Sources

Inkling Versus

Mario

Up Throw > Up Air (Boo-Yah)

Range

114% - 122%

9%
RageInk
NONE HALF > FULL
+0 -3 -5 -6
0% +0 114 111 109 108
50% -3 111 108 106 105
-4 110 107 105 104
100% -12 102 99 97 96
-15 99 96 94 93
150% -22 92 89 87 86
-25 89 86 84 83

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

HITS when enemy is standing (Only Strong Hitbox)

MISSES when enemy is dashing

Move Interactions

Down special (F.L.U.D.D.)

FLUDD
  • LOSES TO Splat Bomb

Neutral special (Fireball)

  • can 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 - 73 47 - 71 41 - 64 35 - 57
24% 24% 23% 22%

Back aerial

HitboxRage
0% 50% 100% 150%
Sour 68 - 89 66 - 87 61 - 81 56 - 75
21% 21% 20% 19%
Sweet 51 - 68 50 - 66 46 - 61 42 - 57
17% 16% 15% 15%

Forward aerial

HitboxRage
0% 50% 100% 150%
Sour Late 66 - 92 64 - 90 57 - 82 51 - 75
26% 26% 25% 24%
Sour Early 35 - 52 34 - 51 30 - 46 26 - 41
17% 17% 16% 15%
Sweet 27 - 42 26 - 40 23 - 36 19 - 32
15% 14% 13% 13%