Sources

Inkling Versus

Snake

Up Throw > Up Air (Boo-Yah)

Range

121% - 152%

32%
RageInk
NONE HALF > FULL
+0 -3 -5 -6
0% +0 121 118 116 115
50% -3 118 115 113 112
-4 117 114 112 111
100% -12 109 106 104 103
-15 106 103 101 100
150% -22 99 96 94 93
-25 96 93 91 90

Syndromes!

Neutral Airdodge
156 - 163

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
153 - 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 NOT HIT on Ledge

Down Smash MISSES when enemy stalls ledge

Rising Short Hop Forward Air

HITS when enemy is standing

HITS when enemy is dashing

Move Interactions

Taunt Box
  • LOSES TO Splat Bomb

Down special (C4)

  • BEATS Splat Bomb

Neutral special (Hand Grenade)

  • can Dash Under
  • TRADES WITH Splat Bomb

Splattershot (Explode) Effect— Object explodes on contact

Side special (Remote Missile)

a.k.a, Nikita
  • can Dash Under
  • TRADES WITH Splat Bomb

Splattershot (Hit) Effect— Inflicts minor hitstun

Up special (Cypher)

  • 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 - 103 49 - 100 43 - 92 37 - 84
52% 51% 49% 47%

Back aerial

HitboxRage
0% 50% 100% 150%
Sour 71 - 114 69 - 114 63 - 107 58 - 100
43% 45% 44% 42%
Sweet 54 - 90 52 - 88 48 - 81 44 - 77
36% 36% 33% 33%

Forward aerial

HitboxRage
0% 50% 100% 150%
Sour Late 69 - 123 67 - 123 60 - 114 54 - 105
54% 56% 54% 51%
Sour Early 37 - 74 36 - 72 31 - 66 27 - 59
37% 36% 35% 32%
Sweet 29 - 60 28 - 57 24 - 52 20 - 49
31% 29% 28% 29%