Sources

Inkling Versus

Mii Gunner

Up Throw > Up Air (Boo-Yah)

Range

117% - 123%

7%
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!

Neutral Airdodge
129 - 132

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.

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 (Can't Be Point Blank)

HITS when enemy is dashing

Move Interactions

Down special

bomb drop
  • can Dash Under
  • TRADES WITH Splat Bomb

Forward smash

All but the final hit
  • can Dash Under

Neutral special

charged shot (half/full charge)
  • TRADES WITH Splat Bomb
charged shot (no charge)
  • cannot Dash Under
  • LOSES TO Splat Bomb
grenade launch
  • can Dash Under
  • LOSES TO Splat Bomb
laser blaze
  • can Dash Under
  • TRADES WITH Splat Bomb

Side special

Big Missile
  • can Dash Under
  • TRADES WITH Splat Bomb
Heat seeking missile
  • cannot Dash Under
  • LOSES TO Splat Bomb
flame pillar
  • cannot Dash Under
  • TRADES WITH Splat Bomb
stealth missile
  • 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 50 - 67 48 - 65 42 - 58 36 - 52
17% 17% 16% 16%

Back aerial

HitboxRage
0% 50% 100% 150%
Sour 70 - 86 68 - 83 63 - 78 58 - 71
16% 15% 15% 13%
Sweet 53 - 64 52 - 63 47 - 58 43 - 55
11% 11% 11% 12%

Forward aerial

HitboxRage
0% 50% 100% 150%
Sour Late 68 - 86 66 - 84 59 - 76 53 - 70
18% 18% 17% 17%
Sour Early 37 - 48 35 - 48 31 - 42 27 - 37
11% 13% 11% 10%
Sweet 28 - 38 27 - 38 23 - 33 20 - 30
10% 11% 10% 10%