Sources

Inkling Versus

Lucas

Up Throw > Up Air (Boo-Yah)

Range

111% - 120%

10%
RageInk
NONE HALF > FULL
+0 -3 -5 -6
0% +0 111 108 106 105
50% -3 108 105 103 102
-4 107 104 102 101
100% -12 99 96 94 93
-15 96 93 91 90
150% -22 89 86 84 83
-25 86 83 81 80

Syndromes!

Neutral Airdodge
125 - 134

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.

Spot
121 - 124

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

Neutral special (PK Freeze)

  • BEATS Splat Bomb

Side special (PK Fire)

  • cannot Dash Under
  • TRADES WITH Splat Bomb

Up special (PK Thunder)

  • 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 47 - 58 46 - 56 40 - 50 34 - 44
11% 10% 10% 10%

Back aerial

HitboxRage
0% 50% 100% 150%
Sour 66 - 76 64 - 74 59 - 68 55 - 63
10% 10% 9% 8%
Sweet 50 - 57 49 - 56 45 - 51 41 - 47
7% 7% 6% 6%

Forward aerial

HitboxRage
0% 50% 100% 150%
Sour Late 64 - 76 62 - 74 56 - 67 50 - 61
12% 12% 11% 11%
Sour Early 34 - 42 33 - 40 29 - 36 25 - 32
8% 7% 7% 7%
Sweet 26 - 33 25 - 31 22 - 28 19 - 24
7% 6% 6% 5%