1), 0.2% (Hit 2).
* UB. Does 0.2% (Hit 1), 0.2% (Hit 2).
* UB. Does 0.2% (Hit 1), 0.2% (Hit 2).
* UB. Does 0.2% (Hit 1), 0.2% (Hit 2).
* UB. Does 0.2% (Hit 1), 0.2% (Hit 2).
* the11. Does 0.2% (Hit 1), 0.2% (Hit 2).
* the11. Does 0.2% (Hit 1), 0.2% (Hit 2).
* the11. Does 0.2% (Hit 1), 0.2% (Hit 2).
* the11. Does 3%, 3%.
* the11. Does 0.2% (Hit 1), 0.2% (Hit 2).
* the11. Does 0.2% (Hit 1), 0.2% (Hit 2).
* the11. Does 0.2% (Hit 1), 0.2% (Hit 2).
* the11. Does 0.2% (Hit 1), 0.2% (Hit 2).
* the11. Does 0.2% (Hit 1), 0.2% (Hit 2).
* the11. Does 0.2% (Hit 1), 0.2% (Hit 2).
* the11. Does 0.2% (Hit 1), 0.2% (Hit 2).

### Down throw

* UB. Does 0.4%.
* UB. Does 0.4%.
* UB. Does 0.4%.
* UB. Does 0.4%.
* UB. Does 0.4%.
* UB. Does 0.4%.
* UB. Does 0.4%.
* UB. Does 0.4%.
* the11. Does 0.4%.
* the11. Does 0.4%.
* the11. Does 0.4%.
* the11. Does 7%.
* the11. Does 0.4%.
* the11. Does 0.4%.
* the11. Does 0.4%.
* the11. Does 0.4%.
* the11. Does 0.4%.
* the11. Does 0.4%.
* the11. Does 0.4%.

### Floor attack (front)

* UB. Does 0.2%. Total is 0.2%.
* UB. Does 0.2%. Total is 0.2%.
* UB. Does 0.2%. Total is 0.2%.
* UB. Does 0.2%. Total is 0.2%.
* UB. Does 0.2%. Total is 0.2%.
* UB. Does 0.2%. Total is 0.2%.
* UB. Does 0.2%. Total is 0.2%.
* UB. Does 0.2%. Total is 0.2%.
* the11. Does 0.2%. Total is 0.2%.
* the11. Does 0.2%. Total is 0.2%.
* the11. Does 0.2%. Total is 0.2%.
* the11. Does 3%. Total is 3%.
* the11. Does 0.2%. Total is 0.2%.
* the11. Does 0.2%. Total is 0.2%.
* the11. Does 0.2%. Total is 0.2%.
* the11. Does 0.2%. Total is 0.2%.
* the11. Does 0.2%. Total is 0.2%.
* the11. Does 0.2%. Total is 0.2%.
* the11. Does 0.2%. Total is 0.2%.

### Floor attack (back)

* UB. Does 0.4%. Total is 0.4%.
* UB. Does 0.4%. Total is 0.4%.
* UB. Does 0.4%. Total is 0.4%.
* UB. Does 0.4%. Total is 0.4%.
* UB. Does 0.4%. Total is 0.4%.
* UB. Does 0.4%. Total is 0.4%.
* UB. Does 0.4%. Total is 0.4%.
* UB. Does 0.4%. Total is 0.4%.
* the11. Does 0.4%. Total is 0.4%.
* the11. Does 0.4%. Total is 0.4%.
* the11. Does 0.4%. Total is 0.4%.
* the11. Does 7%%. Total is 7%.
* the11. Does 0.4%. Total is 0.4%.
* the11. Does 0.4%. Total is 0.4%.
* the11. Does 0.4%. Total is 0.4%.
* the11. Does 0.4%. Total is 0.4%.
* the11. Does 0.4%. Total is 0.4%.
* the11. Does 0.4%. Total is 0.4%.
* the11. Does 0.4%. Total is 0.4%.

### Floor attack (trip)

* UB. Does 0.4%. Total is 0.4%.
* UB. Does 0.4%. Total is 0.4%.
* UB. Does 0.4%. Total is 0.4%.
* UB. Does 0.4%. Total is 0.4%.
* UB. Does 0.4%. Total is 0.4%.
* UB. Does 0.4%. Total is 0.4%.
* UB. Does 0.4%. Total is 0.4%.
* UB. Does 0.4%. Total is 0.4%.
* the11. Does 0.4%. Total is 0.4%.
* the11. Does 0.4%. Total is 0.4%.
* the11. Does 0.4%. Total is 0.4%.
* the11. Does 7%%. Total is 7%.
* the11. Does 0.4%. Total is 0.4%.
* the11. Does 0.4%. Total is 0.4%.
* the11. Does 0.4%. Total is 0.4%.
* the11. Does 0.4%. Total is 0.4%.
* the11. Does 0.4%. Total is 0.4%.
* the11. Does 0.4%. Total is 0.4%.
* the11. Does 0.4%. Total is 0.4%.

### Edge attack

* UB. Does 0.4%. Total is 0.4%.
* UB. Does 0.4%. Total is 0.4%.
* UB. Does 0.4%. Total is 0.4%.
* UB. Does 0.4%. Total is 0.4%.
* UB. Does 0.4%. Total is 0.4%.
* UB. Does 0.4%. Total is 0.4%.
* UB. Does 0.4%. Total is 0.4%.
* UB. Does 0.4%. Total is 0.4%.
* the11. Does 0.4%. Total is 0.4%.
* the11. Does 0.4%. Total is 0.4%.
* the11. Does 0.4%. Total is 0.4%.
* the11. Does 7%%. Total is 7%.
* the11. Does 0.4%. Total is 0.4%.
* the11. Does 0.4%. Total is 0.4%.
* the11. Does 0.4%. Total is 0.4%.
* the11. Does 0.4%. Total is 0.4%.
* the11. Does 0.4%. Total is 0.4%.
* the11. Does 0.4%. Total is 0.4%.
* the11. Does 0.4%. Total is 0.4%.

### Neutral Special

* UB. Does 0.2% (above Ink Tank line), 0.1% (below Ink Tank line), 0.05% (almost empty).
* UB. Does 0.2% (above Ink Tank line), 0.1% (below Ink Tank line), 0.05% (almost empty).
* UB. Does 0.2% (above Ink Tank line), 0.1% (below Ink Tank line), 0.05% (almost empty).
* UB. Does 0.2% (above Ink Tank line), 0.1% (below Ink Tank line), 0.05% (almost empty).
* UB. Does 0.2% (above Ink Tank line), 0.1% (below Ink Tank line), 0.05% (almost empty).
* UB. Does 0.2% (above Ink Tank line), 0.1% (below Ink Tank line), 0.05% (almost empty).
* UB. Does 0.2% (above Ink Tank line), 0.1% (below Ink Tank line), 0.05% (almost empty).
* UB. Does 0.2% (above Ink Tank line), 0.1% (below Ink Tank line), 0.05% (almost empty).
* the11. Does 0.2% (above Ink Tank line), 0.1% (below Ink Tank line), 0.05% (almost empty).
* the11. Does 0.2% (above Ink Tank line), 0.1% (below Ink Tank line), 0.05% (almost empty).
* the11. Does 0.2% (above Ink Tank line), 0.1% (below Ink Tank line), 0.05% (almost empty).
* the11. Does 0.7% (above Ink Tank line), 0.5% (below Ink Tank line), 0.15% (almost empty).
* the11. Does 0.2% (above Ink Tank line), 0.1% (below Ink Tank line), 0.05% (almost empty).
* the11. Does 0.2% (above Ink Tank line), 0.1% (below Ink Tank line), 0.05% (almost empty).
* the11. Does 0.2% (above Ink Tank line), 0.1% (below Ink Tank line), 0.05% (almost empty).
* the11. Does 0.2% (above Ink Tank line), 0.1% (below Ink Tank line), 0.05% (almost empty).
* the11. Does 0.2% (above Ink Tank line), 0.1% (below Ink Tank line), 0.05% (almost empty).
* the11. Does 0.2% (above Ink Tank line), 0.1% (below Ink Tank line), 0.05% (almost empty).
* the11. Does 0.2% (above Ink Tank line), 0.1% (below Ink Tank line), 0.05% (almost empty).

### Side Special

* UB. Does 1.500% (grounded, ink), 0.200-0.300% (moving after Ink Tank is empty).
* UB. Does 1.500% (grounded, ink), 0.200-0.300% (moving after Ink Tank is empty).
* UB. Does 1.500% (grounded, ink), 0.200-0.300% (moving after Ink Tank is empty).
* UB. Does 1.500% (grounded, ink), 0.200-0.300% (moving after Ink Tank is empty).
* UB. Does 1.500% (grounded, ink), 0.200-0.300% (moving after Ink Tank is empty).
* UB. Does 1.500% (grounded, ink), 0.200-0.300% (moving after Ink Tank is empty).
* UB. Does 1.500% (grounded, ink), 0.200-0.300% (moving after Ink Tank is empty).
* UB. Does 1.500% (grounded, ink), 0.200-0.300% (moving after Ink Tank is empty).
* the11. Does 1.500% (grounded, ink), 0.200-0.300% (moving after Ink Tank is empty).
* the11. Does 1.500% (grounded, ink), 0.200-0.300% (moving after Ink Tank is empty).
* the11. Does 1.500% (grounded, ink), 0.200-0.300% (moving after Ink Tank is empty).
* the11. Does 9.5% (grounded, ink), 2-3% (moving after Ink Tank is empty).
* the11. Does 1.500% (grounded, ink), 0.200-0.300% (moving after Ink Tank is empty).
* the11. Does 1.500% (grounded, ink), 0.200-0.300% (moving after Ink Tank is empty).
* the11. Does 1.500% (grounded, ink), 0.200-0.300% (moving after Ink Tank is empty).
* the11. Does 1.500% (grounded, ink), 0.200-0.300% (moving after Ink Tank is empty).
* the11. Does 1.500% (grounded, ink), 0.200-0.300% (moving after Ink Tank is empty).
* the11. Does 1.500% (grounded, ink), 0.200-0.300% (moving after Ink Tank is empty).
* the11. Does 1.500% (grounded, ink), 0.200-0.300% (moving after Ink Tank is empty).

### Up Special

* UB. Does 0.40% (close), 0.10% (far), 0.40% (landing hit).
* UB. Does 0.40% (close), 0.10% (far), 0.40% (landing hit).
* UB. Does 0.40% (close), 0.10% (far), 0.40% (landing hit).
* UB. Does 0.40% (close), 0.10% (far), 0.40% (landing hit).
* UB. Does 0.40% (close), 0.10% (far), 0.40% (landing hit).
* UB. Does 0.40% (close), 0.10% (far), 0.40% (landing hit).
* UB. Does 0.40% (close), 0.10% (far), 0.40% (landing hit).
* UB. Does 0.40% (close), 0.10% (far), 0.40% (landing hit).
* the11. Does 0.40% (close), 0.10% (far), 0.40% (landing hit).
* the11. Does 0.40% (close), 0.10% (far), 0.40% (landing hit).
* the11. Does 0.40% (close), 0.10% (far), 0.40% (landing hit).
* the11. Does 3% (close), 1% (far), 3% (landing hit).
* the11. Does 0.40% (close), 0.10% (far), 0.40% (landing hit).
* the11. Does 0.40% (close), 0.10% (far), 0.40% (landing hit).
* the11. Does 0.40% (close), 0.10% (far), 0.40% (landing hit).
* the11. Does 0.40% (close), 0.10% (far), 0.40% (landing hit).
* the11. Does 0.40% (close), 0.10% (far), 0.40% (landing hit).
* the11. Does 0.40% (close), 0.10% (far), 0.40% (landing hit).
* the11. Does 0.40% (close), 0.10% (far), 0.40% (landing hit).

### Down Special

* UB. Does 0.10-1.5%.
* UB. Does 0.10-1.5%.
* UB. Does 0.10-1.5%.
* UB. Does 0.10-1.5%.
* UB. Does 0.10-1.5%.
* UB. Does 0.10-1.5%.
* UB. Does 0.10-1.5%.
* UB. Does 0.10-1.5%.
* the11. Does 0.10-1.5%.
* the11. Does 0.10-1.5%.
* the11. Does 0.10-1.5%.
* the11. Does 9.4-15%.
* the11. Does 0.10-1.5%.
* the11. Does 0.10-1.5%.
* the11. Does 0.10-1.5%.
* the11. Does 0.10-1.5%.
* the11. Does 0.10-1.5%.
* the11. Does 0.10-1.5%.
* the11. Does 0.10-1.5%.

### Final Smash

* UB. Does 0.4% (hits 1-32), 4% (final hit).
* UB. Does 0.4% (hits 1-32), 4% (final hit).
* UB. Does 0.4% (hits 1-32), 4% (final hit).
* UB. Does 0.4% (hits 1-32), 4% (final hit).
* UB. Does 0.4% (hits 1-32), 4% (final hit).
* UB. Does 0.4% (hits 1-32), 4% (final hit).
* UB. Does 0.4% (hits 1-32), 4% (final hit).
* UB. Does 0.4% (hits 1-32), 4% (final hit).
* the11. Does 0.4% (hits 1-32), 4% (final hit).
* the11. Does 0.4% (hits 1-32), 4% (final hit).
* the11. Does 0.4% (hits 1-32), 4% (final hit).
* the11. Does 1% (hits 1-32), 8% (final hit).
* the11. Does 0.4% (hits 1-32), 4% (final hit).
* the11. Does 0.4% (hits 1-32), 4% (final hit).
* the11. Does 0.4% (hits 1-32), 4% (final hit).
* the11. Does 0.4% (hits 1-32), 4% (final hit).
* the11. Does 0.4% (hits 1-32), 4% (final hit).
* the11. Does 0.4% (hits 1-32), 4% (final hit).
* the11. Does 0.4% (hits 1-32), 4% (final hit).

## Matches, Ranks and Sumamry

### Matches

This section will not have much as not many were recorded.

#### Inkling VS Greninja

 VS

Inkling won 3-0.

#### Inkling VS Greninja

 VS

Inkling won 3-0.

#### Inkling VS Greninja

 VS

Inkling won 3-0.

#### Inkling VS Greninja

 VS

Inkling won 3-0.

#### Inkling VS Greninja

 VS

Inkling won 3-0.

#### Inkling VS Mewtwo

 VS

Inkling won 1-0.

#### Inkling VS Mewtwo

 VS

Inkling won 1-0.

#### Inkling VS Mewtwo

 VS

Mewtwo won 1-0.

#### Inkling VS Bayonetta

 VS

Bayonetta won 2-0.

#### Gumball VS Inkling

 VS

Gumball won 1-0

#### Inkling VS Sonic

 VS

Inkling won 1-0

#### Inkling VS Ridley

 VS

Inkling won 1-0

#### Mewtwo VS Inkling

 VS

Inkling won 1-0.

### Summary

Inkling is a character that excels greatly in many areas, but is typically defined by quick, slippery movement and fast attack speed. As a result, most attributes are overall consistent with combo-heavy middleweights, with a focus on a fast-approach "footsies" playstyle: the Inkling has fast overall mobility due to high initial dash and running speeds, alongside high air speed .However, the rest of of Inkling's traits are mostly average, with middling air acceleration, fall speed, walk speed, and weight, and low traction. As a result, Inkling can easily traverse large distances very quickly, but can have issues changing directions in midair; additionally, the combination of middling weight and fast fall speed do not give much of an advantage when escaping combos.

Inkling's greatest strength, is, fittingly, fast general movement and attack speed. Inkling's dash is notable for shifting Inkling's entire hurtbox during movement, which in some cases allows Inkling to low-profile through certain attacks, and its obscure animation - which shares a visual similarity to its spot dodge animation - along with its strong initial dash, gives the character an effective and deceptive dash-dance. While the range on many attacks is rather lacking, this is made up by extremely fast frame data, which allows Inkling to put the fast mobility to good use and rush opponents down in a flurry of moves. Additionally, Inkling boasts a strong ground and aerial offense, with many moves being capable of stringing together, particularly when coupled with an up throw, which is an effective combo initiator till high percents and can even KO through its setups. As a result, opponents can have a tough time finding openings in the Inkling's offense, since the high speed and low landing lag allow the Inkling to weave around any foe very easily, and an extremely potent combo ability easily turns any mistake on their end into a potential combo starter.

The Inkling's damage racking potential is further enhanced by the unique ink mechanic, lifted from the Inkling's game of origin, Splatoon. Select moves - such as Splattershot - will cover opponents in ink, which increases damage and knockback dealt to them up to a maximum of 1.5x, though this will wear off over time. When an opponent is fully inked, many combos are capable of effectively dishing out surprising amounts of damage over a short period on careless opponents. As a downside, this ink mechanic also affects the power of certain moves such as neutral attack infinite, forward throw, special moves and smash attacks, which lose significant KO power or damage on an empty ink tank (and with some moves, completely failing to do damage). Due to this, the Inkling has to recharge the ink tank by going into a "charging" stance once the ink tank is completely depleted. As this leaves Inkling wide open to attacks with no escape options till the charge animation ends, managing the ink supply with care is crucial, and it's important to keep a safe distance from the opponent when recharging.

Inkling also has powerful offstage capability due to their attributes. Despite having a relatively linear recovery, it is very lengthy, and Inkling is able to mix it up by being able to double jump out of Splat Roller in combination with Super Jump, allowing the recovery to be less predictable. Coupled with the sheer speed of the moves, this makes it difficult to challenge the Inkling with an offstage edgeguard. Inkling also has one of the best air speeds to supplement this, and likewise can edgeguard very proficiently through strong usage of aerials. Among most notable is their back aerial, which is one of their safest moves not only offstage but in neutral, as it sports a notable disjoint and is able to combo into itself at mid-percents, which can lead to a wall of pain in certain situations. Inkling's Splat Bombs are a crucial tool both in neutral and when covering the ledge; while the bomb can be thrown off-stage to intercept the opponent, the angle and awkward timer of the bomb also makes for a powerful frame trapping tool, particularly on opponents that are recovering on the ledge.

Even with a fantastic set of strengths, the character is not without several major weaknesses. Despite having explosive damage racking potential, most of Inkling's strongest KO moves are all comparatively unsafe - particularly Splat Roller and smash attacks - meaning Inkling is often forced to rely on reads and edgeguarding in order to guarantee a stock at kill percents. While the issue is partially alleviated by her being one of the few characters in the game to have a kill confirm off of a grab, the percentage windows vary from character to character - with the confirm being borderline impossible on a select few characters - and it's also affected by rage. The ink mechanic also forces Inkling to be resourceful with many of their moves, as without ink, they lose access to several crucial attacks such as Splat Roller, and Splat Bombs.

Overall, Inkling is a rounded character with solid mobility stats and damage racking capability across the board. Its deceptive traits and strong set of attacks make it a versatile fighter that excels both at defensive and offensive play, however its lack of reliable KO options forces the character to maintain strong consistency in its play, as they can occasionally struggle to score kills and make up stock deficits, particularly against opponents who have a much easier time KOing or stymieing their movement options.