Sources

Inkling Versus

Hero

Up Throw > Up Air (Boo-Yah)

Range

117% - 126%

10%
RageInk
NONE HALF > FULL
+0 -3 -5 -6
0% +0 117 114 112 111
50% -3 114 111 109 108
-4 113 110 108 107
100% -12 105 102 100 99
-15 102 99 97 96
150% -22 95 92 90 89
-25 92 89 87 86

Syndromes!

Multi Range
132 - 134

There’s a second or more percent range where Boo-Yah still works.

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 HIT on Ledge

Down Smash HITS when enemy stalls ledge

Rising Short Hop Forward Air

HITS when enemy is standing

MISSES when enemy is dashing

Move Interactions

Down special (Command Selection)

Bang
  • TRADES WITH Splat Bomb
Kaboom
  • LOSES TO Splat Bomb (Activates hit detection)
Sizz
Sizzle
Snooze
  • PASSES THROUGH Splat Bomb
Thwack
  • LOSES TO Splat Bomb
Whack
  • LOSES TO Splat Bomb

Neutral special (Frizz/Frizzle/Kafrizz)

Frizz/Frizzle/Kafrizz
  • 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 49 - 79 47 - 77 41 - 70 36 - 63
30% 30% 29% 27%

Back aerial

HitboxRage
0% 50% 100% 150%
Sour 69 - 95 67 - 93 62 - 87 57 - 81
26% 26% 25% 24%
Sweet 52 - 73 51 - 71 47 - 66 43 - 61
21% 20% 19% 18%

Forward aerial

HitboxRage
0% 50% 100% 150%
Sour Late 67 - 100 65 - 97 58 - 89 52 - 82
33% 32% 31% 30%
Sour Early 36 - 57 35 - 55 30 - 50 26 - 45
21% 20% 20% 19%
Sweet 28 - 46 27 - 44 23 - 40 20 - 36
18% 17% 17% 16%