Sources

Inkling Versus

Mega Man

Up Throw > Up Air (Boo-Yah)

Range

117% - 125%

9%
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!

Spot
126 - 129

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 (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 (Only Strong Hitbox)

MISSES when enemy is dashing

Move Interactions

Down aerial (Hard Knuckle)

  • BEATS Splat Bomb

Down special (Leaf Shield)

  • cannot Dash Under
  • PASSES THROUGH Splat Bomb

Forward smash (Charge Shot)

  • cannot Dash Under

Neutral attack (Mega Buster)

a.k.a, Lemons / Pellets
  • can Dash Under
  • LOSES TO Splat Bomb

Neutral special (Metal Blade)

  • cannot Dash Under
  • LOSES TO Splat Bomb

Side special (Crash Bomber)

  • 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 50 - 110 48 - 104 42 - 99 36 - 91
60% 56% 57% 55%

Back aerial

HitboxRage
0% 50% 100% 150%
Sour 69 - 119 67 - 120 62 - 109 57 - 103
50% 53% 47% 46%
Sweet 52 - 92 51 - 93 47 - 87 43 - 81
40% 42% 40% 38%

Forward aerial

HitboxRage
0% 50% 100% 150%
Sour Late 67 - 133 65 - 130 59 - 121 53 - 109
66% 65% 62% 56%
Sour Early 36 - 79 35 - 77 31 - 71 27 - 63
43% 42% 40% 36%
Sweet 28 - 62 27 - 63 23 - 55 20 - 53
34% 36% 32% 33%