Sources

Inkling Versus

Mii Swordfighter

Up Throw > Up Air (Boo-Yah)

Range

115% - 117%

3%
RageInk
NONE HALF > FULL
+0 -3 -5 -6
0% +0 115 112 110 109
50% -3 112 109 107 106
-4 111 108 106 105
100% -12 103 100 98 97
-15 100 97 95 94
150% -22 93 90 88 87
-25 90 87 85 84

Syndromes!

Neutral Airdodge
120 - 125

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
118 - 119

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 (Can't Be Point Blank)

MISSES when enemy is dashing

Move Interactions

Neutral special

Gale Strike (Tornado)
  • BEATS Splat Bomb
Light shuriken
  • LOSES TO Splat Bomb

Side special

Chakram
  • 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 - 77 47 - 75 41 - 67 36 - 61
28% 28% 26% 25%

Back aerial

HitboxRage
0% 50% 100% 150%
Sour 68 - 93 67 - 91 61 - 83 56 - 79
25% 24% 22% 23%
Sweet 52 - 71 50 - 68 46 - 63 42 - 60
19% 18% 17% 18%

Forward aerial

HitboxRage
0% 50% 100% 150%
Sour Late 67 - 97 65 - 95 58 - 87 52 - 80
30% 30% 29% 28%
Sour Early 36 - 55 34 - 54 30 - 47 26 - 44
19% 20% 17% 18%
Sweet 28 - 44 26 - 43 23 - 37 19 - 34
16% 17% 14% 15%