Sources

Inkling Versus

Robin

Up Throw > Up Air (Boo-Yah)

Range

113% - 135%

23%
RageInk
NONE HALF > FULL
+0 -3 -5 -6
0% +0 113 110 108 107
50% -3 110 107 105 104
-4 109 106 104 103
100% -12 101 98 96 95
-15 98 95 93 92
150% -22 91 88 86 85
-25 88 85 83 82

Syndromes!

Spot
136 - 141

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

HITS when enemy is standing

HITS when enemy is dashing

Move Interactions

Misc (Side Effect Items, Taunts, etc)

Book
  • LOSES TO Splat Bomb
Levin Sword
  • TRADES WITH Splat Bomb

Neutral special (Thunder)

Arc Thunder
  • can Dash Under
  • TRADES WITH Splat Bomb
El Thunder
  • can Dash Under
  • TRADES WITH Splat Bomb
Thoron
  • can Dash Under
  • BEATS Splat Bomb
Thunder
  • can Dash Under
  • LOSES TO Splat Bomb

Side special (Arcfire)

  • can Dash Under
  • 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 48 - 72 46 - 69 40 - 63 35 - 56
24% 23% 23% 21%

Back aerial

HitboxRage
0% 50% 100% 150%
Sour 66 - 87 65 - 86 60 - 79 55 - 74
21% 21% 19% 19%
Sweet 50 - 67 49 - 65 45 - 60 41 - 56
17% 16% 15% 15%

Forward aerial

HitboxRage
0% 50% 100% 150%
Sour Late 65 - 91 63 - 88 56 - 81 51 - 74
26% 25% 25% 23%
Sour Early 35 - 51 33 - 50 29 - 45 25 - 40
16% 17% 16% 15%
Sweet 27 - 41 26 - 39 22 - 35 19 - 31
14% 13% 13% 12%