Sources

Inkling Versus

Richter

Up Throw > Up Air (Boo-Yah)

Range

122% - 149%

28%
RageInk
NONE HALF > FULL
+0 -3 -5 -6
0% +0 122 119 117 116
50% -3 119 116 114 113
-4 118 115 113 112
100% -12 110 107 105 104
-15 107 104 102 101
150% -22 100 97 95 94
-25 97 94 92 91

Syndromes!

Spot
150 - 155

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

HITS when enemy is dashing

Move Interactions

Down special (Holy Water)

  • cannot Dash Under
  • BEATS Splat Bomb

Splattershot (Wind) Effect— Pushes object away

Neutral special (Axe)

  • can Dash Under
  • BEATS Splat Bomb

Side special (Cross)

  • cannot 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 51 - 118 49 - 115 43 - 106 37 - 98
67% 66% 63% 61%

Back aerial

HitboxRage
0% 50% 100% 150%
Sour 71 - 130 69 - 128 64 - 120 59 - 112
59% 59% 56% 53%
Sweet 54 - 101 53 - 99 48 - 92 44 - 85
47% 46% 44% 41%

Forward aerial

HitboxRage
0% 50% 100% 150%
Sour Late 69 - 142 67 - 139 60 - 129 54 - 120
73% 72% 69% 66%
Sour Early 37 - 83 36 - 81 31 - 76 27 - 70
46% 45% 45% 43%
Sweet 29 - 69 28 - 66 24 - 62 21 - 57
40% 38% 38% 36%