Sources

Inkling Versus

Duck Hunt

Up Throw > Up Air (Boo-Yah)

Range

106% - 110%

5%

Escape Option

Neutral B (Trick Shot - 1 / 16 / 1—2 Frame Startup)

RageInk
NONE HALF > FULL
+0 -3 -5 -6
0% +0 106 103 101 100
50% -3 103 100 98 97
-4 102 99 97 96
100% -12 94 91 89 88
-15 91 88 86 85
150% -22 84 81 79 78
-25 81 78 76 75

Syndromes!

Spot
111 - 115

There’s a specific spot to aim for on the character for Boo-Yah to work. Can be underneath, to the left or right. For more details look for the character in the boo-yah google doc or check this Tweet Video.

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 (Up Smash) After Roller

First hit of Up Smash WILL unbury enemy

Down Smash WILL HIT on Ledge

Down Smash HITS when enemy stalls ledge

Rising Short Hop Forward Air

MISSES when enemy is standing

MISSES when enemy is dashing

Move Interactions

Down special (Wild Gunman)

  • BEATS Splat Bomb

Neutral special (Trick Shot)

a.k.a, tin can (in air)
  • can Dash Under
  • BEATS Splat Bomb
a.k.a, tin can (on ground)
  • cannot Dash Under
  • TRADES WITH Splat Bomb

Splattershot (Freeze) Effect— Object becomes stuck in place

Side special (Clay Shooting)

a.k.a, disk
  • can Dash Under
  • TRADES WITH 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 45 - 80 43 - 78 38 - 71 33 - 64
35% 35% 33% 31%

Back aerial

HitboxRage
0% 50% 100% 150%
Sour 63 - 94 62 - 92 57 - 86 52 - 80
31% 30% 29% 28%
Sweet 48 - 72 46 - 70 42 - 65 39 - 61
24% 24% 23% 22%

Forward aerial

HitboxRage
0% 50% 100% 150%
Sour Late 62 - 100 60 - 97 54 - 90 48 - 83
38% 37% 36% 35%
Sour Early 33 - 57 31 - 56 27 - 51 24 - 46
24% 25% 24% 22%
Sweet 25 - 46 24 - 44 21 - 40 17 - 36
21% 20% 19% 19%