Sources

Inkling Versus

Cloud

Up Throw > Up Air (Boo-Yah)

Range

116% - 138%

23%
RageInk
NONE HALF > FULL
+0 -3 -5 -6
0% +0 116 113 111 110
50% -3 113 110 108 107
-4 112 109 107 106
100% -12 104 101 99 98
-15 101 98 96 95
150% -22 94 91 89 88
-25 91 88 86 85

Syndromes!

Neutral Airdodge
143 - 144

Neutral Airdodge can’t be used as an avoidance if Boo-Yah is timed, but Directional Airdodge would easily work. Reason would be because of hurtbox shifting.

During a Boo-Yah, there are some special conditions to take into account for certain characters. It can make it harder or easier for Inkling depending on what it is.

For more details visit the boo-yah google doc

Prefer (Foward Smash) After Roller

First hit of Up Smash WILL NOT unbury enemy, use Forward Smash or wait until bury is almost over

Down Smash WILL NOT HIT on Ledge

Down Smash MISSES when enemy stalls ledge

Rising Short Hop Forward Air

HITS when enemy is standing

MISSES when enemy is dashing

Move Interactions

Neutral special (Blade Beam)

with limit breaker
  • cannot Dash Under
  • TRADES WITH Splat Bomb
without limit breaker
  • cannot Dash Under
  • LOSES TO Splat Bomb

Aerial Tech Chase

Tech-chasing is following or predicting an opponent's tech or floor recovery in order to attack them before they can respond. Because a character's tech animations have small windows of vulnerability before ending and allowing action, it is possible to read (or, sometimes, react to) the direction of a player's tech and punish them.

Tested with Stale Moves on, no DI, short hops, any stage, no ink, and opponent facing Inkling.

When you hit a character that puts them into 100% or more, there is a 30% chance for them to go into a spinning animation. This lets them escape a few percents earlier.

Tables below display the min - max percentages, as well as the difference between the two below them.

Neutral aerial

HitboxRage
0% 50% 100% 150%
Any 49 - 95 47 - 93 41 - 85 36 - 78
46% 46% 44% 42%

Back aerial

HitboxRage
0% 50% 100% 150%
Sour 68 - 109 67 - 107 61 - 100 56 - 91
41% 40% 39% 35%
Sweet 52 - 84 50 - 82 46 - 77 42 - 72
32% 32% 31% 30%

Forward aerial

HitboxRage
0% 50% 100% 150%
Sour Late 67 - 117 65 - 114 58 - 106 52 - 98
50% 49% 48% 46%
Sour Early 36 - 68 34 - 64 30 - 61 26 - 56
32% 30% 31% 30%
Sweet 28 - 53 26 - 54 23 - 49 19 - 45
25% 28% 26% 26%