Sources

Inkling Versus

Olimar

Up Throw > Up Air (Boo-Yah)

Range

98% - 101%

4%

Escape Option

Down B (Pikmin Order/Whistle - 2 [Start of Super Armor] Frame Startup)

RageInk
NONE HALF > FULL
+0 -3 -5 -6
0% +0 98 95 93 92
50% -3 95 92 90 89
-4 94 91 89 88
100% -12 86 83 81 80
-15 83 80 78 77
150% -22 76 73 71 70
-25 73 70 68 67

Syndromes!

Neutral Airdodge
104 - 108

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
102 - 103

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

Forward smash

Blue pikmin
  • TRADES WITH Splat Bomb
Purple pikmin
  • LOSES TO Splat Bomb (Beats due to the fact that it's very close to Olimar)
Red pikmin
  • TRADES WITH Splat Bomb
White pikmin
  • TRADES WITH Splat Bomb
Yellow pikmin
  • TRADES WITH Splat Bomb

Side special

Blue pikmin
  • cannot Dash Under
  • TRADES WITH Splat Bomb
Purple pikmin
  • cannot Dash Under
  • TRADES WITH Splat Bomb
Red pikmin
  • cannot Dash Under
  • TRADES WITH Splat Bomb
White pikmin
  • cannot Dash Under
  • TRADES WITH Splat Bomb
Yellow pikmin
  • can Dash Under
  • TRADES WITH Splat Bomb

Splattershot (Hit) Effect— Inflicts minor hitstun

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 43 - 53 42 - 51 36 - 45 31 - 40
10% 9% 9% 9%

Back aerial

HitboxRage
0% 50% 100% 150%
Sour 60 - 68 59 - 67 54 - 62 50 - 57
8% 8% 8% 7%
Sweet 45 - 52 44 - 50 41 - 46 37 - 43
7% 6% 5% 6%

Forward aerial

HitboxRage
0% 50% 100% 150%
Sour Late 59 - 69 57 - 67 51 - 61 46 - 55
10% 10% 10% 9%
Sour Early 31 - 37 30 - 36 26 - 32 23 - 28
6% 6% 6% 5%
Sweet 24 - 29 23 - 28 19 - 24 16 - 21
5% 5% 5% 5%