Sources

Inkling Versus

Pac-Man

Up Throw > Up Air (Boo-Yah)

Range

109% - 112%

4%
RageInk
NONE HALF > FULL
+0 -3 -5 -6
0% +0 109 106 104 103
50% -3 106 103 101 100
-4 105 102 100 99
100% -12 97 94 92 91
-15 94 91 89 88
150% -22 87 84 82 81
-25 84 81 79 78

Syndromes!

Neutral Airdodge
117 - 123

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 (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

Down special (Fire Hydrant)

  • LOSES TO Splat Bomb (Hydrant becomes Inkling's projectile)

Neutral special (Bonus Fruit)

Apple
  • can Dash Under
  • TRADES WITH Splat Bomb
Bell
  • can Dash Under
  • BEATS Splat Bomb
Cherry
  • can Dash Under
  • TRADES WITH Splat Bomb
Galaxian
  • can Dash Under
  • PASSES THROUGH Splat Bomb
Key
  • cannot Dash Under
  • PASSES THROUGH Splat Bomb
Melon
  • cannot Dash Under
  • TRADES WITH Splat Bomb
Orange
  • cannot Dash Under
  • TRADES WITH Splat Bomb
Strawberry
  • cannot Dash Under
  • TRADES WITH Splat Bomb

Splattershot (Wind) Effect— Pushes object away

Side special (Power Pellet)

  • cannot Dash Under

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 48 - 58 46 - 56 40 - 50 35 - 44
10% 10% 10% 9%

Back aerial

HitboxRage
0% 50% 100% 150%
Sour 66 - 75 65 - 74 60 - 68 55 - 63
9% 9% 8% 8%
Sweet 50 - 57 49 - 56 45 - 51 41 - 47
7% 7% 6% 6%

Forward aerial

HitboxRage
0% 50% 100% 150%
Sour Late 65 - 76 63 - 74 56 - 67 51 - 61
11% 11% 11% 10%
Sour Early 35 - 42 33 - 40 29 - 36 25 - 32
7% 7% 7% 7%
Sweet 27 - 33 26 - 31 22 - 28 19 - 24
6% 5% 6% 5%